Is It Possible To Learn The Natives Language In Greedfall
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De Sardet and companions
Lord / Lady De Sardet
Voiced by: Jamie Blackley (Male), Cassie Layton (Female)
The protagonist of the story, as well every bit cousin of Governor Constantin d'Orsay and diplomat for the Congregation of merchants
- The Ace: De Sardet is a vivid tactician, insightful, quick-witted, a master of gainsay and a capable diplomat exterior of their specific skills.
- Adopted into Royalty: De Sardet was adopted by Princess Livie De Sardet.
- Ambadassador: Lord/Lady De Sardet's part is that of a diplomat who deals with problems among the various factions of the isle. Being an RPG protagonist all the same, they are also capable of kicking a lot of ass.
- Declared Lookalikes: Upon showtime bringing Síora to Constantin'due south court, he will remark on how similar De Sardet and Síora wait. De Sardet is a customisable character, and the simply constant of their appearance is the mark on their cheek. While this mark is identical to the type some Natives sport, De Sardet'due south full general appearance is often claimed to be generally similar to that of the Natives.
- Catchphrase: "Skillful Day. My name is De Sardet, I am the legate of the Congregation of Merchants. May I ask you lot some questions?"
- Cradling Your Impale: After killing Constantin, De Sardet holds him for a while and so lies downwards next to him.
- Facial Markings: Which are very similar to those of the Natives. If De Sardet decides to go a Naut, they can also go Naut confront tattoos.
- Guile Hero: When equipped with a high Charisma and/or Intuition, very capable of being played like this.
- Hammerspace: While most characters have their weapons clearly tied to their belt or slung across their dorsum De Sardet'south weapons are nowhere to be seen until used.
- Ally for Honey: If a female person De Sardet romances Kurt, she can suggest to him in the De Vespe DLC, using this reason to avert a possible Arranged Spousal relationship.
- Mighty Whitey: Averted. While De Sardet is a noble coming from a colonial power and tin stop up saving the natives, the problems they're saving them from are caused past the colonials in the offset place and they only selection upwardly the basics of the native'southward means, ofttimes needing help from the natives to accelerate. They also don't become the champion of the natives or anything of the sort, existence merely a foreign emissary they trust at best. Plus they're actually a native themselves.
- No Cutscene Inventory Inertia: Generally averted with De Sardet's armor, which will be displayed properly in cutscenes (even where it would make more than sense to accept it off), but played directly with the "execution pistol", which De Sardet will often employ to end off bosses (particularly Guardians) in cutscenes even if they don't take a handgun equipped in the gameplay anymore (e.g. having graduated to using Rifles).
- Only One Proper noun: Equally far equally the game is concerned, De Sardet doesn't have a beginning name. Everybody refers to them exclusively as "De Sardet" or some other name (cousin, etc.), and you can't even choose a proper noun during character creation.
- This initially seems to exist a family trait, as in the base game De Sardet'due south female parent is just ever named "Princess de Sardet". The De Vespe Conspiracy DLC reveals her showtime proper name to exist "Livie".
- Staking the Loved One: In order to save Teer Fredee, De Sardet has to impale Constantin.
- Tragic Keepsake: De Sardet has an amulet given to them by their mother upon leaving her for Teer Fradee, knowing she volition die before they tin go back. This turns out to exist a twofold Tragic Emblem, since in improver to existence a gift from the woman who raised them it also belonged to their biological mother, an islander.
- Unnecessary Combat Roll: Learns how to practice this in the Technician/Warrior tree. Will also practise a backflip whenever they throw a flop.
- Undying Loyalty: Will get through hell and high water to keep Constantin safe. Even when he goes mad and threatens to destroy the earth, it can be argued that they killed Constantin to save him from himself.
- Immature and in Accuse: Is noted to be 23, and has already been appointed Legate.
Kurt
Captain of the Coin Guard in Sérène, as well as the De Sardet'due south bodyguard and combat instructor since childhood.
- Age-Gap Romance: If romanced by Lady De Sardet, given that she's 23 and he's 35.
- Badass Normal: The de facto fighter out of all the companions, with Attributes focusing on raising his health/melee damage and capable of using nearly every close quarters weapon in the game, ane or two-handed, blades or bludgeons.
- BFS: Starts the game equipped with a claymore that tin can be replaced with fifty-fifty stronger variations throughout the game.
- Babysitter Betrayal: If his approval isn't high enough when the Coup starts, he'll turn against De Sardet and Constantin.
- Bodyguarding a Badass: De Sardet is fully capable of taking care of themselves, though of course, this is largely Kurt'southward achievement.
- Bodyguard Beat: Romancable past Lady De Sardet. Lord De Sardet can too show an interest; the first question De Sardet can enquire Kurt is whether he ever "feels lonely" and Kurt will interpret this as flirting and turn him down.
- Close-Range Combatant: Despite the Coin Guard being shown to use rifles and pistols, Kurt is completely incapable of equipping them. The just fourth dimension he uses a gun is if he's defeated when attempting to electrocute Constantin and De Sardet, upon which he shoots himself with a pistol.
