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Fantasy

    The Ancestor Gods 
  • Fantasy Pantheon: Technically the Dwarf pantheon includes every single Dwarf who ever died, as the Dwarfs believe that the spirits of their ancestors live among them and guide them. Even so, the ancestors common to all Dwarfs are given the most respect, and are roughly similar to a pantheon. These are simply referred to as the Ancestor Gods. Valaya is the literal mother of the entire Dwarf people, and Grungni and Grimnir are the fathers of roughly half. Their direct descendants make up the other Ancestor Gods.
  • Have You Seen My God?: The Dwarf Gods used to walk among their people, after but Caledor's Great Vortex drained magic from the world the Gods all disappeared.

Grungni

God of Mining and Stoneworking. Considered to be the patriarch of all Dwarf kind. Dwarf lore states that he is the reason Dwarfs live underground, as he foresaw the coming of Chaos and thought his people would be safer that way.


  • Top God: Grungni is seen as the patriarch and leader of the Ancestor Gods and, consequently, of the Dwarfen people as a whole.

Grimnir

God of War. When the Dwarfs migrated to the mountains they would eventually call home, Grimnir protected them from the monsters roaming the land. He is the patron of the Slayers, and given that he's depicted with a mohawk, he might actually be the founder of the Slayer Cult.
  • Uncertain Doom: It is told Grimnir went alone to close the gateway allowing the Daemons of Chaos access to the material world at the height of their invasion. His ultimate fate is unknown, beyond the obvious fact that the gateway didn't close, but the Dwarfs claim that "he fell into darkness".
  • War God: Grimnir is the Dwarfs' chief warrior god, embodying fearlessness in battle, excellence in arms and the willingness to lay down your life in pursuit of a worthy cause.

Valaya

Goddess of Home and Healing. Valaya is the one Dwarf that all Dwarfs are related to, as she was married to both Grungni and Grimnir. She is credited with founding Karaz-a-Karak and Karak Eight Peaks. She is also the patron of brewers.


  • Mother Goddess: Valaya is the mother and matriarch of the Dwarf gods and the literaly progenitor of the Dwarfen race, all of which descends from her children with Grungni and Grimnir. As a result, modern Dwarfs revere her both as the patron of Dwarf women as a whole and as a protective deity of the home, family, and healing.

Gazul

God of Death. Gazul is revered as a protector of the Dwarf dead and established the Dwarf tradition of venerating one's ancestors. He is also the reason they despise the Undead. Interestingly, he is the only Dwarf in the setting portrayed with a sword.


  • Flaming Sword: He wields a blazing longsword named Zharrvengryn, "Flaming Vengenance" — notably, he's the only Dwarf to use a sword instead of an axe or a hammer.
  • God of the Dead: Gazul is the dwarfish Ancestor God of the dead, and the protector of dwarfish souls. His followers are charged with opposing those who defile the dead — especially necromancers — never refusing burial rites to the dead, and protecting the sanctity of burial places.

Smednir

God of Metalworking and Ore Refinement. Unsurprisingly, he is considered to be very important to daily life. He is said to have taught his younger brother Thungni craftsmanship. Together, they created the first runic weapons, including Ghal Maraz.


  • Ultimate Blacksmith: He's the deity of metalwork, and credited with having taught the art to the Dwarfs and with having created most of their ancient treasures. His clerics are held to only craft to the very highest standards that they can, for to do otherwise dishonors them, their craft, and Smednir himself.

Thungni

God of Runesmithing. He is said to have delved deep and discovered the secrets to runic magic, and also discovered that only he, his father Grungni, and certain members of his own descendants had the ability to inscribe magic runes into items they forged. Every Runesmith can therefore trace their lineage back to Thungni and Grungni.


  • Ultimate Blacksmith: He invented runesmithing, passed the craft down to his descendants, and forged Ghal Maraz.

Morgrim

God of Engineers. The oldest son of Grimnir and Valaya, he invented the bolt-thrower and stone-thrower during the first incursion of Chaos.

    The Lady of the Lake 
  • Crystal Dragon Jesus: Between its chapels, monasteries, codes of chivalry and female modesty, heavy use of stained glass and association with a pseudo-French kingdom of wandering knights, the faith of the Lady of the Lake is essentially medieval French Catholicism with a coating of Arthurian imagery.
  • Ethnic God: The Lady is the patron deity of Bretonnia and worshipped universally throughout the nation, but by the same token has no presence in other human realms outside of the odd Bretonnian exclave.
  • Hero's Muse: The Bretonnian knights, being Arthurian knights in France, follow the cult of the Lady, a mystical figure who gives visions and quests, leading to drinking from the Grail.

    Magnus the Pious 
A minor provinicial noble who united the divided Empire during the Great War Against Chaos, some two hundred years before the End Times and led it to victory against the forces of the Ruinous Powers. He was made Emperor in the wake of his victory and spent his days reuniting the shattered nation, and enacted numerous reforms, including the legalization of magic and founding of the Colleges in Altdorf. He is viewed as being essentially the Empire's second founder, second in esteem only to Sigmar himself.
  • From Zero to Hero: He was originally only a minor noble from a lesser family in one of the Empire's many backwaters. During the Great War Against Chaos, he rose to become the Empire's most well-known and repsected leader thanks to his resolve and inspirational opposition to the northern invaders, and became the Empire's first united ruler in over a thousand years.
  • The Magnificent: He was formally named Magnus von Bildhofen, but he's uniformly known as Magnus the Pious in the modern day.
  • Universally Beloved Leader: Magnus was an extremely popular ruler in his day, thanks being the Empire's saviour after the great Chaos invasion and his intense and public piety, and became Emperor with nothing more than token opposition after mending the millenial rift that had broken the Empire apart. His reputation only grew after his death, and modern Imperials view his as the best thing to ever happen to the Empire since Sigmar himself.

