The main heroine, and newly crowned Queen after her father's assassination by Felheim forces.
Mercia's Groove is Heal Aura, which heals all friendly units within three squares for 5 HP.
- Boyish Short Hair: The shortest and messiest hairdo of the game's women commanders.
- The Corruptible: In her arcade ending Mercia attempts to destroy Requiem only to take on the tell-tale purple hair of Dark Mercia as she touches it.
- Expy: Of Andy, being the healing-focused main character who serves as a relative newcomer to the political situation and gameplay mechanics.
- Famous Last WordsMercia: I'm... sorry...
- Heroes Prefer Swords: Wields a two-handed broadsword called the Cherryblade, which has been passed down through Cherrystone's royal lineage for generations. It later turns out to be a MacGuffin that can unlock Requiem's vault.
- Good Scars, Evil Scars: A clean scar over her left eye, which only makes her look heroic.
- Leitmotif: Fledgling Queen
- The Medic: Her Groove lets her heal others close to her.
- Paint It Black: When Mercia is corrupted by Requiem in her Arcade ending, her clothes and hair immediately morph from red/blue to purple to symbolize her transformation into Dark Mercia.
- Pre-Mortem One-LinerMercia: It's just you and me now!
- Royals Who Actually Do Something: A frontline commander-in-training even before becoming ruler of Cherrystone, and quickly has to put her training into action.
- Tomboy Princess: Prefers swords and plate armour to formal dresses, and enjoys combat.
- You Killed My Father: Towards Sigrid, after learning that she was the one who assassinated Mercival and started the war between Cherrystone and Felheim. The penultimate battle on Cradle Island is a one-on-one between Mercia and Sigrid, and ends with Mercia killing the vampire.
- You Gotta Have Blue Hair: Has blue hair.
The royal advisor, a powerful mage, and Mercia's tutor in the ways of battle.
Emeric's Groove is Elder Shield, which creates a power crystal on a square next to him. The crystal increases the defense of all terrain within three squares by 2 for all friendly units (maximum 4 defense), and will slowly degrade over time.
- Ambiguously Brown: along with some Cherrystone faction units.
- Combo: Elder Shield combos with friendly Mage units, allowing them to consistently score a Critical Hit on all terrain except open roads, beaches, and streams.
- Famous Last WordsEmeric: I... was... foolish...
- Geo Effects: Elder Shield allows Emeric to create favourable terrain for himself wherever he goes.
- He Knows About Timed Hits: Explains game mechanics like critical hits to Mercia as part of the tutorial.
- Heroic Sacrifice: In his arcade ending, Emeric seals Requiem at the price of his own life. The last scene shows Mercival meeting him in the afterlife.
- Old Friend: Is revealed to be an old friend of Tenri halfway through the Heavensong chapter, and the two of them spend their time together reminiscing about the past.
- Old Retainer: To Mercia, being of the same age as her father.
- Leitmotif: Lucent Mage
- Power Crystal: Emeric attacks using spells from a series of hovering crystals, while his Groove has him place a stationary crystal to provide a defense bonus to nearby units.
- Pre-Mortem One-LinerEmeric: You were simply outmatched.
- Shock and Awe: His attacks are all of the lightning variety.
The royal guard dog, whose presence on the battlefield motivates troops. Is a Very Good Boy.
Caesar's Groove is Inspire, which allows all adjacent units to act again this turn.
- Achievements in Ignorance: Caesar is stated to be Mercia's pet, and doesn't even have Battlepup training, just a pair of powerful guards to defend him. According to the campaign Horatio and Beatrice get actual tactical advice from his barks, though for all we know they're just using Caesar as the figurehead of the army.
- Big, Friendly Dog: Resembles a golden retriever, and certainly acts friendly to most of Mercia's allies.
- Extra Turn: His Groove grants this to adjacent allies.
- Fighting Clown: Caesar spends all his time on the battle screen goofing off while Horatio and Beatrice do the heavy lifting. He does stop and whine in concern when they take a hit for him, though.
- Heroic Dog: A very good boy.
- Incorruptible Pure Pureness: In his arcade ending, Caesar ends up destroying Requiem by being such a good boy the weapon fails to corrupt him.
- Inexplicably Awesome: How does a dog lead an army? Who knows.
- Intelligible Unintelligible: Horatio and Beatrice can apparently interpret his commands. Or at least they pretend to.
- Know When to Fold 'Em: Smart enough to scram if his bodyguards bite the dust.
- Leitmotif: Bounding Joy
- Nearly Normal Animal: Able to lead armies. Somehow.
- The Paragon: Truly, the Best of Boys. He can lead the Cherrystone Army to victory just by being so danged inspiring. He's even able to inspire other Commanders of other factions, as he does in the final mission.
- Reality Ensues: Ceasar's "victories" involve being a figurehead rallying royal guards and peasants to disperse bandit camps. When he "commands" any army against an organized force (as the antagonist in Ragna's side-chapter) he loses handily... But this isn't much of an achievement for the victor, either.
- The Greatest Story Never Told: All of his battles with the bandits conclude with him being discovered by another character after the fact, who merely assumes that Caesar ran off to get up to some mischief. This even happens in his Arcade ending, after battling his way across Aurania and singlehandedly defeating an Artifact of Doom.
- Those Two Guys: Caesar is constantly followed by a pair of royal guards called Horatio and Beatrice, who do all the actual fighting for him.
- You Have Got to Be Kidding Me!: Tends to inspire this in his opponents, both in Campaign and Arcade Mode.
- What Measure Is a Non-Cute?: Similar to dog units, Caesar leaps off-screen when defeated. His guards get no such luxury.
The former King, who is assassinated in the introductory mission while trying to decide how to tell his daughter about an ancient kingdom.
Mercival's Groove is Gone Fishing, which allows him to catch a fish if adjacent to a water tile.
- "I Know You're in There Somewhere" Fight: Mercival's Arcade run ends with one of these against Dark Mercia, as the king banks on his daughter being able to resist Requiem's influence out of love for her father. It works, sending Dark Mercia into a Villainous Breakdown before reverting to normal.
