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A list of characters as they appear in Thief: Deadly Shadows. Garrett, other recurring characters and recurring faction descriptions can be found here.

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    The Nobility 

Lord Julian Rutherford

Voiced by: John Haag

Lord Ember Rutherford

Voiced by: Ronald Hayden

Lady Elizabeth

Voiced by: Maureen Keiller

The scheming, calculating bride-to-be of lord Ember.

  • Bitch in Sheep's Clothing: Ember is a pawn to her interests, not suspecting that the woman he considers kind and sweet actually cares little for him and has plans of her own.
  • Gold Digger: Her main motivation for marrying lord Ember is to get ahold of his inheritance as soon as possible.
  • Manipulative Bitch
  • Proper Lady: Much is made of her quality education and upbringing by her servants.

Captain Robert Moira

Voiced by:

  • Happily Married: From what we hear in a recording of his voice reserved for his wife, the Moira couple genuinely loved each other.
  • Intrepid Merchant: How he came to his impressive wealth and property. Captain of the merchant carrack The Abysmal Gale. However, he has a Dark Secret. Though his wife doesn't suspect a thing, he frequently doubled as a pirate and privateer, using his wealthy merchant reputation and public persona as a facade.
  • Posthumous Character: Implied to be among the dead on the Abysmal Gale, once the ship mysteriously sails back into The City's harbour unmanned after a long trade voyage.
  • The Unseen: Unseen, but heard, as Garrett gets the opportunity to listen to a recording of his voice on a leftover Mechanist viktrola.
  • The Voice: We only encounter him as a recording of his voice on an old Mechanist-made victrola at his family estate of Overlook Manor. He made the recording as a precaution, in case he' die and the family inheritance and care for his wife Edwina wasn't sorted out.

Edwina Moira

Voiced by: Terri Brosius

The wife of Robert Moira, lady of the Moira family household at Overlook Manor. During the events of Deadly Shadows, she has just become a widow.

  • Disabled Means Helpless: The ultimate subversion. Though she is blind and now a weeping widow, she won't allow others to mock her and her deceased husband.
  • Don't You Dare Pity Me!: Her general attitude to people who feed her with insincere platitudes after Robert's death.
  • Happily Married: From what we hear from her and a recording of her husband's voice, the Moira couple genuinely loved each other.
  • Morality Pet: There's no reason not to steal her fortune — there's no penalty for it — but many players don't, and she somehow knows you didn't steal from her.
  • The Ophelia: She went insane from grief over her husband's death on the Abysmal Gale.
  • Plot Twist: When you realize that Edwina is naturally blind.

    Townsmen, Servants and Common Folk 

Mistress Mastiff

Voiced by: Stacy Fischer

A middle-aged lady, the current head of the servants at the Overlook Manor.

  • Manipulative Bitch: Scheming together with some of the senior members of the servantry against widow Moira. She does this while trying to keep a seemingly benign facade, pretending to care for the well-being of the widow more than she actually does.
  • Meaningful Name: Her surname evokes the name of a dog breed. She constantly dogs the more well-meaning part of the Overlook Manor's staff, since she is afraid they'd undermine her newly gained power over the estate after Robert Moira's death.

Ginny

Maid in the Overlook Manor, chastised by Mistress Mastiff for trying to be kind to widow Moira.

    Thieves and the Criminal Underworld 

Heartless Perry

https://static.tvtropes.org/pmwiki/pub/images/heartlessperryfencestoreinside_3550.jpg

The South Quarter fence in Deadly Shadows.

Thomas

https://static.tvtropes.org/pmwiki/pub/images/thomas_thief_1504.jpg

The South Quarter shopkeeper in Deadly Shadows. Runs "The Well Equipped Thief" thieving gear shop.

Black Market Bertha

https://static.tvtropes.org/pmwiki/pub/images/black_market_bertha_8316.jpg

Voiced by: Paula Plum

The Stonemarket fence in Deadly Shadows. Fences gems and various precious stones.

Marla Madison

https://static.tvtropes.org/pmwiki/pub/images/marla_3194.jpg

Voiced by: Terri Brosius

The shopkeeper of the Stonemarket thieving gear shop in Deadly Shadows.

Dahlia

https://static.tvtropes.org/pmwiki/pub/images/dahlia_3693.jpg

Voiced by: Paula Rester

The fence in the Docks district in Deadly Shadows. Fences paintings, statuettes and other stolen artwork.

Sam Swarthy

https://static.tvtropes.org/pmwiki/pub/images/sam_swarthy_6580.jpg

Voiced by: George Ledoux

The shopkeeper of "The Undercurrent", the thieving gear shop of the Docks district in Deadly Shadows.

  • Arms Dealer
  • Flat-Earth Atheist: Mentions to Garrett that he doesn't believe the Abysmal Gale is infested with undead zombies. He believes that the crew were simply killed by a plague or some other deadly disease.
  • Talk Like a Pirate: He speaks with a bit of a stereotypical archaic English sailor/pirate accent.

Carmen Cantata

https://static.tvtropes.org/pmwiki/pub/images/carmen_cantata_3104.jpg

The shopkeeper of "Carmen's Place", the Old Quarter's thieving gear shop in Deadly Shadows.

Jimmy the Knife

Voiced by: Lonnie Farmer

A petty thief and extortionist from Auldale who's threatening a local entrepreneur during Deadly Shadows.

Thugs, pirates and looters

Voiced by: Lonnie Farmer, George Ledoux, Chloe Leamon

    The City Watch, Hired Guards and Mercenaries 

Dumb Guard

Voiced by: Stephen Russell

Smart Guard

Voiced by: Dan Thron

Bob

https://static.tvtropes.org/pmwiki/pub/images/bob_the_night_guard_6637.jpg

Voiced by: Dan Thron

A hired guard working at night in a South Quarter tenement where Garrett resides during the events Deadly Shadows.

