Final Fantasy 12 RPG
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Other places of Intrest

Go down

Other places of Intrest Empty Other places of Intrest

Post  Miamics Fri Apr 27, 2012 12:27 am

Bancour

A network of plains, no country has really claimed them and the only people who live here are the garif. The only interest humes have here is the magicite mines nearby, the Henne Mines.

Geography

Jahara - http://finalfantasy.wikia.com/wiki/Jahara

A small village where a tribe of the garif reside. Shunning technology, the garif live here peacefully, and the clean landscape shows it. While most humes avoid the area, lately they have been bothered by several visitors.

The Henne Mines - http://finalfantasy.wikia.com/wiki/Henne_Mines

Mines located on the Ozmone Plain, entrance is impossible without a chocobo. The mines are rich in magicite, and as such, Archadia has claimed them. Due to a recent incident involving the viera Mjrn going into a mist frenzy, they have since left. Monsters lurk in the mines, and deep within lies a horrible power, the sealed Esper, Zodiark.

The Ozmone Plain - http://finalfantasy.wikia.com/wiki/Ozmone_Plain

Large plains that connect Dalmasca to the Jagd Difohr, there is not much here anymore. However, airship wreckage covers the entire area, indicating that once a great battle was fought over these fields. The only native life here are the local chocobos who graze and sleep. Occasionally, the garif train here.
-----------------------------------------------------------------------------------------------------------------------------------------------------
Feywood
http://finalfantasy.wikia.com/wiki/Feywood
"South of the vast Golmore jungle in Kerwon there lies a place known as the 'Feywood'. The Mist there is far denser than most, and even should you make it through that, there's no guarantee you'll make it past what lies beyond."
—Rikken


Weather

The weather in Feywood never changes; the areas have fixed weathers:
Cloudy (Walk of the Flitting Rifts area)
Heavy Fog (all the other areas)

In heavy fog Water attacks deal more damage than normal. Because Feywood is of snow terrain, Ice damage is always boosted.
-------------------------------------------------------------------------------------------------------------------------------------------------------
Golmore Jungle
http://finalfantasy.wikia.com/wiki/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."
—Sage Knowledge 72, Golmore Jungle

Is a location in the land of Ivalice in Final Fantasy XII. It is a vast jungle east of the Ozmone Plain. Within the Jungle is Eruyt Village, the home of the viera. To them, the Golmore Jungle is their sacred home and a living being which can speak to them directly.
The viera refer to it as "the Wood" and personify her as a female. Golmore will prove to be a daunting place on the first visit. The status-inducing Malboros run wild through the jungle and also rampant are the Hellhounds and the Diresaur, which can be dangerous early on.
------------------------------------------------------------------------------------------------------------------------------------------------------------
Eruyt Village
http://finalfantasy.wikia.com/wiki/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 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 the 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. Vieran 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 glistering spring bubbles up from the earth, to meditate. Their leaders resides in the center of the village and governs 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."

Eruyt Village is a location in the land of Ivalice in Final Fantasy XII. It is the home of the viera, and is deeply connected to the forest.
Only viera can reveal the hidden path to it, as its pathway is covered entirely in a created substance called "Vision Dust," which is harmless to viera, but clouds the minds of all other races. The only inhabitants of Eruyt Village are women, as the Ultimania guide states males live elsewhere.
-------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------
Nam-Yensa Sandsea
http://finalfantasy.wikia.com/wiki/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."
—Sage Knowledge 50, Nam-Yensa Sandsea

Weather

There are two possible weather conditions in Nam-Yensa Sandsea:
Sunny
Cloudy (dust is blown in the air, sky is discolored)
-------------------------------------------------------------------------------------------------------------------------------------------------------------
Dreadnought Leviathan
http://finalfantasy.wikia.com/wiki/Dreadnought_Leviathan
"No. 1 Heavy Carrier class airship being the the flagship of the 12th Fleet of the Archadian Imperial Army. The 12th fleet, commanded by Judge Zargabath, operates under the Galtea Tactical Force of the Western Armada, led by Lord Vayne."
—Leviathan, Sage Knowledge
-------------------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------------
Jagd Naldoa
http://finalfantasy.wikia.com/wiki/Jagd_Naldoa
"I saw something of the sort written in some documents I chanced upon during my visit to Draklor. The Naldoan Sea, the Ridorana Cataract, and the Pharos Lighthouse. I sent my fleet to fish out the truth behind these words... and caught trouble."
—Reddas

Ridorana Cataract - http://finalfantasy.wikia.com/wiki/Ridorana_Cataract

A giant hole in the ocean. It is so deep, it draws in water from all around, creating furious tides. This, combined with the Jagd effect, makes it impossible to reach the island located on the cataract's edge by conventional means. The island located there looks like it has had a part of it ripped off, indicating there could have been more to it before the cataract pulled it down.

