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    The Arisen 
https://static.tvtropes.org/pmwiki/pub/images/dd2_arisen.jpg
"From this moment forth... Thou art Arisen, charge and all."

The Player Character of Dragon's Dogma 2. After losing their heart to the Dragon, they become an Arisen and subsequently get involved in the kingdoms' politics.
  • Amnesiac Hero: Courtesy of Disa. Brant explains that the Queen Regent kidnapped them and afflicted them with a fell curse that robbed them of all their memories, then sold them off to the Beastren country in order to secure her family's rule in Vermund.
  • Back from the Dead: Like all other Arisen, they've had their still-beating heart from their chest and swiftly brought back to life to square off against the dragon who killed them. This Arisen is particularly noteworthy in that the dragon turned them into a lump of charcoal before it rips out their heart.
  • Call-Back: In the path to the true ending, the Arisen stabs themselves with the Godsbane Blade. Much like the Gransys Arisen who performed the same feat to reject the position of Seneschal, the Arisen does so to reject the Pathfinder's cycle.
  • The Call Knows Where You Live: At certain points in the story, the dragon speaks to the Arisen in order to nudge them into a direct confrontation with it. In the first instance, it restores the memory of how they became Arisen while also telling them they have no choice but to take up the destiny of the Arisen.
  • Cassandra Truth: Many in Vermund don't believe them to be the Arisen thanks to the Queen Regent's machinations, despite the fact that they are accompanied by many pawns who follow them loyallynote .
  • Contrasting Sequel Main Character: While the Arisen from Gransys was officially recognized as a hero even when starting out, this Arisen is a Hero with Bad Publicity right off the bat due to the Queen Regent. Furthermore, the first's game Arisen hailed from a fishing village and was implied to be no more than an Action Survivor who eventually grew into an accomplished warrior. This Arisen starts off as a soldier fighting in Melve's defense and gets caught up in an ongoing political power struggle that renders them enslaved and bereft of their memories. To further cap off the contrast, the country of Vermund consider all Arisen to be of royal status and install them as Sovren when discovered. It's unclear whether the Arisen in the first game have the same treatment as the only known Arisen to become Duke of Gran Soren was Edmun, with the Player Character Arisen potentially succeeding him if they accept Grigori's offer in one of the game's endings. This Arisen also does not become the Seneschal; that position seemingly doesn't exist in this game, and the god-like being who rules over it has no interest in seeking a successor.
  • Experienced Protagonist: Before becoming Arisen, they were a soldier fighting in defense of Melve.
  • Friend to All Children: This Arisen appears to get on well with children. Most of their quests can involve helping kids with their various needs and wants, and they can even donate a small portion of their gold or food to what is essentially an orphanage.
  • Heroic Mime: Beyond their grunts in battle and in some cutscenes, they are entirely mute. A number of dialogues imply they can speak, but the player can't hear them.
  • Heroic Sacrifice: In their first encounter with the dragon, they saved Ulrika from its wrath by slashing at its foot. This came at the cost of the dragon setting them ablaze, though their death is swiftly undone when the dragon turned them into the Arisen.
  • Hero with Bad Publicity: Thanks to Queen Regent Disa, the actual Arisen is decried as a "mummer". Some like Brant are aware of this deception and recognize the player character as the true Arisen and offer them assistance as to how they can discredit Disa.
  • Hijacked Destiny: Downplayed. Ulrika had the Dragon's full attention, but before it could advance on her, the soldier that would become the Arisen drew its attention by slashing at its foot. While it's unclear whether Ulrika would've become an Arisen if they hadn't, the dragon nonetheless decides the soldier is worthy of being Arisen. Except no, it turns out that the Pathfinder always wanted someone other than Sven to be the next Arisen - however, the attempted Heroic Sacrifice for someone who the soldier had no reason to save also gave the Dragon hope they'd be able to break the cycle.
  • Made a Slave: Prior to the start of the game, the Arisen was mistaken for a pawn and tossed into a gaol. Only the other pawns in the gaol know the future Arisen is not one of their kind. Brant later explains they were kidnapped on Queen Regent Disa's orders and had their memories wiped to secure her son's rule.
  • No-One Could Have Survived That: They were turned into a human-shaped lump of charcoal by the dragon before it ripped out their heart and turned them Arisen. Ulrika even lampshades this, noting how they were clinging to life by some miracle.
  • Not So Stoic: The Arisen is normally unflappable, but an early dialogue option to Brant shows they have some anger over their lack of memories.
  • Rightful King Returns: As the Arisen, they are the Sovren; the one true ruler of Vermund. Queen Regent Disa went to great lengths to prevent them from taking the Drakken Throne to expand her political power, though the hooded figure upends those plans by putting the Arisen on the track to reclaiming the throne and fulfill their destiny.
  • Screw Destiny: With the Dragon's assistance and hints throughout their journey, the Arisen eventually learns the Pathfinder has been propagating the cycle of the Dragon and Arisen for far longer than what is necessary and elects to try and break the cycle by stabbing themselves with the Godsbane Blade, thereby rejecting the Pathfinder's "script". This puts them on the path of the true ending and a confrontation with the Pathfinder himself, who is not at all happy with their decision.
  • Sole Survivor: Of the soldiers who fought the dragon at Melve. This made it easy for Disa to prop up a false Arisen as Sovren while neutralizing them with a fell curse before the Pathfinder intervened.
  • Spanner in the Works: By virtue of being an Arisen; in Vermund, the Arisen is the ruler of the country, and up until their appearance, no Arisen has ruled in over a century. The Queen Regent Disa was poised to take the Drakken Throne and make her son Svent king until the dragon showed up and turned them into the Arisen, upsetting her plans to the point she had them kidnapped and wiped their memories. Were it not for the hooded figure and the Medusa's sudden appearance at the mines, her plan would have worked. Later played with in that the Arisen themselves was "pre-ordained" by the Pathfinder; Sven was never meant to be the Sovren and was purposely made to be The Poorly Chosen One to incentivize the Arisen into following the "script" so to speak. The only thing the Pathfinder never banked on was that this Arisen in particular having more than a few problems with his way of doing things.

