Follow TV Tropes

Following

Characters / Warframe - Syndicates

Go To

Main Character Index | Tenno (Warframes A-M, Warframes N-Z) | Grineer | Corpus | Infested | Orokin | Void | Sentients | Syndicates | Colonies | Others

    open/close all folders 

Syndicates are various groups across the Origin System, caught in the crossfire between Grineer and Corpus. These can be anything from Origin System-spanning resistance groups, to religious groups, to towns, labor unions, or even local gangs. What they all have in common, though, is a shared hatred of the major powers that rule the system, and rewards for Tenno that pledge allegiance and resources to them.


Relay Syndicates

Relay Syndicates are organizations that, for all their Origin System-spanning power, simply don't have quite as much clout as the three big players, but they still make their mark. A complex system of alliances, rivalries, and conflicting ideals prevent them from truly unifying but they do have two things in common: a hatred of the dominant powers of the Origin System and alliances with the Tenno.

    General 
  • A Day in the Limelight: Most of the Syndicates have had at least one mission chain dedicated to them, expanding on their philosophies and the characters of their leaders. As of "Beasts of the Sanctuary," all the relay syndicates except for Steel Meridian, Arbiters of Hexis, and the Conclave have a persistent unique quest that grants a Warframe.
  • Enemy Mine: In quests and events that involve one of the Syndicates, they are willing to deal with Tenno who are in otherwise bad standing with them.
  • Friendly Shopkeeper: After ranking up your standing with the syndicates, the syndicate leaders will all greet you as a dear friend while offering full access to their wares for you. This is especially noticeable in Cetus and Fortuna, where the initially aloof storeowners begin greeting you as an old friend or even family once you've proven your value to them.
  • Gameplay and Story Segregation: Each Syndicate has a different philosophy, and different means of attaining their goals... at least in the lore. In-game, every single Syndicate works the same, they all offer the same mission types, and all of them will send hit squads against you if your Standing becomes negative.
  • Grey-and-Gray Morality: Each Syndicate has a noble goal, like New Loka's desire to restore Earth to its former glory or the Arbiters of Hexis' goal of realizing the Tenno as their own civilization rather than just a warrior caste, but at the end of the day they're all willing to do some pretty questionable things to further them, like Red Veil being fully willing to destroy everything in the Origin System in order to start over, New Loka's loathing of anything that isn't purely human, or Cephalon Suda's callous attitude toward organic life.
  • Latex Space Suit: All of the human agents of the various Syndicates wear nigh-identical catsuits that are extremely form-fitting; the only differences between the uniforms of the various groups is the colors and patterns of the materials, and the various headgear that they wear. The suits do provide protection from the vacuum of space, and considering how much damage it takes to put an agent down, provides some degree of armor protection as well. God only knows how.
  • Well-Intentioned Extremist: They all have noble goals, but the way they implement them, and the fact that are perfectly willing to send death squads after supporters of their rivals puts them in this territory.

    Steel Meridian 
https://static.tvtropes.org/pmwiki/pub/images/steel_meridian_3.png
I was wrong about you. You're a hero to these people... And to me.
"This war's chewin' up the weak and innocent. No one stands up for them but Steel Meridian."
Cressa Tal

A group of Grineer deserters and human guerrilla fighters sworn to protecting the colonies and what few civilians remain. They are led by Cressa Tal, and allied with the Red Veil, but are opposed by New Loka, and enemies of the Perrin Sequence.


  • A Day in the Limelight: The Pyrus Project focus on Steel Meridian, or rather Cressa Tal, revealing her origins and personal enmity with Sargas Ruk.
  • Arch-Enemy: Cressa Tal is this to Sargas Ruk - he takes her desertion of the Grineer most personally, and she is equally critical of how he refuses to show his rank and file that there is another way for the Grineer to live besides being conquerors.
  • Bastard Understudy: Heroic Inversion. Cressa was Sargas Ruk's underling before she defected and formed Steel Meridian - yet another parallel between the Meridian and the Perrin Sequence.
  • Beauty Equals Goodness: Cressa is one of the more heroic Grineer characters and lacks any of the more obvious visible deformities such as missing limbs and has much cleaner skin arguably to the point of being pretty. The Steel Meridian railjack crew mates take this up to eleven as they share the exact same model as the female Tenno operatives.
  • Defector from Decadence: They deserted the Grineer Empire in order to protect those being hurt by the constant warfare in the Origin System.
  • Defrosting Ice Queen: Cressa Tal starts off with a pretty negative attitude towards Tenno, but as they climb the ranks of her organisation, she'll warm to them considerably, eventually admitting that she was wrong, and that they are heroes.
  • Jerk with a Heart of Gold: Cressa Tal is coarse, direct, and devoted to protecting those who can't protect themselves.
  • My Species Doth Protest Too Much: They are a faction of heroic Grineer who oppose the Grineer Empire and are dedicated to helping out innocent people, including other Grineer defectors.
  • Now, Let Me Carry You: They're the ones who help the Tenno rebuild the Strata Relay (Larunda Relay for PS4) because the Tenno accepted them and allowed them to seek haven in the relays in the first place.
  • Noodle Incident: The reason why the Perrin Sequence didn't side with them.
  • Poke the Poodle: Their syndicate death squad is made up of rollers, which are more nuisances than actual dangers (unless they stun lock you in the middle of a more dangerous group of enemies).
  • Shotguns Are Just Better: Two of their three unique weapon mods are for Grineer shotguns: the Hek and the Sobek. One of their special weapons is the Vaykor Hek, an upgraded version of the original.
  • War Is Hell: But so long as they can help divert the battles away from innocents, then they'll take it as a victory.

    Arbiters of Hexis 
https://static.tvtropes.org/pmwiki/pub/images/arbiters_of_hexis_8.png
You set the example for the rest of us.
"The Arbiters of Hexis seek truth through trial and discipline. The Tenno will surpass their former masters."
Arbiters of Hexis Representative

A group of mysterious individuals who believe in finding truth through discipline and practice, rejecting the Tenno's warrior ways. They are allied with Cephalon Suda, but are opposed by the Perrin Sequence, and enemies of the Red Veil.


  • Bling-Bling-BANG!: They are the only Syndicate with a unique mod specifically for a Prime weapon; in this case, it's the Burston Prime. Later on, they also became the sole source of an augment exclusively for Excalibur Umbra.
  • Cool Helmet: Their helmets are... impressive.
  • Hufflepuff House: Unlike other Syndicates, they haven't been given named Non Player Characters, lore, or a quest yet. They are, however, the hosts of Arbitrations, endless missions with one life and no bleedout that are unlocked by clearing every node on the star chart, which can drop Ayatan Sculptures and exclusive mods.
  • Hypocrite: When they send a hit squad after you, they claim that "Your lack of honor has brought this upon you". While sending a dozen Elite Mooks at you even when you're playing solo.
  • Mythology Upgrade: What they want the Tenno to go through. "Rejecting the Tenno's warrior ways" doesn't mean that they deny the Tenno's skill as badass space ninja commando warriors, but rather the idea that they are only that, suspecting there is a much higher calling for them that's been lost to history. Revelations from "The Second Dream", "The War Within", and "The Sacrifice" indicate that they are wrong.
  • Sadly Mythtaken: In-Universe, their belief in the Tenno being more than just warriors - the story quests reveal that the Orokin originally wanted to exterminate the Tenno just for the crime of existing, and only spared them due to Margullis's sacrifice. The Tenno were only ever intended to be warriors (or more accurately, weapons) for the Orokin.

    Cephalon Suda 
https://static.tvtropes.org/pmwiki/pub/images/cephalon_suda.png
Cephalon Suda
"You are curious. So am I. Cephalon Suda could help you unfold this strange map of existence."
Cephalon Suda

A mysterious A.I. with a thirst for knowledge and a hatred of destruction. She is allied with the Arbiters of Hexis, but opposed by the Red Veil, and enemy of New Loka.


  • A Day in the Limelight: "Octavia's Anthem", the quest that unlocks the Octavia Warframe, is all about Suda's past.
  • All There in the Manual: While not in a manual per se, her backstory is outlined in promotional materials for Octavia's Anthem, blowing the secret of Cephalon creation technology in the process.
  • Battle in the Center of the Mind: At the end of the Octavia's Anthem quest the player is uploaded into her "datascape" where you have to fight off Hunhow's influence over her in a digital landscape.
  • Brainwashed: Courtesy of Hunhow during Octavia's Anthem.
  • The Computer Is Your Friend: She has zero interest in violence, just observing the world and gathering knowledge. Unless you ally with one of her ideological rivals, then she'll periodically sic swarms of attack drones on you.
  • Gameplay and Story Segregation: Suda supposedly loathes destruction. This doesn't stop her from giving you Exterminate missions, or sending death squads after her enemies.
  • Mind Rape: Becomes a victim of this by Hunhow in Octavia's Anthem. She gets better, courtesy of Ordis and the player.
  • Hypocrite: Suda detests New Loka and the Red Veil for embracing violence in the name of their cause, but she has no compunctions about deploying kill squads against her enemies just as they do.
  • Mysterious Employer: We don't actually get a real feel for what Suda wants to be doing, unlike the other five "primary" syndicates. She just promises you a slice of any of the meanings of life she manages to figure out, hands you a series of dirty jobs to do, and pays you with mods and guns if you finish enough of them.
  • Was Once a Man: As with the rest of the Cephalons. She was an Orokin Archimedean who willingly converted herself to a Cephalon when she started losing her memories, possibly due to a health condition, in an effort to preserve those she still had and out of conviction that memory and knowledge is what makes us human. Which explains a lot about why New Loka hates her. Unlike most Cephalons, Suda kept the name she had as a human.

    The Perrin Sequence 
https://static.tvtropes.org/pmwiki/pub/images/the_perrin_sequence.png
We stand behind you. Let's build a brighter future!
https://static.tvtropes.org/pmwiki/pub/images/img_0310.png
Ergo Glast

"The Perrin Sequence reject the Corpus doctrine that conflict is opportunity. We see the numbers differently. A shared prosperity can bring a shared peace."
Ergo Glast

A group of rogue Corpus traders and scientists who believe in achieving peace through economic restoration of the Origin System. They are led by Ergo Glast, and allied with New Loka, but are opposed by the Arbiters of Hexis, and enemies of Steel Meridian.


  • Absurdly High-Stakes Game: During the Glast Gambit quest Ergo Glast's bets against Nef Anyo end up firmly in this territory.
  • A Day in the Limelight: "The Glast Gambit" quest, which unlocks the Nidus warframe, is given to you by Ergo Glast. Funnily enough, it doesn't actually involve the Perrin Sequence much; the quest is about Glast getting you to help civilians.
  • Batman Gambit: What Ergo pulls off during the Glast Gambit quest.
  • Bastard Understudy: Heroic inversion - Ergo was an apprentice to Frohd Bek to become a new member of the Board when he was younger and back when he was still part of the Corpus. After defecting from it and forming the Perrin Sequence, both Ergo and Frohd had been arch-enemies since then.
  • The Chessmaster: Fittingly for a successful businessman, Ergo Glast is good at coming up and executing subtle schemes:
    • During The Glast Gambit he devised a plan to liberate Myconian hostages without needing to endanger their lives in a hostile breakout by playing on Nef Anyo's gambling habits and tempting him with a high-stake game.
    • During Ambulas Reborn he invested into Frohd Bek's project so that Bek would be able to manufacture more Ambulas prototypes - which assured that Tenno would have enough Trojan Horses for Glast's scheme to destroy self-learning neuro-net ''Animo'' (which controlled Ambulas proxies and made them more dangerous) to be successful.
  • Deadpan Snarker: Glast's interactions with Frohd Bek during Ambulas Reborn event show that he is not above open sarcasm.
  • Defector from Decadence: They take great issue with the regular Corpus over their war profiteering ways, and instead want to bring prosperity back to all through more peaceful trades.
  • Fiction 500: Even after defecting from the Corpus, Ergo Glast has enough holdings and finances behind his name to make Nef Anyo jealous.
  • Foil: To the mainstream Corpus. They both seek profit as their sacred goal, but while Ergo and the Perrin Sequence seek profit through more benevolent and less violent ventures, the current Corpus seeks to gain profit through barbaric means such as war-profiteering, selling weapons to evil factions such as the Grineer. He is also one to Parvos, the Founder of the Corpus, while they both want to make the Corpus a more benevolent version of itself, they have different reasons to do it. While Parvos wants to reform the Corpus so that it is more akin to his ideals of self-reliance and his own selfish greed, Ergo wants to do it out of the kindness of his own heart.
  • Gameplay and Story Segregation: The Perrin Sequence supposedly prefer to use non-violent means to solve problems when possible, which puts them at odds with Steel Meridian. They'll still give you violent Syndicate missions like Exterminate and Sabotage, and send death squads after you if you get on their bad side.
  • Good Capitalism, Evil Capitalism: Ergo is a truly a philanthropist at heart, using his wealth to start ethical businesses and end conflicts with peace. He is also, absolutely willing to give away his entire wealth on the likes of Nef Anyo in the Index in order to save the Myconians, who couldn’t ever pay him back but does so anyways because he has a heart of gold.
  • Greed: Completely averted by the Sequence in general, and Ergo Glast in particular. Perfectly demonstrated during the Glast Gambit quest, where he makes it clearly known he finds Nef Anyo's actions in the name of profit callous and despicable. Furthermore, bets his whole, very sizable fortune to ransom the life of a kidnapped child without batting an eye. And still does not bat it even after he loses it all due the bet being rigged.
  • Honest Corporate Executive: Ergo and by extension, the entire Perrin Sequence are a much more toned down and more honest working version of the Corpus the Tenno fight, pointedly focused on gaining profit in fair and ethical ways through peace instead of conflict, and hold restrained, but utter contempt for proper Corpus for their avarice and chase after profit over the lives of regular people.
    Ergo Glast: "Create a problem then sell the solution? No. To embrace Fraudulence is to embrace Idleness. Idleness creates dull minds. Dull minds fail. No. Opportunity is our watchword. Opportunity, and acuity."
  • Macguffin: Ergo will trade you melee Tenet weaponry in exchange of Corrupted Holokeys, data storage devices that were lost when Parvos was lost into the Void when the rest of the Board of Directors betrayed him. Why does he want them is unknown.
  • Mirror Character:
    • Like Steel Meridian, they want to help the innocent, with only their preferred methods being different (Preferring to do honest business, compared to being La Résistance), that one has to wonder why they don't help each other, and are instead direct enemies. Perhaps old Grineer versus Corpus hatreds die hard?
    • According to Cephalon Cordylon, the reason why they ended up hating each other is not how similar their purposes are, but some Noodle Incident involving the Grineer heritage of the Steel Meridians. Supporting this, the Perrin Sequence's stance during the Rathuum event suggests that they see Steel Meridian as giving aid to Grineer war criminals (by allowing them to join the syndicate's ranks without penalty).
    • Ergo Glast and Cressa Tal have even more in common, both being direct subordinates of high ranking leaders in their former factions (Frohd Bek and Sargus Ruk respectively) before splitting away from them to form their own factions.
    • Ergo and Parvos are good (or at least morally better) versions of the average Corpus, but while Ergo is good because Good Feels Good, Parvos is a true believer of Pragmatic Villainy and only does charity because that benefits him and not because he is a good person.
  • My Greatest Failure: The Animo system, which is installed inside the Ambulas that are fought by the Tenno turned out to be the Animo project that Ergo Glast invented, stolen by Frohd Bek. After defeating the Ambulas and making Frodh retreat, Ergo expresses sorrow for his Animo system that was used for war rather than helping the people of the Origin System.
  • My Species Doth Protest Too Much: These guys are pretty much the Corpus answer to Steel Meridian, having the view that the regular Corpus have it wrong.
  • The Stoic: Their leader Ergo Glast, who maintains an unflappable polite demeanor in any situation and never raises his voice.
  • Wealthy Philanthropist: Ergo uses his massive wealth that would make the likes of Nef jealous to charities or for good causes for the Origin System.

