Talk:Larian Studios/DUdraft
The Divinity Universe was first introduced in the 2002 game Divine Divinity, with in-game exploration, conversations, quests and various books[1] containing information that was sometimes useful, and sometimes just for atmosphere. Additional history was provided in a pdf file included in the main game folder[2] (which is also available online[3] or in the Divinity II: Ego Draconis fansite kit[4]), which included some details directly related to events in the game. The official site also contains information of the world and its inhabitants.[5]
Covering the events after Divine Divinity and leading up to Beyond Divinity (set 20 years later), the novella 'Child of the Chaos' by Rhianna Pratchett was included in some releases of Beyond Divinity, and is available as a pdf file in the Divinity II: Ego Draconis fansite kit[6]. Beyond Divinity takes place in the world of Nemesis, with some small sections in Rivellon. Books and dialog throughout the game (primarily in the second half) contain a summary of the events in the novella.
The events before Divinity II: Ego Draconis (set 50 years after Beyond Divinity) are told in books and dialogs throughout the game, and some information is also available on the official site.[7] In-game exploration, conversations, quests and books fill in details of the new locations in Divinity II, as well as changes in Rivellon since the original game.
Geography
[edit]Divine Divinity takes place in the northern part of the fantasy world of Rivellon, specifically in the Dukedom of Ferol, the city of Verdistis, the Dark Forest and the wastelands. Ferol is ruled from Stormfist Castle (a stonghold over a thousand years old), and mostly consists of small villages and farming comunities (farm produce being its main export). To the north, Verdistis is still within the dukedom, but with wealthy guilds and noble families, is able to operate relatively independently. South in Teneb Tiriel, the Dark Forest, can be found elves and dwarves, though both also have smaller populations in Ferol. The elven village of Fiu-Nimble is within the forest itself, while the Dwarven Halls are dug into the Tanoroth mountains to the west.
Connecting various locations in Rivellon are teleporter platforms. In the past they were used for travel and trade, but fear and distrust between the six main races lead to each shutting down the teleporter pads that they controlled, with a scroll required to reactivate them. Who built the teleporter system, and what became of them, is unknown.
Books in the game mention pirates and trade by skip, as well as grasslands, though neither ocean or grasslands can be reached.
Beyond Divinity primarily takes place in the world of Nemesis, though a brief trip back to Rivellon shows that swampland has started to encroach on the farmlands, in the 20 years since the events of Divine Divinity.
After Beyond Divinity there was a war with Damian and the Black Ring that lasted for years, which changed the landscape of Rivellon. A series of catastrophic events flattened mountains and raised farmlands into cliffs.
Divinity 2 starts off more than 50 years after that war in Farglow, a small village hidden from outsiders, where trainees start their initiation into the order of Dragon Slayers. From there, zeppelin transport leads to Broken Valley.
Broken Valley is a large region west of Aleroth, containing a village (with a smith, church, water mill, inn and tavern, farms, traders and soldiers for protection), fields, a lake and mountains, mines, a temple devoted to the Maxos (a human mage given the ability to create dragon knights), the battle tower of Lovis (a long dead dragon knight who once ruled and protected the valley), and lots of caves and other areas filled with goblins, bandits, undead and a few Black Ring members.
South of Broken Valley, the Orobas Fjords can be reached by a mountain pass. Outside of a couple safe areas (the harbour region and the small mining community of High halls), the region is filled with caves and settlements of goblins, imps and other hostile creatures, with wyvern nests on cliff ledges and teleporter access to several Black Ring flying fortresses. If you search there is also the odd friendly person around, who may or may not be in need of help. The harbour is a key location for zeppelin trade across Rivellon, which can give you access to the city of Aleroth.
Once a small village of healers, Aleroth's importance during the great war eventually had it built up to the largest city in Rivellon, with the Aleroth Champions formed for its protection.
