THE FINAL FANTASY LEGACY GLOSSARY ================================= Written by Terence Fergusson (taf@university-of-murphy.freeserve.co.uk) Glossary for Chapters #1 - #31 =FOREWORD= ========== This document was written, and at this present time, is maintained by myself, Terence Fergusson. Yes, it does include several editorial notes that haven't happened, or are not in the story, as well as some speculation on characters motives, or directions their portrayal may take. Where this occurs, I have sometimes marked this, though you are strongly recommended to read Final Fantasy Legacy in its entirety to get your own idea of various things. Reading this to try and assume the future will get you nowhere. I think. This is meant as an aid or guide, to help authors to remember things that have happened. It also attempts to slowly build up a coherent and workable world in the background, and help prevent inconsistencies from cropping up too often. It'll be updated every so often, but probably not every chapter. Also note that the Glossary grows every chapter, and will become more and more difficult to update. I am fully aware of how easy it is for myself to forget to update plotlines, or to highlight new characters, skills and abilities. I encourage anyone to correct me should I make a mistake somewhere within this guide. The actual posted chapters, in all cases, take precedence over this guide when applied to 'canon'. If the story takes a direction that disrupts things in this guide, then it is the guide that will be changed to match. If there is an inconcistancy between something that happened in the fanfic and this guide, then the fanfic is just about always correct. (Exception: when the fanfic contradicts things that have happened in other chapters.) Note this is not a guide to FF Canon. If you're looking for stuff you can use from Final Fantasy that have yet to be mentioned, you may find what you are looking for at The Final Fantasy Compendium, located at: http://www.rpgclassics.com/ffcompendium/ Anyway, I hope this is at least somewhat useful, and will allow people to use the Final Fantasy Legacy world to its fullest extent. Note that this last time, virtually every part of the guide had to be updated. You are thus encouraged to read through all of it again, since there are many changes. =TABLE OF CONTENTS= =================== Line No. o Places/Geography 80 o Technology/Magical Artifacts 355 o Organisations 629 o The Main Cast 743 o Other Characters 995 o Minor Characters 1403 o Races/Monsters 1433 o Languages 1614 o Plot Lines 1661 o Timeline 1798 o Manakyr Elements 2753 o Spells/Techniques 2849 - Beastlore/Lores 2858 - Elementalism/Geomancy 2968 - Desperation Techniques 3117 - Sword Techs 3164 - Monk Arts 3300 - Ryukin Arts 3348 - True Magik 3404 - The Legacy 3775 - The Calling 3810 o Credits 3907 =PLACES/GEOGRAPHY= ================== Achal: A bastion of civilisation located in the mountain range of Harshak, about three days to the north of Tienne. It is more of a small town or a large village, nestled in a valley in the mountains, straddling a small stream. The village is well laid-out and quite easy to navigate, but it still retains the feel of a 'rustic old village'. It is likely a stop-off point for travellers, a brief respite either before or after following the trail over the Harshak range to either the country of Russa, or the Church City of Tienne. Ashgar: Ashgar is a 'mythical' city about quarter of a day east of the northern end of the North Channel. Home of the Nordrir, a fierce warrior-like people, it is deliberately isolated from many of the trading channels, since they can mostly fend for themselves. A small exception appears to be a trade route with the Ryukin Islands, perhaps the only regular one in existance. Ashgar is also the ancient homeland of Odin, who was once King of the Nordrir. The Tomb of the Fallen King lies in the centre of Ashgar, and is a fitting memorial for the fallen Guardian. The Nordrir as a whole are built for the climate they live in, and prefer to fight up close and personal. They despise the use of guns, and are currently independent of the Church; the Church holds no weight in Ashgar. Atlantea: A seaside town on the coast of Clea's Sea, about two days west of Tienne. It lies almost on the edge of the Cape. Its open-air markets take up most of the town, where imports from sea trade are bartered to the inhabitants. Up until recently, it was under the grips of a powerful Psychomancer, who held all the inhabitants under his thrall, his presence unware by the Church. Only a recent expedition there by Kyle's regiment, searching for Marcine Cavanaugh, discovered and quashed it, after almost falling foul of the Magi. Byakko: A city in the Ryukin Isles. It is noted for containing a university. Other than that, little is known about it. Chyrn: A tiny village in the southernmost parts of Russa. Siegvin located and killed a Knight of the Round here, who had been serving as a simple blacksmith. Clea's Sea: The name of the body of water that both Tienne and Atlantea border. Its dimensions have yet to be defined during the course of the story. Dwarvenhome: The ancient capital of the dwarves. No human has set foot inside for over three hundred years. It is unknown precisely where it lies. Empire of the Moon (Country): Also known as 'The Empire of a Thousand Years', the Empire of the Moon is situated to the far southeast of the main continent, and has a tropical climate. Although it has a fierce tribal atmosphere, it is suspected that much of the Empire's origins are linked with the ancient exile of the Manakyr Order. The capital city of the Empire is Matanbuwan, the City of a Thousand Moons, which is located on the central island of Rupantao. Paanbatala is a named island to the south of it which is also part of the Empire. Erihs: A town/village somewhere in the Church State to Tienne. Other than its name, nothing more is known about it. Great Russa Forest: Perhaps the largest forest on the western continent, the Great Russa Forest is a mysterious place. Travellers know well to stick to the paths and not to stray off them. It is highly suspected that the forest is home to the largest community of Moogles known, though they do not take well to outsiders. The expanse of the Great Russa Forest forms the far eastern border of Russa. It is known that Master Cid makes his home somewhere within. Indong: The coastal city of Paanbatala, located to the southeast of the Empire of the Moon. Davin's party reappeared near this city after they used the broken Mirror of the Sun Goddess in a last ditch attempt to escape the Sanctuary of Purity. Koden: A town on the southern border of Russa, nestled in a valley almost completely surrounded by mountains. It's an important trade point for most of Russa. The town is the home of the legend of the hero Ivan Tsarevich, a legendary prince of Russa. In the centre of Koden is a square named Ivan's Square, where a statue of Ivan, a firebird and a wolf is situated. Lassenkirche's General Store, a Hunter's Lodge, is also situated in Koden. Davin passed through this place earlier, before the events of FFL, while he was searching for signs of Mika's parents. La Verde: A place that Davin has been to, while looking for Mika's parents. It is located far to the southeast of Tienne, where the Harshak mountain range emerges. Surrounded on all sides by sea and mountains, it serves mostly as a port for the nearby Mystic Academy, which incidentally is situated in the only pass through the mountains leading to La Verde. Davin was introduced to Jil Fallensand here by his companion at the time, Biggs. Matanbuwan: Capital city of the Empire of the Moon, located on the northern coast of Rupantao, the central island. Also known as the City of a Thousand Moons, it is known as such by the spotless surfaces of every street and wall. This is achieved by the work of the Bisho, the Soil Children; they are ignored by the populace, and their only purpose in life is to continually wipe away the grime the city accumulates. The most interesting building in Matanbuwan is perhaps the Shrine of the Oracle. Although it seemingly pales in the light of the ivory Castle of the Moon, the mystery begins when you note that the Shrine is built out of one completely solid piece of rock; there are no bricks, as such. It is said the building was raised from the bones of the world by the Oracle herself, suddenly appearing overnight nearly twenty years ago. The current Oracle is Gyn Samson, Syeira's mother, who fled to the Empire after the ill-fated collapse of the Light Warriors. Mystic Academy: A school for the more... mystical sciences, strongly affiliated with the Church. Students and graduates generally wear a Tri-fan pin on their collar. What precisely goes on in its halls is unknown to mere laymen, but it is known (or assumed by the author of this document) that Geomancy/Elementalism, higher Weapon/Chi techniques, Beastlore or Lores (previously known as Blue Magic), among other mystic skills, are taught there. The only exception to their teachings is True Magik, which is under strict ban by the Church. It is not known particularly what purpose the Mystic Academy serves, other than as a educational establishment. It is located just to the north of La Verde, commanding the only pass through the southern end of the Harshak mountains that leads to the city. The North Channel: A long and treacherous passage for ships that cuts right across the continent, splitting it into its western and eastern components. The Channel begins a couple of days sail to the northeast of Tienne, and emerges a little to the east of Yahl Russa. It is the fastest route between the two cities, but it is also the most dangerous; many dangerous beasts call the Channel their home, and a lot of them are very territorial. With luck and speed, it is possible to traverse the entire Channel in a single day, mostly due to the swift currents within the Channel. It is said that the Channel was created by Leviathan back in the time of the Sleepers. Ancient maps certainly do not seem to have the Channel as one of their landmarks. The Northern Reaches: A stretch of ocean north of both Yahl Russa and Ashgar. Although treacherous, it is hardly a threat to experienced sailors. The real danger comes from spillage from the North Channel; monsters that make their home in the channel have been known to search far for food. Ramaz: A city on the southern coast of the Empire of the Moon. It is not *strictly* part of the Empire, and has become a liasion of such between the two, serving the purposes of the isolationist Empire well. It is a trade city, and one the party has never visited. Russa (Country): The frozen wastelands of Russa make for a generally inhospitable place, but small patches of civilisation do exist out there. It lies to the north of the Harshak mountains, where a small bridge under the supervision of Achal allows passage over the canyon that acts as the actual border. Most of the cities and towns nestle near the southern border, just north of the Harshak mountains. Yahl Russa, its capital, lies far to the north instead, with only small villages in between helping to service the various caravan routes. It is bordered to the west by the Cape of Russa and the western bluffs, and to the east by the Great Russa Forest. The Church has far less control over Russa than in the areas surrounding Tienne, but due to its proximity, it is still considered to be highly influenced by the Church. The problem is communication; doctrines that are passed almost immediately in Tienne, take far longer to make it into Russa. Ryukin Islands (Country): An isolated archipelago, free from the Church, that lies far to the west of even the western continents of the world. The greatest swordsmen in the world, the Samurai, are known to live there. Trade and communication with the outside world is almost completely unheard of, and there are no stories about them in recent times. The islands are roughly nine days sail from Ashgar, seven days from Yahl Russa, six days from Tienne, and only four days from Atlantea, all assuming a good wind. It is said to be watched over by four gods: Suzaku, the phoenix; Seiryu, the blue dragon; Byakko, the white tiger; and Genbu, the dark warrior. The capital of the islands is Suzaku, a day north-northwest from the port city of Seiryu. Sanctuary of Purity: A deep underground vault where Purity's piece of the Tri-fan lay. However, recently, the crystal has cracked and lost its power. Although Marcine's Calling of Shiva may have been the initial focus, it is unknown whether further forces may have forced it open. The Sanctuary used to be above water, deep within a mountain range far to the west of the main continent. However, all this was at least a thousand years ago, during the time of the Manakyr. Since then, the mountains have descended for some reason, sinking to the bottom of the ocean, and taking the Sanctuary with it. The Sanctuary has now lost its protective field that keeps it impervious to destruction. Since the failing of the crystal, the ocean has reclaimed it, destroying the Sanctuary. Syeira also met her end in this isolated place, falling to Siegvin's blade. Sanctuary of Wisdom: A hidden vault located in the southwestern forest region near Tienne. Bolgan unearthed it recently in his search for a power source for the Excelsior; as such, the Crystal of Wisdom now currently resides within the engine room of the Excelsior. Seiryu: The largest port in the Ryukins, where all ships that the islands permit to land go to trade. Recently, the old Shogun of Seiryu has died. The new Shogun, nephew of the former, is more suspicious of outsiders, and is envious of the Emperor. He is willing to do much to overthrow the old Emperor, but for now at least, his efforts are for naught. Seiryu is named after one of the four gods that watch over the Ryukins; in this case, the blue dragon. Suzaku: Capital of the Ryukins, and where the Emperor's palace was built. Suzaku, one of the four gods that watch over the Ryukins, created the city shape in his outline, burning himself to ashes in the process. The outline of the phoenix protects Suzaku from invasion and monster attacks, thus making it a formidable fortress. Genji, the first Emperor of the Ryukins, was granted this boon in return that he unite the isles to protect them. He created a palace built upon Suzaku's ashes, and when people learnt of the protection offered, they came and built a city. Genji, the Knight of Holy, was 'buried' just outside of Suzaku when he wished to retire from the mortal world. He rests there now, within a specially built tomb made for him, awaiting the culmination of the Legacy. His Heartstone is now entrusted to Davin, embedded in the hilt of his sword. The Church State of Tienne (Country): The official area that encompasses both Tienne, Atlantea, Achal and a few other towns and villages. It is bordered to the north by the Harshak range, and to the west and south by Clea's Sea. It's eastern boundary has not been set during the course of the story, but is likely to be the North Channel. Tienne: One of the largest cities in present existence, this is the headquarters of the Church. It is an ancient city, rising high above both the sea and forest that surrounds it. The roads leading to Tienne are well-travelled, and often patrolled by Holy Guardsman. It is also a major port, and as such, often has ships in dock. One such ship, a well-known favourite of the seas, was known as the Lucky Star.... The Sanctuary of Wisdom lay near Tienne as well, but it has been recently unearthed by Bolgan Valecrest, who used the Crystal of Wisdom as the power source of the ill-fated Excelsior. The Worldtree: A large *gigantic* tree that sits upon the tallest mountain of the main continent... however, its roots go down farther than the roots of mountains, or so it is said. It has been suggested that it is possible to climb *down* the Worldtree to the depths of the earth... but no-one has ever tried and actually returned; the indigenous wildlife of the Worldtree are among the fiercest monsters ever seen, and are extremely territorial. Getting to the top of the Worldtree is nigh impossible without air transportation of some kind. In addition, Siegvin has hinted that full descent is possible with the Heartstones. Yahl Russa: The capital of Russa, four days ride to the north-northeast of Koden, and a major port. It is famed for its massive indoor markets, the historic Ancient Studies Library, and the Great Cathedral. Of those, the cathedral is likely the most well-known landmark, which can be seen from miles out on the approach to the city itself, its tall spires and onion-shaped domes making a very distinctive silhouette on the horizon. Unlike Tienne, Church activity is primarily contained within the Cathedral. However, like most cities in the world, Yahl Russa also has its own squadron of Dragoons. In the direct vicinity of Yahl Russa is the Starsilver mine, which is now an important resource for the capital. Until recently, it was not known that starsilver could be mined from the ground. The mine has only been open for the past thirty years. Unbeknownst to the miners, the deeper levels of the mine is home to both a conclave of dwarves, and the cell of Diablos. =TECHNOLOGY/MAGICAL ARTIFACTS= ============================== So far, we have seen the following pieces of modern technology and artifacts in Final Fantasy Legacy. Ashura's Swords: A uniquely designed curved blade. There are only six of them in existence, each belonging to the ancient demon Ashura. A now fallen Sleeper was responsible for striking down Ashura. However, the Sleeper's weapon broke upon the killing blow, so the swords were taken as trophies. These swords have seemingly also been scattered across the world, though for some reason, they are now being slowly brought together again. What any power hopes to achieve by this is unknown, though Gyn Samson has said that their power can be connected to the mysterious Fourth Crystal. Gaia also said that they were a piece of the puzzle. An interesting property of the blades is that each is their resistance to and use in channeling magic. It is possible to repel spells with them, if used correctly. However, some spells are merely too powerful for them to stop. It is also possible to enchant an Ashura Blade with the spell such that the spell's fury is released with the next strike. What this has to do with the Heartstones and the Fourth Crystal is, at this time, unknown. In addition, each blade is a vivid and unique colour, and it is unknown what unique powers each may possess. Five of the six blades are in the hands of Davin (Silver), Siegvin (Red), Kyle (Gold), Zarela and Madonna (Green). The sixth is in the possession of Gyn Samson, secreted in her storeroom. Boost Armor: Dragoon special equipment. It comprises of something similar to bright crimson body-fitting plate-mail, complete with draconian helmet, and vents in the lower back. The equipment gives a Dragoon roughly thirty seconds of lift, allowing them to pull off the massive jumps and spear dives that they are famed for. It is constructed out of an alloy of starsilver, which affords extremely powerful protection. Champion's Seal: A small amulet, forged by the dwarves out of starsilver. It depicts a pair of crossed mining picks. It is awarded to any outsiders who have done a service for dwarfkind. It is also a pass to the ancient dwarven city of Dwarvenhome, as they are honourbound to allow any holder of the Champion's Seal inside. However, finding Dwarvenhome is another matter. Dark Matter: One of the rarest and most dangerous alchemy ingredients. Rumour has it that it is in some way connected with starsilver; they are often found in the same places, and starsilver is one of the few things that a Dark Matter explosion will not eat through. Used on its own, Dark Matter will explode, eating through anything in its immediate vicinity. As such, most armour stands no chance against it. There is also a rumour that Dark Matter can be made itself through Alchemy, but the knowledge of the 'recipe' is not widely known, and the ingredients are likely at least semi-hard to come by. Excelsior: The flagship of the Church, this massive flying fortress was grounded until recently when Bolgan Valecrest, Master Engineer, used the Crystal of Wisdom to get it to fly. It proved its strength in the battle over La Verde, but now that the Crystal of Wisdom has been destroyed, it is grounded once more. Flare Grenade: A small device with a easily activated timer, this grenade can be thrown into the air to let off a highly visible beacon, alerting anyone else in the vicinity. It appears to be standard equipment for the Holy Guardsmen of Tienne. The Fourth Crystal: The true Tri-fan of the Church only has three blades or crystals. However, Clea taught of the possibility of a Fourth Crystal, green in colour, which could be used to free the Three Gods from their prison, while leaving the actual cell they guard intact. It is unknown whether the Fourth Crystal can be found or must be manufactured, but it is suspected that the Knights of the Round that Clea created may have had some connection with it. Gloom Rat Repellent: Carried in small flasks, this liquid immeditely bursts into a bright red flame, that unleashes a noxious but not hazardous odour. The odour is enough to drive any Gloom Rat in the vicinity away. GOLeM: Basically, your average steam-driven robot. Generally created to be immune to True Magik (most likely Elemental Defenses), as well as capable of taking a heck of a lot of damage from physical attacks. Summons, however, are powerful enough to take one of these out by themselves, usually. Guardian Egg: A semi-rare tool, utilised only in the Calling. It is necessary to even attempt a Calling. A specific Guardian Egg is required to Call a specific Guardian. In addition, since the defeat of the Manakyr Empire, many of the Guardians have been sealed, and cannot be summoned normally through the Guardian Egg. Only descendants of Darovan's line can unseal the Eggs at first. Casting a Calling destroys the Guardian Egg in the process. It is unknown how they are made, or whether there are a finite number of them in the FFLegacy world. Marcine has also demonstrated the ability to Call a Guardian without even *needing* an Egg. She has only managed to do so in an extreme situation however, so it is unknown how easily she could do it otherwise. Guns: Firearms in FFL appear to be primitive, around the era of the first firearms. One of the better guns we've seen thus far is a remarkably accurate blunderbuss. The Holy Guardsmen of Tienne are also equipped with guns, though it is unknown what type. It is expected that they are simple powder guns, of the low accuracy/long reload time type. The Master Engineers have demonstrated, however, a greater technical competence in guns, and it is likely that the true power rests in the hands of their creations. Heartstone: The dwarves created the Heartstones for the Knights of the Round, at the time Clea formed them. Each was attuned to a specific element, and both extended the Knights' life indefinitely and amplified their powers. They were supposed to be used in Clea's plan to form the Fourth Crystal, but it is unknown how she planned to do such. Light Globe: A glass