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Characters of The Reconstruction. Note that the placement of names of many characters could be considered spoilers, so you probably shouldn't read this until you've completed the game.

For Tezkhra and Mahk's tropes from I Miss the Sunrise check that games character page.

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    Six Stars 
This folder contains all playable characters and members of the guild. Except for the sixteenth one, character names will not be marked as spoilers, so read at your own risk.

Dehl Sikohlon

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"My life for Wadassia."

Race: Shra-Sikohlon. Class: Whiteblade. Human-normalized age: 22 (real age: 110-113)

In-game description: "A polite, peaceful young shra, he tries to fit in with the people of Wadassia. A gate guard for the city's defense army. A well-balanced fighter with no outstanding strengths or weaknesses, he arrived in Wadassia one day 10 years ago."

Raised as a Sikohlon, Dehl tries to act like a human. As such, he is extremely orderly and obedient to human rules, even if others look down on him for being a shra. He feels that this is his duty, as he has lived in Wadassia ever since he came to the mainland, and he says it has granted him great hospitality — although one may wonder about the validity of that claim. At the advice of his friend Sicious Qualstio, he creates the guild Six Stars as a way of performing tasks to help the city — though he is torn between his duties as a city guard and his duty as 'leader' of the guild (a title he disagrees with).

Dehl is also very stoic, peaceful, and compassionate as part of his upbringing among the Sikohlon, a clan of pacifists. There seems to be something slightly off about him compared to the rest of them, though, such as his willingness to wade into combat and the sadness in his eyes...


  • Berserk Button: The si'shra come pretty close to this for him; the only time his normally calm and pacifistic resolve fractures prior to chapter 6 is when he's about to confront the si'shra warden. He actually wants to charge straight into battle and dissuades any attempt at diplomacy.
    • Possibly justified, since all the Sikohlon seem to have been taught from a young age to loathe the si'shra.
  • The Berserker: Turns into one after his Freak Out in chapter 6.
  • Character Development: And how! By the end of chapter 5, he goes from being a soft-spoken Extreme Doormat content to do thankless deeds to a celebrity and symbol of hope for the entire world, as well as a capable leader of a large and varied guild.
    • This is symbolically represented by his 11th-Hour Superpower at the end of chapter 5 — a change in armor from his simple Sikohlon robe to a massive suit of full plate mail, after which he almost looks like a different person. They both have similar color and designs, meaning that, superficially, they represent the same things — purity, goodness, orderliness, and all that. However, the implications they carry are incredibly different — one is the attire of a simple pacifist, while one is that of a warrior.
    • Amazingly, this is also deconstructed in a sense. Dehl finds that this transformation is not entirely positive — to take on such a mantle, he must abandon many of his previous ideals, and he himself hates the man he has become.
  • Chaste Hero: As evidenced by his conversations with Kidra, who says Double Entendre lines every five seconds. To be fair, he is a shra.
  • Freak Out: In chapter 6. He does not take well to seeing the city he had sworn to protect burned to the ground, and makes an almost complete 180 in his personality, becoming a Byronic Hero Berserker. He snaps out of it in the ending, though...we hope.
  • The Hero: Subverted due to his passive personality and Technical Pacifist-ness. He doesn't actually do a whole lot of leading and is barely even able to claim the title of "main character" (as corresponded by the fact that he actually can be dropped from the active party).
  • Heterosexual Life-Partners: He and Qualstio have shades of this. Justified, since when Dehl came from the mainland, he had just witnessed his entire family being killed, and had only an infirm Moke for companionship. Qualstio helped him and gave him shelter at the first opportunity, and so he's practically the only family substitute Dehl's had for a decade.
  • Hot-Blooded: Goes from being a passive Extreme Doormat to this in chapter 6, and doesn't calm down until after Havan's dead.
  • It's All My Fault: It's revealed in chapter 6 that he has major guilt issues over bringing the Blue Plague to the mainland.

Zargos D'Rath

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[to Skint] "That answers nothin'! Where ye of the Crown or the Spear? Which side bought ye out?"
[...]
"Skint... if ye just wanted t'help your own kind, why'd you get involved in the Revolt at all?"

