The Nameless One
The protagonist of the story, the Nameless One is the player character and central figure, who has lived for an incredibly long time (how long is never really discovered, though it is at least several thousand years). While effectively immortal and capable of regeneration from even the most grievous of wounds, his memory is fragile, and has up until now been erased with each death he suffers. As he interacts with the game world, his memories, his powers, and the tangled web he has left in his wake become slowly apparent.
- The Ace: You can be a better mage than Ignus, a better thief than Annah, and a better fighter than Vhailor, possibly even all of them in one game, though only one of the three at once. At one point it was going to be possible to be a priest as well, but this was eventually written out, noting that while previous Nameless Ones might have been priests, their successors burnt all their bridges with the gods a long time ago.
- Amnesia Danger: The fact his lost memories prevent him from resolving issues he has encountered in the past is a recurring problem.
- Amnesiac Dissonance: No matter which alignment you choose, you'll find that at least one of your incarnations was your complete opposite. For an even bigger kick in the balls, you can find out that your first incarnation did something so overwhelmingly horrible and evil that he sought immortality as a way to have enough time to atone for it. It didn't take: he may have wanted to spend thousands of lifetimes doing good, but then he lost his memory. Repeatedly. And went insane.
- And I Must Scream: Casting him into the Plane of Fire is described as one potential way of killing him. However, from what is learned about how his immortality functions, it's possible that doing so wouldn't so much kill him as trap him in an endless loop of being burned to death, reviving, and burning again.
- An Axe to Grind: One of the potential weapon types he can make use of is axes.
- Badass Baritone: Several lifetimes with injuries has left a toll on his voice, leaving him having one of the deepest voices in the game. He's only surpassed by Vhailor and The Transcendent One, but said characters were played by Badass Baritone gods.
- Badass Bookworm: He updates his journal a lot.
- Back from the Dead: It's his defining trait and a key mechanic of the game. When he dies he just wakes up again after a short while in the next safe area.
- Beast and Beauty: Played with. The Nameless One looks the part of a beast, and his romantic options are certainly beautiful, but they both have fiendish heritage.
- Black Humor: The game is fond of it and so is he. One memorable example is when he asks a crazy woman who attends the dead, seeking their bodies or organs and valuables, to crack open his skull and look inside and notes the ordeal in his journal.The Nameless One: I asked Marta... the addled Seamstress in the Buried Village... to look in my skull to see if anything was there. There wasn't.
- Carry a Big Stick: One of the potential weapon types he can make use of is clubs.
- Catchphrase: "Updated my journal." Expect to here that quite a lot as your quest goes on.
- Chick Magnet: Yes, he manages somehow. Force of personality is part of it. Plus Sigil's a pretty happenin', cosmopolitan sort of place, and despite being literally nothing but scars he's pretty well-formed when his face isn't contorted into a hideous grimace for the camera.
- Complete Immortality: It's impossible for the Nameless One to die permanently. That's a qualified "impossible," but it still can't be done under normal conditions.
- Covered with Scars: See that greyish skin tone? None of that is actually skin.
- Dark Is Not Evil: A non-evil Nameless One qualifies; many characters with all types of senses comment on the ominously strange, twisted and broken feel of his presence, but you don't have to live up to it. At least not consciously.
- Deader Than Dead: This is one way to end the game, either on your own terms or not. The alternative is to simply die for real, but become a damned petitioner.
- Deadpan Snarker: You can be, and there are some choice lines to pick from. For instance, some innovative variations upon Your Mom.
- Determinator: With all the shit he's going through (including death, mutilation and literally going to hell and back) to find out who he is and how to end his immortality? Absolutely!
- Drop the Hammer: One of the potential weapon types he can make use of is war hammers.
- Empowered Badass Normal: As mortal, he did... something... that most people wouldn't be capable of, and he travelled to the dangerous horrors of the Gray Wastes. As an immortal, he's now potentially one of the most powerful beings in the multiverse, if his amnesia wasn't in the way. But you can fix that to a pretty surprising degree. For extra points, he can max out his stats to 25 even without magical assistance. Mortals cap at 18, +/- racial traits.
- Even Evil Has Standards: That Heroic BSoD down there? He has it regardless of alignment, meaning that even an evil aligned Nameless One is disgusted and horrified by the Practical Incarnation.
- Eye Scream: You can rip out your own eye and shove a preserved one in its socket to recover some of your memories. Ignus will rip out one of your eyes and broil it to teach you a spell. And Ravel can, if you chose the right dialogue, stab out an eye with one of her claws, stuff a wickedly barbed seed in it, and then cram it back in your socket to boost your stats.
- Fighter, Mage, Thief: The three classes you can be, and while you can't be all three at once, you can freely switch between them in defiance of the typical AD&D ruleset.
- Fingore: In the Ragpicker Square is a mentally deficient cannibal with a finger that has a ring on it. You can offer to let him chew on your fingers instead to get it. And however you get it, to get the ring itself, you have to bite your own finger off and graft the rotting finger to your stump.
- Gameplay-Guided Amnesia: The story centers around the Nameless One's amnesia. Indeed, at the time (and arguably still) it was an effort to deconstruct the recurrence of player characters beginning the game knowing nothing for no logical reason. Here, it's the reason for the entire game. You aren't saving the world; you're discovering yourself.
- Good Thing You Can Heal: Invoked. His immortality comes with a Healing Factor, and he often will mutilate himself in such ways that can affect the world around him (e.g. biting off a finger and replacing it with a dead one to remove a cursed ring, giving Fell his skin for his gallery, etc.), but it doesn't lessen the pain or grotesqueness of the event.
- Grievous Harm with a Body: Of the "using bodyparts as weapons" variety. Some of the weapons he can use in the game include thigh bone clubs, a heavily preserved zombie's arm, one of his own arms, and a fingernail from Ravel as a dagger. He can also wield the mace "Devil's Due", which is made from the forearm of some unknown fiend that has been broken off after punching into a humanoid's skull and getting stuck.
- Healing Factor: Courtesy of his immortality, obviously. Rate depends on his Constitution. Average Constitution yields very slow regeneration, but maxed out regenerates 2 HP per second, which means you're completely healed in about 1-2 minutes.
- The Hero: He's the main character of the game; naturally, he fills this archetype.
- Heroic BSoD: Has a big one once when he recalls the Practical Incarnation's most terrible act.
- I Work Alone: Inverted — Dhall the scribe implores the Nameless One not to travel with anyone else, since he's seen what happens to those that do.
- Identity Amnesia: This is the cornerstone of the game; he wakes up not knowing who he is, or even what he is, and sets out to find out.
- Kavorka Man: With high charisma (and, in some cases, even without), he is inexplicably attractive to women, but still looks like... that. Fall-From-Grace says that he's actually quite handsome under all the scars, though, and Annah implies that she finds his leathery skin attractive, so he might not be that ugly by the setting's standards.
- Kleptomaniac Hero: Because of how small things often prove essential for resolving various quests, the Nameless One is encouraged to grab just about everything he can and hold onto it as long as possible.
- Knife Nut: One of the potential weapon types he can make use of is knives and daggers. Due to the game's general aversion of Heroes Prefer Swords, the two swords the Nameless One can wield (the Entropic Blade and Celestial Fire) are also lumped in with knives under a single proficiency.
- Logical Weakness: Because his immortality is derived by consuming the life-force of others whenever he comes back, being trapped on the Negative Energy Planenote renders him functionally mortal, as the plane itself would intercept and consume any lifeforce brought from outside of the plane.
- Manipulative Bastard: At least one of the earlier incarnations. Other incarnations are different kinds of bastard. You can be one in game, and possibly more than in any other RPG to date.
- Mark of the Beast: The Symbol of Torment The Nameless One carries on him. Unlike all his tattoos, no-one seems to have added that one to him and it can never be removed. It's the mark that torment has left upon you, the metaphysical scar and sign that draws suffering towards you and leaves it in your wake. It turns your existence into a beacon for tormented souls and torment itself, ensuring that you and everyone who follows you will hurt and continue to be hurt. By learning your true name, you're able to reach closure and remove the symbol.
- Meaningful Name: The Nameless One's lack of a name is indicative of his lack of an identity. It's practical, too - without a name, he can't be tracked. This catches up with him if he reunites with his mortality, causing the gods of the multiverse to suddenly become aware of his existence, and almost immediately punish him for the great sin his first incarnation committed so long ago.
- My God, What Have I Done?: Even an evil Nameless One will have a breakdown and sob when he views Deionarra's Sensory Stone and realizes how horribly the Practical Incarnation used her.
- Older Than They Look: Obviously, being immortal and all. He may be thousands years old, but beneath the scars he looks like mid 30s to early 40s. Maybe that was his age when he attained immortality?
- Pet the Dog: At the end of the game, he sends Ignus to the Plane of Fire, the only place where he will be happy and not a danger to others. Bear in mind that the Nameless One has to be evil-aligned in order for Ignus to be in his party at that point.
- Physical Scars, Psychological Scars: His scarred body symbolises the massive and repeated trauma upon his mind from being killed and brought back to life an unknown number of times that he still 'recovers' from in his way.
- Powered by a Forsaken Child: Whenever the Nameless One "dies", someone else dies in his place. And becomes an undead shadow. And promptly begins hunting him down, filled with hate.
- Power Fist: One of the potential weapon types he can make use of is knuckledusters.
- Resurrective Immortality: Dying is even a way to solve some of the puzzles, and learning why he won't die is his goal in the story.
- Self-Mutilation Demonstration: You do this quite a bit - even killing yourself a few times for various reasons. One of the more notable examples is scaring an over-eager would-be Dustman away from trying to join by telling them how you can return from death and then snapping your neck to prove it. There's even a very bored Sensate noblewoman who will pay you money for letting her kill you.
- Scars Are Forever: The Nameless One bears scars from all his previous lifetimes.
- Spell Book: Pursuing the wizardly arts with Mebbeth at Ragpicker's Square has the Nameless One forge his own spellbook out of a black-barbed bramble seed, ridiculously overstarched rags, and the wierdly ink-like blood of a fish. With a 14 or higher in Int or Wis, the Nameless One can realize just why they were sent on the Fetch Quest needed to make it, earning some bonus experience points.
- Stern Chase: Pursued by shadows and the Transcendent One.
- Stop, or I Shoot Myself!: An option to make the Big Bad cave.
- Tears of Blood: During his Heroic BSoD.
- Time Abyss: Would be, if not for his amnesia. If the Transcendent One can be trusted, his age is tallied in millennia.
- Token Evil Team Mate: An evil Nameless One is the only evil member of the party (although Ignus avoids the evil designation only by being too mad to comprehend his own actions, and even then, just barely).
- Token Good Team Mate: Aside from Morte, a good aligned Nameless One is the only good aligned party member in the game. Everyone else is varying degrees of neutral. There's a pragmatic gameplay reason to become the Token Good Teammate as well - the Celestial Fire can only be wielded by Lawful Good characters.
- Took a Level in Badass: Inversion. You don't become stronger with experience because you take levels, as in nearly all RPGs - you become stronger because you remember skills and abilities of past lives (which were varied and countless in number), therefore slowly removing your amnesia. Notable is the insane level you are able to reach: 35 and possibly over, way past the usual for D&D and quite certainly at Physical God level.
- This is actually explained in the manual that in his long lifetime, the Nameless One has reached level 20 in every single class.note
- True Neutral: In-universe, you start this way due to being a Blank Slate, but you can become any alignment.
- Videogame Cruelty Potential: And not just in a Stupid Evil or Heroic Comedic Sociopath way either; the game presents the Nameless One with options horrific enough to place him among the most repulsive, manipulative villains in RPG history, if you so choose. It is a testament to power of the game's script, however, that it will make you feel like a complete bastard for going down that path.
- If you still desire cartoonish EEEVIL, there's an option to kick the Lim-Lim. It accomplishes... well, nothing.
- Villain Protagonist: An evil Nameless One, mixed in with Manipulative Bastard.
- Waking Up at the Morgue: The first time you come to life in the game, you're on a dissection slab at the Sigil mortuary. Your first quest is getting out of there. Your second quest is finding out why you wound up there in the first place.
- Who Wants to Live Forever?: The first incarnation did. But, as you learn, it had a lot of downsides.
The Companions In General
The player character and his companions taken as a whole.
- Badass Crew: Yes. Some may not look like it at first, but they all qualify.
- Dysfunction Junction: It's outright called out in towards the second half of the game that every single individual is screwed up in some fashion. In fact, it turns out to be invoked: The Nameless One sports a unique magical sigil tattooed on his back that magnetically draws those suffering torment to join him.