South west of the fjords is Sentinel Island, an ancient place of magic and power that once attracted magical creatures to its shores, though few other than dragons were able to comprehend even a fraction of its nature. Maxos, the Dragon Mage, built the greatest battle tower in Rivellon there. After ruling from the island for some time, Maxos left to pursue knowledge and power elsewhere, and magically sealed the battle tower. A couple hundred years later a necromancer found a way to break the seal, and took over the battle tower, causing the magic of the island to weaken and start to corrupt.
There are a couple different teleporter networks in Divinity 2.
Population
[edit]There are seven main races in Rivellon:
- Human - Humans live throughout the Dukedom of Ferol. They are considered by other races to be the most creative in terms of battle strategy and planning, but also have a reputation of being easily corruptible.
- Dwarf - Dwarves live in the Dwarven Halls, in the mountains on the western edge of the Dark Forest, and have a village in Ferol called Glenborus. About three quarters the height of humans and elves, dwarves drink copious amounts of alcohol from birth, to stunt their growth to a proper size (otherwise they would have to dig bigger tunnels). Dwarves live hundreds of years, second only to elves in lifespan.
- Elf - Elves live in the Dark Forest, and also maintain a small Archer's Guild just inside the borders of Ferol. With very long lifespans, they can seem aloof and arrogant to other races. In general elves and dwarves dislike each other, though individuals may get along fine, or even become close friends. Elves produce aromatic oils for soap and perfume which are in high demand from dwarven (and human) aristocrats, so for the most part neither race let their differences get in the way of practical matters.
- Lizard - The Lizard people are a proud warrior race that live primarily in the Wastelands, and can also be found in the sewers of Verdistis and some areas of the Dark Forest (though without any settlements there).
- Orc - Most orcs live in the southern parts of Rivellon, and some tribes maintain a trading relationship with humans. Not particularly intelligent in general, there have been orc scholars, but they are primarily a warrior race, standing head and shoulders above the average human or elf.
- Imp - Imps are talented magicians and engineers. Mainly located in the Wastelands, individual imps can be found in other places. Imps are about half the height of a human, and sometimes ride large spiders.
- Mage - Not technically a race, mages are given a seat on the Council of Seven, and afforded the same consideration as the other races. Powerful mages can have a greatly extended lifespan.
On Nemesis, where Beyond Divinity takes place, the main native populations are raanaar and imps.
- Raanaar - The raanaar are as tall as an orc, but slender, with a blue skin tone and a tail which can be used as a weapon in battle. A very proud race, as long lived as the elves, the raanaar worship Raan, the goddess of war, honour and wisdom. Some raanaar can open rifts to different worlds, though their laws forbid interfering in local matters or removing objects.
- Imp - The imps on Nemesis are at best treated as servants by the raanaar (while the raanaar laws and code of honour dictate that servants be treated well, in practice some imps are essentially slaves). The imps have an independent settlement, a village mainly made up of farmers and spider ranchers.
In Divinity 2, the only friendly populations are human, though there are individuals of other races and species who are friendly.
There are no elves or dwarves left in the areas of Rivellon accessible in the game, and there is speculation in books that the Black Ring may have succeeded in wiping them out. You find evidence of at least one group of elves that was cut off from escape and driven into hiding underground, where they eventually perished. Black Ring members mention taking orcs for slaves, and there are imps in several places.
Goblins live in small camps above and below ground throughout Broken Valley. One of the larger tribes in the fjords is also one of the more aggressive.
Technology and Magic
[edit]Technology
[edit]In the areas of Rivellon which could be explored in Divine Divinity, technology was at a medieval level, for the most part (magical experiments or rituals could involve more elaborate machinery than was commonly used). One of the books in the game described a couple of thieves using what was essentially a hang glider (elven silk stretched over a triangular frame of light but strong wolftree wood, with a magical lifting spell to assist with take-off). A book on charms showed there was some effort to approach experiments in a methodical way, but books on alchemy generally described trial and error efforts.
In Divinity 2, set about 70 years after Divine Divinity, technology had not advanced much, with the exception of zeppelins being used for trade, transport and warfare. There were mechanical lifts and elevators, in addition to the locking mechanisms and traps of the original game, but that could be attributed more to gameplay mechanics than a deliberate attempt to show an evolution of technology in the gameworld. There are enchantment machines in the game, required to add or remove magical enchantments on equipment, as well as machines used in the production of opponents (such as walking armours) and operation of flying fortresses.
