Final Fantasy 17

Final Fantasy XVII (Final Fantasy 17) is an upcoming Action-Role Playing Game for the PC, PlayStation 5, Xbox Series X and Nintendo Switch. It is the 17th numbered entry for the series. The game is notable for its heavy focus on time travel and the multiple endings which create a unique feedback loop allowing the player to get alternate endings based on their actions throughout the game.
==Plot==
===Synopsis===
Final Fantasy 17 takes place of Giroi a planet with a long history of conflict between its peoples. The planet is dominated by four major intelligent races; the balanced and numerous Humans, the beastly and wild Teraima, the long-living and wise Simakor and the cunning and wily Paniri. In the past the four races competed with one another for territory in ferocious battles leading to a great deal of damage across the planet. The Era which became known as the War of the Gods as it had been regarded raged on for eons with no end in sight, the races tearing each other apart as minor grievances would fester and turn into justifications for war within generations.
The Planet of Giroi however is one with a spirit, the circle of existence on the planet cycles from the Core of the planet where the spirit lies to the surface where they became the various Animals, Plants and People who live and breathe the planet's fresh air. As such seeing the distress of its surface dwellers, the Planet awoke within four unassuming individuals a great power that would help them commune with the planet through the four great Elemental Crystals, objects which Giroi had created long ago so it could communicate with its surface dwellers however had been forgotten in the bloody wars that ensued. The Four Heroes, eventually known as the Warriors of Light travelled across the planet, unearthing the four Elemental Crystals and reawakening their powers, using them to calm the raging spirits of vengeance and hatred within the world's people.
As though a great curse had been lifted off the people's backs, the War of the Gods came to an end as a result of the actions of the Warriors of Light who dedicated themselves wholly, to bringing peace even to the most minor of conflicts. In the ensuing years as the conflict died down, the Warriors of Light became heralded as great heroes of their time and their descendants in the following generations would follow a doctrine left behind by the Warriors of Light to protect the Crystals and follow the guidance of the Gods.
As the descendants drifted apart over time, each believed that the four Crystals were in fact four distinct gods, rather than just one that could communicate through the four crystals. As such, Giroi adapted itself creating four personalities that became known as the Elemental Gods. In addition, while the relative peace was a welcome for many, the descendants of the Warriors of Light began to look into the Crystals, unearthing an unusual power that they possessed which the Warriors of Light had barely tapped into during their time alive. As such the descendants were able to harness this great power which was in reality, the excess of spirit which had built up from the War of the Gods which Giroi needed to contain away from the core as a result of the sheer volume.
As time passed, harnessing the powers of the Four Crystals, new Kingdoms arose where the races would live and work together, although not in perfect harmony the threat of a new war breaking out was at an all-time low.
===Plot Events===
====Oasis I====
The game begins with a sequence of dreams witnessed from the perspective of Y'Fann, in his dreams he sees a strange laboratory, the cold and isolated room having several nameless people around a central structure, some sort of container extending from the ceiling to the floor. As Y'Fann approaches it, one of the figures puts their arm out to stop Y'Fann, saying something although Y'Fann can't determine what is said. Suddenly an object from within the container begins to glow, and radiate out brilliant lights of the rainbow, witnessing in awe Y'Fann and the others appear amazed. However suddenly an alarm goes off and something of the containment is wrong as the container begins to buckle and bulger under a force from within and suddenly a great darkness envelops Y'Fann before a blinding light awakens him from his sleep.
As Y'Fann wakes up he is greeted by his childhood friend and fellow crewmate, Zaniti who tells him that they need to get going as the day has already begun and the rest of the crew is planning out the attack. As the player familiarizes themselves with the various movement mechanics, Y'Fann follows Zaniti out of the sleeping quarters and up to the main deck, where an elegant sailing ship that the pair are located on can be seen in all its splendour as it dips and crests along the salty waves of the ocean, high atop the central mast of the ship the ship is adorned with its signature flag, a black flag as dark as night with a skull and crossbones adorning it denoting the crew as Pirates with a Rose held in the mouth of the skull signifying them to be part of the legendary Rose Raiders.
As Y'Fann and Zaniti head up onto the main deck they're greeted by Zaniti's father, the captain of the crew and self-proclaimed King of Pirates, Vromik who comments of Y'Fann waking up so late noting that it's not like him. Y'Fann apologizes and swears to the war-scarred Pirate King before him that it won't happen again, Vromik suddenly bursts out in laughter bellowing causing the very ship itself to shake as he slaps Y'Fann on the back telling Y'Fann not to be so serious. Vromik then informs the two that when they're ready to meet him in the Captain's Quarters at the gilded end of the ship. Vromik heads off and Zaniti comments to Y'Fann that she heard they're going to be targeting a village to the North called Ouro Village.
----
The two head into the Captain's Quarters where before them, piles of treasure and giant maps of charted territory lay out around a central table where a crimson-red cover ordains the table, Vromik in the center of the room, standing behind the table with his large figure hunched over the table casting a long shadow as he looks over a strange looking map appearing much older than the others in the room. As the duo approach Vromik he explains that they're planning to attack Ouro Village, explaining that it's an independent settlement which refuses to swear fealty to the neighbouring Kingdom of Cascata which Vromik notes makes it an easy target since it means they won't have to deal with Cascata's Navy. Zaniti interrupts, asking why they need to attack Ouro Village noting that it's just an isolated village that survives off what little trade it gets and its local resources. Vromik smirks at the accusation and taps the map before them, pointing to an island up in the North with Ouro Village hastily scribbled on it. Vromik comments, that during his last excursion onto the mainland he came across this map which denotes an old treasure that was buried on that island during the War of the Gods, pointing to a strange insignia positioned within the compass denoted on the map with Vromik declaring that the insignia is a sign of one of the old Kingdoms and elaborates that by striking Ouro Village their presence in the North Seas won't arise suspicion from Cascata allowing them to freely find the treasure at their own pace.
As Zaniti and Y'Fann head out of the Captain's Quarters back onto the main deck, Zaniti comments that she doesn't like the idea of attacking a village just as a distraction and wonders if it's really worth it to cause that sort of chaos just for a treasure that might not even be there. Although intending to only speak to Y'Fann, Zaniti's loud proclamations catch the attention of a pair of nearby Pirates who tell Zaniti that it'll all be worth it and the riches held within that Chest will make them rich beyond belief. Zaniti scoffs at the thought questioning that it might be possible the Cascata Kingdom already found the treasure, catching the Pirates off-guard, the aggravated pair, pull out their sabers and tell Zaniti that maybe they should have a little duel to decide who's right, commenting that it'll be good practice in case they do end up having to fight the Cascata Navy. Although Y'Fann attempts to quell the situation by trying to calm both sides down, Zaniti tells Y'Fann that there's no way he'll be able to calm the fight and suggests that Y'Fann join in on her side to make it an even two-versus-two duel. With no other option Y'Fann agrees and the young duo face off against the two Pirates.
Although the outcome is irrelevant (as it's just a practice fight), it is assumed that the player was able to best the two Pirates. As the two Pirates lay down, battered from defeat, Zaniti smugly declares that they shouldn't have been so hasty to pick a fight with her and Y'Fann, although one of the Pirates comments that even so Zaniti won't be able to change her father's mind. Zaniti frustrated by the Pirates kicks one of them and storms off heading below deck. Y'Fann follows after her, travelling beneath the deck where the Pirates not on the main deck sleep in the cramped yet personalized beds hung up along the posts through the floor. Confronting Zaniti, Y'Fann attempts to calm her down noting that the Pirates are just trying to rile her up. Zaniti attempts to respond but pauses and sighs, admitting that Y'Fann is probably right, calming down as a result. Zaniti notes that one day she'll stand up against her father and make him see her point of view although notes that she still needs to find an answer to where the crew would go if not pirating.
Suddenly whilst the two are conversing the ship violently rocks back and forth, noting that the seas should be calm and peaceful, Y'Fann and Zaniti quickly head back up onto the Main Deck where they find that the sky has gone completely black as the Pirates are running around by candlelight trying to shift the sails and load the cannons. Zaniti and Y'Fann find the First Mate, Mima who Y'Fann asks what happened. Mima after barking out another order to the Pirates, explains that she thinks they're caught in some sort of spell from another ship, Zaniti questions if it could be the Cascata Navy, however Mima consults a small book she carries and notes that this isn't like the Cascata Navy and fears that it could be a monster attack. Just as Mima finishes her statement a cry is heard from the other side of the ship as one of the Pirates collapses having been impaled by a spear. Shocked by this group rush over and see a strange humanoid creature, draped in long, wet hair covering much of its body with amphibious-like limbs protruding out from the hair, in one hand holding a small shield as it bends down to pick up the spear it had thrown. As the monster turns to face the group they see its ghastly face as its large teeth jut out from the monster's jaw and chatter, calling more to fight alongside it.
With no other options, Y'Fann, Zaniti and Mima attack the monsters, finding they're surprisingly agile, however easily taken down in proper combat. Managing to fell the monsters, more suddenly appear, leaping out from the water below, the chattering increasing as the Pirates break out into multiple skirmishes with the monsters. Mima consults her book again and notes that the monsters are Katalurkers and orders Y'Fann and Zaniti to go inform Vromik of the situation, quickly running off to attack another of the Katalurkers that is attacking the Pirates. Y'Fann and Zaniti follow Mima's orders and quickly rush across the ship, contending with more Katalurkers and a strange smaller monster that is attacking alongside them with a clam-like appearance, its small insectoid legs jut out from the armoured plates of the monster as it is able to spit a jet of water at the Party.
Y'Fann and Zaniti make it to the Captain's Quarters where they find Vromik having slain one of the Katalurkers which busted in through the nearby broken window where the harsh sea breeze now blows in. Zaniti explains what's happening on the main deck and Vromik grunts in frustration, walking over to a nearby barrel, punching the barrel it bursts open revealing a large blade, nearly as big as Y'Fann or Zaniti and a blunderbuss, covered in a brilliant rose-coloured inscription. Vromik storms out of the Captain's Quarters and a loud boom is heard as the blunderbuss is fired causing one of the Katalurkers to be sent flying off the ship. As the duo head out to follow Vromik, they hear an unusual moaning sound followed by a ghostly horn.
As they catch-up to Vromik and Mima, the harsh waves suddenly stop, and the horn is heard once more, the Pirates and Katalurkers stop fighting and while the Pirates attempt to search for the source of the noise, the Katalurkers quickly scatter and retreat, fleeing beneath the waves once again. The Stillness, unnerving the Pirates causes one to cry out as to where the sound is coming from, suddenly a bell is heard and a colossal ship erupts from the darkness around them, its sheer size dwarfing that of the Pirates however its hull shows the ship to be battered and bruised with an unearthly glow to it. Mima suddenly yells out that the ship is a Ghost Ship and the Pirates quickly scatter about, readying the cannons to fire upon the ship while attempting to keep their distance from the haunting vessel.
As the Rose Raiders fire salvos of cannonballs at the ship, they seem to do little to damage it, with many simply becoming embedded in the ship. With little other option, Vromik orders the crew to storm the Ghost Ship, Zaniti noting that the Ghost Ship is probably what's caused the perpetual darkness given the innate magic tied to them. Zaniti and Y'Fann follow along with the Pirates onto the Ghost Ship, where they find that the desolate and dreary state of the main deck is just as much if not greater than that of hull, ragged cloth hangs across the deck and large fungi can be seen growing in between the boards of the ship, large barnacles growing atop the main deck as well signifying the ship had likely been underwater prior. Vromik orders the Pirates to search for the cause of the Ghost Ship and the Pirates split up, Y'Fann and Zaniti approach Vromik and ask how they might be able to help. Vromik pauses and admits that he's not sure it's such a good idea for them to be on the Ghost Ship due to the dangers at hand, suddenly however before he can make a decision, a ghostly figure rises from beneath the creaky and shattered boards of the ship and attacks Vromik, Zaniti and Y'Fann. Managing to fend off the ghostly creature, Zaniti asserts that she and Y'Fann can handle themselves in a fight and Vromik relents and agrees stating that this isn't the first Ghost Ship he's come across, noting that in order to destroy the Ghost Ship they need to find its source, commenting that the last time he was on a Ghost Ship the source appeared as the Captain of that Ship.
----
With the goal of searching for the Ghost Ship's source in mind, Y'Fann and Zaniti traverse along the ship, coming across more ghostly figures, some of the former crew, others of unfortunate souls who became lost whilst searching on the Ghost Ship much like the Pirates currently were. As the duo delve deeper into the ship, finding its strange design to not make any sense as rooms seem to lead into spaces that other rooms should exist in, the Party manages to find a large central room, unlike the rest of the ship which looks quite similar to the Rose Raider's own ship, this particular room, glowing with the warmth of a candle chandelier atop and decorated in ornate spectacles from jewelled dining wear to glistening golden and silver ornaments, the room appears as a large and elaborate banquet hall with a central space where the floor was notably made of marble, causing a clacking sound as Y'Fann and Zaniti walked over it.
As the duo walked into the middle of the central space, suddenly several ghostly figures appeared around them, unlike the others, these ones took on a distinct appearance, appearing as elegantly dressed men and women wearing astute suits and flowing dresses. Music begins to flow through the room like the wind, a calming waltz can be heard as several of the ghosts begin dancing with one another, with even Y'Fann and Zaniti being forced to join in with the ghosts seemingly unaware of their state of being. One particular ghost appears at the top of the stairwell, appearing as a military figure, dressed in a rather elaborate uniform, ordained with many badges, carrying a rapier on his hip, the gent gallantly marches down the stairwell into the middle of the dancing crowd that had now formed. Taking the hand of Zaniti, the Ghost Soldier waltzes with her, much to the confusion of Zaniti. Y'Fann attempts to intervene although is pushed back by the other ghosts which turn on him, a sour mood suddenly fills the air as the music stops and the ghosts hiss at Y'Fann before slinking back.
A clear path between Y'Fann and the Ghost Soldier is made and following what appears as a suggestion, Y'Fann walks towards the Ghost Soldier who snorts before clearing his throat, greeting Y'Fann surprisingly warmly introducing himself as General Ormwall the greatest soldier of the Cascata Kingdom. Y'Fann asks General Ormwall if he may have the dance with Zaniti to which the General looks over at Zaniti and then back at Y'Fann before smirking and laughing, suddenly the entire crowd of ghosts burst out into laughter. The General calms himself and asks Y'Fann if he's truly worthy to dance with nobility, somewhat confused Y'Fann declares that he is to which the General's demeanour shifts from a pleasant one to a more stern look, glaring at Y'Fann with a piercing stare. General Ormwall declares that perhaps a duel is in order to see if Y'Fann is truly worthy, although seeing no other option, Y'Fann accepts and the ghostly General places his hand on his rapier, readying to fight. Thoughout the fight, Y'Fann has to contend with General Ornwall's high movement making him a tricky target to hit, fortunately if the player is having trouble, Zaniti reminds Y'Fann about his Class Actions hinting for the player to use Y'Fann's Actions to defeat the General.
After defeating General Ornwall he collapses, kneeling to the ground as the other ghosts disappear, looking over at Zaniti he calls her Lady Dilessa before disappearing. Confused over what General Ornwall meant the duo find that the room has changed as a result of his defeat revealing its true form to be decrepit and run-down like the rest of the ship with the metal having long rusted over and the jewels having shattered. Noticing at the top of the stairwell at the end of the hall, the duo press onwards towards it, the duo find a pair of skeletons, wearing similar attire to General Ornwall, wondering if they were some of his subordinates.
----
Moving the Skeleton and opening the doors General Ornwall was protecting against the duo find more of the Ghost ship's interior, however upon opening the doors, they hear a strange voice telling them to go away rather mournfully as though it were distressed at the person it was talking to. Y'Fann questions if they should continue down the path but Zaniti reassures Y'Fann stating that it's probably the source of the Ghost Ship trying to protect itself. As the duo delve deeper, coming across even more monsters and even some unfortunate Katalurkers who'd become trapped in the Ghost Ship, they eventually find a hallway with numbered doors, each rather ornately decorated even in their ruined state. At the end, a large pair of double doors with the number "one" split down the middle, as the party approaches the door they notice a strange light emanating from within and open the door to find that the room within seems to be untouched similar to the Banquet Hall from earlier, confused about this the duo look around and find it to be a lavishly decorated bedroom with many large dolls covering much of the room.
As the duo approach the source of the voice they're suddenly onset by several of the dolls which appear to come to life as a result of a lady singing, fighting off the strange dolls, the duo make it to the lady in question. Turning to face the duo, a fair-faced woman sits before them, having been brushing her hair up to that point, greeting the two with a soft-spoken voice she asks if they are servants who perhaps got lost, commenting that even she finds the ship to be a bit of a maze at times.
Zaniti, confused by the individual asks who she is, the lady laughs and wonders how the two couldn't know who she is, introducing herself as Lady Dilessa, daughter of King Triton and inheritor to the Cascata Throne. Y'Fann a bit confused now as well, whispers to Zaniti that he thought Lady Dilessa was dead. Dilessa somehow overhears Y'Fann whispering and questions why he'd think she's dead, standing up and spinning in a circle, showing her elegant dress asking Y'Fann is she looks dead to him. Y'Fann redacts his comment and apologizes as Dilessa laughs accepting his apology and noting that he's fortunate she wasn't her younger sister, Lady Risoki noting that her sister has quite a temper.
Lady Dilessa turns back to her mirror and continues brushing her hair, commenting that sometimes she looks into the mirror and sees the strangest things, asking the duo if they've ever had an experience like that, Y'Fann and Zaniti state that they haven't and walk over to the mirror to look through it, seeing that while their reflections are normal, Lady Dilessa's is that of a ghastly monster causing Zaniti to stammer backwards in shock. Suddenly the reflection of Lady Dilessa's eyes flash a bright light and Y'Fann and Zaniti find themselves engulfed in an overwhelming light with only Lady Dilessa's laughter being heard.
----
As the duo wake up they find they're no longer on the Ghost Ship, in fact finding they have no idea where they are, noticing that they'd ended up on some sort of beach, the warm sand resting beneath them, baked by sunlight while the cooling water washes in from the seas abound. Wondering where they are, Zaniti exclaims that they might be lost on some deserted island trapped forever, however Y'Fann reassures her that they just need to look around and might find they're just on the coastline of one of the continents. As the duo go to explore they soon find the only way forward is through a beach cave where the salty water creates large stalagmites and stalagtites as small beach-dwelling monsters hide amongst the cavern's interior harassing the duo as they traverse the cave's slippery rocky surfaces to the other end. As they traverse through the cave, Zaniti notices strange markings on some of the cave's surfaces suggesting that there are other people on the island. As the duo reach the other end of the salty cavern, they find that they're blocked by a large sleeping tortoise-like monster, Zaniti inspects the creature finding it to be quite impervious, eventually deciding to simply bash it with the hilt of her blade to wake it up, much to the dismay of Y'Fann.
As the large creature awakens and reveals itself, Y'Fann exclaims in fear that it's an Adamantoise and berates Zaniti for awakening it. The giant tortoise monster bellows as it readies to attack. During the battle, Zaniti comments on the toughness of the monster's shell noting that her attacks are doing almost nothing to it, Y'Fann suggests that they use magic which Zaniti agrees realizing that their magic conducts along the monster's shell debilitating the creature, even preventing it from attacking. After dealing significant damage the creature is defeated and scurries off in fear, disappearing into the coastal waters below. Y'Fann and Zaniti celebrate their victory, before noticing standing outside of the tunnel is another person, rather surprised to see someone defeat the Adamantoise.
The local questions who the Party are, to which Zaniti promptly speaks up and declares that they're shipwrecked and hopelessly lost, with Y'Fann showing a clear disagreement about the statement although realizing that Zaniti wants to keep their identities as pirates a secret plays along. The local introduces himself as Atum and explains that they're on Ouro Island, the duo ponder on the name and then realize it's the same as the village their crew were planning to target. Y'Fann asks Atum if he can take them to their home to which Atum agrees, noting that the others will be amazed to hear about individuals who were able to best the Adamantoise.
