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The Protagonist

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As a human...
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...and on the Astral Plane

Initially just a simple boy from a remote village, curious and adventurous. When you grew up an old sorcerer Danur came to his village, who recognized you as a holder of a special destiny, and took you under his tutelage to help you achieve your dreams and become a true hero in his world.

Or not. Once the tutorial level ends you find out that the world you have lived in is only a shard of a bigger world of Eador, and that in reality you are one of immortal immaterial beings known as Astral Lords, who decided to incarnate into a material body and live as a mortal for some time, apparently to understand mortals better in order to be able to rule them more efficiently. Unfortunately, due to a botched spell you have lost all memories of your life before your material incarnation, so you have no idea who you are, what you did or why you decided to become a lord of mortal races. What's done is done however, and now that you joined the ranks of Astral Masters, you now have a mastery of your own shard of Eador - a small world in itself drifting in the Astral Plane under your command, that you can expand by invading and conquering other shards and absorbing them into your own. Expand you will have, because for an Astral Lord having a strong shard is not only a mean for power but is necessary for survival - demons of Chaos scour Astral Plane trying to destroy anything they can, and your world is the only thing that stands between you and being plunged into Chaos. Other Masters will also not waste a chance to strike at a weaker peer to increase their own power. Like that, you will have to build your own world, and in the process maybe find a way to save Eador as whole, and possibly uncover the secrets of Eador and of your own past.

  • A God Am I: During the campaign you have an option to have the inhabitants of your world worship you as a god.
  • Amnesiac Hero: A botched spell by Zarr means that your amnesia, instead of being temporary while you were in a mortal's body, is now permanent.
    • Amnesiac God: Since you're Eador's God of Time, you are now this.
  • And I Must Scream: l'Anshar's ending results in this for you, as you are implied to gradually grow mad from staying in an empty world devoid of life.
  • Blessed with Suck. According to Magnus, when you had your full powers you could not benefit from them as you had to constantly personally oversee and ensure the flow of time in Eador's universe. Losing most of them to ensure time could flow without you meant your freedom.
  • De-power: You lost most of your time-controlling powers when you made it so that the time in Eador could flow without your constant direct oversight.
  • Disproportionate Retribution: In your pre-amnesiac days, you once tried plunging Zarr into Chaos for reading you a commercial. There are some details that put this into slightly different light, but still - you tried killing a guy Deader than Dead for reading you a commercial.
  • Evil Versus Oblivion: Even if you play as the most vilest villain you can be you will still need to find a way to save Eador from Chaos, as its destruction will mean your destruction too.
  • Expy: Has many similarities to The Nameless One from Planescape: Torment. Both are powerful immortal amnesiacs with a game-breaking ability (control over time/ability to recover from death and wounds for you and The Nameless One respectively) that no one else has, and they both have a very rich past that often ties up into their present. And they even look similar!
  • Fling a Light into the Future: You helped Larnallion arrange one with the Keys of Truth by taking him through time - and if you gather the Keys yourself, you also end up being the receiver of said Light.
  • Greater-Scope Paragon: Before your amnesia you were one of the gods who managed to find the Truth that can save Eador. Whether you live up to that in the present day is entirely up to you.
  • Hello, [Insert Name Here]: When you create your profile you get to choose the name of your character as well as the name of your home province, that will be the same on all shards you invade.
  • Jerkass: In your pre-amnesia times. You may not have been a complete jerk but you were not a saint either, as multiple entries in this profile demonstrate.
  • Jumped at the Call: When Danur came to his village and offered to take Protagonist away he did not hesitate at all.
  • Never the Selves Shall Meet: Averted . One event early in the campaign has some stranger coming to your castle, claiming to be an astral being just like you and asking for shelter from demons chasing him, and he looks exactly like you (however you fail to recognize him as yourself). If you repel the demons' attack you'll find out that the stranger dissapeared in the meantime, leaving absolutely nothing from him. After you conquer the shard you can tell Zarr about it, and he will confirm that it indeed was you from the past - apparently past!You told him once how he tried to escape demons by jumping into the future, and tricked some gullible castle owner to deal with the demons by promising him some reward only to escape in the commotion without giving anything. Apparently, past!You also failed to recognize that he was conning himself. In any case, absolutely nothing bad happens from two instances of You being in one place.
  • Nice Job Breaking It, Hero: Potentially. If you align with either Beleth or l'Anshar and bring either to victory, as it will directly result in the Sun going out. See some of below entries as of why.
  • Professional Gambler: Maybe not professional, but you definitely were quite a gambler before your memory loss. For example, you got Zarr to be your eternal servant after you beat him at cards, and you are apparently banned forever from a certain gremlin casino after you cleared it out way too many times and it's owner declared you his mortal enemy.
  • Time Master: You possess some control over time, allowing you to come back to the past if you made a mistake and want to redo things. Apparently, you were capable to move through time even more liberally before you lost your memory. You may find out that you're not just some regular time master, but Eador's God of Time himself.
  • Time Paradox: Averted. Somewhat dissapointingly, the actual outcome of the event under Never the Selves Shall Meet has absolutely no effect on further story of the campaign. You can successfully beat the demons' assault only for past!You to disappear, which results in Stable Time Loop, or you can lose to demons or refuse shelter to past!You, to have demons drag past!You off into Chaos. In this case Zarr tells you that this created a different parallel universe, where events proceeded differently from that point on.

