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Final Fantasy Resurrection > Arretia > Background Information


Title: Background Information
Description: Scientia Phantasia


Sephiroth - March 4, 2011 07:48 AM (GMT)
For the sake of not filling up the forum with information topics, I decided to put them all in one thread. So, here they are, with a table of contents to make finding them easier.

Tabula Rerum
- Races of Arretia (this post)
- Jobs and Abilities
- Elements and Spells
- Geography and Towns
- Miscellaneous

Races of Arretia
Genera Fabulosa

Aegyl
The Aegyl closely resemble Humes in appearance and build; however, they are set apart by the powerful wings they bear on their shoulders. In the ancient past they were regarded as messengers of the gods, due to their living in the floating city of Celestium beyond the ken of the other races. Some unknown catastrophe having destroyed Celestium, and they became part of Arretian society, albeit after the dissolution of the Empire.

Aegyl live mainly in Krystal, Thorel, and Clavis.
Strength: Average ~ Stamina: Average ~ Agility: Average ~ Magic Power: Average ~ Mana: Average

Bangaa
The Bangaa are a stalwart, reptilian race (though it is a great insult to refer to them as "lizards"). They have a stooped, digitigrade posture, scales over the entirety of their bodies, short tails, and, oddly, two pairs of long, floppy ears that hang down past their jaws. They have been in Arretia as long as Humes, and were integrated into society well before the Empire's collapse.

Bangaa are mainly found in Arretium, Merryhaven, Cariath, and Clavis.
Strength: Good ~ Stamina: Good ~ Agility: Average ~ Magic Power: Poor ~ Mana: Bad

Dwarf
Resembling short, muscular Humes, the Dwarves are a short, stocky race excelling in smithcraft and physical combat. They are native to the Averne Mountains, but a good many have immigrated to Arretia over the centuries. They still tend to keep to themselves, though, generally living in areas near hills or mountains.

Dwarves are therefore mainly found in Arretia, Krystal, Thorel, and Clavis.
Strength: Good ~ Stamina: Good ~ Agility: Poor ~ Magic Power: Average ~ Mana: Average

Elf
The Elves are, seemingly, not native to the area. During the twilight of the Empire they came over the Sea in battered ships, as refugees from some land they would not describe or even name. Favouring sylvan areas, they settled in the Dondasch Hills and on Reclude Isle, some mingling with Hume society and some not. The latter became known as Dark Elves, secretive and malicious, regarded as monsters by the civilised races -- including the Elves. The civilised Elves, on the other hand, blended well. They resemble Humes, except that they are shorter and slighter in build on average, and have pointed ears and almond-shaped eyes. They also boast hair and eye colours not seen among the other humanoid races.

Elves are nearly as prevalent as Humes, but they are found especially in Krystal, Thorel and Clavis.
Strength: Poor ~ Stamina: Average ~ Agility: Good ~ Magic Power: Excellent ~ Mana: Good

Esper
Legends conflict as to how the Espers originated. Some say the Creator formed them the same as the other races; others say the gods created from Humes; and still others say they are from a different world. Regardless, they are a race (or possibly multiple races) of humanoid animals with innate magical talents outside and beyond the normal classification of magic (hence they are sometimes called "Magic Beasts or Phantom Beasts as well). All Espers have some special talent: control of an element, control of plants, producing illusions, and so on. They also excel at traditional magic.

Perhaps in part due to jealousy over this, Humes tend to look down on Espers, referring to them as "beastmen" (though not, usually, where an Esper can hear). Espers themselves vary greatly in their bestial features; they may only sport ears, tails, or other superficial things, while some may appear to be animals on their hind legs. Many have the ability to shapeshift (perhaps all do, but they choose not to practice it) between differing combinations of human an animal. Regardless, they are all quite civilised.