    The Pawns 
The Pawn Legion is manifested into the world by the Arisen's will and is bound to serve them. The main pawn can be fully customizable, to serve as the Arisen's main companion during their journey.
  • Attention Deficit... Ooh, Shiny!:
    • Pawns with the Simple personality are all to eager to point out and collect any treasure they see, and like to mention how they love looking at the beautiful sky.
    • All pawns also gladly mention all the ladders in vermund when you're there.
  • Character Customization: Just like the Arisen, the main pawn is fully customizable, from appearance to vocation.
  • Characterization Marches On: The sequel fleshes out the pawns considerably more than the first game. In the first game, they are pretty stoic and clinical, and are said to not have emotions unless given either a piece of or the entirety of their Arisen's soul, whereas here they already are very emotive and are capable of feelings, such as being happy or miserable. They also can get different personalities, which are separate from inclinations and help flesh out specific pawns. While they do still have absolute loyalty to the Arisen, it doesn't completely override their thoughts and feelings, such as when showing the pawns in the Gaol.
  • Deadpan Snarker: Pawns with the Straightforward personality will be far more sarcastic and snarky than the other personalities.
  • Fantastic Racism: Pawns get hit with this a lot more compared to the first game. One of the first things we see in the game is an entire colony of pawns being used as slaves, and we're told an entire nation (Batthal) view pawns as harbingers of calamity. They are more accepted in Vermund, which is likely only because the Arisen is always propped as a head of state.
  • Happiness in Slavery: Played With. A Pawn’s desire or compulsion to serve is unbreakable, however their mind and body is not. It’s clear in the Gaol you begin in shows the Pawn’s limits, as many are miserable from the lack of decency given, backbreaking labor, and being used as constant disposable pawns. The ones in cages can only beg or just lash out at any pity given, yet continue serving as that is their hardcoded purpose.
  • Nice Guy: While all Pawns are happy to help out the Arisen, Pawns with the Kindhearted personality will aid both the arisen and fellow pawns, more likely to carry dying pawns to the arisen, or prefer to use support magic when a mage.
  • Red Eyes, Take Warning: Develop these when they become afflicted with the dragonsplague. On the one hand, it makes them more effective in combat, but on the other hand, it also makes them more arrogant. Worse, they turn into a walking time bomb; if you rest while one of your pawns carries the dragonsplague, they'll transform into a monster and slaughter everyone nearby before being forcibly sent back into the Rift. Your Main Pawn develops these near the end of the game, though they manage to retain enough of their faculties to get them to the Pathfinder's heart.
  • Resurrective Immortality: Pawns can't truly die. When they do get defeated, they get sent back to the rift, where they can be summoned again by their Arisen.
  • Servant Race: Pawns are created to serve the Arisen, but they don't mind it at all. They're quite happy to be serving the Arisen.
  • Sidekick: They serve as sidekicks for the Arisen. Always expect an Arisen to be accompanied by at least their Main pawn, if not more pawns.
  • Superpowered Evil Side: Pawns afflicted by dragonsplague eventually transform into a dragon wreathed in dark energy and go berserk.
  • Took a Level in Jerkass: When a Pawn becomes afflicted with dragonsplague, they're still supportive to the Arisen (to a degree), but they're more prone to defying their commands on top of making disparaging comments every now and again.
  • True Companions: With their Arisen. They wholly depend on the Arisen's existence to function properly as pawns, and it's clear that they care very deeply for their masters.
  • Undying Loyalty: To the Arisen. Even death will not stop them from serving them, owing to their Resurrective Immortality. Even when your Main Pawn is afflicted with dragonsplague, they manage to retain enough of their senses to take the Arisen up to the Pathfinder so they can kill the bastard once and for all.