Danur

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An elderly mage who travelled the world looking for a chosen hero until he found the Protagonist. Taking him under his wing, he promises to teach him all about the world and his destiny. Actually, he's Zarr in disguise.

  • But Thou Must!: He will get you to enter that crypt whether you want it or not, going as far as to threaten to kill you if you keep refusing. If you point out that he's bluffing he will admit so, and change the target of his threats to your family, getting you to give in.
  • Crutch Character: He will keep resurrecting the Protagonist for free if he dies in the tutorial map.
  • Sink or Swim Mentor: Downplayed. He made some arrangements beforehand to make it so that you will successfully complete your tutelage, but afterwards, aside from giving you instructions and reviving you if you get yourself killed he will let you do all the work.
  • Treacherous Advisor: He kills you when you beat the tutorial level. Subverted, as he did this according to instructions that you previously left him, plus seeing how you're in reality an immortal astral being killing your material body has zero negative effects on you.

Zarr

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Your major-domo/sidekick. He is a Gremlin, which appears to be a species dwelling in the Astral plane, with their own civilisation, laws, and customs. What they are like in general is difficult to say with confidence, as Zarr's pronouncements on the matter should be taken with several grains of salt. It seems that they are materialistic(despite being immaterial), mercantilistic, and fond of machinery. He cannot manifest in the Material, but is a nigh-constant presence when the player is between shards in the Astral. As the protagonist is amnesiac at the beginning of the campaign, he serves as the game's main source of information to the player. Zarr is highly opinionated, with a yen for sarcasm and irrepressible tendency towards wisecracks. He has strong opinions on each of the other Masters you encounter, and is all too happy to share them with you.

  • Beware the Silly Ones: It's easy to underestimate him, seeing him as an annoying but mostly harmless Exposition Fairy with no other use. However, as a gremlin and a Gadgeteer Genius, he's the one who can crack Ul-Dagan's otherwise impenetrable barrier, and even get rid of him completely by arranging it so that Ul-Dagan falls into Chaos.
  • Deadpan Snarker: Always, all the time, to anyone and everyone.
  • Deus est Machina: Zarr's dream is to build one. He even has working designs for it, fittingly calling it "God Machine". The only component he is missing to complete it is an actual god to serve as the machine's power source.
  • Expy: Similar to the Protagonist, he has a lot of common with Morte from Planescape: Torment.
  • The Fettered: For all his irreverent attitude there is one thing that Zarr follows unconditionaly, and that is the code of gremlin business ethic. If he has agreed to a contract he will follow it to the letter, even if it's against his interests, or omits certain crucial information, or if a fraud was involved to get him into it, or even if following it may result in his life being put in an immediate danger.
  • Gadgeteer Genius: Comes with being a gremlin. He knows everything there is to know about mechanical contraptions as well as magical artifacts.
  • The Imp: He helps you out all right, but not because he's fond of your company or the tasks that you give him. He'd rather just gamble, drink and generally carouse.
  • Insistent Terminology. Refers to you exclusively as "Boss". He keeps doing this even after you tell him to stop it. He keeps doing it even when you are telling him to stop it. He even does this when he is agreeing to stop calling you that (in the same sentence!).
  • Living Lie Detector: In your initial conversations with Ul-Dagan, Zarr will pop up at a few points to telepathically tell you that Ul-Dagan is lying to you.
  • Lost Him in a Card Game: How he came to be your servant, he lost a game of cards to you and his wager was becoming your eternal servant. And he's pretty certain that you cheated in that game.
  • Mathematician's Answer: When you ask him how is he alive after that accident when you tried to plunge him into Chaos, he replies simply "I resisted."
  • Mr. Exposition: Serves as this for an amnesiac Protagonist.
  • Snarky Non-Human Sidekick
  • You Do NOT Want To Know: He tells you this if you keep pressing him for how he managed to arrange Ul-Dagan's plunge into Chaos.

Oinor

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The first Master you encounter in the campaign, Oinor is a formerly mortal mage descended from an Ancient. He is obsessed with the laws of Karma, which leads some other Masters to speculate that he transgressed once and suffered for it. His approach to Eador is essentially to try to conserve as much as possible for as long as possible, leading him to greatly fear risk; such behavior form the protagonist will offend him.

