| Information on Fhirma; The history of Fhirma, Job System, etc | |
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| Tweet Topic Started: Jul 26 2009, 03:50 PM (134 Views) | |
| Silver | Jul 26 2009, 03:50 PM Post #1 |
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At first, there was darkness. Then the God of Twilight Alaon breathed light into the world. That light became the basis of the world that would be called Fhirma. Alaon created, the race of men, Humans, stalwart and diligent creatures who thrived on technology, the Diimos, stoic, unchanging but dedicated to the skills of sword and magic, literature and the arts, the Aris, a race of winged, technologically advanced people who could craft beautiful things out of stone, Lobos the forest dwellers who excelled at hunting, and Dhrachen, a race of hulking reptiles supposedly descended from dragons. These races were intended to live on Fhirma in harmony. However, Alaon’s twin sister, Miruk the Goddess of Shadows, jealous of her brother’s success created her own beings. The Orcs, Werecats and Hidooms, monstrous and murderous beast men, but still cunning and intelligent. Miruk commanded her creations to thrive in Fhirma and wreck destruction on her inhabitants. The humans were the first to encounter Hidooms on the Eastern Continent. Their tough armor was backed by a serpentine level of cunning. The Humans were unable to expand their settlement past the Arron region, an expanse of meadow that hides veins of mithril beneath its grassy surface. The Aris allied themselves with the Lobos and the two groups worked together to fight off the Werecats, pushing them back into the deep jungles of the west. The Orcs hunted down the Diimos, cutting down man, woman and child, until the only major city that stood was the capital city of Sieghiem in the Siegurd region to the north. From the sea, came the Dhrachen with their tall masted ships and with their brute strength of arms, forced the Orcs into a full on retreat. Peace looked like it had been won but 10 years later, in the year 270 of the Dream Era, a being calling himself the Void King emerged, wielding the forbidden summon magic. He called forth an army of Demonic hosts and one by one, subdued all the beastmen tribes, bringing them all under his banner. Then he launched a campaign the subjugate all of Fhirma. The Lobos and Aris retreated to their mountain caves and forest dens, abandoning the rest of the world to fight their own tribal battles. The ancestral home of the Dhrachen was destroyed by a host of the Void King’s demons in the first battle of what would be known as the Void War. The humans, Diimos and Dhrachen steeled themselves for battle. The humans fielded their army, lead by the Steel Guardians, a group of the best soldiers from their army, the Iron Guardians. The Steel Guardians were at least 2000 strong and with their Iron Guardian units under their command, turned the tide of battle slightly. The Diimos’s Kingdom of Siegurd’s Knights of Siegmos lead by the Knights of the Griffons faced down the Orcs, intent on getting revenge for their dead. The Dhrachen joined forces with the humans and bolstered their ranks, further turning the tides. But alone, none of them could stand against the Void King’s demonic horde. The Lobos were the first of the animalia to join the battle. Their White Fang corps, made from the best rangers of the White Claw brigade, aided the Knights of Siegmos in pushing the Orcs and demons back. They then turned on the Werecats and began an intense battle for control of the western forests. They were suddenly aided by the Aris spell casters, the Seraphim and together, they too were victorious. The armies of the beastmen and demons were in chaos. Fighting broke out between the different groups. The alliance of humans, Dhrachen, Aris, Diimos, and Lobos, who then called themselves the Alliance of Alaon chose champions from within their ranks, to challenge the Void King in his lair. The human’s hero, Altair Ariston stepped forward, along with the Dhrachen’s strongest warrior, Kane Burnhide. The Aris chose Sylphonia Winchester, the current leader of the Winged Guard. The Diimos chose head Knight of the Realm, Siegmund Von Siegurd, son of the king. The Lobos chose Vondo Blazepaw, and together, this band of heroes led the charge using the human’s latest invention, the Airship to reach the Void King’s floating fortress. There, a mighty battle insued. Sylphonia revealed that she too could cast the forbidden summon magic and summoned the great spirits to aid them in battle. With his trumph card defeated, the Void King tried to escape into the netherworld, through a portal. Altair charged forward and jumped into the portal to deliver the final blow, killing the void king. Somehow, through an act of God, he was able to return to his own world. With their leader defeated, the beastmen scattered and the demons were banished to the ruins of the once floating fortress, called Baar’Duur. Our story begins in the year 278 of the Dream Era. Four enormous crystals have been found in temples in the remote regions of Fhirma. These crystals eminate power, corrosponding over the elements of Fire, Air, Water and Earth. These crystals sparked uncertainties between the Sentient Beings and caused aggressive activity in the beastmen, who seemed to seek the crystals power. The Crystals however could have their powers harnessed to create various things. The massive flying vessel, the Airship, created by a joint effort between the humans and Aris was only capable because of the crystals' power. Each nation also now gives it's blessing to explorers, adventurers and mercenaries who travel the world in seek of glory, treasure and adventure. These warriors, skilled in combat and magic can be seen protecting towns from beastmen, to mining for various precious stones and ores. It is into this world that you are thrust. The gears of destiny are in motion, and there is no telling what will happen. Edited by Silver, Jul 27 2009, 07:52 PM.