Race: Human. Class: Trudge Knight. Age: 33

In-game description: "A former soldier and ambassador to neighboring areas, Zargos and his wife want to travel abroad for their own enjoyment. Strong-bodied and proficient at boosting ally morale through Rushing in battle, he is a retired member of the Trudge Knights."

Zargos is a proud member of the Trudge Knights, a group of loyalists who fought for the Wadassian crown when the peasants' revolt broke out 10 years ago. He met his wife, Santes, on the battlefield. He also has experience as an ambassador, and as such, has traveled extensively. Despite his equipment and fighting style, he is actually far calmer and more level-headed than his wife.

Tensions flare between him and Skint when he notices Skint has the same platemail as him. This platemail was only given to those who participated in the war, and it doesn't look like Skint fought for the Crown...


  • Genius Bruiser: He's very knowledgeable due to traveling the world before settling down in Wadassia.

Santes D'Rath

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Race: Human. Class: Blessed Corps. Age: 29

In-game description: "A well-trained battle priest and gifted healer of the fallen, Santes is highly inquisitive and can converse for days. Adept at curing the body and the soul, and a wielder of wrathful Divine type magic. Veteran of the Blessed Corps association."

Santes is a proud member of the Blessed Corps, a group of healers who have outposts and hospitals all across the world. She is equally interested in the "smiting" aspect, though. She tends to have her head in the clouds and be generally fickle and weird, but she is still a loyal and devoted friend to the guild. She is also highly inquisitive, and tends to barrage passerby with questions about whatever city she's in.


Tehgonan Clapian

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Race: Human. Class: Spectrumancer. Age: 11

In-game description: "A brash, smarmy young man from a well-to-do family, he is nonetheless incredibly gifted in certain magical arts. Proficient at elemental manipulation, and enchanting or dispelling squares in battle. Presently skipping out on school."

Tehgonan is a Bratty Half-Pint who skips his classes to join Six Stars. He is extremely rude and standoffish, as well as a bit of a bigot due to his upbringing in a shra-hating family. He and Qualstio take a liking to one another due to their similar outlooks on life.

As one might expect, he goes through substantial growth throughout the story, eventually realizing that his prejudices against shra were incorrect, and that he should continue Metzino's research so that everyone can contribute to society equally.

Also, this is incredibly obvious, but Taru is his father. He comes from a long line of bigots, which is why he had such negative views of shra pounded into his head.


  • Character Development: Lampshaded by Qualstio after his sidequest.
    "Okay. Who are you, and what have you done with the real Tehgonan?"
  • Full-Name Ultimatum: After successfully completing his sidequest, this is played quite straight by his mother when she catches up to him in Fortifel after he spent some indeterminate time (you can do his sidequest early in Chapter 4) with Six Stars without asking proper permission.
    "Tehgonan Aloysius. Clapian!"
  • Glass Cannon: He has the potential to be extremely powerful if you're good at setting up elemental enchantments. However, all of his stats are pathetically low and his skills have high costs.
  • Jerkass: He's slightly less of a prick than his father, but is still quite the Bratty Half-Pint. He gets better.
  • Light 'em Up: He can manipulate literal light, plus a bit of geomancy on the side.
  • Magikarp Power: He starts off as a pathetic Squishy Wizard, with terrible stats and high-cost, gimmicky abilities. However, if you take the time to level up his "Geomancer" passive skill, he becomes incredibly powerful — those gimmicky abilities get increased chances of success, making them legitimately useful in combination with other party members' attacks. But best of all is his final skill, "Geo God", which gives him incredible boosts to his Body and Soul stats, which are otherwise pathetically low. Suddenly, he stops being so squishy and his skills can be put to formidable use.
  • Parental Substitute: Qualstio seems like he may border on this for Tehgonan while he's in the guild. The two interact a lot, with Qualstio often giving him moral and practical guidance.

Fero Flael

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"Do not let your mind be poisoned by the air [of Kir'Ssha]...as mine once was."

Race: Fih'jik. Class: Huntsman. Human-normalized age: 20 (real age: 10)

In-game description: "A friendly but shy Fih'jik hunter of wild game, he seeks to prowl upon the most dangerous creatuers in the wilds of the world."