  • The Archmage: Out of all Masters he fits the archetype the most, and he even had this as a title during his mortal days.
  • Half-Human Hybrid: He's quarter-Ancient, which is where he got his magical talent and an extended mortal lifetime from.
  • How the Mighty Have Fallen: Before the game started he was one of the strongest and most powerful masters around, but for some reason lost most of his power and was forced to move to the "lower" regions of the Astral plane, practically to the Chaos' front lawn. This is where you find him when you first meet him. Other Masters theorize that this was his comeuppance for some of his former transgressions.
    • I Gave My Word: The real reason he lost his power, he did it willingly as per his agreement with the Wanderer.
  • Laser-Guided Karma: Firm believer in the Law of Karma, and the one that explains it to you.

Beleth

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The first evil Master you encounter, Beleth is a necromancer who seeks power at every turn. At first he is threatening and contemptuous, but as your power grows he will turn oily and servile. He is constantly looking to gain more power as a Master, and will frequently offer deals involving trade of Astral Energy, either to acquire an item of yours or as price for information he possesses.

  • A God Am I: As an Astral Lord he's already a god-like figure, but he goes further by ordering the living inhabitants of his world worship him as one, outlawing all other religions. He will maintain this policy if he becomes the ruler of all Eador as well.
  • Ambition Is Evil: The most overtly ambitious of the Astral Lords, setting for nothing less than complete domination of all Eador.
  • The Chosen One: Believes himself to be the one person who is destined to unite the whole Eador and that his victory is just a mater of time, and so he conducts himself like he's already won.
    • Subverted Trope: When you meet Stenriya, who was the one who prophesized his victory to him, she explains that he has it is in his destiny to be the ruler of Eador, but he's far from the only one like that, there are others who have such fate. So in summary, his prophecy means that he basically has a shot, and Stenriya had only told him what he wanted to hear and he completely bought it. You have an option to bring him the news.. You also can double subvert it.
  • Hyper-Competent Sidekick: You can play this part to him if you agree to serve him. In his ending he pretty much rides into his position of master of the whole Eador on your shoulders.
  • Meaningful Name: His name in the russian version, Белез, sounds very similar to both "полоз" (a whip snake) and "лебезить" (to fawn, to suck up to somebody). Both are fitting.
  • Necromancer: He is one, however unlike many examples of this trope this is not his defining characteristic. Necromancy is merely a useful tool for him, nothing more.
  • Small Name, Big Ego: When you first meet him he is openly contemptious to you, treating you like you're small fry compared to his majestic self. But as you progress through the sotry you realise that the only one who is weaker than him is Oinor who willingly lost most of his power and had been one of the strongest masters before that. That guy is literally the bottom of the Astral Lords totem pole.
  • Smug Snake: Initially arrogant and condescending towards you, his attitude will quickly change to much more pleasant when you accumualte more power than him.

Doh-Gor

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The first Master to attack you, Doh-Gor is a barbarian granted immortality by the amulet he possesses. He will appear at the beginning of turn 7 or so in the Astral and declare a wish for battle, then attacking you on your home shard. After he is driven back, attacking Masters is unlocked for the rest of the campaign. Doh-Gor possesses no hidden depths whatsoever, he just likes to fight and crush his enemies, preferably at the head of the Orcs, with whom he possesses a permanent alliance. His amulet, on the other hand, is quite important, and once you have conquered his shard and taken it from him, several other Masters will express interest in it. His home shard is a World of War (half price on all unit recruitment & upkeep costs).

  • A Form You Are Comfortable With: Inverted Trope: when you release Garros from the amulet, he assumes Doh-Gor's appearance - because he needs to look like something, and Doh-Gor seems like as good form as any. So it's A Form They Are Just Fine with, you never come into picture.
  • Amulet of Concentrated Awesome: Bonus points for his one being an actual amulet, the thing he has on his neck is an absolutely insanely powerful magical artifact. To give you a picture - the ritual to become an Astral Lord usually requires a lifetime of research (and that still may not be enough) to discover, and enourmous amounts of resources, knowledge and power to complete. Doh-Gor became a Lord by simply putting that thing on his neck. That's how powerful it is. Justified, as the thing needs to be pretty damn powerful to contain a god of war.
  • Bald of Evil
  • Dumb Muscle: Plays this part in the game's cast. He behaves just like a barbaric brute that he was in his mortal times, concerned with nothing but battles and war, and other masters dissmiss him just as a dangerous but dimwitted meathead.
    • Obfuscating Stupidity: Oinor however notices that for all his crude and brutish behaviour he is surprisingly competent in all matters related to warfare. So he theorizes that Doh-Gor only puts up a facade of a dumb barbarian to trick others into a false state of security, and in fact is quite intelligent. If you defeat Doh-Gor you can find out the truth - Oinor was wrong, Doh-Gor really is nothing but a dumb barbarian. The guy who's been sitting in his amulet is a whole different story though.
  • Good Scars, Evil Scars: Has a cross-shaped scar on his forehead.
  • No Indoor Voice: Difficult to tell what with the game having no voiceover, but his text messages leave this impression.
  • Red Eyes, Take Warning
  • Third-Person Person: Often speaks of himself like that, bordering on Hulk Speak.

