List of Final Fantasy XII locations
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Ivalice (イヴァリース Ivarīsu?) is a fictional land created for the role-playing game Final Fantasy XII. The region consists of three continents: Ordalia in the west, Valendia in the northeast, and Kerwon in the south.[1] Other smaller continents such as the Purvama (Floating Lands) exist in the east. In ancient times, King Raithwall, an ordinary Hume from the lands of Valendia, united the continents to create the Galtean Alliance. As time passed, conflicts split the continents again. Many races populate the world of Ivalice: this includes Humes, Vieras, Bangaas, Moogles, Seeqs, Garifs, Urutan-Yensas, Nu Mous, Baknamy, Rebes and Helgas.
The continents in Ivalice are presently home to an assortment of nations: Bhujerba, Archadia and Dalmasca. There was once the Kingdom of Nabradia and the Republic of Landis in Valendia, now either destroyed or assimilated into the Archadian Empire. Strategically located between the rival neighboring empires of Archadia and Rozarria, Dalmasca's position as a neutral buffer region between the two countries is eliminated when it is invaded by Archadia. With the fall of Landis and Nabradia and its reduction to an occupied territory under Archadian rule, Dalmasca is set to play a central role in the still-heated dispute between its neighbors, which is escalating once more.
According to the game developers, design inspiration for the Ivalice of Final Fantasy XII came from a mix of medieval Mediterranean and Middle Eastern countries. This influence is prominent throughout the architecture of the many Ivalice cities in-game, and the many races that populate the region.[2] The art team visited Turkey, which influenced the game’s Mediterranean–style setting. The developers also used styles and deco from other sources including areas in India and New York City.[3] Hideo Minaba, one of the developers, mentions that the team would bring out Arabian culture in the design of the game.[4] As the game progresses, players can expect certain references from Final Fantasy Tactics and Vagrant Story.
[edit] Dalmasca
The Kingdom of Dalmasca was founded on the Galtean Peninsula, straddled in the crossroad of the continents Ordalia, Valendia and Kerwon. Its history began with the Dynast-King Raithwall's second son B'Nargin, who also started the Dalmascan lineage.[5] Before the Archadian invasion, it was ruled by King Raminas B'Nargin Dalmasca, who fathered eight princes and a princess.
The capital of Dalmasca, Rabanastre, is situated between the Dalmascan Estersand and Westersand deserts. The Royal City of Rabanastre, as it is formally known, is a melting pot of cultures and a mixture of different races. Due to the Archadian invasion of Rabanastre, Dalmasca became part of the Archadian Empire and is their forefront defense should the Rozarrian Empire wager an attack.[6] The Resistance and Archadia saw Rabanastre become their unwitting battleground and witness. After the battle, Dalmasca's sovereignty was returned, and a year later, Ashelia was made Queen of Dalmasca. The remnants of the Sky Fortress Bahamut were maintained at the edges of the Royal City, a colossal reminder of the heroics and tragics of war.
