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shadowdancer09.livejournal.com) wrote in
paixaoooc2010-07-14 07:54 pm
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WORLD PRIMER -- WELCOME TO SPIRA
Welcome to the wonderful world of Spira. With its beautiful locales like the crystalline forest, Macalania Woods and the expansive Zanarkand Ruins, it's sure to be a spot that any tourist would enjoy! Well... as long as you can get past that pervasive feeling of death and sorrow seeping into the very core of the world and the people in it.
In this guide, you will find all you need to know about the beautiful world of Spira, with handy dandy links to pictures to accompany it!
Overview
Seriously, though, Spira is an absolutely beautiful world. It's bright and colorful, with a variety of different environments. However, it is also filled to the brim with death. Most people have at least one dead family member. Many children can't even remember their parents. People die at the hands of the great beast Sin every single day, and if Sin doesn't get to people, fiends, souls of the dead who have become filled with hate and seek to kill all those alive, will. The people of Spira are saddled with a great feeling of sorrow and helplessness when it comes to the world, their only solace being the Summoners that go on a pilgrimage across Spira to attain the Final Aeon and bring the calm, a short period of time where the people of Spira can breathe easily and not have to worry about Sin appearing to lay waste to them.
Mission
Your (or shall I say, your characters') role in Spira is simple: follow the Summoner's pilgrimage and get to Zanarkand, where a trial awaits. It will take approximately one in-game week to get there (give or take a few in-game days), but remember! You will still be able to use your journals to communicate with everyone while in Spira and there are quite a few places to visit in the meantime. Plus it'll allow you some time to finish any threads you do there.
Locations, Locations, Locations
In order to get to Zanarkand, you need to go through Macalania Woods, the Calm Lands, and Mt. Gagazet (here's a map of Spira so you can see what kind of trek you're going to be going through). The few people who have made this trek before will probably notice that it takes considerably less time to get places than it looks like it would.
Macalania Woods
Macalania Woods is a beautiful forest whose plants seem to be made out of a crystalline or ice-like material. The plants and trees form winding paths through the woods, daring people to get lost within. While the people of Spira were normally able to access the city of Bevelle, the Thunder Plains, and Lake Macalania through these woods, only the path to the Calm Lands seems to be open now.
You can explore the woods if you wish, but if your only thought is to press forward, the path to the Calm Lands is only a short walk away.
Landmarks
The Spring: One of the most beautiful places in the woods. It's on your way to the Calm Lands if you want to visit!
The Sky Trail: A glittering trail (look to Yuna's right in the picture with her in it) for people to follow to get from one end of the woods to the other. It's useful if you just want to see the sights or go closer to Lake Macalania, but if you just want to go to the Calm Lands, you'll want to just walk past.
Fiends
You're more likely to find these monsters instead of Heartless wandering around. Beware: they're very aggressive and will likely attack on sight. It is, however, possible to avoid them. You can have your characters encounter as many or as little as you like. When they die, they disappear in a brilliant light show of pyreflies (glowing balls of light that make a sort of ethereal song-scream as they move around).
Wasp: About half the size of an adult male human. Stings can be poisonous.
Blue Element: Water elemental. Resistant to physical attacks but weak to magic. Especially weak to lightning-based attacks.
Iguion: It moves and strikes quickly, but is fairly easy to take down when caught.
The Calm Lands
A wide, expansive plain where most Summoners have their final showdown with Sin. One of the longest parts of your journey, but there at least seems to be someone renting chocobos for you to ride through, which is good, because it'll help keep you safe from the fiends milling about.
There was a road leading to a cave, but that road seems to be closed now.
Landmarks
The Scar: A huge canyon created during Sin's fight with a High Summoner. Visible before you reach the road to Mt. Gagazet.
Rin's Travel Agency: One of many of such establishments throughout Spira, but the only one you'll find on the way to Zanarkand. A place to find a nice, warm bed and nice, warm food. Located in the middle of the Calm Lands.
