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Characters and related tropes from the Action RPG Pyre.

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Rite Conductors

     The Reader 

The Reader

"Mere distance cannot separate our spirits!"

The Player Character, the one who guides the Nightwings towards freedom by studying the Book of Rites and directing them in battle.

They were sentenced to the Downside for the crime of literacy, as the use of literature nearly resulted in a cultural insurrection in the Commonwealth. They are physically incapable of participating in the Rites due to being disabled before the story even begins, which means they cannot actually be chosen for freedom. However, at least one path through the final Rite lets them choose freedom for themself.

  • Ambiguous Gender: One of the selectable options along with male or female. Even if you choose a specific gender, all characters refer to them in that specified way, and the graphics are still ambiguous (as are all references on this page, for example).
    Rukey: She's a she? Can you people just tell?
  • Ambiguously Bi: Well, full-on Ambiguous Sexuality: There's some ship tease between them with Sandra and Jodariel. It's possible for the Reader to express their attraction for Jodariel at one point, so the Reader's sexuality can vary depending on the gender chosen.
  • Ambiguously Human: The Reader is heavily implied to be human, but could be a Sap note .
  • Ascend to a Higher Plane of Existence: According to the Book, a Reader becomes the Voice to the next generation of exiles. Of course, given that the rites are coming to an end for at least the rest of their life, it won't happen to this Reader. In the epilogue, if they stay in the Downside, the Reader will simply stay friends with the other Nightwings as they Walk the Earth.
  • Badass Bookworm: A given, considering that they were taken in for their ability to read. In-game, studying the Book of Rites can grant global bonuses as the Reader's understanding of the Rites grows, or they can individually mentor Nightwings to help them better understand the Rites and the Book, represented as a large experience boost.
  • Badass Pacifist: They don't even take part in the Rites, but their leadership is enough to make them a hero to the other Nightwings.
  • Deadpan Snarker: It isn't frequent, but in narration and dialogue choices, the Reader has their moments.
  • Featureless Protagonist: Only in the first image of gameplay, and the final image of the credits, will they appear. Even then, they will be fully cloaked and only their back and the fact that they're humanoid is noticeable.
  • Handicapped Badass: The player has the option of making them disabled as a backstory option; within the game proper they're implied to have suffered some form of disabling injury during their fall to the Downside which renders them unable to compete in the Rites (at least temporarily).
  • The Heart: Often helps their teammates through their issues and fears. As a result, they can receive several bonuses for the Rites.
  • I Did What I Had to Do: If you lose the final rite against Oralech, when he hesitates to ascend, you can use your powers to mentally manipulate him into giving you his ticket home. The personal narration for it basically says "We gotta do whatever it takes."
  • Maybe Ever After: Provided they complete Sandra's Trials and speak to her regularly, they can take the Beyonder Crystal with them back to the Commonwealth or in their travels around the Downside. Depending on dialogue options, their relationship ranges from mere companionship to a more explicitly intimate relationship.
  • Multiple-Choice Past: Exactly who they were and what they did are questions you can answer with a few choices in text - they might be a crippled scholar, an old farmhand, or a war-orphan...
    • Mysterious Past: ...or you can simply choose to stay quiet or to say they don't remember anything from before, so they can end up with an unknown past, which will be lampshaded in the epilogue.
  • Never Learned to Read: Inverted, as they're the only one who knows how to read in their group aside from Volfred, and the Nightwings purposely took them in so that they could direct them in the Rites. In fact, the reason why they're exiled is because they know how to read.
  • No Name Given: As is common for a Featureless Protagonist, though notable in that all the other Nightwings are referred to by their names almost exclusively.
  • Punny Name: At first the Reader seems to be just a title stemming from the fact that they can read, but they show an aptitude for determining people's emotions and motivations, reading them, which ends up being full blown Telepathy.
  • Rousing Speech: You deliver one to the remaining Nightwings shortly before one of the final Liberation Rites.
  • Telepathy: Turns out, words aren't the only things they can read. At first it's relatively uncontrolled, but by the time of the Final Liberation Rite, the Reader has enough skill to reach out to another's mind and speak to them instead of passively listening. Or to manipulate another's thoughts in their moment of weakness.
  • Walk the Earth: If they stay in the Downside, they are free to roam it in the end, although they keep a close relationship with the Nightwings who were left behind. They can also take Sandra with them.

    The Voice 

The Voice /Archjustice Androbeles IX/ Brighton
The Voice

"Dare you tamper with forbidden knowledge?"

The spiritual commentator for the Rites, and the game's equivalent of the narrators from Bastion and Transistor. He acts as a mediator for the Rites, dictating what happens in each of them. Unfortunately, he really doesn't like you for some reason, and openly rubs it in.

He was originally Volfred's fellow Nightwing, Brighton, and is currently Archjustice Androbeles IX, the leader of the Commonwealth.

  • Big Bad: Considering he is technically the current leader of the Commonwealth, he is the closest thing to this.
    • Non-Action Big Bad: He can't really do anything to stop the Nightwings, since he's not in the Downside. Doesn't stop him from berating you though.
  • Deadpan Snarker: He's quite willing to quip at you, constantly.
  • Dirty Coward: At his core, he's a scared old man terrified of losing his power - the moment he realizes the Shimmer-Pool is allowing more exiles than the anointed to free themselves, he realizes karma is not far behind and he panics.
  • Dramatic Irony: He will start claiming you have no respect for the traditions and the teachings of the Scribes. However, by reading the Book of Rites, you see that the Scribes meant for the Commonwealth to be the exact opposite of how he is running things. The literacy ban was not meant to exist and the Rites were meant to be an experience of personal growth to select those worthy of leading their new society.
  • Even Evil Has Standards: When you are engaged in a Rite against the Withdrawn (bog-crones worshipping an Eldritch Abomination) he admits that they're too bad even for him and, instead of belittling you, wishes you luck.
    The Voice: Now normally I would wish you a shameful defeat... but this time I wish you a little bit of luck.
    • However, once you start losing his favor when he realizes Volfred is a participant in your team and what that means for the Commonwealth, he will favor the other team in the next Liberation Rites... even the Withdrawn.
  • Face–Heel Turn: In a sense, if you consider the old Nightwings to be heroic. See The Reveal for more.
  • Faux Affably Evil: He comes off as a funny jerkass for a while, but it soon becomes clear he is just as vile as the rest of the Commonwealth's elite.
  • From Nobody to Nightmare: Once, he was the son of a middling Commonwealth family. He was exiled, became the Nightwings' Reader, and won his freedom, using it to become Archjustice Androbeles IX, Grand Judge and figurehead ruler of the entire Commonwealth.
  • Hate Sink: This man is one endless spigot of entitlement and smugness. Continuing your winning streak becomes really satisfying when it starts to frustrate and infuriate him.
  • Jerkass: From the moment he speaks, you can tell that he does not like you, or the Nightwings. It gets worse when he hears of Volfred's involvement.
  • Jerk with a Heart of Jerk: Over the first half of the game, the Voice begins to warm up to you, saying that one day you may even take his place as the voice of the ritual. But then when Volfred, a previous teammate of the Voice when he was an exile, joins your ranks as a party member, the Voice becomes even worse in his mocking of the Nightwings, repeatedly wishing for their failure. He even laments the final Liberation Rite because the Nightwings will win that one, one way or another.
    Tis a shame that one of you shall go free... for you deserve each other.
  • Large Ham: Between his Deadpan Snarker tendencies and No Indoor Voice, he comes off like this.
  • Lawful Evil: Aside from the fact that he is not a nice person in general, he is keen on continuing the Commonwealth's oppressive and dystopian laws, like the literacy ban. The good news is that he's also bound by the traditions and rules of the Rites, and can't stop nor sabotage you, no matter how badly he wishes you to lose.
  • Light Is Not Good: Introduced as a celestial, divine figure... then he opens his mouth, and you promptly realize he's an asshole.
  • The Reveal: He was one of the first of the old Nightwings to be freed. After returning to the Commonwealth and gaining glory and power, he became the jerkass he is now, sentencing people to exile himself in an attempt to keep the system going, and to stop people from ever finding out that their leaders are pardoned criminals.
  • Sour Supporter: He barely hides his contempt from you at the beginning of the story, and only by proving your talent does he eventually warm up to you slightly. Very, very slightly. Only to become more scathing than ever once he realizes you're working with Volfred.
  • Unreliable Narrator: Given his biases, you can't trust a word out of his mouth.
  • Villainous Breakdown: His pompous demeanor completely unravels after the last Rite, where it is revealed that the Spring will now accept any exile, not just the anointed. As the final exile ascends, he's far more subdued, frightened for his own future and that of the Commonwealth.
    "And thus...the Scribes have chosen. (Beat) ...and thus, the Scribes have chosen? And thus the Scribes have chosen! AND THUS THE SCRIBES HAVE CHOSEN! ... No... Nightwings! Reader!! What have you done?!"
  • What Happened to the Mouse?: He is the only character in the game not to get his own epilogue, or even any real mentions in anyone else's. Note that the Commonwealth's leaders are, depending on what ending you got, killed or exiled from the Commonwealth (if they don't decide to surrender and convert to the revolution) as a nice dose of karma, and he's the primary leader of the Commonwealth...

The Nightwings
Ours is the triumvirate against which all the others are judged.
Volfred's planner

The Nightwings are one of the nine original Triumvirates, created by the Eight Scribes for the Rites. They mysteriously disappeared some time before the beginning of the game, before Hedwyn, Jodariel and Rukey took up their raiment, masks and wagon. Their sigil is a cresting moon.

