Game settings rarely exist in a vacuum. No matter how original a title claims to be, most MMORPGs or fantasy RPGs borrow heavily from real-world history, mythology, and cultural legends. Without those touchstones, it would be impossible to create the grand, interconnected background lore that supports an entire virtual world. No designer, no matter how brilliant, can pull thousands of years of layered mythology from thin air—at least not without melting a few brain cells into cerebral palsy.
Take World of Warcraft for example. It features countless memorable races and factions, but one of the most iconic and unique is the Naga. In the game's lore, the Naga's hierarchy is bizarrely tied to their anatomy—specifically, the number of arms. A high-ranking Naga wielding eight blades is a whirlwind of death, each arm holding the skill of a human swordsman. It was such a striking design that the race became a fan-favorite. But here's the twist: the Naga weren't an entirely original creation. Even that iconic monster had its roots in Indian mythology.
In Hindu and Buddhist lore, Nagas are serpent deities—often guardians of oceans, treasure, or wisdom. The Warcraft developers took that vague concept and spun it into something new. The tentacled, blade-dancing sea demons of Azeroth might look nothing like their ancient namesakes, but the seed was still planted by myth.
And if even Blizzard Entertainment had to draw on mythology for inspiration, what about Mercenary World?
Dawei—Burdock in-game—was no fool. After playing through the "Curse of the Forest" arc, he was convinced this mission wasn't born entirely from a designer's imagination. The mission had the weight of something older, something deeper. There were too many layered meanings, too many nuanced relationships—vampires, werewolves, blood curses, viral transmissions, the moon—he knew there had to be a source material. A blueprint.
"The human brain doesn't come up with a god-level vampire enslaving demigods and making scientific trade deals with rogue werewolf princes unless it's borrowing something," he muttered to himself.
So, Dawei began digging.
He scoured internet forums, Wikipedia pages, academic archives, and even dusty mythology discussion boards. What he found shocked him—not because the werewolf-versus-vampire trope was new, but because it was everywhere. Not in any one culture, but spread across multiple civilizations.
In one European folktale, werewolves were said to be the only creatures whose claws could pierce a vampire's heart, bypassing their usual immunity to mortal weapons.
In Slavic legend, a vampire born of improper burial could only be truly slain by a cursed beast of the forest—a shapeshifter whose rage matched the fury of the dead.
In obscure Romanian texts, the term "vârcolac" referred to both a vampire and a werewolf, depending on the phase of the moon—implying that the two creatures were once one and the same.
Then it clicked.
"This whole thing… it's not about strength," Dawei whispered. "It's about opposition. The predator that evolved to hunt the hunter."
Sure enough, more threads started to align. Across multiple myths, vampires represented calculated evil—cold, manipulative, immortal—but werewolves embodied raw, chaotic power, nature's retaliation against darkness. Moonlight awakened one, while the absence of it empowered the other. They weren't just enemies in a lore sense—they were designed to cancel each other out.
The implications were huge.
Suddenly, Burdock's inability to attack Jugutra while infected made more sense. The werewolf strain was a counterbalance to the vampire lineage, but only under the right conditions. That explained Montico's erratic behavior, the full-moon frenzy, and even Jugutra's paranoia about being bitten.
"I was given the one thing that can kill a god," Dawei muttered, "and I almost wasted it trying to brute-force my way through."
No, the mission wasn't about brute strength. It was about finding the gap—unlocking the original design of the curse. Myth, history, and code were aligning now. He didn't need to be a demigod to kill Sindrow.
He just needed to become the bane of one.