- Crutch Character: He'due south useful at the beginning of the game, but eventually the fact that he's a pure melee combatant build without any special abilities like Siora'south buffing spells or Vasco's health-draining poison attacks causes him to lose ground compared to other party members in terms of usefulness. Likewise, the Ability he boosts for getting to Friendly approval rating is Adroitness, arguably the weakest of all Abilities.
- Deadpan Snarker: He makes a few witty quips from fourth dimension-to-time.
- Driven to Suicide: Should Kurt have part in the coup and so be spared by De Sardet, he will take their gun and shoot himself out of guilt.
- Confront–Heel Plough: Should y'all fail to consummate his side quest missions, Kurt will turn confronting yous and bring together the insurrection in an effort to put the Coin Baby-sit in control of the island.
- Good Is Non Soft: While he is by and large respectful, he is not above getting violent whenever he is sufficiently angered, even against unarmed opponents.
- Good Scars, Evil Scars: Has quite a lot of scars in his face, but is quite the decent guy. Information technology'due south alluded that he obtained them through "night grooming" that he was forced into early in his career in the Money Guard.
- Insult of Endearment: His nickname for De Sardet is "Light-green Blood", a jab at their inexperience with combat and political machinations when they were younger. It stuck around and somewhen lost its bite when De Sardet proved themselves a capable adult, although Kurt will still tease them about information technology should the opportunity arise.
- Lightning Bruiser: Is capable of moving but as quickly as someone is lighter armor and can do massive damage with two-handed weapons.
- My Greatest Failure: His protegé was a immature rookie recruit called Reiner, who is murdered during the form of the game by a shadow regiment. His first loyalty mission involves discovering the shadow regiment's hidden military camp and taking information technology down later discovering its captain is torturing the recruits.
- The Nicknamer: Always calls De Sardet "Greenblood".
- Rape as Backstory: At the end of Kurt's personal questline, if you ask him about the personal stake he had in bringing down Major Harmann, he'll talk about how he was trained nether similarly calumniating weather, and that Major Harmann would sometimes get into the cadets' billet at dark. He doesn't elaborate, just his tone makes the implication very clear.
- Grooming from Hell: Office of his backstory was that he was trained at the original Ghost Camp, and was on the giving and receiving ends of beatings, torture, and all style of abuse.
- Younger Than They Look: Justified via his Training from Hell. Despite the grizzled stubble and Rugged Scar, he'due south only 35.
Vasco
Voiced past: Benjamin O'Mahony
It is truly pastoral. Seeds, knotted roots... Oh how I miss the body of water!
A captain of the Nauts, who was body of water-gifted to them as an infant.
- 100% Adoration Rating: His crew all absolutely love him and the mode he runs his ship. The only slightly negative thing anyone has to say virtually him is that he doesn't grinning enough.
- Broken Pedestal: With the help of De Sardet, he tries to find out more most his blood relatives. However, after finding out that his brother Bastien is a foolish drunkard, he decides that the Nauts are his real family and doesn't reveal himself.
- The Helm: He began captaining his ship, the Bounding main-Horse, at a young historic period. His crew all hold he'southward a neat Captain and, fifty-fifty after he's temporarily bars to land, he still introduces himself as Captain Vasco.
- Declining Promotion: Should Vasco survive to the epilogue, he is promoted to Fleet Commander. Withal, if he is in a relationship with De Sardet, he volition decline this promotion and remain a Helm.
- Earned Stripes: Upon completing the Loyalty Mission assigned to him, Vasco earns a new tattoo for his experience to add together to the ones already on his face. In certain epilogues, he is shown with a few more tattoos after existence promoted to Fleet Commander.
- Elopement: In the De Vespe DLC, Vasco will advise to a romanced De Sardet that, if their uncle sticks them in an Arranged Marriage, the two will take send and elope.
- Embarrassing Starting time Name: Vasco is glad he wasn't raised by the d'Arcys. Otherwise, his first name would accept been Léandre.
Vasco: No more regrets... And I certainly don't regret not being called "Léandre d'Arcy"!
- Facial Markings: Similar all Nauts, Vasco has tattoos on his face symbolizing his past accomplishments. With your assistance, he gains a few more than.
- Family unit of Choice: His entire personal quest chain revolves around him reaffirming that his family are the Nauts.
- Gay Choice: Is romanceable by a De Sardet of either gender, making him this for a male one.
- Happily Adopted: He was given to the Nauts as a child and fully considers them his family unit.
- Loyalty Mission: Admiral Cabral gives him one afterward he spent some time on state to assert that he was choosing to stay with the Nauts.
- Luke, You Are My Father: Subverted. Vasco goes to bang-up lengths to notice the identity of his nascency family, merely when he meets his biological brother, he ends up not revealing his identity to him, equally he realizes he'south happy existence a Naut.
- The Musketeer: He's skilled with lite blades and pistols.
- Nice Hat: While all companions volition wear any headgear you give them Vasco shows up wearing a rather nice (if a bit battered) tricorne.