sphere with an elemental spirit bound to it, usually a fire one. Activating it simply requires breaking it against any hard surface. The initial flash is enough to temporarily blind anyone who aren't shielding their eyes. In addition, the spirit only persists around the user of the Globe for one day, before it is released. Living Armour: A magical construct, essentially along the same lines of a GOLeM, but using magic to power them. Living armour often has no interior, leaving the bare metal as the only target to hit. As such, they are very often immune to all but the greatest physical attacks, and sometimes have elemental strengths as well. Manakyr Radio: One of the artifacts the Manakyr have created from the technology they have stolen from the Church. Incorporating both powerful Jikuu (Time/Space) enchantments, as well as Tienne's primitive radio technology, the device is a relatively small radio that can send visual images to anyone with a similar device, anywhere in the world. The Manakyr now use it to transmit messages swiftly, with no delay. Manakyr Rods: Magical artifacts made by the Manakyr to both enhance and cause magical damage. Manakyr Rods are aligned to a particular element, and generally either allow the wielder to cast greater and stronger spells from that element, or use the Rods natural power to inflict damage while striking with it. Mask of Slydgirag: A mystical artifact, of which little is known about. What is known is that its power is related to the Heartstones of the Knights of the Round, and that all thirteen Heartstones are required to activate it. In addition, it is suspected to possess a dread power once activated, such that it is a device better left alone. It is rumoured that access to the Mask is impossible without possession of all thirteen Heartstones. Siegvin appears to show an interest of turning its power to his own use. And for that, he requires the Heartstones. A description of the mask can be found in Chapter 23. Masamune: One of the sacred blades created by the great smith Masamune, the greatest Ryukin swordsmith of all time. Finding even one of these blades is extremely rare, even if you take into account that the Ryukin Islands are rarely travelled by outsiders. Mirror of the Sun Goddess: An ancient artifact, as old as the isles themselves. Although not one of the four major gods who are said to watch over the isles, the Sun Goddess Amaterasu was known to be an important part of Ryukin beliefs, and perhaps more powerful than any one of the primary four gods. The mirror itself merely looks like half of a golden Guardian Egg, the flat face polished to a bright sheen. It has the power to transport people to any location they can think of. This valuable artifact was, unfortunately, destroyed during the battle within the Sanctuary of Purity. It was able, however, to perform one more transportation, allowing Davin's party to free the Sanctuary before the ocean reclaimed it. The activating ritual for this now broken artifact can be found in Chapter 24. Phoenix Artifacts: As a gift for their victory, the Knight Genji granted five phoenixes to them. Each immediately transformed into an artifact, tailored for the companion who received it. Davin received a Phoenix Shield, which is said to grant him immunity to fire, and lesser damage from ice. Marcine received a Phoen Staff, which, although a lesser artifact at first, in time it should aid her learning of fire and healing magic, as well as improve her strength in that mystic art. Mika received some Phoenix Down, with which a potentially fatal wound can be healed. More powerful than any other healing aid, yet it still cannot reverse death. Jil received a Phoenix Compass, which, when given any target, will unerringly direct her towards her goal. Finally, Syeira received a Plume Bracer, which grants her almost unsurpassed speed, grace and agility. Unfortunately, with her death, she is now unable to use them. It is unknown who, if any, will inherit the artifact. Radio: Small-range radio stations are in operation. All the guard posts in Tienne were *very* recently upgraded with them, allowing them to co-ordinate movements. There is also an experimental long-range device set up in Atlantea, presumably while under the influence of the Manakyr. Long-range technology is currently fragile and very power inefficient, but the aid it can bring to communication will most likely make it very important in the next few years. Rune Manacles: An unnamed and unexplained holding device. They act exactly like a normal pair of manacles, except that they also cut off the ability to use special skills, including True Magik. They are, however, not immune to a really sharp sword.... Sanctuary Flame: Each of the Three Gods of the Church have a Sanctuary Flame that burns without end within each chapel dedicated to them. It is considered a dire portent should any of the Flames ever die. As it is, the Sanctuary Flame of Purity has recently gone out, just prior to the crystal of Purity cracking, far to the west of Tienne in its underwater resting place. Shuriken: A throwing weapon of the Ryukin Samurai. Its design allows a swift release of the star, with great accuracy and force. In the hands of someone trained in using them, they are deadly. Sleep-Gas Grenade: A small grey spehre, sometimes used by Chemists, that swiftly fills a modest area with a potent sleeping gas. The gas disperses quickly, and can be easily thrown from outside the range of the gas. Smoke Grenade: A small grey sphere, sometimes used by Chemists, that can cause a smokescreen spread over a modest area, usually enough to cover a small battle. Soft: A very rare compound. Two of its ingredients are belladonna and ice blossoms, demonstrating both the danger in making it, and the rarity in its use. It is the only way to reverse the magical effects of the True Magik spell Petrify. Spray Mister: A hand-held device attached to a vial of substance, which, when utilised, sprays the contents out as a fine mist. Only very few substances can be used to full effect with a spray mister, and there are no fatal toxins, at least in common knowledge, that can be used with this device. SteamCar: Marcine mentions that this ran over a child she saved, and an extremely rare steamcar collision (rare because there are so few of them) forces Davin to take a detour in Tienne that eventually leads him to where Marcine is incarcerated. It is an extremely high-tech vehicle that runs on steam. Being very expensive, only the richest can afford such luxury toys. Unknown whether they are suitable for travelling outside the city, though it is likely that trade caravans will be the next to be upgraded, if the technology ever becomes less expensive and easier to maintain. Some of the larger cities may also have them, and the technology involved has likely already been incorporated in military applications (like the GOLeM). The Wall of Fools: Also known as the Sinners' Wall. It appears like almost any other wall... except the building blocks are simply petrified people. Created as a way to imprison the mage Darovan, it is at least a thousand years old. How it was created is a matter of speculation, but it is now suspected that the True Magik spell Petrify is used to entrap the sinners. Water Ball: A medium-sized blue glass sphere, filled with clear cold water. It works in the same way as many thrown alchemy concoctions, but the aim must be far more accurate. When it hits its target, it drenches them completely with water. Although useless against most targets, it is most effective against fire or lightning-elemental enemies. =ORGANISATIONS= =============== The following groups, empires and so forth have been named during the course of Final Fantasy Legacy. The Church: Simply... 'The Church'. There is no need to elaborate further when speaking of it; whomever you talk to will know exactly what you are talking about. The Church appears to date back to the age of the Manakyr, and its holy symbol is the Tri-fan, which supposedly symbolises the Three Gods; red for the God of Courage, blue for the Goddess of Purity, and yellow for the God of Wisdom. The Church is extremely anti-magic, and in recent times, has eradicated many potential wizards who are suspected of using True Magik. Whatever reason causes them to despise magic, only the Church knows. However, the Church does seem to permit several related fields that do not stem from True Magik, like Elementalism for one. The Mystic Academy appears to be affiliated with the Church in some way. The Dragoon Knights: A special task force created by the Church in the age of the Manakyr, the Dragoons were tasked to defeat Darovan, who had risen up against the Church using the dread power of the Calling. Even after almost two thousand years, the order still goes strong, as there are ever more magical threats to deal with. Enhanced with technology, they are among the elite forces under the Church's command. Unlike most of the population, the Dragoon Knights use horses as steeds. Horses are faster generally, but need more feeding and are less useful in forests or mountains (especially mountains). They're also less 'intelligent' than chocobos. The Knights of the Round: An ancient order of Knights, most of whom are still alive today. There are only thirteen of them, including their leader, Gilgamesh, the master of all weapons. Created by Clea to aid her in freeing the Three Gods, they attached themselves to Darovan after her death, believing at the time that he could be convinced to continue her work. They chose unwisely, and ended up alienating the Church as a result. Their last attempts to further Clea's cause ended in failure when the Church scattered them, separating their power, and capturing their leader. Without direction, the Knights have made no concerted effort towards their final goal. Thus far, eight Knights of the Round have been named: Ivan (Fire), Thor (Lightning), Percival (Earth), Madonna (Wind), Genji (Holy), Gawain (Shadow), Gaia (Wood) and Gilgamesh (Infinity). Cult of the Manakyr: The modern representation of the Manakyr Empire, not to be confused with the banished remains of the Manakyr Order. It has recently been discovered to be behind the rumours of the magic cult in Atlantea, where one of their number, up til recently, had the entire city enthralled with powerful enchantments. Through this, they have stolen high technology from the Church, straight from the minds of the Dragoons they have captured. They are known to possess small-scale radio technology through this method, as well as the art of building Boost Armor, though it is unknown if they can also build GOLeMs at this juncture. Some of this information may have been lost since Kyle's faction took down their operation in Atlantea. They have set themselves against both Siegvin and the Church, and seem to have great plans involving Marcine, who they name as Darovan's Legacy. Some of this also involves what would appear to be the unsealing of the Sleepers. They are using a special combination of the technology they stole from Tienne, as well as their own magical powers, to create a communication system that works across the world. They are now fully at war with the Church, as they struggle to free their long imprisoned founder, Darovan. The Manakyr Empire: The Order of the Manakyr was formed by Clea Manakyr (see her profile below). She was the first to discover magic, and her efforts allowed it to be recognised by the Church. However, her teachings enabled one known as Darovan, filled with ambition, to master the art, and discover the art of Calling. Using this, he went against the Church, destroying much of Tienne in his first attack. The order of Dragoon Knights was created at this time with one purpose, to hunt down those of the Manakyr Empire, and defeat Darovan. Some of those who were left from the Manakyr Order were exiled from Tienne, to never return. Where they went is unknown, but it is suspected the vast majority merged their culture with the Empire of the Moon to the far east. The Empire fell with the defeat of Darovan, and since then, any hint of magic has been stamped out firmly and effectively. The Empire of the Moon: This isolationist Empire is fiercely territorial; for one thing, the penalty of unauthorised trespass among its lands is no less than death. In addition, they have no love for the Ryukin Isles. It is suspected that the Empire's origins is linked with the Manakyr Order, but it is difficult to find concrete proof of such. The Empire communicate and trades with the outside world with the southern city of Ramaz, a neutral city that accepts anyone and everyone, allowing cultures to intermingle freely. Red Monks: A disbanded group, forcefully dispersed by the Church many years ago by Lambert. Presumably, Lambert believed the Red Monks to be a threat after the Red Monk Cid knowingly used True Magik in a battle just outside Tienne. Cid entered into exile to escape Church prosecution, and the Red Monks were caught in the aftermath. Dragoons and other Church officials have orders to arrest any Red Monk they encounter, following successful identification. The Ryukin Empire: Located in the Ryukin Isles, this empire holds dominance over the archipelago itself, and the seas around it. Smaller provinces are under the domain of Shoguns, who have power over that area. However, above all of them, is the position of Emperor, centered in the capital, Suzaku. The first Emperor, Genji, became a Knight of the Round during Clea's lifetime. It is unknown how active he stayed after her death, and it is well known that he eventually wished to retire from his life, and be entombed within a specially built tomb just to the north of Suzaku. The Samurai of the isles practice the ancient art of kenjitsu, a swordfighting style tailored to the art of war. It is also rumoured that they possess the ability to utilise many Sword Techs through this art. =THE MAIN CAST= =============== MARCINE CAVANAUGH ----------------- A young city girl, born high in the ranks of the Church, now branded a heretic after she was forced to use magic to save a dying boy. She escaped the Wall due to timely intervention by a mysterious young man who seems to have been trained at the Mystic Academy: one Davin Highwater. AGE: 17 BIRTHDATE: January 24th (Aquarius) B/TYPE: A JOB CLASS: White Mage/Black Mage/Caller First Introduced: #1 SINCE THEN: Marcine has summoned both Leviathan and Alexander, and the Cult of the Manakyr have hinted that they wish her to summon more. What purpose this aids is currently unknown. She has also summoned Shiva, but this summon seemed different, since it is the first time she has ever *spoken* to a Guardian. Marcine has also started thinking of magic as more than just a tool to cause destruction. She recognises the need to promote magic as something to help people, not just in battle, but first, she realises she must convince herself of this fact. Her outburst in Achal after the bridge got fixed is one step along the path of her redemption, but it would seem that she still has a long road to follow. But it is a start. She has also been named as Darovan's Legacy by the Manakyr. What this denotes is as yet, undefined. However, she has also been named as Clea's Light, and as 'the Legacy'. It is possible that the Manakyr's interpretation may be faulty, or denotes a choice she will have to make. ADDITIONAL INFO: She is carrying four Guardian Eggs (one given by Pearl (coloured green), another from the abandoned encampment southwest of Ashgar (coloured a swirling red and black, containing Hades), another given to her by Gyn Samson (multicoloured), and finally one that Benedict gave to her (coloured amber, containing Ramuh)). She also carries Percival's Heartstone. Finally, she holds possession of the Phoen Staff, and likely has the scroll Syeira wished to use in her last fight. SPELLS: These are the spells that Marcine has shown she knows: Fire, DiFire, TriFire, Ice, Di-Ice, Bolt, DiBolt, Quake, Bio, Cure, DiCure, Esuna, Float, Theatre, MESSENGER. DAVIN HIGHWATER --------------- A graduate of the Mystic Academy, Davin is returning to Tienne to see how his adoptive sister, Mika Gilchrist, is doing, having left her with a friend while he was away. Curious by nature, it was this that led him to meet the imprisoned Marcine, and the ensuing conversation led him to free her and help her flee Tienne.... AGE: 18 BIRTHDATE: July 7th (Cancer) B/TYPE: AB JOB CLASS: Geomancer First Introduced: #1 SINCE THEN: It should be remembered that Davin still has his old quest sitting on the wayside: to find information on Mika's parents, as well as his own. ADDITIONAL INFO: Davin carries one of Ashura's swords. His blade is silver in colour under normal circumstances. The curse on it has been negated by the integration of Genji's Heartstone into the hilt, which has also changed the appearance of the blade. He also carries the Phoenix Shield. Gaia thought that Davin looked familiar to her... but she was killed before she could ever elaborate. Perhaps she could've shed some clue on who Davin's true parentage was? MIKA GILCHRIST -------------- The adoptive sister of Davin Highwater, Mika is a very clever young girl. Of course, she also has a smart-alec mouth, and finds her alchemy classes boring. She absolutely adores Davin, but her real wish is to leave Tienne one day, and find adventure for herself. AGE: 10 BIRTHDATE: April 4th (Aries) B/TYPE: B JOB CLASS: Chemist First Introduced: #1 SINCE THEN: Since running into Kyle, Mika has demonstrated both a live-and-let-live policy with humans, yet she still has her childish preconceptions of monsters. But, she is beginning to shed those conceptions now. She has also demonstrated a natural affinity for explosives, which is not surprising. It would seem that blowing up stuff is her speciality. ADDITIONAL INFO: It is assumed by the editor that the person who was looking after Mika was Mrs Walters (named by Mika as the person in charge of the 'big pan' ^_^). However, she has not been shown in the story up til now. Also, it is unknown what the Holy Guardsman did when they checked her house right back in Chapter #1. Mika also carries some Phoenix Down, though they are not to be used for any *normal* wound. KYLE CAVANAUGH -------------- Brother to Marcine Cavanaugh, Kyle is a highly-skilled yet young Dragoon, who was recently given a temporary promotion to Captain for the duration of his current mission, that being to apprehend Marcine herself. He does not like this task, and it took an order from his father as Commander to get him to accept. But even so, he feels somewhat betrayed by Marcine's actions, feelings that may yet allow him to complete his mission. AGE: 19 BIRTHDATE: August 21st (Leo) B/TYPE: O JOB CLASS: Dragoon First Introduced: #1 SINCE THEN: Kyle has finally caught up with his sister, and has resolved his main differences with her as well as most of his internal condemnation. However, the more he learns, the more he dislikes the path his sister is being drawn upon. He seeks now only to keep Marcine from harm, wherever that may come from. As such, he is now inherently distrustful of strangers, and extremely protective of his sister. At this present time, his worst critic is himself. ADDITIONAL INFO: Kyle currently carries one of Ashura's swords from a storehouse in the Church of Tienne. With his naginata broken in his most recent battle, he has attached the blade to the naginata shaft to make a temporary weapon; something he may try to make permenant in the near future. CHENEY ------ A tracker in the employ of the Order of Dragoon Knights, Cheney is a kindly old man, who before becoming a Dragoon, hid his past involvement in the Red Monks. However, he is sentimental, and does not agree with the extreme tenets of the Church. He prefers his neutrality, but has a strong attachment to Kyle, whom he views as going through difficult times. AGE: Unknown BIRTHDATE: October 14th (Libra) B/TYPE: AB JOB CLASS: Ex-Red Monk First Introduced: #2 ADDITIONAL INFO: These days, he is neither Dragoon nor Red Monk, but he still remembers the teachings of each. Up til recently, he has hidden his links with the Monks, something that was necessary for his continued work with the Dragoons. Although he prefers to leave the fighting to younger men, he is still fully capable of defending himself and others. JIL FALLENSAND -------------- Captain of the Lucky Star, one of the most famous ships on the seas today. She is well-travelled, and a good captain. She is also one of the few alive who have braved the North Channel, as well as landed on the Ryukin Islands. She is good at fleecing her customers, and she has also trained in the use of shuriken. AGE: Unknown BIRTHDATE: November 8th (Scorpio) B/TYPE: B JOB CLASS: Captain First Introduced: #14 ADDITIONAL INFO: Jil carries a Phoenix Compass, a device she has yet to take full advantage of. She also has found a nest egg, which she carries in a sack. She claims it is not gold, and it is currently unknown what form this egg of hers will take. SHIZUKA ------- A young Ryukin girl, whose dress and speech patterns are always extremely formal. However, her manner is impeccable, her speech unaccented. She is normally dressed in a cherry-blossom-pink robe, but her figure and short hair would have made many mistake her for a boy otherwise. In reality, she is a master of deception, a ninja of Ryukin who serves the Emperor from the shadows. Her acting skills are perfect, as she is able to carry the frightened peasant girl persona very well. But her speech pattern remains the same. She always refers to herself as 'this one' or 'she', and is polite to any she addresses. AGE: 12 BIRTHDATE: Unknown B/TYPE: O JOB CLASS: Ninja First Introduced: #24 ADDITIONAL INFO: She possesses the power of Ryukin ninja magic, and the knowledge and wits of when and how to use it. In addition, her family carries a debt to Master Cid and his students. She believes herself to be shamed since she could not protect Syeira or Mika. Thus, she has agreed to travel with the party until they meet Master Cid himself. After she meets Master Cid, her honour permits no other choice; she believes she must take her own life to satisfy it. The only thing keeping her alive so far is her duty to Cid. SIEGVIN ------- A mysterious character, whose words and actions appear to unnerve even those he would 'work' for. His aims are far greater than any simple mercenary, and his mask and cloak well conceal his true identity... that of a fallen Guardian from the Court of the Three Gods. His eyes seared by a burn scar in his forgotten past, this blind swordsman is nevertheless a very dangerous adversary. AGE: Unknown BIRTHDATE: Unknown B/TYPE: Unknown JOB CLASS: Fallen Sleeper First Introduced: #3 ADDITIONAL INFO: Siegvin carries one of Ashura's swords at his side, a counterpart to the one Davin carries. His blade is blood-red in colour, under normal circumstances. He is unaffiliated with the Cult of the Manakyr, but he *is* currently 'working' for High Priest Lambert of the Church. Siegvin is the Fallen Sleeper once known as Odin. His history is vast, and it can be said that it was he who truly began the events that occured almost two thousand years ago. Siegvin currently has the Heartstone of Lightning, the Heartstone of Wood, a sword of Ashura (the blade red in colour), and one of the