    Red Veil 
https://static.tvtropes.org/pmwiki/pub/images/red_veil_1.png
You are a fire: As feared as you are respected.
"The old ways speak of a cleansing fire. We of the Red Veil must burn away this corruption to begin anew."
Red Veil Representative

The Red Veil Resistance are a group of (apparently) humans who fight against the Grineer and Corpus much like the Tenno do, and are one of the several "Syndicates" added in Update 15. They first appear after the Grineer captured some of their members for hostages and imprisoned them in high-security jails with elite wardens with orders to trigger execution systems in their cells if any rescue attempt is made. They call for aid from the Lotus and the Tenno to save their imprisoned comrades.

The Red Veil's ultimate goal is to purge the whole of the Origin System of the corruption they see everywhere. No cost is too great, no blood is too precious. They are led by Palladino, and are allied with Steel Meridian, but are opposed by Cephalon Suda, and enemies of the Arbiters of Hexis.


  • A Day in the Limelight: "The Chains of Harrow," which unlocks the Harrow warframe, reveals their origins.
  • Badass Arm-Fold: Their representative. Both during transmissions and in Tenno Relays.
  • Church Militant: They essentially worship the Tenno, follow the teachings of a Tenno sealed within a priestly Warframe, and have their own dogma opposed to the Arbiters of Hexis. They also are an order of Badass Normal assassins and inquisitors who have no issues with slaughtering an entire ship of Grineer, including their allies if asked.
  • Cold-Blooded Torture: Their relay chamber has a few members of the resistance at the back of the room torturing some unfortunate Grineer with a variety of implements.
  • Escort Mission: They were introduced to the players as a bunch of hostages in the "Specters of Liberty" event. In what would become Warframe standard, babysitting them isn't really all that annoying, because you can give them your pistol and they have aimbot-level accuracy with them. And you can revive them as many times as you need as long as the bleed-out timer doesn't expire. This carries over to "VIP Defense" missions, though the guy you're defending will wander around aimlessly for some reason instead of taking cover.
  • Face–Heel Turn: The Veil is coming closer and closer to darkness. In Chains of Harrow they attack the Tenno due to their growing insanity and fanaticism from the influence of the Man in the Wall, and during Defection missions, they'll attempt to kidnap the Kavor, who are protected by Steel Meridian, their own allies. While they have good reason (protecting Rell, and thus the Tenno, and using the Kavor to bring peace), their more extreme side is becoming clearer.
  • Gender-Restricted Ability: The Red Veil's leaders have clairvoyant abilities which allow them to communicate with Rell's spirit. All of them are female.
  • La Résistance: The first faction of normal humans seen, resisting both Grineer and Corpus. If anyone is even suspected of belonging to the Red Veil, they are roughed-up and their ship is seized. Considering their ideology is built around massive violence against the evils plaguing the world...
  • Matriarchy: While the Red Vell was founded by Rell, a male Tenno child, its line of leadership contained only female clairvoyants who could communicate with Rell's spirit. Palladino is the latest one.
  • My Master, Right or Wrong: As Rell begins to come apart and the Man in the Wall takes over, many of the Red Veil follows suit in attacking their former allies, including the Tenno.
  • Red and Black and Evil All Over: The Red Veil is the most openly unhinged of the Syndicates, and their uniform is a stark pattern of bright red and black. Even their rooms on the Relays are blood red and dimly lit.
  • Red Is Violent: We'll give you two seconds to think of descriptions for the Red Veil that aren't "violent extremists" or "red."
  • The Revolution Will Not Be Civilized: The Veil is fighting to free the Origin System just like the rest of the Syndicates, but they are very willing to use dubious means to that end. They carry out Cold-Blooded Torture in plain view on the relays, and are perfectly willing to attack Grineer defectors that the Steel Meridian, their closest allies, are trying to save, just to make sure the defectors aren't 'corrupt.' They're even willing to use Infested weapons, and keep in mind that their operatives are bog standard, susceptible to Infestation humans, not The Immune like the Tenno or the Mycona. They use Infested Chargers as hit squads to attack their enemies. Hell, they keep Chargers on the relays. Who knows why the Lotus allows that.
  • The Unfettered:
    • They will go to any lengths necessary to destroy the corruption they see everywhere, no matter what it costs them. Considering that the wiki says that two of their favorite weapons are the Embolist and Mire, both Infested weapons(!), that should be worrying.
    • According to the devs, though, they do not attack civilian targets and try to avoid harming those they call 'innocent,' explaining their alliance with Steel Meridian. They just focus on the destruction of the corrupt rather than protection of the innocent. The Veil is the sword, and the Meridian is the shield.
    • They go even further as of Chains of Harrow. During Defection missions, they will attack the Kavor, the people you are trying to protect, to kidnap them and learn what causes them to defect.
  • Token Evil Teammate: Despite their rampant fanaticism and extremism, they're still firmly affiliated with the Tenno and work closely with the Steel Meridian in spite of the atrocities they commit against the Grineer.
  • Well-Intentioned Extremist: Their goal is to bring peace to the Origin System, which they plan on doing by destroying the corrupt... and if some innocents die as well in the name of their goal, that's just fine with them. Exemplified with their role in Defection missions, where they try to kidnap the Kavor, pacifistic Grineer rebels, to figure out the genetic defect that makes them pacifistic in the first place and spread it across the mainstream Grineer.

Palladino

The Holy Speaker of the Veil, Palladino is the latest in a line of clairvoyants who commune with the spirit of Rell, a forsaken Tenno child who founded the Red Veil.


  • Action Girl: Palladino, like the rest of the Veil, is trained in combat. She fights several possessed Red Veil members alongside the player when they come to rescue her.
  • Foreshadowing: Her entire summoning chant. If you pay attention, you can divine the entire plot of Chains of Harrow. The only part she doesn't directly allude to is Harrow's purpose as Rell's "vessel" in the Veil's temple.
  • Heroic Lineage: Her foremothers (she states up to four generations back) served as Speaker of the Veil, communing with Rell. She obviously does the same.
  • Insistent Terminology: She refers to the Warframes as "vessels," Lotus as the "holy mother" and the Tenno as "holy children."
  • I See Dead People: Her clairvoyant abilities allow her to speak to the spirit of Rell, an autistic Tenno child who had been abandoned by almost everyone he knew.
  • Mercy Kill: She asks the player to do this to Harrow in order to put Rell to rest.
  • Mystical Waif: She has psychic abilities and guides the Tenno through holding a seance to commune with Rell. She also knows quite a lot about the Tenno and the Lotus due to these communions.
  • Only Sane Man: The only member of the Veil who doesn't try to kill you during Chains of Harrow.
  • Right-Hand Cat: Has a black Kavat named Rook, who growls at the presence of the "resurrected" Red Veil members and you, for reasons that become clear during Chains of Harrow.

    New Loka 
https://static.tvtropes.org/pmwiki/pub/images/new_loka_5.png
Your humanity is a beacon for all!
"New Loka believes true humanity is the only way to cleanse ourselves of this suffering."
Amaryn

Naturalists who believe the key to peace is the restoration, body and soul, of Earth and the original human form. They are led by Amaryn, and are allied with the Perrin Sequence, but are opposed by Steel Meridian, and enemies of Cephalon Suda.


  • A Day in the Limelight: "The Silver Grove" quest, which unlocks the Titania Warframe. Quite a bit of detail is given on New Loka's philosophy and beliefs.
  • Cult Colony: Played with. While they're definitely a cult, their teachings bid them to return to Earth and re-establish civilization there.
  • Dark Messiah: Their leader Amaryn gives this vibe, all the way up to standing on water.
  • Fantastic Racism: They despise anything touched by the Orokin, which is most things throughout the Origin System, considering them tainted and unclean. That said, they still work with the Tenno so long as they're willing to help spread New Loka's word, but they still make it clear that they see Warframes as unclean, and allow Grineer into their ranks if they can survive being cleansed.
  • Nature Hero: "Hero" is a stretch, but they're a movement to restore the Earth's forests to its former beauty.
  • No Transhumanism Allowed: Their entire ideology is built around going back to a pure human form, to the point that they are flat-out enemies with Cephalon Suda. Cephalon Cordylon expands on this in one of the ask the Cephalon questionaires - New Loka wants to remove all traces of the Orokin, including their technology, which is a major point of interest for Suda.
  • Rebuilt Pedestal: Upon learning that the Silver Grove, New Loka's "most sacred shrine" that resisted the Orokin terraforming, was not only seeded by an Orokin Archimedian but made conscious by Orokin technology, Amaryn calls it an abomination and tells the Tenno to let it burn and tell no one what they learned. However, after a well-deserved calling out from said Orokin, Amaryn realizes that Silvana's reverence of nature was essentially a prototype of New Loka's own teachings. Upon watching the Tenno fight to preserve the forest she nearly allowed destroyed, she remarks she will guide New Loka to drop their Fantastic Racism and become more accepting of the truth.
  • Straw Hypocrite: Seen as this by many, since in spite of their obsession with "purity", they're willing to weaponize the Infested. No in-universe justification has been given for this.
  • The Unfettered: Like the Red Veil, they have no qualms about how far they have to go to reach their objective, to the point that they're willing to use Ancient Infested as both specters and retaliation squads.
  • What Measure Is a Non-Human?: Although they ally themselves with the Tenno, they still consider the Warframes unclean, alongside everything else the Orokin have touched. After the events of The Silver Grove, they're beginning to reconsider this stance.
  • You Are a Credit to Your Race: New Loka allows the Grineer into their ranks. However, they must be cleansed first. If they survive the cleansing.

    Conclave (Teshin) 
https://static.tvtropes.org/pmwiki/pub/images/conclave_3.png
Well met, Master! You bring honor and fear to The Conclave.
"A warrior only grows if they face the ultimate enemy: Themselves."
Teshin

The Conclave is a neutral faction led by Teshin, a mysterious figure from the Orokin era. Teshin believes that following the Lotus makes the Tenno 'complacent' and unprepared for the powerful threats outside the solar system; as such, he hosts the game's player-versus-player segment, the Conclave, where Tenno face each other in battle to improve their skills.

Tropes applying to Teshin himself

https://static.tvtropes.org/pmwiki/pub/images/_871.png
Click here for Teshin in Duviri.

"You must prepare. You must accept The Conclave. Let it be your teacher and I its humble guide."

