Anor Londo
An important location in <em>Dark Souls</em>.
Anor Londo is the name for an explorable area in Dark Souls largely comprised of the city of the same name. Though the area is named after the city, the player can only reach a few major locations in the city. There is an elevated area branching off towards the main city and the Duke's Archives, and from there, the player can make their way to a large chapel. This building houses the painting leading to the Painted World. This Chapel allows access to a movable tower that allows the player to reach every accessible area in Anor Londo, including the tomb and cathedral. The cathedral is the largest, most complex, and most important area in Anor Londo. This cathedral is where the Lordvessel is obtained, which is crucial to the progression of <em>Dark Souls</em>. <br /><br />The grandeur of Anor Londo is highlighted by the low hanging sun shining on the polished, almost pristine stone of the city. In contrast to the worn and decrepit locations visited previously, Anor Londo is designed to inspire awe in the player. Its large scale given by both the size of the playable space and the city seen beyond makes the area seem larger than life. This is further emphasized by the large statues seen around the area. Warriors, princesses, and kings are immortalized in statues several times the player's size. Even the enemies the player first encounters in Anor Londo are huge and clad in armor as polished as the city around them. With a city of such size and riches, one would expect it to be bustling with people.<br /><br />The reality is, there are only two friendly characters in the whole of the city. Aside from the small groups of enemies dotted around the area, there are no signs of life in the huge buildings or in the smaller ones seen below. There is a sense of isolation when wandering the empty area of arrival and exploring the quiet halls of the cathedral. This is clearly meant to be a place of high honor and virtue, but now it is just another area filled with monsters and forgotten treasures. The state of the city becomes even clearer when one recognizes the figures the statues depict. Lord Gwyn and his children are displayed prominently in the chapel and cathedral, implying that Anor Londo is where the royalty of Lordran made their home. In spite of this, the king is nowhere to be found, and the esteemed daughter of Gwyn that provides the player with the Lordvessel is just an illusion. Anor Londo is perhaps the place where the degradation of Lordran and the inevitability of decay is most apparent. Even the great city housing kings and their knights will one day be abandoned and fall to ruin.
Hidetaki Miyazaki
Dark Souls
FromSoftware Inc.
Damian Kortus
Video Game
Fantasy
Peculiar Doll
A hidden item in <em>Dark Souls</em>.
A worn, featureless doll found tucked away in the Undead Asylum. The body and limbs are thin and angular, and the sickly green coloration gives the impression of age and rust. The item's description implies that the doll once belonged to an "abomination" that was drawn into a "painted world." The item is not able to be directly used, but having it on the player's person allows them to enter the Painted World. The Painted World is, as the doll's item description says, "cold and lonely." The only entity within it that isn't immediately hostile is a woman named Crossbreed Priscilla, the child of a human and a dragon. This information, combined with the fact that she lives in the Painted World, implies that she was the owner of the Peculiar Doll. <br /><br />Aside from a likely owner, little is known about this doll. It is not known how it acquired its world-traversing powers, it is not known how it made it out of the Painted World, and it is not known how it got into the fortified and isolated Undead Asylum. The Peculiar Doll almost serves as a microcosm of <em>Dark Souls</em>' style of story telling. Vague pieces of information are given through a discovery the player makes on their own, and the player is left to fill in the blanks.
Hidetaki Miyazaki
Dark Souls
FromSoftware Inc.
Damian Kortus
Video Game
Fantasy
Abyss Greatsword
A greatsword that once belonged to Knight Artorias.
A grey greatsword tainted with blue and black splotches - presumably corruption from the Abyss. It can be seen wielded by Knight Artorias the Abysswalker in his boss fight. If Artorias is defeated, the player obtains his soul, which can then be used to craft the Abyss Greatsword. When the player wields the Abyss Greatsword, its strength increases as the player's Humanity statistic increases. <br /><br />Artorias, the original owner of this greatsword, was once a great knight that served the ruler of the land, Lord Gwyn. However, when a threat known as the Abyss began to encroach, Artorias went into it in an attempt to stop it. When the player encounters Artorias, he cannot be pacified or reasoned with. The once great knight lost his sanity trying to stop the Abyss. This is analogous to <em>Dark Souls</em>' concept of going hallow. Judging by references from in-game dialogue, to go hallow is to lose one's humanity, similar to Artorias' fate. <br /><br />The connection between humanity and Artorias' fate is made literal by the gameplay mechanics of his sword. The Abyss Greatsword growing stronger as the player's Humanity increases seem to imply this would be the case for Artorias. However, it is clear that he failed in his fight against the Abyss, and he ultimately ended up a weaker shell of his former self. He lost his humanity and his drive to continue, which is what resulted in his failure and descent into madness. By maintaining their humanity, the player can maintain their strength and determination, using the Abyss Greatsword to fend off the dangers of <em>Dark Souls</em>.
Hidetaka Miyazaki
Dark Souls
FromSoftware Inc.
Damian Kortus
Video Game
Fantasy
The Lordvessel
An item critical to the progression of <em>Dark Souls'</em> story.