  • Butt-Monkey: If you knock him out and rob the rest of the flats in the tenement clean several times, he'll even get fired by the tenement's landlord!
  • Patrolling Mook: He only patrols the main corridor of the tenement, back and forth. But he certainly qualifies, being a night time guard.

Warden Stout

https://static.tvtropes.org/pmwiki/pub/images/stout_warden.jpg

Voiced by: Dan Thron

  • Da Chief: Of City Watch Precinct 12 in South Quarter, and also the warden of Pavelock Prison in South Quarter.
  • Fat Bastard: He's one of the fatter City Watch members seen in Deadly Shadows.
  • In the Hood: Possibly the only Watch member in the entire game that's seen wearing a hood. Justified by him being the warden of Pavelock Prison.
  • Nepotism: His cousin Albright has been imprisoned in Pavelock Prison for public disturbance due to drunkenness, but Stout has pardoned him (partly at the behest of Albright's wife) and allowed him to be let out of Pavelock once he's sober.

    The Keepers 

Artemus

https://static.tvtropes.org/pmwiki/pub/images/artie_keeper.jpg

Voiced by: Nate Wells

The Age of Darkness will be the child of two fathers... and their names are Ignorance and Fear.
from the journal of Keeper Artemus

One of the Keeper Elders. Along with Garrett, the main recurring character of the series. Fittingly, he's also the second one to be introduced, mere seconds after the introduction of Garrett. Artemus brought Garrett into the Keeper order as a young boy and oversaw his education and stealth training until Garrett rebelled and left the order sometime after reaching adulthood. Despite their somewhat strained relationship, Artemus remains one of the few Keepers that Garrett is willing to trust and talk to even after having left the order.

  • Ascended Extra: After being more of a background character in The Dark Project and The Metal Age, trying to encourage and nudge the defiant Garrett in the right direction, looking out for him.
  • Big Good: As close as it gets to this trope, in terms of the setting's multitudes of flawed heroic characters. Even when the Keepers are undergoing a major crisis during the events of Deadly Shadows, he still tries to overcome his fear and stay as calm and collected as possible, all the while helping Garrett.
  • Cool Old Guy : Though in his 50s or 60s and slowly graying, he remains an experienced scholar and one of the few people whose stealth abilities are on par with Garrett's (even among the ranks of the Keepers).
  • Dropped a Bridge on Him: Artemus is suddenly and anticlimactically Killed Offscreen by the Hag towards the end of the game, despite his capabilities and even superiority at stealth over Garrett.
  • Gentleman Snarker: You never hear him laugh, but he does scoff or snark with mild amusement in a few scenes throughout the game.
  • Gentleman and a Scholar: One of his most distinctive personal traits, making him stand out even among other Keepers, where this trope is fairly commonplace.
  • Intergenerational Friendship: Despite their occassional familial bickering, Artemus is one of the few Keepers that Garrett fully respects as a friend and associate.
  • Ironic Echo: When Garrett tried to pickpocket Artemus in his youth (seen in The Dark Project), Artemus caught him and told him he had talent for being able to see a Keeper, especially when he doesn't want to be seen. At the end of the third game, when a little girl tries to pickpocket Garrett, Garrett says the same thing and smiles at the memory.
  • Killed Off for Real: He is murdered by The Hag off-screen shortly before the finale of Deadly Shadows.
  • Mentor Occupational Hazard: Sadly, he is murdered by the Hag offscreen and has his skin stolen near the end of the game, with Garrett finding out then in the worst way.
  • Mr. Exposition: This gets lampshaded in this installment by Garrett.
  • No Name Given: After the trope was played straight in the first two games, this was averted in this installment, where we finally learn his name. He also plays a far more substantial role than in the two preceding games.
  • Non-Action Guy: Almost ridiculously adept at Stealth Hi/Bye, but he's no warrior and genuinely avoids committing violence.
  • Old Master: To Garrett, being his mentor and teacher of Keeper knowledge and skills.
  • Parental Substitute: The Alfred Pennyworth to Garrett's Batman, as usual. The third game emphasizes the "father figure" aspect of Artemus' relationship to his apprentice after it had been hinted at before in the series' history.
  • Reasonable Authority Figure: Wise, professional, self-sacrificing and well-meaning.
  • Stealth Hi/Bye: Most of his meetings with Garrett begin and end this way. It gets hilariously lampshaded several times in Deadly Shadows.
  • The Stoic: Even among the ranks of he Keepers, he is one of the best examples of this trope. While he has his moments of voicing concern or slight amusement, his style of speech sounds almost always matter-of-factly, delivered with deadpan seriousness.

