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Post-Fall Player Characters

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    General Tropes 
  • Birds of a Feather: Non-romantic example. As both Ezra and Eloy are aspiring entertainers, Ezra with his dream of running a travelling circus and Eloy's dream of spreading his music, the two become fast friends during the first arc. In contrast to Wake who only starts opening up at the start of Chapter 2.
    • Meanwhile, Ezra and Dagon are likewise quick to hit it off, given both have very rogue-ish tendencies and a shared disdain for authority.
  • Crouching Moron, Hidden Badass: It's heavily implied that the people they work with see them as this. Calliope and Redd have outright called them buffoons.
  • Depending on the Artist: Jack Kaiser illustrated all the official character portraits, but because the episode recaps are done with fan-submitted artwork, characters often appear dramatically different from slide to slide.
  • Dropped a Tower on them: In order to allow the campaign to continue as well as deal with Hbi2k's departure, Eloy, Ezra, and Dagon all died in a fiery explosion that kicked off the new Crapsack World La Cirunus has become.
  • Meaningful Name: The Natural One-ders got their nickname from their frequently disastrous Natural 1 rolls.
  • Omniglot: Surprisingly. Almost every main character speaks multiple languages. For example, Wake, Ezra, and Eloy all speak Elvish, and "Redd" and Zia'ka both speak infernal and draconic.
  • Playing Both Sides: The Oneders as a rule try their best to keep on the good side of both the Navy and the Pirates, though each individual tends to lean more towards the pirate side when they can help it. In Chapter 3, they finally decide to join the Grand Design full-time.
  • Power Trio: The main three have fallen into this as of Chapter 2, with Ezra as The Leader, Wake as The Lancer, and Eloy as The Heart.
  • Sixth Ranger: Dagon was this.

Player Characters - Natural Oneders

    Wake Scalebound
A Merman on a mission.
Lani's character, a Merman monk out to avenge his lost families. First mate of the Yeldin, at first he helped make the ultimate decisions with Ezra's blessing, but has since moved into a more support role as Ezra's Character Development kicked in, and he's taken up the position of Navigator.

As a result of the many, many shattering revelations and because of his own behavior over Chapter 3, Wake states that he cannot continue adventuring as he has been, and leaves the party.

In Chapter 4, He ends up being the Sole Survivor of the Natural One-ders after the fall of Eburkal.

  • Achievements in Ignorance: In the first episode, he rips an Abyssal tumor out of a goliath cadaver and handles it twice without suffering any ill-effects. He only finds out much later that this could have gone very badly. Later on, he ends up doing something similar when meeting with the Troglodytes, grabbing a cursed ax that would have infected him if his constitution roll wasn't so high.
  • And Then What?: Admits to Calliope his internal desire for revenge for what happened to his families is so great he doesn't really have a plan for after his vengeance is doled out.
  • Arbitrary Skepticism: Refuses to believe in the undead, despite encountering them numerous times. In chapter 3 we learn this it because he read a book about the Ashdrakes, a famous clan of vampire hunters, as a child, and assumed everything in it was fictional. Meeting an actual member of said family finally makes him realize the truth.
  • Arrow Catch: Uses his Deflect Missiles ability to catch an errant underwater crossbow bolt fired at a shark by Ezra, narrowly avoiding another friendly fire incident.
  • Baleful Polymorph: Gets turned into a deer after killing one in an area that has been cursed by a Wendigo. Luckily for him, he retains most of his fighting prowess even with a different number of legs. He manages to figure out an unconventional way of curing himself, by forcing his ki into his animated body.
  • Battle Trophy: In a pretty weird example, after being transformed into a deer and retrieving his original body, he keeps the skull that was part of his enchanted form.
  • Bare-Fisted Monk: Though he also wields a spear.
  • Berserk Button:
    • Takes issue with pirates who actively pillage.
    • He really does not like slavery, as seen in Episode 8 when he punches Theraday through Nedra's contract.
  • Blade on a Stick: His weapon of choice is literally a spearhead attached to a quarterstaff. In Chapter 1 he gets the spearhead silver-plated.
  • Blood Knight: It only comes up during his very heated (literally, even) fight with Nedra, after he narrowly avoids taking too much damage, but he's clearly enjoying himself as the fight rages on. He starts to drift toward this more frequently in later arcs, his increasingly erratic behavior threatening the safety of his allies on several occasions. This is due to his not fully understanding how to control his emotions.
  • Blue and Orange Morality: Being a fishman gives him a slightly unusual perspective on the food chain, given that he can converse (to a very limited extent) with fish but is also willing to eat them. When he encounters a chained zombie orc aboard the Mantaruva, he happily tosses it a hand from a human cadaver and watches in fascination as it chows down, to Redd's disgust and concern.
    • This bites him hard when he kills a deer in the midst of a seemingly abandoned town, a situation most adventurers would approach with considerable caution. Sure enough, shortly after he starts turning into a deer.
    • And again when he prioritizes the mission over his friends while they're being held hostage by a sea dragon. Redd is furious with him, and Eloy doesn't think he can trust Wake again.
  • Book Dumb: Thanks to Lani consistently rolling very low on knowledge checks, Wake is underinformed on a lot of subjects.
  • Born Lucky:
    • Episode 2 has him get extremely lucky rolls while gambling. He does even better in Episode 7 with several natural 20s that helpped him beat Nedra.
    • Tongue numbing aside, he manages to avoid the poisonous aspects of Grammy's pufferfish pie, gaining +2 AC in the process.
  • But Now I Must Go: In Chapter 3 as a result of everything that's happened to him since joining the Oneders, Wake admits to Ezra that he cannot keep going on as he has been, and he leaves the party. He does temporarily rejoin after being absent for a session to take part in Eloy's second bard college battle and Yeldin's Viking Funeral, as well as more properly say his farewells to his friends, considering his initial farewell was under heavy emotional stress and had left Eloy and Ezra uneasy. Even after this, Lani and Zito have stated that the whole thing is not a permanent departure, at least from the story.
  • Cannot Spit It Out: Gets tongue-tied around Calliope and isn't able to confess his feelings toward her by the time she has to part ways with the crew at the end of chapter 2. This leaves him feeling very despondent.
  • Character Alignment: Per Word of God from Lani during a Q&A after Chapter 2 episode 5, Wake is a good-leaning Chaotic Neutral. In Chapter 2 episode 14 he describes himself as Chaotic Good, though the rest of the group questions the "Good" part after Wake pisses off a dragon by stealing from its treasure horde and leaves them to smooth things over.
