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FFE World Info; A primer on Gaia
Topic Started: Mar 12 2008, 04:34 PM (2,019 Views)
AmuroNT1
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The World

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The planet on which our story unfolds is named Gaia; its name supposedly comes from a goddess worshiped in the before-times. The period before the calendar change is generally regarded as the planet's Dark Age; before then, the intelligent beings had to contend with greater numbers of monsters. However, the five civilized races united as one to resolve their differences and deal with the larger threat. The end of this war marked a new era for the world, and was greeted with great excitement. However, as the second century dawns, new conflicts are rising...

-Oria: The largest continent in the world, Oria occupies the eastern part of the world. It is vaguely shaped like the letter P turned backwards, and is composed of two nations; Zamas takes up the long vertical section, while its long-time rival Glasno takes up the remainder of the land.

=Zamas: The largest nation in the world, a prosperous place whose economy relies upon trade with other nations. Despite its massive victory over Glasno, the nation chose not to become beligerant, believing that the new era would accept no less. Over the decades, Zamas made several attempts to offer more land to Glasno, but the smaller nation repeatedly made unreasonable demands, leading to the negotiations breaking down. Thanks to their prosperity, people of Zamas tend to be easy-going and amiable. The ruling family has been in place for several centuries, but the kings and queens rule fairly and wisely, and so the people remain happy. The current monarch is King Nolan XI, who has been more private than his predecessors, mostly due to the conflict with Glasno.
Flag: A gold lion rampant on a blue field
Exports: Grain, lumber
Major Cities: Agol (capital city); Marta (eastern city and major agricultural area); Kafca (forest city that has been devastated by Goblin attacks); Rora (port and trading city near the border with Glasno); Ranke (central city)

=Glasno: Zamas' neighbor and long-time enemy. At the beginning of the New Century Calendar, there was a large-scale war between the two nations that resulted in a great victory for Zamas. Glasno was left with little territory which, coupled with the need to carefully manage resources like lumber, reduced the nation to a third-rate power. To this day, the people of the nation bear a special emnity towards Zamas, regardless of the fact that the war was a bootless effort of theirs to sieze the larger nation's land. With the discovery of a rich vein of mithral near the capital city of Dalian, the nation finally had the resources it needed to launch a war of revenge against Zamas. The royal family, lead by King Adler VII, has been in place long enough that the rivalry between Zamas and Glasno may as well be a personal vendetta between the houses of Nolan and Adler.
Flag: A white unicorn on a green and red field divided diagonally
Exports: Precious metals, weapons and armor
Major Cities: Dalian (capital city); Medale (mining city incurring a big boom thanks to the mithral vein); Cania (port city and trading center)

-Pinish: The central continent, Pinish is located to Oria's west, nearby the region generally considered the Center of the World. As it is near the equator, the climate tends towards deserts and marshland; despite this, hardier people like the Bangaa and the legendary Summoners (once believed to be a splinter evolution of the five races) make their home there.

=Abuge: A nation in the Southern Hemisphere, Abuge is historically the home of the Summoners. This is because it was once the site of a religious pilgrimage which all Summoners took upon coming of age. However, as time rolled on, the nation began to suffer; the once rich plains have started becoming swampland, forcing the people to move further and further away. Even worse, rumors abound that the undead are rising and tormenting the citizenry. Before this disaster, Abuge generally had a decentralized government, with each region taking care of itself; as a result, there is no overall king.
Flag: A platinum dragon on a white field
Exports: Religious paraphernalia, trade goods
Major Cities: Wate (the capital, suffering a recession thanks to the exodus); Haven (a tent city formed by people fleeing the spreading swamp and monsters); Azanda (former Summoner religious site)

=Delfa: Not an actual nation, Delfa is a region of desert outposts and villages that exists in the Pinia Desert. Though most people wouldn't live in the desert by choice, the region has a thriving trade with Abuge, and recently has incurred a good bit of trade thanks to the number of people fleeing Abuge. The largest city in the region is Rikad, whose leader surrounds himself with wealth, women, and gladiator battles.
Flag (Rikad): A white sword on a green field
Exports: Silk, spices
Major Cities: Rikad (large city with sporting arena); Habok (medium-size trading city near the Abuge border); Regam (port city)

