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Characters / Warframe - Syndicates

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Syndicates are various groups across the Origin System, caught in the crossfire between Grineer and Corpus. These can be anything from Origin System-spanning resistance groups, to religious groups, to towns, labor unions, or even local gangs. What they all have in common, though, is a shared hatred of the major powers that rule the system, and rewards for Tenno that pledge allegiance and resources to them.


Relay Syndicates

Relay Syndicates are organizations that, for all their Origin System-spanning power, simply don't have quite as much clout as the three big players, but they still make their mark. A complex system of alliances, rivalries, and conflicting ideals prevent them from truly unifying but they do have two things in common: a hatred of the dominant powers of the Origin System and alliances with the Tenno.

  • A Day in the Limelight: Most of the Syndicates have had at least one mission chain dedicated to them, expanding on their philosophies and the characters of their leaders. As of "Beasts of the Sanctuary," all the relay syndicates except for Steel Meridian, Arbiters of Hexis, and the Conclave have a persistent unique quest that grants a Warframe.
  • Enemy Mine: In quests and events that involve one of the Syndicates, they are willing to deal with Tenno who are in otherwise bad standing with them.
  • Grey-and-Gray Morality: Each Syndicate has a noble goal, like New Loka's desire to restore Earth to its former glory or the Arbiters of Hexis' goal of realizing the Tenno as their own civilization rather than just a warrior caste, but at the end of the day they're all willing to do some pretty questionable things to further them, like Red Veil being fully willing to destroy everything in the Origin System in order to start over, New Loka's loathing of anything that isn't purely human, or Cephalon Suda's callous attitude toward organic life.
  • Latex Space Suit: All of the human agents of the various Syndicates wear nigh-identical catsuits that are extremely form-fitting; the only differences between the uniforms of the various groups is the colors and patterns of the materials, and the various headgear that they wear. The suits do provide protection from the vacuum of space, and considering how much damage it takes to put an agent down, provides some degree of armor protection as well. God only knows how.
  • Well-Intentioned Extremist: They all have noble goals, but the way they implement them, and the fact that are perfectly willing to send death squads after supporters of their rivals puts them in this territory.

    Steel Meridian
I was wrong about you. You're a hero to these people... And to me.
"This war's chewin' up the weak and innocent. No one stands up for them but Steel Meridian."
Cressa Tal

A group of Grineer deserters and human guerrilla fighters sworn to protecting the colonies and what few civilians remain. They are led by Cressa Tal, and allied with the Red Veil, but are opposed by New Loka, and enemies of the Perrin Sequence.

  • Arch-Enemy: Cressa Tal is this to Sargas Ruk - he takes her desertion of the Grineer most personally, and she is equally critical of how he refuses to show his rank and file that there is another way for the Grineer to live besides being conquerors.
  • Bastard Understudy: Heroic Inversion. Cressa was Sargas Ruk's underling before she defected and formed Steel Meridian - yet another parallel between the Meridian and the Perrin Sequence.
  • Beauty = Goodness: Cressa is one of the more heroic Grineer characters and is comparatively less visibly deformed.
  • Defector from Decadence: They deserted the Grineer Empire in order to protect those being hurt by the constant warfare in the Origin System.
  • Defrosting Ice Queen: Cressa Tal starts off with a pretty negative attitude towards Tenno, but as they climb the ranks of her organisation, she'll warm to them considerably, eventually admitting that she was wrong, and that they are heroes.
  • Jerk with a Heart of Gold: Cressa Tal is coarse, direct, and devoted to protecting those who can't protect themselves.
  • My Species Doth Protest Too Much: They are a faction of heroic Grineer who oppose the Grineer Empire and are dedicated to helping out innocent people, including other Grineer defectors.
  • Now, Let Me Carry You: They're the ones who help the Tenno rebuild the Strata Relay (Larunda Relay for PS4) because the Tenno accepted them and allowed them to seek haven in the relays in the first place.
  • Noodle Incident: The reason why the Perrin Sequence didn't side with them.
  • Poke the Poodle: Their syndicate death squad is made up of rollers, which are more nuisances than actual dangers (unless they stun lock you in the middle of a more dangerous group of enemies).
  • Shotguns Are Just Better: Two of their three unique weapon mods are for Grineer shotguns: the Hek and the Sobek. One of their special weapons is the Vaykor Hek, an upgraded version of the original.
  • War Is Hell: But so long as they can help divert the battles away from innocents, then they'll take it as a victory.
  • Weapon of Choice: The Vaykor Hek (modified Hek shotgun), Vaykor Marelok (modified Marelok pistol), and Vaykor Sydon (modified Sydon polearm).

    Arbiters of Hexis
You set the example for the rest of us.
"The Arbiters of Hexis seek truth through trial and discipline. The Tenno will surpass their former masters."
Arbiters of Hexis Representative

A group of mysterious individuals who believe in finding truth through discipline and practice, rejecting the Tenno's warrior ways. They are allied with Cephalon Suda, but are opposed by the Perrin Sequence, and enemies of the Red Veil.

  • Bling-Bling-BANG!: They are the only Syndicate with a unique mod specifically for a Prime weapon; in this case, it's the Burston Prime.
  • Hufflepuff House: Unlike other Syndicates, they haven't been given named Non Player Characters, lore, or a quest yet. They are, however, the hosts of Arbitrations, endless missions with one life and no bleedout that are unlocked by clearing every node on the star chart, which can drop Ayatan Sculptures and exclusive mods.
  • Hypocrite: When they send a hit squad after you, they claim that "Your lack of honor has brought this upon you.". While sending a dozen Elite Mooks at you even when you're playing solo.
  • Mythology Upgrade: What they want the Tenno to go through. "Rejecting the Tenno's warrior ways" doesn't mean that they deny the Tenno's skill as badass space ninja commando warriors, but rather the idea that they are only that, suspecting there is a much higher calling for them that's been lost to history. Revelations from "The Second Dream", "The War Within", and "The Sacrifice" indicate that they are wrong.
  • Nice Hat: Their helmets are... impressive.
  • Sadly Mythtaken: A genuinely sad version In Univere, but this is the case with their belief in the Tenno being more than just warriors - the story quests reveal that the Orokin originally wanted to exterminate the Tenno just for the crime of existing, and only spared them due to Margullis's sacrifice. The Tenno were only ever intended to be warriors for the Orokin.
  • Weapon of Choice: The Telos Boltor (modified Boltor nailgun), Telos Akbolto (modified Akbolto pistol nailguns), and Telos Boltace (modified Boltace tonfas).

    Cephalon Suda
"You are curious. So am I. Cephalon Suda could help you unfold this strange map of existence."
Cephalon Suda

A mysterious A.I. with a thirst for knowledge and a hatred of destruction. She is allied with the Arbiters of Hexis, but opposed by the Red Veil, and enemy of New Loka.