First Keeper Orland

https://static.tvtropes.org/pmwiki/pub/images/first_keeper_orland_4156.jpg

Voiced by: Ken Webster

  • Conflict Ball: With Garrett, almost perpetually. The two just plain don't trust or like each other, ever.
  • Da Chief: A more subdued, scholarly medieval version of the trope, to Garrett's renegade former Keeper, the two constantly clashing over it as they work together.
  • Early-Bird Cameo: Before Deadly Shadows', he appeared (silhouetted) in a single cutscene of The Metal Age, along with Interpreter Caduca and Translator Gamall.
  • Gentleman Snarker: Nearly every conversation he has with Garrett is pure Snark-to-Snark Combat.
  • Jerkass: He is well-meaning and just wants to preserve the Keeper order and its function, but frequently shows incompetence or comes across as abrasive, vindictive and spiteful towards Garrett, and paranoid.
  • Killed Off for Real: Murdered by The Hag shortly before the finale of Deadly Shadows.
  • Obstructive Bureaucrat: Some of the short-sighted decisions he makes during the Keeper crisis in Deadly Shadows inadvertently play into The Hag's secret plan.
  • Properly Paranoid: He and the other Keeper Elders are legitimately worried and rather distrustful, but it turns out they've been focusing on the wrong people and the wrong events, instead of the real cause of the Keeper crisis.
  • Redemption Equals Death: To his credit he tries to make up for his jerkass obstructive ways when he realizes Garrett was right all along, and tries to aid him, before being murdered by the Hag.
  • Red Herring: He is framed as the culprit for a short while during the Keeper crisis in Deadly Shadows. Turns out he really had nothing to do with the accusations leveled at him. The same goes for similar accusations he made about Garrett during the same string of events.
  • Unwitting Pawn: He spends a good portion of the story fulfilling requests sent to his office, in the form of notes signed by someone going by "C". He assumes that they come from Caduca, only to realize his mistake when the notes keep coming after her death. These requests came from Gamall, and let her steal books or obscure information from the Keepers.

Interpreter Caduca

https://static.tvtropes.org/pmwiki/pub/images/caduca_9310.jpg

Voiced by: Paula Rester

  • Blind Seer: She's blind, but can "read" the Keeper glyphs by touching them. Blindness isn't a requirement of the position, and her predecessor praised her for the unique clarity she had when reading the glyphs in this manner when he recommended her for promotion into his role.
  • Cloudcuckoolander: She might come across as this due to how extremely focused she is on her role within the Keeper order. However, if you meet her in-game character model personally in Deadly Shadows, she'll talk and react like any other person (though with a more tired and elderly tone).
  • Early-Bird Cameo: Before Deadly Shadows, she appeared in a single cutscene of The Metal Age, along with Translator Gamall and future First Keeper Orland.
  • Hidden Depths: Caduca is the only reason why the Keeper Council didn't dispatch the Keeper Enforcers to assassinate or forcibly bring Garrett back to the Keeper Compound when he originally left the order, dissuading them from it by pointing out his status as The Chosen One.
  • Meaningful Name: In Real Life, 'Caduc-' is a Latin root, standing for 'old', such as in the word 'caducous'.
  • Odd Couple: One half of the prophecy-reading team of the Keepers, the other being Gamall.
  • Taken for Granite: Just as she is about to discover information leading her to Gamall's true form, Gamall turns her to stone and frames Garrett for the crime.
  • Younger Than They Look: Though she looks like a really old, withered lady, it is implied that all Keepers who adopt her role within the order age at a far more rapid pace. This occurs presumably due to the far greater exposure to the Keeper's powerful Glyph Magic.

Translator Gamall

https://static.tvtropes.org/pmwiki/pub/images/gamall_2617.jpg

Voiced by: Terri Brosius

  • Creepy Child: Oh, yes...
  • Creepy Monotone: Her style of speech, even outside of her Translator trance.
  • Early-Bird Cameo: Before Deadly Shadows', she appeared in a single cutscene of The Metal Age, along with Interpreter Caduca and future First Keeper Orland.
  • Eerie Pale-Skinned Brunette: Is she ever... And a child version, at that.
  • Meaningful Name: In Real Life, the word "gamall" is Scandinavian (and Tolkien-talk) for "old".
  • The Mole
  • Odd Couple: One half of the prophecy-reading team of the Keepers, the other being Caduca.
  • Oracular Urchin: Subverted by the fact that she and Caduca need to work together as a team in order to read and translate prophecies. Gamall doesn't read the prophecies, she only translates Caduca's readings in ancient or secret languages in which the prophecies were written.
  • The Reveal: While there was definitely something unsettling about her appearance already in the second game, the twist about Gamall's true nature in the third game was really shocking.
  • Tomato in the Mirror: In Deadly Shadows, when Garrett stumbles upon a portrait of someone who looks exactly the same as her, in a building that burned down long before she was taken in by the Keepers.
  • Troubling Unchildlike Behavior: Double subverted. In The Metal Age and for most of her appearances in Deadly Shadows, you chalk up her oddly emotionless, stoic personality to her upbringing by the Keepers and her function as the order's Prophecy Translator. But when the plot thickens in the later parts of Deadly Shadows, you'll learn that Gamall's hiding more from the Keepers than they or Garrett would believe at face value...

Elder Blake

Voiced by: Maureen Keiller

  • Finishing Each Other's Sentences: She and Elder Logan do this a few times in some of the cutscenes they appear in.
  • Gameplay and Story Segregation: She appears in-game as well as in the cutscenes, but is much more active and story-relevant in the latter.
  • Mr. Exposition: Well, Ms Exposition. Especially in the cutscenes.
  • Only One Name: Like with all Keepers. It's unclear whether it's a given name or a surname.
  • Power Dyes Your Hair: She has smooth hair of an ambiguous white-grey-blonde colour tone. Given that she's a veteran Keeper and only middle-aged, the hair colour might not be entirely natural.
  • Reasonable Authority Figure: When the plot later thickens and Garrett seems to have an idea on who framed him for Caduca's murder, she points out that he shouldn't be too quick to judge either, and there are several alternatives to who the real culprit might have been.
  • Those Two Guys: She and Elder Logan are major recurring characters in Thief: Deadly Shadows.