  • Characterization Marches On: At the start of the campaign, Wake was very stoic and thoughtful. Various natural 1's on intelligence-related rolls have, over time, caused him to be more brash and reckless. However, it only makes sense given his various traumas and his relative youth that, as Chapter 3 has shown so far, he has far from overcome.
    • Character Development: Upon realizing this, and having a nightmare scare him straight, he decides that rather be Nedra's mentor in terms of keeping calm and restrained, he'll be a fellow student in that regard.
  • Collector of the Strange:
    • In Chapter 1, he obtains three Mimics (Kevin the Scabbard, Lancy the Ring, and Roy the Chest) in addition to helping recover Yeldin the mimic ship. He eventually cedes these to Gulfur as part of their deal to share control of Yeldin, but keeps the smaller mimics on his person.
    • In Chapter 3, he starts collecting the left hands of corpses without explaining his reason, to the confusion of both his crewmates and their players.
  • Complaining About Rescues They Don't Like: Is none too happy about being saved by Edward Caster in the undersea city and throws a knife at his feet. While nobody in the group is particularly fond of the man, Ezra at least has the humility to show gratitude for it.
  • Dead Person Impersonation: Literally in name only. Wake uses his previously-thought-dead Brothers' names when he's incognito.
  • Doomed Hometown: In his backstory, Wake has had the misfortune of suffering this twice. First his merfolk clan was slaughtered by Naval forces, and then the monastery that adopted him was slaughtered by a mysterious pirate. As a result, he has an inherent hatred for both of the significant military powers in the setting.
  • Dumb Muscle: He's the most physically powerful of the main trio, and as more and more time goes on, he's shown to be far from intelligent. Slightly downplayed as he can be reasonably clever when his head isn't clouded by emotion.
  • Dump Stat: While his stats are perfectly okay for a Monk, his Charisma score still sits at 11 several levels later, and because it's the one stat that he has that doesn't have any bonuses, he frequently fails at diplomacy or trying to get across things.
  • Failed a Spot Check: Thanks to several abysmal Perception rolls, he has frequently failed to notice threatening creatures in his immediate vicinity.
  • Fanboy: To the Ashdrake vampire hunter clan. Which he promptly reacts with glee over when he meets two of them.
  • Fatal Flaw: A two-punch combo of deeply rooted Pride, which when besmirched leads him to doing extremely reckless things, and a skewed sense of right and wrong, which sometimes butts heads with his crew, like when he stole a suit of armour from a Sea Dragon, leaving the rest of the crew to mollify it.
    • Chapter 3 delves into a new one: His explosive temper and tendency to tunnel-vision when he's angry, best seen in Episode 4 where he goes on a Roaring Rampage of Revenge over Gulfurr's death, trying to slaughter all of the grungs. He gets a wake-up call the next episode, where he has a dream of brutally slaughtering the people who've angered him in the past (including Redd) and is disturbed to realize he's enjoying it, followed by receiving both a What the Hell, Hero? speech from his late Sensei and a So Disappointed In You look from Nedra.
  • Flat-Earth Atheist: Is wholeheartedly convinced that any necromancy is a trick, and that raising the dead is impossible. Though somewhat Downplayed in that he seems to consider 'raising the dead' to be full-on Resurrection and considers all zombies or similar creatures to simply be inanimate corpses being puppeted by some external force like magic or abyssal tumors. Encountering the zombies on the Mantaruva really confuses him until he grudgingly admits that undead must exist, but insists on using any other term to describe them.
    • In Chapter 3 the group meets a famous clan of vampire hunters and Lani rolls a Natural 20 on his Knowledge check, which he decides to interpret as Wake being a total fanboy who'd read all of their books. He also uses this to explain Wake's attitude towards the undead, saying that he assumed everything in the books was fictional, but meeting the hunters in real life made him realize it was all real — including vampires and zombies.
  • Forgot About His Powers: Downplayed. He purchased a Glove of Shocking Grasp from Gimme and Gimmick, but never used it before giving it to a dragon as tribute for safe passage.
  • Going Commando: Confirmed by Lani in the post-Episode 10 Q&A, Wake doesn't wear anything under his kilt, as any undergarments would just tear when the legs changed into a tail.
    Lani: He goes full Scotsman.
  • Heartbroken Badass: He gets this way at the end of Chapter 2 when Calliope leaves the ship due to her obligations to Vennin Island, only partially realizing that he has feelings for her (and also getting stoned by licking Yt for some "self-reflection").
  • The Hero: The defacto owner of this position for the game as the most competent of the team and most involved with the ongoing plot, at least in Chapter 1.
  • Hidden Depths: Episode 4 has him playing the harp.
  • Hugh Mann: In Bulkard, he covers himself with makeup in an attempt to look human. He barely manages to get by, at least initially, by claiming to have been badly burned as a child.
  • I Did What I Had to Do: His justification for abandoning the rest of the party in a dragon's lair in order to steal a suit of armor. He claims it was necessary in order to fulfill their goal of acquiring treasure in the expedition. That said, he does apologize to the others afterward.
  • Incompletely Trained: His monastery was destroyed when he was in the early stages of training; as such, he's had to learn a lot of the techniques by trial and error (and in one case, taking a narcotic), and in particular lacks much of the emotional and spiritual control he should have been taught. This results in his losing self-control on numerous occasions and eventually threatens his ability to maintain his class.
  • Inelegant Blubbering: When he better explains his reasons for leaving to Ezra and Eloy, and the whole exchange turns into a group hug, Lani describes Wake as "One Piece crying".
  • Inferiority Superiority Complex: As a result of his tragic past, he doesn't cope well with being made to feel weak or powerless. This causes no end of problems for the crew, such as betting a favor and later almost his own freedom over a pissing contest with Edward Caster.
    • Gets even worse when he tries to get one over a powerful Sea Dragon by stealing from it's trove after the party had successfully mollified it, leaving the rest of them to deal with the fallout. Though he apologises, it lowers his esteem quite a bit in the eyes of Redd and Eloy, the latter of whom said he doesn't feel he can trust him after that.
  • Iron Butt Monkey:
    • Ends up on the receiving end of Ezra's bad luck more than once, getting both shot in the neck and blown back by dynamite.