- Joke Character: His Groove has no benefit in battle whatsoever, except to fill up the codex and find the 200th star.
- Leitmotif: Fisher King
- Mr. Exposition: Explains the role of Requiem to Emeric when his spirit is summoned.
- Secret Character: Unlocking him requires visiting hidden statues in each of Caesar's side missions after obtaining at least 151 stars.
- We Hardly Knew Ye: His death is part of the prologue.
- Almighty Janitor: Despite merely being the bodyguards of the Queen's pet dog they both are together as strong as any Commander in combat.
- Battle Butler: For Caesar.
- Short-Range Long-Range Weapon: Despite being armed with crossbows, they do not use them for actual ranged attacks.
- Those Two Guys: Most of their dialogue is about Caesar's latest brilliant scheme to win you the current battle.
- Undying Loyalty: To Caesar.
A mortal necromancer that wields the Fell Gauntlet, and the leader of Felheim's forces.
Valder's Groove is Raise Dead, which creates a Dreadsword (soldier) in an empty square adjacent to him. The Dreadsword can act immediately.
- A Father to His Men: Downplayed example; His bio describes him as having a somewhat paternal attitude towards his nation and any of its undead citizens sentient enough to talk back (like Ragna).
- Animate Dead: His Groove.
- Big Bad: Of the campaign. Subverted when it's revealed that attacking Cherrystone wasn't his intention; Mercival's assasination and the initial attacks had been orchestrated by Sigrid in her search for the Key.
- Dark and Troubled Past: His hometown was destroyed by marauding undead when he was ten, due to Felheim being in chaos due to a lack of a wielder of the Fell Gauntlet. The Gauntlet eventually found him and enticed him into becoming its next wielder.
- Designated Villain: An In-Universe example: Many from Heavensong and Cherrystone assume that Valder is a power-hungry, evil overlord. The fact the Fell Gauntlet is a reputedly evil artifact and has been wielded by far less scrupulous individuals before him doesn't help. It doesn't help either that Valder doesn't always get complete information himself.
- Deadpan Snarker: He occasionally lets loose in the few scenes he's seen in.
- Disc-One Final Boss: Sigrid exposes her treachery after Valder's near-defeat at Mercia's hands, which leads to Valder joining the protagonists to chase the vampire down outside Requiem's tomb.
- Enemy Mine: After Sigrid reveals her manipulations, he joins forces with the protagonists to stop Requiem.
- Famous Last WordsValder: This is not the end!
- Irony: It's noted in the Codex that the Fell Gauntlet cannot be wielded by someone who is undead themselves (perhaps because of its very nature). This makes Valder the only living human in an otherwise undead-based army (barring Fell Bats and Deepfolk). Felheim is noted in the Codex to have living citizens as well, but they don't fight in the army.
- Leitmotif: Fell Savior
- Magic Knight: His bio notes that Valder spent his teens on his own in the Felheim wilderness before obtaining the Fell Gauntlet and is therefore a skilled warrior on top of a mage. In-game he's as endurable as any other commander.
- Meaningful Name: "Valder" means 'ruler' in old Germanic and Norse languages.
- Necromancer: Thanks to the Fell Gauntlet.
- Noble Demon: In his arcade ending, Valder overcharges the Fell Gauntlet by draining Requiem of power, allowing him to raise the dead of the other three nations as sentient undead... And then leaves them in peace to enjoy their new undead citizens. He had no interest in trying to Take Over the World, he just wanted to make the dead and the living equal in all the nations like they are in Felheim.
- Not So Above It All: After defeating Caesar in Arcade Mode, Valder indulges in a bit of Evil Gloating, before pausing and asking himself why he's talking to a dog.
- Not So Different: Appears to think this of Tenri, after the latter accepts Requiem's power. She does not seem to agree.
- Orcus on His Throne: Defied, the plot kicks off when he leaves said throne to invade Cherrystone personally. Interestingly, he would have been fine with invoking it. Sigrid had to start the border tensions that eventually escalated to invasion, otherwise he and Felheim would have left well enough alone.
- Pre-Mortem One-LinerValder: You fought well.
- Skeletons in the Coat Closet: Wears a deer skull on his head. Also an example of Mask of Power as it disguises his facial features.
- Sorcerous Overlord: Over Felheim. Notable in that he is merely the latest in a long history of similar overlords.
- Benevolent Mage Ruler: From Felheim's perspective. The owner of the Fell Gauntlet is able to keep Felheim stable by exhibiting control over the undead, and Valder has used his time on the throne to stabilize the nation and promote technological advances and an alliance with the Deepfolk. He actually would have been perfectly content to leave Cherrystone in peace, were it not for Sigrid's manipulations.
- Spam Attack: His Groove is the fastest charging in the game by a noticeable margin. Dreadswords' utility might fall off as the game wears on but a steady supply of meatshields never hurt anyone's chances.
- Supernatural Is Purple: The Fell Gauntlet's magic is colored purple, as seen during Valder's Groove and when he attacks. This is because the Fell Gauntlet was created by the Kingdom of Cacophony, much like Requiem, and utilizes the same type of Black Magic.
- The Stoic: A significant amount of his lines are Visible Silence and the mask hides his emotional state.
- Not So Stoic: In the Jukebox, Valder's sprite doesn't dance, but he can still be seen tapping his foot to the beat and grinning cheerfully.
- Tricked-Out Gloves: The Fell Gauntlet, the source of his power.
- We Have Reserves: As is typical of a necromancer in fiction. His groove embraces it, creating a ready-to-move skeleton on the spot.
- Worthy Opponent: Considers Koji one in Arcade Mode, promising him a rematch where he won't hold back if he's defeated.
- Young Conqueror: According to the Codex he's not the first evil wizard to claim the Fell Gauntlet and lead Felheim to war, but he is noted to have done it at a younger than usual age. He also succeeds in his initial attack on Cherrystone, which is also noted to be unusual.