  • A Day in the Limelight: "Octavia's Anthem", the quest that unlocks the Octavia Warframe, is all about Suda's past.
  • All There in the Manual: While not in a manual per se, her backstory is outlined in promotional materials for Octavia's Anthem, blowing the secret of Cephalon creation technology in the process.
  • Battle in the Center of the Mind / Inside a Computer System: At the end of the Octavia's Anthem quest the player is uploaded into her "datascape" where you have to fight off Hunhow's influence over her in a digital landscape.
  • Brainwashed: Courtesy of Hunhow during Octavia's Anthem.
  • The Computer Is Your Friend: She has zero interest in violence, just observing the world and gathering knowledge. Unless you ally with one of her ideological rivals, then she'll periodically sic swarms of attack drones on you.
  • Ill Girl: Gives off this vibe during the Octavia's Anthem quest as her memory corruption progresses.
  • Mind Rape: Becomes a victim of this by Hunhow in Octavia's Anthem. She gets better, courtesy of Ordis and the player.
  • Hypocrite: Suda detests New Loka and the Red Veil for embracing violence in the name of their cause, but she has no compunctions about deploying kill squads against her enemies just as they do.
  • Mysterious Employer: We don't actually get a real feel for what Suda wants to be doing, unlike the other five "primary" syndicates. She just promises you a slice of any of the meanings of life she manages to figure out, hands you a series of dirty jobs to do, and pays you with mods and guns if you finish enough of them.
  • Was Once a Man: As with the rest of the Cephalons. She was an Orokin Archimedian who willingly converted herself to a Cephalon when she started losing her memories, possibly due to a health condition, in an effort to preserve those she still had and out of conviction that memory and knowledge is what makes us human. Which explains a lot about why New Loka hates her.
  • Weapon of Choice: The Synoid Simulor (modified Simulor gravity gun), Synoid Gammacor (modified Gammacor laser), and Synoid Heliocor (modified Heliocor hammer).


    The Perrin Sequence
We stand behind you. Let's build a brighter future!
"The Perrin Sequence reject the Corpus doctrine that conflict is opportunity. We see the numbers differently. A shared prosperity can bring a shared peace."
Ergo Glast

A group of rogue Corpus traders and scientists who believe in achieving peace through economic restoration of the Origin System. They are led by Ergo Glast, and allied with New Loka, but are opposed by the Arbiters of Hexis, and enemies of Steel Meridian.

  • Absurdly High-Stakes Game: During the Glast Gambit quest Ergo Glast's bets against Nef Anyo end up firmly in this territory.
  • A Day in the Limelight: "The Glast Gambit" quest, which unlocks the Nidus warframe, is given to you by Ergo Glast. Funnily enough, it doesn't actually involve the Perrin Sequence much; the quest is about Glast getting you to help civilians.
  • Batman Gambit: What Ergo pulls off during the Glast Gambit quest.
  • Bastard Understudy: Heroic inversion - Ergo was an apprentice to Frohd Bek when he was in the Corpus proper.
  • The Chessmaster: Fittingly for a successful businessman, Ergo Glast is good at coming up and executing subtle schemes:
    • During The Glast Gambit he devised a plan to liberate Myconian hostages without needing to endanger their lives in a hostile breakout by playing on Nef Anyo's gambling habits and tempting him with a high-stake game.
    • During Ambulas Reborn he invested into Frohd Bek's project so that Bek would be able to manufacture more Ambulas prototypes - which assured that Tenno would have enough Trojan Horses for Glast's scheme to destroy self-learning neuro-net ''Animo'' (which controlled Ambulas proxies and made them more dangerous) to be successful.
  • Deadpan Snarker: Glast's interactions with Frohd Bek during Ambulas Reborn event show that he is not above open sarcasm.
  • Defector from Decadence: They take great issue with the regular Corpus over their war profiteering ways, and instead want to bring prosperity back to all through more peaceful trades.
  • Fiction 500: Even after defecting from the Corpus Ergo Glast has enough holdings and finances behind his name to make Nef Anyo jealous.
  • Greed: Completely averted by the Sequence in general, and Ergo Glast in particular. Perfectly demonstrated during the Glast Gambit quest, where he makes it clearly known he finds Nef Anyo's actions in the name of profit callous and despicable. Furthermore, bets his whole, very sizable fortune to ransom the life of a kidnapped child without batting an eye. And still does not bat it even after he loses it all due the bet being rigged.
  • Honest Corporate Executive: Straight up honest with the Tenno, pointedly focused on gaining profit in fair and ethical ways through peace instead of conflict, and hold restrained, but utter contempt for proper Corpus for their avarice and chase after profit over the lives of regular people.
  • My Greatest Failure: The Corpus proxies regularly fought by the Tenno turned out to be the Animo project that Ergo Glast invented, stolen by Frohd Bek.
  • My Species Doth Protest Too Much: These guys are pretty much the Corpus answer to Steel Meridian, having the view that the regular Corpus have it wrong.
  • Not So Different:
    • Like Steel Meridian, they want to help the innocent, with only their preferred methods being different (Preferring to do honest business, compared to being La Résistance), that one has to wonder why they don't help each other, and are instead direct enemies. Perhaps old Grineer versus Corpus hatreds die hard?
    • According to Cephalon Cordylon, the reason why they ended up hating each other is not how similar their purposes are, but some Noodle Incident involving the Grineer heritage of the Steel Meridians. Supporting this, the Perrin Sequence's stance during the Rathuum event suggests that they see Steel Meridian as giving aid to Grineer war criminals (by allowing them to join the syndicate's ranks without penalty).
    • Ergo Glast and Cressa Tal have even more in common, both being direct subordinates of high ranking leaders in their former factions (Frohd Bek and Sargus Ruk respectively) before splitting away from them to form their own factions.
  • The Stoic: Their leader Ergo Glast, who maintains an unflappable polite demeanor in any situation and never raises his voice.
  • Weapon of Choice: The Secura Penta (modified Penta grenade launcher), Secura Dual Cestra (modified Dual Cestra laser pistols), and Secura Lecta (modified Lecta electric whip).

    Red Veil
You are a fire: As feared as you are respected.
"The old ways speak of a cleansing fire. We of the Red Veil must burn away this corruption to begin anew."
Red Veil Representative

The Red Veil Resistance are a group of (apparently) humans who fight against the Grineer and Corpus much like the Tenno do, and are one of the several "Syndicates" added in Update 15. They first appear after the Grineer captured some of their members for hostages and imprisoned them in high-security jails with elite wardens with orders to trigger execution systems in their cells if any rescue attempt is made. They call for aid from the Lotus and the Tenno to save their imprisoned comrades.

The Red Veil's ultimate goal is to purge the whole of the Origin System of the corruption they see everywhere. No cost is too great, no blood is too precious. They are led by Palladino, and are allied with Steel Meridian, but are opposed by Cephalon Suda, and enemies of the Arbiters of Hexis.