Stenriya

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Stenriya is a witch and a seer, formerly a mortal woman who was granted immortality by one she only knows as the Wanderer. She will occasionally offer auguries to you at the cost of some Astral Energy. She knows something about the Keys of Truth, but what little she knows is a danger to her and she will attempt to put off telling the protagonist of it. Her home shard is filled with swamps, and she has a permanent alliance with the Lizardmen.

  • Amulet of Concentrated Awesome: Less literal example than Doh-Gor, but also applies. She would have normally been an ordinary mortal witch at the very most, if she had not been entrusted with a Key of Truth.
  • Because Destiny Says So: Beeing a seer who can perceive threads of fate that bind and weave around others made her quite fatalistic. She often does not think of reasons and causes of certain events beyond "it must have been fate".
  • Cassandra Truth: She foresaw the Cataclysm. Noone believed her.
  • Dub Name Change: In the original russian version her name was Stinhriya. You can see why this was changed.
  • Jerkass Woobie: She is lying and manipulative, but once you learn her full story she can appear pitiable, as possessing the Key of Truth gave her her extraordinary powers, and let her see all misfortune that will befall Eador. It also doomed her to a violent death, as she knew that one day someone will come for her and take it by force, ending her. What makes her truly pitiable is that she never asked for any of this - she never strived for this power and the Key was given to her without her wish or telling her of consequences. Out of all the Masters she was the only one who did not want to be one.
  • Manipulative Bitch: Hoo boy. For starters, read Beleth's entry above. Second, if you talk to her about the Key of Truth she will dissmiss it, then tell you to do a favour for her before she can tell you where to look for it - that favour being eliminating Doh-Gor. If you do so and return to her it will turn out that she sent you to him just to get rid of either you or him, who threatend her world, and she had the Key all the time.
  • Really 700 Years Old: She's been around from before the Cataclysm.
  • Seers: She is a very gifted diviner, capable of directly perceiving threads of Fate. That said, she is still not omniscient nor does she always correctly interprets what she sees.
  • Unreliable Narrator: She can tell you many juicy things about other Masters, but far from everything that she says is true.

Vianta

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Vianta is the queen of fairies, and while good-hearted and kind, she is flighty and easily distracted. She despises Beleth, is friends with Dariol, and hates and fears l'Anshar. If the player promises to destroy l'Anshar, she will promise to assist him, and will send resources and units to help during the conquest of his shard.

  • Good Is Dumb: Downplayed. She is not really dumb, but she is emotional and tends to rely solely on her feelings instead of rational thinking when making decisions.
  • For Happiness: Her motivation - she just wants to build a safe world where everyone can lead a happy life.
  • The Heart: Can be seen as this for the game's cast - she is probably the most genuinely well-meaning Master, who acts good because she is naturaly kind-hearted.
  • Mystical White Hair
  • Time Abyss: She is the first and only queen of fairies and has been around since the beginning of time, meaning she'd witnessed the Cataclysm firsthand and lived till the present day. Stenriya (who also survived the Cataclysm) even calls her old, unlike the rest of the Masters whom she mostly refers to as small children. Though, knowing Stenriya, it's more likely that she does this out of spite, seeing how Vianta is eternally youthful, while Stenriya, despite being the younger of the two, looks like a hag.
  • Womanchild: Ancient and well-meaning, but whimsical, flighty and ditzy. As Stenriya puts it, she (and other fairies) are eternally young not in a way that they never grow old, but that they never grow up.

Oumm

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Oumm is an enigma to every other character, a spirit apparently native to the Astral who is building his own shard for purposes unknown and possibly incomprehensible. Every character has his own theories about what Oumm is and why he buils a world, but the answer may never be known.

  • Beyond the Impossible: His very existence and what he does is considered to be utterly impossible by everyone who knows of him. As an astral spirit he's not supposed to be even sentient, so him taking control of a shard and building his world, is, according to Zarr, akin to a rain wishing to become a turtle.
  • Cthulhumanoid: He's not one, but his portrait has him resemble one.
  • Star Fish Aliens: Not an alien, as being an astral spirit he is as native to the Astral Plane as it gets, but otherwise fits, as his existence is utterly bizarre and he and his motives are pretty much incomprehensible.
  • The Unintelligible: He has a very strange way of speaking. Perhaps the best way to describe it as if he communicates the intention of his message - without including any of its substance. Interestingly Ranadil gets along with him very well and seems to fully understand him.

l'Anshar

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L'Anshar is a lich, once a human necromancer and a colleague of Beleth, who has come to believe that life was a horrific mistake and must be purged from Eador. He will demand that you perform a ritual he devised to rid your shard of life. If you refuse, he will eventually attack your shard to try and force you to accept.

