The Nameless Village is a Quest in Dragon's Dogma 2 (DD2). This Quest will have you follow a lead uncovered by Captain Brant about a mysterious village. Disa apparently pays a sum of money to this village daily in exchange for a specific type of flower. This transaction seems to have started the very day that the false Sovran claimed the throne, leading the captain to believe that there's information to be found about him there. You'll uncover the true origins of the false Arisen, and find a way to reveal their scheme to the public and cement your path back to your rightful role and responsibilities. This quest is not affected by the passage of time. This quest has multiple outcomes.

 

General Info

 

Quest Rewards

Related NPCs

All Items

Consumables
Equipment
  • N/A
Materials
Key Items

Bosses

  • N/A

Enemies

  • N/A

 

The Nameless Village Dragon's Dogma 2 Quest Details

How to Unlock The Nameless Village in Dragon's Dogma 2

This quest unlocks when you choose the dialogue option "Tell me of the false Sovran" when speaking with Captain Brant. The option will be available as you complete the objectives of the quest, Monster Culling. [See Dragon's Dogma 2 Map]

The Nameless Village Quest Description

The Nameless Village - Quest Start Description

Suspicions alone will not suffice if you are to expose the false Sovran. Venture to Vermund's eastern edge and scour for evidence that will help you prove him a pretender.

The Nameless Village Quest Complete if the Bill of Arrest was acquired:

Though you have gleaned some insight into the false Sovran's origins, you are still no closer to proving him a pretender. However, your efforts were not entirely without merit, as you now have a means of inviting suspicion upon the queen regent and her puppet both.

The Nameless Village Quest Complete if the Bill of Arrest was not acquired:

The origins of the false Sovran remain shrouded in mystery, as your attempts to pry into his past have left you with more questions than answers, and very little in the way of reliable information.

The Nameless Village Quest Objectives

  • Investigate the false Sovran and report to Brant

 

The Nameless Village Dragon's Dogma 2 Quest Walkthrough

Investigate the False Sovran and Report to Brant

It seems that the palace ledger has led the captain to suspect the false Sovran's origins to be of a village at the eastern edge of the region, where the queen apparently sends sums of money every day to buy unique sweet crownflowers, as the practice seems to have started the very day that the false Arisen came to power. Once you agree to investigate, the quest will start and your target destination will be marked on your map.

It's going to be a bit of a long journey so make your preparations before you go. When you're ready, head to the northern exit of Vernworth. Follow the road past the Cropper's Quarter and cross the first big bridge. Your destination is the easternmost edge of the region, so either follow the roads safely to get there or pave your own path and fight through Enemies, like Cyclops, Goblins, Bandits, and Saurians.

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As the path splits after the bridge, you naturally want to take the path to the east. Eventually, you'll find another bridge to cross by a waterfall. Cross the bridge and then keep making your way northeast, ignoring the first turn to the right. Around here is where the Cyclops might show up so be wary. Otherwise, you should find a broken bridge up north, with a chest to the right.

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From there, just keep heading east to the quest marker. There should also be a couple of Campsites along the way to the destination. When you reach the river with the waterfall barring your way, follow the path to the south that bends east. It should take you up and over the river through a bridge. Another Cyclops might spawn up there so be ready for a fight, but make sure to lure the Cyclops away from the bridge as your fight could very well destroy it. If you need to customize your party of Pawns, the Riftstone of the Calm should be nearby, just below you. If the bridge does break, move past the bridge and keep going south first, going down to the ground level. You'll find yourself in a narrow ravine that can take you to the other side.

Keep following the path to the east. When you find yourself entering a narrow path with large rock formations on either side, you can veer off the path and move to the right instead, to circle around to your destination, as the path will ultimately lead to a dead end. Immediately as you veer off the path, you should find another Campsite to your hard right.

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If you have Levitate, you can hug the outside of the rock formation to the right of the narrow path that leads to a dead end and just keep jumping and climbing as you circle around to your destination. Otherwise, just travel on the rugged path and find a way to climb up, as the objective marker comes around to your north. You should find an opening in between the formations which will eventually lead to the path was cut off by a dead end, which you initially avoided. Follow the path again now to shortly find yourself in the Nameless Village.