- Monster Adventurers: The one character who might be human is so heavily scarred that his species is indeterminate, and many mistake him for a zombie at a first glance. Aside from him, you have:
- Morte, a floating skull who claims to be an unusually well-made Mimir[[note]]a sort of lesser golem that functions as a magitek tape-recorder but who's actually an escaped Baatorian petitioner.
- Dak'kon, a disgraced male githzerai zerth.
- Annah-of-the-Shadows, a female tiefling thief.
- Fall-From-Grace, a redeemed succubus who is dedicated to the Society of Sensation but who's sworn a vow of celibacy.
- Nordom, a rogue Modron newly separated from the Hive Mind of his people.
- Ignus, a pyromaniac male human cursed to be a living portal to the elemental plane of fire.
- Vhailor, a formerly human lawman so obsessed with justice that he simply ignored his own death, transforming into a unique undead creature that is basically a disembodied, zealous spirit inside a suit of ancient Mercykiller armor.
- Ragtag Bunch of Misfits: They're all extremely odd individuals, and would be the talking point of any individual party on their own, but put together, their weirdness almost cancels out. Almost.
- Two Girls to a Team: Annah and Grace are the only females among the group.
- Undying Loyalty: To you, if you decide to treat them well. Seen in the last part of the game.
The Nameless One's quintessential skeletal sidekick, who joins him from the outset and acts as an expository figure, explaining essential facts, history, and background information to the player as he gets his bearings. A floating skull with an unbridled libido, Morte is nonetheless a masterful fighter, and has a talent for infuriating people - even when he doesn't mean to.
- The Atoner: Morte believes he's the one responsible for The Nameless One's plight by telling him that Ravel could help him when he was alive. The problem is, in Planescape, dying means losing your memories. Morte isn't sure that he's responsible, but the sheer uncertainty of it all keeps tormenting him and binds him to the Nameless One.
- Beware the Silly Ones: For a cowardly, lecherous, floating skull, when his help is needed, Morte pulls through for his allies in a big way.Annah: Are you tryin' to get us all carved to pieces? Don't you be Tempting Fate like that, skull!
- Casanova Wannabe: Taken to Squick levels when he primarily hits on zombies. It's played for laughs, though — hey, he's just as dead as they are!
- Chaotic Good: Official alignment.
- Consummate Liar: For someone who's trying to atone for saying too many lies in life, he's awfully deceitful. He has some good reasons for it, though — he started off trying to tell the Nameless One everything, but that didn't go over well.
- Cowardly Lion: Isn't overly fond of fighting, but he does it pretty damn well.
- Crouching Moron, Hidden Badass: Morte seems to be just a wise-cracking, irreverent, cowardly buffoon, but he's capable of literally chewing demons to bits.
- Deadpan Snarker: By far the most sarcastic character in the game. It even ties into his combat tactics - insulting enemies until they focus their attacks on him and him only, using melee only, which will allow the party to trash any hostile mage with enough levels.
- Expressive Skull: Morte is pretty good at conveying facial expressions despite being a talking, floating skull that can only move his jaw and eyeballs. This is despite not actually being animated — it's all down to, ah, body language, how he angles his skull and bobs in the air.
- Faking the Dead: He's the only party member not killed by the Transcendent One, but pretends to be dead until the battle's over.
- Fun Personified: He is the origin of easily half of the funny dialogues of the game. Remember to have Annah and Fall-From-Grace with you for extra laughs.
- Handicapped Badass: For a cowardly disembodied skull, he's quite a competent fighter. He bites.
- I Owe You My Life: Morte owes the Nameless One his life because the Practical Incarnation pulled him out of the Pillar of Skulls.
- I Shall Taunt You: His main combat power is Litany of Curses, which causes him to spout a random insult at the targeted enemy. If they fail their save, they fall into a rage and are forced to do nothing but make melee attacks on him for a short time, and they also take a penalty to attack and damage rolls, armor class, and saving throws. It can be upgraded several times by finding new insults for him.Morte: You've got a face only a sledgehammer could love. And has.
- Idle Animation: Two literal cases of a jaw dropping: in his portrait, his lower jaw occasionally slips off and he drops down out of frame to fetch it; in his sprite, he flips his jawbone up in the air and catches it.
- Improbable Weapon User: Morte is one of the few RPG characters who goes into battle and bites things to death. His official (and in-game) weapon proficiency is "Fist (don't ask)".
- Jaw Drop: Rarely at a loss for words, but when he is... Also literally, as seem in his Idle Animations.
- The Lancer: Your first party member, and one of two that must join you as a part of the story. Morte has the most interjections of all the party members, plays the foil to The Nameless One a lot, and will stick by you pretty much no matter what you do.
- Lampshade Hanging: All the time, as a Deadpan Snarker Mr. Exposition character. Regarding his being a floating head, for instance, try to give him a weapon and he'll say this:Morte Oh yeah, sure. I'll just swing it with my arms.
- Lover, Not a Fighter: That is what he says. In fact...
- Meaningful Name: Lampshaded.Morte: Morte. Like Latin. For death.
- Mr. Exposition: His primary role in the party: he's a mimir, which are skull-shaped artifacts which serve no other purpose but to rattle their bone-boxes on the subject of the planes. Morte's been around a long time and knows almost everything worthwhile to know about the Planes as a whole and Sigil in particular. As the Nameless One knows all of absolutely nothing, Morte helps out by explaining to him (and, by extension, the player) whenever you run into something unfamiliar.
- No Celebrities Were Harmed: For whatever reason, Rob Paulsen voices him like he's doing a riff on Steve Buscemi.
- Non-Human Sidekick: Morte is a mimir; a sentient construct designed to basically be a floating, talking lexicon. This turns out to be a lie; he's a unique Baatorian petitioner, in the form of a "living" human skull rescued from the Pillar of Skulls in Avernus.
- Shout-Out: If you have Fall-From-Grace in your party, he will make a reference to RPG urban legend, the Head of Vecna.
- Stone Wall: Morte's offense is fairly poor compared to Vhailor and Dak'kon, but he has reasonable constitution, fighter HP and high resistance to physical damage. His taunt is there to make enemies attack him, which is good because he takes about the quarter of the damage your other characters do.
- Token Good Teammate: He's the only good-aligned party member; all the others are varying shades of neutral.
- Video Game Cruelty Potential: You can put him back in the Pillar of Skulls. And then rip him out again. He returns mentally changed from that one.
- Vitriolic Best Buds: With Nordom. And potentially, you, if you choose dialogue options to that effect and don't mind your alignment going a little chaotic.
Dak'kon is an exiled and aged zerth, a githzerai warrior-mage (the githzerai are a race of monks that live on the primordial plane of chaos). Dak'kon wields the last karach blade and is proficient in its use in addition to the Art.
- Badass Boast:Dak'kon: I may be bested in battle, but I shall never be defeated.
- Badass Grandpa: He is centuries old, but still a powerful warrior who can go toe-to-toe with some of the mightiest creatures in the Planes.
- The Big Guy: An odd case. Until/unless you get Vhailor, Dak'kon falls into this role by virtue of being primarily melee-focused and having little to say — unless you're a mage and study the Path of Zerthimon, in which case he starts to lean toward being The Smart Guy instead.
- Cool Old Guy: He is serene, thoughtful, a skilled ass-kicker, and generally doesn't let his age get in the way of doing what needs to be done.
- Cool Sword: He has the coolest sword in the game. For most of the game, it's the only sword in the game.
- Crisis of Faith: Deeply buried, and at least a portion of the torment that draws him to you. He agonizes over the question of whether or not Zerthimon's mind was compromised during his time being tortured by the illithid, and thus whether he was really trying to save the gith from themselves when he opposed Gith during the great split that created the githzerai and githyanki, or whether he was obeying hidden subliminal commands. The Nameless One can help him through it, if his mental stats are high enough and he is a mage.
- Defeat Means Friendship: One of the easiest ways to get him to join you is to beat him in a debate over why Sigil does not *know* itself. He will join you after you talk to him no matter what you do because of his debt, but you gain bonuses for the debate.
- Empathic Weapon: The karach blade is bound to its wielder, and its form and abilities reflect their mental state. If he were to abandon for whatever reason, it would cease to exist. The Practical Incarnation states that "such a tool, when used properly, could slay the multiverse itself." This is the reason that he saved and enslaved the githzerai for his own purposes, since he couldn't simply take the blade for himself. Ironically, this plan also ensured that Dak'kon's heart would be too wounded to actually achieve that kind of power until long after the Practical Incarnation's end (and the Nameless One can end up with a karach blade of his own thanks to Dak'kon, but only by being kind to him.)
- Foreign Cuss Word: Githzerai curse by invoking the titles of their parables.Dak'kon: [attacking] Vilquar's Eye.note
Dak'kon: [damaged] Ach'ali Drowning.note
Dak'kon: [critically hit] ...Tachia's Folly.note
- Gameplay and Story Integration: A karach blade becomes stronger and sharper with the will of the wielder. If you help Dak'kon clear his mind of self-doubt and increase his morale, his blade will change into a straighter form that offers more spells and better protection, because he wants to protect you. Likewise, if you torture him by lording his plight over him, the blade will become twisted, jagged, and very, very good at killing - because he wants you dead.
- Genius Bruiser: More bruiser than genius though. 17 Strength and 13 Intelligence isn't very good for a fighter/mage. Offset by the power of his karach blade, however, which is expressly an extension of Dak'kon himself and grants extensive bonuses as Dak'kon levels that tend to make up the difference.
- Glass Cannon: He's got a lot of offensive options and a powerful sword that gets better as he levels, but as a fighter-mage he's a lot squishier than Morte or Vailor.
- Heroic Self-Deprecation: Dak'kon's Fatal Flaw is doubt. This extends to a serious lack of self-worth. Comes up in banter with Fall-from-Grace:Grace: Your combat skills are most impressive, Dak'kon.
Dak'kon: They are but specks upon Zerthimon's path.
Grace: Your mastery of discipline is impressive, Dak'kon.
- And again:
Dak'kon: In the eyes of Zerthimon, I am nothing.
Grace: Surely you are being too harsh on yourself.
Dak'kon: A long road must I still travel. This is but the beginning.
- I Gave My Word: And his word is his bondage.
- I Owe You My Life: Dak'kon is bound to serve The Nameless One for as long as The Nameless One lives due to a life-debt to The Practical Incarnation, who 'saved' Dak'kon by giving him the Unbroken Circle of Zerthimon. Finding out The Nameless One was immortal was... unpleasant, for him. For githzerai, slavery is much worse than death.
- Katanas Are Just Better: Technically it can look however he wants... but the in-game model defaults to this.
- Lawful Neutral: Something that marks him as an anomaly among his people; as you can imagine for creatures who have chosen to dwell in the plane of chaos, most githzerai are Chaotic Neutral... or at least, they were. Dak'kon has been so influential that modern depictions of the githzerai resemble him much more, right down to his distinctive Verbal Tics.
- Made a Slave: By the Practical Incarnation, as is later revealed. Through his own well-intentioned mistake as well. It causes him no end of emotional and spiritual turmoil.
- Magic Knight: Multiclass Mage/Fighter. Stabs and slings spells with equal and intense dedication.
- Non-Human Sidekick: You don't have to recruit him, but Dak'kon's long history with the Nameless One and his interactions with him through the game firmly establishes him as a loyal sidekick, despite not being human.
- Not So Stoic: Becomes uncharacteristically loud during his Crisis of Faith in his personal quest.
- The Reveal: He's known the Nameless One for a long time — not as a long as Morte, but he traveled with the Practical Incarnation, Deionarra, and Xachariah. Depending on your stats, you can even learn this in your first conversation with him, but it's entirely possible you'll only learn the truth from NPCs, if you find out at all. It's later revealed that the Practical Incarnation deliberately engineered Dak'kon's Crisis of Faith to bind him into his service — at the cost of the githzerai city of Shr'akt'lor and all the souls within being washed away by the chaos of Limbo. All of this so that the Practical Incarnation could use Dak'kon's karach blade for his own ends — yet out of all of Practical's many schemes this one came to naught, since in breaking Dak'kon's will, he destroyed the power of karach blade along with it.
- The Stoic: In keeping with his rigid religious/philosophical discipline, Dak'kon is soft-spoken and even-tempered.
- Terse Talker: Dak'kon doesn't speak much, and prefers to keep his thoughts to himself. When he does speak, it's in tight-lipped proverbs from the Unbroken Circle of Zerthimon.
- Verbal Tic: *Know* that it is the *will* of the Githzerai to place emphasis on certain words. *Know* that Dak'kon, as a Githzerai *zerth*, is no exception.
- Video Game Caring Potential: You can tell him that he doesn't have to be your slave any more, and that you'll try to find a way to annul the contract... though this only adds to his torment by causing him to worry that you have enslaved yourself with promises, just as he did.