A zombie created from pieces of history's finest warriors, put together by Valder to be the ultimate commander.
Ragna's Groove is Shield Jump, allowing her to teleport 5 tiles and deal 65% of her regular damage to adjacent units when she lands.
- And Then What?: In her arcade ending, after telling Mercia that, yes, destruction is what she wanted, Mercia then despairingly asks her what's next, causing Ragna to actually think about it.Ragna: ...That's a good question. (Cut to Ragna setting sail to conquer new lands)
- Blood Knight: Her likes: Fighting. Her dislikes: Everything else.
- Blunt "Yes": In her arcade ending, when Mercia tries asking her if all this destruction was what she really wanted.
- The Brute: For Valder, being directed by Sigrid when she's around.
- Butt-Monkey: Ends up humiliated in pretty much every battle in the campaign. Her one victory (in a side mission) involves her unwittingly defeating Caesar in battle only for Sigrid to point out that the 'mighty foe' she sought to battle is a dog.
- Didn't Think This Through: More like, didn't 'think', period. Most of her battles involve teaching Mercia about a new aspect of combat against an overfocused army under Ragna's command.
- Enemy Mine: Joins Valder and the protagonists in the battle against Requiem.
- Escape Battle Technique: Her bio points out that Shield Jump can also be used to exit a fight if needed.
- Famous Last WordsRagna: THIS ISN'T FAAAAAAIR!!!
- Fridge Logic: In-Universe. When defeated by Mercia in arcade mode, she realizes she's made out of the 'finest warriors in history' who died in battle and is left wondering just how 'fine' they must have been.
- Friendly Enemy: After accepting that she isn't truly Mercia's greatest arch-nemesis in the campaign's epilogue, Ragna resolves instead to become her "absolute best frenemy"; triumphantly gloating that with the war over, she can just fight Mercia for the fun of it.
- Hot-Blooded: Impressively so, for someone with no blood. She's also something of a Mood-Swinger on top of it.
- Ineffectual Sympathetic Villain: Exists mainly to provide a more lighthearted Felheim adversary than Valder or Sigrid.
- Inferiority Superiority Complex: Lets slip during Mercia's Arcade run that the reason she wants to defeat Mercia is to prove she's "not just some useless zombie pieced together from broken parts."
- Large Ham: A good portion of her lines are screamed out.
- Leitmotif: Patchwork Valkyrie
- No Indoor Voice: As mentioned above, most of her lines are screamed. This actually ends up saving the day when Elodie subdues the protagonists with hypnosis - Ragna's discordant ranting manages to snap everyone out of the trance.
- Pre-Mortem One-LinerRagna: It's over, Loser!
- Psychopathic Manchild: Though as the codex points out, this is mostly due to being a mentally-five-year-old Frontline General zombie who just wants her father-figure's approval and can only get it through battle.
- Redemption Promotion: Is significantly more competent in the player's hands, including after she joins the protagonist's group.
- The Rival: Considers herself this to Mercia.Ragna: *in arcade mode* IT'S ME! YOUR NEMESIS!
- Gold Fish Poop Gang: What Mercia considers her.Mercia: *sigh* You're not my 'nemesis', Ragna. I don't have a nemesis.
- Gold Fish Poop Gang: What Mercia considers her.
- This Cannot Be!: Her standard response to being defeated, usually followed up by loud complaining about the opponent cheating.
- Shield Bash: Her main offensive tool. Her groove combines this with In a Single Bound and Shockwave Stomp.
- Spanner in the Works: Saves our heroes from Elodie by showing up at exactly the right/wrong moment and screaming them free of her mind-controlling music.
- Super Not-Drowning Skills: Pirates of the Caribbean-style. When she sinks her own barge during a cutscene, she walks all the way from the middle of the ocean to Requiem's tomb, just to find Mercia and Sigrid. Amusingly, even in the heat of the volcano, she's still dripping with saltwater when she shows up.
- Take Over the World: Her arcade ending ends with Ragna conquering Aurania before leading Felheim's fleets in search of new lands to conquer.
- Throwing Your Shield Always Works: Does this when attacking.
A High Vampire, and Valder's most trusted subordinate.
Sigrid's Groove is Vampiric Touch, which One Hit Kills an adjacent enemy unit and heals Sigrid for each HP drained.
- Acrophobic Bird: Shown capable of flight in campaign cutscenes much like other Vampires, but does not do it in-game. The codex entry on vampires notes that High Vampires simply tend to have a preference for staying close to the ground, unlike the more common variety.
- And Now for Someone Completely Different: She's the Player Character for the prologue, before the viewpoint switches to Cherrystone forces.
- Climax Boss: The war against Felheim officially ends after Mercia avenges her father and slays Sigrid... but that battle is only the penultimate mission. Since she managed to unseal Requiem's tomb before her death, the final mission and epilogue involve cleaning up Sigrid's mess by battling the Sealed Evil in a Can.
- Deceptive Disciple: Killed her own creator in his sleep. Also only works with Valder to get what she wants, and is willing to backstab him the moment she gets it.
- The Dragon: For Valder, being his most trusted subordinate and the one who directs Ragna in the field.
- Dragon with an Agenda: Set up the war between Cherrystone and Felheim in order to get the Key to Requiem, which is Mercia's sword.
- Explain, Explain... Oh, Crap!: While idly discussing Queen Mercia's unusual sword with a vampire Mook, Sigrid suddenly realizes that the Cherryblade might be the key to Requiem's tomb, after accidentally reminding herself of Mercival's last words on the matter.
- Famous Last WordsSigrid: So... Be... It...
- Glowing Eyes of Doom: They glow red when she uses her Groove, and also when sufficiently riled in cutscenes.
- Karmic Death: Sigrid murders King Mercival in her search for the Key to Requiem, starting a terrible war just as his daughter Mercia ascends to the throne. In the end, Sigrid dies when Mercia impales her on the Cherryblade, since revealed to be the Key, right outside the door of the tomb where Requiem was kept.
