Graveyard Keeper 2 has roughly 28 named characters plus 12 generic town-shop owners. Unlike the first game, the talking-skull companion has been renamed: he is now Larry (sometimes posing as "Skull Robert" for Sven's bandit crew) and is rescued from a stone coffin near the Inquisitor's dungeon in the opening.

More context

Larry is the player's constant companion and runs four personal quests: Portal in the Storm, Green Shard, Comrade Donkey, and More Portal Pieces.

Around the home

Home

Donkey Comrade

A grumbling pack donkey who hauls corpses to the morgue and goes on strike until the quest "The Strange Ideas of Mr. Donkey" is done.

Home

Fairy / Soul

Summoned via "Dust in the Kitchen" using Dream Dust made from water and blood runes.

Home

Dig (Digorth)

A mysterious visitor who later arrives to help repair portals.

The six faction leaders

Leader

Jack

The workshop foreman. Starts the "Jack in a Boat" chain and unlocks conveyor belts.

Leader

Herbert

The guard captain. Gives "Certificate Please" after the first burial.

Leader

Gunter the Astrologer

In the Astrologer's Tower. Sells comet tails, hypnosis devices, and blue crystals.

Leader

Sister Agatha

The nun. Moves to the church after "Jack in a Boat" and runs the Faith / sermon line.

Leader

Albert the Plague Doctor

Trapped under the house. Unlocks the Anatomy & Alchemy tech tree, Dream Dust, and the player's first zombies once Bally friendship hits 10.

Leader

Linda

The Dock Club owner. Gives "Strings and Sinners" and "Book Broker".

Village NPCs

Januarius

Tavern bartender; also the village chief Jully in his second identity.

Jeffry and Heffry

Twins who give clay tablets for the first fishing rod and later help row Jack.

Forest bandit camp

Sven

Hands over explosives after Larry's "Robert" act.

Hans

Holds the Royal Pardon needed to cross the bridge.

Port NPCs

Davy the Dagger

A looter / raider. Only appears on Greed Day and pays in scavenger keys.

The Captain

A retired sailor who trades drinks for stories and can be converted to faith.

Town street encounters

Homobonus

The water seller. Two-part bottle then faith quest.

The Fisherman

Rivals Jack and rewards the Pro Rod.

Mercenary Chief

Runs the Barracks; mercenary rates escalate through staged payments (500 gold to 10,000 gold, or 3× Wine III).

Late-game characters

Nature Goddess

Found through Jully's ritual.

Magic Mirror

Handled via the Bishop.

Ancient God

In the attic — receives or withholds the Red Eye.

The twelve generic shop-owners

Apothecary, Alchemist, Greengrocer, Tailor, Furniture Maker, Baker, Fishmonger, Jeweler, Builder, Smithy, Tavern, and Brewery.

Named merchants

MerchantCost to unlockSpecialty

Trade Master (Port Warehouse)

5,000 gold

Richest stock: ores, gems, incense, dyes.

Bishop

100 gold

Bronze scrap, iron, offers steel via dialogue.

Harold

100 gold

Bronze scrap, iron, special lumber via quest.

Jack

Orders only (100 gold)

Workshop orders.

Gunter

1,000 gold

Comet's Tails, Fireflies, Reanimation Liquid.

Herm

1,500 gold

Farm goods and materials.

Januarius / Jully

1,000 gold

Seeds, produce, Town Gratitude.

Which characters matter for the finale?

Track the six faction leaders as you progress through their quest lines. The late-game encounters with the Nature Goddess, Magic Mirror, and Ancient God connect to the final sequence; use the late-game guide when those characters enter your current objective.