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The Void

Originally we studied Void occurrences from afar, observing and cataloguing the distribution of galaxies and refining cosmological evolution models. We are in a new age of cosmic exploration. Advancements in space travel partnered with determined curiosity have brought us closer to our object of study, and with it, revelation.
Cephalon Fragment: Void
For all the discoveries made by the Orokin empire, the one technological breakthrough they could never figure out on their own was Faster-Than-Light Travel, and with an overpopulation crisis looming over the Origin System, they were desperate to figure out a solution. They got their wish when they discovered the Void, an extra-dimensional reality capable of powering the Orokin's most prolific inventions and bending the rules of reality beyond reason.

After the fall of the empire, the Void would be exploited by the Tenno and their enemies for the Orokin tower ships and their long-lost artifacts. However, as the powers of the Tenno and their Warframes also come from the Void, they eventually discovered that there was more to this realm of Ghost Ships than it seemed, even in the face of revealing Things Man Was Not Meant to Know.

As the nature of the Void isn't immediately apparent, the folders below contain major spoilers.


    General 
  • Abstract Apotheosis: Individuals sufficiently tainted by the Void can undergo a form of ascension called "conceptual embodiment," tying their spirit to the concept of themselves rather than their mortal self. This enables them to return to life if killed as a functionally-immortal being, but are still vulnerable to death through injury and further corruption by the Void. This is what returned the Holdfasts to life, and is how the Cavia overcome their Void illness — by dying to it first, and then returning as Void entities through conceptual embodiment. Based on dialogue during Angels of the Zariman, enough people were aware of this phenomenon in the days of the Orokin that some form of the concept was taught to the children aboard the Zariman 10-0.
  • Apathy Killed the Cat: Based on Cavalero's message when an Incarnon Genesis adapter is first acquired, there are people in the Origin System who know about Duviri (him included). They all just don't care, leaving them unable to associate things like the Thrax or anything related to the Drifter with the place. The main exception is Albrecht Entrati, who intentionally took residence there for some time but later left, much to the grief of Duviri's residents.
  • Bling-Bling-BANG!: Weapons exposed to Void contamination gain large amounts of silver frills in ornate patterns, or whatever color of chrome you desire (including gold) through their accent color slot. They're also some of the most lethal and versatile combat options in the game, gated behind the main story and Steel Path. Depending on where the weapon comes from, the degree to which this occurs varies:
    • Weapons with Incarnon Genesis adapters gain curved bracings accentuating their new functions. For example, the Angstrum gains spindles converging on the barrel to represent its conversion into a tracking Ray Gun, the Torid has its barrel reinforced to represent its new beam rifle functions, and the Ceramic Dagger gains extra low-profile detailing to the crossguard that highlights its Boring, but Practical damage boosts and heavy attack projectiles.
    • The Ruvox fists, themselves already gilded Entrati creations, are ripped apart by Void spikes, which in turn are repurposed as chrome Wolverine Claws that can summon a Field of Blades on heavy slams.
    • The Zariman Incarnons and Onos are converted entirely into completely different weapons made out of pure Void metal. The Laetum and Phenmor become bigger guns, the Felarx splits apart into two smaller guns, and the Inodem and Praedos reshape themselves into blades of war (the Zariman Incarnons used to be harmless ceremonial tools.) The Onos, on the other hand, fuses itself to the user's arm to become a Void Angel's talon.
  • Body Horror: Void contamination can corrupt the bodies of living and dead creatures just as easily as materials, and the results are not pretty. The Holdfasts have this across each of their faces when the Tenno meet them, showing how close they were to becoming Void Angels before the Tenno's presence started healing them. Even without any corruption, realms such as Duviri are readily occupied by Dax and Thrax soldiers, whose bodies would be considered perfectly humanlike if it weren't for their skeletons being almost entirely exposed.
  • The Corruption: Long-term exposure to the Void often results in deformation in the form of spiraling metal that moves like liquid, most prominently seen among the interiors of the Zariman Ten-Zero. Distressingly, the corruption aboard the Zariman in particular also forms shapes of human bodies and hands.
    • Even the insides of the Void itself aren't immune to its own corrupting energy, as one side activity within the realm of Duviri has the Drifter cure an animal driven hostile by Void contamination, despite all of Duviri and its native inhabitants being born from the Void.
  • Enemy Without: Void Manifestations tend to be formed from the trauma and suffering of whoever enters or is in proximity to the Void, such as the Warden of Kullervo's Hold in Duviri.
  • Evil Tainted the Place: After the Zariman tragedy, the years that the ship spent in the Void after the Tenno were retrieved caused it to take on a heavily mutated form, with every room being rampant with corruption and swarming with manifestations of the long-dead crew, most of which have turned into the heavily dangerous Void Angels.
  • Evolving Weapon: Despite Void contamination having a corrosive effect on any living (or dead) creature or structure it comes across, Incarnon weapons were improved by it. The former ceremonial tools aboard the Zariman became the first Incarnon weapons, making them able to compete with the likes of Prime weaponry despite becoming entirely corrupted into Void metal. The Circuit of Duviri also rewards Incarnon Adapters through Steel Path difficulty, allowing standard early-game weapons to gain an Incarnon form of their own and becoming much more powerful for it through unlockable perks that increase the base stats, allowing them to punch far above their own weight.
  • Hyperspace Is a Scary Place: Zigzagged, as interplanetary travel through the Void became easily accessible to the general population of the Origin System thanks to the Solar Rails, which was deemed relatively safe, making this Downplayed. Interstellar travel, however, played it straight by being absolutely NOT safe. This was learned the hard way with the voyage of the Zariman Ten-Zero. In spite of the colonists aboard the ship violently protesting how dangerous this jump was, they were forced to attempt it, and the result was the infamous Void-jump accident that resulted in the entire crew being driven insane and killed by the Void.
  • Nuclear Option: Albrecht Entrati saw the hazards of the Void as enough of a threat to design the nuclear-capable Qorvex, which he then sealed away in hopes of the player rediscovering it in the present. It comes in handy to deal with the Murmur, which possess extreme vulnerability to radiation once their armor is stripped.
  • Sculpted Physique: All of the inhabitants of Duviri barring Thrax Soldiers appear to have been hewn out of stone, molded out of molten metal, or a mix of both. Among other oddities, this means that their mouths don't move when they talk.
  • Your Mind Makes It Real: Conceptual embodiment has other purposes besides resurrection through Abstract Apotheosis, mainly to make ideas of those in contact with the Void real. Cavalero notes that the Incarnon Genesis adapter blueprints simply appeared out of thin air one day when he was thinking about how to upgrade the modern Tenno firearms.

Kingdom of Duviri

    Thrax Soldiers 
https://static.tvtropes.org/pmwiki/pub/images/warframe_zarimanthraxduo.png
From left to right, the Legatus and Centurion
"The origin of these interlopers aboard the Zariman is a mystery to its crew members. Curiously, they are only visible to those who have been touched by the Void."
Codex Entry (Legatus and Centurion)
Strange entities found aboard the Zariman Ten-Zero, they use the Grineer and Corpus scavengers as anchors to the Origin System.
  • Beam Spam: Thrax Legati can fire energy beams from their hands. Those beams deal Magnetic damage.
  • Black Speech: In comparison to the modern Grineer and Corpus, who speak in recognizable Conlang, and Infested and Sentients, who tend to “talk” screeches, these guys speak in what can only be described as angry gibberish filtered through an old radio.
  • Break Out the Museum Piece: While their origins are uncertain, they bear an uncanny resemblance to Old War-era Grineer, with the Legati wielding a Void-altered version of the Gotva Prime (known now as the Aeolak), the rifles they used before the Hind and the Grakata. The resemblance is more uncanny in the Chinese version, which fully restores their armor to hide the exposed bone.
  • Dem Bones: The Thrax have exposed bones in varying forms. The Centurions have exposed limbs and lower torsos, while the Legati have the entire left side of their bodies devoid of flesh.
  • Elite Mooks: Compared to Dominus Thrax’s normal Dax foot soldiers, they seem to be treated as this, as they’re often found guarding things Thrax wants hidden like shrines and chests by themselves. According to the Orowyrms, they’re Thrax’s favored, and task you with killing them as a blow to Dominus.
  • Invisible to Normals: Their Codex description states that only those who have been touched by the Void are able to see them. You being able to see them makes sense considering you play as the Tennonote .
  • Outside-Context Problem: They are this for the Holdfasts, as their primary threat aboard the Zariman are the Void Angels, yet have no idea what these are or where they come from. Cavalero's apparent willing ignorance of Duviri (outside of the materials required to mount the Incarnon Genesis adapters) may have something to do with this.
  • Reviving Enemy: Destroying their physical body will turn them into an intangible spirit that can be killed with your Operator. Fail to do so before they get their hands on a Grineer or Corpus soldier, and they'll regenerate their body.
  • Sinister Scythe: Thrax Centurions use the double-headed scythe Hespar.
  • Underground Monkey: While normal Thrax units are exclusive to the Zariman, Hollow and Eclipse versions show up in the Yuvarium and Circulus nodes on Lua as well as in Duviri and the Undercroft. The only real difference between these unique variants is that Hollow Thrax units cannot remake their physical body by draining another unit and they drop a unique form of Thrax Plasm.
  • Vampiric Draining: A variation — while they don't need to drain the Grineer or Corpus on the Zariman of life to exist, they do need to do so to create a physical body.