Teleportation Devices
[edit]There are two different types of magical teleportation devices used in the Divinity Universe, one for teleporting between specific locations (an existing pair or network of teleporter), and one for personal transport (portable).
In Divine Divinity there is a teleporter stone that can be acquired early in the game, which can be used to reach the second of the pair (or it can be found by exploring). These small pyramids can be carried together to allow you to get into locations not otherwise accessible (ie throwing one teleporter stone through a locked grate and then dropping and using the other, in order to get into a sealed room) or used in combat (to escape or move around the battlefield). Most useful, though, one can be left near a favourite merchant and/or home base, and the other kept handy while exploring, so at pretty much any time you can drop and use the teleporter stone you have with you, drop off loot or trade as desired, and then quickly return to where you left off (where you can pick up the teleporter stone and then continue). These teleporter stones were also in Beyond Divinity, though only for half of the game. In Divinity 2 the Dragon Stone, once you acquire it, allows you to teleport from anywhere back to the battle tower, and then return to where you teleporter from.
There is a network of teleporter pads in Divine Divinity which allow you to teleport to any that you have reached and activated (using the appropriate scroll). There are also small teleporter pads that occur in pairs, which let you teleport back an forth (similar to the teleporter stones, but not movable). There are a couple different types of teleporter pads in Beyond Divinity. In one location there is an island with 5 teleporter pads, each of which allows you to teleport between there an another location in that region (to begin with only one pad is active, and you must reach the other pad of each pair to activate them). Earlier in the game there is a linked set of 3 triangular teleporter pads, which reset to send you back to whichever teleporter pad you used to get there (so it is not straightforward to reach the third teleporter pad). Divinity 2 has teleporter shrines throughout most regions, which need to be reached in order to have them added to the available locations using any other shrine. There are also teleporter pads which generally teleport between specific pairs of teleporters. The fjords also has its own system of teleporters (each called 'camp' something) which can connect to one or more camps in the fjords (there may be a control disk to allow changing the destination, to one of a limited number of camps).
The Source
[edit]Discovered during the Age of Deception by the healer and explorer Ruganol, the Source allows healers (who can mentally connect to it), to cure almost all know diseases and instantly heal the gravest of wounds. While some speculate that the Source is a minor deity, most healers believe it is and extra-dimensional field of energy.
Ruganol came to Ferol by ship during the Age of the Damned, and offered his help to Duke Dylan Ferol when the demons and wizards of the Damned were laying siege to Rivertown. When the war was won he left to teach those in other countries about the Source.
For an unknown reason, shortly before the events of Divine Divinity healers lost the ability to connect to the Source. A healing shrine in Aleroth, also connected to the Source, stopped producing healing gems.
In Divinity 2 healers are still unable to connect to the Source. Experiments eventually found some success using goblin hearts to create healing potions, and any recovered undamaged in Broken Valley can be turned in to an Aleroth Champion in the village. Your character can do fine with healing potions created from plants, though, as in the origin Divine Divinity.
Religion
[edit]There are seven main gods in Rivellon, each associated with one of the primary races. While religious individuals from each race presumably devote more prayer to their associated god, there is one main church, unsurprisingly called The Church of the Seven Gods. These gods are named in one of the books in the game, but otherwise are almost always referred to collectively as 'the gods'. Dwarves are a little more focused on their own god, with the dwarven priest referring to priest mages as "dwarves of god" ('god' being singular), and the dwarven council member invoking their god's name in a blessing.
The seven gods are thought to have left Rivellon over three thousand years before the events of Divine Divinity, and do not usually intercede directly in the affairs of mortals. While this has lead some to question their existence, they do take part in the plot of Divine Divinity, sending an angel to Rivellon in the opening cutscene, and later blessing the main character when he or she becomes the Divine One.
A Short History of the Seven Gods.
