DEMON'S SOULS CHARACTER, STORYLINE, AND LORE GUIDE

Author: Guardian Owl (guardian_owl@yahoo.com)
Version: 1.13
8/26/2014
Playstation 3

Version History:
Version 1.13 - 08/26/2014:
-Fixed a few more syntax errors
-Added additional information to:
(NPC13) Patches the Hyena
(NPC24) Former Royal's Wife
(MC15) Vito the Moonlight Knight
(E03) Colored-eyed Knight
(E09) Scale Miner
(E16) Octopus-headed Guard
(E17) Gargoyle
(E18) Face Bugs
(E19) Skeleton
(E20) Storm Beast
(E31) Plague Baby
(D1-3) Penetrator
(D2-3) Dragon God
(D3-2) Maneater
(D4-3) Storm King
(D5-2) Dirty Colossus

Version 1.12 - 11/12/2012:
-Corrected information in the Dragon God entry, tutorial Dragon God is on a 
mountain top, not underground
-Added "Location of Journey to the Nexus" entry to General Observations
-Added Catholicism parallels note to Old Monk origin entry
-fixed more syntax errors

Version 1.11 - 06/19/2012:
-Fixed more syntax errors

Version 1.10 - 11/22/2011:
-Added "Ore & Smithing" entry to General Observations
-Added "The Soul" entry to General Observations
-Added origin to Legendary Big M entry
-Added possession theory to Maiden in Black entry
-Added Hidden Angel Wings note to Old King Allant entry
-Fixed various spelling/punctuation errors and odd sentence phrasings

Version 1.00 - 07/19/2011:
-Encyclopedia (complete): Individual entries for every enemy, demon, character, 
and character class; each entry has a physical description, how it relates to 
the story, and the likely origins of the character / enemy.
-Timeline (complete): Rough chronological listing of events which have occurred 
in Boletaria from the time of Creation to the end of the game. 


===============================================================================
                                INTRODUCTION 
===============================================================================
Unlike most other games which reveal their story entirely through dialogue and 
cutscenes, much of Demon's Souls story (beyond the basics) is implied or has to 
be pieced together with information from a variety of in-game sources. Item 
descriptions, spell descriptions, character dialogue, archstone descriptions, 
item placement, etc.; all contain scraps of information about what happened 
before and after the Second Demon Scourge. I have attempted to take all that 
information and convey it to the reader in two different ways.

First is a character / enemy encyclopedia containing an entry for each 
character, enemy, and boss which details their background, how they fit into 
the story and lore, as well as what may have inspired From Software to create 
them. Second is the timeline which is an overview of what has happened in Great 
Boletaria from Creation up to the end of the game. I have attempted to place 
events as close to chronological order as can be determined.

Particularly in the encyclopedia (section 1 through 7) I have attempted to 
label anything which was not explicitly stated in the game as theory and at the 
end of each entry I list the descriptions and character dialogue I drew from to 
write the entry. Most of these descriptions and dialogue can be read on 
http://demonssouls.wikidot.com/ (it was my main source of information for this 
FAQ). The prime inspiration for this FAQ are the massive storyline forum 
threads on the Gamefaqs message boards and I have drawn many of the theories in 
this guide from those forum threads. Anyone who had a theory I used I attempted 
to place their user name in the contributors section, but apologies if I missed 
you.

Section 1 is about the character classes. I added other background information 
which was revealed about the starting classes in the course of playing Demon's 
Souls.
Section 2 is information about all the NPCs which the player can encounter in 
the course of playing Demon's Souls. It offers a brief physical description, 
details how each character fits into the story, and the possible origins of the 
character.
Section 3 is information about characters, races, etc. which are talked about 
or referenced by item descriptions, but the player never actually encounters 
them in-game.
Section 4 offers a brief physical description of each non-unique enemy, details 
how each enemy fits into the narrative, as well as the possible inspirations 
which lead to the creation of that enemy.
Section 5 offers a brief physical description of each unnamed black phantom 
enemy as well as theories about their identity.
Section 6 is a catch-all for the rest of the enemies. Most offer a demon's 
soul, but are not bosses so I have called them "Minor Demons."
Section 7 list substantial information about the 16 Major Demons and the Old 
One.

Section 8 focuses on a single topic or concept of Demon's Souls not covered in-
depth by the other sections.
Section 9 is the timeline which lists events from Creation to the end of the 
game in a rough, best-guess order.
Section 10 is where alternative theories about the narrative of the game are 
discussed.
Section 11 is an alternate ordering of the contents of the encyclopedia which 
groups all characters, enemies, and NPCs by what world they reside in the game.

If you spot any errors, missing details, or have theories of your own you would 
like included in the guide, feel free to email me with the subject line 
"Demon's Souls Story FAQ."


===============================================================================
                               TABLE OF CONTENTS 
===============================================================================
1.)CHARACTER CLASSES
Royalty
Knight
Priest
Thief
Magician
Temple Knight
Soldier
Wanderer
Barbarian
Hunter

2.)MET NON-PLAYER CHARACTERS
(NPC01) The Monumental
(NPC02) Maiden in Black
(NPC03) Disciple of God
(NPC04) Acolyte of God (male)
(NPC05) Worshipper of God (female)
(NPC06) Saint Urbain
(NPC07) Freke's Apprentice
(NPC08) Sage Freke
(NPC09) Yuria
(NPC10) Stockpile Thomas
(NPC11) Blacksmith Boldwin
(NPC12) Crestfallen Warrior
(NPC13) Patches the Hyena
(NPC14) Yurt the Silent Chief
(NPC15) Mephistopheles
(NPC16) Ostrava
(NPC17) Biorr
(NPC18) Dregling Merchant
(NPC19) Executioner Miralda
(NPC20) Old King Doran
(NPC21) Filthy Man
(NPC22) Blacksmith Ed
(NPC23) Scirvir the Wanderer
(NPC24) Former Royal's Wife
(NPC25) The Liar
(NPC26) Lord Rydell
(NPC27) Graverobber Blige
(NPC28) "Sparkly" the Crow
(NPC29) Satsuki
(NPC30) Filthy Woman
(NPC31) Selen Vinland

3.)MENTIONED CHARACTERS
(MC01) Geri
(MC02) Vallarfax
(MC03) Wife & Daughter of Stockpile Thomas
(MC04) Grandfather of Worshipper of God
(MC05) Legendary Big M
(MC06) Burrowers
(MC07) Queen Yormedar
(MC08) Husband of Royal Mistress
(MC09) Wife of Lord Rydell
(MC10) Witch in the Sky
(MC11) Soul Industry / Society Member
(MC12) Father of Satsuki
(MC13) Makoto
(MC14) Shadowmen
(MC15) Vito the Moonlight Knight
(MC16) Risaie of Istarel
(MC17) Holy Warriors of the West
(MC18) Father Vinland
(MC19) Bramd
(MC20) Son of Filthy Woman
(MC21) Giants

4.)ENEMIES
(E01) Dregling
(E02) Soldier
(E03) Colored-eyed Knight
(E04) Dog
(E05) Assassin
(E06) Fat Minister
(E07) Hoplite
(E08) Crystal Lizard
(E09) Scale Miner
(E10) Fire Gecko
(E11) Rockworm
(E12) Bearbug
(E13) Prisoner
(E14) Prisoner Horde
(E15) Mage Prisoner
(E16) Octopus-headed Guard
(E17) Gargoyle
(E18) Face Bugs
(E19) Skeleton
(E20) Storm Beast
(E21) Reaper
(E22) Shadow Lurker
(E23) Giant Slug
(E24) Rat
(E25) Giant Mosquito
(E26) Giant Tick
(E27) Jellyfish
(E28) Depraved One
(E29) Giant Depraved One
(E30) Depraved Shaman
(E31) Plague Baby

5.)BLACK PHANTOMS
(B01) Black Phantom Knight - Oolan
(B02) Black Phantom Knight - Alfred
(B03) Black Phantom Knight - Metas
(B04) Black Phantom Barbarian (male)
(B05) Black Phantom Barbarian (female)
(B06) Black Phantom Assassin
(B07) Dual-Katana Black Phantom
(B08) Raggedy Robed Black Phantom

6.)MINOR DEMONS
(d01) Red Dragon 
(d02) Blue Dragon
(d03) Fallen Dragon
(d04) Primeval Demon
(d05) Vanguard
(d06) King Allant

7.)MAJOR DEMONS
(D1-1)  Phalanx
(D1-2)  Tower Knight
(D1-3)  Penetrator
(D1-4)  Old King Allant
(D2-1)  Armor Spider
(D2-2)  Flamelurker
(D2-3)  Dragon God
(D3-1)  Fool's Idol
(D3-2)  Maneater
(D3-3)  Old Monk
(D4-1)  Adjudicator
(D4-2)  Old Hero
(D4-3)  Storm King
(D5-1)  Leechmonger
(D5-2)  Dirty Colossus
(D5-3A) Maiden Astraea
(D5-3B) Garl Vinland
(DXX)   Old One

8.)GENERAL OBSERVATIONS

9.)TIMELINE

10.)THEORIES ABOUT THE UNIVERSE

11.)CHARACTERS / ENEMIES SORTED BY WORLD

12.)CONTRIBUTORS

13.)LEGAL / DISCLAIMER


===============================================================================
                             1.)CHARACTER CLASSES 
===============================================================================
ROYALTY
From the distinguished royal family, Yormedar of Latria, this class is clad in 
the garb of a magician and can cast magic, but is also well trained in the art 
of fencing. The silver coronet / catalyst and the ring crafted from expensive 
spices reveal the high social status of the class.

KNIGHT
A knight of the royal family of the Southern Kingdom, Latria. The use of a 
common long sword and the yellow dragon on the class's shield signifies a low 
rank.

PRIEST
A holy warrior who believes in the power of God and fights on behalf of the 
Church. This class wields a mace which is adept at smashing through shields. 
Many Priests were killed while accompanying Saint Astraea in her pilgrimage to 
the Valley of Defilement and / or later when they came to the Valley to 
investigate rumors that she had become a Demon. See also (MC17).

THIEF
Shady characters hired by royalty to spy or commit assassinations. The black 
leather they wear helps them blend in at night, protects the user from poison 
strikes of rival thieves, and masks their breath in the cold.

MAGICIAN
A commoner who has learned magic. While the class is clad in the garb of a 
magician, the cheap sword / shield and wooden catalyst reveal a low social 
status.

TEMPLE KNIGHT
A different class of holy warrior, they are charged with defending the temples 
of the Church and wield weapons designed to take on many enemies at once. The 
armor of the class is named for the first temple of the Church, Mird, the 
location of which has been lost for ages. Many Temple Knights were killed while 
accompanying Saint Astraea in her pilgrimage to the Valley of Defilement and / 
or later when they came to the Valley to investigate rumors that she had become 
a demon. See also (MC17).

SOLDIER
A common foot solider of the Northern Kingdom of Boletaria, this class wears 
thick armor and is skilled with the sword and the spear.

WANDERER
A soldier who does not serve a single master but wanders the land for temporary 
work fighting in the army. 
The garb of the wanderer indicates that the class may have once been a priest, 
perhaps fighting in a distant country, as the weapon wielded is not of 
Boletarian design. A wanderer believes in luck and chance.

BARBARIAN
An Incredibly tough and strong member of a primitive civilization who arm 
themselves with rudimentary, wooden weaponry. Barbarians forgo armor for 
maximum mobility in battle. The presence of barbarian weaponry and barbarian 
black phantoms in the Stonefang tunnels would seem to indicate a settlement is 
or was near Stonefang Tunnel.
Early ancestors of the barbarians worshipped at the Shrine of Storms long ago, 
but the Shrine has been abandoned for ages.

HUNTER
A warrior of the woods, this class is clad in soft leather, ideal for traveling 
light while creeping through fields and blending in with the forest. The 
primary weapon the class carries is a long bow which is used to snipe from 
afar, but a hunter is also equipped with an axe for close combat and chopping 
wood.


===============================================================================
                         2.)MET NON-PLAYER CHARACTERS 
===============================================================================
#: NPC01
Name: The Monumental
World: Nexus
Narrative:
On the top floor is a room full of dead Monumentals, only one is still alive. 
He sits cross-legged on the floor, but his body almost has the appearance of 
being made of ceramic, like he is a living statue.

In the distant past, one who sought greater power awakened the Old One and a 
Demonic, colorless fog swept across the land. Heroes arose to fight the Demon 
scourge but by the time the Old One had been put back to sleep, half the 
world's population had been destroyed by the fog. To unite what little of the 
world remained, six archstones were given to the rulers of the remaining lands 
which allowed quick travel to the Nexus. To prevent the future rise of the Old 
One it was imprisoned below the Nexus and the Soul Arts (power derived from the 
soul of others) were banned. Those heroes who survived the quest became 
Monumentals, half-living beings tasked with preserving the fabric of reality. 

As time passed, the archstones were forgotten by humanity and the Monumentals 
began to slowly perish. Now only one Monumental remains to aid the player in 
correcting King Allant's mistake in awakening the Old One. The Monumental opens 
a fissure (opening) in the Deep Fog to allow the player access to the outer rim 
of Boletaria. He guides the player through the journey to the Nexus and upon 
their death binds the player's soul to the Nexus. Only by destroying all the 
Demons, the Monumental claims, will the player be freed from the Nexial 
Binding. The Monumental encourages the player to allow the Maiden in Black to 
lull the Old One to sleep (and get the light ending of the game).

The Crestfallen Warrior (the morose blue phantom by the first archstone) 
theorizes that it is the Monumentals, not King Allant, which awoke the Old One 
on a "whim." They then enslaved any passing warriors with Nexial Bindings in a 
desperate bid to undo their mistake. If this theory is correct, King Allant was 
merely a powerful warrior who was seduced by the call of the Old One to be its 
servant (like the player at the end of the game) and not the cause of 
Boletaria's demise. A line of the Monumental's dialogue which may support this 
is when he speaks of creating the Pantheon at the top of the Nexus to give 
"thanks to the brave and honorable warriors, who must fight to reverse our 
sin." This "sin" he speaks of may refer to the current awakening of the Old 
One, but it may mean instead that one of the Monumentals was responsible for 
the original awakening of the Old One in the distant past. It is also possible 
the last Monumental, desperate to find replacements, awakened the Old One to 
find warriors worthy of becoming new Monumentals to replace those who had died.

If the player follows the Monumental's advice and receives the light ending by 
letting the Maiden in Black put the Old One to sleep, they will become a new 
Monumental.
Origin: 
The pose of the Monumental and many of its facial features are modeled after 
statues of the Buddha.
Reference: nexial binding description, friend's ring description, Crestfallen 
Warrior dialogue, Maiden in Black dialogue, Monumental dialogue, Sage Freke 
dialogue, King Allant dialogue, Narrator dialogue


#: NPC02
Name: Maiden in Black AKA the Candle Maiden
World: Nexus
Narrative:
She is a barefoot young woman with short black hair and eyes covered by wax. 
She wears black wrappings, a cloak, and carries a long pole which she uses to 
light the candles around the Nexus. After defeating the first Demon Boss, she 
can be found wandering the area in front of the Archstones on the lower floor 
of the Nexus.

She was once one of the oldest and most powerful Demons in existence before she 
was bound to the Nexus by the Monumentals. She has the power to channel the 
Demon souls the player collects in order to make the player more powerful. The 
Maiden in Black once had the ability to suck out the soul of any creature, 
instantly killing them, but no longer can, likely due to the wax covering her 
eyes. She is a prisoner within the Nexus (a nexial binding is on her ankle) and 
cannot die, the only way she will be freed is to lull the Old One back to 
sleep. That freedom comes at a price for the only way to keep the Old One 
asleep is for her to sleep along with it. She can be permanently killed by 
striking while she puts the Old One to sleep which results in the dark ending 
of the game. She speaks in a similar manner to Old King Doran, with "thee" and 
"thou," confirming that she is quite old.

Another possibility is the Demon is a completely separate entity from the 
Maiden in Black. In this scenario, the Maiden in Black was once just a simple 
candle maiden but was possessed by an ancient Demon's soul which now resides in 
her. It could be the Demon is in complete control of her body or instead it is 
some kind of symbiotic relationship. The Demon prevents her body from dying but 
is vulnerable while transferring it's essence to the Old One to put it to 
sleep. The nexial binding and black wax over her eyes could be a means to 
contain this Demon.

Though the Monumental believes she follows his orders, the Maiden in Black 
appears to have somewhat split loyalties. If the Monumentals did not show King 
Allant how to awaken the Old One, the only other character with that knowledge 
would likely be the Maiden in Black. She is also the method of the player's 
corruption as she uses Demon magic to embolden the player's flesh with the 
souls of humans, a power that "contradicts the essence of the soul." Once the 
five Archdemons are defeated, she recognizes the howl of the Old One, which she 
calls the "voice of yore" (time long past), and brings the player down to meet 
the Old One.  There she speaks to the Old One as if she has been in constant 
communication, telling it that she has done as commanded and brought a new 
Demon to serve as a replacement for the failure that is King Allant.
Origin: N/A
Reference: Maiden in Black dialogue, Sage Freke dialogue, Saint Urbain 
dialogue, Monumental dialogue, Crestfallen Warrior dialogue, Stockpile Thomas 
dialogue, nexial binding description, Soulsucker spell description


#: NPC03
Name: Disciple of God
World: Nexus
Narrative:
He is a common priest, a warrior of the Church, as he wears chain mail, carries 
a mace, and knows only a few minor miracles. He appears on the left side of the 
bottom floor of the Nexus after the first Demon boss, Phalanx, has been 
defeated.

He has the ability to teach minor miracles and equip miracles the player has 
already learned. If the player does not rescue Saint Urbain before the Old Hero 
is killed and they talk to the Disciple, he will take it upon himself to rescue 
Saint Urbain and he leaves the Nexus. It is assumed he dies or loses his sanity 
in this attempt as he is never heard from again. If Saint Urbain is rescued, he 
will also disappear from the Nexus.
Origin: 
A disciple is one who learns from another for the purpose of eventually 
teaching others. So he is a disciple of Saint Urbain's teachings.
Reference: chain mail armor set description, mace description, heater shield 
description, talisman of god description, Disciple of God dialogue, Patches 
dialogue, Sage Freke dialogue


#: NPC04
Name: Acolyte of God (male)
World: Nexus
Narrative:
He is a part of the Church, but is not a priest as he mixes a chain mail chest 
piece with leather armor gauntlets and leggings, attacks with a dagger, and 
knows no miracles. He can be found on the left side on the bottom floor of the 
Nexus near the Worshipper and the Disciple (and later Urbain).

He accompanied Saint Urbain to the Shrine of Storms, but turned and ran away 
when the grave robber Patches captured Urbain in a trap. He becomes incredibly 
depressed that he has violated his oath and begs the player to rescue Saint 
Urbain. He is exceedingly grateful to the player once Saint Urbain is rescued. 
The acolyte has a contempt for Patches and anyone who does business with him. 
He hates magicians and considers their works dark magic.
Origin: 
An acolyte in the Catholic Church has been ordained into the highest of the 
four minor orders. He is a follower / helper, able to carry the wine, water, 
and the lights at Mass. He is an assistant to Saint Urbain.
Reference: chain mail armor set description, leather armor set description, 
dagger description, Acolyte of God dialogue, Patches dialogue, Sage Freke 
dialogue


#: NPC05
Name: Worshipper of God (female)
World: Nexus
Narrative:
She is a believer and follower of the Church, but is not a member of the 
clergy. She wears a chain mail chest piece, attacks with a pickaxe (a keepsake 
of her grandfather), and knows no miracles. She can be found on the left side 
of the bottom floor of the Nexus near the Acoylte and the Disciple (and later 
Urbain).

The female follower of Urbain used to live below the Boletarian Palace.  As her 
grandfather was free to travel, it is unlikely her family were slaves, they may 
have been hired servants who lived and worked in the palace. She fled the 
palace when it was besieged by King Allant's doppelganger and its army of 
Demons. It is her belief that the pure faintstone she carries, a family 
heirloom, protected her from death at the hands of the Demons. The stone was 
discovered by her grandfather in the Stonefang mines, where he often traveled 
to mine and collect rocks. The pickaxe she carries and possibly the piece of 
chain mail she wears were likely once owned by her grandfather.

It is possible she has always been a believer or that she was "born again" and 
began to believe when the "holy ore" protected her from death. Evidence of her 
being born again is her sudden eagerness to give all her possessions away to 
Saint Urbain or the player if their faith stat is 20+. It may also have been 
Urbain who planted the idea in her head that the pure faintstone protected her 
from death as it is he who tells her that he can "hear the voice of God through 
[the stone]."
Origin: 
A worshipper is one who expresses their strong affection and dedication to a 
deity or sacred object often during a religious ceremony.
Reference: chain mail armor set description, pickaxe description, faintstone 
description, Worshipper of God dialogue


#: NPC06
Name: Saint Urbain AKA Honorable One
World: Nexus, Shrine of Storms
Narrative:
Saint Urbain is adorned in the white robes that a high-ranking priest wears 
when he goes on a pilgrimage. The only weapon he has is faith and a talisman of 
God as he is able to perform God's Wrath, one of the greatest miracles. He can 
be found on the left side of the bottom floor of the Nexus near the Worshipper 
and the Disciple.

Saint Urbain is one of the highest ranking priests in the Church, this is 
signified by the white robes and ring of devout prayer he wears. He has the 
ability to cleanse the evil from a Major Demon's soul and perform a new miracle 
with its power. While lower-level priests engage the Demons directly in battle, 
Saint Urbain is more of a spiritual leader as he constantly prays for God's 
protection of the Demon slayers. The Disciple of God describes him as a "true 
sage" as he has the ability to hear the voice of God through a talisman of God 
or pure faintstone ore.

Miracles reappeared in Boletaria only after the rise of the Demons and black 
magic, Urbain believes that this is a sign from God that not only should the 
Church fight the Demon hordes, but that after the Demons are defeated all 
practitioners of magic should be "purged" from Boletaria. "A miracle is a 
heavenly act, but spells are the acts of Demons, the work of soul arts. They 
have similar effects, and yet, one is clearly evil, and the other is clearly 
good. Magicians, in the end, are mere servants of the Demons." He also believes 
that the souls which have been touched by Demons are so evil and all that seek 
them out (including King Allant, Sage Freke, and even the Maiden in Black) will 
eventually be taken over by a lust for power.

It is unknown why Saint Urbain and the Acolyte traveled to the Shrine of 
Storms, but they eventually met the rogue Patches and Urbain found himself at 
the bottom of the pit below the sorcerer's altar. If he used the same trick on 
Urbain as he did on the player, Urbain was lured to the edge by the promise of 
vast treasure. This may indicate Urbain sought to pillage treasures from the 
pagan shrine of the Shadowmen in order to fund the Church's campaign against 
the Demons. The loss of his teacher shattered the Acolyte's courage so he fled 
back to the Nexus rather than attempt to rescue Urbain. If the player does not 
rescue Saint Urbain the Disciple of God will eventually leave for the Shrine of 
Storms to try and rescue him. If the player rescues Saint Urbain before the 
Disciple leaves, he will be gone when Urbain moves to the Nexus.

Urbain is greatly disturbed by the howl of the Old One which echoes up into the 
Nexus once the 5 Archdemons are defeated and the seal on the Old One's chamber 
is broken. He believes it is not a Demon, but that it sounds more like a hungry 
child. It is possible the howl puts him at "unease" because deep down inside he 
knows (but can't believe) that it is the voice of the Old One which has been 
speaking to him while he has been in Boletaria. It is also revealed through the 
Talisman of Beasts that the source of miracles in Boletaria is not the Church's 
conception of "God," but that like soul magic, its power also comes from the 
Old One. Thus the God they worship (and perhaps have unknowingly worshipped 
since the establishment of their religion) is the Old One.
Origin:
Saint Urbain may be named after Urbain Grandier, a Catholic priest in the 1600s 
who ignored his vow of celibacy and had sexual relations with many women. After 
heavily criticizing a powerful Cardinal, he was falsely accused of witchcraft, 
subjected to torture to get him to confess (he did not), and was then burned at 
the stake.
Reference: saint's robes armor set description, talisman of god description, 
talisman of beasts description, ring of devout prayer description, faintstone 
description, god's wrath miracle description, Saint Urbain dialogue, Patch's 
dialogue, Sage Freke dialogue, Acolyte of God dialogue, Worshipper of God 
dialogue, Disciple of God dialogue, Graverobber Blige dialogue, Shrine of 
Storms archstone description


#: NPC07
Name: Freke's Apprentice 
World: Nexus
Narrative:
The Apprentice is adorned in wizard's clothes and attacks with a variety of 
basic spells. After the first Demon boss has been defeated he can be found on 
the right side of the bottom floor of the Nexus.

Like the Acolyte of God, Freke's Apprentice pleads for others to rescue his 
master, Sage Freke, from Demon captivity. He is a rude magician who only agrees 
to teach the player magic so that he does not have to go into battle. It is 
implied through conversation that he gave up before making even a half-hearted 
attempt to rescue Freke from the dungeons of Latria and instead has recruited 
others warriors to attempt Freke's rescue. He is momentarily grateful once the 
player has rescued Sage Freke then insults the player whenever they talk to him 
again.
Origin: 
An apprentice is one who forms an agreement with a master to serve them for a 
certain length of time in exchange for learning the master's trade.
Reference: wizard's clothes armor set description, Freke's Apprentice dialogue


#: NPC08
Name: Sage Freke AKA The Visionary
World: Nexus, Tower of Latria
Narrative:
Sage Freke is adorned in dirt-covered, Venerable Sage's robes (which look very 
similar to Saint's robes) and wields a catalyst in one hand and a Baby's Nail 
in the other. After he has been freed from the Tower of Latria, he can be found 
on the right side of the bottom floor of the Nexus to the right of his 
apprentice.

Sage Freke the Visionary observed how Demons channeled the Soul Arts in order 
to cast spells so that humans would be able to mimic that power. With his 
knowledge of Demon magic he hoped to slay the Demons in Latria but was 
overpowered by the Old Monk and imprisoned in the dungeons below the Tower of 
Latria. Once rescued by the player using the key which hangs next to the Liar 
in the church of the Fool's Idol, he can study the essence of a Major Demon's 
Soul in order to create a new, powerful spell.

He believes the awakening of the Old One has energized magic far beyond 
anything that was before possible. He also believes prayer is for the foolish 
and that the Church's God and the Old One are one in the same, unbeknownst to 
Saint Urbain and the rest of the Church leadership. His contempt for the Church 
is likely connected to his time as a high-ranking priest in his younger years. 
The robes Freke wears show his "origins quite well" as it is a well worn, 
blackened, slightly modified saint's robe armor set. It is unknown for what 
reason Sage Freke turned against God and the Church. Since he served the 
Yormedar royal family he either settled in Latria after leaving the priesthood 
or is originally from Latria.

Over the course of the player's quest, Freke becomes increasingly obsessed with 
the dark arts. First he envies those humans who have evolved to a "higher 
state" and become Demons. Next he momentarily doubts that defeating the Old One 
(which would end most magic) is the right thing to do. Finally he beseeches the 
player to murder the Maiden in Black (and get the dark ending of the game) 
while she attempts to lull the Old One back to sleep so that the player will 
gain the Old One's Demon soul. With that Demon soul, the player would gain 
power beyond imagination and Freke knowledge "from beyond."

He is friends with the magical craftsmen Geri.
Origin:
In Norse mythology Freki and Geri, known as the "Ravenous Ones," were wolves 
who always accompanied the supreme Viking god Odin into battle. At the 
conclusion of the fighting, the hounds were known to roam the battlefield to 
greedily devour the corpses of the fallen. This is a parallel to Freke's 
intense desire for the player to bring him the mature souls of Demons which 
have fallen in battle.
Reference: venerable sage's armor set description, baby's nail description, 
ring of magical sharpness, geri's stiletto description, Sage Freke dialogue, 
Saint Urbain dialogue, Freke's Apprentice dialogue, Yuria dialogue, Patches 
dialogue, Tower of Latria archstone


#: NPC09
Name: Yuria
World: Nexus, Boletarian Palace
Narrative:
Yuria wears the hat of a witch, but the insect-infested clothing of one who has 
lived through horrific things. After being freed from the lone tower in the 
Boletaria Palace, she can be found in the southeast corner of the bottom floor 
of the Nexus.

When Yuria was young, she was born with a magical ring in her hand and thus 
branded a witch and persecuted as a threat to society. As she became older her 
bitterness and lust for power grew and she was drawn to the accursed land of 
Boletaria. She was defeated by Executioner Miralda near the entrance to the 
Boletarian Place and imprisoned. During her incarceration she was kept separate 
from the other prisoners in a tower reserved for "special" cases. The key which 
accesses the tower is encrusted with dried blood meaning horrific torture must 
go on in the tower and the blood would run down to the key hanging on the belt 
of the Ministers. In that tower she was ill-fed, tortured, and (based on what 
she says to the player when they wear an official's cap) sexually assaulted by 
the Fat Ministers. That just wearing a minister's cap allowed one access to 
Yuria would imply there was widespread abuse of her by a multitude of 
Officials.

That horrific experience has robbed her of her lust for power, making her timid 
and very reluctant to teach the player witchcraft. Once rescued by the player, 
she can teach them to channel a Major Demon's Soul in order to create a new, 
powerful spell. While Sage Freke makes use of magic by studying the essence of 
a Demon Soul, Yuria uses emotion to channel the soul's raw power. This method 
of channeling the Soul Arts is believed to be intrinsically evil as channeling 
cursed souls will taint the caster. Her magic is often more powerful than 
Freke's but lacks focus and is more unpredictable.

She is one of the few characters able to break free from her lust for power and 
the corrupting influence of the Demons.
Origin: 
The character may be named after the Japanese pop singer YURIA.
Reference: ring of the accursed description, bloody key description, three-
corned hat description, old raggedy robes armor set description, official's cap 
description. ring of a magical nature description, Biorr dialogue, Yuria 
dialogue, Sage Freke dialogue


#: NPC10
Name: Stockpile Thomas
World: Nexus
Narrative:
Thomas wears leather armor and boots which means he may have been a hunter 
before the scourge. He can be found near the hallway of red tutorial signs on 
the bottom floor of the Nexus.

Thomas lived near the Boletaria Palace with his wife and daughter when the 
Demon scourge came. He has no formal combat training and in terror he fled, 
abandoning his wife and daughter, and becoming injured in the process. He awoke 
in the Nexus and was nursed back to health by the Maiden in Black. As the 
Worshipper of God also fled the Boletaria Palace at the start of the scourge, 
she may be the one who carried the injured Thomas to the Nexus. He is not 
physically bound to the Nexus with a Nexial binding, but is so terrified of the 
Demons that he has not left the Nexus since he awoke. The player later confirms 
that Thomas's wife and child are dead when their corpses (and his daughter's 
hairpin) are found suspended by chains from the side of a tower in the 
Boletarian Palace. 

As the player has limited inventory space Thomas pledges to watch over and 
protect any excess baggage, like an item bank.
Origin:
The name Thomas means "twin," but it may be more in reference to the biblical 
story of one of Jesus's Disciples, "doubting" Thomas, as he does not truly 
believe his wife and daughter are dead until the player brings him proof.
Reference: leather armor set description, jade hair ornament description, ring 
of herculean strength description, Worshipper of God dialogue, Stockpile Thomas 
dialogue


#: NPC11
Name: Blacksmith Boldwin
World: Nexus
Narrative:
Boldwin is a blacksmith of small stature who wears tattered clothes and 
portions of his body are covered in scales. He can be found slightly to the 
right of Stockpile Thomas on the bottom floor of the Nexus.

He is an old blacksmith able to do minor weapon crafting and sell low-level 
equipment and items. His physique and voice are nearly identical to Blacksmith 
Ed because they are twin brothers. He worked in Stonefang tunnel as a 
blacksmith up until the coming of the Deep Fog at which point he fled to the 
Nexus before the situation deteriorated. Like Ed, he carries a Hand of God 
(likely a family heirloom), a fist weapon worn by the legendary warrior "Big M" 
to slay dragons with his fists. 

Also like Ed, he has small patches of scales on his skin indicating the miners 
of Stonefang were once human, transformed into scale-covered Demons by the 
colorless fog. There is an empty blacksmith station near the water wheel which 
powers the elevator by Ed, perhaps this was Boldwin's station before he left 
for the Nexus. When he was younger Boldwin also lived near Stonefang and used 
his strength to clear bearbugs from the mine tunnels. 
Origin:
The character may be named after the Hong Kong company "Boldwin Industrial," 
known for the design and manufacturing of plastic figurines and vinyl toys.
Reference: hands of god description, iron knuckles description, Blacksmith 
Boldwin dialogue, Stonefang Tunnel archstone description


#: NPC12
Name: Crestfallen Warrior
World: Nexus
Narrative:
The blue phantom of a Demon slayer who wears plate armor indicating in life he 
was likely a Boletarian soldier. He can be found on the bottom floor of the 
Nexus in front of the Boletaria Palace archstone.

A cynical and depressed warrior who has given up his quest to slay Demons and 
now sits in front of the Boletaria Palace archstone in blue phantom soul form. 
Like the player, he was bound to the Nexus by the Monumental and as a result is 
mistrustful of the Monumental. He is the first to warn the player of the 
dangers of the Soul Arts; that as the Maiden in Black gives one more power, bit 
by bit, one loses their humanity. As the player progresses the Crestfallen 
warrior will become increasingly soul-starved eventually leading to memory 
loss. Once the Tower Knight is killed he will rant about the player finding his 
rotten body, which is theorized to be the corpse with the Traditional Hero's 
Soul in the path of the Red Dragon's fire on the Lord's Path in the Boletaria 
Palace. After that encounter he becomes completely soul-started, loses his 
memories, and eventually fades away.

He is one of the only characters in the game which casts doubt on the goodness 
of the Monumental, see NPC01 for further information.
Origin: N/A
Reference: Plate armor set description, Crestfallen Warrior dialogue


#: NPC13
Name: Patches the Hyena
World: Nexus, Stonefang Tunnel, Shrine of Storms
Narrative:
Patches wears black leather armor and wields an Adjudicator's shield and short 
spear. After encountering him in the cavern of the 2nd area of Stonefang Tunnel 
and/or behind the sorcerer's altar in the 2nd area of the Shrine of Storms he 
can be found in front of the Tower of Latria archstone on the bottom level of 
the Nexus. 