- Just One Proper noun: Zig-Zagged every bit he is a Naut, and that identity only has a outset proper name, but he wants to learn who he used to exist and nigh his birth family, so he discovers his nascency name, first and concluding. Ultimately, he decides he wants zippo to do with his family unit or his nativity name and reaffirms his identity as a Naut.
- Out of Job, Into the Plot: His Admiral removed him as Captain of his ship for unknown reasons, but conveniently, he now has all the time in the earth to follow De Sardet. You afterwards figure out he was stranded to test his loyalty to the Nauts, every bit he was having doubts about his birth family.
- Poisoned Weapons: As he likes to constantly remind you lot, he puts a flake of poison on his bract before every fight.
- Really Royalty Reveal: Non royalty, only dignity Vasco is the firstborn son of the well-known d'Arcy family unit (his name was Léandre d'Arcy) only he was given to the Nauts for his parents' financial gain and records of him were hidden or destroyed. Unaware of his origins, Vasco asks De Sardet to help him steal the data from his personal file.
- Sword and Gun: Wields i-handed blades and firearms both. He'south the only companion capable of equipping 2 different weapons at the same time.
- Unperson: Downplayed. When he was given to the Nauts, most data regarding his original identity was either hidden or destroyed. The only surviving information is in the hands of the Nauts.
- Vague Age: The about anyone knows is that he's younger than 25. Fifty-fifty the De Vespe family, who are notorious spies, merely accept a "probable" birth year for him.
- Young and in Charge: Made the rank of Captain before the age of 25. Other Nauts believe he could hands make Admiral soon. It's also possible he attains the rank of Fleet Commander inside the year.
Síora
Voiced by: Kezia Burrows
The daughter of a Native chief who seeks out Constantin's court to beg for help with her association's war confronting the Span Alliance.
- Action Girl: Doesn't hesitate to bound into action and is very good at it too.
- Badass Native: She's a capable fighter and mage.
- Berserk Push button: Conflating the natives' beliefs and civilization with demons or curses will automatically put her on the defense. Additionally, she outright refuses to meet with the Bridge Alliance because she knows she won't exist able to control herself.
- The Chief's Daughter: Subverted. While she is romanceable, information technology's more of a bonus and not her role in the larger story. And De Sardet is secretly Native anyway.
- Deceased Parents Are the Best: Síora was close to her female parent, and considered her very wise and expert at her job. Although she doesn't speak much about him, she likewise implies her father was a adept man earlier he was killed.
- Flaming Sword: Much like Vasco's Poisoned Weapons, she uses her magic to calorie-free her blade on fire every fight.
- Gameplay and Story Segregation: In cutscenes, her native magic lets her abound enchanted roots and vines, to strangle and immobilize enemies. In gameplay, she does not have any attacks to this effect, though granted, both times she was under extreme emotional duress.
- Gay Pick: As the second bisexual love involvement, Síora is this for a female De Sardet.
- Healing Hands: Her specialty skill is a grouping heal effect.
- Helmets Are Hardly Heroic: Síora cannot article of clothing any of the headgear available in the game. This is presumably a result of the branches growing amongst her pilus meaning they won't fit.
- Honorary Princess: Every bit noted by Constantin and De Sardet, being the daughter of the chieftain essentially makes her a princess, although the term confuses her.
- Magic Knight: She specializes in light blades and Elemental Powers.
- Plant Person: To an extent. Her status as a on ol menawi gives her vine-line markings on the side of her face and tree branches growing from her caput.
- The Red Mage: She'south a melee fighter with magic spells and healing magic.
- Squishy Sorcerer: Unlike Petrus, she'due south incapable of wearing any of the heavier armors, and somewhat more fragile.
- Survivor's Guilt: She feels guilty for non having been present for the battle in which her female parent and many of her clan members died. You lot tin help ease her guilt and somewhat redeem herself to her sister past helping her think their mother'south body from the Brotherhood and returning information technology to their hamlet.
- Transflormation: Every bit an on ol menawí (a person whose spirit is bound to Teer Fradee), she has begun growing branches from her caput and will get more plant-similar with time.
- Warrior Princess: As noted by Constantin and De Sardet, existence the girl of the chieftain substantially makes her a princess and she is also a very skilled fighter.
Petrus
Voiced by: Steven Hartley
Politics is an extremely subtle game and but as satisfying equally fighting in an loonshit...
A fatherly missionary of Thélème with political ambitions who joins De Sardet at the Mother Central's court.
- Ambadassador: Years back, he was an ambassador in Serene and met De Sardet and Constantin when they were very young. He carries this skillset with him still and whenever at Constantin's courtroom, he essentially acts as one for Thélème.
- Armor and Magic Don't Mix: Averted. He specializes in offensive magic and heavy armor.
- The Atoner: The reason he's been acting every bit a father figure to De Sardet is because he knew and loved their female parent but was unable to practise anything to help her. His personal questline eventually leads to him helping them seek out their original association in order to brand amends.
- Badass Preacher: A Thélème missionary who uses powerful magic to fight alongside De Sardet.
- Cool Former Guy: Far more relaxed than most of the Thélème.
