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The land brims with elemental power.

Six crystals. Six kingdoms.

These crystals, the lifeblood of this land, have become a commodity.

Shavings of them are used to create materia: 

Magical crystals that house the powers of heroes long past.

The land is in danger.

Overambitious lords seek to monopolize the power of the Crystals,

And use them towards their own personal gain.

They know naught of the danger with which they trifle.

But they will.



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. Shavings of the Crystals are melted, refined, and combined to create Materia, tiny spheres of condensed magical energy that can accomplish arcane tasks that most civilians cannot, satisfying the innate need for convenience in the modern era. 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. Detailed in the following articles are the specific functions of each of the Crystals, along with a designation denoting the kingdom that owns them. The kingdoms themselves will be covered in a future section.

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 boundaries of Terra Crystallis have seen many a redrawing over the millennia, all thanks to the Crystals. Power struggles both between and within the kingdoms became the primary form of interaction between rivals, for who wouldn't want to own a power such as the Crystals'? Ever since 550 AC, however (50 short years ago), the Crystal kingdoms have come to an uneasy alliance. With the discovery of  Materia in 536 AC, no longer could any one kingdom hold unnecessary power over another, for each kingdom required each other to make their most powerful weaponry. Thus the world entered a tense state of mutual deterrence and tentative cooperation, as the six kingdoms agreed to hold their borders in respect of each other's power. Detailed in the following articles are the different aspects of the kingdoms of Terra Crystallis: their locations on the world map, general geography, average population, primary exports and imports (mostly Materia, these days), average lifestyle for those within, etc.

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

Without a doubt, Terra Crystallis is an extremely diverse place to live. More than a dozen major races intersect and interact with each other throughout the land. The six major kingdoms generally have one race which is the most populous, but you would be hard-pressed to find a race unrepresented on the streets of any major city. Of course, these noble races don't make their homes solely within the borders of the kingdoms. In fact, beyond the Hume, most of the races have their own communities that have held out against annexation. Though they may sometimes exist within the borders of a kingdom, these communities remain stolidly independent, harboring their own governments that take part in the complicated interplay of nations that makes up Crystallian politics. Each race also has one member that they use as their representative in international courts, most often the highest-ranking member of their society. The only exceptions to this rule are the Tarutaru, who hold a ceremony every year to determine the perfect candidate for international relations, and the Hume, who are collectively represented by the kings of the five Crystal Kingdoms.

The Mighty Dwarves, represented by their Mithril King, Tellurisson Grandhammer.

The Stoic Elvaan, represented by their High Priestess, Illeria Aramavon.

The Mountainous Galka, represented by their Thundering Warchief, Gondarion.

The Widespread Hume, represented by the Six Crystal Monarchs.

The Lithe Mithra, represented by their Unwavering Matriarch, Sio Llanachi.

The Bouncy Moogles, represented by their Grand Kupoobah, Mog.

The Arcane Tarutaru, led by their High Council of the Arcane.

The Fierce Bangaa, representation alternating between their helashi faas [Greatest Soldier/Warrior], Renok Faas, and their senashi ruga [Wisest Priest/Scholar], Tunasi Ruga.

The Feisty Gria, represented by their Scion of Bahamut, Noa Tweyren.

The Wise Nu Mou, represented by their Grand Scholar, Tuchen Da'renko.

The…Qu, represented by a seemingly random member of their tribe, always named Quentis.

The Proud Ronso, represented by their kimahri [Strongest Warrior], Jurg Ronso.

[UNREPRESENTED] The Wild Varg, led by an as-of-yet unknown Alpha Male.

The Graceful Viera, represented by their chosen Daughter of the Wood, Brynjell Veera.

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.

Within the Fire continent, the Kumoan Caverns, native home to the Moogles, and their capitol and liaison to the rest of the world, Kumoglo.

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.

Regions/Places of Interest

Beyond the major capitols of the world, there are, of course, myriad other places that make up the grand painting that is the world of Terra Crystallis. These include major towns other than the kingdoms' capitols (mostly ports), different regions that make up the world's mosaic, and other similar things. These regions and places will be sorted according to the continent on which they are situated. The Ice Continent is excluded from this list due to just how little most people know about it; the furthest anyone has ventured would be the cities close to the coasts of the poles, which include Gagazet and Ourempli. The climate further north and further south than that has simply been too harsh for any adventurer to see it as a worthwhile journey.

The Fire Continent

The Fading Shores

The Rogvin Crags

The Ravatian Waterpass

The Ultrosian Passage

The Veins of Titan

Antebellum Bay

The Duldrumia Straits

The Gulf of Fragments

Port Indominitia

Telluris Ignitis

The Earth Continent

The Eternian Hills

The Valentian Steppe

Lake Crystallis

Seabound Trails

Port Draksum

The Wind Continent

The Megaflaria Desert

Nomadica, Border Village

Port Wyren

Ventirus Border Fortress

Ventirus Land Bridge

The Lightning Continent

Garuda Keep

The Otchigh March

Kelinor Harbor

Soldritus Fortress

Caelaregis Keep

Ramutian Swamp

Queran Hideaway

The Warplains of Sha Gria

Port Skottela

The Water Continent

The Domizan Islands and their Jungles

The Mithran Archipelago and their Beaches

Religion in the World of Terra Crystallis

Greater Gods

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.

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