  • Bootstrapped Leitmotif: Will of the Scribes is first played in-game when the Nightwings' true purpose is revealed, and it is also their theme in Versus Mode, but it is officially described in the White Lute as Oralech's theme.
  • Designated Villain: By design, it turns out. Where the other Triumvirates stand for the values of their founder Scribe, the Nightwings represent the adversaries the Eight Scribes faced in their adventures. The Scribes wanted to make sure the other Triumvirates would always be challenged, and therefore always try to better themselves. They designed the Nightwings to have an unfair advantage in the Rites: the Nightwings are always present at a Liberation Rite, while every other Triumvirate must earn their way to the peak of Mt. Alodiel to challenge the Nightwings for freedom.
  • Earn Your Happy Ending: Everyone you liberate ends up with a happy life and almost all of their desires met. More than a few of the members who stay in the Downside can end up happy, too.
  • Hidden Depths: Each one of them has multiple facets to their personality, and you may be surprised about what you can learn from your teammates about their outlooks on life and their own pasts. For example, Hedwyn and Jodariel are both military criminals, being a deserter and an unauthorized liberator of POWs (at least from the perspective of the Commonwealth) and Bertrude isn't nearly as nasty as she first appears.
  • Hope Bringer: If the revolution is peaceful, they will be this to the people of the Commonwealth.
  • Legacy Character:
    • As with all the Triumvirates. The exiles in these groups come and go; these are merely the latest group of Nightwings.
    • In another sense, in an ending where some of the Nightwings are freed, they are seen as the Eight Scribes reborn. The revolution they lead is known as the Scribes' Return. In particular, Hedwyn and Jodariel are popularly described as the reincarnations of Gol and of Soliam, respectively.
  • Multinational Team: Justified. Sandalwood told Hedwyn to find someone for each mask. Since there's one mask for each race present in the Downside, there's one member of each race present in the Nightwings. Additionally, they were created by the Eight Scribes in their image, hence the multiracial makeup. Gameplay-wise, there's also an achievement for recruiting one member of the team per mask.
  • Opposing Sports Team: According to the Book of Rites, this was their original reason for their formation, and why they have no patron Scribe: The other triumvirates needed a stronger enemy.
  • Ragtag Bunch of Misfits: The first three that take you in. The Nightwings as a whole are this, even more so than some of the other triumvirates. Volfred notes that no other version of the Nightwings has ever included so many in their ranks.
  • Threshold Guardians: The Nightwings' other function. They are the ones to test the most worthy Triumvirate when the stars align for the Liberation Rite. Without the Nightwings present, no-one can go free. It's why Lendel's so upset at you — he's been waiting for the Nightwings to show up again so that he has a chance to go back.
  • True Companions: Develop into this after a while, particularly after the first Liberation Rite. They grow continuously closer, especially if the Reader does their part to help everyone through their issues.


One of the Nightwings who rescues the Player Character, Hedwyn wears a tall, vertical mask. He's the most personable of the group.

His crime was being a deserter. After falling in love with a Harp, Hedwyn abandoned his post as a lookout, resulting in the deaths of many of his squadmates. In the Rites, he represents the Nomad Scribe, a balanced, all-rounder class.

  • Freudian Trio: The Ego, as the mediator between Jodariel and Rukey, while holding a more mixed opinion of the Reader. He's friendly toward you but you must pull your weight to prove your worth.
  • The Heart: He's the one who settles disputes between the Nightwings, reminding everyone of their quest. Generally speaking, he's the voice of reason on the blackwagon. Unlike other characters, many of his Masteries grant bonuses to the entire team.
  • Heroic Vow: Promises that all four of you — Rukey, Jodariel, the Reader, and himself — will get out of the Downside together. Should this not happen, he's wracked with guilt.
  • Horned Humanoid: According to Greg Kasavin, Hedwyn has tiny horns under his headband.
  • Interspecies Romance: He's in love with a Harp, Fikani. They kept their relationship secret since this kind of romance would be taboo for both the Highwing and the Commonwealth. It's part of why he was exiled. They are united in the end regardless of whether Hedwyn is freed. If he is, they find each other, and become a symbol of what's at stake for the new Sahrian Union. If he is not, she chooses to be sent below, even after the practice of exile was abolished, to be with him.
  • Jack-of-All-Stats: The most well-rounded exile, he's caught between Jodariel and Rukey's abilities. Though notably, he has the longest Aura-throwing range of the group.
  • Leitmotif: Surviving Exile, shared with Jodariel and Rukey. Their instances of the theme are differentiated from each other by differing instruments.
  • My Greatest Failure: In the epilogue, if you weren't able to free him, Jodariel, Rukey, and yourself, he will fall into a depression over it. He pulls out of it though.
  • Nice Guy: While he does make it clear that you'll have to prove yourself, he clearly sees you as a friend and will defend you. He's also the only one not to give up on you when you're dying in the Downside.
  • Supporting Leader: Hedwyn is the one who heard about the Rites, contacted Sandalwood, got Jodariel and Rukey on board, found the blackwagon, and generally resurrected the Nightwings. Though he defers to you for the Rites themselves, it's clear he's the guy keeping the Nightwings together. Should he be freed, he plays a pivotal role in leading the revolution, and people call him Gol Golathanian reborn. Gameplay-wise, Hedwyn is one of the few characters who can get skills that benefit the whole team, and not just himself.
  • Team Chef: His personal item in the wagon is his set of cooking pans. Overlaps a bit with Lethal Chef, although it's not his fault; he does his best with what he has, but the Downside's food is pretty unpalatable overall.
  • True Companions: Though the Nightwings all become close over the course of the game, his bond with Jodariel is the strongest of all. She raised him as a child before either of them were exiled, and regardless of the ending, they remain close friends.



One of the Nightwings, Jodariel wears a horned mask. She's the most imposing of the group, and can be quite firm. Acts as a mother figure to Hedwyn and Rukey. She was cast into the Downside for freeing a group of young Harps she herself captured from Commonwealth custody after discovering they were to be executed. She turned herself in willingly afterwards.

In the Rites, she represents the Demon Scribe, granting her a massive Aura range which can disrupt her opponents, but as a trade off she is incredibly slow.

  • Braids of Action: She has a thick side-plait draped over her left shoulder. "Braiding her hair" is one of her possible status descriptions when you mouse over her item.
  • Da Chief: Should she be freed, she'll found a quasi-police force in the new Sahrian Union.
  • Dark Is Not Evil: She's a demon, but only because she's a mutated human. She's actually quite noble.
  • Everyone Has Standards: She despises harps, to the point of refusing to be fielded during rites with Pamitha at the same time initially. However, her reason for being exiled was she freed a group of harp children when she learned they were to be executed, seeing that as being too far.
  • Fantastic Racism: Due to past wars before she was exiled, Jodariel hates Harps, and initially will refuse to be fielded with Pamitha, the Harp that joins your caravan. The two can eventually put aside their differences, and create a surprisingly effective duo in the Rites.
  • Freudian Trio: The Superego, being fixated on completing Rites and initially seeing you as only a means to an end.
  • Hidden Depths: She was a foster mother to orphans before joining the military, and took care of Hedwyn when he was a child. Later, she looks after the Stowaway tenderly and gives her a hug.
  • Handicapped Badass: Jodi mentions during one conversation that she has a wound in her leg that still troubles her. Arguably Gameplay and Story Integration given her incredibly low Quickness stat.
  • Horned Humanoid: Has two impressive curving black horns, similar to a ram's. It turns out she wasn't born with them. Any human that has been in the Downside for a certain amount of years eventually physically changes into a demon. The effect slowly reverses if they manage to make it back out.
  • In-Series Nickname: The others call her Jodi.
  • Mighty Glacier: While she lacks speed and range, her large Aura radius is very useful for defending, plus she does the most damage if she's the one who douses the enemy's Pyre.
  • Nice Girl: It takes her a while to show it, but she's one of the kindest characters in the entire game.
  • No Good Deed Goes Unpunished: Her crime was saving a group of young Harps from execution.
  • Older Than She Looks: It's not clear if Jodi just looks younger than her real age or if becoming a demon in the Downside stopped her aging or rejuvenated her appearance in any way, but it's clear she is much older than you'd think. When Hedwyn was a child, she was already an adult.
  • Our Demons Are Different: Jodariel is a demon with fair blonde hair, a piercing gaze, a large stature, and larger horns. Much like others like her, she was originally a human, but being in the Downside long enough turns humans into demons.
  • Perpetual Frowner: One bit of text mentions that the Reader can count the number of times they've seen her smile on one hand.
  • Relationship Upgrade: With Ignarius in the epilogue, should they end up in the same realm.
  • Tally Marks on the Prison Wall: A variation; Jodi has been keeping count of her time in the Downside by putting notches in her breastplate for each passing day. Sixteen years worth of them.
  • Team Mom: She is generally the protective authoritative figure of the Nightwings. She also seems to have a particular soft spot for the Stowaway, who is the youngest of the team. Her past will reveal that she used to adopt the orphans of her squad when she was serving on the Bloodborder, one of whom was none other than Hedwyn.
  • True Companions: Though the Nightwings all become close over the course of the game, her bond with Hedwyn is the strongest of all. She raised him as a child before either of them were exiled, and regardless of the ending, they remain close friends.
  • Would Not Hurt A Child: As noted above, she despises Harps. But even the thought of executing Harp children is too much for her to stomach. Freeing said children is what got her exiled.

    Rukey Greentail 

Rukey Greentail

One of the initial three Nightwings, Rukey is the smallest of the group but also the loudest. He was exiled for smuggling goods into the Downside to provide for his mother, who does not yet know he has been exiled.

In the Rites, Rukey represents the Cur Scribe. Rukey is an extremely fast character who can put pressure on his opponents, but his weak Aura means that he can be defeated easily at close ranges.

  • Badass Mustache: A positively dapper one too. In a blackwagon conversation that occurs early in the game, if you tell him his mustache is unfashionable, he'll actually shave it.
  • Berserk Button: Ringing the bell inside the blackwagon too much will cause Rukey go off on a rant at you, complete with the narration saying he'll never forgive you for abusing it. If you do it again he'll remove the bell's tongue after the next Rite.
  • Deadpan Snarker
  • Double Jump: One of his masteries. He can also get a triple jump.
  • Fragile Speedster: The most maneuverable and fastest of the original three, Rukey has the most stamina and his small size lets him squeeze between enemy Auras. However, his Aura's small and can't be cast very far, plus he does the least damage if he douses the enemy's Pyre.
  • Freudian Trio: The Id, being highly impulsive and living day-to-day.
  • Loveable Rogue
  • Moment of Weakness: Though he is the most happy-go-lucky of the Nightwings, he takes failure to ascend much harder than any of the others. If you anoint him and then lose the Liberation Rite, he vocally blames his teammates but immediately regrets it. He is also the only one who will explicitly pray for the Reader to pick him for the final Rite, though he does his best regardless and is still willing to give his spot to the Reader when the opportunity arises.
  • Momma's Boy: Loves his mother. His personal item on the wagon is a family portrait. Turns out he has been taking care of her for years, and his crime was becoming a smuggler to help fund his mother.
  • Verbal Tic: Constantly calls the Reader his "chum", "sister" or "brother", depending on the Reader's gender.
  • Why Did It Have To Be Barker?: The first time the Nightwings meet the Dissidents, Rukey refuses to face Barker due to fear of a debt he owes the brash cur. Barker himself mocks Rukey for this the next time they meet.