Manakyr's devices for tracking the Legacy. He is also responible for Syeira's death in the Sanctuary of Purity. SYEIRA SAMSON (dead) ------------- A lone-wolf thief who claims to be 'one with the forest'. A thief and a heretic, capable of wielding no small amount of 'True Magik' herself, she has neglected to elaborate on her past, and how it entwines with Marcine's quest. For now, she is merely content to tag along with the companions, and perhaps pick up a little treasure along the way. AGE: Unknown BIRTHDATE: May 29th (Gemini) B/TYPE: B JOB CLASS: Thief First Introduced: #2 Died: #24 SINCE THEN: Syeira met her end in battle in the Sanctuary of Purity, saving Marcine from a blow intended for her. Siegvin, the Fallen Sleeper, was responsible for her death. =OTHER CHARACTERS= ================== ARMAND CAVANAUGH (#1 - ??) ---------------- Marcine's father, Commander of the Holy Guard, and a man who takes great responsibility in his work. Despite his personal feelings, he believes that Marcine must be brought to justice; there must be no quarter when dealing with those who would use magic. ASHURA (#12) ------ A demon of great power, who killed countless heroes sent to defeat it. It was a hideous being, gender uncertain, which had six arms, each wielding a curved sword. It was only brought down when the Guardian Odin deigned to fight. Odin's spear was destroyed in the battle, so he took one of Ashura's swords as a trophy instead. The other five have since passed hands many times. BIGGS & WEDGE (#1 - #2) ;_; ------------- Biggs and Wedge were Davin's travelling companions back to Tienne. They met on the road together, and became friends and travelling companions then. Biggs is a large, well-muscled man, with close-cut blond hair. Of the two, Biggs is the voice of reason and sensibility. He carries a slingshot, but seems more built for close-combat fighting. He's also an old friend of Jil Fallensand, and introduced Davin to her when they were in La Verde, six weeks before the events of Final Fantasy Legacy. Wedge, on the other hand, is a lean unshaven lout, with a fierce dislike for the Church. His weapon of choice is a large well-maintained blunderbuss, which he gets a startling amount of accuracy out of. Unfortunately, as of Final Fantasy Legacy #2, both Biggs and Wedge are dead, having fallen to Kyle and his Dragoons. BOLGAN VALECREST (#25 - ??) ---------------- Father of Rhyl Valecrest, inventor of the SteamCar, and creator of the original four GOLeM prototypes, as well as primary engineer in charge of the Excelsior. An aging man in his late fifties, he has no interest in the mystic arts, and instead devotes his every waking moment in the service of the Church and his quest for knowledge. Anything he doesn't understand, he merely sees as an unexplained phenomenon of Science, merely a puzzle waiting to be solved. MOTHER CECILINA (#19 - ??) --------------- Mother Superior of the Priestesses of Purity, Cecilina is the head of the Purity subsection of the Church. She holds only slightly less authority than the High Priests of the Church. She knew Marcine reasonably well, especially in light of Marcine's training to become a Priestess of Purity. She is unsure what to think about Marcine's heresy. MASTER CID (#9, #25, #26 - ??) ---------- The teacher of both Syeira and Pearl, and also a heretic. He apparently lives peacefully in hiding these days, deep in the Great Russa Forest. Syeira has visited him from time to time. His name is revered in some circles, and carries great weight amongst mercenaries and adventurers. He used to be one of the Light Warriors, but went into exile after the Light Warriors' ill-fated battle with TIAMAT. A Red Monk up to that fateful battle where his actions declared him a heretic, he is now both accomplished in both True Magik and the Punch Arts. CLEA MANAKYR (#4) ------------ A woman of great virtue and honour, who was the first to discover magic and its beneficial abilities. She founded the order of the Manakyr, with tentative approval from the newly formed Church, and taught magic widely. Her downfall was wrought in a titanic battle, when her former student Darovan performed the first recorded Calling, summoning Bahamut to perform the final blow. DAROVAN (#4) ------- A quick study of magic back in the age of the Manakyr, Darovan was enamoured with True Magik's power, but was full of ambitions. Leaving on a quest for knowledge, he returned to Tienne with the power of the Calling, an ability Siegvin taught him among other things. He used this power to overthrow Clea, as well as to gain control of the Manakyr as a force to defeat the Church and enact his own rule. Using the Callings, Darovan went on to challenge the Church for almost a thousand years, before the creation of the Wall of Fools allowed the Church a way to imprison Darovan forever. DARVIN & EMERA (#6) -------------- Darvin and Emera were apparently the owners of the once proud house built on the Tienne/Achal side of the canyon that borders Russa. Emera was a youthful woman, deeply in love with Darvin, who bore more than a passing resemblance to Davin Highwater. However, they both met their deaths when the bridge spanning the canyon broke free while they were saying their farewells, Emera dying some time before Darvin plunged into the abyss as well. Since then, Emera had become a lost soul, and haunted the house by the bridge, preventing the rebuilding of it. Marcine discovered the house's history, and called on Alexander to lay her to rest, thus solving the problem. It is known that Emera had parents living somewhere in Russa, and it is likely that they knew Darvin well. It remains to be seen what happens should Davin and Emera's parents ever meet. DIABLOS (#15) ------- A dark demon of incredible power. Kin of Ashura, Diablos is supposedly immortal, and cannot die. Percival, with the help of the Church, was able to imprison Diablos within a special dwarven-made cell deep beneath the starsilver deposit. Diablos now sleeps, dormant. Every twenty years however, the seals weaken enough to allow him to awaken, at which point the dwarves strengthen the seals through a long established 'agreement' or 'challenge'. Diablos only tolerates the 'challenge' because he believes it offers him escape... in truth, the runes will hold him there for over ten thousand years before they weaken enough to let him go. EMPEROR OF THE RYUKIN ISLES (#23 - #24) --------------------------- The stern but fair ruler of the Ryukins, the Emperor has utmost authority within the capital of Suzaku. Although he is perceived as a figurehead throughout much of the isles, he commands great loyalty from his personal retainers. His only flaw is that he has not quite mastered the Common tongue, leading to an accent that acts contrary to his normally prudent way. GAIA (#31) ---- A Knight of the Round, whose element is 'Wood'. She had lain in dormant rest within a tree of her own 'making', in the centre of the Mystic Academy. She was eventually called forth recently by Davin, who utilised the Heartstone of Holy to tempt her forth. She explained many things about Darovan's prophecy, and how it is affecting the world. She also commented how Davin's face reminded her of someone... but refused to elaborate. She was murdered by Siegvin before she could pass on her Heartstone. GENJI (#23) ----- First Emperor of the Ryukins, Genji's story begins when he was granted a boon by the Phoenix god Suzaku. Suzaku sacrificed himself to create a protective field where a city could be built, so long as Genji would unite the Ryukin Isles. This he did, and where Suzaku's form lay, a great city was eventually built, protected from invasion and monster attacks. Later, Genji met Clea, and was convinced to become one of her Knights of the Round. It is unknown what happened after, and how involved he was involved in the Knight's activities after her death. Within his tomb, he had formed four Trials for Davin's party, when they came to speak with him: Kitsuri, the Trial of Gengame; Amiboshi and Suboshi, the Trial of Aoryuu; Kira Cyori, the Trial of Shiromokou; and finally Genji, the Trial of Houou. As a Knight of the Round, Genji's element is 'Holy'. His Heartstone is currently embedded into the Ashura Sword Davin wields. GILGAMESH (#12) --------- At one point, Gilgamesh was the leader of the Knights of the Round. His element is 'Infinity'. Like Percival, his soul is embodied within Living Armour now, but he is firmly within the clutches of the Church. He is entombed beneath the Wall, unable to move, while Lambert carries his Heartstone. GYN SAMSON (#25 - #27) ---------- Oracle of the Empire of the Moon, and former Light Warrior. She is an extremely competent Geomancer, and after the Light Warriors broke up, she fled to the Empire of the Moon to escape Lambert's eye. She had been visiting Vingerd Highwater, Davin's adoptive father, when the Church secretly razed the village two and a half years ago. She was the one who witnessed Armand Cavanaugh cut down Vingerd. She also visited the village northwest of the Great Russa Forest, a village that had fallen to the cursed power of an Ashura Blade. She claimed the blade herself to keep it out of the hands of Lambert and others who would misuse it. As Oracle of the Empire, she now has access to much knowledge, but she is constrained by her position and dares not to leave the city in this time of crisis. HIRO (#21 - #26) ---- A young samurai of a line close to the Emperor. Hiro's ancestors have always served the Emperors, even though their clumsiness and scatterbrained tendencies appear to be hereditary. His line have inherited excellent sword skills, however, proving their worth where their ill-luck may have caused their failure under other circumstances. IVAN TSAREVICH (#8, #30) -------------- Ivan is revered as a knight and hero of Russa, especially in the town of Koden. It is unknown precisely how long ago he existed, or how much of the myth about him is true. The myth goes like this: Ivan was a prince, whose father owned a tree of golden apples. However, one day, a 'Firebird' came to the garden, and flew off with one of the apples. Despite attempts by Ivan's father to prevent this, this started happening every day. Finally, Ivan was able to trap the Firebird. At this point, the bird promised to steal no more apples, and as proof of the promise, gave Ivan one of its feathers. According to the myth, this feather gave Ivan great powers, which he used in the defense of the people of Russa. Also connected with the story of Ivan is a great wolf. Told to be a companion of Ivan on his many quests, it is said that the wolf was a great help to the prince, as well as being skilled in the mystical arts. Critics say that the wolf used magic, the forbidden art, but the more popular opinion is that it likely knew the art of Beastlores or Geomancy. None of this has been proven for sure though. In truth, Ivan is a Knight of the Round, of the element of Fire. He resides deep beneath the earth in the vicinity of the Great Russa Forest, where his presence has helped tame a vast ocean of lava. KIRA CYORI (#11, #23) ---------- Kira Cyori of the Heaven's Cloud lived almost 300 years ago, in the Ryukin Islands. She is renowned for being the first female Samurai ever to bear one of the sacred blades of Masamune. Although she was not buried in the Tomb of Genji, her spirit has been invited there, where it met Davin as Genji's third challenge. KRAKEN (#15) ------ A deadly beast who lives entirely within the North Channel. It does not rise much, but when it does, it feeds on any ship unlucky and foolish enough to be within the North Channel's waters. Attacking with its many tentacles, it plucks sailors from the decks of the ships, to be dragged into its maw. A single eye gazes out, with which it can also fire laser attacks of some description. Recently though, it has been severely wounded by Kyle's inadvertent summoning of Tritoch. In this manner, it has taken to feeding off the smaller weaker creatures of the Channel, and is in hiding until it finishes licking its wounds. FATHER LAMBERT (#3 - ??) -------------- An obese middle-aged man, Lambert is currently the only High Priest of the Church. However, unlike Onias, his manner is curt and short. His view of most people is skewed by his own actions; Lambert's views are extreme, and he acts to defend the Church from the Manakyr, the Sleepers *and* the Knights by any means possible, even should it mean the death of Church officials, or the razing of entire towns. He has 'hired' Siegvin to both dispose of Marcine as well as kill Father Onias, but Siegvin has yet to name the price he got Lambert to agree to. In addition, Lambert is also a Mage, a necessary evil for High Priests as the spells they learn are required at least for the entombing heretics in the Wall. He has access to two known artifacts. One of them is an ornate brass medallion (#12), carrying Gilgamesh's Heartstone (Infinity), as well as twelve tiny gems of sapphire that chronicle the 'life force' of the twelve Knights under Gilgamesh. The other is a semi-precious version of the Tri-fan symbol (#12), using jasper, coral and amber for the blades. This is used as a key to descend below the Wall of Fools, where Gilgamesh is entombed. MADONNA (#26 - ??) ------- A Knight of the Round, whose element is 'Wind'. She is also the leader of the Manakyr since Darovan was entombed. A malicious woman, her primary goal is to free Darovan no matter what the cost. She currently has Piette held captive such that she can learn the secret of Soft. MANAKYR MAGE OF ASHGAR (#18 - #24) ---------------------- An agent of the Manakyr in Ashgar, whose intervention in that city saved Marcine's life. He was ordered to follow Siegvin to the Ryukin Isles to protect Marcine, and ended up saving Marcine's life once more within the Sanctuary of Purity, before losing his own to the Fallen Sleeper. PRIVATE MARTIN OSPREY (#6 - ??) --------------------- A Dragoon under Kyle's recent commands. He unconsciously adds the word 'Sir' or 'Miss' to almost every one of his sentences. He also seems slightly unimaginative, but has shown signs of improvement. His skills are not exceptional, but he's now a familiar face in Kyle's unit. THE NOVICE WITH NO NAME (#7 - ??) ----------------------- The greenest recruit of Kyle's regiment when the Captain was in Atlantea. He is impulsive, doesn't think things through, and often gets himself in trouble if one of the more experienced officers aren't on hand to hold him back. He suffers from the dubious honour of having neither Cheney nor Kyle ever remember his name ^_^ It is highly likely that he is still in Tienne. FATHER ONIAS (#3 - #4) ------------ Firm in his beliefs, yet full of compassion and kindness, Onias is one of the High Priests of the Church. His old man persona masks a cunning and sharp mind. Old and frail, what he lacks in physical strength, he makes up for with his own traits. However, he is presumed murdered by the mysterious Siegvin. His granddaughter, Pearl Lassenkirche, still grieves his death. PEARL LASSENKIRCHE (#9 - ??) ------------------ Proprietor of Lassenkirche's General Store in Koden, Pearl is an accomplished Lore Master. Although she lacks the skill to use Beastlores without monster components, she is an accomplished beast hunter, wielding her scythe with deadly skill against such creatures. Her scythes were made of starsilver, allowing them to cut through more things than normal steel would; however, she has recently lost them in a recent battle with Zarela Grenados. She has a deep affection for Stine, who courts her whenever he has the chance. In addition, she is the granddaughter of Father Onias, and was greatly saddened to hear of his death. PERCIVAL (#10) -------- A Knight of the Round, and a sentient living armour, who had been trapped or waiting in the ruins northwest of Koden for an unknown amount of time. Due to a misunderstanding, he attacked Davin and Marcine, and ended up being destroyed by them. He realised his error as he fell, spending the last moments of his 'life' by allowing Marcine the knowledge of his name... and his quest. PIETTE (#11 - ??) ------ A friend of Davin's, who graduated around the same time in the Mystic Academy. According to Davin, he is quite an accomplished Geomancer, and has a job working to refine starsilver in the capital. However, his true reason for staying there is so that he can research the history and theory of True Magick. However, due to some accidental circumstances, he has now started on the path of the Mage, having already inadvertently learned a most powerful spell of True Magik. But it is due to this path that he is currently the 'guest' of the Knight of Wind, Madonna, who wished to know the secret of the Soft compound. REILL (#17 - ??) ----- One of the last two Dragoons who've survived the trip with Kyle through the North Channel. He almost died during the battle with the Shahagin, but Cheney's prompt healing saved him. He seems to be a solid member of Kyle's current unit, though he hasn't shown any unique qualities yet apart from keen eyesight that is said to be better than even Cheney's. BEASTMASTER STINE (#5 - ??) ----------------- An assassin with a somewhat strange set of morals. He speaks archaicly, and is fond of dramatic monologues, and his ego is almost beyond compare. But, however much he seems the fool, it would seem wise not to underestimate him. Fools in his line of work often end up dead, and Stine is quite obviously still among the living. Stine is both an elite Lore Master (Blue Mage) and a Beastmaster. He can both cast Beastlores without the use of components, and is capable of commanding any monster he has himself defeated. Unfortunately, his knowledge of monsters is severely limited, meaning that he often does not recognise the rare and powerful ones, and often makes the mistake of angering them before he's ready for them. He is also courting the fair and noble Pearl Lassenkirche, who is one of the few who appreciates his little quirks. Stine's full name (not established by a canon chapter at this present time) is Steinne J'broni. THOR (#12) ---- A Knight of the Round, whose element is 'Thunder'. He was in hiding as a normal blacksmith in the Russa town of Chyrn. However, Siegvin recently sought him out, and killed him, taking his Heartstone. TITANIA (#13) ------- Queen of the fairies now known to exist in the forest adjacent to Yahl Russa. She gave Marcine's group four tests to prove their worthiness: the Test of Passion, the Test of Skill, the Test of Faith, and then finally, the Test of Magic. Through doing so, she allowed Marcine to call upon Shiva for the first time, temporarily freeing the Guardian which fairies revere as a God. TORRANCE (#7 - ??) -------- One of the Dragoons who was under Kyle's command, who was one of the last to be captured by the Psychomancer. He is either still in Tienne or has died in the battle with Kraken. VINGERD HIGHWATER (#25) ----------------- One of the Light Warriors of Tienne. Adoptive father of Davin Highwater. Vingerd was killed by Armand Cavanaugh during the purge of the village he had settled down in; the purpose of the purge being to rid the world of some of the companions of the heretic Cid, as well as to capture the cursed Ashura Blades that rested there. WATTS STONEBREAKER (#15) ------------------ Leader of the dwarven village situated deep beneath the Starsilver mines. It is he who reveals much of the backstory on the Knights, the Heartstones, and Clea's original purpose. ZARELA GRENADOS (#20 - ??) --------------- A Holy Knight in the service of the Church of Tienne. Religiously fanatical, and slightly deranged as well, she can be extremely dangerous in certain situations. She has a curious idiosyncrasy of naming various objects, including her own blades. As it is, her own broadsword she has named Blansh, whom she talks to as if it was an invisible friend. Her swordmanship is accomplished, and she can use any blade she comes across, though she prefers to use Blansh. Although not as accomplished against mages as the Dragoon Knights, she can well hold her own, and take out groups with ease. At this present time, she only possesses one blade; Nikolai, a sword of Ashura. It seems to be complementing her aggressive and blood-thirsty spirit well, but is likely to eventually bring her to a bad end. =MINOR CHARACTERS= ================== Any characters who have only been mentioned once or twice, have a name, and have no major part in the story are listed here. Only their name and the chapter they appeared in will be mentioned: AMIBOSHI (#23) MASTER BENEDICT (#31) CAPTAIN BARTHOMOLEW ULRICH (#6) CARLTON (#31) SIR CONEN, HEAD LIBRARIAN (#11,#14) KING DAGON (#16,#17) GAZ VINLANDER (#25) KITSURI (#23) KIYOMORI, OF THE HEAVEN'S CLOUD (#21) LEDA (#25) LYSIPSYCHE (#13) OBREN RUNESMITH (#15) OLAF (#15) COLONEL PAUL (#3) SORCERER PALSON (#31) PHENEY (#7) PHYLLON (#13) RHYL VALECREST (#7) SUBOSHI (#23) SORCERER TERRIN (#27,#28) MRS. WALTERS (#1) YOSHIMITSU (#23) =RACES/MONSTERS= ================ Documented here are the FF Legacy descriptions of various unique monsters and spieces other than humans that have appeared in the story. For the most part, normal animals like foxes, owls, and lizards, will not be detailed here. Atma Beasts: A magical construct created by the Manakyr. It looks like a gigantic blue-skinned tiger, and is *extremely* strong and vicious. It is nigh invulnerable to physical and magical attacks. Magical attacks will help in causing its armoured skin to flake off, leaving it far more vulnerable to physical attacks. It *is* possible to defeat them with pure physical might, but it is extremely difficult. It is unknown whether this is the only form their species will take, or whether the Manakyr has more constructs hidden away of greater strength. Behemoths: A large horned purple beast, something of a cross between a bison and a lion. Generally peaceful in nature, but will viciously attack any who would even attempt to harm them. They are powerful foes, and only the most experienced of people would even think of taking one head on. Blobras: Likely an offshoot or distant cousin to Bombs. Blobras, sometimes colloquially known as Puddings, are big blue bags of slime, as tall as the average human. Their attacks are generally weak, slapping at their enemies with deforming limbs. However, they are extremely resistant to physical attacks. Only the most extreme piercing attacks will destroy them instantly; most everything else they can heal instantly. Also, Blobras tend to differ in elemental defenses on a case-by-case basis. Some Blobras may be resistant to fire, taking extreme damage from ice-related attacks. Others have the reverse defense. However, it is readily agreed by most experienced adventurers that Blobras are little more than a nuisance. There are rumours of Blobra races existing that are far stronger than the ones encountered normally, and adventurers should take extreme care when facing these superior types. Blue Dragons: The primary species of dragon found in the mountains just northwest of Seiryu. Generally territorial, they keep to themselves, even fighting each other. The exception is mating season, where upon it is quite common to find two dragons together. Unless attracted by great disturbances, they keep to themselves, but they are fierce opponents who detest