When the seven Gods were still young they decided that each of them should have their own race which they would guide through the eternal flow of time. And thus it happened that Rhalic, the most powerful of all Gods, become the patron of the humans. The burly Duna created the dwarves in his own likeness and even lived with them for a long time in tunnels deep beneath the earth. Tir-Cendelius, who is also called the Poet, went into the woods and created the elves. He blessed them with near-immortality and wisdom. The reptile goddess Zorl-Stissa wished to command a proud warrior race and thus she created the lizard people - fierce fighters from the Wastelands.
The God Vrogir, renowned for his brutality and acts of violence created the orcs and enslaved them for more than three hundred years before he left Rivellon. Xantezza, the Goddess of mirth and laughter wanted an intelligent race, versed in the arts of magic around her. She created the imps, who were talented magicians and engineers. The Goddess Amadia was an outsider, preferring to live in complete solitude. As the centuries passed the six races spread over the whole continent. One day Amadia fell in love with a wizard and she give birth to several demi-gods. She granted her lover immortality and decided that she would act as the patron mother of the wizards. Although wizards are not really considered as a separate race, they now have their own goddess whom they worship...
There are also those who worship the Lord of Chaos, primarily an organization known as the Black Ring, and smaller demon worshipping cults.
In the time of Divinity 2, the Divine One has become a hero and martyr to most of Rivellon, and is invoked as a personal representative for the gods and a conduit for their will. In practice, 'the Divine' has replaced 'the gods' in most blessings and curses used in conversation. Of course the demon cults and Black Ring are also still around.
The goblins worship totems, as physical representations of their gods.
Story Arc
[edit]Ancient History
[edit]While many scholars in Rivellon are unaware of the early history of the gods and six races, you meet an imp historian in Divine Divinity who can explain what happened with the gods and where the Black Ring and player character fit in.
In the time before death the gods made the world and everything in it, except for intelligent species. Whatever reasons the gods had for that restriction, one of them, calling himself the Lord of Chaos, made intelligent creatures (demons) to be his slaves. This angered the other gods, who sought to kill the demons, but they were unable to do so on their own. They made their own intelligent races to fight alongside them (the six main races, trolls, and any other species that were not demons), but eventually it became clear that even that would not be enough to win the war.
The good gods decided to give up their physical bodies and leave the material world forever, drawing the Lord of Chaos with them. The Chaos Lord got trapped between the physical plane and the spirit plane, and the place called hell grew around him.
Eventually all the demons left in Rivellon were killed, with their spirits going to hell. Occasionally, though, some demons found ways to get back to the land of the living and cause problems. In response the gods would choose certain mortals to be their champion against evil, marking their aura with a sign. If a Marked One proved to be worthy, a ritual would bestow the blessing of the gods, making them a Divine One.
Recent History
[edit]The recent history of Rivellon is divided into four time periods of between four and six hundred years each: The Age of Deception, The Age of the Damned, the Renaissance and the Age of Chaos. The lizard scholar and seer Tol Dane predicted that after the Age of Chaos, when the events of Divine Divinity take place, would come a time of great troubles for the seven races, which he called The Age of Lies.
The prequel story of Divine Divinity tells of two attempts by the Lord of Chaos to return to Rivellon, and a prophecy predicting a third, as well as the coming of one with the power to save or destroy the world.
- The Age of the Damned:
It all started with a group of wizards in Stormfist Castle, driven out due to the nature of their research and experiments they had started performing, with their leader killed by Duke Hark Ferol. The outcast wizards made a pack with demons in order to survive and, just as importantly, get revenge. Thirty years later they made their first attempt, with an army of demons and wizards. The Lord of Chaos was able to return to Rivellon in spectre form, though largely powerless. After four months of drawn out guerilla warfare, the loosing allies in Rivertown were eventually forced to retreat to Stormfist castle. During this time the (mostly human) wizards who allied themselves with demons became known as the Damned.
Stormfist Castle itself would have fallen if not for the timely arrival of an army of dwarves, well known for their demon fighting abilities. Between the dwarves and a rally of the castle defenders, the tide of the battle turned, and the Lord of Chaos was forced to flee, though he managed to save some of the Demons and wizards in the process.