- The Royal City of Rabanastre
The capital city of the Kingdom of Dalmasca and many other past kingdoms, Rabanastre was ruled by the royal House Dalmasca before the kingdom fell to Archadia rule. Being the crossroad of three different cultures - Valendia, Ordalia and Kerwon - brought prosperity and riches to the strategic city. The city is divided into four districts. The East and West districts serves as the commercial zone. To the North, the roads widen to create a piazza leading to the palace. The South districts is the main gateway of the city, housing three gates - leading to the Estersand, Westersand and Giza Plains - and an aerodrome - the airship yard - on the western side of the gate.[7]
- Rabanastre Lowtown
Located under Rabanastre's proper, hence the name. Used as a warehouse for storing goods before the Archadian invasion, Lowtown serves as the residence of former upper Rabanastre citizens that were relocated here, gradually changing it into a residential quarter. The darkened corridors and lack of natural lighting were relegated by dimly lit lamps, though Lowtown still retains its gloomy surrounding. This is also due to the atmosphere created by the oppressed and down-trodden people, though the many war orphans have managed to find cheer amongst themselves within Lowtown which they now call home.[8]
- Royal Palace
Lying on the northern part of Rabanastre, the Royal Palace was home to the King Raminas and his royal House Dalmasca, and the knights that serve them. After the Archadian invasion, the structure become residence for the appointed consul of Archadia. Built centuries past, it has also been the home to many Dalmascan monarchs, and over the course of time, many parts and sections were added to the existing structure as numerous foreign powers came and left the city proper. Its architecture remains faithful to the Galtean design, and its many labyrinthine chambers - a characteristic of Galtean architecture - stores countless treasures only known to a select few.[9]
- Giza Plains
South of Rabanastre sprawls this savanna expanse, its weather switching from dry blistering heat (the Dry) to humid wet rain (the Rains). Found within this savanna are large dark crystals that absorb the sun's energy during the Dry, radiating a brilliant light. A village of nomads reside in the middle of the grasslands, moving out to the mountains during the Rains. Cockatrices are their livestock and male herders brought their herds far off into the plains. The children are taught to collect the sun's energy trapped in the dark crystals into small chunks of magicite known as the sunstone. These two sources of income are then brought to the market to sell.[10]
- The Dalmasca Estersand
Part of the vast deserts of Dalmasca, at the east of Rabanastre, the Estersand teems with various monsters, and hunts regularly take place here. The River Nebra flows through here, its waters crystal clear and teeming with fish. A small settlement is found at the river's banks, where merchants crossing the river via the ferry service stop to trade as they make their way to the royal city.[11]
- The Dalmasca Westersand
Part of the vast deserts of Dalmasca, at the west of Rabanastre, the Westersand is less traversed by merchants due to the fearsome number of monsters and the more fearful sandstorms that frequent it. In fact, the sandstorms became a great subject of interest to the nature scholars of Rabanastre.[12]
- The Garamsythe Waterway
The labyrinthine waterway situated deep in the underground of the royal city saw itself being rebuilt over the centuries. The winding passages was never properly documented and paths are said to lead into the royal palace. The entrance found in the Lowtown are barred to keep residents from venturing in, and beasts out of the sewers. The Esper Cúchulainn is sealed deep within the sewers, as also many types of flans.[13]
- Barheim Passage
The sprawling passageway underneath Nalbina Fortress, it was originally used as a railway carrying trade goods into the fortress, but was closed due to the advent of airships. The passages are now filled with Mist and many beasts, the deeper passages home to the undead, and the Esper Zalera sealed here.[14]
- Nalbina Fortress
Originally an oasis between the borders of Dalmasca and Nabradia, its high ridges and barren sands gave birth to the fortress that guarded the borders against invaders. The commercial town that came to be spread into the outer wards selling rare antiquities and the common goods. A terrible battle was fought here, causing damages to the walls and towers that continues to be repaired. Recent history saw the slaying of King Raminas after a so-called peace treaty was signed. The Archadian forces occupy the fortress, meaning to defend themselves from the Rozarrian Empire.[15]
- Nalbina Fortress Underground Dungeons
A Lowtown-like complex that serves as a dungeon, a result of the Archadian army sealing off the lower levels of Nalbina Fortress. It houses not just the ordinary criminals and convicts but also political enemies and war prisoners made up of Dalmascans and Nabradians mixed in without discrimination. The depths of the fortress contains an oubliette that seals prisoners pending judgment of the Archadian Court. Deeper within the chambers are corridors that lead to the obscure reaches of the Barheim Passage.[16]
[edit] Archadia
The Archadian Empire is located in the northern Valendian continent, its history is an obscure one. In the past, Archadia was only a small city-state ruled as a republic with its cadre of senators. However, as time passed and changes within rulership took place, Archadia was transformed into an Empire. With the help of the influential House Solidor, who made changes on the policy of succession by ousting every key figure that threatens their hold to the throne, Archadia rose to become the prime military power on the Valendian continent.[17]
With its military came the advent of the airship fleets. Airships were first built by moogles centuries ago, now the technology of Hume-made airship rivals that of mooglecraft.[18] The many Archadian military airships fly over the capital; a display of the strength and security that Archadia possesses. The naming of its airships based on mighty creatures of Ivalice legends is part of the military effort to strengthen their image.