Elder Logan

Voiced by: Alexander Brandon

Keeper elders

Voiced by: Jerry Kissel, Ken Carberry, Julie Perkins

  • Non-Action Guy: As with the Hammerite or Mechanist priests and Pagan shamans, Keeper Elders have minor defensive combat capability, but that's about it.
  • Patrolling Mook: At least in the libraries, scriptoriums and living quarters of the Keeper Compound during Deadly Shadows.
  • Sliding Scale of Gender Inequality: There are both male and female Keeper Elders. Both are almost equally common. Gameplay-wise, their abilities are the same as those of the Hammerite priests and Pagan shamans.
  • Squishy Wizard: Elders are able to cast magical projectiles as a form of defence and to bolster attacking guards.

Keeper guards

Voiced by: Ken Carberry, Marc Carver

  • In the Hood: The upper part of their face is pretty much constantly hidden beneath their hoods. The Keepers just love their hoods, even the armed ones.
  • Patrolling Mook: Some of them stand guard at entrances to restricted sections of the Keeper Compound, but most of them patrol its hallways, living quarters, libraries and workplaces.
  • Sliding Scale of Gender Inequality: Guards seem to be one of the few functions in the Keeper order that is reserved purely for male members.
  • The Stoic: As one would expect from members of the Keeper faction.

Keeper Enforcers

https://static.tvtropes.org/pmwiki/pub/images/keeper_enforcer.jpg
"Remember... we are to seek out the Betrayer... and destroy."

Voiced by: Jerry Kissel

  • Deadly Disc: Their main weapon are chakram-like crooked throwing blades, charged with Glyph Magic energy.
  • The Dreaded: The best of the best among the Keepers, who exist for assassinations and dangerous missions when required. Even Garrett doesn't want to cross these guys if he can help it.
  • Elite Mooks: Only called into action very rarely, but they fulfill this role within the Keeper order.
  • Hunting the Most Dangerous Game: Apparently their main function, alongside with Killed to Uphold the Masquerade. Take three guesses why they're summoned in Deadly Shadows when Orland and most of the Keepers declare Garrett guilty of treason to the Keepers and Caduca's murder...
  • Malevolent Masked Men: You never see them without their stark, but stylized and ominous masks.
  • Magic Knight: Implied, between their combat and magical capabilities.
  • Highly-Visible Ninja: They have a way of standing out despite their stealth abilities, at least to Garrett.
  • Telepathy: Garrett can overhear their communication though, with his own Keeper powers most likely.
  • Walking Spoiler: They have quite an impact on the plot at one point, so it's not that easy to describe them and what they do without giving much away.

Keeper Rafe

An off-screen Keeper in Deadly Shadows, who set off to find and explore the fabled Kurshok Citadel, in order to recover a special Glyph Key that could unlock the Compendium of Reproach.

    Hammerites (The Order of the Hammer) 

Master Forger Greidus

The Master Forger at St. Edgar's Cathedral.

Voiced by: Jerry Kissel

Father Debole

Brother Roland

Brother Thorgrim

Brother Reginald

Inspector Drept

https://static.tvtropes.org/pmwiki/pub/images/drept_7349.jpg

Voiced by: Kevin Collins

  • Agent Mulder: He is convinced (thanks to his first-hand experience) that the Hag is real and an active threat to The City, and not just a character from nursery rhymes and old wives' tales. The rest of the Hammerites serve as Agent Scully, dismissing Drept's notions as silly paranoia and useless investigations on his part.
  • Amateur Sleuth: He conducts his investigations mostly in private. Despite that, his activities are only begrudgingly tolerated by most of his brethren in the Order of the Hammer.
  • Conveniently an Orphan: But, far less conveniently, he grew up in the infamous Shalebridge Cradle while it was still open.
  • Dark and Troubled Past: An orphan who has an unhappy childhood before he was taken in by the Hammerites as a young novice.
  • Last-Name Basis: His given name starts with an H., but that's all we know about it.
  • Harmful to Minors: As revealed in Deadly Shadows, he underwent a traumatic childhood experience. He witnessed the Hag gruesomely murdering his friend Lauryl in the Shalebridge Cradle.
  • Mr. Exposition: When Garrett and him finally meet in the later part of Deadly Shadows, he recounts his early life and what led him to search for answers concerning The Hag.
  • Nice Guy: He's one of the few Hammerites willing to speak with Garrett eye-to-eye without a hint of scorn and contempt. His uneasy experiences from the past and keen interest in sleuthing certainly helps him see the world in a less introverted way than most Hammerites.
  • Unlucky Childhood Friend: Of Lauryl. If you search his room at St. Edgar's diligently enough, you can even find a small hidden plaque with the inscription "Lauryl. There Shalt Be A Reckoning".

    Pagans 

Dyan

https://static.tvtropes.org/pmwiki/pub/images/dyan_1290.jpg

  • Continuity Nod: Her unique NPC model in Deadly Shadows had the same tattooes that she had in the animated cutscene in which she made her first appearance during the storyline of The Metal Age.
  • Number Two: Formerly one to Viktoria. Now, along with Larkspur, she's taken over some of the main duties in the Pagans' leadership.
  • Punny Name: Dye + Diane = Dyan. Combined with Meaningful Name, since Diane/Diana was the Godess of Hunting in the Roman pantheon.
  • Squishy Wizard: A female Pagan shaman.
  • The Voiceless: This was played straight in her first appearance during a cutscene in The Metal Age, but in Deadly Shadows, she is voice acted (even though it's mostly just a generic voice set).

