FINAL FANTASY: TERRA CRYSTALLIS
The land brims with elemental power.
Six crystals. Six kingdoms.
All with humans at the helm.
Unrest stirs beneath the surface, all around the world.
The humans, entitled to their positions of power, hold sway over the indigenous races, claiming land and affluence long held by these ancient powers.
Political strife rends the land in twain.
And yet, peace reigns.
One hundred years ago, the land was rent asunder by a great war: a war for the very Crystals of Light and their bounty.
Aftershocks of that war, long since ended, still reverberate throughout the world.
Evil lurks in every corner, skulking, waiting.
This is a world in need of protectors. Bulwarks against the dark.
The Warriors of Light, famed heroes of ages past, shall rise again.
FINAL FANTASY: TERRA CRYSTALLIS
Welcome to the land of Terra Crystallis! Or, rather, the wiki for the land of Terra Crystallis. Being as vast and as diverse as it is, a wiki such as this is absolutely necessary, even for me. Thankfully, if I put this together right, then everything you could ever want to know about this world should be right here for you to look up whenever you see fit! Now, that's enough introduction, I think: let's get on to splitting this wiki into sections, shall we?
The Pillars on Which the World Stands: The Crystals and Their Kingdoms
The crystals, since time immemorial, have powered the world of Terra Crystallis. Magical, elemental energy seeps out of their every pore, brightening the land and allowing it and its people to prosper. The people of Terra Crystallis have even taken to harnessing the crystals' power to their own ends, rather than reaping their ambient bounties; small conveniences, like self-lighting fires and rudimentary electric lights, have begun to appear in this burgeoning land. There is even talk, whispered in hurried tones between informants in the back alleys of taverns and in passing on the cobblestone streets, of a group of ambitious scientists sequestered away in one of the kingdoms, experimenting with methods of harnessing the energy of the crystals directly, so that they might create more powerful machinery.
There are six Crystals, for the six elements that govern the land: Earth, Fire, Water, Wind, Lightning, and Ice. The six Crystals have, over the years, come to be the property of six of the strongest kingdoms in the land.
These six elemental Crystals and their sovereign kingdoms are as follows:
The Earth Crystal, of the Stalwart Empire of Laetchi.
The Fire Crystal, of the Smouldering Kingdom of Kajigni.
The Water Crystal, of the Royal Archipelago of Domizu.
The Wind Crystal, of the Whirling Kingdom of Kazaventi.
The Lightning Crystal, of the Thundering Kingdom of Chuura.
The Ice Crystal, of the Frozen Kingdom of Ourempli.
The Crystal Kingdoms of Terra Crystallis
The Crystal War nearly destroyed Terra Crystallis. Centuries of fighting spread out across the continents fractured family lines between generations and alliances, left ancestral homelands in ruins, and left the world in disarray. In the face of such disorder, many races had to band together to maintain the now in-flux territories they had held for so long, in a desperate attempt to ward off total destruction.
One race, however, managed to thrive in this chaotic world of constant destruction: the Hume. Due to their relatively short lifespan, their ingenuity, and their hardiness, the Hume began to overtake all of the other races in Terra Crystallis, demonstrating a command of incredible magical and martial power unlike that which any of the races had ever seen so quickly. It was, in fact, the Hume that called together the first Crystallian Council and negotiated the Crystal Treaty…under the condition that the majority of the power should be consolidated under their banners, of course.
One hundred years later, the situation remains much the same. Members of other races have worked their way up to fairly high-ranking positions within the Hume governments, but the leaders of the six Crystal Kingdoms remain Hume in full. The following pages briefly dictate what sort of environment — both social and geographical — you can expect when you visit each of these Kingdoms. One thing remains constant between all of them, however: a constant sense of unease, and a distaste for the Hume government by the many non-Hume races that live alongside the Crystal Kingdoms.
First, however, a brief overview of how the world is structured.