In time the Damned were able to build their numbers up again and prepare for another attack on Ferol. How long this took wasn't specified, though it was soon enough after the first war that it was assumed they must have captured a lot of slave women in order to have increased their numbers as much as they did. It probably didn't hurt recruitment that the Demon of Lies offered eternal youth to his loyal followers.
For this second return to Rivellon, the Lord of Chaos was able to take physical form, twice as tall as a human and stronger than a dozen warriors. He was much more powerful than in spectre form, and was also able to bring more demons to Rivellon. The combined army was also better lead, with the Damned's Archmage Ulthring as general. A powerful battlemage to start with, the Chaos Lord forged a sword for Ulthring and infused it with part of his soul, making Ulthring nearly as strong as the Lord of Chaos himself. This sword was named the Sword of Lies.
Despite the increase in the number and strength of the Damned and demons, the defenders of Ferol were also stronger, being made up of all races, and were able to last six months before being driven back to Stormfist castle. Three days before the Lord of Chaos arrived at the castle, Ruben Ferol, human battlemage and member of the League of Seven (a group of individuals selected from each of the 6 races as well as mages) had a dream showing him the defeat of the Lord of Chaos and a prophecy for a future conflict.
When the attack came on the castle, the six races met them in battle and then fell back to draw the Lord of Chaos and Ulthring away from their support and cut them off. The Chaos Lord recognized the ploy, but didn't care, believing himself to be invulnerable and knowing it would not take long for the demons break through and rejoin him. As the League of Seven rushed to attack the Lord of Chaos, Ralph, accomplished battlemage and Ruben Ferol's apprentice, dropped an invisibility spell and fired an arrow point blank into Ulthring's eye, piercing the back of his skull and helmet, incapacitating him, but not killing him. The League members' silent deaths completed a ritual they had started before the battle, with the mixing of their sacrificed blood on the ground triggering a blinding ball of white lights that obliterated nearby demons and banished the Lord of Chaos back to Hell. Ralph used the Sword of Lies to finish off Ulthring, and with both leaders dead the demon army broke and the seven races closed about them to try to make sure no demon or Damned survived.
After killing Ulthring, Ralph quickly became aware of the fragment of the Chaos Lord's soul in the Sword of Lies. At first it offered power, but when refused it attacked and tried to destroy his mind. Ralph knew he was loosing the battle of wills, but kept the sword with him, knowing anyone without his years of mental training would be no match for the sword. Eventually Ralph had his boyhood friend Morreck Ferol lock him in the Stormfist castle treasure room, an ancient magically enchanted room (said to have been constructed to withstand an army of trolls) which could not be opened from the inside once sealed.
Divinity Games
[edit]Following is a description of how the plot lines for the Divinity games are connected. While there are a minimum of explicit spoilers, the fact that there were direct sequels to Divine Divinity does necessarily mean that you can not completely save the world and wipe out all evil in the first game. One point from the end of Divine Divinity does need to be mentioned in order to explain the connection to the other games.
Divine Divinity pre-story, The Prophecy
In the Age of the Damned, Ruben Ferol was given a prophecy saying that when the Lord of Chaos attempted to return to Rivellon a third time a Divine One would arise with the power to save or destroy the world. The Sword of Lies in the Stormfist castle treasure room is also connected to the plot of Divine Divinity (which was originally called Divinity: Sword of Lies until changed by the publisher[8]).
Divine Divinity
At the start of Divine Divinity there is a cutscene where the Black Ring, descendants of the Damned, have captured an angel, messenger of the gods. Aware of the prophecy, they attempt to perform their own ritual to fulfil it on their terms, rather than those of the good gods. The angel splits in three in order to escape, and each finds a mortal to mark with the favour of the gods, one of whom is the player character.