As Y'Fann and Zaniti arrive in Ouro Village, they're greeted fondly by the locals who welcome them, Atum explains that their village doesn't get many visitors, noting that most tend to just go to the nearby Cascata Kingdom instead. Y'Fann asks if Ouro Village has a leader to which Atum notes that they don't really although a lot of people listen to the wisdom of a Simakor who lives on the island known as Sir Graves. Zaniti asks if they'd be able to talk to Sir Graves to which Atum explains that usually this time of day Sir Graves goes out for a walk into the nearby wilds and suggests that he might be out there for a while so unless the duo want to go search for him themselves it's probably best they just wait.
The duo explore the village a bit finding a shop that sells various goods including some potions and alike as well as finding Atum's House where he welcomes them to take a rest if they need to commenting that usually those who wash up on Ouro Island from shipwrecks are pretty battered and exhausted. Zaniti suggests that there's no point in waiting for this, Sir Graves to come back soon and they should go find him instead, Y'Fann agrees and the two delve into the wilds coming across a number of strange monsters along the way, most notably the bizarre Spider Monkey that Atum mentions is a pest on the island as it eats many of the fruits that grow on the trees. Travelling deep into the wilds where the thick trees and giant ferns form a natural maze, the duo eventually come across a Simakor resting at a small pond, nestled amongst the tropical trees nursing a wound. Zaniti asks if the Simakor is Sir Graves and he responds that he is, asking if someone sent the duo for him, they respond that they actually came looking for him to ask something.
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Sir Graves pauses and explains that he would be happy to answer any questions however points to his wound, explaining that he's in a bit of a dire situation in spite of his calm demeanour, explaining that he was attacked by a creature known as a Venegarra a ferret-like monster whose claws are seeped with a mean venom that burns, Sir Graves explains that the creature makes a natural antidote as they're often territorial, explaining that the antidote is often coated into their fur, asking that Y'Fann and Zaniti track down the Venegarra pointing to a blood trail explaining that he'd managed to wound it in return as well, promising to answer any questions they have if they do. The duo quickly head off, following the blood trail eventually tracking down the Venegarra to its den, a small patch of territory completely devoid of plants where the creature's claw marks had left deep gashes in the rock face and had dug a large burrow where the creature resided.
Confronting the monster, the duo manage to fight it off, wearing down its resilience and besting it in battle (note, should Y'Fann or Zaniti get poisoned by the Venegarra, there is additional dialogue about gathering enough fur for multiple antidotes). The duo head back to Sir Graves who uses the water from the pond along with a plant growing next to the pond which he explains will balance the flavour, commenting that this isn't the first time he's had to cure Venegarra poison and finds the antidote repugnant without the plant. Sir Graves drinks down the antidote (and gives Y'Fann and Zaniti antidotes as well if they were poisoned) as some time passes as his wound heals. Sir Graves thanks the duo and Y'Fann asks if Sir Graves knows if any ships have visited Ouro Island recently, Sir Graves ponders on it and responds that there hadn't been any in months, noting that it's been quite quiet actually noting that even the merchants that usually visit hadn't been showing up.
Noting that this means the Pirates hadn't attacked, Zaniti fears that they might've been sunken into the ocean by the Ghost Ship. Y'Fann asks Sir Graves if anyone on the island has access to a ship, Sir Graves notes that although there are a few fisherman on the island most of their ships can't go very far, although one individual does possess a ship that can travel a fair distance, informing the duo that they should go and ask Atum, noting that he's actually a former resident of the Cascata Kingdom and should still have his old sailing ship. The duo thank Sir Graves and help him head back to the village, passing through the tropical wilds once more to get back.
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Upon arriving back in Ouro Village, the Party finds that in their absence a large crowd has gathered around a ship that has docked in at the village's small port, the large ship casting its shadow over the entire village. As the group approach the crowd, the villagers notice Sir Graves and stand aside, as Y'Fann and Zaniti look up at the ship they realize it by the distinctive Black Flag, the Rose Raiders. As the trio approach the port's end they find Vromik and Mami standing alongside several Pirates looking ready to fight. Sir Graves asks with hostility what business Pirates have coming to the peaceful Ouro Village, seemingly not noticing Y'Fann or Zaniti, Vromik declares that he's come to warn the villagers that the Pirates will be plundering the village for its treasures, Mami however immediately notices the duo and calls Vromik's attention. Vromik suddenly realizing both Y'Fann and Zaniti are standing alongside the village elder are shocked to see them alive, Vromik exclaiming that he thought the Ghost Ship had claimed them both. Zaniti suddenly yells out at Vromik however declaring that he has no right to attack the villagers declaring that they'd done nothing to deserve such chaos, Vromik attempts to order Zaniti telling her that his orders are absolute and should not be questioned, however just as he is about to finish his sentence, Zaniti rushes towards Vromik attempting to punch him only to be blocked by Mami who grabs Zaniti and hurls her into the air before pinning Zaniti to the port's boards. Zaniti orders Mami to let go of her however Mami refuses noting that Zaniti will only try to harm Vromik again.
Vromik realizing the situation has changed tells Mami to let Zaniti go, immediately after Zaniti is freed she punches Vromik squarely in the stomach causing him to gag and collapse from the hit, kneeling down from the attack. Managing to quickly recover, Vromik declares that while he understands the plight of Zaniti he can't let the treasure of Ouro Island go. As Zaniti prepares another rebuttal however, Sir Graves steps forward and notes that Vromik mentioned a Ghost Ship, stating that the village had in fact seen that same ship many times believing it to be a foul omen that has cursed their village for some time now. Sir Graves also notes that surely a treasure isn't worth putting the lives of the Ouro Villagers in peril. Vromik pauses and notes that given the presence of the Ghost Ship it's entirely possible that the Rose Raiders wouldn't be able to make off with the treasure without another encounter anyhow. Sir Graves makes a suggestion, noting that as it currently stands, Vromik has brought the Rose Raiders into the region where the Ghost Ship dominates and suggests that perhaps if the Pirates can get rid of the Ghost Ship then the Villagers would consider parting with some treasure, noting that they prefer the more easy-going lifestyle of the island without the hassle of being a major port city.
Vromik considers the offer and agrees, noting that for the time being the Rose Raiders will try to learn more about the Ghost Ship, he then turns to Y'Fann and Zaniti and asks that they help as well. Although Zaniti is reluctant she agrees forcing Vromik to promise that no matter the outcome he cannot attack Ouro Village, Vromik sighs and agrees to the promise. Y'Fann notes that Sir Graves mentioned Amut had a sea vessel and they could seek assistance from the Cascata Kingdom. Vromik, taken a bit aback by this wonders if it's really alright to allow themselves to be left so vulnerable to the might of the Cascata's Navy, Mima suggests that perhaps for the time they ditch the Rose Raiders and simply act as Ouro Village's defenders, noting that it's been a long time since they last engaged as Cascatan Warship so they may have forgotten what their ship looks like. Although not liking the idea, Vromik admits that unless they can find a better solution asking for the Cascata Kingdom's help is the best options and agrees to Y'Fann and Zaniti going to seek aid.
Sir Graves calls over Atum and asks if he can ferry the duo over to the mainland, Atum, clearly being shaken by the presence of the Pirates stutters but attempts to put on a brave facade and agrees to the arrangement. As Atum and the duo head back towards his home, he expresses surprise that they're actually Pirates, wishing that they'd told him earlier, Y'Fann apologizes and notes that they didn't really choose to be Pirates, they were just born into it. Atum comments that he had something similar when he was younger and that he actually left his family's business on the mainland to live on the island. Atum brings Y'Fann and Zaniti to his house where through the previously locked door the duo see that Atum has a small sailing ship, a Catamaran-like vessel. As the trio hop aboard, they take off towards the mainland.
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After arriving the trio find themselves at the Port Town of Salmoura which Atum notes is surprisingly bustling, admitting that it's been years since he last visited. As the trio hop off the boat, they step onto the cobblestone port of the town, finding the colourful stone ornaments leading into the town itself to be a rather visual splendour, colourful flags hanging from the small albeit multi-storied houses nestled along the hillside. Atum comments that he's heard the different coloured stones actually signify paths to the major locations of interest in the town, mentioning that if he remembers correctly they should all converge at the Town's Square. As the trio head into Town, Atum notes that since he's here he may as well take a look around and see if there's anything worth bringing back to the island, mentioning that if the duo ever want to head back they only need ask.
Y'Fann and Zaniti go on ahead, as they reach the Town Square they come across a rather unusual scene, a strange man holding some sort of papers quickly making a run from the middle of the square into an alleyway, investigating the strange individual, he turns to face the duo. With a pair of thick glasses which glean in the sunlight and a bushy pair of eyebrows and a thick beard covering much of his face, whilst his body appearing to be rather malnourished and wearing rather ragged clothes, the man questions of Y'Fann and Zaniti are after his papers as well, declaring that they can't have them noting that they're a promised knowledge only to be passed down through his family's lineage.
Y'Fann attempts to reassure the strange man that they don't know what he's talking about however two rather unusual looking guards turn up, although Zaniti comments that there's something off about their uniforms. Asking who they're are, the two guards declare that they're Biggs and Wedge, loyal servants of the Cascata Kingdom's Royal Force. Zaniti, noticing some apprehension in the statement asks the guards what their position is in the Royal Force, Wedge pausing before answering that they serve under the Black Knight,Astola as part of the Omega Force, Zaniti noticing that Biggs seems to be carefully listening and agreeing with Wedge's statement, glares at Biggs causing him to freeze up. Zaniti declares that she's never heard of such a force and asks Biggs where they're stationed, Biggs pauses and looks around noticing a ship docked nearby and declares that they're stationed at Ouro Island. Y'Fann, suddenly realizing Zaniti's suspicions calls the pair of guards out as phonies and asks who they really are.
Now realizing that the two doubt their story, Biggs and Wedge suddenly attack Y'Fann and Zaniti however the two prove to be rather inept at fighting and are promptly defeated. The two fake guards, realizing they've been bested quickly make a run for it, as the strange man calms down. Zaniti approaches the strange man and asks what his name is, the man notes that he is Cid Fultrua, the III, although admits that his name means little nowadays. Zaniti asks Cid why the two were chasing him and Cid notes that they were after his papers, noting that he'd been researching new technologies although had been rejected by the King of the Cascata Kingdom and for some reason was chased by the two as a result.
Noting how strange it is that he would be chased down, Y'Fann asks Cid if he has anyhwere to go, Cid admitting that he's actually homeless and had been wandering the Kingdom for some time now, hoping to find someone who would take up his idea for an invention but had no luck. Y'Fann notes that it might be a good idea to find a place where fake guards like Biggs and Wedge can't find him. Cid agrees although notes that he can't pay for a ship to take him to one of the other continents. Y'Fann offers to let Cid come to Ouro Island with them, explaining that they have a vessel docked in the town at the moment. Although hesitant, Cid notes that he really doesn't have anywhere better to go and agrees to the proposal.
----
The group head off and track down Amut out at the Town's Graveyard situated rather lonely far away from the bustling and vibrant town. As the group approach Amut he notices them and approaches them, apologizing for having headed off from the ship so far, although Zaniti reassures him that it's no issue and asks if he's come to see relatives. Amut pauses however refuses to answer and simply changes the topic, asking who the man with Y'Fann and Zaniti is wondering if he can help with their situation, Y'Fann explains that the man is actually an inventor known as Cid and is actually seeking refuge from some shady individuals. Amut puts two and two together and asks if Cid's looking for a ferry to Ouro Island, Cid admits that he is and Amut reassures him that it'll be no issue promising to get him there safely, and begins to walk off, telling Cid to follow him to the ship so Cid can store his papers so he's not lugging them around and looking suspicious. As Amut and Cid head off, Amut notes that Y'Fann and Zaniti's best option is to traverse the Salmoura Isthmus and head directly for the capital, Pescador and try to talk to the King or the Admiral of the Navy.
Reaching the Salmoura Isthmus the duo find the desolate highlands to be surprisingly barren compared to the more lush fields of green that surround it, wondering how such a dreary piece of land came to be the duo walk through the dusty, chalk-white path that had been carved through the rock over generations by travellers making the trek from Pescador to Salmoura. Along the trek, Zaniti happens to notice a number of upturned caravans on the side of the path, wondering aloud if there are bandits in the area, Y'Fann tells Zaniti not to jinx them, noting that they have no idea what lives on the continent. However almost on cue, a set of bandits surround the duo as a loud trumpet is heard, the bizarre looking bandits, dressed in colourful and often clashing colours, stripes and spots of clothing wearing strange masks that have them appearing as different emotions. Y'Fann questions if they're really bandits and not some kind of clown, however the, evidently, leader of the bandits steps forward, a large-framed individual wearing a mask of a pig-nosed demon with its tongue out in a lustful look greets the duo, introducing himself as Suituto the Big Boss of the Fomeheir Bandits.
Rather confused by the whole affair, Y'Fann chimes in and asks if he's supposed to have heard of them before. Suituto, taken aback by this response staggers in place before collapsing, snapping his fingers as six of his goons lift up his boorish body back onto its feet. Suituto proclaims that even if the duo don't know who they are, their masks should strike fear into their hearts, Zaniti pointing out however that she finds most of their masks to look rather silly. Rather offended by this response, Suituto appears to feign a faint, as he collapses several of his goons attempt to hold him up however his sheer girth overwhelms them and even crushes one of them in the process as he rests rather lazily in the middle of the duo's path proclaiming that their lack of respect to such a well-groomed and mannered band of bandits such as the Fomeheir Bandits will not be taken lightly and orders the goons to attack the Party, the crushed goon even crawling out from beneath Suituto to attack.
Y'Fann and Zaniti fight off the rather strange bandits causing them to cower in fear. Disappointed in his lackeys work, Suituto rises up from his slumped position, his imposing stature completely blotting out the path beyond him. Suituto exclaims that he'd hoped Y'Fann and Zaniti would come to their senses and simply hand over their valuables and begins laughing, the other goons laughing alongside him. To the duo's surprise, Suituto's form begins to change as his body appears to ripple with muscles, tearing through his clothing (excluding his cape) as his hands turn into large hoof-like digits and a corkscrew tail springs out from his rear. Suituto's mask breaks revealing him to in fact be a pig-demon monster whose face rather strangely looks near identical to the mask he was wearing, even down to his tongue hanging out. Suituto bellows in laughter declaring that he doesn't often get to reveal his true form to his foes and declares that after he's done with Y'Fann and Zaniti, his goons will strip them of all their valuables and he'll eat them both.
Y'Fann and Zaniti however simply draw their weapons, ready to fight the large demonic monster. As the fight ensues, the duo find their attacks seemingly bounce off Suituto's sheer blubber, Zaniti wondering if anything will work, Y'Fann suggests that they try finding some sort of weak point, and after a bit of probing whilst dodging Suituto's onslaught of attacks the duo find that Suituto is rather protective of his tail and after striking it he squeals in pain attempting to run away. The duo chase him around the arena and soon manage to fell the large monster. Suituto collapses, landing with an earth-shaking grunt as his goons run in fear of defeat and Suituto dissipates into the ground leaving behind the contents of his last meal including a rather unfortunate soldier who the duo can only identify thanks to their armour and surprisingly a sack of Gil as well. Commending on the good fortune, Y'Fann expresses the need for them to continue towards Pescador to which Zaniti agrees.
----
Crossing beyond the Isthmus the duo see the horizon of the city in the distance. Navigating through the lush forested areas of the West with the dense foliage hiding the city's skyline except as the duo pass over the nearby hills, the duo soon find themselves at the Western Gate of the City, a large and imposing structure, ornately decorated with many small emblems of various sea creatures and the singular large Symbol of the Cascata Kingdom adorned in the middle of the gate. The Gate's operator notices the duo approaching and lowers the gate for them allowing entrance into the City. Heading into the city, Y'Fann comments on the size of the buildings, noting how the city seems to have grown over time, as the duo head closer to the heart of the city, they pass through a number of districts, some where the allure of a well-cooked fish can be smelt wafting through the air, others where the chatter of hundreds of people forms a sea of noise as trade bustles along the street-sides with a number of vendors selling various oddities and trinkets, down to the calm and quiet hubs where the residents leisure about as children play amongst the small gardens of the city.
The duo find themselves hopelessly lost amongst the city's sheer size and wonder where to go, Y'Fann notices a rather distinct building, whose large towers seem to signify it to be of importance. Zaniti agrees and the pair head towards the structure, using the various landmarks of the city to help guide them towards it. As they approach the building they find many strangely dressed individuals coalescing around the building, Y'Fann approaches one of the individuals and introduces himself and Zaniti asking what the building is. The oddly dressed man simply responds in a calm and friendly voice that it is the Den of the God of Water himself, Aequor and asks if the duo are new to this part of the world. Zaniti chimes in stating that they are in fact, commenting that they've never seen such a beautiful building, Y'Fann immediately realizing that Zaniti's trying to butter the follower into giving them information. Thanking Zaniti for her kind words, the follower elaborates that he and the others dressed like him are Acolytes of Aequor and follow the divine teachings of the gallant Warrior of Light, Salum.
Zaniti asks if their faith rules over the city, to which the Acolyte laughs commenting that while many do believe in Aequor they do not hold much sway in the city, commenting that he'd heard such things were not the case in the Thyella Kingdom and notes that for the people of Pescador the one they all look up to is the King, Marino, pointing towards the large hillside where atop sits a large building with a massive pair of columns forming a doorway. The Acolyte explains that if they seek to hear the words of the one who leads these lands then they should head to the castle noting that King Marino is often welcome to new guests especially ones who show interest in his people's culture. The Acolyte bids the duo farewell before heading into the Den of Aequor and Zaniti declares that they should make their way up to the Castle and Y'Fann agrees as the two make their way up to the hillside to the illustrious, sapphire-coated building.
----
As the duo head up to the illustrious castle, approaching the castle's elegant and elaborate main entrance, they find that the castle is surprisingly open with the guards allowing many to travel into the castle's interior, heading inside the duo find that the elaborately decorated interior of the castle matches the equally elaborate exterior. Many portraits of past monarchs adorn the walls of the hall with elaborate suits of armour beneath each of the monarch's portraits, each wielding a variety of weapons. Zaniti comments on the various weapons noticing that they appear to be made of a strange metal unlike those normally seen, going for a closer inspection the duo are approached by a rather strangely dressed individual wearing a bizarre set of clothing including a large scarf that is adorned with the symbols of the Cascata Kingdom. The strange man introduces himself as Minister Bolha of the Royal Council, Y'Fann asks what that means and Bolha elaborates that the Royal Council are advisors that help the King of the Cascata Kingdom in various affairs, noting that even their military generals and admirals are part of the Royal Council. Y'Fann wonders aloud what Bolha's role is and Bolha chuckles, noting that Y'Fann and Zaniti must have visited from another continent as his garb should give it away, and notes that he is the Minister of Culture.
Zaniti pipes up, having finished her inspection of the brilliant metal in the weapon and asks Bolha why the weapons of the Cascata Castle look so strange. Bolha commends Zaniti for noticing, elaborating that although rare, in this region of the world there is a special metal known as Foscira. Zaniti asking if the metal is special in some way and Bolha notes that following the War of the Gods, the first child of the Salum, a gallant warrior in their own right crafted the great Blade of Cascata from Foscira and used it in battle to purge a great monster that had dwelled amongst the swamps of the Cascata Kingdom, saving one of King Marino's ancestors from the devastating attack. Bolha continues noting that ever since, Foscira has become a national emblem of the Cascata Kingdom and only the greatest of blacksmiths in the Kingdom now how to truly mould the unwieldy metal into a weapon for slaying Monsters.
