A man’s best friend. Best friends and servants only to Francois the Dominating One.
«Francóis the dominating one has trained the hunting hounds to harass all those who trespass his domain. Those mindless beasts only taste the blood of their victim in their mouth. That is all they know.»
— New Gods when asked about them
Locations & behavior [ ]
The hounds can be encountered at several points of the game. Most notable is the point right at the start, where, if the player does not run into the dungeons quickly enough, they will be attacked by the hounds. The player will be warned with the following messages sometime before they come, accompanied by barking sounds:
«The barking is getting closer.»
They can also be encountered later in the game in the secret garden’s entrance to The Thicket or in the dream sequences in Ma’habre.
In the most recent version (1.4.0.) of the game, certain versions of the map of the first floor may have areas or spots which, if visited, will trigger the hounds to run into the building.
If the hounds spot the player, they will immediately run towards them at great speed, shifting directions as they go. It is almost impossible to avoid them, even with Dash.
François also has especially trained hounds, as raising them was a hobby of his. When speaking to him in the present version of Ma’habre, he will let his hound out and it can insta-kill the player upon encountering them.
Ser Seymor is a character and NPC encountered in Fear & Hunger. He is part of Buckman’s party, sent to the Dungeons of Fear and Hunger to find out what had happened to it and to the man called Rudimer.
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Appearance [ ]
Ser Seymor is a knight wearing chainmail armour with a tabard and a chainmail hood. He’s found sitting down, wounded from an encounter with an acid-spitting monster (one of them is found slain nearby) which he warns you about.
Location and behaviour [ ]
Ser Seymor can be found in Level 3 Basement in the upper right corner of the area. He informs you that he has a mission to fulfill down in these dungeons along with his comrades, but unfortunately each of them got lost. His priority is to regroup with Buckman and the rest of the party.
Regrouping with Buckman [ ]
After defeating Trotur you can speak with Buckman and tell him about the location of Ser Seymor, so they can reunite in the basement.
Further, if Buckman is reunited with the heavy knight in the basement, a unique dialog option will appears where Buckman admits to fearing the rest of their party is most likely still dead and award the player 40 silver. The heavy knight will suggest they only worry about their own well being now and to continue going deeper in the dungeon. Talking to them will result in them forming a marriage in Level 7 Catacombs after visiting the ancient city and losing a valuable accessory given by Buckman, the Ring of Wraiths.
However, if the player chose not to talk to them after they are reunited in the basement, both of them will not proceed to fuse into a Marriage. After Jeanne is rescued and brought safely back to them in the basement, Buckman will inform the player that they never thought to delve deep enough into the ancient city, thus preventing them from forming a marriage. Talking to Jeanne will now inform the player about the next member of Buckman’s party to rescue, Ser Seril.
Avenging Buckman [ ]
If you sell out Buckman to Trotur, you can tell Ser Seymor about it if you find him in the Level 3 Basement. Your player character will always leave out his/her participation on Buckman’s death.
The player character will have to go back to where Trortur is, to see the outcome. When they get there, they will see Ser Seymor standing over a dead Trortur, the heavy knight having slain the killer by stabbing the insane torturer on the head, avenging the dead Buckman.
Talking to Seymor will yield no reward, only words of him failing Buckman and the quest. And the player character noting how Seymor’s stare looked. blank.
It is currently unknown what happens to him afterwards, but it is presumed he might have left the dungeon soon after and the quest to rescue the rest of Buckman’s party ends there.
Fear & Hunger has a rich lore and mythology consisting of multiple gods and godlike beings that reigned across a rich history for millenia.
Warning! Spoilers ahead!
Proceed at your own risk!
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Old gods [ ]
The world of Fear & Hunger does not have one unified religion. Instead, there are several extremely powerful deities known as the «old gods», who are separately worshipped by different factions in the game’s world. They are seen as the true gods of the world and represent the most basic concepts present in it. The three old gods most present in Fear & Hunger are Gro-goroth, Sylvian, and Alll-mer. Information about them can be gathered from specific books regarding their nature found in the various libraries. There is also The God of the depths, of whom information cannot be easily obtained and whose affinity is not gained easily.