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| Silver | Jul 26 2009, 04:41 PM Post #2 |
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The Job System Like many of the earlier Final Fantasy games, FFD incorporates a Job System. However our system isn't used for generating stats. In fact it is almost exclusively used for generating a background for your character because some races put more emphasis on certain jobs than others. An example of this is the Diimos, who emphasize sword skill over all others and are generally Paladin, Dark Knight, or Dragoon. Here is an overall list of jobs with some descriptions to help you chose one for yourself. You cannot change jobs, unless you can give your character a very good reason in character, because it means them learning a completely new profession generally. And some job changes are easier than others. Going from one sword using job, to another sword using class is easier from a sword using class to a magic using class. Along with the jobs, a few examples of weapons for each job will be provided, as sort of an idea starter. Feel free to change your character's weapons and armor, based on their job, as you see fit. Warrior- The standard jack-of-all-trades, this fighter can use any type of melee weapon from swords to axes to greatswords to Knuckles. Warriors can also wear any armor, from plate to leather. Monk- A fighter who trains his body physically and his mind spiritually. Their entire body is a lethal weapon and they fight with their fists and feet. Paladin- A knightly warrior, the job was founded in the Kingdom of Siegurd. A Paladin can cast white magic spells to heal their allies and wield melee weapons to smite their foes. They can also wear very heavy armor, and wield most types of swords. Some even wield maces and hammers. Dark Knight- A mysterious Human from the Arronic Republic was the first recorded Dark Knight. Dark Knights willing sacrafice their own healthy to strike the enemy. Dark Knights can also cast black magic spells and use enfeebling magic to weaken their foes. Their heavy armor allows them a certain freedom as they charge into battle, wielding anything from a greatsword to a scythe, to a battle axe. Thief- Thief is one of the oldest jobs in Fhirma. Thieves are good at stealing all manner of things from an enemy, then stabbing them in the back, all with a smile and a wave. Good thieves can open any lock and can wield swords and daggers expertly. Black Mage- Using the powers of nature, Black Mages can cast powerful spells of earth, wind, lightning, fire and water. Most Black Mages carry a staff or wand to help them augment their magical abilties. White Mage- White Mages draw power from the healing energies of the God Alaon. With this magic, they can heal and support allies and even raise the dead, to a certain extent. They carry staves and wands to focus their power. Red Mages- A less common job that can cast both black and white magic and even fight on the front lines, with rapiers and sabers. They are skilled at backing up allies and enfeebling enemies. Dragoon- Another job founded in Siegurd, the Dragoon is also known as a Lancer or Dragon Knight. They have dominion over all dragons, and likewise, are masters at slaying them, should the need arise. Dragoons can ride the wind with their overwhelming jumping abilties. They are also masters of the spear. Summoner- A special, newly created job. Summoners can make pacts with Summon Spirits, beings that come from the elements of nature, who will look deep into the summoner's soul and create a reflection of itself based on the summoner's true heart. Without the proper training, a summoner can easily summon a demon, if the heart is not prepared and purified. Summoners can basicly summon a summon spirit (Eidolons, Guardian Forces, Espers, Aeons etc) that are popular in Final Fantasy world. Each summoner can only have one spirit, because of the bond the spirit shares. Also, you may "customize" your spirit to look in pretty much whatever way you want, as long as it stays within the realm of what the spirit looks like originally. E.g. If your spirit is Shiva, you can make her have long or short hair, or even give her a human skin tone when not in battle. Make her look like you want her to look as long as it is still a woman. Spirits can have their own personalities and characteristics as well. Be creative. The only spirits that can't be used, at least right now, are Atomos, Alexander and Bahamut, mainly because EVERYBODY wants them and it doesn't make a lot of sense for Bahamut to be making pacts with every summoner who visits him. Ninja- Ninja are assassins and are skilled as such. They wield kunai, short katanas or other small blades, and are also masters at throwing weapons, such as shuriken and other small sharp things. They can create shadows and mirages to confuse enemies. They CANNOT use Sharingan. >.> Ranger- The Lobos are natural born Rangers. Rangers are hunters, skilled with a bow and other ranged weapons. They can also track animals and monsters and are skilled in wood lore. Samurai- Skilled swordsmen who only use katana. Samurai are fast and powerful, even enough to fell their opponents in a single blow. Gambler/Corsair- These risky fighters rely on luck to win their battles, sometimes raising the stakes for better rewards. Swords and handguns are their specialty. Edited by Laine, Jul 26 2009, 06:53 PM.