    • An instance where he does it to himself: In trying to essentially force the Gimme brothers to return his now-upgraded spear in an emergency, he ends up having his hand DISLOCATED by a metal door, before their current expedition even began. Fortunately, it's all but completely healed up right after
  • It's Personal: Though he ends up having to work with both over the course of the story, his animosity towards pirates and the Navy still tend to crack through and has led to some trouble. The worst example is when he Leeroy Jenkins the horde of abyssal zombies Viktor has surrounded himself in, leading into a struggle against them that doesn't leave them in the best of shape for the Final Boss. Even after that fight and finally confronting Viktor himself, Wake is clearly taking his fury out on this one Naval officer who he doesn't have to work together with.
    • It also relates to his Pride: when Edward Caster taunted him over winning their previous bet, Wake (who was already in a bad mood after learning that a Teifling pirate lord may have been responsible for the destruction of his monastery) got so pissed off that he actually offered up a "double or nothing" bet where he would become Caster's personal servant forever if he lost (with Lani outright stating that he'd be completely willing to retire the character if he lost the bet). Thankfully, the other characters were there to talk Caster down.
    • Chapter 3 shows a new side to this: Wake meets the pirate lord who he blamed for the destruction of his monastery, only to discover that not only was she innocent, but she was trying to save the people from whatever was attacking them. Upon realizing that he'd spent a good chunk of his life chasing an innocent person, he decides to leave the Natural One-ders in order to continue his monk training and try to re-order his life around something other than revenge.
  • It Has Been an Honor: With a clearer head and not having come out from a life-or-death situation (and instead from a fun event), Wake is better able to explain the reasons for his abrupt departure and pretty much says this to Ezra, which turns the handshake into a group hug between the True Companions.
  • Kill It with Fire: Sometimes for practical reasons...other times not. When confronted with a cave of spider eggs in Episode 5, he lights them on fire to save time and avoid a large-scale confrontation. Also blows up large parts of a naval ship to create a distraction.
    • Aboard the Mantaruva, he's so eager to burn the ship and its undead occupants that the very moment Redd says she has everything she needs, he pours lamp oil all over the floor and sets it ablaze, forcing the party to Outrun the Fireball to get back to their lifeboat (while Redd, a fire mage, could have easily blasted the ship from a safe position). Shortly after he sets part of the ocean ablaze with oil in order to kill a pack of vampirized mako sharks.
    • While Eloy has the Wendigo hypnotized, he hits on the idea of dousing it with oil and surrounding it with explosive bolts before igniting everything with his elemental atunement. The resulting fireball does over 100 damage and kills the thing instantly. This proves to be exactly the right course of action as killing the Wendigo with fire restores life to everyone on the island.
  • The Knights Who Say "Squee!": Has a massive nerd-out on meeting a member of the Ashdrake family, who are renowned vampire hunters and who he read about in his youth, presuming their tales to be fictional.
  • Kung-Fu Wizard: In addition to his martial arts, he also knows some Elemental Manipulation.
  • Last of His Kind: Believed he was the last of his merman village and that of his monastary. Or so he thought. Pontus Reil reveals that There Is Another and indeed his brother Sheldon Rockspine is okay.
  • Leeroy Jenkins: Wouldn't be a character played by Lani without this happening sooner or later. And at the worst possible time too. See It's Personal above. Zito and Lani even namedrop the trope after the long fight that ensued because of this.
  • Line-of-Sight Name: Word of God states that Wake's name is about as good as his master could do, since he found him in the wake of the tides, and he has scales.
  • Made of Iron: Lani flat-out questions how Wake is even alive after Episode 4 where he was drained of most of his blood directly after Ezra accidentally shot him in the head.
    • In Episode 7, Wake gets beat down by a 9-foot tall tiefling, narrowly avoiding death at every possible opportunity.
  • Morality Chain: He reveals that the One-ders have become this for him, and apart from realizing his quest had been All for Nothing, what made that the last straw that made him leave the party was the abrupt death of Gulfurr, and indirectly Yeldin, earlier in the chapter, and the brush with death Eloy had after the vampire ambush.
  • My God, What Have I Done?: In Chapter 3, he comes to realize his decision making has done far more harm than good. Because of that, he willingly leaves the party to continue his monk training with Nedra and Sheldon.
  • Not So Above It All:
    • Is all too eager to blow any available caches of gunpowder as a distraction if the option is available. Is also not above joining Skrung in looting a crate full of gold bars from the camp. Also, see Blood Knight above.
    • He can't get enough of Grammy's pufferfish pie, even as it's numbing his tongue.
  • Offhand Backhand: Manages to do this to an invisible vampire that was about to attack him.
  • Only Sane Man: In contrast to how Lani normally plays, Wake is probably the most normal one in the party when he's not holding a nat-1 induced Idiot Ball.
    • Character Development on the other hand, has soundly ripped this trope from his grasp in Chapter 2 and even moreso in Chapter 3.
  • Our Mermaids Are Different: Leaning hard on the "Fish" part of "Fish man."
  • Red Is Heroic: His official art has him with shoulder length, bright red hair as well as prominent red fins on his arms and chin.
  • Reality Ensues: Several times it happens to him. While he's very skilled in martial arts, his lack of spiritual training and his isolation from society has made him an enormously awkward and immature fish man with way more power than he should have. Power he could lose very quickly. As such, most of his more reckless decisions have had seriously negative consequences on his relationships with some of his crewmates; like Risf, who fears him because of his pointless assault on Rufus the Grung, and Redd, who is furious that he made her pawn her book off to save her hide.
  • Sour Outside, Sad Inside: Wake can come off as angry and antagonistic, and a lot of it stems from pent-up fury and emotion over his monastary and his village being razed. Whenever he has to deal with emotions like this, he tends to get a lot more sullen and violent.
  • Stealth Hi/Bye: Pulls a fantastic one on Skrung, sneaking up on the goblin as their respective parties reconvene.
  • The Stoic: See Above. Wake is a lot quieter and subtler than his Player, and is arguably the quietest party member...unless he's getting shot in the back of the neck.
  • The Stoner: Gets hooked on Yt's hallucinogenic mucus during the two week voyage back to Jahal Cove.
  • Summon to Hand: He keeps his spear tied to his person by rope so that he doesn't lose it when fighting at sea.
  • Survivor's Guilt: BIG TIME. He bears a lot of emotional baggage from both of his families being destroyed. This goes up a big notch when Gulfur dies, resulting in an abortive Roaring Rampage of Revenge and then feeling as if he's cursed to have those around him die.
  • Talk to the Fist: He tends to just haul off and slug people who sufficiently piss him off, such as Old Young Cletus and Theraday.