    The Stowaway/Moon-Touched Girl 

The Stowaway

A vagabond who managed to stowaway on the blackwagon, she's eventually accepted as part of the Nightwings. Her name depends on what the player chooses, but it always ends in "ae".

Her crime was quite literally, being different. Her different outlook on life and her existence as an annoying vagrant to the nobles of the Commonwealth resulted in her exile to the Downside.

In the Rites, she represents the Savage class, outsiders from the Eight Scribes who take after the traitorous Khaylmer Rope-Caller. She is a mobile character who can be devastating at long range and can make huge leaps to outwit her opponents, but requires mastery of power moves to use most effectively.

  • Ambiguous Disorder: She talks to inanimate objects, worships an obscure pantheon, and can't even remember her own name. Her fixation on one particular thing (the Scribes), repetitive speech patterns and lack of social awareness are all typical signs of autism.
  • Cloudcuckoolander: Her speech patterns are quirky and she tends to say odd things, such as referring to the blackwagon as her younger brother.
  • Friend to All Living Things: When talking about her past, she will say that she used to eat the least she can, because she disliked to hurt animals to eat meat.
  • Hello, [Insert Name Here]: The Reader gets to choose her name from a preset (though surprisingly lengthy) list of names that end with "ae." This is even reflected in The Voice's lines.
    • The songs in the game call her the "moon-touched girl", while the game's achievements call her the Stowaway.
  • Hooked Up Afterwards: With Almer, if they are both liberated or both left behind.
  • Leitmotif: Moon-Touched.
  • Magikarp Power: She initially starts off quite weak, with a delay before she can run, jump, or shoot her aura. But with a few upgrades, those delays vanish. Depending on her masteries, she can get powerful buffs when holding the Orb, slow down anyone she runs next to, and more. Once you master her power-jump and power-cast, she'll also end up being one of the most maneuverable and deadly members on the team, able to leap across half the field and clear the other team out with precision long-range shots with low charge times.
  • Messy Hair: Her hair's basically a bush, complete with stray twigs and leaves.
  • Token Religious Teammate: Always going on about the Eight Scribes and the blessings they can bestow on the group. As a matter of fact, she's completely correct - following her advice usually results in a party member gaining a temporary buff.
  • Walking the Earth: She continues wandering the Downside to worship the Scribes at the Celestial Landmarks if she is not freed.


A drive-imp whom the Nightwings run into after a Howler attack. The crew recruits him for his knowledge of the Rites, and seeming connection to the Nightwings' blackwagon, which he helps to pilot.

He has committed no crime to warrant exile, as a native of the Downside. In the Rites, he represents the Imp Scribe. Ti'zo moves quickly in short bursts, can hover, and has a vast Aura radius as well as the ability to wipe out multiple enemies at once with a circular "Implosion". Unfortunately, this will take him out as well.

  • Badass Adorable: A Ridiculously Cute Critter, and an experienced player in the Rites.
  • Berserk Button: If you face the Accusers in a Liberation Rite with him in your party, Lendel mocks him about the original Nightwings disbanding, which only happened because two of them died. Ti'zo's understandably furious response is not translated.
  • Big Eater: Loves eating fish, and the tooltip for his crimes says that, if he were ever allowed to go to the Commonwealth, he'd commit "crimes against Commonwealth cuisine". His eating habits also land him in trouble, when he eats things he's not supposed to.
  • Cute Little Fangs: Standard for drive-imps.
  • Death-Activated Superpower: A non-lethal variant. One of his mastery trees gives him abilities which trigger when he is banished by his own Implosion or by an enemy.
  • Eloquent in My Native Tongue: A variation. Though your translations of his impish squeaks are faithful, they still mainly come across as cute. However, if you choose him to seek the Scribes' favor on your way to Scribesgate, you can read his thoughts directly. At those points he sounds as old and experienced as his connection to the Nightwings' past implies.
  • Famous Ancestor: Ha'ub, the First Scribe, was his great-grandfather.
  • Intelligible Unintelligible: Zigzagged. You, the Reader, figure out how to understand him but the rest of the Nightwings don't. The Lone Minstrel, Volfred, and Oralech can also understand him through familiarity.
  • Leitmotif: Flutter Fly.
  • Lightning Bruiser: You wouldn't expect it, but this little guy can really move around the battlefield and his Implosion is highly dangerous. You can also upgrade his Pyre damage via masteries to match that of a Crone or Sap (the second-hardest hitters after Demons).
  • Older and Wiser: Has been with the Nightwings for a long time. He was there when Oralech fell, and possibly even before. He also refers to the Scribes as his old friends, if you choose him to go and pray to them on the way to Scribesgate. Unfortunately, most people can't understand him, which makes passing on his wisdom difficult.
  • Odd Friendship: With the Stowaway. They seem to understand each other perfectly.
  • Ridiculously Cute Critter: Just look at that picture. He looks like a plush toy.
  • Stealth Pun: Ti'zo's aura cast is called IMPlosion.
  • Suicide Attack: His Implosion. He can gain the ability to automatically cast Implosion if he is banished without the Orb.
  • Team Pet: Comes to a head during the revolution, if he is freed. He will become something of a celebrity to the people of the Commonwealth, since a drive-imp has never been seen there. He's also considered a sign that the times are changing.
  • Thinking Up Portals: One of his masteries places portals between your Pyre and his location whenever he uses his Implosion or is banished.
  • Tragic Keepsake: One side conversation has him looking for a twin of the bandage he wears on his horn. The Lone Minstrel describes it as a shadow from his past, and almost literally so because according to him, it doesn't exist. You can find out later that the one Ti'zo is wearing was given to him by Oralech, who indeed has similar wrappings on his horns.
  • Unexpected Character: Of all the Triumvirate candidates, a drive-imp? Even the Voice deems him an odd choice, though he does grudgingly admit that the little guy can really tear it up.

     Sir Gilman 

Sir Gilman

A Wyrm-knight who is a member of the Pyrehearts. He joins your triumvirate after an argument with his coward superior and helps the party progress across the sea. His crime was nothing. His superior, Sir Deluge deserted in the middle of combat. Sir Gilman went after him to stop him from leaving, but nevertheless felt extremely ashamed about leaving the fight. He volunteered to be exiled in hopes of getting his honor back.

In the Rites, he represents the Wyrm Scribe. In combat, he lacks a conventional Aura, instead trailing a thin line. His attack swaps him to the rear of this trail, bursting medium-sized aura blasts as he goes. He is highly mobile and his masteries focus on high speed attacks or team play when his allies are banished.

  • 24-Hour Armor: Never seen without his helmet, even in dialogue where he has clearly just taken his Rite mask off. His dialogue is also nearly always cued with metallic clanking.
  • Berserk Button: He and Sir Deluge always have scathing words for each other, but when Sir Deluge says he brought shame to all wyrms when his egg was first fertilized, it's clear a line has been crossed.
  • Covered in Scars: As expected from a hot-blooded knight. He will also talk about getting new scars at some points during your travels.
  • Fragile Speedster: As a Wyrm he is pretty small and has high sprint speed. However, his default movement speed is slow, his Aura is small and he projects it by unusual means. This makes him a little bit clumsy to play as the Orb-runner, but he can be incredibly potent at defensive play when your opponent least expects it.
  • Friendly Enemy: Very friendly to the Nightwings, to the point where he is chastised by his teammates for it.
    • Heel–Face Turn: And, eventually, he joins you when he's convinced the Nightwings are more honorable than the Pyrehearts.
  • Heroic Self-Deprecation: In spades, feeding his drive for honor and constant training. When Rukey gently encourages him to give himself a break, he's brought nearly to tears.
  • Hot-Blooded: So hot-blooded, he gets flames for eyes in some of his dialogue portraits.
  • It's All Junk: His personal blackwagon item is his knight's crest, which is treasured by all wyrm-knights who serve the Commonwealth. If he's liberated, he leaves it behind and examining it tells you that he didn't want it anymore, implying that fighting alongside the Nightwings and being liberated by them is all the honor he needed.
  • Knight in Shining Armor: Strives to be this with all his might.
  • Large Ham: Oh yes.
  • Last Stand: Part of his mastery tree is devoted to this, giving him buffs if the rest of the Nightwings have been banished.
  • Leitmotif: Quest for Honor.
  • Loophole Abuse: Sir Deluge outranks him as a wyrm-knight of the Commonwealth, but last he checked, they no longer serve the Commonwealth.
  • Primal Fear: He's afraid of heights.
  • Proud Warrior Race Guy: It's a wyrm thing. He can grow out of this mindset over time.
  • Sole Survivor: Of an attack against the Highwings.
  • Third-Person Person: Refers to himself as "this knight".
  • Wingding Eyes: His eye sometimes displays a heart or a flame when he's feeling passionate.
  • "X" Marks the Hero: Has an X-shaped scar above his eye.

     Pamitha Theyn 

Pamitha Theyn

A Harp who joins your party in an attempt to force contact with her sister Tamitha who she wants to make amends with. She continues on with your party under the hope of fighting the Essence and thus seeing her sister again. She was banished for advocating for her sister, whom she betrayed to the Commonwealth under the belief she would be spared. When Pamitha tried to argue for her freedom, she had her wings clipped and she was sent to the Downside as well.

In the Rites, she represents the Harp Scribe. She has the best flight ability in the game, and instead of casting her Aura, charges with a shield preventing her own banishment. Her masteries can focus on extreme speed or breakthrough tactics, earning bonuses for banishing enemies or buffs which are useful for running the Orb.