- Klingon Promotion: Sigrid became the ruler of Felheim's vampires by murdering her sire in his sleep.
- Knight of Cerebus: Unlike Ragna, Sigrid is taken completely seriously as a threat, and the first real 'battle' against her in Act 3 involves simply fleeing from her. The game's story begins when Sigrid carries out a cold-blooded assassination upon King Mercival.
- Leitmotif: Ancient Blood
- Life Drain: Her groove steals HP from another unit. It's one of the few things that instantly destroys a unit.
- Little Bit Beastly: Like all Wargroove vampires, Sigrid has bat ears. The art style's tendency to give characters blushed noses also somewhat evokes the features of a vampire bat.
- Little Miss Snarker: Very snarky towards anyone who's not Valder.
- Narcissist: Her favorite thing? Herself.
- One to Million to One: Does this when Mercia impales her in the penultimate level. Subverted in that the bats just fly away off-screen instead of merging back into Sigrid, and everyone treats her as dead.
- Our Vampires Are Different: Vampires in the Wargroove world exist in two forms: 'Lesser' vampires are winged pack hunters that serve as Felheim's aeronautic units, while 'high' vampires like Sigrid are one-of-a-kind creatures considerably higher up in the food chain. Unlike lesser vampires, who procreate by draining people of blood and then introducing a bit of their own, high vampires are created from mortal infants abducted and transformed though magical means by their sire.
- Power Floats: When attacking. In cutscenes she is also capable of unassisted flight and levitation, despite lacking the wings of common vampires.
- Pre-Mortem One-LinerSigrid: Victory means little to me...
- Really 700 Years Old: Sigrid is over 900, according to the codex, and was possibly born around the same time the florans arrived on Aurania. Her sire was even older, at 4'000 years of age. This meant Sigrid grew up hearing stories about the Great Dissonance, which inspired her centuries-long search for Requiem.
- Smug Snake: Downplayed due to her stoicism, but she has the part where she looks down on everyone else down pat. She goes fully into this trope once she steals the Key to Requiem.
- The Stoic: In contrast to Ragna.
- Not So Stoic: Once she realizes the Cherryblade is the key to Requiem's tomb, Sigrid's unflappable demeanor starts to rapidly show cracks, and she becomes significantly less tolerant of distractions. Even a relatively mild annoyance - such as a Kappa unable to speak clearly through his helmet - is enough to send her flying into a rage.Kappa 1: Hmerher hm!
Kappa 2: He said-
Sigrid: I DON'T CARE WHAT HE SAID!
- Not So Stoic: Once she realizes the Cherryblade is the key to Requiem's tomb, Sigrid's unflappable demeanor starts to rapidly show cracks, and she becomes significantly less tolerant of distractions. Even a relatively mild annoyance - such as a Kappa unable to speak clearly through his helmet - is enough to send her flying into a rage.
- Surrounded by Idiots: Thinks this all the time, about everyone. When she finally claims the Key to Requiem she goes on a long rant about it.
- Take Over the World: In her Arcade ending, she uses Requiem to conquer Aurania with an army of the undead, ransacking Valder's castle and cornering the remaining commanders as they try to flee from her (though the camera cuts away just as her minions converge on them). In the aftermath, Sigrid is seen celebrating her victory with her lesser kindred in a volcanic biome forest, suggesting that she's reduced the entire planet to a barren Crapsack World ruled by vampires.
- This Cannot Be!: Upon being skewered by Mercia, Sigrid manages to stammer out a shocked "H-how?" before expiring.
- You Are a Credit to Your Race: Shows a measure of respect for Sedge after being defeated in the latter's Arcade run, musing that perhaps "Floran, for all their failings, aren't as hopeless as humans". She even offers him a Villain Team-Up (albeit under the pretext of Sedge needing her leadership), which the floran brushes off.
The Floran elder, who rules with both strength and compassion.
Zawan's Groove is Wild Growth, which creates five vines on five empty squares within five squares (selected by the player). The vines block enemy movement but cannot attack or counter-attack, and slowly degrade over time.
- Boring, but Practical: His Groove is one of the most sedate in the game, but the utility of selectively blocking enemy movement in an area cannot be overstated.
- Famous Last WordsZawan: How could I...?
- Gone Horribly Wrong: Downplayed example; his arcade ending ends with Zawan successfully banishing Requiem but not before the weapon briefly possesses him. The end result is Zawan's powers growing out of control and covering the entire continent in non-stop forest, to the Floran tribes' delight and his own consternation.
- Green Thumb: As seen both in his Groove and in the way he normally attacks - Zawan grows a giant elk out of foliage and tramples his opponents with it.
- Leitmotif: Oaken Sentinel
- My Greatest Failure: Shows genuine sorrow at having to exile Sedge, feeling he has failed as a Greenfinger by not getting his charge off such a barbaric path.
- My Species Doth Protest Too Much: As a Greenfinger, Zawan's job is to keep the Floran from falling too much into barbarism.
- Pre-Mortem One-LinerGreenfinger: Such a waste...
- Reasonable Authority Figure: Of the Floran tribes in the Gloomwoods. After being corrected about the conflict with Sedge, he apologizes to Mercia's group and exiles Sedge from the Gloomwoods in his side chapter.
A young Floran hunter whose skills are out of this world.
Nuru's Groove is Teleport Beam, which allows her to purchase a unit and deploy it in a square next to her. The unit can then move immediately.
- Amazing Technicolor Population: Her skin tone changes with her team color, since her leaves are already fixed set of colors. (It's a Starbound reference, where Florans could be customized similarly.)
- Asskicking Equals Authority: How a "visitor" like her gets to lead the army - Floran are judged by the most fearsome thing they've hunted. If this is the Nuru, her spear notches include at least one Eldritch Abomination.
- Cutting the Knot:
- Does Not Like Spam: Hates kidney beans, which sound like they're made of meat but aren't.
- Famous Last WordsNuru: You... got... lucky...