Espers are a majority in Krystal -- indeed, the marquisate is ruled by a line of Espers. They can otherwise be found throughout Arretia, though not in the numbers of Elves or Humes.
Strength: Varies ~ Stamina: Varies ~ Agility: Varies ~ Magic Power: Good ~ Mana: Good

Hume
Humes are, in most respects, considered to be the dominant race in Arretia. The Arretian Empire of old was ruled by them, and they retain much influence in the area's politics. While not as powerful in some areas as other races, they are typically well-balanced over-all, and thus serve as the average for racial abilities. Unfortunately, these things tend to go to their heads, creating friction between them and other races, especially the Espers, whom some Humes regard as "subhuman".

Humes are to be found throughout Arretia, naturally. The only cities in which they are not a majority are Krystal, where they form another minority relative to the dominant Esper, and in Thorel where they simply a minority of the many races that live there.
Strength: Average ~ Stamina: Average ~ Agility: Average ~ Magic Power: Average ~ Mana: Average

Moogle
Moogles are small -- rarely reaching three feet, not counting the pom-poms -- but industrious folk. Vaguely lagomorphic, with short, soft (usually white) fur and long ears, they are best-known for the fluffy, colourful pom-poms supported by a fleshy stalk -- longer than their ears -- that grows from the crown of their heads, and vestigial bat-like wings. They are also known to punctuate their sentences with "kupo". Despite their diminutive size, they are valued throughout Arretia for their expertise in magic and technology.

Moogles have a relatively large presence in Thorel, but there communities of them in every town.
Strength: Bad ~ Stamina: Poor ~ Agility: Average ~ Magic Power: Average ~ Mana: Excellent

Sephiroth - March 5, 2011 06:42 AM (GMT)
Jobs and Abilities
De Facultatibus

Classes

Alchemist
Brews potions, creates items, and can mix ingredients in battle to create dazzling effects.

Arcane Mage
Uses status-inflicting magic, gravity, and the Dark element.

Archer/Gunner
Uses a bow, crossbow or gun to snipe enemies from afar and inflict status ailments. Arrows and shot can also be purchased to add different elements to the attacks. Bows are faster, have better range, and are quiet; guns are more accurate and much more powerful.

Black Mage
Uses offensive magic of the six elements of Air, Water, Fire, Thunder, Ice, and Earth, as well as the non-elemental spells Flare and Ultima.

Beastmaster
Can charm beasts and beast-like monsters, as well as understand them.

Dragoon
Can use Jump, and summon a wyvern of a specific element and use a breath attack of that same element.

Holy Knight
A servant of the gods, the Holy Knight wields arms and armour charged with the Light element, and can cast minor white magic and the spell Holy. The most prevalent are the Templars, a militant religious order of the Church.

Mystic Knight
An armoured warrior who can channel magic energy through his weapons. The true Mystic Knights are all sworn to the service of Krystal, although some have gone rogue and taken on apprentices in the wilds and other towns.

Ninja
Silent assassins who can throw weapons with deadly accuracy.

Red Mage
Uses spells drawn from arcana, black, and white magic, as well as being a passable fighter.

Rogue
An adept at getting into and out of places they aren't supposed to without being detected.

Samurai
Uses ancient fighting techniques developed by the Aegyl; a samurai can channel non-elemental energy through their katana.

Warrior
A generic term for all those who specialise in martial prowess, armed or unarmed. Can utilise their warrior spirit to enhance their own abilities and cleave their enemies' defenses, or project attacks from a distance.

White Mage
Uses curative and protective magic, as well as the spell Holy.

Abilities
- Drain, Osmose, and Rasp can be used by both the Arcane and Black Mages
- Teleport can be used by Arcane, Black, Red and White Mages.
- Dispel can be used by Arcane, Red, and White Mages
- Arcane, Black and White Mages are not trained for physical combat and should try to avoid it.
- The Dragoon, Holy Knight, and Mystic Knight are always trained to wear heavy armour.
- Instant death spells and abilities are prohibited.
- Each character can have two limit breaks, based on either class or race. One limit break may be used per battle.

Sephiroth - March 5, 2011 07:31 AM (GMT)
Elements and Magic
De Magica

Elements
Dark
Effective against Earth, Fire, Ice, Lightning, Water and Wind, ineffective against Light; vulnerable to Light.