Vermund

    Ulrika 
https://static.tvtropes.org/pmwiki/pub/images/dd2_ulrika.png

Voiced By: Holly Earl (English), Aoi Inase (Japanese)

The leader of Melve who helps the Arisen recover after losing their heart to the Dragon attack.


  • Action Girl: She's a capable female archer.
  • Advertised Extra: She was advertised as one of the main players in the story, even being prominently featured in the cover art, but has only a small role at the very start of the story, with her sidequest being optional and easily missable unless the player returns to Melve before the Coronation.
  • But Now I Must Go: Ulrika is forced to go on the run after tensions between Melve and Martin reach a boiling point thanks to the Queen Regent's corruption. She sets up shop in another village, and after helping rescue a kidnapped villager, is welcomed by its chief with open arms. The rest of Melve follows suit when the Queen Regent's tyranny grows too much and the townsfolk decide the damage done by the dragon is too extensive to repair.
  • First Girl Wins: Chronologically, she's the first romance option the Arisen meets as she was present during the dragon's attack on Melve. Naturally, this trope is in full effect if you pursue her.
  • Improbable Aiming Skills: Not with her bow, but she's able to command a ballista crew to shoot down a Griffin who's in mid-flight.
  • The Leader: She's the village chief of Melve, and is beloved and respected by the populace. When she's ousted from there and makes her way to Harve village, she quickly ascends to a leadership position there, and eventually the villagers of Melve abandon it to live in Harve just so they can live under Ulrika again.
  • Nice Girl: She's a kind woman and a benevolent authority figure who deeply cares about people, and strives to help them in any way she can.
  • Rescue Romance: Sort of. It's clear that Ulrika became smitten with the Arisen when they saved her from the dragon - it's up to the player as to whether it fulfills this trope.
  • Spanner in the Works: She personally nursed the Arisen back to health, and in doing so, alerted Vermund of their existence and upsetting the Queen Regent's plans in the process.

    Brant 
https://static.tvtropes.org/pmwiki/pub/images/dd2_brant.png

Voiced By: Wayne Gordon (English), Hiroki Yasumoto (Japanese)

An ally to the Arsien, Brant serves the kingdom of Vermund as a palace guard, but he was recently demoted for criticizing the Queen Regent.


  • Bait-and-Switch: Brant arrests the Arisen for being a mummer as the Arisen is already residing in the castle. After bringing them in for questioning, however, Brant apologizes for his rudeness and refers to them as "Your Majesty", revealing he knows about Disa's deception.
  • Praetorian Guard: Protects the crown of Vermund as a member of their palace guard.
  • Reassigned to Antarctica: Lost his standing in court for speaking up against the Queen Regent.
  • Undying Loyalty: To the Arisen. He's fully aware that Arthur is not the true Arisen, and does what he can to help the actual Arisen take the throne.
  • What the Hell, Hero?: He does come to the aid of the Arisen and Wilhemina if the player chooses to assist her in assassinating Allard. He helps them escape, but not before calling the Arisen out that doing such a thing could make it much harder for them to claim the throne.

    Disa 
https://static.tvtropes.org/pmwiki/pub/images/dd2_disa.png

Voiced By: Helen Goldwyn (English), Mie Sonozaki (Japanese)

The Queen Regent, and former wife of the deceased sovren of Vermund, who plots to place her son on the throne by having him declared an Arisen.


  • Arc Villain: She's the main antagonist of the Vermund arc and a personal enemy to the Arisen since she's the one who wiped their memories and sold them to Battahl in the first place, while Brant and many others wish to depose her and put the Arisen on the Drakken Throne.
  • The Baroness: She's cold and manipulative, and she isn't afraid to have people demoted for speaking up against her, as Brant can attest.
  • Even Evil Has Loved Ones: In spite of her flaws, her love for Sven is genuine as can be.
  • Gameplay and Story Segregation: A rather blatant example. The Arisen can go right up to her room and talk to her whereupon she does nothing but make ineffectual threats. They can even grab her and throw her off a cliff without any guards reacting. It’s even possible to make her the Arisen’s Beloved, which changes absolutely nothing in the story despite how much of a severe change in character it would be for her.
  • Karma Houdini: Despite the laundry list of crimes she commits in the game in order to get her son Sven on the throne, she ends up getting away with it all scot free. note  Arguably, she ends up getting what she wants considering the true Arisen sacrifices themselves to kill the Pathfinder, with her son Sven being crowned sovran during the credits.
  • My Beloved Smother: She's this to Sven. His sidequest chain involves him complaining of her overbearing nature and how she refuses to let him leave the palace.
  • Villain with Good Publicity: Disa went out of her way to make sure the real Arisen did not ascend the throne, but Brant mentions she has a high amount of supporters within the court.