Larkspur

https://static.tvtropes.org/pmwiki/pub/images/larkspur_6492.jpg

  • Continuity Nod: His unique NPC model in Deadly Shadows had the same tattoos that he had in the animated cutscene in which he made his first appearance during the storyline of The Metal Age.
  • Da Chief: Seems to still be the commander-in-chief of the human and probably also beastman warriors of the Pagan faction.
  • Number Two: Formerly one to Viktoria. Now, along with Dyan, he's taken over some of the main duties in the Pagans' leadership.

https://static.tvtropes.org/pmwiki/pub/images/leafer_head.jpg

Leafer

A rather bumbling Pagan guard and field agent who appears in the first part of the mission "Into the Pagan Sanctuary".

  • Patrolling Mook: Patrolling the old sewer section in the first half of "Into the Pagan Sanctuary".
  • Plucky Comic Relief: His plan for exacting vengeance on some fellow Pagans is really silly, has ludicrously childish goals and he barely sounds like he could be a threat to anyone.
  • Symphathetic Ineffectual Villain: Plans to get back at some other Pagans out of a feeling they've wronged him, but he sounds so incompetent that you can hardly imagine him pulling off anything like that.

Shaman Woodbine

A Pagan shaman that is part of minor events throughout the game, though only off-screen.

Wisps

  • Non-Action Guy: Are harmless to the player, outside of floating close to Garrett and giving his position away by illuminating the area he is standing in.
  • Patrolling Mook: Something of a magical surveillance system of the Pagans, albeit a simple one. Could be described as a moving floodlight for revealing potential intruders during night-time.
  • Pure Magic Being: A small glowing ball or cloud of energy that flies around.

Tree beasts

https://static.tvtropes.org/pmwiki/pub/images/tds_tree_beast.jpg

  • Boss in Mook Clothing: They are powerful opponents and it's best not to get into a tussle with one of them. Or, worse yet, with several of them!
  • Expy: They are rather reminescent of Tolkien's huorns and also similar to ents.
  • Kill It with Fire: If you really have no other choice but to kill them once they start chasing you, your best bet is shooting fire arrows at them. They are largely immune to all your other projectiles. Broadhead arrows won't even annoy them and stick into the bark of their bodies.
  • The Lost Woods: Their natural habitat, as first seen in The Metal Age. However, this trope was very subverted in Deadly Shadows, where they inhabit some of the (grown-in, but not exactly forested) abandoned outskirts of The City, since they work as helpers of the human Pagans (in that particular case, Pagan agents).
  • Mighty Glacier: The biggest, toughest, hardest-hitting and slowest opponents in the series from the ranks of natural creatures.
  • Patrolling Mook: The Deadly Shadows version fits this more than the ones seen previously in The Metal Age. Those usually stood inanimate and only came to life once you've accidentally exposed yourself to their sight in brightly lit spaces. The Deadly Shadows version actively moves along its patrol routes.
  • Plant Person: Of the tree variety.
  • The Unintelligible: They do produce some rather creepy sounds, but they are incapable of speech.
  • Unique Enemy: Appear only in the "Into the Pagan Sanctuary" mission of Deadly Shadows.
  • Weaksauce Weakness: If you're unnoticed by them in The Metal Age, you can take a treebeast out with a single backstab. But beware, this tactic doesn't work in Deadly Shadows, even if it's still at least technically possible.
  • When Trees Attack: Once they spot you, it's time to run like hell and hide somewhere while they calm down, or get your fire arrows ready.

    Beastmen 

Kurshok

https://static.tvtropes.org/pmwiki/pub/images/kurshok1_3858.jpg

Voiced by: Eric Brosius and Mark Stevick

  • Early-Bird Cameo: Prior to the mission where you visit the Kurshok Citadel, you can find a single Kurshok imprisoned by the City Watch at their local station in Stonemarket. You can choose to ignore the Kurshok's pleas for help or you can pick the lock on his cell and let him go. If you chose the latter, he'll try to make a run for it and Hilarity Ensues in the Stonemarket streets.
  • Fish People: Highly intelligent newt-like humanoids, with some prehensile fins scattered here or there on parts of their bodies. Their young are born from eggs stored in hatcheries. Before its fall, they had the most developed civilization of all beastman species, comparable to advanced human city-dwellers.
  • Future Imperfect: Their remaining population lives a far simpler life than their ancestors, trying to eke out an existence among the ruins of their once great civilization. Due to all the destruction, shortages, depopulation and isolation from the rest of the world that has befallen them, many of them consider the surviving records on their history as merely exaggerated myths.
  • Hidden Elf Village: Well, a hidden remnant of one of their once-great cities. A rather sad example of this trope, since it's implied their species is declining and might be on their way out.
  • How the Mighty Have Fallen: Though they probably didn't deserve it. The Trickster had a hand in undermining and destroying their civilization just because they dared to disagree with his self-centered authoritarian efforts at uniting beastmen and human Pagans.
  • Patrolling Mook: The Kurshok guards, armed with large swords.
  • Remember the New Guy?: They first appear in Deadly Shadows and are only present in a single mission, yet according to writings they have a history with the Trickster and other beastmen that goes back millennia.
  • Scavenger World: While they have not lost all of their once great culture, their lifestyle and level of knowledge during the time of Deadly Shadows is a terribly far cry from their Glory Days.
  • Shout-Out: They look a lot like the eponymous character from the 1950s monster movie Creature from the Black Lagoon. Their appearance also shares some features with Abe Sapien.
  • Unusual Dysphemism: Members of surviving Kurshok society who doubt the Future Imperfect interpretations of their history and myths are frequently ostracized and disparagingly branded as "headsick" or "brainsick".
    One click for the brainsick ones...thinking the aboveworld is real place.
    Kurshok Text