  • A Day in the Limelight: "The Chains of Harrow," which unlocks the Harrow warframe, reveals their origins.
  • Badass Arm-Fold: Their representative. Both during transmissions and in Tenno Relays.
  • Church Militant: They essentially worship the Tenno, follow the teachings of a Tenno sealed within a priestly Warframe, and have their own dogma opposed to the Arbiters of Hexis. They also are an order of Badass Normal assassins and inquisitors who have no issues with slaughtering an entire ship of Grineer, including their allies if asked.
  • Cold-Blooded Torture: Their relay chamber has a few members of the resistance at the back of the room torturing some unfortunate Grineer with a variety of implements.
  • Escort Mission: They were introduced to the players as a bunch of hostages in the "Specters of Liberty" event. In what would become Warframe standard, babysitting them isn't really all that annoying, because you can give them your pistol and they have aimbot-level accuracy with them. And you can revive them as many times as you need as long as the bleed-out timer doesn't expire. This carries over to "VIP Defense" missions, though the guy you're defending will wander around aimlessly for some reason instead of taking cover.
  • Face–Heel Turn: The Veil is coming closer and closer to darkness. In Chains of Harrow they attack the Tenno due to their growing insanity and fanaticism from the influence of the Man in the Wall, and during Defection missions, they'll attempt to kidnap the Kavor, who are protected by Steel Meridian, their own allies. While they have good reason (protecting Rell, and thus the Tenno, and using the Kavor to bring peace), their more extreme side is becoming clearer.
  • Gender-Restricted Ability: The Red Veil's leaders have clairvoyant abilities which allow them to communicate with Rell's spirit. All of them are female.
  • Kill 'Em All: Their method of purging corruption from the system is to target everything nearly indiscriminately. All corruption within the system has to be wiped clean, no matter the cost.
  • La Résistance: The first faction of normal humans seen, resisting both Grineer and Corpus. If anyone is even suspected of belonging to the Red Veil, they are roughed-up and their ship is seized. Considering their ideology is built around massive violence against the evils plaguing the world...
  • Matriarchy: While the Red Vell was founded by Rell, a male Tenno child, its line of leadership contained only female clairvoyants who could communicate with Rell's spirit. Pallandino is the latest one.
  • My Master, Right or Wrong: As Rell begins to come apart and the Man in the Wall takes over, many of the Red Veil follows suit in attacking their former allies, including the Tenno.
  • Red and Black and Evil All Over: The Red Veil is the most openly unhinged of the Syndicates, and their uniform is a stark pattern of bright red and black. Even their rooms on the Relays are blood red and dimly lit.
  • The Revolution Will Not Be Civilized: The Veil is fighting to free the Origin System just like the rest of the Syndicates, but they are very willing to use dubious means to that end. They carry out Cold-Blooded Torture in plain view on the relays, and are perfectly willing to attack Grineer defectors that the Steel Meridian, their closest allies, are trying to save, just to make sure the defectors aren't 'corrupt.' They're even willing to use Infested weapons, and keep in mind that their operatives are bog standard, susceptible to Infestation humans, not The Immune like the Tenno or the Mycona. They use Infested Chargers as hit squads to attack their enemies. Hell, they keep Chargers on the relays. Who knows why the Lotus allows that.
  • The Unfettered:
    • They will go to any lengths necessary to destroy the corruption they see everywhere, no matter what it costs them. Considering that the wiki says that two of their favorite weapons are the Embolist and Mire, both Infested weapons(!), that should be worrying.
    • According to the devs, though, they do not attack civilian targets and try to avoid harming those they call 'innocent,' explaining their alliance with Steel Meridian. They just focus on the destruction of the corrupt rather than protection of the innocent. The Veil is the sword, and the Meridian is the shield.
    • They go even further as of Chains of Harrow. During Defection missions, they will attack the Kavor, the people you are trying to protect, to kidnap them and learn what causes them to defect.
  • Weapon of Choice: The Rakta Cernos (modified Cernos bow), Rakta Ballistica (modified Ballistica pistol crossbow), and Rakta Dark Dagger (modified Dark Dagger).

Red Veil NPCs

Red Veil Relay Greeter

A member of the Red Veil that stands outside of the Red Veil's room in any Relay.

  • No Name Given: He doesn't have a name so far.
  • Token Good Teammate: He seems to be the only member of the Red Veil who doesn't act maliciously or in a serious manner and is rather friendly towards the Tenno when they interact with him. He will say kind words such as "See you out there, Tenno" or "Thank you, Tenno" to the player.


The Holy Speaker of the Veil, Palladino is the latest in a line of clairvoyants who commune with the spirit of Rell, a forsaken Tenno child who founded the Red Veil.

  • Action Girl: Palladino, like the rest of the Veil, is trained in combat. She fights several possessed Red Veil members alongside the player when they come to rescue her.
  • Foreshadowing: Her entire summoning chant. If you pay attention, you can divine the entire plot of Chains of Harrow. The only part she doesn't directly allude to is Harrow's purpose as Rell's "vessel" in the Veil's temple.
  • Heroic Lineage: Her foremothers (she states up to four generations back) served as Speaker of the Veil, communing with Rell. She obviously does the same.
  • Insistent Terminology: She refers to the Warframes as "vessels," Lotus as the "holy mother" and the Tenno as "holy children."
  • I See Dead People: Her clairvoyant abilities allow her to speak to the spirit of Rell, an autistic Tenno child who had been abandoned by almost everyone he knew.
  • Mercy Kill: She asks the player to do this to Harrow in order to put Rell to rest.
  • Mystical Waif: She has psychic abilities and guides the Tenno through holding a seance to commune with Rell. She also knows quite a lot about the Tenno and the Lotus due to these communions.
  • Only Sane Man: The only member of the Veil who doesn't try to kill you during Chains of Harrow.
  • Right-Hand Cat: Has a black Kavat named Rook, who growls at the presence of the 'resurrected' Red Veil members and you, for reasons that become clear during Chains of Harrow.

    New Loka
Your humanity is a beacon for all!
"New Loka believes true humanity is the only way to cleanse ourselves of this suffering."

Naturalists who believe the key to peace is the restoration, body and soul, of Earth and the original human form. They are led by Amaryn, and are allied with the Perrin Sequence, but are opposed by Steel Meridian, and enemies of Cephalon Suda.

  • A Day in the Limelight: "The Silver Grove" quest, which unlocks the Titania warframe. Quite a bit of detail is given on New Loka's philosophy and beliefs.
  • Broken Pedestal: Upon learning that the Silver Grove, New Loka's "most sacred shrine" that resisted the Orokin terraforming, was not only seeded by an Orokin Archimedian but made conscious by Orokin technology, Amaryn calls it an abomination and tells the Tenno to let it burn and tell no one what they learned.
    • Rebuilt Pedestal: However, after a well-deserved calling out from said Orokin, Amaryn realizes that Silvana's reverence of nature was essentially a prototype of New Loka's own teachings. Upon watching the Tenno fight to preserve the forest she nearly allowed destroyed, she remarks she will guide New Loka to drop their Fantastic Racism and become more accepting of the truth.
  • Cult Colony: Played with. While they're definitely a cult, their teachings bid them to return to Earth and re-establish civilization there.
  • Dark Messiah: Their leader Amaryn gives this vibe, all the way up to standing on water.
  • No Transhumanism Allowed: Their entire ideology is built around going back to a pure human form, to the point that they are flat-out enemies with Cephalon Suda.
    • Cephalon Cordylon expands on this in one of the ask the Cephalon questionaires - New Loka wants to remove all traces of the Orokin, including their technology, which is a major point of interest for Suda.
  • Straw Hypocrite: Seen as this by many, since in spite of their obsession with "purity", they're willing to weaponize the Infested. No in-universe justification has been given for this.
  • The Unfettered: Like the Red Veil, they have no qualms about how far they have to go to reach their objective, to the point that they're willing to use Ancient Infested as both specters and retaliation squads.
  • What Measure Is a Non-Human?: Although they ally themselves with the Tenno, they still consider the Warframes unclean, alongside everything else the Orokin have touched. After the events of The Silver Grove, they're beginning to reconsider this stance.
  • Weapon of Choice: The Sancti Tigris (modified Tigris shotgun), Sancti Castanas (modified Castanas explosives), and Sancti Magistar (modified Magistar hammer).
  • You Are a Credit to Your Race: New Loka allows the Grineer into their ranks. However, they must be cleansed first. If they survive the cleansing.

Well met, Master! You bring honor and fear to The Conclave.
"You must prepare. You must accept The Conclave. Let it be your teacher and I its humble guide."
"A warrior only grows if they face the ultimate enemy: Themselves."

The Conclave is a neutral faction led by Teshin, a mysterious figure from the Orokin era. Teshin believes that following the Lotus makes the Tenno 'complacent' and unprepared for the powerful threats outside the solar system; as such, he hosts the game's player-versus-player segment, the Conclave, where Tenno face each other in battle to improve their skills.