- Warrior Poet: Both a warrior and a student of the philosophy of Zerthimon, the prophet figure of his people — a priest of sorts, but not of any god.
- Zen Survivor: Dak'kon's serene attitude and koans are tools he uses to help handle the guilt of causing great devastation to his home town through his own doubt and uncertainty.
A rogue, burglar and pickpocket, Annah is a native of the dilapidated Hive Ward of Sigil, with all the jaded, world-weary cynicism that comes with it. She is also a tiefling, or humanoid with just a touch of fiend's blood somewhere in the family tree, as evidenced by her long rat-like tail. She's rough around the edges and keeps many things to herself, but she has a lot in common with the Nameless One.
- Action Girl: Being female doesn't stop her from being a skilled thief and a capable ass-kicker.
- Badass Normal: For Planescape, anyway. Her only abnormal traits are a high body temperature and a tail.
- Betty and Veronica: The Veronica — though she actually looks more like Betty. Despite being the girl from the wrong side of the proverbial tracks and, between her and Fall-From-Grace, the one who isn't a full-blooded fiend. It's her temper and Tsundere attitude toward the Nameless One that does it.
- Cannot Spit It Out: She's got a crush on The Nameless One. You can kiss her after finding Ravel.
- Chaotic Neutral: She's not actually malicious, just jaded and spiky.
- Clingy Jealous Girl: She gets furious when ever another girl enters the picture with the Nameless One. This the main reason for her dislike of Fall-from-Grace, and if the player tries to hire a harlot she violently threatens said harlot. Eventually, she'll even leave the party and refuse to return until you've kicked out Fall-From-Grace.
- Cute Monster Girl: Probably not a good idea to call her "cute" within earshot, though. She's a tiefling, meaning somewhere in her lineage is a fiend (a demon, devil or daemon), and thusly she has some inhuman traits. In the game itself, her only really visible nonhuman trait is that she has a vaguely rat-like tail.
- In the novelisation, which is apparently based on an early and eventually unused script, she's more obviously monstrous. She has slits instead of ears, six fingers to a hand, and her teeth are a chaotic jumble of pointy fangs and blunt squared-off incisors. One can only wonder how she eats with such teeth.
- Deadpan Snarker: Annah loves to cut people to pieces with her words as well as with daggers.
- Fiery Redhead: She has red hair and a fierce temper.
- Good Old Fisticuffs: Her Weapon of Choice is a good set of punch-daggers.
- Green-Eyed Monster: Annah often gets angry when the Nameless One shows attention to another female. If he pays a harlot to help him "find what he's missing", Annah flips out and threatens to stab her, chasing her off.
- Half-Human Hybrid: One quarter demon, to be exact.
- The Hecate Sisters: Played with. The Maiden to Grace's Maiden/Mother, and Mebbeth and Ravel's Mother/Crone.
- Hot-Blooded: Both figuratively and literally. It's why she dresses the way she does. If you smooch her, her outfit starts smoking.
- Hot for Teacher: An odd example — if the Nameless One becomes a thief, Annah can teach him a few of her tricks. Once the Nameless One goes up in skill, however, he can teach her a few things from his past lives. In both cases, this trope comes into play regardless or not if the Nameless One chooses to romance Annah.
- Knife Nut: Punch daggers, to be precise.
- The Lancer: Depending on the class you choose for the Nameless One.
- Lovable Rogue: She may be a thief, but she's not a bad person.
- Ms. Fanservice: In contrast to Fall-From-Grace, Annah's choice of outfit is very sexualized and characters are not afraid to lampshade it in-game. And its possible to give an even skimpier outfit that bares her midriff.
- Nurture over Nature: While her attitude problems are sometimes attributed to her fiendish bloodline, it's made pretty clear that it was her upbringing by her foster father Pharod that made her as bitter and jaded as she is, drafted into his gang of corpse-pickers and petty thieves in the worst part of the Hive.
- Orphan's Ordeal: Although she was taken in by Pharod as a baby and does view him as her father, it's very clear that he mostly valued her for her skills and never really showed her any love. It's part of why she's able to let go so quickly after seeing him in the Pillar of Skulls. It's proof that he was in fact as bad as she always suspected.
- Prehensile Tail: Used to pick pockets.
- Raised by Orcs: Annah was raised to collect corpses for Pharod, and mostly associated with others of the same profession. This has significantly affected her worldview, to say the least.
- Redhead In Green: There's an official mod that will give Annah a green Leprechaun outfit and clovered-shaped punch daggers. And yes, the outfit is also Stripperific.
- "Shut Up" Kiss: If the Nameless One talks to Annah after kissing Ravel and specifically starts a conversation by mentioning that, Annah gets upset saying that he couldn't say anything that would make her feel better. So he doesn't say anything.
- Stripperific: Her outfit◊ seems to reveal more than it covers.
- Lampshaded by the tailor in the Clerk's Ward. If you visit him before you've recruited Fall-from-Grace, he will ruthlessly critique her outfit on the grounds of practicality. She will shrug it off, saying she's never felt extremes of heat or cold because of her part-fiend heritage. Or, if Morte is in your party, she'll seriously consider letting the tailor create some more practical armor before Morte interjects, saying that it's a terrible idea.
- Hand-waved as her tiefling blood raising her body temperature, requiring her to wear clothing that ventilates heat better.
- If The Nameless One is a thief of high enough level, he can suggest that she use the revealing nature of her outfit to keep targets Distracted by the Sexy when she pickpockets them.
- Tsundere: A classic type A type; Annah uses anger, denials and insults to cover up her softer feelings.
- Unexplained Accent: She's said to have been born and raised in the Hive, which doesn't explain her thick Scottish accent in the face of the thick Cockney accent typical of other Hive dwellers. Morte even asks where she got it from.
Fall-from-Grace is an exercise in contradictions, a Succubus demon turned orderly and gentle, and the madame of a chaste brothel. She is a member of the Society of Sensation, who believe that truth and understanding can only come from personal experience and seeking out the unknown and unusual.
- Aborted Arc: There's foreshadowing that she was going to betray you but apparently that was cut from the game. Considering the source of that foreshadowing, it could've been a Red Herring or simple jealousy. Word of God confirms that a bit of Ship Tease between Grace and Nameless would've concluded in her refusing to risk it even if he was immortal, however hints of this did still make it in game.
- Ascended Demon: Succubi are Chaotic Evil Horny Devils by nature; evil is literally in their bones. Grace constantly defies her very existence by acting like she does, and Ravel implies this may make her the most tormented member of your entire party (which is saying a great deal).
- Badass Bookworm: She's technically a priestess from an order that requires a certain amount of contemplation to properly understand their experiences. She's still very capable of kicking ass, as seen under Beware the Nice Ones.
- Bare-Fisted Monk: She won't (or, more accurately, can't) wield a weapon that is made of cold iron. In game terms, that translates into pretty much every weapon, including the non-metal ones.
- Beware the Nice Ones: Seen in The Very Definitely Final Dungeon. She's the only companion who retaliates and even wounds The Transcendent One, and she's the team's healer!
- Betty and Veronica: Zigzagged. She's the Betty, moral, kind, chaste, polite, demure, and even blonde. This is in spite of the fact that she was born a literal succubus who operates the Upper Ward's most opulent brothel (albeit a purely intellectual one) — hardly your typical Girl Next Door material. It's just that Annah's hot temper and open sexuality tend to be more associated with the more aggressive Veronica.
- Celibate Hero: And a succubus. Yep. Deliberate. It's implied she develops feelings for the Nameless One, and cut content explored this further, though there's never anything more physical between them beyond a potential kiss with Ravel when she takes Grace's form.
- The Chick: In contrast to spunky, spitfire tomboy Annah, Fall-From-Grace is a thoughtful, mild-mannered lady.
- Cold Iron: Like other demons, she can't abide the touch of iron. In-universe this is part of the explanation for why she can't equip any weapons.
- Cute Monster Girl: More beautiful than cute, though.
- Does Not Like Shoes: She's always seen without shoes... except in some official art, curiously.
- Everyone Has Standards: She can call out Vhailor at one point for being too extreme. While they share the same alignment (Lawful Neutral), Vhailor is a fanatic, while Grace is, in her way, rebelling against her demonic heritage.
- Evil Brit: Inverted. She's a morally upright succubus whose posh British accent emphasizes her image as a chaste and Proper Lady.
- Famous Ancestor: In-Universe. She is the granddaughter of two demon lords, Malcanthet and Pazuzu, through her mother, the succubus Red Shroud.
- The Hecate Sisters: Played with. The Maiden/Mother to Annah's Maiden, while Ravel forms a sort of Mother/Crone archetype with the reflections of herself outside the Black-Brambled Maze: Ei-Vene, Mebbeth, and Marta the Seamstress.
- Hello, Nurse!: Despite being more modestly dressed than Annah... or maybe precisely because she is more modestly dressed.
- Horny Devil: One who's a Celibate Hero. She's probably the biggest subversion of this trope you'll ever see.
- If you choose to believe Vrischika, she's simply being seductive intellectually rather than physically. Vrischika visibly dislikes her and likely says that out of spite, but... let's say that Grace doesn't have to do anything to be a tease.
- I Will Find You: During her farewell she vows to find the Nameless One in the lower planes.
- Kiss of Death: When the Nameless learns of it, he immediately notes in his journal that his immortality would allow him to experience it and survive.
- Lawful Neutral: In-universe. She has seen how utterly futile evil is, and has rejected it, although her innate nature means she would have to do more to qualify as "good" — as one of the tanar'ri, she's quite literally Made of Evil (and chaos), and given the way alignment works in Planescape, it's a testament to how far she's come that she's both lawful and neutral as opposed to Chaotic Evil.
- The Medic: The only one in the game.
- Her AI also seems to be purposefully designed to place priority on healing other characters over herself.
- Natural Weapon: She fights with her bare hands, though not her fists — the mere touch of a succubus is harmful to most creatures. She also has her Kiss of Death in a pinch.
- Nay-Theist: She doesn't deny the existence or power of the gods in the setting, but doen't worship any herself. Dev notes refer to her as an agnostic cleric, and her powers are said to come from her belief in experience in the abstract, rather than any deity.
- Nice Girl: Nicest of your companions. Just don't give her reason to harm you.
- Proper Lady: As part of her contrast to Annah, she's reserved, educated, and well-behaved.
- Redemption Demotion: Double Justified from both a gameplay and source material perspectives. Grace lacks the immunity to non-magical weapons and innate spells that succubi normally possess in D&D, though she keeps the magic and elemental resistances. Gameplay wise, if she were immune to non-magical weapons and the ability to cast Magic Missile and Charm Person at will, she'd be extremely overpowered. From source material, demons and devils gain energy by tempting mortals, and by torturing and on occasion, consuming souls. (Fhjull Fork Tongues stays where he is partly because the creatures he devours keep his energy strong as he alludes to in conversation.) Grace refrains from carnal sex and tempting mortals. So she's weak because she's on a diet, which makes you wonder if her brothel helps feeds her.
- Shock and Awe: Since she uses traditional D&D cleric spells, her strongest offensive spell is Call Lightning. It will smack the tar out of anything that lacks resistance to electrical damage.
- Silk Hiding Steel: She's polite, well-spoken, highly knowledgeable woman. And if you threaten anyone she cares about, she won't hesitate to bust out a Call Lightning on you, even if you're a Physical God.
- The Smart Guy: Fall-From-Grace is a primary magic user, unlocks several dialogue options with other party members by asking for her opinion of them, and is also remarkably knowledgeable on a series of other topics.
- Stereotype Flip: She's a freakin succubus who is Lawful Neutral
- Stripperiffic: Ironically, she's almost the only female character in the entire game who isn't, aside from a few old women and Dustmen. The game notes that she still makes it look good. Less ironic given that she's a Celibate Hero. Then again that's extremely ironic for a succubus all on its own.
- Team Mom: A downplayed example, due to how utterly dysfunctional the team is. Most apparent with her interactions with Annah, whom she tries to take under her wing, though Annah flat out rejects her most likely due to seeing her as a rival for The Nameless One's affections.
- Technical Pacifist: She avoids killing when she can, and you'll have a hard time killing anyone with her unless you go out of your way. Her Kiss of Death has a limited number of uses and isn't guaranteed to hit, she's a Squishy Wizard with a low armor class and a poor attack bonus, and the selection of available cleric spells does not include much in the way of direct offense — unless you go out of your way to memorize as many slots' worth of Call Lightning as you can.
- The Tease: Well, she is a succubus. She's also not above joking about it, apparently.
- For instance, trying to unequip her bodice:Fall-from-Grace: We do not know each other well enough.