The capital city of Archades had been moved from its original location when the republic became an empire. The towering skyscrapers, with the Imperial Palace the highest structure in Archades, overshadows the Old Archades which became home to those unable to eke out a living in the highly competitive Imperial City. Citizens of the Empire came to value "chops", symbols of status, even more so than gil. Many Archadians are arrogant and condescending, valuing servitude to them as a symbol of power. At first glance, this city with five districts seems to be a Hume-only city; it is uncommon to find a member of another race there.
- The Imperial City of Archades
Founded as a small city-state, the capital city Archades expanded in peace during the time of the Galtean Alliance, eventually relocated when Archadia became an empire. Archades lack the natural resources, yet managed to grow as a center of study and learning; knowledge being the Empire's true strength. The Academy gave birth to countless mages and scholars.
The layout of the city proper is octagonal in shape, with the districts of Trant, Rienna, Molberry and Nilbasse forming the ardent residential/commercial zones, while the privileged gentry took residence in the upper Tsenoble. The Imperial Palace sits in the center of the city, along with other administrative structures such as the Senate Chambers. Residences at the city center occupy the lower levels of Archades' many tall buildings, and further from the center lies the prosperous mercantile quarter. Due to the varying heights of the skyline, small airships became the primary means of access and transport. Humes make more than half the city population, the richer and more affluent choosing to inhabit the higher levels of the city and travel by private airship.[19]
- Old Archades
The former foundation of Archades, the old quarter is down-trodden and forgotten, becoming the home for the less fortunate peasants, and nobles who lost grip on wealth and power. A bridge connects Old Archades to the new location, frequented by many who either seek fame and fortune in the imperial city or wish to reclaim it. As it applies throughout Archadia, knowledge is power in Old Archades. and this is how the peasants managed their lives. Ages have past since the relocation, yet Old Archades retains it brick and stone form, neglected by the higher authorities that could care less on its governance.[20]
- The Draklor Laboratory
Headed by researcher Dr. Cidolfus Demen Bunansa, this high security weapons research lab can be found northeast of the imperial city's administrative quarter. The Archadian Imperial Army sponsors its projects and researches which span from airships design, weapons and magic, with the present focus being magicite and methods to make and utilize its power.[21]
- The Port of Balfonheim
A small port town sprawling towards the coast of the Naldoan Sea. The network of cobblestone streets spread throughout the curving terrain of the hills, and the waterways along it carry goods as well as fresh water. Seafood products frequent the markets due to its location on the fish laden part of the sea. The shipyard manages to prosper as the haunt of shipwrights and pirates in the time of airship travel. Balfonheim, while known as part of the Archadian Empire, is completely autonomous thanks to the bribes it pays to the empire, and peace is kept with the help of captains and pirates, particularly the Pirate King Reddas, even though whispers of insurgence against the empire still crawls along the streets.[22]
- Phon Coast
Found on edges of the Phon Straits bordering Archadia and Nabradia, this coastal area is the site of a hunters camp. Bounty hunters, seeking either man or animal or perhaps both, converge here to trade rare finds and valuable information, some occasionally finding refuge in its beautiful white sandy beaches and verdant vegetation.[23]
- Tchita Uplands
A hilly terrain sprawling on Archadia's south, the Uplands served as highway frequented by travelers towards the Imperial City before the advent of airship transportation. Mysterious ruins of unknown origin can be found here, objects of much study by Archades scholars.[24]
- Sochen Cave Palace
A vast underground cavern network housing the ruins of an ancient palace, among other things. Many of its areas remain unchartered, the attempts to do so hampered by the large infestation of vicious creatures. Fortunate travelers are given a view of the natural underground landscape such as the waterfalls and cave sculptures, as well as the corpses and remains of the unfortunate many.[25]