Zaniti surprised by the story behind the metal asks if there is a way that her and Y'Fann would be able to get weapons made from Foscira, however Bolha merely chuckles again noting that even if they were to find one of the Blacksmiths who can forge the metal, they only ever make the weapons at the request of the royal family. Somewhat defeated by that response, Zaniti sighs in disappointment although then remembers the reason they'd come to the castle in the first place and asks Bolha if it would be possible to speak to King Marino, explaining that they'd come from Ouro Island and were in need of help from the Cascata Kingdom. Bolha ponders and notes that it shouldn't be any trouble to seek an audience with King Marino although notes that such help might be difficult as the army has been busy chasing down a roving group of bandits far out to the East and the Navy is undergoing repairs after an encounter with a rather strange vessel.
Y'Fann wonders if the Navy had encountered the Ghost Ship as well although dismisses the thought as Bolha offers to bring the duo to the King personally. Y'Fann thanks Bolha and accepts the offer as Bolha leads them to the King's Throne Room. Standing before them, Zaniti and Y'Fann see the beautiful marble pillars with reflective surfaces creating a dazzling display as the decorations appear to repeat themselves for eternity. Sitting at the end of the long throne room atop an adorned and beautiful throne crafted in the shape of a pair of dolphins sits King Marino talking to some other individuals. As the duo approach the King's Throne, King Marino greets the two, asking if they're travellers from one of the other continents, noting that he'd heard the Bergwerk Kingdom had recently changed ambassadors, before informing those they'd been talking to prior that they can discuss the matter another time, referring to one of them directly as Astola somewhat to the surprise of Zaniti whispering to Y'Fann that she thought Astola was just something that Biggs and Wedge had made up. As the Black Knight and the other soldiers head off , King Marino calls Zaniti and Y'Fann over asking for their names.
Y'Fann and Zaniti introduce themselves explaining that they'd come from Ouro Village to the West, King Marino noting that he hadn't heard from the Ouro Village in some time and wonders if they've come to ask to join the Kingdom. Y'Fann admits that they're actually present on a different matter. Explaining to the King the situation with the Ghost Ship, King Marino surprisingly mentions that they've had previous encounters with the Ghost Ship as well although fortunately their navy had been able to avoid any serious damage, stating that he didn't realize the ship had been focused around Ouro Island. Y'Fann explains to the King that they intend to board the Ghost Ship and purge it by finding its source. King Marino admits that his ministers had mentioned wanting to try something similar although notes that he didn't want to risk the lives of his people. Zaniti expresses that as it currently stands the Ghost Ship is just going to continue attacking ships regardless of whose people they're aligned with.
----
King Marino ponders on the suggestion although before he can respond a rather garish looking man barges into the throne room, several soldiers following behind him as his long flowing cape rather ridiculously follows behind him. The man marches up and asks who the duo are, Zaniti introduces herself and Y'Fann explaining that they've come to ask for aid for Ouro Village with regards to a Ghost Ship. The man rather loudly claps his hands together declaring that he mighty finally be able to get the go ahead, proudly declaring himself as Admiral Barao of the Cascata Navy, explaining that he's been trying to get King Marino to put men towards hunting down the Ghost Ship that has been interrupting their training exercises for weeks now. King Marino admits that he's still not sure if it's such a good idea to be devoting men to a situation that might just go away.
Somewhat dejected the duo and the Admiral head off back into the main hall, Y'Fann asks Barao if there's any way for them to convince King Marino to investigate the Ghost Ship, Admiral Barao admits that the King has often been more cautious than his ancestors ever since the he learned about the demise of the Chucula Maiden a royal ship that had been struck down during a ferocious storm. Zaniti asks why such a ship's demise would cause grief to King Marino, to which Admiral Barao admits that King Marino's ancestor, once regarded as one of the most beautiful women to ever have existed known as Lady Dilessa had disappeared from along with the ship long ago. Realizing now that the Ghost Ship they'd been pursuing was in fact the Chucula Maiden, Zaniti expresses that they can convince the King to investigate the Ghost Ship and pleads with Admiral Barao to assist them. Barao although doubtful agrees, declaring that he'll support them.
The trio head back into the throne room where King Marino welcomes them back, noting that he's hopeful they've come to accept his decision. Zaniti however declares that there is a key reason for King Marino to want to investigate the Ghost Ship. Piqued by curiosity, King Marino inquires into what Zaniti means. Zaniti explains that she and Y'Fann had previously explored the Ghost Ship and came across two unfortunate victims of the ship's original crew, elaborating that they'd come across an individual known as General Ornwall and Lady Dilessa, surprised to hear those two names, King Marino ponders on this new information, noting that to have mentioned those two specifically means that Zaniti must speak the truth. Y'Fann inquires into why both would prove it to be true, King Marino sighs and elaborates.
When Lady Dilessa and General Ornwall were still alive, they were often regarded as inseparable and although to the people of the Kingdom at the time and even the other Ministers of the Kingdom, the royal family knew that the two were in fact lovers whose relationship had to be kept a secret as such a relationship would be viewed by the public as corruption of the Council and Royal Family, as such they were never allowed to openly express their love for one another. Y'Fann noting that Ornwall seemed to be rather protective of Lady Dilessa referring to her rather graciously in his encounter with Ornwall's spirit. King Marino continues, elaborating that although many knew that Lady Dilessa had fallen along with the Chucula Maiden, Ornwall's death was kept a secret as to maintain the morale of the soldiers with a new replacement quickly being announced. King Marino sighs, admitting that with this new information it seems only fair that the Cascata Kingdom aid in quelling the Ghost Ship as it would put the spirits of those that had fallen in the ship's destruction to a peaceful rest.
King Marino declares that he will permit Admiral Barao to help the Ouro Village's people in putting the Ghost Ship to rest and thanks Y'Fann and Zaniti for bringing the new information to his attention, apologizing for his earlier dismissal. The duo head out and plan to head back to Salmoura, although Admiral Barao stops them and explains that he'll prepare the navy to move out and meet up back on Ouro Island to get a plan in order. Admiral Barao heads off and Zaniti whispers that they should probably get back to Ouro Island as quickly as possible and inform Sir Graves and Vromik of the plan.
----
As Y'Fann and Zaniti head back to Salmoura, they pass back through the Salmoura Isthmus battling against remnants of the strange Fomeheir Bandits who swear vengeance against the duo for defeating their boss. Making their way back to Salmoura, Zaniti notices a strange eeriness about the place, commenting that the atmosphere feels different somehow. Y'Fann agrees and the two cautiously traverse through the town, finding the people refuse to talk to them and instead seem to watch them from a distance only turning away when looked at or approached, in addition a strange fog billows around them. As the two approach the town's square, Zaniti comments on how intense the fog has become, Y'Fann agrees although suddenly notices something moving amongst the fog and halts himself and Zaniti declaring that it seems they've walked into an ambush.
As the fog intensifies, the duo find themselves surrounded as figures move amongst the fog rapidly, darting about, suddenly one of the figures appears attacking the duo. Fighting against the group, the fog begins to clear as they continue battling and after defeating all of them, the fog lifts, revealing the assailants that had attacked them to in fact be more of the Fomeheir Bandits. Zaniti a bit confused attempts to question one of the bandits although they flee. Zaniti suggests they give chase and Y'Fann agrees the two pursuing the bandit as he makes his way towards the docks, noticing a number of guards knocked out and slain along the way. Eventually catching up to the bandit, they notice a rather garish looking boat, fitting for the Fomeheir Bandits. As the duo approach the boat, the bandit notices and squeals attempting to run, however the duo catch up to him and notice a large amount of goods next to the ship that appear to be loaded aboard. Wondering if the Fomeheir Bandits were attempting to make off with the town goods, the Bandit refuses to respond, just then the dock shakes at Y'Fann looks over and sees two rather muscular Fomeheir bandits approaching them.
In the presence of the rather strange looking bandits, Y'Fann questions if they're with the Fomeheir Bandits, one of the Bandits simply grunts in response, Y'Fann taking that as a yes asks if they're making off with Salmoura's goods. The Bandit simply grunts again and the one Zaniti had caught earlier chimes in declaring that the duo are really going to get it now referring to the bandits before them as the Sons of Suituto, Zaniti somewhat confused noting that they look nothing like their father. The caught bandit admits that the sons do a lot of the dirty work while Suituto would reap the rewards. Y'Fann looking over at the supplies the bandits has hoarded notices some papers flickering in the wind, realizing them to be Cid's and points them out to Zaniti. Realizing the Bandits intend to make off with Cid's stuff hurls the caught bandit into the ocean causing him to splash and flail with one of the Sons of Suituto kneeling down and picking up the bandit by his arm, causing him to flop about like a fish out of water before throwing him against a wall knocking him out. Zaniti and Y'Fann pull out their weapons and ready themselves to fight the Sons of Suituto.
As the fight ensues, the two brothers work in surprising harmony, able to pull off powerful attacks, however by managing to break their focus and cause them to screw up their attack combos, Y'Fann and Zaniti emerge victorous, causing the brothers to panic in shock, running as their masks break, jumping on the ship causing it to tilt from their sheer size as they begin paddling away, unaware that the boat was still attached to the dock, tearing off the cleat from the dock as they flee leaving behind the supplies they'd stolen. With the bandits defeated, some of the townsfolk emerge from their homes, cheering in commemoration for Y'Fann and Zaniti declaring them to have saved the town. Cid and Atum appear from one of the houses, noting their surprise to see the duo back in Salmoura and Cid personally thanking them both for rescuing his papers, quickly grabbing them off the supplies. Atum notes that while they were gone the weird bandits showed up, noting that they'd tried attacking Ouro Island in the past but Sir Graves had scared them off with his power and notes that the attack was sudden, noting they used magic to create the fog, confusing the populace before attacking and making off with their various goods.
----
The Townsfolk offer to celebrate the duo's victory with a drink although Y'Fann admits that they've got other things they have to attend to first and thank the townsfolk for their kindness. Hoping back onto Atum's ship, Zaniti declares that they need to make their way back to Ouro Island to inform the others of their success with the King, Atum rather surprised they were able to get through and noting that they'll be back as soon as possible. Raising the sails, the ship soars across the open seas as the salty breeze is complimented by a pair of dolphins accompanying the group back to Ouro Island.
Returning to Ouro Island, Cid is introduced by Atum to the island's dwellers and heads off with Atum to learn about the island. Vromik and Sir Graves meanwhile, approach Y'Fann and Zaniti along the creaky and old boardwalk, Zaniti even commenting on just how different Ouro Island and Salmoura's quality is. Vromik asks the duo if they were able to secure a guarantee from the Cascatan Navy. Zaniti steps forward and proudly decrees that they were although notices that the navy hadn't turned up yet, noting that it must be taking them some time to mobilize. Vromik gestures to the duo to follow him as the group head back towards the calm and peaceful village. Vromik explains that they were unable to track down the precise location of the treasure yet, and ponder on where such a thing could've been hidden. Sir Graves mentions that he doesn't remember seeing any ships come to Ouro Island that were carrying such a thing and ponders on how Vromik even came across the map.
Vromik brings the group to Sir Graves' house and they stand around the central table as Vromik lays out the map, its old, aged paper crackling as it unfolds. Vromik explains that when he was just starting out as a Pirate in his youth, he'd come across the treasure map amongst a decrepit old fort, isolated on an island off the coast from Cascata, noting that it was a strange place for a Treasure Map especially given all the inhabitants had been dead for some time. Vromik points to the location where the treasure is supposedly kept and Zaniti chimes in, realizing the location to in fact be the Saltamite Cavern where Y'Fann and her had initially made their way into the village. Vromik mentions that they looked all over the cavern yet couldn't find anything pointing to the treasure being kept there although suggests that perhaps another visit is in order, noting that a fresh set of eyes may illuminate hidden secrets about the cavern. Sir Graves notes that the cavern is extremely old, having existed since he'd arrived on the island and unlike much of the rest of the island seems impenetrable to change as it looks how it did when he arrived all those years ago.
----
Vromik, Zaniti and Y'Fann excuse themselves and head towards the cavern once more, hoping to find the secret treasure. Entering into the cavern, the trio split up with Vromik exploring the lower sections of the cave towards the beachside whilst Zaniti and Y'Fann search the upper sections, draped in their layers of salt creating distinctive serrations along the walls of the cavern. Inspecting much of the area, they notice an area where the Pirates had set up a search base and find several small rocks they'd broken off from the cavern, Zaniti admitting that the Pirates probably intend to use the cavern's salt to flavour their food next time they're out travelling. As the group continue to search they come across something rather unusual, approaching a set of stalagmites where the pirates had broken off some for their salt, Y'Fann notices a strange emblem etched into the wall's surface and although partially faded due to time some of it still remains.
Piecing together the emblem, Y'Fann comments that it's in fact the rather ornate emblem of the Cascata Kingdom, and wonders why such an emblem would be here of all places. Inspecting closer he notices that a small, notch of rock happens to be protruding from the center of the emblem. Pressing on it, the ground around them begins to shake as the serrations on the walls of the cave begin to shift and rock, Vromik rushing over witnesses alongside the duo as the wall of the cave opens up like the mouth of some ferocious monster, revealing a hidden passage to an even lower region. Vromik commends the duo for finding a secret entrance and suggests they head down to continue their search.
As they make their way into the secret part of the Saltamite Cavern the trio find themselves in small tide pools amidst some rather luminous rocks, softly reflecting the light filtering in from the entrance to the area creating a beautiful blue-ish green spectral colouration along the walls of the lower cavern. Walking along the wet rocky surfaces, Vromik notes the strangeness of the area. Exploring deep into the cavern, the trio eventually find themselves amongst what appears to be the central chamber, a large circular room where massive stalagmites and stalactites jut around one another as massive pillars of salt and calcium form beautiful, natural pillars to hold up the room. In the middle of the room, decorated with a rusted metal and faded yet still brilliantly shining jewels sits a chest of sorts, though clearly not intended for treasure and strangely more like the drawer to a dresser that had been repurposed. Approaching it Vromik comments on how strange for such a thing to be here, not only on an isolated island but to be in a secret cave, wondering if King Marino was even aware such a thing existed.
Approaching the ornate chest, Vromik grabs out his dagger and begins prying at the boards used to seal the drawer, managing to break them off with relative ease thanks to them having rotted and weakened from decades of wear. Looking inside, Vromik is rather disappointed, as Y'Fann and Zaniti approach to take a look they see Vromik's disappointment and upon peering into the chest see why finding little in the way of treasure and rather just some fungus growing in the corner of the drawer and a small metallic locket laying in the middle. Picking up the locket, Vromik inspects it and notes that just by looking at it he can tell it's not made of gold, silver or platinum and believes it to be worthless, rather dejectedly storming off, disappointed that his plan was for naught, handing the locket to Zaniti telling her she's welcome to keep it if she wants.
Zaniti thanks her father as he heads off and looks over the locket, realizing something strange about it, calling Y'Fann to take a look she asks Y'Fann if he notices something strange about the locket and Y'Fann agrees noticing that the locket is made of Foscira, wondering how something made from the royal metal of the Cascatans ended up all the way out here. Opening the locket Zaniti finds two small paintings on the locket's interior, one of a bushy looking man wearing a rather elaborate uniform and the other of a kind and beautiful looking woman holding a small bear close to her. Y'Fann putting two and two together realizes the locket depicts Lady Dilessa and General Ornwall, noting this to Zaniti, even noting how the spirit of Ornwall they encountered looks near identical to the painting of him in the locket. Zaniti agrees and wonders how not only a locket that belonged to one of them ended up in the cavern but how it even escaped the Ghost Ship in the first place. As the duo plan to head out they notice something strange, looking beneath the drawer, Vromik having shifted it earlier when he was prying it open, Zaniti notes that there appears to be some sort of indent in the ground where the drawer was being kept. Y'Fann takes a step back and realizes that the indent is strangely shaped like a person, wondering if someone died in the cavern, noting that it must've been a very long time ago as all the bones seem to have been washed away by water flowing in and out of the cavern over time.
----
The duo head back, returning to Ouro Village where they find that the Navy had finally arrived, seeing Admiral Barao and Sir Graves conversing rather jovially at the docks, the duo head over and Barao greets them both thanking them again for convincing King Marino to the change of heart. Zaniti pipes up and asks when the navy plans to go out and hunt for the Ghost Ship. Barao curls his moustache in deep thought and admits that it would probably be best to do so at night, noting that his past experiences with the undead, particularly restless spirits tends to be more successful and occurs more often at night. Y'Fann whispering to Zaniti wondering why the Admiral would have frequent run-ins with the dead. Zaniti asks if they can join along although Admiral Barao shoots her request down, noting that the operation needs to be carried out strategically by experts and notes that although he is grateful to the duo he knows his own sailors are far more capable for the job. Zaniti, somewhat upset by the answer admits that she expected the response and tells Y'Fann that they should leave Sir Graves and Admiral Barao to their business.
As the day passes, Zaniti suggests that they go look for Atum, noting that she wants to ask him something although upon inspecting the various buildings of the small village, the duo find that Atum had seemingly up and left, Cid noting that he'd seen Atum heading out towards the trails through the tropical forest earlier. Following the trail, Y'Fann and Zaniti eventually manage to track down Atum, finding him praying at a small shrine, nestled amongst the ferns, seemingly out of view to all. Approaching, Atum turns around hastily and asks what the two are doing out in the forest and Zaniti replies, noting that they were looking for him and ask what he's doing. Atum recomposes himself and apologizes, getting up from his prayer and gesturing for the duo to approach the shrine, upon noticing the shrine more closely, Y'Fann comments that the Shrine bears the same marking as the Den of Cess asking if Atum follows the faith. Atum nods in agreement stating that he was praying for luck for the Navy and success in their endeavour.
Zaniti than chimes in, noting that she'd like to ask Atum a favour, piquing his curiosity, Zaniti is about to continue although suddenly something rustles through the grass, Zaniti pauses and quickly turns to face the brush where a pair of gleaming eyes stares back at the group before the monster pounces out revealing itself. As the large, inky-black feline approaches the group, its two-tails whip in the air, cracking as they flick back and forth whilst it salivates seemingly eager to attack them, Y'Fann recognizes the monster calling it a Bresigom, as the monster lets out a ear-piercing howl before lunging forward to attack. The duo fight off the rather ferocious monster having to deal with its surprisingly long-range attacks and ability to blind the duo if they're not careful, fortunately however they manage to overcome the creature surpassing its strength as in defeat the creature lets out another howl in pain and collapses before disappearing in a puff of smoke.
Y'Fann notes that it's strange such a creature would be on Ouro Island, noting that it's a fair bit tougher than any of the other monsters they'd run into so far. Atum agrees and notes that the monsters used to be a lot more docile in the past although now they've had to put in more effort just to keep them at bay, Atum then turns to Zaniti as her and Y'Fann sheath their weapons, asking what she wanted a favour about. Zaniti suddenly remembering, having seemingly forgotten in the heat of battle bursts out into laughter before recovering, apologizing for the outburst, noting that she was hoping Atum might be able to let them use his ship again, Atum a bit perplexed asks why they'd need to go back to Cascata again when the Navy has already arrived, Zaniti however notes that it's not to go to Cascata but rather to board the Ghost Ship. Uncertain about this, Atum notes that he thinks the Navy would be able to handle the Ghost Ship, however Y'Fann, now realizing why Zaniti wants to return to the Ghost Ship interrupts, explaining that he believes Zaniti is referring to the reason why they ended up on Ouro Island in the first place. Now, rather confused, Atum asks if they can elaborate and Y'Fann recalls the blinding light he and Zaniti witnessed when encountering the spirit of Lady Dilessa. Atum realizing that it's likely the Ghost Ship will simply just deter the Navy agrees to the proposal, noting that he can get them close to the Ghost Ship once it appears although he doesn't want to risk his ship getting damaged so once they're on the Ghost Ship they'll need to do what's necessary to purge it without leaving.