    Tree Spirits 
  • High-Heeled Feet: In their 8th edition models, Treemen have pointed, toe-less feet with a wooden spike attached to their heels.
  • Honey Trap: Dryads use their shapeshifting ability to take on beautiful, seductive female forms, which they use to entice outsiders into the forest where they can tear them limb from limb.
  • Kill It with Fire: Wood can burn, indeed, making the Dryads, Tree Kins and Tree Men especially vulnerable to it. As a result, they get the Flammable rule.
  • Megaton Punch: Treemen have the very evocatively named Tree Whack rule, making them trade all their possible attacks for a single attempt on one enemy. If the enemy fails an Initiative test, they suffer D6 Wounds with no armor save allowed as the full might of the tree spirit is focused on giving someone the biggest slap of their life (and probably the last one).
  • Nature Spirit: Athel Loren is chock full of these spirits who are so old they remember a time when the Wood Elves weren't present. While Dryads and Treemen are the most prominent, the lore indicates that many other types of them, such as naiads and other undescribed spirits, dwell within the forest, just not openly fighting with the Asrai.
  • Our Nymphs Are Different: Dryads are among the Nature Spirits native to the enchanted forest of Athel Loren. They take the form of beautiful women dressed in minimal garments, but when faced with an enemy — and they have a very generous view of what counts as an enemy — they take on their true forms as monstrous, vicious woody humanoids and tear their foes limb from limb.
  • Plant Person: Forest spirits need to bind themselves to trees to acquire a physical body. The most numerous are the bitter and cruel Dryads, aggressive spirits that protect the forest and act as a fast and deadly close combat unit. Then come the Tree Kin, spirits of slain Elves who have bound themselves to deadwood and act as a shock infantry. Finally, most revered are powerful spirits bound to entire trees and which are called Treemen. All of these are Forest Spirit units and thus possess a small ward save and Immune to Psychology to represent how magical they are and how devoted they are to protecting Athel Loren. To represent their bark, they also have the Scaly Skin rule.
  • Primal Polymorphs: Dryads are Nature Spirits that take the form of ambulatory plant-people and are capable of shapeshifting into various forms for both subterfuge and combat: they like using their powers to pose as beautiful women so they can lure in prey, but once the target gets close enough, they take on the aspect of a tree that can allow them to most effectively overcome their opponent — birch for stabbing, oak for resilience, willow for throttling.
  • Treants: The Treemen are the mightiest inhabitants of Athel Loren, formed when powerful spirits merge with living trees. Incredibly powerful and ancient, they command great respect from lesser forest spirits and the Wood Elves alike and are rightfully feared by those outsiders who don't think they're myths or long extinct. They also inhabited Athel Loren long before the Wood Elves and are quite xenophobic, to the point that many see the Wood Elves, who have inhabited and defended the forest alongside the Treemen for millennia, as unwanted interlopers and want them out of their woods permanently. In game, the Treemen form a Mighty Glacier Monster unit in contrast to the rest of the army, with a mere Movement 5 for their size and Initiative 2, but great strength and durability.
  • When Trees Attack: Or at least when spirits possessing trees attack. A significant portion of the Wood Elves' army is made up of various creatures made of animated wood and plants such as Dryads, Tree-kin and Treemen, who are even more eager to kill interlopers then the Wood Elves themselves.

Homestuck

    Robots 

Sawtooth and Squarewave

https://static.tvtropes.org/pmwiki/pub/images/squarewave_and_sawtooth.png

A pair of rapping robots created by Dirk Strider. Sawtooth was designed to be unbeatable in a rap-off while Squarewave loses to Dirk every time.

Squarewave has spoken in a flash and speaks
ALMOST ENTIRELY IN PURE RAP
AFTER HE GOT FED UP WITH DIRK'S CRAP
HIS RHYMES THOUGH ARE PRETTY WEAK
DIRK BEATS HIM WITH ONLY A TWO LINE STREAK
HE ALSO USES STEREOTYPICAL RAPPER SLANG LIKE DOGG!!


  • The Ace: Sawtooth was deliberately designed to be the greatest possible rap battler, and Dirk notes that he has never once managed to beat him in a rap-off.
  • Big Damn Heroes: Sawtooth shows up to save Dirk after he's pinned down by dronebots.
  • Chekhov's Boomerang: Sawtooth is stated to be Walking the Earth, but later comes back to pull a Big Damn Heroes.
  • Chekhov's Gunman: They first appeared on Dave's wall as a poster, about three years of real-life time before their debut as full characters.
  • Chuck Cunningham Syndrome: They disappear at the end of the Trickster arc and are never mentioned again.
  • Exotic Eye Designs: Squarewave's eyes consist of concentric circles, one of which is more contracted than the other, leading to look like he constantly has Mad Eye, even though he's perfectly sane.
  • Leitmotif: Squarewave is associated with "Anbroids". Both robots are associated with chiptune music.
  • Meaningful Name: They're named after square and sawtooth waves.
  • More Dakka: Sawtooth shows up to save Dirk from the dronebots with a pair of giant torso-mounted missile racks.
  • Non-Standard Character Design: Robotic characters in comic tend to be grey with obvious bolts and rivets, but otherwise resemble living creatures in form and outline, whereas these guys look more stylized, blocky, and overtly mechanical with mouths that resemble their namesake waves.
  • Robot Buddy: Dirk created them to be companions and rap partners, and notes that Squarewave is somewhat close in behavior to a puppy.
  • Walking the Earth: According to Dirk, Sawtooth wanders the world, searching for opponents and demolishing any rappers foolish enough to challenge him.
  • No Waterproofing in the Future: Dirk ends Squarewave's attempt at rap battling him by dousing him with a bottle of soda, which promptly short-circuits the robot.
    SQUAREWAVE: DAMN DOGG WHY AS A ROBOT I GOT TO BE SO PREDICTABLY SUSCEPTIBLE TO LIQUID LIKE THIS. IT AIN'T COOL!!!

    Wizards 

Characters from Complacency of the Learned

Complacency of the Learned is a story written by both Rose and her Post-Scratch counterpart, Mom Lalonde. While Rose's story never amounted to much more than Purple Prose, Mom Lalonde's novels have become inexplicable best sellers.

The series is about a group of disciples of twelve great wizards who rebel against them under the influence of Calmasis, chief antihero and antagonist. The kids then murder each of the wizards in ironic ways, until only their leader, Zazzerpan, is left to duel him in a chess match. Roxy calls the books "dark," "inaccessibly written," and "exhaustingly heavy-handed", although still inspiring to her as an author of more lighthearted wizardfic.

Word of God is that Rose's wizardfic is about twelve evil kids who influenced every dark event in history, and thus a subconscious reflection of the trolls' role in creating the universe. Other characters in the series seem to correspond to the cherubs.

Calmasis

https://static.tvtropes.org/pmwiki/pub/images/calmasis_5.gif

Calmasis is the main antagonist of the series.


  • Ambiguous Gender: Consistently referred to as "s/he", due to being very androgynous.
  • Beat Them at Their Own Game: He challenges Zazzerpan, the greatest master of chess in the story's setting and previously unbeaten at the game, to a chess match and defeats him.
  • The Corrupter: He manages to turn other pupils against the Complacency.
  • Meaningful Name:
    • Calmasis, matching Caliborn and Calliope.
    • His name is also similar to "kismesis".
    • Also similar to Salmacis, the nymph who was merged with Hermaphroditus to become the first hermaphrodite.
  • Villain Protagonist: He torments and kills the Complacency for no real explored reason.
  • Villain Sue: An in-universe example. S/he wins a game of wizard chess even after being checkmated. Most wizards use wands. Calmasis has a revolver.