Fero is a fih'jik who, like most of his kind, left to escape the chaos of his homeland. However, he is also a skilled hunter, and constantly seeks new game to test his skills on.


Sicious Qualstio

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"Ohhh, so you've heard of me! I guess I won't have to tell you to stay outta my way."

Race: Fortian. Class: Invoker. Age: 26

In-game description: "Cynical and confident, Qualstio seeks to prove his abilities against the most powerful threats that inhabit the world. Proficient in a variety of kinds of elemental damage, particularly the Heat variety. Intentionally displaced from Fortifel."

Qualstio is a very strange fortian. He left his homeland at a young age, and unlike the stiff, orderly personality that is the norm for fortians, he is extremely frank, matter-of-fact, and somewhat fiery. He also seems to have a dislike of rules and authority. Despite these apparent contradictions, he has been a valued friend of Dehl every since he came to the mainland. It is odd that such conflicting personalities could become such stalwart friends, but perhaps they are more similar than they first appear...


  • Catchphrase: When characters express confusion over another character's decisions, his response is usually "I think I have an idea."
  • Heterosexual Life-Partners: He and Dehl have shades of this. Justified, since when Dehl came from the mainland, he had just witnessed his entire family being killed, and had only an infirm Moke for companionship. Qualstio helped him and gave him shelter at the first opportunity, and so he's practically the only family substitute Dehl's had for a decade.
  • Jerk with a Heart of Gold: In fact, you will slowly realize that he is actually more moral than Dehl. Dehl is definitely more polite, but due to his Stockholm Syndrome and Extreme Doormat-ness, he is complicit in horrible things such as the slave trade, for no other reason than because they fall under the law's jurisdiction.
  • Meta Guy: To a degree.
  • Parental Substitute: He may border on this for Tehgonan while the kid is away from his parents. The two interact a lot, with Qualstio often giving him moral and practical guidance.
  • Personality Powers: Oh yes. Also inverted, though, as he has a Cold-elemental spell too.
  • Playing with Fire: Subverted, though, since he has an ice spell as well.
  • Red Oni, Blue Oni: Qualstio is the red, Dehl is the blue. Lampshaded by Qualstio with their support quote:
    "A little cliché, don't ya think?"

Lani Derra

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"My life is discipline! Your mission becomes mine. Just tell me what to crush!"

Race: Fih'jik. Class: Wandertower. Human-normalized age: 26 (real age: 13)

A boisterous and incredibly tough fih'jik who joins Six Stars after being rescued from ttchitra and realizing she has nowhere to go. Though she was born in Do'Ssha, she has lived in Nal for most of her life.


Sirush

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Dehl: You will be able to save many people if you join us.
Sirush: Myself...included.

Race: Human. Class: Professional. Age: 32

Sirush is a strange, perfectionistic, rather crazy man who speaks in fragmented sentences. He is always incredibly tense, and on the lookout for 'stalkers'. He claims that it is unsafe for Six Stars to associate with him, and that whoever is after him will take out them as well. He refuses to disclose personal information, or his purpose for doing anything.


  • Cloud Cuckoo Lander: Until his personal sidequest has been completed, he does not seem to be reading from the same script as everyone else. He seems to be perpetually in his own little world and probably has very little understanding as to what's even going on most of the time.
  • Contract on the Hitman: The reason why he's always on the lookout.
  • Dark and Troubled Past
  • Glass Cannon: Sort of. Due to the way stat gains are handled, one can simply upgrade his defense, so that isn't a problem. However, all his skills consume very high amounts of health, and all of them are short-range, causing him to get attacked a lot as well.
  • Hates Small Talk: On the very few occasions he speaks to his teammates, it's almost always a robotic tactical analysis of the situation.
  • Strange-Syntax Speaker: Possibly a result of his derangement, although it could also be the dialect of his assassin clique, evidenced by the fact that the assassins stalking him in his dream speak as he does, whereas others in the dream do not.

Kidra Silvery

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"A home is destined to be fled."

Race: Human. Class: Flashcurve. Age: Undisclosed

A strange girl from Nal who talks in near-constant Double Entendres. Six Stars reluctantly allows her to join, though they sense something is amiss about her. She claims to be a regular girl, but is oddly talented at combat, and has extremely rare and expensive "sleeksteel" armor.