  • Ambiguously Brown: Teshin's skin tone is noticeably brown, but no allusions to what ethnicity or nationality he's supposed to represent have been made. Of course, ethnicities as we know them would be long gone by the time of Warframe.
  • Badass Mustache: Teshin is one of the only characters in the whole game seen with any sort of actual facial hair (though it's not very pronounced).
  • Bodyguard Betrayal: Immediately pulls this off against the Grineer Queen once the artifact that made him unable to defy her was taken away.
  • Cool Old Guy: He's from the Orokin era, a master fighter, and has a damn nice voice, to boot.
  • The Dog Bites Back: The Tenno can let him have the killing blow on the Elder Queen.
  • Dual Wielding: Has a nikana daishō hanging off his belt.
  • Elephant in the Living Room: In this case, an entire mountain-dojo background inside the room of the Tenno Relay, complete with gaping ice trenches under it, and neither the players nor the NPCs seemed to care about structural integrity with this design, unlike the Syndicates whose rooms are as small as the player ship. It's possibly a hologram like in Cephalon Suda's room.
  • Empowered Badass Normal: As a Dax soldier Teshin is this, displaying superhuman feats and abilities in combat, beyond reach of anyone but the Tenno or other heavily augmented combatants.
  • Exact Words: This is apparent for the case of his enthrallment to the Queens: His loyalty is to that whom holds the Kuva Scepter, so when the Tenno manages to steal it from the Queens, guess what the Tenno is and what the Queens aren't to Teshin...
  • Given Name Reveal: During War Within, we get to learn Teshin's full name: Teshin Dax.
  • Hypocrite: Possibly. He chides Lotus for keeping secrets from the Tenno, but turns out to have been concealing things from them as well. Unlike her, however, he offers quite a heartfelt apology after the issue is resolved and may not have had a choice in the first place.
  • I Shall Taunt You: A subtle variation of the trope. When he learns that Lotus' original name is Natah during the titular quest he starts using that name when speaking to her, which she doesn't like at all. As the quest continues, he noticeably switches between the two during conversation: when she's being helpful he addresses her as Lotus, but when she starts being cryptic, obstructive, or avoids answering questions he switches right back to calling her Natah again.
  • Last of His Kind: Teshin is the last Dax soldier from the Orokin era.
  • Master Swordsman: You get to see Teshin in action during The War Within, and he is no slouch by any definition of the word.
  • Mission Control: Teshin acts as regular mission control during player-vs-player matches, and very briefly during the "Natah" quest instead of Lotus.
  • Mistreatment-Induced Betrayal: It was probably a bad idea on the part of the Grineer Queens to constantly bully and belittle a man whose loyalty to them was ensured only by their continued possession of a fancy stick.
  • My Greatest Failure: One of his lines indicates he believes he failed the Orokin Empire, and thus serves the Tenno as they're the last "proper" remnant of it remaining. The fact that the Orokin essentially forced him to obey them via a Restraining Bolt indicates he may not be completely honest in this regard... or he had very kind masters before being forced to serve the Twin Queens.
  • My Master, Right or Wrong: Defied. As a Dax soldier, he must obey direct orders from Grineer Queens, who are surviving Orokin and possess a Kuva scepter. He does not serve them out of personal loyalty or admiration, hesitates to attack the Tenno when the Red Grineer Queen is reserved with her Kuva Guardians, uses every opportunity he gets to aid the Tenno, and the moment he gets a chance to strike at the Queens he takes it.
  • Mysterious Past: Absolutely no hints of his backstory are given until the War Within, where it's revealed that he's actually Teshin Dax, and thanks to a Kuva Scepter, in thrall to the Grineer Queens. He's not happy about it.
  • Nice Hat: His impressively large bowl-shaped hat that covers his eyes (apparently a running theme with the Orokin). Appears to be based off of the head of a Kappa or a kasa, a traditional Japanese wide-brimmed hat worn by monks and warriors. According to the Sacrifice, it appears to be part of the standard Dax attire.
  • Old Master: He doesn't look old, but has a fitting attitude and personality. Plus, see his Really 700 Years Old entry.
  • Power at a Price: As a Dax soldier he was given incredible strength and power by the Orokin, but at the cost of being unable to defy or raise steel against any who held a Kuva scepter.
  • Really 700 Years Old: As far as we know, Teshin is a leftover from the Orokin Era who survived the fall of the empire and took The Slow Path to where he is now. The War Within quest confirms it, where it is revealed that he is a Dax soldier.
  • Remember the New Guy?: If a player hasn't done any PvP, his appearance in the Natah quest comes completely out of left field, leaving them wondering who this person on their screen is.
  • Restraining Bolt: A scepter with a kuva substance is this for him, as a Dax soldier he is hardwired to be unable to attack the holder of such scepter nor disobey a direct order from them. However, other than that his mind and will are completely free, and this leaves him enough leeway to act against them.
    • It's also his Weapon of Choice, the Orvius. A Chakram that was meant to hold its victim in place, leaving them stunned for a short time. He uses this on you once the Red Queen directly orders him to do so.
  • Sink-or-Swim Mentor: His methods of training are very practical. As a master of the Conclave, his goal is to help the Tenno improve their combat skills - which he achieves by, instead of simply handing over new techniques and advice, organizing the Concalve bouts where Tenno duke it out between themselves and draw conclusions from that on their own. During the War Within quest he leaves the player character to unlock their hidden powers "the hard way", by going through a series of deadly trials on their own, with nothing but cryptic hint now and then. Justified by that he apparently was ready to help more directly, but as the player tenno was highly mistrustful of him at the point, he decided not to waste his efforts (as well as by subtle surreality of the whole episode).
  • Sour Supporter: He vocally distrusts the Lotus, claiming that under her the Tenno became "complacent like oxen", but still aids the Tenno - though one can get a certain "I can raise them better" vibe from him.
  • Spanner in the Works: He serves as this to the Twin Queen's plan to control your Tenno, by allowing you to unlock your memories of the Zariman. However, while this saves your Tenno, Margulis did it for a reason: to keep the Tenno from succumbing to what she called "the Voices"note . This removal seems to have served as this to Margulis and Rell's plans too, as it ultimately causes the Veil and the Tenno to become possessed by The Man in the Wall, so it might also be a case of Nice Job Breaking It, Hero!.
  • Summon to Hand: Does this with his Nikana during The War Within.
  • Treacherous Advisor: Appears to be this when it is revealed that he is working for the Grineer Queens, but in the end it gets subverted. He never had a choice in the matter, despises them on principle, subtly assists you in screwing them over.
  • Unwitting Instigator of Doom: He undoes Margulis' mental Restraining Bolt, thus allowing The Man in the Wall to become even stronger, and quite possibly indirectly causing the events of Chains of Harrow.
  • Weak, but Skilled: He's this compared to the Tenno he trains. He lacks the durability and Void-fueled powers of a warframe, but when it comes to sheer experience he surpasses any Tenno.
  • We ARE Struggling Together: Dislikes the Lotus intensely, warns the Tenno against trusting her too much, and makes it clear he would much rather the Tenno held someone else in such high regard... but makes no attempts to take her place and seems just as intent on making his students the best they can possibly be.
  • Zen Survivor: Fits the part, as his teaching and guidance tend to be rather cryptic.

    Cephalon Simaris
I can see you are hungry for the knowledge of the Sanctuary!
"Through synthesis we can rebuild and preserve. Create memory-immortals within this data oasis. Will you become enlightened, Tenno? Will you hunt for me?"
Cephalon Simaris

Cephalon Simaris is an Artificial Intelligence who operates the Sanctuary, a 'data-oasis' that, via a process called Synthesis, living creatures can be uploaded into as data. Simaris seeks to immortalize creatures across the solar system, and calls on the Tenno to use his provided scanning devices to hunt and capture valuable specimens and preserve them in his Sanctuary.