- The Cerobi Steppe
The highlands leading to Balfonheim found in Archadia's east. Long ago, villagers constructed windmills to utilize the unstable wind currents to mill grains from harvest. The present magic usage and modern technology brought the windmills to a state of disrepair.[26]
[edit] Purvama Dorstonis
The Floating Lands, the Sky Continent, or Purvama, as it is known in the Bhujerban language, is a collection of airborne lands common in the world of Ivalice. Its environment is influenced by the region where the Floating Lands can be found. The Purvama Dorstonis, located above the Naldoan Sea, were discovered prior to the advent of airships. Explorers who were fascinated by the abundance of magicite opened the mines, followed by settlements which eventually began the skycities, the largest of which is Bhujerba.[27]
- Skycity of Bhujerba
A city founded on the Floating Lands, hence the term "skycity". The hilly terrain created the sloping streets that connected the commercial area at the peaks with the residences in the valleys. Surrounded by curious flora and fauna, topped by a spectacular view from the skies, and added with its architecture, these were the attraction for tourists in this autonomous city-state, thus city guides or Parijanah are selected by the Marquis. While the tourism boosts income, so did the magicite mines that are found at the very foot of the hills. The mines were the origin of the city, a mining colony in its younger years during Galtean Alliance, administered by House Ondore to this day. Thanks to the advent of airship, the mining colony grew in the skies, its height not a deterrence; no deaths resulting from the rare events of falling from the skycity were ever reported.[28] At present, House Staras are the mine administrators.
Bhujerba is known to be neutral, and its policies have prohibited it to side with any factions, yet at present, many question its allegiance, since Bhujerba is known to supply its magicite to Archadia. Marquis Halim Ondore IV's involvement in announcing Basch's treachery also contributes to the people's doubt. Secretly, the Marquis heads a Bhujerban resistance faction against the Empire, even while maintaining so-called relations with Archadia. House Ondore is known for its relations to House Dalmasca. The present Marquis is a relative to King Raminas of Dalmasca, and uncle to Princess Ashelia. Coincidentally, Bhujerba has its share of races as does Dalmasca: a mixture of Humes, Bangaas, Seeqs, and Moogles as well as the Bhujerban exclusive Rebes.
- Lhusu Mines
The crystal mines of Dorstonis that still produce high-quality ore veins since its first discovery. Credits were given to House Ondore's scheme that involved regulation on schedules and mining locations. The famed mine is known for the skystones and memstones it produces, the former giving airships flight and the latter storing sound and images. However, the heavy Mist concentrations give way to beasts, and palings had to be placed and the miners protected by hired guards or Parivir.[29]
[edit] Nabradia
Kingdom of Nabradia is a kingdom located between Archadia and Dalmasca, founded by a descendant of the Dynast-King Raithwall who began the House Nabradia lineage. During its time, Nabradia was known for being the center of agriculture and industry. The intimate relations between Nabradia and Dalmasca was further extended with the marriage of Lord Rasler Heios Nabradia and Princess Ashelia B'Nargin Dalmasca. Situated at the kingdom's capital city Nabudis is the Verdpale Palace. Home to the royal family, this structure floating on a lake is the prime landmark of the capital.[30]
Two years prior to the events in the game, before its destruction, the kingdom was marred by civil war. Further leading to its demise is the kingdom's request for the Rozarrian Empire to place its military at the borders. The Rozarrian Empire is the archenemy of the Archadian Empire, and this became the excuse for the Archadian Empire to invade the kingdom. A mysterious explosion flattened the kingdom's capital Nabudis, killing the king and his royal family.[31]
At present, Nabradia is nothing more but a wasteland. The thick Mist that swirls within Nabradia is the result of the explosive power of the Midlight Shard, a piece of the magically powered Nethicite stone used by Archadia during its invasion upon the kingdom. Those who survived the destruction of Nabudis could not return to their homeland due to thick Mists and the ferocious monsters that spawned within it.