  • Throw Down the Bomblet: Uses a stick of dynamite against the Abyssal Manmaw in Episode 5. Later gets a bag of explosive rune stones that he later uses on the abyssal portal Viktor was trying to open, and some of the different heads from the resulting Eldritch Abomination One-Winged Angel they end up fighting.
  • True Companions: Despite how selfish he can act at times, he fully affirms this in his temporary return to the party in Chapter 3, Part 13. While he thought nothing at first when they set sail, he admits that Ezra and Eloy, along with the rest of the One-Ders, have become some sort of new family for him. This trope also influenced his decision to leave after seeing said surrogate brothers having been put in danger one too many times, on top of Gulfurr's death, so that he can improve himself to protect them better.
  • Weird Beard: The red scruff on his chin that looks like a goatee is actually a fin.
  • What Is This Thing You Call "Love"?: He doesn't seem to understand his feelings for Calliope, getting depressed when he finds out she'll be leaving the ship to serve as Vennin Island's ambassador and telling Ezra that being with her made him feel happier and calmer than he has in a long time.
  • What the Hell, Hero?: In Chapter 2 Session 14, he runs off with a suit of magic armor, re-enraging the adolescent blue dragon the group had just appeased, leaving the rest of the team to deal with it. When they catch up, Redd is so enraged that she almost strangles Wake then and therenote ; meanwhile, Eloy quietly remarks that he doesn't think he can trust Wake anymore, which Lani says hurt Wake way more than being choked did.
    • Chapter 3 Session 5 opens with Wake having a dream where his Sensei chews him out for his bursts of anger, saying that he didn't train Wake to become a berserker. He also sees Nedra with a disappointed look on her face and realizes that he's being a poor role model for her.
  • Worth It: Opines this after sneaking up on Skrung almost triggers a friendly fire incident.
  • Wouldn't Hurt a Child: When the group deals with a ship full of vampiric children, all of them have this attitude but Wake carries it further than the others, who start taking the more pragmatic view of "They're kids, but they're still trying to murder us" as the fight progresses.
  • Younger Than They Look: And behave as well; Lani lists Wake as 18, making him very young for someone who's lost two families.
  • You No Take Candle: Starts talking this way when his transformation into a deer impedes his speech, in order that Calliope can understand him and translate.
  • You Remind Me of X: Nedra reminds Wake of himself when he was younger and angrier. It's implied to be part of why he teaches her.

    Ezra Lockwood
Half elf, Half man, always up to no good...assuming he can get a half-decent roll.
Grant's character, a Half-elf Rogue looking to build a troupe of entertainers. Technically captain of the Yeldin, though he delegates most of the decision-making responsibility to Wake at first, and then to all of his crew. He takes on more of a leadership role as of chapter three.
  • Antagonistic Offspring: His demeanor noticeably sours whenever his father is brought up. With the naming of his new ship, he makes it somewhat clearer that among his reasons for joining the Grand Design might also be getting back at his father.
  • Authority in Name Only: While technically the captain of his ship, Ezra is well aware that he reigns only at the mercy of his crew, and is careful to give suggestions rather than direct orders (which, incidentally, is how many real-life pirate crews operated). This applies even when he knows their antics have them in deep trouble, though he's much more forceful in his suggestions.
  • Butt-Monkey: While he's smarter than Eloy, he isn't as useful in a fight and has a serious case of bad luck going for him, as noted below.
  • Boring, but Practical: Carries a bag of ball bearings, which he can quickly spread across the floor in order to trip up opponents. This proves amazingly effective against a half-vampire paladin, who, thanks to a truly Epic Fail from Zito, slips on the bearings, throws its cross weapon into the air, which then crashes through the floor of the ship and causes it to promptly sink to its death.
    • Extends into how he levels up. While Eloy and Wake get fantastic powers, he just ups his proficiency bonuses and skills.
  • Born Unlucky: In contrast to Wake, he's most likely to fall victim to bad luck. Episode 3 alone sees him get lost in a shifting maze tunnel, accidentally clotheslined by his teammate and nearly killed by a giant macaw. Episode 4 continues the trend with a string of failures in negotiation, survival and combat, culminating in accidentally shooting Wake in the back of the head with his crossbow during a boss fight. Episode 5 has him accidentally setting off several explosives in Yeldin cave, with Wake again on the recieving end.
  • The Captain: The de jure leader of the One-ders, by virtue of being The Face and a good Mediator, though often defers to Wake's advice in most important matters and generally listens to the concerns and ideas of the others. His Character development on the other hand has also forced him to be more of an authority figure when egos rise.
  • Character Alignment: Per Word of God from Grant during a Q&A after Chapter 2 episode 5, Ezra is Lawful Neutral despite being a conman rogue. Even Grant is a bit confused on how that happened, but it has to do with Ezra taking a Robin Hood-esque approach to con work.
  • Character Development: Has gone from a somewhat inept con man to The Face of the crew and the one who mediates most disputes, both between crew members and with outsiders, before they get out of hand.
    • Best summed up in the Chapter 2 Finale, when the morality of his crew experimenting on drug making is brought up, Ezra makes it clear he prioritizes his crew bonding, even through this, and money-making as a secondary priority.
  • Combat Pragmatist: As a Rogue, he prefers to use stealth and various tools in combat. In a Q&A Zito even said Ezra was his favourite character in combat situations for this reason. While Wake and Eloy to a lesser extent have fairly simple, predictable ways of fighting, he generally has NO idea what Ezra will try to do when a battle starts.
  • Con Man: His modus operandi. In episode 1, he takes Eloy under his wing, in part to try and exploit his musical talent, though he does genuinely view the centaur as a friend and apprentice with exploring the world. Also colors his otherwise genuine friendship with Wake and the others. He also uses his scam skill in episode 7 to make a normal metal bell seem like an enchanted item.
  • A Day in the Limelight: Invoked by Zito, who called Episode 6 "the Ezra episode". While not the singular focus of the episode, the main action at the camp heavily relies on Ezra's specific skillset.
  • Daddy Issues: Justified in that his previous life of luxury was stolen from him by his father, and while he's kept it under wraps for awhile now, Chapter 3 has slowly revealed that they do bug him more than he'd care to admit.
  • Didn't Think This Through: Ezra has a habit of doing things without thinking some of the finer details through.
    • During a fight in Venon Island, he attacks one of the Wendigo's mooks with an explosive arrow; said mook proceeds to charge into him before the arrow detonates, which gets him hurt in the explosion.