  • All for Nothing: During The New War, he decides against signaling the Tenno about the Orphix fields' destruction so he can continue investigating, knowing it to be a trap set by Ballas. He gets captured by Erra and fixed with a Narmer veil to torture him into signaling the Tenno, but resists and defiantly rips the mask off without doing so, prompting Erra to kill him. The Operator shows up at that moment anyway, both failing to save him and rendering his sacrifice pointless.
  • Ambiguously Brown: Teshin's skin tone is noticeably brown, but no allusions to what ethnicity or nationality he's supposed to represent have been made. Of course, ethnicities as we know them would be long gone by the time of Warframe.
  • An Arm and a Leg: In "The Duviri Paradox", Teshin noticably has a prosthetic right leg. Since in "The New War", Erra nearly killed him with a Head Crushing and then lost interest in him, it's suggested he lost it somehow during his time in Duviri.
  • Back from the Dead:
    • He reappears in "The Duviri Paradox", seemingly having survived his death in "The New War". The "Scholar's Landing" fragments revealed that Mathila found a dying Teshin after he landed in Duviri and nursed him back to health.
    • Later into the quest, Dominus Thrax had him kidnapped and executed near the climax of the quest, leading to the Drifter going on a Roaring Rampage of Revenge that results in them claiming Thrax's power for themself and rewinding time to bring Teshin back.
  • Bodyguard Betrayal: Immediately pulls this off against the Grineer Queen once the artifact that made him unable to defy her was taken away. Admittedly, it's not much of a betrayal given that his loyalty was forced.
  • Cool Old Guy: He's from the Orokin era, a master fighter, and has a damn nice voice, to boot.
  • Disney Death: During his chapter of The New War, Teshin goes ahead of the Operator to confront Ballas and Erra against Ordis' misgivings, where the player is forced to watch from Natah's perspective as Teshin is overpowered by Erra and has his head punctured on both sides. The Duviri Paradox revealed that Teshin just barely survived this encounter and ended up in Duviri, though he also admits that he wasn't sure if he was alive or dead at the time. It's likely that Ballas and Erra tossed his body into the void portal as well, which was probably not the best idea. This was confirmed by the "Scholar's Landing" fragments in Duviri, which shows that Teshin indeed arrived in Duviri after being thrown into the void portal and was nursed back to health by Mathila.
  • The Dog Bites Back: The Tenno can let him have the killing blow on the Elder Queen.
  • Dual Wielding: He has a set of Nikana daishō hanging off his belt. They're called Sun and Moon. He gives them to the Drifter in "The Duviri Paradox" as their starter melee weapon, and finishing the quest gives the blueprint for the Warframe version.
  • Elephant in the Living Room: In this case, an entire mountain-dojo background inside the room of the Tenno Relay, complete with gaping ice trenches under it, and neither the players nor the NPCs seemed to care about structural integrity with this design, unlike the Syndicates whose rooms are as small as the player ship. It's possibly a hologram like in Cephalon Suda's room.
  • Empowered Badass Normal: As a Dax soldier Teshin is this, displaying superhuman feats and abilities in combat, beyond reach of anyone but the Tenno or other heavily augmented combatants.
  • Exact Words: Throughout the War Within, the Twin Queens miss one very important fact about Teshin. His loyalty is to the one who holds the Kuva Scepter. When the Tenno manages to steal it from the Queens, guess what the Tenno is and what the Queens aren't. Not only that, but he routinely finds loopholes that allow him to assist the Tenno without directly disobeying the Queens' commands.
  • Eye-Obscuring Hat: His impressively large bowl-shaped hat that covers his eyes (apparently a running theme with the Orokin). Appears to be based off of the head of a Kappa or a kasa, a traditional Japanese wide-brimmed hat worn by monks and warriors. According to The Sacrifice and Erra, it appears to be part of the standard Dax attire.
  • Fighter, Mage, Thief: Of the three new playable characters introduced in "The War Within", he's the Fighter - Teshin is a Lightning Bruiser who primarily attacks with a pair of swords. He is the only one of the trio capable of blocking attacks, and whereas the other two have an Emergency Weapon for melee, Teshin has a Ranged Emergency Weapon that also improves his maneuverability. Tellingly, Teshin plays the closest to a normal Warframe.
  • Fire, Ice, Lightning: Fire, cold, and electricity are the three stances Teshin can switch between during "The New War". He has to match his element to the enemy's barrier in order to damage them.
  • Forgotten Fallen Friend: Nobody acknowledges Teshin's death during the New War and in its immediate aftermath, to the point players coming fresh from the ending of the quest are confused as to why Teshin has been replaced by a digital simulacrum.
  • Given Name Reveal: During The War Within, we get to learn Teshin's full name: Teshin Dax.
  • Grappling-Hook Pistol: In The New War, to make up for not having a Tenno's level of aerial acrobatics, he can instead use his Orvius as a variation of Valkyr's Rip Line. Crosses over with Stepping Stones in the Sky in that he can force his Orvius to stop mid-flight and grapple to it while it still hovers.
  • Heroic Willpower: His final act in The New War is to resist Ballas' Brainwashing to sell out the Tenno, and rip off the Narmer veil that had been fixed to his face. "Final" because Erra declares the veil a failure and promptly gives Teshin a Head Crushing.
  • Hypocrite: Possibly. He chides Lotus for keeping secrets from the Tenno, but turns out to have been concealing things from them as well. Unlike her, however, he offers quite a heartfelt apology after the issue is resolved and may not have had a choice in the first place.
  • Idiot Ball: Teshin is uncharacteristically reckless during The New War, deliberately keeping the Tenno out of the loop and going in without any kind of backup or escape route in case things go sour. This is especially noticeable in light of Teshin's cautious, wise personality. It gets him killed.
  • In the Hood: He replaces his Dax attire with a hooded robe in Duviri, which adds to his role as a mysterious mentor to the Drifter.
  • I Shall Taunt You: A subtle variation of the trope. When he learns that Lotus' original name is Natah during the titular quest he starts using that name when speaking to her, which she doesn't like at all. As the quest continues, he noticeably switches between the two during conversation: when she's being helpful he addresses her as Lotus, but when she starts being cryptic, obstructive, or avoids answering questions he switches right back to calling her Natah again.
  • I Work Alone: Has shades of this during The New War, telling Ordis he doesn't need the Cephalon's help. He's proven wrong when the Sentients put energy barriers in his way, and begrudgingly asks Ordis to dephase them.
  • Last of His Kind: Subverted. Teshin initially seemed to be the last Dax soldier from the Orokin era until Update 30.9.0 introduced another - Varzia Dax. Although after the events of The New War, now she's the Last Of Her Kind, barring any more Dax popsicles being found. Only to subverted it as Teshin is still alive.
  • The Lost Lenore: When being tortured by one of Narmer's veils during The New War, he calls out to someone named Valeria while begging the Tenno for answers. Ballas speculates she was likely a lover he saw cut down by the Tenno during the Old War.
  • Master Swordsman: You get to see Teshin in action during The War Within, and he is no slouch by any definition of the word.
  • Mission Control: Teshin acts as regular mission control during player-vs-player matches, and very briefly during the "Natah" quest instead of Lotus. He returns to the role in Duviri, acting as the Drifter's guide in "The Duviri Paradox" and when venturing into the Undercroft.
  • Mistreatment-Induced Betrayal: It was probably a bad idea on the part of the Grineer Queens to constantly bully and belittle a man whose loyalty to them was ensured only by their continued possession of a fancy stick.
  • My Greatest Failure: One of his lines indicates he believes he failed the Orokin Empire, and thus serves the Tenno as they're the last "proper" remnant of it remaining. The fact that the Orokin essentially forced him to obey them via a Restraining Bolt indicates he may not be completely honest in this regard... or he had very kind masters before being forced to serve the Twin Queens.
  • My Master, Right or Wrong: Defied. As a Dax soldier, he must obey direct orders from the Grineer Queens, who possess a Kuva scepter. He does not serve them out of personal loyalty or admiration, hesitates to attack the Tenno when the Red Grineer Queen is reserved with her Kuva Guardians, uses every opportunity he gets to aid the Tenno, and the moment he gets a chance to strike at the Queens, he takes it.
  • Mysterious Past: Absolutely no hints of his backstory are given until the War Within, where it's revealed that he's actually Teshin Dax, and thanks to a Kuva Scepter, in thrall to the Grineer Queens. He's not happy about it.
  • No Body Left Behind: His Duviri self dissolves into ash when he dies from his injuries in "The Duviri Paradox".
  • Not Completely Useless: His Orvius disc is mostly used in The New War for hitting buttons to disable barriers in his path, but the disc is able to inflict a One-Hit Kill on Medusolyst Turrets and stun sentients on impact, making it useful for getting in the first strike before switching to Sun and Moon.
  • Not Quite Dead: Almost egregiously so.Despite having his neck snapped like a twig, he ends up living long enough when he ends up in Duviri for Mathila to nurse him back to health.
  • Old Master: He doesn't look old, but has a fitting attitude and personality. Plus, see his Really 700 Years Old entry.
  • Power at a Price: As a Dax soldier he was given incredible strength and power by the Orokin, but at the cost of being unable to defy or raise steel against any who held a Kuva scepter.
  • Pretender Diss: Explicitly mocks Dominus Thrax's Dax as poor imitiations of true Dax.
  • Properly Paranoid:
  • Promoted to Playable: You get to play as him during an assault on Praghasa in the first act of "The New War".
  • Ranged Emergency Weapon: The Orvius mounted on his back is this. Though it may seem impractical for Teshin to have a third melee weapon with only two hands, as a Glaive-class throwing weapon it supplements his lack of any firearm, while its special ability can hold an enemy for his other melee attacks. He uses it to activate buttons during The War Within and as a mobile latch point for his Rip Line, but rarely uses it as an offensive weapon in favor of Sun and Moon, his Dual Nikana. It is very effective at disabling Medusolyst turrets without getting in their firing range, though.
  • Really 700 Years Old: As far as we know, Teshin is a leftover from the Orokin Era who survived the fall of the empire and took The Slow Path to where he is now. The War Within quest confirms it, where it is revealed that he is a Dax soldier, which means he likely didn't need the intervening time to become a badass.
  • Remember the New Guy?: If a player hasn't done any PvP, his appearance in the Natah quest comes completely out of left field, leaving them wondering who this person on their screen is.
  • Restraining Bolt:
    • As a Dax soldier, he is genetically unable to attack or disobey the holder of a Kuva Scepter. However, other than that, his mind and will are completely free; this leaves him enough leeway to act against them without technically disobeying their orders.
    • There is also his weapon, the Orvius. A Chakram that was meant to hold its victim in place, leaving them stunned for a short time. He uses this on you once the Red Queen directly orders him to do so.
  • Retired Badass: A great swordsman and combat veteran who does a decent job of keeping up with the vastly more powerful Tenno, but seems to have hung up his swords for good by the time the Drifter meets him in Duviri. A combination of the wounds he endured and the trauma of his experiences have made him a more passive mentor, only leaving his cave when Dominus Thrax takes him captive. He even gives his dual swords Sun and Moon to the Drifter.
  • Sink or Swim Mentor: His methods of training are very practical. As a master of the Conclave, his goal is to help the Tenno improve their combat skills - which he achieves by, instead of simply handing over new techniques and advice, organizing the Concalve bouts where Tenno duke it out between themselves and draw conclusions from that on their own. During the War Within quest, he leaves the player character to unlock their hidden powers "the hard way", by going through a series of deadly trials on their own, with nothing but cryptic hints now and then. Justified by that he apparently was ready to help more directly, but as the player Tenno was highly mistrustful of him at the point, he decided not to waste his efforts (as well as by subtle surreality of the whole episode). He continues to take this path in The Duviri Paradox with the Drifter, allowing the distrustful Drifter to head out into Duviri and die, over and over again, until they're finally willing to listen to him.
  • Sour Supporter: He vocally distrusts the Lotus, claiming that under her the Tenno became "complacent like oxen", but still aids the Tenno - though one can get a certain "I can raise them better" vibe from him.
  • Spanner in the Works: He serves as this to the Twin Queens' plan to control your Tenno, by allowing you to unlock your memories of the Zariman. However, while this saves your Tenno, Margulis did it for a reason: to keep the Tenno from succumbing to what she called "the Voices"note . This removal seems to have served as this to Margulis and Rell's plans too, as it ultimately causes the Veil and the Tenno to become possessed by The Man in the Wall, so it might also be a case of Nice Job Breaking It, Hero.
    • This trait continues in "The Duviri Paradox", where his presence and advice helps the Drifter break free of the "Groundhog Day" Loop they were trapped in and escape Duviri completely... just in time for the Drifter to go on to become a Spanner in the Works for Ballas in "The New War".
  • Spell Blade: In The New War, he can switch the elemental enhancements on Sun and Moon on the fly between Fire, Ice, Lightning variants to keep up with Sentient adaptations. Combines with Stance System as this also changes the melee stance he wields with each: Heat uses Carving Mantis for highly mobile attacks, Cold uses Crossing Snakes for slower but more powerful hits, and Electric uses Swirling Tiger for rapid consecutive strikes.
  • Straight Man and Wise Guy: During his segment in "The New War", Teshin is Straight Man while Ordis is his Wise Guy: Ordis cracks jokes while helping out Teshin, much to the latter's annoyance.
  • Summon to Hand: Does this with his Nikana during The War Within.
  • There Is Another: Update 30.9.0 reveals that he is not the last living Dax. Varzia, first seen during the flashback in Erra, is still alive and kicking too.
  • Treacherous Advisor: Appears to be this when it is revealed that he is working for the Grineer Queens, but in the end it gets subverted. He never had a choice in the matter, despises them on principle, subtly assists you in screwing them over.
  • Unwitting Instigator of Doom: He undoes Margulis' mental Restraining Bolt, thus allowing The Man in the Wall to become even stronger, and quite possibly indirectly causing the events of Chains of Harrow.
  • Weak, but Skilled: He's this compared to the Tenno he trains. He lacks the durability and Void-fueled powers of a Warframe, but when it comes to sheer experience he surpasses any Tenno.
  • We ARE Struggling Together: Dislikes the Lotus intensely, warns the Tenno against trusting her too much, and makes it clear he would much rather the Tenno held someone else in such high regard... but makes no attempts to take her place and seems just as intent on making his students the best they can possibly be.
  • Zen Survivor: Fits the part, as his teaching and guidance tend to be rather cryptic.

    Cephalon Simaris 
https://static.tvtropes.org/pmwiki/pub/images/cephalon_simaris_4.png
I can see you are hungry for the knowledge of the Sanctuary!
Cephalon Simaris
"Through synthesis we can rebuild and preserve. Create memory-immortals within this data oasis. Will you become enlightened, Tenno? Will you hunt for me?"
Cephalon Simaris

Cephalon Simaris is an Artificial Intelligence who operates the Sanctuary, a 'data-oasis' that, via a process called Synthesis, living creatures can be uploaded into as data. Simaris seeks to immortalize creatures across the solar system, and calls on the Tenno to use his provided scanning devices to hunt and capture valuable specimens and preserve them in his Sanctuary.


  • A Day in the Limelight: The quest "The New Strange," which unlocks the Warframe Chroma, involves Simaris heavily.
  • Big "NO!": Simaris does this whenever the player kills a Synthesis target.
  • Changed My Mind, Kid: Arrives with his "sanctuary beasts" to help during the final battle in the Octavia's Anthem quest, even though initially he refused to get involved.
  • For Science!: His dedication to the Sanctuary, a digital research collection of pretty much anything and anyone he finds intriguing or that strikes his fancy, especially if the target is alive.
    Simaris: Is this murder? No. All beings of substance die eventually. Only those forgotten are truly dead.
  • Jerkass: Spends most of Octavia's Anthem doing nothing but berating and belittling the player and Ordis for even doing so as much as talking to Suda, and has an utter hatred of the concept of music. Even when both Suda and Ordis are presumed dead, where his tone and lines show that he has never liked or cared for Ordis since he refused his plans in The New Strange, to the point where it sounds like he'd almost like it if Ordis remained captured and possibly dead for real. He gets better, though.
  • Jerkass Has a Point: During the Octavia's Anthem quest he harshly suggests to cut Suda off the Cephalon weave, fearing that her corruption could spread to other Cephalons. He proves to be absolutely right, and things get even worse when Hunhow uses his control over Suda to subvert and take Ordis out of commission.
  • Mad Scientist: Much of the time, Simaris only cares about filling up his Sanctuary with as many subjects as possible for him to study. In between rounds of Sanctuary Onslaught, he unconvincingly brushes off any concerns that this is in any way inhumane or abusive.
    Simaris: Ease your mind, Hunter. There's no conclusive evidence these data-immortals possess memory persistence. They should retain no recollection of what you've done to them.
  • Mission Control: If there's a Sanctuary Target nearby, he'll pop in to tell you about it when the Lotus is done talking. He also shares screentime with Lotus during "The New Strange".
  • Neutral No Longer: He couldn't care less about the politics of the System as long as the Sanctuary gets filled up. But try anything against Cephalon Suda and he'll sic the whole Sanctuary against you.
  • No Sense of Personal Space: Walk into the center of the Sanctuary and he promptly zooms right into your face and stays inches away from you no matter where you walk inside his chamber. Eep.
  • Rapid-Fire "No!": One of his quotes whenever a synthesis target is killed.
  • Sadist: It's implied that he is sadistic to some extent, enjoying seeing the Tenno slaughter his test subjects in Sanctuary. Sometimes, during Sanctuary Onslaught, he will try to convince you otherwise, but in a highly-unconvincing way that doesn't actually deny the accusations.
    Simaris: Hunter, do you think me a sadist? That I enjoy this suffering? Irrelevant! Focus on your task.
  • They Really Do Love Each Other: A platonic example of this with Cephalon Suda during Octavia's Anthem. Despite seeming overt animosity between them over Simaris's hatred of music as "meaningless data" and Suda's attraction to it, they appear to have history with one another in the past; despite repeated condemnations and recriminations of the player for continuing with the quest, when the player comes to Simaris for help to rescue Ordis and Suda from Hunhow, Simaris sends them to confront Hunhow in the datascape, and eventually joins the battle together with his Sanctuary soldiers just when Ordis is being overwhelmed. After Hunhow's banishment from the datascape, he brushes off his involvement as "a loyalty glitch", but both he and Suda show they do care for one another's continued functioning despite whatever bickering they may engage in.
  • Tsundere: Towards Suda during the Octavia's Anthem quest. While he's very dismissive of her at first, he joins the fight during the final battle, unconvincingly brushing it off as a "loyalty glitch".
  • Unwilling Roboticisation: Sanctuary Targets appear to get disintegrated, analyzed, and rebuilt in the Sanctuary as digital lifeforms. Of course, the Tenno would probably end up killing them either way. Sort of like how a Cephalon is made.
  • Virtual Training Simulation: Gain enough standing with Simaris, and he will allow you into the Simulacrum, where you can face virtual copies of enemies you've scanned with your Codex. He also offers access to Sanctuary Onslaught, a special mission with escalating difficulty where you can challenge your skills (and Simaris, in turn, can analyze your combat data).
  • Was Once a Man: Like all Cephalons. During Octavia's Anthem, Suda mistakenly refers to him as Irmis.
  • What the Hell, Hero?: Synthesis targets are extremely durable compared to regular enemies, to prevent you from accidentally killing them. If you put in the extra effort to finish one off anyway, Simaris will scold you for it.
    Simaris: What have you done?! Synthesis only works on the living! Can you control your murderous impulses for the good of the Sanctuary?!