- Salikawood
Forested region in central Nabradia. A path strung between the thick-growing trees leads towards Archadia. However, many of the tree-bridges are covered with thick moss, and in advanced stages of decay. As transport by airship gained prominence, the land roads were abandoned. Now more beasts walk the woods than travelers. The forest is the domain of the Kingdom of Nabradia. Abandoned these two years since its fall, the number of fell beasts within its borders swells daily.[32]
- Mosphoran Highwaste
Mighty mountain range standing between Dalmasca and Nabradia. Well-known for is odd rock formations: overhangs forming roofs over the mountain paths, and lone spires of rock jutting toward the sky. In a col between the peaks is a flat area where spring water bubbles from the ground, creating an ideal resting place for weary travelers. The shrines standing in the clearing were built during the Galtean Alliance, the names of the gods they enshrine long since lost to the ken of Man.[33]The Esper Exodus is sealed here.
- Necrohol of Nabudis
Palace once home to the royal family Nabradia. Called the Verdpale Palace, it once stood proudly in the middle of a lake. Now it stands in ruin, destroyed in the attack on Nabudis two years ago. Though the ghost of the building remains in the crumbling walls, it is wholly gutted and lies half-submerged in murk. Now Mist flows freely through its abandoned halls, and its glorious memory is profaned by a menagerie of vile creatures.[34]The Esper Chaos is sealed here.
- Nabreus Deadlands
Place once known as Nabudis, the prosperous capital of Nabradia. In the war against Archadia two years ago, the city was utterly destroyed, leaving nothing but an eerie waste of swirling Mist. Even by day, the sun does not penetrate that ever present fog. Beneath it, the dense Mist has given rise to all manner of bizarre flora and fauna of an invariably vicious temperament.[35]
[edit] Bancour
Bancour is a small region south of Dalmasca, known as home to a race known as the Garif. It also witness the presence of Archadia, namely in the Henne magicite mines that Archadia took for its operations prior to its expansion campaign.
- Jahara
A garif village in Bancour. Here, a chieftain elder watches over the old ways, and so administers the tribe. Though many other villages dot the area, there is little direct communication between them. The garif have worshipped magicite since ancient times, and tribal legends tend much wisdom concerning the Stones. When the time is right, the elders teach these lessons to the youth of the village, and, on rare occasion, to visitors from other lands. Abhorring machinery and iron, much of the garif material culture is based on wood and stone and other unmanufacted things. Their houses made of grass and strips of leather allow a breeze to pass through, and are uniquely suited to the hot, arid climate. On the hill overlooking the village is a meeting lodge, warmed always by a bonfire. Near the lodge are the elders' huts, and below the hill is a clearing ringed by a healer's hut, and the tends of craftsmen, as well as a place to take care of the livestock, called "nanna" in the garif tongue. Dalmasca has for many years honored the ways of the garif, and so kept up peaceful trade and relations with this isolated people.[36]
- The Henne Mines
Crystal mines in the mountainous region of Bancour still producing a great variety of magicite, even as other mines around them close, their veins dry and spent. The Archadian Empire possesses mining rights here, making this a key location for their acquisition of the stones, bypassing intermediaries and fluctuating markets.[37]The Esper Zodiark is sealed here.