A large, bowl shaped object with engravings around its side given to the player by Gwynevere, the daughter of Lord Gwyn. After it is placed on the Firelink Altar, a large flame ignites inside it. From then on, the Lordvessel acts as a Bonfire. Obtaining the Lordvessel is necessary for progressing through <em>Dark Souls</em>, and its importance is highlighted by multiple characters. According to Frampt, an ancient creature that acts as the player's guide, acquiring this item signifies that the player is to be the successor to Lord Gwyn, the previous ruler of the land. In this way, the Lordvessel acts as a physical symbol for a metaphorical passing of the mantle of rule. With the common theme of fire and the Lordvessel's specific connection to fire, it is easy to call its acquisition a passing of the torch. <br /><br />With the idea of fire in mind, the Lordvessel's symbolic significance is highlighted. Much of <em>Dark Souls</em> revolves around lighting fires to continue forward and prolong the end of this world the player exists in. The Lordvessel being obtained halfway through the player's journey and containing one of the larger fires in the game makes this purpose apparent. It serves to give the player a sense of accomplishment after all they have gone through, as well as give them a push forward to see the journey to its end. The Lordvessel uses and builds upon the idea of fire being a symbol of hope.
Hidetaka Miyazaki
Dark Souls
FromSoftware Inc.
Damian Kortus
Video Game
Fantasy
Humanity
A usable item and resource in <em>Dark Souls</em>.
An item vaguely resembling the silhouette of a human with a white outline around them. In game, the item is described as a "sprite." When used, this item floats in the player's hand. The player then crushes it in their hand, greatly restoring the their health and adding to the Humanity statistic. There are many ways to obtain Humanity, but most notably, the item is often found on corpses or dropped by slain enemies. This implies that these tangible items are a representation for the abstract concept of humanity. However, the game reveals little about the nature of this item. <br /><br />The idea of one's humanity is another that is important to <em>Dark Souls'</em> themes. Purveying the whole game is the threat of "going hollow." It is often theorized that one goes hollow in this world when they have fully given up. To connect this to a theme, the player by default is considered "Hollow." However, by offering the Humanity item to a Bonfire, they can become human. This would imply that giving up and going hollow is the antithesis to humanity. This is to say that the essence of humanity as a concept is the drive to continue fighting. One only loses their humanity when they have given up. This connection is further enforced by the gameplay elements of the Humanity item. <br /><br />Upon using a Humanity, the most noticeable effect is the player being healed. By consuming Humanity, the player is able to take more damage and thus fight longer. One could consider this to be the player's hope being restored through their humanity, fending off the threat of dying and going hollow. The other effect the Humanity item has is increasing the player's Humanity statistic. This statistic, when increased with more Humanity, likewise increases other attributes of the player. Most notably, the player's resistance to particular status conditions increases. This reinforces the connection between humanity and the ability to persevere. By acquiring more Humanity, the player can push through otherwise debilitating conditions to continue their journey. One's ability to persevere is determined by their level of humanity, and vice versa.
Hidetaka Miyazaki
Dark Souls
FromSoftware Inc.
Damian Kortus
Video Game
Fantasy
Estus Flask
A usable item in <em>Dark Souls</em>.
A container filled with a glowing orange substance called Estus. The Estus Flask acts as a usable item in <em>Dark Souls</em> that is gained when a player rests at a Bonfire. When used, the player appears to drink the Estus in the Flask, restoring their health. The Estus Flask is one of the most important items in <em>Dark Souls</em>, as it is the only reliable source of healing in a game that will deal lots of damage to most players. The management of these limited flasks between Bonfires or during boss fights is one of the cores of <em>Dark Souls'</em> gameplay, and in a way, a player may get attached to these items. This would make sense considering what Estus may be. The nature of this substance is never explained, but judging by the fact that Estus is restored at Bonfires and gives an orange glow to the otherwise dull green containers, Estus is likely liquid fire. <br /><br />Given this interpretation, the Estus Flasks take on more symbolic meaning. The importance of fire to humanity and this world is exemplified by the Bonfires, but by making fire a crucial resource the player carries with them, this importance is reinforced. Fire is not just something to rest by or strive for, but something that is crucial for pushing through the struggles of <em>Dark Souls</em>. Making Estus a resource the player learns to preserve and appreciate makes fire a resource to be treated the same way. There is also the fact that Estus serves its function by directly restoring the health of the player. Fire, or perhaps its warmth, has healing properties in this world just as warmth is associated with comfort and healing in the real world.
Hidetaka Miyazaki
Dark Souls
FromSoftware Inc.
Damian Kortus
Video Game
Fantasy
Bonfire
An object and location of significant mechanical and symbolic importance in <em>Dark Souls</em>.