- Friendly Rival: To Mercia, even suggesting they have a fight to get to know each other better.
- Guest Fighter: All but stated to be Starbound's Nuru, having stumbled onto the conflict while looking for things to hunt. She even repeatedly alludes to Starbound's setting by referencing blasters and mechs during the campaign, and even hints at the game's Eldritch Abomination Big Bad during Mercia's arcade run.
- The ending of Nuru's Arcade Mode confirms it, as Nuru deals with Requiem by calling in Esther Bright to teleport it off-world so it can no longer harm anyone. She implies her presence on this world is because she was doing a mission for the reborn Protectorate and simply found the place too fun to leave.
- Leitmotif: Wild Flower
- My Species Doth Protest Too Much: She's extremely social and well-spoken for a Floran, and is one of the few who actually considers whether something's acceptable to hunt, not just the challenge of doing so. She's actually a member of a multi-species spacefaring organization, so she's more used to other species' moral standards.
- Obfuscating Stupidity: Being a Floran, other people tend to set a very low bar for the intelligence and civility Nuru would display. She takes full advantage of this to simply not mention a lot of things, and resorts to a clumsy Verbal Backspace when she slips. She seems to be adhering to some sort of Alien Non-Interference Clause.
- Parts Unknown: Nuru is noted to be a visiting foreigner, rather than a native of the Gloomwoods, and is secretive about her past even to Greenfinger Zawan - He knows only that she arrived on a ship that had "travelled a massively, ridiculously long way". As it turns out, she was referring to a space ship.
- Pre-Mortem One-LinerNuru: I'm still the champion!
- Simple Staff: While she claims to prefer spears (or a good blaster), in-game Nuru fights using a staff/halberd.
- Suddenly Voiced: Only used generic floran grunts during dialogue in Starbound, much like other characters. Here, she has unique voice clips.
- Teen Genius: Is seventeen years old.
- Teleporters and Transporters: Her Groove summons down a unit at her location. It even uses the Starbound beam-down visuals and sound effect. This is also how she defeats Requiem in the Arcade, by calling in Esther Bright's ship to beam it away.
- Verbal Backspace: In Act 2, Nuru brags to Mercia about hunting giant monsters with blasters where she comes from. When Mercia expresses confusion, Nuru clumsily changes the subject and offers a friendly spar to avoid explaining herself. This happens a second time in Act 5, when Nuru is caught referring to Tenko as a "mech" and quickly corrects herself to "battle puppet".
A sinister Floran that considers all other races his prey, and thrives on the fear of others.
Sedge's Groove is Sadistic Rush, which deals a flat 35% damage to an adjacent target with no counter-attack. If Sadistic Rush kills its target, Sadistic Rush is immediately recharged and Sedge gets to take a new turn's worth of actions.
- Arc Villain: Is the source of Act 2's conflicts, due to hunting the Cherrystone refugees for sport and then deceiving Greenfinger Zawan into attacking as well. After being exposed, Sedge attempts to usurp Greenfinger before being driven from the forest for good.
- Asshole Victim: One of the few commanders to suffer a Character Death during the campaign, after Ryota manages to corner him in the Heavensong borderlands. Nobody can say he didn't have it coming.
- Back for the Dead: Abruptly returns in Act 5 to attack the Cherrystone protagonists after they leave Heavensong, only to be driven off by Emeric and Koji. Sedge swears further vengeance down the road, but a side mission immediately following this has the Floran discovered by Ryota, who defeats Sedge and promptly executes him.
- Black Eyes of Evil: Monochromatic black eyes aren't unusual for Floran, but Sedge is actually evil on top of it.
- Blue and Orange Morality: Played with. It's not hunting humans in Floran territory that gets him exiled - that's acceptable behaviour. It's lying to the Greenfinger about why he did it, and actively tricking him into attacking the humans as well (by claiming the Cherrystone refugees were an invading army), that ultimately gets Sedge exiled from the forest. Its also heavily implied that Sedge was already skating on thin ice due to his sheer bloodthirstiness and unwillingness to change, and that deceiving Zawan was merely the final straw.
- But for Me, It Was Tuesday: Sedge once attacked Heavensong, defeated Ryota and butchered one of his garrisons for no reason other than fun. Ryota remembers the event very clearly, but in their second meeting Sedge needs to be reminded of it.
- Deconstruction: Of stereotypical Floran behavior, showing that no species making any attempt at civility would tolerate such single-minded bloodthirstiness indefinitely.
- Evil Laugh: Does one whenever he attacks or uses his Groove.
- The Exile: In Zawan's optional side chapter, Sedge is called out for his actions against Cherrystone and banished from the Gloomwoods.
- Famous Last WordsSedge: The hunt... endsssssss.
- Flash Step: How he attacks, disappearing from view only to emerge behind his target to strike.
- Hunting the Most Dangerous Game: Loves hunting humans, unlike most Floran who restrict themselves to boar and other wildlife. In his arcade ending he uses Requiem to abduct all the people who opposed him during the campaign so he can personally hunt them down for a game.
- I'm a Humanitarian: Standard Floran behaviour towards 'meats' is to eat it no matter how sentient the source, and Sedge is very much a traditionalist in this way.
- In the Hood: Wears a hood.
- Leitmotif: Creeping Ivy
- Mechanically Unusual Class: Sedge's groove doesn't scale with his health, always dealing 35% damage to any target. It has the slowest charge time in the game but once charged Sedge can (and probably will) use it multiple times a turn.
- Mysterious Past: According to the codex, nobody knows Sedge's past, and no tribe in Gloomwood has ever stepped forward to acknowledge him as a member by birth.
- Never My Fault: Blames Mercia's group for causing the conflict in his introductory mission, when he was the one hunting them for sport, and falsely claims to Zawan that the Cherrystone refugees were actually invaders in order to deflect blame. This blows up in his face once Nuru exposes his treachery and gets him exiled. Even when he's cornered by Ryota he continues to angrily insist he's the predator and everyone else is prey, even as he's clearly lost.
