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Video Game / GreedFall

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GreedFall is a Role-Playing Game from the French developer Spiders, released on September 10, 2019 for PC, Playstation 4 and Xbox One.

The protagonist is from a continent resembling 17th-century Europe in its technological advancement, but where magic also exists side-by-side with cannons and rifles. Currently, it is in the grip of a terrible, incurable plague named Malichor. However, a newly discovered island named Teer Fradee is free of it, and it's suggested a cure may be found there. Thus, multiple factions of The Old World send out their colonizing fleets. You play as De Sardet, a representative of the Congregation of Merchants and the cousin of Constantin D’Orsay, who is set to become the Governor of Congregation's newest colony, New Serene. You, on the other hand, will be in charge of finding the cure.


Of course, the Congregation isn't the only faction with an eye on Teer Fradee: On one side is the science-minded Bridge Alliance, who see the island as a wellspring of knowledge and resources that can be harvested to cure the Malichor. On the other side are the Thélème, a nation ruled by magic who believe the Malichor to be a demonic curse that can only be cured by destroying the island's "demons" and bringing their monotheistic religion to its native inhabitants — by force if necessary. All three nations are keenly aware that the other factions are just as intent upon finding the cure as they are, and will also grab as much territory and resources along the way as they can get away with. Moreover, the natives of Teer Fradee are obviously not impressed by this mass invasion. While some attempt to negotiate what they can with the factions like yours that are averse to unnecessary bloodshed, others resist, often with the help of the supernatural creatures they have bonded with. However, as impressive as those are in singular engagements, they remain a poor counter to the firepower of massed ranks of trained musketeers.


While the frictions are definitely concerning, you're more worried about your cousin, who is over his head almost as soon as he steps off the boat. As you work towards establishing some semblance of order and stability to New Serene, however, you begin seeing signs that you have more in common with the natives than originally thought...

This being an RPG, you have a large degree of choice in how you approach the characters of this world, and the quests they may ask you to fulfill.

The reveal teaser is here, the E3 2018 trailer is here, and the gameplay demo video is here.

Tropes present in GreedFall:

  • 24-Hour Armor: While certain missions might require you to disguise yourself in either faction-aligned armor or regular clothes, you're still free to wear your regular armor around wherever you please.
  • Action Girl: You can pick a female character, who'll then be this, as even the most diplomacy-oriented builds will still often need to get their hands dirty.
    • Amongst the natives there are an impressive collection of female warriors:
      • Of the 4 most respected mals, Blandid and Dedre, the two women, are the ones most strongly advocating for fighting the renaigse. Blandid dies early in the game waging war with the Alliance
      • Cera is noted for her combat prowess and withstands extensive torture at the hands of the Alliance. If you don't kill the Alliance captors, she will.
  • A God Am I: When Constantin goes off the deep end, he claims to be a god, followed by We Can Rule Together to get you over to his side.
  • Alliance Meter: Each faction on the island has it, which changes based on your actions. Whenever you reach another positive tier with them, they send you a Legendary-tier equipment to your in-game stash.
  • Amazon Brigade: Possible with a squad consisting of Lady De Sardet, Siora, and Aphra.
  • Ambadassador: Lord/Lady De Sardet's role is that of a diplomat who deals with problems among the various factions of the island. Being an RPG protagonist however, they are also capable of kicking a lot of ass.
  • Arbitrary Headcount Limit: You can only take two companions alongside with you at once. The headcount limit gets completely thrown out in the final battle, where all your companions fight alongside you, at least until they decide to stay back to Hold the Line.
  • Armor and Magic Don't Mix: Averted; Petrus is the magic-specialist companion who starts off in a suit of full plate armor and the player themselves can also spec to using magic and heavy armor/weapons if they so choose.
  • An Axe to Grind: Various axes are available to your character under the One/Two-Handed Heavy Weapons skill depending on their size. Looking closely at their stats shows that they deal somewhat less physical damage then the equivalent swords, but are more effective against armor and more likely to stun the enemies by the sheer force of impact.
