setting;

Feb 01, 2009 18:06







mist continent | outer continent | forgotten continent | lost continent

setting
Welcome to the new frontier, stranger. For those of you who have played IX, have a refresher course and a trip down memory lane plus a few adaptations made for the purposes of this game. It's far more likely, however, that you've never touched IX in your life, in which case let us introduce you to the world you will be living in from this day forth. This information does not by any means need to be memorized. In fact, it's listed here so that you don't have to. Think of it as a handy reference, so that you and your character(s) are free to focus on your adventure.

Go on, the world is yours for the taking.

For even handier reference, here's a World Map of Gaia!

Mist Continent; The Mist Continent is by far the most settled of the four continents on Gaia. It's separated into four great nations, all rebuilt from the ground up within the last five years. The majority of the summoned cities have also appeared here, and it is the primary setting of this game. Travel is efficient and transportation easy to obtain. Cable cars connect Lindblum to Alexandria. Gargants run from Treno to Lindblum and Alexandria, and from Qu's Marsh to the Outer Continent. Cargo ships take cargo from all of the kingdoms to each other, as well as to outlying towns and villages. And, of course, there are small personal vehicles available, as well as the ever-reliable chocobo.

Lindblum; As a progressive, technological hub of a kingdom, Lindblum has quickly become a social and political focal point of the world. Regent Cid has overseen the development and deployment of virtually all of the technology discovered by the Midgar Project. He has also set up programs to help the mysteriously appearing people through temporary housing, citizenship papers, and education of both the world of Gaia as well as the present situation. The programs are purely volitional, intended to help those who want it.

Unlike other kingdoms, the entire city of Lindblum is built within the towering walls of the castle and is only accessible through one of four ways. Either by foot through the Dragon's Gate below the Mist or through the Hunter's Gate above, by sea through the Serpent's Gate, or by airship through the Falcon's Gate. The kingdom itself is separated into four distinct districts connected by air cabs.

There is the Industrial District, home of Bobo's pub (which serves dubiously named dishes such as 'Soup du Silence'--guess what happens when you eat it) as well as a slew of engineers and inventors. Then there is the Theatre District where Lindblum's renowned theatre is located. In addition, it's also the home of the Tantalus Theatre Troupe. Third comes the Business District which, as the name implies, is the center of Lindblum's commerce. There's a church, an inn, and an assortment of shops, from a synthesis shop to a pickle stand. If you can dream it, Lindblum probably sells it. Finally, there is the main attraction--Lindblum Grand Castle. It's where Regent Cid and his wife, Lady Hilda, reside, and is also home to Lindblum's military, navy, and airship fleets.

Since Kefka attacked Lindblum, Regent Cid has significantly improved the city's defences. As well as the regular patrols of knights on the ground and airships in the sky, hundreds of rooks also patrol the streets, flying swiftly to any magical disturbance. Fitted with nethicite, an inimical substance to those with Mako in their veins, these rooks can absorb magic and are able to drain mages of their power, thus ensuring that Lindblum is protected from hostile magical attack.

The Veldt; The expanse of land between Lindblum and Qu’s Marsh has always been open grasslands. However after the land shifting of January 1805 these lands have taken a surprising turn. Known to some as The Veldt, it is a gathering place for monsters all over the world… a blue mage’s dream come true. Crossing these plains is now exceptionally dangerous and not to be done on foot unless absolutely necessary. The only break to the endless stretch of land is one single myrrh tree shooting up from the center of the plains.

Alexandria; An impressive matriarchal society, Alexandria is ruled by Queen Garnet til Alexandros XIII. It's renowned for its breathtaking castle and landmark sword which rises out from the center and is seen as a symbol of the kingdrom's stability and power. As a nation, Alexandria is not as technologically advanced as Lindblum and is smaller in size, but it is still formidable in its own right. Its primary military force is an all-female army led by the highly regarded General Beatrix, and they are portrayed as highly more effective than their male counterpart (the Pluto Knights led by Adelbert Steiner). Somewhat humble in comparison to its sister nations, Alexandria is home to a small chapel, an inn which never quite seems to have vacancy, a few general shops, and a small theatre run by Ruby. It also invites Tantalus to put on plays for the nobles annually, and tickets sell out fast. Sometime during April of 1804, the landscape took a change for the beautiful with alien flowers called moon lilies filling the lake and waterways, attracting clouds of pyreflies to their blooms. In addition. unusual beasts of burden, labeled shoopufs by the Sky People also took up residence in the waters.