  • Interspecies Romance: Implied in her support quotes with Ques and Kulkumatz. Also implied in her first conversation with Dehl.
  • Personality Powers: Her elemental affinity is Heat.
  • Playing with Fire: She doesn't actually have any powers like this, but it is her elemental affinity.

Halia Falitza

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"I... I see... through... the un-seeable..."

Race: Sactifellian. Class: Wonder Caller. Age: 18

Falitza was thrown into Sanctifel after trading her mind away to peer into the unseeable because she got bored with her studies. Her condition is ever-worsening. With the assistance of Six Stars, she can be liberated from Sanctifel. In a sudden flash of sanity, she manages to sign up and join their ranks. However, she quickly returns to spouting nonsense.

She enjoys babbling about "the sky", "the blue", and "fate", among other strange things. Though her mad phrases may seem like incoherent nonsense, there may be a few genuine truths to it for those who look carefully...


  • The Fatalist: "The sky portends this, and all things." "The sky does not approve." "I must not disobey [the sky]!" And so on... Actually, not really. It's part of her act.
  • Fiery Redhead: Inverted. Her element is actually Cold, in fact! Actually Double Subverted; she could indeed be described as rather fiery in her ending scene.
  • Infallible Babble: Her cryptic predictions. Subverted, as she's actually sane and just analyzing the situation.
  • The Ophelia: Subverted, of course. She acts like one of these, but she's actually entirely sane and faking.
  • Power of the Void: She apparently channels the "power of nonexistence", which manifests as some really weird spells, at the cost of her sanity. Technically, though, her elemental affinity is cold.note 

Ques Mahesto (real name: Seku Muezza)

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Race: Fih'jik-fortian. Class: Tactician. Human-normalized age: 68 (real age: 34)

Ques is a renown and published historian who is hired as the guild manager of Six Stars. However, after the initial year contract expires, he decides to join the guild proper and prove his tactical prowess in battle. He has a sharp tongue and biting wit, abilities he can actually put to use in battle.


  • Cool Old Guy: He's 68 in fih'jik years, but he's still a good fighter.
  • Technicolor Eyes: He has blue sclerae.
  • You Fight Like a Cow: One of his passive abilities revolves around this. In fact, he's so effective at it, it can break the target's will to fight.

Moke

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"If I continue to wield such vileness, shall I one day become completely consumed by it?"

Race: Shra. Class: Fetormancer. Human-normalized age: 42 (real age: 210-214)

Moke was the servant of Dehl's father, and was taken along with Dehl to the mainland. However, he was infected with the Blue Plague, which took a toll on his memory, even though he survived. He now cannot remember anything before coming to serve the Sikohlons. He also has a strange condition that causes him to ooze foul, noxious slime from his scales. This condition drove him to study natural flora and poisons, and it eventually became his specialty. He is also highly intelligent and knowledgeable, as well as quite possibly having the greatest magical talent among all shra (who cannot use magic normally) on the planet. However, despite his element of choice and imposing physical frame, he is very compassionate and meek.

Tezkhra seems to recognize Moke and takes an interest to him, implying that Moke may be related to the creature that killed him. Also of note is that, in his sidequest, there appears to be a council of shra with greater magical talents, like him. He denies their offer to join the council, though, because he feels he still has a duty to his friends. What these "greater shra" actually are is a mystery. No definitive answer to either mystery is within this game, though.


  • Ditzy Genius: He is intelligent and oddly powerful, but he definitely lacks wisdom and social skills.
  • Four Eyes, Zero Soul: Inverted.
  • Glass Cannon: He's one of the most powerful and versatile attackers in the game, and though you''ll likely make him suitable for soaking up Body (and, to a lesser extent, Mind) attacks, his defenses start out virtually nonexistent.
  • The Glasses Come Off: Averted.
  • Personality Powers: Maimed, stomped on, and tossed out a window. Slightly reconstructed however, when his sidequest reveals the constructive and positive aspects of the Noxious element.

Rehm Sikohlon

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https://static.tvtropes.org/pmwiki/pub/images/por_rehm_9974.png
"No one dies today. None of us, and none of them."
[...]
"None of us...none of them... So much for that promise."