-Sasun: An island nation to the northwest of Zamas and Glasno's continent, Sasun is a very magick-rich land. As a result, those who lack magickal talent, or those of the clergy, are treated with slightly less respect than in other lands. The nation is actually a magocracy; every four years, a contest is held to determine the strongest magick-user, who is then crowned monarch. The current monarch is Lady Celesta Zenia, a motherly figure who been the leader for just over twenty years. Since this means she has won the last five consecutive contests, some of her rivals have begun wondering if her victories have been less than legitimate...
Flag: Four white stars arranged in a diamond on a blue field
Exports: magickal items, books
Major Cities: Aurora (captial and major magickal research center); Egora (site of a major magickal college)

-Antia: South of Zamas, this nation does its best to maintain good relations with the rest of the world, avoiding undue conflicts and seeking to negotiate peaceful resolutions to those that do occur. Antia has a reputation of being the home of the world's best merchants, meaning that the relatively small nation is quite wealthy and home to some of the finest merchandise one could ever hope to buy. The nation also boasts the hardiest, best-trained Chocobos in the world.
Flag: A gold oval on a blue and white field, split horizontally
Exports: Chocobos, animal furs, chemicals, fruit and vegetables
Major Cities: Yosa (capital city); Kolca (major Chocobo breeding town); Banzon (port and trading city); Pense (home of the many warring merchants' guilds)

-Ziga: An island nation far in the western sea, Ziga used to have a strong isolationist policy. However, lack of natural resources and expanding population forced them to open their borders to other nations. As a result of the only recent open-borders policy, Ziga has a vastly different national identity and culture from the rest of the world. Ziga maintains an imperial leadership, currently in the hands of a bold man named Erai, called the "Great Hero" by his subjects since he does his best to have his nation adapt to the outside world while maintaining their culture.
Flag: A black triangle partly covering a red circle, on a white field
Exports: Rice, fish
Major Cities: Ekot (capital city); Haier (port city and fishing port); Fokau (traditional city with master weaponsmiths and martial masters)

-Shurna: An archepeligo nation near the south pole. Shurna mainly sustains itself with fishing and trade, though it has become the site for an exploration team investigating the south pole. The head of the expedition, a man named Tanzig Parry, believes that a lost race of beings may have relocated to the south pole in anticipation of a global cataclysm; whether or not he's right, his theory is compelling enough that a number of scientests and adventurers have joined him.
Major Cities: Prigel (major city, trading and fishing port); Colgia (southern city and base camp for south pole exploration)

Important Places:
-Center of the World: A location generally considered to be the heart of the planet, the Center is located between Oira and Pinish. People tend to avoid this area when sailing, believing that ocean-bound predators make the area their home.
-Vertabra: The major mountainous region of Gaia, this mountain chain is located on Pinish and stretches up towards Sasun. The mountains are so named because their position near the Center of the World would, naturally, make them the spine.
-North Pole: The northern arctic region, the North Pole is unoccupied as its weather is much too harsh for settlement. Hardier monsters reside there.
-South Pole: Located in the southern end of the planet, the South Pole has more fame than its northern counterpart. This is because in recent years, an expedition operating out of Shurna has begun exploriong the region.
-The Big Blue: Located somewhere in the Eastern Sea between Oria and Ziga, this region is regarded as an evil place by the world. Stories frequently turn up in which ships strayed too close to the Big Blue and vanished forever. Even the offer of millions of gil isn't enough to get a captain to risk his ship and crew by exploring the Big Blue.

Time on Gaia

As a note, time on Gaia is handled differently than it is on our world. Each day consists of ten hours, which last approximately 70 minutes.
The days of the week derive their names from the seven Totema: Chuledes, Ultides, Adramedes, Matedes, Shemhedes, Exodes, and Famfedes. There is some debate over whether Chuldes or Ultides marks the start of the week, mainly due to an obscure creation myth that claims the regular Totema took a full six days to make the world good, and Cúchulainn took the one leftover day to add evil; hence, strict religious types insist that work should be avoided on Chuledes, as the corrupt nature of the day makes it fruitless. In the end, this debate is academic.
The calendar is divided into ten months, each consisting of four full weeks. The months of the calendar, from beginning to end, are Umbrus, Zephyr, Ignis, Astrum, Fulgor, Aurora, Terreus, Aquus, Sanies, and Glacies.
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AmuroNT1
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Races

There are eight intelligent races that make up the bulk of civilization in the world of Final Fantasy Epic. Each lives in peace with the others following the cataclysm from the before-times, though some old racial biases remain. Each race also has its own god, referred to as a Totema, which make up the pantheon currently worshiped by much of the world.