  • Cool Hat: She wears a helmet. If asked about it, she will say that it was given her after her first kill. She will then admit it was a joke and that she simply wears it because she likes it. If the right conditions are met, she will give it to Rukey if she ascends before he does, though he is never seen wearing it.
  • Family Theme Naming: Pamitha is just a letter off from her sister Tamitha's name.
  • Hard-Drinking Party Girl: She likes to give this impression. Her personal item is a flask of moonshine, which she keeps handy in case of good times, or particularly bad ones. It's how she bonds with Rukey.
  • Harping on About Harpies
  • I Need a Freaking Drink: She says this if her sister prevails in a Liberation Rite and ascends. Of course, that's one of the uses of her moonshine.
  • Leitmotif: Talon Sheath.
  • My Species Doth Protest Too Much: Believes that while the Commonwealth and Harps both have committed atrocities, the remnants of the Harps' unwillingness to look beyond revenge perpetuates violence. If she is Liberated, she can help negotiate peace between the new Sahrian Republic and the remnants of the Harps.
  • No Good Deed Goes Unpunished: Almost all her actions were to help her sister, but most of them will result in Tamitha hating her even more.
  • No-Sell: She is able to resist the Reader's Telepathy through training.
    • A Mind Is a Terrible Thing to Read: At one point, she lets you read her thoughts, but they just tell you to get out of her head, because the contents "[aren't] pretty". If you persist, you will read her hypothesizing that the only way to convince Tamitha of her loyalty would be to kill everyone else - starting with you, followed by her saying, essentially, she told you so.
  • Sapient Eat Sapient: Played for Laughs. After she joins the party, Sir Gilman thanks her for not eating him.
  • Stuff Blowing Up: One of her masteries lets her create a large explosion after she charges forward, making it highly effective for banishing multiple enemies at once.
  • Walking the Earth: What she ends up doing if she did not reconcile with her sister, even if she has been freed.
  • Wild Card: She recognizes she might be seen as such and even asks if you believe she will betray you. This is played up by the fact that she is resistant to telepathy and you can't read her intentions the way you can read the other Nightwings. If the Nightwings fight against the Essence in a Liberation Rite, she will beg you to let her sister win and doesn't mind being seen as a traitor for asking this. Pamitha states her loyalty remains with you though, especially if Tamitha wins.
  • You Gotta Have Blue Hair: Teal, in her case.
  • You Said You Would Let Them Go: She betrayed Tamitha believing it was the only way to save her life. The Commonwealth exiled her anyway.


Volfred Sandalwood

A Sap who operates under his family name, Sandalwood. He refrains from the Rites for personal reasons, but wishes to see the Nightwings succeed in the Rites. He was exiled for operating a printing press and distributing all manner of banned and subversive literature alongside Bertrude. His printing operation was discovered and destroyed, and a decade or so later, he was caught and banished.

In the Rites, he represents the Sap Scribe. Forced into participating, his abilities are primarily defensive. He trades jumping for a reflecting shield, casting for a second Aura generator, and sprinting for instant teleportation with a cool-down.

  • Ambiguously Gay: Volfred shows no attraction to Bertrude, despite her being in love with him, having much more noticeable tension in his interactions with Oralech. When making a speech of what he considers freedom, he adds that he thinks nobody should be judged by whom they love, which resonates with anyone that has been judged by their sexuality.
  • Attack Reflector: He can expend stamina to raise a shield which reflects cast Auras. The reflection can banish opponents if they don't react quickly enough.
  • Auto-Revive: Some of his masteries will reignite your Pyre if it is extinguished.
  • Big Good: He's the closest the story has to a true force for good aside from the Scribes, and he actively works to create a better world for everyone.
  • The Chessmaster: Looked for a suitable group of people to take up the mantle of the Nightwings and to join his revolution. He's been shuttling messages back and forth from the Commonwealth to the Downside and back again, planning and waiting for this moment.
  • Difficult, but Awesome: His abilities requires more micromanagement than other exiles:
    • He moves slowly and cannot jump, but Flash Steps instead of sprinting. This makes it harder to gauge where he'll reappear, but when done correctly, it will give your opponent no window to intercept him.
    • Since he moves slowly, he requires his Aura sapling to establish aura presence on the field. The sapling is immobile and it takes time for the sapling you plant to be fully active. However, good positioning allows your Exiles to combine Aura with it, growing the Aura to a size that will give even Demon opponents pause.
  • Flash Step: One of his unique skills in the Rites.
  • Heroic BSoD: After witnessing a tragic accident that left just him and Ti'zo alive out of his group of Nightwings, he hid the Nightwings' blackwagon and swore never to wear the raiments and participate in the Rites ever again. Though it's also suggested he stopped donning the raiments to hide from the Voice, who can see the thoughts of all participants, and so stop him from knowing about his Plan.
  • Heroic Self-Deprecation: He always credits his successes to his friends and fellow Nightwings.
  • Leitmotif: Certain Plan.
  • Let's Get Dangerous!: When he decides to start participating in the Rites again.
  • The Mentor: To you, as a Reader.
  • Never Learned to Read: Also inverted. Volfred was the Reader for the previous group of Nightwings.
  • No-Sell: If you remain silent when he first tries to dismiss the Reader from the Nightwings, the Reader tries to sense his intentions, with no success.
  • OOC Is Serious Business: When he is visibly startled by Oralech's reappearance, the narration notes that you have never seen him do this.
  • Platonic Life-Partners: Despite her openly acknowledged unrequited love for him, Volfred has this dynamic with Bertrude, saying "there are many types of love". The narration notes that what might have been a painful rejection instead brought them to a closer understanding.
  • The Professor: Was a history professor before he was exiled.
  • Stuff Blowing Up: One of his masteries allows his Aura sapling to be detonated.
  • Telepathy: Much like you. Powerfully demonstrated, by giving Volfred the only lines voiced in English.


Big Bertrude

A Bog-Crone who modifies your blackwagon to cross the sea. She is called upon by Sandalwood some time afterwards to bolster your ranks, which she does as a personal favor to him. She was banished for supplying fire-proof ink to Volfred in an ironic turn of events, considering all the highly illegal magic and alchemy she performed for her livelihood.

In the Rites, she represents the Crone Scribe. Her Rite style is unique, combining wide but slow attacks, a high range, high cost jump and an incredible sprint with poor control. She can be focused with masteries into defensive or offensive hexing, allowing you to press an advantage or turn around a poor match.

  • Alchemy Is Magic: She creates potions, talismans and other powerful magic itens. What got her arrested and exiled however was creating ink for Volfred's press printer.
    • Most of her work is forbidden in the Commonwealth. If she stays in the Downside, she will not mind that much, since this way she can focus on her work in this field.
  • Baleful Polymorph: One of her Masteries allows you to turn the opposing team into Howlers once per Rite.
  • Batman Gambit: Part of why she was exiled. She knew the Commonwealth burns books as a means of getting rid of them, so she created a fireproof ink that makes anything written with it impossible to burn, thwarting the Commonwealth.
  • Better as Friends: With Volfred. She is in love with him, but he does not reciprocate his feelings, though he loves her as a friend. He fears it's not enough but she assures him that having him as a friend is enough to her.
    Bertrude: Nay, Sandalwood... it's enough.
  • Creepy Good: A snake-like crone who can cast hexes on people is also the one who is the most devoted to the Plan aside from Volfred. She's also rather nice once you get to know her—if Rukey ascends before her, an optional event can have her praying for his success in the Commonwealth. She'll also do this for Sir Gilman.
  • Crossdressing Voices: Voiced by Logan Cunningham.
  • Cruel to Be Kind: When she first proposes the sidequest to prove to Udmildhe that Yslach is dead, she asks if you can hear the screaming of Udmildhe's corrupted mind, and describes what she wants to do as an exorcism.
  • Dark Is Not Evil: A bit creepy, and deliberately antisocial and offputting. Still, she is committed to your goals, and remains loyal throughout.
  • Gadgeteer Genius: A magical example. She manages to turn your blackwagon into an amphibious vehicle overnight, and is known through the Downside for her trinkets, enchantments, charms and similar items.
  • God is Dead: If she fights against Udmildhe, she will attempt to prove that Yslach is dead.
  • Good Is Not Nice: While she's rather pleasant to be around if you get to know her, she's far more ruthless than any of the other Nightwings, even Jodariel. If she's playable and you get into a fight against the Withdrawn, an optional sidequest has you help her break Udmildhe's faith in Yslach for two reasons: first, she sees Udmildhe as a genuine threat to the group, and secondly, because Bertrude really does not like her.
  • I Was Quite the Looker: At one point, she will tell the Reader and Hedwyn that she was among the most beautiful of the Southern Bog in her youth and had many men attempting to court her.
  • Jerk with a Heart of Gold: She's pretty crotchety on the best of days, but is always open to giving genuinely kind words of support and can be a very nice person.
  • Leitmotif: Snake Soul.
  • Odd Friendship: Saps and Crones aren't exactly the most compatible of species, but Volfred and Bertrude get along just fine.
  • Prehensile Hair: Her hair seems to be made of snakes.
  • Royal "We": She speaks like this, though it's not because she's royalty.
  • Snake People: She's a bog-crone.
  • Spread Shot: Her Aura cast travels more slowly, but covers a much wider area.
  • Unrequited Love: For Volfred. She is in love with him, but he, while still loving her as a friend, does not reciprocate her feelings.
  • Undying Loyalty: From love and friendship, all that Bertrude does in the story, even the reason for her exile, is for Volfred.
  • Verbal Tic: Nrrgghhhh...
  • You Are a Credit to Your Race: Before preparing for the final Liberation Rite, she says the Reader is wiser and "less irritating" than the others of their kind.

    The Lone Minstrel 

Tariq, the Lone Minstrel
A wandering musician first encountered sleeping in the blackwagon, Tariq seems to be old friends with Ti'zo and is the Nightwings' point of contact for their informant, Sandalwood. Much like how the Reader acts as the Nightwings' "coach", he acts as the "manager", not taking direct part in the Rites, but ensuring the Nightwings proceed on their quest in time, as well as taking care of any of your exiles when they get hurt or sick. He seems to be heavily interconnected with the Rites.

  • The Bard: It's in the title. Also, he loans you his harp in case you want to change the music that is currently playing. He even plays a couple of songs throughout the game on request.
  • Everyone Calls Him "Barkeep": The Reader continues to refer to him as the Lone Minstrel even after he introduces himself.
  • Celestial Body: Heavily implied, given his name, uncanny knowledge of the state of the stars, and how he talks about going home with Celeste in the credits song.
  • Leitmotif: The Herald.
    • Bootstrapped Leitmotif: Inverted. His theme is more commonly remembered as the song that plays while you are choosing the next star to follow.
  • Let's Duet: With the Gate Guardian, when they're administering the Rites.
  • Meaningful Name: "Tariq" is the Arabic name for the morning star.
  • Mysterious Past: He's found with the blackwagon, and we know he has some mysterious connection to the Rites and the Nightwings, but that's it. He knows far more about the Rites than he lets on.
  • Solar and Lunar: With the Gate Guardian. He's the lunar side: his pale white skin, pale white outfit, and moon-shaped lute make it plain.
  • Star-Crossed Lovers: With the Gate Guardian. They seem fond of each other, but their duty to the Rites keeps them separated, making them this trope on more than one level. At the end, when the Rites have ended for good, they finally get to be together.
  • Supernatural Gold Eyes: When he opens them. They're described as the colour of the bindings in the Book of Rites.
  • Wandering Minstrel: His job description. He travels around, singing the Nightwings' stories.