The Complacency

An order of twelve ancient wizards, who are steadily killed off by Calmasis over the story's course. Their known members include Zazzerpan the Learned, Frigglish, Executus, Smarny, Ockite the Bonafide, and Gastrell the Munificent.
  • Doomed Protagonist: The basic plot of their in-universe story involves Calmasis steadily killing them all off.
  • The Magnificent: Some of their number, such as Zazzerpan, Ockite and Gastrell, are known by grandiose titles appended to their names.
  • Stroke the Beard: They have a habit of stroking and bothering their beards that could charitably be called compulsive. The excerpt seen in the comic spends a solid paragraph describing how they do it anywhere, on any occasion, as something of a default neutral pose.
  • Wizard Beard: As parodies of classic fantasy wizards, they're all provided with long, luxurious, silky beards.

Zazzerpan the Learned

https://static.tvtropes.org/pmwiki/pub/images/zazzerpan.png
The granite statue of Zazzerpan in Rose's home.

Also known as the Predicant Scholar. Zazzerpan is the leader of the Complacency, a wizard of great renown, and the story's main protagonist.


  • Chekhov's Gunman: The gigantic wizard statue in Rose's house is Zazzerpan the Learned. We don't know whether the statue was named for the character in her wizardfic, vice versa, or neither.
  • The Magnificent: He's typically referred to in full as Zazzerpan the Learned to signify his great arcane knowledge. He is also known as "the Predicant Scholar", meaning a learned man who preaches or publicly proclaims his knowledge, which also resembles a Prospitian or Dersite title.
  • Mythology Gag: His title's initials are PS, which, combined with his title resembling carapacian naming conventions, brings Problem Sleuth to mind.
  • Smart People Play Chess: Zazzerpan, the wisest of the Complacency's wizards, is a legendary chess player. He's so good that he's never lost a match and has apparently beaten gods.

Frigglish

A wizard cursed and later killed by Calmasis.
  • Death by Irony: He ends up crushed beneath a book filled with his own mad scribbles.
  • Driven to Madness: He was driven insane by a curse placed on him by Calmasis, which compelled him to compulsively write down all his arcane knowledge and in time reduced him to a quaking, incoherent madman.
  • Foreshadowing: Roxy renames Jaspers after him. Jaspers gets crushed by a book filled with a sprite's scribblings.
  • Great Big Book of Everything: His insanity drove him to create a great tome filled with his limitless arcane knowledge. It's also what kills him by crushing him under its tremendous weight.

Characters from Wizardy Herbert

"Wizardy Herbert" is a story written by Roxy. In real life, the story actually began as "a very flippantly satirical story about kids and magic" written by Hussie before Homestuck, and many of the jokes in this story provide several of the comic's Mythology Gags related to wizards. Unlike that endeavor and Complacency of the Learned, however, Roxy's story is of poor quality, and appears to serve the purposes of My Immortal or Sweet Bro and Hella Jeff for the Potteresque Complacency.

The plot involves four teenagers from the real world who all somehow enter a fictional story, one of even poorer quality than the larger story, about a summer camp for wizards. It is revealed that one of these characters, Grant Anonama, the villain, is originally from the story and that his true name is Slinus Marlevort. The narrative appears to make Russet the protagonist at first before accepting the titular protagonist's place in that role. The story is left unfinished at a scene where Herbert and Beatrix are playing an obvious parody of Quidditch involving flying wooden horses.

Wizardy Herbert

Russet Clove

  • All There in the Script: His surname is mentioned only in Hussie's original Wizardy Herbert and its related materials.

Slinus Marlevort / Grant Anonama

  • Shout-Out:
    • His surname appears to be a lazy portmanteau of the two names for Harry Potter's Dark Lord, "Voldemort" and "Tom Marvolo Riddle." His first name appears to be in the style of those of other Potter characters (i.e. "Severus," "Lucius," "Sirius," etc.).
    • His pseudonym, which he used when he pretended to be the heroes' friend in the real world, is an anagram for "Not an anagram."