  • Ankle Drag: In one of the cutscenes, Siora summons a root out of the ground, which then drags away a soldier that was going to kill her sister Eseld and suspends him in mid-air. Eseld then finishes him off by throwing a blade into his eye socket.
  • Anti-Frustration Features: Should you need to personally report back to a quest giver who's quite a distance away, the game will offer to teleport you directly to them, or stay where you are.
  • The Artifact: The Nauts gradually lose relevance to the story as time goes on. This also includes party member Vasco unless you're in a romance with him, as few of the quests directly pertain to him or the Nauts.
  • Awful Truth: The Congregation of Merchants and the Nauts secretly discovered Teer Fradee 200 years prior to the game's events, and the aristocracy of the Congregation became tyrants who ruled with an iron fist until they were all decimated and driven off by the resident eldritch god of the island. The surviving Congregation citizens paid the Nauts to pretend they never discovered Teer Fradee. Except, the Nauts never stopped exploiting the island for slaves to sell to the mainland Congregation - which is where De Sardet came from. To twist the knife further, the Malichor has nothing to do with Teer Fradee; it is actually a result of the uncontrolled pollution caused by reckless industrialization on the mainland, and has little if anything to do with Teer Fradee itself, except that maybe the Eldritch god of the island may have helped it along a little in revenge for the Congregation's pillaging.
  • Bear Trap: Traps that De Sardat and NPCs can set take this form. Which is odd given that they act like magical land mines that explode when a target gets near it.
  • Because You Were Nice to Me: Two examples, one political, one personal.
    • At the end of the game when gathering allies for the final battle neither the Bridge Alliance nor Thélème are convinced of De Sardet's story of the threat to the island's god. The Nauts and the Coin Guard are a bit more open-minded but don't think they're really affected by it. However all four will come to help if De Sardet has reached "Friendly" status with them, as he/she helped them out enough times before.
    • If you complete Kurt's first two companion quests before the Coin Guard's attempted coup he turns on the traitor Guards and warns De Sardet and Constantin, giving them time to mount a successful defence of all three cities.
  • Best Served Cold: Trying to convince Siora's sister Eseld to forgo vengeance after she got nearly killed by the colonizing troops via the Charisma option has her "agree", by noting that waiting for revenge will only make it sweeter.
  • Bitch in Sheep's Clothing: The odd hermit who helps you complete the ritual in the swamp is eccentric and scatterbrained, but friendly nonetheless. It turns out he's helping you because completion of the ritual would summon a Nadaig to maul De Sarde and company. De Sarde and the party kill the Nadaig in self-defense, and the hermit appears again, furious and screaming curses and threats at the 'murderers'.
  • Body Horror: One of the symptoms of the Malichor appears to be rotting flesh.
  • Bodyguarding a Badass: Kurt is your bodyguard and trainer from since your character was a child. This doesn't stop you from potentially being stronger than him. It's even possible to beat him in the tutorial sparring match with him (and even easier with magic, which totally ignores his extremely high armor).
  • But Thou Must!: During Aphra's initial quest, Síora will argue against sneaking after the Native leaders to learn their secrets, but the player doesn't get the option to agree with her and must carry on.
    • The player is not given the option not to interfere during the election of the new islander king. Even if De Sardet has already earned the trust of all three contenders, thus it wouldn't really matter who gets chosen since none will refuse a meeting with the island god, it is still mandatory to get involved and obtain the ancient crown.
  • Church Police: Thélème's Ordo Luminis is this, and it's by far the most corrupt order of their government slash church. The first Inquisitor you meet strangles an islander in the town square while screaming at him to repent, then acts very rude towards you (eating a well-earned can of whoopass in the process should he make the rather...regrettable decision to try and kill you on the spot because he doesn't particularly like your beliefs). Then things go downhill and quests involving the Ordo Luminis reveal their involvement in kidnappings, torture, slavery and even child molestation. Finally, Thélème's governor, the Mother Cardinal, has enough and disbands the entire order and its leaders are severely punished off-screen.