- Night Undercover: The fact that he knew who De Sardet's biological mother was. That he had spent time with her and denied her Last Request because he was in love with her. He's quite content at keeping this information to himself, and protests greatly when the only other person who knows decides to reveal the data instead.
- Deadpan Snarker: How he expresses his disapproval.
- Guile Hero: He is very politically savvy and generally prefers diplomatic solutions to bug.
- The Lost Lenore: He states that he has only loved a single woman in his life. Said woman turns out to be De Sardet's biological mother.
- Magic Knight: He'southward a powerful spellcaster, clad in heavy armor and with a shield spell.
- Manipulative Bastard: A bit of an Informed Attribute, as information technology'south stated multiple times by different characters that Petrus is very manipulative, and he can be used to provide alternate solutions to bug, simply he's easily outplayed by others.
Processed Cane: You[Petrus] have a reputation for being a first-class manipulator. You really accept me for an idiot!
- Meaningful Name: The political party member who represents the Fantasy Cultural Equivalent of the Papal States is a chaplain named Petrus
- My Greatest Failure: As a young man he was unable to Mercy Impale De Sardet's female parent despite her pleadings.
- Open up Rima oris, Insert Human foot: His own opinions tend to lead to this if Síora is as well in the party.
- Surreptitious-Keeper: He knew the truth of De Sardet'south origins, having known her mother equally she was existence shipped to Serene.
- Token Religious Teammate: Though he's far more than coincidental a believer than anyone who isn't the Female parent Primal, he's the only party fellow member that's religious in a not-pagan way. Even and then, Síora worships beings that have recently and directly affected the island, and Vasco just lets others recollect he'due south a pagan because the Nauts consider information technology a decent alibi to permit others believe why the Nauts are able to canvass in the ocean, equally they want to keep their tools hidden to eliminate competition.
Aphra
Voiced by: Vineeta Rishi
An Alliance scientist who came to Teer Fradee to written report the flora and fauna of the island.
- Badass Bookworm: She's a genius biologist, and a crevice shot.
- Broken Pedestal: She was once the student of Dr. Asili, the greatest scientist of the Bridge Alliance until Asili Jumped Off The Slippery Gradient and began crossing lines he never should have.
- Graphic symbol Evolution: Over the form of her companion quests, she leaerns to capeesh the Natives and their perspective in her own way.
- Gameplay and Story Segregation: When you offset encounter her, she's armed with a pistol and a brusque sword. She's capable of wielding neither once she officially joins your political party, beingness express merely to rifles.
- The Gunslinger: Equally a pure-Technical companion, she equips rifles (and only rifles) as her main weapons.
- Incompatible Orientation: Similar Kurt, she will quickly reject advances from De Sardet if they're a woman.
- Innocent Bigot: Initially has no problems decrying the native's beliefs and more often than not feels as though she were superior to them. She does learn that there is wisdom to exist found, and is horrified to learn what her beau Alliance members have been doing to them for their experiments.
- Insufferable Genius: Aphra is an incredibly skilled biologist, but she made camp away from her swain scientists because she couldn't stand their "constant cackling" and 1 of them describes her as "bad-tempered" in a periodical entry.
- Jerk with a Center of Gold: Below her common cold exterior, Aphra is much kinder than the other Alliance scientists you encounter, willing to atmosphere her For Scientific discipline! attitude with humanity.
- Shut Up, Kirk!: Will pull this on Siora if the player brings her with them on their starting time see with Aphra. Siora volition mention that Aphra's trek mates were attacked because of the Mainland's torturing and killing of her people, to which Aphra will shortly retort that her people were scientists who were cataloging the local flora, and didn't even have then much as an armed guard with them when the Teer Fradee raiders attacked.
- The Spock: Has a vested interest in choosing the most logical class of action, which usually falls in line with what you're almost to do anyway.
- This Is Going to Be Huge: At the end of her personal quest, she realizes that there'southward more than to people than their biology, and states her interest in what amounts to founding the field of Anthropology - the study of human beings' cultures and beliefs.
The Congregation of Merchants
In General
A nation from the Old Continent, comprised of merchant families who command a great deal of commercial ability, and then much and so that they tin maintain neutrality between warring factions.
- The Federation: A union of several cities ruled by merchant-princes, with Serene as the almost powerful and influential.
- Team Switzerland: They pass up to appoint in conflict, trading with all factions as and acting as diplomats betwixt them.
Governor Constantin d'Orsay
Voiced by: Ben Lloyd-Hughes
De Sardet's older cousin, with whom he spent his entire life together. Always struggling to get the attention of his parents, he is very eager to take over as Governor of New Sérène to start over and finally bear witness himself.
- A God Am I: Equally a result of his bonding to the isle and gaining a fraction of her power, Constantin gets a *little* too invigorated and plans to become the god of "the new world".
- Big Bad: He ends up condign the main antagonist of the game, seeking to take control of the isle'southward power all for himself.
- Suspension the Cutie: His enthusiastic demeanor takes a heavy hit when he is diagnosed with the Malichor, and it merely goes further downhill from there.
- Cutscene Dominate: Subsequently defeating the Nadaig he sics on you, y'all're given the pick of joining him or killing him, in which you just kill him with a knife.