  • A Day in the Limelight: The quest "The New Strange," which unlocks the Warframe Chroma, involves Simaris heavily.
  • Big "NO!": Simaris does this whenever the player kills a Synthesis target.
  • Changed My Mind, Kid: Arrives with his "sanctuary beasts" to help during the final battle in the Octavia's Anthem quest, even though initially he refused to get involved.
  • For Science!: His dedication to the Sanctuary, a digital research collection of pretty much anything and anyone he finds intriguing or that strikes his fancy, especially if the target is alive.
    Is this murder? No. All beings of substance die eventually. Only those forgotten are truly dead.
  • Jerkass: Spends most of Octavia's Anthem doing nothing but berating and belittling the player and Ordis for even doing so as much as talking to Suda, and has an utter hatred of the concept of music. Even when both Suda and Ordis are presumed dead, where his tone and lines show that he has never liked or cared for Ordis since he refused his plans in The New Strange, to the point where it sounds like he'd almost like it if Ordis remained captured and possibly dead for real. He gets better, though.
  • Jerkass Has a Point: During the Octavia's Anthem quest he harshly suggests to cut Suda off the Cephalon weave, fearing that her corruption could spread to other Cephalons. He proves to be absolutely right, and things get even worse when Hunhow uses his control over Suda to subvert and take Ordis out of commission.
  • Mission Control: If there's a Sanctuary Target nearby, he'll pop in to tell you about it when the Lotus is done talking. He also shares screentime with Lotus during "The New Strange".
  • Neutral No Longer: He couldn't care less about the politics of the System as long as the Sanctuary gets filled up. But try anything against Cephalon Suda and he'll sic the whole Sanctuary against you.
  • No Sense of Personal Space: Walk into the center of the Sanctuary and he promptly zooms right into your face and stays inches away from you no matter where you walk inside his chamber. Eep.
  • Rapid-Fire "No!": One of his quotes whenever a synthesis target is killed.
  • They Really Do Love Each Other: A platonic example of this with Cephalon Suda during Octavia's Anthem. Despite seeming overt animosity between them over Simaris's hatred of music as "meaningless data" and Suda's attraction to it, they appear to have history with one another in the past; despite repeated condemnations and recriminations of the player for continuing with the quest, when the player comes to Simaris for help to rescue Ordis and Suda from Hunhow, Simaris sends them to confront Hunhow in the datascape, and eventually joins the battle together with his Sanctuary soldiers just when Ordis is being overwhelmed. After Hunhow's banishment from the datascape, he brushes off his involvement as "a loyalty glitch", but both he and Suda show they do care for one another's continued functioning despite whatever bickering they may engage in.
  • Tsundere: Towards Suda during the Octavia's Anthem quest. While he's very dismissive of her at first, he joins the fight during the final battle, unconvincingly brushing it off as a "loyalty glitch".
  • Unwilling Roboticisation: Sanctuary Targets appear to get disintegrated, analyzed, and rebuilt in the Sanctuary as digital lifeforms. Of course, the Tenno would probably end up killing them either way. Sort of like how a Cephalon is made.
  • Virtual Training Simulation: Gain enough standing with Simaris, and he will allow you into the Simulacrum, where you can face virtual copies of enemies you've scanned with your Codex. He also offers access to Sanctuary Onslaught, a special mission with escalating difficulty where you can challenge your skills (and Simaris, in turn, can analyze your combat data).
  • Was Once a Man: Like all Cephalons. During Octavia's Anthem, Suda mistakenly refers to him as Irmis.
  • What the Hell, Hero?: Synthesis targets are extremely durable compared to regular enemies, to prevent you from accidentally killing them. If you put in the extra effort to finish one off anyway, Simaris will scold you for it.
    Simaris: What have you done?! Synthesis only works on the living! Can you control your murderous impulses for the good of the Sanctuary?!

Colony Syndicates

Colony Syndicates don't have the reach of the Relay syndicates, but they do serve as your best allies in spaces overrun by Grineer and Corpus.

    The Quills
We have had, and shall have, a long association, Tenno. I know our conversations well. Sho-lah.
"From memories of a past that has yet to be, the Unum knows you as a terror to the Eidolons. This has been waiting for you, to deliver upon them a terrible ruin."

The Quills are a mysterious organization who have a representative in Cetus. They can tell the paths of the future, and serve something called the Unum, an apparently religious deity.

  • Action Survivor: While they rarely partake in combat, Little Duck notes that she has never seen one get caught, much less hit, in the middle of a firefight thanks to their ability to see into the future. It makes a Quill's death in the first stage of the Profit-Taker heist all the more shocking, but Little Duck and The Business believe that said Quill let himself be killed to advance an agenda.
  • Ambiguously Human: One of Onkko's lines is "Tenno separating from simple nexus at Quill Onkko Primary", which points to Onkko having become something more than human. And then there's the fact that trying to ground himself in the present to speak of the life he left behind causes him something like actual pain, or at least great frustration.
  • Butterfly of Doom: This is one of the things they stop through their actions. Specifically, Onkko, their representative, foresaw that Cetus and her people would be doomed if he didn't fake his death and join the Quills.
  • Dying Clue: During the Profit-Taker Orb Heist the Tenno need to rendezvous with a Quill informant who possesses access codes to a satellite that powers up Profit-Taker's shield - but by the time they get to the meeting point the Quill informant is already killed by the Corpus. However, with the Quills' future-seeing capabilities, he had foreseen that coming to the meeting spot would result in his death, so he left enough clues on himself to allow the Tenno to find the codes anyway.
  • Faking the Dead: Their representative is Onkko, who faked his death in order to save Cetus.
  • My Death Is Just the Beginning: The preparations that the informant undertook were very extensive and roundabout and must had required very cosiderable amount of time at his disposal - in fact, it was obviously plenty enough so that the Quill could've easily planned around his death, finding a way to pass the codes without dying. Doubly so because, again, Quills can see the future. This all makes it look like the Quill had intentionally allowed himself to be killed, with his trail of clues that led to the codes being his primary plan and not a precaution, and his death rather than an accident was serving to advance some agenda. Little Duck and The Business lampshade it themselves after you deal with the Profit-Taker.
  • Mysterious Watcher: Their primary mission seems to be observing events and affecting them in a way that prevents future disasters and calamities. Cetus and Eidolons seem to be their main focus and priority, but they are known to act and conduct their observations across the rest of the Origin System too.
  • The Multiverse: It's hinted at that they can interface and interact with other universes bred from decisions, actions, and occurrences that either did or did not happen.
  • Seers: Their association with the Unum within Cetus' Orokin Tower has given them the ability to see many possible futures and Alternate Universes, and guide the Ostrons and their Tenno allies down pathways that will be beneficial to Cetus' well-being.
  • The Stoic: Konzu implies that whatever makes Quills what they are also strips away their capabilities for emotion. Though this might be an exagerration, as Onkko clearly regrets having to leave Saya behind.
  • Time-Travel Tense Trouble: They have already seen or done their interactions with you, and speak like this before correcting themselves.
    Ah, the history you will have.
  • Walking Spoiler:It's hard to discuss the Quills' representative without revealing that Onkko is alive and among their ranks.

    The Ostrons 
See "Cetus" on the Colonies page.

    Solaris United
We all lift together.
"We are the used. The mutilated. The indebted. We are Solaris United."
Vox Solaris

A Syndicate in the Venus open-world environment, a network of guerrilla fighters and covert agents fighting to liberate the Solaris colonies on Venus that are enslaved by the Corpus. Their primary contact with the Tenno is Eudico, the head of the Fortuna colony.

For information on the colony, see "Fortuna" on the Colonies page.