Through either the output of mass amounts of firepower in ages past or pure happenstance — it's been so long by now that scholars can no longer tell — the world of Terra Crystallis is, ironically, made up mostly of water. The six Crystallian continents lie scattered across the bounds of a vast expanse of water, referred to in general as the Elementia Sea. Over time, this Sea has been split up into many different sections as appropriate to the sovereign land that claims ownership, but the broad name has remained since days old.
To the Southwest, The Stalwart Empire of Earth: Laetchi.
To the Northwest, The Smouldering Kingdom of Fire: Kajigni.
In the Southern Sea, The Royal Archipelago of Water: Domizu.
To the Northeast, The Whirling Dominion of Windblasted Plains, Kazaventi.
To the Southeast, The Thundering Military State of Lightning: Chuura.
On the Poles, The Frozen Coalition of Ice: Ourempli.
The Myriad Races of Terra Crystallis and their Leaders/Representatives
The Crystal Treaty didn't leave the other races of Terra Crystallis totally out to dry, of course. Through intense negotiation and many harrowing days of drawing various boundary lines, the non-Hume races of Terra Crystallis convinced the Humes to leave the ancestral homelands that still stood to their respective races, and to allow those who had been displaced and left without homes to rebuild somewhere — to cultivate their own legacies once again in the wake of the destruction of the Crystal War. With the signing of the Crystal Treaty, the varied peoples of Terra Crystallis decided that leaving law and policy up to each individual race and continent would lead to the same disorder that had disrupted and nearly destroyed the world; as such, they agreed that a Crystallian Council would be held every ten years, with delegates chosen from each race representing their people with their seat on the council and negotiating for various changes to law or policy that way. And for the past hundred years, this system seems to have worked out just fine; however, even in the political arena of the Crystallian Council, the Humes hold far more power than any other race, as all six Crystallian Monarchs have a seat and a voice, whereas most races only have one.
The following pages go into brief detail about the general lifestyles and attitudes of each of these races, especially where they stand with the other races of Terra Crystallis, and profiles of each of their leaders.
The Wise Nu Mou, represented by their Grand Scholar, [[Tuchen Da'renko]].
[UNREPRESENTED] The Wild Varg, led by an as-of-yet unknown Alpha Male.
The Capitols of the World
The kingdoms are not all there is to see in the land of Terra Crystallis, of course. Though most of these lands are within the borders of one kingdom or another (usually a couple at once, due to how expansive some of them are), they existed long before the Kingdoms were even a twinkle in the eyes of man, and, should the Light of the Crystals remain strong, they will remain so forevermore.
For example, the native homes of all of the major races on Terra Crystallis still stand upon the six continents, spread out according to the natural elemental affinities of the races.
On the Fire continent, the inner-mountain capitol of Telluridomus, native home of the Dwarves.
On the Earth continent, the sequestered glen of Se Dria, native home of the Elvaan.
On the Wind continent, the wind-blasted plateaus of Galkrone, native home of the Galka.
By the Water archipelago, the tropical island matriarchy of Rhashala, native home of the Mithra.
In a tower on the Icy Southern Pole, the Tarunian High Court of the Arcane, sole set gathering place for the Tarutaru.
Beneath the Water archipelago, the underwater city of Hrshasz, native home to the Bangaa.
Above the Lightning continent, the migratory "land" of Yshtolai, native home to the Gria.
On the Lightning continent, the peaceful mountain village of Halou-te-Mou, native home to the Nu Mou.
Lacking a native land of their own, the Queran Hideaways, the mysterious roaming homes of the Qu.
On the Icy Northern Pole, the frozen plains of Gagazet, native home to the Ronso.
On the Wind continent, the secluded valley of Vargheim, native home to the Varg.
On the Earth continent, the miles-deep Crystalwood Forest, native home to the Viera.
Religion in the World of Terra Crystallis
Since the dawn of time itself — and even before that, if the myriad religious texts are to be believed — the Dragon God Bahamut and the Jester God Kefka have been at war, mediated by the wise Seer Goddess Althena, though she takes as little part in the fighting as possible, so as to maintain neutrality. The battle these two have waged against each other has been forever relentless, spreading across multiple planes and times, as Kefka uses his entire bag of tricks against his opponent in an attempt to flummox Him in some way.
