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Characters / TFS At The Table Natural Oneders NPC Crew

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The crew the Oneders sail with for most of Chapters 1 through 4. A Ragtag Bunch of Misfits with plenty of Teeth-Clenched Teamwork abound, but the crew manages to get things done.

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The Crew as a whole provides examples of:

  • Put on a Bus: The entire crew arrangement in general was temporary, just in different ways. A consequence of joining the adventurer's guild in Rite is that everyone has to, so they all have to fill out spools of paperwork before they can rejoin the crew.
    • Even moreso with the fall of Eburkal, as many retire from adventuring and take support jobs in Rite.
    • The Bus Came Back: Every surviving Oneder crew member returns to be recruitable for the final battle, along with some other returning NPCs. The vanguard party consists of a mix of old and new (Nedra, Risf, Roy, Grammy, and Valtara, while the unselected characters serve as the rear guard.
  • Teeth-Clenched Teamwork: Some crewmembers like Wake and Redd barely get along, but when the chips are down they all manage to work together pretty well.
     The Yeldin Crew 


Initially the creepy, ancient-looking chef and server of the Voltun. She's taken a shine to the player characters, often giving them food and challenging them to discover her secret ingredients. Currently official cook of the Yeldin.
  • Accidental Marriage: Though her idea of "marriage" is being the cook onboard the Yeldin and not bringing any direct harm to the crew, her wrapping sea-weed around Wake and Eloy's wrists apparently makes them her "husbands".
    • She also has a much more adversarial relationship with Ezra not just because she weirds him out, but because they aren't "married"
  • Ambiguously Human: She may in fact be a Sea Hag. Nobody knows for sure. She apparently has functioning gills in her neck, though.
  • Autobots, Rock Out!: Plays a mean guitar solo finale of the One-ders' makeshift show for the Navy that Zito can only describe as "the best rendition of Freebird out there"
  • Aw, Look! They Really Do Love Each Other: Chapter 3 shows some signs that Grammy does actually care about the group; when she finds out that Gulfurr is dead, Zito says that she's legitimately upset and in the next episode she tries to comfort Wake over his feeling responsible for what happened.
    • In Chapter 3, Episode 8, Risf reveals that she gives him hot chocolate whenever he feels like it because of his condition.
  • Berserk Button: Do NOT mention what the secret ingredient is to anyone who hasn't had the soup.
  • Bizarre Alien Biology: When she gets accidentally hit by a thrown cannonball, she bleeds green, removes part of her spine without long-term damage, and recovers by absorbing metal shavings.
  • Breakout Character: Was written by Zito as a one-off character, but became very popular with both players and fans, resulting in her making several reappearances and eventually being hired by the party as the cook aboard Yeldin.
    • Taken to its logical conclusion several chapters later, as she becomes a full-fledged recruitable party member for the final battle, complete with her own class.
  • Catchphrase: "Secret ingredient!"
  • Cerebus Retcon: Near the end of the game, it's revealed that a lot of Grammy's eccentricies come from the fact that she was cursed after trying and failing to save the man she loved. As a result she lost her sense of taste and had to use the Hex spell to try and make delicious meals for others, since she could no longer enjoy them herself.
  • Cloudcuckoolander: She acts bizzare and is clearly unhinged. For example, she chained herself to the floor and claims she's being held there against her will.
  • Cordon Bleugh Chef: Her meals are not awful but their main ingredients, seagull and pufferfish, respectively, leave a lot to be desired.
    • Goes the extra step beyond by using Pistachio the Tabaxi as an ingredient in a Stew.
    • Masochist's Meal: The pie she offers the boys in her reappearance? It's made from pufferfish. Wake's lucky to bypass the poison and even constitution-wise benefit from it, as does Skrung. Ezra and Eloy get really bad heartburn instead.
    • Later, she makes Eloy some tomato, healing potion (with broke bits of the bottle still in it), and mandrake soup. It's good, but the screaming is a bit off-putting.
  • Expansion Pack Past: In Chapter 2 episode 11, she reveals she worked as a roadie for a band in the past (naturally, the Secret Ingredients), and helps set up Eloy's stage with great skill.
  • Horrifying the Horror: Her presence gives pause to various beings of great power, including Dagon's sword, which houses the essence of an Eldritch Abomination.
  • God Was My Copilot: Not literally a deity, but post Fall it's revealed that Grammy is the leader of the Green Hags—Hags that are embodiments of the destructive, corruptive parts of nature but that channel it to benevolent, or at least constructive, ends. Grammy is referred to as one of the most Omniscient beings in the world and a knowledge check indicates that she might have some connection to Kelpie.
  • Guardian Entity: The fluff for Eloy's Counter Spell is Grammy appearing out of his Shadow to absorb the spell. Eloy has also used Grammy's name as his Healing Word when unable to use his flute, and she appeared from the wall behind him when he cast a fear spell under the same circumstances. This prompts Lani to claim that Grammy has become Eloy's Stand.
  • The Kid with the Leash: Played With. By Yt becoming her familiar, she is now in primary control over a fairy dragon that many characters in the story have expressed concern over and feared at worst. Thing is, as detailed under God Was My Copilot above, Grammy herself isn't exactly the pure Morality Chain expected of the trope, but overall is reliably on the up-and-up.
  • Made a Slave: Subverted. She isn't despite her insistence to the contrary.
  • Only Known by Their Nickname: Nobody seems to even know what her real name is.
  • OOC Is Serious Business: In Chapter 3 Episode 1, she outright refuses to cook the torpedo snails infesting the ship and asks Ezra if he's out of his mind for suggesting it. When Ezra expresses surprise at the idea of Grammy being wary of something, she explains that there are plenty of things in the sea to be wary of: some you fear, some you respect, and some (like the snails) you just straight-up revile.
  • Pet the Dog: Almost literally; the group picked up a dog on Bulkard and Grammy takes a real shine to it, carrying it around with her on the Yeldin. When the group worries that she's going to cook it, she gets defensive and says "Dogs are for companionship, not cooking!"
  • Rule of Funny: Why does she cook such weird things? Why is her biology the way it is? How does she utilize Offscreen Teleportation so well? How can she end the talent show with a stunning rendition of Freebird in a universe where neither Lynyrd Skynyrd or electric guitars exist? Because it's funny!
  • Speak of the Devil: Has an uncanny ability to either appear or be heard just offscreen whenever she or her secret ingredients are mentioned. Zito remarks with humor that nobody questions this. Best Lampshaded by Eloy to Onslow when, after the gator man has accidentally earned Grammy's ire and is cowering as he hides from her, he has this to say to comfort him:
Eloy, ever so cheerfully: Onslow, you know there's nowhere to hide! She's everywhere!
(Zito-as-Onslow further grimaces in utter fear.)
  • To Serve Man: Makes no bones about the fact that she has no problem cooking sapient creatures, and even suggests she's willing to commit murder to improve her cooking. However, she draws the line at cute puppies.
  • "Where Are They Now?" Epilogue: Defied; she's the only member of the original crew not to get any kind of ending, with Zito asking how he could possibly give her closure after everything they'd set up for her.

Skrung/Denzel Balphorquim
"Do you have leads? DO YOU HAVE LEADS!?"

A perpetually angry goblin first encountered by the team aboard the Voltun in Episode 1. He butts heads often with the player characters, and seems to be hiding some sort of secret.