Outsider

    The Loroi 
  • Alien Blood: As with all Soia-Lirion species, they have blue, copper-based blood.
  • Bizarre Sexual Dimorphism: Downplayed. Male and female Loroi don't look drastically different from each other (aside from the obvious), but female Loroi average at around 170cm (5'7") in height while male Loroi are much shorter. A tall Loroi male rarely gets over five feet, with most being far below that, although apparently they're more even size-wise with human men in... other areas. Because of this size difference, as well as only making up about 10% of the population, Loroi men are viewed as a weaker sex in need of protection by the Amazon Brigade.
  • Born Under the Sail: The Belerid Loroi of Taben, living on a dwarf, icy continent in an ocean world where violent weather made farming difficult and most food was in the sea, developed a proudly maritime culture focused on fishing, whaling, exploration, trade and piracy. The modern Tenoin caste, which consists of the Loroi forces' spaceship crews and navigators, has its origins on Taben and still maintains training facilities in Beleri.
  • Brutal Honesty: Most Loroi communication is through telepathy, and within the Outsider universe it's impossible to lie or deceive in mind-to-mind communication. This, as Tempo explains, means that many within Loroi society have trouble grasping basic tact, believing that to not communicate what's on their mind as directly as they can is dishonest — thus, the main reason why their history is founded on endless bloodshed. They've developed strict rules to leave diplomatic negotiations to those trained for such tasks (like Tempo herself), while the rest are obligated to keep their mouths shut during the process... especially if it's someone like Stillstorm. It's also why Alex has problems being taken seriously—since he can only communicate via verbal speech, there are those who do not trust him since he is incapable of doing the perfectly honest telepathic communication.
  • Color-Coded Castes: The specialized castes that compose the Loroi military each possess a specific pair of colors that marks their armor and clothing. The Doranzer wear cream and light blue, the Listel wear white and purple, the Mizol wear black and teal, the Soroin wear green and silver, the Teidar wear bronze and teal, the Tenoin wear orange and tan, and the Torrai wear gray and red.
  • Elective Mute: This is a tradition among the Unsheathed; they only speak out loud when danger is very near, to issue warnings or challenges.
  • Extreme Libido: If what Beryl tells Jardin about male Loroi is on point, they need to mate frequently for their physical and mental health.
  • Fantastic Caste System: Loroi society is rigidly stratified and subdivided, with a Loroi's career and place in society being heavily determined by which caste she's born into.
    • Society as a whole is split into three main social groups — the warrior class, the civilians and the men. Warriors are the ones running the society and making up the government, while civilians are secondary in importance and position and the men are essentially sperm banks with citizenships.
    • The women's classes are further subdivided — the civilians are split between numerous trade guilds, while the warrior class is further divided into eight specialized castes: the Soroin (soldiers), Tenoin (spacecraft pilots), Teidar (psychic specialists), Torrai (commanders, admirals and generals, the title of Emperor being the caste's highest rank), Mizol (diplomats), Listel (scientists and analysts), Doranzer (medics) and Gallen (mechanics).
  • Fantastic Naming Convention: Loroi names consist of three parts: the first denotes their caste, the second is their military rank and the third is their personal name. Beryl's full name, for instance, is Listel Tozet Eilis; "Listel" denotes her being part of the analyst caste, "Tozet" is a rank roughly equivalent to a tactical analyst, and "Eilis" is simply a word meaning "beryl".
  • Fragile Speedster: Loroi warships are very fast compared to those of the Umiak, but aren't as robust.
  • Green-Skinned Space Babe: The Loroi are essentially all-female space elves who come in various shades of light to medium blue, and all individuals seen on-page are depicted as some stripe of cute or beautiful. The author says in the FAQ that they're intended as a "homage to the 'Space Amazon' archetype", citing Master of Orion, Star Control and Space Battleship Yamato as examples. MOO 2 in particular is the source of inspiration for everything from names to uniform color schema to hairstyles.
  • Glass Cannon: Loroi warships have tremendous ranged firepower compared to the Umiak, but aren't as robust.
  • Glowing Eyes: When Loroi capable of telekinesis use their powers, their irises glow.
  • Handshake Refusal: When Talon and Jardin share a handshake, Spiral doesn't join them since she's occupied with piloting while Talon's away from the helm. Much later, when the Loroi and Alex are setting up their makeshift sleeping station in the cargo hold, Spiral takes the opportunity to get around to that handshake.
  • Hit-and-Run Tactics: The primary tactic for Loroi raider fleets, since their ships aren't sturdy enough to engage Umiak ships in stand-up dogfights, is to jump into a system, hit hard and fast, and quickly jump back out.
  • Immortality Begins at Twenty: Downplayed. Loroi live for about 400 years; they reach physical adulthood at around eight years of age, but don't begin to age until very shortly before they die. Consequently, their lives consist of several centuries of physical health and outward youthfulness — the only reliable way of telling old and young Loroi apart is that elders have longer noses and ear-tips — capped by a short maturation at one end and a short period of failing health at the other.
  • Klingon Scientists Get No Respect: Downplayed example. While no outright disdain is present towards noncombatants, the Loroi are still a warrior culture and value martial life as "the epitome of civilization". As such, military castes that do not habitually participate in combat — such as the Listel scientists, Doranzer medics and Mizol diplomats — are given very limited authority and respect within the Loroi military. Unlike in real-life armed forces, where ranks are absolute — for instance, a low-ranking soldier is still expected to salute a high-ranking medic or diplomat — Loroi fighters and commanders refuse to give formal deference to noncombatants, regardless of their rank.
  • Latex Spacesuit: Certainly not as egregious as many other cases, but Jardin does muse upon the reasons for the seeming Loroi preference for form-fitting uniforms, noticing that Fireblade's touch is cold and the ship's environment is much cooler than what he's used to. Later on, as he's putting on the inner liner of the pressure suit Talon gives him, he notes it's a tight fit but the fabric has a lot of give.
  • Matriarchy: Due to Loroi men being much smaller than the women and only making up about a tenth of the population, Loroi society is highly matriarchal. Almost all vocations, including commerce and especially the military, are seen as the province of women. Men, in contrast, live in seclusion within specialized cloisters — the prevailing belief is that, as the rarer and weaker sex, they need to be protected and kept secure — and mostly serve to father new generations. Outside of this, there are few vocations open to them outside of certain philosopher orders.
  • Mind over Matter: Psychokinesis, the ability to remotely exert physical force over objects with your mind, is a very rare ability among the Loroi — while all Loroi are natural telepaths, less than five percent are psychokinetics. This ability is very valued among the Loroi, and children who exhibit it are always inducted into training for specialized military castes.
  • Moral Event Horizon: In-Universe, the Loroi military trying to commit xenocide against the Mannadi after the last war with them horrified everyone so much that it nearly caused the other races in the Alliance to unite and wage war on the Loroi. Thankfully, the threat of their allies turning against them caused the Loroi to rein in their military and stop the attempted genocide.
  • Multicultural Alien Planet: Most of the Loroi worlds are culturally and ethnically diverse, as the various populations and cultures that arose there over their pre-spaceflight history still retain varying degrees of presence in the modern day.
    • Deinar is largely divided between three broad racial groups: the tall and fair Barraid of the western highlands, the tall, dark-skinned Tadan of the central river valleys and the short, wiry and far-scattered Login. These were further divided between multiple nation-states, which warred extensively with each other and remain distinct cultural entities into the modern day.
    • The Loroi of Perrein, who are generally noted to be of medium height and with darker hair and larger ears than others of their kind, are divided between the ghost-pale people of the dense lowland jungles and the very dark-skinned natives of the highlands that reach above the planet's omnipresent fungal canopy.
    • The oceanic world of Taben is split between the natives of the dwarf continent of Beleri, who tend to light skin, yellow eyes, thinness and large noses and have a long tradition of exploration and marine raiding, and those of the Amenal archipelago, who have darker skin and developed an advanced, sophisticated culture early in the planet's history. It does not have a global government like the other Loroi worlds, being split between the Belerid nation and a federation of independent island-states in Amenal.
  • No Fathers Allowed: Since Loroi men make up only a small portion of the total population, they live in isolated, semi-monastic communities, and their interactions with the outside world are largely limited to mating encounters. Loroi women typically "meet" with any given man only once, as strong attachments to mating partners are frowned upon in Loroi society, and afterward return to their families to go through pregnancy and birth their child. Daughters are reared by their mothers, aunts and other female relatives, while the rare sons are reared in the cloistered male societies. Either way, fathers rarely if ever meet their children.
  • Proud Warrior Race: The Loroi are first and foremost a warrior civilization. They respect martial values and skill above all other things — in their culture, military strength and individual combat prowess are the highest values civilization is measured by — and their society strongly reflects that. The Loroi Empire is an archetypal army with a nation: its civilian economy is almost entirely in place to support the military, and Loroi civilians have considerably less power and political clout than the warrior class, which is the one that runs the empire. Even in the military, influence is based on one's role in combat, if any — soldiers and pilots are broadly ranked above medics, diplomats and scientists in the Loroi army's complicated organization, while the highest government ranks — the Emperor and her chiefs of staff — are specifically the highest rungs in the space navy's command structure.
  • Psychic Block Defense: Some Loroi can learn how to disguise their mental signatures from others, making their minds impossible to detect or affect; this skill is know as lotai, and is very rare and difficult to learn. Humanity is unusual because it possess a permanent version of this an inborn trait.
  • Rubber-Forehead Aliens: Analyzed and deconstructed. Loroi look just like humans, except for the pointy ears, blue skin tones, odd eye and hair colors, and their men being smaller than and far outnumbered by their women. A very awkward exchange between Beryl and Jardin also confirms that female Loroi have functional breasts like female humans. This similarity is noted as a significant abnormality by everyone, considering that the rest of the races go from being notably physiologically different to being Starfish Aliens. The fact that humans also seem to be resistant to the Loroi's telepathy implies that this may be far more than mere coincidence, but when Tempo all but accuses Jardin of this, he testily counters that it would be extremely stupid for the Umiak to create a mole that sticks out like a sore thumb as much as he does.
  • Signature Headgear: The Unsheathed wear headdress-like devices called amplifiers, which boost their mental abilities. In Fireblade's case, it frames her face (unlike those worn by the other two Unsheathed present during Jardin's mental probing, which look more like fancy headbands) and has small tabs in the back that connect to plugs in the sides of her head. Jardin is a bit shocked when he sees them as she's taking off her outer suit and removes the amplifier. When he asks, Beryl explains that all Unsheathed go through the procedure.
  • Single-Biome Planet: Among the Loroi Sister Worlds, Perrein is a hot and humid jungle world covered almost entirely by immense fungal forests with canopies so thick that the forest floor is in perpetual night, while Taben is an ocean planet whose landmasses are limited to a small continent in the northern hemisphere and an equatorial island chain.
  • The Silent Bob:
    • A Zig-Zagging Trope for the Loroi as a whole. They generally play it straight, as they rely on their sanzai ability for normal conversation and speak aloud only in unusual circumstances but are quite "vocal" in their facial expressions, body language, and actions. However, during the initial battle, Beryl explains to Jardin that with everything going on, vocal communication is more efficient than sanzai, and its limited range makes vocal communication between ships necessary. Later on, Tempo notes that the Mizol caste is trained in spoken language and negotiation, to better serve their diplomatic function.
    • Justified by the Unsheathed's traditional vow to not speak outside of danger. Fireblade is a textbook example, as despite her silence it's very obvious through her body language and actions that she has a low opinion of Jardin.
  • Space Elves: The Loroi are a mix of Types I and IV, combining the typical elfin features with blue skin tones, physical beauty, and mental powers like telepathy and telekinesis. Jardin even refers to them as elves at times (in his inner monologue, fortunately).
  • The Spartan Way: The way the Loroi raise members of any of their military caste — dumping them in the woods with bows and spears to learn proper warrior values and survival skills.
  • Telepathic Spacemen: The Loroi are galactically known for this, to the point that Jardin identifies them as Loroi by observing an apparent non-verbal conversation. They can also pick up the thoughts of other species, even those that aren't naturally telepathic, which becomes a serious issue when they discover that they can't read Jardin's thoughts at all. Jardin is just as blind to their efforts, although he can perceive Fireblade as a flame-like aura shaped like her in his mind if he concentrates or she applies her mental powers, and there are a couple of instances that suggest that when his mind isn't fully conscious, some degree of mental bleed-over from the Loroi near him is occurring. He later begins to wonder if the latter is being done deliberately by Tempo after seeing her use her abilities against an Umiak hardtroop.
  • Touch Telepathy: While Loroi sanzai works at range (and in fact their biggest military advantage is that they can use technology to boost it to interstellar distances), it works best with physical contact. Skin-to-skin contact allows them to establish a very strong and close psychic link, through which they can send much more information much more quickly than they can with remote sending. This is one of the reasons that the Loroi generally avoid touching each other except in rather specific circumstances.
  • Weird World, Weird Food: When several of the Loroi find the idea of drinking milk from a domesticated species to be bizarre after Alex mentions it in a discussion of human food, Tempo mentions that Loroi from Taben and Deinar did not have any animal farming and culinary culture beyond meat and eggs and are thus comparatively tame. She mentions that her own planet of Perrein has a much more diverse food culture that even the other Loroi find to be Foreign Queasine.
    Tempo: [...] but I am sorry to say that Perrein cuisine is not well accepted in the wider Loroi food culture.
    Talon: *winking* Inedible, more like!
    Spiral: *grinning* Foul! Sure toxic!
  • World of Technicolor Hair: The Loroi have a wide range of hair colors, almost none of which — most visibly bright scarlet, purple, bright blue, navy and green — are normal for humans outside of an anime.
  • Younger Than They Look: Loroi mature much faster than humans. This fact is specifically cited in Talon's entry on the comic's cast page, noting that she's only 13 years old. Additionally, the GURPS profile for Beryl on the Outsider Insider page gives her age as 14, although like Talon, she looks to be around Jardin's age just by appearance.
  • Your Normal Is Our Taboo: Early on, Jardin notices that the Loroi don't touch each other. Beryl later explains that casual physical contact is a cultural taboo, as their sanzai ability is distance-variant and skin-to-skin contact greatly amplifies the mental connection, even with aliens that aren't naturally telepathic. Beryl is anxious to test this with Jardin because of his apparent resistance to sanzai, which sheds some light on her seemingly hostile reaction to Jardin shaking hands with Talon. Unfortunately, when Jardin concentrates, he seems to be able to perceive Fireblade and not Beryl. Later on, just before the Loroi pile up on Jardin to sleep and he brings this up, Beryl notes that the necessities of their situation trump personal discomfort.