A small, lit bonfire with a rusted sword protruding from it. At the base of the fire is what appears to be ash and bones. The Bonfire acts as both a checkpoint and rest area for the player. If the player dies, they will respawn at the last bonfire they rested at. While resting at a bonfire, the player's health, spells, and Estus will be restored, and they are safe from all harm. While resting at a Bonfire, the player can take several actions that are often crucial for progressing through the game. One action of note is Kindling, which the player can do by offering Humanity to the bonfire. By doing so, the player will get more Estus when resting at the kindled Bonfire. The player, normally a Hollow, can also become human by offering Humanity to the Bonfire. A Bonfire can only be Kindled if the player is human. <br /><br />Fire is one of the most important symbols in <em>Dark Souls</em>, and much of this is expressed by the importance of the Bonfire. The Bonfire's significant mechanical importance makes it an object players will always seek out, mirroring the way humanity is naturally drawn to light and warmth. This is reinforced by the nature of the world of <em>Dark Souls</em>. The player will find the world around them to be dark and unforgiving. Death is common and punishing, so players will be further motivated to seek these places of refuge and save their progress. Also important is the fact that the player can restore their humanity at Bonfires. Many consider the making of fire to be the very beginning of human civilization, and the importance of fire to civilization is integral to the backstory and themes of <em>Dark Souls</em>. <br /><br />This explains why Bonfires are so important to the gameplay, but also highlights the tragedy of these Bonfires being almost the sole source of fire in this world. The player will occasionally find enemies wielding fire and come across areas filled with deadly lava, but aside from that, the only fire left in the world is found in these little Bonfires. This makes these places all the more valuable and comforting to the player, just as a warm fire is valuable and comforting to the mankind we know. The primary function of the Bonfire from a gameplay perspective is to provide a checkpoint for the player so they can eventually make forward progress through the game and get room to breathe. This function serves the additional narrative function of the Bonfire, which is to provide hope to the player. When the player reaches a Bonfire, they know they can get a break from the hardships of the game and continue forward without risk of losing all their progress. Even before reaching one, the player will naturally push through challenges to reach these places of refuge. Hope is fostered by the Bonfires. Just as the light of a fire will contrast darkness, this hope contrasts against the dour and unforgiving world of <em>Dark Souls</em>.
Hidetaka Miyazaki
Dark Souls
FromSoftware Inc.
Damian Kortus
Video Game
Fantasy
Umbriel
The city of Umbriel from The Elder Scrolls novels, The Infernal City and Lord of Souls
Umbriel was a city ripped from the realm of Oblivion. It is described as a large, conical landmass that would slowly float around the continent of Tamriel. Its inhabitants would begin their lives as worms in cocoons and would not be born before they developed into a fully-grown adult of some lifeform, often human or elf. Individuals would be assigned their vocation upon birth. Life in Umbriel revolved around serving its Lords food which ranged from physical food to the energy of souls. The island would send creatures called Larvae that would take control of any humanoid below and transfer their soul to the city to either be consumed by its Lords or be used as energy to keep the island aloft. The humanoids who had their souls taken would transform into an undead soldier.
Greg Keyes
"The Infernal City" and "Lord of Souls" by Greg Keyes
Del Rey Books
2009 - The Infernal City publication
2011 - Lord of Souls publication
Nicholas Lenz
Bethesda Softworks
Print
English
Fantasy fiction
Umbra
The Umbra Sword from The Elder Scrolls novels, The Infernal City and Lord of Souls
Umbra was a sword created by the witch Naenra Werr at the request of the Daedric Prince, Clavicus Vile. Vile desired it as a tool to send him souls from the mortal realm. To give it this ability, the sword required a piece of the Daedric Prince's being. After Naerna had imbued the sword with the piece of Vile, it would possess those who would wield it. Over time, its owners would become slaves to its drive to kill. At some point, the sword became sentient. It defied Clavicus Vile and stole some of his essence. Umbra then escaped from its sword prison as a spirit. It fled to Umbriel, a city within Vile's realm, and made a deal with its lord to escape Vile's restrictions keeping him in his realm. They used the essence Umbriel stole from Vile to teleport the city outside the realm, which then ended up in Tamriel in the mortal realm.
Bethesda Game Studios
"The Infernal City" and "Lord of Souls" by Greg Keyes
Del Rey Books
2009 - The Infernal City publication
2011 - Lord of Souls publication
Nicholas Lenz
Bethesda Softworks
Print
English
Fantasy fiction
The Lonely Mountain "Erebor"
The Kingdom Under the Mountain home to the Dwarves of Durin
The Lonely Mountain of Erebor was once the home of the Dwarves of Durin until the dragon Smaug sacked the city.
In "The Hobbit", Bilbo Baggins joined Gandalf and Thorin along with his dwarf kinfolk to reclaim their home and the riches that lay beneath the mountain.
The mountain is the location of The Battle of the Five Armies where the dwarves, lake-men, elves, goblins, and wargs battle for the endless supply of riches that are locked away beneath the mountain.
J.R.R. Tolkien
"The Hobbit"
Allen & Undwin
September 21, 1937
Ian Pula Jr.
tolkiengateway.net
Print
English
Fantasy Fiction, Juvenile Fantasy, Drama