    False Arisen / Darragh 

Voiced By: Jordan Whitby (English)

The sole survivor of a military contingent sent to Melve to defend it from the Dragon...or so the Queen Regent claims. In reality, the "Arisen" is a mummer hired by Disa to keep the Drakken Throne warm for Sven until he's ready to claim it as consul.
  • Crazy-Prepared: To help sell the ruse he's the real Arisen, Disa prepared a special item that allows him to control Pawns.
  • Establishing Character Moment: The False Arisen is introduced to the real Arisen via a peephole, showing him indulging in the comfort of two women at the Rose Chateau while being drunk off his ass. When Disa barges in, he sobers up and is immediately cowed, showing him to be a arrogant if submissive man who's only purpose is to play the role Disa put him in.
  • Fake Ultimate Hero: He's propagated by one by Disa to help secure Sven's claim to the throne. Conversely, this means the actual Arisen is decried as a fake.
  • Killed Off for Real: He can be slain by the Arisen at the top of Moonglint Tower at the end of the game. Even if the player chooses to not fight him in the battle, he isn't present in the post game and is presumed to be dead.
  • Pre-Final Boss: He and his party of pawns are fought in a Mirror Boss fight just before the final battle with the Dragon.
  • Rags to Riches: He was once just a thief from the Nameless Village, but he would eventually be used by Disa and Phaesus as a false Sovran of Vermund, living it up in the palace in luxury.
  • The Exile: He's effectively banished from ever returning to the Nameless Village.

    Sven 
https://static.tvtropes.org/pmwiki/pub/images/dd2_sven.png

Voiced By: Jasper Cartwright (English), Yūki Shin (Japanese)

Regentkin and beloved son of Disa.


  • A Child Shall Lead Them: After the Pathfinder orders the Brine to consume the world after the Arisen decides to oppose him, he actually ascends to the regency of Vermund, since Disa is too shellshocked by the event, while the Arisen is much too busy actually battling the Pathfinder's forces to perform the duties of the throne. He steps up to the role well, making sure to protect Vermund's citizens from the new threats assailing them. He also fully supports the Arisen and recognizes this is only temporary until the Arisen can once again reclaim the throne. Though since the Arisen sacrifices themselves in the True Ending, Sven becomes the Sovren for keeps.
  • Fake Ultimate Hero: To secure his place as the new Sovren, his mother had planned Sven be declared as the new Arisen, with the appearance of the actual Arisen upsetting those plans. This is entirely intentional by the Pathfinder; Sven and the stand-in Sovran brought on by Disa to keep the seat warm for him until he's ready are meant to incentivize the Arisen into claiming the Drakken Throne and continue the cycle.
  • King Incognito: The Arisen first meets Sven when he sneaks out of the palace shortly after they arrive at the capital, though neither is aware of who the other is until much later in the game.
  • The Mole: Becomes one for the Arisen and Brant after revealing his own reservations of his mother's plot.
  • Nice Guy: Despite being Disa’s son, he’s ultimately a kind young man who doesn’t share his mother’s lust for power. He helps the Arisen foil her schemes despite there being nothing in it for him simply due to his own morals.
  • Non-Action Guy: One reason he’d make a poor Arisen is due to his lack of combat skills.
  • Puppet King: It's made abundantly clear as you learn more about Sven that, while he is a good person, his judgment and naivety make him little more than Disa's mouthpiece, meaning that the Queen Regent will be the one calling the shots. He's also aware of this, which is why he feels the Arisen, the true Sovren, would be better suited on the Drakken Throne and works to help them.
  • Royals Who Actually Do Something: In the post game, he decides to take a more active role in the evacuation effort instead of waiting on his mother, as he is well aware time is of the essence.
  • The Poorly Chosen One: Turns out to have been an Invoked Trope; he wouldn't be the best Sovren due to his naivety, and so he was used as a quiet spur to fan the Arisen's ambitions, which would have made our Player Character a Puppet King for the Pathfinder.

    Wilhemina 
https://static.tvtropes.org/pmwiki/pub/images/dd2_wilhemina.png

Voiced By: Charlotte East (English), Rikako Yamaguchi (Japanese)

The influential proprietress of the Rose Chateau.