    The Umiak 
  • Big Creepy-Crawlies: They resemble arthropods the height of a human. It should be noted, however, that they aren't true arthropods — biologically, they're closer to mammals with exoskeletons, and that's before their heavy self-modification. It's also a weakness of theirs; they don't like higher gravity worlds, since they weigh down their exoskeletons.
  • Bizarre Alien Reproduction: Reproductively speaking, the Umiak have genetically, surgically and cybernetically altered themselves so much that nobody's really sure how or whether they reproduce naturally.
  • Blade Below the Shoulder: The outermost finger of the left hands of the Umiak takes the form of a claw that can be pressed back against the forearm to crush or extended for slashing and stabbing attacks. Some of their hardtroops posses a metallic version of this, sometimes entirely replaced by a long knife.
  • Designer Babies: The Umiak have been tailoring themselves to their environments for so long they might not have a natural reproductive cycle any more.
  • Extra Eyes: One of the Umiak's insect-like traits is that they have seven eyes, three main eyes on the sides and center of the head and two ocelli on each "cheek".
  • Full-Conversion Cyborg: The Umiak freely and unsentimentally modify themselves to meet whatever situations arise, and by the present day the vast majority of their population is vat-grown at need and many sport mechanical enhancements of various sorts. The most extreme examples of this are the hardtroops, highly specialized warriors than consist of little more than a nervous and digestive system inside of a large, powerful mechanical shell, which depending on the "model" can be further modified to sport any number of weapons and modified limbs to turn them into specialized shock troops and living weapons platforms. Notably, because all Umiak are artificially created to serve as living tools anyway, there isn't any great social divide between the hardtroops and their more organic fellow crew members.
  • Insectoid Aliens: The Umiak are visually very reminiscent of arthropods, being six-limbed, multiple-eyed and covered in a chitinous exoskeleton in their natural state. Internally, however, they're more similar to vertebrates, as they need internal skeletons in order to support their own weight and complex respiratory and circulatory systems to keep their large bodies oxygenated. Their insectoid nature also impacts their language — as they have rigid mandibles and no vocal cords, they cannot pronounce vowels or labial sounds, and their vocal range is limited to a small group of mandible clacks, tongue-clicks, inhalations and chitters.
  • Lightworlder: The Umiak come from a world about the same size and mass as Mars, which is a large part of how they can get away with being as large as their are with an arthropod's anatomy, and are consequently very poorly suited for handling Earth-normal gravity — on most inhabited planets, a unmodified Umiak would be barely able to walk. Consequently, almost all Umiak sent onto other species' planets are heavily genetically and/or cybernetically augmented in order to be able to bear their own weights. This is also why the Umiak have never used Space Fighters — even with liquid breathing mediums for cushioning, they simply can't handle the g-forces.
  • Macross Missile Massacre: Standard Umiak doctrine calls for bombarding Loroi battle lines with preposterous numbers of torpedoes.
  • Mighty Glacier: Umiak ships tend to be slower, but noticeably tougher and better suited (relatively, as far as space goes) for combat than Loroi vessels.
  • Starfish Language: The Umiak language is based on tone rather than words, and uses a "stack" structure where a statement ended with a specialized "posit" clause is placed onto a metaphorical "stack" for later reference, with later use of a "pop" clause being equivalent to speaking the entire statement again, either leaving the statement on the stack or removing it depending on which variant is used; a "pop" followed by a number signifies a reference to a statement that number of items further down the stack. Umiak conversations often begin with the speaker rattling off a tremendous number of disjointed thoughts and sentences and referring to them continuously throughout the conversation while adding new clauses to the stack, and understanding what's being said requires extremely good memory and the ability to perform flawless arithmetic in one's head. It's literally impossible for others to understand without a translator... and even that's a bit lacking.
    Jardin: [as Kikitik-27 is talking to Stillstorm] The tinny voice speaking Trade seemed clearly to be synthesized... in the background there was a barrage of clicks and ticks, which I presume was the Umiak's own untranslated speech. The harsh sound made my skin crawl.
  • We Have Reserves: The Umiak can replace their losses, both of ships and of troops, with extreme ease. As such, their battle tactics tend to revolve heavily around mass sacrifice of expendable troops, either to tie up the powerful Loroi vessels while more valuable assets maneuver into place or to attempt to tear through Loroi lines with brute force, and never mind the cost. They also think nothing of extremely risky maneuvers such as attempting a "deep jump" into the Leido star system, which potentially cost them large numbers of ships.
  • Zerg Rush: The Umiak's primary strategy during wartime. In one battle, Umiak warships outnumbered the Loroi fleet nearly three to one. Later on, the Umiak begin to invade Loroi space with enormous numbers of ships of all types, which is referred to as a "gate-crasher" attack.