    Duviri Dax 
Skeletal warriors resembling Dax soldiers that patrol the world of Duviri.
  • Amazon Brigade: The Dax Arcus and Dax Equitem are both female.
  • BFS: The Dax Equitem is armed with the Azothane, which is a two-handed Nikana.
  • Carry a Big Stick: The Dax Malleus is equipped with the Sampotes, which is a very large club.
  • Cool Horse: Overlaps a bit with Hellish Horse as well given the appearance of the Kaithe, but a Dax Equitem will start the fight on the back of a Kaithe.
  • Dem Bones: Underneath their armor plates, you can see bones, giving them a very skeletal appearance underneath.
  • Jidaigeki: Fittingly enough, given that the Dax soldiers they are based on are inspired by Samurai to begin with.
  • Katanas Are Just Better: Instead of regular Nikanas like the normal Dax are equipped with, the Dax Gladius is equipped with the Syam, which is in fact a Nikana-class sword.
  • Luckily, My Shield Will Protect Me: While their main weapon is the Sampotes, the Dax Malleus wield a shield similar to the one in the sword and shield pair, the Argo and Vel.

    Dominus Thrax 

Voiced by: Wolf Newton

https://static.tvtropes.org/pmwiki/pub/images/warframedominusthraxfullbody.png
What is out there that's so fascinating? Maybe I should just go there myself.

The enigmatic ruler of the realm of Duviri.


  • Art Initiates Life: His original form was of a Dax toy the Drifter brought to life as they came into their powers.
  • Artificial Limbs: His right arm is a prosthetic, fashioned after Orokin nobility. Because of this, there are hushed rumors amongst the citizens about how he isn't an Orokin, but is merely pretending to be one.
  • Arc Villain: Of "The Duviri Paradox".
  • Being Evil Sucks: At his core, he's a reflection of a scared, angry child at the mercy of his shifting moods who has turned into an abusive monster out of fear of the world outside his pocket of the Void, and pretty much the only thing making his life worth living was tormenting the Drifter. Once the Drifter escapes, he has the power to bar the Tenno from disrupting his little world forever, but lets them keep making his entire realm a nightmare to control because he's desperate for any interaction with someone outside of his puppets. On some level, he literally is just the impulse of someone to torture themselves, so he can't help but make himself miserable.
  • Big Bad Wannabe: For all of his powers, he's ultimately terrified of and uninterested in anything outside Duviri, simply keeping his more independent subjects prisoner. When the Drifter finally stands up to him, he surrenders instantly and lets the Drifter take his Time Master abilities to resurrect Teshin and come and go as they like.
  • The Caligula: Not only is he a jerk to his subjects, who he treats almost like toys whenever they resets the day, but dialogue indicates that he created several of them, and refused to give some eyes or ears.
  • Decade Dissonance: Thrax's realm of Duviri appears to be at a technological level comparable to Ancient Grome, with Bombastine's comments implying that their most advanced ranged weapons are bows.note  The only firearm seen in Duviri is Sirocco, carried by one of the executioners charged with carrying out the Drifter's daily execution.
  • Deliberately Monochrome: This appears to be a side-effect of his power — everything in Duviri is initially shown only in greyscale. Once the Drifter starts changing things using Lotus' severed right hand, the world becomes more vibrant.
  • Empathic Environment: Duviri itself transforms drastically to match his ever-shifting moods, changing both the weather and even which islands are accessible by Kaithe. During Anger, the clouds take the form of his screaming face; during Envy, jealous eyes manifest in the sky. During the final leg of The Duviri Paradox, he swings moods several times while talking down to the Drifter, reflected in the skybox rapidly shifting.
  • Enemy Without: He's a Void Manifestation born from the Drifter's loneliness, trauma, and Survivor Guilt over the Zariman.
  • Evil Is Petty: Once obliterated the entire island of Manipura because its inhabitants, the Calaventi, called him an upstart imitating the Orokin.
  • Fisher King: As Thrax's mood shifts, so does reality in Duviri to match it. Storms and meteor showers ravage the land when he's angry, while it is bright and peaceful when he is happy. His influence also causes the monotone color of the realm, as noted above.
  • Horrifying the Horror: From the Lost Islands of Duviri fragments, The Galleria tells of a particularly calming island that was one day attacked by a large monster, only for Acrithis' Dax to realize it was actually a giant finger probing the land, implied to belong to the Man in the Wall. When Acrithis ran to Dominus and told him that there was a giant finger emerging from the island, Dominus Thrax was terrified and immediately "sacrificed" the island to separate it from the rest of Duviri permanently. Similarly, when farmers found that tilling their fields instead caused blood to pour out of the earth, and one foolhardy soul tasted it, only for their eyes to turn solid black and voice to become a smoky whisper, Thrax cordoned off the island immediately and had an Orowyrm send it back into the Void proper... without evacuating the citizens. Again, this was implied to be the Man in the Wall trying to work its way into Duviri.
  • Karma Houdini: Despite the relentless cycle of life and death that Thrax put the Drifter through, when they dethrone him at the end of "The Duviri Paradox", the Drifter resets the cycle personally to revive Teshin, and because they wish to leave the spiral altogether rather than rule it - as a result, Thrax is restored to the throne to continue his less-than-good kingship of Duviri. Downplayed, in that he did lose the Drifter and the element of chaos they represented permanently, leaving him bored and miserable - and as it turns out, the Drifter made him to begin with, so on some level he was not actually responsible for torturing the Drifter so much as following the Drifter's own Survivor Guilt impulses.
  • Kryptonite Factor: His ability to reset time in Duviri can be partially negated by items that originate outside of the realm. When the Drifter's execution is interrupted by the Lotus's hand falling into the realm and killing the executioner, the Drifter is able to use the hand to begin altering the world and throwing off Thrax's shackles. Additionally, the Zariman 10-0 floating in the skybox is the only area in Duviri that innately has color, indicating that the Zariman prevents Thrax from exerting his will; in fact, it's a case of Reality Bleed, as the reality of the Zariman and the universe outside Duviri and the Void is bleeding through and "stabilizing" the realm in a way Thrax can't undo or modify.
  • Mistaken Identity: On the receiving end of it; the citizens of Duviri will occasionally speak to and of the Drifter as though they were Dominus Thrax, despite Thrax apparently never leaving their throne room. Turns out there was a good reason for that.
  • Never My Fault: Cries out in shock, outrage, and sorrow after the Drifter kills Dax champion Denphius, saying that Denphius never did anything to the Drifter. This ignores that Thrax literally just sent said Dax to kill the Drifter for running away.
  • Never Trust a Trailer: Pre-release material and trailers implied that Thrax is preparing to venture outside of his dominion due to the Drifter's actions. In the actual quest, this never happens, as Thrax is more concerned with making the Drifter stay than he is in leaving Duviri himself.
  • Non-Action Big Bad: For all of Thrax's immense reality warping powers, he possesses no actual fighting ability himself and relies on his army of false Dax and Orowyrms to protect him. When the Drifter confronts Thrax in his throne room at the climax of "The Duviri Paradox", Thrax freely relinquishes control over Duviri to them as long as he gets his doll back.
  • Orcus on His Throne: In part due to having Time Master abilities that allows him to get quite literally any outcome he desires by resetting time, Thrax is content to sit on his throne and amuse himself with his power.
  • Pet the Dog: Fragments scattered around Duviri imply he created the Doll Mausoleum as a memorial to the Zariman inhabitants from the Drifter's timeline.
  • Royal Brat: The tyrannical Child King of Duviri. In fact, he's not just any ordinary child, but actually a Void Reflection of the Drifter during the Void Jump, meaning he's biologically a young teenager.
  • Seven Deadly Sins: He represents the sin of Pride, being the petulant child-king of Duviri whose moods govern the whole of the realm. Most of the voice lines you hear from him involve putting down the Drifter or the members of his court.
  • Time Master: He has the ability to reset the time of day within the realm of Duviri, effectively giving him Save Scumming In-Universe so that he can get whatever outcome he desires out of a situation. It can be disrupted, though, by exposure to items that don't originate from Duviri — like Natah's severed hand.
  • Unperson: The Fragments make it clear that he knows about the Man in the Wall and is cutting out any influence it has (or might have) on Duviri, including sacrificing entire islands it has invaded. People and places that could not be brought back by the time loops (due to outside influence or being intentionally cut out) are then forgotten by Duviri's citizens in future loops, such as Mathila's husband.
  • Villainous Breakdown: At the end of the Duviri Paradox when the Drifter corners Thrax in his throne room, all Thrax can do is cry and hold onto the doll he was made from as the Drifter takes control of the paradox.