He is a mischievous graverobber not above luring travelers to their deaths in 
order to loot their corpses. He tricks the player into getting cornered by a 
bearbug in Stonefang mine, and also kicks the player down a hole in the Shrine 
of Storms in the hopes of looting their corpse once they die of starvation. He 
kicks Saint Urbain down that same hole and from that point on is despised by 
Urbain and his followers. Upon surviving his traps, he asks forgiveness of the 
player and attempts to laugh it up as a practical joke. He takes up residence 
in the Nexus in front of the Tower of Latria archstone and begins to sell rare 
items once encountered in either of the locations.
Origin: 
He is likely known as "the Hyena" for the inflection of his laugh. 
The character has its origins as a mech pilot named "Patch the Good Luck" in 
From Software's earlier game Armored Core: For Answer. In that game he is a 
mercenary piloting the mech "No Count" who gives up the fight if his master is 
killed, exclaiming "Wait wait! I give up! H-hey, I'm just following orders 
here! If he's pulled out, why should I...? Y-you guys, you're still alive 
right? This is No Count, come in! We're allies right? Right?" 
The character's in-game biography also details his favored combat strategy is 
to "snipe from the air or from concealed locations to catch his opponents off 
guard."
Reference: black leather armor set description, Patches dialogue, Saint Urbain 
dialogue, Acolyte of God dialogue, Graverobber Blige dialogue


#: NPC14
Name: Yurt the Silent Chief
World: Nexus, Tower of Latria
Narrative:
Yurt wears the malevolent-looking gloom armor which consists of spiked chest 
piece, greaves, gauntlets, and a dual-spike helmet. He wields a parrying dagger 
and a shotel. He can be found in the 2nd area of the Tower of Latria just 
before riding the elevator down into the swamp, drop down to lower walkway with 
augites of guidance to free him. Once freed, he can be found on the left side 
of the second floor of the Nexus.

He is first encountered imprisoned in a cage in the Tower of Latria surrounded 
by augites of guidance, which he likely threw from cage to draw attention, and 
he asks the player to free him.  If freed he will take up residence on the 2nd 
floor of the Nexus. Yurt claims to be an ally in the fight against the Demons 
but is actually a blood-thirsty mercenary who is under the employ of 
Mephistopheles, the leader of a vicious, secret masked society. His mission is 
to murder anyone left in Boletaria who has knowledge of the Soul Arts, If he is 
left alone in the Nexus he will murder all of its mages and most of its vendors 
one at a time.

As he speaks, "Silent" obviously does not indicate that he is mute. "Silent" 
must be referring to his demeanor, IE that he is stealthy and remains unseen.  
"Chief" signifies a high rank or leadership position. Since he is a mercenary, 
and not necessarily a part of the Soul Industry secret society, Chief may 
indicate he is the leader of a band of assassins. The Shotel description (the 
weapon Yurt uses) mentions a "group of assassins" which use the weapon. So 
"Yurt the Silent Chief" could mean "A leader among a group of assassins who 
inflict pain (hurt) and death stealthily."

One of the mysteries of Yurt is who imprisoned him in the cage in Latria and 
why. As there are items scattered throughout Latria which belong to high-
ranking members of the Soul Industry it is possible they were imprisoned by the 
Old Monk and Yurt was sent in to rescue them.  The opposite may also be true, 
that the Old Monk captured them and it was Yurt's job to sneak in and kill them 
before they spilled what they knew to the Old Monk. One odd possibility is that 
Yurt entered the cage in the swamp, rode it up to the tower, and then found he 
could not reach the latch through the bars of the cage with his armor on.  In 
that case it would be carelessness, and not a person, who locked him in the 
cage.

Another interesting tidbit (which may just be a coincidence) is that the 
insignia on the back of his gloom helmet is very similar in shape to the 
insignia on the front of the purple flame shield. The origin of the shield's 
design and characteristics are unknown so it may have been originally designed 
by the ancestors of Yurt's clan of assassins.
Origin:
"Yurt" means either one's home or homeland and is also a type of tent.  That 
doesn't appear to relate to the character so I believe that he is called "Yurt" 
because it sounds very close to "hurt" and a lower case 'h" is basically an 
upside down "y." "Yurt" may also be a contraction of "you(r) hurt." 
Reference: shotel description, parrying dagger description, gloom armor set 
description, purple flame shield description, Mephistopheles dialogue, Yuria 
dialogue, Patches dialogue, Yurt dialogue


#: NPC15
Name: Mephistopheles
World: Nexus
Narrative:
Mephistopheles is a woman adorned in Rogue's clothes, a gold mask, and wields a 
parrying dagger and epee rapier. Once Yurt is dead and the player has pure 
black character tendency, she can be found in Yurt's old spot on the left side 
of the second floor of the Nexus.

She is a very high-ranked member of Soul Industry, a secret, masked society of 
individuals who wish to keep the secrets of the Soul Arts for themselves. She 
employed the mercenary Yurt the Silent Chief to murder all those in Boletaria 
who have knowledge of the Soul Arts. If the player has pure black character 
tendency and has defeated Yurt she offers to employ them to finish the job. If 
the player takes her up on her offer and murders the Soul Art users of 
Boletaria, she will turn on the player and attempt to kill them, the last non-
member with knowledge of the Soul Arts.

Though an epee rapier has a blunted blade and is typically used in fencing 
contests, the epee rapiers wielded by the Soul Industry are imbued with a 
strong magical flame. Thus strikes by the epee rapier only lightly cuts the 
flesh, but horribly burns it.  This example of viciousness is one of reasons 
the Soul Industry is so feared.
Origin:
"Mephistopheles," which roughly translates to "not a lover of light," is a 
demon representative of the Devil in a tale of German folktale, the Legend of 
Faust. In the story, Faust is an unfulfilled author who makes a deal with 
Mephistopheles to trade his soul to the Devil in exchange for unlimited 
knowledge and worldly pleasures. The deal irrevocably corrupts his soul and at 
the end of the tale his soul is dragged down to Hell. This parallels the 
relationship between the player and the NPC, in exchange for assassinating 
characters in the Nexus they gain weapons and items of great power, but at the 
cost of blackening the player's soul.
Reference: rogue's clothes armor set description, gold mask description, epee 
rapier description, parrying dagger description, ring of the accursed 
description, foe's ring description, Yurt dialogue, Mephistopheles dialogue


#: NPC16
Name: Ostrava AKA Prince Ariona Allant
World: Nexus, Boletarian Palace
Narrative:
Ariona Allant travels under the alias "Ostrava," wears a full set of fluted 
armor, and wields a rune sword and shield. He is encountered in body form 4 
times as the player moves through the Boletaria Palace (if he is rescued each 
time). After each of the first 3 encounters, he can be found dangling on the 
beam between the Boletaria Palace and Valley of Defilement archstones on the 
bottom floor of the Nexus.

Prince Allant, the son of the King Allant, arrives at the Boletaria Palace 
after the scourge, but shortly before the player; to avoid attention he travels 
under the alias Ostrava. He has come alone from the distant Southern kingdom 
(likely one of Latria's territories on the edge of their kingdom) on a mission 
to find his father and confirm if the rumors that he has become a Demon are 
true. He is a wise, but pampered man and often becomes overwhelmed by even weak 
enemies and must be saved numerous times by the player. 

He is clad in the garb of a warrior and wields the gilded sword and shield of a 
legendary hero, but lacks the will to fight, and will run when faced with a 
marginally powerful enemy. He is last encountered by the player on the steps to 
King Allant's throne room.  Having confirmed that King Allant is a Demon, 
Ostrava chooses to commit suicide rather than face him in combat. He leaves it 
to the player to finish his job and is so weak willed that within minutes he 
appears in black phantom form as the last obstacle to King Allant.

He speaks with authority on events which transpired shortly after the scourge, 
but since he was not present at the time, his knowledge is likely second-hand 
and may not be reliable.  For instance, the Narrator describes in the prologue 
that Vallarfax broke through a gap in the Deep Fog (what is often referred to 
by NPCs as a "fissure") to tell the outside world of Boletaria's plight. 
Ostrava states that Vallarfax was "lost" and that Biorr was the one to break 
through a "fissure" in the Deep Fog.

He speaks first-hand of what the Southern kingdom of Latria thinks about the 
Northern kingdom of Boletaria, he is clad in the armor of a Latrian knight, he 
possesses a telescope made by Latrian craftsmen, and he wields the sword and 
shield of a Latrian heroe. This all indicates that Ostrava spent a great deal 
of time in Latria, possibly under the care of his relative, Lord Rydell (also 
known as "little Allant") who is most likely uncle to Ostrava and thus little 
brother of King Allant. Biorr also speaks of Ostrava "coming to Boletaria," 
indicating he was not present at the Boletarian Palace when the Demon scourge 
arrived.

One odd bit is the description of the Rune weapons imply they are unique to a 
legendary Latrian hero, but a second sword and shield are found on a corpse 
sitting precariously on a ledge in the Tower of Latria. Either the original 
hero had spares made and now the extras are wielded by knights of high status, 
or perhaps Ostrava was killed in Latria and what the player has interacted with 
is his soul form.
Origin:
Ariona is a variation on the Greek name "Ariana," both are girl's name, which 
means "holy." It could be they gave Ostrava a girl's name to emphasize the lack 
of masculinity of the character. Also "holy" in this case might more refer to 
his pure and kind nature, rather than his relationship with God.

Ostrava is a city in the Czech Republic which in prehistoric times served as an 
important crossroads on many trade routes. The most prominent trade route, 
called the Amber Road, brought the important raw material amber (fossilized 
tree resin) to many European and North African countries. The symbol on the 
flag of Ostrava is quite similar to the design of the rune shield.
Reference: fluted armor set description, rune sword description, rune shield 
description, brass telescope description, Ostrava dialogue, Dregling Merchant 
dialogue, Biorr dialogue, Narrator dialogue, Tower of Latria archstone 
description, knight class description


#: NPC17
Name: Biorr AKA Elder Twin Fang
World: Nexus, Boletarian Palace
Narrative:
Biorr of the royal Twin Fangs wears full brushwood armor, and carries a 
brushwood shield, heavy crossbow, and a great sword. After being rescued from 
the jail near the Tower Knight in the 2nd area of the Boletaria Palace, he can 
be found in front of the Valley of Defilement archstone in the Nexus.

Biorr, the elder of the two, and Vallarfax were brothers known as the royal 
Twin Fangs. They were both members of King Allant's round table of knights when 
the Demon scourge came to the Boletarian Palace. The player first encounters 
Biorr locked up in the dungeons of the Boletarian Palace after he was defeated 
by the black souls of other knights of the round table. In the beginning, he is 
adamant that the colorless fog could not be the work of the King, that it must 
be lies told by the true perpetrators who seek to overthrow Allant. After he 
assists in the battle with the boss Penetrator (corrupted form of Metas, the 
knight of the Lance), Biorr appears to have come to terms with the truth and 
warns the player not to underestimate the King nor his protectors if the player 
seeks to challenge Allant.

Despite the grim situation, Biorr remains upbeat, often cracking a light-
hearted joke while in a conversation with the player, this is thought to be an 
attempt to hide his grief. Biorr speaks of his brother Vallarfax in the past 
tense and what is likely Vallarfax's armor is found at the bottom of 
Executioner Miralda's tower indicating he was killed at some point before 
Biorr's imprisonment. Biorr's grief may also explain why he puts himself in 
harms way, first assisting the player in defeating the boss Penetrator and then 
serving as a momentary distraction for the player to run past the Blue Dragon. 
If Biorr survives the battle with the Blue Dragon the conversation which 
follows implies that he has been mortally wounded, it is the last time the 
player will see him alive and the Dregling Merchant, known for taking items off 
corpses to sell, later has his armor for sale.

Biorr mentions after being rescued by the player that he was defeated by "the 
black souls of mighty knights." Later when he jumps in to assist the player in 
the battle with Penetrator he proclaims that the Demon will be stopped "once 
and for all." This may indicate that Penetrator is the one who defeated Biorr 
and caused him to be imprisoned by the Fat Ministers.  That Penetrator focuses 
entirely on Biorr and ignores the player is further evidence of some unresolved 
conflict between the two knights. Like the Penetrator, Biorr has a potent 
hatred of the Fat Ministers.

If one takes what Ostrava says as truth, Vallarfax was "lost" and Biorr slipped 
through "the fissure." Characters often refer to an opening in the Deep Fog as 
a fissure, but according to the prologue Biorr has not left Boletaria since the 
scourge began. A fissure is a weakness or flaw which has been split open 
forming a narrow opening. That definition could apply to the hole in the 
skylight of Miralda's tower,  Biorr could have stepped over the skylight and it 
broke causing him to "slip" through and disappear into the darkness of the 
tower, "never to be heard from again." That would mean it could be Biorr's 
corpse at the bottom of the tower, which raises all kinds of questions about 
who the player rescues from the Palace jail.
Origin:
"Biorr" aka "Bjorr" is an Old Icelandic word for an ale attributed to the Gods; 
a rare and potent drink which possessed magical powers.
Reference: brushwood armor set description, large brushwood shield description, 
ring of great strength description, great sword description, Dregling Merchant 
dialogue, Biorr dialogue, Ostrava dialogue, Narrator dialogue


#: NPC18
Name: Dregling Merchant
World: Boletarian Palace
Narrative:
For further information see E01
He can be found hiding in the first 3 areas of the Boletaria Palace: behind a 
barricade in the 1st area, at the northern end inside the bridge in the 2nd 
area, and in the small house with the red-eyed knights near the locked gate in 
the 3rd area.

Only one dregling has managed to maintain his sanity from a steady stream of 
Demon Souls, acquired by trading items he scavenges from corpses to Demon 
slayers passing through the castle. As he is one of the few characters who was 
sane and escaped capture / death during the entirety of the scourge, he has a 
wealth of first-hand information about the current situation in Boletaria.
Origin: For further information see E01
Reference: Dregling Merchant dialogue


#: NPC19
Name: Executioner Miralda
World: Boletarian Palace
Narrative:
Miralda is King Allant's executioner, wears a hood, binded cross armor set, and 
wields a guillotine axe. She can be found by obtaining pure black or white 
world tendency and entering the execution grounds on the left side near the 
beginning of the first area of the Boletaria Palace.

King Allant's blood-thirsty executioner is the only named NPC to be immediately 
hostile to the player in pure black world tendency AND pure white world 
tendency. Before the scourge, she was known throughout Boletaria for her lunacy 
and beautiful voice. She appears fully covered head to toe with scrap of black 
leather and wields an axe especially designed to decapitate foes in one strike. 
She commands the black phantoms of those poor souls she has executed and they 
protect the execution grounds. She is quite powerful, defeating / imprisoning 
the witch Yuria, and may have killed Vallarfax (brother of Biorr) as a set of 
brushwood armor is found at the base of her tower.
Origin:
"Mira" means "she stares at intently or aims," or "she admires." "Alda" is 
Icelandic and refers either to a wave (as in the sea) or a smooth edge.  So 
"Miralda" could mean "one who aims a smooth edge," the guillotine.

It may instead refer to a Cuban tale from the 1800s, "The Justice of Tacon" in 
which a noble bribed soldiers to abduct a beautiful, poor, virgin maiden; 
Miralda, under false pretenses. The noble has been long suspected of abducting 
young woman to deflower and then kill them.  When the vile act is discovered by 
General Tacon he passes judgment that now that Miralda's reputation is ruined 
the noble must marry her.  Under protects, he marries Miralda and then 
afterward is immediately executed by the General's men so that his wealth and 
estate transfer to Miralda. The tale was later adapted into a play by an 
American writer who inserted the character Cecil, an old woman who went stark-
raving mad when her daughter was abducted (the noble was suspected) several 
years prior. Now she wanders the market murmuring about vengeance against the 
nobleman.
Reference: binded cross armor set description, guillotine axe description, 
Yuria dialogue, Miralda dialogue


#: NPC20
Name: Old King Doran AKA Last Hero AKA Everlasting One
World: Boletarian Palace
Narrative:
Old King Doran wears his one-of-a-kind Ancient King's Armor and wields a soul-
form version of the Northern Regalia. Once the Mausoleum Key has been obtained 
from Ostrava, he can be found in the 1st area of the Boletaria Palace behind 
the Red-eyed knight.

Old King Doran, known in legends as the Last Hero or the Everlasting One, is 
the founder of Great Boletaria and resides in the royal family mausoleum below 
the Boletarian Palace. He is a demigod charged with protecting both the royal 
family and the sword Northern Regalia which is the fusion of the otherworldly 
swords Demonbrandt and Soulbrandt. It is unknown who forged the Northern 
Regalia but legends say It was left in the world at the same time as the Old 
One for malicious purposes. 

Though Doran wields a soul-form version of Northern Regalia, the physical sword 
was split in two. The white blade Demonbrandt which "banishes that which 
befouls man" grows more powerful the purer the soul who wields it and was left 
behind in the crypt by King Allant. The black blade Soulbrandt which "banishes 
man himself" grows more powerful the more demonic the soul who wields it and 
has not left the hand of King Allant since he gained knowledge of the Soul 
Arts. A soul-form version of the black blade is later held by the False King 
Demon doppelganger. If the player proves they are worthy by besting Doran in 
combat he will allow them to take the sword Demonbrandt to aid in the quest to 
defeat King Allant.
Origin:
A regalia is an emblem / symbol of royalty, like a crown or scepter, literally 
meaning "things pertaining to the King." So the Northern Regalia sword is a 
symbol that the wielder rules over the Northern kingdom of Boletaria.

On the butt of the mausoleum key which opens King Doran's crypt is the carving 
of 3 interlocking rings called "Borromean rings." This symbol has had many 
meanings throughout history, for some Christians it represents the Holy Trinity 
of the Father, the Son, and the Holy spirit. In other cultures it has 
represented the 3 areas of the Earth: land, sea, and sky. The Celts believe a 
similar symbol (3 interlocking knots) represented the 3 cycles of life: life, 
death, and rebirth. 

The character Doran may be named for the Ben Doran AKA Beinn Dorain, which 
means "hill of the streamlet," and is one of the most recognizable mountains in 
Scotland.
Reference: mausoleum key description, demonbrandt description, soulbrandt 
description, northern regalia description, eternal warrior's ring description, 
ancient king's armor set description, Ostrava dialogue, Old King Doran dialogue


#: NPC21
Name: Filthy Man
World: Stonefang Tunnel
Narrative:
He can be found near the start of Stonefang Tunnel and in the second area of 
the world in the same cavern as Patches the Hyena.

A sleazy merchant who has thrived by stealing goods from the excavators as they 
are too concerned with mining to notice or care. He has maintained his sanity 
by trading those stolen items to would-be Demon slayers traveling through the 
mine. He knows the location of the crystal lizard nest in the mine, but will 
not divulge it to the player, perhaps he learned its location from a barbarian 
near Stonefang. Like Scirvir, he is too scared to enter the twisting tunnels 
below the main mine.
Origin: N/A
Reference: Filthy Man dialogue


#: NPC22
Name: Blacksmith Ed
World: Stonefang Tunnel
Narrative:
He can be found in the first area of Stonefang Tunnel by continuing straight 
outside, past the pit of lava to the right and the doorway on the left, and 
riding the elevator down to his workshop.

He is an eccentric, ill-tempered master blacksmith and the last sane townsman 
left in Stonefang Tunnel. Ed is able to do advanced weapon crafting and, with 
the heat generated from the Demon soul of Flamelurker, bless weapons with the 
spirit of mature Demon Souls. His physique and voice are nearly identical to 
Blacksmith Boldwin because they are twin brothers. Boldwin is quite strong, but 
pales in comparison to Ed who is supposedly stronger than some Demons. Like Ed, 
he carries a Hand of God (likely a family heirloom), a fist weapon worn by the 
legendary warrior "Big M" to slay dragons with his fists.

While Boldwin has only small patches of scales on his skin, the majority of 
Ed's body is covered in scales indicating he is much further along in the 
transformation to a scale-covered Demon. If Ed stays, there is a high 
probability he will share the same fate as the rest of the Excavators. His 
obsession to continue working the forge, not even stopping when talking to the 
player, mirrors the scale miner's single-minded quest for ore.
Origin: N/A
Reference: hands of god description, Blacksmith Boldwin dialogue, Blacksmith Ed 
dialogue, iron knuckles description, Stonefang Tunnel archstone description


#: NPC23
Name: Scirvir the Wanderer
World: Stonefang Tunnel
Narrative:
Scirvir wears chain mail chest armor, leather armor on his hands and feet, 
wields a short sword, and casts spells and miracles with a talisman of beasts. 
He can be found by taking the right fork at the start of the 2nd area of 
Stonefang Tunnel and carefully dropping from ledge to ledge down the shaft in 
pure white world tendency.

Like many wanderers, Scirvir was probably once a warrior of the Church, 
evidence of which is his use of the miracle regeneration, and the chain mail he 
wears. Perhaps he lost his faith when he came upon the Talisman of Beasts, an 
amulet in the shape of the Old One, which has the power to cast magic and 
perform miracles; proving that God and the Old One are one in the same. He is 
an inquisitive man, who has a delight for the strange, and asks the player to 
search for a legendary blunt sword, forged specifically to kill dragons, in the 
Dragon Temple in the deepest part of the mine. He wishes to see with his own 
eyes "The arts of swordsmanship applied in a perfectly useless manner."
Origin:
Scir AKA Skirr is an Old Icelandic word which means "clear" or "shining." Vir 
AKA Verr is an Old Icelandic word which means "man" or "warrior." So his name 
could mean "pure man" or "warrior of light."
Reference: wanderer class description, chain mail armor set description, 
talisman of beasts description, dragon bone smasher description, Filthy Man 
dialogue, Scirvir dialogue, Stonefang Tunnel archstone description


#: NPC24
Name: Former Royal's Wife AKA Once Royal Mistress AKA Singing Lady
World: Tower of Latria
Narrative:
A female vendor who appears to have endured horrific torture; her face and 
hands (and likely more under his dress) have been horribly mutilated. In 
addition her eyes are closed and she bleeds tears indicating she is probably 
blind. Perhaps her eyes were plucked out as a part of the torture. She can be 
found in a cell in the first area of the Tower of Latria, listen for the 
singing to locate her.

This former wife of royalty is also a prisoner in Latria's dungeon but has much 
better accommodations than the other prisoners. She has a variety of goods left 
over from when she was royalty and offers to sell them to the player to gain 
souls and maintain her sanity. It is from her that the player learns much of 
what has transpired in Latria since the coming of the Deep Fog. To pass the 
time in her cell she sings a haunting melody.

There is speculation about who might be her husband.  Some thought she might be 
the wife of Lord Rydell, but he states that his wife is dead. Some suspect that 
she was the Old Monk's mistress and when the Queen found out about their 
affair, that was the reason she banished him from Latria. That theory would 
explain why she receives preferential treatment in the dungeon once the Old 
Monk returned. Another theory is that since both the Liar and the Once Royal 
Mistress know the truth about the Fool's Idol that they may have once been 
married until he began to serve the Old Monk.

Still another theory is that the Once Royal Mistress IS the Queen of Latria, 
but that the horrible torture has caused something of a mental breakdown. 
Subconsciously she knows she is the Queen, but consciously she is meek and 
speaks of the Queen as if she were a different person.
Origin: N/A
Reference: Former Royal's Wife dialogue, Sage Freke dialogue, Tower of Latria 
archstone description


#: NPC25
Name: The Liar AKA Coherent Mage Prisoner
World: Tower of Latria
Narrative:
The player meets a coherent prisoner on the balcony of the Fool's Idol's church 
who promises that he will cause no trouble. The magical seal on the floor he is 
conjuring is remarkably similar to the paralyzing seal the False Idol casts 
during the boss fight. He is a liar, as soon as the Fool's Idol is defeated he 
will laugh and the spell he has been casting will resurrect the boss. The Royal 
Mistress warns of this "I know the truth, the church Goddess may die, but never 
for long." Kill the Liar to prevent the Fool's Idol's resurrection.

As he is the most powerful of the mage prisoners he was likely a royal of very 
high status before he was imprisoned. Since both the Liar and the Former 
Royal's Wife know the truth it has led to a theory that the Liar was once her 
husband. Perhaps after the jailing of the Queen's family the wife took the 
Queen's side and the Liar sided with the Old Monk, resulting in a falling out. 
Another possibility is the Liar could be serving the Old Monk in order to bring 
comfort to his wife, the Singing Lady, and she is speaking metaphorically that 
she is no longer married as the Liar has twisted into a being that is no longer 
her husband.

It is unknown if after the Old Monk was banished the Queen took a new husband. 
If she did, another possibility is that the Liar is her soul-starved widower.
Origin: N/A
Reference: Former Royal's Wife dialogue, The Liar dialogue, Sage Freke 
dialogue, Tower of Latria archstone description


#: NPC26
Name: Lord Rydell AKA Little Allant
World: Tower of Latria
Narrative:
The player first encounters Rydell after he is dead, his soul form is locked in 
a cell on the west side of the 2nd floor of the first area of the Tower of 
Latria rattling the bars and crying out in anguish. He was likely injured in 
battle by the arrow firing machine which guards the main path to the Idol's 
church as that is where his Clever Rat's ring is found. His signature weapon, 
the Phosphorescent Pole, was smashed and he was imprisoned and left to die in 
his cell. Rydell carried a pair of matching rings. When he is near death, one 
grants him greater protection and the other grants him immense power.

That Rydell was known by the nickname "Little Allant" and is similar in age to 
the King indicating they are related, most likely brothers, with Rydell being 
the younger of the two. That certainly explains why Ostrava, son of King 
Allant, would have so many keepsakes from Latria (his armor, sword, shield, and 
brass telescope), as Rydell would be the Prince's uncle. He is best known for 
stealing the Phosphorescent Pole, a magically enhanced staff weapon, from the 
Witch in the Sky. 

It is of particular interest the degree of malice of Rydell's imprisonment as 
even in death he is not allowed release from the dungeon. Some type of spell by 
the Old Monk or the Fat Ministers has caused his soul to be drawn to and 
imprisoned in a different cell after he died. The key to the cell was hidden 
well atop one of Latria's towers to ensure he would never escape.

One theory is that Rydell is the new husband of the Queen of Latria and that is 
why the Old Monk, who was her former husband, wishes Rydell so much suffering. 
His title "Lord" is a generic substitute which can be used in place of an 
official title (Earl, Marquise, Viscount, etc.). If he were the husband of the 
Queen, Lord could have been used instead of King to avoid confusion with King 
Allant. That the Queen had the power to banish the Old Monk would seem to 
indicate that Latria is a Matriarchy, in which a woman is the ultimate 
authority, and another reason why Rydell would have a generic title of Lord. 
The "little" part of the nickname "Little Allant" may also refer to his 
subservient role in his marriage to the Queen.

Another theory is the corpse with a silver bracelet in the room with the 
prisoner horde is Rydell's wife. The silver bracelet was worn by a "daughter of 
nobility" and it is found in the room directly adjacent to the bridge guarded 
by the arrow machine.  It is on this bridge that one of Rydell's rings is 
found. It is possible Rydell attempted to hold back the Demon horde on the 
bridge while his wife escaped, but ultimately he was caught and she was 
surrounded and killed in the dungeon.
Origin:
Ryd AKA Ryo is an Old Icelandic prefix which means "rust-colored." Ell is Latin 
for the pronoun "he."  Also to consider the pronunciation of the name adds a Y-
sound "rid-e-yell" and in some areas of the game it is spelt "Rydyell," which 
is closer to the way it is pronounced. So his name could mean "Rust-colored 
(red) man" or the "Rusty one who shouts."
Reference: phosphorescent pole description, silver bracelet description, clever 
rat's ring description, dull rat's ring description, Lord Rydell dialogue, 
Former Royal's Wife dialogue, Tower of Latria archstone description


#: NPC27
Name: Graverobber Blige
World: Shrine of Storms
Narrative:
Blige is a scavenger much like Patches the Hyena, searching through dead and 
forgotten lands for treasures buried with the dead. When the player first 
encounters him he has fallen for a trap laid by Patches and become locked in a 
jail cell in the hidden tunnel which bypasses the Vanguard in the first area of 
the Shrine of Towers. Once freed, he will sell the items he has acquired. Blige 
fills in much of the back story of the level, that it was once a shrine to men 
who worshiped death and storms, but was abandoned long ago
Origin: N/A
Reference: Graverobber Blige dialogue


#: NPC28
Name: "Sparkly" the Crow
World: Shrine of Storms
Narrative:
At the highest point in the Shrine of Storms is a tree with a large bird's nest 
(climb the stairs near the entrance to the hidden tunnel which bypasses the 
Vanguard). Inside that nest is the unseen, second merchant of the level, a bird 
nicknamed "Sparkly" for its desire for shiny objects. Place an item she desires 
on the ground and the next time the player returns to the level, the item will 
be gone and a different item will be at the base of the tree. The most common 
item traded by Sparkly is white arrows, those arrows are fletched by using the 
feathers of the white hawks which circle Sparkly's nest and fly around other 
areas of the Shrine of Storms. The shaft of a white arrow is carved from 
gnarled wood of the trees of the Shrine of Storms, a white bow is carved from 
this same type of wood.
Origin: N/A
Reference: white bow description, white arrow description, Sparkly the Crow 
dialogue


#: NPC29
Name: Satsuki
World: Shrine of Storms
Narrative:
Satsuki wears shaman's armor and wields either the hiltless katana or the 
Makoto if it is handed over to him by the player. He can be found at the very 
beginning of the level in pure black or white world tendency.

In all but the pure tendencies, Satsuki will lurk atop the first wall with the 
arched doorway at the start of the level. Upon reaching pure white world 
tendency he will descend and promise Demon Souls if the player acquires the 
katana sword "Makoto," a weapon he claims belongs to his father. The Makoto is 
a cursed weapon of folklore which slowly devours the lifeforce of the user and 
inflicts wounds that will never heal. It is said the Makoto draws warriors to 
it in the hopes of picking a new master when its old one falls. 

Upon handing the weapon over to Satsuki the dialogue he speaks implies that it 
is not a keepsake of his father, but that he has tricked the player into 
acquiring the legendary weapon to satisfy his own lust for power. If the player 
returns to Satsuki wielding the Makoto he curses the arrogance of the player as 
he believes that he is the only worthy owner of the Makoto. In both cases he 
will attempt to kill the player, either to test the power of the weapon or to 
take the Makoto from the player's unworthy hands. In pure black world tendency, 
he will attack the player with a hiltless weapon, but will take no damage from 
wielding it.

Satsuki wears Shaman's clothing, garb of the heretical shaman in the Valley of 
the Defilement indicating that the clothing does not originate in the Valley, 
but from elsewhere. Perhaps heretics (spiritually unclean), and not just those 
physically deformed were cast into the valley. In which case Satsuki escaped 
that fate somehow.
Origin:
Satsuki is a Japanese word which can means "May," "blossom," "moon," or "hope."

Makoto is a Japanese word which means "true sincerity."
Reference: shaman's clothes armor set description, hiltless description, magic 
sword "Makoto" description, Satsuki dialogue


#: NPC30
Name: Filthy Woman
World: Valley of Defilement
Narrative:
She can be found above the room of rats in the 1st area of the Valley of 
Defilement and in the second area of the world just past the entrance to the 
shanty town from the poison swamp.

Much like in the land of the blind, the man with one eye is King; in the land 
of the wretched and the diseased, a shrill harpy is desirable. Before Saint 
Astraea came to the Valley, the Filthy Woman was the most beautiful and 
desirable of all the females. After Saint Astraea and her knights came to the 
Valley, the outcasts paid little attention to her and that has shaped the 
Point-of-view of the Filthy Woman. She calls Astraea hateful names and believes 
that things were better before Astraea brought her "foulness" to the Valley. 
She sells the armor and weapons of all the Priests and Temple Knights in 
Astraea's entourage who were killed as well as the warriors of the Church who 
entered the Valley after the scourge to confirm the rumors that Saint Astraea 
had become a Demon.

The Filthy Woman will often attempt to guilt the player into purchasing items 
by mentioning her unseen, sick and hungry child. Her general demeanor, 
detectable bias about Astraea, and the fact that her child is never seen has 
lead many to believe that she is lying about having any children. Though 
Astraea came to the Valley on a mission of compassion, the Filth Woman claims 
she looked at her child with disgust.  If this is truthful statement, it is 
likely that her child is one of the heretical shaman.
Origin: N/A
Reference: Selen Vinland dialogue, Filthy Woman dialogue, Valley of Defilement 
archstone description


#: NPC31
Name: Selen Vinland AKA Selen of the West
World: Valley of Defilement
Narrative:
Selen wears dull gold armor and wields the sword Blind. She can be found in 
pure world tendency in the second area of the Valley of Defilement just as the 
player exits the swamp water to cross over into the east half of the swamp 
using a walkway (by the Giant Depraved One). As soon as the player gets past 
the large fence which divides the swamp, drop back down into the swamp and look 
for the camp fire.

She is known throughout the land, much like her younger brother Garl Vinland, 
as a courageous and upstanding knight of the Church. Selen is adorned in 
unpolished, gold armor which signifies her high rank, and like her brother's 
dark silver armor, offers great protection from the evils of magic. Like Saint 
Astraea, Selen and Garl Vinland hail from the Western Highlands.

Selen has come to the valley in order to tell Garl Vinland the last words of 
their recently deceased father as well as to give him their father's ring of 
Devout Prayer. A ring of Devout Prayer is a symbol of very high status in the 
Church, indicating that their father was a very important cleric, possibly a 
Saint like Urbain. If the player brings her proof that Garl is dead, the Crest 
of Vinland, she will turn over her father's ring in exchange for the crest. She 
wields the weapon called Blind, a Vinland family treasure, which uses an 
illusionary, weightless blade that bypasses shields and armor to directly 
strike the enemy's flesh.
Origin:
Selene, Goddess of the Moon, whose Greek name means "brightness," wore upon her 
head wore a crescent moon which looks quite similar to the shape formed by the 
wings on the dull gold helmet. Selene later became synonymous with the Goddess 
Artemis, a virginal huntress.
Reference: ring of devout prayer description, dull gold armor set description, 
blind description, dark silver armor set description, crest of vinland 
description, Selen Vinland dialogue, Valley of Defilement archstone description


===============================================================================
                            2.)MENTIONED CHARACTERS 
===============================================================================
#: MC01
Name: Geri
Narrative:
He is a friend of Sage Freke and known throughout the land as a crafter of 
magical items. Most of the rings which offer protection from the various 
dangers (such as disease, fire, and bleeding) were crafted by him. The player's 
light source, the augite of souls which hangs on their belt, was also crafted 
by Geri and will change colors depending on the type of souls in the area. It 
is believed that Geri's workshop is likely beyond the Deep Fog otherwise the 
player would not have been able to acquire the augite.

If Geri is of similar age to Freke, it is possible that over his life he has 
crafted so many items that they have spread beyond Boletaria, in which case his 
shop could have been in Boletaria. Since Freke resided in Latria before the 
scourge and he has in his cell a keepsake of Geri (his stiletto), his workshop 
may have been in Latria. Geri may be dead and his corpse somewhere in the 
dungeon.
Origin:
In Norse mythology Freki and Geri, known as the "Ravenous Ones," were wolves 
who always accompanied the supreme Viking god Odin into battle. At the 
conclusion of the fighting, the hounds were known to roam the battlefield to 
greedily devour the corpses of the fallen.
Reference: ring of disease / flame / gash / poison resistance description, ring 
of magical dullness / sharpness description, augite of souls description, 
geri's stiletto description


#: MC02
Name: Vallarfax AKA Younger Twin Fang
World: Boletarian Palace
Narrative:
Vallarfax, the younger of the two, and Biorr were brothers known as the Royal 
Twin Fangs. They were both members of King Allant's round table of knights when 
the Demon scourge came to the Boletaria Palace. Unlike his brother Biorr who 
had only mastered the sword, Vallarfax was skilled in combat and possessed a 
brilliant mind, "sharper than most scholars."  The placement of Vallarfax's 
ring of great strength would indicate he was defeated at the Blue and Red 
Dragon's roost in the first level of the Boletaria Palace. The unique purple 
flame shield found near the ring in the dragon's nest may have also been 
wielded by Vallarfax. Unlike Biorr who was merely imprisoned, Vallarfax was 
likely put to death, presumably by Executioner Miralda, and his body dumped 
down her tower; where a set of brushwood armor is found. Another reason why 
many believe Vallarfax is dead is Biorr speaks of his brother not in present 
tense, but past tense ("he WAS a brave and mighty knight," and his mind "WAS 
sharper than most scholars").