Other Triumvirates

    The Accusers 

The Accusers
Their righteous traditions have given way to ruthlessness and spite.

An exile triumvirate led by Lendel, who seem to bear some sort of grudge against the Nightwings. Their sigil is a pair of shattered scales. Created by Gol Golathanian, in honor of the legions he fought with.

  • Arch-Nemesis: Lendel has a bone to pick with the Nightwings, but he absolutely despises Ti'zo for dealing the final blow against the Accusers in their previous face-off. The feeling is mutual.
  • Death Glare: Lendel's default expression.
  • Dirty Cop: Lendel was exiled for planting evidence. His epithet is Lendel the Liar.
  • Downer Ending: The stars do not have peace in store for this man.
    • If he remains in the Downside, he spends his days waiting for the Rites to begin again, convinced he will get another chance to escape the Downside. Eventually all his fellow Accusers abandon him and years later, there are rumors of a disheveled demon waiting for the Rites to someday begin again.
    • If he is liberated, he is killed by a harp ambush and still goes down in the history books as the Dirty Cop he was.
  • Irony: The Accusers were created with the intent of being just and fair. Now, they are led by a Dirty Cop.
  • It's All About Me: Lendel's fury with Ti'zo stems from the fact that he lost the previous Liberation Rite in which the Accusers faced the Nightwings. Never mind that two people died, and Lendel would have been one of them had he actually won - no, all that matters is that he lost.
  • Knight in Shining Armor: What Gol intended. Heavily subverted in the present; Lendel's Accusers are not nice people.
  • Leitmotif: Path to Glory.

    The Chastity 

The Chastity
Corrupted opportunists who mean to use the Rites for selfish gain.

An exile triumvirate led by a sap, Manley Tinderstauf. They play the Rites for personal gain, seeking prestige upon return to the Commonwealth. Their sigil is a "bloomflower". Founded by Lu Sclorian.

  • Bitch in Sheep's Clothing: Manley's friendly demeanor drops when it looks like he is going to lose.
  • Faux Affably Evil: Manley's veneer of condescending politeness and sycophancy drops once he starts losing, giving way to thinly veiled threats towards you and your loved ones if you don't let him win.
  • Hate Sink: Manley. He has nothing to redeem his awfully fake personality and constantly asks you to give him the match, promising money, not to mention his intention in the Rites is to get power in the Commonwealth so nobody can oppose him. All of the Nightwings show utter disdain for him and even his teammates get somewhat fed up with him if he stays in the Downside.
  • Leitmotif: Grand Ceremony.
  • Riches to Rags:
    • If Manley is left in the Downside, he will spend his entire family's fortune trying to leave, leaving them bankrupt.
    • If Manley is liberated, he eventually returns to bribing people off to get his way, and is caught again though this time sentenced to a lesser punishment. He still uses up the family's fortune to try to get out of it, but ends up stuck in his punishment while destitute.
  • Screw the Rules, I Have Money!: Manley, although in this case, it didn't really help him — he tried to bribe the wrong person and got sent to the Downside for his troubles. Averted again in his ending if he doesn't get liberated. Now that there are no more Rites, he ends up bankrupting his family trying in vain to find a way out of the Downside.
  • Smug Snake: Manley. False flattery and pretension comes attached to everything he says, and it's clear he sees all of you as beneath him.
  • Weaponized Offspring: When Manley introduces the Aura Sprout ability, he calls the sapling Humboldt-Manley Jr. It could be this trope or his pure vanity.

    The Dissidents 

The Dissidents
Chaotic firebrands, unconcerned about what is at stake in all of this.

An exile triumvirate led by a cur named Barker Ashpaws, they play the Rites mostly for the thrill of the fight. Their sigil is a leering maw. Created by Ha'ub the Swallow.

  • Attack! Attack! Attack!: Their strategy once they Turn Red, when they will start to launch Aura attacks non-stop.
  • Autobots, Rock Out!: Their leitmotif is a harsh thrash-metal theme, and you should expect to hear metal riffs wherever they're involved. This even extends to the Liberation Rite theme; while every possible opponent has a unique version of the song, the Dissidents version is by far the most noticeable, with the normally-somber duet's lute strings being replaced by both electric and bass guitar riffs.
  • Berserk Button: Don't even imply that Barker should watch his language.
  • Blood Knight: They conduct the Rites mainly because they want to fight.
  • Collared by Fashion: Barker wears a metal-studded collar, with some chains and skulls for extra edginess.
  • Delinquent Hair: Barker sports a red mohawk, despite being a cur. It fits with his punk-like aesthetic.
  • Evil Laugh: Whenever you face them in a Rite, their leitmotif is preceded by an impressive cackle.
  • Excrement Statement: Barker ended up in the Downside because he was caught urinating on a statue of Archjustice Androbeles IV.
  • Irony: The Dissidents are the only all cur triumvirate. However, the Scribe that represents the Dissidents is Ha'ub, an imp. The Fate are the triumvirate that are represented by the cur Scribe Jomuer.
  • It Amused Me: They don't really care about returning to the Commonwealth, since they've grown perfectly accustomed to the Downside, and the Rites are simply a sport to them. When the Rites are ended for good and escape from the Downside is impossible, they refashion the Rites into an actual sport.
  • Jerkass: Their main interest in the Rites isn't to win but simply to guarantee your loss.
  • Leitmotif: Thrash Pack.
  • Lightning Bruiser: Their team is composed of 3 fast curs and, after enough damage is done, they'll start to shoot their Auras non stop.
  • Noble Demon: Mostly, they are in the Rites for the fun. But when they are challenged by Rukey to leave his family alone, if they are defeated, they really will drop any issue they might have with his family and never touch the subject again. They give credit where credit is due and show respect for guts and willfulness, even when it's directed against them.
  • Ragtag Bunch of Misfits: What Ha'ub wanted the Dissidents to be.
  • Sir Swears-a-Lot: By the standards of an E10+ game.

    The Essence 

The Essence
Prisoners of war whose hatred of the Commonwealth runs deep.

An all-Harp triumvirate led by Tamitha Theyn, made up of exiled Highwing Remnants. They still bear hatred for the Commonwealth. Their sigil is an "empress tear". Originally founded by Triesta Tithis.

  • Amazon Brigade: An all-female group of Harps.
  • Attack! Attack! Attack!: A heavily offensive team. Their main strategy is simply to tear through any defensive line, using their mobility and shielded tackle. If faced in a Liberation Rite, once their Pyre loses enough health, they will start from the middle of the field, making their attacks even more brutal.
  • Blasphemous Boast: Should you face them in a Liberation Rite, Tamitha will speak ill of Triesta, the Scribe who sired her triumvirate, speaking of her virtues as weakness. Celeste warns her twice to cease her blasphemy, with dire consequences brought up the second time around.
  • Cain and Abel: Tamitha is the Cain to Pamitha's Abel.
  • Duel Boss: During the final round of the Nightwings' first match against then, Tamitha will challenge her sister to a 1-on-1. The Voice is annoyed they are messing with the Rites to settle personal scores.
  • Leitmotif: Sky Dance.
  • Loophole Abuse: Tamitha's plan exploits the fact that people who return using the Liberation Rite become part of the Commonwealth's elite, so that she, a Harp, can become part of the ruling elite and destroy the Commonwealth from the inside. Unfortunately for her, the Commonwealth see through her plan right away and subject her to endless interrogation should she be liberated.
  • Never My Fault: Tamitha's plan to destroy the Commonwealth from the inside fails, since they interrogate her rather than unquestioningly giving her power. She still believes her plan was ruined because her sisters betrayed her.
  • Reality Ensues: Tamitha plans to use the privileges that ascended exiles receive to overthrow the Commonwealth from the inside. If she is liberated, they throw her in a jail cell to interrogate her for information. The Commonwealth is corrupt, not idiotic, and they aren't going to help a well known Commonwealth hater.
  • Revenge Before Reason: Even in exile, the Harps of the Essence still seek to take down the Commonwealth.
  • Sibling Rivalry: Big time, between Tamitha and Pamitha. Tamitha's a die-hard Highwing fighter, while Pamitha believes that a diplomatic solution can be found with the "flightless". Resolving this is important to help them both grow.
  • Stuff Blowing Up: Tamitha naturally comes with the mastery that creates a large explosion after charging in Versus Mode.
  • This Is Unforgivable!: Tamitha blames Pamitha for what she considered betrayal of the Harps. No matter what happens, she refuses to forgive Pamitha, even if Pamitha is instrumental in overthrowing the Commonwealth. It's shown that her unwillingness to forgive Pamitha hurts her more than anyone else though, and Pamitha never gives up on trying to reconcile with her.

    The Fate 

The Fate
Dalbert (left) and Almer (right)
They cling to the belief that the Scribes are watching over them.

An exile triumvirate known to be respectful of the traditions surrounding the Rites, and who are genuinely friendly to the Nightwings. The cur Dalbert Oldheart is their leader, participating alongside his adopted son Almer. Their sigil is an awakened eye. Created by Jomuer Many-Mane.

  • Act of True Love: Should the Fate win a Liberation Rite, Dalbert gives his freedom to Almer and remains in the Downside.
  • Cool Old Guy: Dalbert
  • Graceful Loser: Dalbert congratulates the Nightwings should they win and bids them well wishes.
  • Happily Adopted: Almer clearly loves his adoptive father very much, though he is a bit more of a jerk than him.
  • Heel–Face Turn: Though not evil really, Almer is one of the few of an opponent triumvirate who if ascended will side with the rebels against the Commonwealth when the rebellion begins.
  • Jerk with a Heart of Gold: Unlike his father, Almer is not a nice guy, being much more hostile towards the Nightwings and dismissing the Scribes as fakes, but he does eventually warm up to the Stowaway halfway through the game.
  • Journey to Find Oneself: Should they never win a Liberation Rite, Dalbert encourages Almer to go on a pilgrimage to learn about the Scribes.
  • Leitmotif: Glorious Tradition.
  • Let's Fight Like Gentlemen: Dalbert instills this culture into the Fate, with great respect for the Rites and their opponents, in success or defeat.
  • Long-Range Fighter: Almer naturally comes with the Quick Fling mastery in Versus Mode, allowing him to fling the orb very far.
  • Nice Guy: Dalbert is very friendly to the player, and treats opposing triumvirates with respect, telling Almer to be polite to the Nightwings after losing. He even gifts the player with a Talisman when you first meet him.
  • Old Master: In Versus Mode with preset masteries, Dalbert's base stats are strictly better than Rukey's or Barker's, and he has higher-level Masteries.
  • Passed in Their Sleep: Occurs to Dalbert in the epilogue.
  • Proud Warrior Race Guy: Dalbert is a descendant of the alpha-chiefs who used to lead the Curs, and he holds on to traditions which other Curs have forgotten. He was exiled for celebrating a banned Cur holiday which commemorated the victory of a single Cur pack over an imperial brigade..
  • Purple Is Powerful: Their theme color is purple.
  • Relationship Upgrade: Almer and the Moon-Touched Girl/Stowaway in the epilogue, should they both be in the same realm.
  • Shipper on Deck: Dalbert becomes this, for Almer and the Stowaway.
  • Token Good Team: The Fate is easily the most honorable triumvirate aside from the Nightwings. Dalbert is nothing but cordial and affable to his opponents with no ulterior motives, which can't be said for any other triumvirate leader. Almer is generally a jerk to the Nightwings, but he is the only opponent that when liberated will join in the rebellion to overthrow the Commonwealth when the others either stay neutral or actively assist the Commonwealth, Tamitha aside.
  • Worthy Opponent: Dalbert considers the Nightwings to be this, and sees conducting the Rites against them an honor.

