Final Fantasy: Hidden Past
Chapter 1: The Crystal War
It all began with a stone, or so the legend says. In ages past, a sentient jewel, enormous and beautiful, banished the darkness. Its many-colored light filled the world with life, and brought forth mighty gods. Bathed in that light, the world entered an age of bliss, until after a time the gods fell into slumber. That world was called Vana'diel. In the eight hundred and sixty third year of the crystal era, Vana'diel was in the midst of a great war. Faced with invasion by the Shadow Lord and his hordes of Beastmen, the leaders of the enlightened peoples united their forces in desperate alliance. They were The Kingdom of San d'Oria, The Republic of Bastok, The Federation of Windurst, and The Grand Duchy of Jeuno. Together they struggled for survival in battle after battle as chaos engulfed the land.
The five races that compromised this army of well-trained fighters were each from different nations. Being from San d'Oria, the Elvaan were a race of proud warriors, they are also the founders of two legendary orders of knights in the nation, the Temple Knights, who were in charge of keeping order in the city, and the Royal Knights, in charge of expeditions for the king. Physically, the Elvaan are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled swordfighters.
One of the two races that inhabited Bastok was the Galka, a hulking race of powerful warriors. The Galka's capital city, located in the Altepa Desert of Zepwell Island in the southwest corner of the Quon continent, fell to an attack from giant ant creatures six hundred years ago. The surviving Galka spread throughout Vana'diel and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some Galka have less than fond feelings for members of the Hume race, which is the second of the two races that inhabit Bastok. Originating from the Bastok region, Humes have spread to the farthest reaches of Vana'diel. This race is characterized by their equally balanced abilities, moderate intelligence, and high level of skill in numerous areas. This combination of traits has played a large role in Bastok's growth into a prosperous nation of technology and industry.
The third nation of Windurst, which was isolated from San d'Oria and Bastok on the continent of Quon, lived entirely on their own continent called Mindartia. This nation was also comprised of two races, the first being the Tarutaru, a race of skilled magic users who call Windurst their home. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them. Their dedication and hard work fueled the rapid reconstruction of Windurst after its destruction in the Crystal War. The Tarutaru enjoy a friendly relationship with the Mithra, who call Windurst their home as well. The Mithra are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. Their ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance, easily identify them. They are known for their energy, curiosity, and their penchant for causing playful mischief. The Mithra enjoy a friendly relationship with the Tarutaru, and this attitude of mutual cooperation has made Windurst a nation of peace and prosperity.
The final nation was the Grand Duchy of Jeuno. A booming city-state built upon Heavens Bridge, a structure that allows passage between the Quon and Mindartia continents. Jeuno's national policy is one of neutral mercantilism, and is governed by a set of relatively loose regulations. This encourages a constant flow of traders of all races, from Hume shopkeepers to Goblin merchants, to visit this colorful, cosmopolitan town, and thus is inhabited by many different kinds of people. Jeuno is also the only country to retain the ancient skills required to construct airships, which provides a rapid method of travel between nations.
It was in the black of night, at the San d'Orian stronghold known as Tavnazia, when the Orcs attacked. Anywhere from one hundred thousand to two hundred thousand Orcs, not including the massive war machines they constructed comprised the army that had come to destroy Tavnazia. The Orcs smashed their way into the barracks, and in front of them, stood an army of Tavnazia's finest. Comprised of Hume, Mithra, Tarutaru, Galka, and Elvaan, this army was one to be toiled with. The battle between the armies commenced.
Within the city walls, however, a young boy Hume named Aldo, and his older sister Emeline, tried desperately to find a way to escape underneath the city in the aqueducts that supposedly led to the main lands. The Orcs, however, found the aqueducts, and they surrounded Aldo and Emeline. Thinking fast, Emeline grabbed her brother's arm and took him behind a wooden door that led deep within the cave. Although Emeline had barricaded the door as best she could, she knew the Orcs would eventually get through. Grabbing her brother again, they ran down the cave until they came to an opening in the rocks about eight feet up the cave wall.
Trying to think, and then suddenly jumping in fear at the sound of the Orcs' growl that was heard throughout the cave, she leaned down to Aldo and said, "Aldo, you must listen, you have to climb." And saying this, she boosted her brother up to the opening. "Can you lower yourself down?" She questioned him.
"I think so." He answered, and proceeded to make his way down. About to climb out the opening, she was interrupted by the sound of Orcs coming toward her. She could see them, their repulsive faces with razor sharp teeth, and clutched in one hand, an axe. Emeline, paralyzed by the fear that was brought upon by the Orcs, could not move. "Sis, are you alright!" asked Aldo, frantically pounding on the wall of the cave. Emeline could not answer. "Emeline!" He shouted.
Emeline turned to the opening in the cave and proceeded to lift herself up to the opening. "Aldo, just run!" She Shouted.
The only thing he was able to see were a few tiny rocks that had fell from the opening in the cave. "Emeline?" He said nervously. Just then, the Orcs roared and reached out of the cave to try and get Aldo, but could not, for the opening was too high and the hole was not big enough for them to fit through. Aldo, struck with the fact that Orcs had just murdered his sister, ran away from the destroyed city of Tavnazia, hopelessly crying. He was able to see the city atop the hill that was directly above the city, surveying the city itself and its surroundings, he saw that the army of Vana'diel had lost and the Beastmen army had destroyed the land.
