Guides

BRIGANDINE ABYSS Gran Dragnica Story Walkthrough

Largo's dragon rescue, opening seasons, and what to do before the Event Battles in BRIGANDINE ABYSS.

Last updated:

Gran Dragnica Story Walkthrough

Gran Dragnica is the dragon-tamer campaign. You play Largo. The empire declared by Chaossolus has been brainwashing dragons, and the story is about freeing them. That is also why the campaign was chosen for the Steam demo: the dragon identity is the most readable army in the launcher. This page is a guide for the Story Mode path only. Mission Mode reuse of Gran Dragnica is on the Mission Mode page, and the general Story Mode loop lives on Campaign Walkthrough.

Adglobe developed BRIGANDINE ABYSS; Happinet ships it in Japan, NIS America ships it in the West. Steam went live August 26, 2026. Nintendo Switch 2, PlayStation 5, and Xbox Series X|S launched August 27, 2026. Standard price is $49.99. There is no multiplayer. Gran Dragnica is single-player only. For other Story Mode campaigns, see Story Campaigns and the Faction Overview.

Why Gran Dragnica is the demo onboarding path

The first two seasons that the Steam demo (May 25, 2026) and the console demo (July 30, 2026) shipped were Gran Dragnica and Scarlet Will. That is the practical reason Gran Dragnica is the recommended first Story Mode run: the demo already trained you on the loop. It also means this campaign is the one reviewers and streamers have the most footage of, so guides and YouTube videos exist for almost every opening sequence. Use the Best Faction page if you are still comparing the two demo campaigns.

The Gran Dragnica fantasy is not just banner colour. The army’s identity is dragon-adjacent, which changes two things compared with a generic mercenary campaign:

  • Dragon retinue is expensive. A promoted dragon often pushes Command Point cost past the five-monster cap. Plan promotions, do not chase them.
  • Dragon units reward you for keeping them alive. They are not expendable Rally batteries. Your lizard battery and your dragon body are different jobs, even when both live in the same squad.

Season 1 — keep your home keep alive

The opening of Gran Dragnica lands you on a small home territory with a handful of knights and a couple of bound dragons. Organization is your entire turn. Do not send anyone on a long expedition yet. Build a base upgrade, recruit if you can afford it, and let your dragon-capable leader sit at home with the retinue.

Three rules apply for the first season of any Story Mode run, and Gran Dragnica is no exception:

  1. Leaders on quests cannot defend. Leave a garrison before you do anything else.
  2. Troops moved during Organization are committed for the rest of the season. If you march the only squad to the offensive border, the home keep is empty.
  3. Story Mode does not let you attack locked nations. Do not declare on a border that the plot has not unlocked.

The How to Play page covers the season loop in full. The Base Building page explains why you should upgrade your home keep before you capture the next one. The Quests and Training page covers who should sit on which expedition.

Season 2–4 — the dragon rescue arc begins

Gran Dragnica’s first arc is about freeing dragons that the Abyssloa Empire has brainwashed. Story Event Battles can pull any of your squads regardless of where they stand on Meltitea. Fail one and the campaign is over. The practical habit is to keep Largo, your dragon-capable knights, and your strongest squad home in the seasons immediately before an Event Battle, and to park mercenaries on material quests and training runs instead.

Combat habits that pay off in the opening:

  • Use height. Gran Dragnica’s early maps have elevation. Fliers and ranged units exist. Put them on the high hex.
  • Focus enemy leaders. When their leader falls, the rest of the squad retreats. That is the fastest win on both sides of the war.
  • Rally when a body is doing nothing. The dragon-tamer identity means your lizards and cheap monsters are often the Rally batteries. Save the dragons for damage.

For the timing rules around Rally, dismiss, and Command Points, use the Rally System and Combat Tips pages.

Building a Gran Dragnica squad

A typical Gran Dragnica squad has Largo as the leader, one or two dragons as the nuker-tank core, a lizard or two as Rally batteries, and a flyer on height maps. The Command Point math matters: dragons promote, their CP cost rises, and the squad that fit five monsters in season five might only fit three in season twelve. Plan to drop a unit or to delay a promotion. The Class System page covers the level 10 and level 20 promotion gates. The Stats page explains the CP and Rally numbers this wiki does not fake.

Mercenaries are the correct answer for quests and sacrificial garrisons. Story knights should not fetch ore the season before an Event Battle. That split is the Gran Dragnica economy: hire cheap bodies to occupy the boring slots, and keep named leaders free to defend and to Invasion. The Quests and Training page is the operational version of this rule.

Mid-campaign habits (Largo’s arc, seasons 8–20+)

After the first Event Battle, Gran Dragnica settles into the same chores as every other Story Mode campaign. The opening flourish ends, and the loop becomes Organization, Attack, Invasion, with timed Event Battles on a calendar. The reviews that bounced off Story Mode called this part repetitive; the reviews that stayed cited Mission Mode and Rally as the reason to keep going. Plan for both reactions in your head.

Practically:

  • Calendar the Event Battles. Stage three squads in the same keep two seasons ahead of a date. Pull named leaders off optional quests before the window opens.
  • Do not attack locked nations. Story Mode gates them. The map does not lie; the menu is not broken.
  • Garrison for Invasion. NPC factions train in the background and will declare on empty keeps. Three squads, three castles, three fights per season is the realistic ceiling.
  • Keep upgrading, but pick a core. Money and materials should go into the castles that feed your three squads, not into a wide empty empire.

The Rally System page is required reading before any mid-game fight. The Campaign Walkthrough page covers cross-campaign habits that apply to Gran Dragnica. The Combat Tips page covers the Invasion checklist.

When the campaign ends

Gran Dragnica’s campaign is roughly thirty hours according to Game8’s launch framing, in line with the other five Story Mode nations. Finishing it does not unlock the other five — they are all available from the start — but the gameplay loop will feel different. Scarlet Will teaches the mercenary economy; Mysteine teaches continent-watch duty; Purifanoe teaches fairy-village pacing; the Samura Clan teaches an isolated island identity; Pandemyuon teaches the chimera story. The Faction Tier List ranks them for replay order.

For a buyer’s take on whether Gran Dragnica is worth the $49.99, read the Review. For patch notes, read Updates. For the broader Meltitea map, read the Factions Hub. The How to Play loop stays the same across every Story Mode nation.

FAQ

Frequently Asked Questions

Quick answers to common questions about BRIGANDINE ABYSS.

Is Gran Dragnica a good first campaign?

Yes. It was the Steam demo's first two seasons and the console demo's first two seasons. The dragon identity is readable, and tutorials are already trained on it. Scarlet Will is the other beginner pick.

Why do dragons feel expensive in Gran Dragnica?

Promoted dragons raise Command Point cost. A squad that fit five monsters in early seasons can fall to three after promotions. Plan the lineup before you chase a class upgrade.

What happens if I lose an Event Battle in Gran Dragnica?

Story Mode ends the campaign. Event Battles can pull any squad regardless of where it stands on the world map. Stage three real squads at a central keep before the season arrives.

Should I send Largo on a quest for class-change items?

Only if you accept that he cannot defend or fight while he is gone. Park mercenaries on long material runs instead and reserve Largo for battles that matter.