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Human: Humans (sometimes called Humes) are the most numerous race in the world, and fill just about every role in society. Though they lack any of the unique distinctions of their fellows, they are highly adaptable and and can aspire to basically any job with ease. The Human Totema is Mateus, whose domains include Oceans and Civilization.

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Bangaa: A race of lizard-like humanoids, Bangaa were one of the first races to make contact with Humans, and as a result are the most integrated with human society. One lesson most people learn quickly is to never openly refer to a Bangaa as a lizard, as it greatly offends them. They excel at Warrior-type jobs, due to their exceptional musculature as well as the fact that they have limited access to magick. The Bangaa Totema is Adrammelech, whose domains include War and Strength.

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Moogle: Moogles are cute, almost teddy bear-like mystical creatures who have existed for as long as the world itself. Residing the the forests of the world for centuries, Moogles eventually spread out due to curiousity about the Humans. Their small size and natural aptitude for magick means that most Moogles pursue Wizard or Specialist jobs, though a few are willing to tough it out as Warriors. The Moogle Totema is Famfrit, whose domains include Creativity and Friendship.

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Viera: A race of rabbit-like humanoids, Viera are long-lived and closely tied to the natural world. Contrary to popular belief, male Viera do exist, but their numbers are small and they rarely leave the homelands. Their light, agile frames and spiritual nature make them excellent Specialists and Wizards, but unlike Moogles they typically avoid Warrior classes. The Viera Totema is Exodus, whose domains include Nature and Community.

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Feol Viera: A sub-race of Viera that came into being relatively recently, after the Viera began heading out into the civilized world. Feol Viera are the rare products of successful Human and Viera unions, bearing some traits of each parent but still distinct from each. Feol suffer some social stigma from being "half-breeds", but they boast a combination of Viera grace and spirit with Human willpower and adaptability, making them excellent all-around adventurers. Feol Viera tend to take after whichever race raised them, and thus have no individual Totema or culture of their own.

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Nu Mou: An ancient and mystic race, the Nu Mou could best be compared to canines, though even this would be inaccurate. The race became quiet and introspective following a war that nearly wiped them out; as a result, they make excellent Wizards, but their physical fitness can be lacking at times. The Nu Mou Totema is Ultima, whose domains include magick and Knowledge.

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Gria: A race of dragon-like females, the true origin of Gria remains unknown. The truth is lost even to Gria history, but they are usually too concerned with the here and now to care about their origins. Gria have several traits in common with their draconic ancestors, including great strength and innate magickal talent, making a career as a Warrior or Wizard almost second nature. The Gria Totema is Shemhazai, whose domains include Exploration and Protection.

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Seeq: Considered by many to be a lower class of intelligent being, the Seeq are a race of burly, porcine humanoids. They tend to be cruder and less intelligent than the other races, which results in their being somewhat ostracized. Their natural strength makes them great Warriors, but due to their ostracism many Seeq pursue Specialist roles, especially Thief and related jobs. The Seeq Totema is Cúchulainn, whose domains include Death and Destruction.
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AmuroNT1
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Weapons

Weapons are divided into general classes for the sake of brevity. Here they are below, and a sample of such subdivisions. If someone wants a weapon not listed, they can contact me and we'll work things out (though it probably won't be a big deal).

Axe: A weapon consisting of a handle (helve) and a metal head with a chopping edge. The axe is one of the earliest inventions known to mankind. This category encompases one-handed axes as well as weapons used in similar fashion, such as picks and tabars.

Bow: Another ancient weapon, the bow uses elasticity to throw a projectile (arrow) great distances. In the distant past, the development of the bow was seen as a bane to armored soldiers, but more sophisticated smithing techniques have levelled the battlefield. This category includes shortbows, longbows, and greatbows.

