DiscipleofBob
2009-11-16, 09:55 PM
This is the first of what I hope to be a large compilation converting the Final Fantasy series, or at least the main 10, to a tabletop setting. Articles with actual crunch content will probably be for D&D 4e, but my first bit here is just some setting content, so it really could be used for any system.
For those of you who can't figure it out, this is the first kingdom from the very first game.
Article 1: Welcome to Corneria
Introduction
Corneria is the undisputed epicenter of both the modern and the past world, both before and after the cataclysm that threatened the world. Before the Light Warriors' journey, it was one of the few remaining monarchies in existence. After the crystals were restored, it was renowned the world over for both being the origin and end of the Light Warriors' journey. A monument of six statues was erected around the main castle, and the small crystals the Light Warriors used to revive the crystals' light are kept within the Cornerian castle.
One of the largest sources of controversy in Cornerian history is that even though there are four crystals and four crystal pendants, six separate Light Warriors are mentioned in the legends. Even though the events happened merely a few decades ago, no one can seem to get the record straight, and any attempt to settle which four of the Light Warriors were actually Light Warriors merely aggravates proponents of the other two. So much so that when the monument to commemorate their deeds was erected, all six figures were presented, the Knight, the Ninja, the Master, the Black Wizard, the White Wizard, and the Red Wizard.
The monument itself consists of six large ivory statues surrounding the castle, each one erected over an archway leading to the castle itself. Their presence has made an influence on each area that the statues watch over, eventually culminating in six districts of differing ideological views.
Merely a princess at the time of the Light Warriors, Sara has since become a beautiful queen, recognized throughout the world as the most powerful woman in the world. Other cities and races defer to her to settle political disputes throughout the world. Because of this and her role in helping the Light Warriors to save the world, there are those who see her as a threat.
That's where Garland comes in. As the general of Corneria's military, Garland holds the highest position in Corneria other than Sara. In this timeline, Garland was never corrupted by Chaos, and thus remains a loyal servant of the crown, willing to give his life to defend Queen Sara. Since Corneria is no longer at war, Garland spends most of his days as Sara's personal bodyguard, present even in meetings of political discussion, if only to stress the point of Sara's power.
The Military District
Beneath the steel gaze of the statue of the legendary Knight, Cornerian's soldiers and military make their homes here. The people of the military district normally train to be soldiers or guards for the Cornerian military. Those that don't still receive a high degree of martial combat training. Either they become independent mercenaries, or join the military or guard of another major city.
The preferred tavern of the military is the Squire's Scabbard, a tavern run through by a grizzled, peg-legged old man, Fegthir. He runs a tight ship; troublemakers get promptly shown the door. Barfights only rarely happen, and those found responsible are rarely allowed back into the tavern. If you follow the rules, however, you can be regaled by the war stories of veterans as you marvel by the artifacts of past military heroes that decorate the walls.
The military district shares its borders with the labor and business districts, far away from any sort of what many in the guard consider to be 'magic interference' as the people of the military district favor physical prowess and martial exploits.
The Labor District
Under the guise of the wise Master, the laborers of Corneria: builders, butchers, bakers, blacksmiths, cartwrights, deliverers and the like toil endlessly as the working class. They do not often go into military or guard duty. Those that favor those walks of life go to the military district. As such, they don't get the same kind of martial training. Since most of their education comes from apprenticeships and self-taught street smarts, any combat training is usually either learned through trial, error, and black eyes. A few small dojos have popped up to teach those interested how to defend themselves, usually with bare fists or common objects rather than a sword that one might not have on them at an inopportune time.