Pharos at Ridorana - http://finalfantasy.wikia.com/wiki/Pharos_at_Ridorana

A giant tower that rests just on the cataract's edge. At the top is the Sun-Cryst, the nethicite made by the gods and given to man so that he may shape his history. The Cryst gives off an eerie light from the top of the tower, which is how it received the name, The Pharos.
The tower is well over 100 floors tall, divided into three levels, and is infested with monsters, the perfect place to store the gift of the gods. The only people who are permitted to set foot here are the Dynast King, Raithwall, and his descendants, such as Princess Ashe. The Sun-Cryst is guarded by an esper, Hashmal the Bringer of Order.

Subterra - http://finalfantasy.wikia.com/wiki/Subterra

The Subterra is the underground areas of the Pharos at Ridorana. The only way to access it is by finishing the Pharos event first.
--------------------------------------------------------------------------------------------------------------------------------------------------------
Jagd Ramooda
It is Jagd territory, and thus airships cannot travel over it. Without using regular skystones, it is impossible. The region is mountainous, and covered in a thick blanket of snow.

Paramina Rift - http://finalfantasy.wikia.com/wiki/Paramina_Rift

A large expanse of snow, this area contains lots of winding mountain paths. The rift is the only way to get to Mt. Bur-Omisace on foot, so travelers are somewhat common. Navigation can be tough, especially for the pilgrims and refugees who come through the area on their way to Mt. Bur-Omisace.

Mt. Bur-Omisace - http://finalfantasy.wikia.com/wiki/Mt._Bur-Omisace

The holy mountain, where the Kiltia sect started centuries ago. Many people come here, hoping to get closer to the gods. However, in times of war, refugees have started to gather here, seeking a place to live in peace. At the peak is a shrine, where the Gran Kiltias dreams of what is to come.

Stilshrine of Miriam - http://finalfantasy.wikia.com/wiki/Stilshrine_of_Miriam

A shrine housing a relic of the Dynast King, the doors are sealed to those who are not deemed worthy. Inside are monsters, and Mateus the Corrupt, a great Esper. Also, there is a sealed esper, Zeromus the Condemner.
------------------------------------------------------------------------------------------------------------------------------------------------------------
Great Crystal
http://finalfantasy.wikia.com/wiki/Great_Crystal_(Final_Fantasy_XII)

A large crystal located in the deepest reaches of the Ancient City of Giruvegan. The player won't get a true map of the area, but rather a sketch of the outside of the crystal, and an indication showing an approximation of where they are from the outside (near the bottom, as opposed to near the top).

Not actually located on the World Map, the Great Crystal is found in the Ancient City of Giruvegan. The player has to walk down to the deepest reaches of the Gate of Fire and find a waystone, which grants access to the area. The Great Crystal links the Gate of Fire at Giruvegan with the floating Gate of Wind and is the only way the Occuria and Shemhazai can be accessed.
----------------------------------------------------------------------------------------------------------------------------------------------------------
Kerwon
http://finalfantasy.wikia.com/wiki/Kerwon

"Largely forested continent lying to the southeast of Ordalia. Climate varies greatly by region, and many less hospitable areas are uninhabited. In the west of Kerwon dwell the garif, in the wooded north dwell the viera, both living in peace, apparently unaffected by the expansionist hunger which has so dominated hume history. Though the hume presence is strong on the other continents, in Kerwon they can only be found in the eastern highlands, on the slopes of the holy mountain of Kiltia, Bur-Omisace."
—Sage Knowledge #32: Kerwon
-------------------------------------------------------------------------------------------------------------------------------------------------------------
Purvama
"A great landmass, floating in the skies above the Naldoan Sea. Such landmasses are not uncommon, found throughout Ivalice in every sort and size, though the manner of their formation remains a mystery. The region in which they float has some bearing on their climate, however most are warm to subtropical, boasting primordial jungles in which flora and fauna both rare and wondrous can be seen. The crust of these floating islands boasts a high magicite concentration, and after airships became a common mode of transport, mining colonies sprung up on the richest outcrops. Bhujerba, in Dorstonis, is the largest of the skycities, and it oversees the administration of many of the rest."
—Sage Knowledge #33: Purvama, The Floating Lands