Ratbeasts

https://static.tvtropes.org/pmwiki/pub/images/tdsgiantratman_8775.jpg

Voiced by: Ricardo Bare and Ryan Wickerham

  • Expy: The role they fulfill in Deadly Shadows is essentially the same as the apebeasts did in the first two games, except for the fact they're not under anyone's command.
  • Intelligent Gerbil: They're quite ugly and fairly glutunous rat humanoids. They're also surprisingly tall.
  • Mythology Gag: Their presence in Deadly Shadows was meant as a nod at the confusion fans experienced with the first version of the Apebeasts. As mentioned earlier, many at first thought the apebeasts are meant to be giant humanoid rats.
  • Patrolling Mook: Prowling around the ruins of the Kurshok city, particularly the Kurshok hatcheries.
  • Remember the New Guy?: They first appear in Deadly Shadows and are only present in a single mission.
  • You No Take Candle: Share this style of speech with the human Pagans, with the typical Pluralses.

    Other characters 

Lauryl

https://static.tvtropes.org/pmwiki/pub/images/lauryl_ghost_4906.jpg

Voiced by: Terri Brosius

The ghost of a friendly little girl who helps Garrett during the later events of Deadly Shadows. In return, he tries to help her reclaim her stolen skin.

  • Barred from the Afterlife: Why she needs your help. She'll gladly repay the favour by guiding Garrett out of the Shalebridge Cradle.
  • Cute Ghost Girl: In the Eldritch Location which her poor soul is forced to haunt, she is by far the only ray of goodness in that place's crushing atmosphere of pure dread and man-induced malevolence. Having a really cute voice certainly does her favours.
  • Exposition Fairy: Explains the Eldritch Location's terrifying history and its bizarre true nature to Garrett and advises him what he should try in order to free her and himself from the location's overpowering Genius Loci.
  • Expy: She basically fulfills the same role as brother Murus did in The Dark Project, but as a Distaff Counterpart. It's no coincidence that both of them appear as friendly spiritual guides in two of the absolutely scariest missions of the entire series.
  • Ghostly Goals: To have her appearance restored by breaking the magical seal on her real skin and bones. Once that's done, she assumes her old shape, thanks Garrett and moves on to... wherever it is that she goes.
  • Haunted Fetter: Like with Murus, to free her soul, you have to collect some items that have significance to her personal history and then dispose of them according to her instructions. In a neat twist on this trope, the purpose is to erase the Cradle's memory of her, since it will keep her inside as long as it can remember her, and those items keep its memory of her fresh.
  • Magical Guide: A genuinely helpful example.
  • Mysterious Waif: She contributes to Garrett's understanding of the mystery behind the story of Deadly Shadows.
  • Posthumous Character
  • The Shadow Knows: Despite her amorphous ghostly shape, her shadow still looks like the little girl she was when she died.
  • Tomato in the Mirror: An actual plot point, when Garrett stumbles upon a portrait of Lauryl that depicts a girl with the exact same appearance as Translator Gamall.
  • Unlucky Childhood Friend: Of Inspector Drept, who has vowed to avenge her by getting to the bottom of the mystery surrounding her death.
  • Wham Line: Her first line to Garrett once he stumbles upon her.
    I can hear you breathing. Nobody in the Cradle does that anymore.
  • Will-o'-the-Wisp: Initially she has the appearance of one - a floating bauble of misty, sourceless blue light. When she moves, however, it's apparent that she's walking, not floating, and she casts the shadow of a girl.

    Undead and other monsters 

Zombies

Voiced by: Steve Allen, Ricardo Bare, Mark Lampert

  • Early-Bird Cameo: The Hammerites have a single specimen trapped and locked up in an incineration cage in the factory section of St. Edgar's Cathedral, which you visit during an early mission. If you interfere with one of the guards incinerating it, you can let it loose and cause panic among the Hammerites.
  • Everything Fades: Originally averted in The Dark Project and The Metal Age, but played a bit straighter in Deadly Shadows, where killing them results in them disintegrating into dust. Mind, the third game otherwise averts this trope for all other NPCs, making the standard zombie disintegrations a bit of an exception from the rule.
  • Everything's Deader with Zombies: Especially in the crypts of Fort Ironwood and aboard the Abysmal Gale, the side-missions that contain the highest number of them. Granted, a lot of the ruined parts of The City (and ruins in its environs) often contain a fair amount of these standard zombies.
  • Flesh-Eating Zombie: Ye olde classic semi-naked, grey-skinned, rotting, slowly shambling, horror film zombie.
  • Revive Kills Zombie: Throwing Holy Water at them or having them run through a fresh puddle of Holy Water kills them instantly. Depending on their state of alertness, one or two flashbombs should also take them out, since they are incredibly averse to bright light.
  • Zerg Rush: While they are stupid, and their attack is not particularly damaging, their strength is in numbers. They tend to gang up on you and try to make you enter more cramped spaces, where you can become easy pickings for getting battered to death by a horde. The Deadly Shadows version of the zombies is also more capable of moving quickly and pursuing the player once it spots him or is provoked.

Hammer Haunts

Voiced by: Steve Allen, Ricardo Bare, Mark Lampert

  • A Day in the Limelight: The quests in Fort Ironwood in Deadly Shadows.
  • Dem Bones: The only undead in the series that fulfill this trope to a tee.
  • Evil Counterpart: Of the Hammerite guards and soldiers.
  • Hell Is That Noise: As soon as you hear their voices - often already from a longer distance away - you'll realize you're going against something really dangerous and unpleasant.
  • Implausible Fencing Powers: One of the things that makes them so deadly to the player character once they notice him.
  • Super-Speed: Another combat trait of theirs that encourages the player to avoid a direct confrontation with them, trying stealthy evasion or a stealthy kill instead.
  • Weaksauce Weakness: Can be killed with a single stealthy backstab, provided that you haven't already alerted the Haunt. And, as with other Thiefverse undead, they are vulnerable to holy water, fire and explosives and flashes of bright light.