  • Companion-Specific Sidequest: Each of the companions have their own unique questlines that when done will basically put you at their next rank of approval as well as potentially open up options in future questlines. If Kurt's sidequests aren't done, he will betray the congregation and fight De Sarde during the Coup storyline, then you'll have to save either Saint Matheus or Hikment, locking the city you didn't saved and its related quests for the entire game.
  • Clarke's Third Law: The Nauts are believed to have magical abilities that aid in their navigating the sea, and are under close scrutiny by the Ordo Luminis who believe them to employ similar pagan magic to the Teer Fradee natives. However, a later game quest reveals that the Nauts don't rely on magic at all, but mundane seafaring technology. They've invented the gyrocompass, the barometer, even SONAR.
  • Critical Existence Failure: Having a practically empty health bar doesn't influence the enemies' movement or behavior at all, and the same goes for you and your companions.
  • Deliberate Values Dissonance: As the game is set in a fantasy universe remiscent of the 17th-18th century, all factions save the Natives are, to some differing extents, colonisers. Attitudes towards the Natives range from the Thélème's White Man's Burden approach to converting the Natives to the Alliance's outright war with them to the condescending sympathy from the Congregation. Most of the characters you interact with hold one of the general positions, but the narrative sides with the Natives.
  • Developers' Foresight: Due to the many different solutions the developers will usually offer for any given quest, main or otherwise, there are a number of events and additional lines of dialog that can occur if you did not follow the intended, guided sequence of events. A great example of this is rescuing Constantin from the morning-after of his celebratory night on the town, and the various events that may happen:
    • If you rescue Constantin before saying your goodbyes to the other ambassadors in Selene, Constantin will be sitting down at the table with De Sardet, or is otherwise clearly present in the room.
    • You can learn Constantin's location in three ways: following the tip from the poorly written ransom notes all around town, making recompense for the unfortunate innkeeper who's business was wrecked by Constantin's antics, or simply walk by the warehouse where he's being kept, whereupon De Sardet and Kurt will over hear his yelling.
    • Related to the above, if you save Constantin and meet the innkeeper for the first time, they will have additional dialog where he recognizes Constantin and yells at him for the broken table, upon which Constantin compensates him out of his own pocket, than De Sardet's.
    • If you rescue Constantin stealthily from his predicament, he will ask to murder the bandits who kidnapped him for revenge. Should De Sardet have taken the direct approach or done that anyway, Kurt will make mention of it.
    • Constantin will have additional dialog during sidequests and scripted events, such as meeting Vasco for the first time at the docks. He will, for example, hope that his father is implicated in the disappearance of Vasco's cabin boy, allegedly by a noble family in the city.
  • Dialogue Tree: You have various dialogue options, though they usually provide only an outline of the much longer speech your character is going to say upon selecting that option. Certain Talents can also open up certain dialogue options that can offer alternate solutions to problems.
  • Didn't Think This Through: Assuming he's still on your side, Kurt will call out the Coin Guard on how stupidly short-sided their coup attempt is- namely that had it succeeded all they'd have done is trap themselves on the island with hostile natives opposing them and nations who they've made enemies of back on the continent.
  • Dressing as the Enemy: Well, enemy is usually a bit strong but if you have reason to infiltrate another faction's property and don't feel like sneaking the whole way the easy solution is to dress in the faction's clothing. Mostly the guards will ignore you.
  • Dump Stat: Craftsmanship is this. While being able to craft your own armor and weapon upgrades is nice, there's a blacksmith in New Serene who can do it as well and the amount he charges is negligible. You're much better off if you reserve your Attribute points for Insight, Vigor, or Lockpicking.
  • Eye Scream: Eseld kills an unnamed enemy soldier by throwing a dagger into his eye socket.