    • While at Lott's lair, he tries to haggle using some of his glass beans, and decides to show their effects in a cramped underground tunnel, despite never using the beans before. This leads to what can best be described as a crystal beanstalk with eyes shooting lasers at everyone in the vicinity, before Wake kills it.
    • While bargaining with Pabsvadri, Ezra offers him his fire absorbing ring, stating that it would make Pabsvadri immune to fire. Pabsvadri then asks them to prove that statement by having Redd shoot him with the strongest fire spell she could make, leading to the ring being destroyed due to absorbing too much fire, and Ezra being burnt.
    • When he ends up facing a double of himself that mimics his every move, he decides to drop his beans, ball bearings, and explosive arrows in the hopes that when his double is defeated, he'll be able to double his supply of them. However, when the copy is killed, all of his things disappear, so then the ground where he dropped his stuff basically becomes a minefield.
    • In Chapter 3, at the very end of Part 18, he attempts to peek out of a magical chest without alerting their target and without telling anyone beforehand...and promptly rolls a 7.
    • Assuming the Sharkbowl Ooze is like any other water-based critter, he used a shock dagger on it, thinking it would do extra damage. It instead supercharged it, making it do far more damage than usual.
  • Dressing as the Enemy: In episode 6 he dons a naval uniform in order to infiltrate their camp and gather intel.
  • Dump Stat: His Strength stat hasn't budged from the bog-standard 10, which is not great for a rogue, because the STR-based athletics checks are usually something Rogues are supposed to be able to do pretty easily and he generally fails them every time.
  • Failed a Spot Check: In Episode 5, Ezra fails to identify a mimic and is completely oblivious to giant spider eggs that are right in front of him.
  • Familiar: Wins a Crawling Claw, the reanimated hand of a murderer, in a dice game and adopts it for his own, naming it Scaphy.
  • Fatal Flaw: His curiosity tends to put him in harm's way more often than not.
  • Guile Hero: Theoretically his role, though arguably has had the least success at it among the party, see above.
  • Hat of Authority: After Chapter 1, he buys a top hat which serves to mark him as the leader of the troupe, and also as captain of the ship. He takes things even further in Chapter 3 when he kills the leader of a Grung tribe and takes its headdress to claim its title.
  • Heterosexual Life-Partners: Tries to invoke this with Eloy in order to get him to join his troupe.
  • Hit Me, Dammit!: Offers Wake a chance to punch him in the face, both to make some fake injuries look more convincing and to get payback for all the time Wake got hurt because of him.
  • I Call It "Vera": His custom-made Grappling-Hook Pistol is called Clink-back, after the trigger word which causes it to magically retract itself.
  • I Just Shot Marvin in the Face: His aim, quite frankly, sucks. He's accidentally shot an ally in the back twice now. Onslow barely got his hide pierced and just shrugged it off. Wake, who took a bolt directly to the back of the head, was a bit worse off.
    Wake: Owwwwww…
    • Happens again in Episode 5, where Wake is blown backwards by dynamite Ezra accidentally set off with his crossbow.
    • Happens yet again when he aims at a shark that is harassing Wake, and predictably hits Wake instead. Wake manages to avoid damage by using his monk powers to perform an Arrow Catch.
    • Taken to a ludicrous level in Season 3 Episode 3 during the fight with Mr. Slaps, where Grant rolls a Nat 1 that causes his crossbow bolt to explode in his face...and Wake gets caught in the blast because he's nearby.
    • His luck with the Grappling-Hook Gun is no better. When he first tries it out, Ezra ends up literally shooting Legitimate Larry in the face; if he wasn't an elemental it would have killed him. Larry warily lets Ezra have another shot...and he promptly hits Larry again. Then during Chapter 3, Ezra ends up accidentally killing the king of the grungs by hitting him with the hook and throwing him into a pile of crates.
  • Impoverished Patrician: Was born into nobility, but his family's wealth was swindled away by his mysterious father. He worked as a fisher for several years before deciding to pursue his dream of leading an entertainment troupe and also seeking revenge against his father.
  • Ironic Echo: In Chapter 1, Skrung remarks that he doesn't consider any of the group to be his friends. Later on Ezra gets in a good dig against Skrung and remarks "Maybe if you had any friends in this group they'd defend you, but..."
    • In Chapter Three, he gets convinced to allow Poliffi aboard for a significant discount from what he was asking. When a massive storm breaks out and the portholes are spraying water all over the inside of the ship and she complains, he remarks that paying for the executive suite would've likely allowed her to avoid it.
  • It's Personal: Episode 9 reveals he has a vendetta against Admiral Lockwood for "ruining his life" and he's out for revenge.
  • Kill It with Fire: He's very fond of attempting this, from Molotoving a Stirge nest to igniting a crossbow bolt with burning oil. He later gets the hang of using exploding crossbow bolts to great effect, though they have a tendency to hurt his own allies when they go off.
  • Loveable Rogue: What he seems to be going for but more often then not, he fails at the "Rogue" part.
  • Master of Disguise: Many of his skills involve impersonating other people, real or fictional. He has a disguise kit to this end.
  • Mediator: Works for this between Wake and the pirates in Episode 6, frequently talking them down before tensions rise. He's taken on this role more and more since becoming captain of the Yeldin.
  • Nice Hat: As part of his preparations for venturing to sea aboard Yeldin, he buys a very fine top hat which becomes his de facto captain's hat.
  • Non-Action Guy: Prefers diplomacy, or at least subterfuge and stealth, to conflict, and balks at the idea of open violence. That said, as a member of a D&D party, when the chips do fall he's perfectly able to hold his own.
  • Not Cheating Unless You Get Caught: Gets away with helping Wake win a magically rigged carnival game.
  • Not So Above It All: Ezra gets really into the atmosphere and festivities at the Fine Day Boardwalk. He also uses the opportunity to shill his planned comedy troupe.
  • O.O.C. Is Serious Business: When it comes to bringing up Admiral Lockwood, Ezra's usual demeanor drops from jokey to dour. It also drops when Gulfur's death is revealed.
  • Only Sane Man: For much of Chapter 2, Ezra jumps deeply into this due to Wake making much more rash decisions.
  • Parental Abandonment: The reason he's dead set on finding his absent father, Admiral Deram Lockwood, who basically knocked up his wealthy mother and quickly left her along with her fortune.
  • The Power of Acting:
    • Thanks to some regular grunts rolling natural 1's, Ezra is able to convince several men from the Navy that this section of the island is cursed.
