- Интересные факты[править]
- Basic Vocations
- Included content
- Pawn Bestiary Knowledge
If Death falls into water, he simply levitates back upwards without triggering the Brine.
- It has been claimed that Death’s ‘weak spot’ is his lantern, particularly for stagger; however, others the lantern is actually unhittable. The upper part of the body takes more damage than the lower.
- In Hard Mode, Death has considerably more stagger and knockdown resistance.
«But soft, what light in yonder window breaks?»(Death stuck in the Garden of Ignominy)
- (Exploit) It is possible to «farm» Death at certain locations, either for experience or loot — for details see .
- (Glitch) ps3, xbox360 When Death appears in the Garden of Ignominy, if the Arisen jumps onto the balcony on the upper level, Death can get stuck there after teleporting to it. As long as the party has no light sources and does not stray within close proximity Death will stay there and do nothing.
- (Glitch) / (BUG) Deaths health can be reset to full. This occurs upon entering an area where death is already present and the game creates a save upon entry. Should the Arisen drive death away and then be killed, Deaths health will reset to full.
- (BUG) The very specific actions of Death being on uneven ground, while casting the lanterns sleep spell opens him up to a bug. If the Arisen sprints away to a distance that encourages Death to teleport and then stands still, it will result in Death being frozen in place, mid-cast indefinitely.
- Death in the Dragon’s Dogma universe shares many of the same features as the Grim Reaper in common cultural depictions.
Garm are huge, muscular, wolf-like quadrupedal beasts that can be encountered on Bitterblack Isle in packs of two or three, or as solitary individuals.
Garm are necrophagous creatures; the stench of death and rotting corpses attracts them. Their appearances are not entirely random as the Arisen can influence the spawn rate of Garm, however, the more death within Bitterblack Isle, the more likely one or more of these creatures will spawn. Prior to noticing the party, Garm will be rending and eating the corpses of the slain.
They can be lured with Rancid Bait Meat.
Wolves / Necrophages
|Experiencegained||Base Experience of 29,000
Can be more or less depending on a few factors such as:
May randomly spawn during or after a battle.
|Sources: Dragon’s Dogma — ドラゴンズドグマ ＆ Dark Arisen (www10.atwiki.jp) and in-game testing.|
|Bite||Phys||Basic, fast bite common to all wolf type enemies.|
|Blinding Mist||Spec||Exhales a black mist causing damage and Blindness.|
|Ram and Toss||Phys||Using a two hit attack, the Garm rams its head into its foe and then launches them up into the air, causing Fall Damage.|
|Grab and Bite||Phys||Bites a character’s leg and holds them in place, mauling them continuously until freed.|
|Grab and Drag||Phys||Grabs a target who has been knocked to the floor and drags them a fair distance away, dealing constant damage. Then it will maul and exhale Blinding Mist until freed (wiggle L-stick). Other Garm can join in on this attack, increasing damage and the likelihood of death.|
|Last Breath||Phys/Spec||Upon death, the Garm will let out a final Blinding Mist dealing damage and causing Blindness.|
- «Heed this well, Arisen: To challenge the dragon is to challenge Edmun Dragonsbane. It will not stand.»
During Come to Court
- «All through my reign, I foresaw the coming of this danger. And so I gathered men into armies, stones into strongholds. I readied for war. And then you, Arisen… You came to us, and the dragon with you. Pray, think on the meaning of that, and on your duty.»
- «Carry on in your endeavors for the duchy, Arisen. As long as you’ve the will to fight, I shall see you are granted the opportunity.»
- «If it is work you want, seek Aldous.»
When arresting the Arisen
- «Presumptuous fool!»
After receiving the Wurm Hunt License
- «Duke Edmun Dragonsbane is a hero. He slew the wyrm a generation past.»
- «Beyond those gates lies the duke’s castle, I’d warrant.»
- «Under his guidance, Gransys has known peace and prosperity.»
- «Even now, the people worship him as their savior.»