  • Half-Human Hybrid: Her mother was a Beastren. Instead of being born one herself, Wilhemina instead has a Beastren left eye. This made it very easy for her to hide her heritage until she confronts the man who had her parents killed.
  • Hiding Behind Your Bangs: She's a deceitful and enigmatic woman whose bangs conceal her left eye. It also serves to hide the fact said eye is a Beastren eye.
  • High-Class Call Girl: Owns and runs a very well respected brothel that caters to the upper rungs.
  • High-Class Fan: She's a high-class woman who mingles with nobility and frequently carries an ostentatious fan in her hand, gesturing it dramatically whenever she speaks.
  • Revenge: If the Arisen attempts to speak with her shortly after the masquerade, they see her with a nobleman lusting after her. Wilhemina explains she intends to kill the nobleman for murdering her parents, but stays her hand for the moment unless the Arisen can get her evidence of his wrongdoings. Regardless of whether the Arisen helps her, she still kills the noble, though whether you gathered the evidence she needs to prove his crimes determines how her questline ends.
  • Secret-Keeper: One of the few people in Vermund who knows the Sovran is not the Arisen, but in fact a mummer brought on by Disa to keep the Drakken Throne warm until Sven is ready to claim it.
  • Sultry Bangs: Her unique hairstyle has bangs covering her left eye, which adds to her sultry and flirtatious demeanor.

    Beren 

Voiced By: Jack Myers (English)

A beastren captain in charge of the Borderwatch Outpost.


  • A Father to His Men: He treats those under his command with respect. One of his subordinates, Humphrey, even leaves with him when he is removed from his post.
  • BFS: As the Warrior vocation maister, he naturally wields one of these.
  • The Captain: He is a Beastren captain in charge of the Borderwatch Outpost in Vermund, something he even lampshades as odd considering Vermund's disdain for Beastrens. He ends up quickly removed when someone under his supervision is injured in a cyclops attack.
  • Caring Gardener: He is shown tending to a garden of Moonglow flowers, both by his tent in Vermund by the Borderwatch Outpost and at his childhood home in Battahl. When a Cyclops attacks near his garden, he seems glad that the flowers were unscathed.

    Sphinx 

Voiced By: Alexa Bauer (English)

A legendary monster worshiped as the goddess of riddles. Many have tried their hand at slaying her, with no success. Upon meeting the Arisen, she proposes a game of riddles.


  • Berserk Button: Hitting her head or breasts too much, if you pick a fight with her. Do so and she will admonish the Arisen as unworthy of her time and fly away, disappearing forever. This is a riddle in itself. A mural found right before the player first encounters her has the Riddle of the Sphinx in it, with the added detail that she would offer a reward to one who would leave it "unmarked by sword"; the answer is a man, unharmed by weapons, telling the player they must fight her by only dealing damage to the parts of her that are not a man (i.e. everywhere but her human head and breasts).
  • Non-Malicious Monster: Slasher Smile aside, the Sphinx is completely harmless and never threatens the Arisen at any point; the whole point of her riddles is she is deeply uninterested in fighting. The most she does is send them to potentially dangerous areas in some of her riddles, which the Arisen should be able to deal with as they do with their average expeditions. If you attack her after finishing her riddles, she even says it'll bring her no joy in shedding the Arisen's blood, as she had grown genuinely fond of them by that point, but she won't refuse a challenge.
  • Optional Boss: She is completely removed from the main story, and the player won't even find her unless they go out of their way to explore some distant optional dungeons. Fighting her in itself is also completely optional for her sidequest.
  • Our Sphinxes Are Different: She has the typical body frame of a gynosphinx, with a human head upon the body of a lion and large feathered wings. Her feathers possess a peacock motif, and she also has feathers for hair.
  • Playing with Fire: One of her attacks is wreathing her front paws in flame before going for a dive attack.
  • Riddling Sphinx: To the point she is seemingly worshiped for it. Solving her riddles grants the player with powerful rewards. She won't eat you for failing, though she will leave the game forever for the rest of the playthrough.
  • Slasher Smile: She is very fond of doing these when judging the player's answers, pretty much doing it for the sole purpose of building tension.
  • Unique Enemy: The Sphinx is one of the very rare cases in the game of a monster who is a completely unique boss fight but can only be fought once per playthrough. This can be a headache for players looking for 100% Completion, since there is a Pawn Badge for her that requires 5 Sphinx kills. You either have to go up to NG+5 or get seriously lucky with Pawn Quests to see it completed. Thankfully, she doesn't drop any materials.
  • Worthy Opponent: Beat her fair and square in a fight after clearing all her riddles and she will congratulate the Arisen for entertaining her so well, hoping to meet them again in the future before she vanishes.

Battahl

    Nadinia 
https://static.tvtropes.org/pmwiki/pub/images/dd2_nadinia.png

Voiced By: Laura Aikman (English), Ai Kakuma (Japanese)

Empress of Battahl, Nadinia is beloved by her people for her kindness and her desire for peace and prosperity.