- Palette Swap: Only briefly, but when Sedge goes rogue for Zawan's side mission, his army is distinguished from Zawan's by switching out their standard leaf-green costume colors for turquoise. He goes back to green in subsequent appearances.
- The Paragon: His bio notes that Sedge has a large following amongst the Gloomwood Floran, who see him as everything a hunter should be. Hense, when he eventually rebels against the Greenfinger over his exile, enough Floran follow his lead to form an army.
- The Dreaded: An even greater number of Floran, however, consider him this, as his reputation for brutality is said to be the subject of awed and fearful campside tales among the tribes.
- Sssssnake Talk: Much like most Floran characters in Starbound. He's also the only Floran character who does it, as the other two Floran commanders speak without the hissing accent.
- Sinister Scythe: A pair of sickles more specifically, but they still evoke the same symbolism.
- The Sociopath: Hunts humans for sport and hates "lectures on personal responsibility" according to his bio. Zawan repeatedly tried to guide him onto the straight and narrow and it never did anything.
- Terms of Endangerment: Mockingly refers to Ryota as "pretty soldier boy". Refers to his would-be victims as "Sedge's friends" during his arcade ending.
- Third-Person Person: Speaks this way, like a typical Floran.
- Token Evil Teammate: He is much less friendly than Zawan and Nuru, and happily embodies the classic Floran stereotype of the cruel, barbaric plant-monster. Naturally, this quickly leads to friction with his more civilized counterparts.
- Vile Villain, Saccharine Show: Unlike the other antagonists, who have affable, redeeming or at least humorous qualities, Sedge is portrayed almost akin to a slasher movie villain, motivated only by the desire to kill and eat people. This comes to a head in his Villain Episode, where Ryota's flashback shows Sedge at his most unnerving, and the post-mission cutscene uniquely depicts him surrounded by corpses after winning the battle.Ryota: You... You're a monster!
Sedge: Yesss, a ravenous monster. And do you know the worst thing about ravenousss monsters? They always come back for ssseconds.
The noble and pragmatic Empress of Heavensong, Tenri possesses the power to manipulate the winds.
Tenri's Groove is Rising Wind, which allows her to move any unit within five squares of herself, friendly or enemy, to any unoccupied square within the same area. Can also move herself, but not the enemy commander.
- Blow You Away: Uses wind power both when fighting and using her groove.
- Combat Hand Fan: Her weapon of choice, though it's dangerous due to her wind powers instead of a sharp edge.
- Dark and Troubled Past: Lost both her parents in the last Felheim invasion of the mainland.
- The Empress: Of Heavensong, having ruled it for thirty years by the game's start.
- Escape Battle Technique: Rising Wind can be used to extract Tenri from nearly any situation.
- Famous Last WordsTenri: I have... failed.
- He Who Fights Monsters: In her arcade ending, Tenri uses Requiem to invade and destroy Felheim. Valder's last words implies that by accepting its power she's going to end up just as bad as him.
- Leitmotif: Dancing Crane
- Meaningful Name: 'Tenri' can be roughly translated to 'Reason of Heaven' in Japanese (depending on which kanji were used to write it, mind).
- Mask Power: Wears what appears to be a heron mask on her head.
- Out of Focus: Only participates in a single battle during the campaign - a friendly war-game with Emeric - and disappears from the plot after the protagonists leave Heavensong behind.
- Pre-Mortem One-LinerTenri: Get out of my sight!
An unwaveringly loyal supporter of the Empress and his nation.
Ryota's Groove is Blade Dash. When used, Ryota performs a number of linear dashes through lines of enemies, dealing 45% of his regular damage to any enemy units caught underneath. It can go through any number of enemies but it cannot hit any unit twice, nor go through any allied units.
- Armed Legs: Uses his bladed legs for attacking.
- Awesome, but Impractical: His groove. If you can get the enemy troops to line up just right, Ryota can deal a fair chunk of damage to all of them in one action. But good luck getting them properly arranged that way.
- Bishōnen: His character concept, complete with white hair. Sedge goes as far as to nickname him "pretty soldier boy".
- Crush Blush: Has a very transparent crush on Mercia.
- Famous Last WordsRyota: My... Empress...
- Fantastic Racism: Distrusts Floran due to a run-in with Sedge and quickly gets on Nuru's bad side because of it (although she does accept his apology when he explains why).
- Flash Step: Blade Dash.
- Handicapped Badass: Lost both his legs below his knees in a border skirmish. He had them replaced with steel prostheses with blades on the end, and retrained himself in an entirely kicking-based way of fighting.
- It's Personal: With Sedge, after the Floran butchered a border garrison under Ryota's command, for seemingly no reason other than the fun of it. Months later, Ryota corners Sedge on the border and executes him to avenge his men.
- Leitmotif: Dashing General
- Mask Power: Wears a golden rabbit mask on his chest.
- Not So Different: Notes the fact that both he and Caesar have devoted their life to servitude to someone else in Arcade Mode, and also that both of them love the same person.
- Ornamental Weapon: Carries a pair of wakizashi, a type of Japanese sword, with him, but his battle animations and Blade Flash all have him using his bladed legs to attack.
- Pre-Mortem One-LinerRyota: You have been careless.
- Shout-Out: Both of his quotes when activating his GrooveRyota: You are already dead.Ryota: You'll never see me coming.
- Single-Stroke Battle: While it can strike multiple lines of enemies and doesn't necessarily finish them in one strike, his groove nonetheless has this vibe about it.
- Teen Genius: Graduated Heavensong military academy at the age of 16 with highest honours.
- The Last of These Is Not Like the Others: Ryota likes people with a sense of honour, duty, skill... And blue hair and green eyes.
- This Is Gonna Suck: If defeated by Caesar in arcade mode, Ryota bemoans the fact that he'll now have to explain being defeated by a dog to Tenri.
- Undying Loyalty: To Tenri and Heavensong. In his arcade ending he's able to resist Requiem through sheer force of will and safely deliver it to Tenri, who has it sealed away.