    The Pyrehearts 

The Pyrehearts
Sir Deluge
Once known for their spirit and bravery, now a craven laughing stock.

A wyrm-knight triumvirate that see the Rites as battles to win to regain their former glory as warriors, led by Sir Deluge. Their sigil is a burning heart. Created by Underking Ores.

  • Babies Ever After: Sir Deluge and Lady Seagrass, should they never win a Liberation Rite.
  • Dirty Coward: Sir Deluge's only talent is staying alive by running away from battles. This is what led to his exile.
  • Dumb Is Good: They aren't the smartest strategists around. They'll fight amongst themselves, giving you easy access to their Pyre.
  • Fragile Speedster: They are very fast, but their Auras are smaller than anyone on your team at that point, making it fairly easy to take them out. They do make it harder by continuously dashing.
  • Large Ham: They scream and fight between each other a lot while telling great stories of their adventures.
  • Lawful Stupid: What they've become under Sir Deluge's influence.
  • Leitmotif: Knights of the Sea.
  • Nobody Calls Me "Chicken"!: When Sir Gilman leaves the Pyrehearts and has to fight them off, he challenges Sir Deluge to fight himself instead of leaving the dirty work to his underlings. This provokes Sir Deluge enough for him to lead the final wave.
  • Reality Ensues: Sir Deluge's instinct of self-preservation in contrary to his race's Glory Hound nature allowed him to survive more fights than most of his peers. As the survivor of many battles, he managed to rise through the ranks just by not dying. Likewise, abandoning the capitol and your squadron during a siege is a real quick way to throw out all of that prestige and glory.

    The Tempers 

The Tempers
Prideful at having prevailed more than all triumvirates combined.

Led by the demon Ignarius, they are the only modern triumvirate to have demons in their ranks. They're the first group you'll fight at the Fall of Soliam. They were first founded by Soliam Murr, on the principles of strength and mercy. Their sigil depicts the black nails of Soliam.

  • The Ace: Along with the Nightwings, the Tempers have sent the most exiles home.
    • Broken Ace: If they fare poorly against you, you can read Ignarius' thoughts; unlike the other triumvirates who accept their fate or lash out at you, he blames himself.
  • Amazon Chaser: Ignarius is immediately attracted to Jodariel once she takes off her mask.
  • Bouncer: Ignarius' old job, before he was exiled. His crime was kicking out a rowdy patron who turned out to be a noble in the Commonwealth, who exploited his connections to have him exiled.
  • Collared by Fashion: Ignarius wears a huge metal collar.
  • Delinquent Hair: Ignarius' hair is coiffed into a very prominent pompadour.
  • I Want My Beloved to Be Happy: Ignarius is glad to hear that Jodariel is out of the Downside if she has been liberated.
  • Leitmotif: Rage of Demons.
  • Name's the Same: Their cur teammate has the same name as one of Rukey's uncles. Whether or not they are the same cur is up for fan speculation.
  • The Nicknamer: Ignarius calls Jodariel "Curly-Horns".
  • Relationship Upgrade: Ignarius and Jodariel in the epilogue, should they end up in the same realm.
  • Tattooed Crook: Ignarius has visible tattoos on his chin and neck.
  • Villainous Crush: Not even that villainous it turns out, but he was apparently more smitten by Jodariel than he lets on initially. In both endings where he is in a different realm from Jodariel, she comes into his thoughts more than once.
  • Worthy Opponent: According to Volfred, they were the only ones who were any match for the old Nightwings.

    The Withdrawn 

The Withdrawn
Defilers of the Rites, who forsake the Scribes for a profane monster.

An exile triumvirate led by Witch Udmildhe the Bog-Crone. They play the Rites not for freedom, but because they're driven by sinister forces. Their sigil is a far mountain. Originally created by Molten Milithe.

  • Baleful Polymorph: One of Udmildhe's default Masteries in Versus Mode turns the opposing team into Howlers.
  • Blasphemous Boast: Udmildhe openly sings the praises of Yslach Astral-Born in earshot of Celeste, who warns her to still her tongue immediately. This doesn't stop her from invoking Yslach's power during the Liberation Rite, however.
  • Break the Haughty: If, by Bertrude's request, you win against them using her with an active Yslach star, Bertrude can break Udmildhe by convincing her Yslach is dead. With no way to refute her, Udmildhe permanently loses 5 Hope for the rest of the game.
  • Demonic Possession: Implied to have happened to Udmildhe to some degree, as Bertrude describes breaking Udmildhe's faith as an exorcism. Udmildhe doesn't stop fighting you if you succeed but she definitely has less heart in it.
  • God is Dead: With your help, Bertrude can try to convince Udmildhe this is true of Yslach. If she succeeds, Udmildhe loses Hope; if she does not, Bertrude suffers.
    • In the epilogue the Sahrian Union will investigate her claims about Yslach, and confirm that there's nothing to fear and that he is really gone.
  • Leitmotif: Dread Design.
  • Mind Rape: If they win while you and Bertrude are trying to break Udmildhe, Yslach's influence will torment Bertrude, giving her a permanent Hope penalty.
  • Religion of Evil: They follow one centered around the worship of Yslach, who's so feared, even the Scribes who banished him try not to say his name.
  • Sickly Green Glow: Their Pyre and Auras, reflecting their worship of Yslach.
  • Snake People: Bog-Crones like Udmildhe are serpentine creatures native to the Commonwealth's southern bogs.
  • Sssssnaketalk: Not as exaggerated as other examples, but a must for a snake-person.
  • Spread Shot: Udmildhe's Aura-cast fans out in front of her. This is true of all crones.
  • Wicked Witch: Udmildhe has several shades of this, particularly her behavior.

    The Beyonders 

The Beyonders

A group banished for eternity and trapped within the Rites, and so are not a real triumvirate. They are specters who can be summoned through the Beyonder Crystal. Led by the apparition Sandra, the Beyonders help you get better at the Rites by providing you opportunities to practice and do various trials.

  • Amazon Brigade: At least the starting group of Beyonders — Sandra, the Demon, and the Cur — are all female exiles bound to practice the rites for eternity, and they’re not half bad at it, despite being training partners.
  • Ancient Artifact: Sandra gives you one if you successfully complete a Scribe Trial. These artifacts seem to be shards of the Scribes' personal weapons. note  Only the corresponding Nightwing can use them.
    • Rukey gets Jomuer's Fang, which makes his Aura-cast last longer and go farther.
    • Hedwyn gets Gol's Bracer, which increases his power-cast window and grants him temporary infinite stamina for banishing adversaries with power-casts.
    • Jodariel gets Soliam's Horn, which lets her cast her Aura faster and further.
    • Ti'zo gets Ha'ub's Wings, which reduces stamina cost for zipping and flying.
    • Pamitha gets Triesta's Plumage, which stops her from being banished if she douses a Pyre by flying into it, and makes that do more damage.
    • Gilman gets Ores' Mail, which lets him jump further.
    • Bertrude gets Milithe's Tail, which lets her Aura-cast go through solid objects.
    • Volfred gets Lu's Bough, which lets him teleport farther.
    • The Stowaway gets Khaylmer's Anklet, which lets her Aura-cast ricochet off solid objects.
  • Ambiguous Situation: When the Rites are over for good, their crystal disappears and no one knows what happened to them. Some bog-crones speculate that their imprisonment is over, but whether this means they are free to roam the world, or now rest in peace, is anyone's guess. Subverted if the Reader takes Sandra up on her request that they take her crystal with them. The Ambiguous Situation is commented on by Sandra herself, who thinks it ridiculous. The other Beyonders faded, finally been allowed to pass on.
  • Assassination Attempt: What landed them in the crystal in the first place.
  • Deadpan Snarker: Having to spend an eternity in a time outside of time can make you one. Sandra's clearly very bored.
  • Defrosting Ice Queen: If you ask Sandra what's on her mind regularly, she begins to warm up to you for considering her more than just a tool to be used. After a while, she tries to cut off the relationship because she is scared she will get attached, then you will leave like everyone else. However, if you keep attempting to talk to her, she will ask you to take her with you right before the final Rite commences. In the epilogue, she is pretty cheerful while tearing into the vague stories written about her.
  • Emerald Power: Sandra emits green ghostly wisps, and when she speaks to the Reader, the world is tinted green. The Beyonder Crystal is green too.
  • Eyes Always Shut: Sandra, though she probably doesn't actually need to see. Later, it's revealed that she was blinded by violence in life.
  • Fate Worse than Death: Downplayed. Sandra isn't particularly happy about being stuck in the crystal, but she's been there long enough that she's come to terms with it.
  • Ignored Epiphany: At some point prior to being banished, Sandra continued attacking Soliam Murr even after the other Sisters of the Arch had relented.
  • Jerkass: The greatest compliment Sandra is capable of giving you at first is telling you you're not an idiot.
  • Leitmotif: Forbidden Knowledge.
  • Murder, Inc.: Sandra was in one from childhood, trained to be a killer by the Sisters of the Arch.
  • Really 700 Years Old: They've been stuck in the crystal for a long time. 837 years, to be precise.
  • Support Party Member: In Versus Mode, Sandra's stats are all below average, but her masteries make her team better overall, and she can revive her banished teammates by approaching the spot where they were banished.
  • Virtual Training Simulation: Of a sort, though more magical in nature than technological. You can train your skills or your teammates' by doing mock Rites in an environment simulated by the Beyonder Crystal.
  • The Confidant: She both is the Reader's and uses the Reader as one. It plays a role in the two of you forming a deeper relationship.
  • Tsundere: Sandra starts as snarky, aloof, and rude, but the more you treat her as a person, the nicer she gets... while remaining snarky, aloof and rude.
  • Training from Hell: Sandra's childhood was this, according to her. Now, she dishes it out to you.