The Broken Bottle is a dive bar and inn. The place is absolutely packed just before the work shift starts, during the lunch break, and just after the usual work shift gets out. The proprietor is mother of four, three daughters and one son known affectionately as Ma Nickle who, the first day she opened the bar, was accidentally stabbed with a broken bottle by someone with too much to drink. Said drunk was beat to within an inch of his life, left Corneria and didn't come back. Mrs. Nickle and her children are viciously protected by the people of the labor district. So much so that even being too forward with one of her lovely daughters can earn you a beating from the locals. Barfights are common, expected, and usually whatever slight started them is forgotten and forgiven. Mrs. Nickle doesn't mind the 'liveliness' of the locals, as long as no one gets too destructive, but expect an ear-tug if you misbehave in the Broken Bottle.
The labor district shares its borders with the military district, guards and laborers getting along well together with similar values, and the church district, which extends its faith and influence into the labor district. The majority of the labor district are churchgoers.
The Business District
Whereas the labor district deals with hard laborers, the business district deals with the craftsmen, merchants, salesmen and moneychangers, most of which have their own guilds. Of course with money and guilds come power and crime, making the business district the center for thieves, criminals, and pickpockets. Even more so given the statue of the legendary Ninja, revered among thieves. In fact, the town guard often stays out of the business district and lets the local gangs run things as long as the crime doesn't spread too far outward.
The Rat Tail Inn, aptly named for a rather famous legend about one of the Light Warriors' trials, the Rat Tail Inn is quite popular. The proprietor, Mr. Hefit, claims to have the actual rat tail from the legends on display, though those who know him well can't say for certain it wasn't just cut off from one of the rats in the basement. The Rat Tail Inn has several hidden rooms, passages, and cubbyholes, actually commissioned by different criminal organizations for their benefit, so only Mr. Hefit knows where all the secrets of his inn are.
The business district is next to the military district, which may be the only reason not everyone who enters the business district is blatantly robbed blind, and the magic district, which the various merchants and criminals find very convenient both for setting wards and disabling them.
The Church District
White magic is magic of healing, life, and light. It patches wounds, cures diseases, and shuns the undead. White magic is most often considered the craft of the clergy. The church district, under the kind gaze of the legendary White Mage's statue, is the home of the priesthood and healers. There is one cathedral to house Corneria's churchgoers, admittedly dwarfed by the Cornerian palace, but still fairly roomy.
A comfortable restaurant known as Sara's Lute serves home-style food prepared with heart and soul. Sister Snow, the proprietor, even incorporates healing white magic into a lot of the food so it's known to cure small ailments. She's always willing to sit and talk to her customers about their troubles.
The church district is next to the labor district, a source of a lot of the churchgoers, and the artisan district, which often sends over mages to start learning the basics of white magic.
The Magic District
The magic district would more accurately be called the Black Magic district, or even more accurate the demolition district. Under the leering gaze of the legendary Black Wizard, all of the magical professions gather here. Unfortunately, the most commonly practiced is destructive black magic, often resorting in many 'accidental' fires and other such disturbances.
The only inn that's managed to stay up in the magic district for any length of time is the Burnt Timbers, an inn owned by a wizard named Nero, and so named for the wooden foundation charred into petrification by too many fireballs. Magical bar fights with various spells are common in the Burnt Timbers, but any damage done is somehow reversed by dawn the next day. Whether this is due to enchantments or some effective discreet guild work is anyone's guess. No matter what anyone does to the place, the Burnt Timbers endures.
The magic district is next to both the artisan district, and the two share their magical craftsmanship with each other, and the business district, which complement each other on their shady dealings.
The Arts District
Under the fiery gaze of the Red Wizard, the artisan district is the home to the creative minds of Corneria: artists, craftsmen, architects, and designers. The red mages of Corneria call this district their home, practicing their magics freely. The quality of the works are high enough that they can be often found in the palaces of kings and the mansions of nobles, but the people of the arts district rarely do their work for profit. It's all about the art itself for them.
The Feather Fall Inn is the prime gathering place for the artisans and red mages of Corneria. Headed by sibling red mages who like to experiment with the décor and menu of the place, the restaurant and area is two stories with an outdoor cafe on the first floor and a balcony on the second. The Feather Fall Inn prides itself on aesthetics.