  • Facial Markings: Two kinds: the Nauts have Maori-like tattoos, while the islanders wear face paint and often have plant-like markings that apparently naturally appear when the native is "bonded" with the island. The fact that De Sardet's birthmark looks eerily similar to the marking foreshadows that they have more in common with the natives than they thought.
  • Fantasy Counterpart Culture: The main factions pull a lot of qualities from the real world 17th Century, just with more magic.
    • The Congregation of Merchants appears to be a neutral version of mainland Europe, specifically France and Venice, often acting as a mediator between the Bridge Alliance and the Thélème, and, thanks to their alliances with the Nauts, hold a major stake in world's naval power.
      • They could also be a shoutout to the Hanseatic League. Or to the Netherlands during their Golden Age, as Serene has a strong Dutch vibe.
    • The Nauts themselves take a lot of pages from the pirates and privateers that prowled the islands of the Caribbean, sporting vaguely British/Irish/Scottish accents, Spanish and Portuguese names, a reverence and affinity for the sea, and generally mercenary attitudes towards everyone and everything. The biggest difference for them is that they're more merchants than pirates.
      • As noted above they also borrow the Maori trait of facial tattoos that depend on life experiences.
    • Thélème are based very obviously off of the Vatican and Catholic Church, with a hardline monotheistic religion backed up by actual magic and their own Inquisition who is ready and very willing to torture and kill anyone who doesn't share their beliefs, or even so much as contradicts their own teachings. They also wear armor heavily reminiscent of the conquistadors of Spain.
    • The Bridge Alliance are on the forefront of technological development and stand in contrast to a restrictively religious faction, and as such are based on the Islamic Golden Age. Aesthetically and culturally they also borrow elements from later Muslim cultures, especially the Ottoman Empire.
    • The natives of Teer Fradee are inspired by Celtic tribes, with their language being "a mash-up of Flemish, Breton, Gaelic and Irish" created by linguists for the game and their magic quite druidic in nature. They also bear similarities to some Native American tribes, and the way their land is being colonised is more reminiscent of American colonisation than the Anglo-Saxon colonisation of Celtic lands.
    • The Coin Guard, with their Germanic names, mercenary nature, and universality among all three (often opposed) continental factions, bear a great deal of similarity to the Landsknechte and other German mercenaries of the 1500s.
  • Fighter, Mage, Thief: The skill tree is split between three categories: Warrior (focuses on melee), Technician (focuses on traps and guns) and Magic (Focuses on offensive spells). You create your character by selecting a set of starting skills focused on one of these categories though afterwards you're free to build your character however you wish.
  • Five-Second Foreshadowing: Just before boarding the ship to Teer Fradee, Constantin and Kurt will talk about the giant creatures that apparently exist in the new land, with Constantin mentioning that he heard a rumour that the Nauts had even brought one back in one of their ships, only for Kurt to say it's ridiculous, since the Nauts may be strange but they aren't stupid. Guess what happens to burst out of a ship you're passing?
  • Foreshadowing:
    • When you introduce the native Siora to Constantin, he comments that she and De Sardet look so alike they might as well be related. However unintentionally, he's right.
    • A subtle one: The Nauts are rumored to use magic to control the seas, but when Captain Vasco joins your party, you'll notice that he has no magic abilities of his own. You eventually find out that the Nauts' "magic" is really just early seafaring technology (a barometer, a fathometer, etc.)
    • One suspicious yet hand-wavable thing is the fluency of Trade language among the natives, despite being discovered a mere 10 years prior. They were discovered long before then. They accepted Thélème's founder as one of their own, who tried to unify two conflicting faiths (and thus two separate languages). Then they got frequent refreshers for 200 consecutive years when the Congregation tyrannized the island, followed by frequent slaver raids by the Nauts.
  • The Fundamentalist: The Inquisitors of Thélème, especially the Ordo Luminis, are brutally intolerant and are often antagonistic towards you. You can Break the Believer on an entire country if you prove that their Christ-figure believed in religious tolerance as a form of omni-faith.