Colony Syndicates

Colony Syndicates don't have the reach of the Relay syndicates, but they do serve as your best allies in spaces overrun by Grineer and Corpus.

    In General 
  • Design-It-Yourself Equipment: Regardless of their point of origin, all colony syndicates (excluding the Necraloids) provide customizable equipment.
    • Cetus offers parts for Zaws, customizable melee weapons.
    • Fortuna offers parts for Kitguns (customizable primary and secondary weapons) and Moas (which act as customizable sentinnels).
    • The Entrati provide infested Kitguns from Father, while Son will help you raise Predasites and Vulpaphyla (essentially customizable Kubrows and Kavats, respectively). The Necraloids don't have anything yet, but Word of God implies they'll eventually get customizable Arch Guns to compliment their Necramechs.
    • Finally, the Holdfasts provide access to Incarnon weapons. These are Evolving Weapons that gain special alt fires and buffs on completion of certain challenges, will all but the very first evolution (which unlocks their alt form) being chooseable by the player.

    The Quills 
https://static.tvtropes.org/pmwiki/pub/images/thequillssigil.png
We have had, and shall have, a long association, Tenno. I know our conversations well. Sho-lah.
"From memories of a past that has yet to be, the Unum knows you as a terror to the Eidolons. This has been waiting for you, to deliver upon them a terrible ruin."

The Quills are a mysterious organization who have a representative in Cetus. They can tell the paths of the future and serve the Unum, the mind of the Orokin Tower that protects Cetus.


  • Action Survivor: While they rarely partake in combat, Little Duck notes that she has never seen one get caught, much less hit, in the middle of a firefight thanks to their ability to see into the future. It makes a Quill's death in the first stage of the Profit-Taker heist all the more shocking, but Little Duck and The Business believe that said Quill let himself be killed to advance an agenda.
  • Ambiguously Human: One of Onkko's lines is "Tenno separating from simple nexus at Quill Onkko Primary", which points to Onkko having become something more than human. And then there's the fact that trying to ground himself in the present to speak of the life he left behind causes him something like actual pain, or at least great frustration.
  • Butterfly of Doom: This is one of the things they stop through their actions. Specifically, Onkko, their representative, foresaw that Cetus and its people would be doomed if he didn't fake his death and join the Quills.
  • Dying Clue: During the Profit-Taker Orb Heist the Tenno need to rendezvous with a Quill informant who possesses access codes to a satellite that powers up Profit-Taker's shield - but by the time they get to the meeting point the Quill informant is already killed by the Corpus. However, with the Quills' future-seeing capabilities, he had foreseen that coming to the meeting spot would result in his death, so he left enough clues on himself to allow the Tenno to find the codes anyway.
  • Faking the Dead: Their representative is Onkko, who faked his death in order to save Cetus.
  • Foreshadowing: The dialogue of the Quills' representative regarding how they can see multiple universes bred from decisions and events that did or didn't happen is in fact them describing the tenets of Eternalism as described in "The New War".
  • My Death Is Just the Beginning: The preparations that the informant undertook were very extensive and roundabout and must had required very considerable amount of time at his disposal - in fact, it was obviously plenty enough so that the Quill could've easily planned around his death, finding a way to pass the codes without dying. Doubly so because, again, Quills can see the future. This all makes it look like the Quill had intentionally allowed himself to be killed, with his trail of clues that led to the codes being his primary plan and not a precaution, and his death rather than an accident was serving to advance some agenda. Little Duck and The Business lampshade it themselves after you deal with the Profit-Taker.
  • Mysterious Watcher: Their primary mission seems to be observing events and affecting them in a way that prevents future disasters and calamities. Cetus and Eidolons seem to be their main focus and priority, but they are known to act and conduct their observations across the rest of the Origin System too.
  • The Multiverse: It's hinted at that they can interface and interact with other universes bred from decisions, actions, and occurrences that either did or did not happen.
  • Real After All: Ordis and the Tenno doubted the Unum's existence, but once they liberate her from the Sentients that are pillaging her temple Kuva, she speaks and shows her power by stopping time around herself, giving the Tenno enough time to get inside Natah's Murex.
    Unum: Dreamer... Let them defile, no more.
  • Seers: Their association with the Unum within Cetus' Orokin Tower has given them the ability to see many possible futures and Alternate Universes, and guide the Ostrons and their Tenno allies down pathways that will be beneficial to Cetus' well-being.
  • The Stoic: Konzu implies that whatever makes Quills what they are also strips away their capabilities for emotion. Though this might be an exagerration, as Onkko clearly regrets having to leave Saya behind. It may be that the Quills don't lose their emotions; they just get suppressed when not focusing on a singular tense, due to their state of existence.
  • Time Master: In The New War, Unum stops time and creates a bridge of Hard Light to help the Tenno enter Natah's Murex.
  • Time-Travel Tense Trouble: They have already seen or done their interactions with you, and speak like this before correcting themselves.
    Ah, the history you will have.
  • Timey-Wimey Ball: Their state of being is such that they do not perceive time on a linear flow, but rather all at once, which contributes to the Time-Travel Tense Trouble above. They can still will themselves to focus on time's flow as we see it, but it isn't something that comes naturally to them and as a result they find it laborious and frustrating to do so.
  • Walking Spoiler: It's hard to discuss the Quills' representative without revealing that Onkko is alive and among their ranks.

    The Ostrons 
See "Cetus" on the Colonies page.

    Solaris United 
https://static.tvtropes.org/pmwiki/pub/images/solarisunited1.png
We all lift together.
"We are the used. The mutilated. The indebted. We are Solaris United."
Vox Solaris

A Syndicate in the Venus open-world environment, a network of guerrilla fighters and covert agents fighting to liberate the Solaris colonies on Venus that are enslaved by the Corpus. Their primary contact with the Tenno is Eudico, the head of the Fortuna colony.

For information on the colony, see "Fortuna" on the Colonies page.


  • Cyborg: Their numbers are formed from the people of the Solaris colonies such as Fortuna, so they sport the same replacement cybernetics as noncombatants of Solaris.
  • Homemade Inventions: Kitguns, a catchall term for guns made from repurposed machine parts.
  • Mission Control: Eudico serves as this on Orb Vallis, completely replacing the Lotus while you're there.
  • Mole in Charge: Eudico, a "floor boss" (Nef's overseer) on Fortuna is the leader of Solaris United.
  • My Greatest Failure: Solaris United used to be much more active in the past, but after a bloody Corpus crackdown they have been all but eradicated. Eudico, the leader of Solaris United who managed to remain undiscovered, blamed herself for the deaths of her people, and put a stop one the whole movement. Instead, she made a complete U-turn in her attitude, trying to prevent further Solaris deaths by being as obedient and non-resistant to Nef Anyo as possible.
  • La Résistance: What they are. They combat the Corpus' oppression by conducting covert raids on the Corpus' surface facilities and inserting their double agents into their structure, hiding amidst the population of the Solaris colonies in the meantime. Occasionally they also send their operatives across the system to investigate for new opportunities.
  • Secret Identity: Vox Solaris, a digital avatar used by Solaris United when addressing the Corpus that looks like a Guy Fawkes mask mockingly styled after Nef Anyo. Legs and Biz both confirm that Vox's real identity is Eudico, though how she pulls this off is unknown. It's eventually revealed upon reaching the rank of Old Mate with the Solaris, when the Solaris open up their chest shutters to reveal their true heads. Vox Solaris is just Eudico wearing a mask over her true face speaking with a voice modulator, zoomed in as to not expose the rest of her body.
  • Sudden Principled Stand: When Nef asks Eudico to line up the fifty most unproductive solaris so that they can be brainshelved for a mistake that was entirely his fault, she finally realizes he cannot be reasoned with and has the Tenno send him a message (which here means blowing up the repossession squad with a K-Bomb). Oh, and Vox Solaris promptly makes her return following this.
  • Weird Trade Union: Also implied to have shades of this, considering what Eudico has said about "keeping Nef honest".

    Vox Solaris 
https://static.tvtropes.org/pmwiki/pub/images/voxsolarisicon.png
Ready to dance on some faces?
"Well, well, well. Another Tenno. This ain't my usual line a work, y'understand. I'm not from around here. But I got a fast tractor and know how to jump a rail, so a friend in Cetus set me up with all this. Name's Little Duck: Fortune hunter, rail agent, and the girl your mumsie warned you about... And now, somehow, the local Quill-endorsed purveyor of Amps and assorted paraphernalia. So, what'll it be?"
Little Duck

Vox Solaris is the persona used by Fortuna's floor boss - Eudico - to serve as the Voice of the Resistance within Fortuna, making sure Nef Anyo can't rest easily on his laurels and keeping the rest of the Solaris peoples' hopes up via Solaris United. However, it also refers to a more secretive group within Solaris United, which only a few people - namely, Eudico, The Business, Little Duck, and the player - know about. While they plan out heists and plots to further sabotage Nef's efforts within the Orb Vallis, Little Duck also serves as a liaison between Vox Solaris and the Quills; providing Tenno Operators with unique equipment in exchange for mysterious devices scattered throughout the Vallis called "Toroids".

Their representative to the Tenno is Little Duck.


  • Arson, Murder, and Jaywalking: Little Duck's rap sheet from Corpus includes trespassing, intimidation, possession of Orokin artifacts, murder and unpaid docking fines.
  • Canon Immigrant: Little Duck first appeared in the official comic; one of her greetings to Tenno Operators is a Call-Back to its events.
  • Collective Identity: Vox Solaris is primarily used in reference to Eudico's role as the Voice of the Resistance, but it's also used to refer to the people composing the core of Solaris United: currently Eudico, The Business and Little Duck.
  • Do Not Adjust Your Set: Vox Solaris is occasionally seen hijacking video screens in Fortuna to broadcast anti-Corpus propaganda.
  • Early-Bird Cameo: Little Duck first appeared in the Warframe comics before she was introduced in game as the representative for the Vox Solaris.
  • Fluffy the Terrible: One of Solaris United's top operatives, renowned throughout the Origin System, respected by the Lotus, able to go toe-to-toe with entire squads of Grineer, only resident of Fortuna to not be Veiled in the New War, and the official liaison between Vox Solaris and the Tenno is known as... Little Duck.
  • Friendly Sniper: While the Tenno deal with the Directors in the Enrichment Labs, Little Duck takes up a position on a nearby mountaintop to provide support with her Lanka.
  • He's Back!: Eudico decides to return to open resistance and puts the Vox Solaris back together when Nef Anyo orders the brain-shelving of fifty Solaris, as it becomes clear that trying to placate Nef will not save her people.
  • Ignored Expert: In "Operation Scarlet Spear," Little Duck mentions how she tried to warn Teshin that the glut of Sentient artifacts on the market were too dangerous. He ignored her until the New War started, and then immediately asked her for help.
  • Mission Control: Little Duck serves as this in the Disruption mode (outside of Jupiter).
  • Prodigal Hero: Little Duck was The Business's protege and his most talented student, until they had a falling out because of their differences in worldview and she left Fortuna, becoming a freelance agent. However, once she learns of the danger threatening Fortuna that was tied to Nef's Orb Mothers, she decides to return and bring warning to them, getting there somewhere around slightly before the Tenno's arrival to Fortuna.
  • Rebel Relaxation: Little Duck's default pose.

    Ventkids 
https://static.tvtropes.org/pmwiki/pub/images/ventkidsicon.png
Howzit glinty?
"We Ventkids. No mumsie-dadsie for us. No biological kin, just our logical kin. This here's me logical-bro, Boon. He runs the Kubrodons, scores the parts. I run the Vent Pobbers, we make the boards. You buyin'? Need a plank? Once a cycle I got something dog. Best prices too, glinty. Mates rate, chek?"
Roky

A group of Solaris orphans who have bonded together within the network of ventilation shafts around Fortuna, the Ventkids serve primarily as the means through which players can obtain their own K-Drives, Hoverboards designed to traverse the Vallis quickly and stylishly. Their main contacts with the Tenno are Roky, who runs the "Vent Pobbers" group that assembles K-Drives for themselves and their Tenno allies, and her "Logical-Bro" Boon, who heads the "Kubrodons" group that steals the parts needed to assemble K-Drives and also organize "Time Trials"-style K-Drive Races throughout the Vallis. When they're not scrounging through Nef's coffers for K-Drive parts or testing out their latest boards, they fill up the vents they live in with the sounds of their own, heavily percussion-oriented music, called "Skeg" - much to the annoyance and chagrin of the other Solaris outside.


  • The Artful Dodger: Almost all of the Ventkids' wares have been stolen from Nef Anyo and company, and the lot of them are brilliant mechanics and perfectly capable of taking care of themselves within Fortuna's vents. And of course, they've got enough clout that they're considered to be a Syndicate of their own.
  • Family of Choice: The entire group of them refer to each other as their "Logical-Fam" since they have no biological families of their own to return home to at night.
  • Future Slang: The Ventkids have their own vernacular of slang terms that make them sound something like future skateboarders, peppering their speech with phrases like "logical" (like family), "clokkit" (check it out), "terminal" (awesome), "dog" (cool), "howzit" (What's up?), "chek" (yeah), and so on. They also use the modern slang term "Fam", a shortened version of "family".
  • Hoverboard: They specialize in assembling and kitting out K-Drives, which behave fairly similarly to hoverboards.
  • Killer Rabbit: Ventkids never direct their hostility towards the Tenno and they may look endearing, but they are far from harmless. One of the greeting messages from Boon once you reach high enough rank with them is a story how one of the Ventkids tried robbing a store owner at a gunpoint. Unfortunately for him, that store owner was capable of defending themselves. Fortunately, it was The Business.
    • Played straight in relation to the Corpus. Other than the Ventkids clearly being able to get their hands on small arms (Especially Kitguns, Zuud has a soft spot for them), several mods they offer show their K-Drives are just as capable of being lethal weapons, I.E. shooting forward to impale/bisect anyone unfortunate enough to be in their path when dismounted, unleashing a massive electrical charge after a rail grind, or leaving a trail of flame in their wake.
  • Parental Abandonment: Most of the Ventkids lost their biological families at some point in their lives, and rely on each other rather than adults within Fortuna's vents.
  • Wrench Wench: Roky's the Ventkid who helps the Tenno assemble their K-Drives. She'll also occasionally offer a K-Drive she built herself to Tenno agents in exchange for Platinum.