trespassers of any kind. Their scales protect them from most blows, and they breath lightning, which can prove deadly to those unprotected or wearing light metal armour. Bombs: Large balls of a semi-solid reddish kind of gas, with the tops of their 'heads' flickering and shifting, giving the impression of a bonfire. The front of these balls is adorned by a dark malicious and smirking face, looking a lot like a Halloween Jack O' Lantern. They bob and weave almost drunkenly in mid air, and are deadly in groups. Due to their volatile nature, only Ice and Water-elemental attacks and magic can destroy them without them exploding. When defeated by such an attack, they simply collapse into themselves, and wink out of existance. Caribes: A medium-sized ocean-dwelling fish, akin to pirahnas. They attack in groups of many at a time, leaping over ship decks and tearing at skin as they pass. In only a few minutes, a group of caribes can massacre an unwary crew. Due to their speed and relatively small size, they can be difficult to get rid of. Chocobos: A race of friendly and intelligent giant avians, that for the most part, lack the ability to fly. Commonly coloured yellow, they look a lot like giant chickens, but more pleasing to the eye. They are often used as steeds, due to their tenacity, intelligence and speed, even though they're not quite as fast as horses at full gallop. Baby chocobos are known as chicobos. Although yellow is by far the most common colouring, other colours have been sighted. Death Claws: A large bear that can be mostly found in the wastelands and forests of Yahl Russa. In place of arms, it has four long sharp claws, with which it can easily gore its opponent with. This monster is named, for the most part, after the Beastlore it is famed for: 'Death Claw'. With this Lore, this monster has been known to easily kill unwary adventurers, for it has the ability to weaken almost any opponent instantly to a level where even the most timid attack would fell them. Dwarves: Dwarves are a similar race to humans, but with some notable exceptions. For one thing, the average dwarf can live up to a thousand years, sometimes more. For another, each of them almost never reach much more than four feet in height. Dwarves are easily recognisable; if not for their height, then for the weighty armour and long beards they are famed for. Even dwarven females have beards. Dwarves are expert craftsmen, blacksmiths and artificers. They excel in creating weapons, armour, tools and in their own art of runecraft. The use of dwarven runes is a little known Mystic Art, that is not in common practice because it generally deals in long-term effects rather than short term. Dwarves keep the secrets of its use to themselves though, for the most part. Fairies: A shy but powerful, diminutive race. Sightings of them are rare, but do occur. One conclave of them is suspected to live in a forest near to Yahl Russa, headed by the fairie queen Titania. They apparently revere Shiva, Guardian of Winter, as a God. Flatworms: A large giant 'centipede' like worm, that likes to live in dark, damp places. Its segmented body provides adequate armour to most conventional attacks, and at its head are situated two fierce, serrated mandibles. Its saliva consists of a strong poison that can easily defeat a foe with a single bite, given time. Their main weaknesses lie in their hatred and fear of fire. Gloom Rats: A magical creature born of shadows. Gloom rats are almost completely immune to True Magik, and always attacks in packs. Their main weakness is that they are vulnerable to a certain repellent; they hate the smell, and thus avoid it whenever possible. Gloom rats are reportedly only found in the Starsilver mines near Yahl Russa, during the short time every twenty years that Diablos is awake. Moogles: A very shy race of unique creatures, looking a lot like a small, white bear, with a pink belly, narrowed but 'happy' eyes, antennae and wings. They are generally peaceful, but avoid human contact. Their native language seems to consist almost entirely of the syllables 'Ku' and 'Po'. They *do* understand, and can sometimes even speak the language of humans. They are also known for their legendary dances, with which they can produce effects similar to Geomancy. Odd Eyes: A giant red eye, with tentacles hanging beneath it. It floats uneasily above the ocean, searching for prey. Its primary attack is to paralyse opponents that meet its gaze, and then feed on them with its tentacles. It generally lives out in the deep ocean, where it can survive on surface fish and sometimes even trade ships that come by its way. Fortunately, most sailors are taught how to deal with them easily, but many are still caught off-guard. Sea Ghast: Similar to a Shahagin, but much more powerful. These undead are said to be the animated remains of sailors who drown at sea, though that rumour has never been confirmed. While a single Sea Ghast could cause even an alert crew problems, a whole group attacking at once can easily sink a ship in minutes. Shahagin: Of the goblinoid race, the Shahagin are a race of sea-creatures that are completely at home in the water. They often attack ships in groups, and are especially at home in the North Channel. Sidhe: An ancient and legendary race, famed for their lore of Geomancy which they taught to their human counterparts. The last recorded sighting of them dates back to well before the Manakyr were ever defeated, and as such, they are often considered myths in this modern age. Sleepers: Otherwise known as Guardians by the Manakyr, these strange and powerful creatures are known only due to their nature in the Calling. Using this mystic power, mages can summon these creatures to perform powerful attacks upon their enemies. What the Sleepers think of this use of their powers, is unknown. Tonberries: A mysterious race of cloaked green beings, looking slightly like a penguin without a beak. They usually carry around a lantern in one hand, and a rusty knife in the other. Very slow, and rumours say that they are also blind, or at least near-sighted. Despite their unassuming nature, they can be deadly, as when they get close enough to strike, they unerringly stab forward with their knife into a vital spot, usually causing unconsciousness, if not death. This deadly attack is somewhat offset by their tendency to say 'Doink!' while they perform it. Zuus: A large avian creature, many times the size of a normal human. Some grow to be as big as dragons. They are vicious in combat, but are not all that powerful. While a neophyte adventurer would have trouble facing down a Zuu, they are not a problem to experienced fighters. Their sheer size also makes them decent mounts for experienced beastmasters, and their feather attacks can easily rip cloth and unprotected skin. =LANGUAGES= =========== This short section just details the various places different languages and writing has been used. Common: The standard language, used almost anywhere and everywhere. Everyone is taught and can speak it. Manakyr: A magical language, constructed first by Clea, and then refined by those who came after her. It is with her influence that Manakyr runes where used in the Heartstones, rather than the more familiar Dwarven Runic. It is possible to write normally in Manakyr, but it's best used in describing and casting magic. Moogle: A completely spoken language, and its use is almost entirely limited to the Moogle race and those who communicate with them. It is an... *acquired* skill. Runic: A quite common language, with many variations. The dwarves learn the most famous version, and use it in their Runesmithing. The Nordrir have a different version, which is more suited for expressing their myths and legends. Other variations may exist. Runic is often used for ancient inscriptions or important monuments. Sea's Code: A method of using flag signals to transmit messages across to nearby ships. Ryukin: The national language of the Ryukin Isles. Its syntax and grammar is almost completely unlike the Common language of the main continent. It is spoken little outside its homeland. Empire of the Moon: The language used in a letter Syeira tried to read in the abandoned encampment southwest of Ashgar was unknown and unfamiliar to her. It is, in fact, used by the inhabitants of the Empire of the Moon. The script is *vaguely* similar to Manakyr, but has incorporated so many tribal differences that it is almost impossible to understand without having actually learned the language. =PLOT LINES= ============ These are the actual unresolved mysteries that have been uncovered so far in the course of Final Fantasy Legacy. There may be some that are missing, or have been incorrectly updated. Again, this should be used as a reminder only. There are some editorial comments embedded here as well. o Magic is banned by the Church, presumably in connection with the existence of the Sleepers, and their use in the war with the Manakyr. If the Sleepers had never been used, Tienne would never have banned it. o Darovan, who forged the Empire of the Manakyr roughly two thousand years ago, was imprisoned within the Tri-fan cell, wherever that may be. However, his followers suspect that he still lives within the Wall, waiting for the day he is set free. It is unknown whether there is any relation between Darovan's current prison, and the Wall. o The Wall was created by the use of the True Magik spell Petrify, a spell that is still used in Chruch petrification rituals today. Meanwhile, the Tri-fan cell is held closed by three coloured crystals, each attuned to one of the Church's Three Gods. However, murals in a ruin northwest of Koden point to a fourth crystal, which may have been part of Clea's goal to free the Three Gods. o The Three Gods are reportedly the source of all True Magik. o A large majority of the Sleepers are suspected to be sealed, and their appropriate Guardian Eggs cannot be used until the actual Guardian has been released. Only the line of Darovan - the Cavanaughs in the present - can unseal them. o Father Lambert has contracted Siegvin to murder bother Father Onias (completed) and Marcine Cavanaugh. In return, Lambert has agreed to do an unknown favour for Siegvin. Siegvin is not affiliated with the Manakyr, and appears to have his own agenda. Father Lambert may have underestimated the swordsman. o Siegvin's agenda seems to be to both kill Marcine, and also to collect the Heartstones, in order to utilise them in something called the Mask of Slydgirag. o The Cult of the Manakyr have recently stolen technology from Tienne, and it is unknown how much of it they can and will use. They are also expecting Marcine, Darovan's Legacy, to fulfill some sort of destiny, that may aid them in achieving their goals. First among this appears to be the unsealing of the Sleepers, for whatever reason. o The Knights of the Round are a group who once served the Manakyr forces. Their allegiences are not with Darovan himself though; they served Clea, and wished to continue her work in freeing the Three Gods while leaving the great evil imprisoned by them in its cell. o After the first attack by the Knights of the Round, the Church successfully separated and contained them somehow. It is unknown how many are still contained. The true sigil of the Church was reportedly hidden away after this attack. This likely occurred during the Sealing. o Zarela is hunting for Marcine Cavanaugh, believing her to be the leader of the Manakyr. She believes that killing Marcine will disrupt the Manakyr enough to be put down for good. o Syeira had a True Magik spell scroll, that she wanted to use during the battle in the Sanctuary of Purity. Marcine stopped her, and it is unknown what the purpose of this spell was. It is likely that this scroll is held by one of the members of the party now. o Emera's parents are living somewhere in Russa, and they know her fiance, Darvin, on sight. It is unknown what will happen should they and Davin ever meet. o Davin and Mika's parents (or in Davin's case, *adoptive* parents) went missing two years ago when their village was attacked by Dragoons, ordered by Lambert and led by Armand Cavanaugh. Davin's adoptive father, Vingerd Highwater, was killed by Armand himself. Lambert reportedly still wants Davin's adoptive mother dead, for an unknown reason. o Davin has spent the last three years in the Mystic Academy, graduating just under a year ago. He has since travelled the continent looking for clues on where his and Mika's parents might have disappeared to, although this is more for Mika's sake than his own. o An ancient map in the library showed a few curious things; the North Channel is nowhere to be seen, and far to the west in Clea's Sea are some mountains that definitely aren't there now. An underwater vault? The Sanctuary of Purity? o According to Marcine's dream, the three crystals of the Tri-fan are each held in separate vaults around the world. The red crystal, symbolising the God of Courage, is held deep within a mountain range. The yellow crystal, symbolising the God of Wisdom, is held beneath a large expanse of forest. The blue crystal, symbolising the Goddess of Purity, is held far beneath the sea in an underwater vault. o The crystal of Purity and the crystal of Wisdom, both parts of the Tri- fan, have broken. Two-thirds of Darovan's prison is no more. o There is some great evil imprisoned with Darovan in the Tri-fan. It seems to have no identity, but was likely imprisoned there before Darovan. Darovan is using its power to help him free himself. o Siegvin had a hand in Clea's death; it was his spear that prevented Clea from protecting herself against the power of Bahamut, as summoned by Darovan. o The old man who accosted Siegvin in Yahl Russa is hinted to be something more. It is said that his kind were once allies of the dread demon Ashura. A similar old man aided Madonna in hunting down Piette in Yahl Russa. o Odin fell from his status as a Guardian for refusing the Sealing, and due to treachery long before that event. A memorial was raised up in Ashgar, reportedly carrying the King of the Nordrir's remains. But this is not the case: all that Davin found was a broken spear and the remains of a Guardian Egg. Odin's new identity is Siegvin. o About half a day's ride southwest of Ashgar, Davin stumbled across an abandoned village, near to the Great Russa Forest. Some deadly event appears to have taken place there eighty years ago, connceted to the Ashura Blade Gyn Samson later found there. Perhaps Hades also influenced this event; his egg was found in a pool of water nearby. Perhaps tainted magic from Hades magnified with the Ashura Blade was the cause? o The Cult of the Manakyr are seemingly against Siegvin's actions, and will lay down their lives to protect Marcine Cavanaugh while she still serves their purposes. o Gaia recognises Davin's face somehow, stating it has a passing resemblance to someone she knew. In addition, Benedict has stated that Davin has the most raw talent for the spirits than anyone he's ever known. o The only thing keeping Shizuka alive is her devotion to her current quest; to bear the news of Syeira's death to Cid. She seems to have bonded strongly to Mika Gilchrist however... is it possible that that bond could be used to deter her from this path? =TIMELINE= ========== What follows is both a day-by-day recap of events that have happened in FFL, as well as a global timeline afterwards that details a few important dates in the backhistory of the story. LOCAL TIMELINE -------------- DAY 1 (#1,#2): Marcine is detained after an attempt to escape from the Church. Davin, Biggs and Wedge enter Tienne. Davin finds and frees Marcine. Fight with first GOLeM. Marcine summons *LEVIATHAN* for the first time. The party flees Tienne with Biggs, Wedge and Mika catching up, splitting up just outside the city limits. Biggs and Wedge die in a fight with Kyle's Dragoons. Mika is 'caught' by Kyle and Cheney. Syeira happens upon Biggs and Wedge's graves, and takes their blunderbuss. Davin and Marcine see Syeira for the first time. DAY 2 (#3,#4,#5): Mika, Kyle and Cheney return to Tienne. Mika meets Father Onias and Lambert, and Onias invites her to come with him. Davin catches Syeira spying on them, and sees Wedge's blunderbuss. Syeira subsequently helps them back to Tienne. Lambert 'contracts' Siegvin to kill Onias and Marcine for some unnamed favour, with Mika accidentally overhearing. Mika learns of the exile of the Manakyr, and of Darovan and the Phoenix. Siegvin enters afterwards, dismissing Mika and killing Onias when she leaves. Kyle finds almost all of the guards in the church asleep, including his father. Syeira helps Mika escape from Kyle, and they join up with Davin and Marcine again, once again heading north. The Mourning begins in Tienne. At night, assassins attack, followed closely by Siegvin, who is only beaten back when a lucky shot cleaves his mask in two. DAY 3 (#5): Armand orders Kyle not to return until all the escapees and fugitives are in his custody. Kyle plans to head for Atlantea, on the grounds that it seems more likely Marcine would head there. DAY 4 (#5): Kyle's party sets out for Atlantea. DAY 5 (#5): Davin's party enters Achal at late afternoon. They spend the night in the inn. Beastmaster Stine attempts to finish them off at night, but a Tonberry foils his attempts. DAY 6 (#6): Davin's party heads north, only to find the Achal bridge is out. They return to Achal to learn the story of the haunted house. Kyle's party reaches Atlantea, first noticing the signs of trouble in the town. Kyle and Martin are the first ones to be captured, while Cheney helps the rest of the Dragoons to evade capture during the first night. Kyle and Martin are the first to live the Psychomancer's 'nightmare'. At night, Davin's party returns to the house, they learn the secret of the haunting, and set the spirits at rest (before Mika blows up the whole building). Marcine summons *ALEXANDER* during this. DAY 7 (#7): Cheney splits up the Dragoons and works undercover to attempt to find Kyle. Rhyl is killed by Siegvin about half a day out from Atlantea. Cheney witnesses the use of a Seeker, which he follows to two of the other Dragoons, who are promptly captured. Davin's party awakens in Achal with the bridge finally fixed. They leave to the north, and head into Russa, with Beastmaster Stine following close behind. They camp out on the mountains, after Davin falls foul of poison, and has to be cured. Cheney follows the Seeker back to Atlantea's church. Kyle frees himself from the 'nightmare' at the same time. They ambush the Psychomancer, force him to flee, and then attack him in a by-room. Kyle catches a Guardian Egg thrown by the Psychomancer. The Psychomancer is killed by Siegvin at the top of the church. DAY 8 (#7,#8,#9): Day starts with an attack by Beastmaster Stine, where the battle with Bombs eventually ends with most of Davin's supplies being blown up (as well as Stine coming off the worse for wear). Kyle spends morning preparing things in Atlantea back to normal. Town is in complete shock after being freed from the Psychomancer. Rhyl's horse is found near the outskirts of town, and he is presumed dead. Davin's group heads for Koden, but while there, are attacked by more assassins. After defeating them, they quickly find shelter with a friend of Syeira's known as Pearl. At night, Stine serenades Pearl with a group of monsters, but Pearl causes them all to fall asleep via Beastlores, and then detains him for later. DAY 9 (#9,#10): Kyle's group leaves Atlantea, heading for Tienne. A significant portion of Kyle's unit (10 Dragoons) are left behind in Atlantea to keep the peace. Davin's group leaves Koden in the morning, with new supplies given generously by Pearl, including a Guardian Egg for Marcine. They head northwest, taking a shortcut through the mountains with their new mountain chocobos. The Mourning ends in Tienne. Father Lambert vetoes the notion of raising up a new High Priest at this time. Assassins attack in the mountain pass Davin's party is crossing, using some kind of mist to distract and separate them. Davin and Marcine are faced alone by a Geomancer, and in the battle, Davin and Marcine fall through the earth, landing in an abandoned ruins. Mika and Syeira clean up the rest of the assassins, and go look for Davin. Syeira eventually leads Mika to the entrance of the ruins, expecting that that's where they'll be. A messenger arrives in Koden, announcing High Priest Onias' death. The Mourning begins in Koden, and Pearl leaves for Tienne. Davin and Marcine learn a hint about the origins of the Tri-fan, and are forced to fight with Percival, a Knight of the Round. After defeating him, they leave the ruins, which collapses behind them, and meet up with Syeira and Mika. At night, Stine escapes from his detainment in Pearl's shop, and renews his quest. DAY 10 (#11): Davin and Marcine stay the night at a waystation on the way to Yahl Russa. DAY 11 (#11): Kyle's party arrives back in Tienne. Kyle makes his report to Armand and Lambert, who learn now of 'Darovan's Legacy' and the situation in Atlantea. DAY 12 (#11): Davin's party enters Yahl Russa, the great port town. Syeira and Mika take some time to explore the indoor markets of Yahl Russa, while Davin and Marcine instead track Davin's friend Piette to the Yahl Russa Ancient Studies Library. DAY 13 (#12,#13,#14): Piette invites the party into one of the private study rooms of the Library, where he spends some time telling them of the story of Ashura. A message from Beastmaster Stine reaches Tienne via carrier 'avis'. From this, Kyle learns of the current location of the Heretic: Yahl Russa. He immediately begins to mobilise, knowing time is of the essence. Father Lambert pays his 'respects' to the broken shell of Gilgamesh, Knight of the Round. He notices that one of the Knights shells have been 'disrupted' and takes the opportunity to gloat somewhat. Siegvin accidentally discovers a Knight of the Round in the small village of Chyrn, in southern Russa. A fight ensues between them, but Siegvin is the victor, claiming the Heartstone of Lightning. Piette's explanations move on to magic, and he reveals that magic apparently comes from the Three Gods. He also announces that the petrification aspect of the Wall of Fools is also heavily entrenched in magic. Unfortunately, his physical example ends up petrifying Davin, and so, Marcine, Mika and Syeira end up starting out immediately to try and find the ingredients for a potion that will restore him to normal. During preparations, Kyle is drawn by the Guardian Egg he carries to investigate a storeroom of the Church. There, he finds a familiar sword... one that seems to be one of Ashura's.... Late afternoon sees Syeira and co investigating a forest near Yahl Russa, where the unique iceblossoms are said to grow. There, they stumble across Titania, a fairie queen. She tests them one by one, but each time, it seems that they fail their test. She allows them one last test, the Test of Magic, and hands Marcine a Guardian Egg. Through this, Marcine summons *SHIVA*, Guardian of Winter. Shiva awards them the iceblossoms, which they quickly take and leave. Kyle gains passage on the Lucky Star, after getting the Captain, one Jil Fallensand, to agree to take him via the North Channel. He leaves that day, and by evening, the ship is well on