Race: Shra-Sikohlon. Class: Whitewind. Human-normalized age: 27 (real age: 135-139)

A surprisingly feisty Sikohlon who doesn't object to charging into battle, but does object to actual killing. After he is sent off into the world, he makes a living by raiding pirate and slave vessels, with occasional help from the Wadassian navy. However, he and his crew fall on hard times, and have to make an honest living in Nal (or as honest a living one can make there, anyway) to raise enough money to repair their ship. While there, he comes across a fortian by the name of Padrino Metzino, who asks if he can come along with them.


  • Heroic BSoD: After Vasra's death, he becomes largely unresponsive and extremely depressed, a disturbing contrast with his normally cheerful behaviour. Shortly after, he very narrowly avoids being Driven to Suicide.
  • Interspecies Romance: Between him and Sara, possibly, given that he made a special nickname for her and calls her "my Vasra" at one point.
  • Personality Powers: He has powers over the weather, which fits with his carefree personality and the value he places on freedom.

Kulkumatz

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"You will help me find the proper placce to die. A placce where I may put my sspirit to resst."

Race: Shra. Class: Tu'Nuok. Human-normalized age: 167 (real age: 835-839)

An impossibly old shra who has been around since before the First Reconstruction. However, he knows he does not have long before he dies, and at first, his only request to Six Stars is to guide him to a place where his spirit can pass on peacefully. However, he is so impressed by their wisdom and the tales they tell of the outside world that he decides to join them, desiring to see the world that he has neglected for so long.


  • Cool Old Guy: He's one hundred sixty-seven in shra years, but still alive and kicking.
  • Grumpy Old Man: He acts like this at first, chiding Dehl and Alito as being weak due to their lack of instinct, and being generally terse and disagreeable. He becomes nicer once he joins the guild, though.
  • Peaceful in Death: His ultimate goal is to find a place where he can pass on peacefully. He gets his wish in the epilogue.

Yfus Crossar

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"Why do you believe it must be stopped? Perhaps a war is exactly what we deserve."

Race: Fih'jik. Class: Sun Priest. Human-normalized age: 19 (real age: 9.5)

A sun priest of Kir'Ssha, though he was born in Do'Ssha. He eventually decides to go with his conscience and flees to Do'Ssha, though he is hated there for his status as a Kir'Sshan. He agrees to join Six Stars for protection, and so he can hold his head high once more.


  • The Dandy: If you point at him in Quest Mode, he'll always be concerned with his shiny clothes. This might not be caused by vanity, instead being required for a Sun Priest, though.
  • Deadpan Snarker: Has his fair share of moments. Lampshaded in his sidequest by his father.

Alito

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"I... I am home, so long as I serve my friends."

Alito is the well-educated servant of Metzino, and is treated much better than other shra. Because of his education, he is able to become the guild manager of Six Stars after Ques retires. Unlike Ques, he is very kind and polite (though he still has a sharp tongue in a few instances).


    Character # 16 (SPOILER WARNING) 

Tezkhra

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"Truthfully... I have lived more in the last Surface-year than in any time before."

Race: Shra-God. Class: Deity. Human-normalized age: Indeterminate

This character is first found as a spirit in the Drop, guarded by a being who claims that he's not part of the world. Six Stars brings the spirit to Rulian, who manages to resurrect his body from the spirit's memory. The shra that appears introduces itself as "Tezkhra", to the shock of everyone else. However, despite the name, Tezkhra actually seems to be very calm, orderly, and polite — practically the opposite of the historical Tezkhra. He says he really is a god, though, and is the creator of the shra people. His memory is hazy from dying and all, but travelling the world brings some of it back. He says that the last thing he remembers is being killed by a si'shra, so it is most likely that this killer stole his name and became the god of the si'shra religion.

...Actually, most of that is only half-true. Tezkhra is not actually divine — instead, he is one of the Sufficiently Advanced Aliens who terraformed and populated the planet in the first place. He manages to establish contact with his old friends in the ending, and tells them "I Choose to Stay", even though that means he will grow old and die.