  • Advertised Extra: Despite her cover billing and prominence in promotional material, Nadinia is a bit player in the plot, so much so that it's possible for her to perish in her first appearance.
  • Cat Girl: She is a female member of the Beastren, a race of humanoid felines.
  • Royal "We": She speaks like this.
  • Universally Beloved Leader: Attempts on her life aside, she's well loved by her subjects. Even the pawns respect her for her attempts to undo the prejudice against them in Batthal.

    Menella 
https://static.tvtropes.org/pmwiki/pub/images/dd2_menella.png

Voiced By: Elizabeth Chan (English), Arisa Shida (Japanese)

The leader of Lambent Flame, the sworn protectors of their righteous Empress Nadinia, whose example has inspired her to be more open-minded.


  • Praetorian Guard: Leads the group dedicated to protecting the Beastren Empress.

    Phaesus 

Voiced By: Andrew Wheildon Dennis (English)

A Battahli sorcerer apparently in cahoots with Vermund's queen regent.


  • Always a Bigger Fish: His master plan is to summon a dragon of his own, a malformed dragon known as the Royce Dragon, to kill the Dragon with and end the cycle of the Dragon's Dogma. At the end of the game, he succeeds in summoning the Royce Dragon. However, when the Dragon appears it's absolutely massive compared to the Royce Dragon and ends up crushing it (literally) without even a fight.
  • Benevolent Boss: Looks to the safety of his soldiers before putting the final stage of his plot into motion.
  • Contrasting Sequel Antagonist: To Elysion. Phaesus is another heavy lifter of Evil Sorcerer stock, but he's a handsome, stoic, Well-Intentioned Extremist where Elysion was a wretched, hammy, Ax-Crazy maniac. Phaesus is motivated For Science!, and seeks the same dissolution of the cycle that the Arisen will pursue in the true ending; Elysion was so far past the Despair Event Horizon that his only goal was to expedite and revel in the dragon's carnage. The game even makes to recreate Elysion's iconic death scene with Phaesus, but the latter survives its fallout and goes to ally with the Arisen in the post-game.
  • Evil Sorcerer: Although we only see him in action as a combat ally.
  • Hazy-Feel Turn: Plays a heroic role in the post-game, tending to your Pawn during their month-long torpor and contributing to the defence of Bataahl, but his moral compass doesn't alter its course in the slightest and he remains as steadfast in his convictions as he did as an antagonist.
  • Treacherous Advisor: Subverted. He has all the trappings of one, but has no hand in the attempts on Nadinia's life and her last request before exiting the story is to convince him to evacuate with their people.

    Raghnall 

Voiced By: Mo Ayoub (English)

A mercenary for hire who the Arisen encounters in Battahl.


  • Duel Boss: He fights the Arisen 1-on-1 in Moonglint Tower. The Arisen can either spare his life, kill him (and revive him with a Wakestone if they choose) or run away from his encounter.
  • Hired Guns: He's essentially a mercenary, and points this out towards the Arisen that they might not always be on the same side.

    Hugo 

Voiced By: Kieran Urquhart (English)

A thief and member of the Coral Snakes. Despite being a thief, he wants a chance at a better life.


  • Because You Were Nice to Me: When the Arisen gets him a job at the conclusion of his questline, he says he's working hard because he doesn't want to squander the second chance the Arisen gave him and doesn't want to drag down their good name.
  • Deceased Parents Are the Best: His parents both died when he was young in a bandit attack. Its revealed that the bandit was Lanzo, the person who took him in.
  • Friend to All Children: He's kind to kids, shown to be giving food to a starving child at the Checkpoint Border Town and bringing kids to safety when the player invades the Coral Snakes Hideout.
  • He Cleans Up Nicely: If the player offers him a job at the Rose Chateau, he ditches his desert vest for fancier clothes.
  • Revenge Before Reason: If the player tells him that Lanzo was the one responsible for killing his parents, he ends up going after him in revenge. He will die without the player's intervention.

The Sacred Arbour

    Glyndwr 
https://static.tvtropes.org/pmwiki/pub/images/dd2_glyndwr.png

Voiced By: Peter Searles (English), Hiroshi Yanaka (Japanese)

A humble and curious Elf who's fascinated by humanity.


  • Native Guide: Serves as the translator for the Elven language when the Arisen travels to their territory.

    Doireann 
https://static.tvtropes.org/pmwiki/pub/images/dd2_doireann.png

Voiced By: Laura Aikman (English), Ai Kakuma (Japanese)

Glyndwr's elegant sister.