- «‘Tis said he was named duke afore his cavalcade reached Gran Soren’s gates.»
- «The pawns that fought alongside him must be about somewhere…»
- «But where, this pawn cannot say.»
- «It seems no one knows just how he managed to defeat the beast.»
- «Bards the land over sing of his exploits…albeit in the broadest terms.»
При этом мировоззрение и сюжетная основа явно демонстрируют влияние восточных философий и религий с отсылками на реинкарнацию, перерождение и бесконечные циклы. Уровень технологии Грансиса — это уровень классического «высокого средневекового фэнтези», так как никакого огнестрельного оружия не наблюдается, но существуют простые пороховые устройства, такие как и баллисты. Присутствуют также стандартные элементы фэнтези, вроде магии, алхимии, амулетов, зелий, магических книг и свитков и т. д. Элементарная магия отсылает как к восточной, так и западной философии. История Воскресшего, с её акцентом на воле как ключе к существованию, перекликается с интерпретациями некоторых концепций, введенных немецкими философами, включая «Волю к власти» Фридриха Ницше и «Волю к жизни» Артура Шопенгауэра.
Если затрагивать тему более современных источников вдохновения создателей игры, то можно отметить мангу Berserk. В игре даже присутствуют доспехи и оружие Гатса и Гриффита — в рамках официального сотрудничества. Также, как уже было отмечено, Селена имеет определённое сходство с Ширке.
The Fighter provides great Defensive stats at the expense of Magick and Magick Defense. It also sports good Offensive stats early on.
|Health||Stamina||Attack||Defense||Magick Attack||Magick Defense|
The Strider provides a consistent balance of stats across the board, and boasts above-average stamina.
|Health||Stamina||Attack||Defense||Magick Attack||Magick Defense|
The Mage provides good Magick offense and defense, at the expense of Physical Offense, Defense and Stamina; Mage has the lowest cumulative stamina growth of all vocations, and has very poor comparative hit point and stamina growth from level 10-100 — other vocations with equivalent attack/defense growth score an additional 20 Health/Stamina growth points per level comparatively.
|Health||Stamina||Attack||Defense||Magick Attack||Magick Defense|
- The people of Gransys also use the word ‘Wyrm’ to refer to dragons more generally, or specifically The Dragon.
- The Wyrm found at the Watergod’s Altar speaks in english, not Wyrmspeak.
- The horns can still be broken off when the Wyrm is dead, but there is a short time window to do so.
- The Wyrm’s Tear increases the drop rate percentage of rare loot. It also increases the drop rate of Wakestones and Wakestone Shards in The Everfall. When in the party’s inventory together with the Drake’s Tear and Wyvern’s Tear, the drop rate percentages increase further.
- The Wyrm possesses smaller wings than either the Drake or the Wyvern.
- The Wyrm at The Watergod’s Altar (Post-Game) takes a long time to respawn, over 20 days. Other Wyrms such as found in The Everfall may take less.
Dragon’s Dogma: Dark Arisen is the re-release of the original game containing massive new content. The game was revealed at the 2012 Tokyo Game Show. This release contains the full original Dragon’s Dogma game, with all original Downloadable Content (bonus quests and cosmetic items pre-loaded; armor and weapons available to buy from merchants), plus new additions such as new enemies, quests, locations, character customization, weapons and armors.
Owners of the original Dragon’s Dogma will receive 100,000 Rift Crystals, an Eternal Ferrystone and the Gransys Armor Pack consisting of six brand new costumes for free upon purchasing Dragon’s Dogma: Dark Arisen.
For those that missed Dragon’s Dogma the first time around, Dragon’s Dogma: Dark Arisen provides the opportunity to start their journey from the very beginning before tackling the all-new content.
- For creatures and human enemies, see List of Creature Debilitation Resistances.
- For lists of armor and clothing, see Category:Debilitation and Elemental Resistance Lists.
All creatures have differing innate resistances to different debilitations. A few, such as Ghosts, are immune to all debilitations.