Earth
Effective against Lightning, ineffective against Wind; resistant to Lightning, vulnerable to Wind.

Fire
Effective against Ice, ineffective against Water; resistant to Wind, vulnerable to Ice and Water.

Ice
Effective against Fire; vulnerable to Fire.

Light
Effective against Dark.

Lightning
Effective against Water and Wind, ineffective against Earth; resistant to Water and Wind, vulnerable to Earth.

Water
Effective against Fire, ineffective against Lightning; resistant to Fire, vulnerable to Lightning.

Wind
Effective against Earth, ineffective against Lightning; resistant to Earth, vulnerable to Lightning.

- Generally, all elements are ineffective against/resistant to themselves.
- Some machines are weak to Lightning.
- Plants tend to be weak to Fire and Ice.
- Undead are always weak to Light and usually Fire

Spells
Nota bene: Unlike in the games, most spells do not always have the same effect. "Fire", for instance, could be a fireball, or a single intense ray shot from a finger. The multi-leveled spells differ by area-of-effect, with base spells covering a single target or small area, -ra spells two or three targets, and -ga spells all available targets in range and a large area. The Roman numerals next to a spell indicate what "tier" it belongs too, for determining what level of skill a mage must have before learning it.

Arcana
- Berserk (I) ~ Causes the target to go berserk
- Blind (II) ~ Inflicts Darkness on the target
- Bubble (II) ~ Encases target in a bubble, equal in strength to their vitality, that absorbs attacks, slowly wearing out.
- Dark (I), Darkra (III), Darkga (IV) ~ Dark elemental attack.
- Demi (II), Gravity (III), Graviga (V) ~ Distorts gravity in an area.
- Drain (III) ~ Absorb life-force from target to heal injury
- Float (I), Floatga (III) ~ Causes target to float above the ground
- Meteor (VI) ~ Summons a meteor to strike the area.
- Muddle (III) ~ Inflicts Confuse on a foe.
- Osmose (III) ~ Drains mana from a target to replenish the caster's.
- Poison (I) ~ Inflicts Poison on target
- Seal (II) ~ Disables the spell-casting ability of the target
- Slow (II), Slowga (IV) ~ Reduces target's speed.
- Teleport (IV) ~ Teleports the caster and anything else he wills.
- Vanish (II), Vanishga (IV) ~ Makes target invisible.

Black Magic
- Aero (I), Aerora (III), Aeroga (IV) ~ Wind-elemental spell
- Bio (II), Biora (III), Bioga (IV) ~ Summons noxious slime or vapours to corrode enemies; may inflict Poison
- Blizzard (I), Blizzara (III), Blizzaga (IV) ~ Ice-elemental spell
- Fire (I), Fira (III), Firaga (IV) ~ Fire-elemental spell
- Flare (V) ~ Powerful non-elemental spell.
- Thunder (I), Thundara (III), Thundaga (IV) ~ Lightning-elemental spell
- Tremor (I), Tremora (III), Tremorga (IV) ~ Earth-elemental spell
- Ultima (VI) ~ The ultimate destructive magic; non-elemental and ignores Shell and Reflect.
- Water (I), Watera (III), Waterga (IV) ~ Water-elemental spell

White Magic
- Cure (I), Cura (III), Curaga (IV) ~ Healing spells
- Dia (I), Diara (III), Diaga (IV) ~ Light element spells; only harms undead.
Dispel (II) ~ Dispel positive enchantments
- Esuna (III) ~ Removes status ailments
- Haste (II), Hastega (IV) ~ Increases the speed of the target. Nullifies Slow
- Holy (V) ~ Powerful Light-elemental attack
- Blindna (I), Muddelna (I), Poisona (I), Sealna (I) ~ Series of spells that remove associated status ailment
- NulBlaze (III), NulBreeze (III), NulFrost (III), NulGleam (III), NulQuake (III), NulShade (III), NulShock (III), NulTide (III) ~ Reduces damage from specific element
- Protect (II), Protectga (IV) ~ Shields target from physical harm
- Regen (III) ~ Regenerative effect. Nullifies Poison.
- Reflect (III), Reflectga (V) ~ Reflects spells cast on target
- Shell (II), Shellga (IV) ~ Shields target from magic
(Spell list not exhaustive. If you want a spell, ask.