----
Understanding this expectation, the trio head back from the forest with Atum thanking the duo for saving him earlier from the Bresigom, admitting that although he still trains regularly he lacks a lot of confidence in his fighting aptitude. Zaniti admitting that she lacked a similar confidence when she was younger but it was by chance encounters where enemies of the Pirate Crew attacked their ship that forced her to battle. As the group return to the village they find most of the people hidden away in their houses, with the navy having already left, Vromik approaches the trio along with Mima, noting that they'd been gone for some time. Mima notes that since the treasure wasn't worth anything they'll be heading off once the Ghost Ship is gone and tell Zaniti and Y'Fann to be ready for a quick escape. As the two Pirates head off, Atum walks over to his house and Zaniti and Y'Fann follow, entering into his hut the group hop aboard the ship once more and set out rather quietly in search of the Navy and the Ghost Ship.
As the ship slowly creeps along the waves, moving quietly under the cover of the starry night sky, the group see an eerie glow emanating in the distance. Recognizing it as the Ghost Ship, Zaniti directs Atum to guide the ship towards it, maneuvering past the seemingly slumbering Navy ships that had surrounded the Ghost Ship already. Making their way to one of the holes in the side of the Ghost Ship, Y'Fann throws a rope up through the hole managing to loop it around a support beam and hoist himself and Zaniti up, tying the rope off. Zaniti asks Atum if he's sure he doesn't want to come and Atum expresses again that he's sure and tells the duo that he'll keep his distance so the navy doesn't notice him and slowly drifts off, letting the waves gently carry his ship away as Zaniti and Y'Fann creep their way into the haunted vessels ghastly interior.
Traversing past more of the monsters they'd come across earlier, the duo eventually navigate their way to the Banquet Hall, unlocking a door that had been barred during their original visit to reach the hall once again. Exploring past the Banquet Hall the duo come up to Lady Dilessa's room once more, Zaniti noticing that Ornwall didn't try to stop them this time, Y'Fann wondering if they were able to calm his spirit when they last arrived. Entering into the room, the duo once again find it to be immaculately decorated with a strange aura about it as the duo approach Lady Dilessa still brushing her hair, seemingly oblivious to the two having entered. To their surprise the duo find that even the giant dolls that had attacked them before have formed a path allowing the duo to approach her.
----
Greeting the duo, Lady Dilessa welcomes them back asking if they happened to get lost again since their last visit, Zaniti looking down at the dresser notices the hand Lady Dilessa is brushing her hair with and looks to the mirror seeing that the reflection is that of a monster. Looking further at the Dresser however, she notices something strange pointing Y'Fann to one of the drawers missing. Y'Fann asks Dilessa why her dresser is missing a drawer to which Dilessa, seemingly unaware looks down at the dresser and comments that she hadn't realized, although pauses and then recalls that she had to take the dresser out some time ago and put it in a special location. Concluding that the locket with Dilessa and Ornwall's paintings in it must belong to Lady Dilessa, Zaniti approaches the carefree princess and returns the locket to her explaining that they'd come across it while they were away. Looking at the locket, Dilessa picks it up inspecting it and opening it noticing the pictures of herself and Ornwall. Pausing and shuddering, Dilessa drops the locket and in the instant of the locket hitting the ground, the entire room's illusion fades returning to the deteriorated state it was truly in matching the rest of the ship. As the two step back, Lady Dilessa stands up and declares that she remembers, calling out to her sister, Lady Risoki asking why she betrayed her before hunching over, clutching her head with her hands.
To the shock of Y'Fann and Zaniti, Lady Dilessa changes form, numerous long spines jutting out from her back as her figure turns from that of the dainty royalty to a foul, reptilian looking monster with large forelimbs, hunching over and standing on its knuckles. The creature hisses and bellows at the duo before charging at them, fortunately seeing the attack coming, Zaniti dodges, pushing Y'Fann out of the way as Dilessa jumps over both of them crashing into the bed breaking it into dozens of pieces as the two get up, ready to face down the vicious monster. During the fight, Dilessa uses her petrifying gaze in an attempt to defeat the duo whilst swiping at them with her long, clawed limbs and whip-like tail. Fortunately however the duo manage to find a weakness in her attacks as by having her use her petrifying gaze in the mirror, Lady Dilessa ends up petrifying herself on accident leaving her open to counterattacks from Y'Fann and Zaniti. Eventually overwhelming the monstrous beast, Lady Dilessa kneels down in defeat, panting before getting back up about to attack again.
Y'Fann and Zaniti attempt to dodge although are too slow and Dilessa tackles the both of them, having them pinned and ready to tear into them, Dilessa raises a claw although in that moment screams out in pain as she suddenly recoils back, rolling off the two as a dagger is seen jutting into her side, to the duo's surprise Atum walks over to them and helps them back up, apologizing for being a coward earlier admitting that in their absence he'd worked himself up into a frenzy and decided to come help. Zaniti, commending Atum for his impeccable timing notes that it seems Lady Dilessa is finally vanquished as the monster before them curls over in pain attempting to remove the dagger. Atum rather surprised asks how that monster is Lady Dilessa, to which Y'Fann notes that he's not entirely sure himself.
Suddenly however as the fight seems to be won, Dilessa pulls out the dagger, although bleeding from the wound she gets back up and prepares to attack again, ready to fight her this time; Y'Fann, Zaniti and Atum ready themselves. The second phase of the battle commences and the trio work together to distract Lady Dilessa allowing the others to attack her from behind, striking her down and avoiding her barrage of spines as she shoots the spines on her back like a set of quills to skewer the player. Fortunately however, the combined effort exhausts the monster once again and Lady Dilessa kneels in defeat, Atum wondering if it's owner, falling to his knees in exhaustion. In spite of the sheer amount of damage however, Dilessa arises once more and charges at the group, however just before she strikes, the beast is impaled through the midsection by a longsword, surprising all three of the group, to their shock they see General Ornwall standing before them, the ghostly spirit having a resounding, focused look as he plunges the sword through the beast as it cracks through to the other side.
----
Surprised at his appearance, Atum clamours back to his feet. Ornwall thanks the trio for helping to reveal Lady Dilessa true form and wear her down enough for him to finally put an end to her curse. Y'Fann asking what Ornwall means, Ornwall recounts how when they were alive, Diless and Ornwall's love was a secret that had to be kept from the public in fear that the public would interpret their love as corruption of the royal family and the royal council, however Lady Dilessa's sister, Lady Risoki knew all too well about their relationship and intended to use the relationship to remove Lady Dilessa from power. However, simply gaining the power was not enough for Risoki and fearing that there would still be those loyal to Dilessa who would oppose Risoki's rule, as such Risoki had a spy infiltrate the Chucula Maiden as it made a voyage across the ocean, infecting Dilessa with the blood of a Basilisk, a monster long thought extinct. The curse afflicted upon Dilessa turned her into a monster as she tore apart the ship killing most of the crew.
Ornwall recants that in the struggle he'd fought against Dilessa, not knowing it to be her however could not overcome the power of the monster she'd become and so fled admitting that he was cowardly in his actions, taking the dresser drawer with the locket of them in it, believing that the monster had already killed Lady Dilessa. As he drifted across the ocean aboard some of the wreckage of the ship he ended up on Ouro Island where he hid the dresser drawer with the locket in the Saltamite Cavern, praying to Cessa until he died to give the locket the love he held for Lady Dilessa. Ornwall continues, elaborating that his spirit become intrinsically linked to the Locket and allowed him to remain on the Ghost Ship where he could contain Lady Dilessa having learned she was the monster he'd fought long ago, feeling a great sorrow for the actions he'd taken, Ornwall swore to protect Lady Dilessa, keeping those who ended up on the Ghost Ship from approaching her in fear they would befall a similar fate to the rest of the Ghost Ship.
As Ornwall concludes his story, Lady Dilessa realizing General Ornwall for who he truly was, slumps over, letting out a low roar as Orwnall weeps, admitting that it would only be right that he be the one to end her curse and twists the blade causing Dilessa to collapse, falling to the ground and reverting to her original form. As the two spirited lovers embrace a light surrounds them as Ornwall tells the trio they must leave as the Ghost Ship's source, Lady Dilessa has been calmed and it will disappear from this world. The trio thank General Ornwall although he responds noting that he is the one who should be grateful and reinforces that they must leave, hurrying off back through the Ghost Ship as it collapses around them, they make it back to the boat, Atum hopping down calling out to Zaniti and Y'Fann to hurry up. However just as the duo are about to, Y'Fann notices something in his periphery and turns to see a strange light creating a gateway before him and Zaniti, Zaniti noticing it too pauses as Atum calls out to them. Before they can respond, something from within the gateway lunges out and grabs the duo pulling them through the light as they disappear before the Ghost Ship itself dissipates into nothing. Confused as to what had happened, Atum finds himself alone as one of the naval ships approaches his and a voice calls out asking what he's doing out near the Ghost Ship, looking up Atum sees it to be Admiral Barao.
====Crossroads of Time I====
Having been pulled through the mysterious portal and being unconscious for some time, Zaniti and Y'Fann wake up to find themselves in a most peculiar location. The strange world before them, seemingly existing in a state of incomprehensibility, a gloomy vastness of space with small, winding walkways made of dirt, rock, ash and stone seemingly suspended in the air through an unknown force, a harrowing wind though softly blowing shrieks in the silence of the world, no plants or animals, no sun or moon a place where the light of the world before them has seemingly vanished in a puff of smoke. Looking around, Zaniti remarks on the place's eerie atmosphere noting it to be a strange world, wondering how they ended up here. Y'Fann attempts to remember and then recalls that something had grabbed them and pulled them through.
As the two get up to their feet and begin wandering around, Zaniti notes how it feels like everything in this place has just been left hanging, commenting that it feels like time itself is unwelcome. As the duo continue to explore they find strange monsters blocking their path, finding they need to fight through them, Y'Fann notes on the oddity of the monsters finding them incomparable to those they'd come across before. As the duo continue along the winding web of pathways they soon make their way to a centralizing area, seemingly where the paths all converge, a large mass of earth where a signpost sits, bent and winding with signs pointing in practically every direction but with an unreadable language plastered upon each. As the duo approach the signpost, they see a strange looking man, old and feeble looking seemingly walk out from behind the sign in spite of how thing it is.
Approaching the man the duo ask who he is, the old man looking over Zaniti and Y'Fann pondering aloud as to why they were brought here. Zaniti rebuttals the man's question however stating that they'd asked first, the old man only laughing in response commenting that he supposes from their perspective they did although he comments that he'd been thinking his question well before they asked him theirs. The man introduces himself as Caelus, Guide of the Crossroads. Y'Fann attempts to ask Caelus what he means by "Guide of the Crossroads" however Caelus interrupts him and comments that it would be only fair if they answered his question first, somewhat taken aback by this Y'Fann admits that they don't know why they were brought here, recounting the events of the Ghost Ship and noting that as they were leaving a bright light in the form of a gateway appeared and something from within the Gateway appeared and pulled them through. Caelus, thinking on Y'Fann's statement notes that it likely means they were pulled in by the God of Time. Zaniti notes that there is no god of time, only the four elemental gods; Cessa, Gavisus, Flagra and Gemuit and Caelus notes that perhaps not in their time, however as he came to know that in this there is a god of Time, although admits that he cannot remember their name.
Confused by all of this, Y'Fann asks why this God of Time would take them from their own time period and to this place. Caelus admits that he's not certain however notes that perhaps they interfered with the timeline in some manner, although only confusing Y'Fann even more he asks how they could've interfered with a timeline that is their present, Caelus admits that he doesn't know and notes that the God of time is fickle and that they're not the only people to have been brought to the Crossroads although admits that usually people appear here by accident rather than being pulled. Noting that no one else appears to be around, Zaniti chimes in asking where the people who end up here are, Caelus commenting in response that some stay around for a while in hopes of it just being a dream while others have attempted to try getting back through the Well of Time.
Caelus directs the two over to a well, walking around the signpost the two are shocked to find that hidden behind the signpost is an entire small settlement, comprised of shack-like houses seemingly existing within the gap behind the signpost. Caelus notes that not only does time behave strangely here but so does space. Caelus brings the duo to the center of the settlement where a well sits, its old stones seemingly barely staying standing after an eternity. Peering into the well, Y'Fann and Zaniti notice a strange liquid, seemingly swirling around in a current in spite of nothing causing it to flow, Y'Fann feels a strange sensation looking at the liquid, commenting to Zaniti that it feels like he's peering into his own mind. Zaniti rather confused brushes off Y'Fann's comment and asks Caelus what the liquid is, Caelus admits that he's not sure himself but it seems to be a tear in time as he's gone to call it, explaining that people have jumped down the well in the past, supposedly ending up in different time periods although many just end up falling through time again and ending up back here, commenting that perhaps they become marked or something to that effect.
Zaniti wondering if they jump through they'll end up back in their own time, Caelus notes that it's very unlikely since the time period one is sent to seems to be entirely random noting that some of those currently residing in the settlement have taken multiple trips ending up in many time periods although rarely the one they wanted. Caelus informs the two that if they'd like to travel through the well they should talk to Nammu in the settlement as she's the most experienced with travelling, noting that she's been through the well so many times she had to write down what the time period she came from was like.
----
Passing through the run-down dredges of the settlement, the duo make it to Nammu's house, a rather quirky looking building, as though it had grown out of the very ground it's built upon with mismatched floors leading into one another rather haphazardly. Entering the home, Zaniti immediately gags at a powerful aroma that Y'Fann seems unfazed by, asking him how he can stand the smell Y'Fann admits he finds it rather pleasant. As the two wander further into the home, decorated from head to toe in strange ornaments, decorations, artefacts and treasures from across time, they come to the main living area where Nammu introduces herself to the duo welcoming them into her home noting that she doesn't get many visitors let alone new faces to the Settlement.
As Nammu rushes off to go prepare some drinks, Zaniti calls out, stating that they'd been told to visit her about wanting to time travel. Suddenly there is a prolonged pause as Nammu returns shortly afterwards, bringing with her drinks for them to have before sitting down herself, atop a couch that appears like a Sleipnir and covered up to the top of the back with cushions of varying designs, not one matching another. Nammu explains that even though she is the most travelled of those present her experience is still extremely limited. Somewhat disappointed by the answer, Y'Fann asks if there's any advice Nammu can give the duo before heading out, Nammu admits that whenever she travels she seems to find there is a certain trick to jumping through the portal admitting a few times she's had to spend the better half of the day recovering after accidentally ending up several feet in the air due to nearby terrain. Noting that the portal seems to accelerate when they can be influenced to a degree.
Although limited in the knowledge they now possess, Zaniti and Y'Fann thank Nammu for her assistance and patience, Nammu simply apologizing that she couldn't have been of more help. The duo head back to the well, however suddenly Nammu rushes out of her house, holding in her hand a dusty old scroll, she notes that she'd remembered during her travels that one of the people who became a colleague studying under time was developing a device that was supposed to control time, although admits even though she's travelled to many time periods the colleague would've been deceased by the device never showed up, admitting that the flow of time tends to be fickle, things that seem certain but can easily crumble away and out-of-the-box ideas working with resounding success.
After exploring the settlement a bit more, the duo return to Caelus, Zaniti declaring that since there isn't any alternative means back to their own time, they'll just have to jump through the well and hope they end up back at their old time. Caelus notes that before they go he'd like to give them something, noting that although he doesn't like to travel he wanted a way to make sure those displaced by time could identify one another, heading towards his home the duo follow.
Entering into the quiet little home nestled amongst others, the duo find the house to be rather beautiful and peaceful on the inside, a warm glow from candlelight in the central room with small statues of various figures, some Zaniti and Y'Fann are able to recognize as being from their past. Having disappeared behind a door in the back of the room, Caelus returns holding a small box with a rather ornate design on it with a symbol of the crossroads sign embedded onto it. Caelus notes that in his time in the Crossroads he's learnt a few tricks and crafted special coins that he called Crossroad Coins handing one to both Y'Fann and Zaniti he notes that each traveller has one, although Nammu sometimes brings him back ones from travellers who've fallen due to illness or battle, looking over at a wall with hundreds of coins lined up along it. Caelus notes that he believes that given the nature of people returning back to the Crossroads that the coins will help keep the duo safe.
----
Zaniti and Y'Fann thank Caelus and return to the Well, looking over into the deep abyss where the swirling waves of time create strange visages. Knowing that the only way back to their own time is through the well, the duo jump through, immediately upon hitting what appears like water, they find themselves suspended in a strange bubble, as though the air around them had formed a protective shield. As they float through the inky darkness, they see small speckles of light in the distance, Zaniti wondering aloud what they are. Y'Fann comments that perhaps they are points in time, shocking Zaniti who exclaims that there must be trillions of them.
As the duo slowly float through the endless sea of time, the colour of the time itself begins to change, becoming a dark indigo before shifting to brilliant streaks of red, green and blue with other colours appearing through. As the bubble around them begins to accelerate, the duo find that they're being pulled towards one of the stars. Y'Fann noting that it looks like the star is their destination and Zaniti prays that it's their own time. As the duo pass through the illuminating and encompassing light they black out. Some time passes and Y'Fann wakes up, hearing a howling wind echoing across wherever he is, Zaniti still asleep. Although Y'Fann's eyes are still adjusting to his surroundings he immediately feels the bitter coldness of his surroundings, realizing them to be in some sort of blizzard, he stammers to his feet, still recovering from the journey. Picking up Zaniti, Y'Fann begins to trek forwards, determined to get out of the blizzard before it claims their lives.
====Stasis I====
Waking up in the small creviced, icy knolls of a frozen over beachside, Zaniti is awoken by the howling wind, greeted by Y'Fann who'd brought them both into the crevice to keep out of the wind. Zaniti asks if they ended up back home and Y'Fann notes that he doesn't think so noting that it's far too cold even for the more polar regions and the beach itself is one with a great deal of sand just compacted beneath the sheets of ice suggesting this is not a natural cold for wherever they are. Noting that they'll need to get out of the cold as soon as possible otherwise they'll freeze, Zaniti and Y'Fann head off out from the crevice, dealing with the blistering winds which drain their stamina as they trudge through the fouling blizzard past great walls of ice which creak and bemoan as scuffs of snow blast off the tops of the walls into the canyon where Y'Fann and Zaniti traverse.
Soon arriving to some sort of cavern, the duo notice strange markings on the entrance, Y'Fann suggesting that perhaps an animal bored out the cavern, shocking Zaniti who exclaims that surely such a creature can't exist although Y'Fann notes that perhaps it was a monster. With no other way forwards the duo head into the cavern as they're pursued by an unseen enemy who quickly shifts along the ground as an inky darkness.
Within the cavern itself the duo find a rather beautiful scene, ice warped by powerful winds into extravagant shapes with an azure blue tinge coating the walls of the cavern as light from the outside bounces off the surfaces illuminating the cavern. As the duo traverse around the large ring of ice, passing through the small, cramped, icy passageways connecting the parts of the cave together they come across strange monsters who dwell within the cavern including wolf-like monsters who's quills are as sharp as diamonds known as Pixiepins who chase after the duo and attempt to cut off their exits by creating icy barriers covered in spines. Despite this however the duo continue to find alternate routes, taking a rather overly complicated way around the barriers soon reaching the central chamber where they see a massive teardrop shaped ice stalactite hanging from the ceiling above, various marine life seemingly frozen within its upper layers as the lower layers contain animals and monsters from the land.
Perplexed by the strange structure, Zaniti asks Y'Fann what could've caused it although Y'Fann admits he's not sure although suggests that at the very least the upper layer indicates the cavern used to be underwater. As the duo are forced to approach the teardrop stalactite, they see within the ice a woman suspended in the middle, draped in an elegant crimson dress holding some sort of pendant close to her chest. Both surprised to see a person, Y'Fann wonders if she's still alive and Zaniti exclaiming that they should try to get her out, although just as Zaniti attempts to start striking the stalactite, the shadowy figure which had been following them emerges from Zaniti's shadow, grasping her weapon and hurling her and the weapon aside, protecting the stalactite.