Stone statues

Voiced by: Eric Brosius

  • Achilles' Heel: The Rune of Unmaking negates any runes it's used on. As the statues are animated by runes, Garrett can use the Rune of Unmaking on his blackjack to cause them to explode.
  • Evil Sounds Deep: They have a deep, guttural, ominous, slowly speaking voice, with a hint of a stone surface like reverb in the background.
  • Golem: The Thief series being what it is, there are some creative subversions to the usual formula. In a nod to the trope, one type of the character models used for them evokes the traditional appearance of a golem quite closely.
  • Madness Mantra: Virtually everything they say sounds like a string of brief neurotic phrases or words. Gets worse when they start suspecting someone's trespassing in the area they're patrolling/guarding, Garrett included. Expect to hear a verbal routine once they locate an intruder.
  • Mistaken for Granite
  • Our Monsters Are Different: Stone statues brought to life, in a golem-esque way, with magic used by the game's Big Bad.
  • Palette Swap: Not a colour swap, but a model swap. They come in two visually distinct types: a (wingless) gargoyle statue, and the statue of a more human-like figure (with some golem-like touches). Both of these walk upright and come with the same voice acting and sound effect sets.
  • Patrolling Mook: Of the game's Big Bad. When you see them patrolling a certain area, you'll be sure that the villain is nearby, either trying to get rid of you or up to other no good.
  • Unique Enemy: One of the three visually distinct types of this enemy NPC only occurs in one particular area of the game, as a single individual. Sort of a Boss in Mook Clothing, as it occurs in a fairly small open-air space with a fair few light sources that make sneaking around tricky.

The Puppets

Voiced by: Steve Allen, Ricardo Bare, Mark Lampert

A bizarre, unusual and extremely dangerous variety of undead. They're not restless spirits in rotting flesh, nor do they consume live humans, but they will attack on sight. They appear in only one location and have a fixed number (nine). They were once the nine most notorious and dangerous of the criminally insane patients at the Shalebridge Cradle, and have remained trapped there since its abandonment, body and soul. The malevolent will of the Cradle plays with them by moving their bodies around and acting out their old lives.

  • Deadly Lunge: They wander around at a snail's pace - but should you alert them to your presence, they break into a sprint so fast you might believe they can fly to tear you to pieces.
  • Everything's Deader with Zombies: A variation. They're walking corpses, but they are not technically zombies as the universe of Thief defines them. They're "puppets" of the Shalebridge Cradle, the most infamous patients of the place forever imprisoned by its will and animated by its memories of them when they were alive.
  • Genius Loci: Ultimately nothing but playthings of the place they're in.
  • Institutional Apparel: Rotting, stained straitjackets and bandages, and wire cages over their heads and hands. Both are real historic (and thankfully archaic) methods of confining mental patients to keep them from injuring themselves.
  • Marionette Motion: Complete with jittering, Silent Hill/Jacob's Ladder-style movement.
  • Walking Spoiler

    Spoiler Character 

The Hag/Gamall

https://static.tvtropes.org/pmwiki/pub/images/the_hag_9.jpg
"Yes, yes, thinking, too clever, but still one step behind. Your Keeper Artemus, convenient to use his form to take the Artifacts from you. His life... mine, mine now. And yours... Where?! No! But no use hiding; a thousand eyes I have to spy after you. No use running, fleeing - a thousand legs at my bidding! I will prevail! I have lived years decades centuries, I will live forever!"

Voiced by: Wren Ross

"The Hag wears death about her as a cloak some who meet her doth vanish, others perish with bloody work done upon their bodies. There art hints spoken of creatures made of stone. And ever, the tale of a hag, a bent old woman. Ever old, but growing no older, in a span that hath taken me from boyhood to mine own age."
— Inspector Drept

The Hag is thought to be a legendary mythical supernatural serial killer who purportedly stalks the night slaying victims and stealing their skin or vanishing them altogether. She appears to be the Boogeyman of the Thief world and is featured in a variety of children's rhymes and night-time tales, yet few believe she actually exists. Unfortunately, the Hag ultimately proves far less of a fairy tale and far more a horrific reality when she crosses paths with a certain Master Thief...