  • Actually Pretty Funny: In Episode 8 he mocks Ezra writing the crew's exploits with the intent of turning them into plays, saying that it'll work as long as it's "all the lies." When Ezra replies by jotting down "And Skrung was helpful", Skrung concedes the point and doesn't even get angry like he usually does when the guys mock him.
  • An Arm and a Leg: In Chapter 2 Episode 18, the group finds out that while they were in the Unwitnessed Kingdom, Skrung lost his right hand when a gremlin made his magic gun explode. Ezra suggested getting a mechanical arm with a built-in gun to replace it, and Skrung is actually down with the idea.
  • Bizarre Taste in Food: At Rite, he's shown to frequently down a concoction containing a mixture of coffee, alcohol, and cigarettes, which he says "gives it texture". Apparently a goblin thing as Mr. Large, a bugbear in the same company, is shown to enjoy cigarettes as flavoring.
  • Brilliant, but Lazy: Skrung can actually make for a pretty good entertainer when he's properly motivated...the problem is that A): he has a nasty personality and B): he's so motivated by one thing that it's near impossible for the crew to actually get him to do it. Wake finally gets him to do some performing by bribing him with an item.
  • Butt-Monkey: Episode 2 starts off with him in handcuffs and a baby leash. When released from the leash, he lunges for Ezra after he made a quip, only to crash face-first into a globe.
    • Borders on Cosmic Plaything at certain times. Especially when it turns out that the warp gate meant to send him home when the Deram's Folly crew set sail only ended up sending him to another part of a continent, one with a horde of blue not-too-bright kobolds that he commands (barely), and surrounded by glabrezu demons. Fortunately, Wake proves to be a legit silver lining that he has much less trouble admitting he's happy to see.
  • Drowning My Sorrows: After Gulfurr's death and being briefly kidnapped, he spends the rest of the following day drinking terrifying amounts of whiskey.
    • When Wake offers some of his Bristlebean coffee when next they meet, the frustrated goblin quickly grabs the jar and downs it in one go.
  • Fire-Forged Friends: Skrung becomes this to the main trip and the rest of the One-ders following their Jahal Cove and Southern Island adventures. He still finds amusement at the others' expense, but he does freely work alongside them.
  • The Homeward Journey: It turns out Skrung has been on one of these for a very long time. His portal ring, which is the only way he can go back to the Goblin Kingdom, was stolen by a Redcap. Since they're attuned to individuals and stealing one from another goblin wouldn't work, his only hope is tracking down that redcap and taking the ring back. He has poured billions of gold into this with no avail.
  • King Incognito: Discussed. In episode 8, it's mentioned that Skrung bears a resemblance to the Goblin King. The group questions whether he might be a prince, or the king himself in disguise, but it ultimately get dropped as other topics arise. For his part Skrung denies it, asking why royalty would be mucking around doing shitty odd-jobs.
    • He turns out to actually be the forgotten prince — literally forgotten since his father is so senile and easily manipulated that he doesn't recognize his own son without the signet ring that identifies him.
    • Not "Incognito" so much after Chapter 2 Session 12, where Mr. Lott of the Fine Day Boardwalk Co. blatantly and casually spills the beans in front of the group.
  • Maybe Magic, Maybe Mundane: It's established in episode 8 that goblins often carry magic tools they can use to open portals so they can pull Stealth Hi/Byes. It's discussed this may be how Skrung can stealthily exit situtations, but when asked point-blank he denies it. It turns out Skrung's lack of a portal ring is a major issue for him.
  • Master Actor: As "Skrungliacci", he actually does genuinely impressive and screamingly hilarious stunts and clown gags.
  • Gagging on Your Words: Though he does find common ground with Wake over the crate of gold they loot from the naval camp, at Eloy and Ezra's egging, it is near Sisyphean for him to blurt out the word "friend", only barely getting it out after a Last-Second Word Swap from saying "fuck". Wake doesn't really mind, either way.
    • He has a much less difficult time blurting out the fact that he's happy to see Wake, a familiar face, amidst his current predicament and is eager to have him and the latter's new party over for a drink after an initial misunderstanding caused by his kleptomanic kobold minions.
  • Hand Cannon: His preferred weapon type.
  • Jerkass: Skrung from the get-go is a dick to just about every other character.
    • Jerkass Woobie: When his backstory is revealed, his sour attitude becomes much more understandable. He's the son of the Goblin King, but is exiled and literally forgotten because his birthright was stolen by a redcap, he can't go home again until he gets his ring back, and has sunk literally billions of gold pieces trying to do so only for every single attempt to fail. And at the end of Chapter 2, he loses his right hand while fighting a Gremlin, just to compound things.
    • Moreso after he leaves the party. Turns out the warp gate that was supposed to send him back to his realm didn't work and just flung him across the continent. Despite being stranded in the middle of nowhere with no idea where he was and in very dangerous territory, he's much less of a jerk when Wake runs into him again, considering his old crewmate a silver lining.
  • Optional Party Member: As with several NPCs in the first chapter, he was written to be recruitable in the right circumstances. In this case, the party encounter his nemesis, the redcap Grosswort, learn his backstory when said foe escapes, and talk him into joining their crew for lack of any better options.
  • Sad Clown: The party keep pushing for him to adopt this persona as part of their traveling show, out-of-character comparing him to Pagliacci. He accepts with considerable reluctance. It helps that like the trope entails, beneath his outward persona is a genuinely depressed person.
    • In chapter 3, he's motivated to actually take on the persona of "Skrungliacci".
  • So Proud of You: Eloy's flashback reveals that he felt this at the end of the former's Training from Hell, where Skrung hurled all kinds of abuse at him, by actually getting up and taking the centaur's hand and proudly proclaiming "You're ready!"
  • Stealth Expert: Has a tendency to disappear from situations without a trace. This is later exploited to enter a navy encampment.
  • The Stoner: Drinking alcohol and smoking are some of the few pleasures he has left. At the end of Chapter 2, Onslow, Gulfur and Pliskin give him some of Yt's psychotropic secretions to deal with the pain from his missing hand, but he had it soaked into his cigarettes and it turns out that the heat dulls the effects.
  • The Napoleon: Short? He's a goblin so yeah. Mean? Even moreso.
  • The Friend Nobody Likes: Aside from Eloy, everybody seems to tolerate him at best. Not that he likes them at all either. As they learn his backstory, especially Wake, they start to come around. He in turn at least seems to form some level of friendship and camaraderie with Wake following the Southern Island quest. Completely averted by the end of Chapter 2, when the entire crew start pitching in to help him with the loss of his right arm, even if through what about amounts to drug and drug-making experimentation.
  • Took a Level in Kindness: Not by a lot, but he is less antagonistic and standoffish with the party upon setting sail. He still barbs at them for his own amusement, but he has at least become Fire-Forged Friends with a side of Vitriolic Best Buds with the main crew. It helps that, they, especially Wake, have agreed to help him in his quest, especially after Eloy fumbling it up. Lampshaded by Wake:
    Wake (after Skrung ribs at him): I thought we were cool!
    • In Chapter 3 Episode 13, Skrung is a lot mellower than he has been in a long time thanks in part to the group finally getting a solid lead for him, and he actually apologizes for being so rude in the past, saying that he appreciates everything they've done to help him. He still struggles to call Ezra and Eloy his friends, though, remarking that it feels like he's swearing in Goblin.
    • When he returns much later in Chapter 6, despite his apparent ticket home screwing up and throwing him on the other side of the continent and stranding him there for three months, he's genuinely, though still begrudgingly, happy to see Wake when the latter encounters him near Eel's Gape. He's very quick to invite him over for some drinks, is much less hard-pressed to admit his happiness to see a familiar face, and, upon learning where exactly he is, regains some hope.
  • Token Evil Teammate: He struck a deal with Orc pirates, knows his way around the underdark, and is all around an antagonistic person. He isn't as bad as he lets himself out to be and is overall a Jerkass Woobie at worst, and he does mellow out slightly as he travels with the party.
  • "Where Are They Now?" Epilogue: Thanks to the Realmgate being opened, he finally makes it back home, only to discover that he traveled through time as well as space; Zito closes his story with the implication that Skrung is going to become his own father.
  • You Need to Get Laid: After getting to visit a brothel in Chapter 2 Episode 8 he's far mellower than he has been at any other point in the campaign, even being straight-up friendly with Ezra.

"Oh dear..."

A kobold of faith encountered by the team aboard the Voltun in Episode 1. He's one of the nicest people in the group, and seems to like just about everyone. He's also an interdimensional alien with ambitions of the cosmic variety. Served as physician on the Yeldin.