This narrative would seem to be at odds with Ostrava's tale (which says he was 
"lost") and the prologue which states Vallarfax escaped the colorless fog to 
inform the world of Boletaria's plight so there are many theories to reconcile 
the discrepancies.
1.)After warning the world of the Demon scourge he journeyed back into the 
colorless fog where he was defeated and put to death.
2.)Vallarfax is not dead, he lost his ring in the dragon's roost as he fled the 
palace and the Brushwood armor at the base of Miralda's tower belongs to 
someone else.
3.)The real Vallarfax is dead and a Demon doppelganger, much like the False 
King Allant, is the one who escaped the colorless fog.

If the last explanation were true, False Vallarfax's mission would be to lure 
both honorable warriors seeking to free Boletaria from the scourge as well as 
more unsavory individuals who lusted after power with the tales of the 
"enticing power" of Demon Souls. It would be the Old One's hope that among 
those lured to Boletaria, one, the player, would be a suitable replacement for 
the failure that was King Allant as the prime servant to the Old One.
Origin:
Vallarfax is a combination of two Old Icelandic words, "Vallar" meaning "field" 
and "Fax" meaning "Mane." When combined together it means "field's mane," which 
is a colorful expression for "the Forest." 

"Vallar" may also be a variation on "valor", boldness is the face of great 
danger, as they have the same pronunciation. Fax is Latin for flame or 
firebrand. A firebrand means both a torch as well as one who encourages unrest 
and strife, a troublemaker. So his name could mean "a shining beacon of 
courage" or "one who encourages bravery." If one subscribes to the doppelganger 
theory, fax could also refer to facsimile; a copy or reproduction. In which 
case his name could mean the "one who has the false appearance of bravery," or 
the "copy of one who is brave."
Reference: brushwood armor set description, large brushwood shield description, 
ring of great strength description, purple flame shield description, Dregling 
Merchant dialogue, Biorr dialogue, Ostrava dialogue, Narrator dialogue


#: MC03
Name: Wife and Daughter of Stockpile Thomas
World: Boletarian Palace
Narrative:
Thomas and his wife and daughter were residing in or near the Boletarian Palace 
when the Demon scourge arrived. Thomas went mad with terror and abandoned his 
wife and daughter rather than fight to protect them. When he regained his 
senses, he found himself in the Nexus being cared for by the Maiden in Black. 
His wife is of unknown age, but Thomas describes his daughter as being about 
the same age as the Maiden in Black, if she were still alive. Since the Maiden 
in Black has the outward appearance of late teens / early twenties and 
Stockpile Thomas describes his daughter as "young," it is possible quite a deal 
of time as passed between the Boletarian Palace falling and the player arriving 
in the Nexus.

The player finds two corpses suspended by chains from the side of a tower. On 
one corpse is a jade hair ornament, which identifies it as Thomas's daughter, 
and the other wears raggedy robes and carries fresh spice. Since they are 
chained next to each other, it is assumed the second corpse is the wife of 
Thomas. Fresh spice is sweet smelling so it is possible she carried it as a 
type of perfume. Fresh spice is also consumed to regain MP so she may have been 
a magician. 

It is unknown why the Demon's singled out Thomas's family to be hung as most 
corpses are just left on the ground.  Perhaps it is because they are woman as 
most of the Demons and corpses left on the ground are men. Yuria also received 
special "attention," locked away in a tower by herself and violated by the Fat 
Ministers. It is possible Thomas's wife and daughter suffered those same 
indignities before they died.
Origin: N/A
Reference: old raggedy robes armor set description, fresh spice description, 
jade hair ornament description, Yuria dialogue, Stockpile Thomas dialogue


#: MC04
Name: Grandfather of the Worshipper of God
Narrative:
Since his granddaughter resided below the Boletarian palace, he likely lived 
and worked in or near the Boletarian palace.  All we know for sure is his 
residence was not Stonefang Tunnel as the Worshipper stated he often "visited" 
Stonefang Tunnel. At the mine he indulged his hobby, amateur rock collecting. 
He collected dozens of rocks of "all shapes and sizes" though most had no 
material value. The sole stone of value he uncovered was a pure faintstone 
which he gave to his granddaughter.  The pickaxe the Worshipper carries likely 
also belonged to her grandfather.
Origin: N/A
Reference: pickaxe description, Female Worshipper of God dialogue


#: MC05
Name: Legendary Big M
World: Stonefang Tunnel
Narrative:
The Hands of God fist weapon mentions there was once a strongman who killed 
dragons with his bare fists. His God-like fists earned him the nickname 
"Legendary Big M." In the Flamelurker's chamber there is a corpse which carries 
two hands of God, it is believed to be the corpse of Big M. As Blacksmith Ed 
and Boldwin each carry a hand of God, they are believed to be descendents of 
Big M. Another theory is that Ed was Big M when he was younger. Since the 
Flamelurker fights only with his fists, some believe that Flamelurker is the 
corrupted soul of Big M.
Origin: 
May be a reference to the anime "Big O" which features a mech of the same name 
that attacks primarily with very powerful punches.
Reference: hands of god description, Blacksmith Ed dialogue, Blacksmith Boldwin 
dialogue, Stonefang Tunnel archstone description


#: MC06
Name: Burrowers
World: Stonefang Tunnel
Narrative:
In the time before the First Demon Scourge of Boletaria, the ancient Burrowers 
are the ones who dug out Stonefang Tunnel, the elaborate Tunnel City below the 
smithing grounds, and created the Temple of the Dragon God at the base of the 
mine. Unlike the current Excavators (the Burrowers descendents who mine their 
ancestors tunnels for ore), the Burrowers were led by a King.

The Burrowers were pagans who believed the huge dragon skeleton at the base of 
the mine was a God which caused the bones of dragons to become the flaming ore 
dragonstone. So worried were they that the Dragon God would be reborn that they 
molded an elaborate temple to both appease and seal in the Dragon God. As an 
added precaution the Burrowers constructed two large magically enchanted 
harpoon guns on either side of the molten pit and forged the Dragon Bone 
Smasher, a weapon capable of slaying dragons by crushing their bones. 

Also sealed in with the Dragon God was an ancient fire Demon.  The Demon may 
refer to Flamelurker or it may just be the Burrowers' explanation for the 
unseen force that caused rock to become molten lava.
Origin: N/A
Reference: dragon bone smasher description, dragonstone description, Scirvir 
the Wanderer dialogue, Blacksmith Ed dialogue, Filthy Man dialogue, Stonefang 
Tunnel archstone description


#: MC07
Name: Queen Yormedar
World: Tower of Latria
Narrative: 
Since the archstone was given to a Queen in the distant past and the Queen of 
recent times had the authority to banish her husband from the land, it is 
presumed that Latria is a matriarchal society. For crimes unknown, the Queen of 
Latria banished her husband, the Old Monk, from Latria. His crimes are 
described as "depraved" leading to speculation that he was having an affair or 
already conducting inhuman experiments. He returned to Latria with foul Demons 
in tow which he used to conquer Latria, murder the Queen, and imprison her 
family in the dungeon. It is believed that the Queen and those locked in the 
dungeon are of the Yormedar royal line as many of its treasures are spread 
throughout Latria.

The Queen was a gifted sorceress and it is likely much of her soul was used in 
the creation of the Fool's Idol as the puppet has a mastery of many magics. The 
Fool's Idol is an artificial doll crafted in the Queen's image and controlled 
by the Old Monk. Its purpose is to deceive the prisoners into thinking the 
Queen is still alive. The belief that the Queen was alive gave the prisoners 
hope, quieted any insurrections, and lured prisoners to the church in order to 
worship the Fool's Idol and seek redemption from her. The act of "redemption" 
meant being taken above by gargoyles up the tower in the church. Below the Old 
Monk's tower, the prisoners' souls would be stolen and their flesh twisted in 
the Old Monk's experiments to create new Demons. 
Origin: N/A
Reference: soul ray spell description, silver catalyst description, silver 
coronet description, silver bracelet description, royal lotus description, 
Former Royal's Wife dialogue, royalty class description, Tower of Latria 
archstone description


#: MC08
Name: Husband of Royal Mistress
World: Tower of Latria
Narrative:
The female vendor in the dungeon of Latria mentions that she was once the "wife 
of royalty." The phrasing  indicates that her husband was of noble blood and 
she is only royalty by marriage. She also never outright says whether her 
husband was killed or if other circumstances ended their marriage. It is 
possible her husband is of no consequence but there are many theories linking 
her to various other characters in Latria.

Since the Royal Mistress has inside knowledge about the Fool's Idol (facts not 
known to most of the other prisoners), that it is an imposter and has the 
ability to resurrect, it is likely that her husband was one of fairly high 
station. If he is alive, possibly he is one of the prisoners who know magic 
such as the groups of four which hold the massive chains in place or the Liar 
who resurrects the Fool's Idol. 

There are some who think her husband was Lord Rydell, a relative of King Allant 
(most likely a younger brother), as he would certainly have high standing in 
Latria, however Rydell mentions his wife is dead.

Another possibility is her husband is one of the corpses lying around Latria 
such as the silver coronet corpse in the dungeon or the wielder of the rune 
sword and shield which fell to his death in the upper Latrian towers.

Another theory is that the Royal Mistress is the former Queen of Latria.  Her 
face and arms are disfigured which means she may have been tortured or 
subjected to the Old Monk's experiments.  All that stress and pain could have 
caused her to lose a grip on her sanity, causing her to give herself a new, 
timid persona. If that's the case then her husband was the Old Monk.
Origin: N/A
Reference: silver coronet description, rune sword description, rune shield 
description, dull rat's ring description, clever rat's ring description, Former 
Royal's Wife dialogue, Tower of Latria archstone description


#: MC09
Name: Wife of Lord Rydell
World: Tower of Latria
Narrative:
Nothing is known about the wife of Lord Rydell other than she is dead and that 
a keepsake of hers (not an item the player can pick up) is on Rydell's corpse. 
As Rydell is related to King Allant it is possible Rydell married the Queen of 
Latria after the Old Monk was banished.  That would explain why the Old Monk 
goes to such lengths to torment Rydell (he kills him then somehow imprisons his 
soul form in another cell). It is possible his wife is one of the corpses 
around Latria such as the silver bracelet corpse on the first floor of the 
dungeon or the corpse with the witch's hat across from Rydell's cell.
Origin: N/A
Reference: Lord Rydell dialogue, clever rat's ring description, dull rat's ring 
description


#: MC10
Name: Witch in the Sky
Narrative:
All we know about the Witch in the Sky is the single line "one of Lord Rydell's 
most storied exploits is his theft of this weapon from the witch in the sky" 
and that she was the previous owner of the phosphorescent pole. One theory is 
the Maiden in Black is the Witch in the Sky as the Nexus floats in the air, it 
is adorned with many statues of robed women and women carrying a polearm, and 
the Maiden in Black states she has "always been here" in the Nexus. The pole 
she uses to light the candle also is quite similar in shape to the 
phosphorescent pole.
Origin: N/A
Reference: phosphorescent pole description, Maiden in Black dialogue


#: MC11
Name: Soul Industry / Society Member
Narrative:
There is a masked society which regularly meets in secret to discuss the Soul 
Arts and how to best harness souls. They embrace the Soul Industry, the 
trafficking of human and demon souls. Their power comes from the wealth they 
gain in their illicit dealings as well as their keen understanding of magic. An 
example of this magic power is the epee rapier each of them carry. These 
harmless, ceremonial blades have been imbued with an intense flame which easily 
scorches flesh on contact. In place of a shield they wield a dagger which is 
most adept at parrying the blows of their opponent.

Part of their wealth is used to hire mercenaries and clans of assassins who 
have been instructed to silence all who would oppose the Soul Industry or who 
are attempting to defeat the Old One. Should the Old One be defeated, the Soul 
Arts would once again be lost and with it their source of revenue. The highest 
ranked members of the society wear luxurious, black and gold robes and a gold 
mask. Mephistopheles is one of, if not the, supreme leader(s) of the masked 
society.

The Soul Industry has a particularly strong connection to the Tower of Latria 
as the corpse of one member is found in the dungeon (rogue's clothes & parrying 
dagger), the corpse of a few others were inside the demonic womb beneath the 
Old Monk's tower (epee rapier and gold mask), and one of their assassins, Yurt, 
was found by the player locked in a cage. This implies Latria was either the 
base of the masked society's operation or one of their meeting places. The base 
of the Old Monk's tower, where the womb drops, resembles a "sealed chamber" 
(one of the society's meeting locations) so it could be the Old Monk was a 
member of the Soul Industry and that is the reason he was banished from Latria.
Origin: N/A
Reference: shotel description, parrying dagger description, gloom armor set 
description, rogue's clothes armor set description, gold mask description, epee 
rapier description, ring of avarice description, Mephistopheles dialogue, Yurt 
dialogue


#: MC12
Name: Father of Satsuki
World: Shrine of Storms
Narrative: 
If we are to take Satsuki at his word that the last wielder of Makoto was his 
father, then the corpse which is impaled on the rock in the pit where the 
player meets Urbain would be the father of Satsuki. In pure white world 
tendency, the corpse will fall from the rock to the ground. In any world 
tendency, the Makoto is guarded by a nameless black phantom which wields a 
hiltless katana in one hand and a standard uchigatana in the other. 

The black phantom is likely the dark soul of Satsuki's father though his father 
was probably not the previous owner of Makoto. The black phantom uses a 
hiltless sword, not Makoto, and there is a corpse down in the slug den which 
also carries a hiltless sword. If the players does not hand over the Makoto to 
Satsuki, he attacks them with a hiltless, a weapon that would likely also be 
used by his father. If the players does hand over Makoto to Satsuki he ponders 
aloud if the sword could be "as deadly as the rumors claim" which implies he 
has never been in the sword's presence. All which points to the wielder of 
Makoto not being Satsuki's father. If the corpse of Satsuki's father is even at 
the Shrine of Storms, it is most likely the one with the hiltless sword in the 
slug den.
Reference: hiltless description, makoto description, Satsuki dialogue


#: MC13
Name: Makoto
Narrative:
Makoto is the name of a giant of folklore, but it is not from Boletaria.
Origin: 
Makoto is a Japanese word which means "true sincerity."
Reference: magic sword "makoto" description, Satsuki dialogue


#: MC14
Name: Shadowmen
World: Shrine of Storms
Narrative:
See also D4-1, D4-2, D4-3

Long ago, the Shadowmen, a tribe of very tall, pagans barbarians, built the 
Shrine of Storms on an island to worship storms and death. Though the shrine 
still remains, all members of the tribe either died out or abandoned the island 
ages ago. It was the Shadowmen's belief that by appeasing the storm beasts (and 
their master the mythical Storm King) through a ghastly ritual they would bring 
forth rain. Shadowmen who died would first be brought before the Adjudicator, 
the judge, to determine if they would go on to the next phase of the ritual. If 
the warrior was deemed unworthy, his body would be consumed by the obese 
creature under the control of a golden crow.

For the next phase of the ritual, the corpse is laid on the Shadowmen's Shrine 
during a storm to be mourned by the tribe and purified by the rain. Overlooking 
the exit from the chamber is the body of the Old Hero, a blind warrior from 
long ago who with the help of his crystal blade survived for years by luck and 
acute awareness of his surrounding. 

The final phase of the ritual is to offer for consumption the purified remains 
of the "hero of storms" to the Storm King and his storm beasts in the valley 
just beyond the Shadowmen's Shrine. The valley is dotted with dozens of stone 
monoliths and is believed to be where the spirits of all the Shadowmen's 
ancestors dwell. 
Origin: N/A
Reference: adjudicator's shield description, Graverobber Blige dialogue, Shrine 
of Storms archstone description


#: MC15
Name: Vito the Moonlight Knight AKA "Bito"
Narrative:
One of the high-ranked knights of the Church which ventured to the Valley of 
Defilement.  It is unknown whether Vito accompanied Astraea on her pilgrimage 
or if Vito arrived after the coming of the Deep Fog when rumors spread that 
Astraea had become a Demon. The epithet "Moonlight Knight" comes from the large 
sword of moonlight, a transparent blue crystal sword, one of the few 
Revelations from God, which Vito wielded in battle. Vito's weapon is found deep 
inside the Giant Slug's nest in the Valley of Defilement. Next to the nest is a 
corpse with a legendary hero's soul, this is believed to be the corpse of Vito. 
Also nearby is a giant slug which has swallowed a set of dull gold armor, 
leading to speculation that Vito may have been a female knight like Selen 
Vinland.
Origin: 
V's and B's (among others) are commonly interchangeable / mixed up in Japanese 
/ English translations. Though the weapon description refers to the owner of 
the weapon as "Bito," it was meant to be Vito.

Vito is an Italian name and is believed to originate from the Latin word 
"vita," which means life. Also of interest, "vito" is a conjugation of the 
Latin word "vitare" which means "I shun" or "I avoid." Vito may be named for 
the martyred Saint Vitus, who is the patron saint of actors, dancers, and 
epileptics.  He protects against lightning strikes, animal attacks, and 
oversleeping.

The Sword of Moonlight has its origins in From Software's precursor series to 
Demon's Souls, King's Field. It was featured in King's Field 1 as a weapon 
belonging to the final boss and reappeared in various incarnations in future 
King's Field titles. The weapon is also featured as the powerful Moonlight 
blade in From Software's Armored Core series. The weapon has also appeared in 
From Software titles which followed Demon's Souls such as the spiritual 
successor series, Dark Souls, and their Legend of Zelda homage, 3D Dot Game 
Heroes.
Reference: large sword of moonlight description, Saint Urbain dialogue, Patches 
dialogue


#: MC16
Name: Risaie of Istarel AKA "Lizaia"
Narrative:
One of the high-ranked knights of the Church which ventured to the Valley of 
Defilement.  It is unknown whether Risaie accompanied Astraea on her pilgrimage 
or if Risaie arrived after the coming of the Deep Fog when rumors spread that 
Astraea had become a Demon. The weapon Risaie carries is Istarelle which means 
"instrument of Istarel" and is likely named for Risaie's home town / kingdom. 
Istarelle is a short spear of hard oak covered with engravings that is one of 
the few Revelations from God. Its holy power protects the wielder from poison 
and plague. The weapon is found stuck in the ground, absent corpse, surrounded 
by 3 Giant Depraved Ones. It is believed Risaie was defeated and the corpse 
fell down into the Leechmonger chamber below.
Origin:
L's and R's (among others) are commonly interchangeable / mixed up in Japanese 
/ English translations. Though the weapon description refers to the owner of 
the weapon as "Lizaia," it was meant to be Risaie.

Risaie is the plural form of the Italian word "risaia," which means "paddy." A 
paddy is a flooded parcel of land which is primarily used to grow rice. Istarel 
is the Elven God of forest creatures in the "Fighting Fantasy" series of role-
playing game books by Steve Jackson and Ian Livingstone (which the director of 
Demon's Souls mentions is a source of inspiration), but it may just be a re-
arranging of the Jewish land of Israel.
Reference: istarelle weapon description, Saint Urbain dialogue, Patches 
dialogue


#: MC17
Name: Holy Warriors of the West
Narrative:
As Astraea, Garl Vinland, Selen Vinland, and Father Vinland (an important 
cleric) all hail from the Western Highlands (an area not visited by the player) 
it is believed to be the base of operations of the Church of Boletaria. The 
highest level of clerics (such as Father Vinland and Saint Urbain) serve as 
spiritual leaders, speak to God, pray for the safety of the holy warriors, and 
perform great miracles; they do not take up arms in conflict.

The next level down are the high-ranked knights, commanding officers of the 
Church. They likely devise a plan of attack and lead priests and temple knights 
into battle. Selen Vinland definitely fits into this category as she wears dull 
gold armor which signifies high rank. Saint Urbain refers to Vito the Moonlight 
knight and Risaia of Istarel as having similar rank as Selen Vinland so they 
would also fit into this category. High rank comes with it the privilege of 
wearing armor which grants great protection and wielding powerful, ancient 
weapons which are often holy relics.

The next level down are the priests and temple knights who are the foot 
soldiers of the Church. Priests are believers of the word of God, spread its 
message, and serve as regular infantry. As they are more introspective, they 
have a better grasp on performing miracles than temple knights. Priests wear 
chain mail armor, carry a heater shield, talisman of God, and use simple blunt 
weapons such as the mace, morning star, or the war pick. Temple Knights are 
specialized warriors who guard the temples of God. The focus of their training 
is more close quarters combat vs. multiple opponents, rather than the word of 
God; thus they are able to handle more advanced weapons than the priests. 
Temple knights wear white mirdan armor (named for Mird, the long lost area 
where the first temples were built), carry a heater shield, talisman of God, 
and wield a halberd. The halberd's long reach allows the temple knight to 
strike at multiple foes with a single swing.

The lowest level are the acolytes, ordained men of the cloth who have not yet 
received much training. Acolytes serve as assistants during religious 
ceremonies and personal servants to higher level clerics. They believe in the 
word of God but without much proper instruction they are not yet able to 
perform miracles or wield much more than a humble dagger in battle.
Origin: 
Morning star is one of the names Jesus refers to himself in Revelation.  It is 
also one of the names of Lucifer from before the Fall.
Reference: mace description, war pick description, morning star description, 
chain mail armor set description, heater shield description, talisman of god 
description, halberd description, mirdan armor set description, dull gold armor 
dialogue, Saint Urbain dialogue, Acolyte of God dialogue, Disciple of God 
dialogue, Selen Vinland dialogue


#: MC18
Name: Father Vinland
Narrative:
Like Maiden Astraea and his two children, Selen and Garl, Father Vinland hailed 
from the Western Highlands which appears to be where the capitol city of the 
Church is located. It is revealed by Selen Vinland that he has recently died as 
she sought Garl out to pass on his last words as well as their father's ring of 
devout prayer. Rings of devout prayer are only given out to those of high-
standing in the Church which means Father Vinland was likely a Saint (like 
Urbain who also has a ring) or a high-ranking cleric. The extravagant armor and 
weapons possessed by his children indicates either that he comes from a wealthy 
background or has some control over the coffers of the Church.
Origin: 
If Selen Vinland refers to the Goddess of the Moon, Selene and Garl Vinland 
refers to Helios, The God of the Son and brother of Selene; then that would 
make Father Vinland Hyperion. Hyperion was one of the twelve Titans of Ancient 
Greece and the father of the Gods Selene, Eos, and Helios. While he was called 
the "lord of light" and the "titan of the east," his son Helios is the physical 
incarnation of the sun. In later writings Hyperion became known as the "God of 
Watchfulness and Wisdom."
Reference: crest of vinland description, ring of devout prayer description, 
dark silver armor set description, dull gold armor description, blind 
description, bramd description, Selen Vinland dialogue


#: MC19
Name: Bramd
Narrative:
The weapon Bramd mentions that "its distortion is the mark of an old giant 
killer." Distortion could mean the carvings on the weapon, but it most likely 
refers to the large knick on the hammer of the weapon. The wording of the 
description is ambiguous. it could mean the weapon was used to kill giants and 
was swung so hard that it was bent. Conversely the over-sized weapon could have 
been forged and wielded by giants. Thus the distortion in the weapon could have 
happened as the giant-killer battled its user. In either case, the name of the 
giant-killer was likely Bramd. While Makoto refers to a giant of a distant 
country, the giants Bramd killed were likely from the Northernmost lands of 
Boletaria.
Origin:
Bramd was originally spelled "Brand" in previous versions of Demon's Soul. In 
Old Norse Brand aka Brandr means "to mark one with flame" or to "burn/cleanse 
with fire." Cleansing with fire may relate to the protection the weapon offers 
from poison and plague.
Reference: bramd weapon description


#: MC20
Name: Son of Filthy Woman
World: Valley of Defilement
Narrative:
The Filthy Woman is a somewhat unreliable source of information, so it is 
unknown whether she truly has a son as he is never seen. It is possible she 
made him up as a way to guilt the player into making more purchases. She 
describes him as a "child," indicating he is not likely a fully grown adult, 
perhaps pre-teen or teenage. She also describes him as "sick," but it is 
unknown if it he has a physical ailment (like the rest of the depraved ones) or 
if he is merely soul-starved and on the edge of madness. The Filthy Woman 
claims that Astraea looked at her son in disgust. If that is true, it is 
possible that he is one of the shamans surrounded by a cloud of poison as the 
Church considers them heretics.
Origin: N/A
Reference: shaman's clothes armor set description, Filthy Woman dialogue


#: MC21
Name: Giants 
World: Northern Lands
Narrative:
Little is known about the Giants. After the First Scourge of Boletaria ended, 
their elder was given an archstone. They are depicted on the archstone as 
humanoid with four horns protruding from their head. While the other 5 
archstones are intact in the Nexus, the Giants' archstone is black and smashed 
indicating some great calamity must have happened there. The prologue dialogue 
makes no mention of this calamity but images shown during it feature knights 
battling 3 different types of giants ranging in size from Vanguard-sized to 500 
foot tall behemoths. The Demon giants appear to grow larger in size as they 
absorbed the souls of more humans. It is speculated that the first battle of 
the Second Scourge occurred in the Northern lands (as depicted in the prologue) 
and when that campaign failed they attempted to stop the spread of the Deep Fog 
by smashing the archstone. Another possibility is that the land had been 
completely drained by the Deep Fog and when it had no more souls to give, the 
land crumbled to dust and with it the Archstone.
Origin: N/A
Reference: Bramd description, Monumental dialogue, Narrator dialogue, Prologue


===============================================================================
                                  4.)ENEMIES 
===============================================================================
#: E01
Name: Dregling
Type: Humanoid
World: Boletarian Palace
Description: 
The poor, beggars, and slaves of Boletarian society.  They are easy to spot as 
their bodies are emaciated, covered in tattered clothing, and they are equipped 
with broken / sub-standard swords and shields.
Narrative: 
Their position on the outskirts of the castle would seem to indicate they were 
used as fodder to slow the advance of the Demon horde. Only one dregling has 
managed to maintain his sanity from a steady stream of Demon Souls, acquired by 
trading items he scavenges from corpses to Demon slayers passing through the 
castle.
Origin: 
"Dreg" is the sediment / residue which settles at the bottom of liquids, from 
that definition dregs has come to mean the least valuable part of something. "-
ling" is a suffix (often derogatory) which is a person or thing who does or is 
the word it follows. In that context, "dregling" would mean "one who is the 
least valuable," a bottom feeder, the lowest rung of society.
Reference: slave's shield description, Ostrava dialogue, Dregling Merchant 
dialogue


#: E02
Name: Soldier
Type: Humanoid
World: Boletarian Palace
Description: 
Soldiers in plate armor brandishing a combination of 1-handed sword, 1-handed 
axe, shield, light crossbow, spear, and/or halberd. 
Narrative:  
Soldiers of the Boletarian army driven mad by soul-starvation. They now protect 
the King and hunt down anyone who attempts to hold onto their humanity. As the 
player gets closer to the Inner Ward of the palace (the gauntlet leading from 
the Tower Knight to the Penetrator) they begin to encounter soldiers wielding 
kite shields (they drop when killed) indicating some of the soldiers are from, 
or are using equipment from, the Southern Kingdom of Latria.
Origin: N/A
Reference: soldier's lotus description, kite shield description, soldier's 
shield description, plate armor set description, broadsword description, light 
crossbow description, Soldier starting class description, Dregling Merchant 
dialogue, Ostrava dialogue, Boletarian Palace archstone description


#: E03
Name: Colored-eyed Knights AKA Blue-eyed and Red-eyed Knights
Type: Humanoid
World: Boletarian Palace
Description: 
Knights with blue eyes or red eyes (red-eyed are stronger than blue-eyed 
knights) that are in a head-to-toe, full suit of armor.  The image of the sun 
is engraved on their shields, chest plate, and on the face plate of their 
helmet. They brandish a combination of knight's sword / shield, claymore, kite 
shield, and / or spear.
Narrative: 
Noblemen who in life had sworn allegiance to protect King Allant, as a reward 
they have been energized by the Demon Souls and are MUCH more powerful then a 
common solider. The knight's sword and shield are proof of knighthood, a symbol 
of loyalty to the King, and are forged from the hardest ores of Stonefang Mine. 
This image of the Sun features prominently on the knights armor indicating it 
is an important symbol to Allant.  Some of the knights carry kite shields 
(dropped when killed) indicating that before they became Demons, they served as 
knights of the royal family of Latria.
Origin: N/A
Reference: knight's sword description, knight's shield description, fluted 
armor set description, kite shield description, Knight starting class 
description, Dregling Merchant dialogue, Ostrava dialogue, Boletarian Palace 
archstone description


#: E04
Name: Dog 
Type: Natural creature
World: Boletarian Palace, Stonefang Tunnel
Description:
Dirty, mangy military dogs with armor and spikes mounted on their snout and 
mouth.
Narrative:
They typically attack in packs and are often found patrolling chokepoints.
Origin:
In ancient warfare, dogs were often armored, sometimes with spikes, and used to 
attack enemy troops and make them break rank. The Romans even had attack 
formations featuring only dogs. They were also used as sentries to attack and 
subdue intruders, mostly at nighttime where they could smell the enemy in the 
dark, or bark to alert sleeping troops.
Reference: None


#: E05
Name: Assassin AKA Spy
Type: Humanoid
World: Boletarian Palace
Description: 
Acrobatic rogues in light armor which brandish secret throwing daggers, claws, 
bucklers, flamberges,  and / or stabbing daggers.  They also wear a thief's 
ring, giving them the ability to disappear from sight at a certain distance.
Narrative: 
They are spies and assassins working for King Allant who lurk in the shadows in 
the hopes of surprising the more powerful Demon slayers who reach the Inner 
Ward of the Palace. Spies favor the use of malevolent looking weapons in order 
to intimidate their targets.  Their weapons are also designed not to outright 
kill their foe but to cause massive blood loss to ensure the target's eventual 
death even if the spy is defeated in battle.
Origin: N/A
Reference: secret throwing dagger description, secret dagger description, claws 
description, flamberge description, thief's ring description, assassin's mask 
description, black leather armor set description, Thief starting class 
description, Boletarian Palace archstone description


#: E06
Name: Fat Minister AKA Fat Official
Type: Humanoid
World: Boletarian Palace, Stonefang Tunnel, Tower of Latria (implied)
Description: 
Fat, grinning, cackling ministers of the King wear a top hat, a ruff around 
their neck, and a gilded tunic.  Various keys and implements of torture can be 
spotted on their belt. They brandish a whip or a massive crescent axe and will 
occasionally cast fire spells.
Narrative: 
Despite their bloated appearance they are invigorated with the power of Demon 
Souls which allows them to conjure powerful fire magic and wield massive axes. 
Even though the Ministers hold great power they will often hide behind 
soldiers, archers, and knights and let them attack the player on their behalf. 
A Minister's Cap is a symbol of their elevated position and authority.

Boletaria:
After the Second Scourge began, the Ministers gleefully abused the civilian 
population in Boletaria, including the witch Yuria who was captured by 
Executioner Miralda. One also patrols outside the cell of Biorr. The Ministers 
arrival just before the scourge as well as their placement in at least 3 of the 
5 visited lands of Boletaria (the Palace, Stonefang Tunnel, and one imprisoned 
Lord Rydell in the tower of Latria) would seem to imply that the Officials may 
be the true architects of Boletaria's downfall by encouraging King Allant to 
awaken the Old One. The boss Penetrator (corrupted form of Metas, knight of the 
Lance) stabs and kills one of the Ministers which would seem to support that 
theory, or at the very least that there was great animosity between the 
Ministers and Allant's round table of knights.

Stonefang Tunnel:
There are Fat Ministers in Stonefang to supervise the mining of ore which is 
used in the forging of weapons and armor for the Boletarian knights. The 
officials brandish whips to "motivate" the miners. In addition to overseeing 
operations, the Ministers are tasked with blocking outsiders from gaining entry 
to the mine nor accessing the riches hidden in the lower Tunnel City.

Tower of Latria:
Though they are no longer present, the Ministers appear to have taken part in 
the siege of Latria. Lord Rydell speaks of a retainer to the King with 
"gluttonous, swaying belly", one of the Ministers, who imprisoned Rydell's soul 
form in a cell and left him to succumb to soul-starvation. Perhaps it was that 
Fat Minister, and not the Old Monk, which used magic to prevent Rydell's soul 
from escaping the dungeon. The Ministers likely had a hand in killing Rydell's 
body form as well.
Origin: N/A
Reference: official's cap description, crescent axe description, bloody key, 
iron ring of keys, Biorr dialogue, Lord Rydell dialogue, Yuria dialogue, 
Boletarian Palace archstone description


#: E07
Name: Hoplite AKA Legionnaire
Type: Humanoid
World: Boletarian Palace
Description: 
A Black blob which grips a shield and spear. Their shield protects them from 
the front but they are extremely weak when struck from behind. At a distance, 
the hoplite will throw spears at the player.
Narrative:
The corrupted form of legionnaires which would accompany tribesman Long Bow 
Oolan, a knight of the round table, into battle. In battle, they would 
interlock their shields to form a wall from behind which they could safely 
attack the enemy with spears. Behind this impenetrable wall of shields Oolan 
was able to snipe the enemy from afar with her bow with little chance of death. 
For their cowardice in life, they appear now as spineless blobs wielding a 
shield and spear. They may possibly be descendents of the tribe of Shadowmen 
who worshipped tempests at the Shrine of Storms, This could be another reason 
why they appear as black blobs, like unformed Reapers.
Origin: 
A hoplite was an Ancient Greek soldier which fought with a shield and spear in 
the phalanx formation, a rectangle formed by a wall of shields to protect the 
soldiers from all sides.
Reference: Ostrava Dialogue


#: E08
Name: Crystal Lizard AKA Sparkling Lizard
Type: Natural creature
World: all 5 worlds
Description: Small lizards covered in shiny blue and silver scales
Narrative:
There sparkling, silver-colored lizards are quite cowardly and will run away 
and burrow into the ground when they first see, hear, or are attacked by the 
player. Their thick scales allow them to take quite a beating but weigh very 
little so it is easy to knock them on their backs with a well aimed strike. 
Inexplicably the crystal lizard population increases only when a Major Demon 
falls meaning their is something about powerful Demons Which suppresses the 
crystal lizard reproduction. At least one can be found in most areas of all 5 
worlds.