  • Achilles' Heel: He's a lich, and like every lich he has a phylactery. If you manage to find out about it you can use this against him - either win a battle for his shard without storming his castle by finding the phylactery, or blackmail him with it.
  • Drunk on the Dark Side: Beleth describes him as what every necromancer becomes when they let the force they use to take control over them. He mentions that l'Anshar essentially is no longer a person but rather an extension of that force's will.
  • Evil Versus Oblivion: As strange as it may sound, his anti-life crusade is his way of saving Eador from Chaos - by eradicating the living with their emotions, desires and whims he creates a more orderly world of the dead that is therefore more resistant to Chaos. And technically it's viable, as assisting him long enough will make his world strong enough to be untouchable by Chaos. This counts as a victory, even if it's a pyrrhic one.
  • Faux Affably Evil: When you first meet him he may seem like an awfully reasonable guy for someone who wants to kill all life in the world. He will not start your conversation with threats, and in fact, will never threaten you personally, he is very difficult to piss off, he will deal with you no matter of your alignment, and he will (seemingly) even take no for an answer to join him in his anti-life crusade. Very soon you will realize that the reason he has no problem with you is because you are immortal, and thus are outside the cycle of life and death. The inhabitants of your shard are a whole different thing. And so, very soon after you meet him he will put you before a choice - either you kill off all life on your shard then and there or he invades and does this for you.
  • Glowing Eyelights of Undeath
  • Gameplay and Story Segregation: Much is made of his ritual, but if you attack his home shard, while it is classed as a World of the Dead, there are in fact quite a few provinces where humans, demihumans, and monsters still live, otherwise it would be impossible to play the game normally.
  • Omnicidal Maniac: He cares about little, perhaps nothing, other than exterminating life on Eador and gathering the remaining shards into a world of undeath.
  • O.O.C. Is Serious Business: He will become visibly angry if you tell him you want to get a Key of Truth from the world of the dead - he doesn't really need it, but he views this as you attempting to steal from him.
  • Start of Darkness: In his backstory. Before he became a lich he was responsible for the fall of a budding benevolent empire. That empire's territory is now his home shard.

Dariol

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Dariol is the King of the Elves, who inherited the mantle after the elven god sacrificed himself fighting off a demonic invastion that the shard he had built for the elves might survive and thrive for a time. Sorrow for his fallen predecessor fills his thoughts still, and tinges all his conversations with grief. He considers Vianta a friend, and if you speak respectfully of him and his predecessor, will think similarly of the protagonist.

  • Druid: He even introduces himself as druid-king.
  • Last Stand: He is obsessed with the idea of having one decisive battle of Forces of Good against Forces of Evil. Everything he does contributes to this idea one way or the other.
  • You Are in Command Now: He became the ruler of all elves when Larnallion, the elven god, made him his successor before heading off to his last battle.

Ul-Dagan

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Last of the Ancients, Ul-Dagan is an Artificer, and is seeking ancient mechanisms and devices for his own purposes. Zarr tells you that he has destroyed several Masters in the past for interfering with him, and he is largely feared and disliked.

  • Collection Sidequest: He will take parts of the Ancients' machines you may randomly find across the shards to preserve legacy of his race in exchange for information from him. It's actually a Schmuck Bait - the parts are missing pieces of his Doomsday Device, and as soon as you give him enough he will rebuild it and activate it. Again.
  • Doing In the Wizard: Several accounts of the Cataclysm will mention how the sun of Eador went out during that time. He will tell you that it did not actually go out, but rather clouds of dust and smoke that were clouding the air obstructed it, but it was still there nonetheless. He's lying, the sun was actually completely destroyed, only to be replaced by a new one. He would know, he was the one who destroyed it.
  • Doomsday Device: The Destroyer, a machine he made with the help of demons and using parts made out of pure Chaos, and it caused the Cataclysm. It was actually incomplete when he used it which is why Eador ended up being shattered rather than utterly unmade. If fully restored by him or you it will be capable of that.
  • Fantastic Racism: Being the last of Iltens (or as they are better known, Ancients), he disdainfully treats members of other races as ignorant children who mess with what they're not supposed to.
  • Gadgeteer Genius: He was an Ilten engineer, and has great mastery over their science and mechanisms.
    • Mad Scientist: He used one of his devices to cause the Cataclysm.
  • Glowing Eyes of Doom: Glowing eyes are a natural racial trait for Iltens and don't necessary indicate villainy, but in Ul-Dagan's case this trope fits. Bonus points for being red.
  • He Knows Too Much: If you tell him that you know it was him who caused the cataclysm he will attack to silence you.
  • Insufferable Genius: He is very smart but very abrasive and actually full-blown evil.
  • Jerkass: This guy likes nobody and has no intention of hiding it. You invariably start at a negative relation with him, and he will attack your shard the next turn after you meet him.
  • Just Between You and Me: If you bring him enough parts for his machine, he will contact you and taunt you how you played in his hands, as well as tell you of his plans and motivations. By then you are too late to try and stop him.
  • Last of His Kind: He is the last remaining Ilten - until you meet Erdu, that is.
  • Magic Versus Science: He's purely an artificer and actually has no skill with his race's magic. During one event he can give you a spell scroll you need, as he himself has no use for it.
  • Omnicidal Maniac: He was the one who caused the Cataclysm to try and utterly destroy Eador. If you help him reassemble the Destroyer he will finish the job.
  • Restart the World: His ultimate goal. He sees the world as flawed, and so he wanted to destroy it and remake it again, this time to be perfect. This is why he collaborated with demons to cause the Cataclysm, and why he will attempt to do so again if you bring him enough details.
  • Too Clever by Half: He is doubtlessly intelligent, but not quite as intelligent as he thinks himself to be. If you read his notes after he's gone you will find that he was actually planning to use the Destroyer on Chaos if he managed to reassemble it again (not out of benevolence, mind you, he was simply too irritated with demons when they urged him to use the Destroyer prematurely, blaming that for its only partial "success"), thinking that it would be able to destroy Chaos as well. He's wrong - if you assemble the Destroyer and try firing it on Chaos it won't leave any lasting mark. He also does not know where the second sun came from after he destroyed the first one.
  • The Wall Around the World: His world is protected by a barrier generated by his machines, making invasion of him impossible.
  • Turncoat: He sided with demons during the iltens' wars with them, ultimately destroying the world for them.