From this long war spawned the story of the Warriors of Light; of varying number throughout the generations, these powerful heroes were — and are — always dispatched by His Draconic Grace as an answer to Kefka's schemes. Usually, the Warriors of Light chosen by Bahamut would succeed in pushing back the encroaching threat of the Trickster God, with only a select few exceptions.
Bahamut and Kefka now solidly 'inhabit' the world of Terra Crystallis, their entire focus placed on the task of hand: ousting the other from the land, bringing either peace or chaos once more. Over the years, Bahamut has accrued a solidly faithful following in the Crystallian population, being the primary religion of the Hume, the Gria, and the Varg. Kefka has managed to gather scattered sects of zealous hearts of every race across the land, who toil day and night to bring his evil plans to fruition. It's the goal of many a Holy Knight and religious faithful to rout these cults, to better preserve peace.
As mentioned earlier, Althena does passively mediate this millennia-long battle, though these days She mostly tends to Her personal subjects, which make up a good portion of the general population. She has managed to win the hearts of many a race, including the Mithra, the Nu Mou, and the Viera.
The Qu and the Moogles, for their own confusing reasons, are non-religious. No one has really tried to understand the Qu, but the Moogles claim to only hold their Grand Kupoobah in any kind of religious regard, though even then they recognize him as one of their own and not some grander being.
The Galka, being transient beings as they are, are also generally non-religious.
There are, however, always exceptions.
The Old Gods
A few races still fervently worship other gods, however, which scholars and Bahamutian/Althenian religious leaders have taken to calling "Old Gods," both a reference to the age of their religion's conception and their presumed relevancy in a modern world.
The Dwarves, sequestered away in their mountain core of a home, regard the mountain itself as a holy being. Their name for it — Telluris Titanium — has over time been shortened to Titan. Out of all of the races which worship anomalous gods, the Dwarves are the stoutest about it, as one might expect; some of the more zealous ones will even vehemently deny the existence of the Greater Gods, proclaiming those who worship them to be heretics who will fall during Gaia's Wrath — the apocalypse by a different name.
The Elvaan, being a race of fierce warriors, worship an old god of war whose claws once raked the lands with hellfire, or so they say. His massive sword could cleave entire lands in twain with a single strike, and his utter distaste for those not on his side translated into brutality unlike that of any other warmonger in history. They liken the splitting and the arrangement of the Crystallian continents to his conquests. Their name for this old god, almost unpronounceable by Common tongues, has been translated by scholars as Ifritus Bellum — colloquialized as "Ifrit."
The Bangaa, natives to the once-roiling Elementia Sea, revere that which they believed tamed their homeland in the first place. Their old legends, as unreliable as they may be due to their oral nature, tell of an ancient sea serpent (some older clan members like to believe it was, in fact, a Bangaa) that could coil itself around the world and constrict the ocean, thus creating a calm sea on which — and under which — life could thrive. Just as with the Elvaan, the Bangaa tongue differs enough from Common to be nigh unrecognizable if translated directly, but Hume scholars have crafted a Common substitution: Levithius Aquarian, commonly colloquialized as "Leviathan."
The harsh, icy badlands of the poles have hardened the Ronso into a race of zero tolerance: for failure, for weakness, for hesitation. Their patron goddess is no different. They believe she, with her frigid radiance, crafted a land where only the toughest races could survive, as a proving ground of sorts. While the Ronso are the only race living on the Poles currently, scholars have found bits and pieces of archeological evidence from a different time; gadgets that appeared to help adjust the temperature of the land around them, powered by what seemed to be ancient Materia. From the scraps of documentation found from that lost land, and from the oral accounts of some older Ronso tribesmen, scholars have managed to piece together the name of
this goddess: Glacialus Shivus. As time has passed, younger Ronso tribesmen and women and modern scholars have taken to calling her "Shiva."
Further stories still tell of the existence of two more of these "old gods" that formed this pantheon of sorts, but if there were any solid, textual records of them, they have been lost to the sands of time, and the races which worshipped them have moved on to Bahamut or Althena.