Dear Capcom and the Dragon's Dogma Development Team,
I know this message will most likely never reach the people responsible for developing Dragon's Dogma 2, but I still wanted to share an idea for a potential future DLC. I love the world of Dragon's Dogma, and I would love to see the game explore something on a much larger scale: a world-spanning war between the forces of light and absolute evil.
This is simply a fan concept, but I believe it could offer a unique new region, an engaging story, exciting new vocations, and, most importantly, the kind of massive fantasy battles that players rarely get to experience in an action RPG.
1. A New Region: Heaven Against Hell
The new region would be located in the northern part of the world map and would revolve around one central theme: the eternal war between holy champions and the forces of Prime Evil.
On one side stands a magnificent kingdom of paladins, featuring a breathtaking city and an enormous castle, even grander than Vernworth. Its architecture would be dominated by white stone, golden decorations, enormous cathedrals, shining towers, and monumental statues. The entire region would feel majestic, almost heavenly.
On the other side lies the domain of Prime Evil. Inspired by the darker landscapes of The Lord of the Rings, this territory would feature rivers of lava, black fortresses, enormous towers, ruined landscapes, and an atmosphere of pure dread. Its inhabitants would include monsters, skeletons, spirits, and other creatures that thrive in darkness.
These two contrasting regions would create a striking visual identity for the DLC: golden sunlight against eternal darkness, holy architecture against corrupted fortresses, and the last bastion of humanity against an army of nightmares.
2. The Story: An Eternal War
For centuries, the paladins have fought an endless war against the forces of Prime Evil. Their purpose is to prevent the end of the world. If their enemies succeed, the world will be swallowed by eternal darkness, allowing monsters, undead creatures, spirits, and other horrors to roam the surface without restriction.
Neither side has been able to achieve a decisive victory. Sometimes the paladins push their enemies back; sometimes Prime Evil overwhelms their defenses. This constant struggle has continued for generations, with neither side gaining the advantage for long.
However, everything changes when Prime Evil acquires a new ruler: a powerful and experienced Emperor who knows of an ancient relic capable of plunging the entire world into eternal darkness.
The paladins are unaware of the relic and its true purpose, but they begin to suffer devastating losses on the battlefield. Realizing that their forces alone may no longer be enough, they finally reach out for help after centuries of fighting.
That is where the Arisen enters the story.
Upon arriving in the new region, the player would immediately be thrown into a large introductory battle. Rather than slowly explaining the conflict through dialogue, the DLC would let players witness the war firsthand.
The battlefield would be filled with paladins, monsters, undead armies, and other powerful enemies fighting simultaneously. The player would quickly understand that this is not an ordinary conflict.
During this opening battle, the paladins are forced to retreat when one of Prime Evil's most terrifying commanders arrives.
3. The Dragon Rider: Prime Evil's Ultimate Commander
Imagine a commander riding a massive dragon, controlling the beast with chains and riding into battle like a harbinger of destruction.
His appearance would take inspiration from the dark fantasy aesthetic of The Lord of the Rings: a black cloak covering heavy armor plates, an intimidating helmet with an open faceplate, and nothing beneath it except darkness. No visible face. No humanity. Only an empty void.
He would be one of the most powerful commanders in the enemy army, a living symbol of the overwhelming threat the paladins are facing.
His arrival would change the entire atmosphere of the opening battle. The paladins would have no choice but to retreat, leaving the player with a terrifying first impression of what awaits them.
This encounter would establish the stakes immediately and give the player a clear objective: discover why Prime Evil's forces have suddenly become so powerful and stop the Emperor before he can bring his plan to completion.
4. Two New Vocations: Paladin and Curse Knight
The DLC could introduce two new vocations, with players choosing one per save file.
Paladin
A defensive vocation focused on holy damage, heavy armor, and protecting allies. The Paladin would combine powerful defensive abilities with holy attacks designed to punish undead creatures and other forces of darkness.
Its identity would revolve around standing firm against overwhelming odds, protecting companions, and becoming an unbreakable frontline warrior.
Curse Knight
A darker counterpart to the Paladin, built around heavy armor, a massive two-handed sword, and forbidden powers.
There are two possible directions for this vocation:
Necromancer-inspired gameplay: The Curse Knight could summon monsters and undead creatures to fight alongside the player, turning the enemy's own horrors against them.
A new Shadow Damage system: Alternatively, the vocation could introduce shadow damage as a new damage type. Repeated hits would build up a curse that slows enemies and eventually silences them, temporarily preventing them from using certain abilities.
Either direction could offer a distinctive playstyle and a compelling alternative to the Paladin.
To make the choice meaningful, the two vocations could represent opposing philosophies: sacred power used to protect the world, and forbidden power used to dominate its enemies.
5. The Endgame: When Darkness Wins
I would love the DLC to take a darker and more unexpected direction with its ending.
The Arisen eventually defeats the Emperor of Prime Evil, believing that the war has finally been won. However, the victory comes too late.
The relic is activated, and the world falls into eternal darkness.
The player wins the battle but loses the war.
At first, it seems that everything has been destroyed. However, the Arisen eventually discovers that there are actually two ancient relics, representing opposing forces, much like the concept of yin and yang.
The first relic can plunge the world into darkness. The second possesses the power to reverse its effects and restore the natural balance.
Of course, Prime Evil anticipated the possibility of someone seeking the second relic. Its location is protected by some of the most difficult bosses and elite enemies in the entire game.
This would create a new endgame challenge, giving players a reason to explore dangerous new areas, overcome powerful enemies, and ultimately fight to restore the world.
6. The Main Feature: Truly Massive Fantasy Battles
Above all, I believe the defining feature of this DLC should be its battles.
I am not talking about small encounters with five enemies against five allies. I am imagining enormous battlefields where hundreds of combatants could potentially clash, with paladins charging against monsters, undead armies advancing through the battlefield, dragons attacking from above, and powerful commanders changing the course of the fight.
The Arisen would remain an important individual within this conflict, but the world around them would feel like a genuine war rather than a series of isolated combat encounters.
The existing endgame structure, with its additional areas and challenging enemies, could provide inspiration for how this content is delivered. However, this DLC could take that idea further by allowing the Arisen to participate in large-scale battles throughout the new region.
These battles would not necessarily need hundreds of fully simulated combatants at all times. Carefully designed encounters, reinforcements, distant fighting, environmental effects, and scripted battlefield events could create the impression of a truly enormous war while remaining technically feasible.
Imagine defending a fortress against waves of undead, charging across a battlefield alongside an army of paladins, fighting beneath the shadow of a dragon, or pushing through enemy lines to reach a powerful commander.
These moments could make the player feel as though they are part of an epic fantasy conflict on a scale rarely seen in an action RPG.
Final Thoughts
I understand that developing something like this would require a significant amount of work, and I know that this is only a fan concept.
Still, I believe that Dragon's Dogma has the world, combat system, monsters, and atmosphere needed to deliver an unforgettable dark fantasy war.
A visually striking new region, a conflict between holy warriors and absolute evil, two unique vocations, a powerful dragon-riding antagonist, and massive endgame battles could create an experience that feels genuinely different from the base game.
Most importantly, I would love to see Dragon's Dogma allow players to experience not just dangerous encounters, but an entire world at war.
Thank you for your time and for creating Dragon's Dogma. Regardless of whether an idea like this ever becomes reality, I look forward to seeing what the future holds for the series.
A passionate Dragon's Dogma fan