You wake up in the healer town of Aleroth, and eventually embark on a journey to become a Divine One (the first since before the Age of the Damned), in the process foiling Black Ring plots to cause conflict and chaos, and various other feats befitting a hero. You are guided by the wizard Zandalor, chosen as the mage representative for the Council of Seven more than 600 years previous. The game ends with the Divine One defeating the main Black Ring members and the Demon of Lies, but (and this is where the minor spoiler comes in) arriving too late to prevent them from summoning part of the Lord of Chaos into a baby (Damian).
Beyond Divinity novella, Child of the Chaos
While the player character in Divine Divinity could be male or female, for the purposes of the novella and later games, the Divine One is assumed to be a man named Lucian.
Unwilling to kill a baby, the Divine One took him to raise as his son, with the help of Zandalor. He also started an organization of Paladins to hunt down the remaining Black Ring members. Damian eventually joined the paladins, trained, learned scrying and anything else he could, until he was 15.
Returning from a couple week long scouting trip, Lucian found that his son had gotten a slightly older girlfriend, a witch that claimed to be teaching him minor tricks and protective spells. He was also skipping training and chores, since he felt the paladins had nothing left to teach him. Lucian had Damian invite Ygerna over for supper, which seemed to go fine. Later Lucian heard the two argue, but could not make out the words.
After Damian failed to return to the barracks that night or the next day, the Divine One went looking for him at his girlfriend's place. Nobody was there, so he took the liberty of lockpicking the door and searching inside, finding evidence that Ygerna's father was a Black Ring necromancer that he had killed, and that she had helped him with his experiments. Paladins found and brought in the girl, with some casualties in the process, but did not find Damian. Though ordered to do so, she said she did not tell Damian about his past, as she hated the Black Ring for treating her father like a servant and felt they were too petty to even be allowed to worship the Damned One. She said the recent fight with Damian was due to him still being young, that he was scared of the power she was working to awaken in him and develop.
Being a confirmed murderer and Black Ring member, Ygerna was executed by the Divine One. Damian walked into the barracks just in time to see the deathblow, and managed to perform a soul forge, after which he fled. A soul forge itself (linking two souls together, so the death of either would cause the death of the other) was advanced magic, linking a living soul to the remnants of another that remain in the moments after death was an unprecedented act.
When Damian could not be found for awhile, the Divine One moved his paladins to camp near a half ruined temple he had found on his last trip, which contained rifts to other worlds (the first, found by accident, leading to a world where magic didn't work). As expected, Damian returned at the head of a Black Ring army. While the two armies fought, the Divine One went after Damian, and lead him back to the temple. Once inside, he zapped Damian with some divine magic and tackled him through a rift, binding him and knocking him out. He carried Damian an hour away from the rift, and then cast a spell on him, so that even if he were to somehow find his way back to the rift, he would not be able to leave unless the Divine One, or one of his followers, wanted him to be able to do so.
When Damian woke, he was on Nemisis with no memory of his past (for awhile) except his name and where he came from. The native species there were Raanaar; the elders could create rifts, and attempted to bring Damian home, but he could not leave. They took him into their academy, intending it to be just until they figured out what the problem was, and he started studying there, eventually learning how to create rifts himself. However, attempts to leave Nemisis through his own rifts also failed. This caused a tantrum, and Damian became increasingly angry, depressed, cruel, and eventually a genocidal megalomaniac.
Beyond Divinity
The main character is a Paladin, a follower of the Divine One, who was pulled into another realm (Nemesis) by a demon when trying to take down a necromancer. After getting soul-forged with a deathknight, the two escape prison and try to find a way to get back to Rivellon to undo the soul forge. As this happened to be where Damian was banished, along the way they see the effects of his actions, and learn more about what happened up to that point (essentially, as Damian attempted to get back to Rivellon, he became increasingly frustrated, angry, cruel and obsessed). Of course Damian shows up at the end and (as should be obvious since the next game is set in Rivellon again) manages to break his banishment.
Divinity II: Ego Draconis backstory
Divinity 2 starts more than fifty years after the events of Beyond Divinity, with the intervening history told in various books and dialog in the game.