its way towards the Channel's entrance. Day 14 (#14): Something titanic and likely evil in nature stirs deep in the Starsilver mine, in response to something unknown. Mika finishes the Soft early in the morning. While taking it from Piette's home back to the Library, they are waylaid by Stine. After a short battle, the Soft disappears by accident into the sewers, and they are forced to flee, and then find passage into the sewers. After locating the Soft via a chemical trail, Stine catches up to them again, this time bringing a group of flatworms with him. Syeira distracts him with a new spell she learns (Illusion), while Piette creates a floating disk out of Geomancy, and gets them out of there with Clean Sweep. While looking for a way out, Piette and co stumble across a curious sign on one of the sewers walls which speaks about the presence of a library. By accident, they trigger some kind of magic spell ingrained into one of the stones, which opens up a door into some kind of vault beneath the Library. Using this vault to escape, and after learning a bit more about possible avenues to explore, they make their way into the library and finally meet up with Marcine, who uses the Soft to free Davin. Unfortunately, Stine has followed them, and Syeira and Mika are forced to hold him off while Marcine administers the Soft. Syeira is knocked out early by Stine's newly learned Lullaby, but Mika fights back courageously. Stine's reluctance to harm Mika because she is not involved in this proves to be his downfall, as Mika, in a burst of inspiration, stumbles her way through the Alchemy recipe of Dark Matter, using it against the Beastmaster. The party leave Yahl Russa at nightfall, with Piette seeing them off. They announce their next destination to be the Starsilver mine, to follow up the clues leading there. At night, Siegvin enters Yahl Russa, and murders two people of unknown identity that same night. Day 15 (#15): Early morning sees Davin's party entering the Starsilver mine, after knocking out a bunch of guards with sleep gas to gain safe entry. Although the guards maintain that a leak of natural gas is preventing them from work, evidence points to the suggestion that there is something loose in the mines. Deep inside the mines, they come afoul of Gloom Rats, which are now a menace in the mines. After discovering that magic doesn't seem to work against them, they fight bravely but are sorely beaten back, until the use of 'gloom rat repellent' by some dwarves saves them. However, the dwarves take them captive and lead them down to their home. There, they are told that the reason for their capture is because of the Heartstone of Earth that Marcine wears about her neck; they must have killed Percival to get it. The dwarves agree to free them all if Mika will help out with a small task. The Lucky Star enters the North Channel in late afternoon, hoping to make it through as quickly as possible. Mika finds herself facing Diablos, a demon on par with the fallen Ashura. Since Diablos is awake, the gloom rats are infesting the mines. Mika has to keep him busy while Obren, a dwarf from the mines, enforces the runes that keep Diablos trapped and asleep. Mika succeeds... barely. As payback, she leaves behind a little present for Diablos. Marcine has visions of the three crystals of the Tri-fan, and brief glimpses of their locations. Something appears to be wrong with the blue crystal though... that which symbolises the Goddess of Purity.... Late at night, the Lucky Star gets attacked by the most dangerous beast of the North Channel: the Kraken. Almost nothing stands up to it, and Jil's crew is slowly depleted or dealt with, until only Kyle is left. In desperation, he latches onto the one chance that the Guardian Egg he carries offers him, and only realises what he is doing when it's too late. Kyle summons *TRITOCH*, who drives off the Kraken successfully. Mika earns the Champion's Seal for her deeds, proof that she had done a service for dwarfkind. They are led through the mines to exit in a secret location, quite a way to the east of Yahl Russa, and not far from the bridge across the North Channel. Day 16 (#16,#17): Siegvin, still in Yahl Russa, is approached by an old man, a demon or monster in disguise. The demon promises information on the fugitives if Siegvin relinquished both his Sword of Ashura and the Heartstone of Thunder. Siegvin refuses, and promises that if the old man does not leave his sight soon enough, he'll do the same to him as he did to their ally long ago. Stine awakens from his encounter with Dark Matter nearly one and a half days ago. He encounters Siegvin, and offers his services when he finds that Siegvin is also looking for Davin's party. Kyle begins to have visions of past events, first of the death of Ashura at the hands of Odin, and later, of the fall of Odin. Davin's party crosses the North Channel at the great stone bridge at its northern end. They witness the approach of the Lucky Star, but notice too late its small complement of Dragoons. The Dragoon on watch spots them, and alerts Kyle, but nothing can be done until Ashgar. The shahagin, fleeing the wounded Kraken who now feasts upon them desperately to gain the strength to heal its wounds, chase after the Lucky Star, a large contingent intent on revenge. They are led by King Dagon, their leader. The shahagin attack only two hours before the ship leaves the channel. Losing the element of surprise, they instead try to overpower the crew through numbers. Although they cause many casualties, they are eventually beaten, and Dagon is captured. He reveals the use of summoning to the crew, and almost manages to escape before Jil cuts him down with two of her (very few) remaining shuriken. Day 17 (#17,#19): Early morning sees Siegvin and Stine track up to the hidden exit Davin had emerged from after the mines. They continue eastwards now, heading towards Ashgar as well. Davin's party enters the Great Russa Forest briefly to catch some Chocobos, in order to facilitate faster travel to Ashgar. Although they only need four, a fifth one also arrives with the others, and they insist on staying together. They later come across an abandoned village. After some investigating, they discover that it was abandoned almost eighty years ago, and that the events may have some connection with a Guardian Egg they find there. Pearl arrives in Tienne, and pays her respects to her grandfather. Lambert overhears some of her words, and begins to arrange something to keep Pearl in Tienne for a few more days. Mother Cecilina, High Priestess of the Goddess of Purity, bears witness to the Sanctuary Flame's strange flickering.... The Lucky Star moors itself somewhere between the North Channel and Ashgar to affect repairs and rest the crew. The Shahagin attack has delayed them for an entire day. Davin finally reaches Ashgar. They learn that the Lucky Star has not pulled in yet, and that a ship to the Ryukin Isles won't leave until the next night. They make arrangements to stay in Ashgar until the following day. Day 18 (#17,#18,#19,#20): While exploring the city with Syeira, Davin follows a curious 'hole' in the spirit plane and comes across an ancient tomb. With Syeira's help, he eventually learns it is the 'Tomb of the Unknown King'. Entering it, they learn a lot about the fallen Sleeper Odin. Opening the sarcophagus, instead of the armour and remains of the King, all they find is a broken spear and a smashed Guardian Egg. The Lucky Star pulls into Ashgar. Kyle settles his debt to Jil, and then mobilises his troops (Martin and Reill). Cheney stays behind to book further passage and stay with the horses. Siegvin and Stine enter Ashgar without incident. Marcine flees the inn with Mika when Marcine learns that a Dragoon (Martin) is searching the inn for them. They take to the rooftops, and flee towards the harbour. Stine ambushes Davin and Syeira, trapping them in an alley with a group of Blobras. Kyle finds Marcine by pure chance, and confronts her. Siegvin downs him with a Blood Wave, which causes Kyle to become feverish and unable to move. Marcine tries to drive him off with spells, and together, Mika and Marcine manage to distract him long enough to escape. Reill interrupts Stine's fight, giving Davin the distraction required. Davin and Syeira flee, leaving Reill to deal with an unconscious Stine and some confused but angry Blobras. Davin's group all meet up in a square (Marcine and Mika still on the roof). They promise to meet at the harbour. Siegvin attacks at this point. Syeira sends Davin alone to the harbour, while she tries to get up there to help. Marcine tries many magic attacks, but Siegvin deflects them all. Mika tries her own techniques, but they fail to work this time when Siegvin catches one of the flasks and hurls it back. Siegvin is about to kill Marcine, when a Flare spell from another building knocks him out. Marcine flees once more, carrying Mika on her back. Syeira meets up with Marcine, and they are all intercepted by another Dragoon (Martin again). Syeira jumps Martin, telling Marcine to flee. After a bit of protest, she complies. Davin recalls that Jil is an old friend of Biggs. He convinces her to take him and his friends on board, as well as to leave as soon as possible for the Ryukin Islands. Marcine finally reaches the harbour, and Davin disembarks to help her onboard. Siegvin attacks again, and Davin stays behind to cover her escape. Cheney helps Marcine to the Lucky Star, and tells Jil to leave as soon as Davin is onboard. The harbour bell rings. Syeira has trouble fighting with Martin, and a stray jump lands them both back into the cobbled square below, where a crowd has slowly been gathering. Syeira finds she cannot use magic without arousing the anger of the locals. She tries to defeat Martin through melee combat, but her dagger snaps against the Dragoon's armour. At the last moment, the crowd throw her a weapon, which she uses to stun the Dragoon long enough to run away. Davin is having trouble fighting with Siegvin, who is vastly superior. Only Cheney's timely intervention sends Siegvin fleeing for a while. Davin thanks his unknown benefactor, and boards the Lucky Star. The Lucky Star slowly pulls out of port, and Syeira arrives at the harbour at the last minute, with Martin in close pursuit. Using the ship next to the Lucky Star as a jumping board, she just manages to reach the Lucky Star. A quickly cast Aero spell prevents Martin from following, dropping him in the water instead. Jil demands her explanation from Davin after this. Kyle meets up with the other Dragoons at the harbour, frustrated at their day (Reill is covered in slime, Kyle is still a little feverish, Martin is drenched). They meet up with Cheney who has booked passage on the last remaining ship going to the Ryukin Islands. Siegvin stows away onboard the same ship Kyle and Cheney plan to use. The Manakyr who saved Marcine's life in Ashgar reports the situation to an unknown (but female) superior. He is directed to board the same ship that leaves for the Ryukin's that night. Stine awakens much later, and controls a Zuu to help him follow the ships. Day 19 (#19,#20): At late afternoon, Lambert and Armand receive word that the heretics have departed for the Ryukin isles, with Kyle following. Lambert instructs Zarela, a Holy Knight, to spy and follow Pearl in the hopes that Pearl would lead them to Master Cid, a long standing thorn in the Church's side. Davin spends much of the day explaining his and Marcine's entire tale (though Davin's petrification and Percival are omitted). Jil agrees to help them get acquainted with their new destination, by teaching them small bits about the language as well as a few myths and legends she knows of the place. Syeira spends much of the day being seasick, and Mika spends much of the day blackmailing Syeira to be more nicer in exchange for some seasickness aids. Marcine attempts to learn more about the two Eggs she has left, especially the darker one. She gets a chance to see a hooded figure that seems to be 'looking' for her, causing her to become paralysed with fear. She is, thankfully, interrupted by Mika. Over the course of the journey, she studies the two eggs a bit more, but doesn't stumble upon anything as important as this previous scene. Kyle sees a glimpse of Siegvin onboard the ship he's on, but is unable to find the swordsman again afterwards. Day 21 (#21): Pearl departs Tienne after visiting her grandfather's grave for the final time. Knowing full well she is being followed, she decides against returning to Koden, and instead take a small vacation, reasoning that if there's any place to lose a tracker, it's visiting Master Cid's house in the Great Russa Forest. Day 25 (#20): Jil tells the party more about the Ryukins and the Tomb of Genji. During this, however, Stine finally catches up with them. Stine's attack is repelled, and the Beastmaster himself is blown far away into the distance, but the damage is already done. The sails are left shredded, and the crew massacred by his minions' attack. The Lucky Star is left to drift upon the seas, and all the party can do is wait. Stine ends up, by sheer luck, landing on the deck of a ship far across the horizon; the same ship Kyle is on. That night, a Ryukin patrol ship chances upon the Lucky Star. Suspicious of the ship and the party, the Samurai captain orders the Lucky Star to be taken to Seiryu, to meet the Shogun of that city. Day 26 (#21): The Lucky Star and its escort finally arrive in Seiryu during the early morning. Davin's party are taken to see the Shogun, but the reception is not favourable; the Shogun takes Percival's Heartstone from Marcine, and then places them all in jail. While confined, Syeira elaborates on a plan to escape. Since the party is currently split into two (Davin with Jil, and Syeira with Marcine and Mika), Davin manages to communicate via the spirits to the other party. They plan to break out at night, trying to retrieve as many of their possessions as possible. Late afternoon sees Mother Cecilina returning from an ill-fated trip to get Lambert to investigate the Sanctuary Flame further. However, as she returns to see for herself, the Flame dies, just after a crystalline voice tells her not to fear the Light of Clea. All around the city, the Goddess of Purity's flame - one of three enshrined in many temples over Tienne - dies. That night, Syeira breaks them out into a deserted prison hallway. Confused, the party proceeds to free Davin and Jil, and then working on retrieving their stuff. They are interrupted by the arrival of Hiro, their 'saviour'. Having tried to set off a distraction so that he could free the party, he accidentally set fire to the barracks instead. The party escapes Seiryu following Hiro's lead (reluctantly), as they head into the mountains to evade pursuit. Day 27 (#21,#22,#23): Kyle disembarks in Seiryu around midnight, and are spared the immediate attention of the guards there by Cheney's wits. Siegvin disembarks afterwards, knocking out the guards swiftly. He flushes out the Manakyr from his hiding place, and amuses himself with a little chat about the Manakyr's beliefs. After sending the boy fleeing, he sinks the Lucky Star with a Shadow Flare, seemingly preventing any escape from the island for Marcine. Davin and company spend a night in a cave within the mountains that Hiro finds for them. Kyle meets the Shogun at early morning, and eventually find themselves gaining the permission of the Shogun to capture and bring back the heretics. Davin's passage across the mountains is uneventful until Hiro accidentally attracts the attention of two blue dragons. With no other recourse, they are forced to fight. The turning point in the outmatched battle only comes when Davin discovers the presence of an ancient spirit nearby, that grants him the use of Holy Blade. Eventually, Davin's party reaches Suzaku, the capital of the Ryukins. They are granted an audience with the Emperor, who gives them permission to visit Genji's Tomb in the morning, after they get some rest. Kyle makes camp in the mountains just outside of Suzaku, in sight of the city. During the night, he dreams of a mask... the same mask that is later revealed to be the Mask of Slydgirag. Day 28 (#23,#24): In the morning, Davin's party meet the Emperor again, who learns of their troubles, and promises them freedom from persecution so long as they are in Suzaku. They are also outfitted with new travelling garments. They set off to the Tomb of Genji shortly afterwards. Kyle attempts entry into Suzaku, to get to the Tomb of Genji faster, but is turned away at the gate. His protests are met on deaf ears, and eventually, he gets angry enough to attempt forced entry. Although he gets far, his entire group is eventually captured, and placed in prison. Using the Heartstone of Percival, Davin's party enters the Tomb of Genji, just north of Suzaku. There, they meet Genji himself, who tells them about the Ryukin's, and the origin of the Phoenix, one of Suzaku's descendants. He asks them to prove their worth through a series of four trials, each a battle of strength and skill for one of the party members, up until the final trial where all of them together face Genji himself. Through perseverence and team effort, the group finally prevail against Genji. In the process of rewarding them however, he is interrupted by the entrance of Siegvin. Siegvin gladly lets slip a few of his intentions about the Mask of Slydgirag, but Genji proves that he has not weakened by severely injuring the Fallen Sleeper. Genji proceeds with giving the party their rewards, the most notable one being the entrustment of his Heartstone to Davin. The stone embeds itself into the hilt of Davin's blade, negating the curse on it. He also gifts them with the Phoenix Artifacts, items which living phoenix hatchlings have transformed into to aid their bearers. Deep beneath the sea, within the Sanctuary of Purity, a crystal cracks, falling to the cavern's floor. As Davin's party leaves the tomb, they find the priest and granddaughter priestess that attended the shrine dead, apparently by Siegvin's hand. However, their discussion of what must be done about Siegvin is interrupted when Marcine receives a vision of the crystal cracking, along with a single name. This interruption gives them a new quest, but they are at a loss on how to get there until Shizuka turns up, informing them of current events in Suzaku, and telling them they must not go back. She states she is fulfilling a debt, and explains that she will take them where they need to go. Jil and Hiro alone return to Suzaku, Hiro to the Emperor, and Jil so that she can talk to Kyle. Pearl finally reaches the natural bridge across the Northern Channel, just north of the Harshak range. Although still being followed, she has a few hours lead on her pursuer. She plans to continue her journey, and to speed up once she's in the forest to lose Zarela. However, it will still take her about six to seven days to eventually reach Cid's dwelling. She decides to make her decision on whether to cross Moogle territory to get their quicker on the third day in the forest. As night falls, Shizuka reveals their true destination is the location of an artifact that will take them to the shrine quicker, and not Byakko as she had implied. They spend the night on the mountainside. In prison, Kyle is eventually drawn to confess his own Calling to his soldiers. They see nothing wrong with it, and profess some of their disagreement with the Church's ways. Kyle remains convinced that he must find Marcine and talk with her, though he is still unsure of what the final outcome of that meeting will be. Day 29 (#24,#25): Kyle's musings are interrupted when Jil finds their cell. She asks Kyle what he plans to do with Marcine; he replies that he isn't sure, and just wants to talk to her for now. What he decides to do will determine on her answers. Jil nods and leaves, arranging the freedom of the Dragoons. Kyle ends up joining Jil and Hiro as they return to Seiryu, where they intend to wait for everyone else, as well as meet a shipwright there who can get them a new ship. Davin's party reaches the cave where the Mirror of the Sun Goddess resides. Shizuka reveals it from its hiding place, and uses it to transport them all to the underwater cave where the cracked crystal lies. Within the cavern, they examine the crystal more slowly. Marcine discovers, once again through some kind of vision, that it was once the prison for Shiva, Goddess of Purity. She also realises that it may have been her summoning of Shiva that started this. Unfortunately, just as they realise this, they are interrupted by the arrival of Siegvin, who has followed them up the mountainside. He attacks, almost surprising them, but they are saved by Shizuka's warning. Even so, his initial attack is almost too powerful for them, knocking Mika out with his first blast. It is almost too much, until Siegvin himself is interrupted by the arrival of the Manakyr mage, who casts Unholy upon Siegvin. The attack is powerful... but Siegvin survives, and returns the favour. The mage dies, swiftly. After that, the battle is joined, with Davin entering the fray first and foremost. However, Siegvin weathers the attacks, and slowly wears them all down. Davin falls next, drained by Siegvin who heals himself up. He then weathers the spells cast by Marcine, Syeira and Shizuka (who has only now revealed herself as ninja). The battle climaxes in a desperate attempt to stay alive, one where Marcine herself in mortal danger. Syeira valiantly saves Marcine from getting killed... but at the cost of her own life. Marcine finally finds the strength and adrenaline to call upon a Sleeper without the use of a Guardian Egg. She Calls *TRITOCH*, and seems confused as to where he came from. Tritoch spirits Siegvin away for a 'discussion', leaving the party free to tend their wounds. With the cavern beginning to collapse, there isn't any other option but to flee. Unfortunately, with the Mirror of the Sun Goddess destroyed during the fight, the half-completed ritual has created a portal to the unknown. With no other choice, the party leaves, carrying their wounded and dead. They emerge somewhere in the world, with no knowledge of where they are. They are alive... except for Syeira. Shizuka admits that she has failed in her duty to the student of Cid, and asks to join the party until they reach Cid's dwelling. Before Marcine passes out from exhaustion, she utilises a Clairmancy spell in an attempt to warn Jil that they will not be meeting them in the Ryukins. Jil receives the message from Marcine, but pressing matters come first; her old ship is sunk, and the new ship given to her by the Emperor's bureaucrats in Seiryu is less than she'd expected. She decides to head to La Verde, far to the east, where she keeps a nest egg that would help her get back to her feet. Jil and the Dragoons sail that night, after Jil scares off the old crew who she believes to be far below standard. Davin's impromptu funeral for Syeira attracts the attention of a foot patrol, who capture them all just prior to most of the party losing consciousness from fatigue. Day 30 (#25,#26): Davin's party awakens in the village of Indong. They gain the trust of the headman, who helps them begin their journey to the capital of the Empire of the Moon. Siegvin kills