Fall-from-Grace: I'm afraid if you were to remove that... I would be naked.
- If you equip her with a ring:Fall-from-Grace: Oh! Does this mean we are engaged?
Fall-from-Grace: A ring without a proposal? How improper!
- For instance, trying to unequip her bodice:
- Her infernal opposite-in-number Vrischika says as much. Vrischika might be a Chaotic Evil spiteful alu-demon and hates Grace, but context alone doesn't explain it. Vrischika: ... the best temptress is one that can make you buy into the illusion of being both promiscuous yet virtuous at the same time; a prostitute-priestess, as it were. Mistress Grace is among the greatest...
- White Magician Girl: Healing magic? Check. Gentle personality? Check. Actual demon? Wait a second...
- World's Most Beautiful Woman: Implied by the Nameless One when you first see her. Justified by the fact that she is a succubus and has inhumanly high charisma.
- Winged Humanoid: Big ol' demon wings. She doesn't fly in-game, however.
- You Are Worth Hell: In the best ending, she promises to search for the Nameless One in the Lower Planes after he loses his immortality. Although, being a tanar'ri, she's actually no stranger to the hellish planes.
The eponymous burning man of the Hive's Smoldering Corpse Bar, and perhaps one of the most powerful magical talents in existence, at least when it comes to summoning and manipulating fire. A pyromaniac even as a mortal apprentice, Ignus started a fire which burned down a huge swath of the Hive. In revenge, all the hedge mages, herbalists, and minor practitioners of the Hive gathered together and turned the young mage's body into a permanent gateway to the Elemental Plane of Fire, burning forever, unable to die. Of course, none of them ever expected Ignus to actually like it that way.
- Attention Deficit... Ooh, Shiny!: Can barely hold a conversation for more than a minute without falling back on 'burn things' mode. With sufficient Wisdom The Nameless One will realize this and make him hold onto a conversation longer by claiming he wants to talk about fire and burning.
- Ax-Crazy: More like Fireball Crazy, but close enough.
- Bald of Evil: All his hair was burnt off.
- Berserk Button: Don't call Ignus "supplicant."
- Chaotic Neutral: In-universe. Ignus is absolutely insane, and incapable of forming any sort of moral understanding compatible with the world around him. To him, there is only Fire, which is Good, and Not Fire, which is Bad.
- Cloudcuckoolander: And his Cloudcuckooland is perpetually on fire, making him a rather dark example. Ignus's wisdom score is three, when the average is nine and exceptional (for a mortal) is eighteen, meaning he's only just capable of independent thought. His perception of reality is based entirely upon fire and its abundance or lack; his opinion of a subject depends on how much fire it is on currently, or how much fire it may potentially be on in the future.
- Cool and Unusual Punishment: For burning down half the Hive, all the minor mages of the ward gathered together and turned Ignus's body into an open, permanent gate to the Elemental Plane of Fire, his body burning in constant agony. Impressive work even for a real mage. Ignus himself very much approves.
- Crippling Overspecialization: All of his default spells deal fire damage. There are a very large percentage of enemies in the game that have resistance of flat out immunity to fire damage, while very few have any special vulnerability to it.
- Cursed with Awesome: The people who turned his body into a living conduit to The Elemental Plane of Fire meant it as an Ironic Hell. They definitely weren't expecting him to like it.
- The Dreaded: The rest of the crew is scared of him.
- Elemental Embodiment: Subverted. He isn't an actual fire elemental, but his body is a gate to the elemental plane of fire.
- Elemental Powers: Guess which.
- Evil Laugh: A wheezing, high-pitched cackle.
- Feed It with Fire: He has a fire resistance of 125%, meaning that not only does fire fail to damage him, it slightly heals him.
- Feel No Pain:Ignus: There isss ssso much pain... that it is like no pain.
- Flat Character: Subverted. Ignus is all about fire and burning things, and the game's writers take exceptional delight in showing what kind of character this really makes him.
- Freudian Excuse: In the form of Training from Hell, delivered by a previous incarnation of the Nameless One.
- The Friend Nobody Likes: Absolutely no one in the party actually likes him. Morte, Annah, and even Grace will all express serious concern about him and suggest that you get rid of him as soon as possible.
- Gone Horribly Right: They wanted Ignus to burn forever. They didn't count on that being what Ignus wanted, too.
- Incendiary Exponent: 24/7, for who knows how many years.
- Infernal Retaliation: Was it mentioned yet that he is on fire?
- Insane Equals Violent: You can act as his Morality Chain... if you choose your words carefully. Otherwise, he just wants to burn down everything and everyone around him.
- Kill It with Fire: There isn't a problem in the world that Ignus won't try to solve with arson. All of his spells and attacks are fire-based. At the same time, he completely subverts the trope, because his enemies tried to kill him by turning him into a gate to the elemental plane of fire. As a result, he was lit permanently on fire, became more powerful than ever and, of course, more deranged - because he decided it was the best thing ever to happen to him.
- Large Ham: Courtesy of Charlie Adler, gleefully over the top in this particular role.
- The Load: If the Nameless One is a mage, then Ignus is the least useful character, mechanically speaking, with redundant spells and very few hit points (though his dialogues are very useful for the Nameless One as a mage, as he's got a few unique spells he can teach you). If he is not a mage, then Ignus is your best spellcaster. He can be played for power, but he's also so Ax-Crazy that many players are simply too creeped out by him to do so.
- Man on Fire: In case it wasn't clear yet.
- Meaningful Name: Ignus. Like Latin ("Ignis"). For fire. It's implied he chose the name for himself.Ignus: You all are but tallow for my flamesss...
- Natural Weapon: Fire, obviously. Due to being wreathed in flames, not only can he project the stuff at will, but he can also punch people with a fist that's on fire.
- Obliviously Evil: Ignus wants to burn the planes down and sleep amongst the ashes once there's nothing left to burn. He also lacks the mental capacity to know this is in any way wrong, or that being set on fire is something to which other people may object. Hey, he got wreathed in everlasting flames and thinks it's pretty boss. Why wouldn't he share such a gift? If you point out that most people just, you know, die when set on fire, he's not fussed.
- Pet the Dog: He and the Nameless One do this to each other in one of the endings with an Evil Nameless One. They apologize for betraying each other, and the Nameless One sends him to the Elemental Plane of Fire.
- Playing with Fire: He's a burning man who can control fire, if his name wasn't an indicator.
- Power Floats: He doesn't walk, but instead hovers about a meter or so above the ground.
- Psychopathic Manchild: That little kid who liked playing with matches and burning ants with magnifying glasses, taken to its (il)logical conclusion. He latches on to The Nameless One like an overenthusiastic Tagalong Kid, which is entirely true in his mind, since he still considers The Nameless One his master and himself a young student. That, of course, tells you what kind of people some of The Nameless One's incarnations were.
- The Punishment: It doesn't get much worse than having your body turned into a gate to the elemental plane of fire. And he loves it.
- Pyro Maniac: In case you missed that part.
- Sealed Evil in a Can: If the Nameless One has him in the party and gets the best ending, he sends him to the Elemental Plane of Fire, the one place where he will a. not be a threat to anyone else ever again, and b. be truly happy.
- Sixth Ranger: You get him to join your party by tossing the Decanter of Endless Water at him, extinguishing him momentarily, breaking his connection to the Elemental Plane of Fire just long enough for him to regain some sense of where he is.
- Sixth Ranger Traitor: His capricious nature and Hair-Trigger Temper make it all too easy to turn him against you simply by choosing the wrong dialogue options in conversation with him. Then, in the Fortress of Regrets, if you're playing a good or neutral Nameless One, the Transcendent One recruits him to try and kill you one-on-one during the Trial of Impulse.
- Snake Talk: Except rather than a reptilian motif, Ignussss's speech recallsss the sssssizzle of burning meat.
- The Starscream: "One day, Ignus will kill you all."
- Token Evil Teammate: Not technically evil, but Ignus is still a dangerous, reckless, completely amoral pyromaniac too deranged to have the capacity for remorse.
- Third-Person Person: As an expression of his insanity, he never uses "I", only "Ignus".
- Unishment: Again, he really loves being constantly on fire, and that was probably not the intended outcome of turning him into the poster child for ongoing Spontaneous Human Combustion.
- With Great Power Comes Great Insanity: He wasn't the picture of mental health before his transformation, but it probably didn't help.
- Wreathed in Flames: He is on fire.
Modrons are ultra-lawful hive-minded machines, but under rare circumstances some can go rogue, gaining individuality and losing group identity. Nordom is one such rogue, a "backwards modron" with new-found curiosity and a need for purpose.
- Appropriated Appellation: He derives and adopts the name "Nordom" from an overly literal interpretation of Morte referring to him as a backwards modron.
- Badass Adorable: Fall-from-Grace thinks so, at least. Nordom prefers being called a fearsome cubed warrior! ... Which just reinforces her point, really.
- Become a Real Boy: Wishes to be a truly new being, rather than simply a rogue modron.
- Chaotic Neutral: In-universe. As an escapee from a Hive Mind, Nordom values his individuality and free will above all other things.
- The Chick: Probably the closest you get to the archetype in this game.
- Dual Wielding: Yes, he dual-wields crossbows.
- Empathic Weapon: His crossbows are actually "gear spirits", creatures native to Mechanus that oversee the clockwork of the plane. Many of them travel with a particular modron, and in this case they take the form of dual repeating crossbows.
- Fun Personified: While not as much as Morte, Nordom is a source of much fun dialogue. Again, remember to have Annah and Grace with you.
- Literal-Minded: He's not the sharpest tool in the shed when it comes to metaphor.Fall-from-Grace: Why, Nordom, are you trying to court me?
Nordom: It was not my intention to initiate legislation against you.
Morte: Hey Nordom, knock-knock.
Nordom: Why do you persist in addressing me as a door?
Morte: It's a joke, you stupid polygon! You're supposed to answer "Who's there?"
Nordom: I know who is there. It is you. Why would I ask a question when I already know the answer?
Morte: Just forget it.
- Meaningful Name: "Nordom" is "Modron" backwards.
- Multi-Armed and Dangerous: A type 1 (insofar as anything related to a fantasy robot that's a physical manifestation of Order can be considered natural): Quadron class Modrons always have either a pair of arms and a pair of wings or two pairs of arms. All the other Modrons that appear in the game are of the winged type, so this serves to differentiate him from them visually. If Nordom and Fall-From-Grace are in the party together, Grace will ask Nordom about it. His response is that he used to have wings, but at some point he can't recall, they were switched for the arms. Grace calls him a fallen angel, and he makes a profound comment about how that applies to pretty much everyone in the party.
- No Biological Sex: Identifies as male pronoun-wise, but that's it. Modrons are partly mechanical and don't reproduce sexually, and Nordom doesn't either. Grace will even jokingly flirt with him on occasion, which Nordom doesn't understand. Not that this stops him from changing the subject when Grace indirectly asks if he finds her attractive.
- Non-Human Sidekick: He's the least human character in the game, and also a loyal, loveable sidekick.
- Robo Speak: Described in the design document as "like a Speak 'n' Spell on crack", Nordom's speech is an odd variation and combination of this trope with Spock Speak. He announces what he's doing as he's doing it, avoids contractions and speaks precisely, but he has inflection (though it's somewhat limited) and uses slang. Very silly slang.
- Rogue Drone: His basic character concept.
- Sarcasm-Blind: He has a rather poor grasp of sarcasm.Nordom: Annah, does your tail assist you in maintaining your balance?
Annah: No, it's for scratchin' mah back, ya soddin' box.
Nordom: Yes, that is quite logical.
- Sdrawkcab Name: Invoked; he has so little concept of individuality that calling himself "Backwards Modron", or "Nordom" made the most sense to him.
- Secret Character: He is in so obscure a locale that you may not even know he exists until another fan tells you. And finding him can be a real Guide Dang It! quest.
- Strange-Syntax Speaker: Sometimes announces inflection and intent before a sentence, calculates aloud, talks in numerals and non-speech sounds, and frequently glitches out or mutilates his words. The impression overall is of a Text-to-Speech program with a few screws loose, and in a fairly literal sense, that's exactly what his speech is.
- The Spock: Actually he's trying very hard to subvert the trope, but he was once a being of pure order and logic, and even a "chaotic" modron can't just abandon that sort of thinking.
- Video Game Caring Potential: It requires a mod to see, but if you dismiss him from your party in the Curst prison, you don't have to leave him alone in a strange world — you can send him back to the Modron Maze if you give him the cube.
Vhailor is from a group of crazy Knight Templars, but even they think he's a little crazy. The Mercykillers believe mercy weakens the heart and spirit, thereby corrupting justice, and so want to destroy all of it. Vhailor is an object lesson to other Mercykillers that even they should have their limits.