The artisan district is next to the church and magic district, as the red mages who make their home there like having access to both schools of magic readily.
For those of you who can't figure it out, this is the first kingdom from the very first game.
Article 1: Welcome to Corneria
Introduction
Corneria is the undisputed epicenter of both the modern and the past world, both before and after the cataclysm that threatened the world. Before the Light Warriors' journey, it was one of the few remaining monarchies in existence. After the crystals were restored, it was renowned the world over for both being the origin and end of the Light Warriors' journey. A monument of six statues was erected around the main castle, and the small crystals the Light Warriors used to revive the crystals' light are kept within the Cornerian castle.
One of the largest sources of controversy in Cornerian history is that even though there are four crystals and four crystal pendants, six separate Light Warriors are mentioned in the legends. Even though the events happened merely a few decades ago, no one can seem to get the record straight, and any attempt to settle which four of the Light Warriors were actually Light Warriors merely aggravates proponents of the other two. So much so that when the monument to commemorate their deeds was erected, all six figures were presented, the Knight, the Ninja, the Master, the Black Wizard, the White Wizard, and the Red Wizard.
The monument itself consists of six large ivory statues surrounding the castle, each one erected over an archway leading to the castle itself. Their presence has made an influence on each area that the statues watch over, eventually culminating in six districts of differing ideological views.
Merely a princess at the time of the Light Warriors, Sara has since become a beautiful queen, recognized throughout the world as the most powerful woman in the world. Other cities and races defer to her to settle political disputes throughout the world. Because of this and her role in helping the Light Warriors to save the world, there are those who see her as a threat.
That's where Garland comes in. As the general of Corneria's military, Garland holds the highest position in Corneria other than Sara. In this timeline, Garland was never corrupted by Chaos, and thus remains a loyal servant of the crown, willing to give his life to defend Queen Sara. Since Corneria is no longer at war, Garland spends most of his days as Sara's personal bodyguard, present even in meetings of political discussion, if only to stress the point of Sara's power.
The Military District
Beneath the steel gaze of the statue of the legendary Knight, Cornerian's soldiers and military make their homes here. The people of the military district normally train to be soldiers or guards for the Cornerian military. Those that don't still receive a high degree of martial combat training. Either they become independent mercenaries, or join the military or guard of another major city.
The preferred tavern of the military is the Squire's Scabbard, a tavern run through by a grizzled, peg-legged old man, Fegthir. He runs a tight ship; troublemakers get promptly shown the door. Barfights only rarely happen, and those found responsible are rarely allowed back into the tavern. If you follow the rules, however, you can be regaled by the war stories of veterans as you marvel by the artifacts of past military heroes that decorate the walls.
The military district shares its borders with the labor and business districts, far away from any sort of what many in the guard consider to be 'magic interference' as the people of the military district favor physical prowess and martial exploits.
The Labor District
Under the guise of the wise Master, the laborers of Corneria: builders, butchers, bakers, blacksmiths, cartwrights, deliverers and the like toil endlessly as the working class. They do not often go into military or guard duty. Those that favor those walks of life go to the military district. As such, they don't get the same kind of martial training. Since most of their education comes from apprenticeships and self-taught street smarts, any combat training is usually either learned through trial, error, and black eyes. A few small dojos have popped up to teach those interested how to defend themselves, usually with bare fists or common objects rather than a sword that one might not have on them at an inopportune time.
The Broken Bottle is a dive bar and inn. The place is absolutely packed just before the work shift starts, during the lunch break, and just after the usual work shift gets out. The proprietor is mother of four, three daughters and one son known affectionately as Ma Nickle who, the first day she opened the bar, was accidentally stabbed with a broken bottle by someone with too much to drink. Said drunk was beat to within an inch of his life, left Corneria and didn't come back. Mrs. Nickle and her children are viciously protected by the people of the labor district. So much so that even being too forward with one of her lovely daughters can earn you a beating from the locals. Barfights are common, expected, and usually whatever slight started them is forgotten and forgiven. Mrs. Nickle doesn't mind the 'liveliness' of the locals, as long as no one gets too destructive, but expect an ear-tug if you misbehave in the Broken Bottle.