  • Game-Breaking Bug: if you choose to postpone Vasco's first loyalty quest after talking to him about it and visit New Serene, it will render the quest Unwinnable by Mistake and lock you out of other members' loyalty quests. If you happen to have Vasco in the party at the time, you will be unable to ditch him from the party as well.
    • Subverted in Easing Constantin’s Suffering. By discovering the corpses of the runaways before getting information on all three nests, the locations of the ones you don’t know of are rendered unable to be marked on your map due to an NPC giving only generic dialogue instead of important stuff. Additionally, as the quest log mistakenly counts destroying an additional nest also tied to the quest as one of the three you need to destroy, it’s easy to think the quest is glitched and unbeatable. The subversion is that it’s not, and you can still find the nests manually and complete it just fine.
  • Gameplay and Story Segregation:
    • Siora's control over plants would be very useful in fights, but she only does it in cutscenes (admittedly, while under duress).
    • When Constantin goes mad and starts corrupting Guardians for him to control he instructs them to restrain but not kill De Sardet, as he still loves his cousin. The player character will still die if they lose the fight.
  • Gender Is No Object: Both male and female members in all factions work together with no objection from anyone. In fact, women can rise to high positions of authority in their factions including the Thélème, the Nauts, and later the Coin Guard.
  • The Ghost: The ruling prince of Serene, de facto leader of the Congregation of Merchants and Constantin's father, has a significant effect on the plot but is never actually seen in game.
  • Golden Ending: By completing all of the major questlines in the best possible fashion, your actions lead to a positive change among all the factions as well as your True Companions.
  • Gondor Calls for Aid: Defeating the final boss requires you to ask all factions on the island (bar the Congregation, who remain loyal to Constantin) for help in order to defeat him.
  • Grey-and-Gray Morality: In the conflict between the explorers and natives, neither side is fully good or evil; the explorers are encroaching upon the island, harvesting its resources and either killing or trying to forcefully convert the natives, but are doing so in a desperate attempt to find a cure for a disease ravaging their people. Many of the natives, on the other hand, have no qualms using underhanded means or outright killing any explorers they come across, but are doing so to defend their own homeland from being destroyed and colonized. Stuck in the middle of the two are the moderates, who want everyone to just get along with as little bloodshed as possible.
  • Guide Dang It!:
    • Successfully romancing a companion requires answering three questions that will become available after completing that companion's three quests. However, you must choose a specific answer each time or you won't be able to romance that companion; the correct answers are not given any indicators, nor do they generally seem all that flirtatious.
    • Except for a throwaway line after rescuing Mav, the game never reminds you to travel back to Hikmet to confront Governor Burhan after his agents ambush her. If you don't go there of your own accord, you'll miss out on the questline that improves your reputation with them and gets them to change their ways.
    • Getting the best ending requires not only reaching friendly status with all the factions, but also choosing Dunncas as High King of the natives, as his leadership will get the natives and colonists to work together and push back the Malichor.
  • Guns Are Worthless: Averted heavily; Guns are very potent weapons limited primarily by them needing ammo, which can be a pain early on. However, by getting the Science talent to level two you'll gain the ability to craft ammo yourself up to the hundreds, thus rectifying this problem and letting you blast most regular enemies away in one or two shots. Even without taking that talent, bullets are cheap to buy and are extremely common in random containers, so regular shopping and looting should quickly earn you plenty of them.
  • Heal Thyself: Players can heal themselves using potions and spells.
  • Heroes Prefer Swords: Various bladed weapons are available to your character under the One/Two-Handed Blades skill depending on their size. In general, swords do more raw damage than heavy weapons, but less armor and stun damage.
  • Ignored Expert: Often, the colonists experience problems that the natives are familiar with, and are even willing to help with if you’re on good terms with them. Unfortunately, de Sardet is the only one with the brains to actually ask rather than ignore them, often leading to problems that could’ve been solved without their intervention if the colonists simply asked. Sadly, this is Truth in Television.