Herskil

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Formerly human, Herskil is the leader of the benevolent Solar Empire. A shrewd but just ruler he respects honesty and upfrontness and greatly despises lies and treachery.

  • Colonel Badass/Four-Star Badass: The start of his ascension to rulership was when he first led a successful uprising and then defeated his neighbours who took offence to that, and to pull that off he'd have to be the trope. By now he's even higher in the hierarchy.
  • God-Emperor: All Astral Lords qualify if only within their own worlds, but Herskil is the best fit as Emperor is his actual title.
  • Good Is Not Dumb: Judging from Zarr's description, his rule was founded as much on him riding the wave of dethroning corrupt authorities as it was on making shrewd political decisions - he made his power base by aligning with the Church of Light who provided him with their support in exchange for his money.
  • The Good King: Despite technically being an usurper he's firmly this.
  • The Good Kingdom: Despite being called Empire, his land is effectively this. He is consistently described as a fair and benevolent ruler, the laws of his land are very strict but if you follow them your life will be genuinely good, and they staunchly oppose evil forces and magic.
  • I Gave My Word: He's very big on keeping word and being truthful. In fact, being deceived was the turning point that caused him to start an uprising that led him to become a ruler, which eventually led to him becoming an Astral Lord.
  • Self-Made Man: He started out as a simple mercenary, and eventually became an immortal god-like figure through his own skill and wits.
  • The Usurper: When as a mercenary leader he was cheated out of his pay by his noble employers he in turn started an uprising that saw him seated on his throne. Neighbouring rulers did not like that and started wars against him, which in turn let him win over them and expand his rule.

Erdu

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The other last surviving Ancient next to Ul-Dagan. Erdu was an Ilten mage projecting his spirit into the Astral Plane when the Cataclysm happened, destroying Eador, the Ancients' civilization and his body along with them. Having no other choice he lingered in the Astral, forming his own world to survive. He is now looking for a way to preserve what's left of Eador from being consumed by Chaos.

  • The Archmage: He was one of the strongest Ilten mages of his time - not the strongest but pretty up there.
  • Big Good: The closest thing to one against the Masters, as he not only aims to preserve as much of Eador as possible, he's the one with the working plan to do so.
  • Cosmic Keystone: He plans to create one in the form of Talisman - an artifact that will halt the Chaos' progression, ensuring the survival of what's left of Eador as long as it exists. If you agree to help him he will task you with gathering the artifacts necessary to complete it.
  • Glowing Eyes of Doom: Subverted in that glowing eyes appear to be a natural racial trait for Iltens, and do not necessary indicate villainy. In fact, Erdu is fully benevolent.
  • Last of His Kind: He along with Ul-Dagan are the last known Ancients.
  • Magic Versus Science: Creates this dynamic with Ul-Dagan, as he's a mage, Ul-Dagan is an artificer and they oppose each other. Also just like Ul-Dagan is not knowledgeable about magic, Erdu has no proficiency with engineering.
  • The Remnant: Erdu still hopes to somehow restore the Ancients' race and civilization, which is why he expands his world in hope of finding a way to do so. In the process he clings to all scraps of the Ancients' civilization and culture such as his speech, much to Ul-Dagan's scorn. This attitude from Ul-Dagan is one of the clues that him collecting parts of the machinery to preserve the Iltens' legacy is a lie.
  • Rhymes on a Dime: Speaks exclusively in rhymes. He explains that this is the closest to how the Ilten's native tongue sounds when translated into the language the rest uses.
  • This Is Unforgivable!: He loathes Ul-Dagan, because Erdu knows that Ul-Dagan caused the Cataclysm, even if Erdu does not know exactly how.

Dorikos

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Once an old dragon, now an Astral Lord, Dorikos creates a world in order to build a dragon society on it.