Semitt Falls; Behind the majestic waterfalls of Alexandria, lies mines rich with resources. The mines are filled with mythril used for all manner of weapons and armor, and it is said that the waters are rich with extacium which was once used for airship fuel. The nation of Alexandria has only begun to explore this site and unearth its natural wealth. It is said at the deepest depths of the mine, a myrrh tree grows.

Lake Bresha and Macalania Woods; In the basin below the Alexandria plateau is the infamous Evil Forest filled with monstrous plants which catch and eat tresspassers. Yet the Forest has morphed and changed, with a glorious icy and crystalline lake appearing in the very center. The whole area is bathed in blue light, as little sun that reaches the grounds filters through the trees of Macalania which are riddled with glowing sphere-like protrusions and copious ice. The woods themselves have spread so far that they now mask the entrance to the Ice Cavern, having filled the whole of the basin. It is rumored that somewhere deep within the depths of the icy flora, there is a magical spring, capable of healing any wound.

Cardarva Mire; In the river basin beneath the Alexandrian plateau is a marshlands, dark and perpetually covered by dense fog. Limited sunlight gets through the trees, leaving the mire infested by shade loving insects and undead. Lamia are known to traverse the mire, followed by reanimated corpses of Imperial soldiers they've killed and charmed. The corsair graveyard is derelict and run-down, surrounded by imps which loot the graves. Taking a step into the greenery will bring parasitic chigoes up, which are riddled with plague and disease. The smell is appalling, and stinks primarily of death. Observant people will notice rotting corpses entangled in the grass. In east of the Mire is the deadmist marsh, a huge body of stinking water. If one looks down into the water, they will see preserved, long-dead bodies of drowned corsairs and soldiers. Ghosts of corsairs roam the mire. The trees have life of their own and attack anything that moves. At the northwest is a field where black karakul sheep graze.

Burmecia; Also known as the 'realm of eternal rain', Burmecia is a walled, multi-leveled and warren-like city built around the king's palace. Life is finally beginning to return to the kingdom after five years of slow reconstruction, as the population of Burmecia was nearly completely wiped out. Following the Lunar Cry in 1805, Burmecia no longer exists as the entire portion of the continent where the city stood was blown away. All that remains to memorialize the one proud city of the Burmecians is a lone island in the center of the new-formed sea with a single myrrh tree thrust up from the ground.

Treno; Known as the Sleepless City, Treno is a city of perpetual night. It's a city of breathtaking architecture and riverfront properties, and it's famous for both its Auction House and Card Stadium. Sometimes also known as the City of Nobles, Treno is an economically polarized city with no middle class. The residents are either lavishly well off or live in abject poverty in the crowded slums.

Midgar Ruins; The ruins of this city was the first to be discovered, and it's located just outside of Treno. Due to its close proximity, Midgar also no longer sees the the light of day. That's the least of Midgar's worries though. Since arriving in Gaia, Midgar has, unfortunately, been overtaken by moogles. Much in the tradition of Madain Sari, the moogles found an abandoned city and decided it was a good place to move Mognet Central. Sick and tired of Artemecion using up all the Superslick and causing the gears of their mail operation to malfunction and break down, the moogles of Mognet Central have regrouped in Midgar, taken over the old ShinRa building, and have digitized communications on Gaia. Say hello to MoogleNET. Recently, a myrrh tree has appeared at the old Meteor crash site. (Note: This is the Midgar seen by Red XIII from the cliffs, 500 years after the conclusion of FFVII.)

Dali; A small, sleepy farming community located in the territory of Alexandria. Oddly enough, it seems that a few foreign houses appeared amid the cottages of Dali, and now there are strange white trees in their crop fields, bearing disconcertingly purple fruits (Banora apples). In addition, the village acquired a vast quantity of cultivated flower fields, adding to the local agriculture exports.