The Entrati

    General 
https://static.tvtropes.org/pmwiki/pub/images/entratiicon_5.png

A family of Orokin researchers living on Deimos, where they work tirelessly to keep the Grey Strain of the Infestation in check - and trying not to strangle each other.

See the Orokin page for Albrecht Entrati.

  • Bling-Bling-BANG!: Entrati-affiliated weapons with nothing to do with the Infestation tend to have golden highlights, if not domes made up of golden hexagonal planes like a Beehive Barrier.
  • Creepily Long Arms: Like Ballas and Nihil, their right arms are considerably longer than their left. This is apparently a common trait among the Orokin.
  • Defrosting Ice Queen: They initially complain to the Tenno about their problems, but once named they start expressing a bit more optimism and are less hostile to each other, with the exception of Son mocking Daughter's hope for the family and still seeing Mother as self-serving. Once they inundate you into the family, they also treat you rather warmly as well.
  • Dysfunctional Family: The Entrati are what happens when two Mad Scientists marry, and have two equally screwed-up kids. It's a mess, though they can operate as a team once on the same page.
  • Fantastic Racism: While the Entrati can work with the Grineer trapped on Deimos, they evidently don't think highly of them — Daughter refers to them as "vat rats". A conversation between Daughter and Kahl at the Drifter's Camp reveals that Mother was livid when Kahl sent some Grineer defectors to shelter at the Necralisk.
  • Fantasy Counterpart Culture: To Ancient Egypt. Their home, the Necralisk, resembles a pyramid, the main body of their Necramechs resembles a sarcophagus, the inner architecture of the Necralisk resembles that of an Egyptian temple, and the Bonewidow Necramech's exalted weapon Ironbride resembles a khopesh. Additionally, the Predacytes that can be found in the Cambion Drift are all named after important castes/roles from Ancient Egyptnote , while the Vulpaphyla appear to be designed after the Sha, the totemic animal that Setnote  derived his appearance from.
  • Foreshadowing:
    • Mother mentions dreaming about her father tapping on the Untime Wall, which Loid confirms did happen. Tapping is associated with the Man in the Wall, whose presence isn't otherwise alluded to until long after you've unlocked the Cambion Drift. For players already in the know, it also foreshadows The Reveal found in Albrecht's writings, that he encountered the Man in the Wall and Went Mad From The Revelation.
    • Father mentions being able to reroute the Tenno's systems so that they can control a Necramech during the final portion of "Heart of Deimos". Story-wise, this is the first hint players will receive that the Warfames are being remotely controlled.
  • Glowing Eyes of Doom: Every member of the family has glowing blue eyes.
  • I'm a Humanitarian: Downplayed. Grandmother notes at one point that the rest of the family were days away from eating each others' heads off before the Tenno arrived. She emphasizes that this is not metaphor.
  • Insufferable Genius: With the exception of Grandmother, the entire family seems to have this problem - they're experts in their individual fields, but this has inflated their egos to the point that they are condescending toward others, especially members of their own family. That being said, both of the children downplay this - Daughter's ego is only expressed in the form of wallowing in self pity, while Son at least seems to be aware that he doesn't know as much as he thinks he does, unlike his mother.
  • It's All About Me: With the exception of Grandmother, all of the Entrati have the tendency to put their personal needs and goals over the rest of the family, unless something really, really bad happens.
  • Kick the Dog: All of them have done something horrible to another member of their family.
    • Son incinerated all of Daughter's fish and then gave their ashes to her as a birthday gift. Turns out he didn't go that far - he just released them all back into the wild and gave her some other ashes as an insult; he gifts her some of the descendants of her fish when the siblings make up.
    • Mother viciously lacerated Father with a piece of Seriglass for suggesting giving up on finding Albrecht; the incident is implicitly why he suffers the worst physical signs of Infestation out of the family.
    • Son once dressed up two of his creatures as Mother and Father. The one dressed as Mother ran into a bottomless pit, and the one dressed as Father followed the other to its doom. Grandmother surmises this hit too Close to Home.
    • Father apparently massacred all of the wildlife Son kept as pets, and it's implied this was before Son broke containment and got everyone infected. At Rank 4, Son reveals he deliberately allowed Father to do so and bred strains he knew Father would revile, since a weapon maker is useless without an enemy.
    • Son was The Unfavorite even before the Infestation, so it only made matters worse that he was the one who broke containment. Most of the family believes he intentionally got them infected and Mother banished him from the Necralisk as a result, though he insists it was an honest slip-up.
    • Grandmother intentionally damaged the Heart with a Necramech, risking the permanent separation of Dust and Void, which would've left all Warframes and the Solar Rails non-functional, to force her family into setting their differences aside long enough to save it.
    • Daughter tells Kahl that she once cut her father's arm off. He thinks she's bragging about it, though she is embarrassed by the act in hindsight.
  • Known Only by Their Nickname: The Infestation's Hive Mind has eaten their actual names, so they're known by their role in the family. Mother and Grandmother are the exceptions, as The New War reveals that Mother's birth name was Euleria Entrati and Dagath's Hollow reveals that Grandmother's name was Dagath before she gave it to the Warframe in exchange for her life. They do get names as your standing with them goes up, however.
  • Lack of Empathy: Subvertedunlike literally every other Executor in the story, the Entrati are capable of empathizing with each other and the Tenno. Most of their problems come from a mix of Pride and guilt over how they ruined things for their family while on Deimos.
  • Lineage Comes from the Father: Inverted — Albrecht Entrati was Mother's father, and it is through her that they are heirs to his legacy.
  • Locked Out of the Loop: The family is completely unaware of what happens in Albrecht's laboratories below after Whispers in the Walls, much less that those labs even exist. The only one who knows is Loid, and both versions of him want to keep it that way.
  • Mad Scientist: ALL OF THEM, though where their specialties lie varies - Mother focuses on Void Research, Father designs weapons and Necramechs, Daughter studies the fish of Deimos, while Son examines the wildlife. Grandmother is the sole exception, as she lacks a background in science, though she is something of a folk healer; Son believes that this makes her the most grounded of all of them, and all evidence indicates that he is correct. That being said, even she dabbles in the infestation to make K-Drive parts.
  • Meaningful Rename:
    • Since the Entrati hate each other, none have ever bothered with trying to remember the others' names, either. The parents call each other Mother and Father because they have no love for each other, even while the children call each other Brother and Sister rather than Son and Daughter. As you increase your reputation with them, the family members begin to open up to one another and rename each other one-by-one: Daughter is named Kaelli or "water scourge" by her brother, Father is named Vilcor or "the whip in its moment of striking" by his daughter, Son is named Kermerros or "the runner who outstrips his own shadow" by his mother, and Mother is named Gomaitru or "the goblet refilled" by her husband. Grandmother is the only Entrati that wasn't renamed, because she never forgot her name in the first place, but rather gave it away willingly.
    • Upon reaching max rank, the Entrati also choose to name you as a member of their family. Vilcor selects the name "Ayatan" to unanimous acceptance; the Ayatan treasures Tenno collect are said to contain the memories of the Orokin.
  • My Greatest Failure: Son apparently released the Infestation into the Necralisk, causing the family to be taken by it and merged with Deimos itself. While he implies it was an accident — a mistake caused by simply not paying attention — the rest of the family believes he did so on purpose to act out. If you talk to him at max rank, he will say his greatest regret is that his sister was a victim of it, since she wasn't even supposed to be on Deimos.
  • Odd Name Out: At max rank, Grandmother offhandedly decides that she won't bother with a new name. Every other member of the Entrati received a name to declare their newfound purpose; unlike the rest of the family, Grandmother already knew who she was. The lore from Dagath's Hollow reveals that Dagath was her original name, but she offered it to the Warframe as she had nothing else to give her.
  • The Remnant: The Entrati are among the only surviving Orokin in the system, and the only ones who aren't evil.
  • The Elites Jump Ship: An example involving inaction — Daughter, in her interactions with Kahl, bemoans the fact that Mother had them lie low during the New War to prevent Narmer from finding the Heart of Deimos. Of course, given that the Entrati can't exactly get up and go anywhere beyond Deimos anyway (and the fact that the Heart's capture would have meant the certain defeat of the Tenno), Mother's actions weren't exactly unjustified.
  • Token Good Teammate: The Entrati are the only members of the Orokin Executor class that seem to have some kind of conscience, as they work tirelessly to oppose the Infestation despite said Infestation having already partially assimilated them. Son even agrees that it was about time for the Orokin to fall, and has no hard feelings about the Tenno destroying the empire.

    Mother 
Voiced By: Keaton Talmadge
The matriarch of the Entrati family. She gives out bounties to players.
  • Cavalry Refusal: Despite having access to Necramechs that could've been used to help taken down sentient forces (especially since they are immune to Orphix fields), Mother ordered the Entrati to lie low and focus on protecting the Heart of Deimos. Daughter is bitter about this, having wanted to help free the system from Narmer.
  • Character Narrator: A variation: Euleria Entrati wrote and narrates the Tales of Duviri storybook, which becomes a narration for the playable Spirals within Duviri. Overlaps with Delayed Narrator Introduction, as new players are able to play through Duviri's Spirals long before ever reaching Deimos.
  • Corpsing: In-universe, Euleria can be heard cracking up when talking about Presentism, the now-discredited theory of time that only the present is "real" and that the past and future do not exist.
  • Curse Cut Short: Mother, when she realizes that she is not dreaming and that the Heart may actually be dying, actually says Oh fuck! in the presence of the Tenno. Otak, however, covers up the last word with "Function", though you can still hear it if you pay attention.
  • Disappeared Dad: Mother dragged the family to Deimos in pursuit of her lost father, Albrecht, fueling mutual resentment: the family blames Mother for their hardships on Deimos and getting Infested, while Mother claims they all knew the risks and are traitors for blaming her. She also claims her Seriglass shard is all she needs to find him again... though after hundreds of years, this seems unlikely.
  • Given Name Reveal: A segment of The New War that takes place during the Zariman 10-0 incident reveals that Mother's birth name was Euleria Entrati.
  • Mission Control: During Deimos bounties, Mother will share this role with Otak and Loid, giving information on the situation and what your objectives are.
  • My Beloved Smother: It's all but outright stated that Mother's overbearing and callous treatment of her children contributed to them being as screwed up as they are.
  • Only Sane Man: Not quite. Mother thinks she's the most rational member of the family, but in reality, she's delusional, and just as petty as the rest of them.
  • Tragic Keepsake: Mother has a shard of Seriglass, which was part of the diving bell her father Albrecht used to physically enter the Void. The bell shattered in the horrific accident that maimed him before he disappeared under mysterious circumstances. Mother believes that shard is her only clue to find her father. According to her family, it's just a normal Seriglass shard, not a piece of Albrecht's bell.

    Father 
Voiced By: David Attar
A skilled craftsman, the Father of the Entrati offers weaponry to the Tenno.
  • Extreme Doormat: The interactions between the members of the family indicate that Father was highly subservient to Mother at least. Mother even references this trope practically by name, noting that the Necralisk has no welcome mat, but that the Tenno could wipe off their feet on her husband.
  • Hen Pecked Husband: Father is implied to have been mistreated by Mother until he finally got fed up with Mother and retreated to a different part of Deimos.
  • Mini-Mecha: Father was among those who designed the Necramechs, specialized automatons designed to fight the infested, but have long since gone rogue due to age and damage. Father also reveals that the Necramechs were originally designed to fight the Sentients.
  • Ultimate Blacksmith: Father is an amazingly-skilled weaponsmith even in regards to the Orokin - he can help craft infested Kitguns that are actually better than the baseline Orokin weapons he sells parts for, and like Zuud and Hok, this is less due to advanced technology and more his own skill. He's also the one who designed the Voidrig Necramechs.

    Son 
Voiced By: Justin Gross
Obsessed with Infested creatures, the Son sells conservation gear and can create modular companions.
  • Ambiguous Innocence: Whether or not he willingly violated protocol to get the family infected by the Invested is up to interpretation: Mother and Father believe he did it willingly as an act of defiance and retaliation from him, while Son insists it was an accident that they're choosing to blame him for. There's no definitive answer, but Son does voice his greatest regret was that Daughter was there to get infected, so he does have some issues with how things transpired at the very least.
  • The Beastmaster: Son managed to figure out how to control Deimos' wildlife, and offhandedly mentions that he's sending Velocidrones to provide a distraction for you during the final part of "Heart of Deimos". He's also able to modify the infestation within the Wildlife, at least in the case of Predasites and Vulpaphyla.
  • Even Bad Men Love Their Mamas: Zig-zagged - Son has many harsh things to say about Mother, but he is extremely respectful of Grandmother, and given that his tokens give the second highest amount of standing after her own, it's likely that they are the closest members of the family.
  • Fluffy Tamer: Son has managed to domesticate some of the Infested wildlife on Deimos. Should you capture a Predasite or Vulpaphyla that was injured by the infested, he offers the option to nurse it back to health, giving you a new type of companion in the process. In gameplay terms, while they have their own unique mods and appearances, Predasites are a kubrow-variant while Vulpaphyla are a Kavat variant (and within in-universe, are likely infested forms of those creatures). He has also managed to tame the Velocipods, which are available as a cosmetic skin for K-Drives.
  • Hidden Depths:
    • While he treats the rest of his family with disdain, Son advises the Tenno to at least occasionally listen to Grandmother, believing that her not being a scientist or warrior gives her greater insight into the rest of the family than the others possess. One needs only to complete the "Heart of Deimos" quest to see just how correct he is. He also seems to be aware he knows less than he thinks he does, according to Grandmother. He was also in an arranged marriage before the fall of the empire.
    • Son is usually a melodramatic, smarmy teenager when spoken to, but when you're successfully hunting for conservation targets, he opens up considerably. On top of him having amusing anecdotes regarding some hunts, like people trying to tranq a velocipod while riding another velocipod, he also completely melts when he receives a Pharaoh Predasite, with all of the little parasites it uses in self defense also sleeping.
    • He also philosophizes about the Infestation itself, and psychoanalyzes the rest of his family to a painfully accurate degree of knowing each of their weaknesses. While he softens up to his father and sister and tries to make amends with them, even at max rank he has a critical view of his mother, believing she is still feeding into her self-serving narrative.
  • Hope Is Scary: Son expresses this opinion in one of his lines.
    Son: Poor Kaelli thinks this family may yet have a future. Monotony is bearable. Hope? That'll kill you.
  • Nightmare Fetishist Son has a disturbing fascination with the Infested and isn't actually remiss to being fully assimilated. He's also a Fluffy Tamer who happily helps in stopping the Infestation actually spreading.
  • Slave Collar: Son had a collar put on him by his own mom after he broke containment, in addition to having him exiled and stripped of all his control words.
  • The Unfavorite: It's strongly implied that Mother and Father neglected Son in favor of Daughter, to the point he was only ever acknowledged when he accidentally breached containment, letting the Infested into Necralisk.
  • "Well Done, Son" Guy: Son's comments imply his bitterness and resignation toward being assimilated by the Infestation are because his mother never really showed him any affection or approval. His father, meanwhile, is implied to have stayed out of Son's life due to how overbearing Mother is.