- Ozmone Plains
Wide region of plains in Bancour, bordering Dalmasca. Mostly tall grasses, though here and there can be seen volcanic rock formations. In the past, a great battle was fought in the skies over Ozmone Plain. The decaying airship wrecks puncutating the plains are monuments to the carnage once wrought there.[38]
[edit] Jagds
Jagds, which were introduced in Final Fantasy Tactics Advance, make a return in Final Fantasy XII. These regions are rich in magicite-laced soil and mist-laden winds. The mingling forces present in Jagds disrupt the operation of the skystone within glossair rings, thus making airship travel impossible in their vicinity. Without the aid of their airships, the Archadian Empire could not invade the Jagds. [39]However, they learned to circumvent this inconvenience through Dr. Cid's work on nethicite, creating skystone that was immune to the adverse effects that it normally suffers in these regions. There are four Jagds known to exist within Ivalice:
[edit] The Jagd Yensa
- The Ogir-Yensa Sandsea
A desert region in the east of the Jagd Yensa, most of it covered in fine-grain sand that ebbs and flows like water, compared from antiquity to a sea. Abandoned drilling rigs can be found here and there, dotted about the ever-shifting terrain. In the past, the Rozarrian Empire sought to draw rich oils from the ground here, but relentless attacks from the Urutan-Yensa, who consider the sandsea to be solely theirs, drove them away. Men are now a rare sight inside the desert borders.[40]
- The Nam-Yensa Sandsea
The desert in the west of the Jagd Yensa. Fine sand beats in waves against the feet of the rolling dunes of this region which, together with the Ogir-Yensa Sandsea, is called the Great Yensan Sandsea. To the west of the Nam-Yensa lies the gorge known as the Valley of the Dead, so called because it has been the scene of many an ill-starred adventurer's demise.[41]
- The Tomb of Raithwall
West of the Jagd Yensa, deep in the Valley of the Dead, lies the tomb of Dynast-King Raithwall, a titanic stone structure built during the age of the Galtean Alliance to celebrate his subjugation of the lands bordering the Naldoan Sea. Inside can be found many technologies and architectural marvels beyond the ken of modern man. In addition to Raithwall's crypt, the tomb contains priceless royal treasure, and only those with proof of direct lineage are suffered within: intruders are met with traps and guardians most terrible. Though the sky pirates know of the treasure's existence, none have succeeded in its theft as yet.[42]The Esper Belias is bound here, protecting the Dawn Shard in King Raithwall's service. Previously, his duty was to guard the Gate Gigas to Giruvegan, but he was released from this charge following his rebellion.
- Zertinan Caverns
A great cavern complex stretching along the length of the inland sea between Ordalia and Kerwon. Its passages twist and turn, winding their way from the Jagd Yensa to Dalmasca, and even Bancour. Labyrinthine and dark, the caverns provide an excellent place for criminals and bandits to hide from authorities. The reaches near the Great Yensan Sandsea are known for their frequent deadly subterranean sand drifts, and the fierce wyrms that make their home there. Nearer to Bancour, the smell of brine grows stronger, and many of the cavern mouths open out onto cliffs overlooking the sea.[43]The Esper Adrammelech is sealed away here.
[edit] The Jagd Difohr
- The Golmore Jungle
A sprawling jungle in the Jagd Difohr, it remains much as it always has been, untouched by the hand of Man. Though the viera make their villages within this jungle, the ways to their enclaves are tangled and hidden. Barriers throughout the jungle, too, prevent easy passage. These were erected by the viera to prevent outsiders from intruding, the blessing of their people needed before one may pass.[44]
- Eruyt Village
Hidden village of viera in Golmore Jungle. Viera enclaves are scattered throughout the jungle, but all are warded against entry by those of other tribes or lands. Viera are reclusive by nature, living separate from the world outside, shunning even the society of their own kind, save when necessity demands. This isolation is in part made possible by the viera ability to hear the spirit voice of the Wood, and thereby know all that comes to pass within Her borders. Throughout the history of Ivalice, rarely have the viera ventured beyond the borders of the Wood, and few outsiders know of their laws or customs. Viera villages are formed of massive trees linked by suspended paths, with dwellings and small shrines to the spirit of the Wood encircling the trunks. During the day, many viera come to a clearing in the village, where a glistening spring bubbles up from the earth, to meditate. Their leader resides in the center of the village, and voerns according to the Word of the Wood. Those who perform the sacred ceremonial duties of salve-maker or wood-warder stand at her side, defending the ways of the village and of the viera. Compared to other races, the viera seem to move at a slower, more contemplative pace, more at peace with the flow of time. However, some younger viera have begun to question the wisdom of rejecting change in the midst of a rapidly developing Ivalice.[45]