  • Fantastic Racism: His goal is to create a world ruled by dragons, with all other races as either their servants or food.
  • Our Dragons Are Different: He is a western-type dragon who ascended to become an astral being. He is also exceptional within the setting in that he aims to create a dragon society.
  • Overly Long Name: Dorikos is actually a very shortened form of his full name, as it's too long for mortals to remember. Even if you manage to remember it correctly according to him your pronunciation of it is terrible, so he tells you to stick to Dorikos.
  • Visionary Villain: His desire to create a world populated and ruled by dragons as a society is highly unusual, as normally dragons are too passive and individualistic for anything beyond hoarding treasures. Notably, most dragons are actually not interested in his vision, preferring to stick to their lairs like they always did.

Adrageron

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A demon of Chaos who decided to do something else with his time and Eador rather than just destroy it - instead he created his own world so he could torture its inhabitants. This makes him a traitor to Chaos, but he does not care.

  • Always Chaotic Evil: Even if he's a rogue demon that does not mean that he is good in any way. He simply moved from blind destruction to protracted sadism.
  • Ascended Demon: Averted. He turned from the cause of Chaos which would make him this had he done it for the sake of good. Instead, he just moved to a slightly different brand of evil.
  • The Chessmaster: For a pretty straightforward brute he still managed to hatch a scheme that would have allowed him to quickly have his own world, which is how he became a Master.
  • Demon Lords and Archdevils: Is one of the older demons in existence, and rules over his own shard.
  • For the Evulz: He has no real motivation beyond tormenting mortals for its own sake. He is also prone to attacking other Masters just because they annoyed him.
  • Hair-Trigger Temper: He is known to attack and plunge others into Chaos simply for speaking to him the wrong way.
  • Kneel Before Zod: The first thing he does when you meet him is orders you to call him Master.
  • Our Demons Are Different: Normally Chaos demons have no ultimate goal other than destruction. Adrageron became an exception when instead of destroying he decided he wants to rule and torment.
  • Take Over the World: He wants to eventually take over all shards of Eador and plunge all other Masters into Chaos. Just because he can.

Ranadil

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The elemental spirit of storm. When the Cataclysm happened and seas have dried out Ranadil found his native element in decline - so he set out to create his own world, filled with endless seas, savage winds and storms, with no care for mortals that happen to live there.

  • Blue-and-Orange Morality: His only concern is propagating his element with no regard to the fact that such environment is not fit to support mortal life. He's not concerned - he's not even actively malicious to mortal races, he simply does not care.
  • Elemental Embodiment: Of thunderstorm.
  • Hair-Trigger Temper: He's rather irritable.
  • Literal-Minded: Extremely so. He's greatly annoyed by metaphors and other manners of figurative speech, as to him this is an unnecessary twisting of truth. Previously he could not even understand such speech but by the time you meet him he's more or less accustomed to it.
  • Living Lie Detector: Interestingly, he's also this for the same reason as he's Literal-Minded - closely attuned to the world he instantly senses when its presentation to him is distorted, whether it is by figurative speech or lies.

Nameless

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A mysterious entity that is a complete enigma to everyone who meets him. His real name, his nature, his goals or past are completely unknown.

  • Angel Unaware: Magnus hints that he is actually Mirtum, Eador's God of Secrets, in yet another disguise.
  • In the Hood: Appears like this, with nothing but darkness and glowing eyes underneath the hood.
  • Glowing Eyes of Doom: His only noticeable feature, as well as a possible Red Right Hand clue to his true identity.
  • Power of the Void: One possible explanation as for what he is is that he's the avatar of Nothing. Stenriya notes that he has no threads of fate connecting to him, making it as if he does not actually exist. Ul-Dagan noticed that Nameless somehow seems to exist without directly interacting with any thing or object - first assuming that touching items hurts him somehow, but later realising that things that touch him vanish without a trace.
  • The Nameless: Ding.
  • The Spook: Nobody knows anything about him, and he's not telling either.
  • Terse Talker: He's very curt, barely going beyond monosyllabic answers.

Magnus

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Magnus is a demigod, the Seeker of Knowledge gathering all knowledge he can find. He's also the Master with the largest world, and the last of the Astral Lords you will meet in the campaign, existing the closest to the center of the order within the Astral Plane. He knows almost everything there is to know about Eador, but he's not in a hurry to tell.

  • Above Good and Evil: Presents himself as such. Realising that good and evil are relative and are not immediately apparent, he simply does not concern himself with notions of good and evil.
  • Blue-and-Orange Morality: The only thing he cares about is gathering knowledge and truth. He's mostly aloof to everything else, including the threat of Chaos, possible destruction of Eador and even his own death; he only opposes Chaos as long as it prevents him from acquiring knowledge and not out of self-defence, as he doesn't view himself being plunged into Chaos as a necessary bad thing - this way he may gain knowledge of new existence. Same with Eador as a whole being destroyed by Chaos along with all the knowledge he accumulated - to him it just means that it will be turned into a new knowledge.
  • Exposition Fairy: In a way. He's the one who can explain many of Eador's secrets and fill in most missing pieces of the puzzle if you ask him right.
  • Good Is Not Nice: Admits that what he did to Stenriya could be seen as cruel, but does not seem to be actually perturbed by it in any way. And since it was needed to preserve the Keys of Truth this was definitely him acting in the interests of good.
  • I Have Many Names: He used many identities and names throughout the ages. The way he puts it, even the one you see before you is not his "real" or "original" identity. Just the most recognizable one. Among others, he was also known as Wanderer.
  • In the Hood: Wears a red robe with a big hood.