He also died, but because of the unique circumstances surrounding his death, his spirit soaked into his armor and by now he's a moving pile of armor that still thinks he's alive. (His race/species is officially "restless spirit".)
- Abstract Apotheosis: Of justice. The power of belief is central to the mythos of the setting — Vhailor is an object demonstration of absolute belief in motion, whose belief and sense of purpose allows him to defy death itself.
- Animated Armor: This is what he's become by the time the party discovers him; a disembodied, at least partially undead, spirit that uses its old armor as a physical body to interact with the world with.
- An Axe to Grind: A great big honkin' greataxe, fire enchanted and named Final Judgment. The description of it when you meet him for the first time even says that it would take immense strength just to wield it at all — and Vhailor can wield it one-handed!
- Anti-Hero: While he is practically an avatar of justice, his particular brand of justice lacks any concept of mercy.
- Badass Baritone: He's got the deepest voice of any party member.
- Badass Boast:Vhailor: When the injustice is great enough, justice will lend me the strength needed to correct it. None may stand against it. It will shatter every barrier, sunder any shield, tear through any enchantment, and lend its servant the power to pass sentence. Know this: There is nothing on all the Planes that can stay the hand of justice when it is brought against them. It may unmake armies. It may sunder the thrones of gods. Know that for all who betray justice, I am their fate. And fate carries an executioner's axe.
- Bad Guys Do the Dirty Work: Not so much bad as utterly lawful, but if you manage to redeem Trias while Vhailor is in your party, the latter will perform a HeelFace Door-Slam. With his axe. Ironically, this provides lawful good characters, who are unlikely to kill Trias on their own, the chance to wield Celestial Fire, probably the strongest weapon in the game for such characters.
- The Big Guy: He has the highest base strength stat in the game. It can even get high enough for him to solo The Transcendent One.
- Black and White Insanity: Even in a universe where Good and Evil are actual physical forces as real as gravity and magnetism, Vhailor's fanaticism renders him close to non-functional. The rest of your party considers him equal part crazy and terrifying.
- Black Knight: Given he's a scary-looking suit of Animated Armor who adheres to a philosophy that To Be Lawful or Good should always be resolved by choosing "Be Lawful", he may not be technically evil, but he's much closer to this than to being a Knight in Shining Armor.
- The Determinator: The only reason he's still alive is because he believes he should be.
- Empowered Badass Normal: Even in his lifetime, he was touched by the power of justice. Now he's pretty much its avatar.
- Expy: He's essentially Judge Dredd in a supernatural setting.
- The Fettered:
- To the nth degree. He believes so strongly in his ideals so that it keeps him alive, even though his body has long since turned to dust, and gives him actual stat boosts against particularly deserving enemies.
- He can teach his methods to a fighter The Nameless One, which makes you stronger the more Lawful (and therefore the more subservient to an ideal) you are.
- For Great Justice: He's motivated by bringing justice above all, and takes it to the absolute extreme. You can even burn his zeal strong enough that he solos The Transcendent One.
- Gameplay and Story Integration: Vhailor claims that Justice herself empowers him; that in the face of a seemingly insurmountable injustice, he will become Justice's avatar and be granted the power to do the impossible, even sunder the thrones of gods. If the Nameless One can convince Vhailor of the depths of the Big Bad's true evil and villainy, he will gain a colossal boost to his stats for the final battle, enough raw power to destroy the final boss on his own.
- Go and Sin No More: In his own way. Vhailor can obtain closure in his hunt for you if you bring him to the Fortress of Regrets and choose to reunite with your Mortality and resurrect your party. As The Nameless One is about to go to Hell for his punishment, Vhailor informs you that the punishment you are about to undergo is for your own good, as it will cleanse your sins and allow you to reach perfection eventually. He also warns you that if you ever try to escape your punishment again, he will find you.
- Implacable Man: Had a reputation for always getting his man, no matter what, in life; in undeath, he's all the more unstoppable, though he's spent a number of years trapped in Curst's prison in a dormant state.
- Knight Templar: Though, it must be said, he is Lawful Neutral, not Lawful Evil. What matters is that the law is enforced and the punishment is meted out, not the suffering caused in doing so.
- Laser-Guided Amnesia: Vhailor was the Sympathetic Inspector Antagonist to the Practical Incarnation until the latter trapped him in Curst, and you can recover the memories of him with sufficient WIS. By the time you find him, he's forgotten practically everything except his name and his purpose, including you. Reminding him is not a good idea.
- Lawful Neutral: To the uttermost extreme.
- Living Lie Detector: His gaze is said to see through all lies. For some odd reason, however, he cannot get a clear read on you, likely because of the interference of your many past lives — many things that would normally be Blatant Lies coming from anyone else can be true of the Nameless One... From a Certain Point of View.
- Meaningful Name: Vhailor = Valor.
- Pay Evil unto Evil: This is his modus operandi. He belongs to a faction called the 'mercykillers'. 'Forgiveness' and 'redemption' are not on his list of treatments for criminal behaviour. As Trias — and you — will discover if you try to redeem the fallen angel.
- Pet the Dog: In the best ending... and in his own way. He'll encourage The Nameless One to accept whatever punishment awaits him in death and to serve his full sentence, since through enduring righteous punishment comes perfection.
- The Punishment Is the Crime: If you let Vhailor judge you and know of the Paranoid Incarnation's murders you can confess this to him and then explain the nature of your existence: Dying and losing your memory. Vhailor will decide that your current condition is a punishment in itself and killing you for an act 'you' didn't commit wouldn't work.
- Purpose-Driven Immortality: His belief in justice is so strong it keeps him alive as long as there is evil left to punish. Presumably, when every last evil act in The Multiverse has been punished, Vhailor would finally be able to die.
- Purposely Overpowered: In a straight fight, he's one of the most powerful companions in the game. He's a Lightning Bruiser with a colossal health pool and a powerful default weapon you'll likely not want to change. Taken Up to Eleven during the final battle: with the right dialogue options, the Nameless One can incite him into an Unstoppable Rage against the Transcendent One, giving him an absolutely gigantic stat boost — often more than enough for Vhailor to strike down the final boss all on his own.
- Red Eyes, Take Warning: Yes. Most especially if you are guilty of crime.
- Right Makes Might: Literally - his power grows in proportion to the task he has to accomplish. With careful wording, you can give him a massive power boost by telling him of the "injustice" of your plight.
- Scary Black Man: He used to be one.
- Secret Character: He is in a room located behind the portal you take to leave the Curst prison, through a door that's locked until you open said portal.
- Sixth Ranger: He joins you late in the game, in the prisons of Curst.
- Sixth Ranger Traitor: If you reveal your memories of having met Vhailor in a past life, or if he overhears the truth about you from the Pillar of Skulls, he'll attempt to 'execute sentence' on you on the spot, unless you're able to convince him to help you defeat the Transcendent One and bring an end to both your crimes, past and present. He'll also attack you if he perceives your nonlawful actions to warrant it. In the Fortress of Regrets, if you're playing an evil Nameless One, the Transcendent One employs him to kill you one-on-one in the Trial of Impulse.
- Spikes of Villainy: As a Mercykiller. He's not evil per se, but he's fairly nasty brand of Knight Templar. Spikes of Cruelty, at the very least.
- Talking the Monster to Death: He's not a monster, but you can talk him into letting go.
- This Is Unforgivable!: He hunted the Nameless One while he was a live. If he ever learns or remembers who the Nameless One really is, he will immediately try to execute that long-ago prior sentence on the spot.
- Unscrupulous Hero: Because he believes in the sanctity of the law above all else, Vhailor will happily betray or attack others if he thinks that it would be a greater crime not to do so.
- What the Hell, Hero?: He can pull this on Trias if you're a do-gooder trying to redeem him. Vhalior will proceed to kill him without your permission and you will receive alignment penalties if you promised not to harm him.
A ghostly apparition haunting her crypt in the Mortuary, bound to false life by her love of the Nameless One.
- All Girls Want Bad Boys: In fact subverted. Her lover outwardly showed her nothing but kindness. She was more useful that way.
- Amnesiac Lover: What The Nameless One has become to her. She was aware it would happen, and even looked for ways to mitigate the effect when she was alive. Obviously, she failed.
- Clothing Damage: From the wound that killed her.
- Dying Declaration of Love: Her last words, and what condemned her to haunt the Mortuary, chained by her promise to the Nameless One.
- Eternal Love: One of the most painfully sad examples you'll ever see.
- Fate Worse than Death: Deionarra no longer has any illusions about who and what the Nameless One is, nor the torment he leaves in his wake. She loves him anyway, and she always will.
- Irony: She was a soothsayer, yet the person she cared the most for was the only one she could never see the truth of. And after he died, the next incarnations treated her more honestly than The Practical Incarnation did and you can, potentially, give her a measure of peace.
- I Want My Beloved to Be Happy: No matter what the Nameless One does, in any incarnation, she still loves him.
- Love Hurts: Deionarra's story is all about just how painful love can be. Deliberate on the Practical Incarnation's part, as he set out to intentionally make her fall madly in love with him — so he could break her heart, counting on the depth of her feeling for him binding her spirit halfway between the Fortress of Regrets and the crypt where her body is interred. All this to ensure that she would haunt the place where she died, so that her knowledge and gift of foresight could continue to serve the Nameless One, if and when he lost his memory again. It worked.
- Love Makes You Dumb: While her lover was a gifted manipulator, she was clearly blind to his abuse of the rest of their party.
- Love Martyr: And fully aware of it. She cannot help but love the Nameless One, even though he lies to her, forgets her, and perhaps never truly loved her in the first place. He's the reason for her death, and even suspecting that he was only ever using her, she still loves him and will help the player character as much as she can if you don't go out of your way to break her heart all over again.
- Love Redeems: Several players have taken The Reveal of how she died to do this, from even the most vicious Nameless One.
- The Power of Love: Deconstructed and then reconstructed. The Practical Incarnation never returned her love, but knew that this would force her spirit to remain in the Fortress of Regret. However, it ultimately allows the Nameless One to meet the Transcendent One and achieve his goal of death.
- Our Ghosts Are Different: She's a ghost, chained to this existence by her love of the Nameless One.
- Spirit Advisor: Only The Nameless One can see her.
- Stripperiffic: Not to the extent of most of the female models in the game, but in her journal model, her spectral gown is torn across the chest for no reason at all, except Author Appeal, of course... Dak'kon, however, claims that Deionarra died 'the death of the body' inside the Fortress. The tear is possibly from the wound that killed her.
- Waif Prophet: According to her father, she was this in life. If you are polite towards her, she can give you a prophecy in the Mortuary.
- Woman in White: Partly because she's a ghost, but she always appears clad in white garments.
- You Have Outlived Your Usefulness: In a tragic inversion, she did not. While she was undoubtedly useful to The Practical Incarnation in life, she remained useful to his plans even in death (as he planned for all along, of course).
Dhall the Scrivener
An elderly Dustman scribe, near the end of his long life. Charged with cataloguing the bodies which pass into the Mortuary's care, he has seen the Nameless One enter and leave its halls many, many times.
- Cool Chair: Dhall's chair floats and has a lantern attached.
- Death Seeker: He's old and sick, and he welcomes his death. Like other Dustmen, he believes that this life is false, as are the afterlives offered by the gods — the True Death can only be reached by letting go of one's attachments and desires, and that whether it is oblivion or another better life, it is preferable to remaining caught in the endless cycle of reincarnation.Dhall: I tire of this mortal sphere... The planes hold no more wonders for one such as I.
- Incurable Cough of Death: The most obvious symptom of his illness and advanced age.
- Verbal Tic: Averted. Dhall is a githzerai, but lacks the common tic of *knowing*, placing special emphasis on the word "know" and its conjugates, presumably because he's been a Dustman for so long that he no longer holds to githzerai philosophy. He does seem aware of the significance of *knowing* the Nameless One, however, and he doesn't want to.Dhall: Know you? I... I have *never* known you, Restless One. No more than you have known yourself. For you have forgotten, haven't you?
Pharod Wormhair, the King of Rags
A name, one word among many scrawled upon the Nameless One's back, Pharod turns out to be the de facto ruler of the scavengers and toughs who congregate in the Buried Village hidden deep under Ragpicker's Square. He has information on the Nameless One's past, but will only give it to you in exchange for a mysterious Bronze Sphere.
- Consummate Liar: As a high-ranking, noble-born clerk and judge of the Upper Ward, he made his living through twisting the law and truth to serve his own ends. It was this which led him to his disgrace, yet while he may have less call for it in his current position, he's still more than capable of spinning a skein of half-truths and self-serving lies over the course of the quest he sets you and the answers he gives you in return.