    Humanity 
  • Naming Your Colony World:
    • In the named-after-the-star category, human colony worlds within the Alpha Centauri system are named Alpha (also referencing its status as the first extrasolar colony) and Proxima. Somewhat confusingly, Proxima does not orbit Proxima Centauri, but Alpha Centauri B.
    • In the the symbolic category, the human colony worlds orbiting Tau Ceti and 82 Eridani are named Aldea and Esperanza, meaning "Village" and "Hope" respectively in Spanish.
  • Our Humans Are Different: Humans have only recently become spacefaring and, consequently, lag far enough the other space empires in technology, numbers and infrastructure to be essentially non-entities except for two notable traits. Firstly, they very closely resemble the Loroi, which most non-human characters find suspicious to alarming. Secondly, they're the only known species in existence to be completely immune to the Loroi's Psychic Powers — some species have limited resistance, but humans are immune to the point that Loroi are unable to even psychically sense a human standing right in front of them.
    Beryl: [sitting in Jardin's lap] Your apparent resistance to our telepathy is perplexing... even at this close range, you are completely blank to me, as if you do not exist.
  • Puny Earthlings: Because humans only became spacefaring in very recent times — the setting's major species were already in space during Earth's medieval period — humans lag far behind everyone else in everything, from their armed forces and technology to simple numbers. This becomes uncomfortably clear for Jardin when he witnesses a border skirmish between a small, under-strength Loroi strike group and a much larger, but still partial, Umiak force — and the strike group itself still contains more ships than the totality of humanity's combined space forces, and many of its vessels are armed with weapons that can one-shot a mid-sized human ship.
    Jardin's internal monologue: A full-scale clash between major fleets surely must involve many hundreds or even thousands of vessels, armed with weaponry that had made very short work of Bellarmine. I was having a hard time imagining how I was going to be able to make a case to the Loroi that Humanity could offer any kind of meaningful support in this war.
  • Stock Star Systems: The six worlds settled by humanity include the Alpha Centauri A V (humanity's first extrasolar colony), Alpha Centauri B II (the second), Tau Ceti II and 82 Eridani VI.

Minecraft

    Mob Vote 2017 
For the vote's winner, the Phantom, see Minecraft: Overworld: Hostile Mobs.

The Monster of the Ocean Depths

https://static.tvtropes.org/pmwiki/pub/images/monster_of_the_ocean_deep.png

A marine creature that grabs players and drags them into the depths.


  • Bizarre Alien Locomotion: It swims using its jaws, although how exactly this works isn't stated.
  • Cephalothorax: Its body consists almost solely of its head, which in turn is dominated by its immense jaws.
  • Monstrous Mandibles: A central aspect of its design are its huge, horizontally- and vertically-split, tooth-lined jaws.
  • Multipurpose Tongue: Its tongue is long, extendable, and prehensile, and used to grab prey and drag it towards the creature.
  • Sea Monster: It's a large, hostile marine creature that preys on travelers crossing the surface above it.

The Great Hunger

A lizard-like creature that hides in the ground and eats mobs and items that fall into its mouth.
  • Ambushing Enemy: It hides itself within the ground in order to ambush players and mobs passing above it.
  • Magic Eater: It has a great appetite for the enchantments that can placed on items.

The Hovering Inferno

https://static.tvtropes.org/pmwiki/pub/images/hovering_inferno.png

A Blaze-like entity with four floating shields, found in the Nether.


  • King Mook: It's essentially a larger, stronger Blaze, and spawns alongside small groups of its weaker kin.

    Mob Vote 2020 
For the vote's winner, the Glow Squid, see Minecraft — The Overworld.

The Iceologer

https://static.tvtropes.org/pmwiki/pub/images/iceologer_5.png

For the version of the Iceologer implanted in Minecraft Dungeons, see the Minecraft Dungeons character page.