  • Damsel in Distress: She was taken captive by an Ogre sometime ago. Either Doireann's father or her brother Glyndwr then ask for the Arisen's help in rescuing her.
  • Interspecies Romance: With the Arisen if they pursue her as a love interest, regardless of whether they're human or Beastren.
  • Rescue Romance: Downplayed when compared to Ulrika, who the Arisen saved in Melve when the Dragon attacked. While she's grateful to the Arisen for saving her from the troll, she doesn't actually fall for them until much later in her questline.

Agamen Volcanic Island

    Gautstafr 

Voiced By:

An elderly dwarf blacksmith residing on Agamen Volcanic Island.


    Cliodhna 

Voiced By: Heather Bleasdale (English)

An elderly elven magick archer residing on Agamen Volcanic Island.


    Lamond 

Voiced By: Jordan Whitby (English)

A mysterious man residing at the Hot Springs on Agamen Volcanic Island.


  • The Alcoholic: He is rather fond of Newt Liqueur, and even asks the player to grab or make some for him.
  • Jack of All Trades: The master of the Warfarer vocation.
  • Retired Badass: He initially just seems like a wayward mercenary wasting away his days at the hot springs, until he drops the fact that he was once an Arisen.

Antagonists

    The Dragon (Unmarked Spoilers) 

Voiced By: Grahame Fox (English), Takayuki Sugo (Japanese)

A red dragon whose existence threatens both the human and Beastren countries of Vermund and Battahl. Like its predecessor in a world similar to this one, it chooses a worthy warrior to become the Arisen in the hopes they will one day challenge and defeat them.


  • Anti-Villain: As it turns out, this Dragon is just as bummed about the cycle as the Arisen, and unlike Grigori from the previous game, is not operating under the hope that being defeated will possibly make a new Seneschal that will lead the world into an age of progress and prosperity - the Pathfinder is corruptly clinging to his power. Even from the moment you encounter him, he's actively working to not only help the Arisen overcome him, but the Pathfinder.
  • Bastard Understudy: Anti-Villain version. This Dragon is fully aware the Pathfinder is corrupt, and detests him, doing his absolute best to warn the Arisen about his existence and to break the cycle for the sake of everyone, and being a bit of a Stealth Mentor to the Arisen. He does so patiently and subtly until the final battle with him, whereupon he fully breaks kayfabe and unleashes his vitriolic anger at the very concept of the cycle of the dragon.
  • Being Evil Sucks: The Dragon admits as much. He doesn't even want to fight the Arisen, but the cycle demands it, and has no choice but to go along.
  • Big Bad: The main threat of II. Of course, if you're played the prequel, you know that's a lie; dragons are the heralds of their worlds' Seneschals, and this one is no different - and in fact his Seneschal, the Pathfinder, is a far more dire threat.
  • Contrasting Sequel Antagonist: To Grigori, the dragon from the first game. Although both are functionally the same and operate for the sole purpose of creating an Arisen who will one day challenge them, this dragon is more insistent on ensuring its Arisen will face them as it restores their memories to a degree, informing them they do not have a choice in the matter. Interestingly, the Dragon in II admits just before the final battle that he is resentful of the cycle of the dragon and wants it gone, only challenging the Arisen because he himself doesn't have a choice. His dying words express hope that the Arisen can break the cycle permanently. Grigori from the previous game, however, seemed more excited by the idea of the Arisen besting him and seemingly went along with the cycle with no complaints or hang-ups.
  • Stealth Mentor: Every interaction with him after the Arisen is chosen is trying to help them become strong enough to fight the Pathfinder and realize the cycle is broken.
  • The Unfought: You don't need to fight the Dragon at all if you want the true ending. Stabbing yourself with the Godsbane Blade while on his back skips the boss fight. This is rather fitting considering he doesn't want to fight you.