Hardstone, sharpstone, clearstone, moonlightstone, darkmoonstone, faintstone, 
and spiderstone are the types of ores which the crystal lizard carries. The 
crystal lizard is the only source of pure magic ore (moonlightstone and 
darkmoonstone) in Boletaria. Deep in Stonefang mine, guarded by the black souls 
of two barbarians, is a large nest of crystal lizards which may be the birth 
place of all the crystal lizards in Boletaria.
Origin: N/A
Reference: Filthy Man dialogue, Atlus Official Strategy Guide


#: E09
Name: Scale Miner AKA Lizard-eyed Man AKA Excavator
Type: Humanoid
World: Stonefang Tunnel
Description: 
Former townsfolk of Stonefang whose body have grown scales and eyes began to 
glow yellow. The miners most often attack with the tool of their trade, the 
pickaxe.  The former blacksmiths of Stonefang attack with a greater variety of 
weapons: heated swords, polearms, and iron knuckles.
Narrative:
The current miners of Stonefang, called the Excavators, are the descendents of 
the Ancient Burrowers who dug the tunnels and worshiped dragon bones. Though 
the miners were once men, the colorless fog and their greed for ore has 
transformed them into lizard-eyed creatures with forked tongues and green skin 
covered in scales. Blacksmith Boldwin left Stonefang before the transformation 
had progressed much beyond his hands, but Blacksmith Ed's body is almost 
completely covered in scales since he chose to stay in Stonefang.

Scale Miners are so focused on their search for ore that often the player can 
pass by a working miner and it will not be aware of their presence. Search out 
the Miners carrying sacks for they are the ones assigned to carry the mined ore 
to blacksmiths for forging. The transformed blacksmiths of Stonefang are those 
who previously forged the weapons and shields wielded by the knights of the 
Northern Kingdom.
Origin: 
The Miners grow yellow eyes and scales like a lizard. This is likely an attempt 
to make the transformation a physical manifestation of their greed. Lizards are 
cold-blooded and often green, green is a color associated with greed and 
jealously. One of the characters most famous in film for his excess greed is 
Gordon Gecko in the movie "Wall Street."  A gecko is a variety of lizard.
Reference: pickaxe description. iron knuckle description, dragon bone smasher 
description, Filthy Man dialogue, Blacksmith Boldwin dialogue, Stonefang Tunnel 
archstone description


#: E10
Name: Fire Gecko AKA Fire Lizard 
Type: Natural creature
World: Stonefang Tunnel
Description: 
An orange, flaming lizard which is able to travel through lava without being 
harmed. They can often be found in groups scaling walls and making an odd 
croaking / clicking hybrid call.
Narrative: Meltstone (special shards of Lava) often clings to the backs of fire 
geckos as they crawl out of the lava.
Origin: N/A
Reference: Meltstone description


#: E11
Name: Rockworm
Type: Natural creature
World: Stonefang Tunnel
Description: 
A large, worm-like creature which lurks under the ground until its prey gets 
near, then it lunges out of the ground and attempts to bite or spew hot liquid 
on them. Its entire body, save for its head, is covered in a thick hide of 
rock-like scales.
Narrative: 
Greystone ore is pieces of fossilized scale broken off from rockworms.
Origin: 
Many species of the Caddisfly lay their larvae in tubes in wet limestone and 
rocks near running water.  Due to this, the Caddis larvae is often given the 
nickname "rock worm," especially by fisherman who use caddis larvae imitations 
as a fishing lure. The segmented body and mouth of the Rockworm in Demon's 
Souls has a striking resemblance to the Caddis Larvae.
Reference: Greystone description


#: E12
Name: Bearbug
Type: Natural Creature
World: Stonefang Tunnel
Description: 
Beetle-like creatures which are covered in thick scales, nearly impervious to 
physical damage, and range in size from human-sized to as large as an elephant. 
Most simply jump or stab at the player with the needle-like appendage on its 
head, but the smaller bearbugs are capable of flight. Like fire geckos, they 
can move through lava unharmed.
Narrative:
Bearbugs were a constant hassle to the miners in Stonefang, often requiring 
Boldwin and the other blacksmiths to beat them out of the way in order to clear 
a path through the narrow tunnels. As bearbugs travel through lava, dragonstone 
will often get lodged into their scales and drug out of the lava.
Origin: 
A bugbear was a Celtic boogeyman of the woods in folklore which was used to 
frighten disobedient children. It has evolved in modern times to mean something 
which is annoying or irritating. 
Reference: dragonstone description, Blacksmith Boldwin dialogue, Filthy Man 
dialogue, Patches dialogue 


#: E13
Name: Prisoner
Type: Humanoid
World: Tower of Latria
Description: 
Former citizens and royalty of Latria left to rot in the Prison of Hope. When 
the player encounters prisoners they raise their hands in surrender or outright 
attack the player with poison-tipped piercing swords or daggers.
Narrative:
When the Old Monk returned from exile he locked the Queen, her family, and many 
other citizens of Latria in the dungeon which is called the Prison of Hope. In 
the dungeon, the prisoners were tortured mercilessly and soul-starved; told 
over and over that if they went above (up the tower of the church) they would 
be granted redemption. Some prisoners died from the ill treatment, while others 
long for death, raising their hands and waiting for the player to cut them 
down; the rest just went insane. "Redemption" is granted when the Old Monk 
drains the prisoner's soul and uses their body in his horrible experiments to 
create new Demons. In the church, when the Fool's Idol begins to create copies 
of herself, the prisoners will always turn to worship the "genuine" Fool's 
Idol.
Origin: N/A
Reference: Prisoner of Hope keys descriptions, royal lotus description, Former 
Royal's Wife dialogue, Tower of Latria archstone description


#: E14
Name: Prisoner Horde
Type: Mutated Humanoid
World: Tower of Latria
Description: 
A mass of prisoners, used as a human shield, fused to the body of an unseen 
creature capable of casting a form of soul arrow. If the player gets too close, 
the prisoners will swing daggers and estocs at the player.
Narrative:
One of the first of the Old Monk's experiments that the player encounters, 
capable of firing a primitive version of soul ray.
Origin: N/A
Reference: Tower of Latria archstone description


#: E15
Name: Mage Prisoner
Type: Humanoid
World: Tower of Latria
Description: 
A prisoner with the ability to use magic, tasked with holding aloft the chains 
which keeps the huge, Demonic womb in place under the Old Monk's tower.
Narrative:
Some who have chosen to go above were bestowed with the gift of a limited 
amount of magic. Another possibility is they were chosen because they were 
royals with the greatest mastery of magic still alive in Latria. Eight 
prisoners, four per each chain, were chosen to use magic to hold the giant womb 
aloft under the Old Monk's tower. The mage prisoner (The Liar) the player meets 
in the Fool's Idol's church is likely the most powerful.
Origin: N/A
Reference: Coherent Mage Prisoner dialogue, Tower of Latria archstone 
description, 


#: E16
Name: Octopus-headed Guard AKA Mind Flayer
Type: Unknown
World: Tower of Latria
Description: 
Powerful mages which can move swiftly and cast spells which paralyze. They have 
the head of an octopus, wear fine robes, and carry a lantern and a bell (which 
they ring at the first sign of trouble to alert the other guards).
Narrative:
The inhuman guardians of the prison are also powerful mages, it is unknown if 
they were once human and through their malice and mistreatment of the prisoners 
transformed, or if the Old Monk brought them to Latria with his Demon horde. 
Their skin is the same coloration of the large tentacles all throughout the 
swamp in 3-2 so it is possible they are the offspring of that unseen creature.
The guards are easy to spot, clad in robes, carrying a bell, with six tentacles 
sticking out from their neck and face, and additional tentacles poking out the 
bottom of and through holes in their robes. When the player encounters a guard 
it will ring its spell to alert the other guards and attempt to use magic to 
paralyze the player. If the player is paralyzed the guard will latch onto their 
head and suck out their brains, killing them. 
Origin: 
The Octopus-headed guard bears a striking resemblance to a creature from 
dungeons and dragons called the Illithid, nicknamed the "Mind Flayer." A 
psychic, humanoid creature with 4 tentacles extending from its head, each 
capable of striking into a human's head and sucking their brains out. A 
Illithid's primary weapon is the Mind Blast, a wave of psi force which 
negatively effects each person differently, The Illithid was inspired by the 
cover illustration of "The Burrower's Beneath" a novel set in the Cthulhu 
Mythos of H.P. Lovecraft. The Image of tentacles rising from beneath the ground 
is likely also the inspiration for the tentacles throughout the swamp below the 
Tower of Latria. 
Reference: Sage Freke dialogue, Tower of Latria archstone description


#: E17
Name: Gargoyle
Type: Animated inanimate object
World: Tower of Latria
Description: 
Large, stone gargoyles brought to life to gather more souls and to patrol the 
upper towers of Latria.
Narrative:
The fate of some of the prisoners who volunteered to be carried up the church 
tower by gargoyles was to have their souls removed from their bodies and bound 
to one of the stone gargoyles which adorn Latria, bringing them to life. All 
over their head, neck, body, arms, and legs of the gargoyles; nails have been 
driven in to crack the stone. This was likely done so that the gargoyles could 
move and bend their solid stone body at the breaks.

They are armed with crossbows and spiral rapiers, weapons designed to cause 
great pain and blood loss while doing little damage to the flesh. The goal is 
to subdue the Demon slayers in order that their flesh and soul can be used in 
the Old Monk's experiments.
Origin:
Before the advent of downspouts which brought water from the roof down to the 
ground, architects extended waterspouts horizontally from the sides of 
buildings so that rain water flowed out of the tubes instead of running down 
the walls of the building and eroding the mortar between the stone blocks. To 
make these spouts more pleasing to the eye, they carved creatures out of stone 
around these water spouts so that the water would flow out of their mouth.  
These grotesque sculptures were called "gargoyles," a play on French and Latin 
words which meant throat or gullet. The traditional gargoyles could be carved 
in the shape of any human, animal, or mythological creature.  

In modern times what many think of as gargoyles are actually what are called 
"grotesques," unnatural / horrific winged sculptures which adorned the side of 
cathedrals and do not serve as a roof gutter. The image of the winged, stone 
gargoyle likely comes from the legend of La Gargouille, a dragon-like creature 
with the wings of a bat that could breathe fire. It was supposedly defeated by 
St. Romanus and had its head mounted on the wall of a church to ward off evil 
spirits.
Reference: gargoyle crossbow description, spiral rapier description, Former 
Royal's Wife dialogue, Tower of Latria archstone description


#: E18
Name: Face Bugs AKA Man Centipede AKA Celebrity Vermin
Type: Unknown
World: Tower of Latria
Description: 
Large insects likely formed from the souls and flesh of many prisoners as they 
possess several human faces. They can either attack with their stinger or spit 
acid at the player which corrodes their equipment.
Narrative:
Another of the Old Monk's experiments, masses of prisoner flesh have been re-
shaped into centipede-like creatures with many human faces. What is interesting 
is the Face Bugs have the exact same head as the Maneater (see D3-2), is that 
because the human heads have been fused onto the body or is that a physical 
manifestation of the human souls that are used to create the Old Monk's 
creatures?

Their bodies naturally produce an acid-like fluid that can degrade the player's 
equipment. When the creature is near death it will split away from its tail 
which allows it to vomit huge quantities of this fluid onto the player. When 
that acid crystallizes in the stomach of the Face Bugs it forms clusters of 
poisonous ore called Mercurystone.
Origin:
Mercury occurs in nature mostly as cinnabar (mercury sulfide) a toxic ore 
typically of brick-red appearance.  In rare cares, it forms into semi-
translucent crystals with a high lustre (like diamonds) which is closer to how 
it is depicted in the game.
Reference: Mercurystone description, Former Royal's Wife dialogue, Tower of 
Latria archstone description


#: E19
Name: Skeleton
Type: Reanimated Humanoid
World: Shrine of Storms
Description: 
Over-sized, reanimated skeletons which come in a variety of colors and wield a 
variety of Asian/Middle-Eastern-influenced weapons. 
Narrative: 
The most common enemy in the Shrine of Storms are the reanimated bones of the 
Shadowmen who perished long ago. Mixed in with Shadowmen bones are the bones of 
animals, the chest plate of the skeleton is the skull of some large animal and 
fused to the top of that is the lower jaw of another animal. The collar bone is 
the matching upper jaw of the animal skull that is fused to the top of the 
chest plate. Perhaps these are the skulls of storm beasts.

The silver skeleton comes to life before the player's eyes, has the ability to 
roll, and wields either a falchion or a bow firing ceremonial Holy Arrows. The 
gold skeleton has thicker armor and is less nimble, but it makes up for it by 
carrying an over-sized, powerful Kilij which it will use to block incoming 
attacks while it moves closer to the player. The black skeleton has a large 
thirst for souls and wields dual Uchigatanas which it will use in a devastating 
lunge attack that cuts down most players in a single blow.

The Deep Fog and the Demon Reapers have allowed the souls of the dead to 
inhabit the lifeless skeletons so that they can move about freely. The soul 
magic which has been used to resurrect the bones is quite powerful, meaning a 
vast quantity of souls are acquired when a skeleton is slain. The actual soul 
which inhabits the skeleton is weak, the fleeting remains of a soul (Soul 
Remains), can be used to lure the attention of Demons in battle.

Skeletons are the only source of the ore bladestone as it is acquired when 
shards of the ore break off their Demon-enhanced curved swords. It is unknown 
why the reanimated Shadowmen favored the use of curved blades, perhaps their 
ancestors were not from Boletaria, but immigrants from a distant country.
Origin: 
Since the Middle Ages in Western cultures, reanimated human skeletons have 
personified death. In the case of the undead in corporeal (physical, solid) 
form, lore often has their bodies reanimated by a necromancer which bends the 
spirit to their will so that the skeleton or zombie is completely under the 
necromancer's control.
Reference: soul remains description, bladestone description, holy arrow 
description, kilij description, uchigatana description, falchion description, 
Graverobber Blige dialogue, Shrine of Storms archstone description


#: E20
Name: Storm Beast
Type: Natural creature
World: Shrine of Storms
Description: 
Flying stingray-like creatures which fire bone spears at the player.
Narrative:
The Storm Beasts are one of the objects of worship of the long dead Shadowmen. 
They believed the beasts brought forth the rain and came from / were ruled by 
the God Storm King. Storm Beasts resemble flying stingrays, have two eyes, and 
are very physically weak. When they spot the player they will inhale a large 
puff of air to propel a quartz spear, made from their marrow, to impale the 
player. They are somewhat sadistic and take delight in seeing men in peril. At 
the exit of the first Reaper chamber is a mound of dozens of slain Storm 
Beasts, this implies that the Reapers are using the souls of the Storm Beasts 
to summon Shadow Lurkers and reanimate Skeletons.

Storm beasts are the only source of cloudstone, a green ore that blocks light 
and blunts magic damage. It is said to come from the sky, but it is unknown if 
this is literal (as in the ore is collected by the storm beasts as they fly 
around) or if cloudstone is just a part of storm beast anatomy (their bone, 
minerals crystallized in their stomach, etc.).
Origin:
Stingrays are named after the barbed stinger at the end of its tail.  The 
stinger is covered in a thin layer of skin which contains the venom. If a 
stingray is frightened, it will strike with the stinger on its tail. The impact 
of the barbed tip will tear the thin layer of skin, which allows the poison to 
enter the wound, and the barbed tip will often break off in the wound. The barb 
of a stingray appears to be represented by the shafts of marrow the Storm 
Beasts and Storm King fire at the player.
Reference: stormruler description, morion blade description, Shrine of Storms 
archstone description


#: E21
Name: Reaper AKA Sorcerer AKA Necromancer
Type: Unknown
World: Shrine of Storms
Description: 
Demons wearing black robes and wielding a scythe.  They have the capability to 
summon the spirits of dead Shadowmen in the form of Shadow Lurkers. 
Narrative:
One of the only "living" Demons encountered in the Shrine of Storms, powerful 
sorcerers clad in black robes, with the ability to reanimate skeletons and 
summon the spirits of the dead as Shadow Lurkers. When the Reaper is slain, all 
the Shadows it has summoned will be vanquished, and the power used to summon 
them will be transferred to the player in the form of a massive amount of 
souls. The mound of dead Storm Beasts near the first altar would seem to 
indicate their power comes from the souls of slain Storm Beasts. Reapers also 
have the ability to kill the player with one touch of their finger.

Though they wield a scythe their main weapons are a version of the spell soul 
arrow and their Shadow Lurker minions which attempt to protect them. A Reaper's 
knowledge of magic and the ability to summon and control dead spirits implies 
that before the scourge they were magicians which practiced the dark arts, such 
as a necromancer. Reapers may instead be Grim Reapers, servants of Death itself 
tasked with collecting the souls of the dying, but have been corrupted by the 
touch of the Deep Fog.
Origin:
The original conception of necromancy was to summon the spirit or reanimate the 
corpse of one who had died in order to question them or as a means to foretell 
the future. Necromancers would often surround themselves with emblems of death 
such as wearing the clothes of those who have died. The Sacrifice of the flesh 
of a human or animal (such as the mound of dead Storm Beasts) was the price of 
summoning. In modern times, necromancy has become a more generic term which 
describes any manipulation of death.

Death has been described as a sentient being throughout history but the classic 
image of the Grim Reaper as a skeleton wearing a black, hooded robe and 
carrying a scythe did not exist prior to the 1500s and is often attributed to 
Hans Holbein, the famous 16th century portrait master. In some cultures, it is 
believed that the Grim Reaper is what causes people to die, which means that it 
can be bribed or tricked in order to stay alive. In other cultures the angels 
of Death are not the catalyst, their purpose is only to shepherd the soul of 
one who has died to the afterlife.
Reference: war scythe description, Graverobber Blige dialogue


#: E22
Name: Shadow Lurker
Type: Unknown
World: Shrine of Storms
Description:
Specters summoned by and under the control of Reapers.
Narrative:
Shadowy specters, the spirits of the dead, summoned to do the bidding of the 
Reapers. They can become invisible at a whim and strike with their limbs or a 
sweeping light beam attack from their single eye. Female Shadow Lurkers are far 
more dangerous, they laugh and taunt from the shadows before briefly appearing 
to stab the player in the back. They can be defeated by striking when they 
become visible or killing the Reaper who has summoned them.
Origin: 
A ghost is the soul or spirit of a deceased person or animal which appears in 
visible form (or some other manifestation) to the living.
Reference: Graverobber Blige dialogue


#: E23
Name: Giant Slug
Type: Natural creature
World: Shrine of Storms and Valley of Defilement
Description: 
An oversized slug which can lunge or spit acid at the player
Narrative:
The Giant Slug is a creature native to the dark, dank areas of Boletaria such 
as the lower caves of the Shrine of Storms and the swamps of the Valley of 
Defilement. Giant slugs are capable of lunging at or spitting a glob of acid to 
attack the player.  Suckerstone, vampiric ore which sticks to the skin and 
causes bloodletting, is carved from the flesh of Giant Slugs.

The slugs of the Shrine of Storms live in a chamber which contains magical, 
fluorescent water (possibly due to the spirits floating around the chamber) 
that the slugs have absorbed through their skin. As a result, the skin of the 
slugs which bathed in that liquid glow and the mucus it excretes to prevent 
dryness, sticky white stuff, has magical power. Giant Slugs are also attracted 
to shiny objects. It is why in the Shrine of Storms the slugs cram into the 
only chamber with glowing liquid.  In the Valley of Defilement, one slug 
swallows dull gold armor and a great multitude of snails cluster around the 
large sword of moonlight. 
Origin: 
A slug is a gastropod mollusk, an invertebrate animal, which lacks a coiled 
shell and is related to the snail (snails have a shell). A slug's body is soft 
and slimy, but can easily dry out which results in death. So slugs are confined 
to moist environments and must retreat to dank hiding places in case of dry 
weather. Slugs excrete watery mucus which covers their entire body and attracts 
and holds onto water molecules.  This mucus is the method they use to absorb 
moisture and prevent dryness. From the bottom of the body a thicker, sticky 
mucus trail is excreted which serves to prevent damage to its soft under-tissue 
as it moves around. This sticky mucus also allows the slug to climb walls.
Reference: sticky white stuff description, suckerstone description, dull gold 
armor set description, large sword of moonlight description, Valley of 
Defilement archstone description 


#: E24
Name: Rat
Type: Natural creature
World: Valley of Defilement
Description: A normal-sized rat
Narrative:
A natural creature which has been defiled by the filth in the valley. Its bite 
infects the player with plague. The rats will often gnaw on wood and rock in 
the valley, including the archstones, so occasionally a shard of archstone will 
be found in their stomachs.
Origin:
Rats are rodents and are distinguished from mice by their larger size. The 
common rat is an opportunistic scavenger and will often live near humans. 
Though the most famous outbreak of plague, the Black Death, is often associated 
with rats alone, it was not spread through rat bites. The bubonic plague is 
actually carried by a species of flee which feeds on rodents. Some rats were 
immune to the disease and they carried it across Europe.  Fleas then jumped to 
less resistant rats which died to the disease. When the less resistant rats 
died, the fleas jumped to the nearest source of blood, humans, which further 
spread the disease.
Reference: widow's lotus description, shard of archstone description, death 
cloud description, Valley of Defilement archstone description


#: E25
Name: Giant Mosquito
Type: Mutated natural creature
World: Valley of Defilement
Description: 
An overly large mosquito
Narrative:
Giant mosquitoes will attempt to fly above the player, dive down, and jam its 
mouth stinger into the player's back.  If it is successful it will drain a fair 
amount of blood and HP from the player before letting go. The mosquitoes 
present in the Valley of Defilement are quite large, but they likely started 
out much smaller in size. The insects have grown fat on their diet of souls 
absorbed from the blood of Demons and soul-starved humans they feed on. 
Marrowstone is formed from the minerals in human blood which have crystallized 
in the digestive system of the giant ticks and giant mosquitoes.
Origin:
Mosquitoes are a common insect in the family Culicidae and have mouthparts 
(called proboscis) adapted to pierce the skin of plants and animals. Though 
mosquitoes are associated with bloodsucking, that is not their primarily method 
of nourishment, they mostly feed on nectar and other sources of sugar. Blood is 
not needed for survival, but the minerals in blood (like iron and protein) are 
required by females in order for their eggs to grow.
Reference: Marrowstone description, Filthy Woman dialogue, Valley of Defilement 
archstone description


#: E26
Name: Giant Tick
Type: Mutated natural creature
World: Valley of Defilement
Description:
An overly large tick, whose body is engorged with blood
Narrative:
Giant ticks are engorged with a mixture of blood and a putrid substance.  If 
the player pops the giant tick's blood sack in close proximity it will spew 
fluid outward and poison the player. These insects thrive in the filth and 
moistness of the valley. The ticks present in the Valley of Defilement are 
quite large, but they likely started out much smaller in size. The insects have 
grown fat on their diet of souls absorbed from the blood of Demons and soul-
starved humans they feed on. Marrowstone is formed from the minerals in human 
blood which have crystallized in the digestive system of the giant ticks and 
giant mosquitoes.
Origin:
Though ticks are thought of as insects, they are actually arachnids (like 
spiders) which externally latch onto the skin of mammals, birds, and 
occasionally amphibians and reptiles. They will attach themselves by latching 
into the skin with their cutting mandibles and inserting their feeding tube 
through which they will suck blood, their only source of nourishment.
Reference: marrowstone description, Filthy Woman dialogue, Valley of Defilement 
archstone description


#: E27
Name: Jellyfish AKA Poison Jelly
Type: Natural creature
World: Valley of Defilement
Description: 
Jellyfish which have found a home floating in the filth of the poison swamp in 
the 2nd area of the Valley of Defilement.
Narrative:
The jellyfish float on the surface of the poison swamp, their tentacle hid 
below the dark water's surface. If the player gets close, the jellyfish will 
whip out their tentacles and attempt to strike the player with them. The three 
varieties of lotus flower also float on the water and periodically will be 
sucked into a jellyfish's body. Since large species of jellyfish are not found 
in fresh water, it would appear the water source which feeds into the valley is 
salt water (possibly directly from the ocean). This would explain why the 
citizens of Boletaria have no qualms about dumping filth, the diseased, and the 
dead into the valley as the water source is already unfit for human 
consumption.
Origin:
Almost all jellyfish are found in salt water sources, those in fresh water 
sources are barely an inch in diameter. Since jellyfish are invertebrates, not 
even remotely similar to fish, the name "jellyfish" is seen as a misnomer. All 
jellyfish have a basic body structure that resembles an umbrella (often 
colorful) with varying lengths of trailing tentacles. These tentacles are made 
up of millions of specialized cells called nematocysts that pierce the skin and 
inject venom when they come in contact with prey. This venom can cause 
paralysis, extreme pain, or death.
Reference: soldier's lotus description, royal lotus description, widow's lotus 
description, Filthy Woman dialogue, Valley of Defilement archstone description


#: E28
Name: Depraved One AKA Dweller AKA Poor
Type: Humanoid
World: Valley of Defilement
Description: 
Diseased humans who have been exiled to the Valley by society. They wear 
tattered clothes, beaked masks, and wield knives or staves covered in burning 
black turpentine.
Narrative:
The Valley of Defilement is a dank place, filled with putrid swamps, black pine 
trees, and infested with leeches and other disease-ridden parasites. It is here 
where the unclean (the lepers, poisoned, plagued, deformed, etc.) are banished 
to live out their days in agony. It is not just the living who are dumped into 
the valley, the corpses of aborted babies and those who have died of diseases 
are tossed into the river, funneling the foulness into the swamps of the 
valley. The conditions in the valley are deplorable; the outcasts' bodies are 
gaunt and their insect-infested clothing is covered in filth. Upon their heads 
they wear long-beaked leather hoods which cover their nose and mouth. The beaks 
were packed with aromatic herbs and spices to "cleanse" the supposedly diseased 
breath of the infected. As filth and dirt has accumulated on their head, it 
gives the appearance that the mask is a natural part of their face.

Saint Astraea came to the valley years before the Second Scourge to shine the 
light of God on that accursed place and to relieve its inhabitants of their 
suffering. When the Deep Fog descended on the valley, Saint Astraea turned her 
back on God and became a Demon, and the outcasts began to change. They became 
depraved ones; insane wretches who killed all the warriors of the Church which 
accompanied Astraea on her pilgrimage to the valley (save Garl Vinland), and 
any other strangers who enter the valley. They come in a variety of forms, some 
wield daggers dipped in poison while others wield spears doused in burning 
black turpentine.  So wretched in appearance are they that they will often lay 
on the ground and pretend to be corpses in order to ambush strangers traveling 
in the Valley.

Depraved Ones kill all humans they encounter and offer those souls to Astraea 
in the hopes that she will take from them a portion of their suffering. For 
these acts of compassion the Depraved Ones worship her as a Christ-like savior. 
Though they no longer follow God, many of the inhabitants still cling to the 
holy ore faintstone which were likely brought to the valley by the slain 
warriors of the Church. 

Similar to diseases and pathogens, Depraved Ones are weak to fire.
Origin:
During the Middle Ages, second-rate doctors and medical interns were often 
hired by the city or municipal as plague doctors. They were assigned to move 
about the city and treat those suspected to have bubonic plague. They wore 
heavy coats, leggings, gloves, and boots which were made of black, waxed 
leather. Upon their face they wore beaked masks with eye holes covered in clear 
glass. This distinctive feature caused citizens to nickname them "beak 
doctors." Inside the beak were dried flowers, vinegar-soaked sponges, herbs, or 
other sweet smelling spices which they believed purged the air of the evil 
smells which cause disease. Upon their head they wore wide-brimmed leather hats 
which signified their profession. one of the tools they carried was a wooden 
cane which they would use to remove plague victims' clothes, take patients' 
pulses, or examine the patient without touching them.  The cane was also used 
in defense to keep away patients and other citizens who would seek to do them 
harm.

The beaked mask is likely the inspiration for the face of the Depraved ones and 
also why the eyes are black, as they are deeply set in the mask and thus 
unseen. The flaming spear is likely a variation on the wooden canes the plague 
doctors carried.
Reference: black turpentine description, mirdan armor set description, 
faintstone description, Filthy Woman dialogue, Selen Vinland dialogue, Saint 
Astraea dialogue, Garl Vinland dialogue, Valley of Defilement archstone 
description


#: E29
Name: Giant Depraved One 
Type: Mutated Humanoid
World: Valley of Defilement
Description: 
Over-sized Depraved Ones which wield a great club or morning star.
Narrative:
See E28 above for further explanation.

The most feared of the valley's residents are the Depraved Ones who have grown 
to enormous size for an unknown reason. Despite their size, they are quite 
agile and have no trouble running to catch up to the player, even in the sludge 
of the poison swamp. They wield in one hand a massive, wooden club the length 
of which is practically as tall as the player. One horizontal or downward 
strike from the club causes massive damage to the player and knocks them to the 
ground, allowing for the giant to easily combo them to death.

The morning stars they sometimes carry are maces covered with spikes, weapons 
favored by the warriors of the Church which were killed in the valley. Some 
giant depraved ones carry stones of ephemeral eyes, the more powerful they are, 
the more likely they are to carry one. This means there is likely some 
connection between the stone of ephemeral eyes and the rapid growth of size and 
strength of each giant depraved one. It is possible that like the plague 
babies, the giant depraved ones were transformed by Maiden Astraea's Demon 
magic.
Origin: 
See E28 for further information.
Reference: great club description, morning star description, mirdan armor set 
description, stone of ephemeral eyes description, Filthy Woman dialogue, Selen 
Vinland dialogue, Saint Astraea dialogue, Garl Vinland dialogue, Valley of 
Defilement archstone description


#: E30
Name: Depraved Shaman 
Type: Humanoid
World: Valley of Defilement
Description: 
Small depraved ones in a cloud of purple haze able to cast poison cloud.
Narrative:
See E28 for further information.

Among the depraved ones are shamans which have channeled the souls of the 
unclean dead in order to perform limited feats of magic. They wear black 
clothing smeared in animal fat and their bodies emit a purple haze which 
indicates they harness a vile power. Their primary attack is to summon a 
poisoned cloud in order to infect and slowly kill the player. If the Filthy 
Woman is not lying about having a son, he would most likely be a shaman. The 
shaman were heretics in the eyes of the holy knights who came to the valley, 
and the Filthy woman specifically mentions Astraea glared at her son with 
disgust.
Origin:
See E28 for further information.

Shamans are a part of some cultures which believe ailments and illness are not 
a result of problems with the body, but of damage to a person's soul. Shamans 
would act as intermediaries between the human world and the spirit world and 
enter the spirit world either to mend the soul (thus fixing the ailment in the 
physical realm) or seek solutions to problems of the community. A shaman may 
also use his powers to guide the spirits of the deceased to the afterlife.
Reference: poison cloud spell description, mirdan armor set description, 
shaman's armor set description, Filthy Woman dialogue, Selen Vinland dialogue, 
Saint Astraea dialogue, Garl Vinland dialogue, Valley of Defilement archstone 
description


#: E31
Name: Plague Baby AKA Filthy One 
Type: Reanimated Humanoid
World: Valley of Defilement
Description: 
Small, red-skinned humanoid creatures which attack with plague-infected talons 
protruding from their wrists and can be found in the plague swamp.
Narrative:
Aborted fetuses which have been cast into the valley eventually end up in the 
lowest depths of the Valley of Defilement, the plague swamp. It is here that 
Maiden Astraea has used the souls offered to her by the Depraved Ones to give 
new life to the dead babies by turning them in Demons. They appear in the 
plague swamp as bloated, red fetuses which plunge underwater when they sense 
danger. Affixed to each arm are two, plague-infected talon which it uses to 
stab the player and infect them with the plague. Protruding from the belly of 
each plague baby is the umbilical cord which the creature maneuvers like a 
tentacle.

The Baby's Nail weapon, used commonly by assassins, is apparently a talon 
broken off from these Plague Babies. If the player journeys into the plague 
swamp a multitude of Plague Babies will rise up, surround the player, and 
quickly stab them to death. Like the Giant Depraved Ones, plague babies also 
occasionally have stones of ephemeral eyes. This leads to the theory that a 
stone of ephemeral eyes is somehow connected to Astraea's resurrection of 
fetuses.
Origin: N/A
Reference: baby's nail description, mirdan armor set description, Filthy Woman 
dialogue, Selen Vinland dialogue, Saint Astraea dialogue, Garl Vinland 
dialogue, Valley of Defilement archstone description


===============================================================================
                               5.)BLACK PHANTOMS 
===============================================================================
#: B01 & B02 & B03
Name: 3 Black Phantom Knights
Type: Humanoid Black phantoms
World: Boletarian Palace
Description:
The black phantom form of the first 3 Major Demons of Boletarian Palace can be 
found in the 4th area of the Boletaria Palace just after the battle with the 
Major Demon Penetrator. 
Narrative:
See D1-1, D1-2, and D1-3 for more information.
 
After the corrupted soul form of each of the 3 bosses are defeated, all three 
appear again as black phantoms at the base of the King's Tower in a last ditch 
effort to stop the player.
Oolan wears the female version of the full leather armor set and wields a white 
bow, white arrows, and a kilij at close range.
Alfred wears the full brushwood armor set, tower shield, and wields the 
scrapping spear.
Metas wears fluted armor, plate gauntlets, plate greaves and wields the 
penetrating sword
Origin: N/A
Reference: Biorr dialogue, Ostrava dialogue, Atlus Official Strategy Guide


#: B04 & B05
Name: Male and Female Barbarian Black Phantoms
Type: Humanoid Black Phantoms
World: Stonefang Tunnel
Description: 
Shirtless barbarians using slightly more advanced equipment. Each wears boots, 
cloth pants and wields a crudely made steel shield and great club. They can be 
found in the 2nd area of Stonefang Tunnel guarding the entrance to the Crystal 
Lizard nest.
Narrative:
The origin of these two black phantoms; which each wield a great club, a steel 
shield, and guard the entrance to the crystal lizard nest; is a bit of a 
mystery. There is evidence of a barbarian presence in and around Stonefang as 
clubs and great clubs are found inside the mine. 

One of the theories is that they are the souls of the two corpses that are in 
close proximity to the water wheel which powers the elevator by Blacksmith Ed. 
On one corpse, among a pile of other corpses, is a great club; and on another 
corpse, hidden among a stack of nearby boxes, is a steel shield. It could be 
their souls bend to the will of the Fat Ministers and they guard the nest to 
prevent the stones from being harvested by intruders. It also could be their 
own greed has twisted their souls so that even in death they still lust after 
the shiny ore, much like the Dual-Katana black phantom is drawn to the Makoto 
blade at the Shrine of Storms.
Origin: N/A
Reference: steel shield description, great club description, Atlus Official 
Strategy Guide


#: B06
Name: Black Phantom Assassin 
Type: Humanoid Black Phantom
World: Tower of Latria
Description: 
An Assassin wielding a buckler, baby's nail, light crossbow, and wearing the 
female version of the black leather armor set as well as a Thief's ring.
Narrative:
On the steps of Fool's Idol's church is the female Black Phantom Assassin, 
possibly the corrupted form of the dead assassin with the Baby's Nail behind 
the altar in the church. Another possibility is the body with the Baby's Nail 
is the assassin's victim (blade stuck in the flesh) and the corpse wearing 
black leather armor in the Iron maiden in the prison is the body of the Black 
Phantom Assassin.