Tritoch in a titanic battle on the coast of the main continent. La Verde falls to the Manakyr in late afternoon. The Mystic Academy is invaded soon afterwards. Day 31 (#26): Davin's party reaches the mainland of Rupantao, and begins heading for Matanbuwan. By evening, Davin's party has reached Matanbuwan, the City of a Thousand Moons. They are taken by their guide to the Shrine of the Oracle, where they are expected. They meet the Oracle herself, Gyn Samson, mother of Syeira Samson. Piette is captured in Yahl Russa due to extreme bad luck and bad judgement on his part. Although slated to go on The Wall, he is 'rescued' by the current leader of the Manakyr, Madonna. Day 32 (#25,#26): When Davin awakens, Gyn takes him down into the hidden armoury of the Shrine. There, she reveals both the Ashura Blade she recovered from the village near Ashgar, as well as the fate of Davin's adoptive parents. She also reveals Lambert's and Armand's hands in razing his village, which was apparently done for the Ashura Blades his family kept; Lambert apparently thought them too dangerous to be in their hands. Finally, Gyn also teaches Davin the secret behind the Ashura Blade's Sword Techs, helping him to reach an even standing when next he faces Siegvin. Pearl finally decides to enter Moogle territory in an attempt to throw off her relentless tracker. Her plan succeeds for a while, as the Moogles ignore her and concentrate on the more aggressive intruder. However, even though Zarela finally falls foul of the Moogles, her tether breaks and her retaliation is monstrous. Pearl decides to double back after hearing the Moogles screams, and she faces Zarela down. Unfortunately, Zarela proves too much for the huntress, and Pearl is taken captive by the Divine Knight. Zarela is about to finish off Pearl, who stubbornly refuses to lead her to Cid's dwelling, when Cid himself turns up to rescue the hunter. His attack knocks Zarela unconscious, and he teleports her back to Tienne, her swords broken. Cid then leads Pearl back to his dwelling, while Pearl gives him the news about Marcine's party and Onias' death. When they reach the cabin, they find Madonna there waiting for them. Madonna is searching for ice blossoms, which she plans to make Soft out of, in order to open up the Sinners' Wall. Cid immediately realises how dangerous this is, and confronts her. During the battle, it is discovered that Madonna, leader of the Manakyr Cult, is actually a Knight of the Round. Madonna finally triumphs over Cid, and is about to kill Pearl when Moogles turn up to rescue them both. An Earth Wave performed by a whole circle of Moogles buries Madonna, allowing the forest creatures to spirit Cid and Pearl away. Madonna emerges sometime later, and summons a Clairmancer via a Manakyr radio. She then merely awaits the Clairmancer's arrival. Lambert and Armand learn that La Verde has been captured by the Manakyr. Lambert immediately sends an order to Bolgan Valecrest that the Excelsior must be finished by any means possible, no questions asked. Back in Tienne, Zarela reports her failure to High Priest Lambert. Lambert plays one of his final cards; equipping Zarela with one of the Ashura Blades he took from Davin's village so many years ago, he sends her out towards La Verde, in the hopes that she will help defuse the Manakyr threat. Day 33 (#26,#27,#30): Davin waits while Gyn organises research on the Knights. Jil, travelling east towards the main continent, is witness to the flight of an Airship. Cid takes Pearl to meet Ivan Tsarevich, an ancient Knight of the Round. From Ivan, they learn the current location of Gilgamesh. Ivan also entrusts Pearl with the Heartstone of Fire. Stine is ditched by the two dragons he had Mastered when they begin mating. With luck, he manages to land on top of another Manakyr Airship. Day 34 (#27,#31): Zarela approaches La Verde by Chocobo. Jil's ship passes by Atlantea. Bolgan unearths the Crystal of Wisdom from its vault hidden near Tienne, for use in the Excelsior. Day 35 (#27,#31): Davin awakens to learn a bit more about the Knights of the Round, and to plan their next destination. They decide to head to La Verde, where they believe Gaia, the Knight of Wood, rests. Zarela slaughters a Manakyr patrol outside La Verde. Madonna enters the fairy glade west of Yahl Russa and collects the ice blossoms she requires. She meets Shiva, and they almost fight each other... until Madonna realises how weak the Goddess is. She files the information away and leaves, pleased with herself. Jil's ship passes by Tienne, although they fail to notice the massive fleet of ships the Church has built up. At night, over half the fleet of ships begin their journey to La Verde, following in Jil's wake. Day 36 (#27,#31): Zarela overhears rumour about Manakyr leader, and believes such leader to be Marcine. Davin's party leaves early in the morning abord the Serene Journey from the City of a Thousand Moons. Lambert orders the newly finished Excelsior to catch up and accompany the attack on La Verde. He instructs Armand to take control of the Airship, and due to the sensitive nature of the Excelsior, he orders Bolgan to be the Head Engineer of the Excelsior while it is in flight. The Excelsior takes off that night. Day 37 (#27,#28,#29,#30,#31): Jil's ship docks in Manakyr-occupied La Verde. Kyle and his Dragoons manage to evade detection, while carefully monitoring the initial outlook of the city. They return to the ship after the Manakyr have finished searching it to plan how to help retake the city. Davin approach La Verde stealthily, well aware that it's an important Church city. Docking via a life raft, they make their way into the city, planning to utilise the secret passages to evade the Dragoons they believe still patrol La Verde. The Manakyr clairmancers in La Verde detect both Kyle and Marcine as Legacies, but due to their ignorance of Kyle, they are confused by the results. They unleash the Atma Beasts, the Manakyr's magically engineered answers to the Church's GOLeMs, and order them to hunt for Marcine. Stine, tired and bewildered, disembarks the Manakyr airship after the Atma Beasts have left, entering the city of La Verde. Davin's party and Kyle's party finally meet up during an attack via the Atma Beasts. Using Davin's knowledge of secret passages, they escape the attentions of the Beasts for a while. In a secluded alleyway elsewhere, they catch up on various events, and Kyle agrees to join the party. They are interrupted by the arrival of the Manakyr... who are interrupted by the arrival of Stine and some newly mastered Atma Beasts... who is interrupted by the arrival of Zarela Grenados. A huge fight breaks out, one the party has no part in; they escape to the rooftops and flee while the going's good. They then agree to split up; Cheney to scout around; Jil, Mika and Shizuka to find Jil's nest-egg, and finally Davin, Marcine and Kyle to find Gaia. Davin uses the secret passages to get under the Academy, but is stopped by the arrival of Master Benedict, an old master of the Academy. He bids the party to follow him, where he leads them into an underground cellar beneath the Academy. Telling them of the fail-safe system, he dispatches Kyle and Davin to the Headmaster's office at the top of the Academy, where the second half of the fail-safe can be found. Kyle and Davin reach the top of the Academy after a few unimportant events, where they activate the fail-safe and incapacitate all the Manakyr left in the building. While they await for the gas to dissipate, they look through the notes on the desk, and discover that the Manakyr are only just pulling out today, and heading on for some unknown destination. Cheney meets up with Jil after she has finally found her 'nest egg'. He suggests that they sneak aboard and capture one of the Manakyr airships in order to make their escape easily from La Verde. Jil agrees. However, soon after they board one of the airships, it is attacked by the arriving Excelsior. Two of the airships, including the one Jil's party is on, stay behind, covering the retreat of the other two airships. Davin successfully calls upon Gaia, who, after testing their will, explains a bit more about Clea's work and Darovan's prophecy, as well as telling them that Gilgamesh lies within the heart of Tienne. However, before she can give them her Heartstone, Siegvin turns up, murdering Gaia and stealing the Heartstone of Wood. TIAMAT's entrance further complicates things. Siegvin, not liking unexpected events, leaves the party to battle TIAMAT while he escapes. Cheney's predicament is made worse as the airship they're on takes more and more hits. As things reach a climax, Mika is thrown out of the airship in the aftermath of one explosion, separating her from the party. The airship goes down, and the future seems grim... until Reill arrives via Boost Jump. The battle with TIAMAT is long and hard, but eventually, after much running and strategy, they finally defeat the GOLeM. Kyle loses his naginata in this fight, but quickly attaches his Ashura Blade to the shaft to form a makeshift weapon. After tending their wounds, they locate Master Benedict, who was also wounded in the fight. Mika evades a fatal plummet when Martin catches her in mid-air, and they both land on the Excelsior. Martin explains that he and Reill had been watching with concern, and had rushed to their aid when they saw the airship going down. Mika wanders off silently when Martin is discovered by a Dragoon Captain, who swiftly drags the lad down to the Cargo Hold to be placed on stand-by. Cheney's group land in northern La Verde, carried by Reill. They decide to continue to the Northern Gate during the confusion the battle between the Church and the Manakyr, and meet up with Davin. Marcine finally translates the orders Davin found in the Headmaster's Office, revealing that the Manakyr are not just pulling out of La Verde, but are heading on to Tienne to take it. Knowing this, they realise they must hurry to Tienne before the Manakyr can get there. Master Benedict gives Marcine an amber Guardian Egg, which immediately reacts to Marcine. She guides them swiftly outside to stare at the Excelsior, where she says 'Wisdom lies'.... In the heart of the Excelsior, Mika comes across the engine room... where the Crystal of Wisdom is near breaking point. Bolgan rushes in, filled with dread and drawn by mysterious noises made by the ship. They are just in time to watch the crystal crack, before they must both flee as the room explodes. GLOBAL TIMELINE --------------- (Editor's Note: it has not been established that it really *is* the 1999th Year of the Church at this juncture. In addition, I have not specified specific dates, since that would introduce time constraints where certain important events should occur, yet we have not the time to use them. This timeline should be used as a *guide* only for now, until such a time that it can be designed to be accurate.) -2000: Myth: Starsilver falls from the heavens. 1: The Church founded. ~ 60: Ryukin Empire founded. Clea Manakyr forms the Manakyr Order around the same time. ~ 100: Clea killed by Darovan aided by the treachery of Odin, Tienne destroyed and Manakyr Empire formed. Order of the Dragoon Knights formed. Remnants of the Manakyr Order exiled. Tienne rebuilt as centre of the Church. DURING TIME : Percival (with Manakyr) and the Church manage to imprison the immortal Diablos. Odin slays the demon Ashura. ~ 780: Secret of Phoenix and Darovan's longetivity discovered. ~ 980: Wall of Fools built. ~ 1100: Darovan captured by treachery and imprisoned in the Wall of Fools. Odin cast down from the Guardians, becoming the man Siegvin is. The Guardians undergo the Sealing, which prevents their summoning. Rumour/Editorial Note: The Tri-fan was split from its normal resting place, and each crystal placed within its own Sanctuary at this time. ~ 1500: Minor uprising by the Manakyr, but they are beaten back by the Church easily. ~ 1700: Kira Cyori, a Samurai of the Ryukin Islands, becomes the first female warrior to bear a sword made by Masamune. ~ 1920: Encampment southwest of Ashgar abandoned after a blade of Ashura corrupts its owner there. ~ 1970: Starsilver Mine opened, as it is discovered that Geomancers can help mine the ore. The Light Warriors, returning to Tienne, stumble upon TIAMAT, a secret project gone rogue. Cid has to exile himself after the aftermath of that battle, due to his using magic. 1980: Kyle Cavanaugh born. 1981: Davin Highwater born. 1982: Marcine Cavanaugh born. 1986: Davin, five years old, is found by his adoptive parents in the village that is soon to become his home. 1989: Mika Gilchrist born. 1997: Davin and Mika's village attacked by Dragoons led by Armand Cavanuah, and their parents vanish. Davin's adoptive father dies in the attack. Mika is taken by Davin to Tienne, and left with Mrs. Walters, a friend of the family. Davin is enrolled in the Mystic Academy. 1999: Events of FFLegacy take place. =MANAKYR ELEMENTS= ================== The following section is just a small treatise on the elements used by the Manakyr and the Knights. It is almost 100% conjecture, and is also unfinished. Also note that some of the Elements have yet to be canonised, even if they do have basis in Squaresoft games. Fire: One of the Delta Elements (Fire, Ice, Lightning), Fire is a primary attack element. Its purposes are almost entirely based around destruction, though it has been linked with physical strength as well. Fire also has a small link with the ancient art of ressurection, due to the Guardian Phoenix. Fire works best against Ice and Wood, but is weak versus Water and Ice. Ice: One of the Delta Elements (Fire, Ice, Lightning), Ice is, like Fire, primarily an attack element. It differs from Water in that it focuses on sharp edges and physical damage. Ice works best against Fire, but is also weak versus that same element. Lightning: The last of the Delta Elements, Lightning is an attack element that draws on the forces of electricity. Lightning works best against Water and unshielded metallic enemies, but it is difficult to get it to work against enemies aligned with Earth. Water: An odd mix between attack and defense, Water is a more gentle Element than Ice is. However, when used properly, it can be devastating. Water is also linked with healing magic. Water works best against Fire, but is weak versus Lightning and Wood. Earth: The element of the ground, Earth is primarily a physical element, used for attack. It's also linked with the spell Petrify, and can be used for construction rather than destruction. Earth tends to work best against those with their feet firmly on the ground. It has a slight weakness against Ice. Wind: The element of the air and the weather. Wind is a relatively easy Element to control, and, like Water, is a mix between attack and defense. Most of the best physical protective spells are Wind Element, and the Aero series of the spells that derive from this Element can be devastating. Wind tends to work best against those who have no purchase on the ground, like flying enemies. It cannot normally be harmed by Earth, but in the rare circumstances when it can, it is weak against that element. It is also weak against Wood in certain circumstances. Holy: The primary healing Element, Holy is the Element of light. It is also sometimes known as Pearl. Holy is what powers the Cure series of spells, and also the spell of the same name, Holy. It can be devastating against the Undead and creatures of darkness. Holy works best against Shadow, but is also weak against that same element. Shadow: The opposite of Holy, Shadow is purely attack oriented. Utilised in necromantic practices and many status effects, it is not an *evil* element... but it is often used as such. Shadow works best against Holy, but is also weak against that same element. Wood: The element of life and flora. Wood controls all plant life, and is also the power behind the Bio series of spells. It has been linked sometimes with resurrection and the power of sustained life... but it is rarely used for that purpose. Wood works best against natural life, Water and Wind, but it is difficult to use it against the undead or metallic enemies. It is weak against Fire. Moon: The element of change and cycles; it is the counterpart of Wood. It is rare to find a spell that is wholly Moon-elemental... it is more common to find traces of Moon-element in more familiar spells. The transformation spells, like the infamous Imp, are linked heavily with the Moon element. Moon has no real weaknesses, though its effects can be difficult to determine. Jikuu/Dimension: Jikuu is the element of time and space. It powers spells that effect time. as well as transportation spells. It is mainly a workhorse element; it is used in a lot of defensive and intrinsic applications. It is also used a lot in the Clairmancy arts. Jikuu has no important strengths or weaknesses. Gravity: The last of the twelve main elements, Gravity is the element of transforming space. It is the counterpart of Jikuu. Gravity is rarely seen outside the Demi series of spells and certain beings who use completely Gravity-related attacks. Gravity has no important strengths or weaknesses. =SPELLS/TECHNIQUES= =================== The following technique classes have been given outlines: Beastlore, Geomancy, Desperation Techniques, Sword Techs, Monk Arts, Ryukin Arts, True Magik, The Legacy and Callings. Other spell classes/techniques will be added as they are used or described. Note that the basic descriptions of the classes here are my own speculation, and have, for the most part, not been canonised. BEASTLORE/LORES --------------- The Lores are the most recent name given to the field known about two thousand years ago as Blue Magic. Its name was likely changed to distance itself from True Magik, since it is more akin to Geomancy and other related skills. Lores are gained by experiencing their effects firsthand; once this has occurred, the Lore Master absorbs the knowledge on how to cast the spell, and can thereafter use it themselves. It is suspected that even the simplest Lores require great training before they can be learned, and the most powerful Lores can only be mastered by those who have spent years mastering the art of Beastlore. In addition, for the majority of Lore Masters, a component from a related monster must also be used in the casting, which acts as a focii and is consumed in the casting. High-level Lore Masters can skip this requirement though, and can cast any that they've learnt. This further restriction is why a Lore Master/Beastmaster combination is such a rare occurence, since most Lore Masters see beasts as the means to casting more spells rather than companions. Lore Masters generally also have the art of identifying weaknesses and gauging an opponent's ability. A fully trained Lore Master is a fearsome opponent. (Editor's Note: To make up more Lores, you are advised to take examples from FF5 (Blue Magic), FF6 (Strago's Lores), FF7 (Enemy Skill) and FF8 (Quistis' Blue Magic). Be warned; a lot of Blue Magic in Final Fantasy has a heavy basis in game mechanics. I think it's fair to say that we won't be seeing L4 Suicide or L5 Death in Final Fantasy Legacy. Also note that if new Beastlores are required, you can also take any 'trademark' attack from the more common FF monsters (Example: 'Everyone's Grudge'). Just be aware of the limitations of learning the more powerful Lores; those limitations exist simply to differentiate the novice Lore Masters from the elite ones.) "Devastation of my enemies, come in forms of light ethereal! Matra Missile!" (Component: Copper Coins) Several streaks of light emerge from the casters head, and rocket forwards, all descending upon the target area. Upon impact, they each create their own massive detonation, throwing up more rock and debris to help injure any in the target area. Most people are smart enough to dodge, and only get hit by the shock wave and glancing blows, which are still quite fearsome. Those who stand their ground must face the full impact of all the streaks, however. Appearances: #7, #14, #20, #26, #29 Shock! (Component: Unknown, no spell quote given) A powerful attack that draws on the injuries of the caster to inflict damage. Any physical injuries that the caster wears is returned back upon the target tenfold. Its visual effect comprises of a brilliant cloud that coalesces around the target, causing immense pain, before dispersing. Opponents affected by this spell often have almost no outward sign of injury, but the sheer effect of this attack shouldn't be underestimated. Appearances: #7 "With my voice, I lull my foes; With my breath, I quiet my foes; With my power I will my foes... Asleep... Asleep.... Lullaby!" (Component: Mushroom cap) A simple Beastlore, this causes several transparent red musical notes to appear in the air around the targets, playing a soft music. Orange fog rises from the ground at this point, obscuring the victims, which causes them to swiftly drift into sleep. Appearances: #9, #14, #26 "Come, powerful water current, come here and devastate everything at your pace! El Nino!" (Component: Unknown) A devastating attack, causing a massive torrent of water to erupt from the caster's hands, enveloping its target. Among the torrent are large bubbles of air that seek out individual targets and detonate, causing damage. With both damage types combined, El Nino is one of the most powerful Beastlores in a Beastmaster's arsenal. Appearances: #20 "Crimson breath of dragons past, converge and strike forth with ancient fury! Flame Thrower!" (Component: Unknown) One of the most intimidating techniques a Lore Master knows, this Lore allows the Lore Master to breathe fire from their mouth, for as long as they can concentrate on the spell. Experience Lore Masters can hold it for over a minute before they need to stop for air. Appearances: #27 "With my will, I call forth the healing wind from the sea, flow through my allies and restore energy! White Wind!" (Component: White sand) One of the best Beastlores in existence, White Wind has the power to heal all the Lore Master's allies at once. The power of this healing is generally determined by the Lore Master's own lifeforce; if the Lore Master is weak, then they generally lack the energy to properly devote to White Wind. Appearances: #26 Goblin Punch (Component: Ice Blossoms, no spell quote given) A fairly weak Beastlore for the most part, which involves crushing the Ice Blossoms into your fist, and then attacking with a single straight punch. It does only slightly more damage than a normal attack... usually. Rumours among the higher Lore Masters say that its true power is unlocked when using it against an enemy who is the exact same power level as you... the resonance released in that situation is said to be deadly.... Appearances: None Grand Train (Component: Unknown, no spell quote given) Diablos' most powerful attack. It is rumoured that only one Lore Master has ever learned this move, but that was centuries ago. Thus, it is also the rarest Lore known about, even if Diablos himself has passed into obscurity. Grand Train harnesses time and space itself to create a malevolent ribbon of black gravitational energy. However, unlike most gravity-aligned attacks, Grand Train is perfectly capable of killing an opponent. Even the completely