  • Ancient Conspiracy: She's at least several centuries old and has secretly meddled in some of The City's affairs for quite a long time. Unusually for the trope, she's an ancient conspiracy all by herself, with her only allies being people fooled by her various disguises and personas.
  • The Assimilator: Her main ability is to kill someone and "steal their skin", allowing her to shapeshift into that person's form. She has to do this on a regular basis to maintain her immortality. Her true form looks like something straight from The Thing, a massive humanoid form composed of dozens of stolen human bodies that seem to be still alive on some level and helplessly trapped inside her.
  • Ax-Crazy: More so than the series' other main villains, being much more physical and hands on with her goals. She's intelligent and cunning, having had centuries to hone her already considerable skill, but her obsession and age have exacted a terrible toll on her mind. When she's forced to get physical, she tears apart everyone and anyone who gets in her way.
  • Big Bad: Of Deadly Shadows. Came from the ranks of the Keepers.
  • Body of Bodies: Her long existence of stealing bodies and lives from her victims have turned her into a twisted, hunchbacked ogre whose body is comprised of the bodies of her prey. There's barely any skin on her that doesn't have a pair of silently screaming faces staring back at you.
  • Brought Down to Normal: Since Garrett can't kill her as she is, he's forced to use an ancient ritual to get rid of all Glyph magic, which causes Gamall to revert to an ordinary old woman with no powers. She soon finds herself surrounded by Keepers who look ready to make her pay for her numerous crimes.
  • Chekhov's Gunman: Appears during a single cutscene in The Metal Age, where she isn't even named. Plays a slightly larger role in Deadly Shadows up until she's revealed as the Big Bad towards the end.
  • The Corrupter: She manages to spread discord and paranoia within the ranks of the Keepers thanks to clever scheming and secret infiltrations into the order's sensitive spots. Later in the game, it's mentioned she's a threat to the balance of the world not because of any grand scheme (she's only interested in extending her life indefinitely and acquiring more magical power for herself), but because she might eventually share the forbidden Glyph of Transformation with other like-minded Keepers once she gets bored enough, creating an exponential number of super-powerful, life-stealing, immortal serial killers.
  • Creepy Child: Her current disguise at the time Deadly Shadows takes place.
  • Dead Person Impersonation: Part of her powers and modus operandi. Proves real Paranoia Fuel to anyone playing the later parts of Deadly Shadows.
  • Do with Him as You Will: After taking her Glyph power in a ritual and reducing her to a withered old woman, instead of finishing her off, Garrett leaves her to the dubious mercy of the vindictive Keeper Enforcers, who promptly surround and close in on her as she weeps.
  • The Dreaded: Inspector Drept understandably and rightly considers her so, as do the various legends that have sprang up over time around the City about her. Even the Pagans, who deal regularly with monstrous creatures, regard her as an abomination.
  • Driven by Envy: Her original motivation for seeking the forbidden knowledge of the Glyph of Transformation.
  • Drunk with Power: Unlike the villains in the first two games, she doesn't even have any grander agenda, outside of her own self-interest and obsession with gaining more and more unstoppable magical powers.
  • Evil Gloating: Loves to do this, but it backfires on her when she is so busy delivering a villainous monologue that Garrett simply walks away into the shadows before she even realizes he is gone.
  • Foreshadowing: The nursery rhymes about The Hag strewn throughout the course of Deadly Shadows. Seems like flavor text at first, but turns out to be a legit bit of The City's folklore. Here are a few examples :
    Sing a song of daffodils, Gray Lady choose the one to kill, And you are out!
    Fiddle-dee dum and fiddle-dee dee, The old gray lady is after me...
    Where doest thou wander, oh lady of the cinders? Upstairs and downstairs, and in thy nightly chambers...
    Where are you, where are you, little Miss Ann? I'm in the pot boiling with Seamus and Sam.
  • From Nobody to Nightmare: Before she became a hideous, monstrous figure that stalks the night and kills people for her dark needs, she was just an ordinary, slightly undisciplined young female Keeper.
  • Hero Killer: Murders Artemus offscreen, Garrett's own mentor, and steals his skin to wear. Also kills Keeper Orland, who though far less of a hero, tries to come through in the end for Garrett. To say nothing of the many other Keepers she has killed.
  • Humanoid Abomination: Her more powerful, monstrous form, which she uses for combat. She's basically a giant, skinless humanoid figure made up of dozens of assimilated bodies. It's incredibly disturbing to look at her closely.
  • Implacable Man: During the finale, Gamall pursues Garrett throughout the entire city; due to her invincibility, all Garrett can do is evade her (the other city residents will helpfully attack her and serve as a distraction, though none of them last long against her).
  • It's All About Me: Exclusively, literally self-interested - she is concerned only with the preservation of her own life and power. No one else matters and no sacrifice is too great in her pursuit of these things.
  • Karmic Death: One is heavily implied though not outright shown. After she frames Garrett as the Betrayer, the Keeper Council sends the dreaded Keeper Enforcers after him to kill him, but after Garrett erases all the Glyphs but his, taking away her immortality and powers in the process and reducing her to a withered old woman, he leaves her to her fate at the hands of the same Keeper Enforcers now surrounding the true Betrayer.
  • Made of Iron: Like the Trickster, Gamall is powerful enough that nothing in Garrett's arsenal, or even the entirety of the City Guard, can even harm her. She's even able to shrug off Glyph attacks in a battle with the Keepers. However, due to a programming oversight, slipping on a puddle of oil will cause her to fall and be knocked unconscious.
  • Madness Mantra: (sobbing) "Back! Back with you! Old! Oh so old! All ruined!"
  • Real After All: What Garrett and the others discover, much to their dismay.
  • Really 700 Years Old: Has been around for at least a few centuries.
  • Screw the Rules, I Have Supernatural Powers!: In stark contrast to the Keeper ideal, she abuses and expands her powers without the slightest hint of hesitation.
  • Shrouded in Myth: Even becoming the subject of many a creepy legend or cautionary nursery rhyme sung to kids of The City. Notably, these are used as Foreshadowing about her influence on the game's storyline.
  • Uncertain Doom: The only one of the three games' villains to end their story like this. Though she is surrounded by approaching Keeper Enforcers, so it seems all but certain what became of her, and that's assuming that she isn't already dying from losing the glyph powers that have allowed her to live so long.
  • Urban Legend: What Garrett, the Keepers, and most of the Hammerites and townsfolk think about her existence at the start of the third game's storyline.
  • Wicked Witch: She certainly embodies the trope both in terms of her legendary status and her "sinister old crone" appearance. The trope gets subverted more horrifically in any scene where she has shapeshifted into her monstrous form that she uses for combat.
  • Would Hurt a Child: Clearly has no qualms with this given her current form being that of Lauryl after having taken the child's skin as her latest disguise.

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