  • An Ice Person: Its attack consists of creating a mound of ice in the air and letting it fall on its target.
  • Color-Coded Elements: It's an ice-wielding, mountaintop-dwelling Illager that wears blue robes.

The Moobloom

https://static.tvtropes.org/pmwiki/pub/images/moobloom.png

A yellow cow with flowers on its back.


    Mob Vote 2021 
For the vote's winner, the Allay, see Minecraft — The Overworld.

The Copper Golem

https://static.tvtropes.org/pmwiki/pub/images/minecraft_copper_golem.png

A golem built out of copper, which is attracted to copper buttons and oxidizes over time.


  • Golem: An artificial, humanoid construct made out of copper.
  • Robot Antennae: It has a single large, knob-topped antenna on its head.

The Glare

https://static.tvtropes.org/pmwiki/pub/images/minecraft_glare.png

A floating bush-like creature that warns the player of areas dark enough to spawn monsters.


    Mob Vote 2020 
For the vote's winner, the Sniffer, see Minecraft — The Overworld.

The Rascal

https://static.tvtropes.org/pmwiki/pub/images/the_rascal.png

A hooded, hunchbacked humanoid that challenges the player to find it and gives items in reward for being found three times.


  • Beneath the Earth: It lives in deep caves, inhabiting underground areas beneath the Y=0 altitude, which served as the bottom of the game world in earlier versions of the game.
  • Rule of Three: Its hide-and-seek game is won when the player finds it three times.

The Tuff Golem

https://static.tvtropes.org/pmwiki/pub/images/tuff_golem.png

A stone golem that holds and displays items given to it.


  • Golem: An artificial, humanoid construct made out of stone.
  • Living Statue: It's static by default, periodically waking up and moving around before returning to its spot and turning back into a statue.

Zelda

Skyward Sword

    Stalmaster 
  • Multi-Armed and Dangerous: It has four arms, and fights with a different weapon in each hand.
  • Sequential Boss: It only uses two arms to fight in the first phase of its fight, and all four of them in the second.

    LD-002G Scervo 
  • Alas, Poor Villain: After his defeat, Fi says that she cannot help but admire Scervo's tenacity in keeping alive while all other robots broke down.
  • Disney Villain Death: He falls to his death after his defeat.
  • Lone Wolf Boss: He has no connection to Ghirahim, as he had usurped the Sandship for his own motives and was already Skipper's lifelong enemy since long before the prologue of the game.
  • Ring-Out Boss: He has to be knocked to the edge of his planks to damage and eventually defeat him.
  • Robotic Undead: He's a skeleton pirate robot who serves as the miniboss of the Sandship, and fights similarly to the skeletal Stalfos. Why it has an undead look is unexplained in-game, since other robots in the game are far cuter in appearance.
  • SkeleBot 9000: A combination of a humanoid appearance and ages of weathering means that he strongly resembles an animated skeleton.
  • Walk the Plank: A variation; Link fights Scervo on the Sandship, and makes him walk a narrow corridor until he falls off the end.

In Nomine

    Angels 

Israfel, the Angel of Music

https://static.tvtropes.org/pmwiki/pub/images/israfel.jpeg

A Seraph of Creation and one of the most admired and respected figures in Heaven short of the Archangels; Israfel has been granted attunements and distinctions from multiple Superiors, and manages to retain her high standing despite her Archangel's recent fall from grace. She is the most skilled singer and musician in Creation, a title of no mean standing in a setting where all of existence is a manifestation of the divine Symphony. She is also a scholar of Songs, and both her repertoire and theoretical knolwedge in this field may well be the most advanced of any celestial. Many in Heaven believe that she will be an Archangel someday, but for now she is too invested in her research and especially in her study of human music to want to take on the heavy administrative duties of that rank.


  • Beautiful Singing Voice: She has the most beautiful singing voice of any being alive, and her performances regularly move other angels to tears.
    Utterly dedicated to her calling, Israfel has probably the most extraordinary vocal talent of any celestial. She was described by Poe as "the angel Israfel, whose heart-strings are a lute, and who has the sweetest voice of all of God's creatures." (Contrary to Poe's laudatory verse, she is not mentioned in the Quran.) She can make angels cry with joy at the beauty of her songs.
  • Brown Note Being: Her connection to the Symphony is so great that she needs to be very careful about singing when on the Corporeal plane, since the power in her singing will cause humans who hear it to experience intense spiritual, mental, and even physical pain.
  • Gender Flip: Edgar Allan Poe's poem "Israfel" describes the titular angel as male, but she's female in the game.
  • Instant Expert: She has such a thorough understanding of music that she can pick up any instrument that she has no experience with yet and play it proficiently within half an hour, and expertly within a day.
  • Public Domain Character: "Israfel" was originally a poem by Edgar Allan Poe, describing an angel with unmatched singing skills.

Avatar

    Unagi 
  • Bilingual Bonus: Unagi means "eel" in Japanese.
  • Breath Weapon: The unagi can blast firehose-like jets of water from its mouth.
  • Sea Serpents: It's a huge, long-bodied fish that hunts in the waters around Kyoshi Island, preying on anything it finds in the water and attacking prey with high-pressure blasts of water from its mouth.

Hollow Knight

    Aspids 
https://static.tvtropes.org/pmwiki/pub/images/aspids.png
"Cunning predators that will try to pick you off from a distance. Don't give them any space, just charge in and cut them down! You'll find they're not so cunning once they are dead."'
Hunter's Journal on Aspid Hunters

Aggressive flying insects with abdomens swollen with the Infection. Hunters and Primal Aspids can fire off blobs of this infected material, with Mothers produce seemingly endless streams of Hatchlings when threatened. Most of them live in the Forgotten Crossroads, where they have a large hidden nest, while the Primal Aspids live in Kingdom's Edge.


  • Elite Mook: Aspids are easy to deal with after the first few encounters, but in the later stages, you'll encounter their more dangerous version, the Primal Aspids, who have more health and a stronger, triplicate shot.
  • Future Primitive: Primal Aspids are the ancestral forms of the Aspids. That's right, the stronger version came first, were thought to be extinct, but have reappeared in Kingdom's Edge. The Hunter himself finds it odd that the Primal Aspids' descendants are so weak in comparison.
    "These cruel foes will ambush you and relentlessly attack with their searing venom. How strange that their descendants are so weak. If I have children, I hope they will be stronger than me..."'
  • Mini Mook: Aspid Hatchlings are miniature Aspids with no ranged attacks.
  • Mook Maker: Aspid Mothers spawn a steady stream of Aspid Hatchlings while alive, and release an extra pair when killed.
  • Spread Shot: Primal Aspids have a three-way spread of projectiles.
  • The Symbiote: Aspids are implied to have developed a symbiotic relationship with the Infection. They are all highly infected, but in a much more "contained" and less deformed way than the indiscriminate full-body pustules of other enemies, and live in a nest that's already covered in Infection vines and bubbles long before the rest of the Crossroads is ovverun.
  • Underground Monkey: Aspid Hunters are the standard of their species, Aspid Mothers periodically spawn Aspid Hatchlings at the player, and Primal Aspids are the Elite Mook variant, possessing a three-way projectile attack that is more difficult to dodge than the basic Hunter's single shot.
  • Weaponized Offspring: Aspid Mothers intentionally give birth to their young hatchlings to deal with nearby intruders.