  • Absurd Phobia: Risf's fear of demons is understandable, considering his religious background. His fear of the Infernal language, which is just a dialect with no inherently evil qualities, is less so.
  • Actual Pacifist: Not the least bit comfortable with the more violent options his comrades pick.
  • Ascend to a Higher Plane of Existence: His endgame. Risf's worship of every god is a result of an all-consuming fascination with the origin and true nature of these higher beings. He hopes his "hobby" will ultimately result in a way for him to ascend to godhood himself.
  • Bad Liar: When Wake asks him about the location of the Staff of Holy Fire that was looted, he tensed up and spouted some pretty obvious lies. It's justified because he thought Wake would be mad he got rid of it.
  • Blessed with Suck / Cursed With Awesome: All a matter of perspective, really. After an encounter with a bodak that left him clinically dead for three hours, he came back with one red eye and unable to feel half his body. That's the "suck" part of the equation; the good part is half his scales are now black, which is the color of the kobold priest caste, and during his experience he communed with the god of death, so Risf considers the whole experience getting one step closer to his eventual goal of becoming a god.
  • Came Back Wrong: He survived nearly having his soul sucked out by a bodak, but he was definitely changed by the experience. Half his body turned coal black, and instead of healing people on that side of his body, he deals necrotic damage.
  • Creepy Good: Is a genuinely kindhearted and pleasant person, aside from the whole, "I want to be a god" thing. Becomes more so in the final chapter, where people start fearing his apparently blasphemous powers, even some thinking he might be in league with the demons himself. Risf himself, of course, is as opposed to them as anyone, but his powers don't help his case.
  • Did You Just Flip Off Cthulhu?: When he is near death, the God of Death offers to make him his acolyte, and Risf denies him to his face, which results in the God of Death cursing him.
    Risf: I put fear into a God.
    • Slightly downplayed, because he said "Heck off".
  • Divine Conflict: Since many gods oppose each other, it's made clear on several occasions that Risf worshiping all of them is not a good idea. It's resolved post-Fall by him rejecting them all.
  • Enigmatic Empowering Entity: Played with. Most clerics and paladins know the specific details of exactly which deity grants them their power. However, since Risf worships every god, he has no idea where his magic comes from.
  • Facial Markings: Has strange tatoos one the left side of his face. They even run down his arm.
  • Golden Mean Fallacy: Risf worships and tithes to every single deity known within the setting because he doesn't want to offend any of them by playing favorites. The problem is that like any pantheon, there are some who don't get along (like Salima and Brookalina, goddesses of summer and winter respectively) so he's metaphorically shooting himself in the foot. The players have remarked on this every once in a while.
  • Gosh Darn It to Heck!: Never swears, to the point where he considers the word "Heck" a swear.
  • Healing Hands: His religious knowledge allows him to use clerical healing powers, though he knows not which god they stem form as he worships all of them. These come in handy aboard the Mantaruva, as he cures both himself and Ezra of vampiric infection. After he's cursed, if he tries to heal with his cursed half, then he risks tearing out the soul of the person he was trying to heal. He loses them post-Fall after rejecting the gods and instead drawing his magic from the astral plane.
  • Healing Herb: Mixes these up for Pliskin to help with his...condition.
  • Holy Hand Grenade: After the I Just Shot Marvin in the Face moment below, and horrified at what his panicked shot caused, Risf casts Bless on the cannon and prays his damnest to any god that could bless his next shot so that it hits true this time and not hurt any of his own allies again. The resulting cannonball not only hits true, it explodes in a blast of holy light, practically taking out the entire wave in one go.
  • I Just Shot Marvin in the Face: After getting a good shot with a cannon during a siege and blocking off the enemy's advance, he decided to turn the canon around so they could focus fire on the other side of the building. However, after getting rattled by Carble's sonic attack, he confusedly lit the canon's fuse before turning it around, resulting in him destroying a corner of their stronghold and critically injuring Calliope, though she gets better soon after.
  • Near-Death Experience: Almost gets his soul devoured by a bodak, and winds up clinically dead for about three hours.
  • Oh, Crap!: Has this reaction when Wake, in the middle of an adventure, points out that night is falling and they've lost track of Pliskin, who will be supernaturally called to enter the ocean and transform into a Wereshark.
  • Optional Party Member: As with several NPCs in the first chapter, he was written to be recruitable in the right circumstances. In this case, Eloy talks him into joining their crew after asking him about the gods, and offering the chance to learn more about them and see the world. He comes as a unit with Pliskin.
  • Team Mom: Risf does everything he can to keep people comfortable and behaving. He even tries to ease the tension between Skrung and the player characters, even though it doesn't work out great.
  • Trapped in Another World: Risf isn't from Kelpie's realm, where the campaign is set. He originates from a different planet governed by a different god, but he went through a one-way portal and wound up in Kelpie's realm. Thankfully, he found the experience enlightening rather than terrifying.
  • Turn Undead: Proves able to do this with his healing powers, even turning a zombie to dust with a touch, to great approval from the rest of the party.
  • Nice Guy: He's first seen offering to ease Eloy's discomfort at sea, and has yet to do anything antagonistic to anybody.
  • Our Monsters Are Different: He has the long ears associated with Zito's kobold characters.
  • Token Religious Teammate: He's not the only man of faith in the campaign, but he has the unique quirk of showing reverence to every god in the pantheon, something not reccommended by The Collective. This makes him quantifiably the most religious.
    • Subverted following the Fall, as Risf has pretty much dropped his faith in the gods and instead turned to the metaphysical, described out-of-universe by Zito as having gone from being a Cleric to a Planar (a mage that can draw magic from different planes of existence).
  • Touched by Vorlons: During a near-death experience, he meets and (politely) defies Vexkor, the God of Death, resulting in a curse that turns him half-black and gives him necromantic powers.
  • White Mage: Risf is established early on as a religiously-inclined magic user. Zito later clarifies that he specializes in healing magic.

Pliskin Hark
"I dunno, Cap'n. Did you try pulling up the Anchor?"

A pirate first encountered by the team as security on the Voltun in Episode 1. He's ex-navy, but little else is known about him. Served as the helmsman on the Yeldin.

  • All There in the Manual: His last name was stated in the TFS Discord server alongside his official artwork.
  • Berserk Button: Takes offense to Wake's insinuation of pirates pillaging villages. Ezra manages to defuse the two before they break into an argument.
    • Don't be stupid enough to mention that he's a wereshark. He was seconds away from shooting Eloy when he mentioned it outloud a month or two into their journey in a crowded bar.
  • The Charmer: Displays a bit of this when talking to Edward Caster's Cute Clumsy Girl receptionist, who is clearly enamored with his roguish charisma.
  • Cloudcuckoolander's Minder: Is introduced explaining that Grammy is not being held against her will, and shouldn't be taken seriously.
  • The Generic Guy: Mysterious curses aside, he's unfortunately had very little to do throughout the first two chapters other than being an extra hand in combat, and tends to get forgotten about by the players and audience. Lampshaded in the Chapter 3 recap's description of the Yeldin's crew - the other characters all get some flowery description, followed by a blunt "and a guy called Pliskin."
    • Becomes a serious sore point in the final chapter, one among many reasons for his depression, and he calls out Wake for often being neglected during his time as part of the crew.
  • I Ate WHAT?!: Is noticably disgusted by the "secret ingedient" in Grammy's Chicken Noodle Soup. It's Seagull.
  • The Insomniac: He's noted to look like he badly needs sleep. Definitely and moreso after the main party returns from the Southern Islands. Not only is that because what was a few hours for the trio and Naval officers were a week to everyone else, he can't exactly afford to sleep when he can't control his transformations.
    • He finally points out a much more practical reason he looks like this in Chapter 3: The crew never assigned night watch duties, so he usually ended up doing it.
  • Optional Party Member: As with several NPCs in the first chapter, he was written to be recruitable in the right circumstances. In this case, Ezra learns his backstory, convinces him that talking with a merman such as Wake offers the best chance of uncovering the truth of his condition, and hires him for the crew on the basis that he has the most actual seafaring experience of everyone available.
  • Our Werebeasts Are Different: It turns out there's more to him with what he tells Ezra, as he drops hints that he may be some sort of weremerman should he ever step into water. Risf is actually his constant companion to keep him from transforming. Chapter 2 Session 6 finally reveals the nature of his curse: He's a were-shark.
  • Token Human: Downplayed. "Redd" is human too, but she has a talent in magic and espionage. Pliskin is the only person on the scout team who fits the descriptor of "regular dude." This means that he tends to be overlooked by the party when choosing companions for certain quests, which often has Zito remind them that he's there and even a thing.
  • We Used to Be Friends: See Risf's entry above. For what it's worth, Pliskin himself DOESN'T want to abandon the little guy, but a combination of being neglected, ignored, and forgotten, and the kobold's isolationism and blasphemy, and the powers he's gained from such making him an outcast by the city, prevents him from trying to reconcile. The combined persuasions by Morgan, Chromagil, and Wake finally convince him to at least talk with Risf.
  • "Where Are They Now?" Epilogue: Unfortunately he and Risf never managed to patch things up, but the fame he gained from helping defeat the Onrush lead to him becoming a pirate captain in his own right.
  • Voluntary Shapeshifting: When we see him again following the Fall, it's revealed that one day, he inexplicably gained control of his transformations, to the point he can willfully transform only parts of himself into shark form, such as an arm. In the final chapter, he's shown to easily be able to do it in full.