     The True Nightwings  

The True Nightwings

A splinter group of Nightwings created and led by Oralech. They seemingly only exist to exact his revenge on the current Nightwings and the Rites. Their sigil and color scheme is an inversion of the Nightwings'.
  • Death from Above: During your final encounter with them it will eventually start raining fireballs that banish anyone unfortunate enough to be in the way.
  • Malevolent Masked Men: Compared to everyone else, they fit this. They seemingly only care for stopping the Rites and you.
  • Palette Swap: While this is true of all the rival triumvirates, as the only difference between two individuals of the same species is colour, the True Nightwings' raiments are simply inverted in colour from the Nightwings' standard, being blue-on-orange instead of orange-on-blue.
  • Weaksauce Weakness: Oralech in Versus Mode has only 1 Hope to offset his immense Presence and Quickness. If he is taken out by an aura, he gets to do nothing for 30 seconds.

Ancient Beings

    The Eight Scribes 
Worshipped in the Downside, the Eight Scribes were the ones who created the Rites. Several of the Scribes went in search of the Emperor Soliam Murr, in an attempt to kill him. They found him changed by his experiences, and decided to show him mercy instead. Soliam Murr became the Eighth Scribe.


  • Greater-Scope Paragon: They're respected both in the Commonwealth and in the Downside. They established the Commonwealth and the Rites in order to guarantee the worthy would lead in a new society based on the values of kinship and mercy. Their new society would exile criminals as an act of mercy, hoping that they would bond with each other and grow by participating in the Rites, to eventually be found worthy and return to the Commonwealth, ready to share what they had learned. Sadly, the Commonwealth elite grew power hungry and corrupt. When it seems like things are going to change for the better, many characters believe that it's their influence that is causing it.
  • Heroic Sacrifice: A common saying in the Downside is, "The Eight Scribes gave their freedom so that we may yet have ours."
  • I Have Many Names: Each of them has a given name and several titles.
  • Legend Fades to Myth: Though they are still revered in the Downside — knowledge of the Rites, and their specific deeds, is forbidden in the Commonwealth — people are no longer sure of the feats they accomplished. Some believe that the Celestial Rite locations are just rock carved into strange shapes, and not the mythical Titans slain by the Scribes.
  • Named Weapons: Each of the Scribes wielded a Legendary Weapon in life.
  • Redemption Earns Life: The basic plot of Soliam Murr's story. His time in the Downside taught the error of his ways, changed him into a new man wishing for the end of his empire, and he inspired those who wanted to kill him into working with him to try and create a better world.

Ha'ub the Swallow
First of the Eight Scribes, also known as the Gracious, or the Accursed. The first imp to show signs of higher intelligence, he was the first creature to show compassion to Emperor Soliam Murr during his exile in the Downside, defending him from a group of assassins. He wrote the chapter of the Book of Rites describing each of the Triumvirates. Defeated the bone-titan Shax Six Shoulders at the Cairn of Ha'ub.

  • David vs. Goliath: He is the smallest of the Scribes, and yet, defeated the largest of the Titans by himself.
  • Eat Me: Did this to defeat Shax Six Shoulders. He flew into his throat, and fought his way out.
  • Informed Flaw: What his curse was exactly is never stated. Lampshaded by Soliam Murr in some flavor text.
    "If you are truly cursed, friend imp, then may I thusly be, with all your qualities."

Gol Golathanian
He is also known as the Nomad Scribe, the Oathtaker, or the Repentant. Once the Emperor's chief general, he went into the Downside to try and personally ensure the Emperor's death. Seeing Murr's transformation, he decided to show mercy instead. He wrote the first chapter of the Book of Rites, describing how the Scribes met in the Downside.

Jomuer Many-Mane
Also known as the Brave, or the Alpha-chief, he is the Cur Scribe. He united the various Cur factions into one and wrote about survival in the Downside.

Lu Sclorian
The Sap Scribe. He was known as Hundred-Minds, the Wise, or the Philosopher, for his intelligence.

Molten Milithe
The Crone Scribe, also known as the Impassioned, or the Wild Witch. She wrote about the many different environs of the Downside in the Book of Rites. She bound the physical form of Yslach, the Star-Titan, at the Pit of Milithe.

  • For Science!: When she was in the Empire, she spent her time "distilling life-essence" from things to study them. She agreed to write about the lands of the Downside because she wanted to expose their secrets. Her triumvirate, the Withdrawn, was originally founded to value the pursuit of knowledge.
  • Understatement: All she says about climbing Mount Alodiel is that it took "no small amount of sacrifice and sorcery". Ores calls her account "too mild"; as he points out in his chapter, Mount Alodiel used to be the Archbeast Sung-Gries, and climbing him was a battle against him that lasted seventeen months.
  • Witch Hunt: She entered the Downside partly to kill Soliam Murr, and partly because the people of the Empire feared her.

Saint Triesta Tithis
The Harp Scribe, known as the Disciplined, or the Blessed-Born. She wrote about the founding principles of the Commonwealth.

  • The Heart: If her chapter in The Book of Rites is anything to go by, she really believed in the principles of mercy and kinship, and was one of the most kindhearted of the Scribes. Unlike some of the other Scribes who originally wanted to kill Soliam Murr, she wanted to find him as part of a plan to have peace.
  • My Species Doth Protest Too Much: She characterizes the fight between the Harp and the Empire as one between liberty and repression, but states that the Highwing are far too militaristic, and that both the Harp and the flightless races should join together to form the new Commonwealth.
  • Noodle Incident: Something tragic happened when she tried to bear children at the Nest of Triesta, but no details are given.

Underking Ores
The Wyrm Scribe, also known as the Persevering, or the Sea Sojourner. He wrote the chapter in the Book of Rites about the Titans and the Scribes' glorious victories over them. He himself defeated Endriga the Widow and Unfathomed Plurnes.

  • Hot-Blooded: Seems to be a Wyrm thing. The other Scribes note that Ores could often be found telling tales of their exploits all over the Downside.
  • Sole Survivor: Of the attack on Endriga. He doesn't seem particularly bothered by it; then again, he's the one telling that story.
  • Proud Warrior Race Guy: Like all wyrms, fond of fighting and then telling you all about the fight.
  • Third-Person Person: Again, like all wyrms. Unlike the wyrms in the present day, he is above the title of "knight", and uses "this one" instead.
  • We Have Reserves: Seen in one of his quotes.
    "Come forth, ye cowards, for this King is wont to trim our population down a bit!"

Soliam Murr
The Demon Scribe, known as the First Exile, or the Last of his Name. As Emperor, Soliam Murr was a greedy and selfish ruler, who was told of a treasure worthy of his status hiding in the Downside: the Celestial Orb. In his search for the Orb, he became trapped in the Downside, spending so much time there he turned into the first demon. Though many of the other Scribes initially wanted him dead, they showed mercy instead when they saw how he had changed, and Murr became the Eighth Scribe alongside them.

    Greater Titans 
Monsters that used to rule the Downside, until they were killed by the Eight Scribes.

  • Animalistic Abomination: Some of the Greater Titans.
    • Bialanthius looks like a scorpion-ant hybrid.
    • Lord Gandroth was the "serpent titan".
    • Xilvias Horse-Headed looked like a horse.
  • Colossus Climb: The Scribes were engaged in one against Archbeast Sung-Gries for seventeen months.
  • Eldritch Abomination: All the Titans, whose remains are at each of the Celestial Landmarks you visit for the Rites. Yslach Astral-born definitely qualifies—he comes from another dimension, and Milithe only bound his physical form, not the rest of him. Other characters say he's just sleeping, and one day he'll come back to devour the world. Tariq assures you this calamity will not occur in your lifetime, however.
  • Eldritch Location: The places where their remains are have become this. Some of their dead corpses will twitch and move when the stars shine on them.
  • Even Evil Has Standards: The Tattered Mantle, a sentient artifact first owned by the Empire's first Empress, strangled its owner Khaylmer Rope-Caller to death because of his treachery and treason.
  • Evil Is Bigger: Definitely the case, given their bodies are now landmarks. Particularly noticeable in the case of Shax Six Shoulders and Ha'ub the Swallow.
  • Hoist by His Own Petard: Unfathomed Plurnes is impaled on the prow of the doomed ship that it sunk.
  • Not Quite Dead: Their remains sometimes still twitch when the stars shine on them. Unfathomed Plurnes still produces spawn. And their stars eventually show up to devour the others.
    • Yslach Astral-born in particular exhibits this. Molten Milithe bound his physical form, and the Scribes created the Book of Rites from his hide and blood. But he's slowly regenerating. And he's still hungry.
  • Perpetual Storm: Where Unfathomed Plurnes rests, there's an unending storm on the sea. Only the wyrm-exiles know the way through.
  • Sealed Evil in a Can: How some of them were defeated. Lu Sclorian keeps Limbless Arizech in check in The Glade of Lu.
  • Self-Imposed Challenge: After a certain point, you can invoke the Titan Stars before each Rite to make things harder, in exchange for bonus Enlightenment. They basically perform the same function as the Idols from Bastion or the Limiters from Transistor.
  • Speak of the Devil: Yslach. The wiser Scribes take care to avoid saying his name, in case this brings him back. In the Book, his name is recorded as "Y#####", and only written in full exactly once.
  • That's No Moon!: Many of the Celestial Sites you visit are geographical features formed from the dead bodies of the Greater Titan. Of note is Mount Alodiel, which is the corpse of the Archbeast Sung-Gries. The Shimmer-Pool, which is what transports one back to the Commonwealth, came from Sung-Gries' eye.
  • When Trees Attack: Limbless Arizech, the root-titan, looks like an evil tree.




Hedwyn, Jodariel and Rukey's mysterious informant. For more, see the entry under Volfred.

    Celeste/The Gate Guardian 

The Gate Guardian
A woman called Celeste, who helps oversee the Liberation Rite alongside the Lone Minstrel.