- Defeat Means Friendship: He plays his relationship with the amnesiac Nameless One this way, at least to begin with. The truth, should you possess the Wisdom score to realize Pharod is lying, is that the Practical Incarnation carved a bloody swath through the Buried Village, killing dozens of Pharod's men, before politely asking Pharod a boon: that if Pharod's collectors found the Nameless One's body on the streets of Sigil, they would treat it with care. He also told Pharod of the bronze sphere, and how it might spare him eternal damnation on the Pillar of Skulls. The latter was a complete lie — the Practical Incarnation wanted the sphere for himself, and was simply manipulating Pharod and the collectors into scouring the catacombs for it on his behalf. Of course, this makes the Nameless One guilty of the same crime as Pharod, but it would hardly be the first time.
- The Don: In addition to ruling the beggars and collectors, Pharod employs his fair share of thieves.
- Embarrassing Nickname: 'Old Stutter-Crutch', among others. His full name, Pharod Wormhair, isn't terribly flattering either, though it's certainly accurate. He seems to take his titles of 'the Collector King' and 'the King of Rags' as a point of pride, however.
- Evil Lawyer Joke: Deconstructed. He was a corrupt lawyer and judge and certainly evil, but it's no joke.
- Hoist by His Own Petard: In Sigil's courts, he twisted the law and deceived others to build his fortune. The Practical Incarnation manipulated him into giving up everything to embark on a decades-long a search for a treasure that would supposedly save his soul — but there was never any truth to it, and when the shadows came for him, his soul was claimed by the Pillar of Skulls just as he'd always feared.
- It's All About Me: In his glory days, he cared nothing for the fates of those who passed through the courts. Even after his disgrace, surrounds himself with minions and everything he does is purely about saving his soul own from an eternity in the Hells. He abandoned all his wealth and power, not out of any sense of remorse, but purely because he believed the only chance he had of cheating his fate was to find the bronze sphere buried in the depths of the undercity. Of those of his men who died at the hands of a previous incarnation of the Nameless One:Pharod: No matter, them bodies served me well enough. The Dusties pay the same for fresh deaders as for old...
- King of the Homeless: Rules over the ramshackle Buried Village from the cavernous ruin of Ill-Wind Court. The lowest and most dispossessed dwellers of the already wretched Hive may find themselves a home as members of the Collector King's underground court.
- Parental Neglect: Apart from calling her my darling girl and not threatening her quite as often as his other men, Pharod doesn't treat his foster daughter Annah much differently than any of his other thieves.
- Plot Armor: You are penalized with an immediate Game Over if you pen him in the dead book before the plot is through with him, on the basis that without him, you have no other leads going forward. To drive the point home, the shadows tear him to pieces shortly after you leave Ill-Wind Court for the last time, having exhausted him of all useful information — information that can be found nowhere else, meaning that this incarnation of the Nameless One must succeed, as any of his future selves would lose that resource.
- Riches to Rags: Was once a well-respected man in the city's courts, until his own corruption brought him down.
Lothar, Master of the Bones
The master of the Bones of the Night, Lothar keeps shelves full of skulls in his salon. Most people fear him almost as much as the Lady of Pain.
- Appeal to Force: Lothar is allowed to collect skulls and otherwise do as he pleases without interference because the only one in Sigil who could regulate him is the Lady (whose laws he does not break simply by collecting skulls).
- The Archmage: He's canonically a priest and not a mage, but his particular patron makes him a skilled necromancer.
- Badass Beard: The long, flowing beard on his chest is a classic "mage's beard" look, which gives you a warning of just how strong he is.
- Badass Grandpa: He's commonly known as Lothar the Old, at least in the tabletop splatbooks. He's also a level 25 cleric, so be warned, he can kill you.
- Collector of the Strange: He collects skulls.
- Dem Bones: He has shelves full of animate talking skulls; their souls are bound inside them.
- The Dreaded: About the only being in Sigil more feared is the Lady. Locals are terrified of him, as are the skulls in his parlour.
- Evil Sorcerer: Canonically he is a True Neutral priest, but he has magic powers and is far from pleasant. Though if you are polite enough, he'll provides some answers about your immortality, as well as selling some medicine and equipment.
- Immortality Immorality: He's essentially immortal like the Nameless One, but without any of the disadvantages. He's also a recluse who sends wererats to steal skulls from tombs for his collection. He doesn't care particularly if the skull's owners enjoy having their spirits bound to his shelves, which they rarely do.
- Meaningful Name: He's not called "Master of the Bones" for nothing.
- The Necromancer: He possesses shelves full of talking skulls.
- Non-Standard Game Over: If you are a jerk towards him or try to attack him, he will kill you, and you will stay dead.
- The Scottish Trope: Most people avoid talking about him.
- Skeletons in the Coat Closet: While he's not really covered with bones, the 'bones' theme is apparent.
A giant golem imprisoned in a siege tower in the Lower Ward. He forges weapons for the armies of chaos in the endless Blood War.
- Affably Evil: Despite being an entity of destruction, he is, nevertheless, polite and honest when talking to you. He isn't even evil, per se, believing in entropy as a necessary force in the multiverse.
- The Blacksmith: He sells some great weapons, provided you can afford them.
- Blue and Orange Morality: He basically serves as a mouthpiece for the tabletop game's Doomguard faction, much like Haer'Dalis from Baldur's Gate II — although rather than believing in the beauty of conflict and decay, Coaxmetal believes in their necessity and inevitability. The old must give way to the new, and existence is given purpose and meaning by virtue of being finite.Coaxmetal: ALL THINGS HAVE A COMMON GROUND IN DECAY. WAR IS NECESSARY. DEATH IS NECESSARY. DECAY IS NECESSARY.
- Genius Bruiser: He is a gigantic metal golem, wielding an equally huge hammer. He is also visibly very knowledgeable in the art of war and destruction, as well as intelligent and eloquent.
- Golem: Although he has a will of his own and doesn't obey a master so much as he does a concept.
- Large Ham: Although he has no voice acting, all of his words are written in all-caps.
- Made of Iron: Literally and figuratively.
- No Indoor Voice: He's not voiced, but he TALKS LIKE THIS at all times.
- Omnicidal Maniac: Without the "maniac" part. He bluntly states to the Nameless One that his goal is to, in time, destroy all things. Releasing him from his prison is in fact the most evil and chaotic act in the game.Coaxmetal: ALL MUST FALL UPON ENTROPY'S BLADE. THE TIME NEARS WHEN IT WILL BE NECESSARY TO BREACH THE WALLS OF CREATION. ORDER WILL BE PUT TO THE SWORD. ITS CHAINS WILL BE BROKEN. THE MULTIVERSE WILL BE UNMADE.
- Order Versus Chaos: His only goal is to forge weapons in order to fuel entropy.
- Sealed Evil in a Can: It's doubtful he can be called "evil" because destruction is his purpose and he is incapable of having any other - the way entropy itself isn't really evil. However, the chaos he would bring to the planes were he to be freed led to his imprisonment in the Siege Tower. If you release him from his prison, you release a force of terrible and chaotic destruction into the planes for your own benefit, and thus become far more aligned toward chaos and evil.
- Time Abyss: While it's not elaborated much on, it's implied he and the tower are both pretty damned old, enough that entire planes he's personally seen invaded with the tower have eventually dissolved into pure entropy, along with the legions that invaded them (and that he supplied). The offhanded way he speaks of both seems to unnerve the Nameless One himself.
- Ultimate Blacksmith: He can forge a weapon capable of permanently killing the Nameless One.Coaxmetal: IMMORTALITY IS ONLY A WORD. ALL THAT EXISTS CAN DIE. EVERY LIVING THING HAS A WEAPON AGAINST WHICH IT HAS NO DEFENSE. TIME. DISEASE. IRON. GUILT.
Ravel is one of the night hags, a creature of myth and legend who knows a great deal about the Nameless One. A large chunk of the plot involves finding her and getting answers out of her.
- Badass Boast:Ravel: I have forgotten more of the Art than you shall ever know.
- Curb-Stomp Battle: Ravel doesn't so much as do a single point of damage to the Transcendent One as he brutally assaults and kills her with an endless barrage of spells.
- Disc-One Final Boss: One of the few fights in the game that you cannot avoid by any means; no matter what you say, she's not going to let you leave without a fight.
- Elective Broken Language: She constantly switches between speaking normally, and using a Yoda-esque word order, in addition to partially or wholly repeating sentences by substituting words with their textual homophones. She may also go off on something of a tangent or switch topics entirely based on a homophone that particularly catches her attention. It's unclear how much of this is her own particular choice of speech and how much stems from her lingering madness.
- Even Evil Has Standards: Ravel claims what she witnessed upon tearing the Nameless One's mortality from him was too terrible even for her and that she would never try doing it again.
- Evil Mentor: Throughout the first half of the game, she appears and manifests in various guises and shapes to help you out in strange and often squicky ways.
- Garden of Evil: Her personal maze has turned into this; some strange, black-hued bramble grew from a seed she carried tucked away in her hair and completely encased the place. The thorns make exploring hazardous, and that's before you get into the fact the brambles sometimes spontaneously weave themselves together into homicidally territorial pseudo-golems called Trigits.
- Hannibal Lecture: She will happily tear the motivations and personalities of others apart with cuttingly accurate verbal tirades, if given the chance.
- I Let You Win: Ravel loves The Nameless One and won't go all out on him, not to mention she is saving her power for an inevitable conflict with the Transcendent One. Subverted slightly in that she admits post-battle that the current incarnation is powerful and could very well have killed her either way.
- Large Ham: She can be quite exaggerated when she gets worked up.
- Love Makes You Crazy: As a night hag, she was pretty crazy to begin with, but her affection for the Nameless One made her crazy even by other hags' standards. The saying goes that a hag's kindness is worse than her cruelty, and it applies even more with her love.
- Love Makes You Evil: Of perhaps a better way to put it would be, "Love Makes Your Evil Specific To Your Paramour." She wants the Nameless One, and is willing to murder him and his entire party to keep him around. Also, torture.
- Manipulative Bastard: She's always loved to manipulate and tease others, especially if it leads them to their destruction, and this is one of the traits most people remember about her.
- Meaningful Name: Aside from the obvious 'Puzzlewell', to ravel means to knot or entangle, and to untie or disentangle. This contranym sums up her interactions with the Nameless One quite nicely.
- Mythology Gag: Incarnations of Ravel make appearances in the Icewind Dale series; she's the Seer in Heart of Winter and the cat lady in Targos in IWD2. She also influenced the development of Kreia in Knights of the Old Republic II. Chris Avellone gave some hints about identifying who her incarnations are: they have bad eyesight, are female, and usually elderly.
- Not Quite Dead: After defeating her in battle, you leave her for dead. It turns out Ravel had more than one trick up her sleeve, but the Transcendent One isn't fooled and kills her for good.
- The Pig Pen: Ravel is not a very clean woman, to the point that one of her broken-off fingernails is not only long enough to wield as a dagger, it actually inflicts poison damage on whatever it hits due to being so filthy.
- Riddle Me This: Was infamous for her riddles, which forfeited the challenger's life if they failed (and they all did). The First Incarnation beat her at her own game by giving her a riddle she couldn't answer.
- Self-Duplication: A variant. Ravel canonically has the ability to spawn "Fragments"; individuals who are ultimately derived from Ravel, but who have their own thoughts, personalities, appearances and natures. This is actually a subtle hint of just how powerful Ravel really is: that sort of ability is normally reserved for Demon Lords And Arch Devils! In addition to developer-teased appearances of other Fragments in other games, you encounter no fewer than three of her Fragments by the time you meet Ravel: the Dustman tiefling Ei-Vene, who can potentially make you tougher; the wise-woman of Ragpicker's Square, Mebbeth, who can unlock the Wizard class for you, and Marta, the eccentric corpse-picker in the Buried Village. If you visit Mebbeth's home after Ravel's death, you find a ghost Mebbeth that requests a bramble seed from her maze. If you have it, she disappears happily. This may somehow resurrect her.
- Strange-Syntax Speaker: Occasionally uses Object-Subject-Verb word order, similar to Yoda.
- Tailor-Made Prison: For storming Sigil with an army of Baatezu in what is implied to be an attempt to free the Lady of Pain (with no regards to what that would mean for Sigil), Ravel was imprisoned in her own private maze, which she's then tweaked to her own particular tastes. She's pretty comfy in there and can apparently come and go as she pleases.
- The Hecate Sisters: Together with Annah and Fall-From-Grace. Guess which one she is. Go on, guess. Hint: she is a Night Hag and thousands of years old.
- "The Reason You Suck" Speech: If you tick her off, she will call you out on just how pathetic and terrible you are.