    The Orowyrms 
https://static.tvtropes.org/pmwiki/pub/images/warframe_conceptorowyrm.png
Five giant flying mechanical serpents that are the favored pets of Dominus Thrax, each acting as the Final Boss of the day's Spiral within Duviri. They also possess human forms that serve as the guides of Duviri - ironically during the same Spirals in which they are the boss.

In General

  • Ascended Extra: In the Duviri Paradox quest proper, only Bombastine and Lodun have any physical role (and even then, mainly Lodun) with Mathila only appearing as Mission Control, while Sythel and Luscinia are nowhere to be seen. Fortunately for them, the missions after the story allow all of them to play a much more equal role.
  • Aesop Amnesia: Justified. They're all just many a Non-Player Character Thrax has created, they're not really even sentient the same way Teshin or the Drifter are, just puppets connected to Thrax's emotions combined with Euleria's storybook and confined in a time loop, so any revelations or mistakes they make are doomed to repeat unless someone else were to demonstrate power over their dominion.
  • Anthropomorphic Personification: Each one personifies one of Dominus Thrax's emotions, and was created to act as a cautionary tale against indulging in that emotion to excess: Lodun is Anger, Bombastine is Envy, Sythel is Fear, Mathila is Joy and Luscinia is Sorrow. Upon defeating one, Thrax's emotions are also calmed.
  • Attack of the 50-Foot Whatever: While flying over Duviri they're hundreds of meters long, allowing them to be seen from across the zone and making them easily the largest atmospheric bosses in the game. They shrink a bit when dragged back to their lair, but still give the Orb Mothers and Eidolons a run for their money.
  • Breath Weapon: They each have a flamethrower mounted on the underside of their heads that functions as such. Attempting to approach a flying Orowyrm from the front will be met with a lethal blast from this.
  • Corrupted Character Copy: To the Emotions from Inside Out - they have roughly the same color scheme and representation, albeit with disgust replaced by envy. Unlike the Emotions, though, the Orowyrms exaggerate their emotions to the point of insanity, causing no end of strife to those around them.
  • Dragon with an Agenda: The obvious aside, the only one of them who isn't actively trying to undermine or spite Dominus Thrax during their Spiral is Mathila.
  • Emotional Powers: Once you've finished all of an Orowyrm's tasks, the built up emotions within them eventually drive them mad, which triggers their transformation into rampaging, psychotic dragons.
  • Flat Character: Exaggerated and enforced. In part because of Duviri's eternal time loops, and in part because they're all some fashion of Allegorical Character, none of them have much depth beyond the emotion they embody and the rationale for why they embody it. As Luscinia bitterly muses, they were created to represent one thing and are incapable of developing beyond that.
  • "Get Back Here!" Boss: Once summoned, each Orowyrm flies across Duviri faster than any Kaithe, while firing projectiles at the Drifter's squad that can dismount or even outright kill them. Not helping matters is that summonings occur at Materliths that are usually across the map from where the Orowyrm first spawns. The greatest difficulty of this phase is simply getting onto the Orowyrm's back.
  • Graceful Loser: When defeated, they aren't destroyed so much as calmed down and returned to their senses, flying off after leaving a treasure chest.
  • Hoist by His Own Petard: When flying over Duviri, the energy orbs they launch can be burst using the Orvius to create a vacuum that will briefly boost a Kaithe's flight speed, allowing the Drifter to catch up to the wyrm. If not for their bombardments, they would be nearly impossible to catch up to.
  • Mother of a Thousand Young: While in their Orowyrm transformation, each is capable of spontaneously creating Wyrmlings that can throw energy rings at enemies.
  • Our Dragons Are Different: Segmented ceramic snake- or worm-like mechanical beasts wrapped in golden rings, with an energy launcher for "horns" and a flamethrower mounted below the throat. They have no limbs (the key difference from an Eastern dragon) or visible means to suspend themselves, but are able to swim freely in the air.
  • Palette Swap: All five Orowyrms are essentially identical in form and function, but with different color schemes. Despite each one having different elements, this doesn't change the nature of their attacks, just the damage type and visuals. note 
  • Personality Powers: Each has a different associated element, which manifests both in the damage type of their own attacks and their effects on Dax soldiers on the ground.
  • Psychoactive Powers: One of Lodun's idle lines implies that he and the rest of the courtiers don't enter their Orowyrm form at the end of a spiral intentionally, but instead their violent surge of emotions makes them lose control and forces them into transforming, which explains why they simply fly off once they're calmed down.
  • Puzzle Boss: The first phase requires the Drifter to figure out how to get onto its head to use Transference without approaching from an angle that would cause the wyrm to retaliate with its Breath Weapon. On Steel Path difficulty, there is an added snag where Drifters must first align the rings on its body to allow the use of Transference — essentially hacking the boss before they can fight it.
  • Scaled Up: Each Orowyrm is a courtier at the center of the day's Spiral. Through the events of each day's story, they experience a Villainous Breakdown from the futility of rebellion and shed their humanoid forms to terrorize Duviri.
  • Treacherous Quest Giver: During their respective emotion's Spiral, they are one half of Mission Control, the other being Teshin. They are significantly less help than he is and inevitably lose composure and attack you in a rampage as the last objective in their questline.

Lodun, the Prince of Fire

https://static.tvtropes.org/pmwiki/pub/images/warframe_lodun.jpg
"One day, imp. One day, I get to hear your scrawny neck go SNAP!"
Dominus Thrax's executioner. Though he was once in line for succession to the throne, he was passed over in favor of Thrax and retains a chip on his shoulder for it.
  • Anti-Villain: The most pointedly combative and vitriolic of all the Orowyrm personalities, Lodun nonetheless exists to serve a role that he is himself not particularly best pleased by and is completely powerless to change, working for and appeasing the whims of a child-King whose reach of influence over Duviri is matched only by Thrax's relentless oppression of its people.
  • Bad Boss: He's the commander of Thrax's footsoldiers, but still demands the Drifter kill those same soldiers just to prove to Thrax how useless they are.
  • Composite Character: In the original demo footage of The Duviri Paradox, Thrax's humanoid executioner was named "Lequos", while the Orowyrm Lodun was a separate entity only appearing after Lequos' apparent death at the Lotus' hand.
  • The Dragon: The obvious aside, Lodun is Thrax's main enforcer in his humanoid form, and the Orowyrm he typically sends to do his dirty work. Overlaps with The Starscream since Lodun wants the throne for himself, but lacks the power to attempt a coup.
  • Evil Is Petty: Will do anything to stick it to his boss, including ordering the Drifter to ride Thrax's personal horse and beat his race times. Given his backstory and the person he's working for, his resentment may be justified.
  • Fire Is Red: He's associated with the Heat element and the colors red and orange, from his red toga and headpiece to his body as an Orowyrm. The sky is also cast in red and fire rains from the sky while he is the active courtier.
  • Hair-Trigger Temper: He quickly oscillates between a low growl and Suddenly Shouting, mostly from thinking on the indignities Thrax has thrust upon him.
  • I Am a Monster: His breakdown before his transformation reveals his anger stems from believing he has always deserved to be hated, screaming about how he "could have been a good king" if they hadn't loathed him and the succession passed him by... though the other tropes here cast that in doubt, to say the least.
  • Jerkass: While the other Orowyrms can at least feign helpfulness, Lodun can't even manage that. He snidely refers to Thrax as "The Imp", and repeatedly makes it clear that he despises everyone and would gladly watch them all die, especially if he had a hand in bringing it about.
  • Jerkass Has a Point: At least according to Acrithis, who doesn't give much away in her observation of Lodun's assumed birthright over whether he would be a better ruler than Thrax - only going so far as to lament the consequences of granting such an enormous responsibility and power to a despotic child.
  • Playing with Fire: Fitting for his title; fire even rains from the heavens over Duviri during his Spiral. His element makes him one of the most dangerous of the Orowyrms, since his attacks can leave a nasty DoT on players that temporarily reduces their armor, which is even more dangerous for Drifters without shielding.
  • Red Is Violent: Lodun is associated with the color red and the Anger Spiral.
  • Sarcastic Title: Despite being called a "prince", he rules over nothing - especially not himself.
  • Seven Deadly Sins: Lodun embodies the sin of Wrath, with his constant anger being his primary personality trait.
  • Suddenly Shouting: He switches between talking in a low growl and screaming his words out practically on a dime.
    Lodun: Does that brat on the throne have ANY IDEA how often I've had to send forces into the Undercroft to clean up his mess?
  • Surrounded by Idiots: Lodun considers himself to pretty much be the only remotely competent person in Duviri, the other courtiers and Dominus Thrax included.
  • Sir Swears-a-Lot: By far the most foul-mouthed character among the Orowyrms, if not the game.
    Orowyrm Lodun: I'll grab you by the heels and smash your shitty brains out... ON A ROCK!
  • Token Evil Teammate: More Rude than Evil - while all of the Orowyrms are threats to the Drifter and engage in acts that are morally questionable at best, Lodun is the most openly vicious and spiteful about it. As Lodun is the embodiment of Thrax's anger, he has no reason to hide how much rage and vitriol he says, while all the others have to suppress any fury they have to embody their respective emotions.
  • Tragic Villain: For a given measure of 'villainy' here - see above - his unpleasantness can distract from the fact that Lodun is positioned into his role by design, complete with a backstory that satisfies the rationalisation and maximisation of the emotion he represents. In other words, Lodun is indefinitely fated to predominantly feel and subsequently express himself exclusively through anger - and as the narrative of his spiral will detail from the way his inability to control his rage alienates him from his friends and loved ones all through to his last words post-transformation, the guy is not having a great time of it.
    Lodun: I'M BURNING!