The son of Empress Tenri, Koji is an enthusiastic and committed young commander. Although he is only just developing his skills, he is nonetheless an impressive kid - especially when it comes to the weapons he creates. Koji's most remarkable creation to date is Tenko, the 12-foot tall fox puppet he pilots.
Koji's Groove is Sparrow Bombs. When used, two unique Sparrow Bomb units are spawned nearby, which may then immediately fly up 5 spaces and detonate, inflicting 50% of Koji's full damage on nearby enemy units.
- Action Bomb: His Groove spawns two Sparrow Bomb units, which can be ordered to fly at targets to explode.
- Child Prodigy: At a young age, Koji is already highly proficient in Heavensong's puppet-based Bamboo Technology, having designed and built Tenko himself as his personal mount. The codex indicates that he gained his love of engineering from his great-aunt, Mari, at the mere age of two.
- Children Are Innocent: In his arcade ending, Requiem never even tries to corrupt him. Koji then uses it as a power source to turn Tenko into a Humongous Mecha.
- Famous Last WordsKoji: I'm sorry... ngh...
- Gadgeteer Genius: Is only a child, but has created various mechanisms, such as his puppet mount.
- Iaijutsu Practitioner: Tenko attacks using iajutsu. Lampshaded by Koji in one of his attack quotes.
- Leitmotif: Mechanist Prince
- Mask Power: Wears a fox mask on the top of his head, while Tenko wears a larger version.
- Magic Versus Technology: Invoked and subverted - Koji catches himself admiring Cherrystone's wholly magical Golems during a battle with them, and clumsily tries to insist that Heavensong's puppet technology is better.
- Motion Capture Mecha: A Bamboo Technology example. Like Heavensong's other puppet machines, Tenko's movements are controlled by a pilot pulling at a sensitive arrangement of strings, which leads to the puppet mech mimicking its pilot's movements. In cutscenes, Tenko mimics all of Koji's actions, such as crying or raising his fist in triumph.
- Named Weapons: Koji's puppet mount is named Tenko.
- Pre-Mortem One-LinerKoji: Here comes the finishing blow!
A gang of bandits that prey on the defenseless and have a surprisingly good grasp of feudal-era socioeconomics. They serve as antagonists of Caesar's side missions during the Campaign. They have no commander associated with them.
- Animal Nemesis: Caesar is theirs.
- Goldfish Poop Gang: While they talk a big game and have a surprising amount of manpower, they find themselves bested at every turn by a dog.
- The Greatest Story Never Told: As they only show up in side missions and Caesar can't talk, his heroic trouncing of the bandits goes unremarked upon by the remainder of the cast.
- HeelFace Turn: They decide to go back to their old jobs after realizing their current occupation has gotten them nowhere.
- Leitmotif: They're associated with Cheeky Ruckus, which is usually played for any battle against an army lacking a known commander.
- N.G.O. Superpower: Have no problem deploying an army's worth of knights, mages, harpies and giants to get rid of a dog.
- No Name Given: Eventually subverted in their final appearance, where they refer to each other by their real names.
- Palette Swap: They use Cherrystone units, but wear black instead of red.
- Recurring Boss: As a faction, they serve as this for Caesar.
Wulfar's Groove is Tee Off. When used, Wulfar can launch units across the map, potentially moving allies into advantageous positions, or throwing enemies into the ocean. When used against enemies, it deals damage to both the target unit and any enemy unit adjacent to them when it lands.
- Dropthe Hammer: His weapon of choice, which can helpfully double as a golf club.
Uniquely, Errol and Orla have two separate Grooves that they can choose between depending on the situation. Errol's Groove is Cooling Water. When used, Errol covers an area of the map with healing magic that shrinks in size each subsequent turn. Both allied and enemy units inside this radius are healed for 20% of their health per turn. Orla's Groove is Scorching Fire. When used, Orla ignites a single tile, which grows on subsequent turns. Both allied and enemy units on a flaming tile are instantly defeated.
The keeper of Requiem. Formerly the Princess of the ancient kingdom of Cacophony, she sacrificed herself to seal the weapon, and now exists as a wraith guarding over it. Serves as the Final Boss of Arcade Mode as well as in Campaign Mode.
Her Groove is Nocturne of Woe, which instantly flips the allegiance of a single unit to Elodie's control.
- Apologetic Attacker: Takes no joy in killing anyone who can be corrupted by Requiem. One of her lines when attacking is "forgive me!".
- Back from the Dead: When she takes full control of Requiem in Arcade Mode, she destroys the weapon and uses its power to resurrect herself as an anonymous bard who plays music to make people happy.
- Barrier Maiden: For Requiem.
- Cutscene Power to the Max: Uses her Groove to take command of everyone's armies in campaign mode, as well as being able to control commanders for a single round. She can do neither of these in Arcade Mode.
- Disappears into Light: When defeated. Also in her arcade mode ending, as she destroys both her wraith form and Requiem.
- Early-Bird Cameo: Is briefly visible at the end of the intro. Elodie can also be seen in Wargroove's multiplayer menu as the human form she assumes during her Arcade Mode ending.
- Famous Last Words: If defeated by reducing her HP to 0...Elodie: Am I... free...?
- Heroic Sacrifice: Sealed herself with Requiem for four thousand years to keep it from harming anyone else.
- I Believe That You Believe It: Elodie is quite understanding of those who approach her with good intentions behind taking Requiem and confidence they can handle it, but she never trusts anyone is strong enough to withstand its power and the temptations it offers. And she's largely correct.
- Last Chance to Quit: In both Campaign and Arcade mode she usually offers her opponents the chance to walk away first. After that, there is no mercy offered.
- Leitmotif: Sorrow Sempre
- MacGuffin Guardian: For Requiem.
- Mind-Control Music: Her Groove involves taking control of enemy units, and its animation shows this is achieved by briefly playing music on Requiem, a magical cello. She briefly hypnotizes the protagonists this way during her debut, only for the trance to be shattered by Ragna. After that, she continues to enthrall individual commanders using her Groove, who all hear Requiem's song in their heads a turn before it activates.