healthy are left drained by this attack, and those with moderate wounds run the risk of being knocked out by the pain, or killed outright. Appearances: #15 ELEMENTALISM/GEOMANCY --------------------- The art of gathering spirits in the area around the caster, and using them in such a way that affects the environment. As such, the spells they cast are almost solely goverened by the environment they are in. It is possible that Geomancy might be completely useless in an area where all residual spirits and energies have been removed or 'scared' off. Fights against two or more Geomancer's are difficult, because each has access to controlling the same spirits. In such a way, Geomancy can be dispelled or overpowered. Strength and skill are necessary to win in such a fight, in addition to good concentration. (Editor's Note: To make up more Geomancy spells, you are advised to take examples from FF3 (Taoist Class; but only if you know this NES version *very* well), FF5 (Geomancy/Elementalism Job Class), FF6 (Mogs' Dances) or FFT (Geomancer Job Class). So far, all Geomancy spells listed have come from FF6 and FFT.) "Spirits of wood and forest, honor the ancient covenant and grant me your power! Leaf Dance!" This causes a cyclone to erupt from the caster's palm, assaulting anything in its path with a flurry of dry leaves and twigs. It will often be strong enough to knock human-sized opponents away, even with its relatively low power. Casting this requires proximity to natural vegetation, like a tree. In built-up areas, it may even be necessary to touch such natural growth in question. Appearances: #1 "Ancient spirits within the halls of man, burn with life unchanging since the start of time! Elf Fire!" A common Geomancy spell, it creates ethereal bursts of energy, looking similar to will o' wisps. They burn with no fuel, and they are at least moderately damaging. The spirits required for this like old, unchanging places. As such, this Geomantic ability can only be used in towns, caves (not mountains) and forests. Appearances: #1, #14, #26 "Blade of wind, shear the threads that bind spirit and flesh! Kamaitachi!" Using the power of Air spirits, this Geomancy ability causes the air around the target to blast forward in short sharp gusts, rather like blades. The effect is similar to Leaf Dance, but is slightly more powerful, and tends to cut flesh more. Due to the nature of this ability, Kamaitachi can only be used in forests, plains or mountains; anywhere where the wind is strong and easy to harness. Appearances: #5, #10 "Lifegiving fall, gather the deluge! Waterball!" A simple gesture, whether with a weapon or an outstretched hand, causes nearby water to coalesce into a ball in front of the target, before exploding, sending a wave of liquid straight through the target, powerful enough to crack stone. Obviously, this ability can only be used during hard storms, or near copious amounts of water. Appearances: #7, #31 "Lords of winter and water, lend to us your fury! Blizzard!" One of the very few ice-elemental Geomancy attacks, casting this calls upon a minature snowstorm, centred on the target. As an area spell, it has the effect of obscuring the battlefield, as well as severely injuring anyone who is unforunate enough to be caught in the storm. Blizzard can only be used on snow and ice. Appearances: #8, #10 "Powers of earth and stone, render to the depths! Pitfall!" A simple earth-elemental Geomancy attack, but very effective. It causes the ground immediately below the target to create a large pit, that they immediately fall into. Until they climb out of it, they are then at a huge disadvantage. Pitfall's use is limited to plains, mountains and underground caverns. Appearances: #10, #22 "Powers of stone and earth, restore what once was! Landfill!" The opposite of Pitfall, this spell can fill in a pit that was either created by Pitfall or some other attack. It can only be used on a piece of land that was once whole. Landfill's use is, like Pitfall, limited to plains, mountains and underground caverns. Appearances: #22 "Powers of earth and darkness, consume what time has wrought! Cave In!" Cave In has the potential to be quite powerful, but its use is limited due to the circumstances required. Casting it will bring down the ceiling upon the desired target, most likely crushing them under tons of stone. It can also be used to destroy floors, providing there is a suitable cavern beneath it. As such, Cave In's use is limited to underground caverns and within buildings, with some brief exceptions if the current battleground is above a man-made or natural cavern. Appearances: #10, #14 FLOAT DISC (no spell name given, no spell quote given) This Geomancy art can be used to create a light disk several feet across that floats upon water. It is sturdy enough to carry several people without sinking. It is often used by Geomancers as a fast means of gaining water transport. As always, this art can only be used near a large body of water. Appearances: #14 "Depth and flows beneath the placid surface, rise up forces which shape the shores of the world! Clean Sweep!" A water-based Geomancy attack, that creates a huge wall of water from whatever liquid source is nearby. The wall crashes across the whole battlefield, sweeping along anything in its path. Unfortunately, it can sometimes get out of control and affect the Geomancer casting it as well. Again, this ability can only be used during hard storms, or near copious amounts of water. Appearances: #14 "Spirits that dwell in the walls of ancient resting places, strike forth at my command! Grave Stab!" The elemental version of Monolith, this attack causes a single great stalagmite to strike forth from the ground beneath the target, either knocking them to the ground, or impaling them upon it. Grave Stab can only be used in catacombs, tombs and graveyards. Appearances: #23 "Hear me, spirits of the air, and scream your answer! Sonic Boom!" A Geomancy attack that relies on the forces of sound to cause damage. It is Wind elemental, and under the right circumstances can be used to cause great damage. Sonic Boom's use is limited to mountains, plains, underground caverns and within buildings. Appearances: #31 "Great spirits beyond, grant me the power to destroy those who stand in our way! Holy Blade!" A lost Geomancy art, mostly because it requires a single *strong* spirit aligned with the forces of Holy. It, like a Sword Tech, empowers any blade the caster is holding, causing its attack strength to skyrocket. In addition, the blade grants the wielder a few seconds of near invulnerability, giving precious time to perform the single strike the casting allows. This ability is not limited by location, but requires much raw energy from the caster, and communion with a powerful spirit of Holy. Appearances: #22, #31 Earth Rave The act of many Moogles coming together to control nature in a devastating blast of natural energy. The Geomancy causes a large area of the earth to explode upwards, causing great damage... if the Moogles wish. The attack can be extremely controlled, only harming those in the area the Moogles wish to harm; but the more controlled the attack is, the less damage overall it is capable of doing. Appearances: #26 DESPERATION TECHNIQUES ---------------------- Otherwise known as 'Limit Breaks', these mysterious techniques are often only known by the most experienced of fighters. No two Techniques are ever the same, since they are often born from intense situations, and created on the spot. As such, practicioners often find it impossible to use them unless a dire situation presents itself. Shadow Knives (Syeira's Limit Break) Carving a complicated pattern in the air with her knives, Syeira causes two phantom knives, identical to her own, to rise out of the ground in front of her, speeding towards their target as they do so. Their paths orbit around each other, continually crossing. They cannot be parried, as they only become solid when they strike their intended target. However, it remains to be seen if they can be dodged. Appearances: #5, #7, #22 Dark Matter (Mika's Limit Break) Mika's ingenuity knows no bounds, and although she can't quite remember how she does it, she knows this particular technique will always be available to her when the time is needed. Utilising her normal ingredient in a way alien to her normal recipes, she creates the legendary Dark Matter, a material that can eat through almost anything. Appearances: #14 Ground Zero (Kyle's Limit Break) Drawing on adrenaline reserves, Kyle executes an enormous leap, at least twenty feet into the air (all the more impressive as he can perform this technique without Boost Armor), before descending once more upon his target, naginata outstretched. As he hits, piercing through almost any kind of magical or physical barrier in his path, he creates a large blast that is capable of creating a foot-deep crater, as well as severely injuring anyone in the blast radius. This attack can also be used against targets up to and above ten feet higher than Kyle's initial position. Appearances: #7, #15, #28 Anchor (Jil's Limit Break) While not as heavily damaging as many other Desperation Techniques, Jil's attack is more strategically orientated. It involves her charging up a shuriken with a dark purple energy, and hurling it at the target. The shuriken imparts this energy into the selected target, slowing them down greatly, and often inflicting Gravity-elemental damage. Appearances: #23 SWORD TECHS ----------- This skill is that that is revered among swordmasters. Through the use of chi or related powers, the wielder is able to charge their sword with power, and utilise it in any number of different techniques. Through use of Sword Tech, many seemingly impossible effects are allowed. Sword Tech abilities range from chi projectile attacks, to intricate sword slashes, and beyond. Note that there is much disagreement as to what fuels a Sword Tech. Practitioners have used anything from their inner chi to magic, from psionic techniques straight to the simple manipulation of physics. This makes the techniques very difficult to teach, since it is difficult to find a teacher and student who can utilise the same method. Ryukin Sword Arts: ----------------- "Flames, to me!" A very simple Samurai Sword Tech, that causes the Samurai's blade to burn with flames. It also fills the Samurai with energy, enabling his first few blows to strike with great force. Appearances: #22 Ribasu Yet another Fire-aligned Samurai Sword Tech, this attack causes a wave of fire to emerge from a single sweep of the Samurai's blade. Although weak against a single target, its main advantage is its ability to strike many targets at once with equal strength. Appearances: #23 Shinkuuken Yet another Samurai Sword Tech, this techniques causes a blast of air to burst forth from the blade, driving the opponent back with great force. Its primary use is to stun the opponent, leaving them open for a more powerful attack. Appearances: #23 Divine Knight Sword Techs: ------------------------- Spell Break A mainstay skill of the Divine Knight, this Sword Tech allows them to dispel almost any Mystical Art that comes their way, providing they can catch the brunt of it on the arc their blade makes in the air. Appearances: #26 Mind Break Another mainstay skill of the Divine Knights, should a Divine Knight make contact with this skill, it severely hampers the target's ability to use Mystical Arts, removing them somewhat from their powers. Appearances: #26 Hellcry Punch An extemely deadly skill, the use of this Sword Tech transforms the Divine Knight's blade into one seemingly made of pure sapphire light momentarily. The Divine Knight then uses this blade to perform one single attack upon their targeted enemy, the result of which not only sending their opponent flying back slightly, but also breaking their weapon. The strength of this Sword Tech is such that it can even shatter starsilver. Appearances: #26 Ashura Blade Sword Techs: ------------------------ Blood Wave Swinging the blade in a wide horizontal arc, a sweep of crimson energy is sent towards multiple targets. The effect of this ability is to cause them to become feverish and weakened, suffering from some sort of malady (not poison), thus making them easier opponents. This malady can be cured by restorative magic and non-magical treatments though. Appearances: #5, #18 "Spirit within... let your strike focus the ties that bind all things! Gravity Wave!" Holding the blade high in the air, this Sword Tech causes the blade to pulse with purple light, giving off dark waves of energy. These waves utilise gravity-aligned power to cause opponents to feel heavier, slowing them down, and decreasing their effectiveness in battle. The technique lasts for a short duration, but it is often enough to give a fatal advantage to the aggressor. Appearances: #5, #24, #26 "Souls of men seared by darkness, draw the blood of life from the weak to feed the strong! Force Steal!" A dark energy pervades the sword as the wielder extends it towards his targets. Force Steal causes a dark fog to emerge, that spears the targets with its wisps and tendrils. It sucks a great deal of life from its victims, granting it to the caster instead. Such an attack can kill a lesser man, though stronger people have been known to survive it. Appearances: #23, #24 Death Wave Forcing dark energy into the blade, while making a wide, sweeping cut in the air, this Sword Tech creates a wide crackling wave of black energy that rushes towards the swordsman's opponents. This is a deadly technique, for if successful, it can stop the heart of any being cold. Unless treated quickly, such victims usually die within seconds, flesh melting away as others watch. Appearances: #12, #18, #24 Gungnir Sword A most powerful Sword Tech, which involves hurling the blade like a javelin. Flaring with mystical energy, the blade is kept steady and flies true, boring a large hole through its target. The effect is, without a doubt, deadly in execution. Appearances: #12, #18, #24 Zantetsuken The most powerful Sword Tech suspected to exist. The blade begins to glow with a silvery aura as it takes on all the most extreme properties of sharpness. The resulting attack is so powerful, it can cut through almost anything, ending the life of anyone caught in the attack. Virtually no defense will prevent the passage of a Zantetsuken. It is rumoured that this is not a Sword Tech linked to the Ashura Blade itself... and instead, is unique only to Siegvin. Appearances: #18, #22 Other Sword Techs: ----------------- "Great light from above, gild my blade with your blessing and strike down the enemy of heaven! Kintenkaen!" This ancient Sword Tech causes the wielder's blade to flare with a blinding white-gold light. The swordsman then rushes forward, charging their enemy, and striking them with unsurpassed might. It is Holy-aligned, and as such, does more damage to Shadow-aligned creatures. It is one of the most powerful Sword Techs in existence. Appearances: #23 MONK ARTS --------- The abilities learned by the Red Monks, and a secret they had kept for many years. Perhaps this secrecy and mystery behind their techniques caused the Church to fear it as something leading to Magic... either way, the Arts of the Red Monks have largely disappeared due to their forceful disbanding by the Church. (Editor's Note: To make up more Arts, you are advised to look at examples from FF6 (Sabin's Blitz) and FFT (Punch Arts). FF7 and FF8 also have similar skills, but are more oriented towards attacks, and are less useful.) Aurora Bolt Cupping ki flames into their fist, the Red Monk fires it forward as a steady stream of white light. Much more powerful than Wave Fist, this attack is a mainstay of the Monk Arts. Appearances: #26 Chakra Very similar to the Cure series of spells, and power wise, nestles between "Cure" and "DiCure". It appears as a bright light that seems to shine out of the Monk's soul, and bathes the target, healing their injuries. Appearances: #7 Fire Dance Spinning rapidly towards their opponent, the Monk becomes covered with flames, that almost instantly triple in size, threatening to engulf his opponents. This area attack can be devastating when used effectively. Appearances: #26 Wave Fist A quick punch to the air causes a ripple to speed forward almost too quick to be seen, slamming into the target where it explodes in a flash of purple light. A weak but effective attack, allowing the Red Monks to attack from a distance. Appearances: #7, #26 Secret Fist A single punch that does no physical damage at all. However, the dark aura that is created from this technique leaps from the fist to the opponent as they touch. The effect is devastating. So long as the opponent attempts to do any strenuous activity (including fighting), they will slowly lose strength until their heart stops suddenly. The only way to prevent this is to rest for a while outside of battle before death strikes. Appearances: #18 RYUKIN ARTS ----------- The priests and ninja of the Ryukin practice different forms of the same source of power. They draw upon hidden techniques and holy arts respectively to create a force some would say was as magic... but is different enough to cause doubt. Their spells are often alien to experienced practioners of True Magik, which can give the Ryukin caster a small advantage. Ryukin Arts is actually akin to the Monk Arts or Sword Techs in the way it is utilised, and bears no true resemblance to True Magik. The arts of the Ryukin is usually characterised by elemental chaos and uncontrolled attacks; the attacks themselves must be used wisely lest they hurt those that were meant to be protected. "Power of sacred flame bestowed upon me by the ancient rites, destroy this evil to protect the holy spirits! Kaseihi!" The primary spiritual attack of the priesthood, the caster thrusts out their arm, with two fingers extended. The spell causes a bright globe of flame to burst out and strike its target unerringly. The final attack is remarkably strong for such a basic spell, yet it is not capable of causing heavy damage. Its primary use is against evil spirits, and beings that fear fire. Appearances: #23 "Rage that burns within the heart, reveal yourself and consume my foes! Flame!" The basic Fire magic attack used by the ninja. It causes sheets of fire to cascade from above, enveloping a wide area before the ninja. When used correctly, the effect can be deadly. The damage done is on par with DiFire. Appearances: #24, #28 "Source of all life, bend your will toward destruction! Flood!" The basic Water magic attack used by the ninja, it creates a wall of water that almost immediately crashes down upon the caster. The crushing pressure and cleansing water is a formidable attack against any target. The effect of the attack is on par with the 'Di'-series of spells. Appearances: #24 "Storm, loose your unbridled fury at my command! Tempest!" The basic Wind magic attack used by the ninja. It creates tremendous howling winds, that threaten to blow anything caught in its grip away. Again, it is impossible to tightly control this spell, so it must be used with great care. Like all of the basic ninja spells, the effect is on par with the second tier of True Magik elemental spells. Appearances: #24 "Ancient spirits, empower the shield that gives death to sound and sense! Silence Wall!" This Mystical spell is an excellent complement to a ninja's abilities. Through the use of Silence Wall, a ninja can prevent sound, scent and light alien to an area from escaping, thus preventing the detection of anyone hiding behind the Wall. Appearances: #29 TRUE MAGIK ---------- The legacy of the Manakyr leads to this strange and mystic power. Drawing from the energies of the soul and self, it creates many wonderful and varied effects. However, its use has been banned by the Church, for reasons unknown. Perhaps it is connected to that which magic draws from... the power of the Calling.... 