  • Invisible Wall: Present to keep you within the playable areas. Sometimes they're cleverly disguised amidst some underbrush, sometimes they're ... not.
  • Item Caddy: A character who specializes in the Technical skills (guns and traps) is heavily reliant on items such as ammo or alchemical mixtures, which while can be found fairly commonly in crates in cities they tend to face problems if they run low on resources. However, by investing into the Science skill they'll gain the ability to craft said items themselves out of the tons of resources they've likely gathered.
  • Item Crafting: You can craft and upgrade equipment, as well as create potions, traps, and bombs with the right skills and materials. Some quests may also ask you to create certain items, such as a sleeping potion (though such items can also be bought).
  • Katanas Are Just Better: The unique Legendary weapon you gain for reaching "Friendly" status with the Nauts is a two-handed sword looking like a nagamaki. Funnily enough, the weapon is considered to be a Heavy Weapon, not a Blade.
  • Kingmaker Scenario: After being forced to kill High King Vinbarr, the natives hold an election for a new High King. You get the option to back one of the "pretenders" via getting them a crown in exchange for helping you communicate with their God.
  • Mad Scientist: Doctor Asili. In order to (supposedly) find a cure for malichor, he kidnaps the natives and Nauts, killing most of them and driving the rest insane, and to top it off, he infects you (unsuccessfully thanks to your bond with the island) and Constantin.
  • Magic Missile: The default attack with Rings is actually called Magic Missile. It generates projectiles of shadowy magic energy, and requires magic rings to use. The natives have their own version, which resembles a ball of green flame and deals "elemental" (rather than "magic") damage.
  • Magic Versus Science: The war between Thélème and the Bridge Alliance, with Thélème using magic and the Alliance having advanced technology. This is downplayed however as the issues between them are political and religious. Thélème has no particular objection to the Bridge Alliance's technology and the Alliance only objects to the religion behind the magic, not the magic itself.
  • Mana Meter: Present as part of your spellcasting. However, some spells, like the ability to incapacitate enemies through stasis, require no mana if cast during Fury.
  • More Predators Than Prey: Huge packs of large bear-like animals dot the island and the player will likely encounter dozens of them in any given area, while the deer and game birds that they presumably prey upon are very rarely seen.
  • Multiple Endings: There are very many ways for De Sardet to change the ultimate fate of Teer Fradee and Serene, usually dependent on their actions during quests, and especially their relations with the factions and who's still alive to support them.
  • Nice Hat: The game has an impressive variety of hats available, many of which are very stylish.
  • Nice Job Breaking It, Hero!: By trying to heal Constantin, De Sardet and Catasach accidentally turned him into a power-hungry maniac Drunk on the Dark Side.
  • Party of Representatives: As per RPG tradition, each of your companions hails from a different faction. With the game's focus on diplomacy, some of them are actual representatives.
  • The Plague: The Malichor. Always fatal and virtually incurable on the continent, symptoms include black blood, which results in the veins showing up under the skin, blindness, and excruciating pain before the victim finally dies. De Sardet's mother is shown in the late stages of the disease at the beginning of the game, and Constantin himself comes down with it later in the game. It is then revealed not to be a plague at all, but a sickness caused by the uncontrolled pollution on the mainland, and the Teer Fradee natives are 'immune' because they never actually had much pollution to deal with in the first place. Turns out you can't just industrialize willy-nilly without regard to the byproducts and not expect something horrifying to happen...
  • Player Headquarters: Aside from the camps that you can set up around the maps, De Sardet gets a house in all of the major cities that effectively functions as camps within cities.
  • Politically Correct History: Zig-zagged with Thélème. Some of them are very much realistic with regards to history, being ruthless with converting and treating non-believers regardless of affiliation...but they’re only a subsect of the religion. The rest of them - including and especially the Mother Cardinal and your religious party member - are not only in line with modern religious views, if a few decades behind us, but are also almost entirely blameless, instead having their period accurate subsect responsible for most of the disagreeable things involved with religion in the time period the game is based on.