One theory is that she was one of Queen Yormedar's assassins who attempted to 
avenge the Queen's death by murdering the Fool's Idol, but was killed / 
captured herself when the Liar resurrected the Fool's Idol. The Former Royal's 
Wife mentions witnessing the Fool's Idol's resurrection, only a skilled 
assassin would be able to get close enough to kill her. The female assassin was 
either killed on the spot or left to slowly die in an iron maiden and then the 
Old Monk used his power to bend the assassin's dark soul to his will. Now the 
black phantom serves as a protector to the church and the Fool's Idol. It is 
very likely that the Black Phantom Assassin was the one who pulled the lever to 
turn on the arrow firing machine guarding the main pathway to the church.
Origin: N/A
Reference: baby's nail description, buckler description, thief's ring 
description, black leather armor set description, Thief class description, 
Former Royal's Wife dialogue, Sage Freke dialogue


#: B07
Name Dual-Katana Black Phantom: 
Type: Humanoid Black Phantom
World: Shrine of Storms
Description: 
Robe-wearing black phantom which wields the gripless (Hiltless) sword in one 
hand and a standard Uchigatana in the other.
Narrative:
In a pit filled with skeletons behind the first Reaper altar the player will 
find Saint Urbain has fallen for Patch's trick and is now trapped at the 
bottom. If the player trusts Patches, they will also find themselves at the 
bottom of the pit. Between the player and freedom is a nameless black phantom 
wielding a gripless sword, a sword which had no hilt, but is merely wrapped at 
the base in leather. Forged by a legendary swordsmith in a distant country, the 
swords is extremely powerful, but at a cost to the user, as every time the 
blade connects it hurts the wielder of the blade.

Deep in the caves of the Shrine of Storms, in the room populated with giant 
slugs, the player will encounter a corpse with a ronin ring and a hiltless 
sword. It is believed that lust for power at the cost of his body in life has 
caused his black soul to be beckoned by Makoto, the sword that steals men's 
souls, which is also in that pit. The identities of both the body with the 
Makoto, impaled on the rock, as well as the body in the slug cave are a 
mystery.

One theory is though Satsuki claims the Makoto wielder (the body on the rock) 
is that of his father, the truth could be the body in the slug caves is 
actually Satsuki's father. The theory goes that Satsuki's father was the 
original seeker of the Makoto, likely telling tales of the blade to his son, 
Satsuki. The father died on his quest, and in death was drawn to what he lusted 
after the most in life, the Makoto. Years later Satsuki followed in his 
father's footsteps looking for the blade, coming to where he disappeared, the 
Shrine of Storms. Further evidence that Makoto does not belong to his father is 
that Satsuki mentions that the sword is "finally his" and wonders if the sword 
is as deadly as the "rumors claim." Both statements imply that he has never 
been in the presence of the Makoto sword.
Origin: N/A
Reference: hiltless description, makoto description, ronin's ring description, 
Satsuki dialogue


#: B08
Name: Raggedy Robed Black Phantom
Type: Humanoid Black Phantom
World: Valley of Defilement
Description: 
A female black phantom in tattered robes wielding a meat cleaver.
Narrative:
Patrolling the western portion of the poison swamp in the 2nd area of the 
Valley of Defilement is a female black phantom who wears raggedy robes and 
wields a meat cleaver. There is all manner of speculation about the identity of 
the black phantom. Some believe that the raggedy robes indicate it was a witch 
like Yuria, though the black phantom does not uses magic and wields the weapon 
of a person of faith. Some think that it is the lost, angry soul of the wife of 
Stockpile Thomas, as her corpse in the Boletarian Palace also wears raggedy 
clothing. Some speculate that the nearby corpse with the Legendary Soldier's 
Soul is the black phantom and that in life she wielded the blueblood sword 
which lay broken in the same area of the swamp.

Another theory, my personal favorite, is that the black phantom is the 
corrupted soul of Vito, the Moonlight Knight. On the opposite end of the swamp 
is a Phosphorescent Slug which has swallowed a body clad in dull gold armor, 
the armor of a high-ranking female holy knight. Nearby the slugs have also 
dragged the Large Sword of Moonlight, Vito's sword, into their nest. Also, 
right next to the nest is a corpse containing a Legendary Hero's Soul. The 
Moonlight sword, like the Meat Cleaver, is the weapon of a person with faith, 
however, since the Moonlight sword is a holy revelation from God, I doubt it 
can be wielded by such a corrupted soul. This would require the black phantom 
to use a different, more sinister weapon, and a Meat Cleaver fits that 
description.

In this scenario, Vito would have been overwhelmed by Giant Slugs driven to 
aggression by the Deep Fog and attracted to the light of the Moonlight sword. 
After the attack, one of the snails absorbed her armor while the rest formed a 
nest around the sword near her corpse. That the sword is one of the holy 
revelations from God also explains why Vito's corrupted soul would patrol as 
far away from it as possible on the other side of the swamp.
Origin: N/A
Reference: large sword of moonlight description, dull gold armor description, 
raggedy armor set description, meat cleaver description, blueblood sword 
description, Patches dialogue, Selen Vinland dialogue, Saint Urbain dialogue, 
Valley of Defilement archstone description


===============================================================================
                               6.)MINOR DEMONS 
===============================================================================
#: d01 & d02 & d03
Name: Dragons AKA Red Dragon, Blue Dragon, Fallen Dragon
Type: Minor Demons
World: Boletarian Palace
Description: 
Large winged creatures which strafe and breath fire on exposed passageways in 
the castle. Their nest is found in the 1st area of the Boletaria Palace, West 
of the bridge the Red Dragon Patrols. The Red Dragon is encountered again 
patrolling the causeway in the 2nd area. The Blue Dragon is encountered several 
times in the 4th area on the final path leading up to King Allant's throne 
room.
Narrative:
The red and blue dragon are large, winged "lizards" which are pets of the King. 
As the player travels through Boletaria Place they will appear on patrol 
several times, breathing fire in an attempt to impede the player's progress. 
They care little for the well being of humans and will happily burn to death 
soldiers allied with the King if it means killing an intruder. 

There is much speculation about the corpse of a 3rd small dragon, which is full 
of arrows, just after the boss Penetrator's chamber. The soul-starved archers 
stand upon the corpse as if they took pride in shooting it down, but if it was 
like the other 2 dragons it should have been loyal to King Allant. Speculation 
is that it was a weaker dragon, perhaps the child of either the blue and/or red 
dragon, which was brought down by Boletaria soldiers before they succumbed to 
madness.
Origin:
Although called dragons, the creatures in the Boletarian Palace are more 
closely related to wyverns. Dragons have four limbs in addition to their wings, 
Wyverns have two legs with claws or hands incorporated into their wings which 
matches the design of the "dragons" in the game.
Reference: Biorr dialogue, Ostrava dialogue, Dregling Merchant dialogue, 
Boletarian Palace archstone description


#: d04
Name: Primeval Demon 
Type: Minor Demon
World: 1 in each of the five worlds
Description: 
Giant, grey, tube-shaped mound of flesh with ill-formed wings, a forked tail, 
and a mouth with 4 fangs. 
Narrative:
When a section of Boletaria has fallen under enough Demon influence to be pure 
black tendency, a new Demon is birthed.  In its larval stage, the Demon is 
powerless and will die after only a few strikes. When killed it drops a 
colorless Demon Soul, it possesses little power because it has not yet been 
invigorated by absorbing human souls. So much like how the Demons began to feed 
on pure human souls, the player takes pure Demon Souls from Primeval Demons. 
These untainted Demon Souls are primarily used by Blacksmith Ed to embolden the 
natural abilities of unique weapons.
Origin: 
Primeval had the original spelling "primaeval." "Prim" meaning young, "ave" 
mean age (time period) or stage, and "-al" a suffix which means "of or 
pertaining to." So a "Primeval Demon" is a demon of the earliest / first stage 
of life.
Reference: colorless demon's soul description, Blacksmith Ed dialogue, Demon's 
Souls Artbook


#:d05
Name: Vanguard 
Type: Minor Demon
World: Shrine of Storms & Journey to the Nexus
Description: 
A large creature with 3 glowing eyes and a small pair of wings which swings a 
massive dozer axe. The player encounters two Vanguards in the game, one is the 
final obstacle in the Journey to the Nexus (tutorial) and the other guards a 
shortcut in the 1st area of the Shrine of Storms.
Narrative:
The vanguard is a curious creature as it appears to be the fusion of many 
different animal attributes. The body resembles the grey color, thick hide, and 
paunch of a rhinoceros. The feet have long appendages sticking out like fingers 
as if they could be used to grip things (like a monkey or a gorilla foot). The 
upper body is covered in spikes and the hands are human-like with long claws. 
On its back is an unsightly hump. Sticking out from that hump is a pair of 
stubby wings and what looks like a second, stubby tail. The head features 
downward curved horns like a ram, mouth tentacles like a crustacean, and 3 
glowing eyes. 

The Vanguards served as the head of the attack force of the Demon army.  A 
Vanguard swings its massive dozer axe horizontally to knock humans and rubble 
out of the path of the Demons following behind. If surrounded the Vanguard will 
use its wings to lift off the ground and slam its butt down to cause ground 
tremors and knock the enemy off their feet,

Though their death results in the acquisition of a mature Demon Soul, it does 
not shift the world tendency toward white. In this way they are not normal 
enemies, but nor are they a fully mature Demon.  One might call them the 
highest level minions of the Major Demons. Its grey Demon Soul can be used to 
craft the Vanguard's weapon, the dozer axe.
Origin:
The name vanguard comes from a military tactic term, it is the forward unit 
which seeks out the enemy and secures an area ahead of the main force. As the 
Vanguard is composed of so many disparate elements I am unsure what the 
inspiration was, if any, for the creature.

"Dozer" is the informal shortening of bulldozer, a tractor equipped with a 
front mounted metal plate which pushes large quantities of soil, rock, rubble, 
etc out of the way. The dozer axe is not bladed, it has a blunt edge, and the 
description mentions that "humans are crushed in one fell swoop from this axe." 
In that context the purpose of the huge dozer axe is not to cleave but to swing 
in a wide arc, side-to-side, in order to break bone and plow enemy troops away 
from the path in front of the attacking force.
Reference: dozer axe description


#: d06
Name: King Allant AKA Wannabe Allant AKA Toad Allant 
Type: Mutated humanoid
World: Below the Nexus
Description: 
The physical form of King Allant which has been twisted and contorted into a 
toad-like creature by the power of the Old One.
Narrative:
See also D1-4.

Much like the Old Monk, King Allant was not a suitable vessel for Demon power.  
The process horribly mutated his body into a weak, toad-like creature which can 
only crawl along the ground and barely swing the sword Soulbrandt. The Demon 
which was sent back to rule Boletaria, the False King, was an imitation, a 
doppelganger similar to the Fool's Idol. 

What the player fights inside the Old One is the body form of Allant. The fight 
with Allant is incredibly easy, which is the point, the final boss is a 
cautionary tale to those who desire to go down the dark path and serve the Old 
One in exchange for power. In his lust for power it has cost Allant everything 
and left his body broken. Even in his enfeebled state he still clings to the 
Soulbrandt. Does the player take the hint and go for the light ending or do 
they arrogantly believe that they are special, different than Allant, and take 
in all that power through the dark ending knowing where it will likely end?

The mercy killing of Allant also makes a good thematic comparison to the Maiden 
Astraea boss fight in the Valley of Defilement (which many leave for last). In 
that fight the player murders a human who is just trying to protect his love, 
and she commits suicide as a result, a somewhat dubious act. Similarly, even if 
Allant was a bad man, there's just something inherently vicious about killing 
the broken shell of a man who can't even fight back. 

It would appear it was a combination of his depression as he got older and his 
lust for power that was his downfall. He projects his own personal suffering 
and melancholy as the world's pain and suffering and becomes a servant of the 
Old One in order to end all existence, and with it, all suffering.
Origin: See D1-4
Reference: Soulbrandt description, Narrator/Prologue dialogue, Dregling 
Merchant dialogue, Saint Urbain dialogue, Sage Freke dialogue, Female 
Worshipper of God dialogue, Biorr dialogue, Ostrava dialogue, Monumental 
dialogue, King Allant dialogue, Boletarian Palace archstone description


===============================================================================
                               7.)MAJOR DEMONS 
===============================================================================
#: D1-1
Name: Phalanx AKA Long Bow Oolan
Type: Major Demon
World: Boletarian Palace
Description: 
Light emanates from the core of Phalanx, but around that core is a massive 
black blob of goo. Stationed around the Demon are a great many Hoplites which 
lock their shields together in a Phalanx formation to protect their Demon 
leader.
Narrative:
Phalanx is the corrupted soul form of the tribesman "Long Bow" Oolan, a knight 
of the round table in Boletaria. Before the scourge, in battle Oolan would 
snipe from afar with a bow behind her legion's shields, ensuring she never had 
to put her life on the line in close-quarters combat. She appears now as an 
enormous, spineless blob, protected by her legion of hoplites. When she is 
killed the player receives the Lead (as in leader, likely not the heavy metal) 
Demon's Soul. It is fashioned into the coward's weapon, the scrapping spear, 
which beats the enemy not through skill, but by depriving them of the ability 
to defend or attack by breaking their equipment.

Though Ostrava refers to Oolan as male indirectly by using "his," it is 
believed to be a mistranslation as there is no singular, genderless form of the 
possessive other than "its" in English. We know Oolan is female because when 
she appears as a black Phantom later in the level she is wearing the female 
version of the leather armor set.

There are many links between Oolan and the Shrine of Storms. The white bow she 
uses is carved from the Shrines gnarled trees and the white arrows she fires 
are fletched from the feathers of the white hawks which fly in circles above 
those trees. When forced to fight in closer quarters Oolan uses a kilij, a 
curved sword only used by the reanimated skeletons at the Shrine of Storms. The 
leather armor she wears is found in abundance at the Shrine of Storms as 
Graverobber Blige has many for sale. Ostrava refers to Oolan as a "tribesman" 
and Graverobber Blige mentions that the shrine was used by an "ancient tribe" 
of early barbarians. This all implies some manner of ancestral connection 
between Oolan, the barbarian starting class, and the extinct shadowmen who once 
performed rituals at the Shrine of Storms.

No distinct corpse for Oolan is found in the Boletarian palace. It is possible 
her corpse and her white bow were burned up by the Red Dragon. Another 
possibility is Oolan's corpse is the body holding the white bow and white 
arrows near the Shrine of Storm's Primeval Demon.
Origin: 
The Phalanx formation involves a group of infantry soldiers interlocking their 
shields to form a rectangle of protection from which to fight behind. This 
mimics the formation the hoplites take around the Demon boss.
"Oolan" may refer to the Indian, soup-like pumpkin dish or Oolong; a Chinese 
tea which translates to "black dragon."
Reference: scrapping spear description, white bow description, white arrow 
description, kilij description, Ostrava dialogue, Biorr dialogue, Graverobber 
Blige dialogue


#: D1-2
Name: Tower Knight AKA Alfred
Type: Major Demon
World: Boletarian Palace
Description: 
A 30-foot tall knight clad head-to-toe in armor.  It wields a large tower 
shield, a lance, and is assisted by a group of Boletarian archers sniping from 
the battlements.
Narrative:
Tower Knight is the corrupted form of Alfred, the knight of the tower, a knight 
of the round table in Boletaria. Before the scourge, he wielded the largest and 
heaviest shield in all of Boletaria, able to stop almost any physical or 
magical blow. He now wields a much larger, soul form version of his signature 
tower shield. Alfred appears later in the level as a black phantom wearing 
brushwood armor, wielding the scrapping spear and tower shield.

Tower Knight's Iron Demon Soul is crafted into the spell Warding (meaning to 
deflect or repel) which mimics the effect of Alfred's tower shield by greatly 
reducing the physical damage taken by the player.

The corpse of Alfred, carrying his tower shield, can be found in a dead-end 
passageway below the dungeon where Biorr was imprisoned.
Origin:  
Like the Ancient Greek warrior Achilles, Tower Knight is weak at his heels and 
chopping away at them causes him to lose his balance and fall.

Alfred means "elf council" in Old English, which refers to advice from a divine 
/ otherworldly source. It also may be a reference to Alfred the Great, a king 
of England in the 800s, who was a hero of the Catholic church and is best known 
for establishing many defensive outposts on the border to protect the kingdom 
from Viking invasion.
Reference: tower shield description, warding spell description, Ostrava 
dialogue, Biorr dialogue


#:D1-3
Name: Penetrator AKA Metas
Type: Major Demon
World: Boletarian Palace
Description: 
An 8-foot tall, agile knight wearing what appears to be a fusion of European 
and Asian-style armor. It wields a sword which is thin and longer than most 
lances. Its greaves are very similar to the Gloom Leggings.
Narrative:
Penetrator is the corrupted form of Metas, the knight of the lance, a knight of 
the round table in Boletaria. Before the scourge, he wielded a straight sword 
which was longer than most spears and could kill a man with a single thrust. He 
wields a Demon Soul powered form of the penetrating sword which has been used 
"to cut down many warriors who attempted to slay the Demon." Penetrator seems 
to have a hatred of both the fat ministers (as he kills one when entering the 
boss chamber) and Biorr (as he mostly attacks Biorr and ignores the player).

Penetrator's Silver demon soul can be crafted into two different weapon buffing 
spells.  Light weapon draws from the power inherent in the sword and cursed 
weapon draws power from violent acts committed with the sword.

Metas appears later in the level as a black phantom wearing a mixture of fluted 
chest armor and plate armor for his arms and legs. He wields his penetrating 
sword in battle. Fluted armor is worn by knights of the Southern kingdom of 
Latria, but Metas mixes it with armor common to Boletarian soldiers. The fluted 
armor would seem to indicate Metas is not native to the Northern kingdom of 
Boletaria, but is actually from Latria.  Another possibility is the chest piece 
of fluted armor belonged to his father and his father was Latrian, but Metas is 
in service to King Allant. Another possibility is Metas is the son of Lord 
Rydell (who is suspected to be the little brother of King Allant) then that 
would make Metas nephew to King Allant and cousin to Ostrava.  This blood 
relation would explain why a Latrian would serve the Northern kingdom and also 
how the Northern and Southern kingdom co-existed peacefully with each other.

The corpse of Metas, carrying his penetrating sword, can be found on the 
overhang above the gate the fat Minister closes near the rolling, flaming 
boulders in the Inner Ward.
Origin:
Meta is an Old Icelandic word which means "to determine worth," so Metas could 
mean "one who determines the worth of others." It may also explain why 
Penetrator killed the Fat Minister, Metas found the minister unworthy and 
executed him after he fled from battle with the player multiple times. Metas 
may target Biorr because he failed to protect his brother Vallarfax.
Reference: penetrating sword description, fluted armor set description, plate 
armor set description, light weapon spell description, cursed weapon spell 
description, Ostrava dialogue, Biorr dialogue


#: D1-4
Name: Old King Allant AKA False King Allant
Type: Major Archdemon
World: Boletarian Palace
Description: 
A red-eyed demon created in the image of the King Allant.  He wears a white 
tunic and wields a soul-form version of the black sword Soulbrandt. He can also 
cast the spell soulsucker which steals a soul level from the player.
Narrative:
See also d06.

King Allant the XII was once a magnanimous ruler who cared greatly for his 
subjects and fought diligently against the vile and the depraved. Unfortunately 
he became trapped in melancholy in his old age and searched tirelessly for a 
method to expand his might. Allant's search ended at the Nexus where the power 
of the Soul Arts was bestowed upon him. It is unclear who was his teacher, most 
likely the Maiden in Black (who has a deep connection to the Old One) or one of 
the Monumentals who perished. Allant's ability to use Soulsucker, the Maiden in 
Black's signature spell, makes her the more likely suspect. He returned to his 
Northern kingdom of Boletaria and with his knowledge of the Soul Arts brought 
unprecedented prosperity. It was at this point the King took the black blade 
Soulbrandt, a baneful weapon which grows more powerful the more demonic the 
soul who wields it becomes, from the Royal Mausoleum. Since that day the 
Soulbrandt has never left his side.

Elementary knowledge of the Soul Arts was not enough to quench his lust for 
power so Allant eventually returned to the Nexus and awoke the long forgotten 
evil, the Old One, from its eternal slumber. As a servant to the Old One, King 
Allant was granted unfathomable power which slowly mutated his corporeal form, 
eventually transforming his body into a pathetic, toad-like creature. Using his 
newfound power, he fashioned a Demon doppelganger to lead the Demon scourge and 
reap more souls to quench the bottomless thirst of the Old One. 

Slowly the colorless Deep Fog began to spread throughout the land and wherever 
it touched, men began to lose their soul and with it their sanity. The mad 
attacked the sane and chaos reigned. King Allant believes that the Old One is a 
gift of mercy from God.  So much pain, evil, and misery fills the world and the 
solution is to fight that poison with poison. Once the colorless Deep Fog has 
engulfed all the land and absorbed every last soul, human existence will end 
and with it our suffering.

An interesting touch the developers added to the False King Demon doppelganger 
are twin trails of white energy which rise from just behind both shoulders. The 
effect is most noticeable when the player first walks into the chamber, just 
after it does a charge attack, a vertical sword swipe, or whenever it walks 
around the chamber without attacking. The trails almost have the appearance of 
ethereal angel wings. It could be this means something (the Demon is some 
manner of fallen angel molded into the King's immage) or it could just be a 
coincidence that the energy flows upward in that manner. 

The False King's Demon Soul is used to fuse together the Soulbrandt and 
Demonbrandt into a single weapon, the fabled Northern Regalia, the original 
emblem of royalty (like a crown or scepter) of the Northern Kingdom. The weapon 
is most potent when the wielder is either at their most pure or their most 
depraved and evil. The Northern Regalia is as ancient as the Old One and, like 
the Old One, it was left in the world for malicious purposes.
Origin: 
Allant is a French word, the present participle form of "aller," which means 
"to go." So King Allant literally means "King going." One could interpret that 
to mean King Allant the ongoing, as in his rule will never end.  Another way to 
interpret that is that King Allant is himself going, as in bit by bit the man 
who was once a noble leader is slowly disappearing.
Reference: Soulbrandt description, Northern Regalia description, Soulsucker 
spell description, Narrator/Prologue dialogue, Dregling Merchant dialogue, 
Saint Urbain dialogue, Sage Freke dialogue, Female Worshipper of God dialogue, 
Biorr dialogue, Ostrava dialogue, Monumental dialogue, King Allant dialogue, 
Boletarian Palace archstone description


#: D2-1
Name: Armor Spider
Type: Major Demon
World: Stonefang Tunnel
Description: 
A giant, red-eyed spider which can shoot webbing and use amped up versions of 
the spells fireball and ignite.
Narrative:
Little is known about the Armor Spider, the spell descriptions from its Demon 
Soul give no clue on its origins, leading to speculation. There are no other 
spiders seen in Stonefang so the boss is not likely a corruption of wildlife 
native to the mine. No mention of a large spider is made by characters or the 
Stonefang archstones indicating it is not a creature of folklore like the Storm 
King or Adjudicator. The only other reference to spiders in the game is the 
spiderstone which is coincidentally only found in Stonefang Tunnel. Spiderstone 
is "fabric-like" and "transparent," indicating that the ore source is the Armor 
Spider's webbing after it has gone through some manner of process, perhaps 
super-heated by the spider's flame attacks.

One theory is that the Armor Spider is some manner of Demon sentinel created by 
the Fat Ministers to guard the entrance to Tunnel City. The fireball and 
flamethrower attack the spider uses are amped up versions of the spells the 
Ministers use, flame toss and ignite.

Another theory is that it goes even higher and that the Armor Spider was 
created by the same entity which imbued the Fat Ministers with the power of 
fire magic. Perhaps the Old Monk visited Stonefang Tunnel in his exile and the 
Armor Spider was his first experiment with manipulating souls to create new 
Demons.
 
A third theory is Armor Spider could have been created accidentally, perhaps as 
a consequence of messing around with the nearby Kris Blade, a ceremonial blade 
used during incantations. The blade boosts the users magical power, but as a 
consequence the player takes more damage from magic. Armor Spider is very weak 
to magic. The blade's weakness to magic damage is the same as the golden robes 
worn by the Old Monk which means there may be a direct connection between it 
and the Kris Blade.

Armor Spider's Hard demon soul can be used to craft smaller scale versions of 
its fire attacks, ignite and fire spray. It can also be used to create a bow in 
the shape of the spider's leg which imbues the arrows with fire damage.
Origin: 
Giant spiders in literature, such as Shelob in J.R.R. Tolkien's "Lord of the 
Rings," are the most likely inspirations for the Armor Spider.
Reference: lava bow description, fire spray spell description, ignite spell 
description, kris blade description, monk's head collar description, 
spiderstone description


#: D2-2
Name: Flamelurker
Type: Major Demon
World: Stonefang Tunnel
Description:
A ten foot tall, horned creature covered in spikes and engulfed in flames. Its 
fist attacks create huge explosions of fire. 
Narrative:
The archstone speaks of a fire Demon which has been trapped in the Temple with 
Dragon God since ancient times, Flamelurker is undoubtedly related to that fire 
Demon. Little can be extrapolated about Flamelurker's origin since the boss 
soul is given to Ed, and is not used to create any spells. 

There is a theory that the placement of two Hands of God in the Flamelurker's 
chamber, which speak of the Legendary Big M, hints that Flamelurker is his fire 
Demon possessed spirit. Big M was a strongman from long ago who used his God-
like fists to slaughter dragons with his bare hands. Flamelurker attacks 
exclusively with his magma-infused fists. Both Boldwin and Ed each carry a Hand 
of God and are known for their feats of strength which hints that they are 
descendents of Big M. As trades are often passed down the family line, it is 
likely Big M was also a blacksmith and thus it would be fitting that Big M's 
Demon Soul would be used in blacksmithing.

Another theory is that Flamelurker is the last King of the Burrowers as the 
design of Flamelurker's head mimics the depiction of the King of the Ancient 
Burrower's head and circlet on the Stonefang archstone. There is also a 
sarcophagus in the Flamelurker's chamber, a place of prominence, which is 
likely the King's final resting place.
Origin:
A "lurker" is one who lies await in concealment to ambush or one whose 
existence goes unsuspected. So Flamelurker could mean a "demon of fire which is 
not perceivable" and may be how the ancient Burrowers explained the existence 
of lava, that it is heated by a Demon.

Flamelurker is very similar in design to the largest Demon giants seen fighting 
with the hundreds of thousands of troops in the prologue. That concept art may 
have influenced the final design of the creature.
Reference: hands of god description, Blacksmith Ed dialogue, Blacksmith Boldwin 
dialogue, Stonefang Tunnel archstone description, Prologue


#: D2-3
Name: Dragon God AKA Sultan of Chaos
Type: Major Archdemon
World: Stonefang Tunnel, Journey to the Nexus
Description: 
A 100 foot tall dragon with a massive wingspan which fills the entire chamber. 
If he perceives the player's presence he will attempt to smash them with his 
spiked fists. 
Narrative:
Miraculously the dragon bones at the base of the mine exuded ore imbued with 
the power of flame, what the Ancient Burrowers called dragonstone. In order to 
appease these bones of dragons, the Ancient Burrowers carefully crafted a 
Temple where they could both worship at and contain their Dragon God, a large 
dragon skeleton in molten lava, should it ever resurrect. As an added 
precaution, the Burrowers constructed two large magically-enchanted harpoon 
guns on either side of the molten pit and forged the Dragon Bone Smasher, a 
weapon capable of slaying dragons by crushing their bones. The Deep Fog 
eventually reached the depths of the Stonefang mine and when it touched the 
molten dragon bones it tapped into the power inherent in the colossal flames to 
resurrect the Dragon God as a Demon. The body is humanoid in shape almost like 
a giant man who grew scales, sprouted wings/ a tail, and had his head 
transformed into a dragon's.

In the course of the game, there is actually the possibility to encounter two 
separate Dragon Gods.  There is the one all must face at the bottom of 
Stonefang Tunnel, but there is also one the player encounters if the Vanguard 
is defeated at the end of the Journey to the Nexus. This Dragon God is slightly 
thinner and sits on a mountain top near a volcano spewing lava. The chamber the 
player arrives in before facing the tutorial Dragon God has architecture and 
markings which do not resemble the architecture of Stonefang Tunnel. The 
encounter ends with the Dragon God killing the player in one punch so that 
their spirit can be summoned to the Nexus. This may be the same Dragon God 
which can be seen carrying the dead body and attacking the fluted armor knight 
in the main menu title trailer. Proof that there are two separate Dragon Gods 
can be found in the light ending credits. Each boss Demon is depicted in 
concept art and the Dragon God concept art features two different dragons.  We 
know this does not represent the Red and Blue Dragon because the dragons 
depicted have holes in their wings (like the Stonefang Dragon God) and the 
Boletarian Dragons are already represented in King Allant's concept art.

As the Archdemon was worshipped as a God, the countersign of the Dragon Demon's 
Soul is God's Wrath, one of the greatest miracles, and represents God's power 
against Dragon God's tremendous malice. The other two spells crafted from the 
Archdemon's soul (fireball and firestorm) are powerful fire spells, 
representing the colossal power of the flames in the Dragon God's chamber.
Origin:  
As is common in some cultures, there are pairs of gods (one male and one 
female) which serve the same function. One example is Izanagi (male) and 
Izanami (female) of Japanese mythology. This could explain why there is a 
Dragon God both locked in the depths of Stonefang and one with its lair on a 
mountain top. One would be female and the other male.

The Dragon God more closely fits the traditional image of a dragon (as compared 
to the dragons in the Boletarian Palace) as it has wings, legs, AND arms.  The 
Red and Blue Dragons lack arms.
Reference: god's wrath miracle description, fireball spell description, 
firestorm spell description, dragonstone description, dragon bone smasher 
description, Blacksmith Boldwin dialogue, Filthy Man dialogue, Scirvir the 
Wanderer dialogue, Stonefang Tunnel description, start menu cinema, light 
ending credits


#: D3-1
Name: Fool's Idol AKA False Idol
Type: Major Demon
World: Tower of Latria
Description: 
A life-size, animated doll created in the image of the deceased Queen of 
Latria. It has the power to create copies of itself, paralyze the player, and 
cast a more powerful version of the spell Soul Ray.
Narrative:
The Fool's Idol is an artificial doll crafted in the Queen's image and 
controlled by the Old Monk. Its purpose is to deceive the prisoners into 
thinking the Queen is still alive. The belief that the Queen was alive gave the 
prisoners hope, quieted any insurrections, and lured prisoners to the church in 
order to worship the Fool's Idol and seek redemption from her. The act of 
"redemption" meant being taken above by gargoyles, up the tower in the church. 
Taken to the womb below the Old Monk's tower, the prisoners' souls would be 
stolen and their flesh twisted in the Old Monk's experiments to create new 
Demons. 

The Queen was a gifted sorceress and it is likely much of her soul was used in 
the creation of the Fool's Idol, as the Doll has a mastery of many magic's. The 
Fool's Idol has the capability to cast Soul Arrow and Soul Ray, and can create 
many copies of itself to confuse the player. It can also temporarily paralyze 
the player, a form of the Octopus-headed Guard's magic, which leads to a "which 
came first, chicken or egg discussion." Did the Octopus-headed guards gain this 
paralyzing spell from the soul of the dead Queen or did the guards possess the 
knowledge. If the Coherent Mage Prisoner in the balcony of the church is not 
killed before facing the Fool's Idol he will resurrect the Demon as soon as it 
is slain. 

The stained glass window in the church would seem to imply that Queen was an 
object of worship even before the Old Monk returned to Latria, though it is 
possible the church was built / altered after the Second Scourge began. It is 
believed that the Queen and those locked in the dungeon are of the Yormedar 
royal line as many of its treasures and emblems are spread throughout Latria. 
From the Fool's Idol Doll Demon Soul the spell soul ray, the Queen's 
improvement of the spell soul arrow, is crafted.
Origin: 
The Fool's Idol is quite literally and figuratively the Old Monk's puppet, or 
more specifically, it bears the marking and construction of a marionette 
without strings.  A marionette is a puppet controlled by strings or wires 
attached to various points on the puppet's body. From above (and out of sight 
of the audience), the manipulator uses a control bar to move the designated 
strings and animate the puppet's movements. Hand puppets had been around for 
thousands of years, but the term and modern conception of marionettes emerged 
in the 1600s when the church used them to put on morality plays.
One of the first marionettes widely used by the church was the Virgin Mary, 
hence the French name, "Marion" for Mary and the French suffix "-ette" which 
means "a smaller version of the attached noun."

The two sets of arms on the Fool's idol is likely of Hindu influence as the 
image of many of their deities feature multiple arms. Fool's Idol is most 
closely modeled after Lakshmi, Goddess of fortune and wealth and the embodiment 
of wisdom, beauty, and grace. Lakshmi is depicted adorned in golden jewelry 
with four arms: two hands hold pink lotus flowers (which VERY closely resemble 
the royal lotus, an ornament of nobility in Demon's Souls), from one hand 
golden coin (wealth) flows, and the fourth hand is open in a gesture of 
blessing. She is worshipped daily and is depicted being flanked by two 
elephants which shower her with water, a symbol of royal power. The Fool's Idol 
is kind of a perversion of Lakshmi as it offers the promise of spiritual wealth 
through "redemption," but takes mind and spirit from the redeemed. The spouse 
of Lakshmi is the Hindu God Vishu (See Old Monk, D3-3).

I latched onto the idea of Latria as a perversion/criticism of Hinduism because 
the Fool's Idol has four arms, a prominent feature of many Hindu Gods, however 
there is another theory that it is a dig against Catholicism. (See Old Monk, 
D3-3).
Reference: soul ray spell description, silver catalyst description, silver 
coronet description, silver bracelet description, royal lotus description, 
Former Royal's Wife dialogue, The Liar dialogue, Tower of Latria Archstone 
Description


#: D3-2
Name: Maneater
Type: Major Demon
World: Tower of Latria
Description: 
A pair of large, winged creatures covered in coarse fur each with the tail of a 
serpent and the face of a man.
Narrative:
Twin abominations, creations of the Old Monk, with the gray face of a man, a 
large muscular body, wings capable of limited flight, and the tail of a 
serpent. There are scorch marks where the wings and snake connect to the main 
body as if they were fused on. What is interesting is the Maneater has the 
exact same head as the Face Bugs (see E18), is that because the human head has 
been fused onto the body or is that a physical manifestation of the human souls 
that are used to create his creatures?

The serpent appears to act independently of the main body and will occasionally 
fire a trio of soul arrows at the player or bite the main body of the Maneater. 
When bitten by its tail, the Maneater will vomit, writhe in pain, and be 
temporarily stunned. If the player does not strike before the Maneater recovers 
it will gain a large, temporary boost of power from the bite indicated by a 
yellow aura on its body. If the player cuts off the tail of the Maneater, it 
will no longer be tormented by the serpent. The Maneater are tasked with 
guarding the final hallway which leads up to the throne room in the Old Monk's 
tower.  Maneater may not refer to the main creature's hunger for human flesh, 
but of the serpent tail's dark, parasitic nature with the main body. 