"My work is to be held to the utmost secrecy. Got it?"

A human spy with magical abilities. She's on the run from the Navy, and is carrying documents that she's willing to protect with her life. Served as Quartermaster on the Yeldin. We learn more about her in Chapter 2, as she's revealed to be a member of a controversial Vampire Hunting clan known as the Volition.

In Chapter 3, Redd leaves the crew as she's more tied to the Volition's activity than she is to the Oneders.

  • Badass Longcoat: Zito mentions her wearing one in Episode 1.
  • Belligerent Sexual Tension: What her sniping at Zia'ka throughout Book 1 ended up being. They get married at some point between Book 5 and 6.
  • Berserk Button: The two big ones seem to be losing her research notes, and the Ashdrake vampire hunter family. Wake seems determined to press every single one she has, however unintentionally.
    Lani: My dice fucking HATE Redd!
  • Big Damn Heroes: Shows up in Book 6 as the group is struggling with a massive Duadenda with Zia'ka.
  • Butt-Monkey: Chapter 3 hasn't been kind to Redd, with her getting badly injured in several early sessions. In Episode 6 when she offers to go ashore with the group, Wake outright tells her that after everything she's been through lately, she deserves a day off.
  • Classified Information: Only she knows whatever's written in those documents, and nobody else is allowed to read them.
  • Claustrophobia: The group finds out that she has this in Chapter 2 Episode 13 — and yet she agreed to go on a mission that required her to use a diving bell.
  • Crippling Overspecialization: Redd's magic is almost entirely based on fire. She's good in a fight, but practically useless in any other matter that doesn't involve battle.
  • Disapproving Look: Shoots one at Eloy in Episode 6 for his continued ignorance and/or denial of his music OBVIOUSLY being magicnote .
  • Generation Xerox: She's the spitting image of her mother.
  • I Need a Freaking Drink: This is her reaction to the group's antics at the boardwalk.
  • Not Hyperbole: In Chapter 2 Session 15, she explains that when she said her research notes were her life, she wasn't exaggerating — if she doesn't bring the notes to her superiors, they'll have her killed. Barabus, who's a member of the same organization, confirms this and adds that they'd more than likely order him to do the deed.
  • Not So Above It All: Has her moments. Sometimes, it's as subtle as cracking a lighthearted joke when Eloy admits his deep-seated animosity towards cervine centaurs is his "baggage to carry", and accepting the high-five Eloy offers from that joke. Other times, she enters a For Science! mode when observing and noting down wolves getting devoured by giant spiders, even as her companions make it clear they would rather be anywhere else.
  • Optional Party Member: As with several NPCs in the first chapter, she was written to be recruitable in the right circumstances. In her case, Wake learns her backstory and she requests the party take her along to help her stay undercover.
  • Only Known by Their Nickname: Just "Redd" as far as the others care, and she's not keen on the idea of sharing her real name.
  • Only Sane Man: Whenever she's part of the immediate party, chances are one of the trio is going to do something silly, intentionally or not, and one can expect "Redd" to provide the metaphorical facepalm at the resulting shenanigans.
  • Playing with Fire: Her magic allows her to use this...and it appears to be the only thing she's good for as far as she's concerned.
  • Relationship Upgrade: With Zia'ka, to the point of marrying her.
  • Significant Green-Eyed Redhead: Well, no mention of her eye color is made but her red hair is one of her more striking physical features.
  • The Smart Guy: Usually the first one the crew will turn to for questions about arcane matters.
  • Straight Gay: largely justified in that neither her nor Ziaka had much reason to bring it up when they were both members of the Yeldin.
  • Teeth-Clenched Teamwork: When she comes face-to-face with the youngest member of the paranormal-investigating Ashdrake Clan, Rock, she expresses discomfort during the whole meeting, and when Ezra unintentionally pries, she reluctantly explains to him that she cannot stand Rock's more glory-hogging and vainglorious older brothers, but will tolerate working with the clearly more honest and well-intentioned younger Ashdrake while they're stuck on a vampire-infested ship.
  • Unusually Uninteresting Sight: Despite being incredibly suspicious and outright admitting to being a spy, none of the player characters seem to care about what her classified documents say.
  • Vampire Hunter: Turns out this is her schtick, and it's getting tailed by some vampires that led her to try to lay low in Jahal Cove. She later admits that the crew of the Mantaruva was trying to find her.
  • "Where Are They Now?" Epilogue: Eventually she succeeds her mother as the leader of the Volition, and she and Ziaka adopt Konari as their child.

Onslow Green
"I ain't ever killed one of you before, son."

A rotund alligator-lizardfolk Gunslinger with a well-earned reputation as an expert hunter. Served as gunnery chief on the Yeldin.

  • Baleful Polymorph: Gets turned into a (very fat) deer by a Wendigo's curse due to carelessly shooting two of the deer on its island. Later, when he gets "harvested" by the Wendigo, he turns into a regular-sized bean, albeit a scaly green one. Like Wake, he gets better.
  • Bear Hug: He gives Wake one when they meet again in a tavern in Vesa Bay, probably the first time since the Fall, and cricks Wake's back in the process, to the latter's comfort, surprisingly. He even jokingly admonishes Wake for just calling out to him without giving him a hug.
  • Berserk Button: Cletus. As his rival, Cletus knows all of Onslow's buttons and pushes them constantly.
  • Blood Knight: Onslow loves him the thrill of the hunt. The bigger the game, the better he feels, and he's never happier in any situation than he is when he has the chance to kill something.
  • BFG: Has a Blunderbuss that's as big as he is.
  • Cheshire Cat Grin: Gets one in Episode 8 when Wake offers him one of Nedra's trophies: Old Young Cletus' severed arm.
  • Cower Power: He is terrified of Grammy.
  • Deep South: Speaks in a laid back southern drawl.
  • Fat and Skinny: He's much larger than Old Young Cletus, his primary hunting rival. As a matter of fact...he's probably much larger than the rest of the lizardfolk 'round his neck of the woods.
  • Fire-Forged Friends: Seems to have become much better friends with the three heroes after the four of them kill the Abyssal Man-Maw. Out of Character, Zito flat out states that hunting the Man-Maw was Onslow's Loyalty Mission.. It's still true post-Fall, as he ribs Wake a bit when they meet in Vesa Bay for the latter simply calling out to him without going in for a hug, which they do.
  • Full-Name Basis: He insists upon being called by his full name, and will get offended if you just call him "Onslow", "Mr. Green", or the like. Although, once the party manages to befriend him, they are able to call him just Onslow without any repercussions.
  • Hidden Depths: He's one heck of a banjo player.
  • Hunting the Most Dangerous Game: He has a human head among his hunting trophies.
  • Great White Hunter: Great Green Hunter, actually.
  • I'm a Humanitarian: Remarks that he's eaten human flesh before. The fact that he's got a human head on his trophy wall lends credence to this. Though thankfully he said he thought it tasted bad.
  • Lizard Folk: He and the rest of his village are a race of humanoid alligators.
  • Made of Iron: Shrugs off getting accidentally shot in the back by Ezra, saying he thought it was a mosquito.
    • Averted in Episode 5, which proves that Onslow is not indestructible.
    Zito: I don't want to kill Onslow.
  • Optional Party Member: As with several NPCs in the first chapter, he was written to be recruitable if the right sidequest was undertaken. In his case, the hunt for the vicious Man-Maw endears him to the party, and he ends up joining their crew.
  • Stout Strength: He's enormous, and tough as nails. As a male gator, his sheer girth is a source of pride for him, such that he finds Wake's suggestion of going on a diet during their phase of being turned into deer for him to go on a diet offensive.
    • Speaking of his deer phase, his fatness backfires on him as the sheer fat upon being turned into a mammal makes it difficult to breathe.
  • This Is Unforgivable!: He finds Viktor's intention to harvest his people's organs for extra materials to be, in his words, "rude." However, he finds the effect the experiments had on his prized hunt, the Manmaw, to be utterly unforgivable.
  • Those Three Guys: Post-Fall, Onslow's often in the company of fellow reptiles Raleev and Kowalski on hunting missions.
  • Tranquil Fury: Episode 5 sees Onslow get truly angry for the first time in the campaign. He loses all his jovial attributes and goes full gator, complete with a low growl. Wake, Ezra and Eloy find it terrifying.
    • Revisited in Chapter 2, Episode 5 when he's transformed into a deer. In a completely level voice, he informs Wake that he hates everything about this and fully intends to kill and devour every living thing on the island once cured.
    • Yet again revisited all the way in Chapter 5, while he's holed up in Old Young Cletus' house and vice versa. It's clear he's seconds from slaughtering the entire village to get back at him, and nearly boiled over at his prized trophy being used as an ingredient in moonshine.
  • "Where Are They Now?" Epilogue: He spends the rest of his days hunting alongside Raleev and feuding with Cletus, as usual.
  • Wrestler in All of Us: Onslow demonstrates full ability to make use of his girth when, in Episode 6 of Chapter 3, he takes a gargantuan Dire Tiger by the neck, hoists it over his head, and piledrives it.