  • The Quisling: The natives tend to see those among their number who work directly with the colonial factions as this, particularly Ullan.
  • Reasonable Authority Figures: Most figures in power tend to be relatively reasonable and can be convinced to be open to peaceful and diplomatic options. Both Mother Cardinal Cornelia and Governor Burham do not condone the more heinous actions of their factions (which are usually done without their knowledge) and with sufficient evidence and convincing will not hesitate in punishing them.
    • Most of the native leaders are this as well, with even the most hostile ones at least giving De Sardet a chance to make his/her case before attacking.
  • Red Herring: The expeditions to Teer Fradee are due to a suspicion that the Malichor disease originated from the island, in hopes of finding a cure. De Sardet's investigation reveals that 200 years prior, a group of rouge Congregation aristocrats invaded the island, raping and pillaging everything in sight until they woke up an eldritch god who decimated the invaders, supposedly the patient zeroes of the Malichor. It's revealed that the Malichor has nothing to do with Teer Fradee; it is simply the result of centuries of environmental degradation and pollution from the three developing nations, which inevitably infects the soil and water. If there is a supernatural element involved, it's because the god of the continent is very pissed off.
  • Relationship Values: Your party members' feelings on you are measured in this fashion, with them starting on "Suspicious", with some of them being able to progress to a full-on Romance Sidequest depending on your choices. Getting them to "Friendly" status grants you a bonus to a talent.
  • Right Through His Pants: The sex scenes once you confirm a relationship with one of your companions show the two of you making out, then falling onto De Sardet's bed, both of you fully clothed. Which could have one or both of you in plate armor.
  • Ring of Power: magic-users equip rings as weapons.
  • Romanticism Versus Enlightenment: Central theme of the game. This can be seen with the competing philosophies of Thélème and the Bridge Alliance.
  • Screw the Rules, I Have Money!: One of the quests related to making peace with the islanders has an uppity merchant repeatedly attempt to bribe you in order to leave his shady business alone. De Sardet can also engage in this to solve their problems, if the player wants to sacrifice cash instead of having to build towards Charisma/Intuition, or otherwise doesn't want to take actions that might lose them reputation.
  • Tainted Veins: Black veins are a telltale sign of Malichor infection, shows up about midway through the disease progression. Constantin gets this and keeps this even after he is "cured".
  • The Musketeer: The protagonist can equip a melee weapon and a firearm.
  • Wham Episode: The Coin Guard Coup. As if you didn't have enough political machinations, plagues, and wars to think about...
  • Wham Line: "The blood is black." Constantin's blood, to be precise. Black blood is one of the first major symptoms of the Malichor.
  • What the Hell Is That Accent?: The Teer Fradee have an...interesting dialect to say the least, when speaking English. It comes off as an attempt to mix Romani and Gaelic, but spoken by someone with a British accent. Being that they're a completely foreign civilization that came up independent of the Mainland factions, it actually fits rather well in with just how alien Teer Fradee is.
  • When Trees Attack: The first creature from the island fought, before you even leave dock, is covered in what look like denuded branches.
  • Welcome to Corneria:
    • Companions have a very limited amount of lines during battle. After a few hours, you'll probably get pretty sick of hearing To my health and death to the others!, Things are about to get dicey!, A little poison on my blade and let's go! etc.
    • The same can be said for shopkeepers - one can only hear a high pitched "Oh, it's you, on ol menawi!" so many times before they regret helping that particular vendor as well as generic NPCs who only have a handful of simple lines when prompted.
  • Winged Humanoid: The Mountain Guardian, which has a bird/human hybrid look. Thankfully it can't fly for long, making fighting it a reasonable possibility.
  • You Lose at Zero Trust: You won't lose the game, but companions will abandon you if they dislike you enough. Some may also start working against you once that happens.


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