  • Badass Boast: Surprising, considering he's The Stoic normally.
    Havan: Who Are You??
    Tezkhra: I am Tezkhra, creator of the shra people, and a god and overseer of your world...
  • Cryptic Conversation: Or rather, cryptic monologue. Even when we do see his thoughts, they often take the form of this, using vague language and trailing off before fully explaining anything. His conversations with the Watchers are a straight example, though.
  • Dark and Troubled Past: He died, for crying out loud!

    Allies 

Havan

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"My life... for Wadassia."

Havan is the Prime Captain of the Blue Guard. Like Dehl, he is a steadfast defender of Wadassia, and, in fact, the two become fast friends when they meet. Havan is a very upright, law-abiding young man who can come off as a bit melodramatic sometimes. He also seems to know Fell, which is a bit odd.


  • Chekhov's Gunman: He's the "Wonder Boy" seen with the Watchers in the prologue.

The Blue Guard

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The Blue Guard is a fellow guild of Wadassia, led by Havan. Due to his friendship with Dehl, the two guilds vow to help each other and, by extension, the rest of the city. The Blue Guard follows in the footsteps Six Stars around the world, but they begin to appear out of their depth before long.

Havan's second-in-command and lifelong friend is the sorceress Adi. The third member of their guild is a shra named Cort, who, in fact, seems to embrace — not resent — subservience and obedience to his masters.


  • Goldfish Poop Gang: Done well. It's used to make sure you aren't thinking too much why they're still there more than halfway through the game and why the use for the artifact hasn't been explained yet; at the point where you'd normally start to get suspicious, there are bigger things at hand that push them off to the side.

Metzino

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"Hmmhmm, but you won't [kill me], and do you know why not? Of course you do. You're smart."

Metzino is a friend of Qualstio's, and agrees to harbor the guild during their stay in Fortifel. He is (in)famous for his radical theories and inventions that rely on sources of energy other than magic. He has managed to stay out of trouble so far — and has even risen to a prestigious rank — but tensions between him and the Councillords are mounting, because this technology could forever change society...


Yacatec Yutli

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"I trade in many things, as I said before. This land is a fount of riches, hza nek?"

Yacatec is a well-to-do shra and the head of the Berylbrine Outpost. The presence of a surname is rather odd, though, as shra don't normally have one... Six Stars attempts to gain favor with him when they decide to help the outpost, but it is soon revealed that, since the Berylbrine island is the homeland of the shra, slaves are among Yacatec's main exports. This disgusts the guild, but they are forced to comply with his demands, since he's the man in charge.


  • Back for the Finale: Though it's done in a rather depressing manner. He appears in the final dungeon as a slave, and helps you get through said dungeon after you free him.
  • Boomerang Bigot: Played with no laughs at all — he sells his own kind into slavery.
  • Interspecies Romance: He has a human wife.
  • Jerk with a Heart of Gold: Debatably. Qualstio doesn't buy it.
  • Laser-Guided Karma: He sells his own kind into slavery, but he's revealed to be a Jerk with a Heart of Gold due to Love Redeems. After the apocalypse, his wife is murdered, and he himself is enslaved by the si'shra.
  • Love Redeems: He's a Jerk with a Heart of Gold because he has a loving family. Defied by Qualstio, who still thinks he's a horrible person, even if he does have a family.
  • Pardon My Klingon: He does this twice; Early in chapter 4, he calls Tehgonan a "Zin d'an"note , at which point Dehl snaps, "Yacatec, please do not call him that." Later, after the camp is threatened to be washed away by magical rain, he snaps at Ques, flinging what is presumably a heinous insult at him in his native language.
  • Technicolor Eyes: Yellow, like most shra.
  • Verbal Tic: He likes to sprinkle random shra phrases into his speech. We're never given a translation as to what they actually mean, though.
  • What Could Have Been: He was originally intended to be playable.

Syri Muezza

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"We thought you were dead... t'was something far worse than death! You abandoned us! Your family! It's your fault!"

Syri is the last of the Flightblades, a group of assassins who defended Do'Ssha against their neighbors. She is highly intelligent and very skilled at stealth and subterfuge. When she overhears Six Stars expressing concern over the mounting tension between the two fih'jik cities, she offers to help. Also, Syri is the sister of Ques/Seku, who used to be the leader of the Flightblades. She blames him bitterly for causing the collapse of the Flightblades, which led to Syri being the only one left alive.