    Daughter 
Voiced By: Kim Ramón
The Daugher of the Entrati is fascinated by Deimos' aquatic life, and sells fishing-related items. Following the events of "Veilbreaker", she also offers guidance to Kahl-175.
  • Cute Monster Girl: Daughter, despite being covered up to her waist in the infestation, is still a rather attractive teenage-looking girl. She's still able to look endearing when wearing her Naberus costume.
  • Didn't See That Coming: Daughter is visibly surprised that the person who sent her a distress signal during "Veilbreaker" was Kahl, a Grineer Lancer. She's even more shocked to learn that, contrary to her assumtions, he does know who Pazuul is.
  • Jerk with a Heart of Gold: In the early days of her working with Kahl, she comes across as rather insensitive (especially since she's the only one in the faction that never had to endure a Veil). She does get better, though, as she begins to see Kahl as his own man and not just another 'vat rat'.
  • Little Stowaway: At max rank, Kermerros explains that Kaelli wasn't even supposed to be on the expedition to Deimos in the first place, but she stowed away on the ship to stay with her family and join the "adventure".
  • Mission Control: During Break Narmer missions, she's the one who tells you what to do.
  • Nightmare Fetishist: Daughter gets a bit too excited at the prospect of cutting open Infested fish.
  • Sadist: Not normally, but as she plays the role of Kahl's Mission Control, she can veer into this during the Orb Vallis mission, where she gets very... enthused to see Narmer troops be blown away.
  • Sophisticated as Hell: Daughter is generally the politest of her family outside of Grandmother... and says, in larger words, that her parents have their heads shoved so far up their asses that the only air they breath is their own farts.
  • You Have GOT to Be Kidding Me!: Daughter's reaction when she learns that the freedom fighter she detected aboard a Murex was Kahl, a Grineer lancer. She's noticeably thrown for a loop when she learns that, contrary to her expectations, he has the answers she was looking for.

    Grandmother 
Voiced By: Claire Vousden
The Entrati Grandmother takes family tokens in exchange for Standing, and offers assorted wares. She's the Only Sane Woman of the family and tries to resolve their many issues.
  • Ambiguous Situation: While Grandmother denies it, her blasé reaction to the Heart apparently dying and her admittance that the family only really works together well under pressure implies she was the one controlling the Necramech that damaged the heart in the first place, in order to force the family to both work together and bring Deimos into the Sol system to recruit the aid of the Tenno. Daughter suspects she was behind it but decides it's best to leave the matter be and not ask her. Increasing the rogue Necramech's voice pitch reveals it's indeed her voice. She did this.
  • Apron Matron: Grandmother does care for her family and makes it obvious, but she's not above forcing them to shut up and work together - it is very heavily implied that she's responsible for everything that happened in the "Heart of Deimos" quest.
  • Chekhov's Gun: Grandmother is the one who runs the K-Drive races on Deimos. The Waverider reveals that she was friends with Yareli, whom K-Drives are made in tribute to.
  • Cool Old Lady: Grandmother is the nicest of the Entrati, and also runs the Cambion Drift K-Drive races. Even if you screw them up, the worst she does is admonish you in a respectful tone. Taken even further in the Waverider quest, where, in exchange for the first issue of the Yareli comic, she buys the controlling shares for Fortuna's vents, meaning the Ventkids will never have to fear eviction again. It's also heavily implied that she knew the original Yareli, referring to her as a long-lost friend, and asking you to have Yareli ride again.
  • Odd Name Out: At max rank, Grandmother offhandedly decides that she won't bother with a new name. Every other member of the Entrati received a name to declare their newfound purpose; unlike the rest of the family, Grandmother already knew who she was. The lore from Dagath's Hollow reveals that Dagath was her original name, but she offered it to the Warframe as she had nothing else to give her..
  • Only Sane Man: Grandmother is the only member of the family to still be rational. It's through her efforts that the rest of them come to their senses.
  • Token Good Teammate Within the Entrati, Grandmother is the only member who genuinely wants them to work together and is by far the kindest one.

Necraloid

    General 
https://static.tvtropes.org/pmwiki/pub/images/necraloidicon.png
Greetings. I am prepared to assist you, should you be worthy...
Voiced By: Jed Williams (Otak)
Voiced By: Kieran Flitton (Loid)

The robotic servants of the Entrati family, the Necraloids have served their masters for generation, with their representative, Loid, maintaining this servitude in modern times.


  • Abnormal Limb Rotation Range: The Necramechs, being almost entirely mechanical, have a less restricted range of motion than an organic combatant. For instance, they are capable of rotating their legs over their heads (which is handy for self-righting, considering that their Ground Pound move involves landing on said head).
  • BFG: The Necramechs come equipped with three flavors of archgun, perfect for the mechs thanks to not needing a Gravimag. The default Mausolon, and the Cortege, and the Morgha are sold by Loid. Like the Trumna and Sepulcrum, that have powerful alternate fires charged up by kills with the primary fire, all with explosive results.
  • A Lizard Named "Liz": The Necraloid's main mind is named Loid. It's unclear if Albrecht named the Necraloids after the real Loid, or if he made them before they met, but regardless he based its original personality off of Loid.
  • Meaningful Name: Necra, as the prefix of most of Albrecht's technology, and Loid, as in the man who the Necraloid's main personality was based on. Put together, and it essentially means a robotic version of Loid, which is what the Necraloid is, at least before you throw Otak into the equation.
  • Mini-Mecha: While Father may have been the one to create the Necramechs, it's the Necraloids who maintain them. Ranking up with them is how the player gains the ability to produce their own Necramechs.
  • Sharing a Body: Loid shares his body with Otak, a Cephalon that was damaged by Deimos' energies which necessitated his transfer to Loid's body. They turn their body around as necessary to dictate who is currently speaking with the Tenno, though Otak often interrupts Loid while he's trying to speak to the Tenno.
    Otak 
A Cephalon who shares a body with Loid. Having been damaged, his personality has become childish and erratic. However, he has a deep knowledge of minerals, and offers mining gear and blueprints to the Tenno.
  • Cloud Cuckoo Lander: Otak's damage has given him an interesting way of looking at the world, such as his tendency to refer to Infested monsters as "Mr. Bitey Scratchikins."
  • Does Not Know How to Say "Thanks": Downplayed, as while Otak can readily admit gratitude, The Fog of Ages means that he literally forgets how to say the phrase "thank you" at times, forcing Loid to take over and admit as much.
  • Saying Too Much: Loid has to cut Otak off when discussing what the materials the player is mining for them will be used for. All evidence indicates that they are for building new Necramechs and maintaining the existing ones, which you need to have unlocked Operators to find out about.
  • Shoo Out the Clowns: Before the release of Whispers in the Walls, Loid calls in to Nora Night's broadcasts, saying Otak has mysteriously gone missing, and they both agree to summon the Tenno for assistance in finding out why. As a result, Otak is absent for the duration of the actual quest, though talking to Loid afterwards implies he actually shut Otak down himself to prevent him from messing with Albrecht's laboratories.
  • Was Once a Man: Otak was an Archimedian who specialized in geology and discovered the strange properties of Argon before he was subjected to Brain Uploading.

    Loid 
A Cephalon who shares a body with Otak, acting as the voice of reason for him. More serious and mission-focused, he also runs a secret store that sells Necramech-related items to the Tenno.
  • Ascended Extra: He was mostly just a companion for the Tenno in "The Heart of Deimos," a somewhat inconsequential quest that mostly just introduces the Cambion Drift and Necramechs, then serving as the Mission Control with Otak for Mother's bounties. He then calls them over in "Whispers in the Walls" to introduce them to Albrecht's deeper laboratories and to fulfil the Kalymos Protocol, leading into the plot of finding Albrecht and stopping the Indifference, although he leaves once the original Loid is awakened and he shoos his robotic duplicate off. He is also the only character to appear as a member of two different syndicates, representing both his own syndicate and joining the Cavia to host Deep Archimedea.
  • Brain Uploading: Subverted. "Whispers in the Walls" reveals that while Loid is based on an organic person, the original Loid is still very much alive, and is a bit pricklier, making this more of a Clones Are People, Too situation. Presumably Otak is a true Cephalon, however.
  • Only Sane Man: Loid shares this role with Grandmother, being the most grounded. He gets extra points for being far more proactive than Grandmother (assuming that she wasn't the one controlling the rogue Necramech), as when things start going to hell, he contacts the Tenno for aid before the situation becomes unsalvageable.
  • Sharing a Body: Loid shares his body with Otak, a Cephalon that was damaged by Deimos' energies which necessitated his transfer to Loid's body. They turn their body around as necessary to dictate who is currently speaking with the Tenno, though Otak often interrupts Loid while he's trying to speak to the Tenno.
  • Skull for a Head: Loid has a skull for a faceplate - the same type as the one that is in the Necramechs.
  • Smart People Wear Glasses: He wears a purely cosmetic pair of glasses and, while he isn't smarter than his Orokin masters, is nevertheless far more focused on getting things done. The human Loid shares this trait with him.
  • Was Once a Man: Subverted. While "Whispers in the Wall" shows that he was indeed created from a human, said human is still alive.

Post-New War Syndicates

The following syndicates are introduced in quests taking place after The New War, and as such contain unmarked spoilers for that quest!

    Holdfasts 
https://static.tvtropes.org/pmwiki/pub/images/warframe_holdfastsyndicate.png
Let all the System see that the Zariman is defended.
We shall not fear to take the leap, across the gulf to fare...
Though all betwixt is dark and deep, a home awaits us there.
Zariman Pledge
When the Zariman Ten-Zero was trapped in the Void, most of the adult crew was corrupted and possessed by the influence of the Man in the Wall, becoming the strange and hostile Void Angels - but a few possessed enough Heroic Willpower that, while they were heavily mutated, they did not answer the call of the Angels' Hive Mind and instead became odd beings who retain their human memories. When the Tenno come to investigate the song of the Angels, they quickly contact their old peers and serve as much-needed guides to the ghost ship.


  • Absent-Minded Professor: Archimedean Yonta. She's quite chipper about things like the Angels singing like something big is coming, describes her head as "noisy" at times, opens conversations with Techno Babble, struggles to remember greetings and farewells, and reacts like she forgot she was talking to someone mid-conversation.
  • Admiring the Abomination: As an Archimedean, Yonta is naturally curious about the supernatural phenomena on the ship. Gaining reputation with the Holdfasts consists of handing over Voidplumes, fragments left behind by the Void Angels and other horrors roaming the ship, for her to study.
    Look at all the precious little nightmares!
  • Aerith and Bob: Their names run the gamut from completely fictious (Yonta) to recognizable but odd (Hombrask and Cavalero, though the former seems to come from the spanish word "hombre" - which means "man") to normal (Quinn and, before she turned into a void angel, Kira).
  • The Atoner: Most of them have regrets for their lives, but Quinn takes the cake for willfully glassing dissenters aboard the ship, some of whom are stuck as Cephalons forever. Rank 5 has them each commit to using the rest of eternity to atone.
  • Body Horror: Each of the Holdfasts has swirling silver markings covering half of their faces, indicating the level of Void corruption they've undertaken; full corruption results in submitting to the Void's "song" and imbibing energies from the Reliquary Drive, causing the rest of their bodies to be twisted into Void Angels like Kira and the rest of the crew. This corruption is progressively undone as they "drink of your light" when you rank up with them, indicated by the marks diminishing. After Rank 5, they appear to be fully human with unclouded minds, though they're still ghosts bound to the Zariman.
  • Breaking Old Trends:
    • The six other colony syndicates exist as pairs — one accessible to all players once they unlock the social hub and associated landscape, the other only available after the player completes The War Within due to requiring access to Operator powers. As accessing the Zariman requires completing The New War, which is chronogically seven quests after the events of The War Within, there is no paired syndicate to go with the Holdfasts.
    • Additionally, most syndicate's Operator-only vendor provides customizable outfits for the Operator. The outfit for the Holdfasts is rewarded at the end of the Angels of the Zariman quest, with the purchasable parts actually being materials (the Voidshell Cosmetics have customizable materials).
    • Every one of the major colony syndicates has a cosmetic armor set that's associated with them, but the Holdfasts don't; instead, they have the Raptwing and Seraphayre Ephemeras that add the appearance of Void Angel-like armor to your Warframe.
  • Cruel and Unusual Death: The Holdfasts are not being metaphorical when they describe themselves as ghosts; each one of them died in the chaos after the Void Jump incident, but the Void kept them conscious in death and their Heroic Willpower allowed each to retain their sanity until now. At Rank 4 they even tell you how they all died: Hombask was torn to pieces by the Void-addled crew, Cavalero pulled an explosive Taking You with Me to save the children, Quinn was blasted to ash by Zariman children due to Poor Communication Kills, and Yonta gave herself the Jade Light.
  • Dark Secret: Each of the remaining Holdfasts have one related to their roles aboard the Zariman, as discussed each time you rank up. Each weighs heavily on their minds:
    • Yonta was the Archimedian who calculated the Void Jump and overrode concerns from amongst the crew about the dangers of the unprecedented range, denouncing the dissenters all as traitors to the Empire. Even now she insists she could get the jump right if she could do it all over again, despite not knowing what went wrong the first time.
    • Hombask was one of the resulting insurrectionists, who personally sabotaged the agricultural biomes to space all of the plants on the ship in an attempt to have the mission called off. She failed to realize that the Orokin would just be willing to let the whole crew — even the childrenstarve for the journey if the mission was otherwise successful.
    • Cavalero was a security officer who rounded up insurrectionists to "make examples" of them. Quinn was his superior and held the "Crystal Index", a tablet used to select people to glass and provide the ship with Cephalons. According to Cavalero himself, Quinn used to be very similar to the Orokin in their way of thinking.
  • Enemy Without: Downplayed: Yonta's childhood anxieties have taken the form of Skittergirl, a Void manifestation shaped like teenage Yonta, who regards her as a mild embarrassment. She is usually helpful, but in Void Floods she enjoys stealing the Vitoplast and Energy from the Tenno for her own amusement.
  • Evolving Weapon: The Holdfasts and the Tenno aren't the only things the Void twisted — they also affected the weapons on the ship, turning them into Incarnon weapons. While the original weapons were ceremonial (the Laetum, the Incarnon pistol is outright stated to be a confetti gun), their new forms are significantly more deadly. Completing certain tasks allows you to further enhance their forms.
  • Godzilla Threshold: The Zariman was not supposed to have weapons aboard it. The potential risks if the Reliquary Drive were breached, however, were dangerous enough that the Orokin included automated weapon systems to protect said drive.
  • Hard Truth Aesop: Their character arc revolves around one of these for the player; while they all (sans Hombask) have unsympathetic pasts that doomed the entire Origin System to the shell that it is now and which they haven't quite fully learned from, they're the only shot at preventing a new apocalyptic threat from occurring. And they're fully willing to commit to that effort and at least try to make amends for what they did before, so for the love of god, let them. More succinctly, trust is a fickle thing, and sometimes you have to give it to the last people you want to in order to make things right.
  • Mission Control: Each Holdfast acts as this for a mission type in the Zariman. Quinn manages Void Cascades, Archmedian Yonta manages Void floods, Cavalero manages Extermination and Void Armageddon and Hombask manages Mobile defence missions. Cavalero will also temporarily take over mission control should a Void Angel be triggered during any Zariman mission.
  • No-Sell: The Holdfasts were the few adults that weren't driven mad by the failed Void Jump. Unfortunately for them, the maddened adults vastly outnumbered them.
  • Living Relic: Of the Orokin middle classes — their numbers include one Archimedian, what's implied to be a security guard, a woman in charge of homesteading, and whatever caste that Quinn belongs to.
  • Our Angels Are Different: By the time the Tenno reach the Zariman in real space, the majority of the Holdfasts have succumbed to the song of the Void and become Void Angels — Angelic Abominations with tentacle-like wings, scythes for hands, no faces, and special powers provided by the Void.
  • Our Ghosts Are Different: Holdfasts are Technically-Living Zombie versions of ghosts, being unable to leave the Zariman and able to teleport around it at will, contacting people telepathically.
  • Teleporters and Transporters: They're capable of teleporting around the ship and opening portals to allow the Tenno to fast-travel around or back to the Chrysalith.
  • Token Evil Teammate:
    • Downplayed with Cavalero. While he's still fully on the same side, he's the most jerkish of all of them, being openly dismissive of Duviri, having to be reminded by Yonta about certain niceties, and being the only Holdfast who initially deflects the blame of their past actions in their rank-up cutscene, insisting Quinn made him do it on pain of glassing. Even once you reach max rank, Cavalero still insists that his attitude was necessary to prevent more deaths.
    "I had my orders. Your orders. You may not have been Orokin, you pious bastard, but you were damn close. Liaison to the Expeditionary Command! Bearer of the Crystal Index!"
    • Perhaps more directly, they're directly responsible for the crises and ill-advised decisions that led to the Zariman 10-0 incident in the first place, and while they do have a desire to atone for it, it's made very clear this will take time only they have by virtue of being immortal and stuck on the ship. On top of this, Yonta still wants to make the jump to Tau even as the threat of the Void continues to escalate, Cavalero denies any agency as mentioned above, and Quinn is still in a position of authority. While it's for the greater good, it's undeniable they're repeating some of the mistakes that got everyone to the current state of the game regardless.
  • Unwitting Instigator of Doom: Yonta figured out how to take the Zariman to Tau system in one jump — disable the safeties in the sequence. This in turn allowed the Void incursion on the ship, and we know the rest of the story.