Remiem Temple: Off to the right of the Calm Land's entrance, accessible only by chocobo, is a large, abandoned temple suspended over a huge gorge. Within lies the fayth of the Magus Sisters. If you wish to have your character talk to one of them, please contact a mod.
Fiends
Skoll: Like the Iguion, is quick but fragile.
Mech Scouter: Relic from 1000 years ago. They can pack a punch, but by either using lightning-based attacks or taking out their core, you can bring 'em down quickly.
Malboro: Breath bad enough to make your head spin. If your head spinning includes confusion, being put to sleep, having your vision obscured, and/or becoming mute all at the same time. It'll wear off after awhile, but you've still got the fiend to deal with in the meantime. Luckily, there aren't too many of these around, and they don't show up until you get closer to the road out. A reason for a chocobo if there ever was one.
Mt. Gagazet
This large mountain is said to be a trial in itself. The climb is long and cold, but those who make it through will find themselves at their goal. Near the top, you have to go through a cave to continnue, and while that cave in particular had different challenges within, they seem to have all been finished for you.
Landmarks
Grave Markers: Along the sloping, snow-covered paths of Gagazet are various, quickly made grave markers for the Summoners and their guardians that failed their journey.
Hot Springs: They're a bit hard to get to, but you might find a few of these around the mountain. A good way to stay warm. Or have fan service. Your choice!
The Summit: Before you enter the cave, you witness this chilling wonder of Spira. Until you reach that cave, the mountain's face harbors a very, very large fayth. Something is being summoned from it, but what exactly that is remains to be seen. If you're curious enough, you're welcome to touch it, but be sure to notify a mod first. Who knows what sorts of information you'll receive?
Fiends
Bandersnatch: A meaner version of the Skoll from the Calm Lands.
Imp: Casts powerful thunder spells, but is fairly fragile
Behemoth: As big as three grown men and incredibly powerful. Found only in the caves and even then only few and far between.
Zanarkand Ruins
The ruins of a once great, highly advanced civilization from 1000 years ago and your final destination. The songs of pyreflies fill the air--a reminder of all those who died in the machina war and during their pilgrimage. Head deep into the dome along roads of broken highways to receive your final test.
Usually, there is a trial one must complete before descending into the dome's inner chamber, but it seems to have been completed for you.
Landmarks
Campsite: Near the entrance to the ruins is an area used as a campsite for those about to go into the ruins. A good place to rest awhile before heading in.
Zanarkand Dome: Collapsed remains of what was likely a government building. Filled to the brim with pyreflies in even greater density than outside. Visions of the past are common within (If you want to see one of these visions, contact a mod and your wish will be granted).
Zanarkand Dome's Inner Chamber: When you're ready for it, contact a mod.
Fiends
The fiends of Zanarkand are a bit odd compared to others. While outside the dome you will find the fiends of Gagazet, within lie Fallen Monks, the unsent spirits of Bevelle's soldiers who were killed during the machina war. They can be easily defeated with curative and holy element spells and wield guns and flamethrowers.
Mod Notes
* We will not be NPCing fiends. You guys are free to use them as you please. Don't worry about how they move. What was listed by each of the fiends is pretty much all you need to know. Final Fantasy X was turn-based after all.
* NO THREADS OF DOOM. Or, at least, it's highly recommended that there be no threads of doom. As you might have noticed, they don't really do so well in the long run. That's not to say we don't encourage you logging with others/going on the journey with others. It's just probably better that they stay pretty small.
* There are hints to the greater plot of the RP hidden in Spira, as well as hints to the trial that lies at the end. Don't be afraid to check out the landmarks we said you'll need to contact a mod for!
* There will be no mod-plotted bosses in Spira. That is to say, we don't have any bosses planned. If the Organization wants to run interference, however, we're not going to stop them. 83
* Don't worry about having to take a week to go through Spira to get to the next world once Spira is finished. There is a sphere-like thing you can use to warp to the different floors in each hall before the worlds. Information about that should get out onto the network pretty quickly.
* If you guys have any questions or need any clarification, please let us know!