Y'Fann quickly readies himself asking Zaniti if she's alright, Zaniti quickly recovers and notes that she didn't realize such a monster could exist. To their surprise however the creature begins to grunt and howl, calling the Pixiepins to its aid, even murmuring under its voice that it's name is Prela, First Hunter of the Skian Monsters. Although hoping to ask the monster more information, Y'Fann admits that they probably won't get another answer out of it and so prepares to engage in battle.
As the fight ensues, Prela attacks with a great deal of cunning, attempting to outflank Y'Fann and Zaniti and catch them off their guard, the Pixiepins providing support by attempting to distract the duo from Prela's movements. Although the guile and agility of Prela is considerable, the duo eventually manage to gain the upper-hand, forcing the Pixiepins to turn tail and flee, abandoning their master who's left defeated with Y'Fann readying his weapon to strike Prela down. However just as he is about to deal the final blow, a voice calls out although the source seems to be all around them, before they can react however a sudden cold wind blows through the cavern, causing Y'Fann to flinch allowing Prela to escape as the duo notice strange lights emanating from within the ice itself. Zaniti exclaims that the ice itself is alive and the duo quickly attempt to make their escape, rushing through the cavern as the walls and floors themselves shift in an attempt to trap them in an icy prison.
Managing to escape the clutches of the ice monster, the duo find themselves in a distinctly different part of the cavern, where the influence of the ice hasn't reached where the rocky surface is covered in frozen over dirt and metal. Exhausted however, the duo find that the cold wind of the outside now blows through and although attempting to exit the cavern, the duo's stamina, already depleted from the battle against Prela from before, collapse, Y'Fann fearing that they might've doomed themselves before passing out. As Zaniti has trouble keeping her eyes open she notices a strange shadow approaching her, and puts her arm out in an attempt to reach out to it however also collapses from exhaustion.
----
Awakening to the smooth aroma of roasted Perawat Leaves, Y'Fann finds he and Zaniti had been rescued from their cavernous downfall, looking around realizing he's in some sort of hut with a fire burning dimly with a few stones providing heat for the hut, doing little to keep the cold air at bay. As Y'Fann sits himself up, an elderly looking Panirian turns to face him, greeting him and asking if he had a good sleep, noting that he's fortunate that their Tribe's Leader, Bura-Baru happened to be up at the Jestuha Chasm and find the duo. The kindly old lady asks Y'Fann for his name and he obliges also informing her of Zaniti's name, the lady thanks the duo and introduces herself as Mawitima, the Elder Healer of the Village of Zamrud.
Mawitima asks Y'Fann and Zaniti how they ended up out here, noting that she didn't know anyone lived East of Zamrud anymore, noting that the harsh winters make it nigh impossible for people to reside in that region now. Y'Fann, unsure of how to proceed, lies and states that he doesn't remember, feigning amnesia admitting that him and Zaniti were attacked by monsters in Jestuha Chasm. Mawitima notes that they must be from a ways off, perhaps from the south noting that they should know for in future that Jestuha Chasm is a dangerous location due to the presence of a Essetan that resides in the chasm, referring to the icy, demonic monster in a frightening display giving it a rather grandiose description of its ferocity and power. As Zaniti awakens, Mawitima greets her and fills Zaniti in on where they are.
Mawitima suggests that the duo should go meet with the Bura-Baru noting that he'll have finished up his exploration of the North-East territory by now. The duo thank Mawitima and head out, Y'Fann whispering to Zaniti about feigning amnesia and notes that it might be best to hide that they're time travellers unless it's necessary. As the duo look around they see that Zamrud is a rather diminutive looking village, far from the vast city that the duo remembered it was in their own time, wondering whether they're in the past or the future, noting that the village seems so strangely separate from the great beacon of the Crystals that it is known to be. Looking further around, Y'Fann notices that the village and even the surrounding countryside is completely devoid of trees, commenting on the oddity to Zaniti noting that Zamrud should be surrounded by vast forests.
Talking to some of the villagers, the duo learns that trees and almost all plant life have been wiped out as a result of the Bitter Frost, a vicious weather pattern that's spread across the planet in this time, freezing over much of the land and killing almost all vegetation as a result. Hoping to seek further answers, the duo head up to a rather grand stone hut located atop the hill at the top of the village, there within the hut they find a large open pit where a fire billows out from with many villagers gathered around it seeking its warmth. Across from the entrance at the opposing end sits a rather grand looking Panirian seated on a throne draped in a thick coat of animal furs. As the duo approach the presumed leader, his two guards halt Y'Fann and Zaniti asking what business they have with Bura-Baru, however before either can respond the Tribal Leader arises from his throne, towering above his guards he approaches the duo and greets them rather warmly, telling the guards that they're guests whom he'd found freezing to death within the Jestuha Cavern. Realizing their mistake, the guards apologize and return to their posts as Bura-Baru walks with the duo towards the fire pit noting that they don't get many visitors on account of the freezing winds and asks Y'Fann and Zaniti what they're doing out here.
Y'Fann notes that he only remembers waking up on the shore and ending up in Jestuha Chasm to escape from the freezing winds. Bura-Baru notes that he's heard of people once travelling across the ocean long ago and admits that perhaps that's how Y'Fann and Zaniti ended up on a shoreline although Bura-Baru suspects that to be unlikely given the vessels that once carried people across the oceans haven't been used for hundreds of years, causing Y'Fann to whisper to Zaniti that he believes he now knows when they are. Bura-Baru dismissing the issue, stating that it doesn't really matter as long as the duo mean no harm to their village and asks if the two happened to see a lady in a crimson dress while they were in the cave.
Surprised that Bura-Baru knew about the lady, Zaniti asks if he knew her to which Bura-Baru admits that the lady is actually his sister, whom had been stolen by the Essetan several years ago, commenting that it would be easier to explain through another means, picking up a bag that has some dust pour out of it, having a strange pink colouration to it. Piquing Y'Fann's curiosity, he procures as to what the substance is, to which Bura-Baru admits that it is known as Spirit Sand and notes that long ago, from a time not truly understood by their people the Panirians would use the Spirit Sand to commune with the spirits of their ancestors, seeking guidance and wisdom as the ancestors would manifest themselves as spiritual creatures. Bura-Baru admits that strangely, for whatever reason his more recent ancestors stopped using Spirit Sand, wondering if they'd found a means of talking to their ancestors without the sand, although continues, stating that a small sect continued the practice for generations. Although many didn't understand its purpose anymore, as the world around them collapsed the need to call upon their ancestors rose once more.
----
Bura-Baru reaches into the bag and throws some spirit sand onto the fire pit, immediately a series of fireworks burst out from the firepit and illuminate large, strange creatures who's existences where invisible to Y'Fann and Zaniti up until that point. These strange beings mostly white, silver and cream in colour with bands of colour striping along their bodies sit amongst the villagers around the fire pit, some sitting on their laps, others perched on shoulders and others simply sitting alongside them. Bura-Baru explains that when Spirit Sand is exposed to fire it can illuminate the spirit animals, as normally only those attuned to their ancestors can see them and even then only their immediate ancestors. As the flames of the fire pit turn a distinctive golden-yellow with speckles of a fiery pink throughout, they swirl creating a series of patterns painting a story within the smoke emitted from the fire.
The story shows Bura-Baru and his sister, Mennykan when they were younger, getting along peacefully as the co-leaders of their village along with another village far away where a man clad in great shining armour ruled over. Mennykan and the armoured man fell in love with one another and though the Bitter Frost kept them apart, the two found a means to reach one another, braving the cold and encouraging their villages. However Mennykan, seeking to give the armoured man a gift, sought out guidance from their ancestors, however an inky spirit who descended from above appeared instead, giving Mennykan foul information to go to Jestuha Chasm where she fell in battle against the Essetan and was sealed within, only hanging onto life thanks to her Bitter Frost Amulet that protected her from the eternal rest of her icy tomb.
As the smoke dissipates out, Bura-Baru comments that to this day he hasn't been able to save his sister, not for a lack of trying either having nearly lost his life several times fighting the Essetan, however his spirit has been bruised too many times and he'd lost confidence in himself. Zaniti, noticing the strange-ness of the story asks Bura-Baru about the armoured man, Bura-Baru pausing and noting them to be Earth Minister Vermont, the leader of the village of Erdbeben to the West, noting that ever since Mennykan disappeared, Vermont has turned their once humble peace into a battle for the few resources left in the territory between their villages, believing that Bura-Baru killed Mennykan to usurp power. Zaniti questions why Bura-Baru doesn't just talk to Vermont about what happened however Bura-Baru admits that it was his inaction that lead to the situation as he became fixated on saving his sister and neglected their peace and Vermont's paranoia had ended up getting the better of him, leading to him believing that Bura-Baru truly had killed Mennykan and no one in Erdbeben would dare question Vermont as he is the last individual to have donned the Minister's Armour.
As Bura-Baru finishes his story, a large spiritual animal in the shape of a boar appears through the tent, running up to and confronting Bura-Baru. Zaniti asking who that is, to which Bura-Baru notes that the Great Boar of Zamrud is the spirit of his late father, a tradition passed down ever since his family started to use Spirit Sand again and notes that having returned it means that they'd found food out in the freezing wilds to the South. Realizing it to be an opportunity to gain favour, Y'Fann offers to help noting that him and Zaniti can provide a few extra hands. Bura-Baru is gracious of their offer and accepts, noting that they'll need to be cautious when hunting as the animals are often easily spooked, heading out of the hut followed by his father's spirit.
----
As the trio head out to the mouth of the village a small party of hunters are already gathered, draped in a rather ceremonial looking set of face paint. The Spirit Sand from earlier begins to fade and the spirit of Bura-Baru's father fades from Y'Fann and Zaniti's view although Bura-Baru assures them that to him the spirit is still quite present. Bura-Baru kneels over at a small metallic bucket where a deep-blue paint can be seen within. Bura-Baru marks his own face with the paint and brings his hand and the bucket to Y'Fann and Zaniti explaining that it has become tradition in their hunts to mark the hunters with the sigils of the Gods as Y'Fann and Zaniti submit to the tradition, Bura-Baru marks each of them noting each of the symbols relating to the Gods of Water and Earth, Cessa and Flagra. As Bura-Baru hands the bucket off to a villager the group head out along the winding, snowy trail.
During their travel the group comes across a number of monsters and animals, the hunting party splitting off in search of other prey, Bura-Baru noting that each group is led by a Spirit Animal who had marked the target animal for them to hunt. As they continue to travel along the pathways, carved out from decades of the snowy hunters making their movements, Zaniti procures as to why Bura-Baru only refers to two gods, asking why Gavisus and Gemuit aren't worshipped. Bura-Baru suddenly stops and comments that the two must truly be suffering from amnesia if they've forgotten, clarifying to the duo, Bura-Baru iterates that in the ancient past legends speak of the betrayal of Gavisus and Gemuit against the people of the world, elaborating that first Gemuit turned their back on the world, unleashing a dark thought into the minds of the planet's rulers who tore one another part with a fiery rage in hopes of gaining some sort of ultimate power.
Continuing, Bura-Baru notes that the current great freeze covering the land and the foul Bitter Frost that claims many lives is in fact the result of Gavisus' betrayal on the world, noting that having disappeared from the world, the calming winds that brought new life and a renewal to the land stopped and in their place a harsh wind bellows across the lands now known as the Bitter Frost. He continues, noting that in Gavisus' absence the great freeze of the world was brought about as the days became longer but the warmth of the sun was not felt and without the wind to bring about renewal to the world's land and sea, the once great forests that dominated much of the land disappeared as the plants could not survive.
Shocked by this harsh reality they find themselves in, Y'Fann and Zaniti wonder how the world could've fallen into such a state as the group, now down to just the two time travellers and the village leader enter a strange area, large spires of rock jutting out of the ground appearing like a forest made of stone as the wind weaves through the stones creating a harmonious yet harrowing noise that Zaniti becomes unnerved by. Bura-Baru notes that his father's spirit must've found an exceptional hunting target for them to bring them out this far, introducing the duo to the Forest of Tajam. As they press onwards, Bura-Baru notices footprints in the snow, slowing the group down and takin a low stance telling Y'Fann and Zaniti to do the same.
Y'Fann asks what's caused Bura-Baru's shift to which he points out the footprints and explains that it's likely huntsmen from Erdbeben have come out to the region to hunt as well and they must stay vigilant as the group may attack them due to the distrust and hatred between the villages. As the group follow Bura-Baru's father's spirit towards a small opening they spot an animal that Bura-Baru recognizes as a Di'Bang with Y'Fann noting its similarities to bears to which Bura-Baru comments that the Di'Bang is far more dangerous than a bear. As the trio approach the animal cautiously, the great beast slumbers, huddled amongst some boulders, sneezing in its sleep a fiery billow shoots out from the creature's nostrils crackling and creating a small explosion as a result. Surprised by this Zaniti almost screams in shock however catches herself.
As the group prepare to attack however, a voice calls out to them, awakening the Di'Bang causing it to flee after realizing it was surrounded. The trio look around and find they're surrounded by strange looking men wearing bizarre iron masks covering much of their face, stepping back to protect themselves the group find their escape route blocked by the leader of the iron mask wearing hunters who introduce themselves as the Hunters of Bergwerk and declare that Bura-Baru and his kinsmen, pointing to Y'Fann and Zaniti have interrupted their hunt and as such will pay with their lives, pulling out a rather crude looking blade ready to battle.
As the trio fight their way through the Hunters, defeating them all including their leader, the hunters are forced to retreat, asserting that their defeat is only temporary, using smoke bombs to escape. Zaniti asks Bura-Baru why he doesn't try to settle peace with the Hunters noting that this seems to hardly be the first time Bura-Baru's had to deal with them. Bura-Baru admits that he has attempted to do so in the past and even occasionally convinced a few hunters to look the other way but their leader Vermont always sways them back. Bura-Baru thanks the duo for helping and notes that he'll keep hunting on his own and mentions that they should head back to the village, noting that it's possible the hunters will try to attack now that they know Bura-Baru and the others are out.
Y'Fann agrees to Bura-Baru's request and the duo head off back to the village, following the trail back through the Forest of Tajam the pair make it back to the village, talking to the guard of the village he notes that no Hunters have appeared to attack the village and Zaniti expresses her relief that they hadn't lead to more trouble. As the two head into the village, they are greeted by one of the villagers who notes that Mawitima is looking for them and asks that they hurry along to her home. The duo head over and head inside, greeted by a powerful aroma as Mawitima is seen stirring a large pot with a strange looking liquid in it. Greeting the duo, they sit down to talk to Mawitima who explains that she'd asked for them as she wants the truth.
Y'Fann, looking perplexed asks what she means and Mawitima comments, reminding the duo that in this village the spirits of the deceased who are close to the villagers linger on and she's been informed by one such spirit that the duo are not from this time. Realizing their rouse is up, Zaniti admits that the spirit is telling the truth and notes that they actually came from the past. Perplexed by this, Mawitima asks why they didn't mention so earlier and Y'Fann admits that at the time they weren't sure which time period they were in and so wanted to make sure they weren't going to alter history. Mawitima looks down into the liquid and reassures the duo that she understands, telling them that the broth is ready and asks that they look within as well.
As the two gaze into the broth, an image begins to form, Y'Fann sees himself and Zaniti standing atop a sharp cliff as lightning crashes down from the skies above as a strange figure stands opposing them. As the image begins to fade, Mawitima asks what they saw and Y'Fann reiterates the vision, Mawitima notes that the visions from this particular mixture where one's future lies and notes that although she can't be certain when the image before them will appear she notes that it is part of their future. Mawitima comments that she doesn't know of any other time travellers, admitting that perhaps like Y'Fann and Zaniti they're hiding although suggests that the duo seek out the Seers of Lurcyrnoting that they're a distant relative of the tribe and are said to be some of the last people who can still commune with the gods, pointing off out from her hut to a distant mountain covered in a dense foggy mist indicating where they can be found. The duo thank Mawitima and apologize for not admitting the truth earlier however Mawitima reassures them that she takes no offense to them wanting to hide such information.
----
As the duo head out from the village, they see that a small band of Hunters has arrived at the village's gate, draped in a rather strange looking garb, emblazoned with strange diamond-like symbols. The guards of the village as the hunters why they've come to the village and the Hunters note that they were sent to deliver a warning to the village that the next time their hunts are interrupted they will not be so forgiving, somewhat perplexed by this the guards only give back a confused look as Zaniti and Y'Fann approach the Hunters. The Hunters noticing the group warn them that they're outsiders interfering with the natural order and should leave before they or those they've come to associate with become forfeit. With that rather grim warning the Hunters head off, marching proudly back south towards their own village, Zaniti approaches one of the guards and apologizes for the Hunters commenting that they'd run into them during their hunt with Bura-Baru and were forced to fight.
The Guard however reassures Zaniti that though the Hunters may appear vicious their threats often ring hollow noting this is hardly the first time they've come to threaten Zamrud Village in such a way and assures Zaniti that even if they did try to attack the villagers have an ace up their sleeve. The Guard flicks his wrist and a small flame erupts from his fingertips, rather surprised by the control the villager possesses over fire, Y'Fann asks if all the guards have the ability to which the guard notes that not only do the guards but most of the adults and even some of the children of the village possess a control over fire in such a way that if threatened they can deter the Hunters of Bergwerk with their magic.
Reassured and having gained a new confidence, Zaniti and Y'Fann thank the villagers informing the guards that they're going to go seek out the Seers of Lurcyr to which the guards wish them luck. As the duo head off they traverse the bitter cold plains, having to avoid the foul Bitter Frost that prevents them from heading South-Westwards. As the duo head through the plains they're onset by strange malfunctioning machines whose disjointed bodies had been haphazardly repaired leaving them with disfigured appearances and a maddening state of mind. Amongst the snowy terrain the duo find a number of ruins along the way, old cities that once presided over the lands, consumed by flames of war and an icy silence as walking through the old ruins only the chilling winds can be heard. Eventually the duo reach a rather strange looking formation, two great platforms of ice stretching high up into the sky forming a great valley between them where snow gently falls from above into the valley.
As the duo pass through the ruinous valley seeing remnants of the civilizations that once resided in the area, Zaniti comments on the strangeness of the formation with Y'Fann agreeing commenting that the way the ice has been divided in two is too perfect and suspects that someone or something may have caused it. Wondering if the Seers of Lurcyr were the ones who did so, Zaniti questions if it's such a good idea to go see them admitting that they don't really know much about the seers. Y'Fann agrees that it could be dangerous but given their current situation the Seers might be their only way back home admitting that they may have to fight them if they turn out to be hostile.
Over the vale of the icy glaciers that divide the land, the duo soon come across a rather distinct feature in the land, jutting out of the ground reaching a great height above, several plateaus sit where water crashes down from far above, as rivers flow off to the North. Wondering if that's the home of the Seers, Zaniti suggests they head up to the plateaus to check. Y'Fann agrees and the duo begin their ascent up the treacherous mountains where strange monsters who lurk about attempt to dissuade the duo attacking them and attempting to force them off the sharp and narrow cliff face. Despite the setbacks the duo soon reach a cavern leading up through the interior of the plateau, noticing a strange sign and the bones of a former person, the duo inspect the sign finding its old and tattered remains mention a settlement atop the plateau. Zaniti, having gained a degree of anticipation from the sign, hurriedly encourages Y'Fann for them to continue their climb, Y'Fann agrees and the duo press onwards, entering into the cavern, its sharp ascent being plagued with boulders hurled by the monsters that inhabit the caverns. As the duo reach a large central chamber, dowsed in water seeping in from the lake above, they find the area rather ominous, Y'Fann noting that the air feels strange, as the duo approach the centre of the room however they find a powerful gust of wind blow in from the opposing side.