Larnallion

The creator and patron god of elves who died while staving off demons so that elven survivors could escape. Dead by the time the game starts in, his influence can still be felt throughout it, though you may not immediately recognize it as such.

  • Fling a Light into the Future: Through his clairvoyance (with a dash of time travel provided by the Protagonist) he managed to discover a great truth of Eador that would assure it won't succumb to Chaos. However, he himself did not have the time to make use of it, so he split it into the Keys of Truth and hid it away to wait for the one he predicted to find it and be able to make use of it in the future.
  • God Is Good: He was a god and definitely a good one.
  • Greater-Scope Paragon: One of them in the story.
  • Heroic Sacrifice: Gave his life so that surviving elves could escape from demons and rebuild elsewhere. Magnus, however, does not view it as a sacrifice. Since Larnallion foresaw his inevitable death, he had no choice but to act it out - since there was no alternative path he could have taken to survive, he did not sacrifice his chance to live.
  • The Maker: He created elves.
  • Posthumous Character: He's long dead by the time of the game's events.
  • Seers: He had prophetic abilities, and foresaw his own death.
  • Trail of Bread Crumbs: The Keys of Truth were his, leading to a way to save the remains of Eador from Chaos.

Raenu

One of the seven gods who were the most active defenders of Eador against Chaos - and ultimately, the most successful one.

  • Almighty Idiot: To become the new Sun he gave away all other abilities of his, including the capacity for self-awareness and conscious thought.
  • And I Must Scream: As the new Sun of Eador his existence is nothing but burning pain.
  • And the Rest: Out of his group of protector deities he's the only one who is given any sort of detailed description and characterization by Magnus, with the others just lumped together into "the other six". We don't even learn their names or who exactly they were.
  • Angel Unaware: He spent a lot of time among the Iltens in the guise of one of them.
  • Barrier Maiden: He became a new sun for Eador after its original one was destroyed in the Cataclysm, creating a source of order in the Astral Plane and ensuring that remaining shards of Eador won't be swallowed by Chaos.
  • Blood Knight: The only aversion within his group of deities - he did not care about fighting against Chaos, he wanted a way to stop the fight once and for all.
  • Fate Worse than Death: Magnus outright describes his current existence as this.
  • The Ghost: Is never seen or met in the game, and we don't learn what he looked like. Unless you count, you know, the sun.
  • God Is Good: One of the most unquestionably benevolent deities in the setting.
  • God Needs Prayers Badly: And by creating humans as well as the religion of Light he assured he will never run out.
  • Greater-Scope Paragon: One of the gods without whom the Eador could not have survived.
  • Guile Hero: Instead of trying to take Chaos on in a pointless fight he instead spent a lot of time watching and observing to try and figure out a better way - and he did.
  • Heroic Sacrifice: Became the new sun of Eador to prevent its remaining shards from slipping into Chaos - and thus, doomed himself to an existence of fiery torment. Notable in that Magnus treats it as such, unlike Larnallion, implying Raenu actually had a choice not to do it.
  • I Have Many Names: He is also known as The Lord of Light.
  • Light Is Good: As The Lord Of Light and Eador's new Sun.
  • The Maker: He created humans as a mortal race the most fit to oppose Chaos and the source of his sustenance as the new Sun.
  • Nice Job Breaking It, Hero: The only one from his group of seven who managed to avert it by trying to find a better solution than simply battling Chaos in the open and perishing in a glorious fight - since it taught Chaos that gods and immortals are its biggest deterrent, and thus to target them first.
  • Sentient Stars: He is the sun.
  • Walking Spoiler: The full extent of his efforts to fight Chaos and his part in Eador's history are not revealed until the very end, and so are quite spoilerific.
  • What the Hell, Hero?: Got this treatment from other six deities for refusing to simply fight Chaos, bordering on Six Ranger Traitor status. Ultimately, however, he was the one proven right.

Garros

The Eador's god of war.

The Creator

The original god that shaped Eador from Chaos.

  • Angel Unaware: Did not reveal himself as the creator god to other creatures, even when he died most did not figure it out.
  • God Is Dead: Killed by demons during their first invasion, though he went down with one hell of a fight.
  • God Is Good: Created the world from Chaos, and defended it from demons.
  • The Maker: Created the whole world of Eador, as well as its first races.
  • In Their Own Image: Iltens were said to greatly resemble him.
  • Pieces of God: Every god, great spirit or Astral Lord has within themselves a tiny spark of his essence. The realization of this Truth holds a key to Eador's salvation.

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