Sephiroth - March 9, 2011 04:02 AM (GMT)
Geography and Towns
Scientia Terrarum

Geography

Going from north to south, and west to east, the geography of Arretia is arranged thus.

Averne Mountains
The Averne Mountains form the western boundary to the lands of Arretia, as they are a nearly impassable barrier to travel -- not even airships can fly high enough to pass the peaks. Only the Dwarves who dwell beneath them might know what lies on the other side, but they never told the Empire and contact with them has since been sporadic.

Northern Forest
The wild, ancient woodland that stretches north of the Dondasch Hills. At one time, the Empire ruled this area, but since its collapse the wilderness has overgrown the lost cities.

Mt. Krystalheim
A tall peak of the Averne mountains, standing a little to the east of the main range and at the head of the Dondasch Hills. The city of Krystal is built on its southeastern face.

Dondasch Hills
The Dondasch Hills now form the northern boundary of Arretia. They are a series of smaller, more weathered peaks thrusting east from the Averne Mountains until they disappear beyond the ken of modern mapmakers. Thorel is located here, in the forested slopes of the eastern extent of the explored territory.

Krystalvault Forest
The enchanted forest around the slopes of Mt. Krystalheim and the north shore of the Aria River is known as the "Krystalvault". It is a beautiful place, with natural veins of magical crystal spring up into groves throughout the wood, but also dangerous as well as the ambient magic has empowered the beasts that live here.

Ogre River
A river that flows down from the Dondasch Hills into the Aria River. Its banks are unforested, being instead full of goblins, trolls, and ogres. The only way to cross the river is in the town of Trollbridge, which as may be imagined does not welcome outsiders.

Greatwood
Separated from Krystalvault by the Ogre River, the Greatwood lies on both sides of the Green River along its lower, eastward course.

Aria River
A river flowing from the Averne Mountains to the Sunrise Sea.

Pirate Coast
The northeastern shorelands of the Eastern Sea, running parallel to the Dondasch Hills. Dengeld Castle is located here at the mouth of the Green River.

Sunrise Sea
The large body of salt water east of Arretia. It has never been explored much beyond the Isle of Reclude, so its true extent is unknown.

Xsar Uplands
An elevated grassland between the Green River to the north and the Princess River to the south, heartland of the old empire. Arretium is located in the hills near the centre of this area.

Royal Coast
The coastal area south of the Green River. Merryhaven is built here at the mouth of the Princess River.

Isle of Reclude
A large, mountainous island some distance off the coast of Arretia, almost due east of Arretium and slightly north of Merryhaven. The only settlement is the port of Clavis, and it still remains partially unexplored.

Mt. Claudius
The large, many-sided peak that dominates Reclude Isle. The rare metal mythril can be found in veins twined through its roots. Death can be found anywhere.

Princess River
The southern boundary of the Xsar area, the Princess River flows from the Averne Mountains into the Sunrise Sea. There is a fortified bridge, held by Arretian troops, that spans it as part of the road from Arretium to Cariath. The name is said to be from an Arretian princess who long ago drowned in the river. The Emerald River joins it some distance east of the bridge, while Merryhaven lies on both sides of the river's mouth.

Emerald Vale
A land of low hills and fertile valleys, south of the Princess River and on either side of the Emerald River. It is mostly inhabited, cultivated as the breadbasket of Arretia.

Emerald River
A river winding down from the highlands south of Arretia. It flows northeasterly until it joins the Princess River. Cariath is located on its south bank, due south of Arretium.

Haunted Forest
Located south of the Vale, up against the Averne range, the Haunted Forest surrounds the cursed ruins of Zotheca.

Zotheca
Zotheca was once a city of the empire. However, its ruler went mad, and in his rebellion against the emperor summoned dark energies that corrupted the town. Only the brave and foolish venture there now.