- Time Abyss: She made The Nameless One immortal, and was already ancient and notorious at the time she did so. Justified, as Night Hags are a species of outsider and so live forever unless killed.
- The Ugly Guy's Hot Daughter: A gender-flipped example. Ravel's changeling/tiefling hybrid daughter Kesai-Serris, the result of a fling between Ravel and a cambion,note is at worst a Cute Monster Girl: a gorgeous-looking and massively busty woman with purplish-gray skin. As for Ravel herself...Her skin is dark purple, speckled with scabs, warts and hairy moles. Near starvation made her body stick-thin, and yet her saggy pot belly never deflates. Her spotted head sprouts a few long wisps of hair. Beneath a single furry brow, blood red eyes glance around, with black veins running through them like branches of a tree. Her smile is yellow and her fingers are talons, each fingernail filthy and wickedly sharp. The clothes she wears are tattered gummy cobwebs.
- Verbal Tic: She often replaces words with their homophones in text and switches topic based on how one word sounds like the other.
- Villainous Valor: Against the Transcendent One. It is futile.Ravel: I am not afraid! Not of the likes of you, ragged thing! Weak may Ravel be, but a few tricks have Ravel learned! And I have known you would come!
- Voluntary Shapeshifting: Like all hags, she can take any form she wills, and freely shapeshifts into different guises during your conversation with her as a way of emphasizing her point. Most prominently, she shifts into Annah and Fall-from-Grace's appearances in an attempt to seduce the Nameless One. Though it's noted that it appears to be nothing but an illusion: when she kisses you in Fall-From-Grace's form, it's noted that her lips are dry and rough as sandpaper- they even cut the Nameless One and draw blood. Your journal will note that she might be making a comment on the transient nature of beauty.
- Wicked Witch: She draws quite a lot from the archetype, though she has more depth than usual.
- Yandere: She fell in love with The Nameless One, and she's perfectly happy to kill and torture him gruesomely if it'll keep him around.
An angel chained and imprisoned underneath the city of Curst. The Nameless One is pointed to him after the reveal that he might know something of his past.
- Affably Evil: He's so affable, in fact, that he qualifies as Lawful Good. Does not stop him from stabbing you in the back as part of his scheme to provoke aggression against the Lower Planes.
- Broken Angel: His wings have been reduced to skeletal husks. Also serves as his Red Right Hand.
- Consummate Liar: Because normally, devas can't lie in any way at all.
- Fallen Angel: Albeit one who still wants the best for Heaven, even if Heaven doesn't want his brand of help.
- Good Wings, Evil Wings: A subversion, as he's still an angel despite his charred and skeletal wings. Double subverted, given that his wings were burnt off during his fall.
- Last-Second Chance: You can give him one after defeating him. Unusually, he may even accept. Just don't bring Vhailor along.
- Light Is Not Good: In fact here, Good is not Good! He's still Lawful Good, after all, and capable of being convinced he's doing more harm than good, but he's definitely not an ally and his scheme hurts a lot of people (albeit a Wretched Hive of them).
- Meaningful Name: His full title, 'Trias the Betrayer'. His regular name alludes to it. It sounds like "Treason".
- Morality Chain: For Fhjull Forked-Tongue, literally — Fhjull only has to do good because of a contract he made with Trias.
- Necessarily Evil: Trias believes that the forces of Good must take more direct action in the Blood War. He was cast down and imprisoned for trying to gather an army of fiends to storm the Heavens, in order to make the forces of Good 'wake up' and do so.
- Nice Job Breaking It, Hero!: What exactly made you think that freeing him was a good idea?
- Red Right Hand: Although as immaculate-looking as any deva, Trias' wings have been turned into skeletal husks that give him a somewhat sinister appearance.
- Sealed Evil in a Can: In retrospect, it turns out it might have been a good idea to ask why an angel is stuck in a gate-town to a Lower Plane.
- The Magnificent: Trias the Betrayer.
- Walking Shirtless Scene: He wears nothing but a loincloth. This actually means he exposes more skin than most of the female models, which is pretty hard to do.
- You Can't Go Home Again: Fallen Angel and whatnot. The gates of Heaven are barred to him. However, one of the dialogue trees implies that while the Heavens are the home of justice, they are also the home of forgiveness and redemption, and Trias had forgotten that. The Nameless One tells Trias that the gates of Heaven may not be forever closed to him. That is, if he is sincere in his remorse.
A Cornugon (a mid-level baatezu/devil) bound to do acts of selfless goodwill by Trias. He is not pleased by this. Trias sends you to him to find out more of your past.
- The Chew Toy: Fhjull is set up as one of the most picked upon and exploited beings you will encounter. Of course, given he's a being of pure evil, his suffering is rather karmic.
- Comedic Sociopathy: Turns the player into this. Fhjull is incapable of doing evil, much to his chagrin, and his every word is dripping with venom over how much he hates it. If you're clever, you can ask for all sorts of insane favours and he will have to carry them out, seething all the while. His suffering is hilarious to behold. It also makes you more evil, since you're essentially exploiting his kindness but, hey, funny!
- Deadpan Snarker: Just look at his quote.
- Deal with the Devil: Attempted one with Trias, and lost.
- The Eeyore: Fhjull is not a happy camper. Or devil. Played for Laughs.
- Fantastic Racism: To the surprise of absolutely no-one, Fhjull loathes Tanar'ri and will openly insult Fall-From-Grace.
- Good Is Not Nice: He makes it very clear that despite what he's being forced into, he would love to kill you.
- Lawful Evil: His in-universe alignment, as per all devils. While he's forced to do only good, that does not make him good. The fact that he'll be delighted if he can't help you is proof of this.
- Magically Binding Contract: He signed one with Trias and is now forced to do charity for all who ask it of him while he hates every moment of it.
- Restraining Bolt: The agreement he was tricked into prevents him from doing anything but good. Killing Trias removes the bolt, though.
- Retired Monster: He still speaks proudly of his good (well, evil) old days, even if he's incapable of acting like that again.
- Video Game Cruelty Potential: He does nothing but help you, and even gives you equipment and spells for free, yet still you can sell him out to the Pillar of Skulls. Then again, he is a devil and wholly unrepentant about what he has done in the past. Pay Evil unto Evil may be at work here.
- You Can't Go Home Again: Once his condition became known, he was forced to flee the Nine Hells lest the other devils kill him. He now hides out in the most God-forsaken wilderness he knows of, hiding from the sight of gods and devils and men alike. For double kick-in-the-gut points, you can sell his location to the Pillar of Skulls, which makes the Nine Hells track him down and kill him.
- White Sheep: Entirely and vocally unwillingly.
The Paranoid Incarnation
One of the Nameless One's previous incarnations.
- Body Surf: What he thinks is happening to him — he believes all the other incarnations and resurfacing memories are from other beings who are trying to steal his body from him. They're the reason for his paranoia.
- Chaotic Evil: Official alignment. Although in many ways pitiable due to his insanity, he's also extremely callous towards human life and extremely irrational and individualistic on top of it, murdering lots of people because they were of no use to him.
- Crazy Survivalist: There are hints that he might have been as brilliant as Practical - maybe even more so - but his mind was too broken to fully take advantage of his talents. He is an astounding trap builder, even improving on the tomb that Practical made, and boasts of easily solving the Lady of Pain's mazes and being able to improve on them.
- Fighter, Mage, Thief: Thief, and an extremely skilled engineer of traps and puzzles.
- Freudian Excuse: Woke up in Sigil without memories. Various people (including a ghost) claimed to know him - and many of those hated him for crimes he didn't remember, forcing him to live in hiding. Then he discovers the journals of his past incarnations. No wonder he's convinced that the whole world is conspiring against him.
- Grievous Harm with a Body: Aside from breaking people's necks, his appearance in the Trap suggests often beat people using his own arm, which he sewed on loosely specifically for the purpose.
- Insane Equals Violent: So fearful and hateful, he will try to kill you if you can't convince him you're not an enemy (and that will take some doing).
- Karmic Death: You can immediately kill him by choking him - a skill you learned from his memories.
- Literal Split Personality: In the Maze of Reflections during the endgame.
- Neck Snap: His signature move for taking care of those poor unsuspecting fools who had outlived their usefulness.
- Note to Self: Wrote a few, and spent most of his life destroying other such notes left by 'body thieves', past (and future) versions of himself who he feared had stolen his life and memories.
- Not So Different: To you (since he is you); you can convince him to trust you and learn a little about why he is as he is. His extreme, violent fear was once absolutely justified. With a little less luck, you could have been just like him, and he, just like you, wants to escape the burden of torment you carry. In the end, he's relieved when he merges with you because at last he can be free and at rest.
- Also to the Practical Incarnation, since both were brilliant (albeit in very different ways), and whose actions in life drastically affected the incarnations who came after them. Both committed terrible acts as a result of their condition, but were ultimately motivated by the desire to break the cycle of reincarnation and reclaim their lives. The difference is that the Practical Incarnation actually knew what he was talking about, while the Paranoid Incarnation sabotaged much of the work his past lives had done.
- Nice Job Breaking It, Hero!: His paranoia led him to set up traps for his later incarnations (whom he believed were thieves, stealing his body) and destroy journals that contained information crucial to understanding who the Nameless One is and how they came to be this way. The Paranoid Incarnation spent his life sabotaging the work of his past lives in order to spite anyone who came after him.
- Said journal crops up in the ending video. Yes, it ended up in hell, staked on a rock. Very symbolic.
- Nice Job Fixing It, Villain!: His stated goal is to sabotage all future incarnations, who he considers to be thieves out to steal his mind and body, by destroying or trapping all information that could be used by the Nameless One to discover his identity. However, those same traps ensured that a lot of crucial items and information remained untouched until the current incarnation came along, enabling your eventual victory.
- Video Game Caring Potential: If you decode the secret messages inside his dodecahedron and learn Udo, you can enter into a conversation with him where you learn exactly why he's so paranoid in the first place. Suffice it to say, it's not a happy tale. If you do, you can then convince him to merge with you, getting a massive XP boost in the process.
- You Have Outlived Your Usefulness: Anybody who could potential provide information on his movements or existence was summarily disposed of once they'd served the Paranoid Incarnation's purposes, typically by Neck Snap. He was particularly prone to this when it came to the builders of the traps he commissioned to ensnare any incarnations who came after him (both in the sense of their stealing his body and chronologically).
The Practical Incarnation
Another of the Nameless One's previous incarnations, whose plans and machinations endure even after his death.
- Big Good: A very dark example, but he is 90% of the reason you're able to get so far on your Quest for Identity. Too bad he's such a humongous prick.
- Crazy-Prepared: There's very little he didn't plan for, although some things didn't go quite according to plan.
- Evil Cannot Comprehend Good: The main reason he failed, as the Good Incarnation throws into his face, is that he never was interested in learning the motivations of his companions.
- Evil Genius: Very intelligent, and very evil.
- Fighter, Mage, Thief: Primarily a fighter, despite his impressive Intelligence score.
- Genius Bruiser: Both Morte and the memories the Nameless One gets of him suggest that he was a fighter. He was also definitely a ruthlessly brilliant tactician and manipulator. Statistically speaking: 25 Strength, 19 Intelligence. Sarevok can go hide in a hole.
- Grand Theft Me: He cannot be convinced to stop trying to steal your body, no matter what. His ego prevents him from acknowledging that you stand a better chance of victory than he, even if you are his mental and physical superior.
- Hoist by His Own Petard: He may try to take over your mind and seize control over your body. If your Wisdom is high enough, you can make him regret it thoroughly by absorbing him instead.
- Insufferable Genius: Has shades of this towards the other incarnations when they're trapped together in the Crystal Trap.
- It's All About Me: His sole driving motivation is his personal advancement and success, and he cares about absolutely nothing else.
- Jerkass: When he sheds whatever façade he's making use of, his personality seems to default to sneering.
- Kick the Dog: He was one cold bastard. Almost every single one of his appearances sees him do something repulsive and vile to an undeserving victim for his own benefit. What's perhaps most horrible is that he didn't care that they suffered; it wasn't even for his enjoyment. From his point of view, it was only necessary. His virtual laundry list of atrocities included mental/spiritual torture (Dak'kon), physical torture (Morte) and general bastardry, but leading Deionarra into a Heroic Sacrifice is widely considered to be his worst. He never loved her and intentionally manipulated Deionarra into falling in love with him, just so his betrayal of her would curse her to be a useful ghost.
- Lack of Empathy: The only way in which he could ever be said to "care" for anyone was in them holding some sort of use to him. If they didn't, he would make them useful. If he couldn't do that, they were irrelevant.