Looking around, the duo quickly ready themselves for an attack, as a figure begins to manifest itself out of the air, accumulating the mist and fog creating a large humanoid body with a cloud-like tail allowing it to float gently in the air. The monster gazes upon the duo with its arms crossed clearly blocking the exit further upwards. Realizing they have no means of continuing without battling the fearsome monster, Y'Fann and Zaniti charge forward. Fighting the mighty monster they find their attacks are easily dodged by its ethereal body, however the duo soon realize the torches that the Djinn had blown out when it first appeared, reigniting them reveals a string the Djinn is tethered to and by attacking the string the Djinn becomes damaged. Eventually the duo manage to fell the fearsome monster as it collapses, dissipating back into the wind again. Just as the duo begin to head towards the exit they hear an old man cry out in anger marching towards them. Turning to look they see a disheveled old figure draped in elaborate robes carrying a large cane in one hand and shaking his other hand wildly in the air.
The Old Man declares that Y'Fann and Zaniti have messed up his duties and begins to fear that the ire of the others will turn towards him. Y'Fann attempts to calm the old man down, explaining that they'd actually come to seek knowledge from the people living atop the plateau. The Old Man suddenly pauses in his ranting, opening his right eye, looking closely over the two as his pupil darts all over the place. Calming down, the Old Man apologizes for his earlier outburst introducing himself as Tenasan and notes that lately the monsters who live around had been making attacks on their home and so he'd been tasked with protecting the springs above. Tenasan offers to bring the duo to the settlement, noting that if they seek knowledge then they've come to the right place, explaining that although they might not have the great power of their ancestors, the people who live atop these plateaus still proudly proclaim the title of Seers of Lurcyr.
As the group arrive in the small settlement, Y'Fann and Zaniti are set in awe by the spectacle, beautiful marble and crystal architecture surrounding the edge of one of the massive springs with magical animals roaming about freely as a calming wind surrounds the area and a soft, refreshing mist rolls in from the spring's center where a massive geyser of water blasts out from above. Looking around the duo find the area to be much more developed than Zamrud Village, Zaniti asks Tenasan as they travel through the settlement how they managed to survive, to which Tenasan notes that it's through their connection with the gods that has allowed them to evade much of the horrors of the past few centuries. Tenasan brings the duo to a large chamber-like building at the head of the settlement.
Heading within the duo are greeted by a pristine white interior covered in decorative stone and crystal structures, in the distance the duo see some people training under the guise of an elder within the village, using magic to create new crystal structures to be used throughout the village. Tenasan explains that the Council of Elders who watch over the village are the duo's best bet for information, mentioning that the duo should be prepared though as the council are a bit unusual. Zaniti reassures herself that no matter how imposing the council may appear they'll get the information they need. Tenasan takes his departure as the duo head into the chamber, entering within they find it to be considerably darker than the rest of the building, no light shining in from the outside. Instead, only the soft purple glow of a crystal in the middle of the room illuminates a small area, the duo approach the crystal and it shines brightly, illuminating the room and revealing the Council of Elders.
Before the duo appears a large crystal structure which oscillates through the various colours of the rainbow, quietly humming, as the purple crystal resonates with them. The crystal takes shape and manifests five faces onto itself, the most prominent of them being an old man's face with a large bushy beard forming many small, sharp crystals along it. The Council of Elders, having revealed themselves to the duo ask what it is they seek. Somewhat put-off by the sudden appearance, Zaniti nudges Y'Fann to give an answer, Y'Fann steps forward and explains to the council their predicament, elaborating on how they'd travelled through time. The Council murmurs amongst itself for a short time before responding in unison, noting that they seek the proof of time travel commenting that it's possible the duo simply suffered from hypothermia in the cold. Y'Fann pulls out the Crossroads Coin that Caelus gave to him and the council nods in approval commenting that their existence dates backs many hundreds of years being the first council after the collapse of civilization, noting that Y'Fann and Zaniti are not the first to approach them as time travellers.
The Council of Elders inform the duo that time flows in a natural way from the beginning to end, comparing it to a flowing river, and notes that people and all living things are akin to burrowing animals who live on a certain part of the river, altering its flow through their burrows. The Elders continue, stating that watching over this river of time is the God of Time who ensures that the inhabitants of time only alter the flow in the area they belong. They note that time travellers are able to leave their point along the flow of time and travel to others and this causes distress for the God of Time so they often attempt to correct the errors created by those that seek to alter the flow, noting that should the duo attempt to alter the flow of time then they'll likely incur the wrath of the God of Time and be plunged back into the crossroads.
Somewhat perplexed by this answer, Zaniti asks how they'll know they've altered the flow of time and the Council admits that they cannot be certain as those from the past such as them can only accidentally alter the future, however comments that the God of Time only does so in instances where time has been altered significantly and that such instances still leave a residual effect known as a Tear of Time. Y'Fann asks if the Council knows where any tears in time might be and the Council admits that it's actually quite difficult to find them as those who investigate them often fall into them by accident, however suggests that perhaps if the duo attempt to do something that wouldn't have been done without their presence they might be able to get the God of Time to pull them back into the Crossroads. Zaniti and Y'Fann thank the council for the information and the Council apologizes for not being able to provide more information, admitting that it is a field even in their centuries of existence they still lack wisdom in.
Before the duo leave however, one of the council heads mutters something under their breath, Y'Fann asks if something's the matter to which the council admits that it's no issue and just notes that it'd actually been a long time since they'd seen one of the Crossroads Coins and asks that the duo thank Caelus on the Council's behalf. As the duo head out, Zaniti admits that she doesn't really like the sound of aggravating a God of Time although notes that if it's their only option they should try regardless. Y'Fann notes that maybe they should seek out information from the Bergwerk People, noting that given how they seemed to be, perhaps helping them will cause the God of Time to appear. Zaniti agrees and the duo head off back down the plateau and through the snowy wilds towards where Bura-Baru had told them the hunters often appear from.
----
Attempting to approach the lands to the South-West, the duo find they're battered and attacked by a vicious blizzard that rages endlessly as fearsome beasts appear from within the blizzard to attack the duo. Fortunately they make it away from the blizzard before it claims them, Y'Fann noting that there's simply no way they'll be able to pass through such a dangerous weather condition. Zaniti agrees although comments wondering how the Hunters of Bergwerk are able to get through, suggesting that they go ask Bura-Baru for advice. The duo head back to Zamrud where they find that outside the village a number of the Hunters have gathered from both the village and Bergwerk. Y'Fann asks what's happening to which the Hunters of Bergwerk declare that they're making a declaration against the people of Zamrud, stating that the hunting grounds are for them alone and if any of the Panirians of Zamrud attempting to even pass through the area they'll be attacked without warning.
Bura-Baru attempts to soothe the minds of their irate neighbours although his pleas for peace are met with naught but hounding for conflict from the other Hunters who push past Y'Fann and Zaniti as they head back towards their home. Bura-Baru apologizes to the duo for the Hunters sudden intrusion and notes that one of the Hunters from Zamrud had accidentally struck at a Hunter of Bergwerk mistaking him for a wild animal in the harsh blizzard. The mentioning of a blizzard jogs Zaniti's memory who notes to Bura-Baru that they're actually looking to go talk to the people of Bergwerk in Erdbeben, stating that they've business with them although admits that they don't know how to cross the blizzards that separate the two settlements. Bura-Baru nods in agreement and gestures for them to follow him through the village.
More TBA
==Gameplay==
Final Fantasy 17 is an Action-Role Playing Game, it uses a Real-Time Combat System similar to Final Fantasy 12 and 15 however unlike those games the player is not limited to just using a small cast of characters, rather instead the player has their entire party fight all at once, a first for the series in that it allows the player in a single player game to have more than five characters fighting at once (nine in total).
The player controls one character during combat, each character has a general set of attacks that are comprised of various direct, short-range and long-range attacks which vary with the weapon they're using. Characters also have access to several additional Actions which include; Character-specific Actions, Spells, Summons, Using Items & Fleeing.
===Action System===
The Action System is a new gameplay system introduced in FF17 and is somewhat of an adaptation of the old ATB System from the earlier Final Fantasy Games. The system works on a simple premise, the player is able to perform Regular Attacks, Dodge and Block as much as they like, however other things which are defined as Actions (listed above) can only be performed when the Action Bar fills up, generating an Action Charge.
There are three key things the player can do with this system; Action Stacking, Charge Stacking and Desperation Attacks.
Action Stacking is the act by which the player pre-sets Actions to be performed when the Action Bar is filled, these are performed one at a time although the player can also create their own Action Stacks outside of battle or save ones created during a battle, allowing the player to hotkey these groups of Actions making it easier to create repeatable tactics.
Charge Stacking is the act by which the player allows the Action Bar to fill multiple times generating multiple charges, as a trade-off however the action performed is more powerful, and has a much higher secondary effect/s and also is generally more cost effective in terms of MP and Items for those relevant actions.
Lastly, the Desperation Attack is an Action that can be performed even when the Action Bar isn't filled, there are a few restrictions to this however as a result. Firstly, a Desperation Attack cannot be for using Items or Fleeing. Secondly, after performing the Action in question, the player's character will be exhausted and will be less effective at battling until the Action Bar recovers, the time it takes for the Action Bar to recover is inversely proportional to the amount it was filled when the Desperation Attack was used (lower Action Bar means longer recovery time and vice versa). Thirdly, the Desperation Attack's damage and effect probability are increased the lower the Action Bar is, allowing for extremely powerful attacks at the cost of being at severe risk for a long time.
===Actions===
Actions are part of the combat system which can be performed whenever the Action Bar fills, there are five types of Actions;
*Character Action - These are actions specific to a Character are a result of an Equipped Item or their Class, some Actions are shared between Characters and more can be unlocked as the player levels that Character's various Classes. Character Actions do not cost MP.
*Spells - Spells are actions which allow the player to cast magic, the effect of the spells varies greatly with some being offensive, defensive, supportive or something else entirely. Spells are the primary source of MP consumption and each have their own MP cost to them.
*Summons - Obtained a fair while into the game, Summons are a high cost investment having high MP costs and dealing devastating damage or helping the player's party significantly during a battle, only one Summon can be active at a time and there is a cooldown between Summons.
*Items - Items are things the player has collected and stored in their inventory, these include HP and MP regeneration, Stat Boosting items, Status curing items and much more. Some Items can be used in combat against enemies often as a support for the player.
*Flee - The action to Flee is to escape from a battle, the probability of success is based on a number of factors but is primarily dictated by the Character's Agility against the enemy's Agility.
===Levelling===
As with other Final Fantasy Games, Final Fantasy 17 features a Levelling System, allowing the player to improve the skills of their Party members through battling. The Levelling system is rather distinct from previous Final Fantasy Games with numerous Experience gauges which make levelling far more dynamic.
Unlike other Final Fantasy Games, when the player advances in a "Level" they do not automatically gain stat points towards various stats, but rather allocate a given set of points as well as unlock new actions to use for that character based on their class. This however, only accounts for a part of the player's Stat Points as their character also gains "Stat Experience" which is specialized experience points which directly funnel into each individual stat, making it clear when a stat is going to become stronger.
Different Characters have different Stat Growth Rates which reflect their Primary Class as well as an Upper Stat Limit (USL) which is the limit by which that stat can grow by. The USL only applies to a character's Stat Experience growth however so Stat Points allocated through regular Levelling is not bound by the limit (and in fact increases the limit along with the current stat value). Player's can use the Spirit System to alter both the USL and Stat Growth Rates of their characters allowing for a high degree of customizability among stats.
====Stats====
There are two groups of Stats in Final Fantasy 17, Major Stats and Minor Stats, Major Stats are indicated by possessing a Stat Experience Bar and are the primary stats which affect a character's abilities in battle. Minor Stats are more static values which denote aspects of a character such as Elemental Affinity and Status Resistance, these numbers do not level up although do vary with each character and can be adjusted through use of the Spirit System. Below are the Major Stats;
*Vitality - Governs the amount of Hit Points a Character has
*Magicka - Governs the amount of Magic Points a Character has
*Strength - Governs the Physical Attack of a Character
*Endurance - Governs the Physical Defence of a Character
*Ingenuity - Governs the Desperation Attack Cost of a Character
*Intelligence - Governs the Magical Attack of a Character
*Wisdom - Governs the Magical Defence of a Character
*Agility - Governs the Movement Speed of a Character
*Focus - Governs the Action Charge Rate of a Character
*Evasion - Governs the Dodge Success of a Character
*Accuracy - Governs the Hit Rate of a Character
*Luck - Has a slight influence on everything, this Stat does not increase for any character as they level and can only be altered by Equipment
===Status Effects===
As with other Final Fantasy Games, Status Effects are a part of combat that affect the abilities of the player's characters, each having varying effects. The means by which each works is somewhat different and while some can be debilitating others can prove useful in certain circumstances. Often Status Effects are activated by an Action being inflicted on the target, a Spell that causes that Status Effect or in some instances by items although often items are more so used to cure status effects.
Although there are several distinct Status Effects, there is also Stat Alterations which are a Status Effect where the Stats of the target have been altered either positively (a Stat Buff) or negatively (a Stat Nerf). All Stat Alterations however are considered under the same general term as their method of function is identical.
Status Effect	Description
Burnt 	The target is afflicted with the burning flames which damage them over time, using water of any kind can extinguish them as can being in damp environments. If one runs around a lot they can also extinguish the flames faster.
Frozen 	The target is partially or completely encased in ice restricting their movement, in addition they take damage from the ailment. Being close to sources of warmth can cure the ailment more quickly and use Fire either from a Weapon or Magic can immediately cure it.
Petrified 	The target is petrified, completely halting movement, they appear encased in stone and can be freed by attacking the stone that petrifies them or by the target themselves attacking repeatedly to escape, the effect also dramatically boosts the target's Physical Defence as a result.
Paralysis 	The target has electricity messing with their nerves causing their body to become unresponsive, discharging the electricity through contact with certain objects will cure the ailment, interestingly the ailment can be passed into another target if they remain close for long enough. A unique affect of Paralysis is that if the target is in water or comes in contact with water, the water will become electrified causing damage to anyone else in contact.
Poison 	The target is poisoned by a venom or poison, the status effect does not go away until it's healed, the damage inflicted varies based on the specific causation, in addition Poison unlike most statuses can stack allowing the damage inflicted to increase as the dosage is made higher.
Sleep 	The target falls into a slumbering state, the effect renders them immobile although they can escape by fleeing from the dream itself which utilizes a small platforming minigame. Attacking the dream in certain ways can turn it into a nightmare causing it to deal damage, in addition the dream can summon monsters that attack anyone on the field including the dreamer.
Cursed 	The target becomes cursed in some way, small ghosts spin around the target indicating as such and periodically hurl nails into their head to deal damage. The status effect also worsens any other present status effects on the user. The effect can be cured easily with White Magic.
Fury 	The target is taunted and becomes enraged, only seeing red and viewing all as enemies. The target's Physical Strength increases making their attacks more dangerous which can both benefit the user and harm their allies.
Blind 	The target is partially or completely blinded, limiting their vision, the ailment also significantly lowers accuracy and evasion while active, it can be cured by using wind or water to clear the target's eyes.
==Giroi==
Due to the events in the game the player travels across time visiting Giroi in different periods of time. As such the landscape changes significantly between the first and last time periods the player can travel to. The planet is generally split between a West and East continent with a smaller Southern Continent also featured and a central Continent where the Spring of the Gods is located.
Above is the map of the 8 Time Periods the game takes place in, they're located in chronological order, left-to-right, top-to-bottom.
===Genesis===
Genesis is the first time Period in Final Fantasy 17, the Era exists shortly after the events outlined in the Synopsis, the early descendants of the Warriors of Light having established the power of the Crystals to help build the four great Kingdoms as they'd come to be known.
On the Central Continent, sits the Spring of the Gods, a large interconnected series of lakes, rivers and waterfalls that flow elegantly from a large mesa situated in the middle of the landmass surrounded by verdant forests where it's believed the spirits of the planet itself well up and create new life. The region is surrounded by small mountains that peak up from the tree line and are draped in a mist that drifts down from them into the greenery below. Amongst this greenery during Genesis is the World Tree, at this time an already ancient entity, the World Tree is a guardian spirit to a group of Paniri who live on the Central Continent in the village known as Koren. The World Tree gives life to the area around its existence and is considered a peaceful spirit by many, although also a bit trickster as it is known to confuse and cause hallucinations to those it deems unwelcome in its forests. Those especially close to the World Tree become known as Mandrakes and are fine tuned to the sound of the planet although not to the same degree as the descendants of the Warriors of Light, they are however able to tell when the planet is in pain and when it is doing well.
Heading Westward, the player comes to the Continent of Dytchalik where the great Kingdom of Bergwerk is situated, high atop the mountainous regions of the south amongst the plains of the continent. The Kingdom is inhabited by the Simakor and their neighbours, the Dwarves who live atop the blistering mountain. The relationship between the two groups is a sour one however the Simakor have allowed the Dwarves to enter into their settlements although keep an eye on the Dwarves as they reside atop the mountains, ever vigilant that they may one day strike the Kingdom again. In the North of the Dytchalik Continent sits the great Lake known as the Schithea Tear, a glistening azure lake where an underground volcano causes steam to erupt from the surrounding region causing dank and humid conditions for many, attracting the strange, yet friendly race known as the Thorny Devils as well as providing a spot for many who may seek a divine intervention as it's believed small fragments of the Gods are embedded in the lake and that by dwelling in the steam for long periods of time one may be able to communicate with the gods, this is strongly believed by the nearby village of Terang where the largest population of the Paniri reside. Dytchalik also has several islands off its coast, the most notable of which is the island of Falavrach to the South whose large barren landscape is believed to have been a result of people once living them turning their backs to the gods and as a result the gods punished them with a failure in the weather as rain ceased to fall on the island.
Heading South one comes to the long continent known as Fitroph, sometimes referred to as the Serpent's Land it's believed in the ancient past, Monsters, born from a primordial ooze dominated the landscape until the Gods, pitying the foul beasts turned some into an intelligent species, stripping them of their hatred towards life and giving them spirits which allowed them to communicate with one another and the other races. This is the belief of the Teraima, famous for the Kingdom they built known as Zvezda which resides on the Eastern side of the Continent amongst the Zvezda Desert. The beastly folk are unfortunate however as their neighbours, the Humans of the Kingdom of Thyella are fearful of them, believing the Teraima intend to one day wipe them out as a result of their weaknesses. The continent's relatively small size does not help this matter either as village of Parathar, a home to many Teraima is located to the West of the Thyella Kingdom and as such is often bullied by its larger, more developed neighbour often imposing restrictions of travel and trade much to the frustration of many. One of the defining features of the continent is the Twin Brother's River a pair of rivers which effectively divide the continent in two, originating from a small mountain range the area is said to often represent the diverging beliefs on the continent as the descendants of two of the Warriors of Light exist, the reformed and popular Church of the Eternal Flame and the more introspective and devout Temple of the High Wind both of whom guard their Crystals with great pride. Caught in the middle is the Village of Derevo, considered a bit of a middle ground, the village was settled by Human and Teraima alike and although often influenced by its two neighbours, the village has stood as a major neutral power that buffers the two Kingdoms from butting heads. Of note in the far East on Tonberry Island rests the village of the Tonberries, Opasno which the Teraima have often had a dicey relationship with, the Tonberry's isolationist behaviour making them difficult to approach assuming one isn't cut down by their patrolling guards.
Travelling North from Opasno brings the player to the fourth continent, Resinair a vibrant and varied continent with rivers, deserts, jungles, swamps and the notable Dragon's Snout the most prominent volcano to exist at the time. The Continent is dominated by the Paniri of the Cascata Kingdom and are often referred to as masters of the seas as their large naval ships are unlike any the rest of the world had ever seen, thanks in part to a long lineage of inventors and engineers who share the name Cid which is passed from Father to Son within the lineage. It is the largest of the four Kingdoms of the Era spreading out far to the East into the great Jungle Sarkofyte where plants so large they can swallow a person whole exist and even the monsters have to be wary of the wildlife that lurks within. What may surprise many who visit the jungle however is if they happen across the Moogles that reside in the nearby Feiticeiro Village to the North, although they are diminutive in appearance it's believed in the ancient past the Moogles actually were gifted the knowledge of magic by the gods and shared it with the other races helping to cultivate the modern magic that the Kingdoms employ. In contrast to the verdant greens of the North, in the South of the Resinair Continent lies the great Salvos Desert where the Salvos Village is located, the people who live in the village are remarkably hardy and impressively survive in a rather relentless environment simply through what the land provides to them, they're one of the less developed parts of the planet as a result although do often trade with others, having deep knowledge of the location of rare plants and providing minerals to the other Kingdoms. Although a bit isolated, the village of Libra was built on the large island off the South-East Coast of Resinair known as Enkistat Island. The village was founded on a single principle of gathering and containing as much knowledge as possible for future generations, although many liked the idea initially the village still remains small as a result.