Gro-goroth, the destroyer of man, is the god of destruction and human sacrifice. He wishes for blood to be spilt in his name. If one cannot resist the call of his darkness, he will grant this one a terrible power, yet strong for the sin this one has committed. Gro-goroth is a curious god, more so than many of the other older gods. To relieve the feeling of fear, he wears the bodies and skins of men and women alike. He might still be walking among men, masked under the skin of people and hanging bodies, but his presence is fading. His runic symbol resembles two cutting rings.
Sylvian, the goddess oflove and fertility, created men and women at the dawn of time. She wishes only for an act of love in her name, granting you a bond more serious than you could imagine. Both Sylvian and Gro-goroth originate from the green hue, the plane of the older gods. Many believe she left mankind behind a long time ago. Her runic symbol has the shape of an opened eye.
Alll-mer, the ascended one and the last of the older gods, was born in Jettaiah, raised by a virgin mother and supposedly sired by a «False God». He gathered his 12 apostles to bring down the old world order, and usher in a new one (His new world order is called the old world order by the New Gods). Corrupt kings and sultans captured Alll-mer and hung him from the cross, where he ascended into the city of the Gods, Ma’habre. He returned back to his weeping 11 apostles and tried to save mankind with his strength by murdering the Kings and Sultans, bringing back the old world order. Year 0 marks the birth of his new self, and the start of a new calendar. They say his mortal remains still lie in the ancient tomb, hidden somewhere near the ancient city of Ma’habre. His runic symbol is the cross.
The following gods make a major appearance in Fear & Hunger: Termina. Vinushna makes a debut, while Rher has a slight presence in Fear & Hunger, but the player cannot gain affiliation with him or learn much about him.
Rher, the Trickster Moon God, also known as the Moon god and Trickster God, is one of the last old gods to still observe mankind. He is a jealous kind and would not share the godhood and the world order with humans and the new gods, because he doesn’t believe men should have the same rights as true gods. He has many ploys to diminish the influence of the new gods, but his motivations seem incomprehensible to them. Lady of Moon and Pocketcat are his servants, both bent on killing children as a way to get rid of humanity’s potential ascension. He is the main orchestrator of the events in Fear & Hunger: Termina. During these events, he has a new servant, Per’kele, who acts as his voice and observer. His runic symbol is three circles, two above one.
Vinushka, the god of nature, who is the son of Sylvian and Gro-goroth. Was introduced in Fear & Hunger: Termina and there is currently little information about him/her.
The fellowship and the rise of the new gods [ ]
After the older gods left mankind, the kingdoms of the world were slowly rotting away and the grand values mankind once aimed for were displaced by defiled principles and practices. Without the guidance of the older gods and in times of great peril, a fellowship of five people was formed: Francóis, the dominating one, Nilvan, the endless one, Valteil, the enlightened one, Chambara, the tormented one, and then there was Nosramus, the «fifth one», the forgotten one, who never aspired for the same greatness as the rest of the party, whose story bears no listeners.
This fellowship was formed in the year 809 to seek the older gods. Back then, there existed an ancient tomb to the ancient city of Ma’habre that worked as a hub for multiple different planes of existence. A place where a man could meet his maker. It is here, that the fellowship would demand the rights of self-governing for mankind.
Eventually all 5 of them would reach the golden gates of Ma’habre, the very same gates Alll-Mer ascended to 809 years prior that would lead them to their confrontation with the older gods. It seemed like the fellowship had bested all the challenges the gods layed for them, but at the most crucial moment a seed of doubt was planted into the mind of the fifth one: The forgotten one was a scholar of many arts and sciences, and the older gods would use this to their advantage. They revealed the greater scheme of things and the way they directed the flow of mankind. Many people had gone before the same trials as the fellowship. Yet nothing had changed for the better for mankind as eons went by. The fifth one supposedly understood this and thus refused his ascension.