  • Cyborg: Their numbers are formed from the people of the Solaris colonies such as Fortuna, so they sport the same replacement cybernetics as noncombatants of Solaris.
  • Foil: To The Perrin Sequence, both fight the Corpus, however The Perrin Sequence is made out of the upper class while Solaris United are made of the working class.
  • Homemade Inventions: Their Weapon of Choice, the Kitgun, is a catchall term for guns made from repurposed machine parts.
  • Mission Control: Eudico serves as this on Orb Vallis, completely replacing the Lotus while you're there.
  • Mole in Charge: Eudico, a "floor boss" (Nef's overseer) on Fortuna is the leader of Solaris United.
  • My Greatest Failure: Solaris United used to be much more active in the past, but after a bloody Corpus crackdown they have been all but eradicated. Eudico, the leader of Solaris United who managed to remain undiscovered, blamed herself for the deaths of her people, and put a stop one the whole movement. Instead, she made a complete U-turn in her attitude, trying to prevent further Solaris deaths by being as obedient and non-resistant to Nef Anyo as possible.
  • La Résistance: What they are. They combat the Corpus' oppression by conducting covert raids on the Corpus' surface facilities and inserting their double agents into their structure, hiding amidst the population of the Solaris colonies in the meantime. Occasionally they also send their operatives across the system to investigate for new opportunities.
  • Secret Identity: Vox Solaris, a digital avatar used by Solaris United when adressing Corpus that looks like a rendered face resembling a Guy Fawkes mask. It is hinted that Eudico is the one actually speaking.
  • Sudden Principled Stand: When Nef asks Eudico to line up the fifty most unproductive solaris so that they can be brainshelved for a mistake that was entirely his fault, she finally realizes he cannot be reasoned with and has the Tenno send him a message (which here means blowing up the repossession squad with a K-Bomb). Oh, and Vox Solaris promptly makes her return following this.
  • Weird Trade Union: Also implied to have shades of this, considering what Eudico has said about "keeping Nef honest".

    Vox Solaris
Ready to dance on some faces?
"Well, well, well. Another Tenno. This ain't my usual line a work, y'understand. I'm not from around here. But I got a fast tractor and know how to jump a rail, so a friend in Cetus set me up with all this. Name's Little Duck: Fortune hunter, rail agent, and the girl your mumsie warned you about... And now, somehow, the local Quill-endorsed purveyor of Amps and assorted paraphernalia. So, what'll it be?"
Little Duck

Vox Solaris is the persona used by Fortuna's floor boss - Eudico - to serve as the Voice of the Resistance within Fortuna, making sure Nef Anyo can't rest easily on his laurels and keeping the rest of the Solaris peoples' hopes up via Solaris United. However, it also refers to a more secretive group within Solaris United, which only a few people - namely, Eudico, The Business, Little Duck, and the player - know about. While they plan out heists and plots to further sabotage Nef's efforts within the Orb Vallis, Little Duck also serves as a liaison between Vox Solaris and the Quills; providing Tenno Operators with unique equipment in exchange for mysterious devices scattered throughout the Vallis called "Toroids".

Their representative to the Tenno is Little Duck.

  • Arson, Murder, and Jaywalking: Little Duck's rap sheet from Corpus includes trespassing, intimidation, possession of Orokin artifacts, murder and unpaid docking fines.
  • Canon Immigrant: Little Duck first appeared in the official comic; one of her greetings to Tenno Operators is a Call-Back to its events.
  • Collective Identity: Vox Solaris is primarily used in reference to Eudico's role as the Voice of the Resistance, but it's also used to refer to the people composing the core of Solaris United: currently Eudico, The Business and Little Duck.
  • Do Not Adjust Your Set: Vox Solaris is occasionally seen hijacking video screens in Fortuna to broadcast anti-Corpus propaganda.
  • Early-Bird Cameo: Little Duck first appeared in the Warframe comics before she was introduced in game as the representative for the Vox Solaris.
  • Fluffy the Terrible: One of Solaris United's top operatives, renowned throughout the Origin System, respected by the Lotus, able to go toe-to-toe with entire squads of Grineer, and the official liaison between Vox Solaris and the Tenno is known as... Little Duck.
  • Friendly Sniper: While the Tenno deal with the Directors in the Enrichment Labs, Little Duck takes up a position on a nearby mountaintop to provide support with her Lanka.
  • He's Back: Eudico decides to return to open resistance and puts the Vox Solaris back together when Nef Anyo orders the brain-shelving of fifty Solaris, as it becomes clear that trying to placate Nef will not save her people.
  • Ignored Expert: In "Operation Scarlet Spear," Little Duck mentions how she tried to warn Teshin that the glut of Sentient artifacts on the market were too dangerous. He ignored her until the New War started, and then immediately asked her for help.
  • Mission Control: Little Duck serves as this in the Disruption mode (outside of Jupiter).
  • Prodigal Hero: Little Duck was The Business's protege and his most talented student, until they had a falling out because of their differences in worldview and she left Fortuna, becoming a freelance agent. However, once she learns of the danger threatening Fortuna that was tied to Nef's Orb Mothers, she decides to return and bring warning to them, getting there somewhere around slightly before the Tenno's arrival to Fortuna.
  • Rebel Relaxation: Little Duck's default pose.

"We Ventkids. No mumsie-dadsie for us. No biological kin, just our logical kin. This here's me logical-bro, Boon. He runs the Kubrodons, scores the parts. I run the Vent Pobbers, we make the boards. You buyin'? Need a plank? Once a cycle I got something dog. Best prices too, glinty. Mates rate, chek?"

A group of Solaris orphans who have bonded together within the network of ventilation shafts around Fortuna, the Ventkids serve primarily as the means through which players can obtain their own K-Drives, Hoverboards designed to traverse the Vallis quickly and stylishly. Their main contacts with the Tenno are Roky, who runs the "Vent Pobbers" group that assembles K-Drives for themselves and their Tenno allies, and her "Logical-Bro" Boon, who heads the "Kubrodons" group that steals the parts needed to assemble K-Drives and also organize "Time Trials"-style K-Drive Races throughout the Vallis. When they're not scrounging through Nef's coffers for K-Drive parts or testing out their latest boards, they fill up the vents they live in with the sounds of their own, heavily percussion-oriented music, called "Skeg" - much to the annoyance and chagrin of the other Solaris outside.