- Musical Assassin: Elodie attacks by playing a loud note on Requiem, which creates a sonic shockwave to strike her opponent.
- No-Nonsense Nemesis: Elodie pulls no punches with anyone, for any reason. The commanders she defeats in Arcade mode are all killed off save for Mercia in order to prevent Requiem from falling into anyone's hands.
- Painting the Medium: Her speech is rendered in wavy, shimmering purple text. Characters who fall under her spell during the final battle also speak this way.
- Palette Swap: During her campaign boss fight she uses a mish-mash of units from other races colored purple, while in Arcade Mode she simply uses Cherrystone units. For her final Arcade Mode mission she will play a mirror match against another Elodie painted yellow.
- Power Floats: Not only does Elodie float everywhere, but Requiem's cello body and bow float alongside her when not in use.
- Pre-Mortem One-LinerElodie: Silence falls!
- Prophet Eyes: Her irises are white.
- Purple Is Powerful: Is associated with the color purple, due to being the keeper of Requiem. She's dressed in it, has a purple aura and her faction is colored purple.
- Purpose-Driven Immortality: An undead wraith only staying alive by trying to contain Requiem. Emeric outright states that Elodie cannot be negotiated with because of this trope, as wraiths are merely single-minded, obsessive reflections of the people they once were.
- Supernatural Is Purple: The wraith and the Artifact of Doom in her care are associated with the color purple. It is further implied that all forms of "cacaphonic magic" are purple in color, as the Fell Gauntlet (another, weaker relic of Cacophony) also generates purple spell effects.
- Time Abyss: Elodie has been the guardian of Requiem for over four-thousand years, vastly predating Sigrid and the arrival of the Floran upon the world (both of which are a mere 900 years).
- Well-Intentioned Extremist: Requiem is evil. Requiem corrupts the minds of the living. Therefore, destroy all living beings that desire Requiem. Unlike the other commanders, Elodie will outright kill anyone she defeats in Arcade Mode.
- Worthy Opponent: Considers Mercia one in Arcade Mode, not only sparing her life but taking her advice that she may be powerful enough to destroy Requiem on her own.
An Evil Counterpart to Mercia created by Requiem, representing her embracing Requiem's power. The True Final Boss of Campaign Mode, and unlockable for use in Arcade Mode and online play afterwards.
Dark Mercia's Groove is Aura of Ruin, which drains all enemy units within 3 squares of 3 health and gives it to Dark Mercia.
- Battle in the Centre of the Mind: In Campaign, her battle takes place inside a recreation of Cherrystone Castle.
- Dialogue Reversal: Her line just before using her groove sometimes is a very dark inversion of Mercia's.Mercia: None shall fall while I still stand!Dark Mercia: All shall fall while I still stand!
- Evil Counterpart: To Mercia, with her Groove being an offensive reflection of Mercia's as well.
- Foil: To Elodie, the other Requiem commander. Both are princesses of a kingdom who were ensnared by Requiem. The difference is that Dark Mercia chose to use Requiem while embracing its power, while Elodie gave up her life to contain it and only uses it to keep it from others. In the campaign their origins are contrasted, as Dark Mercia is merely a mental avatar of Requiem's will who was never alive to begin with, while Elodie was once an ordinary human being.
- Good Scars, Evil Scars: Like Mercia, she also has facial scars. Unlike her good counterpart though, Dark Mercia has two that each go over an eye and make an X. Combined with her milky-white eyes, it makes her look cruel.
- The Heartless: The game's Codex entry on her implies she is Mercia's fears and insecurities given form by Requiem when the young Queen wasn't going to be swayed by the offer of power.
- Kill Em All: Her arcade mode ending. After purging Mercia from her mind once and for all, you're treated to a series of cutscenes with her confronting those she didn't fight, which cut away before she actually fights them. In the end, the land is left barren and she departs to go find more lands to conquer.
- Leitmotif: Unbound Fury
- Life Drain: Her Groove is an area-of-effect one.
- Luckily, My Shield Will Protect Me: Fights with a sword-and-shield getup, using Requiem's body as a shield and the bow as a sword.
- Marathon Boss: Teleports away the first two times you fight her, and has an entire castle full of choke points and around five times your units you have to battle through.
- Omnicidal Maniac: In her Arcade run, she makes it clear she has no interest in holding or protecting a kingdom or anything else. All she wants to do is fight and kill until nothing is left.
- Painting the Medium: Like Elodie her text boxes contain wavy purple text.
- Palette Swap: Uses Cherrystone units, but purple. Dark Mercia herself is a palette swap of Mercia, wearing the same clothes and armor, but with her hair and the red trimming colored purple. One of her hidden lines shows that Dark Mercia takes offence at being called one.
- Power Floats: Much like Elodie.
- Pre-Mortem One-LinerDark Mercia: Embrace your end!
- Prophet Eyes: Like Elodie.
- Psychopathic Manchild: The fact she hates "naysayers and killjoys" seems to suggest something of a childish personality. Add in that she wants just kill everything...
- Purple Is Powerful: Like other characters associated with Requiem, she has a purple-based palette.
- Slasher Smile: Dark Mercia generally doesn't smile, but when she does, it's definitely this.
- Time Abyss: Requiem was first created over four-thousand years before the beginning of Wargroove's story. As the embodiment of Requiem's magic, Dark Mercia's age in the codex is listed as "a philosophical question."
- Throat Light: Upon being defeated, she emits dense beams of light from her mouth and eyes into the air over her... before it goes out and she collapses. Arguably a case of her losing control of her power and having it burst out of her.
- Villainous Breakdown: Suffers one in Mercival's Arcade ending, when the king opts for a "I Know You're in There Somewhere" Fight that causes Mercia to start Fighting from the Inside. Before Requiem's control is broken for good, Dark Mercia is reduced to impotently screaming at Mercival to stop talking.