  • Bolivian Army Ending: She is captured right before the Unstoppable Night, and Ques says she will be left to die during it. However, it is possible (albeit very unlikely) that she escaped somehow and found a way to shelter.

Brenetto

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"Ah, yes, yes! You are here, here to assist me, yes? Delicious!"

A young fortian inventor working on Magitek devices, specifically ones that count latent magical energies in the airnote . He repeatedly appears giving you (optional) Fetch Quests for his materials. He finishes his work in chapter 4, though, and he has his tearful farewells with Six Stars afterwards. This is probably a form of shooing out the clowns, because the story gets even darker in chapter 5.


Mahk Sikohlon

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"Just remember the house rules. No weapons, no quarreling, no violent acts of any sort. That includes the sword you are so shakily trying to conceal, Brother Dehl."

Mahk is the First Father — the original founder of the Sikohlon clan. He sent the first three Sikohlon fathers out into the world a few centuries ago, but has noticed that the Sikohlon ideals haven't stuck. He has decided to raise a new batch of children to try again. He makes his home in Do'Ssha, and steadfastly upholds his ideals — not only does he disallow any weapons to be brought into his home, any arguing must be done outside as well. Children are so impressionable, after all, and he must be careful to raise them properly this time...


  • Pimped-Out Dress: A male variant. It's so impressive, in fact, that the narration refers to him as a "resplendent shra" before he introduces himself!
  • Technicolor Eyes: Yellow, like most shra.

Xopi Sikohlon

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Xopi is a young shra in the care of Mahk. He is very quiet and shy, but he eventually takes a liking to Dehl, asking him questions about the large, strange outside world he comes from.


    Enemies 
note 

The Scourge Clad (Skint and Aryn)

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"Your mouth may belie you, but perhaps your veins will speak truth to me instead!"
Skint

The Scourge Clad is a guild of sorts that originated in Nal — though it is composed of only two people, the monstrous shra Skint and the quiet, secretive fih'jik Aryn. Skint is very cold, terse, and rude toward Six Stars — Dehl in particular, who he calls a "whelpling". Skint also has a sword lodged through his back — he claims it was put there by one he had sworn to protect, and is now permanently embedded in his back due to his extreme Healing Factor. His motives are mysterious, and he does not seem to abide by many laws or morals. Zargos also notices that he has magma-forged platemail, which was only given to those who participated in the Nalian Revolt — and he doubts Skint fought for the Crown...

Aryn is even more of a mystery. She speaks in whispers, and only in the fih'jik language, yet she seems wholly devoted to Skint and his cause.


  • The Quiet One: Aryn. She speaks only to Skint, and even then only in whispers. May be justified, though, as the one time she speaks audibly, it's in the fih'jik language — it's possible she doesn't know the human tongue.
  • Sacrificial Lion: Both of them.
  • Technicolor Eyes: Skint has yellow sclerae, like most shra. We never see Aryn's eyes, but she probably has blue or green, like most fih'jik.
  • 24-Hour Armour: Skint. Justified, since having a freaking sword through his back makes it impossible to take off.

Mental Councillord Pazzato

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As a Councillord, Pazzato is unrivaled in mastery of his element. Of the Councillords, he is actually the least antagonistic toward Six Stars, even casually asking them for help with a task. However, this is merely a clever ruse to distract them while he duels Metzino. For he has a blood feud with the Metzino line, and eventually wins the duel due to his signature telekinesis technique. Qualstio is enraged when he sees this, and, along with the guild, avenges Metzino's death soon after.


  • Friendly Enemy: As a Councillord, he is opposed to Qualstio and Metzino, but, compared to the other Councillords, he seems pretty ambivalent toward them and even allows them to partake in the light harvest. Cruelly subverted, however; it's only an act to distract Six Stars long enough to set up a duel with Metzino.

Commandant Zaka Crossar

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"Thus, [the people] must battle. Blade to blade...father against son, brother...against brother..."

The supreme commander of the Silver Army. As tensions between the Free and True Homes increase, he eventually takes it upon himself to mount a crusade against the "heathens" of Do'Ssha.