Any spell or item granting the status Impervious gives a temporary resistance to all debilitations except unconsciousness. The augments Resistance and Intervention give resistances to certain non-elemental and elemental debilitations respectively.
Various pieces of equipment can also give resistances to some debilitations. Please refer to individual debilitations for links to lists of equipment.
Large and Giant Creatures
In general it appears that larger creatures are more resistant to debilitations even when they are relatively weak to the magick causing it, whereas small creatures such as Spiders tend to be debilitated on the first hit. It also seems that the rate at which ‘partial’ debilitations wear off may be quicker with giant foes than with smaller ones.
Each point of a giant creature’s body may have a separate resistance, so while it takes 8 oil arrows to a Cyclop’s leg to tar it, if 7 are fired at each leg (14 total) the creature will not be debilitated until another arrow is fired at either leg. In general it seems that each part of a body is equally susceptible, even heavily armored parts such as found on a drake. For efficiency debilitating attacks should be focused on one body part.
It seems that some large creatures are more susceptible to rapid infliction of debilitation. For example, a Drake when hit with torporing arrows using Quick-Loose, may take over 20 arrow hits to torpor; when using Fivefold Flurry torpor can occur after approximately 10 arrow strikes.(verify)
- It appears that it is Grigori who speaks to the Arisen during the quest Newly Arisen. If the Arisen attempts to leave the Chief’s room without choosing a vocation, the voice will stop the Arisen, warn them against doing so, and will beckon the Arisen onward if they linger. He relents after stopping the Arisen three times. The default vocation is Fighter if the Arisen refuses to choose.
- Killing the Dragon with no weapons equipped (by punching his heart) will result in getting no weapon rewards at all.
- Grigori and the Ur-Dragon share many attacks, though the Ur-Dragon is more powerful.
- (Exploit) The Dragon can be slain with a single Maker’s Finger at the initial confrontation in the Tainted Mountain. This exploit gains little, and forfeits any loot or bestiary knowledge that might have been obtained later in the battle. However it is an essential part of any optimized Speed Run.
- Grigori’s speech: likely refers to that Grigori himself once was an Arisen who battled The Dragon and later, apparently, had been defeated by the Seneschal and had been in turn transformed into a Dragon. This suggests that memories of his former life as an Arisen were lost or clouded on becoming a Dragon.
- Refer to the Arisen page for more possible speculation on the Arisen timeline, and on characters that may have faced Grigori.
- The Elysion refers to the Dragon as «Grigori», a name which the Dragon also mentions whilst taking the Arisen’s heart. It is therefore assumed that Grigori was his name when he was once human.
- Some refer to the language of the Dragons as Wyrmspeak, represented in-game as an unknown language. Grigori speaks Wyrmspeak during the first encounter with the Arisen, then later speaks in the common tongue. It is possible that the Arisen may be able to understand Wyrmspeak through their link to the Dragon.
As the ageless Duke, Edmun is a formidable fighter. He has access to the Dragon’s Maw attack and will use it. It is possible to slay Edmun either with a Maker’s Finger or via Poisoning, though he is immune to a Maker’s Finger if seated in his throne. He can be put to sleep, and blinded, but is immune to petrification. He is practically impervious to attacks, and can also arrest the Arisen.
On death an Inclination Elixir may be obtained.
As the aged Duke, he is much weaker, slowed and vulnerable to all debilitations (Blind, Tarred, Torpor, Poison, Lowered Strength), though even while blinded, the Duke can somehow still locate and strike the Arisen.
Face to face with a Wyrm
- «The wyrm is a subject of deepest interest… It is possessed of strength and intellect in equal share, and a crystalline instinct to rival all other beasts, no doubt. A perfect mage, truly. The power it must hold is beyond reckoning.» — Steffen
The Wyrm is one of three species of lesser Dragons, along with the Drake and Wyvern. Wyrms share many characteristics in common with their cousin species, however the Wyrm rarely flies but is a powerful spellcaster, able to repeatedly and rapidly incant strong spells such as Bolide. Whilst the Drake has an affinity to fire and the Wyvern to lightning, the Wyrm is strong in the ice element. This makes them vulnerable to fire based spells and weapons.