Just beyond the fog gate is the only corpse in the game which possesses two 
souls, this seems to indicate that it is somehow connected to Maneater. One 
theory is that soul used to create Maneater is that of a conjoined twin, 
possibly of the parasitic twin type. Another theory is that the original intent 
was to have a trio of Maneater, and the corpse beyond the fog gate represents 
the failed 3rd Maneater.

From the Maneater's mixed Demon Soul the weapon Needle of Eternal Agony can be 
forged. The weapon has a long, curved, barbed needle that when hooked into the 
flesh of a creature siphons away a small piece of its soul.
Origin:
A Chimera was a creature of Greek mythology with the body and head of a lion, 
head of a goat, and the tail of a serpent. A chimera has come to mean any 
creature which is a hybrid of different animal parts / DNA. The Maneater 
appears to be a mixture of the original Greek Chimera and a winged gargoyle.  

A parasitic conjoined twin is fused asymmetrically, resulting in one twin that 
is small, unformed, and completely dependant on the larger twin for survival. 
That would seem to parallel the relationship between the Maneater and its 
serpent tail.

The worship of snakes is an ancient tradition of Hinduism.
Reference: needle of agony description, Tower of Latria archstone description, 
Demon's Souls Artbook


#:D3-3
Name: Old Monk AKA Golden Elder
Type: Major Archdemon
World: Tower of Latria
Description: 
The withered body of the Old Monk which was possessed as a vessel by the Golden 
Robe.
Narrative:
The Old Monk was the husband of the supreme ruler of Latria, the Queen 
Yormedar.  He was banished from Latria for unknown crimes which were described 
as "depraved," possibly an affair, experimentation with humans, or something 
worse. In his exile, he came upon a golden robe, a powerful artifact which 
gives great power to those who wear it, but slowly sucks the life force from 
the user. With the power of the Golden Garb, he returned to Latria with Demons 
in tow, besieged the city, killed the Queen in secret, and locked her entire 
family away in the dungeon. From the soul of the Queen he crafted a 
doppelganger, a doll, for the residents of Latria to worship. Using this false 
idol, he convinces the prisoners to seek "redemption" by participating in the 
Old Monk's experiments to use the soul and flesh of men to create new Demons.

Near the beginning of the Second Scourge, Sage Freke attempted to stop the 
siege of Latria, but even he was defeated and imprisoned by the Old Monk. By 
the time the player arrives in Latria, the Old Monk resembles a corpse and it 
is only the power of the Golden Garb which keeps him alive. Some speculate that 
the giant organ beneath the Old Monk's tower is a heart, powered with human 
souls, in order to keep him alive. Others believe the giant organ is instead 
some kind of womb where souls and flesh mingle and are fused by the Old Monk to 
create his new Demons, as the Face Bugs crawl out once the chains holding it up 
are broken and it crashes upon the ground.

In the end, it is revealed that the Old Monk is not really a Demon in the 
traditional sense, the Golden Robe, like a parasite, is the true source of 
power which just used his body as a host and medium to carry out its bidding. 
As soon as the robe sense something more powerful than the Old Monk, the 
player, it summons another player's soul in black phantom form and abandons the 
withering body of the Old Monk with the hope of defeating and possessing the 
player. 

The origin of the Golden Garb is unknown, it seems unlikely that the Deep Fog 
would possess a piece of clothing so it is likely an old relic, possibly left 
over from the first time the Old One almost destroyed the world. It is possible 
the Golden Garb is even older, perhaps like the ancient sword Northern Regalia 
and the Old One, it was left in the world for malicious purposes. Where the Old 
Monk acquired the robe is also a mystery, some speculate the placement of the 
Kris Blade (which has similar effects and debuffs) indicates the Golden Garb 
was possibly excavated in Stonefang. Another theory is that it was a possession 
of the Fat Ministers and they gave it to the Old Monk so that he would pillage 
Latria. 

Scattered throughout Latria are the corpses, garments, and weapons of the 
masked society which embraced the Soul Industry. The base of the Old Monk's 
tower, where the Demon womb drops, also could be described as a "sealed 
chamber," one of the Soul Industry's meeting location. So it is possible that 
the Old Monk was a part of the masked society and the Queen discovered their 
meetings. For this he was banished and the rest of members in Latria were 
imprisoned or executed. This would also offer an alternate explanation of where 
the Old Monk obtained the Golden Robe (from an order of the masked society 
outside of Latria) and why Yurt was in Latria.

Sage Freke and Lord Rydell both speak of extremely long imprisonment, far 
longer than the other captured NPCs the player encounters in the various areas 
of Boletaria. That and the lack of any soul-starved soldiers, knights, or Fat 
Ministers has lead to a theory that Latria fell before the Boletarian Palace.

The Old Monk's yellow Demon Soul can be put to a variety of uses. It can be 
crafted into the spells Soul Thirst or Homing Soul Arrow which mirror the Old 
Monk's lust for power. It can be cleansed to learn the miracle Banish which 
evicts black phantoms of other players from the player's world. The Insanity 
Catalyst greatly increases the strength of magic attacks (power of the golden 
garb) but at a cost to the user's mind (maximum MP is halved). It is formed by 
the union of the exquisite silver catalyst given only to those of Yormedar 
lineage and the common wooden catalyst. The resulting wand is then wrapped in a 
scrap of fabric from the Golden Garb. This item may represent the relationship 
between the Queen and the Old Monk. The royal line Yormedar (silver catalyst) 
and common lineage of the Old Monk (wooden catalyst) were once forced apart 
from marriage but now the power of the Golden Garb binds them together.
Origin:
Yellow is the color of cowardice and deceit.

A monk is traditionally thought of as a male who has pledged his life to a 
religious order that separates itself from the rest of society in a monastery, 
but the root word just means single, solitary, or alone. In the context of the 
Old Monk, 'monk" does not refer to a religious aspect, but of his original 
forced solitude when he was banished from Latria by the Queen, and later his 
act of self-imposed solitude in the tower as far away from the prisoners as 
possible.

The Hindu God Vishu is one of the three manifestations of the Supreme Spirit 
Brahman and represents Brahman's sustaining power. Vishnu means to "pervade" or 
"take different forms," which ties into the lore that whenever evil threatens 
the land, Vishnu would descend to earth and be reincarnated in an avatar, a 
physical vessel (often human) of the deity, which it would use to defeat the 
evil. Vishnu is depicted with four arms; the two front arms represent his work 
in the physical world and the two back arms represent his activity in the 
spiritual world. Vishnu has a crown upon his head, has a blue body and wears 
yellow clothing. 

The Golden Robe worn by the Old Monk is kind of a perversion of Vishnu. It is a 
dark entity in the guise of a golden robe which grants power to, and slowly 
possesses / sucks the life from, a human vessel in order to spread evil. The 
five yellow homing soul arrows which form around the possessed black phantom 
may represent the golden crown and 4 arms of Vishnu. Vishnu is the spouse of 
the Hindu Goddess Lakshmi (See Fool's Idol, D3-1).

I latched onto the idea of Latria as a perversion/criticism of Hinduism because 
the Fool's Idol has four arms, a prominent feature of many Hindu Gods, however 
there is another theory that it is a dig against Catholicism. The Old Monk is a 
withered old man who has no real power, all his power comes from the robe he 
wears. In much the same way, the Pope is a man who is elevated to the divine by 
his title (vestments) and given powers such as infallibility, the ability to 
make no error in the interpretation/changing of spiritual dogma. The Virgin 
Mary, in the history of Catholicism, has grown in importance and adoration 
moving from merely Mother of Jesus, to the Immaculate Mother of God and the 
Church. Popes have encouraged increased reverence of the Blessed Virgin Mary. 
Similarly, the Old Monk encourages the prisoners to worship the false image of 
the Queen in order to give them false hope and to pacify them as he takes their 
souls and flesh.
Reference: Monk's head collar description, insanity catalyst description, soul 
thirst spell description, homing soul arrow spell description, banish miracle 
description, northern regalia description, kris blade description, silver 
catalyst description, wooden catalyst, gold mask description, rogue's clothes 
armor set description, epee rapier description, Sage Freke dialogue, Former 
Royal's Wife dialogue, Tower of Latria Archstone Description


#: D4-1
Name: Adjudicator
Type: Major Demon
World: Shrine of Storms
Description: 
A large, morbidly obese humanoid with a long tongue, a golden crow on its head, 
and wielding two large knives
Narrative:
Long ago, the Shadowmen, a tribe of very tall, pagans barbarians, built the 
Shrine of Storms on an island to worship storms and death. Though the shrine 
still remains, all members of the tribe either died out or abandoned the shrine 
ages ago. It was the Shadowmen's belief that by appeasing the storm beasts (and 
their master the mythical Storm King) through a ghastly ritual they would bring 
forth rain. Shadowmen who died would first be brought before the Adjudicator, 
the judge, to determine if they would go on to the next phase of the ritual.

The Adjudicator is a large, blubberous creature which in its right hand wields 
a large cleaver, and in the other, another cleaver which is broken. For reasons 
not disclosed, the cleaver in its left hand was stabbed into and broken off in 
its own belly. If not for that cut in his belly, his body would be completely 
impervious to damage as blows bounce off his skin like rubber. Attacking the 
wound causes the Adjudicator to fall over in pain. From its mouth shoots a 
long, thin, reptile-like tongue which causes heavy damage to the player. The 
creature is the embodiment of insatiable greed.

Atop Adjudicator lies a crown, and resting in that crown is a golden crow which 
is the true master and brain of the beast. It will crow audible commands and 
the Adjudicator will obey and execute those commands. It is the crow which 
ultimately judges the dead, those who committed cowardly acts or devoured birds 
in life are not worthy of the title "Hero of the Storms" and are gnawed on by 
Adjudicator until only the bones remain. The mass of human skeletons found in 
the pit which Patches kicks the player into are likely those soldiers devoured 
by Adjudicator.

If the Golden Crow deems them worthy, they are given seals of the hero and 
taken to the Shadowmen's Shrine for the next phase of the ritual. The Seal of 
the Hero is possibly the regenerator's ring as one is found in the Shrine of 
the Storms, the ring is of an "unknown origin," and all items or spells 
associated with Adjudicator give HP to the user, just like the ring. 

The Adjudicator body is not the Demon, the true Demon is the crow as it both 
commands the body and is the only one which takes damage. Like the storm 
beasts, the crow is something of a sadist as the most likely explanation for 
the Adjudicator's wound is that the crow ordered the body to stab itself to see 
if it would comply. That the crow derives pleasure from exerting total control 
and inflicting pain on others may indicate that it is overcompensating for its 
small stature. In many ways the crow is a parasite, latching onto and 
controlling the body in order to have power. Another possibility is that body 
could feel something was wrong and attempted to kill itself before it was fully 
taken over by the influence of the Deep Fog.

There is debate whether the Adjudicator ever existed in physical form, like the 
Old Hero, or if it was a creature of myth, like the Storm King. The Adjudicator 
is of similar height as the Old Hero and wears similar garments. If one 
imagines the Old Hero as morbidly obese with his head disappearing into the fat 
of his neck and shoulders, that would resemble the Adjudicator. So one theory 
is that the Adjudicator was once a cannibal Shadowman who grew fat on not only 
the flesh of dead warriors, but also ingested their souls. This caused his body 
to mutate over time into the horrible creature depicted on the Adjudicator's 
shield.

The Adjudicator's swollen Demon Soul can be used to craft meat cleaver, the 
weapon of the Adjudicator. A strike from the meat cleaver does physical and 
magical damage as well as stealing a little of the life force of the victim. 
The Demon Soul can also be purified to create the miracle Regeneration, which 
slowly replenishes the life of the caster.
Origin:
An adjudicator is a mediator in a dispute whose judgment is final in resolving 
the conflict.
Reference: meat cleaver description, regeneration miracle description, 
regenerator's ring description, adjudicator's shield description, morion blade 
description, Graverobber Blige dialogue, Shrine of Stones archstone description


#: D4-2
Name: Old Hero AKA Searcher of Storms
Type: Manor Demon
World: Shrine of Storms
Description: 
The soul form of a blind Shadowman warrior who wields a weathered, crystal 
sword.
Narrative:
For the next phase of the ritual, the corpse is laid on the Shadowmen's Shrine 
during a storm to be mourned by the tribe and purified by the rain. Overlooking 
the exit from the chamber is the body of the Old Hero, a blind warrior from 
long ago who with the help of his crystal blade survived for years by luck and 
acute awareness of his surrounding. When the player enters the chamber the soul 
form of the Old Hero breaks free from his body to challenge the player. Though 
he is blind, his other senses are very sensitive.  Noises such as running 
footsteps or the clatter of armor will alert the Old Hero to the player's 
position and he will pounce, slashing them to pieces with his Large Sword of 
Searching.

That the body of the Old Hero is chained to the wall instead of completing the 
ritual implies that at some point he fell out of favor with the tribe.  Now he 
must forever watch other more "worthy" warriors be honored at the shrine. This 
has lead to the theory that the Old Hero is the one who forged the Stormruler, 
thought himself master of storms ahead of the Storm King, and thus was chained 
to the wall (and perhaps blinded) as punished, forced to forever protect the 
creature which he thought himself superior.

The Old Hero's hero Demon Soul can be used to craft the weapon large sword of 
searching, the Old Hero's weapon, which he apparently used as a kind of 
divining rod to seek out storms. The weapon doubles the drop rate of items. The 
Old Hero's epithet "Searcher of Storms" may not be literal, it could mean that 
he always sought conflict (storms) in order to prove himself in battle.  It is 
mentioned that he fought so often that his crystal blade has "become severely 
weathered due to years of fighting." The hero Demon Soul can also be purified 
to create the miracle Second Chance, which revives the player at 50% HP after a 
fatal blow.

The Old Hero wears garments which are similar to that of the Adjudicator.
Origin: N/A
Reference: adjudicator's shield description, second chance miracle description, 
large sword of searching description, stormruler description, Graverobber Blige 
dialogue, Shrine of Storms archstone description


#: D4-3
Name: Storm King
Type: Major Archdemon
World: Shrine of Storms
Description: 
A HUGE storm beast capable of launching a rapid fire volley of barbed, marrow 
spears.
Narrative:
The final phase of the ritual is to offer for consumption the purified remains 
of the "hero of storms" to the Storm King and his storm beasts in the valley 
just beyond the Shadowmen's Shrine. The valley is dotted with dozens of stone 
monoliths and is believed to be where the spirits of all the Shadowmen's 
ancestors dwell. It is here where the Stormruler, a large thorny, spiral-bladed 
sword has the power to split the sky with thunder, causing damage to any storm 
beasts in its path. Considering the amount of reverence the Shadowmen had for 
the storm beasts, and their God the Storm King, it is puzzling who among them 
would create a weapon having dominion over the storms. Perhaps it was this 
hubris which angered the storm beasts and caused the slaughter and downfall of 
the Shadowmen's civilization. That might also explain why the structure on the 
right side of the valley, which likely held an altar, was completely 
demolished.

One aspect of the Storm King which is not clearly stated is if it physically 
existed in the time of the Shadowmen or if it was a mythological creature which 
they believe existed. Accounts from their time describe the Storm King as a 
storm beast whose wings "cover the sky." However, it is also mentioned that 
"the Storm King is the embodiment of the thoughts of Shadowmen from hundreds of 
years ago." That would seem to imply that the Storm King is a myth, it was the 
God they imagined had dominion over the storm beasts, and that it was the Deep 
Fog which gave corporeal form to that belief as an Archdemon. Unlike the storm 
beasts, which have two eyes, the Storm King only has one giant eye, which might 
lend credence to the theory that it was a creation of the Fog as surely the 
Storm King's offspring would also only have one eye.

The myth given form, is an ENORMOUS storm beast who is the most sadistic and 
malicious of all the storm beasts. Once the player has killed enough of his 
minions, the Storm King will swoop down and fire dozens of marrow spears at the 
player. It is unclear whether the marrow is coated with some kind of purple 
liquid (perhaps venom) or if it is the creature's blood because it is firing 
the barbs through its skin.

The Storm King's storm Demon Soul can be used to craft the weapon Morion Blade 
which derives pleasure from seeing the wielder suffer. If the player's HP is 
low enough the weapon will become active and the player's attack power will 
increase dramatically. As the Archdemon was worshipped as a God, the 
countersign of the Storm Demon Soul is Anti-Magic field, one of the greatest 
miracles, and represents God's power against Storm King's tremendous malice.
Origin:
Sadism is the enjoyment of pain and cruelty inflicted on others. The sadist 
might derive pleasure from inflicting pain or merely watching the cruelty as a 
passive observer. Some even become sexually aroused by the misfortune of 
others.  The term "sadism" is named for the Marquis de Sade, an 18th century 
French aristocrat who is famous for writing pornographic novels, plays, and 
short stories featuring depraved acts of violence and brutality.

Morion is a German and Spanish synonym of "smoky quartz" which is a very dark 
brown to black, opaque variety of quartz.

Stingrays are named after the barbed stinger at the end of its tail. The 
stinger is covered in a thin layer of skin which contains the venom. If a 
stingray is frightened, it will strike with stinger on its tail. The impact of 
the barbed tip will tear the skin, which allows the poison to enter the wound, 
and the barbed tip will often break off in the wound. The barb of a stingray 
appears to be represented by the shafts of marrow the Storm Beasts and Storm 
King fire at the player.
Reference: morion blade description, stormruler description, anti-magic field 
miracle description, Shrine of Storms archstone description


#: D5-1
Name: Leechmonger
Type: Major Demon
World: Valley of Defilement
Description: 
A mass of leeches which chain together to form a large creature.
Narrative:
In the pit which drains into the poison swamp is the Leechmonger, a large 
amorphous mass of leeches able to feed on the blood within its leeches to 
regenerate health. Some believe that the Leechmonger is just a naturally 
occurring creature, the Deep Fog having influence over the leeches to draw them 
into a fused, cohesive mass; like a prisoner horde.

Another theory is that Leechmonger is the corrupted soul of Risaia of Istarel, 
one of the holy knights who left with Maiden Astraea in search of the Valley of 
Defilement. High above, overlooking the Leechmonger's pit, is the resting place 
of Risaia's wooden spear, Istarelle, whose name means an "Instrument of 
Istarel," and is a holy revelation from God. Risaia made a last stand high 
above the pit of leeches, but was ultimately defeated by the trio of Giant 
Depraved Ones and the corpse fell into the pit below. The leeches fed on 
Risaia's blood and soul and formed into a Demon comprised of a multitude of 
leeches. 

Further evidence of this is the spell received from the Leechmonger's soul 
either lets the player harness the power of poison, or protects the user from 
poison, plague, and other diseases. Similarly, the unique aspect of the 
Istarelle is that it protects the user, formerly Risaia, from poison and 
plague. Leechmonger's ability to regenerate also mimics the effect of the 
miracle Regeneration, a miracle a high-ranked, holy knight of the Church would 
likely be able to perform. If Leechmonger is Risaia, there is the possibility 
that the corpse eventually floated into the stream which dumps into the poison 
swamp. This could be the corpse holding the Legendary Soldier's Soul down in 
the swamp, near the start where the water drops into the poison swamp.

The Leechmonger's wriggling Demon Soul can be used to craft the spell poison 
cloud, which harnesses the power of the valley's filth. The Demon Soul can also 
be purified to learn the miracle cure, which cleanses the caster of bleeding, 
poison, and plague.
Origin:
The name "Leechmonger" is a combination of "monger", which is the promotion of 
something unpleasant (ex. warmonger); and "leech" which is to suck blood or to 
cling to something for personal gain at the peril of the host. So "leechmonger" 
is one who champions or promotes the distasteful action of stealing the 
possessions (physical or spiritual) of others.
Reference: istarelle description, regeneration miracle description, poison 
cloud spell description, cure miracle description, Patches dialogue, Selen 
Vinland dialogue, Saint Urbain dialogue, Valley of Defilement archstone 
description


#: D5-2
Name: Dirty Colossus AKA Fly-Ridden Demon (early name)
Type: Major Demon
World: Valley of Defilement
Description: 
A filth encrusted, large creature which has an armor of shells and wood and 
commands a huge swarm of flies.
Narrative:
In a filth-encrusted valley, the last stop before Maiden Astraea's sanctuary, 
lives the Dirty Colossus; a hulking, asymmetrical creature covered in muck, 
shells, and infested with flies. What appears to be the creature's head is 
sticking sideways out of its left shoulder, it has a mouth and one eye. As the 
Colossus moves the head flops around as if it were dead. Its body is thick and 
covered in shells and bits of wood which serve as armor. It's legs have no 
feet, they end in stumps. On it's right arm, where a hand would have been is a 
giant growth or tumor which the Colossus uses to bash the player. The left arm 
also lacks a hand, it ends in a gaping hole from which it fires swarms of 
flies. The creature's special attack has swarms of flies exit its body in all 
directions doing damage, and impeding the movement, of anyone that is close to 
it. Flies are a central component of the Dirty Colossus, they live within the 
creature's spherical belly and it has dominion over them, causing them to 
surround the player and nimble on their flesh. 

As for the origin of the creature, some believe that like the Leechmonger, it 
is just a naturally occurring Demon formed from muck and flies due to the 
influence of the Deep Fog. Others speculate that it is the Chief of the 
outcasts or a Giant Depraved One which has been corrupted and deformed, 
attracting swarms of flies, and turned into a Demon to guard the entrance of 
Astraea's sanctuary. If Vito, the Moonlight Knight, is not the Raggedy Robed 
Black Phantom from the poison swamp, some theorize that the Dirty Colossus is 
formed from the flies which devoured the knight's corpse.

Another theory is that it is a golem, a living being created from the inanimate 
matter (muck, dirt, shells, wood, filth, etc.) in the Valley. The creature is a 
personification of the disease and decay which eats away at the valley, given 
shape from the pain, suffering, and uncleanliness which Maiden Astraea absorbed 
from the Depraved Ones. In that way the Dirty Colossus is both a monument to 
the horrors of the disease and a display of its power. That it is very weak to 
fire may also be symbolic as infection is often cleansed by flame and intense 
heat.

The spell crafted from the Major Demon's Soul, Acid Cloud, eats away at the 
condition of an enemy's equipment and is a demonstration of the devastating 
effect of disease.
Origin:
A colossus means either a very large statute, often a monument, or a being that 
is gigantic as well as powerful.

Throughout history flies have symbolized death, decay, corruption, and the 
Devil. In theology, Beelzebub, literally meaning "Lord of the Flies," was an 
angel cast out in The Fall and is one of the chief leaders of Hell, titled the 
Prince of Demons. Beelzebub causes destruction through tyrants (IE. King 
Allant), causes Demons to be worshiped among men (Fool's Idol, Demon Maiden 
Astraea, and the Old One), to excite priests to lust (Astraea and Garl 
Vinland), cause jealousness (King Allant and the Old Monk both lust after 
power), and through war ("The mad attack the sane, and chaos reigns").
Reference: acid cloud spell description, large sword of moonlight description, 
Selen Vinland dialogue, Filthy Woman dialogue, Valley of Defilement archstone 
description


#: D5-3A
Name: Maiden Astraea
Type: Major Archdemon
World: Valley of Defilement
Description: 
A young woman in white robes stained with blood. She is able to perform the 
miracle God's Wrath
Narrative:
One of the most intriguing characters in Demon's Soul is the Maiden Astraea, 
formerly the Sixth Saint of the Church. When Astraea was a young girl she found 
the Ring of Sincere Prayer, one of the few Revelations of God, a holy relic 
which greatly increases the power of miracles. This likely was taken as a sign 
that she had been chosen by God and sent her down the path to become the Sixth 
Saint of the Church. Like the Vinland family, she hails from the Western 
Highlands, though her lineage is unknown. The blueblood sword speaks of "true 
nobility" and it is created from her "pureblood" soul which means she may be a 
daughter of royalty. Though "true" nobility may denote not that she was noble 
by birth, but had a noble spirit. As the father of Selen and Garl Vinland was a 
important cleric in the Church, Astraea and Garl likely spent their childhood 
and teenage years in close proximity. 

When Astraea became a Saint, she took on a knight, Garl Vinland, to serve as 
her bodyguard and he accompanied Astraea on her travels. When Saint Astraea 
heard of the Valley of Defilement, the resting place for those who have been 
thrown away, she began a pilgrimage to search for it. When she and her knights 
finally found the Valley, her heart was broken for it was a land seemingly 
abandoned by God, full of abject suffering. Astraea and Garl Vinland settled in 
the depths of the valley and it became a place of sanctuary in which she could 
comfort those awaiting death.

When the Deep Fog came, her heart became heavy with sorrow for her God had 
become cruel, inflicting even more hardships on the Valley's residents. It was 
then she decided to forgo the cruel God who had abandoned the Valley and 
embraced the Deep Fog, becoming an Archdemon as a result. It was Astraea's 
belief that through this unholy pact, she could do good works, and used her 
power to take away the suffering of the outcasts in the Valley. For this act of 
selfless compassion, the Depraved Ones worshiped her as their Christ-like 
savior, and things were good for a time.

When rumors spread that a Saint of the Church had become a Demon, priests and 
temple knights of all rank and ilk journeyed in search of the Valley of 
Defilement to disprove the rumor. Those warriors of the Church, along with any 
other strangers, who entered the Valley were murdered by the Depraved Ones and 
their souls given as offering to Astraea. She used these souls to maintain her 
and her knight's sanity as well as to give life, horrifying that it is, to all 
the aborted babies which had been forsaken in the Valley. Astraea has taken in 
all that is impure, thus she is technically the most impure of all the Demons, 
but her divine actions seem to run contrary to that distinction. Through her 
Demon power she gave relief to those who desperately needed it and life to 
those who had none, unfortunately at the cost of the lives of many temple 
knights and priests.

While the other clerics immediately cursed and damned Astraea upon confirmation 
that she had become a Demon, Selen Vinland was the only person to acknowledge 
that Demons could possibly do good works. She noticed that despite the grim and 
filth of the Valley, it felt "strangely pure." That purity is the result of 
Astraea's soul power and influence. Other's speculate that Maiden Astraea is 
more sinister and not really a victim.  It is possible that the temple knights, 
priests, and other holy warriors which died in the Valley did not come later, 
but originally accompanied Astraea to the Valley. Then it would be a question 
of who struck first, did Astraea betray them by commanding the Depraved Ones to 
attack or did they object to her renouncing God and attempt to kill her? The 
Filthy Woman also accuses her of being a nasty, corrupting influence who set 
herself up as a idol to be worshipped by the outcasts and the cause of all the 
problems in the Valley.

Of the 3 human leaders who Sage Freke states have become Demons, Astraea is the 
only one to truly succeed. Allant's body became mutated and physically weak. 
The Demon on the throne was merely a fabrication, a doppelganger. The Old Monk 
was not a true Demon either, merely a frail old man who was manipulated into 
becoming a medium for the true source of power, the Golden Garb. Maiden Astraea 
gained power, maintained her original form, and most of her sanity and 
personality.

When the player encounters Astraea and Garl Vinland in the plague swamp, unlike 
the other Major Demons, she attempts to reason with the player to convince them 
to turn back. She orders Garl Vinland not to hunt down and murder the player, 
but to take a purely defensive stance; only attacking the player if they 
attempt to pass by to hurt Astraea. If the player maneuvers around Garl and 
begins to attack Astraea, she prays to God begging him to call the player off, 
questioning why He continues to torture them. If the player kills Garl Vinland, 
she scolds the player's lust for power, then commits suicide rather than live 
without Vinland. 

Spells which the witch Yuria create are based on the raw power and emotion of 
the Demon's Soul. It is appropriate then that Maiden Astraea's soul creates the 
spell relief, which heals allies. The description of this spell bests 
summarizes Maiden Astraea, "though Astraea is the most impure Demon of all, her 
works are equal to those of divine beings." Conversely, the spell Sage Freke 
crafts from the Pureblood Demon Soul is Death Cloud, which taps into the 
ugliness Astraea took in to relieve the suffering of the Valley's residents. It 
is interesting that the miracle created, a supposed countersign of her Demon 
Soul, is Resurrection, a power which she herself wielded to resurrect the 
aborted fetuses in the Valley. The Demon Soul can also be used to forge the 
blueblood sword, a weapon endowed with the essential power humans are born 
with, luck. So the four aspects of her soul are protection from the impure, 
using evil to do good, the corrupting power of impurity, and a disbelief in 
God; that life is only influenced by luck or chance.
Origin:
Astraea translates to "star-maiden" and in Greek mythology was a Goddess 
associated with innocence, purity, and justice. Eventually the Goddess Astraea 
was sickened by human greed and ascended to the Heavens to become the 
constellation Virgo, Latin for "virgin."
Reference: death cloud spell description, relief spell description, 
resurrection miracle description, blueblood sword description, ring of sincere 
prayer description, ring of devout prayer description, Filthy Woman dialogue, 
Acolyte of God dialogue, Saint Urbain dialogue, Patches dialogue, Garl Vinland 
dialogue, Selen Vinland dialogue, Sage Freke dialogue, Valley of Defilement 
archstone description


#: D5-3B
Name: Garl Vinland
Type: Humanoid
World: Valley of Defilement
Description: 
A warrior of the Church, older than Astraea, who wears Dark Silver armor and 
wields the large hammer Bramd.
Narrative:
He is known throughout the land, much like his older sister Selen Vinland, as a 
courageous and upstanding knight of the Church. Like Saint Astraea, Selen and 
Garl Vinland hail from the Western Highlands. Garl is adorned in armor forged 
from dark silver, the oldest metal in the land, which offers total protection 
from the evils of magic and exorcises the desire to inflict suffering on 
others. The Dark Silver shield is a similar shape and color as the Talismans of 
God, and the engraving on the front resembles two hands holding a light-
emanating Talisman of God. 

He wields the massive hammer called Bramd, a Vinland family treasure, which 
features the mark of a legendary giant killer. It is possible the giant killer 
used this weapon to slay giants or it was the weapon of one of the giants who 
was slain. The enchanted engraving protects the user from poison, plague, and 
other diseases.

Since Astraea was a part of the Church at a young age, Garl Vinland's father 
was an important cleric, and they both come from the Highlands; the pair likely 
encountered each other much during childhood. When Astraea became the Sixth 
Saint of the Church, Garl Vinland became her protector and accompanied her on 
all her travels. Garl accompanied Astraea on her pilgrimage to the Valley of 
Defilement, where she comforted the dying and became their spiritual leader. He 
is utterly devoted to his "dearest Astraea," even after she became a Demon he 
continued to protect her, even from other warriors of the Church.

When the player encounters Garl Vinland in the plague swamp he takes a 
defensive stance between the player and Astraea and will not move or attack 
unless they attempt to get by him. During the fight Garl talks to the player as 
if they are on a mission from God, declaring that He "abandoned us long ago" 
and has no right to intrude upon their haven. If the player kills Astraea, Garl 
will continue to attack the player, but once you leave the area he will commit 
suicide. When Garl is defeated he laments his failure and then once the player 
talks to Astraea, she will commit suicide.

Though some characters allege that Garl is a Demon like Astraea, his death 
animation suggests that he is human, like the player. Perhaps the dark silver 
armor has protected him from the soul draining effects of the Deep Fog, or 
Maiden Astraea gives him some of the offered souls so that he can maintain his 
sanity. It is also possible that the souls gained from the Demon slayers he has 
defeated in their quest to kill Astraea has been enough to sustain him.

One of the most interesting things about Garl Vinland, is what happens to his 
soul after death. Whereas all other named black phantoms appear in areas with 
pure black world tendency, Garl Vinland's black phantom appears in pure white 
world tendency. His soul is at its most powerful when the influence of the Old 
One is at its weakest. Some have suggested that it is the purifying effects of 
the dark silver which allows Garl to gain strength as the world turns white. 
Others speculate that it is due to his pure love for Astraea, the opposite of 
the maliciousness of the Old One.

That Garl continues to serve Astraea even after she has become an affront to 
God, a Demon, has led many to speculate that they are lovers. That one commits 
suicide when the other is killed would also seem to support that theory. 
Another possibility is that it is more of a Christ-disciple or parent-child 
relationship, that he so blindly believes in her goodness that no matter what 
acts she commits he still believes that she is his holy mother.
Origin:
If Selen Vinland refers to the Goddess of the Moon, Selene; then that would 
make Garl Helios, the God of the Sun, and the brother of Selene. Personifying 
the God of the Sun and light may explain why he is the only named black phantom 
to appear in pure white world tendency. Helios is often depicted as a man 
surrounded by the aureole (cloud of light) of the sun, an effect which is quite 
similar to the light halo surrounding the body of one who wields a Dark Silver 
Shield.

There are several possible explanations for the origin of Garl Vinland's name. 
One theory is the name "Garl" is short for Garland, so his full name would be 
Garland Vinland. A "garland" is a mark or token which signifies honor, and 
"vin" is Old Norse for wine / ale or it can also mean pasture / meadow. In that 
case "vin-land" would be fertile and prosperous land, possibly implying high 
social status and wealth. So his name could mean something like "honored one of 
a fruitful family."

Garl is also a variation on the Middle-English word "Garle," which was a 
nickname meaning "child." If that is the case, the relationship between Garl 
and Astraea may not be lovers, but something closer to a parent and a child. As 
many sons do when young, they blindly believe in the goodness of their mothers 
and are innocents. So his name may also mean "innocent / pure one of a fruitful 
family."

Bramd, the weapon which Garl Vinland wields, was originally spelled "Brand" in 
previous versions of Demon's Soul. Brand means "to mark one with flame" or to 
"burn / cleanse with fire." Cleansing with fire may relate to the protection 
the weapon offers from poison and plague.
Reference: ring of devout prayer description, dark silver armor set 
description, bramd description, Filthy Woman dialogue, Acolyte of God dialogue, 
Saint Urbain dialogue, Patches dialogue, Garl Vinland dialogue, Selen Vinland 
dialogue, Sage Freke dialogue, Valley of Defilement archstone description


#: DXX
Name: Old One
Type: Supreme Demon
World: Below the Nexus
The day after man was given a soul, and with it clarity, upon the Earth was 
placed an incurable poison; a soul-devouring Demon. The current corporeal form 
of that Demon is likely the Old One. The Old One is a MASSIVE (several miles 
high) tree creature, surrounded by white light, which somewhat resembles the 
shape of a rock worm without the 5 petals around the mouth.

Long ago, the Old One was awakened and a Deep Fog swept across the land, 
devouring the souls of humanity and causing insanity and death. Half the world 
was destroyed before the Old One was put to sleep and imprisoned below the 
Nexus. The Old one is a "bottomless pit of nothingness with an insatiable 
appetite" for souls, but it cannot collect souls itself. It needs Demon 
servants that it either conjurers from myth / dead creatures or humans 
transformed into Demons to collect the souls sapped by the Deep Fog. The 
structure of the soul transference network is not unlike a tree. The mature 
Major Demons of each stage suck the souls from all the creatures in its area 
and transfers the majority of them to the level's Archdemon. The Archdemon then 
passes on the majority of those souls directly to the Old One. The leaves 
(humans), which are the source of energy, connect to the branches (Demon 
bosses) which connect to the trunk (the Old One).