Edit: Added links to pictures of Remiem Temple and the Zanarkand Dome and got rid of a little bit of redundancy 7/15/10.
Edit: Added the Campsite landmark to the Zanarkand section 7/15/10
In this guide, you will find all you need to know about the beautiful world of Spira, with handy dandy links to pictures to accompany it!
Overview
Seriously, though, Spira is an absolutely beautiful world. It's bright and colorful, with a variety of different environments. However, it is also filled to the brim with death. Most people have at least one dead family member. Many children can't even remember their parents. People die at the hands of the great beast Sin every single day, and if Sin doesn't get to people, fiends, souls of the dead who have become filled with hate and seek to kill all those alive, will. The people of Spira are saddled with a great feeling of sorrow and helplessness when it comes to the world, their only solace being the Summoners that go on a pilgrimage across Spira to attain the Final Aeon and bring the calm, a short period of time where the people of Spira can breathe easily and not have to worry about Sin appearing to lay waste to them.
Mission
Your (or shall I say, your characters') role in Spira is simple: follow the Summoner's pilgrimage and get to Zanarkand, where a trial awaits. It will take approximately one in-game week to get there (give or take a few in-game days), but remember! You will still be able to use your journals to communicate with everyone while in Spira and there are quite a few places to visit in the meantime. Plus it'll allow you some time to finish any threads you do there.
Locations, Locations, Locations
In order to get to Zanarkand, you need to go through Macalania Woods, the Calm Lands, and Mt. Gagazet (here's a map of Spira so you can see what kind of trek you're going to be going through). The few people who have made this trek before will probably notice that it takes considerably less time to get places than it looks like it would.
Macalania Woods
Macalania Woods is a beautiful forest whose plants seem to be made out of a crystalline or ice-like material. The plants and trees form winding paths through the woods, daring people to get lost within. While the people of Spira were normally able to access the city of Bevelle, the Thunder Plains, and Lake Macalania through these woods, only the path to the Calm Lands seems to be open now.
You can explore the woods if you wish, but if your only thought is to press forward, the path to the Calm Lands is only a short walk away.
Landmarks
The Spring: One of the most beautiful places in the woods. It's on your way to the Calm Lands if you want to visit!
The Sky Trail: A glittering trail (look to Yuna's right in the picture with her in it) for people to follow to get from one end of the woods to the other. It's useful if you just want to see the sights or go closer to Lake Macalania, but if you just want to go to the Calm Lands, you'll want to just walk past.
Fiends
You're more likely to find these monsters instead of Heartless wandering around. Beware: they're very aggressive and will likely attack on sight. It is, however, possible to avoid them. You can have your characters encounter as many or as little as you like. When they die, they disappear in a brilliant light show of pyreflies (glowing balls of light that make a sort of ethereal song-scream as they move around).
Wasp: About half the size of an adult male human. Stings can be poisonous.
Blue Element: Water elemental. Resistant to physical attacks but weak to magic. Especially weak to lightning-based attacks.
Iguion: It moves and strikes quickly, but is fairly easy to take down when caught.
The Calm Lands
A wide, expansive plain where most Summoners have their final showdown with Sin. One of the longest parts of your journey, but there at least seems to be someone renting chocobos for you to ride through, which is good, because it'll help keep you safe from the fiends milling about.
There was a road leading to a cave, but that road seems to be closed now.
Landmarks
The Scar: A huge canyon created during Sin's fight with a High Summoner. Visible before you reach the road to Mt. Gagazet.
Rin's Travel Agency: One of many of such establishments throughout Spira, but the only one you'll find on the way to Zanarkand. A place to find a nice, warm bed and nice, warm food. Located in the middle of the Calm Lands.
Remiem Temple: Off to the right of the Calm Land's entrance, accessible only by chocobo, is a large, abandoned temple suspended over a huge gorge. Within lies the fayth of the Magus Sisters. If you wish to have your character talk to one of them, please contact a mod.