Mysidia; Mysidia was once home to the great mages of the world. Its new home is on the outreaches of Alexandria Pleateu, within walking distance of the castle. It's a peaceful place, vacant of its previous inhabitants but filled with arcane knowledge. In the center of town, a myrrh tree has recently appeared. (Note: Mysidia is from IV, not II.)

Devil's Road; This passage is not named for jest. Through mighty Lunarian technology, it provides rapid transport across the world, as it is riddled with a maze of teleporters. Traversing its paths is not easy as it is filled with undead creatures and life sapping floors. In Gaia, it connects Mysidia to Troia through well-concealed rooms that have to be unsealed to utilize its capabilities. Deep within, a myrrh tree has sprung up despite being barred from sunlight. (Note: This is the FFIV: The After Years version.)

Orbonne Monastery; A simple monastery at glance, it is actually said to have been built more than twelve centuries ago and houses an extensive basement library. There is a myrrh tree on the bottom floor of the basement. Orbonne Monastery has found its new home amid Pinnacle Rocks, just outside of Lindblum.

Conall Curach/Qu's Marsh; To the east of Lindblum, not far from Chocobo's Forest stood the easily recognizable Qu's Marsh. The marshlands still exist, only they now are three times the size, and the water is poisonous if you step into it. Rickety boards dot the landscape, providing passage over the damp places. It is also riddled with strange stones, inscribed with a runic language, marking the passage of a nomadic people. In the very center, surrounded by monsters, an unusual tree with crystalline foliage stands. Careful inspection of the grassy areas will lead to what looks like an abandoned mineshaft leading to Fossil Roo.

Luca; Once a bustling city, Luca has quickly made a name for itself again as a center of tourism and excitement. It sits alone on Lanshake Island off the southeastern coast of the continent, and Gaia has assimilated all of Luca's documented customs and hosts Blitzball tournaments as well as concerts, and Sphere Break tournaments. For those in need of fast-paced city life, Luca is the place for you.

Dollet;
Dollet is unique in being one of the few countries to be completely relocated by the advent, though it's only roughly the size of a large city. It now sits where King Ed Plains meet the ocean off the western part of the continent and has been taken in as one of Lindblum's territories. It's notable for its downtown feel, and has a hotel, a pub, a harbor area, and most of all, a broadcast tower. MoogleNET has staked its claim on the tower, and chances are there's nowhere to get a better signal than in and around Dollet. On top of the tower, a myrrh tree has recently appeared.

Galbadia Garden; In the crater where the Cleyran settlement used to stand, Galbadia Garden has appeared. Once used to train SeeD recruits, it's been adapted into a college of sorts and is considered Burmecian territory, though it is open to all people. Its amenities include classrooms, dorms, a skating rink, and a field house. Further descriptions are available here. (The Garden has recently regained its mobility and may not be located in the desert at all times. Currently it is stationed at: Dali.)

Soil Desert; The Vube Desert, once home to the grand tree house community of Cleyra and its raging sandstorm, now boasts a different landscape. The original tree is gone, destroyed by the Eidolon Odin, but now in its place is a newly sprung myrrh tree. The desert itself has changed as well. Its sand-like ground is actually a substance some have called Soil, rumored to have the power to summon Eidolons, though none know how. Indeed, it is not enough that the sands reach out in all directions, but they fall in streams from the very sky itself.

Mirage Tower; Situated in the Soil Desert, this tower is nearly impossible to locate. Enchantments wrap about the tower which mask it from view, although they are unstable and at times cause it to appear as a mirage. Within it reaches far into the heavens with a spiraling staircase which leads to the Ronka Ruins. It contains machines which are relics of the ancient Lufenians, most of which no longer function, but some hint to the history of the people which built it. At one of the uppermost floors, a myrrh tree has sprung up.

Ronka Ruins; Once the capital of a mighty people who ruled from the skies, the Ronkan people were eliminated by a sudden and widespread plague. All that is left of them now is their desolate floating city. The Ruins can only be accessed by scaling the elusive Mirage Tower. It is said somewhere within the ruins is a device that allows one to find the source of chaos, although it doesn’t seem to be native to the crumbling city itself.

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