'True Magik' is an archaic name. In these modern times, it is merely called 'magic'.... True Magik is generally learnt by reading a spell off of a parchment imbued with the spell that you wish to learn. This first casting costs nothing of the caster, and instead causes what many mages call the Rush. This feeling of ectasy lasts only as long as the casting of the spell, and once a spell is learned, the Rush will never be felt for it again. While it is comparitively easy to make copies of spells already on parchment, it is a lot more difficult to copy down a spell you know; for anyone other than an accomplished mage, the words defy the paper. "Out of the ground, raze all the greenery with flame! Fire!" The simplest of the Fire heirarchy. It is generally enough to burn simple kindling and set one opponent on fire, but stronger magic users can increase the damage and sometimes the range. Appearances: #3, #23 "Hell fire that blazes deep beneath the earth, come here and obey my command! Deliver your judgement upon those I desire! DiFire!" Second in the Fire heirarchy, it sends a spiral of flame into the selected opponent, blasting them backwards and severely burning them as well. In this manner, several opponents in a straight line could likely be affected by the spell. Appearances: #7, #18, #20 "Flames of the earth, fire of the sun, lend your energy to become an inferno... the perfect blaze! TriFire!" The most powerful spell in the standard Fire heirarchy, TriFire creates a huge globe of fire around the target, spontaneously igniting the air within. Very little can withstand this ball of fire unscorched. Appearances: #31 "North wind, bring the chill of the winter storm! Ice!" The lowest tier of the Ice heirarchy. While its effect is temporary, the intense cold can do untold damage to flesh, inducing frostbite-related pain and extreme brittleness within the duration of the spell. Appearances: #5, #7, #8, #27 "Howling breath of winter, freeze the blood! Di-Ice!" The second spell in the Ice group. It is more powerful than Ice, and slightly more permenant. Like Ice, it is not a projectile attack. Instead, the air around the selected target will slowly crystalise, until the target is momentarily trapped within a giant slab of ice. The ice then smashes, freeing them, but not until the damage is already done. Appearances: #18, #23, #28, #31 "Gather, storm, and strike out at my enemy with your fury! Bolt!" The easiest of the Bolt heirarchy. It sends a simple yellow shaft of lightning from the casters hands to the opponent. Appearances: #1, #7, #27 "Untamed ferocity, drawn from the limitless skies above! DiBolt!" One step up from Bolt, this creates a large shaft of lightning to strike opponents, and can generally be directed to affect more than one enemy. Appearances: #1, #10, #15, #18, #28, #31 "Gusts of Wind, come to me! Swirl and Gather gracefully! Aero!" The weakest of the Wind series of spells, but still formidable. It conjures up a tiny tornado, that is still strong enough to cause weak to moderate damage to a human-sized opponents. It is most useful against enemies who have no purchase on the ground. However, compared to the 'Delta' series of spells (Fire, Ice, Bolt), this spell is rare to find. Appearances: #2, #7, #10, #18 "Wind, come and blow with limitless strength. turn into a hurricane, drive my enemies far away! DiAero!" Second in the Wind series, it performs in almost the exactly the same way as its weaker cousin, except on a larger scale. Again, it is most useful against flying or floating enemies. Appearances: #20, #24, #26 "Winds of the west, winds that carry the stench of death, gather here and become a tornado... the perfect storm! TriAero!" The most powerful of the Aero series of spells. Again, its effect is identical to the weaker versions of Aero, except it works with more power and with greater effect. The destruction that can be wrought with this spell is immense. Appearances: #26 "Fury of mother earth, tremble and explode! Quake!" An area effect attack, drawing on the powers of Earth-elemental magic, Quake causes the ground under the targets to buckle, heave, and then finally explode, throwing debris high into the air. Such an attack is even capable of wiping out the entire floor of a building, and is deadly against those with their feet firmly on the ground. Appearances: #7, #10, #28 Bio One of the few attack spells that also affects its target in other ways. Creating a violent toxic gas around the target, Bio both damages the flesh and poisons the blood stream. The poison can be easily remedied by swiftly applied antidotes, or by allowing the poison to be flushed out of the blood. Appearances: #18 Flare An extremely powerful attack, this Fire-elemental spell is able to pierce through any armour, striking at the target within. The visual effect looks like small motes of red light descending into the target swiftly from all sides. Once charged, magical explosions wrack the target from within, before all the energy is once again released from the body. The attack can be devastating against targets unused to magical attack. Appearances: #18, #26 "Aurora, exhale bloody air, call forth your tainted light! Shadow Flare!" In visual effect, the Shadow Flare looks identical to a Flare, except the motes of red are now black, while the aura around the target glows a bright blinding white. The effect is surreal... and devastating. Unlike Flare, it uses Shadow as its element, and as such, is harder to defend against. Appearances: #21 "Send his soul to rest, may it join its brothers in the land of the dead! Cut short its stay, oh Gods, and end his life with mercy! Take him now, for his purpose in this world is finished! Reap this soul, draw him into darkness and let him see light no more! Death!" A spell with only one purpose; to annihilate the target. In visual effect, it causes a large ghostly grinning skull to rise from the ground, and open its mouth. Within the mouth can briefly be seen a spinning spark... before it snaps shut over it and disappears. By that time, the target is dead. Strong will can negate the effects of this spell, and, in theory, immediate magical and medical aid can save the victim... but otherwise, the victim is lost forever. Appearances: #26 "Untainted light, enter my hand and grant me your all-embracing purity! Holy!" One of the most powerful attack spells available to those who study True Magik. It is capable of destroying any undead creature in an instant, and can cause major to lethal damage to many other targets. Although it is an elemental spell, it uses the elemental of holy or light, an element that is almost impossible to resist. Appearances: #15 "You who dwell in darkness, you who command the primordial chaos, you who lie in wait to rise again, add your will to my own, grant your power to my hand, that together we may extinguish the light of hope! Unholy!" A deadly attack, evil as it is powerful. Cackling laughter and shrieks precede the cascade of crackling black energy, that slams down upon the single target. Like many of the strongest spells, it is almost impossible to block, and is capable of killing all but the strongest of opponents in one blow. However, it does require an inordinate amount of power. Appearances: #24 "Mighty hammer of the Gods, force which rent heaven and earth, shatterer of worlds, destroyer of the starry void... Come down, rain of torment and annihilation, unleash the fury of the Gods upon the infidels of this world! Meteor!" One of the strongest spells available to a True Magik practitioner. Opening a giant rift in the sky, the mage summons more than a dozen meteorites through the rift, which then unerringly cascade down upon their targets. The effect can be deadly; being a physical rather than elemental attack, it is hard to absorb or deflect, and even if one meteor is deflected or destroyed, the rest are soon to follow. Appearances: #26 "Soul of the living world, aid your fallen child! Cure!" The simplest of the Cure series of spells, but extremely useful and versatile. It is capable of healing the simplest injuries, as well as preventing outright death in a fading patient. For those not far gone, it can even heal enough to awaken them from injury-induced unconsciousness, providing the injuries are not too severe. Visually, the effects of the magic cause the target to be sihlouetted by a flash of brilliant light, before dissolving into flickering green sparks that trail up and away before vanishing. Appearances: #7, #12, #22, #23, #27 "Soul of the world, lend merciful aid to the wounded and in need! DiCure!" DiCure is almost exactly the same as Cure, except it is a little bit more powerful, and can affect multiple targets. Again, it is capable of healing moderate injuries, as well as preventing outright death in a fading patient. Visually, the effects of the magic are identical to Cure, except that it takes place over a larger area. Appearances: #23, #28 Esuna (no spell quote given) A powerful cure-all spell, this incantation can remove several kinds of afflictions. Its drawback is that it cannot cure the most powerful of curses, and it has no effect on Time-related magic (Haste, Slow, Stop, etc.) Appearances: #5 "Almighty souls, protect your humble servant! Barrier!" A quick spell to cast, and one that has saved many a Magi's life. It creates an invisible forcefield around the Magi, protecting them from physical attacks. Each such attack causes a disc of blue light to intersperse itself between the weapon and the caster, ideally deflecting the blow entirely. Barrier does wear off in time, and repeated strikes can reduce its effectiveness until it is destroyed. Appearances: #7 "Guardian souls, grant us your defense! Shell!" Like Barrier, this is a swift spell to cast, but its usefulness is limited to defense against magic and energy attacks. As such, it is not used as often as Barrier, but in magic battles, it can be invaluable. The shell itself is invisible, showing only as a slight play of light around the protected target. Shell, like Barrier, wears off after some time, and repeated or strong blasts can reduce its effectiveness until it is destroyed. Appearances: #22 "Guardian light, defender of all that is, envelop me in your all-protecting aura! Runic Barrier!" The knowledge of this spell died with Clea, head of the Manakyr Order. Its powers are unknown, but it is suspected that it was to make the caster temporarily impervious to the effects of True Magik... and the Callings. Clea's only attempt to cast this spell ended in failure when she was fatally interrupted. Appearances: #15 Silence (no spell quote given) Very effective against spell casters, and even those who use special attacks and desperation techniques. Since a lot of the focus for all kinds of attacks comes from the verbal component, this spell prevents their use by the simple act of muting the target. The only visual effect is a slight haze in the air around the target's head, but the aural consequences become all too readily clear. Appearances: #7 "Fatigue of the body, fatigue of the mind! Sleep!" A simple, quick spell to cast, but very effective. It is capable of rendering almost anyone one under an enchanted sleep. However, the spell is easily broken simply by shaking, slapping or attacking the afflicted person. However, an enchanted opponent will not wake up under normal circumstances if attacked by True Magik, Geomancy and certain Beastlores. Appearances: #11, #18 Arise (no spell quote given) Almost the opposite of Sleep, this restores energy to an exhausted person, allowing them to awaken from even the deepest sleep. It has no power to restore wounds, however. Appearances: #26 "Eclipse at midnight, shadows swallow sight! Blind!" A simple status effect spell, that appears as a cloud of black mist that envelops the head of the target. If successful, it immediately blinds the target, causing them to become demoralised and confused. Blindness fades with time, but while it is effective, it can nevertheless lead to a fatal end. Appearances: #7 "Spirits of illusion, cloud the restless mind! Muddle!" Yet another easy status effect spell. If successful, it temporarily stuns the target, confusing them. In this manner, a more direct attack could follow the spell, bringing down the opponent. However, strong wills have the ability to shake off the effects of this spell more quickly than others. Appearances: #24 "Air currents, cushion the path I tread! Float!" This spell causes the air beneath its targets to become denser, acting like a spongy barrier between them and the ground. Its use is primarily for removing the danger from falling, allowing the caster to float safely to the ground. Unlike most spells, Float can last up to about eight hours since casting, or until dispelled. Appearances: #10 "Time, space, bend and flow and break at my command! Unseal that place between places, unseal the world where They wait in Sleep for Call, unseal here and there and send this one through! Remove!" A curious spell, one that is both Jikuu class and also is related to the Calling. It sends its target through the 'place between places', utilising the nature of that realm to teleport the target away. It is an extremely difficult spell to cast, and a miscast could kill the target or deposit them randomly in the world. The theoretical destination range of this spell is almost unlimited. Appearances: #26 Seeker (no spell quote given) Yet another 'Clairmancy' art, the Seeker is part of the Jikuu (Time/Space) class. Casting it requires a known target, who can be anywhere in the world, so long as you know who you're looking for. A successful casting creates a dull grapefruit-sized ball of light, that, when released, slowly but inexorably homes in on its target. Once it reaches the target, it immediately notifies the caster of the precise location, knowledge of which can be used to deadly effect. Appearances: #7 "Phantasms that dwell in the mind of man, images of life and love which we so covet, be unreal and yet seen! Illusion!" A rare spell and not often used, for it requires that the spellcaster know what they want to show almost precisely. Errors in the illusion are common, and an opponent spotting such an error may stand a chance of disbelieving it. It's main use is in distracting opponents for a brief amount of time, and it is here where the spell excels; no matter how well trained you are, it's difficult not to hesitate when a fire-breathing dragon materialises before you.... Appearances: #14 "Forces of time, witnesses to the ages, I bid you to tell me the stories that matter most to this place, drawn from history! Theatre!" One of the most untapped uses for Jikuu magic (Time/Space magic) is that of viewing events in the past. This spell is, of course, limited in its uses, in that it can only be cast in an area that harbours a *strong* historical event, and only that event can be viewed. The caster must watch the event all the way through, lest the spell fail. The stronger the emotional impact the event has on the locale, the easier it is to use this spell. Appearances: #6 MESSENGER (no spell name given, no spell quote given) A simple use of Jikuu magic that creates a tiny sphere of yellow light, that streaks towards its target, who could be anyone in the world. The only purpose of the light is to be a messenger of a small message. Such a light can take anywhere up to a couple of days to reach its target, and can sometimes be intercepted by accomplished mages. It is useless to hold long distance conversations with this spell, but it is an efficient alternative to carrier pigeons, especially since the target is a person, no matter where they are, rather than a place. Appearances: #24 "Souls of the restless dead who thirst for vengeance...." (no spell name given) One of the spell scrolls that Syeira took from the Book of Rites, the book Piette had. Marcine prevented her from using it in the battle in the Sanctuary of Purity, telling her it didn't do what she thought it would do. It is thought that Syeira believed it to be akin to Siegvin's Force Steal, but it may be that the effect was quite different, and may have affected the caster as adversely as the victim. Appearances: #24 "Enemy of man and God, for sins to atone, by Heaven's holy light, living flesh turn to stone. Until the end of time, encas'd ye shall remain, living within, dead without, ne'er to see, hear, speak, nor move again.... Petrify!" An extremely rare, powerful and time-consuming spell to cast. Records of it these days can only be found in Church texts, as they are the only ones who use it these days in their ritual of petrification in order to place sinners on the Wall of Fools. Despite the power of this spell, there is an alchemy-based potion that can reverse the effects. One of the known ingredients of this spell appears to be iceblossoms, a plant that only grows in a forest near Yahl Russa.... Appearances: #12, #14 Monolith (no spell quote given) Used by the Knight Percival, this earth-elemental spell causes a spear of rock to jut from the ground under the target, sometimes even impaling them on it. Appearances: #10 Earth Wave (no spell quote given) Used by the Knight Percival, this spell causes the ground to ripple towards the intended target. If caught in any of the ripples, the liquid earth tears and shreds past the victim, causing them a lot of pain, and sometimes driving them to unconsciousness. Appearances: #10 "Wrath of the heavens, nature's force of destruction, unleash your fury to my command! Thunderstrike!" Used by the Knight Thor, this spell is very similar to the Bolt series of spells. Powerwise, it is on par with TriBolt. In addition, the attack can also be finely directed by the caster, as the bolt first aims itself at the outstretched hand of the caster, before bending in mid-air and allowing it to be directed as the mage sees fit. Appearances: #12 Havoc Wing (no spell quote given) Used by the Knight Madonna, this spell causes dozens of rippling arcs to hang in the air around the Knight. Abruptly, the arcs dart forward towards the targets, cleaving them as they go by, and throwing up geysers of earth when they hit the ground. An extremely deadly attack, there is little defense against it. Appearances: #26 THE LEGACY ---------- Marcine's Desperation Attacks take a different form than most. The increase in adrenaline have been allowing her to access an untapped resevoir within herself. Through the use of this, she has managed to cast spells that have never seen the light of day, or have been lost to all knowledge. Once, she has even performed a Calling without the use of a Guardian Egg. It is suspected that the use of this skill is due to her position in prophecy as the Legacy. It is unknown whether Clea also had this skill. Perhaps it is merely the ideal to which all Magi aspire to? Or something greater? Or maybe... it is a power related to the Three Gods...? (Editor's Note: The entire existence of this class is pure editorial speculation. It is an idea, and a possible explanation for what Marcine has demonstrated.) Antipode Mixing raw magic with the will of pure adrenaline, Marcine calls upon the sheer elemental powers of fire and ice. Multiple streams erupt from her hands, doing either fire or ice elemental damage to each target. The elemental chosen for each target is random, but generally, the element strongest for that target will be the one to hit. Appearances: #23 Seraphic Beacon The ability to summon without a Guardian Egg. Most Magi would scoff at such a thought, even if the Guardian were unsealed. However, through the use of raw magic, Marcine is able to call upon Sleepers she has not even seen before. It is unknown whether this ability to restricted to only Calling Sleepers that have been unsealed, though it is highly likely that this is the case. Appearances: #24 THE CALLING ----------- The ultimate lost secret of the Manakyr. The ultimate sin in the eyes of the Church. A Calling summons forth beasts of terrible power, called the Sleepers by the Church. A Calling requires the use of a semi-rare magical item known as a Guardian Egg, but is enough to defeat all but the most powerful of enemies. As such, it is often wondered by laymen if there isn't a greater price to be paid for summoning such enigmatic creatures.... The Guardians which are known to be summoned have also been sealed by some force, likely soon after or during the Manakyr War. Until each are unsealed, they cannot be used by anyone. Since unsealing them requires Calling the Guardian through the use of the Guardian Egg anyway, it is not known what other factor is involved that allows the Guardian to awake. It is suspected that the Guardian plays an active part in this process, and may be able to choose to remain sealed should it wish not to aid the person attempting the Calling. Of course, once the Sealing is removed, the Guardian has no such ability to resist a summon. RAMUH (Status: Sealed?, Egg Colour: Amber) The Calling of Ramuh, Guardian of Storms. Ramuh's power is unknown, but it is assumed that he is linked with the element of Lightning. He is the God of Wisdom in the eyes of the Church, his true identity unknown to the mass populous. Appearances: #31 SHIVA (Status: Unsealed, Egg Colour: Bluish-white) "From thy eternal slumber I call to thee! Voice of the north wind, dancer of frost! I conjure you, I invoke you, in the name of the Manakyr! Let the air and earth be sown with the crystals of winter! I call upon you, Shiva, Mistress of Winter! Diamond Dust!" The Calling of Shiva, Guardian of Winter. Shiva's power is unknown, but it is assumed that she is affiliated with the element of Ice. She is revered by the race of fairies as a God. In addition, she is one of the Church's Three Gods, unknown to the mass populous. She is the Goddess of Purity, willingly imprisoned within a piece of the Tri-fan, keeping a great evil caged forever... until now. Appearances: #13 LEVIATHAN (Status: Unsealed, Egg Colour: Dark Green) "From thy eternal slumber I call to thee, Guardian of the Sea, Guardian of the Tides, I conjure thee. Hear me, Leviathan! Hear me, Serpent of the Waves! In the name of the Manakyr, I summon thee! Let the power that crushes mountains to sand bring utter defeat to those that defy you! Tsunami!" The Calling of Leviathan, Guardian of the Sea. Leviathan's summoned attack involves creating a temporary portal that allows a deluge of water, a pure waterfall, to emerge and dash the present opponents to pieces. Appearances: #1 ALEXANDER (Status: Unsealed, Egg Colour: Light Grey) "From thy eternal slumber I call to thee! In the name of the Manakyr, I call on the judge of the world! Come here, now, and rid the world of this lost soul! I call on you! Alexander! Holy Judgement!" The Calling of Alexander, Guardian of the Dead. His powers can be used to help ease tormented souls, but it can also double as a an attack upon the targets soul, searing them from within. Appearances: #6 TRITOCH (Status: Dead, Egg Colour: Fiery Red) "From thy eternal slumber I call to thee! Avatar of the elements, I summon thee! Awaken, Tritoch! Awaken, Herald of the Three! In the name of the Manakyr, I conjure thee! By storm, by flame, and by frost, let all behold your infinite power! Tri-Dazer!" The Calling of Tritoch, Herald of the Three Gods. Its attack combines both fire, ice and lightning to create a powerful cone of energy that is capable of defeating almost any enemy that has no protection from any the elemental attack or is weak against one of them. It is one of the strongest among the Guardians, even with its elemental dependancies. Appearances: #15, #24, #26 HADES (Status: Sealed, Egg Colour: Dark Red and Black) The Calling of Hades. Legend has it that Hades was broken by Darovan, and bent to his will, no matter how much Hades resisted. However, Hades has lived on within his Egg, and is now quite insane. It is unknown whether even the Caller would be safe upon summoning this dread being. Appearances: #20 PHOENIX (Status: Unknown, Egg Colour: Unknown) The Calling of Phoenix. Documented in Church texts as that which Darovan used to prolong his life. Unlike ordinary restorative measures, it is suspected that it can be used to bring back the dead. But it is unknown at what cost this is; nothing dies and goes unchanged. Appearances: #4 BAHAMUT (Status: Sealed, Egg Colour: Light Green) "Beyond the crimson skies I call to thee! Beyond the eternal storm I summon thee! Arise, Bahamut! Arise, Father of Dragons! I shatter the eight seals and conjure thee! Let the fury of a thousand suns annihilate all those who would dare to oppose you! Megaflare!" The Calling of Bahamut. Its first documented use was by Darovan, leader of the Manakyr Empire. During that, it destroyed much of the original city of Tienne that hadn't already been decimated beforehand, as well as slaying Clea Manakyr, head of the Manakyr Order. Appearances: #4, #15, #25 =CREDITS= ========= The Final Fantasy series was created by Squaresoft, and to my knowledge, is still going strong at this point. FF9 should soon be released in the US, in fact. Final Fantasy Legacy was created by Brian Stricklin. And an absolutely great thing it was too ^_^ GO STRICKLIN! ^_^ The majority of the main characters' birthdates/blood types were done by Illyria, she of great artistry. Cheney's and Jil's were done by myself, with help from Scott Schimmel. As of writing, Final Fantasy Legacy has been written/continued by a few other authors (it *is* an Impro), so credit must also go to them as well. The list, is thus: Delfina, Madsman, Fatman, The Eternal Lost Lurker, Sean Givan, Aaron Peori, John Evans, Signus Megido, Kate Malloy, King in Yellow, Steven Scougall, Raistlin, Mervyn the Wonder Slug, Scott Schimmel, and Marcus Fong. This is getting seriously scary. 193k. That's almost twice as big as the largest FFL Chapter. Which, seemingly by coincidence, is Chapter #31. My latest one. I am officially insane. And possibly dead as well. But please, if you're serious about writing for FFL, please try to peruse this document every once in a while. I do try my hardest to track every single event I can think of, and the purpose of this document is to aid your memory about important events and try to offer explanations to maintain continuity. Thank you. It's likely that this latest update has... well... *missed* characters, spells and plot lines I should've updated. If this is the case, don't hesitate to e-mail me about it. This week has been extremely busy for me, and I lack the time to go through a 193k document just to verify that it matches everything in the story and everything in my head. Oh, and thanks to Calculus, our admin, who put this up. Gotta give a mention to the admins, right? =END OF FILE= =============