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Farglow is a closely guarded secret, but one that is familiar to all Slayers. This is the place of their initiation into the sect, where the mightiest of warriors gather to share skills and knowledge, and train the next generations of heroes. Here there are countless characters, straight out of myth and legend, and from here new stories grow. Renowned by the civilians and adventurers of Rivellon alike, those that are said to have visited the legendary Farglow, or even those that know of someone who has, can often earn themselves a few tankards of ale by spinning a tale or two about the goings on in this mysterious place. Rich stories abound about masters of mysterious arts, granting their supernatural powers to those willing, and strong enough to learn them…powers to wield the deadliest weapons with skills beyond those of mortal men, or unearthly arcane knowledge that allows the initiate to direct the very elements themselves against their enemies.

The most terrifying rumor of all is whispered in only the darkest taverns; that Slayers may even be granted the ability to see into the minds of others and read their private thoughts and desires – this is also used to scare children into behaving – if you are not good, the Slayers will read your mind, and they will come to take you away to their jail!

Ego Draconis website description[1]

Farglow is a mountain town and the start of the The Dragon Knight's journey in 1300 AD.

Background[]

Named by the imps when they observed the glow of flames at night, the hamlet itself took the name on when they heard it. Before it was destroyed by the Black Ring during the great war, the village was a hunter community. Now, wizards and warriors of the Divine Order have constructed a secret retreat. It has since become a part of the Dragon Slayer's training, the final stop before a disciple becomes a slayer.

Layout[]

From the zeppelin dock where Marius, Rhode and Sepp await the initiate to complete the ritual, follow the path east then south to the village entrance. In the archway Edmund can be found, who will initially greet the initiate. Walking through the archway into the village square there is a statue of a mage in the centre, with the majority of buildings in the village lying to the south and west sides. Barbara can be found walking from the north western corner to the fish racks on the east side in the section to the north of the mage statue. Alberic, the mage trainer and Aravir, the ranger trainer can be found by the buildings southwest and west of the statute respectively. Next to Aravir is a copy of The Adventures of Robin Wood, Greatest of Rangers and against the wall behind Alberic is a locked chest containing random items, that can only be opened by obtaining the Skill Book in the goblin training area as to be able to acquire the Lockpick skill. To the south and east of the square is the goblin training arena, managed and guarded by Sonja, and Gawain, the warrior trainer. Isobel, with exception of the initiate becoming a newly fledged Slayer (where will meet them on the bridge over the river) can also be found here.

The goblin training area is effectively split into two parts by a cliff face protruding west to east, with a path on the east side to allow access to the southern section. In the northern section is a single goblin mage can be found. By jumping from the lower to higher ledges of the central part of the rock outcrop on the north side one can reach the Skill Book. In the southern section are two goblin warriors, a goblin mage and a campfire. On the edge of the campfire is Edmunds key (if he has been Mindread). Until the four goblins have been defeated it is not possible to leave here. It is possible to keep retraining here to reach level 3, which requires slaying ~700 goblins.

Due east of the statue is the bridge, with Tom and Sarah's house immediately in front. Tom can be found on the bench by the house's door and Sarah is tending to the pigs just to the south of the house. If Edmund were Mindread then behind the bushes to the north of their house is Edmunds chest, which can be unlocked using his key, which he stashed in the goblin training arena (which can only be obtained if he was Mindread). In the south east corner the Illusionist, Tiresias can be found and due south of him the trader Gerald. Marian can be found patrolling in this area and just past Gerald, Frederick can be found against the wall of the archway with a copy of Passion of the Divine next to him.

Passing through the second archway and following the river leads to the archmage Morgana and although not apparent at first, the ghost of the alchemist Toral.

Development Notes[]

  • There are three characters who were planned for Farglow that didn't make it into the game:[2]
    • Machowski, who would advise that the initiate could not learn from the trainers before speaking to the archmage.
    • A pretty maiden who was picking flowers that the initiate would meet at the gate.
    • A hunter.

Gallery[]

References[]

  1. Divinity II: Ego Draconis website location description. Found via Wayback Machine
  2. Divinity II - Developer's Cut DragonZone Tutorial BVBoosters.pdf
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