    Kahl's Garrison / Veilbreakers 
https://static.tvtropes.org/pmwiki/pub/images/warframe_kahlsyndicatelogo.png
If Narmer make Veils, Kahl and Blue Girl break them.
"Who help Grineer today? Not Queens. Not Vay Hek. Tenno and Blue Girl help brothers. Other brothers still have Veil. So Kahl break. This camp little. But soon, it get big. You see. Kahl not afraid. And now Kahl not alone."
Kahl-175, Veilbreaker

Thought lost at the start of the New War, Kahl-175 was not killed by the Sentients... instead, he suffered with the despicable brainwashing device known as the Narmer Veil. With the death of Ballas, he was finally freed, but upon realizing neither the Queens nor Vay Hek came to rescue him, he grew disillusioned towards the Grineer military hierarchy, and cast off his ties with them. Instead, Kahl now fights for his "brothers", leading a resistance force not unlike Steel Meridian, freeing captured prisoners who still labor under the Narmer Veil. He does so with the help of the Tenno, the adventurous Daughter Entrati, and a profane Australian Solaris known only as Chipper.


  • A Day in the Limelight: The Veilbreaker quest is this, with Kahl breaking out of a Murex and freeing captured Narmer prisoners, before finally forming his Garrison faction to destroy the Narmer remnants.
  • Arch-Enemy: Kahl-175 to Pazuul, the Narmer remnant leader. To a lesser extent, he has also sworn vengeance against Vay Hek and the Queens, who abandoned him and untold numbers of other Grineer to the Sentients.
  • Awesome Aussie: Chipper's dialogue is scattered with Commonwealth slang. As he's heavily implied to have criminal leanings and was sent to the Fortuna penal colony, he's very strongly coded Australian, which is rather appropriate for a Solaris.
  • Beware the Nice Ones: They're all decent folk, what with Kahl being a Gentle Giant, Chipper being...er, chipper, and even Daughter is always willing to help in her own somewhat ostentatious way...but woe be unto anyone whom crosses their path that supports Narmer...or worse, is a member of Narmer itself.
    • Once their camp expands they start tracking down Narmer movement and specifically Archons - and judging by the fact that you used to be able to buy archon shards from them Kahl and his Ragtag Bunch of Misfits don't just track them, they are capable of taking an Archon down.
  • Camp Cook: Kahl and his crew are eventually joined by Horrek, an Ostron who was freed from Narmer holding cells and decided to stay at the Garrison. He can usually be found stirring a big pot of mystery-meat stew (mostly Kuaka) and waxing philosphical. His comments suggest he was captured by Narmer because he got blackout drunk, did something stupid, and his wife locked him out of the house. Three straight days of being in a Narmer drunk tank was apparently not enough to get back in her good graces, so he's at the Garrison.
  • Defector from Decadence: Kahl defects from the Grineer army because they left him and hundreds of other clones to die in Narmer service. He even points out that Vay Hek's plans would bring more Grineer into the world, but that the world would be ruined and not worth living in as a result.
  • The Dreaded: Chipper apparently has this reputation among his former Corpus compatriots; one of his stories is that he did time in an isolation tank, and kept getting weeks added to his sentence—not because of any new crimes, but because his jailers were terrified of being the poor chump that had to let him out. And Chipper's tone of voice implies that there was one hell of a reckoning when his release finally came.
  • Escort Mission: Getting a Defense stage during an Archon Hunt Will task you with defending Chipper while he scans for the Archon’s location. Chipper has a kitgun and is very much willing to open fire on Narmer forces, taunting them all the while, and it’s in your best interest to avoid letting them take him down.
  • Fashionable Asymmetry: The three primary Garrison crew are uneven by design. Kahl's Grineer Lancer uniform has mismatched shoulders, where one has an empty slot for his Deployable Cover—the other shoulder was nearly blown off, along with half his face. Chipper did custom-mods on his own body and is plastered in uneven, unique Solaris body parts. Daughter Entrati is an Orokin, a species which grew one of their arms to a strange, distorted extent, leaving the other normal sized.
  • Friendly Shopkeeper: Chipper is, um, chipper considering the circumstances in which you meet him. He gleefully greets even unfamiliar Tenno with enthusiastic charm, all because Kahl vouched for them. That said, he claims he did not get the name because of his 'sunny disposition.'note 
  • Gadgeteer Genius: Kahl is quite creative by Grineer means, having built the Velibreaker out of a Grineer EMP ram (and possibly his melee weapon, the Slaytra, too). Both Daughter and Chipper comment on this (though Chipper doesn't think much of it, believing the Veilbreaker is just as likely to remove somebody's face along with the Veil they're wearing).
  • Jerk with a Heart of Gold: All three of your major Garrison allies are kind of mouthy and rude to one another at first; Daughter and Kahl in particular (see Vitriolic Best Buds below). But they're all believers in their cause and never let their personal hangups get in the way of that.
  • Jumped at the Call: Daughter, Kahl, and Chipper are all-in on the idea of fighting Narmer the moment it's brought up; they may disagree slightly on methods, but they agree that stopping Narmer is a worthy goal and they immediately contribute to it in their own ways.
  • Karmic Thief: Chipper takes this perspective on the team and the questionably-obtained goods you can get in his shop, as most of them are liberated by Kahl from Narmer stockpiles.
    Chipper: Stolen? Perish the thought! Spoils of war, mate.
  • La Résistance: To Narmer, being most focused on disrupting Narmer cells and directly attacking their facilities.
  • Lower-Deck Episode: Veilbreaker missions offer a perspective on the Origin System's conflict that is different from that of the Tenno. Kahl's missions and gameplay are much more grounded compared to Tenno operations, and things that Kahl has to struggle to get through would be a cakewalk for even a single Tenno - all ends up emphasising how head-and-shoulders above other combatants the warframes are.
  • Mad Doctor: Chipper, just a little. He makes it quite clear that he's talented at modifying everything, including himself, which is to say he cut off his own limbs (including his own head) to upgrade them.
  • Mistreatment-Induced Betrayal: After being abandoned to the Narmer Veil for years, Kahl has had it with the Kuva Queens, Vay Hek, and all of the Grineer army hierarchy, rejecting them entirely and forming his own resistance cell. Chipper joins out of gratitude to Kahl, but also to spite the Corpus who left him and many other Veiled Solaris hanging.
  • Monster Roommate: Kahl sets up his Garrison right outside the Drifter's camp, leading to the amusing prospect of both Kahl and the Tenno being monsters to each other—Kahl as a decaying clone warrior whose race is dedicated to killing and enslaving others, the Tenno as a Void-warped semi-human abomination who by that point has slaughtered Grineer in the thousands. They are both perfectly cordial to each other.
  • My Species Doth Protest Too Much: Kahl to the Grineer and Daughter to the Orokin. Both reject the oppressiveness of their respective empires and aspire to do good things and help those in need, particularly those enslaved by Narmer.
  • Noodle Incident:
    • Whatever happened when Kahl got off the Murex did not go over well with Daughter and Mother Entrati. Kahl apologies sheepishly for bringing his clone crew to Deimos. Also, whatever Chipper did to himself—we don't see the results, but it's apparently unnerving to other Solaris (possibly because of how risky it was).
    • A line of dialogue has Horrek ask Kahl when Daughter will send them more polyps because he wants "[his] world to undulate again", to which Kahl replies negatively, and says Daughter said that "[Horrek] knows what he did."
  • Offscreen Moment of Awesome: Chipper sold Archon Shards before they were shifted over to the Cavia in the Dante Unbound update. His line about the subject indicated they were the real deal, and that the Garrison has been taking out Archons on its own.
    Chipper: Got Archon Shards if you're interested. Only one previous owner. Ha ha HA!
  • Professor Guinea Pig: Chipper proudly claims he 'did his own mods,' which is to say he augmented himself with his own custom cybernetic enhancements... which means he had to test out all the limb removal and reprogramming the unique parts he uses without anyone else's help, or having tested them on someone else first.
  • Ragtag Bunch of Misfits: Oh boy are they ever. Mission Control is the youngest daughter of a family of infested Orokin. The Do-Anything Soldier is a scarred veteran clone with a big heart lurking under a gruff exterior. The Friendly Shopkeeper is a cheerful scavenger who wonders why people are so concerned he cut off his own head. Later additions include an Ostron Chef, a Corpus Crewman, and a female Grineer Arms Dealer. Finally, they're campground roommates to Void-touched Child Soldiers.
  • Rhetorical Question Blunder: During the Prison Break mission, when Daughter points Kahl to a Bolkor transport, she asks if he remembers how things turned out the last time she flew one with him as the gunner. He answers that "[he] rescued his brother and escaped", which is also true.
  • Self-Surgery: Chipper is a Solaris who, in lieu of going into debt, opted to just augment himself. This includes removing his own limbs and head and installing all the necessary parts. He mentions a lot of screaming on his part.
  • Sir Swears-a-Lot: Chipper is introduced having his Narmer Veil removed... followed by him swearing vigorously at Kahl for using such a dangerous device without fine-tuning it first. The rest of his dialogue is peppered with a variety of Minced Oaths.
  • Transhumanism: In a weird way, each member of the Garrison represents a type of potential human growth beyond natural limits: Kahl is genetic engineering, Chipper is cybernetic augmentation, Daughter is organic mutation, and the Tenno is psionic/empathic talent. At the same time, however, they deconstruct the traditional ideals of transhumanism by embracing their more human aspects in their efforts—Kahl and Chipper outright reject their respective factions of the Grineer and Corpus, because they were treated as disposable and subsequently forgotten by their leaders when captured by Narmer. Daughter, who is arguably the closest to this trope by way of herself being Orokin, who blew past The Singularity long ago, doesn't outright reject her family, but she does reject the Narmer cult, which is essentially an modern continuance of the Orokins. And the Tenno...well, if you've gotten this far in the story, you know damn well what the Orokin did to the Tenno—and what the Tenno did to the Orokin in return. Each forms genuine bonds with each other and become close comrades, as opposed to the Orokin (read: the original transhumanists of the story), who would have used and discarded them without a second thought, much like the Grineer and Corpus had done to Kahl and Chipper, respectively, simply because they were "below" them.
  • Vitriolic Best Buds: The three main players in Kahl's Garrison are this. Daughter is somewhat unfairly prejudiced against Grineer, while Kahl is (aside from his moral alignment) pretty much textbook Grineer and Chipper isn't afraid to speak his mind either. They get better about it over time.