This created a rift between the fellowship and because of it, only the 4 other members proceeded with the initial mission. The remaining fellowship tore down the legacy of the old gods and created a new world order. An age where mankind decides its own fate by choosing its own gods. In the end the fellowship became the new gods and the forgotten one was never seen or heard from again, he simply disappeared. But some notes from him remain, about the black liquid and the creation of new life, almost 300 years after the tale of the fellowship.
The other new gods and the greater scheme of things [ ]
It is revealed that there are many more new gods out there, sitting idle in the grand hall of the gods and ruling Ma’habre, after the departure of the old gods. Once the reign of a new god has seen its end, the god resides in the grand hall to let the new ones reign for their time. But these new gods disapprove of Francóis’ reign and even Francóis concludes that he is nothing more than just a puppet and everything is pointless. It took him numerous life cycles to understand the greater scheme of things: Time is a cycle, as cliché ridden as that sounds.
Besides the 4 new gods, there is also Nas’hrah, the great wizard of the Eastern Sanctuaries, who acquired immense knowledge of the older gods and still lingers somewhere in the blood pit. He preceded Valteil as the master of the grand libraries, but eventually came to the conclusion that becoming a new god would not change anything. It would just start a new cycle that would reach the very same conclusion. Like Valteil, he began experimenting with artificial life and created an underground laboratory for this purpose. He successfully created empty husks, who don’t seem to be capable of doing anything constructive. Something changed at some point, and he developed a deep hatred of the 4 new gods. He truly despises them and desires nothing more than to destroy the reign of the new gods. He isn’t even afraid of the older gods.
Nas’hrah was preceded by Bethel, a new god of enlightenment, who created the grand libraries to store the immense knowledge the world holds. Bethel wished that the archives would one day surpass the knowledge and the wisdom of the older gods. Every new god of enlightenment would from then on dedicate their cycle at the libraries to a certain subject they would decide themselves.
The pure god that rivals the older ones [ ]
Then there is the Ancient One, a pure creature with a soul that radiates the light of an older god. Therefore, it is not a mere new god, but one that rivals the older ones. The soul has formed itself inside the body of a little girl. The mother of the ancient one is the endless one and the father is a man from the prophecies.
Страх и Голод имеет богатую историю и мифологию, состоящую из нескольких богов и богоподобных существ, правивших на протяжении тысячелетий.
ВНИМАНИЕ, ИМЕЮТСЯ СПОЙЛЕРЫ.
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Старые боги [ ]
Сильвиан, богиня любви и плодородия, создала мужчин и женщин на заре времен. Она желает только любовного акта от своего имени, даря вам более серьезную связь, чем вы могли представить. И Сильвиан, и Гро-горот произошли от зеленого оттенка, уровня древних богов. Многие считают, что она давным-давно оставила человечество. Ее рунический символ имеет форму открытого глаза.
Следующие боги часто появляются в Страхе и Голоде Термина. Винушна дебютирует, в то время как Рэр немного присутствует в Страх и Голод, но игрок не может присоединиться к нему или узнать много о нем.
Винушна, бог природы, сын Сильвиана и Гро-горота. Был представлен в Страхе и Голоде: Термина, и в настоящее время о нем / ней мало информации.
Общество и восхождение новых богов [ ]
В конце концов все 5 из них достигнут золотых ворот Ма’хабре, тех самых ворот, которые Алл-Мер поднялся за 809 лет до этого, что приведет их к противостоянию со старшими богами. Казалось, что общение преодолело все испытания, которые боги ставили перед ними, но в самый решающий момент в разум пятого было посеяно семя сомнения: забытый был знатоком многих искусств и наук, а более старые боги использовали бы это в своих интересах. Они открыли большую схему вещей и то, как они направляли поток человечества. Многие люди прошли через те же испытания, что и община. Однако за прошедшие эоны ничего не изменилось к лучшему для человечества. Пятый якобы понял это и поэтому отказался от вознесения.