Upon returning to Rivellon, Damian's first order of business was revenge. The initial attack caught Ferol unprepared, and started a war which lasted for years. The Divine One forged an alliance with the rare but powerful dragon knights, which helped even the odds with the Black Ring. During a battle, though, one of the Dragon Knights slew the Divine, and the paladins started fighting dragons as well as demons, until Zandalor managed to regain control.
With Damian's primary target for revenge achieved and heavy losses to consider, the Black Ring withdrew. Without an immediate threat from the Black Ring, the humans turned their attention to dragons, with many vowing to avenge the betrayal that killed the Divine One. Despite Zandalor's arguments not to target all of dragonkind for the actions of a single dragon knight, an organization of Dragon Slayers was formed.
Divinity II
Divinity 2 starts with one of the last initiates into the order of Slayers being involved with the hunt for the last dragon knight. Though instructed to stay out of the fight when the dragon is spotted, a later encounter with the fatally wounded knight results in the Slayer being given the power of the dragon knight, as well as a vision of what was to come if the Black Ring was allowed to continue their plans in obscurity. Zandalor then guides the player in an effort to strike at Damian indirectly, through his soul forge with Ygerna.
Recurring Characters
[edit]major characters
Zandalor - A wizard for more than 600 years, Ruben Ferol himself explained to Zandalor how to gather the Council of Seven. In the Age of the Damned, when the council sacrificed themselves to banish the Lord of Chaos, he was chosen as the new representative of the mages. Zandalor shows up in Divine Divinity and Divinity 2 to advise the character and offer guidance, though gives limited help.
ZixZax the Almost Wise - An imp historian who seeks all knowledge of past history, ZixZax has yet to attain this goal, so is not yet wise. Since he knows this goal can never be attained, he will forever be almost wise. ZixZax shows up in Divine Divinity to 'borrow' your teleporter stones for awhile. When you catch up to him again you you get the teleporter stones back, and he can provide some detailed background for your character's situation. In Beyond Divinity he appears briefly to give your characters some teleporter stones. In Divinity 2, his historical knowledge comes in handy, in particular with translation of languages.
Patriarch, the dragon - In the wastelands in Divine Divinity you could speak to Partiarch, and get a skill level and weapon from him if you chose your words carefully. In Divinity 2 he is required for a main plot quest, and can also provide his perspective on the war being waged on dragonkind. In Divine Divinity he had four limbs and wings, though in Divinity 2 has only legs and wings. There were no dragon knights in Divine Divinity. There were dragon riders, though with relatively small dragons (horse sized, and low/slow flying), and one of the books described a barbarian and dwarf killing a wyrm.
minor characters
Seth', the knight (and his sword Brightblade) - In Divine Divinity Seth was the lone survivor of a group sent to Aleroth to ask the healers for help dealing with a plague. In Divinity 2 you can meet him on a bridge in southern Broken Valley, where he will challenge you to a duel.
Mardaneus and Lanilor, healers in the village of Aleroth in Divine Divinity, have a plaza and street named after them, respectively, in the city Aleroth has become in Divinity 2.
Buad, an alchemist (and tea maker) mentioned in books in Divine Divinity can be found in person in Divinity 2 (with an explanation for his disappearance from Verdistis).
Though not the same individuals, Divine Divinity and Divinity 2 both have talking trees and wishing wells. The tree in Divinity 2 was grown from a branch cut from the one in the Dark Forest of Divine Divinity, though fortunately did not retain the temperament of the original. Buad's Tea was the only poison strong enough to be able to kill the talking tree in Divine Divinity, which was otherwise invulnerable to attack (it can not be found in Divinity 2).
References
[edit]- ^ books.000 file in one of the game's folders ('..\Divine Divinity\Run\main\startup.v2\static' for the disk version)
- ^ Story.pdf in the 'Divine Divinity' install folder
- ^ The Locus Inn, Divine Divinity index page
- ^ Divinity II: Ego Draconis fansite kit, DD_TheProphecy.pdf
- ^ Divine Divinity official FAQ
- ^ Divinity II: Ego Draconis fansite kit, Novella_BeyondDivinity.pdf
- ^ Divinity II: Ego Draconis website
- ^ Forum post by Swen Vincke (aka Lar)