- Lawful Neutral: His in-game alignment. For all his arrogance, selfishness, and brutality, the good he does ultimately balances out the evil. Ultimately all scheming is what allows you to regain your mortality and end the cycle of torment, death, and resurrection left in the Nameless One's wake. It says a lot about the harm the Practical Incarnation's predecessors must have caused for his actions to be justified .
- Manipulative Bastard: Reliving his memories gives you a front-row seat of him effortlessly twisting people round his finger. He was brilliant; he just had no regard for anyone other than himself.
- My Death Is Just the Beginning: His monstrosity aside, he's probably half the reason the Nameless One manages to get as far as he does.
- Necessarily Evil: You will realize this after defeating him. It's why he's "Practical" and not "Evil". It was always specifically to help himself, no one else, so the necessity is a little arguable... That being said, your quest might well be impossible if not for the clues he left behind, many of which could not have survived the passing of the years if not for his ruthlessness. Ultimately it's up to you to make all the suffering he caused worthwhile — or to use it for your own selfish benefit all over again.
- Not Me This Time: If you got the memory of forcing Ignus's hands into the fire, and given the number of flashbacks starring him that involve vicious cruelty towards your companions, you can ask him if he was also Ignus's master. He has no idea what you're talking about and comments that "Ignus" is an idiotic name.
- Note to Self: Very big on them. Most of the helpful journals left behind to guide you and help you understand your situation? He wrote them, knowing that he might one day die and not wanting to risk losing all the progress he'd made. Of course, then the Paranoid Incarnation came along and undid much of his work.
- Shoot the Dog: Those horrific deeds above? They almost all broaden your path to winning the game. There's a reason why he's the Practical Incarnation.
- The Sociopath: Brilliant liar and manipulator? Check. Unfettered by morals? Check. Utter lack of empathy? Check!
- The Unfettered: There was no deed too vile if it brought him closer to his goal. Other people were tools, and sometimes they needed to be shaped. Pain, death, betrayal, and manipulation were all legitimate means to achieve the desired functionality.
The Good Incarnation
A calm, sane and kindly individual, and yet another of the Nameless One's previous incarnations: as it happens, the first and original.
- The Atoner: "Good" Incarnation might be a bit of a misnomer. It's never revealed what he did to earn him his place in the Lower Planes, but it certainly wasn't pleasant. He attempted to become good afterwards, but Ravel killed him to test the immortality ritual and only ended up making things worse.
- Fighter, Mage, Thief: He's implied to have been a mage, though he was also a great general.
- Literal Split Personality: In the Maze of Reflections during the endgame.
- Moral Event Horizon: What this man did was so unspeakably awful that a thousand lifetimes of good behavior wouldn't even begin to make up for it. Or so he says. Maybe they would have, but before getting even one lifetime of good behavior, he died, lost his memory, and went insane (more or less in that order). To further his point, he says what he did is worse then all the other incarnations combined - yes, including the Practical Incarnation.
- Nice Guy: Given his company, it's not difficult for him to come across as the sane and sensible one by comparison.
- Nice Job Breaking It, Hero!: He made himself immortal in attempt to atone for his past deeds, but each life he lived had his own ideas, and very rarely were they saints. Or sane. And with every life he lived, someone else died in his place, creating a vengeful shadow that would hunt him down and possibly repeat the cycle, rendering The Nameless One a mass murderer just by virtue of existing.
- Noodle Incident: Whatever it was, just exactly what he did to permanently condemn his soul to the Blood War was so utterly and thoroughly atrocious that no one human lifespan would be enough to redeem himself for it.
- Note to Self: One that's very easy to miss.
- Screw Destiny: Why he wanted to become immortal in the first place. He was so afraid of the punishment he was destined to receive in the afterlife that he would have done anything to avoid it, including perform a million lifetimes of community service. Unfortunately, for various reasons, he found that he couldn't fight fate.
- True Neutral: Rather than good - he did something truly terrible, but he regretted it and tried to atone ever since. But whatever he did, it was so vile that "neutral" may be as close as he can get to "good."
Mysterious, ghostly beings which hunt the Nameless One and all his previous incarnations.
- Living Shadow: The stuff they're made of, hence the name.
- Our Ghosts Are Different: One of several forms of spectral undead, Torment's shadows are different yet again, even from the shadows found in Dungeons & Dragons: they're what's left of the people whose lives are stolen to feed the Nameless One's immortality.
- Powered by a Forsaken Child: As a form of undead, they can't exist without others dying. Specifically, these shadows are created whenever someone else across the planes dies in order for the Nameless One to come Back from the Dead.
- Stern Chase: They're hunting the Nameless One, in all of his incarnations, killing him over and over again. It's not just mindless revenge, however. Commanded by the the Transcendent One, they zero in on the Nameless One and kill him whenever any incarnation gets too close to finally finding the Transcendent One. Hence why you woke up on a slab in the Mortuary.
The Transcendent One
A mysterious creature with a vested interest in rendering the Nameless One permanently dead. Or so it would appear. He is the Nameless One's lost Mortality, seeking to stop him from regaining his memories and thus rejoining him.
- All Your Powers Combined: An interesting version. He has the combined memories, skills, and powers of every single one of the Nameless One's incarnations.
- And I Must Scream: He cannot leave the Fortress of Regrets for long; each death you suffer erodes not only your mind, but his physical form. You can point this out to him, and that if this keeps up, this will be his eventual fate.Nameless One: Is it possible that as I die the death of the mind with each of my deaths, you die the death of the body? As I lose spirit, you lose substance. That's why you find it harder and harder to leave this Fortress and travel beyond this plane. This Fortress is not only your prison, it's going to become your tomb.
- Animated Armor: He looks like an armor made of barbed vines. Fittingly, when he rejoins The Nameless One, he is worn like one.
- It's implied, however, that he's merely wearing the armor in an attempt to slow down his body's decay.
- Badass Baritone
- Badass Boast: Speaks a lot like this. Examples include:"I ʜᴀᴠᴇ ꜰᴏʀɢᴇᴅ ᴘʟᴀɴᴇs ᴡɪᴛʜ ᴍʏ ᴘᴏᴡᴇʀ. I ᴄᴀɴ ᴜɴᴍᴀᴋᴇ ʏᴏᴜ."
"I ᴀᴍ ᴛʜᴀᴛ ᴡʜɪᴄʜ ᴡᴀʟᴋs ᴡɪᴛʜ ᴀʟʟ ʟɪꜰᴇ. Mʏ ᴠᴏɪᴄᴇ ɪs ᴀ ᴅᴇᴀᴛʜ ʀᴀᴛᴛʟᴇ, ᴀ ʟᴀsᴛ ʙʀᴇᴀᴛʜ ɪɴ ᴛʜᴇ ᴛʜʀᴏᴀᴛ, ᴛʜᴇ ᴡʜɪsᴘᴇʀ ᴏꜰ ᴀ ᴅʏɪɴɢ ᴍᴀɴ."
"I ᴄᴀʀᴇ ʟɪᴛᴛʟᴇ ꜰᴏʀ ʜᴏᴡ ʏᴏᴜ ᴅɪᴇᴅ. Bᴜᴛ I ᴡᴀʀɴ ʏᴏᴜ ꜰᴏʀ ᴛʜᴇ ʟᴀsᴛ ᴛɪᴍᴇ; Aʀɪsᴇ, ᴏʀ I sʜᴀʟʟ sʟᴀʏ ʏᴏᴜ ᴡʜᴇʀᴇ ʏᴏᴜ ʟɪᴇ."
"Fᴏʀᴛᴜɴᴇ ʜᴀs ᴀʙᴀɴᴅᴏɴᴇᴅ ʏᴏᴜ ᴛʜᴇ ᴍᴏᴍᴇɴᴛ I ꜰᴏᴜɴᴅ ʏᴏᴜ. Hᴀs ʏᴏᴜʀ ʟɪꜰᴇ ᴘʀᴇᴘᴀʀᴇᴅ ʏᴏᴜ ꜰᴏʀ ᴡʜᴀᴛ ɪs ᴛᴏ ᴄᴏᴍᴇ, ʜᴀɢ?"
- Big Bad: Albeit without a typical villainous motivation; he just wants to be left alone.
- Enemy Without: To be specific, he's the Nameless One's estranged mortality given physical form.
- Evil Sounds Deep: Very deep, also with a dose of Power Echoes and all his texts are Caps Lock. When he reunites with you, your text also becomes Caps Lock.
- Final Boss: The last boss fight of the game. Or not.
- Hidden Villain: He doesn't even show up until the second half of the game, and we don't learn who he actually is until the very end.
- I Know Your True Name: Can be on the receiving end of this trope if the Nameless One learns the true name of the first incarnation, which they both share. This essentially forces the Transcendent One to submit to the Nameless' will.
- Ironic Hell: He has the knowledge and skills of all the incarnations that have died before, and possesses enough power to make or unmake entire planes. But for such a mighty creature, he cannot leave the Fortress of Regrets for extended periods of time, for as the Nameless One dies the death of the mind, the Transcendent One dies the death of the body, and the Fortress is the only thing that sustains his life force, effectively making him a prisoner on his own plane.
- Kick the Dog: He kills off all your party members, one by one, and there is not a single thing you can do to prevent it. Then he'll throw their deaths in your face. It was you who brought them to his Fortress, after all, you who bound their tormented souls to yours.
- Large Ham: Very much so. Played by Tony Jay at his glorious, hammy best, to the point that when his dialogue is shown in text, it's always ɪɴ ᴀʟʟ ᴄᴀᴘs.
- Last Chance to Quit: He offers each of your party members the chance to leave before he kills them, and all of them refuse.
- No Indoor Voice: Hɪs ᴠᴏɪᴄᴇ ɪs ɪɴ ᴀʟʟ ᴄᴀᴘs ꜰᴏʀ ᴀ ʀᴇᴀsᴏɴ.
- Orcus on His Throne: If he had more directly exercised his considerable power, the Nameless One never would have stood a chance. In a twist, this actually turns out to be a major plot point. He's not lazy; just scared of meeting the Nameless One face-to-face, and not actually as powerful as he claims he is when faced with you.
- Plant Person: Has this look to him, being made of several interconnected tree branch-like structures.
- Spikes of Villainy: Brambles of Hamminess, more like. He looks like a framework of a creature - something unwoven from a whole and left ragged.
- Talking the Monster to Death: One of the rare video game instances of being able to talk the final boss to death.
- True Neutral: In the end, his only desire is to be left alone. The only reason he's an antagonist is because he believes that he'll never achieve it so long as the Nameless One keeps trying to learn about his past, and he's willing to do anything to prevent that. (His belief is perfectly justified, as it happens.)
- Villainous Breakdown: Subtle, but if you go for the Talking the Monster to Death or Stop, or I Shoot Myself! route, he's visibly rattled at the fact that you're willing to drag both you and him down into the Blood War.Transcendent One: You listen, but you do not *hear.* Know that you cannot die.
Nameless One: Actually, I can - now. I had a golem forge a weapon that can kill even me. All it needed was to be brought to a place cut off from the rest of the Planes so my immortality could not draw upon other lives. And here I am.
Transcendent One: You lie.
Nameless One: Do I? Look upon this blade — see its nature. If you are as all-knowing and all-powerful as you CLAIM, then you will know this is the weapon that can unmake me. And since we share a link, it is the blade that can unmake YOU.
Transcendent One: You would not dare such a thing.
Nameless One: I will use the blade on myself if you do not surrender to me. You and I will both be destroyed.
Transcendent One: It would be a fool's gesture. Your death would have no meaning.
Nameless One: As I see it, I have two choices — either I kill myself with this blade, or I let you kill me again and again, losing what few pieces of my mind I have left. I think I'd prefer the quick death — UNLESS you have a THIRD solution.
Transcendent One: There is no resolution to this matter. You will surrender the blade, then you will submit. You will leave this fortress, and you will leave without your memory. There is no *other* solution.
Nameless One: There is one other one. Re-unite with me. We will become one again, as we were meant to be.
Transcendent One: You know not what you do. If we are re-united, then it shall be an ending. There shall be no *future* for us. We shall go on to further torments.
Nameless One: It is better *that* happen than the multiverse continues to suffer because of us.
Transcendent One: If we become one, we shall suffer. There is too *much* of the nature of the First One in us for us to be saved. We shall be damned. You know not what you do.
Nameless One: No, I know very well what I do. And I think this is the only answer. Prepare yourself.
Transcendent One: Know that I have always *hated* you, Broken One. When we are one, I will continue to *hate* you. When your shell dies at last, know that I shall take *pleasure* in your death.
Nameless One: I can live with that — and so can the planes.
Transcendent One: Know that my hatred for you will *unmake* the planes. Prepare yourself. We shall be as one again — until your last moments of life.