So Aldo ran away from that place and was found by the Jeuno Ducal Guards, then taken back to Jeuno to be raised there until his time for revenge arrived. The family he was adopted into also had a young girl by the name of Verena. This was Aldo's new sister, and, according to Aldo, there would be no force on the earth powerful enough to take her from him. Aldo's adoptive family was poor and so twenty years later, Aldo entered the smuggling business and eventually started his own underground facility underneath the streets of Jeuno known as The Tenshodo. Later, Aldo eventually established a Tenshodo in Bastok. Aldo's adoptive parents fell ill and died all so suddenly, leaving Aldo with the responsibility of caring for Verena, whom, upon entering Aldo's business, offered to communicate with the resident Beastmen, known as Goblins, in order to set up smuggling scams and such. The reason that Goblins could live in Jeuno is because they had a wide variety of life styles, some of the Goblins just chose to pillage and plunder helpless people on the road rather than start their own businesses in wealthy merchant towns such as Jeuno.
The next girl was a Hume named Lion who was born in the pirate town of Norg, just outside the outskirts of Khazam, the homeland of the Mithra, and also located on the island of Elshimo. She was daughter to the pirate leader named Gilgamesh, swashbuckler extraordinaire, who was also a former resident of Tavnazia before it was destroyed twenty years ago. Corresponding with the Tenshodo, Norg was the cornerstone of Aldo's operations in Jeuno. The pirates would go out to distant places and collect rare and valuable merchandise and bring it back to Gilgamesh, who thereafter sent it all straight to the Tenshodo for a certain price that Aldo was willing to pay, for he could sell it for about double the profit in Jeuno. Aldo and Gilgamesh also began hearing rumors in the great nations. It was then that Lion was sent to be their eyes and ears, finding out if there be any truth to these rumors and reporting back to Gilgamesh and Aldo what she had found out.
The next hero was a Galka named Zeid, born with the name War Cloud; he decided to change it after becoming a Dark Knight. Angered by the loss of his friend, Raogrimm the Talekeeper of the Galka, Zeid has submitted himself to the dark spirits of Vana'diel becoming what is known to be a Dark Knight. Although Zeid was once a Mythril Musketeer in Bastok, and was also the destroyer of the Shadow Lord along with another of the Mythril Musketeers, Volker, and Bastok's now chief engineer, Cid, he held no allegiance to anyone and only cared for the safety of his own being. Zeid gave up the role of Mythril Musketeer; however, Volker still holds a spot open for Zeid if he wishes to return.
The next six heroes were all from the island of Elshimo and came to the mainland from there, the first of which being the hero Strifer. Strifer was adopted into the Mithra Chieftainess' family after the Great War, in which many children were left homeless. Strifer's unparalleled tracking abilities and skill with a bow and arrow proved that he was quite an adversary to be reckoned with. After he had left Khazam and had made his way to the mainland, he had gone to the nation of Windurst and had been trained by Perih Vashi, a Mithra who had given up the sight of her own eyes in order to see the world as no one could ever see it and to train young heroes such as Strifer in the mighty resourcefulness of the Ranger. Strifer, however, has exceeded the limits of all of her previous students and may even be more powerful than Perih Vashi herself.
The Chieftainess also adopted the second of the six heroes after the Great War as well. He was a Galka named Deaths Blessing. Like Zeid, he too has found anger in himself and has also submitted his soul to the dark spirits of Vana'diel, and in return, they give him the power of the mighty Dark Knight. Deaths Blessing went to Bastok and, shortly after arriving at the mainland, was found and trained by Zeid himself in the dark arts of wielding the mighty weapon, the Scythe, and using his dark magic to the best of his ability making him one of the most powerful Dark Knights around.
The Chieftainess also adopted the third hero after the Great War. He was an Elvaan named Zinadae, and he strived to obtain power within the world he lived in, but refused to follow his adoptive brother, Strifer, onto the main continent of Vana'diel. He chose, instead, to stay in Khazam and try to find the rumored pirate town of Norg. He eventually found it when he was walking in the jungle. He was attacked by savage beasts and then rescued by swashbuckling pirates and taken to Norg. When Zinadae had made his way Norg, he had told the pirate leader, Gilgamesh, what he wanted to obtain more than anything in the world and was trained by Gilgamesh in the ways of the Samurai. Shortly after his training, he made his way to the main continent of Vana'diel and was hired by many to be an exterminator of monsters. With his Great Katana, he is one of the most feared demon hunters in all of Vana'diel.
The fourth of these six was another Elvaan named Garek. He was another one of the children adopted after the Great War. Seeking truth and justice after he had been told about what had happened to his parents, he traveled to the mainland and made his way to San d'Oria, where he had learned the ways of the Paladin. He was fortunate enough to be trained by one of the princes of San d'Oria, Prince Trion. Prince Trion was one of the best Paladins in the land, so it is no surprise that Garek turned out to be so good himself. Holding a mighty blade in one hand and a shield in the other, plus the ability to heal his own wounds with white magic, Garek was one of the finest swordsmen in all the land.
The fifth of these warriors was a Tarutaru named Tracy Lou. She was the fifth and final child adopted by the Chieftainess. After arriving at the mainland, she went with Garek on his quest for righteousness and arrived, like him, in San d'Oria. She met the lady knight of San d'Oria, Curilla head of the Royal Knights, and learned the ways of the mighty fighter-mage, the Red Mage. With her unimaginable powers and knowledge of Black and White magic, plus the swordsmanship skill she had gained, it made her quite an adversary.
The sixth hero and naturally born daughter of the Chieftainess of Khazam, a Mithra named Nenye, went to the mainland with Strifer for more knowledge of the world and its inhabitants. She traveled to Windurst along with Strifer and there she met up with the Star Sybil herself, who was the most powerful mage in all of Windurst given the power to foresee the future. Receiving training from the most experienced mage of her time, Nenye soon became a full fledged, not to mention destructive, Black Mage. With the power to decimate enemies with a single spell, but was also known to be an all-around sweetheart, Nenye was both loved and feared.
These nine were the warriors that would finally bring peace to Vana'diel, and start a new chapter in the book of the Gods.