According to the Monumental, King Allant in his lust for power awakened the Old 
One in current times and brought forth the Second Scourge. When the player 
finally climbs within the Old One, King Allant describes what he believes is 
the purpose of the Old One. The world is filled with pain and suffering, a 
poison, and in His infinite mercy God created the Old One. When the suffering 
of the world becomes unbearable, the Old One could be awakened to fight poison 
with poising by feeding upon all souls and thus putting an end to all 
existence. Once the body form of King Allant is defeated the player has two 
choices:
Allow the Maiden in Black to lull the Old One to sleep and banish the Deep Fog 
from the land.
Or, kill the Maiden in Black, gain a power beyond comprehension, and become the 
Old One's new Demon servant.

The Maiden in Black is in communication with the Old One.  When all five 
Archdemons are defeated she hears a "voice of yore" (a voice from the past) 
indicating that the Maiden in Black was alive during the First Scourge. She 
brings the player down to see the Old One and proclaims that she has done what 
it wished, she has brought the Old One a new Demon to replace the failure that 
is Allant. She appears to have been deceiving the Old One, as once Allant is 
dispatched at the tree's core, she uses her powers to put the Old One to sleep.

The primary religion of Boletaria believes in a single God, that spells are the 
work of the Devil, and magicians are his servants. Miracles have a similar 
effect as spells, but the Church believes that they are the acts of Heaven and 
thus clearly good. Miracles returned to Boletaria at the same time as the Soul 
Arts, leading Church clerics to believe this was a sign from God to stand up to 
the Demons and kill all those who practice magic. The truth is the power of 
Miracles and Spells are both Soul Arts and emanate from the Old One. This is 
proved by the talisman of beasts, a wood carving in the image of the Old One 
which can cast spells and miracles. The miracles that the clerics think come 
from God, actually come from the Old One, so what they actually worship is also 
the Old One.

The most straightforward theory about the Old One is that the being the player 
sees at the end of the game, a giant tree, is the same form in which the soul-
devouring Demon was placed upon the Earth. 

A more abstract theory is that the tree at the end of the game was once a pure 
being, and the source of all the Soul Arts, like the tree of knowledge in the 
Garden of Eden. That originally the Soul Arts could only channel one's own soul 
to do limited magic. Under the influence of the soul-devouring Demon, humans 
attempted to touch this Tree of Life to more greatly harness its power; in the 
process they poisoned the tree and created the Old One. The Old One then 
corrupted the Soul Arts so that power could be gained by taking the soul of 
others, a reflection of human greed. With the power of the tree under its 
command, the soul-devouring Demon used the Soul Arts to send forth the Deep Fog 
to embolden those who pledged themselves to the Old One, and suck the souls of 
those who would not yield.

Another theory is that the "soul-devouring Demon" is not a physical being, but 
a metaphor for the greedy and depraved impulses of humanity. In which case it 
is humanity's darkness and thirst for power, not some unholy creature, which 
polluted the Tree of Life and created the Old One.

A pure tree being connected to the Soul Arts is most prevalent during the 
Monumental's cinematic, when he speaks of the world being united by the Soul 
Arts it features images of a young tree with roots of an egg. Later on in the 
cinematic it shows the Monumentals surrounding and meditating around a pillar 
featuring the same tree. The tree is somehow connected to the Church as well, 
as the holy knight Garl Vinland's helmet features "the sacred tree of both 
houses."

Still another theory is that the player actually died in the tutorial and 
everything that came after is a form of Hell. Perhaps the player was sent to 
Hell for the sin of pride, the belief that they were the one hero who could 
save Boletaria. So they gave the player a quest which can never be completed.  
Side with the Old One or the Monumental, it makes no difference, The player's 
quest will begin again and be harder than before. That means that the 
Monumental and the Old One are just the good cop / bad cop of Hell.

A more oddball theory is that the Old One is actually the good guy (the God or 
a godlike being) and the Monumental is something more akin to Satan, a tempter. 
Much of the world is skewed in perception, as the "light" grows and the 
influence of the Old One weakens, the Monumental can create falsehoods, Demons 
which appear as flesh and blood humans (Satsuki, Selen Vinland, etc.). It is 
only at pure black, when the Old One has ultimate influence, that the Demons 
are revealed in their true form, black phantoms.
Origin:
Like many aspects of Demon's Souls, the Old One might be partly inspired by 
Yggdrasil, the massive tree of Old Norse mythology, or more generally by the 
widespread religious concept of the World Tree. In a World Tree, the roots 
extend deep into the ground touching wells and the tree truck extends high up 
into the sky and supports Heaven. In this way the Underworld, Heaven, and Earth 
are all connected through a single tree.

It may also be mixed in a little with the Tree of Knowledge from Genesis, a 
soul-devouring Demon (the serpent) tempting man to eat fruit from the tree in 
order to gain greater understanding and power. As a result rather than be cast 
out of paradise into normalcy as Adam and Eve were in the Old Testament, the 
corruption of the Tree of Life brought forth an apocalypse, the birth of the 
Old One and the First Demon scourge.
Reference: Too many to mention


===============================================================================
                            8.)GENERAL OBSERVATIONS 
===============================================================================
UMBASA
This is an expression which is often mentioned by the members of the Church. It 
appears to be a non-denominational substitution for an expression such as "God 
Bless," or "Allahu Akbar" as Demon's Souls avoids specific references to modern 
religions. If the word is broken into the pieces, "Umb", "a", and "sa" it is 
possible to come to a rough translation. "Umb" is an Icelandic preposition 
which means "about" or "concerning." "A" (with a line above it) is Old English 
for "ever" or "always." "Sa" is Old Icelandic for he or she said (genderless). 
So a rough translation of Umbasa could be "always about what God has said." It 
may also be a reference to the Turtles song "Umbassa and the Dragon" about a 
primitive warrior named Umbassa who is about to journey out to do battle with a 
dragon. It is one of the Turtles' worst songs.

COLORLESS DEEP FOG
The Fog likely exudes from Major Demons, the more powerful the Demon the more 
potent and longer range the fog spreads. The Northern Land of the Giants fell 
under the spell of the Old One because the Nexus is likely positioned above it, 
but the timeline suggests the Fog was present in Latria before the Northern 
Kingdom of Boletaria. This would be impossible if the Deep Fog could only come 
from the Old One (since the Boletarian Palace is between Latria and the 
Northern Lands), so the Fog must be secreted by Major Demons and Archdemons as 
well.

ORE & SMITHING
Blacksmith Ed theorizes that the various types of ores which are acquired 
throughout Boletaria are not naturally occurring minerals. They are sprites 
which have transformed into ore. When ore is used to enhance a weapon the 
presence of the sprite is what blesses the weapon and gives it the boost of 
power. The more powerful the sprite, the higher the grade of ore. Mature 
Demon's Souls are powerful spirits, an "inferno of wrath," which require an 
extremely hot flame in order to bless the weapon with them. This usually 
results in the Demon Soul transforming the blessed weapon into a radically 
different item. Colorless Demon Souls, the soul of an infant Demon, are empty 
vessels which appear to have not yet fed on human souls. When a weapon is 
blessed by a Colorless Demon Soul the unique base item does not transform, it 
just becomes more powerful. Very hot shards of Lava called Meltstone can burn 
away the blessing of the ore and returns the item to its original state, though 
the ore blessings are destroyed in the process.

Ore Origins:
1.)Meltstone = Shards of lava which cling to the backs of Fire Geckos.
2.)Hardstone / Sharpstone = Normal, very common, ore which merely strengthens 
the base weapon and is mined in Stonefang Tunnel.
3.)Clearstone = White ore which is also mined in Stonefang Tunnel but is much 
rarer than Hardstone and Sharpstone.
4.)Greystone = Pieces of fossilized scale broken off from rockworms.
5.)Bladestone = Skeletons are the only source of bladestone as it is acquired 
when shards of the ore break off their Demon-enhanced curved swords which were 
not forged in Boletaria.
6.)Marrowstone = Formed from the minerals in human blood which have 
crystallized in the digestive system of the giant ticks and giant mosquitoes.
7.)Suckerstone = Vampiric ore which is cut from the flesh of Giant Slugs.
8.)Mercurystone = Acid which has crystalized in the stomach of the Face Bugs of 
Latria.
9.)Dragonstone = Ore imbued with the power of flame which exudes from 
fossilzied dragon bones.
10.)Moonlightstone / Darkmoonstone - Ore which imbues the weapon with the power 
of magic. One type reflects moonlight but the other type does not. It unknown 
where it is mined.
11.)Faintstone - Dimly glowing ore which the Church of Boletaria believes 
posseses heavenly power. It is unknown where it is mined.
12.)Spiderstone = Fabric-like and transparent ore formed from the Armor 
Spider's webbing.
13.)Cloudstone = Green ore that blocks light, blunts magic, and is said to come 
from the sky but may just be a byproduct of storm beasts.

THE SOUL
A soul is the essence of thought with which living things comprehend the world 
around them.  When the Colorless Deep Fog spread across Great Boletaria it 
slowly sapped the souls of all it touched. As a creature's (man or beast) soul 
begins to diminish they become soul-starved which causes paranoia, insanity, 
and rage. Wherever the fog spread the mad attacked the sane causing utter 
chaos. The only way to stay sane is to collect souls (Demon, animal, or human) 
to offset the drain. As such, the only currency valid in Boletaria now is 
souls. Souls can also be used to perform the various Soul Arts such as casting 
spells and miracles. In the past, one could only use the power of their own 
soul to perform magicks, but the Deep Fog allows the souls of others to be 
stolen which can make their magic more powerful.

Those who feed on human souls and / or pledge themselves to the Old One become 
Demons, powerful creatures charged with feeding the Old One's insatiable 
appetite for souls. Each human soul they reap invigorates their own Demon soul 
so that they become more powerful. In that way they are a little like vampires 
except they feed on the souls of their victims instead of their blood. 
Similarly humans can take the soul of Demons, and using the Demon inside the 
Maiden in Black, embolden their flesh and soul with greater power. Though the 
player levels using Demon souls, the source of a Demon's power are human souls 
so the player is still feeding on humans, it is just secondhand.

Warriors who are alive are susceptible to the draining effects of the Fog, but 
even death is not an escape. All those summoned to the Nexus by the Monumental 
are bound with a Nexial Binding which prevents death from being permanent. 
Whenever a player dies, their soul is brought back to the Nexus and is used to 
create a physical form. When in soul form the player is basically a "living" 
phantom and since a portion of their soul is used to create their body, they 
possess half their normal health. Those who become soul-starved in body form 
will go mad, but since the phantom's soul is used to create the body when in 
soul form, soul starvation causes the loss of one's own self. If the phantom 
stays soul-starved for too long they will begin to lose their memories until 
their is no soul power left to sustain their physical form and they will fade 
completely. This is what happens to the Crestfallen Warrior.

LOCATION OF THE JOURNEY TO THE NEXUS (TUTORIAL LEVEL)
It is unknown where in Boletaria the Journey to the Nexus takes place. The 
tutorial opens as the player walks through shallow water and the darkness of 
Colorless Fog at the edge of its advance. The Monumental opens a fissure in the 
Fog barrier so that Player can proceed through unharmed. If one subscribes to 
the infinite looping theory (see Theories about the Universe section), the 
opening scene of the player walking through darkness in water may be the 
silhouette of Old One's chamber at the end of the game, indicating that the 
game starts just after the player has completed a loop of their quest to defeat 
the Old One. 

The first area appears overgrown and run down with architecture which is not 
quite the same as the Boletarian Palace. It appears to be some manner of long-
abandoned ruin on the border of the Fog and is populated by a few slave 
soldiers. It is possible these soul-starved humans are somewhat like zombies 
roaming the countryside, instinctively hunting for those who still possess 
their humanity, not guarding anything in particular.

The second area is in much better shape, there are sturdy wooden walkways, the 
walls are mostly intact with only a few damaged floors, and the architecture 
has more similarities with the Palace. This is thought to be some kind of 
outpost on the border of Great Boletaria as it is populated with proper 
soldiers and knights of the Boletarian kingdom.

If the Vanguard is defeated, the player is transported to a small building on a 
mountain top. It features architecture which is completely different from the 
Stonefang Tunnel indicating it is likely located no where near it. Outside is a 
mountain range in the distance and it appears to be dusk or dawn. To the right 
behind the Dragon God's wing is an active volcano spewing lava down into the 
valley where the Dragon God is located. On the lower level of the building are 
the corpses of warriors killed by the Dragon God.


===============================================================================
                                9.)TIMELINE 
===============================================================================
CREATION:
On the first day, man was granted a soul and with it clarity.
On the second day, upon Earth was planted an irrevocable poison, a soul-
devouring demon.

HISTORY UP TO PRE-SCOURGE:
-The Burrowers began the construction of Stonefang Tunnel. The tunnel was still 
being dug up at the time of the First Scourge.
-In Southern Boletaria, a community dedicated to the pursuit of knowledge 
pooled their talents to erect huge, stone towers on a bed of swamp land.  The 
towers of Latria maintain their balance from an intricate network of massive 
chains which hold them aloft.
-The diseased, deformed, and social outcasts began to be banished to a valley 
which was used as the Boletaria's dumping ground via a waterway which flows 
into the swamp in the Valley.
-Ancient, large barbarians come upon an island which featured sting-ray like 
creatures which fly through the air. They believed these creatures brought 
forth the rain, and constructed a shrine in honor of them and their master, the 
Storm King. Those who died were purified in the rain and eventually offered up 
to be consumed by the storm beasts. Though the Storm King is specifically 
mentioned as a creature of myth, there is debate whether the bloated body of 
the Adjudicator physically existed at some point in history.
-A King, Doran, arose to unite a small group of townships under his rule, this 
was the beginning of the great Northern Kingdom of Boletara. It was a small 
kingdom, but its people and King constantly worked to make things better for 
their kingdom. He wielded the Northern Regalia as a symbol of his authority.
-To the North roamed great, horned giants. Since an archstone was latter given 
to giants this indicates they were on friendly terms with the rest of Boletaria 
at least through the end of the First Scourge.
-Pre-scourge is likely when the Church's first temples were built in a place 
called Mird. They were guarded by a special class of holy warrior called a 
temple knight.

PRELUDE TO THE FIRST SCOURGE:
Eventually the disparate lands of Boletaria were united under a "benevolent 
rule." It is unknown if this was a single person or some mystical creature.  
Perhaps this benevolent rule was the rise of the Monotheistic Church which 
united much of Boletaria under the same faith. Much of the Church imagery 
features a tree so it is believed the Old One was once a massive, pure tree 
which the early Church may have worshipped as their God. From the tree flowed 
the power of the Soul Arts, the ability to harness the power of one's own soul 
to perform magic. One among them sought greater power and that greed awakened a 
creature which came to be known as "The Old One." It is theorized that the 
greedy one touched the tree which corrupted it. It was infected by human greed 
and so it began to hunger for souls, it was now possible to become more 
powerful by absorbing the souls of other beings (humans included). Those who 
feed off the souls of others are Demons.

FIRST SCOURGE:
With the awakening of the Old One, a Colorless Deep Fog spread throughout the 
land and in its wake came a scourge of Demons which fed on human souls. A soul 
is the essence with which living things comprehend the world around them. When 
one loses the Soul, one loses the mind; a land barren of souls is absorbed by 
fog and banished to the infinite darkness. The Old One is a bottomless pit of 
nothingness, with an insatiable appetite for the souls collected by its 
faithful Demons. 

Half the world was destroyed by the fog before a coalition of warriors lulled 
the Old One back to slumber. Those warriors evolved to become Monumentals, 
half-living beings charged with preserving the fabric of reality. They sealed 
The Old One below the temple which would later be called "The Nexus" and banned 
the Soul Arts. In order to connect the surviving lands, six archstones (mystic 
teleportation devices) were entrusted to the elders of the six remaining lands.

-One went to "the king of a small yet diligent land," what would become the 
Northern Kingdom of Boletaria. The king the Monumental mentions is probably Old 
King Doran. Since the Monumental mentions Stonefang Tunnel as having a King, 
the Northern Kingdom did not yet extend to include Stonefang.

-One went to "the king of the Burrowers underground," the ancestors of the 
Excavators of present day. At this point Stonefang Tunnel was likely only 
partially completed.

-One went to "the wise queen of the great ivory tower." This would be Latria, 
the Southern Kingdom. That the leader is a Queen at the end of the First 
Scourge and during the events of the game indicates that Latria is a 
Matriarchy.

-One went to "the shaman of the tempest-worshipping shadowmen." This means the 
Shrine of Storms was still populated at the end of the First Scourge. It is 
possible the Old Hero is from this time period and either fought in or was 
wounded during the First Scourge.

-One went to "chieftain of lost and ill-fortuned souls." This is the Valley of 
Defilement and indicates that it has been the destination of social outcasts 
for many, possibly hundreds, of years.

-The last archtone went to the "great giants of the Northern Lands." This is 
the unseen Land of the Giants which was North of the Northern Kingdom of 
Boletaria.  As the weapon Bramd mentions some conflict between humans and 
giants, it is possible part of what was once giant territory was taken by the 
Northern Kingdom of Boletaria between the First and Second Scourge.

These Archstones all have counterparts in the Nexus allowing easy travel 
between the six lands.

Mird and its temples were either wiped out by the Deep Fog or all those with 
knowledge of its location perished in the First Scourge.


BETWEEN THE FIRST AND SECOND SCOURGE:
One of the oldest and most dangerous Demons, able to snatch a person's soul 
with a single touch, became a human woman and was bound to the Nexus with a 
Nexial Binding. To prevent her from using this power, her eyes were covered 
with wax. The Maiden in Black keeps the candles lit in the Nexus until such a 
time in the far future her demonic abilities are needed.

As time passed, the Monumentals began to die off one by one and the archstones 
unifying the lands were forgotten by humanity.

The digging of Stonefang Tunnel and the construction of the Dragon God's temple 
were completed.  Over time work shifted from the digging of tunnels to the 
mining of ore for use in Boletarian weapons and armor. They eventually came to 
be called Excavators instead of Burrowers.  That changeover may have occurred 
when Stonefang became a part of the Northern Kingdom of Boletaria.

In the Northern Kingdom of Boletaria, at least 12 generations passed (King 
Allant is the 12th Allant), and in that time the small kingdom grew and became 
prosperous. A Castle was cut into the side of a mountain and a large palace was 
created to house the solders, the marketplace, jail, etc. The kingdom stretched 
outward enveloping Stonefang Tunnel and beyond.  It is unknown if the 
transition was peaceful or if the land was annexed by force and the King of the 
Burrowers slain.

In Latria how the people felt about the Queen began to change. Over time she 
became more than just a leader, but an object of holy reverence. Each Queen 
would descend the spiral staircase into the church and the people would worship 
her as something more than a mere mortal.

The Shadowmen no longer exist in current times so the end of their civilization 
occurred between the two Scourges. Some abandoned their island shrine and 
intermixed with the rest of Boletaria while those who stayed behind died out. 
Their descendents are of normal size. The blade Stormruler was likely crafted 
in the twilight of their civilization as it gave the Shadowmen the power to 
split the sky with thunder, a power reserved for the Storm Beasts.  On the 
surface, near the archstone, any remnants of the Shadowmen settlements were 
razed and a fort was built in its place. Beneath the fort lie caves and altars 
which still remain relatively intact. Long Bow Oolan (a likely descendent of 
the Shadownmen) carries a bow and arrows crafted from the trees which grow on 
the island of the Shrine of Storms.


PRELUDE TO THE SECOND SCOURGE:
The amount of Monumentals continued to dwindle until only a single Monumental 
remained alive.

Freke was once a high-ranking member of the Church, but something caused him to 
lose faith in God. He latter became a master magician and served as the great 
sage of the Tower of Latria.

Geri, one of Sage Freke's dear friends, became a world renowned crafter of 
magical items. Most Demon slayers who later entered Boletaria following the 
Second Scourge carried some of his wares.

Scirvir was a warrior of God until he came across a Talisman of Beasts which is 
capable of casting spells and miracles. This caused him to lose his faith in 
God and he left the Church, becoming a Wanderer. Now he quests for strange 
items scattered throughout Boletara. 

Social outcasts continued to be forced into the Valley of Defilement. Among 
them was a woman who became "the apple of every man's eye," the merchant 
(Filthy Woman) the player will meet years later during the Second Scourge. One 
of these amorous relationships supposedly resulted in a child, a son, though 
the player never meets him. 

Yuria was born and branded a witch at a young age. She was constantly 
persecuted and labeled a threat to society. The experience made her quite 
bitter and resentful which caused her to seek out power to fill an emotional 
void.

Prince Ariona Allant, King Allant's son, was sent to live for a period of time 
in an area under the rule of the Southern Kingdom of Latria. As his relative is 
Lord Rydell (nicknamed "Little Allant") he may have been undergoing formal 
education in the Tower of Latria when the Old One was awakened.

Queen Yormedar of the Southern Kingdom of Latria discovered the depraved acts 
of her husband and banished the Old Monk from the kingdom. In his exile, the 
Old Monk came upon (or was given) a golden robe. The wearer of the robe is 
granted immense power, but the robe is like a parasite which sucks the life 
force and sanity from its host. 

Saint Astraea, her bodyguard, the holy knight Garl Vinland, and a collection of 
lower-ranked knights made a pilgrimage to find the Valley of Defilement. Upon 
locating it they decided to stay so that Astraea could comfort those poor souls 
who were near death. The Filthy Woman disliked her immediately.

King Allant the 12th maintained a vast army which was lead in part by his 
trusted round table of knights.  His inner circle consisted of the strong 
brothers Biorr and Vallarfax, the tribeswoman Long Bow Oolan, the tower shield 
wielding Alfred, and the penetrating sword wielding Metas. Just prior to the 
Second Scourge, the Fat Ministers and other lazy politicians insinuated 
themselves into Allant's inner circle which brought them into conflict with the 
round table of knights.

As King Allant reached an elder age, he became depressed and longed for greater 
power to fill the void. His search ended in the Nexus where he learned how to 
make use of the Soul Arts, using the power of ones own soul, to increase his 
might. Things were prosperous for a while, until Allant's lust for power 
overwhelmed him and he awoke the Old One. Allant became the prime servant of 
the Old One, but the power granted with that title proved too much for him and 
his body was horribly mutated.


SECOND SCOURGE:
With the awakening of the Old One a Colorless Deep Fog began to spread across 
the land and it once again became possible to steal the souls of other living 
creatures. All those touched by the Deep Fog slowly had their souls sapped away 
by it. Those who are soul-starved become insane and violent, attacking all of 
those who hold onto a shred of their humanity. Those who steal human souls 
(either to survive or for malevolent purposes) slowly transform into Demons, 
slaves to the will of the Old One and the other Major Demons.

The Deep Fog appears to have descended on the Northern Land of the Giants 
first. The Giants went mad with soul starvation and began to feed on the souls 
of humans.  As they took in souls their bodies were twisted and they became 
larger and more powerful. Hundreds of thousands of soldiers entered the 
Northern Lands to stop the giants, but they failed. When every last soul in the 
territory had been reaped, the archstone in the Nexus turned completely black 
and crumbled into pieces. Alternately the archstone may have been smashed in an 
attempt to stop the spread of the Deep Fog.

The Old Monk returned to Latria (possibly before the Deep Fog reached the 
region) with squid-headed Demons capable of terrible magic. They subdued the 
population, killed or possessed many of the knights, and locked the Queen's 
family in the Prison of Hope. Using the soul of the Queen, the Old Monk crafted 
an elaborate marionette to fool the people into belieing the Queen still lived. 
They continued to worship the Fool's Idol and many prisoners complied when it 
asked them to seek "redemption." Redemption meant the prisoners' body and soul 
were to be used in the Old Monk's experiments to create new Demons. Lord Rydell 
and Sage Freke each challenged the Old Monk, but both failed and were killed 
and / or captured. Freke's Apprentice avoided capture and fled to the Nexus to 
seek assistance.

Due to King Allant's deformed state, he could not return to the Boletarian 
Palace himself. Instead he fashioned a Demon doppelganger, the False King, 
which led an army of Demons, subjugated Latrian knights, and Dragons to subdue 
the populace. Those who could (such as Stockpile Thomas and the Worshipper of 
God) fled the city and eventually took sanctuary in the Nexus. The slaves, 
soldiers, and round table of knights fought valiantly, but almost all of them 
either became soul-starved or Demons themselves. It is likely the Fat Ministers 
in the King's court played a role in ensuring the fall of the Palace. The 
civilians (including the wife and daughter of Stockpile Thomas) were killed. 
One of the defending soldiers' only visible achievements in the battle was to 
bring down one of the attacking Dragons near the Penetrator's chamber.

One of the soldier's killed was the Crestfallen Warrior, the morose blue 
phantom by the Boletarian Palace archstone. It is unknown how many times he 
returned to the fight but eventually he gave up the quest and left his body to 
rot in the Palace.

During the siege, Vallarfax fled and broke through the Deep Fog to tell the 
outside world of the evil which had consumed Boletaria. This ensured a steady 
stream of powerful, new souls (including the player's) would enter Boletaria 
either to rid the world of the Old One or embrace its power. It is believed 
Vallarfax re-entered Boletaria and eventually met his end at the hands of 
Executioner Miralda.

The Deep Fog spread to the nearby Stonefang Tunnel. Before the Scourge, the 
Excavators mined ore to forge weapons for King Allant. The Deep Fog amplified 
this obsessive need to mine until it began to manifest itself physically. The 
Excavators grew scales and yellow, lizard-like eyes. Now under the watchful eye 
of the Fat Ministers, they mine so compulsively that they will hardly pay 
attention to the player as they move through the mine. When the Deep Fog 
touched the skeleton of the Dragon God at the deepest part of the mine, the 
Dragon God was resurrected and the Fire Demon Flamelurker was set free to 
prevent sane Excavators and Demon slayers from reaching the magic harpoon guns 
in the Dragon God's chamber. Blacksmith Boldwin could sense what was coming and 
fled to the Nexus before his transformation could be complete, however his 
brother Blacksmith Ed stayed behind.

In the Valley of Defilement the Deep Fog heaped even more misery upon the 
Valley's residents. Saint Astraea could no longer believe in a God which would 
be so cruel and was transformed into an Archdemon by pledging herself to a 
Demon Soul. Through this unholy pact she hoped to use her newfound powers to 
relieve the suffering of the outcasts. For this selfless compassion, she was 
worshiped by the Valley's residents as a Christ-like figure. All the knights of 
the Church who accompanied her, with the exception of Garl Vinland, attacked 
her after she renounced God and they were all killed.

Eventually the Deep Fog reached the island Shrine of Storms where sorcerers 
used their power over the dead to conjure malevolent spirits and reanimate the 
bones of the deceased Shadowmen.  The skeletons arose from the caves and 
slaughtered or sacrificed all the men in the fort above. The Deep Fog made 
flesh the myth of the Adjudicator and the Storm King. The Adjudicator gnawed on 
the flesh of the unworthy soldiers and the Storm King commanded the Storm 
Beasts to attack anyone who still possessed a soul. The owner of the Makoto 
blade was one of those killed and dumped behind the sorcerer's altar. A 
Vanguard Minor Demon assisted the skeletons in clearing the fort.


RECENT EVENTS:
-With the Old One awakened the Monumental begrudgingly allowed the Maiden in 
Black to use her power to "embolden the flesh" of Demon slayers by channeling 
the Demon souls they collect into their bodies. As the player is using what 
were once human souls to power themselves up, technically they are becoming 
Demons.

-The witch Yuria heard about the immense power of Demon souls and journeyed to 
Boletaria to acquire them.

-The Old Monk's experiments in the womb below his tower gave birth to many of 
the enemies the player will fight in Latria such as the stone gargoyles, the 
prisoner hordes, the face bugs, and the Maneater.

-In response to the Deep Fog's adverse effects, a black market trafficking in 
human and Demon souls called the Soul Industry came into existence. Since the 
Deep Fog slowly saps away a person's soul a steady stream of new souls is the 
only way to maintain one's sanity. This new industry was embraced by a masked 
society which met in secret to discuss the harnessing of souls. This industry 
proved quite profitable and they used this wealth to hire assassins and other 
enforcers to ensure the people feared them. Eventually they formulated a plan 
to restrict knowledge of the Soul Arts solely to their masked society.

-Ariona Allant, son of King Allant the 12th, put on the armor and weapons of a 
Latrian knight and traveled to the Boletarian Palace under the alias "Ostrava." 


GAME EVENTS:
The game begins with the player wading through shallow water in darkness. A 
voice speaks to the player (who they later learn is the surviving Monumental)  
and leads them to a portal he has created which will bring the player into 
Boletaria. On what is called the "Journey to the Nexus," (the tutorial level) 
the player will follow a trail of red hints written on the floor while 
dispatching dreglings, soldiers, and blue-eyed knights. At the end of the level 
is a Minor Demon, one of the Vanguards. Most players perish at this point, but 
if they kill the Vanguard they will be warped to a mountain top building and 
face a Major Demon called Dragon God (different than the one the player meets 
later in Stonefang Tunnel) which will kill the player with a single punch.

The player's death allows the Maiden in Black to summon the player's soul to 
the Nexus so that the Monumental can bind their soul to it with a nexial 
binding. In the Nexus the player meets Stockpile Thomas, a man who abandoned 
his wife and daughter when he fled the Demon horde at the Boletarian Palace. He 
is not a fighter so in order to be of assistance he watches over the Demon 
slayers' possessions while they are not in the Nexus. By the Boletarian Palace 
archstone is a morose blue phantom. He was a Boletarian soldier who was bound 
to the Nexus, but has lost the will to fight and left his body to rot in the 
Palace. He is very cynical and mistrustful of the Monumentals.

Once the player has acquired their first Major Demon's Soul, the Maiden in 
Black will reappear and tell the player to see the Monumental on the upper 
floor of the Nexus. The Monumental will describe the events of the First 
Scourge and then ask the player to defeat the Old One once again. Two new 
vendors will also appear in the Nexus, Freke's Apprentice, and the Disciple of 
God along with Saint Urbain's two followers. Freke's Apprentice will ask the 
player to rescue Sage Freke in Latria and the Acolyte of God will beg the 
player to rescue Saint Urbain from the Shrine of Storms.

---
Each Level has two sections. The first part is events which happened in the 
level between the Second Scourge and the arrival of the player. The second 
chronicles the path of the player through each level.

A.)BOLETARIAN PALACE
-While most residents of the Boletarian Castle were killed, fled, or became 
soul-starved; the Dregling Merchant remained in hiding, venturing out 
stealthily to pick valuable items off the corpses of residents and warriors to 
trade for souls to would-be Demon slayers traveling through the castle.

-Biorr, brother of Vallarfax, was defeated in battle by corrupted knights of 
the round table and imprisoned in the jail of the inner ward. 

-Shortly after arriving at the Boletarian Palace, Yuria was defeated in battle 
by Executioner Miralda and locked away in a tower separate from the other 
prisoners. 

-Ostrava arrived at the palace shortly before the player but was quickly 
overwhelmed by dreglings.

---
The first enemy the player encounters is the Red Dragon (one of the King 
Allant's pets) as it swoops low over the bridge with a couple dozen corpses in 
its mouth.

If in pure white or pure black world tendency, the player gains entrance to 
Miralda's execution grounds which are protected by the souls of warriors which 
have died on her execution block. Whether Executioner Miralda is in her body 
form or black phantom form, she will attempt to kill the player with her axe 
constructed from a guillotine blade.

At the outskirts of the palace, slave soldiers known as "dreglings" were used 
as battle fodder. They can be easily spotted by the shoddy equipment they 
wield. Once the player enters the walls of the palace, they will begin to 
encounter Boletarian soldiers. They have become soul deprived and will attack 
any sane warrior they come across.

Along the path through the palace, the player encounters two corpses hanging 
from chains on the side of a tower. Upon cutting them down, the player 
discovers a jade hairpin on one of them. When the players shows the item to 
Stockpile Thomas, he recognizes it as belonging to his daughter. This is 
confirmation that the two corpses are Thomas' wife and child.

One of the first sane people the player meets in the Palace is Ariona Allant, 
son of the King, traveling under the alias Ostrava. He arrived shortly before 
the player but due to his timid nature was quickly overwhelmed by dreglings. If 
the player saves "Ostrava" they receive a brass telescope which was made in 
Latria.

Next the player meets a Dregling who has remained sane by trading items off 
corpses to Demon slayers. The player will meet the merchant two other times as 
they push deeper into the Palace and each time he will give details about what 
happened in the castle after the Second Scourge began.

The Red Dragon is encountered again at the dragon's roost, it is joined by 
another one of the King's pets, the Blue Dragon. If the player moves too  
close, the dragons will breath fire at them. Among the items found in the roost 
is Valarfax's Ring of Great Strength which indicates he was defeated in battle 
or outright killed there. The Red Dragon will also defend a nearby bridge which 
leads to a switch to open the entrance to Phalanx's chamber.

The Major Demon Phalanx, a giant black blob, is the corrupted form of the 
Boletarian knight Long Bow Oolan. Phalanx is protected by a legion of Hoplites, 
smaller black blobs which are each armed with a shield and spear.

On the other side of the chamber is a causeway called the Lord's Path. It is a 
long, elaborate, multi-level bridge which connects the outer palace to the 
inner ward where the knights lived. It is protected by the Red Dragon, but if 
the player has a ranged attack the Dragon can be killed.

Along the way the player meets Ostrava again, this time he has been cornered in 
the lower level of the bridge by soldiers. If the player saves Ostrava they 
receive dark moon grass as a reward. 

Among all the corpses you see along the Lord's Path, one belongs to the 
Crestfallen Warrior. When you talk to him again in the Nexus he will become 
greatly distressed at this news and his memory will begin to fade. When you 
return a second time, he will have faded away.

At the end of the bridge is a locked door and the Major Demon Tower Knight, 
corrupted form of the Boletarian Knight Alfred. It is a massive knight covered 
head-to-toe in armor carrying a shield and lance. When a Fat Minister gives the 
signal, a group of archers will spring up and begin firing arrows down from the 
battlements to pester the player during the battle.

As the player fights through the inner ward they will come across increasingly 
more powerful knights as well as assassins skilled at attacking the player's 
flank. As the player kills a Fat Minister on one side of a gate, on the other 
side Ostrava is once again in need of rescue. Kill the knights attacking him 
and he will give a pure clearstone to the player. On the Fat Minister's corpse 
is his official cap and a set of keys to unlock the door near the Tower 
Knight's archstone.

Behind that locked door the player meets Biorr, one of the knights of the 
Boletaria, who has been imprisoned by the Fat Ministers. If freed by the 
player, Biorr will assist in battling the Major Demon Penetrator and later the 
Blue Dragon. He mentions that in a lone stone tower the Fat Ministers are 
committing unspeakable acts in the name of "purifying" a young sorcereress.

Using the blood-soaked key off of the corpse of the Fat Minister which was 
guarding Biorr, the player gains access to the lone tower.  Inside the tower 
the witch Yuria has been horribly abused by the Fat Ministers. The experience 
has made her timid and snuffed out any further yearning for more power. Once 
freed by the player she will return to the Nexus.