Это создало раскол между товариществом, и из-за этого только 4 других члена продолжили начальную миссию. Оставшееся сообщество разрушило наследие старых богов и создало новый мировой порядок. Эпоха, когда человечество решает свою судьбу, выбирая собственных богов. В конце концов, община превратилась в новых богов, а забытого никогда больше не видели и не слышали, он просто исчез. Но кое-какие записи от него остались, о черной жидкости и создании новой жизни, почти через 300 лет после рассказа о братстве.
Другие новые боги и большая схема вещей [ ]
Помимо четырех новых богов, есть еще Нас’хра, великий волшебник Восточных Святилищ, который приобрел огромные знания о старых богах и все еще живет где-то в кровавой яме. Он предшествовал Вальтеилу как хозяин великих библиотек, но в конце концов пришел к выводу, что становление новым богом ничего не изменит. Это просто положит начало новому циклу, который приведет к тому же завершению. Как и Вальтейл, он начал экспериментировать с искусственной жизнью и создал для этой цели подземную лабораторию. Он успешно создал пустые оболочки, которые, похоже, не способны на что-либо конструктивное. В какой-то момент что-то изменилось, и у него возникла глубокая ненависть к четырем новым богам. Он искренне презирает их и не желает ничего, кроме как разрушить правление новых богов. Он даже не боится старших богов.
Нас’ра предшествовал Вефиль, новый бог просвещения, который создал огромные библиотеки для хранения огромных знаний, хранящихся в мире. Вефиль хотел, чтобы архивы однажды превзошли знания и мудрость древних богов. С тех пор каждый новый бог просвещения посвящал свой цикл в библиотеках определенной теме, которую они выбирали сами.
Чистокровный бог, который соперничает со старшими [ ]
Buckman can be encountered on the first floor, within the Inner Hall past the Courtyard. Running in a panic, he is shocked to find that you are both alive and not a monster. He claims to have lost his sense of time and is unsure if he has been trapped in the dungeon for weeks, months, or possibly years.
After hiding in a nearby cell, Buckman advises that the only way to survive in the dungeon is stealth.
Choices [ ]
If the player defeats the torturer and then returns to tell Buckman about it, they can later find him on the 2nd basement floor with the heavy knight. If the player does not inform Buckman and instead simply leaves the floor, he will not return to his companion.
Further, if Buckman is reunited with the heavy knight in the basement, a unique dialog option will appears where Buckman admits to fearing the rest of their party is most likely still dead and award the player 40 silvers. The heavy knight will suggest they only worry about their own well being now and to continue going deeper in the dungeon. Talking to them will result in them forming a marriage in Level 7 Catacombs after visiting the ancient city and losing a valuable accessory given by Buckman, the Ring of Wraiths.
However, if the player chose not to talk to them after they are reunited in the basement, both of them will not proceed to fuse into a marriage. After Jeanne is rescued and brought safely back to them in the basement, Buckman will inform the player that they never thought to delve deep enough into the ancient city, thus preventing them from forming a marriage. Talking to Jeanne will now inform the player about Buckman’s other companion, Ser Seril.
To bring back Ser Seril from ancient city, the player must have a potion of mind in their inventory, which could be bought from bug-eyed figurine in the same area of as Ser Seril but in the past version. Initiating the battle with Ser Seril, the player must choose to talk to him and choose «use potion of mind» option in the first round. Doing so prevents Ser Seril from attacking for the first round. Talking to him the second time will end the combat as he is now returned with a sane mind. Informing him about the other three members in the basement will make him reunite with them shortly after. Going back to the basement now the player will discover all four members are gone and there will be a Buckman’s Letter on the floor informing the player that all of them have left as proclaim the mission a failure. Along with the letter is also the Buckman’s Heirlom, the Ring of Wraiths.
Also within the letter, Buckman says that should the player run into Captain Rudimer, or whatever is left of him, put him out of his misery and spare him whatever honor he has left. The player can do this if they want to or not. It does not matter as killing the Captain has no benefit to the story other than stopping him continually chasing the party and to gain access to a very powerful endgame weapon.