Bombastine, the Covetous Courtier

https://static.tvtropes.org/pmwiki/pub/images/warframe_bombastine.jpg
"Look at you! Feared, and respected, wherever you go. Must be nice."
An actor, playwright, and master of ceremonies for Dominus Thrax. His inflated sense of ego has him believe he deserves all of Thrax's power and influence over Duviri, and then some.
  • Advertised Extra: Downplayed in that he still has a role during the quest, but Bombastine was the one member of Dominus Thrax's court who overshadowed the rest in terms of screen time for Duviri's pre-release material, hosting the Duviri Ampitheater for Tennocon 2022 and appearing in the cinematic trailer, both of which have him speak more dialogue than any of his contemporaries combined.
  • All Your Powers Combined: Invoked when the Envy spiral isn't active. One of his idle quotes has him muse that he could be a much more powerful Wyrm if he could just "borrow" the powers of the other Wyrms for himself.
  • Ambiguously Bi: He's noted to be attracted to Luscinia, but he can have a talk about being bullied by Thrax, traditionally male enemies, talking about their bulging biceps in a matter that are a bit... suspect.
  • Bullying a Dragon: While it's unknown for certain if this is happening or just Bombastine deluding himself, the soldiers and citizen of Duviri apparently insult and mock him, despite him being one of the most powerful beings in Duviri.
  • Deadpan Snarker: Through which he hides his Stealth Insults levied against both the player and Thrax.
  • Gone Horribly Wrong: He had numerous schemes and plans designed to ruin Luscinia's reputation and standing in the court so that he would either become or remain Thrax's favorite. Every single one of them backfired, to his immense irritation.
  • Green and Mean: His Orowyrm form is different shades of green and yellow.
  • Green-Eyed Monster: A literal example: while Bombastine doesn't have visible eyes thanks to his mask, the sky itself manifests irises during his cycle.
  • If I Can't Have You…: As obsessed as he is with her downfall, Acrithis claims Bombastine was once in love with Luscinia; he still cries and whispers her name whenever he thinks nobody is listening.
  • I Just Want to Be Loved: Subverted. His breakdown before his transformation is focused on Luscinia, raving that he was supposed to be loved by all instead of her. He also claims he could be a more beloved ruler than Thrax if given his authority. Of course, the narrator notes early in the Spiral that he's already beloved by many for his craft; he is outraged that others are loved more, and would rather tear others down than improve himself.
  • It's All About Me: Believes he "deserves" everything in Duviri — from the people's love, to Thrax's power and money, to the goats in the fields. He never tries to justify this premise, only claiming it's unfair he doesn't already have it when others do.
  • Meaningful Name: Shares roots with bombastic, which fits his ego.
  • Poisonous Person: Both metaphorically and literally true, as every sentence from him drips with venom. The literal aspect is particularly dangerous as an Orowyrm, since his attacks can leave a lengthy DoT on players which ignores their shields.
  • Seven Deadly Sins: Envy, naturally, down to his primary color being green and every other voice line talking about how much he deserves that Luscinia doesn't.
  • Sickly Green Glow: In addition to the sky turning green during his Spiral, his Orowyrm form emits pale green energy.
  • Unknown Rival: Fancies himself as one to just about everyone he meets, but he is especially bitter about Luscinia usurping him as the center of entertainment in Duviri. He actively believes she's plotting against him, and even accuses the Drifter of having been manipulated by her during his boss fight. She, for her part, only mentions him in one line where she sorrowfully wishes he had succeeded in his goal.

Sythel, the Fearful Conspirator

https://static.tvtropes.org/pmwiki/pub/images/warframe_sythel.jpg
"Not safe here. They'll find me! Her with her carriage. Always nosing around. Got to move, find a new place!"
A courtier so wracked with fear of the world that she became a shut-in. One day she woke up and decided to simply remove everything from Duviri that she was afraid of, including Thrax himself.
  • Conspiracy Theorist: Everyone and everything she meets or sees is somehow part of a plan against her either as a cog in it, or a mastermind; even the goats must be plotting against her. None of this has any basis in fact, of course, but it won't stop her sending you to deal with these threats, real or imagined.
  • Deliberately Monochrome: Her Orowyrm form is entirely black and white, but inverts the "generic" Orowyrm color scheme, with a mostly black carapace over a white body.
  • Miscarriage of Justice: One of the possible events in a Spiral is having you protect someone she fingered as a conspirator against Thrax - because she thought they were conspiring against her. Only now, she's become convinced they were actually innocent, and doesn't want their blood on her hands.
  • The Paranoiac: Her story initially focuses on fear that her covert attempts to exert control over Duviri will be discovered by Thrax and subsequently punished. By the time of her transformation, she comes to realize the Drifter is also powerful enough to be a threat to her, and leaps to the conclusion they must be plotting her downfall.
  • Properly Paranoid: If you encounter her outside the Fear Spiral, she reveals a lot of her anxiety is due to being aware of the Man in the Wall; a more than legitimate caution when literally being within his domain of the Void.
    • On rare occasions during her spiral, a player may spot a figure with a missing index finger called the Vagabond, knocking on the wall of her house. If approached, this figure laughs at you and disappears the moment you look away. Given her dialogue asking if you hear the knocking, her worries may be less paranoid than they seem. Especially concerning some of her dialogue hints at an awareness of Albrecht's journey into the Void and potential Conceptual Embodiment of the negative emotions he felt during said journey.
    • The Duviri fragments also imply that Thrax erases anything touched by the Man in the Wall and Unpersons people killed by it, so she has more reason than most to fear him, too.
    • Sythel believes that Acrithis is constantly spying on her. Acrithis actually lends credence to this, gossiping that she has barely scratched the surface of what Sythel gets up to.*
  • Seven Deadly Sins: It's subtle, but Sythel has some elements of Sloth to her. She never leaves her house (you can even find her there when it's the Fear spiral), is characterized as never taking any direct action, and is begging you to do work for her, where the other Orowyrms either ask, or demand you do the objectives.
  • Shock and Awe: Her anxiety matches the storm clouds over Duviri during her Spiral.
  • The Shut-In: When her Spiral is not active, she can be found inside a house with the door partially boarded shut - the Drifter will have to crouch or slide under them to get inside.
  • Yellow Lightning, Blue Lightning: The Fear Spiral is associated with dark shades of blue, and her breath attacks and energy orbs sling blue lightning.

Mathila, the Harbinger of Joy

https://static.tvtropes.org/pmwiki/pub/images/warframe_mathila.jpg
"People complain about Thrax doing this horrible thing or that horrible thing. But what about all the good? It's never boring. Have they stopped to think of that?"
A farmer who is bright, cheerful, and happy no matter Thrax's mood, and seeks to make the rest of Duviri happy as well. No matter what.
  • Cheery Pink: She wears a pink flower on her head, a pink dress, and a pink veil over her eyes. As an Orowyrm, her breath attack and energy orbs are pink.
  • Crapsaccharine World: During her Spiral, the sky fills with blissful rainbows masking the oppression of Thrax's rule.
  • Elemental Motifs: It's not as explicit as the others, but Mathlia's Joy spiral causes enemies to do Void damage.
  • For Happiness: All she cares about is making sure that everyone in Duviri is happy! On the surface, this isn't that terrible a thing, but she couples it with the insistence that the populace needs to be happy or else, and that she alone knows best; doing the pointless, miserable, menial task she's ordering you to do will make you happy, even if you're only happy it's over with, so hop to it!
  • Getting Smilies Painted on Your Soul: She'd do it if she could, but she settles for the next best thing: Forcing everybody in Duviri to be happy and actively punishing everybody who isn't happy so that, later on, they'll be happy when the punishment is over.
  • Happiness Is Mandatory: As the narrator points out, it's not so much the fact she is trying to make people happy that is the problem, it's that she forbids anything else and punishes it harshly, stopping short of Painting Smilies On Your Soul only because she does not have the power to do so.
  • Light Is Not Good: The Orowyrm of Joy flies under a clear and sunny sky, but is just as dangerous and violent as her brethren.
  • Laughing Mad: The narrator cautions throughout the entire Spiral that excessive happiness and madness go hand in hand. Sure enough, Mathila devolves into delirious laughter during her transformation.
  • The Lost Lenore: The "Watcher's Island" fragments reveal she once had a husband, Garmi, who was killed in a storm called the "Rain of Chains" implied to have been caused by the Operator during "Chains of Harrow". According to Acrithis, Mathila has two living children but no memory of their father, and thanks to Thrax's time loops, Garmi doesn't even have a grave to remember him by.
  • Never My Fault: She makes it clear during her Villainous Breakdown that she blames everyone else for their inability to feel happy all the time like she does despite her efforts, completely ignoring the fact that she is part of the reason the people of Duviri are unable to find true happiness.
  • Pet the Dog: The "Scholar's Landing" fragments reveal she once nursed a dying Teshin back to health when he first landed in Duviri.
  • Power of the Void: Manifests largely as being Non-Elemental compared to the other Orowyrms.note  However, Dax soldiers are able to unleash energy waves or leech health through certain attacks during her Spiral.
  • Purple Is Powerful: Her Orowyrm form has a lavender body under its carapace.
  • Seven Deadly Sins: Lust, judging from a comment from Acthris that claims all the men in Duviri know why she's smiling. Her comments when fighting her as an Orowyrm have a Too Kinky to Torture vibe about them as well, for instance:
    "Are you as excited as I am?"
    "Keep going. I am loving this!"
  • Stepford Smiler: Her breakdown before her transformation hints that she's aware of the suffering the citizens of Duviri endure under Dominus Thrax, but she blames them for not trying to be joyful like she does.