===Oasis===
The first time period that the Party visits, it is a time of relative peace as, although the power of the Elemental Crystals has faded the people find themselves riding along the coattails of a golden age as wealth and happiness are plentiful and many get along peacefully as monsters pose less of a threat thanks to improved defences within the various Kingdom's walls.
At the Northern tip of the planet nests the Kingdom of Cascata, though the tragedy of Lady Dilessa still burdens the Kingdom's people it sees to have expanded its naval capabilities, expanding its fleet and becoming a true juggernaut of the sea. Many consider the Kingdom to be somewhat of a hub for trade and commerce as many a ship is adorned with the Kingdom's flag. In the time since the sinking of the Chucula Maiden's sinking a small village though neutral and not tied to the Cascata Kingdom has also appeared in the region, the peaceful, Ouro Village rests on Ouro Island, the namesake where the village is derived from. Those seeking refuge from the hustle and bustle of the Cascatan Kingdom tend to find their way to the village and although its population is small, the unique fruits that grow on the island make it rather marketable for the inhabitants. To the east of Cascata lies the dense jungles where though few dare to venture thanks to the comparative safety of sea travel, the old pathways run by the tradesman still remain, etched into the land from centuries of wear and travel.
More TBA
==Characters==
Character 	Description
Y'Fann 	A human who turned up adrift one day during the Oasis Era, although suffering from amnesia as a result of what most assume to be stormy weather he still remembers his name. Y'Fann is a naive individual whose lack of experience with the world due to his amnesia leaves him often asking questions that would be plainly obvious to others, although over time he's gotten better, if anyone's going to ask a question it's more than likely to be Y'Fann. Y'Fann without anywhere else to turn joined up with the Pirates that rescued him from the ocean's grip and has served under them since he was a young child, learning the tricks of piracy and using his distinct form of magic to help in their raids.
Zaniti 	Born amongst the pirates and daughter to the Pirate King, Zaniti is a bit of a free spirit, and often butts heads with her father over their idea of freedom as both believe their way is correct however Zaniti doesn't agree with her father's methods of Pirating believing that it is taking away others freedom as a result. Zaniti however is often rather verbose and brutish in her actions, often challenging her father to pointless competitions to try and prove her view of things although this rarely turns out in her favour. Zaniti's goal in life is to explore every island, continent and ocean that the world has to offer and visit strange and exotic locations and properly experience them as opposed to the more brief visits her family makes.
Fysel 	TBA
Hanasoto 	
Chyat 	
Rasiik 	
Dyino 	
Ighnset 	
Chameleon 	
Caelus 	An old man who resides in the Crossroads of Time, he appears to be have existed in the Crossroads of Time for an extremely long period of time, never having left at least according to the testimonies of others in the Crossroads. No one is really sure what Caelus' goal is although some believe he just wants to understand the nature of the Crossroads themselves, often being one of the only individuals to actually venture out from the Settlement in search of things that turn up along the pathways. A rather eccentric individual, Caelus seems to have a rather strange understanding of time, often referring to things not in past, present or future but rather in relation to how they related to the Crossroads as such his knowledge of the various time periods from others is often defined as to when that person appeared in the Crossroads, with him believing that time does not behave linearly.
Nammu 	One of the travellers of time in the Crossroads, she came from a very early point in history which seems to constantly allude her even to this day, according to Nammu herself she originated from a time before the War of the Gods and although mournful over the thought that when she eventually does find a way back to her time the war will be inevitable she is seemingly still hopeful, noting that through her travels she knows that the world will eventually recover from the war and rebuild becoming stronger than before. Nammu is also quite the collector, although many in the crossroads amass things from their travels, Nammu's collection makes her home appear more like an antique shop with various artefacts, clothing, weapons and assortments of items she'd gathered from across her travels decorating the interior.
Vromik 	The Pirate King, Vromik is a beast of a man, it's believed that he might be part-Teraima although no one knows for sure, once a lowly pirate on some nameless crew, Vromik's beastly personality inspired other Pirates leading to them following under his banner as his mastery of combat and ship battles made him a known nightmare and scourge of the oceans. Although a jolly man to his fellow crewmates, Vromik is quite a bit more complicated, the death of his wife when their daughter, Zaniti was still quite young left a heavy burden on him and Vromik has never really desired to deal with the grief that he still holds believing that he needs to leave as much of a mark on the world as possible so people will remember them. Vromik is also a bit of a loose cannon when it comes to his rage similar to his daughter, although his years of combat have refined and sharpened his rage into a weapon he uses, whenever a threat that would topple a lesser man appears, Vromik can seemingly wield his rage into his fighting style, being brutish and ruthless and although few realize it, his complex movements allow him to outmanuever and flank his enemies.
Mima 	First Mate of the Rose Raiders, Mima is the sister of Vromik's wife and although the two have had a rocky past, it was that web of kinship that kept them together. Mima is often the voice of reason to Vromik's more eccentric aspects and often handles the more petty issues that don't require Vromik's input, as such she is seen somewhat as a mother figure to the rest of the crew due to her strict regiment and expectations but also vast knowledge, having studied in the Kingdom of Libra before joining the Rose Raiders.
General Ornwall 	A General of the Cascata Kingdom from its past, regarded as a legendary leader of his time, Ornwall is most infamous for his men's defence at the Attack of Lavar when Ornwall and 250 Soldiers protected the town of Lavar from an attack of swamp-dwelling monsters that were swarming the town in droves. In the Oasis Era a statue of Ornwall is situated in Lavar for his bravery showing his triumph over the mighty Kyton Trog, standing proudly atop the slain monster. Although not well known, Ornwall was also the personal guard of the royal princess of the time, Lady Dilessa whom he'd protected for much of her life, it's believed that Dilessa looked up to Ornwall as a father figure more often than her own father, King Triton.
In truth, the General was in fact the secret lover of Lady Dilessa, having been in a long-standing relationship kept under wraps with only the inner circle of the Royal Family knowing as to avoid any incidents where the public might accuse the Royal Family and Royal Council of corruption. The two managed to mask their love with General Ornwall becoming a personal guard to Lady Dilessa although of the few people who knew of their love, Dilessa's sister, Lady Rosiko planned and utilized it against them, blackmailing General Ornwall on a number of occasions. After the incident on the Chucula Maiden, General Ornwall found himself surviving clutching the dresser drawer containing Lady Dilessa's locket of them both as he drifted along the rocky ocean landing on Ouro Island. Weakened and without hope of escape, General Ornwall hid the dresser drawer hoping no one would ever find it, keeping his and Dilessa's love a secret as he perished seemingly dying along with the rest of the Chucula Maiden's crew.
However Ornwall's spirit lingered, not turned to malice like many others but having a sense of longing, wanting to see the woman he'd sworn an oath to protect returned to her original state of mind. Ornwall's spirit managed to entwine itself to the Ghost Ship of the Chucula Maiden and acted as a protector, stopping those that would come across Lady Dilessa, not only protecting them from the monster she'd become but also keeping them from discovering the truth.
Lady Dilessa 	Considered a bit of a tragic fable in the time of Oasis, Lady Dilessa was the eldest daughter of King Triton who had sadly become lost at sea and was assumed to have died in a tragic accident. Beloved by many, Lady Dilessa although appearing soft and meek from the outside has an astounding resilience, often being keenly observant of her situations and having a remarkable understanding of others. In her short time alive, she was regarded as a skillful diplomat and seen as what would be a great successor to the throne of the Cascata Kingdom if not for her unfortunate demise.
During the voyage of the Chucula Maiden across the sea, a spy working for Lady Rosiko infiltrated the ship and poisoned Lady Dilessa with Basilisk Blood, turning her into a monster who tore apart the ship killing most of the crew and even fighting her beloved, General Ornwall, unwittingly putting both their lives in peril. Although Lady Dilessa died in the sinking of the ship as a result of her rampage, her spirit, vengeful towards her sister's actions remained very much alive, creating the Ghost Ship as a result.
Atum 	Originally an inhabitant of the Cascata Kingdom, Atum left a number of years prior to live peacefully on Ouro Island, although not much is known about Atum he is stated to have been a sailor, having experience travelling the seas often goes out along the beaches looking for signs of shipwreck debris or looking for those washed in by the waves. A quite friendly individual he seems to have an interest in protecting the village and trains daily to become strong enough to protect the village on his own although is quite inexperienced as a result of a lack of a teacher.
Sir Graves 	An old Simakor whose lived on Ouro Island for hundreds of years, he was the first inhabitant to arrive on the island and helped to establish the village when others began to arrive. He is regarded as an elder among the people even though among Simakor's he's closer to middle-aged. He seems to hold some degree of regret although doesn't talk about it and as such the cause is unknown. Sir Graves is shown to be quite calm and collected, having worldly knowledge from his long years and is more familiar with the monsters that dwell on Ouro Island than anyone else.
Cid Fultrua, the III	A rather unfortunate individual, Cid Fultrua the III or simply, Cid is a homeless individual who resided in and around the town of Salmoura, to many he is considered a strange and eccentric individual, often rambling into deep conversations, usually with himself, about his various ideas and inventions that he believe could innovate the world's understanding and appreciation of technology. Unfortunately for Cid however, his public appearance and general lack of financial funds leave him unable to realize his dreams, however he holds dearly to them regardless, collecting the scraps of paper where he jots down his ideas in hopes one day they'll become fully realized.
Minister Bolha 	The residing minister for culture of the Cascata Kingdom, Bolha is a bit of a strange individual, he has a deep, patriotic belief in his country and cares deeply about its image. A vested historian he has extensive knowledge about the various artefacts and aspects of the Kingdom, some believing his knowledge may even exceed that of the Kingdom's own Historical Library. Bolha often enjoys conversing about his Kingdom's culture and exploring its various reaches, hoping to find new aspects of the Kingdom he had yet to appreciate.
Admiral Barao 	A rather proud individual, the Admiral of the Navy and minister of the Cascata Kingdom, Barao is an eccentric man and well-renowned hero of many on account of his countless victories against raiders from the sea, monsters of the deep and foul bandits from foreign lands. He takes great pride in protecting the oceans of the Cascata Kingdom and is a rather assertive follower of the god, Aequor, believing that it's through the god's divine blessing his ships sail the seas in safety and prosperity. Barao also seems to have a strange affinity with the ocean, comparing it to a jewel which must not be sullied by the filth of Pirates and alike, even demanding his men to throw their lives to protect it.
King Marino 	The King of the Cascata Kingdom during Oasis, Marino is a cautious individual, his subordinates regard him as being somewhat overly protective of his people, seemingly almost afraid of throwing their lives away, this is due to Marino's unfortunate upbringing in which his mother had died when he was quite young and several of his siblings had passed on before reaching adulthood, Marino also learned of the various fates that had struck other members of his lineage. Although noble on the outside and friendly to many, his protectiveness often overrules all else and can make him difficult to approach.
Prela 	A strange monster that displays an unusual intelligence given the other monsters that exist around it. Prela appears to be comprised entirely out of shadows and is able to manifest a physical form when threatened. Although not much is known about the individual, they're shown to have an extreme hatred of living species and seek to return their spirits to the planet. Strangely they take a great deal of pride in their state of being as a monster, something not readily displayed by other monsters who are often indifferent or hide their monstrous forms.
Mawitima 	The elder healer in the village of Zamrud. She is the mother of the village's leader Bura-Baru and is often regarded as a wise and respected figure due to her surprisingly extensive knowledge of medicines and healing. Mawitima is a rather kindly hearted individual whose friendliness is often portrayed through her small gifts to those she makes acquaintance with, giving away small concoctions she'd created to help the villages during their travels. The villagers often refer to Mawitima as "Mother" as a result with some even regarding her as the greatest protector of the village as she's able to fell even the enemies that they cannot see, referring to illnesses and ailments.
Bura-Baru 	Bura-Baru is the residing leader of the Great Union of Terang in Stasis although is now only known as the Village of Zamrud. A friendly and rather imposing individual, Bura-Baru is a beast of a man, rather surprising for a Panirian given their normally more nimble stature. Standing tall above his peers, Bura-Baru is nicknamed by his hunting part as the Great Golden Wolf due to his incredible hunting skills, never allowing prey to escape his grip. Bura-Baru also shares a distinct scar along his chest which can be seen partially near his neck, he received it having gone toe-to-toe with the monstrous Berumau a giant animal that although rare, dominate the landscapes of the Western Continent. Although Bura-Baru appears quite confident in most aspects, he holds a lingering resentment towards himself for his weakness and inability to rescue his sister, Mennykan from the clutches of the Essetan within Jestuha Chasm, over time the continued failures from his attempts have built up against him and left him regarding it as an impossible task for him to achieve due to his weakness.
Mennykan 	
Vermont 	
Tenasan 	An old man who lives in the settlement of the Seers of Lurcyr, he is the guardian of the settlement and possesses significant magical abilities, being able to manifest monster-like appearances to not only trick monsters but attack would be intruders. A bit of a quirky individual, Tenasan is a stalwart in his beliefs and although able to admit when he's mistaken about monsters and people, he is also quite determined to follow his core beliefs when it comes to the danger that outside forces pose to his people.
==Classes==
In Final Fantasy each of the nine playable characters have a different Primary Class which can be seen as variations of existing Classes from previous Final Fantasy Games. In addition, later into the game the player will be able to unlock Secondary Classes for the characters which unlock more Actions for them to use and allowing for hybridization as characters can share Actions between classes.
Class 	Character	Type 	Description
Time Weaver	Y'Fann 	Primary	This Class focuses around controlling of Time, as the player develops this character they'll be able to alter the flow of time, reverse time and slow time among many other things. The Time Weaver Class makes Y'Fann somewhat of a support although his balanced stats also allow him to serve an Offensive or Defensive role in combat if the player needs him to, it is intended as the jack-of-all trades class and bares similarities to the Red Mage and Time Mage.
ActionsClock Drop | Stopwatch | Time Deluge | Repeat | Time Fold
Explorer 	Vaniti 	Primary	This Class is focused around high mobility, of all characters, Vaniti has the highest Agility and Focus. The Class is focused around forcing the player's characters into favourable positions and putting the enemies in unfavourable positions, the class has many abilities which revolve around trapping targets in place or shifting the position of characters. Most notably the Class is able to perform Jump allowing Vaniti to completely evade most attacks and then land a devastating blow, the class is similar to the Dragoon.
ActionsJump | Switcheroo | Dance of the Rose | Polevault | Bounce Jump
===Actions===
Action 	Function
Clock Drop 	The user suspends a clock in the air that drops down on the field dealing heavy damage and causes enemies hit by it to be struck with the Slow Status.
Stopwatch 	The user creates a magical stopwatch which after a few seconds activates, stopping the flow of time for everything in the affected area except the user allowing them to move around freely.
Time Deluge 	The user creates a field where time slows for the enemy, the effect is temporary and slows both enemies and their attacks.
Repeat 	A temporal region is set up on the battlefield which causes any projectile or attack that occurs within the region to be repeated until it collapses, the frequency something repeats depends on how soon into the action it was performed.
Time Fold 	A region of space has time folded in on itself temporarily, causing anything to enter the time fold to immediately appear on the opposing side as though the space doesn't exist. Anything caught in the fold is effectively removed from battle for the duration although any status effects applied to them remain active.
Jump 	The user leaps into the air, becoming invulnerable to most attacks, status ailments will still affect the user, when the Action Bar next fills the attack strikes dealing damage to the target.
Switcheroo 	The user switches places with the target, if the target is an enemy they're left temporarily immobilized, if the target is an ally then they receive a slight boost to their Agility for a temporary amount of time.
Dance of the Rose	A beautiful dance that whips up a whirlwind flinging projectiles from all sides skyward, the projectiles come crashing down as meteors after the dance ends damaging any enemies.
Polevault 	The user uses a polearm or spear-like weapon to gain significant height, whilst in the air they hurl their weapon at the target before lunging down to deliver a second hit, the first hit pins the target in place.
Bounce Jump 	An upgrade Jump which allows the user to perform another Jump immediately after striking the first target, this requires two targets to be performed.
==Bestiary==
Enemy 	Abilities 	Description
Pirate Cabineer 	Gold Touch 	A low-ranking Pirate, although they wield a saber they're not especially skilled with it, their pay is so low that fighting one often seems like a waste of time given how weak they are.
Pirate Mariner 	Gold TouchSwivel Strike 	A Pirate with experience in boarding and attacks, their Swivel Strike can let them hit multiple targets with a piercing attack, so it can be dangerous to have one serve as protection for another.
Katalurker 	Murky BubbleHydro 	A sea-dwelling Monster that are known to attack in hordes, they're a strange creature, covered mostly in hair their amphibious appearance is mostly obscured except for their webbed hands and feet and scaled faces, they can be heard before they're seen on account of the chattering noise their long fang-like teeth make.
Clammit 	ParasitoidHydro 	These strange insects live in the shells of clams, they will attack their targets by trying to drain the vitality from them, if attacked they retreat into the shells they wear to avoid taking damage, fortunately one can cook them alive this way with some fire magic.
Ghost 	IntangibleShriek 	A spirit of the dead, it's believed that when one dies their spirit returns to the planet, however it's also believed that those that die in painful ways leave behind a part of their spirit that cannot move on that becomes these monsters from beyond the grave. Their shrieks can paralyze someone and they can turn intangible rendering regular attacks useless against them for a time.
Ghoul 	IntangibleShriekCurse 	These foul monsters are believed to be those who seek vengeance on the living for their manner of death, they're bound by chains to restrict them but are capable of imbuing curses on others.
Para-Broom 	IntangibleWind 	Some strange monster that is able to inhabit brooms, no one knows why these monsters exist but they can prove to be quite a nuisance, often stealing the brooms of the lonely and unfortunate, they can whip up gusts of wind to keep their targets at bay while they make a run for it.
Will o' the Wisp	DanceFire 	These strange monsters live within fire itself, they can only reside for a short while outside of a fire and seem to appear and disappear from existence as they please, they're known to be capable of a dance which imbues a strange energy to their allies in combat making them more powerful.
Big Teddy 	Bear Grip 	This giant teddy bear is actually a monster, although unassuming, it has a monstrous grip strength and can crush one's life if it grabs them, it is rather slow and can be easily flanked and outmaneuvered.
Lady Dress-Up 	DanceShriek 	A life-sized doll, they wear a variety of costumes for various occasions, they're known to dance to help encourage their allies in battle.
Crustacean 	DoublestepHydro 	These large crab-like monsters are known for their strange movement, found along the beaches all across the world they're regarded as quite a nuisance although some cultures, find the meat of the monster to actually be quite delicious.
Flying Fish 	JumpWind 	Although this monster appears like a normal fish, it is in fact an elaborate deception, these monsters often dwell in shallow waters, leaping out to attack those least expecting, they're considered a massive nuisance for Fishermen as they can often ruin a good haul.
Salagua 	Regen 	These strange amphibious creatures are found often near coastlines and brine rich water, they live off the salt which energizes them greatly. They're remarkably durable as well, able to recover health rapidly thanks to their simplistic bodies.
Lamavern 	Parasitoid 	These cave-dwelling leech-like monsters are a nightmare for travellers, often attacking in groups they latch on and drain their victims dry, a horde can kill a person in seconds if they're not careful. Strangely they're completely blind and so rely on the vibrations of the ground to find their prey, as such they can be tricked quite easily.