    • Once again in the Chapter 2 Finale, after Wake unintentionally offends the merchant who crafted Eloy's cotton candy machine into raising its price, Ezra successfully pretends to be an unrelated customer who wants to buy the machine for himself and fools the merchant long enough for Ezra to buy the machine...before handing it off to Wake and the trio scramming.
  • Reasonable Authority Figure: Ezra, in spite of himself, prefers to listen to the crew and takes his captaincy seriously once he gets it, even if it gives him headaches with what his crew usually gets up to.
  • Revenge: Implied to be his original goal upon finding Admiral Lockwood. Eventually, Ezra states to Ave Lo that he now just wants to meet him. After the session, Grant confirms that Ezra's goal was indeed originally to get back at his father, but now, after experiencing The Power of Friendship through his adventures, has dropped the revenge part and now simply just wants to ask why he did what he did.
  • Shipper on Deck: Hasn't said it outright, but clearly enjoyed putting Calliope and Wake together to go do things, and shot down any idea that he was interested in her when it was brought up. Slightly subverted that it was all unintentional, but quickly picks up on it when attempting to console Wake when Calliope parts ways with the party still unaware of Wake's feelings.
  • Sociopathic Hero: He's at least a bit of one, according to Grant. In-game, this is often played for laughs but is also portrayed realistically, as Ezra easily gets along with people but easily disregards their feelings if it's convenient for himself, and only shows concern for others if it will reflect on his reputation.
  • Stealth Expert: He finally gets to fulfill the "Rogue" part in the Final Boss fight, generally picking off the creature's health as he remains hidden.
  • Take That!: In Chapter 3, Ezra names the crew's new ship Deram's Folly as a slam against his father.
  • Throw the Dog a Bone: Episode 6, for once, constantly has Grant rolling much more decently than usual, combined with Zito rolling badly this time. Considering that it was Ezra's time to shine, this turned out very fortunate for the party.
    • Once more during the Chapter One Final Boss. In contrast to Wake constantly having to deal with constant psychic damage, Eloy getting enthralled into carving up his allies, Yawgurick being turned to stone, and the naval officers knocked out at the start of the fight, Ezra manages to stay relatively unscathed by a wide margin by the end of the fight.
  • The Tooth Hurts: Got his teeth knocked out by an over-enthusiastic Nedra during their first meeting. Thankfully, Theraday was on hand to give him a healing potion.
  • Uncertain Doom: Zito has said clearly that as far as he's concerned, all of the party members that went to Iburkal are dead. However, he concedes that as DM, he doesn't have absolute control over the player characters, so if Grant really wanted to, he could bring Ezra back.
  • Verbal Backspace: Has a tendency to do this when he realizes what he's saying sounds overly egotistical or selfish, such as when he was suggesting to Wake that any slaves their crew frees can work for their entertainment company, before hastily adding that this would only be at their own volition.
  • Why Did It Have to Be Snakes?: Grant adds a fear of bugs to Ezra's character sheet after his bad experience with spiders in Yeldin Cave. Upgrades it to Giant Macaws after running afoul of a Dire Macaw.
    • Also calls attention to it later in the campaign as he almost gets mauled by a dire tiger, noting in the grand scheme of things he's lived through a lot worse than giant birds and bugs since then.

    Eloy of the Stonkydonk
Cute as a button, Dumb as nails. Plays a mean flute.
Ben's character, a donkey-centaur bard whose only desire in life is to make others happy. Later, he picks up the goal of gaining the badges and skills of all of La Cirunus' Bard Colleges. Is usually given the position of Ship's Fool or Ship's Bard.
  • Achievements in Ignorance: His explanations on events frequently come with the party facepalming in bewilderment.
  • Actually Pretty Funny: After admitting his unpleasant feelings about cervine centaurs, he promises that this is his personal baggage to carry. Redd comments that carrying baggage is what he's been doing all along, as he's been serving as the group's packhorse. After a moment, Eloy congratulates her on the joke and gives her a high-five.
  • Adorkable: His bright and eternally positive demeanor make it impossible to not like him.
  • Arbitrary Skepticism: He doesn't believe that his bardic magic is actually magic, believing (for example) that his Feylight spell is just him attracting Will-o'-the-Wisps with his music. This seems to stem largely from the fact that the village elders all told him magic was evil. He grows out of this towards the end of chapter one.
  • Bad Liar: Admits to being this early on.
  • Beyond the Impossible: With Dissonant Whispers, he's managed to scare goblin squids and ghosts to death. He decides to use this as the inspiration for his bard pen name. Specifically, he sacred the ghost so badly that it's master tried to hold it back. The ghost fought to escape and with no body to return to, it dies as it breaks its bounds.
  • Brainwashed and Crazy: While he can do this to people, he got on the end of this by the worm head of the Chapter one Final Boss and made to attack his party.
  • Break the Cutie: Goes through a brief bout of this is at the start of episode 4 after [a bird causes him to break his flute. This episode also sees him get truly angry for the first time, as well as score his first direct kill.
  • Call to Adventure: Wake is in for personal reasons while Ezra is in it for glory. Eloy on the other hand, wants to see the world and help others.
  • Can't Hold His Liquor: Episode 2 sees him drunk after one sip. In Chapter 2 episode 12 he cleverly overcomes this limitation by placing a magical suggestion on himself to stay sober during a meeting with one of the pirate lords, later to lose it and become instantly hammered after he takes damage and loses his concentration.
  • Catchphrase:
  • Character Alignment: Per Word of God from Ben during a Q&A after Chapter 2 episode 5, Eloy is Chaotic Good.
  • Character Development: Thanks to Wake and Ezra, he's grown out of his "magic is always evil" mindset. He's also learned to be more assertive and, while still trying to be friendly to people and give them a chance, is more willing to be sharp-tongued towards people who REALLY make themselves unlikable. For that matter, he's also gets much better at snarking and has become more prone to doing it, from being more subtle in his Vicious Mockery to be willing to throw shades on his friends, albeit good-naturedly.
  • Charm Person: He has this spell but doesn't like using it because in the past, he tried to make people happy, only for them to be pissed off at him when the spell wore off. In Episode 8 he demonstrates the spell by compelling Ezra to give him a high-five every time he raises his hand. After being on the receiving end of a charm spell during the Chapter One Final Boss battle and coming close to killing some of his allies, he's even more resolved never to use such spells unless in dire need.