- Deadpan Snarker: Possesses a quick wit to go with his youthfulness and inexperience, though he knows when to tone down the jokes effectually polite company.
- Definitely But a Cold: Afterwards mysteriously falling sick on Teer Fradee, Constantin waves his symptoms off as fatigue and weak stomach. He really is infected with the Malichor.
- Establishing Character Moment: When De Sardet finally finds Constantin in the prologue he's blathering similar an idiot at the thugs he bellyaching enough to kidnap him. He'south and so charmed to be rescued past his cousin and immediately suggests they kill the thugs. If challenged on this he justifies it by noting that they are dangerous criminals and may go subsequently other victims (never mentioning the possibility of arresting them). This chop-chop establishes his foolishness, his deep affection for De Sardet, his vindictive streak and his tendency to make excuses for his selfish actions.
- Foolish Sibling, Responsible Sibling: While they are cousins rather than siblings, he even so has this dynamic every bit the foolish i with De Sardet.
- Guest-Star Party Member: He'south a temporary party member during the prologue in Serene after rescuing him.
- Heroic BSoD: Has one when when he finds out that he's been suffering from the Malichor.
- Hypocrite: Ultimately, his want to go a god and wipe abroad human corruption at any cost makes him only every bit ruthless and power-hungry as the civilization he claims to despise. His rise leads to a terrible dominion fifty-fifty worse than annihilation the other nations could feasibly cause.
- Keet: He's highly energetic.
- Pet the Dog: Even in the worst of his madness he nevertheless loves his cousin dearly and specifically instructs his corrupted guardians to not kill him/her.
- Reasonable Authorization Effigy: At the start, particularly with regards to the natives. He receives Síora with the respect due to an envoy of a foreign power rather than with the condescension or hostility of the other governors. He loses this quality, and most of his sanity, when he develops the Malichor.
- Staking the Loved One: Consumed by his madness, Constantin has to be killed past De Sardet if the rest of Teer Frede has a chance of surviving.
- Unfit for Greatness: While Constantin is the governor, it is pretty much an open surreptitious that his advisors and De Sardet are the ones actually managing the Congregation's holdings and efforts on the island. Subsequently on, he is driven by a mix of his fear of death and an honest desire to match his cousin's contributions to take hold of mystical power in the most violent and destructive way, yet both the High Male monarch and the God of Many Faces name his fear, impatience, and greed as the main reasons why he should have never been granted such power in the first place.
- Utopia Justifies the Ways: After his transformation and violent methods of seizing more than ability, he claims that all the blood he has shed serves the purpose of ridding the globe of the corrupt authorities powers and protecting Teer Fradee from those that would practise her harm. If anyone else said this to Constantine, he'd probably call them simply another selfish, backstabbing politico...
- Walking Spoiler: Every bit anyone tin tell by the numerous plot-heavy tags, he doesn't keep the part of "kind-hearted politician" for very long.
- We Can Dominion Together: In your final confrontation with him, he gives yous the pick of accepting his ability and ruling Teer Fradee alongside him every bit a god. Accepting this leads to the Chaotic Catastrophe.
- "Well Done, Son!" Guy: He has e'er been regarded as a failure by his parents.
- With Nifty Ability Comes Great Insanity: He was put through the bonding ritual of the Doneigada in an endeavour to ease his hurting. This led to him gaining the powers of the Natives simply the sudden power heave coupled with his fear of expiry quickly drove him mad.
- Young and in Accuse: 24 years old and a governor.
The Bridge Brotherhood
In General
A union of several nations from the bridge union, created some 200 years ago. They are the near scientifically advanced faction in the game and locked in a seemingly endless war against the nation of Thélème.
- Fantastic Racism: Surprisingly, fifty-fifty more than Thélème at times. They come across the Natives every bit savages, and are currently involved in a total war with them.
- The Federation: A union of several nations, although information technology's been effectually for so long that it may as well be one nation.
- Flat-Globe Atheist: While the Bridge Alliance can't deny the existence of magic in full general they refuse to be convinced of the natives' religion behind their magic fifty-fifty equally the evidence builds up.
- For Science!: They tend to be somewhat amoral in the pursuit of knowledge and are not above kidnapping natives for their own purposes. Even when Doctor Asili is arrested for his experiments with overwhelming evidence he still has many Alliance scientists willing to excuse his actions. The most positive ending for them results in them establishing a proper Ethics Lath to properly regulate experimentation.
- Magic Versus Science: The Science to Thélème's Magic.
- Would Exist Rude to Say "Genocide": They kidnap, torture, and kill the native population... merely it's For Science! and, co-ordinate to them, the natives are nothing but hostile savages and they're acting out of self defense.
Governor Burhan
Voiced by: Timothy Watson
The governor of Hikmet and the lands of the Bridge Allience on Teer Fradee.
- Everyone Has Standards: Even knowing that the Malichor is ravaging his country he's willing to hold Asili responsible and put him on trial if the protagonist insists.
- Fantastic Racism: Whatever trouble he'southward facing Burhan volition discover a way to blame the natives, despite how many times this is proven incorrect.
