setting
mist continent |
outer continent |
forgotten continent |
lost continent
Welcome to the new frontier, stranger. For those of you who have played IX, have a refresher course and a trip down memory lane plus a few adaptations made for the purposes of this game. It's far more likely, however, that you've never touched IX in your life in which case let us introduce you to the world you will be living in from this day forth. This information does not by any means need to be memorized. In fact, it's listed here so that you don't have to. Think of it as a handy reference, so that you and your character(s) are free to focus on your adventure.
Go on, the world is yours for the taking.
For even handier reference, here's a
World Map of Gaia! Outer Continent;
Conde Petie - Hometown to a race of dwarves, best known for their distinctive greeting, "Rally-ho!" Their settlement arches over a canyon allowing them to appreciate the best that nature has to offer. Conde Petie is a friendly little village, but travelers wishing to pass through to the Mountain Pass find themselves ushered to the altar first. However, their chapel has quickly become a popular spot for romantic weddings upon the Kirkboat under the shimmering sun. In April of 1804, flocks of sheep appeared grazing around the hamlet, unusually small and somewhat round. They have since been identified as Pulse Sheep. The dwarves have happily taken on the additional role of shepherds for the creatures and now export their wool.
Conde Petie Mountain Path - The most accessible way of crossing the mountains dividing the Outer Continent in half, this path is named for the local dwarven hamlet. It branches off halfway through. Eastward travel leads to the Iifa Tree and its peninsula; westward travel grants access to the western half of the continent, which is home to places such as Madain Sari, Goug and Figaro.
Black Mage/Genome Village - Once home to manufactured black mages who came to awareness, the village is now full of the Genomes rescued from Terra. The only "pointy hats" left are the children of Vivi, whose natural curiosity matches that of the Genomes. Nestled deep within a secluded forest, the village provides all the expected ammenities, shopping and lodging, but the locals are of a shy and withdrawn nature. There is also a cemetary on the outskirts that marks the passing of all the original inhabitants. In April of 1804, treetop habitations appeared over the village proper, with wooden and screened pathways. The mysterious addition has been identified as the Eryut Village, and certainly a scant handful of Viera have taken up residence, although the access point to the higher village remains veiled from view. Those Viera choose to remain separate from those dwelling below and refuse interaction save by their own.
Sunleth Waterscape - A beautiful and lush nature reserve, now merged with the vast and mysterious forests surrounding the Black Mage Village. The flora is beautiful, yet the fauna can maim the sturdiest of adventurers if caught unaware. Strange mechanisms dot the area, which generate weather changes, though how such a feat is possible remains unknown.
Madain Sari - Lost Village of the Summoner's Tribe. All that remains of a once proud race of summoners are the ruins of their 500 year old habitation. The village was leveled 15 years ago by Garland in a bid to break their power in Gaia. It is now inhabited solely by moogles, as the only living survivor of the tribe was a little girl adopted by the Lindblum Regency. The moogles are zealous caretakers and won't put up with any nonsense from intrusive visitors. Their biggest task is protecting the Eidolon Wall, an outdoor enclosure with murals of every eidolon known to the tribe. Only a small glimpse of the wall can be seen from the outside, and anyone not a summoner is strictly forbidden from the sacred grounds.
Iifa Tree - Known to the dwarves of Conde Petie as "Sanctuary", the Iifa Tree stands taller than any human constructed tower or building and is easily seen from quite a distance. Its extensive root system can be seen throughout Gaia, giving it access to the whole world as a soul filter. Iifa is known to be the source of Mist, as it is a byproduct of the life and death cycle, the Mist being discharged through the roots. With the lights in the sky, it has acquired Guadosalam nestled in its roots.
Port City of Warjilis; Vile Island, once an isolated isle off the coast of the Outer Continent has now become a central and bustling home to a major port city. Warjilis lives up to its name, standing in a convenient location to all four major continents in Gaia. People travel all the world over to bring and take goods, and if you have any sort of an export item in your home, you can guarantee it's passed through Warjilis. It has landing docks for both air and naval craft, and the streets bustle with sailors and merchants.
