Living memories

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Revision as of 05:46, 11 March 2026 by Follower of Light (talk | contribs) (Created page with "'''Living memories''' (世界の思い出, ''sekai no omode'') are historical records kept in the Faerie Palace of {{DQ2HD}}. They are managed by the Record-Keeper, who asks the four Scions of Erdrick to retrieve them after they were stolen by Mariella prior to the events of the game. ==Appearances== ==={{DQ2HD}}=== There are seven living memories kept in the palace, with an eighth being added in the game's true ending. Collectively, they tell of the cre...")
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Living memories (世界の思い出, sekai no omode) are historical records kept in the Faerie Palace of Dragon Quest II HD-2D Remake. They are managed by the Record-Keeper, who asks the four Scions of Erdrick to retrieve them after they were stolen by Mariella prior to the events of the game.

Appearances

Dragon Quest II HD-2D Remake

There are seven living memories kept in the palace, with an eighth being added in the game's true ending. Collectively, they tell of the creation of Alefgard by the Goddess Rubiss, of Her imprisonment by the Lord of the Underworld Zoma and her salvation by a Hero from a world above, and the events that took place between Dragon Quest I and Dragon Quest II.


"Long, long ago, Lady Rubiss, the Spirit of the Land, gave rise to a new world. A world of Her own, within yet apart from the one in which She, Herself, came into being.

We, Her loyal faeries, did watch over Her nascent creation and the humans who did inhabit it, from afar.

As the years went by, we kept watch as countless new buds broke forth upon the tree of life, burst into blossom, and then withered away, only to be reborn anew."

—First memory, sea floor east of the Lighthouse


"One day, Lady Rubiss came to us, and spoke of a darkness that She sensed growing in Her realm. A shadow began to fall across our age of light.

Just as Lady Rubiss had foretold, the darkness grew ever greater, and from it were born beings of purest night. With their dark magics, they sealed out creator away, trapping Her in a prison of stone.

Alas, we faeries have not the strength to overcome forces that could best a goddess. It was all we could do to weep for Lady Rubiss, and grieve Her fate.

That, and pray. Pray that one mighty enough to free Her would some day appear before us."

—Second memory, sea floor west of the Shrine North of Beran


"In the world above, there had long existed a line of heroes. The Children of Light, within whom dwelled the power to banish darkness.

We determined that out best hope―our only hope―was to guide the latest of this line to our world, and to support them on their journey, that they might free Lady Rubiss and bring back the light."

—Third memory, sea floor southwest of the Shrine of Rubiss


"On wings of white did the hero soar through the skies of the world above, bringing light to the darkness. Having done so, they descended to Alefgard, to banish the even greater evil that had overtaken our realm.

Our saviour fought bravely through battle after battle, finally freeing Rubiss from her stone shackles. Then, with the holy light of the queen among queens in one hand, and a blade befitting a king among kings in the other, they ended Alefgard's nightmare."

—Fourth memory, southwest of the Shrine of Rubiss


"With a new dawn breaking over Alefgard, Lady Rubiss departed for distant pastures, that She might once more put Her powers of creation to good use. She entrusted us with a new duty: to watch over the light most holy, and to summon Her back should the darkness rise to blot it out once more.

And rise it did. In the blink of an eye, night fell across the relm, leaving devastation in its wake. He who was porn the Prince of Light was corrupted by its evil power, making of himself a King of Darkness―his once-holy heart consumed by hatred and rage. And though we pray and pray for Lady Rubiss to return, She cannot.

Dark forces continue to prevent Her homecoming, though we can yet hear Her voice. Please, princess of men, lend an ear to our creator and sustain the light that protects us all.

Until another hero arrives―one who might once again aid us in banishing the darkness."

—Fifth memory, sea floor southeast of the mermaid's Sanctuary


"Hope faded. Both the princess of men and the light most holy were lost to the dark. With Lady Rubiss still unable to find her way home, we faeries were left to fight alone―and so fight we did.

Yet this time, we could not content ourselves with acting merely as guides for the Child of Light. We had to find a way to bring Lady Rubiss―and Her holy blessing―back.

Together, we crafted five blazing beacons that lit the way for Lady Rubiss to return home. With Her blessing, She drove back the darkness, and gave the hero and his fair maiden the courage they needed to complete their quest.

Once more, the hero among humans descended into darkness, and brought back the light. With this, Alefgard burst into bloom, and the realm knew peace and joy like never before.

Yet while Her world celebrated with their whole hearts, Lady Rubiss could not―for She sensed that somewhere, amidst the blooming flowers, a seed of evil still lurked."

—Sixth memory, Northern Sea Lord's Lair


"Lady Rubiss elected to remain in Alefgard, that Her realm might continue to enjoy Her blessing. Yet knowing that the darkness would surely seek to harm Her as it had before, She plunged Herself into a deep slumber, that She might remain safe.

Though it was not only Herself that Lady Rubiss hid away. The sacred artefacts, too―those that would be required both to awaken Her and defy the darkness once and for all―She concealed about Her world.

The first, the five blazing beacons, She ordered to be scattered far and wide, that only the wise and the faithful might find them. The second, the light most holy, She would hide in the depths of an other worldly cave, whose labyrinthine depths would confound all but the most committed.

For the creation of the cave itself and the portal that would link it to Alefgard, She turned to a friendly race of expert craftspeople. Upon its completion, it was named the "Cave of Confusion", and the hero hid away the holy light in its deepest part.

Lady Rubiss believed this to be the perfect way in which to hide the light―in a place that only a hero can enter, at the end of a gauntlet that only a true hero could conquer."

—Seventh memory, Southern Sea Lord's Lair


"When once again the forces of darkness spread across Alefgard, four young heroes of the line of Erdrick arose to fight them back, coming to the rescue of not only we faeries, but our friends the mermaids in the process.

When we first met them, we were unsure that heroes so young in years had the wherewithal to prevail. yet they continually srprised us with their strength, their determination, and their kindness.

They awakened Rubiss from her slumber, and like their ancestors before them, bravely ventured into the deepest, darkest depths to slay the evil at its source and bring back the light.

Though the darkness did its utmost to end our heroes' story, along with light and life itself, the same, silver-winged creature who aided the hero of ages past flew to their rescue and pried them from its clutches. Whether she was summoned by the parlous state of the world, or by our prayers, we know not.

What we do know is that our saviours prevailed, and that we shall never forget the debt we owe them: the human heroes and the Everbird both."

—Eighth memory