At the end of the inner ward is the Fat Minister which the player has been 
trailing since he commanded the archers to attack during the Tower Knight 
battle. As the Major Demon Penetrator, corrupted form of the Boletarian knight 
Metas, enters the chamber it impales the Fat Minister on its massive 
Penetrating sword. If the player freed Biorr, he will enter the fight and 
Penetrator will mostly ignore the player and instead attempt to kill him.

Beyond the Penetrator's chamber is the path to King Allant's throne room. At 
the beginning of the path, soldiers stand triumphantly on the corpse of the 
Fallen Dragon. Just beyond the Dragon's corpse, the black souls of the previous 
3 Major Demons; Oolan, Alfred, and Metas; appear again in Black Phantom form 
for one more attempt at stopping the player. 

Guarding the entrance of the throne room is the Blue Dragon. If Biorr survived 
his encounter with Penetrator he will act as a momentary distraction which 
allows the player to run past the Blue Dragon. If Biorr survives the battle 
with the Blue Dragon the dialogue which follows implies he has been mortally 
wounded. He will not be seen again.

If the player has rescued Ostrava all 3 times, he will be sitting at the bottom 
of the stairs leading up to the throne room. He will lament that his father has 
become a Demon, hand over the key to the Allant family crypt, beg the player to 
kill the King, and finally commit suicide. Ostrava's spirit is so weak that 
moments later he will appear in Black Phantom form as the last obstacle between 
the player and Allant's throne room.

Using the crypt key, the player can gain access to the royal mausoleum which is 
the final resting place of Old King Doran and the white sword Demonbrandt. The 
soul form of Doran guards Demonbrandt, but if the player proves themselves in 
battle, he will allow the player to take the sword. The player then has the 
option to continue the fight, kill Doran, and take his armor and ring.

In the throne room the player meets a Major Demon which everyone has been led 
to believe is King Allant, but it is actually a Demon doppelganger as the real 
King Allant has been horribly mutated by the power of the Old One. The False 
King wields a soul form copy of the sword Soulbrandt, a weapon which becomes 
more powerful the blacker the soul that wields it. The False King also has the 
ability to cast the spell Soul Suck.


B.)STONEFANG TUNNEL
-The Filthy Man somehow avoided transformation while the rest of the townsfolk 
turned into scale-covered Demons. Like the Dregling Merchant, he has maintained 
his sanity by trading items stolen from inattentive Scale Miners around 
Stonefang to Demon slayers.

-After Blacksmith Boldwin left Stonefang in mid-transformation, Ed was isolated 
from the rest of the mine when his conveyor system lost power. It could be this 
separation slowed the progression of the transformation and / or Ed's natural 
toughness of spirit kept the corrupting influence of the Deep Fog at bay.

-Scirvir's quest for strange and exotic items brought him to Stonefang Tunnel. 
He heard rumors of a massive blunt sword which was forged not to cut the flesh 
of Dragons, but to break their bones.

-Patches the Hyena, an unscrupulous thief and graverobber, entered Stonefang 
Tunnel in order to pilfer its riches.

---
The Filthy Man is the first character the player encounters at the entrance to 
Stonefang Tunnel. He explains that the townsfolk have been transformed into 
Demons, but are so fixated on mining ore that many will not pay any attention 
to visitors unless they are provoked.

Once the player avoids the rocks being thrown at them by scale Miners, they 
will enter Stonefang Tunnel. Inside the tunnel players encounter the 
transformed townsfolk, miners and blacksmiths, as well as their new overlords, 
the Fat Ministers. The Fat Ministers crack their whips, cast fire magic, and 
command dogs to attack intruders and keep the miners in line.

Eventually the tunnel opens up to a cliff outside which leads to Blacksmith 
Ed's chamber. Activating a nearby lever restarts a vertical conveyor system 
which allows the player to ride down to the only Blacksmith station on the 
surface. Here the player meets Ed, a no nonsense Blacksmith who is very far 
along in his transformation, almost his entire body is covered in scales. 
Obsessively he strikes the anvil, not stopping even to talk to the player. Ed 
has the capability to do advanced crafting by powering his fire with the 
Flamelurker's Demon Soul.

After activating a few more switches in the surface tunnels the path to the 
entrance of Tunnel City will be opened. Guarding the entrance is the Major 
Demon Armor Spider, a huge spider which can breath fire. It's origins are a 
mystery as it is the only spider seen or mentioned in Stonefang. In the 
twisting tunnels beneath the main mine, called Tunnel City, are a multitude of 
natural predators such as the bearbugs and rockworms as well as tons of hidden 
treasure. 

The player meets Scirvir the Wander in the depths of Stonefang Tunnel where he 
was searching for the fabled blunt blade, Dragon Bone Smasher. Like the Filthy 
Man, he is fearful of the bearbugs and Demons in the depths of the mine so he 
asks the player to search for the sword on his behalf. If the player returns to 
Scirvir with the weapon he gives a pure greystone.

At the deepest part of the mine is the Temple of the Dragon God which was built 
by the Burrowers, ancestors of the Excavators. Guarding the entrance is the 
Major Demon Flamelurker, a large, burning humanoid creature which attacks with 
magma-infused fist attacks. Some believe Flamelurker is the corrupted spirit of 
the Legendary Big M, who killed Dragons with his bare fists.

The Temple of the Dragon God was built both to appease and contain the bones of 
a massive dragon. In pure white world tendency, rubble blocking the passage to 
the Dragon Bone Smasher in the Temple will be cleared and the player can 
acquire the blade. The Deep Fog resurrected the bones as the Major Demon Dragon 
God. It is a massive Dragon which fills the entire cavern and can only be 
defeated by using two magic harpoon cannons to pin the Dragon God to the 
ground. The Dragon God has impeccable hearing so if the player does not move 
quietly through the Temple it will crush them with its giant claws.


C.TOWER OF LATRIA:
-The Soul Industry Masked Society once had a heavy presence in Latria as 
members are found dead in the dungeon and their garb and weapons are strewn all 
throughout the towers. Since the Masked Society continued to plot after Latria 
fell it was likely not their main base of operations.

-When Lord Rydell and Sage Freke were defeated by the Old Monk and his forces, 
they were imprisoned with the Queen's family in the Prison of Hope. Freke clung 
to life but Rydell apparently died from his injuries. Death however was not an 
escape as a spell trapped Rydell's phantom in another cell.

-Non-high risk prisoners were regularly taken to the church in order to worship 
what they thought was the Queen, but instead it was a Demon doppelganger 
controlled by the Old Monk. Those who sought "redemption" had their soul and 
body stolen to be used in the Old Monk's experiments.

-Some of those prisoners who sought redemption were powerful mages and served 
the Old Monk instead of being used in his experiments. Most mage prisoners used 
their power to hold the Demonic womb aloft under the Old Monk's tower, but the 
most powerful mage cast defensive spells to protect the Fool's Idol.

-Among the soul-starved prisoners is a relatively well-off former wife of 
royalty. She is one of the only prisoners who knows that the Fool's Idol is not 
the Queen. 

-The Former Royal's Wife was likely there to bear witness to the assassination 
attempt against the Fool's Idol. Brandishing a Baby's Nail dagger, a female 
assassin attempted to execute the Fool's Idol, but failed. As soon as the Major 
Demon fell one of the Idol's mage slaves cast a spell to resurrect her. The 
assassin was captured, tortured, executed, and her soul twisted to serve as a 
black phantom guard for Latria's church.

-On Mephistophele's orders, Yurt, the leader of the Soul Industry's band of 
assassins entered Latria as a part of the society's plan. It is unknown if he 
accomplished his objective, but during the job he became trapped in a cage.

---
The player enters the Tower of Latria inside the Prison of Hope, a multi-level 
dungeon which houses over a hundred soul-starved prisoners. Some will ignore 
the player, some will beg for the sweet release of death, and others will 
attempt to kill the player with poison-tipped daggers. The player must search 
through the entire prison for keys in order to progress while avoiding the 
squid-headed guards which cast paralyzing magic. If the player is frozen by 
magic, the guards will suck out their brains, killing them.

As the player moves through the dungeon they will come across an iron maiden 
with a body inside. On that corpse is a set of black leather armor, the garb of 
an assassin. This is likely where the assassin who attempted to kill the Fool's 
Idol was tortured and put to death.

The first sane person the player encounters is the merchant of the level, a 
former wife of royalty who was imprisoned in the dungeon. She provides much of 
the background information about the level. Next the player encounters Sage 
Freke, a great mage, also locked in the dungeon.

Finally the player meets the soul form of Lord Rydell, a relative (younger 
brother most likely) of King Allant who was captured, died in his cell, and his 
soul trapped in another cell. He has given up on the fight and now only wishes 
to touch a keepsake of his dead wife before he fades away. If the player frees 
Rydell by obtaining a key in a later level, he gives a dull rat's ring.

The exit of the dungeon is guarded by one of the Old Monk's experiments, the 
prisoner horde, a mass of prisoners fused to the skin of an unseen creature 
like a coat of fleshy armor. Guarding the road between the dungeon and the 
Queen's church is the female, black phantom assassin.

In the balcony of the church the player encounters a coherent mage prisoner who 
is casting a spell. He promises that he means the player no harm, but he is a 
liar. If the mage is not killed before the battle with the Fool's Idol then the 
Liar will resurrect the Major Demon when it falls. Hanging on a hook next to 
the Liar is the key which unlocks Sage Freke's cell.

The Major Demon Fool's Idol is an elaborate marionette constructed in the image 
of the Queen and controlled by the Old Monk. It can split itself into many 
copies, but the prisoners in the church always turn to worship the true Demon. 
Once the Demon is defeated, stone gargoyles (brought to life by the Old Monk) 
will carry the player to the upper towers of Latria.

In the distance is the Old Monk's tower and below it, a giant, pulsating womb 
which he uses to create new Demons in his experiments. Gargoyles are ever 
present as guardians of these upper towers. Many will be encountered on the 
path to the first chain supporting the weight of the womb. The chain is 
anchored to the tower by four mage prisoners, kill them to release the chain.

If in pure white world tendency, at the top of the tower with the first chain 
is the key which unlocks Lord Rydell's cell. Once freed Rydell will unlock the 
gate which leads to a cell containing his physical corpse. In a nearby cell is 
the corpse of a female Soul Industry Society member as she wears rogue's 
clothes and clutches a parrying dagger.

Near the elevator cage which leads down to the base of the Tower of Latria far 
below in the swamp, the player encounters a mercenary, Yurt the Silent Chief. 
He claims to be a fellow Demon slayer and asks the player to free him. If freed 
and allowed to live he will return to the Nexus and begin stealthily 
assassinating the other NPCs. Once all of his targets have been killed, he will 
attempt to kill the player.

If the player has pure black character tendency and kills Yurt before he can 
kill all his targets, Mephistopheles will appear in the Nexus. Mephistopheles 
is the one who hired Yurt to kill all those who use the Soul Arts in the Nexus 
and now she will ask the player to finish the task.

As the gate is raised near the beginning of the level, the only way to the 
other side of the tower is to ride the elevator down and cut through the swamp. 
In the swamp is another one of the Old Monk's creations, centipede-like 
creatures with the faces of men. If the creatures get too close they will vomit 
acid on the player which corrodes their equipment.

At the other end of the swamp is an elevator which rides up to the tower 
holding the other chain. Kill the four mage prisoners to release the final 
chain which causes the womb to come crashing down to the base of the tower. The 
drop will rupture the womb and release a dozen face bugs. Where the womb fell, 
the player will find more Soul Industry Society gear: an epee rapier, a gold 
mask, and a ring of avarice.

Guarding the entrance to the Old Monk's tower is the Major Demon Maneater, a 
pair of twin chimera-like creatures with the faces of men but the body 
attributes of many different kinds of animals. Maneater can fly and possesses a 
variety of air and ground-based attacks. The tail of the Maneater are serpents 
which act independently and will often bite the body. When bit, the Maneater 
will become briefly incapacitated with pain, but then will temporarily have 
greatly boosted strength.

At the top of the tower the player meets the Old Monk who is not the true 
Archdemon of the level. The Old Monk wears the Golden Robe, an evil garment 
which greatly boosts the wearer's power but sucks the life from the user. The 
Old Monk has the appearance of a corpse and the Golden Robe is the only thing 
keeping him alive. As the Old Monk is weak, he summons another player connected 
to the playstation network as a black phantom to fight on his behalf. Once the 
black phantom is summoned, the Golden Robe (the true Archdemon) abandons the 
Old Monk (causing him to die) and boosts the power of the black phantom. The 
Robe's goal is to defeat the player in battle and take possession of their body 
to serve as a new host for the Golden Robe.


D.)SHRINE OF STORMS:
-Patches the Hyena, the unscrupulous thief and graverobber, left Stonefang 
Tunnel and moved on to plunder the Shrine of Storms. There he encountered 
another graverobber (Blige) and set a trap for him in a jail cell. If freed by 
the player, Blige will sell items he has "acquired" from all over the island.

-For unknown reasons, Saint Urbain and his assistant, the Acolyte of God 
journeyed to the Shrine of Storms. They too were lured in by one of Patch's 
traps. Urbain was kicked down a hole behind the sorcerer's altar and the 
Acolyte fled to the Nexus in a panic.

-The master swordsman Satsuki came to the island because he believed the cursed 
blade "Makoto" is hidden there somewhere.

---
If in pure white world tendency, the player will encounter a warrior named 
Satsuki near the first archstone. He offers souls if they will retrieve his 
father's sword, the Makoto blade.

The player encounters a crow nicknamed "Sparkly" for its obsession with shiny 
objects. If the player puts an item at the base of the tree that the crow 
desires, when they return a different item will be left in its place.

In a room above the sorcerer's chamber is the Major Demon Adjudicator which is 
a golden crow resting atop a horribly obese Shadowman. The crow is the Body's 
master and in ancient times judged who would become Heroes of the Storm and who 
would be devoured by the Body.

The sorcerers have used the souls of storm beasts to increase their power in 
order to summon the souls of the Shadowmen in spirit form, the shadow lurkers. 
Killing a sorcerer will cause all of his minions to disappear.

The Player meets Patch's again and falls for the same trick as Saint Urbain. 
Down in the pit the player defeats a nameless, katana-wielding Black Phantom 
which may be the Father of Satsuki. It has been guarding the Makoto blade and 
preventing Saint Urbain from leaving. If the player does not rescue Urbain at 
the first opportunity, one of Urbain's Disciples will lead a mission from the 
Nexus to the Shrine of Storms to rescue him. He will never return.

Upon returning to Satsuki with the Makoto blade, he will attack the player if 
they refuse to give it to him or are holding it in their hands when they talk 
to him. If the sword is given to Satsuki, he will test to see if the sword "is 
as deadly as the rumors claim" by attempting to kill the player.

At the Altar of Storms, where the ancient dead were purified in the rain, the 
player does battle with the Major Demon Old Hero. The Shadowman warrior was 
blinded but is still able to fight due to his keen sense of hearing and luck 
granted from his crystal blade.

The Archdemon of the Shrine of Storms is the Storm King, the master of the rain 
and all Storm Beasts. In ancient times the purified remains of the Heroes of 
Storm would be offered for consumption to the Storm King. The player uses the 
sword Stormruler, found nearby in the valley, to split the skies and kill the 
Storm King with thunder.


E.)Valley of Defilement
-As rumors spread that Astraea had become a Demon, warriors of all ranks in the 
Church sought out the Valley of Defilement to prove them false. Priests, Temple 
Knights, and even great knights such as Vito the Moonlight Knight and Risaia of 
Istarel were either killed by the Valley's natural hazards (giant blood-sucking 
insects, jellyfish, poisonous swamp, etc.) or slaughtered by the increasingly 
fanatical valley outcasts which were known as Depraved Ones. 

-The Depraved Ones killed anyone caught trespassing in the Valley and offered 
their souls to Astraea as tribute for alleviating their pain. She used these 
souls to give life to the aborted babies which had been cast into the Valley.

-The father of Garl and Selen Vinland, an important cleric, died and Selen 
Vinland journeyed to the Valley of Defilement to convey their father's last 
words to Garl Vinland.

---
In pure white world tendency, the player is able to climb a ladder up to a 
chamber which is packed with Giant Depraved Ones. They are surrounding the holy 
weapon Istarelle which was last wielded by Risaia of Istarel. As there is no 
corpse near the weapon it is believed Risaia was defeated and knocked over the 
railing down into the pit of leeches.

The player encounters the Major Demon the Leechmonger in the pit below 
Istarelle's resting place. This monster comprised of a multitude of leeches is 
theorized to be the corrupted form of Risaia who was fed on by the leeches when 
the corpse fell into the pit.

Next the player enters the poison swamp which is populated with many nasty 
creatures such as the Jellyfish, Giant Slugs, Giant Mosquitoes, an unnamed 
Black Phantom, a multitude of Shaman, Depraved Ones, and Giant Depraved Ones. 
As soon as the player touches the swamp, their movement is impeded and they 
risk becoming poisoned.

The Black Phantom which is encountered by the player carries a Meat Cleaver 
(the weapon of the Adjudicator's Body). It is theorized that this is the 
corrupted form of Vito, the Moonlight Knight as Vito's Sword of Moonlight and 
possible armor is found elsewhere in the swamp.

In the center of the poison swamp, in pure white world tendency, the player 
encounters Selen Vinland, sister of Garl. When given the crest of Vinland as 
proof that Garl is dead, Selen gives her father's Ring of Devout Prayer to the 
player.

In a large, open chamber the player encounters the Major Demon Dirty Colossus. 
It is something of a golem created from the muck of the valley and has the 
ability to control the thousands of flies which infest the Demon's body.

Below the poison swamp is the most putrid location in the Valley, the plague 
swamp. Touching the liquid will very quickly infect the player with the plague. 
Just below the surface the plague babies lie in wait to burst out, surround, 
and stab to death any warrior which wades into the swamp. Here in Astraea's 
sanctuary the Depraved Ones worship her.

At the back of the swamp, on a pile of holy warrior corpses, Astraea and Garl 
Vinland sit. They will beseech the player to turn back, but if the player 
continues forward, Garl will defend Maiden Astraea.  If one of the pair is 
killed, the other will commit suicide due to their grief (though Garl does it 
only after the player leave's the chamber). If the player re-enters Astraea's 
chamber in pure white world tendency after her death, Garl Vinland will 
reappear as a black phantom.


F.)BELOW THE NEXUS
Once all five Archdemons have been defeated the seal on the floor of the Nexus 
will be broken. The Monumental asks the player to let the Maiden put the Old 
One to sleep, but Sage Freke beseeches the player to kill the Maiden in Black 
and become the Old One's new servant. The Maiden in Black will bring the player 
down to Earth below the hovering Nexus. In that place is the Old One, a mile-
high, tree-like creature bathed in white light. At the Maiden In Black's 
insistence, the Old One allows the player to enter the tree.

At the core of the Old One is the physical form of King Allant who has been 
mutated into a weak, toad-like creature. He makes feeble attempts to attack the 
player while barely being able to swing his sword Soulbrandt. During the 
"fight" he explains why he serves the Old One. As King he saw the world as full 
of pain and suffering. Allant believes God, being merciful, saw fit to fight 
poison with poison and created the Old One to end all suffering by destroying 
the world.

Once King Allant is defeated the Maiden in Black will enter and state that the 
player is no longer bound to Nexus and that she must also go to sleep in order 
to keep the Old One in a state of slumber. It is here the player has a choice. 
To get the light ending of the game, the player exits the tree and the Old One, 
with the Maiden still at its core, retreats into the thinning fog. Since the 
Old One is asleep, the Soul Arts are no longer active, but the Demons have been 
banished from Boletaria. The Player becomes a new Monumental. 
To get the dark ending of the game, the player kills the Maiden in Black while 
she is trying to put the Old One to sleep. The player steps on the Maiden in 
Black's face and enters the Old One's core. This completes the player's 
transformation into a new and powerful Archdemon which will serve the Old One 
and cause the entire world to be engulfed in the Deep Fog.

No matter which ending the player picks, that isn't the end. After the credits 
the player will respawn in the Nexus for a new game+. The game is reset to the 
point just after the Monumental bound their soul with the Nexial binding. The 
difference is the player maintains their soul level and the items in their 
inventory / with Stockpile Thomas will carry over. The difficulty will also be 
ramped up further than the previous quest. No matter how many times the player 
defeats the Old One, time will immediately loop back to the start of their 
quest.
 

===============================================================================
                        10.)THEORIES ABOUT THE UNIVERSE 
===============================================================================
EVERYONE IS A DEMON:
If the Nexus, and all that is connected to it is reality, then all the 
characters in Demon's Soul are Demons to some degree. A Demon is characterized 
as one who survives or gains power by stealing the souls of others. The 
presence of the Old One slowly saps away the souls of all who are touched by 
the Deep Fog, the only way to maintain one's sanity is to take souls by killing 
soul starved humans, or kill Demons who have gorged themselves on the souls of 
humans. The various vendors and other NPCs you encounter either survive by 
trading goods for the souls reaped by Demon Slayers, or killing Demons 
themselves. 

From the point in the game that the player learns their first spell / miracle 
or raises their soul level they are a Demon as the source of their power is the 
life force of another being. The end of the game is not the choice whether to 
reject humanity and become a Demon, the choice is whether to CEASE the gradual 
transformation from Demon into an Archdemon and instead REJOIN humanity.

THE OLD ONE WAS ONCE PURE:
The Old One was once a holy tree of life and worshiped as a God. The image of a 
tree is found on the Talisman of God, the Vinland family crest, and on many 
images in the prologue. It was the source of the Soul Arts, all magic and 
miracles performed. Man desired that power and one touched the tree in an 
effort to gain more power.  The touch of Man corrupted the tree and it 
developed an unquenchable thirst for human souls, consuming half the world's 
population before it was put to sleep by the warriors who later became the 
first Monumentals and the Soul Arts disappeared from the land.

Once again, one who desired power (King Allant) touched the tree, reigniting 
its thirst for human souls. The warriors and the priests of the Church don't 
realize that the God they worship, the one allowing them to perform miracles, 
is actually the Old one. Sage Freke is aware though as he seeks to keep the Old 
One awake to study the Soul Arts in the hopes of ascending to Demonhood like 
Allant and Maiden Astraea. He asks the player to kill the Maiden in Black and 
become the Old One's new slave to aid him in that goal.

In the end, either the player becomes the Old One's new host and lays waste to 
the land or the Maiden in Black (able to resist the Old One's Power) becomes 
the Old One's new host, containing it. As long as the Maiden in Black sleeps, 
the Old One will sleep.

THE OLD ONE DESIRES UNITY:
The Old One, once it gained a hunger for souls, desired only one thing, to 
become whole. It is the amalgamation of millions of human souls gathered from 
the First Scourge. It seeks to cover the entire world in the Deep Fog and 
consume the soul of every living thing. By consuming everything, it becomes one 
with the universe and possessor of all knowledge, a God. It may also be why the 
Monumental traps souls with the Nexial Bindings, as long as there is one soul 
not in the possession of the Old One, mankind has the chance to continue.

NEW GAME+ IS TIME LOOPING:
The Player's death in the Journey to the Nexus allows the Monumental to bind 
the player's soul to the Nexus. This binding returns the soul of the player to 
the Nexus whenever they die, preventing permanent death. The player's death in 
the tutorial is what the Monumental needed to make them his slave, so that he 
can bind the player's soul to the Nexus. Like the Maiden in Black, the player 
will not be freed until they do the Monumental's bidding, defeating the Old 
One. Despite the Monumental's promise to release the player when the Old One is 
defeated, no matter what the player does, good or evil, they cannot escape the 
Nexus as the player begins a new game+ after the credits. The player is doomed 
to repeat their quest for all eternity. This is likely what the Crestfallen 
Warrior came to realize before giving up and eventually fading away.

The cruelty of it all is the Crestfallen Warrior would not be able to remember 
that he figured it out. He is an example that even giving up won't save the 
player from the Nexial Binding. If he is another "player" trapped in this time 
loop, when he becomes soul-deprived he starts to lose his memory just before 
fading away. In a new game+, he reappears maintaining all his knowledge up to 
the point when he began to give up and stop feeding on souls (just before he 
met the player) with no knowledge that time is still looping.

If the player continues to struggle on their quest will begin again, each time 
more difficult than the last, and they maintain their memories of looping. If 
the player gives up, they too will fade away until another warrior succeeds in 
defeating the Old One and begins the loop again. From that point on, the player 
will join the Crestfallen Warrior in forever wallowing in despair without the 
knowledge that time continues to loop. Even the loss of one's soul will not 
free them from the Nexus.

THE OLD ONE IS THE GOOD GUY:
The Crestfallen Warrior at first appearance is somewhat insane, questioning the 
goodness of the Monumental, but he is also a blue phantom, which means he is 
supposed to represent another player who has broken into the player's game 
world. The rest of the characters the player encounters are of their own world. 
The Crestfallen warrior warns that the player is "falling into their trap" and 
that to continue on their current path will mean their destruction or their 
transformation into a Demon. 

Many of the characters the player encounters are wearing unique equipment, yet 
copies of this equipment is found on corpses throughout Boletaria, some of 
which are well hidden.  For instance, the rune sword and shield which Ostrava 
wields belongs to a single, legendary hero. yet a corpse also holding them is 
found in Latria. A corpse wearing Biorr's armor set is found at the base of 
Miralda's tower. A corpse wearing Saint's robes (the garb of Urbain) is found 
in the Valley of Defilement. A corpse wearing Sage's robes (the garb of Freke) 
is found in another dungeon cell in the Tower of Latria. A corpse hanging from 
the side of a tower in the Boletarian Place wears Yuria's raggedy robes. The 
robes and mask of Mephistopheles are found on a corpse in a dungeon cell in the 
Tower of Latria. A corpse wearing Selen Vinland's dull gold armor is found 
inside a nearby Giant Slug. Also five named NPCs in the game have the 
capability to turn into Demons in pure black world tendency.

Basically the theory goes that any character which has a matching corpse is a 
Demon doppelganger which has been placed by the Monumental in an effort to 
twist the truth and put the player on the path to lull the Old One to sleep. 
Everyone without a matching corpse is a real person. In this scenario, the Old 
One is a godlike, benevolent being who rewards those with faith to cast 
miracles in his name. The Monumental and his doppelgangers spread lies about 
the nature of the Old One to those who arrive in the Nexus in the hopes that 
one will defeat the Old One and remove the last obstacle to the Monumental's 
total control of the world. 

World Tendency is the Monumental's grip on the outward appearance of the world. 
As the world becomes more light. the Monumental ability to deceive rises. At 
pure white, the five named Demons (Satsuki, Rydell, etc.) appear as humans. As 
the world grows darker, the Monumental's ability to deceive lessens. Powerful 
black phantom demons which were once invisible, can now be seen by the player. 
At pure black, the true nature of the five named Demons is revealed.

HELL:
The Voice which beckoned the player to follow could have easily brought them 
safely to the Nexus in the tutorial, but instead sent them down a path he knew 
would end in the player's doom.  If not by the Vanguard, then certainly death 
would occur at the hands of the Dragon God. The player dies and their soul is 
bound to a place run by the Voice who calls himself a Monumental, the "good" 
guy. Here nothing can be done to end the player's existence, death just brings 
the player back to the Nexus in soul form.

The Voice compels you to obey and complete the arduous task of defeating the 
Old One in order to be freed. Then like Sisyphus, who upon nearly rolling a 
boulder to a top of a hill but was forced to let it drop back down and begin 
again as an eternal punishment, as soon as the player completes the quest they 
find themselves back at the beginning. Obey the Monumental, defy the 
Monumental, it makes no difference; all roads lead back to the start of the 
player's quest, and each time the quest becomes more difficult. 

So in this scenario, the player's life ended at the hands of the vanguard or 
Dragon God in the Journey to the Nexus and everything that occurs afterward is 
the player's own personal Hell or Purgatory.

WOMAN ARE MORE PURE:
Women in Demon's souls are both immensely powerful and seem to have a better 
ability to hold onto their humanity. Yuria found herself lusting after power 
(her reason for coming to Boletaria) but her time in the dungeon caused her to 
change her ways. The Maiden in black was once one of the most powerful Demons 
in existence but now seeks souls no longer, choosing instead to use her gifts 
to energize the Demon slayers. Maiden Astraea maintains her human form and in 
the end chooses to commit suicide rather than live without her love, Garl 
Vinland. Executioner Miralda was bloodthirsty and vicious even before the Old 
One was awoken yet still maintains the ability to speak and was strong enough 
to defeat the witch Yuria. Even the great Sage Freke notices the Deep Fog 
affects women differently as he notes that Yuria uses emotion, to channel the 
power of the Demon souls.

===============================================================================
                   11.)CHARACTERS / ENEMIES SORTED BY WORLD 
===============================================================================
NEXUS:
(NPC01) The Monumental
(NPC02) Maidein in Black
(NPC03) Disciple of God
(NPC04) Acoltye of God (male)
(NPC05) Worshipper of God (female)
(NPC06) Saint Urbain
(NPC07) Freke's Apprentice
(NPC08) Sage Freke
(NPC09) Yuria
(NPC10) Stockpile Thomas
(NPC11) Blacksmith Boldwin
(NPC12) Crestfallen Warrior
(NPC13) Patches the Hyena
(NPC14) Yurt the Silent Chief
(NPC15) Mephistopheles
(NPC16) Ostrava
(NPC17) Biorr

BOLETARIAN PALACE:
(NPC09) Yuria
(NPC16) Ostrava
(NPC17) Biorr
(NPC18) Dregling Merchant
(NPC19) Executioner Miralda
(NPC20) Old King Doran
(E01)	  Dregling
(E02)	  Soldier
(E03)	  Knights
(E04)	  Dog
(E05)	  Assassin
(E06)	  Fat Minister
(E07)	  Hoplite
(E08)	  Crystal Lizard
(d01)	  Red Dragon 
(d02)	  Blue Dragon
(d03)	  Fallen Dragon
(d04)	  Primeval Demon
(D1-1)  Phalanx
(D1-2)  Tower Knight
(D1-3)  Penetrator
(B01)   Black Phantom Knight - Oolan
(B02)   Black Phantom Knight - Alfred
(B03)   Black Phantom Knight - Metas
(D1-4)  Old King Allant
(MC02)  Vallarfax
(MC03)  Wife & Daughter of Stockpile Thomas

STONEFANG TUNNEL:
(NPC13) Patches the Hyena
(NPC21) Filthy Man
(NPC22) Blacksmith Ed
(NPC23) Scirvir the Wanderer
(E09)   Scale Miner
(E10)   Fire Gecko
(E11)   Rockworm
(E12)   Bearbug
(E04)   Dog
(E06)   Fat Minister
(E08)   Crystal Lizard
(d04)   Primeval Demon
(B04)   Black Phantom Barbarian (male)
(B05)   Black Phantom Barbarian (female)
(D2-1)  Armor Spider
(D2-2)  Flamelurker
(D2-3)  Dragon God
(MC05)  Legendary Big M
(MC06)  Burrowers

TOWER OF LATRIA:
(NPC08) Sage Freke
(NPC14) Yurt the Silent Chief
(NPC24) Former Royal's Wife
(NPC25) The Liar
(NPC26) Lord Rydell
(E13)   Prisoner
(E14)   Prisonder Horde
(E15)   Mage Prisoner
(E16)   Octopus-headed guard
(E17)   Gargoyle
(E18)   Face Bugs
(E06)   Fat Minister (implied)
(E08)   Crystal Lizard
(d04)   Primeval Demon
(B06)   Black Phantom Assassin
(D3-1)  Fool's Idol
(D3-2)  Maneaster
(D3-3)  Old Monk
(MC07)  Queen Yormedar
(MC08)  Husband of Royal Mistress
(MC09)  Wife of Lord Rydell

SHRINE OF STORMS:
(NPC06) Saint Urbain
(NPC13) Patches the Hyena
(NPC27) Graverobber Blige
(NPC28) "Sparkly" the Crow
(NPC29) Satsuki
(E19)   Skeleton
(E20)   Storm Beast
(E21)   Reaper
(E22)   Shadow Lurker
(E23)   Giant Slug
(E08)   Crystal Lizard
(d04)   Primeval Demon
(d05)   Vanguard
(B07)   Dual-Katana Black Phantom
(D4-1)  Adjudicator
(D4-2)  Old Hero
(D4-3)  Storm King
(MC12)  Father of Satsuki
(MC14)  Shadowmen

VALLEY OF DEFILEMENT:
(NPC30) Filthy Woman
(NPC31) Selen Vinland
(E24)   Rat
(E25)   Giant Mosquito
(E26)   Giant Tick
(E23)   Giant Slug
(E27)   Jellyfish
(E28)   Depraved One
(E29)   Giant Depraved One
(E30)   Depraved Shaman
(E31)   Plague Baby
(E08)   Crystal Lizard
(d04)   Primeval Demon
(B08)   Ragged Robed Black Phantom
(D5-1)  Leechmonger
(D5-2)  Dirty Colossus
(D5-3A) Maiden Astraea
(D5-3B) Garl Vinland
(MC15)  Vito the Moonlight Knight
(MC16)  Risaie of Istarel
(MC20)  Son of Filthy Woman

BELOW THE NEXUS:
(d06)   King Allant
(DXX)   Old One

OTHER:
(MC01)  Geri
(MC04)  Grandfather of Worshipper of God
(MC10)  Witch in the Sky
(MC11)  Soul Industry / Society Member
(MC13)  Makoto
(MC17)  Holy Warriors of the West
(MC18)  Father Vinland
(MC19)  Bramd
(MC20)  Giants


===============================================================================
                                12.)CONTRIBUTORS 
===============================================================================
All the posters in the DS storyline threads, especially:
Astroshak
Duneman
TheOriginalMax
grangia
danfiddle
HymnsomniaK
thecrobar
GirlinTheCorner
Potter_fan
FaustXII

Gibbed
TerraMantis
DaveControlLive

http://Demon-souls.com, the official US webpage
http://demonssouls.wikidot.com/
http://wikipedia.org
http://dictionary.reference.com/
http://wiktionary.org

Atlus Demon's Souls official Guide
Demon's Souls Art Book
"Caddis Larvae: Larvae of the British Trichoptera" By Norman E. Hickin
"A History of Beer and Brewing" By Ian Spencer Hornsey
"The Burrowers Beneath" by Brian Lumley, 1974
"Notes of a Traveler in the Tropics" by Maturin M. Ballou, 1854
http://www.next-gen.biz/features/interview-demons-souls
Gibbed's twitch Stream of Debug menu with model viewer
http://www.twitch.tv/gibbed/b/499858210
10 Things You Don't Know About Dark Souls Inspiration Special  
https://www.youtube.com/watch?v=mkcZ9CqwGQU

===============================================================================
                            13.)LEGAL / DISCLAIMER 
===============================================================================
This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or 
otherwise distributed publicly without advance written permission. 
Use of this guide on any other web site or as a part of any public 
display is strictly prohibited, and a violation of copyright.

Sites with permission to host or link this FAQ:
 - http://www.gamefaqs.com

All trademarks and copyrights contained in this document are owned 
by their respective trademark and copyright holders.

Copyright 2011 Marc Connelly