Morden Downs
A bleak, rising land south of the Vale and east of the Haunted Forest. It is said that south of the Downs is a paradisiacal kingdom, but nobody who has braved the monsters that roam there has ever come back. This is now the southern border of Arretia.

Elven Bay
South of the Royal Coast and east of the Downs is a small bight into which the Grey River empties. There is an elven settlement, Sirmar, at the mouth of the river, hence the name. Beyond the Bay, the coast stretches to the east, out of knowledge.

Towns

This is a list of important towns in Arretia.

Royal City of Arretium
Once the capital of the Empire, Arretium is still a large, beautiful city. Filled with history and culture, its people see it as the chief of the cities of Arretia.
- Royal Palace: The residence of the King of Arretium.
- University of Arretia: An ancient institute of learning, famous for its scholars. The campus is supported by the royal treasury, so that its doors are open to all who can tests its entrance examinations, no matter their financial background.
- Cathedral of St. Basil: A stately basilica that serves as the seat of the Archbishop of Arretia.
- Great Library: Begun long ago by royal edict, the Great Library now houses all known lore and legend of Arretia.

Cariath, City of Knights
Cariath is a small, tranquil town located on the south bank of the Sano River. Surrounded by fertile fields, it exports food to the rest of Arretia. Cariath is ruled by a noble family of knights, assisted by a council of village elders.
- Lord Knight's Manor: A fortified mansion on a hill south of the town, where the ruling family lives and governs.
- Warriors' Guild: A fortified barracks in the town's central square, opposite the church. Here the village's young men are trained to serve as the Knightdom's defenders.

Port Town of Clavis
Clavis was built after the dissolution of the Empire. It is a small port, inhabited mainly by shop keepers, miners and retired adventurers. Its chief exports are the silver and mythril mined from Mt. Claudius.
- Duke's Keep: A small castle overlooking the bay.
- Mythril Mines: The mines beneath Mt. Claudius.

Dengeld Castle
The self-proclaimed capital of the pirates that prowl the Sunrise Sea, Dengeld Castle was an abandoned keep atop the bluffs overlooking the Aria River. Taken over and renovated by an ambitious pirate chieftain, it has become a recognised stronghold for rogues of all kinds.

Krystal, City of Magic
Without doubt the most beautiful settlement in Arretia, Krystal is known as the City of Magic. Its mosaic-paved streets are lit by glowing crystals inside lamps of frosted glass. Due to its elevation and northern latitude, snow falls in abundance here.
- Palace of Justice: The residence of the Marquis, ruler of Krystal, the Palace of Justice sits in the highest reaches of the town, and its gilded roofs are perpetually covered in snow. It possesses an austere beauty that invites one to gaze from afar, but not to draw too close, much like the mountain itself.
- Dorian Alchemists' Guild: Potions and tinctures of many kinds are compounded here.
- The Tower: Serving as academy, home, and meeting place, the Tower is the heart of magic in Arretia. Black and white mages from the other cities all come to study here with the great masters. There is also an extensive library maintained in the vaults beneath the Tower that rivals the Great Library of Arretium.
- The Academy of War: Here in the Academy of War the Mystic Knights of Krystal are trained in both hand-to-hand combat and strategy.
- The Crystal Mines: Source of the magical crystals from whence the city derives its name, and which are used to craft the town's wondrous goods.

Free City of Merryhaven
Merryhaven is a large mercantile town located at the mouth of the Chrysophylax River. As the trading hub for Arretium, Cariath and Clavis, it is the wealthiest city in the former empire. Merryhaven is ruled by the Lord Mayor and a city council, both elected by the populace.
- Highgate Market: A large marketplace near the town's western gate, it is the commercial heart of Arretia. Goods ranging from the mundane foodstuffs of Cariath to the magical weapons of Krystal can be found here. The Highgate District around it displays the opulence gained from this trade.
- Lord Mayor's House: An imposing mansion in the Highgate District. It serves not only as the residence of the Lord Mayor but also as the seat of Merryhaven's government
- Harbour Market: A smaller marketplace near the docks, where goods from Clavis are sold. The atmosphere here is more congenial than that of Highgate, but the back alleys are also more dangerous.

