Playable characters besides Elise?
No — single protagonist only.
This Scarlet Deer Inn characters wiki lists every major cast member in the embroidered folk tale from Attu Games — family, villagers, church figures, and underground threats. Elise is deliberately ordinary; the story subverts hero epics by forcing a mother through Slavic horror.
Use this page during walkthrough Part 1 to remember who sends you where. Lore ties to endings and enemies.
| Character | Role | First appears |
|---|---|---|
| Elise | Protagonist, mother | Inn opening |
| Kuba & Bara | Elise's children | Inn opening |
| Anna | Inn cook / helper | Kitchen |
| Dorota | Neighbor, errand giver | Dorota's house |
| Karel | Beekeeper | Apiary |
| Otto & Lada | Winemaker couple | Village / oak tree |
| Bailiff | Law authority | Village square |
| Father Johannes | Priest | Church |
| Noon Witch | Antagonist spirit | Post Part 2 |
Elise is a mother of two, not a chosen hero. Attu Games frames her as everywoman thrust into torch-lit caves after village gossip turns deadly. Gameplay: side-scrolling platforming, interaction, and light management — no RPG stats, no skill tree.
Physically embroidered character animation makes Elise's fear readable — she flinches, crawls, and runs like a villager, not an action protagonist. Beginner guide covers her opening errands; controls lists her move set.
Elise begins with domestic tasks — Horace, mead, hay — and ends confronting folk spirits to recover Kuba and Bara. The arc criticizes authorities who disbelieve mothers when evidence vanishes.
Elise is the only playable character — no party swaps, no co-op. Single-player narrative focus matches Steam tags: Story Rich, Female Protagonist, Emotional.
Kuba loses Horace (toy horse) in the opening — returning it teaches interact basics. Bara interacts with the swordsman guest at the inn table. Both are kidnapped by the Noon Witch, driving the mid-game rescue.
Anna runs the inn kitchen and assigns the Dorota errand. After Part 2 she delivers the witch revelation in the kitchen — the emotional pivot from chores to horror.
Horace appears twice: returned in Part 1, collected underground in Part 2. Kuba's attachment sets up toy collectible Sweet Memory for players who grab the horse in the maze.
Father Johannes mentions Bara's lessons — a clue that church education ties to village secrets. Bara's absence after the witch kidnapping motivates Reunited.
Anna stays at the inn while Elise explores — she represents home base and belief when officials refuse to investigate the cellar.
Part 1 errands weave through a Slavic medieval village — each NPC adds gossip, achievement gates, or horror foreshadowing.
Dorota — mead/wine recipient, hay chore giver, cake distributor. Her stable chore is a calm tutorial before horror. Achievement pair: Liquid Gold / Plonk.
Otto — winemaker at barrels; refuses cake until Lada scene. Lada — oak tree conversation about Jirik with unsettling tone. Cake choice: Fluffy Middle / Crispy Crust.
Karel — beekeeper whose apiary cellar hides ice blocks and sacrificial horror. He is absent outside when Elise arrives — noises draw her underground.
Hanka, Marek, Marie, Marketa, and the mule handler provide color along Part 1 route. Marketa unblocks path if the bridge approach is gated. None are required for story beyond dialogue flavor.
Father Johannes directs you to Lada at the old oak tree — mandatory church interior dialogue. He teaches Bara and knows village secrets implicitly.
The Bailiff enforces law in the village square — later escorts Elise to an empty cellar, embodying institutional disbelief. Marie in the square adds local gossip.
Elise's husband's grave in the churchyard provides backstory — widowed mother context for her desperation in mid-game.
The fisherman (late mid-game) holds lore for Neverending Tale — exhaust all dialogue branches. Near Clay Whistle toy.
Castle knight needs trousers from the scribe's chest — comic relief masking castle infiltration route for No Questions.
Mysterious swordsman — guest at the inn table; attacks Elise in Karel's cellar and throws her into the pit. Scripted, not a skill check.
Karel — complicit or victim ambiguity in cellar horror — body on table, ice blocks. Miller — guards Golden Distaff; stealth enemy for Held Breath.
Noon Witch (Polednice) — Slavic folk spirit taking the children; final confrontation target. See enemies and endings. Underground light-chase creature is separate — not a friendly NPC.
Present at inn opening before Elise leaves — Bara's interaction hints danger. Part 1 ends with his strike; no player combat counter.
Dorota gates Liquid Gold / Plonk. Lada + Otto gate Fluffy Middle / Crispy Crust. Fisherman gates Neverending Tale. Knight + scribe gate No Questions. Miller gates Held Breath. Elise + Noon Witch gate Reunited.
Use achievements for step order; this wiki page names who to talk to before each trophy scene.
Attu Games emphasizes colourful characters in embroidered animation — each villager reads clearly in side-scroll close-ups. Elise contrasts them as grounded motherhood against folk horror.
Steam tags highlight Female Protagonist and Story Rich — the cast serves narrative, not gacha-style roster expansion. No DLC character slots announced at launch.
Guest swordsman at the inn is the only armed figure in Part 1 — his presence unsettles Bara before Karel's cellar confirms violence.
Father Johannes — ask about Bara's lessons before oak tree. Lada — full oak tree conversation. Fisherman — every branch for Neverending Tale. Burnt house children — optional gossip on village fear.
Missing dialogue rarely blocks Reunited — but Neverending Tale and lore comprehension reward thorough clicks. Use walkthrough order so you do not leave areas permanently.
Wiki search terms: "scarlet deer inn characters", "elise", "noon witch" — this page targets those queries with role summaries, not fan fiction.
For achievement routing per NPC, cross-link to the achievements guide after reading villager roles here.
No — single protagonist only.
Check Steam language tabs for your locale; English subtitles supported.
None — family rescue narrative.
No — referenced in Lada dialogue only.
Launch cast covers Part 1–finale; DLC may add names later.
Inn guest linked to Karel cellar — antagonist role; not playable.
No romance systems — Dorota is errand NPC for mead/wine achievements only.
Not specified numerically — presented as young enough for toy collectibles and school with Johannes.
Matched by build plan, shared topics, and guide progression — not random related links.