    Husks 
"These "civilised" bugs of Hallownest were weak in life and now they are equally weak in death. Send them back into the dirt they were born in!"'
Hunter's Journal on Wandering Husks

The bugs of old Hallownest, killed and raised to unlife by the Infection. Husks mindlessly wander the roads that they walked in life, attacking any uninfected creature they see.


  • Action Bomb: When Violent Husks see the player, they snarl, run forward, and violently explode as soon as they hit something.
  • Cowardly Mooks:
    • In life, the socialities that became Cowardly Husks were so timid and spineless that their cowardice persists in death with sufficient force to cut through the aggressiveness of the Infection. As a result, they will often just turn and run as soon as they see the Knight, or when struck a few times.
      "The fearful, cowardly nature of these Hallownest bugs persists even after death! It almost feels shameful to chase and cut them down."
    • Huks Hives flee when attacked, and will try to leap over the player when cornered. Their only attack, besides landing on you by accident, is to passible spawn Hivelings as they run.
  • Deadly Gas: Fungified Husks can release large clouds of toxic Infection-laden spores.
  • Dead Weight: Gluttonous Husks used to be members of Hallownest's high society, made obese by a luxurious lifestyle. They weaponize their bulk by throwing themselves at you.
  • Defeat Equals Explosion: When slain, Fungified Husks briefly tremble before going up in a small explosion of Infection gas.
  • Elite Mook: The Husk Warriors of the Forgotten Crossroads are armed with a shell and nail, giving them a more aggressive and far-reaching attack alongside a defense from the Knight's own nail slashes.
  • Festering Fungus: The bodies of the Fungified Husks have been overgrown by the fungi of the Wastes where they roam, which allow them to release clouds of toxic spores. Two variants are encountered — one which only has a few small mushroom growing from its back and neck, and one so overgrown that its entire head is covered by a single giant cap.
  • The Goomba: Basic Husks, especially in the Wandering and Bully variants, are among the weakest and simplest enemies in the game, with only a bit of health and simple charging attack. They are among the very first enemies encountered, and continue to appear throughout the game in a large number of variants, some stronger, some trickier, and some just reskinned for other areas.
  • Horn Attack: Husk Hornheads have a long curving horn, whicht they use to attack the Knight with a running headlong charge.
  • The Infested: Downplayed. The Husk Hive is a zombified beetle with a beehive surrounding it's torso. It's implied that the hive runs into its hollowed-out belly, but how deeply they're merged is left ambiguous. Upon its defeat, the bees inside it emerge to continue fighting.
  • Money Fetish: The Gorgeous Husk is obsessed with hoarding Geo. Kill him and you get hundreds of money for yourself, as he drops the most Geo out of all the enemies.
  • Mook Maker: The Husk Hives carry around miniature beehives inhabited by Hivelings, which periodically fly out to attack the Knight, and produce a group of three when killed.
  • Our Zombies Are Different: Husks are the walking, mindless corpses of humanoid insects, killed and raised to unlife by a supernatural infection that destroyed their minds and left them to shamble mindlessly through the tunnles of their land and relentlessly attack any uninfected being that they encounter.
  • Piñata Enemy: The Gorgeous Husk is very easy to beat and drops 420 geo upon death, more than any other single enemy. Alas, there's only one of him.
  • Robbing the Dead: You pick up Wanderer's Journals from the corpses of dead wandering husks.
  • Spike Shooter: Spiny Husks attack by shooting volleys of thorns out of their bodies.
  • Super Spit: Slobbering Husks are former Leaping Husks who are too weighed down by Infection swellings to jump anymore, and which instead resort to spitting blobs of causting fluid.
  • The Symbiote:
    • Fungified Husks are overgrown by the fungi of the Wastes, which allow them to produce harmful spore clouds as a means of self-defense.
    • Spiny Husks have coatings of plants growing on their backs, which they can use to shoot out volleys of thorns.
  • Underground Monkey: Husks come in a tremendous variety of types and subtypes:
    • Leaping Husks have jump around nimbly, while Husk Hornheads have a fast charging attack.
    • Husk Warriors are stronger mooks armed with a sword and shield.
    • Fungified Husks look like Wandering Husks, but covered in fungus and capable producing a cloud of Deadly Gas.
    • Cowardly Husks and Husk Dandies are essentially regular Husks, but with a little more health and different appearence.
    • Gluttonous Husks have a bit more health and a leaping attack.
    • Husk Hives, found alongside the bees of the Hive, carry around tiny beehives which spawn Hivelings as they wander around.
  • Unique Enemy:
    • The two Husk Warriors in the hallway above the Crossroads Stag Station are the only appearance of their kind.
    • There is exactly one Gorgeous Husk in the game — it can be found in one of the hidden rooms of the City of Tears — and it will not respawn after it's killed.

    Mawleks 
Monsters vaguely reminescent of sea cucumbers on legs and riddled by the Infection. Their natural home appears to be the Ancient Basin, but a single Mawlek is found in a room full of its dead kin in the Forgotten Crossroads.
  • An Arm and a Leg: Mawlurks are Mawleks that lost their legs, only remaining stationary when encountered.
  • King Mook: The Brooding Mawlek is a singular, stronger Mawlek fought as a boss — although, notably, it's positioned so that players will most likely encounter it long before they find the regular enemy version in the late game.
  • Sentry Gun: Mawlurks are immobile, but attack by sprawing acid indiscriminately around themselves when roused.
  • Super Spit: Mawleks and Mawlurks attack primarily by spitting globs of Infection fluids.
    "If you try to keep your distance it will spit sticky, burning globs of vile stomach juice. Move in quickly and strike decisively."' — the Hunter, on Lesser Mawleks

    Greenpath Vessel 
https://static.tvtropes.org/pmwiki/pub/images/greenpath_vessel.png

A familiar figure encountered in the room where Hornet is first fought. After the battle, the Mothing Cloak can be picked up from its body.


  • Hero of Another Story: Like all others of its kind, it somehow managed to escape the Abyss and climb to the surface world and was implicitly on a journey very similar to the Knight's, but only progressed as far as the Greenpath before perishing.
  • Posthumous Character: It died an unspecified amount of time before the Knight reaches the Greenpath, and only its prone body is encountered.
  • Robbing the Dead: You obtain the Mothwing cloak from its dead body.

Indexes

    Zoo Tropes 

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