Skycity of Bhujerba
- http://finalfantasy.wikia.com/wiki/Skycity_of_Bhujerba

A city which tries to maintain neutrality during times of wars. However, they are recently forced to ally with Archadia. Unlike other countries, Bhujerba maintains its independence with only a few Archadian soldiers patrolling its streets. The city is ruled by the Marquis Ondore, a member of the resistance. The city is important, due to the fact it's located on the Lhusu Mines, a rich source of magicite.

The Lhusu Mines
- http://finalfantasy.wikia.com/wiki/Lhusu_Mines

Mines located in Bhujerba are rich in magicite. It was for these mines that Archadia decided to ally with Bhujerba. Recently, the palings have failed, so monsters now infest the mines. Many areas of the mines are locked by massive gates so that enemies cannot pass through, though if someone had the key to these gates they could
-------------------------------------------------------------------------------------------------------------------------------------------------------
Ogir-Yensa Sandsea
http://finalfantasy.wikia.com/wiki/Ogir-Yensa_Sandsea
"A desert region in the west 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 Rozzarian 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."

Weather

There are two possible weather conditions in Ogir-Yensa Sandsea:
Sunny
Cloudy (dust is blown in the air, sky is discolored)
Because the Sandsea is of sand terrain, all Earth attacks are 20% more powerful than normal.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Jagd Yensa
http://finalfantasy.wikia.com/wiki/Jagd_Yensa

Geography

The Tomb of Raithwall - http://finalfantasy.wikia.com/wiki/Tomb_of_Raithwall

The tomb of the Dynast King Raithwall himself. The tomb is full of traps, which will activate if intruders don't have proof of royal heritage. Deep within lies the Dawn Shard, as well as the Dynast King's treasure, the Esper Belias.

The Zertinan Caverns - http://finalfantasy.wikia.com/wiki/Zertinan_Caverns

A vast network of caves connects the Westersand and the Sandseas, then goes under the inland sea between the Ordalian and Kerwon Continents, reaching even the Ozmone Plain in the region of Balfour in Ordalia. Rich in loot, but also rich in tough fiends. Deep within the caverns sleeps the Esper, Adrammelech, the Wroth.
---------------------------------------------------------------------------------------------------------------------------------------------------------
Nalbina Fortress
http://finalfantasy.wikia.com/wiki/Nalbina_Fortress
"A fortress built on an oasis located between the old kingdoms of Dalmasca and Nabradia. Defended by high ridges and barren sands, long it stood firm against generations of aggressors. Nalbina Fortress and the merchant town that sprung up in its shadow made the area a focal point for local commerce. The treaty to end hostilities in the war with Archadia was signed at Nalbina, yet immediately after the signing, the Dalmascan king was slain, and as a result, the Kingdom of Dalmasca came under complete Archadian Imperial rule. In the two years since the war and occupation by Archadian forces, the fortress has become a key strategic stronghold against the distant, yet ever-threatening, Rozarrian Empire. Works continue to this day to repair the damage which the fortress suffered during the war. Recently, markets where antiques and rarities can readily be had have sprung up in the outer wards of the fortress, taking advantage of the steady flow of traffic which passes through this midpoint between Rabanastre and Nabudis. It is this pivotal location that gives the fortress its unique character. Many are the travelers who visit Nalbina Fortress to witness this ever-booming oasis that refuses to silt over in neglect, or crumble before the blistering winds of war."
—Sage Knowledge 43, Nalbina Fortress

Nalbina Dungeons
http://finalfantasy.wikia.com/wiki/Nalbina_Dungeons
Nalbina Dungeons are the lower portion of the Nalbina Fortress, which has been sealed off and turned into a prison. The Oubliette is a chamber deep beneath the dungeons and is where Captain Basch is kept imprisoned.
The mechanism of the prison is rather unique as each prisoner is placed in cages hanging from certain chambers. In an interrogation, one can simply pull a level and choose which cage to bring forward for the interrogation process. Further down the Oubliette is the cavern leading to the abandoned Barheim Passage.
Miamics
Miamics
Admin

Posts : 15
Join date : 2012-04-23
Age : 33
Location : USA

https://ff12rpg.board-directory.net

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum