Sovereign Tower characters are built around a reported cast of 24 recruitable Knights, but a single Round Table cannot hold everyone. Plan each reign around limited seats, regional branches, Quest coverage, affinity, and the character stories you actually want to see.
Character and Roster Overview
The supplied sources report 24 Knights at release: Alwena, Angelica, Ari, Arron, Brunhilda, Chester, Childeric, Daguez, Dulahan, Edith, Epicrate, Gideon, Goberto, Gothild, Gwendan, Ligia, Oliver, Rufus, Silgur, Tarcus, The Wolf, Ursula, Victoria, and Zolta. That roster count is repeated by the same-name character guide and two Knight references.
Seat limits make the roster a planning system rather than a collection screen. The reported capacity is six Knights in Act I, eight in Act II, and ten in Act III. Even at maximum capacity, more than half of the cast must remain outside the active table. Some regional paths are mutually exclusive, and several candidates need a free seat when their audience or Quest result appears.
Sources disagree about dismissal. The same-name guide says a dismissed Knight can later be called back from the Map Room, while one supplied Knight guide says an invited Knight cannot be dismissed. The universal dismissal and recall rule is therefore To be confirmed. Voluntary departure is treated more consistently as permanent, so low affinity should not be ignored simply because a candidate was difficult to recruit.
Recruiting and Recalling Knights
Recruitment ranges from automatic story arrivals to conditional outcomes. Angelica joins through the opening, while Goberto, Gwendan, and Ursula are reported as early candidacy events. Other Knights require a regional alliance, an investigation, a tournament result, a faction crisis, a particular Quest participant, or a later audience. Map Room invitations appear as fallbacks for some known candidates, commonly at a reported Gold cost.
Do not treat every community route as a universal checklist. The supplied accounts conflict on Alwena's earliest Act, Chester's goose clues, Zolta's valid competition participant, Arron's Act label, and whether Rufus is always a transformed identity or can be recruited independently. Those details are To be confirmed. The safest anchor is the live audience or Quest result in the current timeline.
Keep a seat open before route-defining events. A full table can turn a successful discovery into a missed recruit. Rewind may recover an earlier branch, but the research warns that later Knights, equipment, and story progress can disappear with the abandoned timeline. Collection is better treated as a multi-run objective than a promise that every name can share one final roster.
The exact recall rules also need caution. A character asked to wait may become available through the Map Room according to the same-name guide, but death, resignation, dismissal, and a declined one-time offer do not necessarily share the same behavior. Verify the candidate's current Map Room entry before planning around a later recall.
Stats and Traits
Each Knight has Strength, Agility, Charisma, Magic, Wits, and Luck, plus level and armour. Two supplied Knight references describe the six stats on a 0-to-15 scale. Equipment and level growth can change the visible numbers, so static starting values are useful for identifying an initial role, not for predicting every later assignment.
Traits matter alongside stats. Some are visible as soon as a Knight joins; others are reported to operate before the glossary reveals them. They can respond to Quest categories or conditions such as diplomacy, hunting, caves, crowds, magical rituals, investigation, or the presence of people. A statistically strong Knight can still be a poor match if a trait applies a penalty or triggers a special outcome that replaces the normal result.
The cast deliberately includes uneven specialists. Goberto begins with high Strength but several zeroes, Daguez is reported as even more specialized, and Victoria arrives with exceptional late-game values. Chester's values are described as variable. These examples show why a single total is not a reliable tier list: availability, party size, armour, equipment locks, route goals, and desired outcomes all matter.
Meals and Affinity
The research lists six dishes: Galette-Saucisse, Croque-Monsieur, Prefou, Crepe, Brizhian Butter Shortbread, and Lion's Taco. Knights have individual favorites, and a preferred meal is consistently reported to improve affinity while adding a small temporary Quest benefit. The exact affinity increase conflicts between supplied sources, which give either +1 or +1.5; the universal value is To be confirmed.
Affinity also responds to liked or disliked work, conversations, and the Sovereign's choices. A favorite assignment may support the relationship without guaranteeing mechanical success, while a disliked Quest may still be the best statistical fit. Separate those decisions: first decide what result the realm needs, then consider whether food, rotation, or a later conversation can offset the relationship cost.
Several sources say Knights can resign when affinity falls far enough. Exact thresholds and exemptions come from detailed community mechanics and should be treated as To be confirmed in the current build. The practical warning is simpler: repeated disapproval can remove a developed Knight, so listen to assignment comments and review newly discovered preferences.
Romance and Transformations
Some character routes include romance, friendship, or mature relationship themes, but availability and dialogue requirements differ by Knight. The supplied pages also contain redacted choices, so they do not support a complete universal romance walkthrough. Treat affinity conversations as character-specific scenes rather than assuming that high affinity automatically unlocks every relationship.
Transformations are similarly individual. Some reports describe a new identity, appearance, equipment set, stat line, or trait package after a personal event. Others use “transformation” more broadly for a permanent development in outlook. Because the supplied sources disagree about certain identities and leave several triggers blank, exact transformation steps are To be confirmed unless a page states a well-supported event anchor.
Permanent changes can affect Quest fit as well as story. Recheck stats, armour, traits, and equipment after any major character event instead of relying on the profile recorded at recruitment. A special outcome associated with an original form may not behave the same way afterward.
Evidence Gaps
The research combines community guides, individual playthrough observations, proposed hidden formulas, patch claims, and incomplete spoiler-redacted notes. It supports the broad roster systems well, but it does not establish every timing, score, route condition, or transformation across all versions.
Blank names and actions have not been reconstructed here. Exact Quest lists, private relationship details, hidden score formulas, and claims tied to one test run are omitted or marked To be confirmed. When sources conflict, this guide preserves the conflict instead of selecting whichever route sounds most complete.
Use the current game's Quest card, audience text, glossary, and result screen as the final authority for a timeline. Keep a save before recruitment forks, leave capacity for planned candidates, and regard community mechanics as a map of possibilities rather than guaranteed instructions.