Fiends
Skoll: Like the Iguion, is quick but fragile.
Mech Scouter: Relic from 1000 years ago. They can pack a punch, but by either using lightning-based attacks or taking out their core, you can bring 'em down quickly.
Malboro: Breath bad enough to make your head spin. If your head spinning includes confusion, being put to sleep, having your vision obscured, and/or becoming mute all at the same time. It'll wear off after awhile, but you've still got the fiend to deal with in the meantime. Luckily, there aren't too many of these around, and they don't show up until you get closer to the road out. A reason for a chocobo if there ever was one.
Mt. Gagazet
This large mountain is said to be a trial in itself. The climb is long and cold, but those who make it through will find themselves at their goal. Near the top, you have to go through a cave to continnue, and while that cave in particular had different challenges within, they seem to have all been finished for you.
Landmarks
Grave Markers: Along the sloping, snow-covered paths of Gagazet are various, quickly made grave markers for the Summoners and their guardians that failed their journey.
Hot Springs: They're a bit hard to get to, but you might find a few of these around the mountain. A good way to stay warm. Or have fan service. Your choice!
The Summit: Before you enter the cave, you witness this chilling wonder of Spira. Until you reach that cave, the mountain's face harbors a very, very large fayth. Something is being summoned from it, but what exactly that is remains to be seen. If you're curious enough, you're welcome to touch it, but be sure to notify a mod first. Who knows what sorts of information you'll receive?
Fiends
Bandersnatch: A meaner version of the Skoll from the Calm Lands.
Imp: Casts powerful thunder spells, but is fairly fragile
Behemoth: As big as three grown men and incredibly powerful. Found only in the caves and even then only few and far between.
Zanarkand Ruins
The ruins of a once great, highly advanced civilization from 1000 years ago and your final destination. The songs of pyreflies fill the air--a reminder of all those who died in the machina war and during their pilgrimage. Head deep into the dome along roads of broken highways to receive your final test.
Usually, there is a trial one must complete before descending into the dome's inner chamber, but it seems to have been completed for you.
Landmarks
Campsite: Near the entrance to the ruins is an area used as a campsite for those about to go into the ruins. A good place to rest awhile before heading in.
Zanarkand Dome: Collapsed remains of what was likely a government building. Filled to the brim with pyreflies in even greater density than outside. Visions of the past are common within (If you want to see one of these visions, contact a mod and your wish will be granted).
Zanarkand Dome's Inner Chamber: When you're ready for it, contact a mod.
Fiends
The fiends of Zanarkand are a bit odd compared to others. While outside the dome you will find the fiends of Gagazet, within lie Fallen Monks, the unsent spirits of Bevelle's soldiers who were killed during the machina war. They can be easily defeated with curative and holy element spells and wield guns and flamethrowers.
Mod Notes
* We will not be NPCing fiends. You guys are free to use them as you please. Don't worry about how they move. What was listed by each of the fiends is pretty much all you need to know. Final Fantasy X was turn-based after all.
* NO THREADS OF DOOM. Or, at least, it's highly recommended that there be no threads of doom. As you might have noticed, they don't really do so well in the long run. That's not to say we don't encourage you logging with others/going on the journey with others. It's just probably better that they stay pretty small.
* There are hints to the greater plot of the RP hidden in Spira, as well as hints to the trial that lies at the end. Don't be afraid to check out the landmarks we said you'll need to contact a mod for!
* There will be no mod-plotted bosses in Spira. That is to say, we don't have any bosses planned. If the Organization wants to run interference, however, we're not going to stop them. 83
* Don't worry about having to take a week to go through Spira to get to the next world once Spira is finished. There is a sphere-like thing you can use to warp to the different floors in each hall before the worlds. Information about that should get out onto the network pretty quickly.
* If you guys have any questions or need any clarification, please let us know!
Edit: Added links to pictures of Remiem Temple and the Zanarkand Dome and got rid of a little bit of redundancy 7/15/10.
Edit: Added the Campsite landmark to the Zanarkand section 7/15/10