As you enter, a character named Srail will hail you and tell you that you ought to turn around if you're looking to enter the village. Regardless, you'll have to keep going with your investigation. The open shack behind him will have a chest. Follow the road into the town proper. The first house to the right will have a chest. Across it will be a Merchant and the Nameless Riftstone right beside it.

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Beside the Nameless Riftstone is the Nameless Inn where you can rest if you need to. The house across the road from the inn will have another chest. The house to the left of the inn has two chests. The next house will have yet another one with 500 G. As you loot, just keep following the path through the village up to the mountains. Eventually, you should find yourself in the vicinity of the Old Noble Manor.

Inside, you'll find Flaude, the Thief-Maister. He'll explain that this village is where master thieves are trained, and just finding and entering the village means that a person has the potential to be one. From there you'll have some choices to ask about to gleam more information about the village, and your very purpose here. If you ask for what he knows of you, he'll say that he knows who you are, through their network of spies, and knows that you're allied with the Captain, which it seems like the Disa already knows as well. He assures you however that he isn't allied to any side, as is his principle as a master of the shadows. If you ask about Arthur, he'll unfortunately say that he's never heard of the name. If you speak to him again, you'll get the Legend's Opus which allows you to learn one of the two strongest Skills available for the Thief Vocation. Before you leave, there's a chest in the room to the right of Flaude.

NOTE: This quest has multiple outcomes and this walkthrough will guide you through acquiring the Bill of Arrest.

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Head outside and then walk to the edge of the hill to the northeast. Very carefully pick up the Seeker's Token on the rugged rock. Head to the opposite side of the manor to find a hole in the ground with a ladder. Climb down to enter the Nameless Village Depths. Head down the next set of ladders and continue making your way down. Be wary of the bats that you'll probably alert. You'll have to time your jumps well to jump across the gap to the other side of this area. If you have Levitate, you can also just drop down to the lower level and then Levitate up to the other side. Don't forget to put down the ladder there for the future.

The next section will be most of the same - you'll have shift the weights of the wooden platforms and then jump at the right times to make it across. If you have Levitate, this will be much easier for you again, but you won't be able to just skip the whole thing again like in the previous section. Continue your way to the door to find yourself in a room with a familiar face.

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You'll find Srail waiting for you the character that warned you away from the village back at the village entrance. Seems they were making bets about whether or not you were going to make it here, with Srail voting for your success. If you talk to him, you'll get to ask him some questions. If you ask him about Arthur, you'll finally get some real answers. The fake Arisen's name was apparently Darragh before they exiled him for accepting to play the false role - only because the role takes place in the limelight, instead of in the shadows where they're supposed to operate. You can keep asking about Darragh and he'll tell you that the would-be Arisen was supposed to be next in line to be their Thief Maister before he sustained an injury on the chest, which he decided he would use for his little role-play. In contempt for breaking their code, Srail gives you Darragh's Bill of Arrest, a sort of identification, to help you prove his scam. He will also give you the Pilferer's Handbook, which allows you to learn the other of the two strongest Skills available for the Thief Vocation.

Loot the room as desired and then head out the door at the east side. On the other side, you'll find a whopping six chests. Follow the path out to the village where your Pawns will be waiting for you. From here, you can make your way back to Vernworth on foot, or you can use a Ferrystone and teleport back to its Portcrystal.

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Back in Vernworth, make your way to the tavern and wait for nightfall to talk to Captain Brant. Choose the dialogue option "Tell me of the false Sovran" again to report back your findings. You'll have to give him the Darragh's Bill of Arrest that you got from your investigation. He'll tell you that this will probably not be enough to unravel the whole conspiracy, but will agree with your intentions to reveal the document to the public anyway and plant rightful doubt among the people. In due time, this move will surely produce some results. This completes the quest.

 

 

 

 

The Nameless Village Dragon's Dogma 2 Trivia, Notes and Tips

  • This quest has multiple outcomes:
    • After speaking to Flaude, you can choose to not explore the area further (not finding the Nameless Village Depths) and instead only find a folded note in Darragh's house. You'll then instead notice someone tailing you who'll give you a hint about the contents of the note. You can turn the note over to Captain Brant and complete the quest but yield very little in the way of finding out about the false Sovran.
    • Finding the Nameless Village Depths and uncovering the real Thief Maister in Srail yields more information about Darragh, the real identity of the false Sovran, and will have you acquire the Bill of Arrest. Turning this over to Captain Brant to complete the quest will give you a more promising start to your plans of unraveling the fake crown's schemes.
  • Unlocking this quest requires the player to choose "Accept" when choosing the dialogue option "Tell me of the false Sovran" when speaking to Captain Brant at The Stardrop Inn at night, after progressing and completing some objectives of the quest Monster Culling.