Luscinia, the Soprano of Sorrow

https://static.tvtropes.org/pmwiki/pub/images/warframe_luscinia.jpg
"I was created to be Sorrow, written into being, to serve as a lesson... can that change?"
Dominus Thrax's favorite opera singer, indentured to be his personal songbird. Her voice carries across Duviri.
  • An Ice Person: The narrator describes her heart as "frozen", much like Duviri's landscape during her Spiral. Instead of forming energy geysers with her breath as an Orowyrm, the battlefield is littered with massive ice crystals that radiate cold.
  • Blue Means Cold: As an Orowyrm, her carapace is entirely shades of blue, while she breathes light blue energy streams.
  • Don't You Dare Pity Me!: Can tell you this if you visit her outside of her Spiral.
    "If you dare come to me with pity, I shall throw it back in your face."
  • The Empath: Luscinia doesn't take any joy in inflicting pain on others since she feels it too. It doesn't stop her in her goal of trying to drag everyone else down, of course, creating a cycle of self-flagellation that drives her deeper into depression.
  • Evil Is Petty: The reason she's so dangerous is that her sadness makes her spiteful, wanting to drag everyone down to her level.
  • Fluffy Tamer: Once had a school of rainbow eels as pets that would sing with her, before the Golden Maws began to infest Duviri from the Undercroft and ate them all.
  • Gloomy Gray: The Sorrow Spiral is associated with shades of gray, as are Luscinia's energy highlights as an Orowyrm.
  • Meaningful Name: Luscinia is a genus of birds that contains nightingales, fitting her Caged Bird Metaphor.
  • The Rival: To Bombastine, though it's not really mutual; he hates how his scheming made her more popular with Thrax, while she acknowledges that he wants her position — and she'd be more than happy to swap places. Unfortunately, Thrax is not the sort of person you can say "no" to.
  • Royal Favorite: To her chagrin, she is Thrax's favorite singer; according to Bombastine, her voice ensures Thrax only has pleasant, unclouded dreams. This affords her no special privileges, only the burden of being Thrax's personal entertainment slave.
  • Seven Deadly Sins: Sorrow, a sin that's not usually among the typical seven, but she also embodies Gluttony, with the narration by Euleria talking about how she indulges in Sorrow to excess, and describes Lusicinia's sorrow as "The dragon that devours itself" when she emerges as an Orowyrm.
  • The Scapegoat: A self-inflicted version. Her breakdown before her transformation reveals she believes she needs to suffer the pain of Thrax's rule because she's the only one who can bear it. Given that she has been personally terrorizing Duviri up until that point to share her pain, and immediately transforms into a dragon after this revelation, this should be taken with a grain of salt.

    Acrithis 
https://static.tvtropes.org/pmwiki/pub/images/warframe_acrithis.png
"I'll have your secrets out of you. Every one."
"Ah, I thought it was you. And I have a pretty good idea what you're up to. Oh, I wouldn't tell anyone. Not with your reputation. I think we could be useful to each other. I've built up quite a collection over the years, and you can get your hands on things I never could. So. Trade? Don't tell me you're not... curious?"

An archivist and traveling saleswoman on Duviri, who offers her services to the Drifter.


  • Gossipy Hens: She chats up the Drifter when they visit her shop, talking about the personal lives of the Orowyrms and even acknowledging topics (like the ship floating in the sky) that nobody else in Duviri is comfortable discussing.
  • Haunted House Historian: She created and narrates the Lost Islands fragments scattered around Duviri. Several of these explain the reasons Thrax cut those islands off from the Duviri mainland, others paint a picture of what the islands were like before they suddenly vanished or the Man in the Wall took them.
  • Intrepid Merchant: Can be found in a traveling egg-shaped carriage within Duviri, and always parks in the palace courtyard to offer her services after the Drifter defeats an Orowyrm. Her duties as an archivist have also taken her to many of the islands across Duviri before they were taken by the Void.
  • Ripple-Effect-Proof Memory: As part of her role as an archivist, she's able to remember and document events, people and locations that have been lost to the Void or were not reset by Duviri's time loops, such as Mathila's husband.
  • Trickster Mentor: She delightedly notes that much of the "wealth of knowledge" the Drifter can find in Duviri was deliberately hidden by her.

    Kullervo's Warden 
https://static.tvtropes.org/pmwiki/pub/images/warframe_kullervoswardencrop.png
"Do not eye me so venomously. I do not know you."
Voiced by: Max Howarth
"Every day he suffers afresh. And so, my purpose is fulfilled. Happy am I."
The Warden of Kullervo's Hold, and who oversees his punishment for his 7 Crimes. He looks oddly familiar...
  • Enemy Without: He is a Void Manifestation of Kullervo's guilt, keeping him imprisoned for every crime he was sentenced to while being shaped by Kullervo's emotions as he entered Duviri, similar to the dynamic between the Drifter and Dominus Thrax.
  • Identical Stranger: He bears an uncanny resemblance to Ballas, sharing the same voice actor and wearing a mask that looks exactly like him. One of his lines has him admonish the Drifter for looking at him with hostility despite claiming to not know him.
  • Jerkass to One: Kullervo is the subject of his unyielding contempt, wanting nothing more than to see him suffer for an eternity and feeling fulfilled for doing so. He also extends this hatred to anyone that he considers to be a collaborator to Kullervo, like the Drifter or the children that frequently gather on his island.
  • Would Hurt a Child: He has no qualms admitting that he'd have all the children in Duviri hanged if it weren't for the fact that Dominus Thrax himself is a child, all because they occupy Kullervo's island in droves.

The Indifference (Warning: The following folders contain unmarked spoilers!)

    The Man in the Wall 
https://static.tvtropes.org/pmwiki/pub/images/warframemaninthewalltrueform.jpg
From brooding gulfs are we beheld, by that which bears no name.
"Don't forget, Kiddo - you're nothing without me."

A mysterious entity connected to the Void, reaching out to and following those it touches. Acting as both an enemy and an ally to the Tenno at different points, it appears to view them as fascinating curiosities. It pushes them to embrace their Void powers - powers it may have given them to begin with.