Defeating a Wyrm has a chance of dragon forging the Arisen’s equipment as long as that equipment has at least one level of enhancement.
On Bitterblack Isle are more dangerous Wyrms known as Frostwyrms.
- If the Arisen wishes to rapidly accumulate Experience Points early in the game, then fighting the Wight’s summoned minions whilst not killing the Wight allows this. Use Weal effect items to double experience gain. Unequip pawn’s bows and staves to prevent ranged attacks on the Wight.
- Wights will re-spawn after around five in-game days.
- In The Bloodless Stockade, it is not unheard of to see a Wight get stuck behind a pillar and an archway making it rather difficult to hit the main body with arrows. If this happens move closer and attack to cease its casting, or move away far enough so the Wight moves itself away from its cover.
- «A melee specialist with attacks and counterattacks able to cut through any resistance.»
Wielding a sword and shield, Fighters stand in the fray of combat. Their primary role is group protection, drawing enemy attention away from the squishier pawns in your party while dishing out heavy damage of their own. Fighters do not have any ranged abilities and are therefore forced into using their tactical wiles, pulling and taunting foes that are out of reach. They must bide their time until the perfect moment to strike. Fighters excel at ground combat and are a deadly class to be reckoned with.
A Fighter’s primary weapon is their Sword, always supported by a Shield. All of a Fighter’s skills rely on Strength to do damage. In terms of armor, generally Heavy Armor Sets are the most appropriate for a Fighter, together with armored, padded, reinforced or chain underclothes. A custom Fighter armor may leave the protected shield arm unarmored, whilst protecting the sword hand.
Fighters are strong on offense and defense, but lack high mobility and ranged attacks. Whilst blocking with a shield, their movement is slowed.
Some people seek to maximise specific aspects of the development of their characters — usually this involves leveling as specific vocations to obtain the greatest possible attack stats, health, or occasionally stamina, often at a cost of defense. (aka Min-Maxing)
There is no absolute need to min-max: a fully leveled character of any development, equipped with good weapons and tactics, can defeat even the strongest foes with relative ease, even when adventuring alone.
For melee vocations the offensive magick stat has little or no effect on weapon damage even when using enchanted weapons, so for a pure melee build, any points in magick can be considered wasted. Leveling while avoiding placing points in this stat can be worthwhile. Similarly, for magick vocations, the strength stat may have no useful effect on spell damage; for example, for Mystic Knight’s Great Cannon spell, only weapon strength (and not core Strength) matters, although both core and weapon magick contribute to the power of this spell. Only the hybrid vocations Magick Archer and Mystic Knight make use of both offensive Magick and Strength stats.
- Levels 10-100
- Most vocations distribute 11 stat points between the four offense and defense stats. The exceptions are Sorcerer and Magick Archer.
- Generally total Health and Stamina growth is 50 in total, give or take a few points. However Mage only gains a total of 31 points, but does not gain stats elsewhere; objectively this vocation is inferior when maximising stat development from lvl.10-100.
- Sorcerer gains 13 points per level, mostly in magick, at a cost of lower health and stamina growth.
- Magick Archer gains only 41 points split between health and stamina, but distributes 12 points between the four attack and defense stats; however, its offensive growth is poor, and is not usually a preferred choice for min-maxing.
- Levels 100-200
- For Rangers (only) maxing Stamina has the side effect of increasing potential damage from Great Gamble.
- The maximum number of stat points spread across Defense, Magick Defense, Magick, and Strength is 1958 — such a build results in a combined total of Health and Stamina of 6118.
Common min-maxed build include:
- 10-200 as Sorcerer, for maximum spell power (Magick), also very useful for an end game Magick Archer.
- 10-200 as Assassin (Arisen), or Warrior (Pawn), for a character with maximum physical Strength.