- The Feywood
An ancient wood deep in the jungles of Golmore. The combination of dense Mist and regular snow, the latter a product of the region's elevation, is enough to keep away even the viera. Many of the trees have stood for several thousands of years, and some have begun to petrify. Numerous plants once thought extinct grow here, and many rare birds and animals can be seen in their primitive forms, unchanged for millenia.[46]
- The Ancient City of Giruvegan
Ancient city said to lie deep within the Jagd Difohr. A dense Mist conceals its actual location. There are some who claim that it holds the secrets of a legendary civilization that flourished before men knew the workings of the world, but none remain who know the truth. Many are the expeditions sent to find this place and record its knowledge, but most have disappeared in the Feywood, or despaired while attempting to understand what artifacts have been found. To this day, we are no closer to discovering Giruvegan, or illuminating its mysteries.[47]
[edit] The Jagd Ramooda
- The Paramina Rift
Comprising a great ravine running through the mountains of Jagd Ramooda, this is a barren land covered in hoarfrost and deep snows. The spent shells of airships hang in the frozen river, and here and there can be seen the ruins of great cities built during the years of the Galtean Alliance. Many are the scholars who believe that the Paramina Rift was once a rich and verdant land, and that a climate change brought about by the Mist made it into the cold, harsh jagd we see today.[48]
- Mt. Bur-Omisace
The sacred mountain of the Kiltia sect, located to the north of the Jagd Ramooda. A temple was built here by believers to mark the place where the founder of the Light of Kiltia began to spread the teachings. There are accounts of the holy city here dating back to writings from the age of the Galtean Alliance. In its long history, Mt Bur-Omisace has never fallen under the control of any foreign power. On the understanding that Kiltia's followers would exempt themselves from political dealings in other lands, Kingdom and Empire both formed a pact to guarantee the holy city's independence, an agreement which stands to this day. It would not be an error to call Mt Bur-Omisace itself a shrine to Kiltia. Apart from the templates, there are only a few residences, with roadside shops catering to the steady stream of pilgrims. In recent years, refugees from war-torn lands have gathered here, forming camps on part of the mountain. The priests of Kiltia give them aid that they might live here in peace. As Mt Bur-Omisace is surrounded by jagd, the faithful must cross the Inner Naldoan Sea by boat in their pilgrimage to the holy city.[49]
- The Stilshrine of Miriam
An ancient shrine deep within the Jagd Ramooda. Like Raithwall's tomb, this, too, was constructed in the time of the Galtean Allienace, originally to honor the ancient god of swords and martial might. It is said that a Gran Kiltias of long ago selected the Stilshrine to house the relics of Dynast-King Raithwall, though why he would choose this site, and not a temple of his own sect, is unclear.[50]The Espers Mateus and Zeromus both are sealed away here.
[edit] The Jagd Naldoa
- Ridorana Cataract
A strange opening in the seafloor that has created an endless whirlpool, drawing the surrounding sea ever downwards. An island is situated at the cataract's edge, on which stands a great pharos surrounded by ancient ruins. Its size suggests that once a great city flourished here, but of its rise and fall nothing is known. The area surrounding this island is jagd, preventing approach by airship, while the proximity of the cataract and its tidal pull make it impossible to reach the island by sea.[51]
- The Pharos at Ridorana
Giant tower standing on an island near the Ridorana Cataract. Though not actually a lighthouse, a curious light emits from its upper reaches, piercing the darkest night, so earning it the name of the Pharos. Similarities can be seen between the architectural style of the tower and that of the ruins about it, but there are none who know the details of its creation.[52]The Esper Hashmal inhabits this place, and the Esper Famfrit is fought here as well.