  • Achilles' Heel:
    • Heavily downplayed, at least for now, but Fibonacci explains that the only reason why the Man in the Wall hasn't just smashed its way into the Origin System by now is that it is missing one of its fingers, cut off when Albrecht first encountered it. This weakness isn't easily exploited however, as the Indifference is more than capable of finding other ways into the material plane, meaning all this did is buy time.
    • Expressions of love or affection also seem to weaken it and dispel its influence: When it possesses one of Albrecht's Vessels in "Whispers in the Wall" and the Operator enters in Transference with another Vessel, it seems to set up a Behemoth Battle... but instead, the Operator gently holds the possessed Vessel's face, driving out the Indifference and paralyzing both Vessels in that position.
  • Affably Evil: The entity itself isn't really hostile to the Tenno, and seems in many ways to be a reflection of each Operator. While violent and hostile in The Chains of Harrow, it treats the player's Operator more kindly, and after The Sacrifice it will even ask if you're okay after experiencing all of Umbra's traumatizing memories. The Sacrifice also hints that the Man in the Wall might have even helped teach the Tenno the empathy for "ugly, broken things" that allowed them to heal and bond with the Warframes. In Chimera, it provides a way for players to obtain the blueprint for Paracesis, a Sentient-slaying sword.
  • Aliens Are Bastards: The Man in the Wall is, as far as the game goes right now, the only really alien entity in the Warframe universe and, while not a jerk, has very, very sinister implications surrounding it and its goals.
  • Ambiguous Gender: It's unlikely to have an actual gender. Despite being called "the Man in the Wall", its appearance (and thus, gender) reflect whoever is looking at it. It will still appear to be a teenage girl if your Operator does. On the other hand, the statue seen at the end of The New War is definitely masculine.
  • Ambiguous Situation: A massive statue appears from the Void at the end of The New War, with the Man in the Wall sitting on top of it. Whether this is actually its true form or merely a statue of it is left ambiguous; the statue is missing a finger, but the finger in the Reliquary Drive is visibly made out of flesh, not stone. On the other hand, the statue is moving.
    • Archimedian Yonta mentions the "original" fingers are still stashed away, implying that the Orokin found a means to artificially reproduce them.
  • Anthropomorphic Personification: The Red Veil insists that it is a malignant extension of the Void, one which seeks out and corrupts the Tenno. Rell dedicated himself to containing it, but given that Palladino is the only one who tells you about the Veil's stance on it, it's not clear how much of their beliefs were Rell's teaching, and how much of them are Palladino's interpretations thereof. Either way, Rell spent his life containing it to protect the other Tenno, but now he's dead...
  • The Assimilator: Possibly. Zariman tablets scattered around Duviri mention that the eponymous wall is actually made out of bone. When Corrupted Vor appears inside the Undercroft, he comments on his own Void-given immortality and that his body will eventually harden, noting that "a wall of bone awaits my joining". This leaves some sinister implications for what the Man in the Wall may have planned for the Tenno.
  • Big Bad: Takes this role from Ballas as of Whispers in the Walls, abandoning any pretensions of friendliness to the Tenno and actively trying to kill them in order to escape into, and overtake, material reality. The quest even ends with it mockingly declaring the Tenno to have "ran" from its deal, and that this won't change the fate it deigns for them. Not coincidentally this is also when it gets its own enemy faction type - the Murmur - much as the Sentients did once they became the villains of the narrative prior.
  • Black Eyes of Evil: More like "galactic eyes of evil" - those who channel it have their eyes turn black and fill with stars, like they've become holes into the depths of space.
  • Black Speech: Its true form speaks in a language that Albrecht Entrati called "Voidtongue". Since it is not completely translatednote , we have no idea what it is saying.
    The Man in the Wall: "VOULL NE XATA VOK, MARA LOHK?"
  • Blue-and-Orange Morality: Whatever it is, it isn't human, and its sense of morality is even less so. Its actions are reminiscent of a child. It seems to see the Tenno as something like playmates, pushing them to embrace the powers they gained from the Void and teasing them to chase it through the Reservoir in something like a game of tag. It is also implied to have taught the Tenno how to use their empathy to calm the Warframes. At the same time, it will still attack the Tenno if they interfere with its connection to Rell, and it's suggested to be what drove the adults on the Zariman insane; while the entity isn't necessarily hostile, its effects and presence are still damaging, and it doesn't particularly care. It sees humanity at large, and the Tenno in particular, as fascinating curiosities that it wants to play with, and anything that tries to get in the way is going to get broken.
  • Brown Note: To Cephalons. Cephalon Cy's attempt to comprehend a single digit from the Man In The Wall nearly drives him completely insane.
  • The Cameo: It appears in the 1999 prelude during Whispers in the Walls, peering at Arthur amongst the rubble, and disappearing in its usual fashion.
  • Create Your Own Hero: By giving the Cavia intelligence, it ended up giving Albrecht Entrati assurance the Kalymos Sequence would be maintained in his and Loid's absence. The writing of the Operator Report implies this extends further to the Cavia also becoming the Operator's Greater-Scope Paragon.
  • Deal with the Devil: Implied; During the War Within one of the things they might say is "You mad at me, kiddo? Did you forget? You owe me". The flashback in The New War shows that they offered to save all the Tenno children, and asked the Operator to shake on it, presumably setting up this debt. Shaking their hand seems to have affected every possible instance of the Operator.
    Man in the Wall: Time's up, kiddo! I can save them, all of them! But you have to want it. *gasp* Let's say we shake on it!
  • Demonic Possession:
    • How it decides to make its presence known to you at the end of The War Within. The Tenno makes their fateful decision on the mountain pass, and all of a sudden their eyes turn death-black as something else speaks out to them through their own mouth. It's brief, yet horrific.
    • It later takes control of one of Albrecht Entrati's gigantic humanoid Vessels in "Whispers in the Walls".
    • It's implied to have done something to Albrecht himself, as he specifically told Loid to smash his time machine after he got to 1999 to ensure he wouldn't be in danger. Later, during the Into the Void sequence, something with Albrecht's appearance and the Indifference's mind confronts Arthur. If it's not a doppelganger, then it may be it possessed him.
  • Doppelgänger: How it appears on the Operator's Orbiter following The Chains of Harrow. It will often pop up when you get back from a mission, appearing as a copy of the Operator with Black Eyes of Evil. Its activities will differ, but it has been observed sitting and staring at the player, walking around, or poking at Orbiter equipment. On being approached, it may greet the player, laugh ominously, or, following The Sacrifice, ask how the Operator is doing. In any case, however, it will disappear as soon as you move the camera away from it. Albrecht Entrati described seeing it as a "reflection but with dimension," confirming it can pull this trick with anyone who touches the Void, not just your Operator.
    • Overlaps with A Form You Are Comfortable With and You Cannot Grasp the True Form: At the end of the Rising Tide quest, the Reliquary Drive of your Railjack is revealed to contain a massive severed finger the size of your Warframe. Your doppelganger then appears on top of the pod and tauntingly bends down a finger, wordlessly confirming it belongs to them, while hinting at just how big it would be if it manifested into reality in full. Albrecht Entrati's logs reveal that several such digits were severed after escaping his own encounter with the Man in the Wall, as it tried to reach through the closing Untime Door after him — but all he saw while within "the Wall" was his own doppelganger. The end of The New War implies that its real form is a Vitruvian Man-like monstrosity with an Eyeless Face.
  • The Dreaded: Everyone who knows of its existence fears it and what it might do if it ever fully crosses over. Albrecht Entrati lived the remainder of his life haunted by his only encounter with it, Rell founded the Red Veil and dedicated his life to keeping it at bay, Margulis suppressed the memories of the Zariman incident from the Tenno to keep them away from its influence, and Dominus Thrax casts entire islands of his kingdom into the Void to keep it out of Duviri. Lotus initially dismissed its existence as a mere delusion, but noticably refuses to acknowledge it after she was directly confronted face-to-face with it at the end of "The New War".
  • Eldritch Abomination: Whatever it is, it followed the Tenno back from the Void. It's implied to have given the Tenno their powers, but also to be what drove their parents insane. It seems to "dislike" material life, and scared the hell out of Rell. It's no mind-shattering, tentacle-laden monster, at least not that we've seen yet, but it's an alien presence not native to this universe.
    • At the end of The New War, a massive wall appears from the void; it has a carving on it of a Vitruvian-shaped humanoid with four arms and four legs, seeming to be embedded in it. It has no eyes and an aged, wrinkled face. It's also so gigantic it dwarfs Ballas' throne room. Whether this is actually its true form or just a statue of it is ambiguous, since the statue looks nothing like the finger inside of the Railjack's drive. Either way, it's freaky.
    • The moment it shook hands with the Operator seems to have resonated and affected every single instance of the Operator that could possibly exist. Furthermore, Albrecht Entrati's report on his encounter with it explicitly state that the Orokin were able to research multiple digits from it, but its statue form is missing only one. Both of these events imply the Man in the Wall exists in more than one "reality"; this also explains why even its finger is enough to make Cy completely freak out during Rising Tide.
  • Evil Laugh: When it visits you, it will occasionally let out a deep, hollow-sounding chortle.
  • Evil Sounds Deep: Its true voice is by far the deepest of any being encountered in the game, its words being nearly incomprehensible when it speaks.
  • The Gadfly: Nearly every single appearance it has made so far show it to be snarky, sarcastic, and unsettlingly playful; it isn't just interacting with the few humans it's touched. It's messing with the Tenno, and it's having fun doing it.
    • In Chimera, it leads you through Orokin chambers on Lua to a portal that lets you acquire a Sentient-slaying sword. It starts off by wearing the Lotus' helmet in your Orbiter, then zipping ahead through the rooms while dancing, lying on the floor, and generally just taunting you as much as it can.
    • During Rising Tide, it will appear sitting atop the Reliquary Drive as the device is activated, revealing a giant mummified finger inside; all while waving cheerily at the Tenno with a single finger folded down.
    • It manages to maintain this character trait even after it appears as a giant living statue; it gives both Natah and the Drifter an award-winning shit-eating grin during the climax of The New War. It also takes the time to appear as a Doppelganger, sitting on top of said statue and laughing its ass off at Natah and the Drifter's reactions.
    • Combined with Leaning on the Fourth Wall, when it finally got its own faction in the form of The Murmur, their signature health type, Indifferent Facade, was specifically made resistant to Viral and Slash, specifically as a jab towards the common pairing of the two types to deal with highly armored enemies, instead forcing the Tenno to resort to the Radiation element to deal more damage.
  • Greater-Scope Villain: While its true agenda remains hidden, it has become clear that the Man in the Wall's influence on the story runs deep, seeing as it was both the reason why the Tenno got their powers in the first place and why the Orokin managed to spread across the Origin System to become as powerful as they did. Even the Sentients, who have filled this role until now, are absolutely terrified of it. The New War shows why; it appears at the heart of Sentient power, completely unaffected by everything going on, and recites the names of some of the the Requiem Mods in a specific sequence to Natah, showing that it predicted the events of The New War well before it ever began. It then vanishes as quickly as it came.
  • Handshake of Doom: How it sealed the deal with the Tenno aboard the Zariman 10-0. True to form, taking the handshake seems to have indebted the Tenno to the Man in the Wall in some way - and done something unpleasant to every other "instance" of the Tenno that might possibly exist.
  • Hidden Agenda Villain: It is no doubt a malevolent entity, but what exactly it wants is unclear. The Man in the Wall taunts you, seems pleased at a Tenno suffering potential Loss of Identity, is suspected to be an avatar of the Void... but at the same time actively aids you in finding Ballas and obtaining his sword. It's anyone's guess what the entity is really up to. There's also the possibility it nurtured the Tenno's empathy toward the Warframes, though this is still up in the air.
  • Hijacking Cthulhu: The severed fingers it lost while trying to grab Albrecht Entrati were what enabled the Orokin to begin exploiting the Void to begin with. One of them (or a copy) is somehow used to power the Tenno's Railjack.
    • Double-Subverted however, as the doppelganger appears and taunts the Tenno when the Reliquary Drive is plugged in, implying the Man in the Wall wanted the Orokin to use them. Come Angels of the Zariman and we see the Zariman's Reliquary Drive is playing a song that echoes across the system, and being used to turn manifestations on the ship into Void Angels to help him break through the Wall.
  • Humanoid Abomination: Something followed the Tenno back from the void. So far, its only physical appearances involve either manifesting either as a humanoid Living Shadow, or a malevolent doppelganger with eyes that look like galaxies. Going by the giant humanoid finger in your Railjack however, its real form appears to be enormous, at least when manifested in the physical world.
  • Hypocrite: Claims the Operator is running from their deal with it, yet has been accused of doing the same thing with the Drifter, by what is implied to be the Drifter themselves. For what it's worth, the same exchange where this is revealed also has the Man believe it just chose to be a Jerkass Genie in the Drifter's world... not that it changes much if the Man's account of the deal is true.
  • I Have Many Names: The Man in the Wall, the Indifference, the Lidless Eye, "a friend"...
  • I Just Want to Be Loved: Tagfer believes that the Indifference might want the Operator to understand it like they understood the Warframes, Orowyrms and Albrecht and Loid, but its behaviour still makes it unclear what its goal is. For what it's worth, it responds to the Tenno "betraying" it (read: stopping its insanely dangerous plans to escape into reality) with a level of emotion that feels genuine, in a boss fight deliberately designed to parallel Loid's own anger towards Albrecht for abandoning him, so make of that what you will.
  • Implacable Man: The shadowy figure that pursues you throughout Chains of Harrow is the Man in the Wall, not Rell. You can't shoot it, you can't bash it, and your powers have no effect on it. You can only run.
  • Jump Scare: After you finish Chains of Harrow, it has a chance of popping up in your orbiter without warning. The odds are low enough that it's a shock whenever it does happen.
  • Meaningful Name: At the end of The New War, what appears to be a living, smirking, stone Vitruvian Man carved into a wall emerges from a Void portal to confront Natah and the Operator/Drifter. Given that this figure is missing the index finger on its uppermost right hand, has the Man in the Wall's child form sitting on its head, and chants several of the Reqiuem words, it's heavily implied this figure is the true form of the Man in the Wall, making it a literal man in the wall.
  • Multi-Armed and Dangerous: The form it takes at the end of The New War is a Vitruvian Man-esque... thing with two sets of arms and two sets of legs.
  • Mysterious Benefactor: So far it seems to be, if anything, supporting the Tenno. The Tenno survived the Zariman 10-0 not only with sanity intact but with Void powers, and it facilitated a connection to Ballas during Apostasy Prologue and Chimera Prologue. It seems pleased whenever the Tenno make decisions that bring them closer to the void, or to "emptiness." Its motives are unknown, and possibly unknowable. This steadily starts changing after The New War, where its minions start becoming far more directly hostile to the Tenno, culminating in the Murmur, its direct creations, attempting to kill them when they intrude on whatever it's doing on Deimos.
  • Living Statue: It shows up at the very end of The New War, sitting on top of an enormous statue depicting a Vitruvian Man-like... thing. The statue proceeds to smile, chanting "VOULL - NE - XATA - VOHK. MARA - LOHK,"Previously thought to be... before disappearing again.
  • Outside-Context Problem: Nothing hinted its existence before it arrived, and it's already elicited a bigger Mass "Oh, Crap!" than Hunhow. Just as concerningly, no one has any idea how to deal with it, and the general consensus is Just Ignore It, which surely will work out well. The only person other than Palladino, Rell, Lotus and the Tenno to even acknowledge it so far is Natah, who is visibly afraid of it.
  • Sadist: The Man in the Wall is pretty much never seen without a big smile on whatever face it decides to wear, even and especially when it is performing some of its more morally dubious actions. What cements it as this is that when it first encountered the Cavia, four animals that Albrecht Entrati used in an experiment similar to his own encounter with it, the Man in the Wall decided to deliberately make them Uplifted Animals just so they could have the intelligence needed to understand it was about to kill them.
  • Shaped Like Itself: The name it's most associated with is "The Man In The Wall." The statue seen at the end of The New War suggests this might be a lot more literal than anyone thought, depicting a Vitruvian Man-like thing embedded in a huge stone wall.
  • Slasher Smile: It gives Natah and the Operator what can only be described as a shit-eating grin at the end of the New War.
  • Terms of Endangerment: Not only does it take the appearance of whoever encounters it, it also demonstrates an ability to pull nicknames from their past, which it uses to address them. It refers to the Operator as "Kiddo," the nickname the Operator's father referred to them by. Likewise, when it appeared before Albrecht Entrati, it called him by his childhood nickname "Little Bengel". He states this name had been unspoken in centuries.
  • This Was His True Form: "The New War" heavily implies that its true form is an enormous multi-armed statue that is encountered at the very end of the questline. Notably, not only does the Operator's "mirror" sit atop the statue's head, but its top right hand is missing the index finger, which is the same finger that powers your Railjack's Reliquary Drive.
  • Voice of the Legion: Whenever it speaks, it does so with a distortion that causes it to sound like it's speaking with a thousand voices.
  • Wild Card: So far, it appears to have no stake in the ongoing conflict between the major factions of the solar system. What little we know about it suggests the only things it's really interested in are the Tenno.
  • You Cannot Grasp the True Form: Maybe. So far, everybody who's seen it - even Albrecht Entrati, who was in the Void at the time - perceives it as a doppelganger of themselves. However, it apparently tried to grab Entrati when he ran from it, losing some fingers in the process. Just one of its index fingers is bigger than your Warframe is. What might be its true form is encountered at the very end of "The New War" and appears to be a giant multiarmed statue.
    • At least humans and Sentients are able to see something easy to comprehend. Cephalons like Cy see it and its pieces as an infinite emptiness that can move and touch them. It doesn't help that finger is the Railjack's Void drive and its presence is required for the ship's reactor to even turn on.
      Cy: [When the Reliquary Drive's Void Key is plugged in] Something moves: An infinite zero. Impossible. Perception failure! Recalibrating.