Sylvan Village of Thorel
The smallest town in Arretia, Thorel is little more than a village nestled in the Dondasch Hills. Mingling with the trees -- often with boles and branches forming part of a spacious dwelling -- it has no walls, but is defended by outposts scattered throughout the forests. For friendly visitors, there are many quaint shops show-casing the forest's bounty.
- Baron's Castle: The only major stone structure in Thorel, the castle is deceptively foreboding. Inside the walls is a great feasting hall, and many snug little rooms tucked away in its crannies.
- Mogtown: A section of treehouses and caves a little way to the northwest of the main village, Mogtown is the largest exclusive settlement of Moogles in Arretia. The Moogle Workshop, where many of Arretia's mechanical inventions are developed and manufactured, as well the Mognet Central Office, are located here.

Sephiroth - March 13, 2011 09:27 PM (GMT)
Miscellaneous
Miscellanea

Airships
There are two kinds of airships in Arretia: the invented by the Moogle engineers of Mogtown and Professor Cid of the Royal University; and those invented by the Espers in Krystal. The former are zeppelins, and run on steam power, while the latter resemble seafaring ships with wings, given both lift and propulsion by crystals. The Espercraft are cheaper, but only Espers and trusted Krystal Moogles know how to make and run them, so they are limited to that city. A privately owned Esper company provides transport between the six cities; so that every city has an airfield. Both Arretium and Krystal have small airfleets.

Chocoboes
Everyone's favourite ridable bird! The chocobo is present throughout Arretia, being used as a beast of burden as well as a mount. The common chocobo is yellow; they are kept privately, as well as used as chargers by the Kinghts of Cariath and Arretium, and they are also rented out in Chocobo Stables in every major town.

There are two other known varieties of chocoboes. The first are the black chocoboes, which are kept in the Royal Chocobo Park in Arretia, and have the ability to fly with a passenger. The second are the green chocoboes. Found only on Reclude, they have adapted to navigate the treacherous crags of Mt. Claudius and can be rented at the Chocobo Stable in Clavis. Legends also speak of gold chocoboes, also retaining the power of flight as well as being faster than any other rbeed; and the white chocobo, said to be a guardian of the other breeds. However, even if these creatures exist, they have not been seen in Arretia for many generations.

Crystals and Magic
Many theories exist as to the relations between crystals and magic. Many believe they are a type of solidified magic. At any rate, they exude magic energy (called Mist) and can be used for different purposes, such as enhancing weapons, armour and items and the creation of Mist Cannons. There are crystals aligned with the elements, as well as "pure", unaligned ones. They are found almost exclusively in the Krystalvault Forest and Mt. Krystalheim's mines, but there they are in abundance.

Dragoons
In order for a dragoon to actually gain his breath attack and the ability to call a drake (also called a wyvern), he must actually meet and bond with one. Since the wyverns live in the Averne Mountains, this entails a pilgrimage into said mountains. Once bonded, the wyvern can either remain in the mountains -- or accompany the dragoon, even serving as a mount.

Religion
There is a single religious structure in Arretia, which is called simply the Church. According to the Church, there are seven gods -- Aether, the king of the gods; Surya, goddess of day; Lusin, god of night; Agni, god of fire; Ventus, god of wind; Voda, goddess of water; and Gaia, goddess of earth -- and the Creator, who created the gods, the races, and the earth. The Church maintains temples in each major town, as well as shrines to individual gods and saints. The Church is headquartered in the Magister's Palace, next to the Cathedral of St. Basil in Arretium. The hierarchy of the church ascends from deacon, to priest, to the Maester in charge of a city temple, to the Grand Maester in charge of the Cathedral.

There is also a religious order of holy knights, the Templars (Knights Templar, Knights of the Temple), who are sworn to protect the Church and the weak and innocent in general. Like all religious orders of the Church, they are also sworn to poverty, chastity, and obedience.

Priests of the Church are forbidden to use weapons or offensive magic.




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