Limsa Lominsa; This stunning city sprawls along iron and wooden bridges that spans the distance between Vile Island and the Iifa Peninsula. Tiny new-sprung islands hold the city’s buildings which is a masterpiece of engineering and a sea-lover’s delight. A shipping and trade community, Limsa Lomina has all that a traveler could wish for, including a culinary guild found at the Bismarck, the most popular spot in Gaia for the Qu Tribe who have abandoned their marshes in droves to cook for the restaurant. Those who are parched can find a drink at the Drowned Wench. Others looking to improve their craft might apply to the Fisherman’s, Blacksmith’s or Armorer’s Guilds for an apprenticeship.
Fields of Fum - The vast plain located by the exit from Fossil Roo has mysteriously been graced with a charming little farming village, complete with a few inhabitants. Fum is best known for its orchards of striped apples and their famous cow races. Mysteriously, in April of 1804, every cow in Fum vanished, and for each one, another took its place: Nannas. These gentle beasts of burden provide meat and hides for the inhabitants of Fum as well as serving as the new cows for racing.
The Clockwork City of Goug - Situated by the sea, near the Earth Shrine, Goug is a boon to archeologists and mechanics alike. The city is built around the excavation of ancient machinery and research into how to utilize technology once lost. Al-Bhed have taken over the location and entered into trade and research agreements with Lindblum. Rumor has it that the city's engineers are on the brink of an unheard light source: electrical.
Guadosalam - Home to the Guado, this city is created out of the many roots and branches that grow there; and in Gaia, it is nestled deep within the roots of the Iifa Tree. The entrance to the Farplane is still present, but it now leads far into the depths of Iifa to an amazing platform as far down into the ground as is possible to travel The platform houses a multi-story, glistening harp and glows from the green, coursing life beneath it. Visitors to the new "Farplane Platform" will see that within that green glow, both the Farplane and the Lifestream., and possibly images of those who have passed on.
Phon Coast Hunter's Camp - A gathering spot for game hunters and bounty hunters alike, the Hunter's Camp is comfortably situated on the Gigalrich Shores. The lovely beach provides easy access to both the sea and most locations on the Outer Continent, and is the ideal spot to go looking for information on hunts, rare game, or Gaia's most wanted. A board stands in the center of the camp with a list of known hunts. A few buildings and shelters are scattered around the sandy location, including a shop and a hunt club.
Figaro Castle/South Figaro - Figaro Castle is a technological marvel, able to burrow beneath the sands of the desert and come up in a different one. It is well-known for its brilliant inventions. South Figaro is a port with lively trade, situated nearby on the coast. Interestingly, Figaro is another anomaly, as the entire country has arrived. The castle is situated over the old entrance to Kuja's Desert Palace, which has mysteriously vanished in its entirety with no sign of it ever having existed. In the surrounding desert regions, behemoth black rocks, known as Dark Crystals, dot the landscape. They are said to soak up the sun's powers, which can then be converted to an energy source with the right stones.
Tuscon Wastelands; Site of the fourth Phantom Cleansing Mission, this barren and lifeless area was the stage for a battle which was supposed to forever end the menace of Phantoms in the world. On the far end, the failed Barrier City of Tuscon crumbles to dust under the shell of its abandoned shield. The rest of the miserable expanse is nothing more than a bowl of dust littered with corpses, weapons and war machines. No Phantoms plague the area now, but the emptiness has allowed native monsters to fill in the open spaces.
Library of Ancients; This expansive library rests on the Cazedil Plains, within sight of the old location of Mognet Central. Oddly enough, the old moogle setup has gone missing entirely, not merely abandoned, leaving the whole of the island under the watchful and somber eyes of the librarians. The library's collection is filled with stories and information from another world and and therefore become a key destination from scholars of every nationality. Still, rumor has it that some of the books down in the depths are possessed with monsters. In the basement, a myrrh tree has recently appeared.
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