"Are we fighting now?"

A 9-foot tall Tiefling Barbarian who stood as the champion of the fighting pit at the boardwalk. She loves a good fight more than anything, and is incredibly friendly underneath her fierce exterior. Was adopted as Wake's apprentice, and served as chief security on the Yeldin.

After a tough loss and Heroic BSoD, Wake convinces her to find a cause to fight for, and she is now classed as a Fighter, who will begin taking Monk levels as she levels up.

  • An Arm and a Leg: The Grungs cut off part of her tail when they tried to capture her, but since the party retrieved it Risf was able to reattach it with healing magic. During one fan art session Zito jokingly said that in his mind, the severed portions is now reattached with medical staples.
  • And Call Him "George"!: She has a hard time grasping the concept of petting, since she thought it was another word for punching. So when she tries to cuddle Wake's new deer form at the end of Chapter 2 Episode 5, it doesn't go well for him. She gets better at this over time.
  • Big Eater: Mr.Theraday says that she eats 5 times her weight and doesn't gain a pound.
  • Blood Knight: Nedra loves fighting to the point where she only considers people friends if she can punch them. She at least tries not to kill people though. However, even she's smart enough not to pick a fight with Gore in his dragon form.
  • Boisterous Bruiser: She's big, she's nice, and she's a terror in a fight.
  • Breakout Character: She was introduced as an Optional Party Member, same as the other NPCs on the Yeldin. Since then, she's gotten increasingly more important to the characters and plot. Taken Up to Eleven in the fan art, where she's more or less treated as a 4th main character.
  • Broken Bird: Downplayed. While she's not openly depressed about it, she had come to accept that she gets passed around between pirate crews like clockwork, waiting for when they eventually hand her off to someone else. As such, when shown actual kindness and loyalty by the main trio, she comes to actually bond with them, viewing them like surrogate brothers rather than her handlers. Naturally, she's most attached to Wake.
  • Carry a Big Stick: In Episode 7 of Chapter 2, Wake commissions a Kanabō for her.
  • Chairman of the Brawl: When Wake sucker-punches Theraday to the ground, She excitedly brandishes a chair.
    Nedra: Are we fighting now?
  • Character Development: While Wake had been trying all along to mold Nedra into a more focused fighter, it wasn't until she lost to Barabus that the lesson finally started to sink in. While she was going through a Heroic BSoD afterwards, Wake consoled her by saying that he didn't start winning battles until he found something to fight for other than "to get stronger". Thanks to Lani's convincing speech (and rolling a Natural 20), Zito explained that Nedra would be changing from a Barbarian to a Fighter and any levels she gained in the future would be as a Monk.
    • Following the Fall, Zito says that her levels have been reset to level 4, but she has become an Elementalist that naturally specializes in fire.
  • Creepy Child: According to Zito, she's 15 years old. His instructions to the artist were "the girl from The Ring on pixie sticks."
  • Defeat Equals Friendship: Downplayed. In Nedra's mind, fighting equals friendship. She took a shine to Wake because he was a good opponent. Being able to best her was icing on the cake.
  • Depending on the Artist: Despite there being official artwork, fan artists depict Nedra's horns inconsistently — sometimes a single artist will draw them differently from picture to picture. Given a humorous lampshade in a comic shown in the Chapter 5 finale, where Wake asks why Nedra's horns keep changing, which she denies...while they look different in each panel.
  • Does Not Know Her Own Strength: Has difficulty keeping her strength in check, mainly because she has a hard time understanding that harming other creatures is bad. The entire crew help her work on this point, and by the time they visit a zoo, she manages to avoid killing anything save a leech on a particular bat.
  • The Dreaded: By the time the post-Fall party returns to Rite, around the same time they learned of her true nature as a glabrezu, the city itself learned of it following a blargest Trojan infiltration that they barely fought off, thus, keeping the monastery under constant surveillance. Sheldon himself watches her from within the monastery, the other students put off, but are barely forbidden from treating her like an outright pariah.
  • Friend to All Living Things: Though Wake has to keep reminding her that animals are far less tough than she is, she's ecstatic to meet animals in the zoo and pet them, even being overjoyed to have "Yt" hang out around her.
  • Genki Girl: She's perpetually upbeat and excitable, even at her most violent.
  • Hearing Voices: According to Nedra she hears a voice in her head that seems to want her to embrace her demonic heritage, such as pushing her to be violent and destructive and telling her that she lost to Barabus was because she didn't listen, and would continue to lose as long as she tried to fight who she "really is". Her subsequent heart-to-heart with Wake helped her to start getting over this. Fortuitously so, as it turned out this voice was from her true form as a Glabrezu agent of Garlux and Resp, continuously urging her to engage in carnage and violence. Wake's heart-to-heart effectively silenced its influence.
    • The epilogue reveals that the voices were actually the demon of Barnacle Bay calling to her, and many years after Wake's death Nedra heads out to slay the monster.
  • Here We Go Again!: In the epilogue, while Wake is helping rebuild Bulkard, they find the ruins of the zoo...and Nedra discovers four more fairy dragons like Yt.
  • Hopeless Boss Fight: She was actually meant to win her match against Wake, the idea being that she would respect his strength and he'd have a chance to recruit her with the right persuasion. Instead, Wake won by a combination of unusually good rolls on Lani's part, unusually bad rolls on Zito's part, and some bardic aid from Eloy during the fight. As such, she now more or less follows him around like a lost puppy.
  • Horned Humanoid: She has curved horns protruding from her forehead. They add an extra foot to her total height!
  • Incendiary Exponent: She intentionally lights her hand on fire during her fight with Wake.
  • Like Brother and Sister: Has come to view the main three has surrogate brothers, especially Wake.
  • Mad Scientist's Beautiful Daughter: It turns out that Nedra's father is a Balor demon- specifically, the Big Bad behind the Onrush.
  • Manchurian Agent: Is revealed to be a glabrezu, and it's the cause of the voices in her head. However, it turns out that her loss to Barabus and the heart-to-heart she had with Wake effectively quelled the glabrezu's influence for now.
  • No Social Skills: She was raised by a series of guardians who viewed her as either a highly dangerous liability or a potential weapon; as such, she has no formal education and almost no socialization, being unfamiliar with any kind of social interaction that doesn't involve punching.
  • Optional Party Member: As with several NPCs in the first chapter, she was written to be recruitable if the right sidequest was undertaken. In this case, Wake won (barely) a cage match against her, securing her loyalty.
  • Our Demons Are Different: More than what comes of being a Tiefling, according to fellow Tiefling Harros. She has Demon heritage. POWERFUL Demon heritage.
  • Playing with Fire: She has the tiefling-standard fire abilities. The boardwalk provided an oil pit in the arena for her to utilize in fights.
  • Psychopathic Womanchild: Downplayed, justified and also played for laughs: She comes across like an extremely sheltered six year the body of a 9 foot tall gladiator whose entire worldview revolves around fighting. However, she's only 15 years old (roughly equivalent to a 13-year-old human girl), so the immaturity is warranted somewhat. Harros, however, seems to dispute that it's less the age that's the cause of her demeanor and more of her unusual Tiefling heritage, which is shown in Chapter 3 where it seems like a different entity briefly overtook her.
  • Put on a Bus: While true of her being a package deal with Wake when he left the party, while the latter becomes playable again again post-Fall, he has to enforce this trope on her on Morgan's advice since, with the high chance their new mission may involve them coming in contact with Lord Garlux and his forces, bad things may occur should she be reunited with her father and all her Character Development becomes undone.
  • Slasher Smile: One of her most defining features is a manic smile.
  • Sucks at Dancing: Her style of dancing is best described as "punching the ground with her legs."
  • Strong Family Resemblance: Having seen Lord Resp himself, Morgan pretty much sees Nedra as him in female form.
  • Sweet Tooth: She loves cotton candy. Eloy buying multiple bags of it to share caused Nedra to declare him her best friend.
  • Unskilled, but Strong: As a barbarian brawler she's all power and no technique; this is largely the reason Wake was able to beat her in the arena. In Episode 8 he offers to train her in the martial arts, and after demonstrating (with a tree) how much more effective precision is than just raw strength, she readily agreed.
    • It also was some part of how she lost against Barabus, losing control of herself and giving him time to strike her in a weak spot.
  • Unstoppable Rage: She has the barbarian rage ability, making her stronger and reducing the damage she takes. She can be stopped in this state, but it's one hell of a task.
  • "Where Are They Now?" Epilogue: She stays with Wake throughout his life, eventually succeeding him as head of his monastery after he decides to move on to the next world. Many years later she realizes that the voices in her head weren't some form of "evil side" trying to order her around, but another calling entirely, and sets out on an adventure of her own: to return to her homeland of Barnacle Bay and slay the demon resting there.
  • Worthy Opponent: Bulkard's fight pit champion Barabus Bonebite considers her this. Though she lost, being the first person to actually knock him down in a long time makes her this.
  • Your Princess Is in Another Castle!: The subject of one. The Grand Design pirates have been shuffling Nedra around between their various groups so that by the time her father can pin down her location, she's already been moved somewhere else. For this reason, Captain Lot is all too happy that the Oneders took Nedra off his hands, as Nedra travelling around with a random group of privateers/entertainers is going to make it that much harder for her father to track her down. Goes another step further by essentially dropping off the grid by entering a monastery.


