Ari is one of the first knights you’ll meet in Sovereign Tower, and one of the easiest to miss out on.
He talks fast, apologizes for it faster, and never stops smiling long enough for you to notice what’s wrong. Ari is the youngest brother of the ruling family of the Basalt Isles, and every scene he gets makes it a little clearer that nobody there ever really gave him a second glance.
This Ari guide covers everything you need, including how to recruit him and the one choice that locks him out for good, his favourite meals, the quest types he actually enjoys, and every dialogue choice in both of his affinity events.
Ari’s Character Sheet
Background
Traits
Liked & Disliked Quests
Liked Meals
Base stats

Ari is the youngest brother of the ruling family of the Basalt Isles. His brothers ran the show, and he grew up the one nobody looked at twice. He never goes anywhere without his griffin, Columbus, and leans on friendship and courage to get through things he clearly hasn’t fully processed.
| GRIFFIN RIDER | SCOUT |
| SPEEDSTER | ANNOYING |
| Liked | Disliked |
|---|---|
| Scouting | Hunt |
| Relic Recovery | |
| Diplomacy |
![]() Brizhian Butter Shortbread | ![]() Crêpe |
| Stat | Level |
|---|---|
| Strength | 5 |
| Agility | 13 |
| Charisma | 8 |
| Magic | 3 |
| Wits | 8 |
| Luck | 6 |
Mastered stats: Agility, Charisma, Luck
How to Unlock Ari
Ari is recruitable during the Basalt Isles’ first county audience, a succession dispute between two brothers, Count Rorik and Gotfrig, over their late father’s treasure in Act 2.
You’ll be offered several ways to investigate, but the way to unlock Ari is by selecting “Do you know anyone who would be willing to sell me a griffin? Would be of great help.” This option only becomes available if you have over 20 merchant points.
Rorik refuses, but his brother Gotfrig jumps in with a suggestion, and that beat unlocks Ari as a hidden Map Room request called “The younger brother of the Basalt brothers” for 25 funds.
Interactions
One-Heart Event
You find Ari with his nose in a book of island landscapes. However you open it, both paths land him telling you it’s Djinn Island, “a tiny forgotten slice of paradise,” off the coast of Southbay.
Dialogue Choices:
- “Oh yes, I know that island.” (+affinity twice in a row. Ari drops his voice: “Do you think you could send me there someday…??”)
- “It doesn’t ring a bell.” (“Understandable! One can’t know everything, Your Grace!!”)
He goes quiet over the book after that, calmer than usual, admitting he can’t really concentrate, “aside from books about mysterious islands.” Then the real turn: he grew up roaming the Basalt Islands until everything started looking the same, “the same rocks, the same coconut trees, the same breeze… Nothing surprised me anymore.”
Dialogue Choices:
- “The Basalt Islands seem incredible to me.” (he wonders aloud if he’s grown jaded and needs a fresh start)
- “I understand…it’s the same from this Tower everyday.” (he pities you back, then catches himself: familiarity is comforting, actually)
- “Which is your favourite coconut tree on the Basalt Islands?” (a specific tree in a deserted cove on Popota Island, the site of his best naps)
Every branch funnels into an optimist-or-pessimist choice about his own homesickness, then a shared close, gated on an affinity boost: “After all, we’re never happy without deciding to be, right?… Make sure to hold onto all the small joys in life, Your Grace.”
Two-Heart Event
Ari greets you already mid-thought. He tells you someone smiled at him and shook his hand in the street that morning, “it made me feel all funny,” while his griffin Columbus whimpers sympathetically in the background.
Dialogue Choices:
- “You’ll get used to it. It’s not that big of a deal.” (he apologizes for oversharing)
- “You’ve earned it.” (a quieter acknowledgment)
- “Was life tough on the Islands?” (“Aah, a bit…”)
All three converge on the same story: he was a mercenary for the Islands, escort and convoy work, but “things didn’t go very well with my crew.” They found him annoying. He never made friends there. At home, his brothers soaked up all the attention. “I guess that’s why I never felt like I mattered until I came here.”
Dialogue Choices:
- “It’s a little bit too much.” (he apologizes and promises to watch his tongue)
- “Don’t blame yourself, it’s okay.” (“You’re a rare gem…”)
The scene ends on an affinity bump: “Know that I’ll do everything in my power to become the greatest knight in the world!! That look this morning… It was the spark I needed, like a real boost!”
Is Ari Worth the Merchant Guild Trade-Off?
The merchant guilds option in Basalt’s first audience is a perfectly ordinary way to handle that county’s opening dispute, and it’s not flagged as a trap anywhere in the UI. It just happens to permanently close off a knight. If Ari’s mechanical profile doesn’t excite you, there’s a real case for taking the guild option and moving on.
But if you’re playing for the writing as much as the numbers, Ari is one of the more quietly sad character studies in the game, and losing him for a throwaway investigation choice is the kind of thing you only regret once.
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