Club: At its simplest, the club is a heavy blunt instrument, typically made of stone in the past and wood in the modern era. Clubs are frequently used my magick-users, since they require little in the way of training. This category includes rods, wands, maces, and hammers.

Crossbow:: A refinement of the bow, mounting a smaller version of the bow on a stock and firing bolts rather than arrows. This category includes light crossbows, heavy crossbows, andarbalests.

Dagger: The dagger is a small, double-bladed weapon, typically held in one hand and used for stabbing. The major difference between daggers and knives is that knives are single-edged and used for slashing, but they are often classed together due to the overall similarities. This category includes knives, kris, kukri, baselards, and kunai.

Flail: The flail, like many weapons, is the evolution of a farming impliment into a leathal tool. A flail is an object consisting of two solid parts connected by a flexible tether, such as leather or chain, which is whipped into enemies. This category also includes the nunchaku.

Gaming Tools: This unique category of weapons consists of impliments typically used for games of chance, modified into throwing weapons. This includes playing cards, dice, and darts.

Greataxe: Axes designed specifically for battle, greataxes are much larger and heavier than their cousins, and typically have a double head. This category also includes battle axes.

Greatsword: A catch-all term for all large swords, requiring the use of two hands and typically relying upon their great weight to add to the damage their blades deal. This category includes claymores, flamberges, zambato, and zweihander.

Gun: A relatively new invention, the gun is a powered projectile thrower that uses the explosion of black powder to throw a metal projectile (a bullet) at great speeds. This category includes flintlocks and Derringers.

Hand Weapons: A catch-all term for all weapons intended to reinforce the user's hand, allowing him to use martial arts and boxing skills with a deadlier edge. This category includes gloves, katar, claws, cesti, pata, and baghnakhs.

Katana: A form of sword native to Ziga, katana are single-edged and made by a process of folding the metal over itself during the forging. Katana have a special signifigance in Ziga, being linked to the old warrior class. This category includes uchigatana and tachi.

Knight Sword: A general term referring to any sword which is too heavy to be wielded one-handed without special training. The name comes from the fact that these swords are often wielded by Knights, paired with a shield. This category includes longswords, bastard swords, and falchions.

Musical Instruments: Any device used to produce music falls under this category. They are rarely used as weapons, though some rare jobs have the skill to use them this way. This category includes harps, flutes, lutes, and countless other instruments.

Polearms: Another wide category of weapon, the polearm is a weapon where the main fighting part is placed on the end of a long shaft, thereby increasing the user's attack range. This category includes spears, lances, poleaxes, and glaives.

Rifle: An evolution of the Gun, the Rifle has a longer, rifled barrel, making it more accurate and better suited to long-range attacks. This category includes shotguns, arquebuses, and muskets.

Scythe: Based off of a farming impliment, the Scythe is a heavy weapon that uses its weight to add power to its cutting edge. Scythes used for war are often rebalanced when compared to their agricultural siblings. This category also includes the zaghnal.

Staff: Like the Club, the Staff is simply a piece of wood carved into a long blunt object, and thus is a common weapon for magick-users. This category also includes walking sticks.

Sword: A sword is a long-bladed slashing and thrusting weapon, similar to a larger version of a Dagger. This classification, distinct from the Greatsword and Knight Sword, refers to smaller, lighter swords that can be wielded one-handed with ease. This category includes rapiers, sabers, cutlasses, shortswords, gladius, and scimitar.

Thrown Weapons: Another wide category of weapons, Thrown Weapons are typically small, light objects designed to be hurled through muscle power. Thrown Weapons do damage in a number of ways, including slashing, piercing, and even exploding. This category includes boomerangs, darts, shuriken, bombs, and chakrams.

Whips: Whips are long, flexible weapons which are used to lash opponents from a distance, and are often used to command wild animals. This category also includes chains and Cloth.

Armor: Armor is divided into more basic categories, but not as widely divided as weapons.
Hat: Light headgear
Helmet: Heavy headgear
Robe: Light body armor
Clothes: Medium body armor
Armor: Heavy body armor
Buckler: Light shield
Shield: Heavy shield
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