A Yuan-Ti Abomination warlock who was captured by Skrung, Risf, "Redd", and Pliskin after they discovered her stalking them. She served as navigator for the Yeldin while she and the rest of her crew went looking for The Heart of the Collective One, a god of the Yuan-Ti.

Once the crew safely retrieved and returned it to it's proper place of rest, she left the crew to be it's acolyte.

  • The Atoner: Whatever it is she's atoning from she mentions has to do with gold.
  • Big Damn Heroes: After leaving the hunting party temporarily to inform her people of their presence and mission, she returns with a pack of her people to save the party from yet another Eldritch Abomination that the group are in no longer any shape to deal with.
    • Does it again alongside Redd, her wife, emerging from the newly-activated portal to Rite to save Wake, Morgan, and Chromagil from the portal's guardian Eldritch Abomination.
  • Black Magic: We don't know much about her magic abilities, but evidence points to the 'dark' category.
  • Breath Weapon: Her Eldritch Blast can be fired this way from her mouth post-Fall. With her two extra heads, it means she has three beams to fire a la [[Franchise/Godzilla King Ghidorah.
  • Bound and Gagged: Introduced this way, as Skrung's party subdued her for following them.
  • Dark Is Not Evil: She's not an antagonist, despite her powers and the way she was introduced. She just wants wants to make sure the Collective One's tributes go undisturbed.
  • Dumb Struck: Her initial reaction to Cletus presenting Wake with a Yuan-ti corpse. She manages to pull herself together, but it's clear this was not a good situation for her.
  • Easily Forgiven: Even though Skrung's group attacked and ensared her, she puts that behind her once she states her peace and calms down. She even seemed to strike up a friendship and later on, a relationship with "Redd."
  • Gold Fever: Is noted to react very strongly to gold, which the party witnesses when Skrung and Wake give her a share of the gold they loot from the naval camp.
  • I'm a Humanitarian: Well, a predator anyway. She's expressed a desire to eat the faun Calliope, and isn't afraid to express that desire when she gets mad.
  • Multiple Head Case / Eye Scream: In the months since she left the party, turns out that being the Collective One's acolyte resulted in her eyes being blotched out and gaining two more heads representing her Id and Ego. Because of their tendency to lie, she's bound them from speaking. Despite being physically blinded, she can still perceive the world like she wasn't. She gets both fixed when she meets The Collective One in person.
  • No Sense of Humor: Justified, given the circumstances. She mistakes the boardwalk's crab-like mascot Pinchy for an abyssal monster in episode 7.
  • Not So Above It All: She finds herself legitimately enjoying the boardwalk atmosphere, despite the changes they made to the temple.
  • Optional Party Member: As with several NPCs in the first chapter, she was written to be recruitable in the right circumstances. In her case, the party helps her to commune with her people and their god, the Collective One, and joins the party after they agree to help her retrieve the lost Heart of the Collective One, an icon of incredible power.
  • Precision F-Strike: After learning the meaning of the word "bitch" from Wake, she immediately turned around and called Ave Lo a bitch to her face.
  • Put on a Bus: Upon returning the Heart of the Collective One and being made a priestess, Zia'ka leaves the crew to lead her people. She returns briefly after the Fall to begin Wake on his mission to deliver the piece of the Collective One's power to Meed to give their constructed airship firepower to combat the second coming of the Onrush.
  • Relationship Upgrade: With Redd.
  • Snake People: Of the mostly-snake variety. She resembles a gigantic serpent with arms and some feminine curves about the torso.
  • Scary Stitches: The hood she's wearing is stitched together from mismatched patches of fabric.
  • Suddenly SHOUTING!: When she's first introduced, she ends up working herself up and begins shouting at Wake, even though he asked her several times to behave herself.
  • What Could Have Been: Zito has mentioned the players would have met Zia'ka under different circumstances had they taken the route through the temple/boardwalk.
  • "Where Are They Now?" Epilogue: As High Priestess of the Collective One, she ends up starting a temple in Jahal Cove, giving Udoth a real foothold in the realm of Kelpie. She and Redd end up adopting Konari as their child.

"Honest" Gulfur Flaegurr
"Cap'n! You dunno who you're talkin' to!"

A dwarf that gambled with Wake in Episode 2. He lost horribly. Now serves as shipwright and Alchemist of the Yeldin. Died in Chapter 3 from the Yeldin being dropped by a giant, possibly while he was having a seizure.

  • Came Back Wrong: In Chapter 3 Session 10, Captain Meed tells the party that his observers saw vampires boarding the Yeldin and leaving with what appeared to be Gulfur, meaning they revived him either as another vampire or a ghoul.
  • Card Sharp: Used his false leg to rattle the dice table when playing against Wake. It's up in the air as to whether this actually helped though.
  • Chemistry Can Do Anything: As the ships alchemist, and since this is a D&D campaign, he's capable of doing plenty of crazy things with materials the crew brings back to him.
  • Dropped a Bridge on Him: One of four characters that could possibly have died during that part of the campaign, but it wasn't guaranteed that anyone had to die. Gulfur got a Nat 1 on his roll so he was long dead before Wake even found him. He died possibly by seizure or falling damage.
  • Killed Off for Real: In Chapter 3 Session 5, Wake finds Gulfurr's body with heart cut out and goes on a Roaring Rampage of Revenge against the Grung frog people, who took the heart (which the group successfully retrieves). However, in the next episode Grammy reveals that he was dead before the Grungs got to him, more than likely from the fall.
  • My Fist Forgives You: When Wake apologizes for his lack-of-trust-influenced and impulsive decision to plant a rune bomb on Gulfur's neck (he was concerned that Gulfur would run off with the mimic ship, along with his own mimics who he had loaned), the latter stomps on Wake's foot as he accepts the apology. It helps that due to a reverse Year Inside, Hour Outside effect in the room the main trio fought Viktor, a week passed.
  • Optional Party Member: As with several NPCs in the first chapter, he was written to be recruitable if the right sidequest was undertaken. In this case, the party win his treasure map in a game of chance, accept his guidance to find where it leads, and eventually find the mimic ship Yeldin, which he claims for his own property but allows the party to use.