  • The Artful Dodger: Almost all of the Ventkids' wares have been stolen from Nef Anyo and company, and the lot of them are brilliant mechanics and perfectly capable of taking care of themselves within Fortuna's vents. And of course, they've got enough clout that they're considered to be a Syndicate of their own.
  • Family of Choice: The entire group of them refer to each other as their "Logical-Fam" since they have no biological families of their own to return home to at night.
  • Future Slang: The Ventkids have their own vernacular of slang terms that make them sound something like future skateboarders, peppering their speech with phrases like "logical" (like family), "clokkit" (check it out), "terminal" (awesome), "dog" (cool), "howzit" (What's up?), "chek" (yeah), and so on. They also use the modern slang term "Fam", a shortened version of "family".
  • Hoverboard: They specialize in assembling and kitting out K-Drives, which behave fairly similarly to hoverboards.
  • Killer Rabbit: Ventkids never direct their hostility towards the Tenno and they may look endearing, but they are far from harmless. One of the greeting messages from Boon once you reach high enough rank with them is a story how one of the Ventkids tried robbing a store owner at a gunpoint. Unfortunately for him, that store owner was capable of defending themselves. Fortunately, it was The Business.
  • Parental Abandonment: Most of the Ventkids lost their biological families at some point in their lives, and rely on each other rather than adults within Fortuna's vents.
  • Wrench Wench: Roky's the Ventkid who helps the Tenno assemble their K-Drives. She'll also occasionally offer a K-Drive she built herself to Tenno agents in exchange for Platinum.
    The Entrati 
A family of Orokin researchers living on Deimos, where they work tirelessly to keep the Grey Strain of the Infestation in check - and trying not to strangle each other.
  • Abusive Parents: Father offhandedly tells Daughter he wishes she'd never been born and previously killed several of Son's pets, while Mother is domineering and paranoid. Son implies Mother and Father were neglectful in favor of Daughter, and the pair exiled him for an accident he caused.note  That's without getting into the massive scarring Father has, delivered by Mother herself with a shard of glass.
  • Ambiguous Situation: While Grandmother denies it, her blasé reaction to the heart apparently dying and her admittance that the family only really works together well under pressure implies she was the one controlling the Necramech that damaged the heart in the first place, in order to force the family to both work together and bring Deimos into the Sol system to recruit the aid of the Tenno.
  • Apron Matron: Grandmother does care for her family and makes it obvious, but she's not above forcing them to shut up and work together - it is very heavily implied that she's responsible for everything that happened in the "Heart of Deimos" quest.
  • The Beastmaster: Son managed to figure out how to control Deimos' wildlife, and offhandedly mentions that he's sending Velocidrones to provide a distraction for you during the final part of "Heart of Deimos". He's also able to modify the infestation within the Wildlife, at least in the case of Predasites and Vulpaphyla.
  • Creepily Long Arms: Like Ballas and Nihil, their right arms are considerably longer than their left. This is apparently a common trait among the Orokin.
  • Cool Old Lady: Grandmother is the nicest of the Entrati, and also runs the Cambion Drift K-Drive races. Even if you screw them up, the worst she does is admonish you in a respectful tone.
  • Cute Monster Girl: Daughter, despite being covered up to her waist in the infestation, is still a rather attractive teenage looking girl. She's still able to look endearing when wearing her Naberus costume, somehow.
  • Disappeared Dad: Mother dragged the family to Deimos in pursuit of her lost father, fueling mutual resentment: the family blames Mother for their hardships on Deimos and getting Infested, while Mother claims they all knew the risks and are traitors for blaming her. She also claims her seriglass shard is all she needs to find him again... though after hundreds of years, this seems unlikely.
  • Dysfunctional Family: The Entrati are what happens when two Mad Scientists marry, and have two equally screwed-up kids. It's a mess, though they can operate as a team once on the same page.
  • Even Bad Men Love Their Mamas: ZigZagged - Son has many harsh things to say about Mother, but he is extremely respectful of Grandmother, and given that his token's give the second highest amount of standing after her own, it's likely that they are the closest members of the family.
  • Fantasy Counterpart Culture: To Ancient Egypt. Their home, the Necralisk, resembles a pyramid, the main body of their Necramechs resembles a sarcophagus, and the inner architecture of the Necralisk resembles that of an Egyptian temple. Additionally, the Predacytes that can be found in the Cambion Drift are all named after important castes/roles from Ancient Egyptnote , while the Vulpaphyla appear to be designed after the Sha, the totemic animal that Setnote  derived his appearance from.
  • Fluffy Tamer: Son has managed to domesticate some of the Infested Wildlife on Deimos. Should you capture a Predasite or Vulpaphyla that was injured by the infested, he offers the option to nurse it back to health, giving you a new type of companion in the process. In gameplay terms, while they have their own unique mods and appearances, Predasites are a kubrow-variant while Vulpaphyla are a Kavat variant (and within in-universe, are likely infested forms of those creatures). He has also managed to tame the Velocipods, which are available as a cosmetic skin for k-drives.
  • Foil:
    • To the Ostrons and the Solaris - while the former groups are formed from a wide variety of people, the Entrati are a single nuclear family. In regards to how they deal with the local enemy faction, they are a composite of the other two colonies - they have been subsumed by the Infestation but retain enough free will to oppose it in spite of this. Additionally, while most of the named members of the Ostrons and Solaris appear to be on amiable terms, the Entrati are a Dysfunctional Family who only really work together when the Godzilla Threshold has been crossed.
    • The clearest foil the Entrati have are the Ventkids - while the former are a biological family whose members spend most of the time at each others' throats, the Ventkids are a Family of Choice who work together for the betterment of all of them.
  • Foreshadowing:
    • Mother mentions dreaming about her father tapping on the Untime Wall, which Loid confirms did happen. Tapping is associated with the Man in the Wall, whose presence isn't otherwise alluded to until long after you've unlocked the Cambion Drift.
    • Father mentions being able to reroute the Tenno's systems so that they can control a Necramech during the final portion of "Heart of Deimos". Story-wise, this is the first hint players will receive that the Warfames are being remotely controlled.
  • Glowing Eyes of Doom: Every member of the family has glowing blue eyes.
  • Hen Pecked Husband: Father is implied to have been this until he finally got fed up with Mother and retreated to a different part of Deimos.
  • Hidden Depths: While he treats the rest of his family with disdain, Son advises the Tenno to at least occasionally listen to Grandmother, believing that her not being a scientist or warrior gives her greater insight into the rest of the family than the others possess. One needs only to complete the "Heart of Deimos" quest to see just how correct he is. He also seems to be aware he knows less than he thinks he does, according to Grandmother. He was also in an arranged marriage before the fall of the empire.
    • As for why he knows this, if one examines how much standing each Entrati token gives when exchanged with Grandmother, the most valuable ones to exchange after Grandmother's own tokens are Son's, implying that they are the closest members of the family.
    • Son is usually a melodramatic, smarmy teenager when spoken to, but when you're successfully hunting for conservation targets, he opens up considerably. On top of him having amusing anecdotes regarding some hunts, like people trying to tranq a velocipod while riding another velocipod, he also completely melting when he receives a Pharaoh Predasite, with all of the little parasites it uses in self defense also sleeping.
    • He also philosophizes about the Infestation itself, and psychoanalyzes the rest of his family to a painfully accurate degree of knowing each of their weaknesses. While he softens up to his father and sister and tries to make amends with them, even at max rank he has a critical view of his mother, believing she is still feeding into her self-serving narrative.
  • I'm a Humanitarian: Downplayed. Grandmother notes at one point that the rest of the family were days away from eating each others' heads off before the Tenno arrived. She emphasizes that this is not metaphor.
  • Insufferable Genius: With the exception of Grandmother, the entire family seems to have this problem - they're experts in their individual fields, but this has inflated their egos to the point that they are condescending toward others, especially members of their own family. That being said, both of the children downplay this - Daughter's ego is only expressed in the form of wallowing in self pity, while Son at least seems to be aware that he doesn't know as much as he thinks he does, unlike his mother.
  • It's All About Me: With the exception of Grandmother, all of the Entrati have the tendency to put their personal needs and goals over the rest of the family, unless something really, really bad happens.
  • Kick the Dog: All of them have done something like this to another member of their family.