    Pathfinder (Unmarked Spoilers) 
A mysterious figure, appearing before the Arisen during their time at the gaol in Bettahl. It's thanks to him they manage to make their escape and pursue their destiny as the Arisen, as is his hope. As it turns out, he is an ascended Arisen similar to a Seneschal. Unlike the Seneschal, he enjoys every moment of godlike power.
  • Bitch in Sheep's Clothing: The Pathfinder appears to the Arisen as a benevolent figure, helping them flee from the gaol and remember their proper place as the Sovren of Vermund. In reality, he's a massive Control Freak who's been repeating the cycle of the dragon for so long even the Dragon finds him repulsive, and any who try to deviate from his script are to be swiftly erased. In the Arisen's case, their defiance leads him to order the Brine to consume the world and start over, all while never losing his polite tone while blaming the Arisen for forcing him to go to such extreme lengths.
  • Colossus Climb: His Final Boss battle consists of the Arisen climbing on his back and dodging various obstacles while they make their way to his heart.
  • Contrasting Sequel Antagonist: The Seneschal is an Arisen who ascended to a godlike being and effectively controls the fate of the world, and when they decide they want to "retire", they create a dragon to wreak havoc and eventually find someone worthy of becoming an Arisen, who will go on to slay the dragon and then the Seneschal themselves, thereby taking their place. The Pathfinder doesn't desire a successor and is content with perpetuating the cycle to the point that the creation of the dragon and the Arisen is more routine than anything. He's also more actively involved in the world than the Seneschal is; when the Arisen rejects the Pathfinder's plans for the world, he responds by ramping up the dragonsplague and summoning an even deadlier dragon that lays waste to the castle. By contrast, the Seneschal barely interfered with the world beyond the upkeep of the cycle, and the only time he does meddle with the world is when the Arisen wants to go back to a normal life in one of the game's endings, making it so that the Arisen never became one in a new timeline.
  • Control Freak: Everything happens as he ordains it. If the Arisen deviates from the "script" he set out for them, he'll respond by attempting to destroy the world and "reset" everything. This is his Fatal Flaw as he cannot and is unwilling to entertain the idea of a world where he does not exist and cannot influence.
  • Cosmic Horror Story: At the end of the game, when he unleashes the Brine upon the world itself.
  • Creepy Blue Eyes: The Pathfinder has blue irises that eerily glow, standing out against his hooded black robe and pale skin.
  • Dissonant Serenity: Even at his most controlling, he never loses his soft and gentle voice.
  • Evil Overlord: He enjoys the power his position grants him and the authority it gives him over the world, knowing he can do with it as he pleases.
  • Face Death with Despair: When the Arisen delivers the death blow, he can only pitifully wail how a new world will be created, but he won't be there to see it.
  • Fatal Flaw: His inability to understand the idea that others may tolerate uncertainty - if the Arisen displays anything resembling doubt or sympathy for the Dragon in the false good ending, the Pathfinder will warp them back to the moment of the Dragon's defeat in time to assuage them they made the right choice, which gives the Arisen another chance to Screw Destiny.
  • Faux Affably Evil: Even after he reveals himself as the actual Big Bad, he never stops being polite to the Arisen. But this just makes him all the more evil and manipulative.
  • A God Am I: While he never out and out says he's a god, the Pathfinder certainly acts like it and unfortunately has the power to back up those claims.
  • God Is Evil: While the Seneschal was amoral and desperate to finally die, the Pathfinder is a corrupt, petty tyrant that wants to rule the heavens for as long as possible, and has extended the cycle far beyond what is healthy to do so.
  • Invisible to Normals: When he first shows up, the pawn Rook either fails to notice him or can't see or hear him at all. Only the Arisen reacts to his presence. Which makes sense, seeing as how he's a being similar to the first game's Seneschal.
  • Level in Boss Clothing: Rather than a traditional final boss battle, the "fight" with his colossal dragon form is an obstacle course where you slowly walk along his back while evading the various hazards his body generates. Once you reach the nape of his neck, a cutscene plays where the Arisen deals the killing blow.
  • Mysterious Stranger: A ethereal figure seemingly Invisible to Normals. He shows up before the Arisen and tells them they must reclaim their lost memories and fulfill their duty as Arisen before taking command of a nearby pawn to lead them to safety.
  • Nice Job Fixing It, Villain: Although he did so to ensure the cycle continued as planned, the Pathfinder saving the Arisen from the gaol and setting them on the path to fulfill their role ultimately becomes his undoing when their travels and experiences, as well as the Dragon being an Anti-Villain Bastard Understudy, help the Arisen understand the cycle must not continue any longer.
  • One-Winged Angel: When the Arisen really pisses him off, he transforms into the most powerful version of the Dragon seen in the series thus far and starts destroying the world.
  • Orcus on His Throne: Averted. In comparison to the Seneschal from the previous game, the Pathfinder takes an active role in helping the Arisen in perpetuating the cycle, appearing several times throughout the game.
  • Power of the Void: In the true ending it's revealed that he is able to manifest and control the essence of oblivion itself in the form of the Brine, Pawns, dragonsplague, and the Dragon itself.
  • Sore Loser: He does not take the Arisen defying him well. His response to them rejecting his designs for them and the world is to summon a dragon far worse than the one who made them Arisen in the first place that will destroy the world in an attempt to "reset" it, all while blaming the Arisen for forcing his hand and holding them responsible.
  • Spanner in the Works: Were it not for him, the Queen Regent Disa would have successfully installed Sven as the new Sovren with none the wiser.
  • Time Master: To a degree. He's able to warp the Arisen back to another moment in time after they express sympathy for the Dragon's plight or doubt about the purpose of the Dragon and Arisen to make them understand they're making the right choice.
  • Walking Spoiler: Turns out there was a lot more to the ghostly figure who frees you at the beginning of the game than it initially seemed.

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