- 10-200 as Ranger for maximum Stamina, and near maximum physical strength.
- 1-100 as Fighter gives maximum physical Defense
- There are many routes to balanced builds, but Strider, and Mystic Knight have balanced growth throughout all levels. Strider favors stamina, whereas Mystic Knight favors health.
Pawn Bestiary Knowledge
- Witness the scythe attack (no victim needed)
- Witness Death inflicting Sleep
- Witness Death bow and flee (may need to be seen a few times)
- Teleportation :
- Witness Death teleport in front of a character with a lantern equipped
- Witness Death teleport in front of a character with no lantern equipped
- Both may be needed to be witnessed several times
- It may be necessary to equip/unequip the party’s lanterns during the fight for the associated flags to be triggered.
- Kill Death at least once with all five previous flags triggered
In addition to witnessing these techniques, it is necessary for Pawns to participate in killing Death 3, 6 or more times either with their own Arisen or while travelling with others.
More information can be found at the Bestiary page.
Hearthstone is a duchy or kingdom ruled by Grende Hearthstone of the House of Marten at the time of the third Gransys Dragon. Has an agreement or treaty of giving aid to countries attacked by the Dragon, which includes Gransys and Voldoa.
Meloire is a duchy or kingdom. The House of Biquard, descended from a cousin of Godking Leonart, is one of the noble houses of the region and described as a mesne lord in Meloire. Warriors of Meloire are regarded as being well skilled.
A duchy or kingdom, Liore, formed from a split of the Liogran Peninsula along roughly north–south lines with Liore in the west and Gransys to the east around 250 years before the coming of the third great dragon.
A duchy or kingdom, Voldoa is part of a reciprocal agreement or treaty to render aid to countries attacked by the Dragon. This treaty includes Gransys and Hearthstone.
Like Liore, Voldoa also borders Gransys to the west.
Gransys, a duchy or kingdom, and the setting of Dragon’s Dogma. Likely part of a relatively small island (around 3 miles across.), or peninsular created as a dukedom along with Liore around from a north–south split of the Liogran Peninsula, with Gransys forming the eastern part. Its capital is Gran Soren. Liore lies somewhere to the west of Gransys.
Gransys is ruled by Edmun Dragonsbane at the time of the coming of the Third Dragon; Edmun was Duke due to having been credited with the defeat of the Second Dragon. According to «Edmun’s Tale» Edmun became Duke on the death of the childless former Duke due to his own defeat of the dragon, however, Pawn testimony states that Edmun was crowned Duke on his triumphant return from slaying the Dragon, with no intermediate period mentioned.
Gransys covers the eastern part of a land mass — and is bounded by mountains to the west. There are two forts guarding routes west through the mountains: The Shadow Fort to the southwest of Gran Soren and The Greatwall to the west. The climate varies from cold in the north, to fairly temperate in the south.
Lewes has heard that beyond the mountains, far to the north is a path that leads to the Mainland.
Gran Soren is the capital of Gransys; a walled city divided into quarters by internal walls. An open Craftsman’s Quarter to the west, with gate house; a heavily built up Urban Quarter lies to the east, with a gate house; and the Noble Quarter, accessed through fortified gates from both the urban and craftsman’s quarters. The Duke’s Demesne is accessed via a guarded and fortified gate from the noble quarter and includes a central keep with dungeons, surrounded by gardens, and a separate turreted tower to the northeast rising in the sea bay and linked to the main castle by a high-level stone walkway. An Aqueduct runs through the urban quarter, with a sea outflow to the east; the aqueduct area is also the location of the Slums.
Gran Soren’s urban quarter was almost totally destroyed after the death of the third great dragon, when the Everfall opened up. Most of the Venery and urban areas collapsed into the Everfall’s great pit.
Cassardis is a fishing village in the south east of Gransys, surrounded by a wall for protection.
Formerly autonomous. Became a protectorate under Gran Soren during the chiefdom of Adaro, at his bidding, for its greater safety.