    • Son incinerated all of Daughter's fish and then gave their ashes to her as a birthday gift. Turns out he didn't go that far - he just released them all back into the wild and gave her some other ashes as an insult; he gifts her some of the descendants of her fish when the siblings make up.
    • Mother viciously lacerated Father with a piece of seriglass for suggesting giving up on finding Albrecht.
    • Son once dressed up two of his creatures as Mother and Father. The one dressed as Mother ran into a bottomless pit, and the one dressed as Father followed the other to its doom. Grandmother surmises this hit too Close to Home.
    • Father apparently massacred all of the wildlife Son kept as pets, and it's implied this was before Son broke containment and got everyone infected. At Rank 4, Son reveals he deliberately allowed Father to do so and bred strains he knew Father would revile, since a weapon maker is useless without an enemy.
  • Known Only by Their Nickname: The Infestation's Hive Mind has eaten their actual names, so they're known by their role in the family.
    • Meaningful Rename: Since the Entrati hate each other, none have ever bothered with trying to remember the others' names, either. The parents call each other Mother and Father because they have no love for each other, even while the children call each other Brother and Sister rather than Son and Daughter. As you increase your reputation with them, the family members begin to open up to one another and rename each other one-by-one: Daughter is named Kaelli or "water scourge" by her brother, Father is named Vilcor or "the whip in its moment of striking" by his daughter, Son is named Kermerros or "the runner who outstrips his own shadow" by his mother, and Mother is named Gomairu or "the goblet refilled" by her husband.
      • Upon reaching max rank, the Entrati also choose to name you as a member of their family. Vilcor selects the name "Ayatan" to unanimous acceptance; the Ayatan treasures Tenno collect are said to contain the memories of the Orokin.
    • Odd Name Out: At max rank, Grandmother offhandedly decides that she won't bother with a new name. Every other member of the Entrati received a name to declare their newfound purpose; unlike the rest of the family, Grandmother already knew who she was.
  • Lineage Comes from the Father: Inverted - Albrecht Entrati was Mother's father, and it is through her that they are heirs to his legacy.
  • Little Stowaway: At max rank, Kermerros explains that Kaelli wasn't even supposed to be on the expedition to Deimos in the first place, but she stowed away on the ship to stay with her family and join the "adventure".
  • Mad Scientist: ALL OF THEM, though where their specialties lie varies - Mother focuses on Void Research, Father designs weapons and Necramechs, Daughter studies the fish of Deimos, while Son examines the wildlife. Grandmother is the sole exception, as she lacks a background in science. Son believes that this makes her the most grounded of all of them, and all evidence indicates that he is correct.
  • Mini-Mecha: Father was among those who designed the Necramechs, specialized automatons designed to fight the infested, but have long since gone rogue due to age and damage. Father also reveals that the Necramechs were originally designed to fight the Sentients.
    • To give an idea of how powerful Necramechs are, during the final portion of the Heart of Deimos quest, the player must control one known as Snake to reach the Heart so that it can be healed. It has enough power to easily kill Infested Juggernauts, which are the Infested version of the Stalker. You might not even realize what you killed until you pick up Pherliac Pod components.
  • My Beloved Smother: It's all but outright stated that Mother's overbearing and callous treatment of her children contributed to them being as screwed up as they are.
  • My Greatest Failure: Son apparently released the Infestation into the Necralisk, causing the family to be taken by it and merged with Deimos itself. While he implies it was an accident — a mistake caused by simply not paying attention — the rest of the family believes he did so on purpose to act out. If you talk to him at max rank, he will say his greatest regret is that his sister was a victim of it.
  • Never My Fault: Mother will point out all of the flaws her children and husband possess, but never owes up to the fact that her poor treatment of her family is the primary cause of said flaws.
  • Only Sane Man: Mother thinks she's this, but in reality it's Grandmother who is the most balanced of them.
  • The Remnant: The Entrati are among the only surviving Orokin in the system, and the only ones who aren't evil.
  • Slave Collar: Son has one. It was put on him by his own mom after he broke containment, in addition to having him exiled and stripped of all his control words.
  • Sophisticated as Hell: Daughter is generally the politest of her family outside of Grandmother....and says, in larger words, that her parents have their heads shoved so far up their asses that the only air they breath is their own farts. It's hilarious.
  • Token Evil Teammate: Son has a disturbing fascination with the Infested and isn't actually remiss to being fully assimilated. He's also a Fluffy Tamer who happily helps in stopping the Infestation actually spreading.
  • Token Good Teammate:
    • The Entrati are the only members of the Orokin Executor class that seem to have some kind of conscience, as they work tirelessly to oppose the Infestation despite said Infestation having already partially assimilated them. Son even agrees that it was about time for the Orokin to fall, and has no hard feelings about the Tenno destroying the empire.
    • Within the Entrati, Grandmother is the only member who genuinely wants them to work together and is by far the kindest sounding one. Daughter comes in at a close second, being the most interested in halting the spread of the Infestation.
  • The Unfavorite: It's strongly implied that Mother and Father neglected Son in favor of Daughter, to the point he was only ever acknowledged when he accidentally breached containment, letting the Infested into Necralisk.
  • Uniformity Exception:
    • Unlike the other two colony syndicates, which are compromised of a settlement's worth of people, the Entrati are a single nuclear family.
    • While virtually all Orokin detest Artificial Intelligence, to the point of not making them unless absolutely necessary and using work arounds such as the Cephalons, the Entrati appear to have no such bias, as their Necramech soldiers appear to be wholly mechanical (with the exception of Loid and Otak, who are explicitly stated to be Cephalons sharing a Necraloid body.
  • "Well Done, Son!" Guy: Son's comments imply his bitterness and resignation toward being assimilated by the Infestation are because his mother never really showed him any affection or approval. His father, meanwhile, is implied to have stayed out of Son's life due to how overbearing Mother is.
The robotic servants of the Entrati family, the Necraloids have served their masters for generation, with their representative, Loid, maintaining this servitude in modern times.
  • Abnormal Limb Rotation Range: The Necramechs, being almost entirely mechanical, have a less restricted range of motion than an organic combatant. For instance, they are capable of rotating their legs over their heads (which is handy for self-righting, considering that their Ground Pound move involves landing on said head).
  • BFG: While not currently in the game yet, Word of God has confirmed the Necraloids will sell modular Arch-Gun components to go with Necramechs.
  • Cloud Cuckoo Lander: Otak's damage has given him an interesting way of looking at the world, such as his tendency to refer to Infested monsters as "Mr. Bitey Scratchikins."
  • Does Not Know How to Say "Thanks": Downplayed, as while Otak can admit gratitude, The Fog of Ages means that he will stumble over actually saying "thank you" at times, forcing Loid to take over and admit as much.
  • Mini-Mecha: While Father may have been the one to create the Necramechs, it's the Necraloids who maintain them. Ranking up with them is how the player gains the ability to produce their own Necramechs.
  • Only Sane Man: Loid shares this role with Grandmother, being the most grounded. He gets extra points for being far more proactive than Grandmother (assuming that she wasn't the one controlling the rogue Necramech), as when things start going to hell, he contacts the Tenno for aid before the situation becomes unsalvageable.
  • Saying Too Much: Loid has to cut Otak off when discussing what the materials the player is mining for them will be used for. All evidence indicates that they are for building new Necramechs and maintaining the existing ones, which you need to have unlocked Operators to find out about.
  • Sharing a Body: By the time of Warframe's present, Loid is sharing his Necraloid body with the Entrati's Cephalon, Otak. The two seem to have found an additional drone for Otak to inhabit after the player repairs the heart of Deimos, as they are found in different locations in Necralisk and are part of different syndicates - Otak is the mining vendor for the Entrati, while Loid is the Necraloid representative and can only be met in person in a room that is sealed off except for Operators.
    • That being said, Otak will chime in whenever he feels the need to during conversation with Loid in the Necraloid Room, while Loid will occasionally take over Otak when the latter struggles to thank the player for giving them minerals and gems, implying either that they're switching between bodies, or Offscreen Teleportation is in effect.
  • Uniformity Exception: The Necraloids are the only Quills-style syndicate that does not offer equipment of any sort for Operators, be they arcanes, Amp parts, or apparel. This is likely because the Necraloids are a collection of robotic drones rather than humans and thus have no use for such items. It's also possible that Digital Extremes is simply waiting to introduce these items later, as was the case with Vox Solaris.

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