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| Silver | Jul 26 2009, 05:28 PM Post #3 |
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The Races and Nations of Fhirma In Fhirma, there are five main races of beings. Humans, Diimos, Aris, Lobos and Dhrachen. Each is different from the other, both in looks and in characteristics and mannerisms. Humans Humans settled the west of the continent of Hanvara. They settled in the Arron region and formed a Republic they called the Arronic Republic. Humans have an affinitity for invention and mine the precious ores from the planes of Arron, iron, and mithril among others. The capital of the Arronic Republic is the city of Are, a bustling metropolis with it's own seaport. With the dawn of airships, trade has become easier with Siegurd, Alvaa'Na, and Kuruu Tzu. They are lead by their president and the senate, who make all the decisions based on popular opinion Their army is called the Iron Guardians. They field the newest in armor and weapon technology. The humans of Arron are the only ones who know how to craft the mighty Gunblade, a sword that can fight metal slugs into an enemy, by pulling a special trigger in the hilt. The army is lead by the Steel Guardians a division of elite soldiers handpicked from the Iron Guardian's best. The Platinum Guard is picked from a small group of elite among the Steel Guardians. The Platinum Guard, who rank at about 10 are deployed on very special basis and generally protect the president. Among the humans are Dhrachen who help them mine ore. Although Dhrachen are spread throughout Fhirma, the highest concentration of Dhrachen is in Arron. Diimos Diimos are a proud race of people, slightly taller than the average human. They have pointed ears and sharp but graceful features, and dark brown skin, with hair ranging from silver, to black. The Diimos settled the north of Hanvara, in the mountains of the Siegurd region. The Diimos live under a king. The current king is Artemis Fon Siegurd who also established the Knights of Siegmos, 15 years before the Void War, before even the beastmen began their campaign. The kingdom's two greatest groups are the Knights and it's rival group, the La Alla Ultimus, a group dedicated to magic. These two groups clash frequently, in politics and on the streets. The Knights view La Alla Ultimus as cowards who hide behind their books, while La Alla views the Knights as stupid brutes who cannot see any farther than they can swing their blades. This conflict has caused many a disturbance in Siegurd but the king is powerless to stop it because many of both sides have powerful seats in council. The army is called the Royal Army and is lead by the proud and powerful Knights of Siegmos. The Knights of Siegmos take their orders from the Knights of the Round a group of 5 of the best Knights who are lead by the Knight of the Realm, the strongest Knight in the whole kingdom. At this point and time, it is the king's own son, Siegmund. Aris The Aris live in the mountainous region to the south of the Hann'Ah desert. They make their homes in caves and on ledges, where they work with stone, forming beautiful monuments. Their houses are simple, but the insides are glamourous works of art. Aris themselves resemble humans but they all have a pair of feathered wings on their backs, allowing them to fly to their rocky homes and collect gems from the high mountain altitiudes. They have pointed face and sharp claw-like fingernails good for gouging out rocks and jewels. they are also highly adept spellcasters. Their city is called Alvaa'Na, set in the Alvaa mountain range. They are led by a council and a Spell Seer, who can read the stars and predict the future, through visions. Their military power is the Spell Guard. They are lead by the Winged Guard, the most powerful spellcasters within the Spell Guard. The Seraphim are the best spellcasters in the entire land, and the heroine of the Void War, Sylphonia was one of these elite soldiers. Lobos The Lobos are canine-esque humanoids who live in the deep forests of eastern Kuruu Tzu.The forests of Kuruu Tzu are so massive, that it is eternally night, in the realm. All trade with the Lobos comes from the outpost town Kuru Zan, at the edge of the forest and is carried by Lobos ranger into the city. Lobos are skilled woodsmen and hunters, making them ideal rangers. They are also skilled with their sharp claws, and many train in the martial arts. They are as tall as Diimos, with slender, furry bodies and wolf like faces. They live close to the ground and can camoflague their bodies with brush and shrubs. Their skill with a bow is unmatched. They shun swords for the most part, in favor of more natural weapons, like bagnah and other fist equipment. Dhrachen Dhrachen are a race of huge humanoids, who are said to be decended from dragons. Dhrachen are born only once every few years, in a volcano on the island of what remains of their homeland. They stand 8 feet tall and weigh a good 400 pounds. However they are surprisingly graceful and enormously powerful. Their numbers are limited and they are spread out all over Fhirma, but the largest number is in the Arronic Republic. They can have blue, red or green scaled skin and have reptilian faces. Some have hair, usually black. They will do any job, but avoid mage jobs because of their races lack of large amounts of mental strength. They are nomadic, but there is a colony on Gal Del Val Island, amid the ruins of the destroyed capital Ventus Ali. There are also the beastmen, created by the Goddess Miruk. Orcs Beastmen resembling things from nightmares, Orcs are large with brown or green bodies and an asortment of horns, tusks and other pointed protrusions. They generally wear leather armor, but once they wore powerful steel that could rival even the Knights of Siegmos' armor. The Orcs have several bases near the base of the Werecats Feline-like beastment that live in warm climates. From the desert to the tropical jungles to the forests, the werecats hide, attacking passing travelers. They have sharp claws and carry all manner of weapons and are almost as skilled woodsman as Lobos. They have fur that varies between black and yellow. Hidoom Serpentine like beings that live on the edge of the Arron region. Their plated armor make the Arronians Gunblades ineffective. They live underground, in holes dug into the hillside. The females also fight as well as raise the young. They have long scaly bodies, powerful legs and arms and snake-like heads and necks. Their armor is very tight fitting and is difficult to penetrate because of it's shape. Edited by Silver, Jul 26 2009, 10:50 PM.
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