- Flat Character: Compared to the other power players on the island he has very little characterization.
- Manipulative Bastard: He has a habit of request De Sardet to fix a problem then sending agents to pre-empt him/her if he/she doesn't resolve situations in the manner Burhan would adopt.
Doctor Asili
Ane of the most respected doctors of the Span Alliance and the erstwhile mentor of Aphra.
- Arc Villain: He's the key villain of the Bridge Alliance questline and is responsible for everything bad they practice.
- Cool Blunderbuss: His is the only unique gun in the base game ("The De Vespe Conspiracy" adds a unique handgun and another unique rifle).
- Fallen Hero: He'southward considered one of the greatest medical minds of his time and is the inventor of vaccination in the setting. And so he lost his family to the Malichor and became obsessed with curing it no matter the cost.
- Mad Scientist: Repeatedly exposing innocent people to the malichor in lodge to test resilience causes hundreds of deaths.
- Off with His Head!: If he is found guilty in his trial, he is sentenced to execution via public decapitation.
- Playing with Syringes: His general motif is to kidnap people, imprison them, and brutally torture them under the auspices of finding a cure for the malichor.
- Smug Snake: If De Sardet chooses to arrest him rather than impale him he boasts that his prestige and political connections volition shortly get him released, even as De Sardet is still in a position to alter his/her mind and just kill him. If you gather sufficient evidence against Asili his confidence proves misplaced.
- Unwitting Instigator of Doom: Played with, was the one that ensured that Constantin was infected with the Malichor but couldn't have known everything that followed.
- Villainous Breakdown: If found guilty, his final words before being executed are to lambast everyone for being also stupid and cowardly to do what he deems necessary.
- Villain with Expert Publicity: Despite his crimes his achievements yet mean that he'll be well-defended in his trial unless you make sure to convince his peers otherwise.
Thélème
In Full general
A deeply religious nation, built around the teaching of Saint Matheus. Over the years, it expanded it'due south reach via conquest and is withal locked in a seemingly endless war against the Bridge Brotherhood.
- Activist Fundamentalist Antics: To varying degrees. The missionaries mostly keep to well-significant but patronising preaching only some of the more than fanatical missionaries and basically all of the Ordo Luminis are willing to resort to extremes.
- Burn down the Witch!: The Ordo Luminis' preferred method of dealing with heretics.
- The Church: They're a faction onto themselves, simply their highly religious nature makes them this.
- Decadent Church: Non all of them, but like whatsoever major faction, corruption is a big trouble. Especially amidst the Ordo Luminis.
- Fantastic Racism: The average citizen, and even the average priest, is quite moderate. But the Ordo Luminis (Inquisition) sees the Native faith as a threat to its own, and seeks to eliminate it completely.
- Knight Templar: The Ordo Luminis are very zealous in their beliefs, to the indicate of hunting downward perceived heretics and executing them.
- Magic Versus Science: The Magic to the Span Alliance's Science.
- Token Evil Teammate: Whenever Thélème ends up being involved in something peculiarly bad, information technology'south almost ever the error of the Ordo Luminis.
Mother Primal Cornelia
Voiced past: Liza Sadovy
The governor of San Matheus and the lands of Thélème on Teer Fradee.
- The Confidant: Petrus confided in her nearly 25 years agone that he knew De Sardet's biological mother, had spent time with her, and let her die lonely in a dead-end pit and had kept this data to herself all this time. The only reason it gets revealed is that Petrus tried to manipulate her.
- The Gambling Addict: Petrus' personal quest is all about uncovering hers to get some political leverage against her. Turns out that she has a weakness for gambling by betting on arena fights. And she also rigs said bets.
- Everyone Has Standards: Despite her own religious devotion, she thinks that the Ordo Luminis is oftentimes as well extreme. Eventually she will outright take them disbanded and even send a regiment of soldiers with y'all to wipe them out.
- Iron Lady: She is quite old, only extremely cunning and ruthless towards perceived enemies of Thélème.
- Manipulative Bastard: Every bit the head of Thélème, she'due south got her hands in more than a few pots, and she'south not above blackmail or outright revealing other people'due south Dark Secrets if they won't dance to her melody.
- Reasonable Authority Figure: In comparison to Burhan. She doesn't undercut De Sardet's efforts and is willing to exist convinced regarding the actions of the Ordo Luminis and even to back up a major change in her religion'south doctrine when the show supports information technology.
Inquisitor Aloysius
A prominent fellow member of the Ordo Luminis, Thélème'southward inquisition. Extremely fanatical, he will stop at zilch catechumen or purify everybody he considers a "heretic".
- Advertised Actress: He is introduced in a very dramatic scene involving a fraught confrontation with De Sardet and their team (especially if Síora is there) but afterward that he only plays a minor role in a few side quests and not even all of the side quests that involve the Ordo Luminis.
- Enemy Mine: During Kurt's concluding companion quest Aloysius will assistance De Sardet and Kurt get the last Money Guard traitor executed even if De Sardet has opposed the Ordo Luminis because Aloysius believes in punishing the guilty.