    Void Angels 
https://static.tvtropes.org/pmwiki/pub/images/warframe_voidangel.jpg
"Often found cocooned on the walls of the Zariman, the Void Angels were once human-like manifestations of people who died in the aftermath of the Zariman disaster. Over time they succumbed to the Void's song, and transformed into these angel-like creatures. They do not like to be disturbed."
Codex Entry
Found aboard the Zariman 10-0, these twisted abominations are the result of late-stage void corruption.
  • Angelic Abomination: True to their name, they have large angelic wings (the plumes of which are used as a type of currency by the Holdfasts), but are otherwise humanoid manifestations that have had their faces hollowed, their flesh transformed to something like liquid steel, and their bodies twisted into spiraling points and blades.
  • Blade Below the Shoulder: Their arms are both transformed into hook-like blades.
  • Early-Bird Cameo: Early Bird Reference, as Teshin says that the Void Angels are trying to breach into the Undercroft, which leads into the Void Flood missions there. This can happen as soon as you start the Duviri content, which is accessible immediately, but the Void Angels only first show up in person when you unlock the Zariman, which is at the end of the game's current story.
  • Energy Ball: One of their attacks have them raise their wings upwards, while a large burgundy-colored ball of energy grows between them. The ball has homing abilities, absorbs all ranged damage while it's being charged and does massive damage on hit, but can be preemptively destroyed by the Operator's use of an Amp. It can even hurt the Angel itself if it detonates near them.
  • The Faceless: They possess a glowing cavity where their face would be, making their head resemble an empty hood.
  • Heal Thyself: Angels possess two means of self-healing. At certain health thresholds they will attempt to retreat into the void in order to regenerate their current health segment, which can only be prevented through use of an Operator. As the fight progresses, sparks will begin to spawn during the normal combat phase, which will then home in on the angel, healing it by a small amount on contact.
  • He Was Right There All Along: When an angel is spawned in a mission, it starts out in a docile, unmoving state that resembles the environmental corruption common to the Zariman, and they only become active when a player specifically interacts with them.
  • Impaled with Extreme Prejudice: One of their attacks spawns a row of spikes along the ground, which will impale and immobilise Warframes on contact, forcing them into Operator form until the spikes are destroyed.
  • Informed Attribute: Mostly due to a Non-Indicative Name, but Void Angels are listed as having Proto Shields in the Codex. They never actually use these in the "normal" part of their Boss Battle, though, with it instead being used in the angel's Void Form segment, where it functions as a second health bar. That being said, this health bar still has the resistances of Proto Shields (which are completely meaningless against Void damage, but still).
  • Offstage Villainy: Teshin claims the Void Angels are constantly attempting to break into the Undercroft, but they are never seen in any Duviri content, and can seem like The Ghost until players unlock the Zariman.
  • Optional Boss: Dormant Void Angels are not mandatory to fight, but they do provide Voidplume Pinions, which are needed both for ranking up with the Holdfasts and crafting Incarnon weapons. And if one of your teammates bites it during a Deep Archimedia mission, you need to fight one to revive them.
  • The Man Behind the Man: According to Teshin, the Void Angels serve a master whom they are trying to break free, who is apparently far worse than Dominus Thrax. So far, everything points to that master being the Man in the Wall.
  • The Dead Have Names: The first Void Angel you encounter is also the most recently turned, who the Holdfasts actively discussed before sending you on the mission. Her name was Kira, both as a human and as the Void Angel.
  • Underground Monkey: During Operation Gargoyle’s Cry they end up breaking into Albrecht’s labs thanks to Fibonacci screwing up the protective Jahu Gargoyle system, eating up the necessary curses to stop their intrusion if they aren’t dealt with before fighting the Fragmented Suzerain/Zelator/Anchorite. They make a more permanent appearance in Deep Archimedia missions if a teammate dies, preventing you from reviving your teammates until you defeat them.
  • Was Once a Man: They're formed from adult humans who succumb to void corruption. The first you meet, Kira, was a former Holdfast who lost herself to the song.