Cavia (Spoilers for Whispers in the Walls)

    General 
https://static.tvtropes.org/pmwiki/pub/images/warframe_caviasyndicate.png
We are the threshold that the Great Indifference shall not cross!
A group of Uplifted Animals, the result of Albrecht Entrati's Void experiments. They reside in Deimos' Sanctum Anatomica, where they await the completion of their "Papa"'s plan.
  • And Your Reward Is Clothes: Achieving Rank 5 of this Syndicate allows you to customize the color pallettes of the Cavia, due to the cure for their void sickness mutating them and causing them to become chromatic.
  • Back from the Dead: They die in their Rank 5 cutscene - but not for very long, the magic of conceptual embodiment turns them into sapient Void phantoms like the Holdfasts.
  • Blessed with Suck: They were turned into Uplifted Animals due to Void exposure (or rather, the Man in the Wall granting them consciousness so it could communicate with them). They come to resent this, as this greater intelligence just means they're capable of feeling deeper suffering: Fibonacci experienced true fear when he became self-aware in the presence of the Man in the Wall, which made him panickedly vent the Bell, resulting in Minn being sucked into the Void, Tagfer feels grief at the loss of his mate, and Bird 3 knows that they're missing out on the carefree, innocent life of normal animals.
    Bird 3: If this is smart, I wanna be dumb.
  • The Chooser of the One: The Cavia were responsible for maintaining the Kalymos Sequence in Albrecht's absence, tasked to find a Tenno that had the right credentials to assist in their shared ultimate goal of defeating the Man in the Wall.
  • Dramatic Irony: They failed to realize the "Man in the Wall" and "the Indifference" are the same being until Rell was killed, preventing them from recognizing the player as The Chosen One sooner.
  • Emergency Transformation: How their Void sickness is resolved; Loid's cure actually makes them die faster, but in the moments they've got left they resolve who they are and what happened...which allows them to accidentally use conceptual embodiment and conceptualize new Void-based forms via the Laboratories' normal alchemy that they migrate their minds into. Conveniently, this allows you to customize their appearances, as in-universe they're simply making edits to their own form.
  • Greater-Scope Paragon: To the player character. The condensed in-game timeline found after completing Whispers in the Walls reveals they've been monitoring the player since the beginning of the game, recognizing them as having extremely high compatibility for the Kalymos Sequence's plans to preserve Albrecht's legacy and defeat the Man in the Wall. However, a lack of resources, the nature of the Kalymos Sequence itself, and their Voidtongue language barrier prevented them from acting until the Indifference's power post-New War reached unacceptable levels.
  • Incurable Cough of Death: When you reach Rank 3, each of them starts coughing in small spurts, then becoming part of almost every line in Rank 4.
  • Meaningful Name:
    • "Cavia" is Greek for the genus of rodents that includes guinea pigs, a species whose name has become synonymous with "laboratory test subject." They are the result of Albrecht Entrati's experimentation. It may also bring to mind the Latin "cavum", meaning "void".
    • At Rank 3, Tagfer reveals none of them were named, though he still falls under this; both he and Minn were originally marked tag for disposal by Albrecht. It's also implied that the name of his mate, Minn, is a truncated version of the word "Specimen".
  • Nice Mean And In Between: At least at first. You have the cute, childishly innocent Bird 3 as the Nice one, Insufferable Genius Fibonacci as the Mean one, and Tagfer as the In-Between, as he's not particularly nice but too depressed to be actively unpleasant. When you reach Rank 3, Fibonacci and Tagfer switch roles, with Tagfer's sadness turning into sheer rage targeted towards Albrecht, and Fibonacci becoming just as depressed as Tagfer used to be. The dynamic falls apart at Rank 5, when Fibonacci becomes just plain nice.
  • Mission Control: Like the Holdfasts, all four members function as this depending on the node. Fibonacci runs the Alchemy, Survival, and Assassination nodes, Bird 3 runs Exterminate, Loid runs Mirror Defense and Disruption (and pops in when you find a Necramech terminal to send your personal mech or complete the third Deep Archimedea mission), and Tagfer runs Netracells (and pops in whenever you summon a Scathing/Mocking Whisper). Necra-Loid also handles all missions during Deep Archimedea.
  • O.O.C. Is Serious Business: After the Rank 3 cutscene, all three of the normally very talkative animals are suddenly very quiet. Bird struggles to even use words, mainly returning to its native bird-sounds. In addition, Fibbonaci drops the Insufferable Genius act while Tagfer becomes more bitter, after Tagfer finally reaches his limit and calls Fibbonaci out on his blind loyalty to Albrecht leading to Minn's death.
  • Parental Abandonment: They refer to Albrecht as "Papa", but like Loid, believe him to have abandoned them. Fibonacci wants desperately to complete Albrecht's work and be reunited with him. Tagfer wants to find Albrecht to kill him.
  • Posthumous Character: Minn is dead by the time you get to the Cavia, having been lost during a Void experiment. Fibonacci is responsible for it, having panicked because the Man in the Wall suddenly gave him the sapience needed to understand he was about to die.
  • Really 700 Years Old: They're the authors of the Operator Report recap, which is dated to an unknown point between the end of the Old War and the start of the game.
  • Secretly Dying: In a twist, even they don't know it at first. The Cavia were meant to measure the effects of void exposure, but suffered lethal levels of it due to a leak in the diving bell (and, implicitly, the Man in the Wall's appearance). Loid had them cryogenically preserved so he could study them for a cure. They weren't made aware of their own status until Tagfer pieced it together during Rank 3. They actually do end up dying in Rank 5, but ironically their own acceptance of death allows them to conceptually embody themselves back to life.
  • Talking Animal: After you assemble the Jahu Gargoyle, they become capable of English speech. Before this point, they only talk in incoherent Voidtongue.
  • Uplifted Animal: The lot of them were made intelligent during Albrecht's experiments with the Void, during which the Man in the Wall granted them sapience. Tagfer and Bird 3 ruminate on this concept, as they weren't "them" before the experiments.

    The Caretaker 
Voiced by: Kieran Flitton
The original human Loid on who the Necraloid construct was based. Handles Arcane Dissolution and trading Voca for standing.
  • Ambiguously Gay:
    • "Whispers in the Walls" strongly implies that the human Loid and Albrecht Entrati were lovers. In the introductory cutscene, Albrecht is seen tenderly caressing Loid's face and wiping away his tears, Loid refers to him as "my Albrecht" (it's possible that this is due to the existence of a Void-born duplicate of Entrati, but Albrecht himself uses "my Loid" too), Loid is extremely upset and bitter, as if heartbroken, at having been abandoned until he learns Albrecht had no choice, and the quest complete text says that a "memory of love" is keeping the Indifference at bay.
    • Dante's Leverian implied that Drusus Leverian knew the true nature of Loid's relationship with Albrecht Entrati, having been a friend of Loid until the latter's disappearance.
      Then an erstwhile associate of mine - a gentleman by the name of Loid, and Master Entrati's man for more than a lifetime - vanished.
      I, however, being more familiar with the, uh, confidential details of Master Entrati's ...interests... urged him otherwise.
  • Battle Butler: Loid serves the Entrati in a similar way that a head butler would and later joins you in battle against the Murmur with nothing but a Zylok Prime in hand.
  • Camp Gay: The original Loid is theatrical, emotional, flamboyant, and is almost certainly head over heels for Albrecht.
  • One-Steve Limit: Subverted. The original man Loid was based on is still alive. During "Whispers In The Wall," when the original is revealed, his digital duplicate is renamed "Necraloid" for ease of understanding their dialogue.
  • Silver Fox: The original Loid is definitely showing his age, but his elegant suit, long hair and moustache nevertheless make him very handsome.
  • Smart People Wear Glasses: Like his Necraloid counterpart, Loid is wearing a snazzy pair of square-rimmed glasses. He is also a capable researcher and the personal assistant of the genius Albrecht Entrati.
  • Woman Scorned: Gender inverted and downplayed - the original Loid is rather bitter at Albrecht for leaving him behind in the future, but he still strives to follow his instructions and uphold his legacy.

    Fibonacci 
Voiced by: Neil Newbon
A talking Norg who acts as the de facto leader of the Cavia. In charge of giving out bounties and ranking up.
  • Informed Attribute: In one line from Operation: Gargoyle's Cry, Fibonacci claims to not have eyelids, making him unable to give a Secret Message Wink. Despite this, he is clearly shown blinking as part of his regular animations.
  • Insufferable Genius: Fibonacci is rather intelligent, and loves to let the others and you know it. He firmly believes that everything that happens is part of Albrecht's grand design (something which especially pisses off Tagfer, as that would mean the death of his lover was planned), talks down to you when you select a bounty, and insults you when you back out of the bounty menu without picking one. Loid has to tell him to knock it off during "Whispers in the Walls". He eventually becomes nicer as you rank up with the Cavia, however, though Loid occasionally points out after the fact that he still snipes at him by cheating in Komi.
  • My Brain Is Big: Fibonacci, the smartest of the Cavia, is a Norg, a species of fish found in Cetus known for its oversized brain.
  • My Greatest Failure: The Rank 3 cutscene reveals that Fibonacci is the reason Minn was "lost". The Man in the Wall got into their diving bell and made them Uplifted Animals so it could make them understand they were about to die. Fibonacci panicked and vented the bell trying to get the creature out, and Minn was the closest to the gap...
  • Never My Fault: While Fibonacci is wracked with guilt due to his actions in the bell, he endlessly tries to justify it as "part of Albrecht's plan."
  • Odd Name Out: Rank 3 reveals that of the Cavia's names, Tagfer and his mate derived their names from "Tag for (disposal)" until Tagfer renamed Minn, and Bird 3 is of course A Dog Named "Dog", leaving Fibonacci as the odd one out. He's the only one of the group that didn't have any name given to him, and he thus named himself. This is Foreshadowing that Bird 3 is simple rather than just dumb.
  • Saying Too Much: In the Rank 2 cutscene, Fibonacci angrily tells Tagfer that he's not the only one who has to live with the nightmares and guilt of venting the diving bell that killed Minn. Tagfer immediately calls him out on this, recognizing that unless Fibonacci was responsible for the incident in some manner, he should not be able to believe his own guilt matches that of Tagfer's.
    What would any of us have to feel guilty about... "Fibonacci?"
  • Sophisticated as Hell: Fibonacci mostly talks in a flowery, eloquent (and somewhat pretentious) way, but occasionally peppers it with a swear word. For example, he may tell you that "one does not wipe one's arse with the Grand Design" when you back out of the bounty menu, and during "Operation: Gargoyle's Cry", he will occasionally say that some Dojos are "real shitholes" compared to his tank.
  • Take That, Audience!: One of his Jahu Gargoyle lines has him imply some player clans do some absolutely vile things in the Dojos, which he now has the misfortune of being able to see.
    Please note that I can see everything in this Dojo. (shudders) Everything...
  • Took a Level in Kindness: At first, Fibonacci is a huge Insufferable Genius, talking down to you when you select a bounty and insulting you when you back out of the menu. During the Rank 3 cutscene, however, he gets a slice of humble pie after being on the receiving end of a "The Reason You Suck" Speech from Tagfer, calling him out for being the one who killed Minn and for his blind loyalty to Albrecht. After this, Fibonacci is much nicer to you during your interactions with him, and upon preparing to reach Rank 5, Fibonacci asks the player to promise him to convince Loid to forgive himself if the treatment for the Cavia's illness didn't work.

    Tagfer 
Voiced by: Sean Slater
The last remaining Cervulite, Tagfer now spends his days mourning his lost mate. He lets players into the Netracells.
  • Anger Born of Worry: Tagfer does not enjoy it whenever you open one of Albrecht's grimoires to fight a Scathing / Mocking Whisper, being confused as to why the hell you'd "let a predator out of a trap". Defeating it has him cool off significantly; sometimes he mentions you did a good job, and other times it's this trope.
    Tagfer: "I told you not to mess with it! *sigh* I'm glad you're okay."
  • Cartoon Creature: Whatever a Cervulite is, it’s seems to be a quadruped of some sort with a tail and head fins, whining like a dog, whereas Bird-3 is a a bird and Fibonacci is a Norg.
  • Last of His Kind: Tagfer suffers from severe depression due to the loss of his mate Minn, which leaves him as the last of his species and forces him to confront the fact that his kind will disappear with him. Despite this, when Albrecht had the pair together, he still considered them disposable for his experiments.
    • According to Albrecht's Notes, that was the point. The undifferentiated Void craved "uniqueness", so Albrecht had the last Cervulites left in existence smuggled to his lab and sacrificed them to it because they would be irreplaceable.
  • Revenge: He wants to kill Albrecht for causing Minn's disappearance and treating them like disposable test subjects. This doesn't change after he drops his grudge against Fibonacci and accepts what happened, as by the time you reach Rank 5 he will still tell you that Albrecht is his if you do manage to find him, even if he has to go through Loid to get his revenge.
  • Sir Swears-a-Lot: Zig-Zagged. In Netracells Tagfer shows a slightly dirtier tongue than normal, but its in terms of Gosh Dang It to Heck!. In the Rank-Up cutscenes for the Cavia faction, Tagfer says 'shit' at least twice.
  • Survivor Guilt: Tagfer can sometimes be heard mumbling to himself that, at the very least, he should've died instead of Minn.
  • Took a Level in Jerkass: Tagfer begins as an affable and shy character, endearing in his heartbreak. In the Rank 3 cutscene however, he goes into a murderous rage against Fibonacci after realizing he killed Minn, and vows to kill Albrecht for treating their lives as disposable; his asides and comments become much more biting and venomous after that, though he never turns his anger towards you. He only opens up a bit after Bird 3 gets sick of his behavior and tells him to man up and deal with it in the Rank 4 cutscene. He forgives Fibonacci before his (temporary) death in Rank 5 — they just played the hand they were dealt — but still intends to kill Albrecht upon his return to life.

    Bird 3 
Voiced by: Micah Mason
A large bird, who's much noisier and less intelligent than the other Cavia. Runs the Cavia's store.
  • Accidental Misnaming: He refers to Fibonacci as "Fish-o-nah-chee".
  • A Dog Named "Dog": Bird 3 is at least two things: A bird, and the third Cavia. Necra-Loid reveals in some idle dialogue that there were, indeed, a Bird 1 and Bird 2 before, but he asks that the Tenno not inquire about what happened to them.
  • The Ditz: Bird 3 clearly wasn't as uplifted as the other two Cavia, speaking in broken English and being befuddled by more than the most simple concepts. Though he's able to recognize when said concepts aren't practical. He gives Tagfer a much-needed What the Hell, Hero? moment where he basically tells the increasingly grouchy and angry Tagfer that no, he's not the only Cavia with problems and they need to work on curing their Void illness rather than waste effort on sniping at Fibonacchi.
  • The Heart: Fibonacci has an Insufferable Genius attitude and justifies everything in Albrecht's name, while Tagfer is consumed by bitterness and anger, leading to a lot of conflict between the two. Bird 3 just wants the three of them to get along and finally snaps at both of them at Rank 4, telling them that becoming intelligent has taken so much from everyone and all they have is each other.
    Bird 3: "We're all we got! Nobody knows what it's like being us. Nobody but us. You're not mad at each other. You're mad at you. You can't hurt everything that hurt you. Sometimes things just hurt. Sometimes things not wrong, sometimes things just are. We're all we have left, and you want that to die, too. KNOCK IT OFF!"
  • No Indoor Voice: Bird 3 loves to voice his thoughts out loud, and he has a lot to say. This annoys the other Cavia quite a lot.
    Fibonacci: Bird, would you be a love and look up the meaning of "internal monologue"?
  • Only Sane Man: While he's a bit dumb, he's the only member of the Cavia who isn't going through some emotional drama besides Loid, other than occasional musings on how his current existence isn't all it's cracked up to be, compared to Fibonacci being reduced to a quivering mess and Tagfer wanting both Fib and Albrecht dead. This inspires him to call the two of them out on how they should be working together instead of trying to bring the others down in their own misery.
  • Simple-Minded Wisdom: He might be easily confused and naive, but he's got a talent for cutting through people who are overthinking things, and occasionally says something surprisingly philosophical.
    Bird 3: If my thinking makes me a "who", it makes everyone else a "who". But I can't see what other whos think, and I'm pretty sure they can't see what I'm thinking, and when Mister Tagfer and Mister Fishonacci tell me what I'm thinking I'm pretty sure they're wrong... So when I think I know what they're thinking I'm probably wrong. So... everybody's wrong about what everybody's thinking so everybody's wrong about who everybody is... I think. So that means... we should probably stop thinking about it and just be nice to each other.
  • Verbal Tic: Bird 3 will often punctuate his speech with bird-like "wuk" and "rark" sounds.

Top