- Establishing Graphic symbol Moment: He is introduced in a series of Kick the Canis familiaris moments, namely painfully burning a Nadaig alive in front of a native to evidence him that his gods are false and then strangling said native when he refuses to convert. Depending on the selection of dialogue, he may and so even endeavour to murder De Sardet and his companions on the spot, despite them being representatives of an allied nation.
- Knight Templar: Big time.
The Nauts
In General
A guild of sailors and navigators, the Nauts are the unquestionable kings of the bounding main. They maintain their numbers by making contracts with partners, who requite them their children at a young historic period.
- Bluff Worked Besides Well: The Nauts' employ of magic to help them navigate the open body of water was only a lie to protect their scientific equipment from other nations. It ends up with them existence the target of the Ordo Luminis' programme to purge them for being heretics.
- Built-in Nether the Sail: Some of them quite literally, the and then-chosen "sea-born".
- Clarke's Tertiary Law: They exploit this concept to disguise their scientific advances from possible competitors, claiming that they master the high seas through magic merely they know, rather than with instruments anyone could learn to use. The downside of this, and ane they've reluctantly accepted, is that they oft seen as heretical past those of more religious persuasion, especially the Thélème'southward Inquisition, and in that location are even some who believe their "magic" is responsible for the Malichor.
- Color-Coded Patrician: While the number of tattoos whatever i individual has can be a good indicator of their position, the clothes the Nauts wear are specifically designated for each position. Lower ranked sailors habiliment chocolate-brown or tan curt coats, while college ranking individuals wear full-length coats. Second-in-Commands article of clothing a grey/light blue, Captains habiliment dark blue, and Fleet Commanders habiliment red. The Admiral gets to wear black.
- Dressed to Plunder: Although they're not fully pirates, the Nauts exercise clothes similarly, wearing tricones or bandanas along with naval jackets and jewelry (normally earrings).
- Earned Stripes: The Nauts every bit a gild operate using this system with facial tattoos. The more tattoos a Naut has, the greater their life feel and the higher their rank is.
- Facial Markings: They sport quite distinctive tattoos.
- Impartial Purpose-Driven Faction: The Nauts are the but truly neutral faction in the game, equally the Congregation is simply "neutral" in that it tries to become the middleman between fighting side and to profit from it, and the Coin Guard or, rather, its leadership turns out to have ambitions of dominance, too. The Nauts, meanwhile, really only care nearly the body of water and their ships, ferrying members of all factions for a ready toll and usually fiercely resisting interest with other factions.
- Leonine Contract: The Nauts are the merely people capable of long-range naval travel and every bit such anybody else's economic system is dependent on them. The Nauts employ this to set their own prices, fifty-fifty demanding children from their customers to keep their own numbers upward.
- Mega-Corp: The Nauts are technically only a guild, merely due to their closely-kept secrets of naval travel they have as much power as any major geopolitical entity.
- Only One Name: Nauts are a sort of found family, so family names aren't necessary. Any that are sea-given are renamed to reinforce the new identity and to preclude families from reclaiming their children.
- The Delinquent: A lot of the Naut'due south recruits that aren't taken as infants are people from the continental nations looking for an escape from their lives for diverse reasons.
Admiral Cabral
Voiced by: Olivia Darnley
An Admiral of the Nauts, she stays busy running a tight ship and keeping a secret or two.
- A Male parent to His Men: Her number ane priority is to make certain all Nauts are safe and treated well and asks De Sardet a couple of times to assistance her when a Naut is in problem.
- Facial Markings: Every bit the highest ranking fellow member, she has more tattoos than any other Naut.
- Secret-Keeper: Is one of just a few people to know De Sardet's origin, as the Nauts were the ones to ship their mother to Serene.
The Money Guard
In General
A guild of mercenaries who serve as soldiers or bodyguards, or sometimes combat instructors like Kurt. Both The Bridge Alliance, the Thélème and especially The Congregation of Merchants often make use of their services.
- Ring of Brothels: In improver to working as mercenaries, the Coin Guard besides manages brothels attached to taverns that are hooked upwards to their guild halls.
- Bodyguard Betrayal: They've been positioning soldiers trained equally assassins as bodyguards of the Governors equally office of their inevitable insurrection.
- The Coup: They somewhen launch a coup of the 3 cities.
- Dirty Cop: Not only is there a criminal conspiracy among the ranks of the Guard but they besides try to execute a coup to accept over the cities.
- Faction Motto: "Fight With Honor." Sadly few of their leaders seem to alive up to this.
- Gladiator Games: They run fighting arenas that pit gladiators and beasts against each other, and also manage the betting on said games. Some of the gladiators are willing participants fighting for money, but others are prisoners who are being given a Trial past Combat or just a particularly fell public execution.
- Hired Guns: A mercenary guild.
- Law Enforcement, Inc.: Information technology'south unclear to what extend they serve equally a police force, and how similar this is betwixt Old Continent factions, but in New Serene, they are frequently shown to perform constabulary enforcement duties - though they themselves are ultimately beholden to Congregation law and in these matters are outranked by De Sardet.