"Yt" the Fairy Dragon
Art by @SageGreenKat on Twitter.
A cat-sized dragon from the Feywilds that was bothering the Purple Worm in the Bulkard Zoo. The crew decides to take it with them as their pet after it shows itself to be both harmless and adorable.
  • Amazing Technicolor Wildlife: Yt has a very striking, psychedelic color scheme.
  • Ambiguous Gender: Hasn't a clue what that means.
  • Ascended Fanon: Yt previously didn't have a nailed down design. a fan by the name of @SageGreenKat drew a fantastic rendition of him that Zito essentially declared canon the minute he saw it.
  • Cuteness Proximity: Everyone immediately warms up to Yt due to it's childlike nature.
  • Familiar: Becomes Grammy's by the time Wake, Morgan, and Chromagil return to Rite. This was the prerequisite for Grammy to finally gain her own class as a party member, according to Zito.
  • Killer Rabbit: A fey spirit reveals to Eloy and Wake that Fairy Dragons can shapeshift their size, implying that Yt might only be his small size by choice. Also, he's apparently terrifyingly deadly.
  • Mathematician's Answer: Yt's name is pronounced as the word "it", which immediately creates confusion upon the crew announcing they figured out that Yt was the problem.
  • Mushroom Samba: Is revealed to be living in one of these all the time.
    Yt, calm as a cucumber: Every day is a good day with a bowl of Lucky Charms.
  • Not So Harmless: Not seen, but apparently he can face gods with little trouble. Anyone who knows anything about Fairy Dragons is terrified of him.
  • Our Dragons Are Different: Fairy Dragons are weird. The crew over time finds out that:
    • If bothered, they secrete a special hallucinogen that, among other things, can completely tongue-tie someone, make them speak languages they don't know and sincerely warp their understanding of reality.
    • If injured enough to break the skin, Yt's body produces a welt over the wound...which then pops into confetti, completely healed.
  • Ridiculously Cute Critter: Look at him!
  • The Stoner: In Chapter 2 Episode 18, the group finds out that honey has hallucinogenic effects on him. They discover this after he accidentally causes Eloy to experience the same thing, including seeing Grammy as a beautiful mermaid.
  • Sweet Tooth: Eats magic...and sweet things. Later on it's learned it's because he converts the sugar into fey magic. Yt takes special pleasure in the honey from Ezra's jar because he can convert it more easily.
  • Team Pet
  • Toad Licking: The crew begins to treat Yt as more like a portable Ecstasy dispenser when they find out the effects of his self-defense.
  • You No Take Candle: Speaks like this as it has intelligence around that of a small child. Though it has moments of lucidity occasionally.

     The Deram's Folly Crew 
In Chapter 3, the Oneders join the Adventurer's guild, which means everyone in the previous Yeldin Crew has to fill out the paper work to join and were Put on a Bus as the Yeldin went to it's final fate. To ease this, Ezra could hire eight people to fill various roles on their new ship, the Deram's Folly.

The Crew as a whole provides examples of:

  • A Day in the Limelight: The Fortune Tides Company, and thus, the crew change, was invoked by Zito to ensure that the supporting cast could get equal opportunity at focus and characterization. As he puts it, it's to prevent "another Pliskin"

Franc Mocean

A large hobgoblin who works a crêperie in Rite. He's recruited by Ezra in Chapter 3 (With Grammy's blessing) to join the crew as the new cook.
  • Big Fun: An enormous goblinoid whose only real desire in life is to make crepes with exciting new ingredients.
  • Butt-Monkey: Is frequently at the end of many unfortunate kitchen mishaps while he makes food.
  • Dropped a Bridge on Him: just like everyone else in Eburkal, he died when the Acropolis was taken and came crashing down upon the island below.
  • Friend to All Children: Is introduced handing out crepes to children.
  • Impossibly Delicious Food: His crepes are so good they give out temporary stat bonuses. they're so good he's able to impress Grammy.
  • Punny Name: His name is just a barely concealed Frank Ocean send up.
  • Too Dumb to Live: Brushes off the crew's very real concerns about hiring him on due to Grammy's influence, and he gets a real nasty taste of what she's like the next time the crew meets him.
  • World of Pun: His chosen method of dessert gets Eloy going on a near endless loop of crepe puns.

Frieda Gazamar

A grey elf surgeon with a zealot-like fervor in serving the god of death and pain. She's unquestionably good at her job, but her bedside manner is...unconventional. Ezra recruits her to be the surgeon.
  • Covered with Scars: She has deep scarification all over her face and well past her neck.
  • The Dreaded: The people in the guild seem justifiably terrified of her.
  • Dropped a Bridge on Him: just like everyone else in Eburkal, she died when the Acropolis was taken and came crashing down upon the island below.
  • Everyone Has Standards: While eager for the opportunity to feel pain to test if her faith in Vexkor needs more improvement, she's not as eager to take opportunities where the pain is very fleeting, such as discovering the Kahl's contract branding to be such, as it would be pointless measure of her devotion.
  • Feel No Pain: Underwent a ritual to deaden the nerves in her skin.
  • Hypocrite: In her spiel about how she finds those who cannot feel pain or cannot handle pain weak, either Zito or herself forgot that by the standards of her own religion, her ritual to not feel pain would make her weak in the eyes of her god.
  • Knife Nut: Has plenty of knives of all unconventional sizes and shapes, and tends to discard them pretty regularly. Zito explains that her daggers have twisted and curved blades like a silly straw, and every time she draws one, it has a different shape.
  • Mad Doctor: Due to her belief that pain is good, her treatments are just as painful as the injuries inflicted.
  • Names to Run Away from Really Fast: Her nickname is The Pain Witch.
  • Sadist: Her religious beliefs make her one of these.

Mister Large

A large, lanky Bugbear Cannonneer. He doesn't say much, but he's nice enough. He's also ludicrously stealthy. Ezra decides to hire him.
  • Dropped a Bridge on Him: just like everyone else in Eburkal, he died when the Acropolis was taken and came crashing down upon the island below.
  • Elective Mute: An interesting version: He can understand and write Common, but he can only speak Goblin. So he uses a notepad and quill to interact with the world. To anyone else on the other hand, he could easily come off as The Speechless.
  • Flash Step: Seems to move so fast the eye can't keep up with it.
  • Handy Man: When he's not working as a Cannonneer, he's doing all sorts of odd jobs around Rite.
  • Stealthy Colossus: He is terrifyingly good at moving around without being noticed, which he explains he had to be in order to survive his prior life of slavery.
  • Stealth Hi/Bye: The master of it.

Charlotte Gillies

A sea-elf who speaks indirectly to the god of knowledge; Lazameth. Ezra hires her as the ship's Navigator.
  • Because Destiny Says So: She's a believer in this to a fault.
  • Cassandra Truth: Charlotte couldn't convince people that her god was talking to her until much later in life.
  • Dropped a Bridge on Her: just like everyone else in Eburkal, she died when the Acropolis was taken and came crashing down upon the island below. In her case she was in the Acropolis itself.
  • Locked Away in a Monastery: Was tossed into a Ludariusian convent in the hopes that her hearing voices and speaking in tongues would be cured. Turns out through testing that it was the wrong convent to send her to, and she was released.
  • The Navigator: Claims to be able to get a bird's eye view of things around her while at sea.
  • Never Accepted In Her Hometown: Initially, Charlotte's village thought she was speaking in tongues and shunned her.
  • Super Gullible: If you tell her the gods want her to do something, she will do it.
  • Those Two Girls: With Jillian. They joined the guild at about the same time, are both elves, and are always seen together. It was so bad that even Zito would get the two of them mixed up. In a bit of Dark Comedy, the players mentioned that it will get easier to remember now that Jillian is dead.