[edit] Other
- Dreadnought Leviathan
No. 1 Dreadnought Class Airship and the flagship of the 8th Fleet of the Archadian Imperial Army. The 8th Fleet was assigned to the Galtea Tactical Force of the Western Armada, under the command of Judge Ghis. Fitted with skystone made to resist the effects of jagd, the Leviathan was a linchpin of the Imperial army's main force. Sunk in an explosion caused by the uncontainable reaction of the deifacted nethicite fragment known as the Dawn Shard.[53]
- Light Cruiser Shiva
No. 1 Light Cruiser Class Airship belonging to the 8th Fleet of the Archadian Imperial Army. Ordered to return to Rabanastre after the nethicite fragment known as the "Dawn Shard" was recovered, but sank in an explosion thought to have been caused by the relic before she could make port.[54]
- Sky Fortress Bahamut
No. 1 Sky Fortress Class Airship belonging to the Western divisions of the Archadian Imperial Army, a mobile fortress and tactical base, under the control of the commandant of the Archadian forces, Lord Vayne. This was the last sky fortress designed by Dr. Cid, powered both by ordinary skystone and manufacted nethicite, the latter absorbing Mist from its surroundings to generate the massive amounts of energy the fortress requires to function.[55]
[edit] References
- ^ Sage Knowledge 29 of 78 (Sleipnir Bestiary entry)
"Ivalice - The region consisting of the three continents of Valendia, Ordalia, and Kerwon, blessed throughout with verdant natural landscapes and climatic conditions supporting a great variety of life."
Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31. - ^ Hirohiko Niizumi (November 19th, 2003). Final Fantasy XII gets star treatment in Tokyo. Retrieved on 2006-11-02.
- ^ Final Fantasy XII Interview (November 19th, 2003). Retrieved on 2006-11-02.
- ^ Aki Sugawara (November 20th, 2003). Feature: A Final Fantasy XII Interview (page 2). Retrieved on 2006-12-14.
- ^ Sage Knowledge 4 of 78 (Tallow Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 34 of 78 (Ichtion Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 39 of 78 (Wild Snake Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 40 of 78 (Hyena Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 41 of 78 (Garchimacera Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 48 of 78 (Happy Bunny Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 46 of 78 (Wolf Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 47 of 78 (Cockatrice Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 42 of 78 (Gigantoad Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 45 of 78 (Hyena Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 42 of 78 (Dive Talon Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 45 of 78 (Suriander Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 36 of 78 (Reaper Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 14 of 78 (Steeling Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 55 of 78 (Wendigo Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 56 of 78 (Cataract Aevis Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 57 of 78 (Deadly Nightshade Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 62 of 78 (Abaddon Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 58 of 78 (Piranha Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 59 of 78 (Couerl Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 60 of 78 (Imp Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 61 of 78 (Bandercoeurl Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 33 of 78 (Dullahan Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 53 of 78 (Headless Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 54 of 78 (Vampyr Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 35 of 78 (Dark Elemental Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 3 of 78 (Malboro King Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 66 of 78 (Pumpkin Head Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 65 of 78 (Golem Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 64 of 78 (Zombie Warlock Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 63 of 78 (Foobar Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 69 of 78 (Viper Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 74 of 78 (Jelly Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 70 of 78 (Wu Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 38 of 78 (Lesser Chimaera Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 49 of 78 (Alraune Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 50 of 78 (Danbania Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 52 of 78 (Ragoh Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 51 of 78 (Ghoul Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 72 of 78 (Panther Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 71 of 78 (Treant Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 73 of 78 (Tartarus Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 75 of 78 (Vivian Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 77 of 78 (White Wolf Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 76 of 78 (Skull Knight Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 78 of 78 (Facer Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 67 of 78 (Deathclaw Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 68 of 78 (Reaver Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 18 of 78 (Great Tortoise Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 17 of 78 (Wooly Gator Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.
- ^ Sage Knowledge 19 of 78 (Gazer Bestiary entry) Square Enix. Final Fantasy XII. PlayStation 2. (in English). 2006-10-31.