- Grooming from Hell: Those in the Shadow Regiment are forced into torturous training meant more for crafting assassins than bodyguards. Any who complain are bailiwick to "Nighttime Training" where they are beaten to death by their fellow trainees at the orders of their superiors.
Commander Torsten
Voiced past: Alastair Parker
The current Commander and overseer of the entire Coin Guard guild, and therefore the highest official for them on Teer Fradee. Why a man of his caliber is so personally invested in a small-scale island is a mystery De Sardet will eventually need to accost...
- Arc Villain:His try to take over the island in the mid act of the game qualifies him as such.
- Green-eyed Monster:It's implied that years of kowtowing before the powerful and affluent drove Torsten mad with envy and he became obsessed with being seen as an emperor than a soldier.
- Police force Land: His ultimate goal is to convert Teer Fradee into a militarist island nation ruled with an iron fist.
- Stupid Evil: Ultimately, though Torsten's programme was masterfully executed, he never stopped to recall about the logistics of trying to directly rule an island nation like Teer Fradee. It's lampshaded that should his plan had actually been successful, the Coin Guard would have substantially fabricated enemies of every government power in the known world, having cutting themselves off from supplies and substantially trapping themselves on a nature-infested rock surrounded by miles-broad bounding main. In the end, Torsten'due south merely wants to indulge a power fantasy and has no long-term scheme to properly bring information technology into fruition.
Major Sieglinde
An former friend of Kurt's and i of the few Money Guard members able to keep her nose clean.
- By-the-Book Cop: 1 of the few loftier-ranking officials in the lodge that doesn't have aspirations of becoming a dictator or gangster.
Egon
A mysterious and ruthless Crime Syndicate that has imbedded itself into the Money Guard's operations on Teer Fradee, making a profit off black-marketeering and assassination.
- Commonage Identity: It was originally causeless by De Sardet that Egon was an individual, just it isn't long earlier it's revealed that Egon is actually a commission of numerous criminals running the enterprise.
- Crime Syndicate: A strange ane, in that this is the first of its kind in a Colonial-Fantasy. Egon's reach is long and stone-solid, with operations in all of the major cities and smaller bandit gangs subservient to them.
- The Dreaded: Nobody who knows virtually Egon dares to say a peep without fearfulness of their corpses floating downward the river.
- From Camouflage to Criminal: Unlike most other examples of this trope, they're all still *in* the military and run affairs but fine from it.
- He Knows Too Much: They don't appreciate the Legate of the Merchant's Congregation stick their nose in their affairs.
- Homo Traffickers: Another lovely token on their resume is their willingness to care for humans as cattle. They've set up a lucrative business organisation in selling Natives dorsum to Gacane as servants.
- Les Collaborateurs: As information technology turns out, they were sympathetic to and aided Commander Torsten'due south coup, and selection upwardly where he left off even later his defeat.
- Membership Token: High-ranking members identify one another past keeping a distinctive silver coin on their person. Coincidentally, the presence of these coins helps De Sardet know who's involved with the organization.
- Protection Racket: One of their more prominent methods in conducting business concern is potent-arming local shopkeepers to pay them "tax" or else face terrible consequences.
- Resignations Not Accepted: Woe betide the poor gangster who gets cold feet...
Reiner
Yecht Fradí (The Natives)
In Full general
Teer Fradee's ancient populace, broken up into numerous clans spread throughout the island.
- Crown-Shaped Caput: Some mals take branches growing out of their heads that evoke this.
- Doesn't Like Guns: While several natives are seen to take obtained metallic blades (whether from plunder or trade) none of them e'er utilise guns despite having enough of chances to take guns and armament from dead colonials.
- Facial Markings: Many natives pigment their face in various ways. The on ol menawi also have plant-similar facial markings from their bond. The two types of markings can often be combined.
- Foreign Cuss Give-and-take: If a native is pissed at you they'll call you a renaigse, foreigner.
- The High Male monarch: Ruled by one, Vinbarr, who has authority over all the clans, y'all end upwards killing him, and before that his married woman, to salvage Constantin's life. Elections for a new ane are held later, with De Sardet being put in a Kingmaker Scenario.
- The Nicknamer: The natives have trouble with the names of the colonial factions so come up upwardly with their own. The Thélème are the "Heed Shakers" later on their Activist Fundamentalist Antics, the Bridge Brotherhood are the "Lions" after their flag and peradventure mishearing "Alliance" and the Congregation of Merchants are chosen "Yellow Eyes" after mistaking the gold coins on their coat of arms for eyes.
- Plant Person: The on ol menawi, those natives magically bound to the isle, accept various constitute-similar features including vine like markings and trees branches growing out of them.
- Was Once a Human being: Their doneigada, shamans, go the wooden mutants the Islands known for, Nádaig or guardians. They take unlike forms based on what they baby-sit. The transformation is permanent and takes some time to accomplish, usually
- What the Hell Is That Accent?: The Natives speak in an accent that sounds like Irish gaelic melded with various other accents that varies depending on characters.
Is It Possible To Learn The Natives Language In Greedfall,
Source: https://tvtropes.org/pmwiki/pmwiki.php/Characters/GreedFall
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