Jillian Harvest

An Eladrin Boatswain that Wake bumps into outside the guild. She's an excitable girl who wants to enjoy the life of adventure she's put out for herself. Ezra recruits her to be the new Boatswain.
  • Dropped A Bridge On Her: Dies rather suddenly after Dagon tried healing her with a plant growth potion. The plant that grows out of her seems to suck the life out of her like a parasite.
  • Expressive Hair: Her hair has flowers growing from it, and resembles plantlife.
  • Genki Girl: Her portrait is a wide-eyed, open-mouthed picture of pure excitement.
  • Green Thumb: Her powers in general.
  • Irony : Both in and out-of-universe. In universe, she dies from a potion that helps plants grow and out-of-universe, she was Yeldin's replacement to help the crew's ship grow in size and strength and be easily repaired. She's, of course, the first of the new crew to die.
    • On the other hand, Gulfur's death was utterly random led to nothing much but bad things for the party until they reached Rite and joined the Guild. Meanwhile, Jillian died by pure human accident, but it was in the attempt to both save her and deal with their current predicament of fey spiders, and then later, the experience of her death was instrumental in saving some captured slaves from some cruel Femorian slavers, including a little girl that had especially been beaten horribly by them. In other words. Gulfur died a pointless death, Jillian's indirectly led to lives being saved.
  • The Heart: For Charlotte being the Genki Girl and her good friend (so much so that the players and even the GM mixes the two of them up since they were always together). Charlotte barely holds it together when Jillian dies.
  • Jumped at the Call: She enjoyed working as aid for farmers in Silvergleam, but the first chance she got she immediately made her way to Rite to join the guild.
  • Plant Hair: She can change the color and "season" of her hair at will, but only once a day.
  • Power Incontinence: If she's sufficiently excited, she can accidentally blow her once-a-day hairstyle change.
  • Suspiciously Similar Substitute: Not herself, but her power to regrow wood that has been broken is very similar to the way Yeldin used to regenerate itself. It's primarily because of her need for the raw materials and little else that Ezra hires her
  • Those Two Girls: With Charlotte. They joined the guild at about the same time, are both elves, and are always seen together. It was so bad that even Zito would get the two of them mixed up. In a bit of Dark Comedy, the players mentioned that it will get easier to remember now that Jillian is dead.

     Mimic Crew 

Tropes that apply to all characters

  • Demoted to Extra: In the first chapter, the mimics were part of a side story that lasted half of the arc. Afterword's though, only Yeldin gets anything above a brief mention.
  • Put on a Bus: Either stayed with Wake or left in a warehouse in Rite because the players forgot about them and didn't state that they were loaded onto the new ship.
  • Was Once a Man: All of the crew suffered this fate, with only Yeldin remembering it, after they sought refuge to hide their treasures inside the cave he resides within. One by one, they were snatched by a colony of mind flayers(with Yeldin being the last) hiding beneath the southern island, and thorough Body Horror were transformed into Mimics.

Trunky the Mimic

A chest-shaped Mimic the group finds in Yeldin Cave. It doesn't have a name, but Ezra gave him the nickname "Trunky" and it stuck despite its protests.

  • New Meat: As noted by Kevin, he's among the newest batch of Yeldin's mimics, and as such, takes his duties a little more strictly than his fellows.

Kevin the Mimic

A scabbard-shaped Mimic that used to belong to Yeldin. The group finds it much more reaonable than Trunky.

  • Leaning on the Fourth Wall: Measures time in "chapters", the same way the TFS crew numbers their adventures.
  • Metaphorically True: Gives half-truths (as opposed to actual truths) when simply given regular metal swords. Flaming swords and mithril will give actual truths.
  • Orifice Invasion: One would think that the opening where swords go would be his mouth. Wake and co. learn to Kevin's discomfort that it is not.
  • Through His Stomach: He answers questions (or at least, gives correct answers) if he is given a sword to eat. He is particularly interested in what a Flaming Sword might taste like, though a Mithril sword is apparently worth all the truths.

Roy the Mimic

Another chest-shaped Mimic the group finds in a locked room in Yeldin Cave. It was created specifically to dispose of corpses.

  • Bottomless Bladder: Produces no waste of what he consumes, making him perfect for disposing anything.
  • Everyone Has Standards: Just because he can eat things like decomposed or partially slime-eaten rat corpses, doesn't mean he's willing to eat, in his words, something that has already passed through someone's body.
  • Teleportation: Implied that this is how he disposes of bodies. He says that the one time he tried to vomit, he spat out a moon rock.
  • Series Mascot: Of a sort. He currently serves as the standard bit jar during the Twitch streams.

Lancy the Mimic

A ring-shaped Mimic that was inside Trunky. It eats finger bones to create skeleton keys, but only one at a time.

  • Fingore: How he creates keys. Wake narrowly avoids getting a demonstration with his finger.
  • It Only Works Once: Twofold. First, the key produced from the carved finger bone only opens a certain door once. Second, only one finger from a certain being can be used to make a key.

     Former Mimic Crew - SPOILERS 


The enigmatic and all but declared dead captain of the "Mimic crew", and said to have sailed a Mimic ship. Revealed to in fact BE the mimic ship, and be resting inside a cave of shipwrecks on the southern isles deep within the abandoned Mind Flayer base. The crew frees him, and for most of Chapters 1 and 2 serves as their ship.

Sadly, after Gulfurr's death, Yeldin's soul left the ship and it had to be scuttled lest it become a danger to those around it.

  • Body Horror: Implied heavily to be how the Mind Flayers transformed him and his crew into mimics.
    • Happens AGAIN when the crew transports the Collective One's heart. It's so hot that he has to eat the metal in the floorboards just to keep himself from catching fire.
  • Cannibalism Superpower: When he consumes something inorganic, his ship body will take on the properties of those objects proportional to how much as he consumed. Ie portholes becoming gold after being fed a gold bar, the rusted metal of the ships sides becoming mythril after being fed a mythril flintlock. Furthermore, he can take on the appearance of any other ship by consuming it, or just use the matter to make himself larger.
  • Dropped a Bridge on Him: Dies with Gulfurr which is surprising as not only was the mechanic of them needing a living relative to survive not mentioned until after Gulfur died, but Gulfur being his last living relative was also not mentioned before.
  • Empty Shell: Following Gulfurr's death, Yeldin goes eerily quiet and the group can't figure out why. Eventually the leaders of the Volition explain that it's because Yeldin isn't there anymore — the death of Gulfurr, his last living descendant, severed his connection to the mortal world, meaning that the ship had become a mindless Mimic.
  • Fate Worse than Death: While being a soul stuck to a ship sucks big time, eternally forced into service...
  • Hidden Depths: Eloy's bard battle at Bulkard reveals he has a commanding, and very resonant, singing voice.
  • Mercy Kill: After they reveal that Yeldin's soul was gone, the leaders of the Volition tell Ezra and crew that the ship would have to be destroyed — with no higher intelligence, it would just mindlessly eat and grow as per a Mimic's normal "programming", becoming a great danger to those around it.
  • Strapped to an Operating Table: The last thing he remembers before waking up in his current ship form. He describes waking up to bright lights and "Octopus People" staring down at him. He turned to the side to see Kevin similarly Strapped to an Operating Table, and the Octopus People pulling his intestines out through his nose.
  • Viking Funeral: Is subject to this in Chapter 3 after his body reverts to a feral mimic ship. A unique case of the funereal subject being the burning ship itself rather than inside one.

     Recruitable Adventurer's Guild Members 
Introduced as part of the Adventurer's Guild in Chapter 3. The Natural Oneders can now pick up to four or five people to go on expeditions with them.

Soup Kitchen

A warforged whose only goal in life is to cook meals. He is very serious about it.
  • Berserk Button: Food Critics.
  • Cordon Bleugh Chef: Ezra gets the impression that he's probably able to make decent food, but taste might be an issue.
  • Mundane Utility: Because he's a warforged, his limbs can be replaced and regrown easily. He mostly uses this skill to change between cooking utensils.
  • Red Eyes, Take Warning: His eyes turn piercing red when angered.

Magic "Bill" Wilhelm

A Crested Wood Duck-Aaracocra summoner and published author. He can be hired as either an Arcanist or a Helmsman.
  • Covered with Scars: His hands anyway. He got them from accidentally summoning a demon that was a little too powerful for him to control.
  • Furry Reminder: When he laughs, he sometimes gets a little quack in here or there.
  • Literal Disarming: Inverted. He took the limb of a demon to use as a staff.
  • Mundane Utility: His book delves into the uses of summoning for the everyday person.
  • Summon Magic: his skillset. His books are all about teaching people the basics of it.

Charr Venarus AKA "Kowalski"

A redscale Dragonborn who works as a photographer and as a fighter for the Adventuring Guild.


A Nudibranch-Merfolk War Mage who is well known in Rite...But not for the right reasons.

Doc Ramsfang

An enormous orc carpenter who the crew encounters at a specialty shop. Like nearly everyone else on the island, he works at the Adventuring Guild, and is for hire.

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