  • Everyone Calls Her Barkeep: Tariq is the only one who calls her Celeste.
  • Celestial Body: As with the Lone Minstrel, heavily implied.
  • Gate Guardian: She guards the gate leading to the Fall of Soliam, and the Shimmer-Pool.
  • Icy Blue Eyes
  • Let's Duet: With Tariq, for every Liberation Rite. The song they sing changes depending on who the Nightwings face. She and Tariq also sing the ending song together, again changing it depending on the fate of the characters.
  • Meaningful Name: Ultimately derives from Latin caelestis, meaning "of the sky" or "heavenly".
  • Only the Worthy May Pass: She asks every exile entering the Fall of Soliam who they are, and why they want freedom. Tariq advises your party to speak the truth. She never seems to bar anyone from entering, though.
  • Solar and Lunar: With Tariq, the Lone Minstrel. She's more associated with stars than the sun, but her golden outfit, darker skin, and golden lute fits the sunnier side of this trope.
  • Star-Crossed Lovers: With the Lone Minstrel. They seem fond of each other, but their duty to the Rites keeps them separated, making them this trope on more than one level. At the end, when the Rites have ended for good, they finally get to be together.
  • Tranquil Fury: While modest in manner, she is often strict in enforcing the rules of the Rites, and often calls out the other triumvirates for their misbehavior; she threatens expulsion to the Essence and the Withdrawn when they openly blaspheme in front of her, and Tariq warns you against doing the same.

    Falcon Ron 

Falcon Ron
Falcon Ron (green) and his father (red)
A slug-like travelling salesperson who runs the Downside's black market, the Slugmarket.

  • Earn Your Happy Ending: After having followed you around for the entire game to sell you wares and going out of business at the very last Rite of the age, he manages to make it big if Big Bertrude's reopens in the Downside by cutting a supply deal with people from the new Sahrian Union.
  • Honest John's Dealership: Many times he states that he's putting his items on sale, but the prices don't change one bit, save for the 5% discount at the final Liberation Rite. He is your only vendor during the Rites, however.
  • No Social Skills: Hard to say how much of this is just being born in the Downside but he doesn't notice when he's bothering people and tends to blather on about things no one but him cares about. The game even offers a tooltip that explicitly allows you to shut him up while shopping.
  • The Scrappy: In-universe. If you let him ride with your blackwagon when he's stranded, he will piss everyone off so much they will have -5 Glory for the next Rite. The debuff is shown on everyone's roster pages as "Too much Falcon Ron".
  • You Do Not Want To Know: In a side conversation, Rukey tells you not to try and figure out his story.

    Fikani Shang 

Fikani Shang
Hedwyn's sweetheart, a fighter for the Highwing Remnants.

  • Action Girl: She's a soldier specializing in reconnaissance, and Hedwyn freely admits she could have killed him the first time they met, but chose not to. In certain versions of the finale, they co-lead a raid on the Archjustice's hideout during the revolution.
  • The Ghost: She's mentioned repeatedly, multiple characters have conversations about her, she's the core of Hedwyn's motivation to return home, and she even co-leads the raid on the hideout of Archjustice Androbeles IX with him in some versions of the finale, but our only glimpse of her on-screen is a tiny portrait in the mouse-over popup for her name.
  • Harping on About Harpies
  • Interspecies Romance: Hedwyn is a Nomad (essentially human), while Fikani is a Harp. This is a problem, since Nomads and Harps have been at war for several hundred years.
  • Kidnapping Bird of Prey: A rare romantic version of this trope.
    "And, when we saw riders heading toward us, we just... I looked at her, she took hold of me, and... we just took off."
  • Love at First Sight
  • Satellite Love Interest: We don't really know much about her, outside of her relationship with Hedwyn.
  • Star-Crossed Lovers: They're on opposite sides of a war when they meet, and are forced to spend years apart after Hedwyn is exiled. Fortunately, they do end up together in the end, one way or another.
  • You Are Worth Hell: If Hedwyn remains in exile at the end of the game, she'll choose to exile herself as well, giving up her life in the world above and braving the River Sclorian to be with him.
  • You Gotta Have Blue Hair

    Khaylmer Rope-Caller 

Khaylmer Rope-Caller

Emperor Soliam Murr's eldest and most trusted aide. He sent Murr chasing after the Celestial Orb in the Downside, as part of his plan to seize power over the Empire for himself. He eventually ended up in the Downside himself, on the isle which was allegedly the imps' original home.

  • Easily Forgiven: Though the Eight Scribes never found him, they forgave him because, without Khaylmer, they would never have met each other.
  • Evil Chancellor: Given how he exploited Soliam Murr's lust for power and riches to better his own standing, he falls in this category pretty handily.
  • The Exile: Even to the Exiles! He is the patron of the Savage class, represented by characters such as the Stowaway.
  • Laser-Guided Karma: He tricked the Emperor and some of the other Scribes into the Downside, so he could rule. He ended up in the Downside himself, strangled to death by his own Mantle.
  • Never Found the Body: Though the Scribes think he died on the Isle of Khaylmer, fighting the titan Tattered Mantle, nobody's quite sure.

Previous Nightwings



Click here to see  his current form.

One of Volfred's companions back when they were in the Nightwings. Died after falling off Mount Alodiel in an accident. Turns out, he survived that fall, turning into a full-fledged demon afterwards. After his long recovery, he swore revenge on the Nightwings, and now travels with his own triumvirate.

  • Accomplice by Inaction: Accuses Volfred of this. According to Oralech, on the day Erisa betrayed him, Volfred did nothing to stop her.
  • Ambiguous Situation: At the end, if denied his second chance to return, he attempts to throw himself off Mount Alodiel again to his death. The epilogue states that it doesn't seem likely he survived, though his body is never found.
  • Disney Death: He died in a tragic accident the last time the Nightwings were together. Except, that's not exactly what happened...
  • Driven to Suicide: If he is denied freedom, in the end.
  • Final Boss: Inevitably, he and the True Nightwings will be your enemies during the final Liberation Rite.
  • Heel–Face Turn: If freed. Despite him claiming that he no longer cares about the Plan, Oralech joins the revolution when he sees the people on the street, and comes to wish Volfred could have seen his plan come to fruition in person. His horns eventually recede, giving him a look to match his new disposition.
    • If you lose the final Rite, Oralech will hesitate to ascend himself. If you reach out to his mind, he will realize that everything you have been working for has been for the greater good, and that Volfred truly felt terrible about what happened to him. He will then offer the right to ascend to you and will not kill himself afterwards, regardless of your choice.
  • Horned Humanoid: As a demon. In fact, of the three demons with individual sprites, Oralech is the only one to have four horns, in contrast to Jodariel's two and Ignarius's one-and-a-half.
  • It's Personal: His reason for fighting the current Nightwings? The last time they were together, he had been chosen to leave the Downside if they won the Liberation Rite, and they did. At the very last second, one of his teammates shoved him aside and tried to take his place. It didn't work, she died, he fell off the mountain, and the Nightwings disbanded, leaving him bitter and looking for the freedom he was denied.
  • Leitmotif: Will of the Scribes.
  • Lightning Bruiser: In Versus Mode, Oralech is very fast for a Demon, has the biggest aura in the game, and has high damage (although less than usual for a Demon). His only flaw is an extremely low Hope stat of 1, causing him to respawn very slowly (30 seconds to be exact), so caution when playing him is highly advised.
  • The Medic: Before his exile, he was Chief-Physician Oralech, a medic on the Commonwealth's front lines. He was exiled for refusing to participate in the war any longer. If he is freed, he goes back to being a respected physician in the Sahrian Union.
  • Mirror Match: When he shows up, he and his triumvirate are wearing the Nightwings' colors, only inverted. The Voice leaves in disgust, saying he can't condone a triumvirate fighting itself.
  • Never Found the Body: If he is not freed, he will attempt to kill himself by throwing himself off Mount Alodiel again, but his body was never found.
  • Pet the Dog: If he faces Ti'zo in a Rite, Oralech is pleased to see that his old friend is okay, checks to make sure that Ti'zo's horn injury is healing okay, and offers him a spot on his team, which Ti'zo politely refuses.
  • Redemption Earns Life: If you choose to free him in the final Liberation Rite, he meets up with Volfred's resistance and helps the plan come to fruition, despite saying earlier that he did not care about the Plan. He gets a happy ending with his idealism restored and his horns eventually receding. If you don't, well...
  • We Can Rule Together: He asks Ti'zo to join him and the True Nightwings if Ti'zo faces him.
  • We Used to Be Friends: He is implied to have been rather close to Volfred in their time as Nightwings together. The Plan was originally created by both of them. If he faces Volfred and/or Ti'zo, conversation about their shared past inevitably sours and ends with their mutual declaration that they will fight. He can bury the hatchet with either or both of them if he is at peace with the outcome of the final Rite and they are in the same realm.



Another of Volfred's former Nightwing companions. She betrayed the Nightwings by jumping in the Shimmer-Pool in spite of not being chosen, throwing Oralech down Mount Alodiel in the process.

Her crime was patricide, considered the foulest of crimes by the Commonwealth.

  • Alternate Character Interpretation: In-universe. Volfred spend years wondering about her actions and what was going through her mind. He wonders whether in her last moments she understood or regretted what she had done and believes her last act was one of desperation, not evil.
  • Abusive Parents: After the death of her brother in the war, her father became bitter and distant. Eventually, he started lashing out at her in his grief.
  • Defector from Decadence: In her own eyes, she was this. Fueled by hatred against the Commonwealth, she intended to join the Highwings upon her return.
  • The Dog Bites Back: She killed her father after a lifetime of abuse caused by her father taking out his grief over her brother's death on her.
    Volfred: She ... well... she struck back... she struck back again, and again, and again.
  • Freudian Excuse: Subverted. Volfred admits that her story was a sad one, but that it does not justify her actions against the Nightwings.
  • The Ghost: Her actions hugely affect the backstory of the original/True Nightwings, and thus the entire plot of the game, but like Fikani, all we ever see of her is a mouse-over portrait. Doubles as a Posthumous Character.
  • Laser-Guided Karma: Attempted to take Oralech's place when he was ascending, not believing the warning that doing so would kill her. It did.
  • Posthumous Character: Long dead before the plot even begins.
  • Self-Made Orphan: She had a Missing Mom and killed her own abusive father.
  • Ultimate Blacksmith: Possibly. She was trained by her father in an abusive and punishing manner to strive for perfection. She wanted to join the Highwings after her return to the Commonwealth, and build a superweapon for them to decisively end the war, so she was probably pretty good.

Another of the former Nightwings, and Erisa and Oralech's old friend. His crime was negligent behavior, but Volfred does not know the details of what he did.

For more information, go to The Voice.


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