  • Conditioned to Accept Horror: Or rather, Conditioned to Accept Mortal Peril. Eloy is startlingly okay with people meeting untimely demises or being close to it. When he is informed that Yt is most likely an entity on par or even greater than the other dragons the Wonders have encountered and could likely end the entire crew on a whim, Eloy just shrugs it off, noting that he's been living in the shadow (both figurative and literal) of incredibly powerful entities that could end him with a thought for his entire life. Out of character, Ben notes that Eloy basically can't conceive of a life where he isn't in constant danger of being killed by some god-like entity.
    Eloy: "You know how many of my friends it's killed with rock slides? Zero. That makes it way better than the last big powerful thing I had to live with."
  • Cool Helmet: Unintentionally gains the mithril-plated helmet of a suit of armor Wake, Skrung, and Risf find in the armory they eventually blow up, the helmet landing right at his feet. He decided later to feed it to Yeldin.
  • Deep South: Has a thick hillbilly accent.
  • Dissimile: When he attempts to explain how he knows his way around in the jungle.
    Eloy: Jungles are really just mountains, but with more plants and more flat.
  • Doomed Hometown: Parodied. Apparently rock-slides are such a common occurrence in the mountain village where he's from that they pray to the mountain not to kill them with rocks.
  • Extreme Omnivore: Claims he can eat all kinds of stuff due to having three stomachs, but this is more of an Informed Ability than anything else.
  • Fantasy Counterpart Culture: To another fantasy race! The Asinine Centaurs are very much like dwarves in their mountain living...and vicious opinions of all other centaur races. Though Word of God says they're more like the alternative to halflings.
  • Fantastic Racism: To any other kind of centaur.
  • Fish out of Water: As a donkey centaur, he has no natural place in the seafaring world, though he gets along surprisingly well by sheer charm. Ben explains he chose the race for this very reason.
  • Full-Frontal Assault: Ben explains in the post-Episode 10 Q&A that Eloy doesn't wear clothes on his donkey half, thus his junk is always on full display.
  • God Is Evil: In a very weird, comedic sense. His people worship "Ol' Lady Big Rock Mountain", the personification of their mountainous homeland; Eloy himself admits that most of their prayers to her boil down to "Please don't kill us all with falling rocks." Early religious texts from Eloy's tribe refer to her simply as "bitch", and the prayer recited when someone dies in a rockslide is "Would you please just fuckin' STOP?!"
  • Going Commando: Eloy is a centaur, so it's canonical that he does not wear pants.
  • Good Is Dumb: Eloy is a sweet guy but by god, he's not bright in the slightest.
  • Gosh Dang It to Heck!: Eloy rarely swears, and if he wants to he usually falls into this.
  • Heart Is an Awesome Power: Vicious Mockery may be him simply hurling insults (and fairly tame ones at that) at enemies, but it's affect of dealing psychic damage and forcing enemies to roll with disadvantage has lead to some pretty impressive results. Such as forcing a Dire Macaw's Sonic Scream attack to backfire so horribly it nearly blew it's own brains out
  • Hell IS That Noise: Eloy gets a set of bagpipes in episode 7. They would be a great benefit to his magic if he knew how to play them correctly.
  • Horrifying the Horror: His Dissonant Whispers spell forces a target that fails its save to flee from him. This has been used to take the wind out of the sails of some pretty tremendous creatures: first an Abyssal treant, then a Wendigo that was the boss of a three-episode adventure.
  • Hypocrisy Nod: In spite of Eloy's issues with magic, Now that Eloy is at least marginally proficient in Bardic magic in Episode 6, it's commented frequently on how long he can keep thinking it's just coincidence that playing his flute causes things to happen.
    Zito: It's gonna be fun to try and rationale how he's fucking ignorant to it.
  • Incompletely Trained: Eloy can play music masterfully as a self-taught musician...but he can't read music, which is why he wants to go to the Bard College.
  • Innocently Insensitive: Can sometimes put his hoof in his mouth when it comes to two-legged species. And deer. Especially deer.
  • I Shall Taunt You: His usual combat move is Vicious Mockery, which is quite literally hurling insults at enemies.
  • Limit Break: After defeating the College of Satire's dean, Eloy learns Seismic Insult, which is a homebrew spell that is an immensely more powerful version of Vicious Mockery. He only used it once, when faced with a potential Total Party Kill.
  • Limited Wardrobe: In Chapter 2 Ben reveals that Eloy's been wearing the same basic peasant gear for the entire trip, letting it get increasingly dirty and tattered.
  • Magic Music: Though he initially denies it due to his tribe's aversion to all things arcane, he possesses the ability to channel various magical effects through his music.
  • Magnetic Hero: Due to a combination of his unusual race drawing attention and his rural charm, he finds it easy to make friends and allies. The party initially formed because they converged on him either out of curiosity or a desire to swindle him.
  • Rich in Dollars, Poor in Sense: Lamented by Ben out of character after betting a gold bar on Wake and winning. Has only gotten worse over time as he's by far the most sensible member of the crew with his money and has several thousand to his name, plus precious gemstones, that he's never, ever spent.
    Ben: This is easily the richest any character I've ever played has ever been, and he doesn't understand the value of money.
  • The Mark: His naive nature makes him a target of some of the more opportunistic characters.
  • Maybe Magic, Maybe Mundane: By fantasy standards, anyway. In his quest to stay on good terms with as many gods as he knows, while not outright worshiping them, from his perspective, the statues of various gods, particularly Urdoth, who may or may not be the same as Ol' Lady Big Rock Mountain, seem to move. At one point, he thinks he sees Urdoth's statue flashing him a thumbs up. No one else sees the statues move, thought.
  • Never Say "Die": Eloy doesn't use words that imply harm on others, referring to murders and killing as "do/doing a wicked."
  • O.O.C. Is Serious Business: He actually swears and snarls at AJ when the snotty elf manages to push his buttons a little too much, stating outright "Guess how many shits I give?" about the elf's misfortunes.
  • Our Centaurs Are Different: He's an Asinine Centaur, a sub-race with a donkey-like lower half.
  • Overly Long Name: His God/Hometown "Old Lady Big Rock Mountain" (said like it was one word).
  • The Pollyanna: It takes a lot to bring him down. When AJ manages to do so with his abrasive personality, Eloy actually snaps at him, even swearing a bit. It's also the reason Wake admits that Eloy had become a sort of his Morality Chain.
  • Pungeon Master: A necessary result of his being played by hbi2k, with the results often being deliberately painful. Many of his puns are so meta or rely on external references that their canonicity is questionable.
  • Rocks Fall, Everyone Dies: His hometown, Old Lady Big Rock Mountain is this trope in a nutshell.