- The Wyrmking’s Ring and Articulacy can be used together for shorter spellcasting.
- When cast, spells which display a «target lock» onto an enemy (such as Ingle, Frigor, Miasma, Levin and Gicel) may be toggled between auto targeting and manual targeting by clicking down on the left analog stick or pressing the Shift key. When casting boon and affinity spells buffs, click down on the left analog stick to toggle between targeting pawns and self-targeting the Arisen.
- High and Grand spells can be partially-cast. For example, while casting High Comestion, releasing it prior to charging its second bar casts Comestion. This can be useful if speed is desired, you don’t need the full effect, or if you think you may not be able to successfully finish the cast.
- Casting Maelstrom
Maelstrom will also group Metal Golem discs closer together. This can be immensely useful as it can move them to where melee pawns can get at them or within range for ranged pawns to shoot. Note that this affects horizontal distance, not altitude, and will not bring high-up discs down to you.
in an enclosed area like a dungeon may obscure the visibility of the area, though it won’t damage the party. Standing within the center of the Maelstrom will lure and sweep up any small or medium size enemies that attempt to enter, allowing the Arisen to cast another powerful spell in relative safety.
- Only Sorcerers can cast High Voidspell — a spell that can cure Petrification
This makes Sorcerer one of only two vocations that can cure Petrification with a skill. The other being Magick Archer.
- The core skill Focused Bolt in combination with a holy enchantment is very powerful, and effective against a wide variety of enemies — it is the preferred method for a spellcaster to battle the Ur-Dragon.
Question the Seneschal
- «My knowledge, and my all, is yours to take. What would you hear of me?»
What is the Seneschal?
- «The Seneschal is steward to the world… The world you traveled now rests in your care. Just as the Arisen calls pawns into being and sets them to motion, the Seneschal holds dominion over all living things. There are those who would call such a being Maker, or God. I cannot deny the claim, any more than affirm it. In the end, they are but words. Call it what you will, such is the office I have served, just as those before me and you beyond, unto eternity…»
How is the world composed?
- «The pawns exist astride the rift. They speak of a multitude of worlds, each infinite unto itself. Limitless in span and lost to time, these worlds extend in an eternal, perfect loop. Just as a ring lacks start and end, so this world has no origin, no final terminus. If it does, they lie beyond our ken. We are prisoners of unpassing time, wandering an unending land. What lies beyond, we cannot know.»
What is eternity?
- «Aye, there is life in the world, and with it death. Naught lasts forever. Each rises and falls in its time. But such is a death akin to that of pawns. They appear in this world, then vanish only to appear again, like bubbles in a mountain spring. As so it is with all that lives within this eternal world. In time, you will come to see it happen under your watch as Seneschal. Each beast, each blade of grass, each human life is born to die and be born again in endless rhythm. Naught lasts forever, yet all persists unto eternity.»
What is will?
- «Will is that which led you to this place, and that which turns the eternal wheel of the world. Along the endless string of life and death, there are some born with a hunger. They yearn for some other, better place. They are the Arisen, nascent fountainheads of will. And so the dragon is sent into the world to guide the Arisen, and refine them. To temper their wills into aught capable of sustaining the world. And so the cycle of our world has e’er continued.»
The world of Dragon’s Dogma resembles that of an idealized medieval European fairy tale or fantasy story. Castles and other buildings are generally European in style, as are most armors and styles of dress, and churches are classically Christian Gothic or Romanesque in design. Other structures show earlier European influences, for example the Catacombs recall some common concepts about Roman catacombs, whilst the stones and cave on Hillfigure Knoll and some other primitive stone structures recall prehistoric European and Mediterranean standing stones and burials (e.g., menhir, dolmen, megaliths, passage tombs). The hill drawing at Hillfigure Knoll is similar to ancient European chalk hill drawings (e.g., the Cerne Abbas Giant).