 

 

All Main Quests in Dragon's Dogma 2
A Beggar's Tale  ♦  A Candle in the Storm  ♦  A Case of Sculptor's Block  ♦  A Game of Wits  ♦  A Magisterial Amenity  ♦  A New Godsway  ♦  A Noble Exchange  ♦  A Place to Call Home  ♦  A Poisonous Proposal  ♦  A Scholarly Pursuit  ♦  A Trial of Archery  ♦  A Veil of Gossamer Clouds  ♦  An Unsettling Encounter  ♦  Belle of the Bar  ♦  Beren's Final Lesson  ♦  Brothers Brave and Timid  ♦  Civil Unrest  ♦  Clash and Conclusion  ♦  Claw Them Into Shape  ♦  Convergence  ♦  Crossing in Shadow  ♦  Disa's Plot  ♦  Dreams Apart  ♦  Dulled Steel, Cold Forge  ♦  Every Rose Has Its Thorn  ♦  Feast of Deception  ♦  Flickering Shadows  ♦  Gaoled Awakening  ♦  Gift of the Bow  ♦  Halls of the First Dawn  ♦  Home Is Where the Hearth Is  ♦  House of the Blue Sunbright  ♦  Hunt for the Jadeite Orb  ♦  In Dragon's Wake  ♦  Legacy  ♦  Masked Correspondence  ♦  Medicament Predicament  ♦  Mercy Among Thieves  ♦  Monster Culling  ♦  Nation of the Lambent Flame  ♦  Nesting Troubles  ♦  Off the Pilfered Path  ♦  One-Eyed Interloper  ♦  Ordeals of a New Recruit  ♦  Out of the Forest, Into the Forge  ♦  Oxcart Courier  ♦  Prey for the Pack  ♦  Put a Spring in Thy Step  ♦  Readvent of Calamity  ♦  Saint of the Slums  ♦  Scaly Invaders  ♦  Seat of the Sovran  ♦  Shadowed Prayers  ♦  Shepherd of the Pawns  ♦  Short-Sighted Ambition  ♦  Spellbound  ♦  Steeled Resolve, Blazing Forge  ♦  Tale's Beginning  ♦  Tensions on the Highroad  ♦  The Ailing Arborheart  ♦  The Arisen's Shadow  ♦  The Caged Magistrate  ♦  The Expeditious Explorer  ♦  The Gift of Giving  ♦  The Guardian Gigantus  ♦  The Hand That Guides  ♦  The Heel of History  ♦  The Importance of Aiding Ernesto  ♦  The Inveterate Explorer  ♦  The Ornate Box  ♦  The Phantom Oxcart  ♦  The Provisioner's Plight  ♦  The Regentkin's Resolve  ♦  The Sorcerer's Appraisal  ♦  The Sotted Sage  ♦  The Stolen Throne  ♦  Till Death Do Us Part  ♦  Tolled to Rest  ♦  Trouble on the Cape  ♦  Twixt a Rock and a Hard Place  ♦  Vocation Frustration  ♦  Wandering Roots  ♦  Welcome to Battahl  ♦  When Wills Collide



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    • Anonymous

      Io ho parlato con la signora che mi pedinava, ho incontrato la bimba, ma non riesco a trovare le profondità dove si trovano?

      • Anonymous

        Bad instructions here "Head to the opposite side of the manor" What does this mean? Opposite side of the village from the manor? The opposite side of the manor from the manor entrance? Opposite side of the manor form where the seekers token was found?

        • Anonymous

          I found the folded letter + the person tailing me, I spoke to Flaude and he told me it meant imitating and then he told me that I'm worthy of his secret skill. Bugged quest I guess, not sure what I did.

          • Anonymous

            So a random npc wanted to be escorted here and I ended up clearing through all this without actually getting the quest from Brant. Not sure if this messes with the progression at all. I'll have to see after I actually grab the quest.

            • Anonymous

              There is a child in the village that calls you and enter in a house with a locked door, and the child is not inside the house, how do I open the door ?

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