    The Murmur 
https://static.tvtropes.org/pmwiki/pub/images/murmur_promo.jpg
Creations of the Man in the Wall, these strange geometric creatures are formed out of rock and the same silvery substance that the Void Angels are made of. They serve as the heralds of the Indifference, attacking the personal laboratories of the disappeared Albrecht Entrati to make way for their master's arrival in the Origin System.

Apart from the Murmur themselves, the rogue Necramechs on Deimos also apparently belong to this new faction, seemingly... indifferent to the presence of the Murmur in Albrecht's labs.
  • Almighty Idiot: According to Tagfer, despite their power and the danger they could pose to the Origin System, they don't really think or act on anything other than base impulses that tell them to keep doing what they're doing. Tagfer even calls them half-assed for the lack of thought literally put into them.
  • Black Speech: They all speak the same "Voidtongue" as their master.
  • Boulder Bludgeon: Hurling Fragments throw masonry at anyone in their line of sight.
  • Breaking Old Trends: Downplayed in that it isn't a major change. The Murmur are the first faction to feature a completely new health type with its own damage resistances and weaknesses called "Indifferent Facade". Even the Sentients used health and armor types established by previous factions.
  • Creepy Centipedes: The Fragmented Suzerain, Zelator and Anchorites are formed from multiple Murmur arm and leg fragments linking together, giving this appearance.
  • Detachment Combat: The larger Murmur constructs like the Fragmented Suzerain sometimes attack by detaching a few of its many limbs and swinging them around.
  • Dig Attack: Fragmented Suzerain, Zelator and Anchorites have an attack where they quickly rotate their arms around their bodies to burrow underground and lunge at you from beneath.
  • Evil Counterpart: Somehow, the Severed Warden acts as a sentient one to Riven Mods. They're both associated with triangles, and Wardens can buff up to three allies at once while applying a debuff to the Tenno, lowering their energy, while Riven Mods can buff up to three stats of a certain weapon while potentially debuffing one other stat.
  • Evil Doppelgänger: Whispers, void-born duplicates of your current Warframe that manifest when someone is unfortunate enough to open one of Albrecht's lost grimoirs. While dangerous, fighting them is entirely optional outside of a select few bounties.
  • Evil Laugh: Mocking Whispers, true to their title, constantly laugh at you like maniacs while you fight them.
  • Golem: The Murmur seem to be the stone in the Indifference's realm given life to serve as extensions of its will.
  • The Goomba: Shuffling Fragments, i. e. the single arms that drag themselves around on the floor, are the most plentiful and weakest of all Murmur.
  • Hostile Terraforming: Where they've taken root, they turn Albrecht's laboratories into an enormous desert landscape dotted with megaliths and stone... and plenty of sand for them to hide in.
  • Leaning on the Fourth Wall: They're highly resistant to Slash and Viral damage, which is a common player strategy for dealing with high-level enemies. Obviously a dig at said strategy out-of-universe, but one has to consider that they're also both Rock Monsters that realistically wouldn't be as fazed by the kind of weaponry associated with those damage types and in servitude to an entity that really likes messing with the Operator.
  • Metal Slime: Gruzzlings pop up shortly into a mission note , carrying either a Melee Arcane, a valuable and rare Echo Voca, or three Entrati Lanthorns and start flying away quickly, dropping piles of sand to slow your movement and splitting into three when they hit half health before escaping into the ceiling, laughing all the while. Managing to kill it nets you its prize and the satisfaction of its dying gurgles.
  • Mirror Boss: Played With by the Whispers: While they take the form of your Operator (or Drifter, depending on who you brought) underneath the Warframe you have equipped, the abilites they use are taken from a set of frames that usually don't match the one they mimic, like Excalibur's Exalted Blade being used by a Xaku.
  • Multi-Armed and Dangerous: Some of the more complex structures like the Severed Wardens possess multiple arms. Individual arm and leg fragments can also combine into more powerful entities, giving them the same amount of limbs used to form them.
  • Reviving Enemy: The Whispers, when their first health bar is depleted and the "Operator" is taken out of their "Warframe", can't be killed by themselves and will recover their frame if left unchecked. The only way to beat them for good is to look for the Grimoire they came from and destroy it, banishing them.
  • Rock Monster: They certainly evoke the image of one. While their limbs are not made of rock, their "bodies" are made from the rock-like material found in the Indifference's realm. Their HP type also has the kind of resistances you would expect from trying to break a rock, shrugging off Slash and Viral damage but cracking under Puncture, Electric, and Radiation damage.
  • Sinister Geometry: The Murmur are all geometric shapes with humanoid limbs made from calcified Void energy attached to them.
  • Summon Bigger Fish: Rogue Culverins will occasionally attempt to summon a rogue Voidrig to the fight. Considering the potential for said enemy to wipe the floor with you, a loud alarm blares and a new icon indicates when a Culverin starts summoning so that you have a chance to interrupt it.
  • Superboss: The Fragmented One, faced by entering a Murmur Assassination mission on the Steel Path and collecting an additional 30 Murmur Eyes to the 30 you normally need to start the boss fight. This fourth variant to the Suzerain, Zelator and Anchorites is significantly more powerful, possessing attacks from all three lesser versions in addition to devastating new ones, an obscene amount of health and disables revives while you fight it. Defeating it nets you a special Sumdali/hood ornament for your Liset so that other players can see proof of your victory over it while loading into a mission.
  • Suspiciously Similar Substitute: Creatures that are nearly or completely non-sentient, turns robotic creatures hostile to anything else outside the faction, have a tendency to Zerg Rush and all with a connection the Tenno themselves share, the Murmurs seem to be a tougher, more plot-driven take on the Infestation. Though they are the creation of an eldritch horror attempting to free itself rather than The Virus gone wrong attempting to assimilate the system.
  • Zerg Rush: While all enemy factions do this to some extent, the Murmur are the first to assault you in large enough numbers to warrant their own health bar as in a Boss Fight.

Something's out there, kiddo... watching us.

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