The labor district shares its borders with the military district, guards and laborers getting along well together with similar values, and the church district, which extends its faith and influence into the labor district. The majority of the labor district are churchgoers.
The Business District
Whereas the labor district deals with hard laborers, the business district deals with the craftsmen, merchants, salesmen and moneychangers, most of which have their own guilds. Of course with money and guilds come power and crime, making the business district the center for thieves, criminals, and pickpockets. Even more so given the statue of the legendary Ninja, revered among thieves. In fact, the town guard often stays out of the business district and lets the local gangs run things as long as the crime doesn't spread too far outward.
The Rat Tail Inn, aptly named for a rather famous legend about one of the Light Warriors' trials, the Rat Tail Inn is quite popular. The proprietor, Mr. Hefit, claims to have the actual rat tail from the legends on display, though those who know him well can't say for certain it wasn't just cut off from one of the rats in the basement. The Rat Tail Inn has several hidden rooms, passages, and cubbyholes, actually commissioned by different criminal organizations for their benefit, so only Mr. Hefit knows where all the secrets of his inn are.
The business district is next to the military district, which may be the only reason not everyone who enters the business district is blatantly robbed blind, and the magic district, which the various merchants and criminals find very convenient both for setting wards and disabling them.
The Church District
White magic is magic of healing, life, and light. It patches wounds, cures diseases, and shuns the undead. White magic is most often considered the craft of the clergy. The church district, under the kind gaze of the legendary White Mage's statue, is the home of the priesthood and healers. There is one cathedral to house Corneria's churchgoers, admittedly dwarfed by the Cornerian palace, but still fairly roomy.
A comfortable restaurant known as Sara's Lute serves home-style food prepared with heart and soul. Sister Snow, the proprietor, even incorporates healing white magic into a lot of the food so it's known to cure small ailments. She's always willing to sit and talk to her customers about their troubles.
The church district is next to the labor district, a source of a lot of the churchgoers, and the artisan district, which often sends over mages to start learning the basics of white magic.
The Magic District
The magic district would more accurately be called the Black Magic district, or even more accurate the demolition district. Under the leering gaze of the legendary Black Wizard, all of the magical professions gather here. Unfortunately, the most commonly practiced is destructive black magic, often resorting in many 'accidental' fires and other such disturbances.
The only inn that's managed to stay up in the magic district for any length of time is the Burnt Timbers, an inn owned by a wizard named Nero, and so named for the wooden foundation charred into petrification by too many fireballs. Magical bar fights with various spells are common in the Burnt Timbers, but any damage done is somehow reversed by dawn the next day. Whether this is due to enchantments or some effective discreet guild work is anyone's guess. No matter what anyone does to the place, the Burnt Timbers endures.
The magic district is next to both the artisan district, and the two share their magical craftsmanship with each other, and the business district, which complement each other on their shady dealings.
The Arts District
Under the fiery gaze of the Red Wizard, the artisan district is the home to the creative minds of Corneria: artists, craftsmen, architects, and designers. The red mages of Corneria call this district their home, practicing their magics freely. The quality of the works are high enough that they can be often found in the palaces of kings and the mansions of nobles, but the people of the arts district rarely do their work for profit. It's all about the art itself for them.
The Feather Fall Inn is the prime gathering place for the artisans and red mages of Corneria. Headed by sibling red mages who like to experiment with the décor and menu of the place, the restaurant and area is two stories with an outdoor cafe on the first floor and a balcony on the second. The Feather Fall Inn prides itself on aesthetics.
The artisan district is next to the church and magic district, as the red mages who make their home there like having access to both schools of magic readily.