  • Screw You, Elves!: The island of the deer story has Eloy saying some unkind things towards deer (bordering on Fantastic Racism) as a result of having to put up with cervine centaurs in the past. Ben later clarifies that cervines are basically the centaur equivalent of Elves (read: incredibly egotistical, arrogant, and condescending) and Eloy enjoys taking every opportunity to take the wind out of their sails, but he doesn't have anything against mundane deer or faun-people like their new ally Calliope. (He originally did have something against Calliope, thinking she was a cervine centaur without her back half. However the confusion was soon cleared up)
  • Ship Tease: Eloy seems to have a crush on Redd, as seen in Chapter 2 Session 17, where he teasingly says that she's the only red thing he considers precious, and says that if he'd known how important her notes were he would have gladly traded his jokebook (which was a gift from his father) instead. In Session 18 when he gets stoned thanks to Yt and sees Grammy as a beautiful mermaid, Ben says "Thank you, Fishy Redd!"
    • In Chapter 3 Session 4, when he sees that the Grungs stole Redd's notes when they attacked her, he very deliberately recovers the book and hangs onto it so he can return it to her.
  • Support Party Member: Fitting for a Bard, Eloy in combat prefers to use his music to confuse, disorient, and debuff foes. As such he barely uses the bow and sword that he carries.
  • Tragic Keepsake: Apparently, his flute belonged to a friend who was killed in a rockslide.
  • Tranquil Fury: Dips into this when a bird breaks his beloved flute.
    Eloy: (In a shaking voice) I-I'm not accustomed to the feelings I am feeling right now. I am very angry at this bird. Guys, I want to do bad things to this bird. Ezra, I want you to shoo that bird away before I do something murderous to it.
    • Happens again when AJ continues to pester him.
    Eloy: Ezra, I'm about to do a wicked.
  • Wall Crawl: Parodied, as he has a strong climb skill. and he practically warps on top of a capsized ship with a fantastic roll.
  • We Are as Mayflies: Slightly parodied because of with Doomed Hometown, saying that no Asinine-Centaur has died of natural causes and he has no idea how long Asinine-Centaurs live because of it.
  • Word-Salad Humor: When he gets stoned from licking Yt, Ben spends the duration of the effect (at Zito's instruction) saying ridiculous and screamingly hilarious non-sequiturs.

    Dagon Huxley
The Wraith of Eburkal himself. No need to look so intimidated.
Lani's second character, introduced in Chapter 3. He is a fallen aasimar hexblade with a talking sword and a silver tongue who has trouble getting work as a member of the Rite Adventurer's guild. Ezra takes a shine to him and he joins the Oneders for their mission in Eburkal for the Volition in hopes of gaining better standing within the Adventurer's Guild. He takes up the position of Helmsman.
  • Anti Anti Christ: His very existence is anathema to other aasimar, his blood is caustic to them. That said, he doesn't seem to be anything more than bitter and unhappy with the Kals.
  • Boxed Crook: While not technically a criminal, his situation helping the One-ders on this mission has all the trappings of one. He's even given the job while handcuffed to a chair.
  • Book Dumb: Even more so than Wake! Dagon's Intelligence Stat is so low that it has a Negative-1 modifier, meaning that Dagon is a capable of rolling an Unnatural ZERO on an intelligence check! Naturally, he manages to do so within mere hours of joining the party.
  • Cool Sword: A talking one that gives him warlock powers.
  • Cowboy Cop: He's one of the more difficult hirees in the adventuring guild due to his tendency to go overboard, often getting his pay docked and his name taken off of the list of hireable people as punishment.
  • Dump Stat: In stark contrast to all his fairly high stats, Dagon's INT score is an 8.
  • Darker and Edgier: His very nature as a fallen aasimar and the very abilities he controls makes him way edgier than Wake is on the surface. Lani immediately lampshades this while he's describing a skill.
    • Lighter and Softer: Lani spends a good deal of time claiming Dagon is actually this compared to Wake since he's not on a revenge quest.
  • Dark Is Not Evil: Everything about his appearance, origins, and powers suggest a major villain. Instead, he's just a guy looking for work.
  • Embarrassing Nickname: How he feels about his title as The Wraith of Eburkal since he wanted to be known as something else.
  • Foil: To Wake. He's a man with incredible power and poor impulse control, but unlike Wake who has immense spiritual power, Dagon is a fallen aasimar and is barely spiritual at all. Also unlike Wake, he is bombastic and charismatic whereas Wake is awkward and sullen, in contrast to their outward appearances.
  • Gameplay and Story Segregation: Despite his low intellect, he is usually quick to pick up on things due to being played by Lani who is both intelligent and an experienced gamer. Lani explains that it's Chic, his sword, giving Dagon advice, but this explanation doesn't always make sense in the context to the story. Can be explained by his high charisma and just straight of lying his ass off to get answers while pretending to know what's going on. note 
  • Handsome Lech: Uses his high charisma stat almost exclusively to hit on women.
  • Horrifying the Horror: Somehow, he's managed to freak out Gentle of all people.
  • Jerk with a Heart of Gold: He's nice enough, but he can be real pain in the ass at times and very trigger happy. That said, he openly states that he TRIES to not be a jerk, and throughout his first appearance alone, Eloy repeatedly compares him favorably against AJ, who Dagon otherwise reminds him of.
  • Meaningful Name: "Dagon" was a Mesopotamian ocean deity who was reinvented by H. P. Lovecraft as an Eldritch Abomination. This Dagon lives in an Ocean Punk setting and has ties to an eldritch being via his sword. Huxley, meanwhile, has been revealed by Lani to be named after the Houndoom they caught in their Soul Silver Nuzlocke, Hux, nicknamed The Motherfux.
  • Mr. Fanservice: His art matches his 20 in Charisma. He is a handsome man.
  • Red Baron: "The Wraith of Eburkal". He wanted to be the Specter, but it didn't catch on.
  • Sole Survivor: Of his old crew, according to himself.
  • Soul-Cutting Blade: His blade drinks souls that he cuts through. What makes it less of an evil weapon is that it's victim doesn't have to be a pure one, it just has to be a soul.
  • Suspiciously Similar Substitute: Of Wake. He even has a shockingly similar path to Rite as the Lockwood Oneders, according to his story.
  • Talking Sword: His weapon speaks, just in a language no one but he can hear and understand. Dagon is often in an argument with it.
  • Trigger Happy: When faced with a monkey slightly inconveniencing Eloy, his first idea is to just pull a pistol and blow it to pieces.

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