  • Heroic Sacrifice: After he is defeated, he kills himself so that Kir'Ssha will become demoralized and retreat, instead of invading Do'Ssha.
  • Noble Demon: "I love my people. All of them, great and small. It pains me to see them suffer so." He isn't lying. He gives Six Stars the opportunity to kill him, which will demoralize the Silver Army enough to stop their advance, and when defeated, actually commits suicide so that this will happen.
  • Technicolor Eyes: Yellow sclerae, which is pretty odd for a fih'jik.

The Lord-God

"It sounds like the game is afoot, then! The winner shall inherit the ashes of the world!"

A monstrous being who garnered the support of the si'shra after the apocalypse, then used them to sweep up the ashes and kill or enslave any survivors. There can be no hope of reconstruction so long as he lives — but can Six Stars truly fell a god?


  • The Man Behind the Man: Behind Skint, technically, though they don't really have any relation to one another.
  • The Unchosen One: Havan is rather pissed off when Fell deems him not worthy to ascend, and begins to consider himself this. However, he is still nothing more than someone who was literally not chosen.

    Others 

Taru Clapian

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"I hope my folks don't find out I've started drinking. They'll disown me!"

A young man "hired" by Rehm's crew in the prologue. He is naive, but quickly grows attached to his new comrades. Unlike others, he is very accepting and sympathetic towards the shra.


  • Fantastic Racism: After the events of Interlude 3, he came to view the shra as a race of cowards.

Vasra (real name: Sara)

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Sara is Rehm's second-in-command. They have apparently known each other for a long time — enough for Rehm to give her a nickname in shra language, "Vasra". It's never explained what the nickname means. Sara tends to be more perceptive and matter-of-fact than the rest of the crew.


Rulian

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A strange young man inhabiting a cave in the Mudlands outside of Nal. He is very placid and rather airheaded. Rulian has an incredibly magical talent — reanimating the dead. Unfortunately, he does not realize that they are terrorizing the town nearby — not because of neglect, but because he doesn't even seem to know there is a town nearby.

Or that the six elements exist, for that matter...


  • Necromancer: However, he's not evil or malicious in the slightest, and his powers are sort of accidental.
  • Older Than They Look: He looks like eighteen at most, but he has apparently been alive since before magic was classified into elements.note 

Fell

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Fell is a mysterious old woman who appears to have some sort of precognitive ability, and can see the full truth of everything that's going on. She assists Dehl and his guild by giving him "tests" that can drastically affect the entire world. Her motives and how much she really knows is uncertain, though she claims to take orders from an even higher being known as "The Voice Himself". The other Watchers refer to her as their "mother" — whether this can be taken at face value, is a metaphor, or something else is unknown.


The Watchers (Nath, Kott, and Donz)

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Nath: [Donz] will not take kindly to knowing his own Watch is flawed, or to be broken.
Kott: Yep. He's pretty serious about being right. He's the only one of us left who still cares.

The three Watchers are Fell's "sons". Whether that can be taken literally, is a metaphor, or something else is unknown. They each watch a different time; Nath is the Watcher of the Past, Kott is the Watcher of the Present, and Donz is the Watcher of the Future. They each share their knowledge with Fell, which is why she seems all-knowing. However, Donz either will not or cannot speak, because, as Fell says, words of the future must not be spoken to anyone.note 

Nath and Kott appear to be rather uninterested in their duties, as they play a strange board game all day. Kott also says that he does not Watch the chosen ones like he's supposed to, because that would "take the fun out of meeting them in person". Donz appears to be the only one who still takes his duties seriously, though, as Watcher of the Future, that is a difficult job...

Havan kills all of the Watchers when he ascends to confront Six Stars and they block his path. Curiously, it looks like Kott and Nath never moved at all; Kott's corpse is slumped over the game board, and Nath's corpse is still in his chair.


  • The Fatalist: All of them. Justified with Donz, who literally can see what's fated to occur.
  • Mystical White Hair: Kott, despite appearing fairly young, has white hair, likely because of this trope.
  • Older Than They Look: They're all apparently immortal and have therefore been around for millennia, yet even Nath only looks like he's in his fifties or sixties.
  • Theme Naming: Along with Fell, they all have four-letter names.


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