Cassardis appears Mediterranean (people’s names are predominately Spanish, and the village is a picturebook Greek hillside village with flat roofed houses), with styles of dress and character’s faces showing clear Greek (or similar) influences. The cloth mural in Chief Adaro’s House shows a spear wielding (bearded) fish-tailed half-humanoid creature of Greek or near-eastern appearance (fish tailed hybrids were present in Greek, Assyrian, and Babylonian myth, e.g., Dagon, Echidna, Triton). The structure of Bluemoon Tower partially resembles some ancient buildings such as the Colosseum in Rome (c. 70 AD), and also shows some resemblance to well known medieval depictions of the Tower of Babel (historically a Babylonian Ziggurat c.2000-1000 BC) e.g., such as that by Bruegel the Elder (1563). The Tainted Mountain Temple is built into the side of a rock cliff, similar to the Al-Khazneh («The Treasury») a temple or mausoleum in Petra.
In contrast, the world make-up and plot basis shows influences from eastern philosophies and religions with references to reincarnation, rebirth, and endless cycles. The fire/ice/lightning magic system very roughly matches thought systems from both Eastern and Western philosophies, though these typically use four or five elements, such as the fivefold water/earth/metal/fire/wood Chinese system, or the Classical fourfold earth/water/air/fire system used in Greek philosophy — these thought systems also appear to be referenced in part in the temples of the Old Gods in Gransys. The holy/dark magic dichotomy has analogues in many Western and Eastern belief systems. Gransys’ level of technology is classically ‘high medieval fantasy’ — no firearms exist but simple gunpowder devices do, as do ballistae. Elements representing non-scientific thought such as magic, alchemy, charms, potions, magic books and scrolls are commonplace.
The story of the Arisen, with its emphasis on will as key to existence, echoes with interpretations of some of the concepts introduced by German philosophers; including Friedrich Nietzsche’s «will to power» and Arthur Schopenhauer’s «will to life». There are also simplistic parallels between the story of the Arisen’s rise to become Seneschal, and elements of Nietzsche’s story «Thus Spoke Zarathustra», including the idea of a Übermensch (or «Above-Human»). The Seneschal’s final speech shows clear influences from some of Nietzsche’s writing (Nietzsche was himself influence by eastern philosophies and thought systems):
One notable modern influence is the Japanese manga «Berserk» which itself is part inspired by western medieval European fantasy oeuvre. Armor and weapons for the characters Guts and Griffiths are present — as part of an official collaboration. Additionally, similarities between Selene and Silke in Berserk have been noted.
Originally just another soldier, one day Edmun awoke as an Arisen. Perhaps it was coincidence, perhaps fate, but just days later, a dragon attacked Gransys. Fulfilling his role as an Arisen, Edmun enlisted a number of pawns and set out to face the dragon. The epic battle that followed would be celebrated in song for generations to come, for unlike so many before him, Edmun triumphed over the wyrm. Slaying an evil dragon—in all of recorded history, there was only one other who had achieved this miraculous feat: the great unifier, Godking Leonart. Yet now, Edmun too had defeated a dragon. With everyone singing his praises, plus the support of the noble Gildas who had long been his ally, Edmun was propelled into the heart of government on an overwhelming wave of support.A number of years passed. When the former duke fell ill and passed away childless, Edmun was selected as his successor. None contested his appointment to the position of duke for he was one of only two men to ever successfully complete a Wyrm Hunt. To refute him was to refute Leonart, the very father of their nation.Having been appointed duke, Edmun took the name “Wyrmking” for himself. This title, a reminder of his victory over the dragon, was happily accepted by the people. Under the rule of Wyrmking Edmun, Gransys has seen a long period of peace and Edmun, with seemingly inexhaustible youth, remains hale and healthy to this day.
Edmun’s pawn is missing, and the whereabouts of his family are unknown. Though Fedel claims to be the Duke’s nephew, according to Domenique, Fedel’s wife, Fedel was previously a serving man in the employ of an uncle of the Duke.
According to Nettie, the Duke has had a «procession of wives», but yet lacks a living heir. His latest spouse is the young Aelinore, a princess from Meloire.
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