Panther 	JumpCamouflageUmbra 	Dwellers of Jungles and the Tropics, these cat-like monsters are large and quite threatening to most travellers, they often attack in packs and if one appears alone there are often more in hiding. They can even camouflage themselves making them harder to strike at.
Spider Monkey 	WebRegenCure 	This strange multi-limbed monster has a rather disturbing appearance as though having the body of a monkey yet many of the features of a spider, they're remarkably fast and often attack at range trapping their targets in their sticky webs before going in for the kill.
Ivy 	RootsTerra 	Living plant monsters, they appear as a mass of vines with a large maw, often using their vines to grab onto targets and pull them in before biting down on them. They're often quite stationary and fortunately like other plant monsters are vulnerable to both extreme Heat and extreme Cold.
Dragonfly 	SoundwaveDeep BreathHaste 	A flying insectoid monster which is known for the low humming it makes which can disorientate those that come across it, its remarkably bulky frame makes it surprisingly durable and catches would be combatants off-guard if they're not prepared.
Lupus Wulfer 	Pack CallEmbolden 	These monsters appear like wolves but are in fact far more dangerous, they're known to often incite attacks by riling one another up, as such it is rare to see one on its own. They attack with their fangs and claws and use pack tactics.
Rocket Snail 	Accelerate 	These bizarre cone snail-looking monsters reside on the sides of cliffs, using their incredibly adhesive mucous they lie in wait for prey to pass by before engaging some sort of chemical mixture that causes them to shoot off like a rocket with the intent of striking their target with their pointy shells.
Fomeheir Bandit 	ExtravaganceFireBlizzard 	Bandits who had been considered outcasts by society, some of them are people while others are monsters, although they all wear masks and thick clothing that obscures their features, as such no one, not even the bandits themselves know who's what. They attack with their small daggers and can use various spells as well as the distinct ability, Extravagance which creates a blinding light.
Petty Thief 	Snatch 	Small time thieves who try to nick the personal belongings of would be travellers, although they're easy to defeat if they snatch something they might try to make a run for it.
Detritivile 	CorrodePoison 	These bizarre animals reside in areas where dead bodies are often found and are known to use their acidic spit to break down the bone to eat it. Although they have a rather ghastly appearance as the flesh around their mouths routinely is destroyed they are in fact animals and not monsters.
Swamp Kappa 	Cucu-SlamHydro 	These strange looking monsters dwell in swamps, often hiding amongst the reeds and grasses that grow in shallow waters, their skin must remain moist otherwise they will dry out and quickly die. Strangely they seem to have an affinity for a particular vegetable and are compelled to go after any they find.
Murklore 	Murky BubbleBlind 	Ethereal creatures found often in swamps, bogs and other humid and wet areas with dense foliage, their bodies are amassed from surrounding water and plant matter and often end up cursing the ponds they form from. They're extremely resilient to physical attacks thanks to their body composition.
Bog Bubble 	Murky BubbleExplode 	These monsters may appear as bubbles from a bog but are in fact monsters made purely of gas, they normally pose no threat but when submerged in the bog's waters they take on a physical body, one must keep their distance as they're prone to explode in a rather impressive and smelly manner.
Fogwalker 	Swivel StrikeLungeWind 	Considered rather skilled at evasion, Fogwalkers are assassins by trade, often hired to assist or commit murders against their targets. They're known to move lightly, carrying very little and mainly rely on the fog they generate to mask their movements, seeing past the fog leaves them open to attack.
Fomeheir Captain	ExtravaganceAloofFireFreeze 	Captains of the Fomeheir Bandits, they're stronger than their regular counterparts and dress in even more ridiculous looking clothing with curled pieces of cloth and metal adorning their garb, sharing the same abilities as their subordinates they're also able to recover health simply by taking a quick nap in the middle of a battle.
Lock 'n Key 	TrapDeep Cut 	These fearsome monsters appear like beartraps, their large teeth gnashing as they away battle, they hope around with their chain wagging like a tail. They can bite down with incredible force, tearing through the player's HP if they're not careful.
Crazy Horse 	StampedeTerra 	Wild horses, often found across the world, they're often seen in large groups and although each individually is weak as a collective they're strong particularly from their signature ability Stampede which becomes more powerful the more allies the user has.
Dandy Lion 	RoarRoots 	This plant-like monster takes on the form of a lion, its ferocious appearance scaring most from a distance although in reality it lacks the distinctive fangs and claws of the fearsome predator, it can however attack with its tendril-like roots, gripping onto a target and crushing them.
Bird of Paradise	DanceThunder 	These large, ornately patterned birds are a common sight across the planet although make no mistake, they are foul monsters who use their beautiful appearance to deceive naive travellers, attacking by calling upon thunderstorms with their strange dances.
Barnuckle 	Beat DownHydro 	These strange armoured mollusc monsters hide in their tower-shaped shells, like archers from a fort they peek out only to attack, catching them in the act however leaves them highly vulnerable as they become stunned from being caught out.
Lionfish 	Thousand QuillsPoisonHydro 	These dangerous fish are found in shallow waters across the world, although some are eaten by certain cultures for their delicious meat their quills are inedible and in fact highly poisonous.
Ruddertail 	WindHydro 	Also known as Rats of the Sea these vermin of monsters are often more of a nuisance than anything, attacking in groups they can attack with their large spade-like tails whipping them around creating gusts of wind.
Sprite 	EnergizeFireBlizzardThunder 	These beings of pure energy are a strange and rare sight, they appear to be able to harness the power of the environment around them and suit themselves to whatever gives them an advantage. Once they determine one's weakness they will strike at it until the target is defeated, draining them of their energy as a result.
Rabbit's Foot 	Bad LuckGood Luck 	These strange rabbit-like monsters wear chains around their arms and legs for some reason. They appear restrained but are actually quite fast and attack with dice they can create. Much of their behaviour revolves around luck making them difficult to predict and anticipate.
Polymorph 	Mimic 	Strange masses that are in fact monsters, they can mimic the abilities of enemies and allies making them often as dangerous as whatever they're facing.
Ammonite 	FossilizeHydro 	These strange cephalopodic monsters appear to be made entirely out of rock, however this is the effect of their mysterious abilities, allowing them to spit a specialized liquid from their mouths that is similar to ink however rapidly hardens, in essence petrifying their targets.
Spinneret 	WebFire 	These bizarre monsters have a body shaped in a spiral that is constantly in rotation, as such they keep their limbs centralized on a point giving them a "Spinning Top"-like appearance, they are tricky to tell when they're going to attack so one must watch carefully for any telltale signs.
Rusted-Robo 	Robo-PunchAnalyzeFreeze 	A rusted robot from an unknown time period, their age suggests they have been in the wrong time period for a while and as a result are in dire need of repairs and frequent to malfunction, fortunately this means they're often unable to attack as their attacks can in fact be quite brutal.
Pixiepin 	Thousand QuillsChill to the BonePack CallBlizzard	Originally mistaken as flying pixies due to their glistening white fur, these wolf-like monsters are in fact harbingers of doom for the frozen wastes, hunting in packs they are ruthless in their onslaughts, able to fire off flurries of freezing quills and breathe an icy breath from their fanged mouth.
Esblight 	BlightPoisonBlizzard 	Monsters who harbour a deep grudge against the living, they appear to be undead and as such are nigh immune to physical attacks. Their essence is a freezing cold that will chill one merely on contact, they're believe to appear when one is on the brink of death to chill their spirit to make the death less painful.
Embun Thorn 	MagnetismHardening 	Strange monsters that appear to be encased in ice, their bodies are metallic and attract metal objects to them, often sticking to them as a result. This results in a rather lumpy appearance where spines grow from their central body made out of digested metal and ice that has frozen over them.
Ice Leech 	ParasitoidBloodletterBlizzard 	Leech-like monsters that dwell amongst the frozen bodies of water, they're able to swim through ice and despite their small size are vicious creatures that target and latch onto their targets draining them of their blood while freezing them solid to prevent escape.
Kepaju 	DanceSquabbleBlizzardFire 	A strange two-headed, bird-like monster that dwells in caverns, their bodies are covered in white feathers and they have long spindly legs with sharp talons which let them grip onto the ceilings of the caverns they roost in. Each head appears to have a mind of its own and often they're uncoordinated however still prove dangerous especially when attacking in unison.
Snow Raider 	Freeze 	Those who've given up on trying to live in civilized societies eventually devolved into bands of raiders who swarm the countryside, often attacking in groups they have learned to harness the power of the chilling winds itself. They can even lay in wait in the freezing snow for a chance to ambush their targets.
Glaucus 	Wyrm's BreathJumpBlizzard 	These strange flying monsters roam around the rocky forests of Stasis, their brilliant blue bodies obscure how dangerous they can be as the Glaucus can fire a foul draconic breath and create freezing winds to entrap their targets.
Howler 	ShriekSnowmanSnow CloakFreeze 	Monkey-like monsters that hide out amongst the snow, they're deceptively tricky to hit and can create false copies with the surrounding snow, in addition they can conceal themselves in a white mist to disappear beneath the snow again to wait for a chance to ambush the player.
Scalgrin 	Thousand QuillsAccelerate 	These small reptilian monsters dwell about within the harsh environments found within caverns, they've adapted to the darkness over time, losing their sight and having their body covered in a thick layer of scales that look similar to rock protecting them from parasites. They move about via Heat Detection although can be thrown off as a result by certain attacks and actions.
Wormroot 	ParasitoidRootsTerra 	These plant-like monsters disguise themselves as otherwise extremely rare herbs and attack when their targets get close, their tendrils latching onto their target and gripping with a bone-crushing strength. Surprisingly some Wormroots go so far as to actually replicate the very chemical composition of the plant they're imitating in effect allowing one to harvest them for that herb.
Totolem 	Stack-UpCrystalizeTerra 	Strange monsters made of rock, they arrange their bodies in totem-like formations and often work in hiveminds. When they are threatened they're known to split apart to change their tactics often to outflank their target.
Living Fossil 	Beastly RoarHydroTerraPoison 	These strange earthly monsters take the shape of ancient fossilized creatures, allowing them to blend into rock surfaces and attack with surprise. They have a poisonous stinger so attacking them from behind via an ambush or flanking isn't always the best option.
Frostamander 	 	
Snow Cretin 	 	
Snow Warrior 	 	
===Bosses===
Bosses are powerful, unique entities that the player has to contend with throughout the game, each one typically appears either towards the end of a dungeon or as a unique encounter, some are optional while others are required to progress through the game.
Boss 	Abilities 	Description
General Ornwall 	Swivel StrikeMirror ImageEmbolden 	The first boss of the game, Ornwall was once a noble general of the Cascata Kingdom who fell in battle long ago, now his vengeful spirit resides aboard the Ghost Ship. General Ornwall fights with a rapier and as such primarily performs stabbing attacks which are easily dodge-able for the player and have a large wind-up. Ornwall also is able to raise his Strength with Embolden and can create a false duplicate of himself with Mirror Image to try and disorientate the player.
Adamantoise 	ArmourerCrystal FlashHydro 	Adamantoise is encountered in the Saltamite Cavern blocking the way to Ouro Village, the boss is similar to previous incarnations of the Adamantoise in that it has an extremely high Physical Defence stat for this point in the game however its Magical Defence is quite low meaning it is quite easy to defeat if the player has access to spells. The Adamantoise is also quite slow and will react to being hit by physical attacks to retreat into its shell, casting Armourer to raise its Physical Defence even higher, it can also use Crystal Flash to induce Blindness and Hydro to deal Water Damage to the Party.
Venegarra 	Thinner FangJumpPoison 	A ferret-like monster with a distinctly elongated jaw from which the monster's two long fangs protrude from. It is remarkably fast and is able to run around the brush of its territory weaving amongst the grasses. The most notable traits of the Venegarra are its unique poison which when inflicted can't be cured with normal Antidotes and hurts far more than other venoms and its Thinner Fang ability which causes an anticoagulating venom to seep into the target causing them to be inflicted with the bleed status making their ability to Poison their targets far easier due to the open wounds.
Biggs & Wedge 	Swivel StrikeSkewerGatling StabberBouncing StrikeSolar EclipseFireFreeze	The fight against the mysterious individuals disguising themselves as Guards of the Cascatan Kingdom is one focused around teamwork. Biggs and Wedge back each other up during the fight, working to protect the other using counterattacks against the player if they haphazardly go after one of the two. Most of Biggs & Wedge's attacks involve both of them attacking so defeating one will severely hamper the abilities of the other, the fight conveys this especially with their signature move Solar Eclipse which has Wedge jump into the air and block out the sun while Biggs strikes rapidly at the player, with either of them missing the attack fails completely resulting in a rather comedic variant leaving them open to attack. In addition the fight also introduces the concept of Magic Order as Wedge will cast Freeze having Biggs follow-up by using Fire which deals significantly more damage as a result.
Suituto 	ExtravaganceAloofQuakeSlobberKiss BlowFireBlizzard 	The disgusting boss of the Fomeheir Bandits, Suituto is a pig demon-like monster, towering over his targets he normally disguises himself as a regular person only revealing his monstrous form when threatened. Suituto's body is covered in a thick natural armour making him more resistant than most to attacks, notably he is impervious to the effects of noise making musical-based attacks useless, in addition along with sharing the attacks his subordinates have, Suituto is able to create Quakes which tear open fissures in the ground, limiting one's movement as well as rather unsettling Slobbers around the place, his spit having a poisonous quality to it and even Blowing Kisses which have a paralytic effect to them.
The Rat King[Optional]	ParasitoidPack CallAcidifyHydroPoison 	An optional boss found in the sewers of Pescador, this boss is found guarding a number of stolen valuables that it and the rats of the city had taken from various citizens. The boss is a tricky one due to its rapid movement and hides behind the enemies it summons to avoid taking damage. In addition, The Rat King will often set-up field effects through Acidify turning parts of the arena into acidic pools that poison on contact restricting the player's movement. As an optional boss, The Rat King is tougher than most bosses the player has faced up to this point and they're given the opportunity to turn back before facing him.
Sons of Suituto 	ExtravaganceEnrageDuonic DanceSTR UpEND UpFireBlazeBlizzardFreeze 	The Sons of Suituto is a double boss fought in Salmoura on its docks. The duo are a fearsome pair and pose more of a challenge than their father, each wielding large weapons that they can attack with in a large area. Each brother is capable of half of the elemental magic and stat boosts and share their more distinct traits. The sons are able to put themselves into a Fury status with Enrage which overrides other Status effects and makes them even more dangerous for a time, in addition as long as both of them are still fighting they can sometimes use the Duonic Dance a powerful attack that sweeps across the arena creating high and low shockwaves that one must avoid.
Bone Leech[Optional] 	Bone BreakerParasitoidDeath BellNecrosisHydro 	A large parasitic monster that dwells within shallow waters, they're a terrifying creature which unlike the Leeches they're named after doesn't suck blood but rather can suck the bones out of a person. The terrifying creature is particularly violent and its powerful teeth can break through armour rather impressively. Its white flesh makes it easy to identify fortunately and it makes little effort to evade attacks due to its sluggish movement. Its most distinguishing ability is Bone Breaker which can incapacitate a target rendering them much less effective in battle, it also has the ability Death Bell which is a sound based ability which plays a tune into the mind of its targets and unless the tune is removed can inflict severed damage over time. As an aquatic monster it has access to Hydro as a form of water magic and can also use Necrosis to inflict the Poison Status on weakened targets.
Lady Dilessa 	 	
Prela 	 	
Hunters of Bergwerk 	 	
Suanggi[Optional] 	 	
Djinn 	 	
==Items==
Item 	Type 	Function
Remedy 	Potion 	Heals the Target for up to 50HP
Soothing Remedy 	Potion 	Heals the Target for up to 100HP
Ether 	Potion 	Heals the Target for up to 30MP
Hi-Ether 	Potion 	Heals the Target for up to 60MP
Elixir 	Potion 	Heals the Target for up to 20HP and 20MP
Mega Elixir 	Potion 	Heals the Target for up to 50HP and 50MP
Antidote 	Potion 	Cures Target of Poison
Superb Antidote 	Potion 	Cures Target of Poison and grants Temporary Poison immunity
Springwell 	Potion 	Cures Target of Curse
Eyedrops 	Potion 	Cures Target of Blind
Althaean Tear 	Potion 	Cures Target of Burn
Aine Heart 	Potion 	Cures Target of Freeze
Phoenix Down 	Potion 	Revives a fallen Target, also inflicts heavy damage against undead Targets
Featherskin 	Potion 	Reduces damage from Magical Attacks but increases damage from Physical Attacks
Ghostly Pepper 	Food 	Grants Intangibility
Ouro Juice 	Food 	Heals the Target for up to 15HP
Ouro Raiva Fruit 	Food 	Induces Fury Status in Target
Ouro Paz Fruit 	Food 	Cures Fury
Cucumber 	Food 	Heals the Target for up to 1HP, it may have other uses
Roasted Fish 	Food 	Heals the Target for up to 20HP, can be eaten twice
Travelling Pack 	Food 	Heals the Party for up to 50HP each
Perawat Leaf 	Food 	Cures Freeze
Firecracker 	Projectile	When thrown creates a flash of light and noise to distract enemies
Flashbang 	Projectile	When thrown it explodes releasing a blinding light, it can temporarily disorientate enemies or even inflict Blind status, don't look at it when it explodes
Throwing Dart 	Projectile	Inflicts damage if it hits the Target
Acupuncturist's Needles	Projectile	Inflicts damage if it hits the Target, if Target is an Ally cures Petrification
Tent 	Tool 	Heals Party for HP and MP, can only be used outside of battle
Lute 	Tool 	Play a melody that distracts enemies, depending on the User may have additional effects.
Icepick 	Tool 	A tool normally used for climbing up icy crevices and structures, they can also be used to attack icy monsters leaving an opening for the next direct attack to deal big damage and can be used to quicken the recovery from a Frozen status.
===Equipment===
Equipment in Final Fantasy 17 is handled somewhat differently to other Final Fantasy Games, to reduce overcomplicating the system, much of the player's visual design of their characters is carried purely by aesthetic items known as Clothing which serve no in-game purpose although some to illicit responses from various characters when worn. By contrast the game's equipment is instead carried by the functional Spirit System.
====Clothing====
TBA
====Spirit System====
The Spirit System is Final Fantasy 17's iteration on Equipment, allowing the player to easily equip and swap out different components to give each character bonuses. The Spirit System works by each character having a grid, the grid's layout varies from character to character although the player can expand the grid as the character levels up allowing for more space. The player can slot in components to fill the grid known as Tags which in-universe, bind to the spirit of the one assigned the tags invigorating their spirit in some manner, connecting them to the planet. Tags vary in both size and function, some are small, only taking up one slot while others are large and often have strange and unwieldy patterns.
A Tag's colour denotes its purpose and the player can receive bonuses by matching up tags of certain colours together, boosting the effectiveness of both tags if they're adjacent to one another. Tag colours are as follows;
*Red - Affects that Stats of the User
*Blue - Affects the HP, MP or Action Bar of the character including regeneration and amount
*Green - Affects Elemental Resistances and Immunities as well as relationships to Status Effects
*Yellow - Affects the user's Actions, these Tags are often character specific
*White - Affects the Character's Spells and can give them access to Spells they might not be able to otherwise use
*Pink - Affects the Character's Regular Attack Abilities, giving them access to special Actions, these are often tied to particular weapons
==Minigames==
Throughout Final Fantasy 17 the player is able to participate in a number of minigames and similar activities as a means of a break from battling and the story, some have overarching narratives attached to them and can be ways to obtain one-of-a-kind items or receive benefits in other ways while others simply provide something to take the player's mind off. It should also be noted that certain minigames are found in specific locations while others have many locations.
===Fishing===
Fishing is one of the first minigames the player has access to, it can be started as soon as Ouro Island by visiting the Tool Shop on the island and buying a Fishing Rod. Across the game the player can come to bodies of water and attempt to fish, the player can improve their odds by having used certain spells and actions in their last battle or by using consumable items in the form of Bait.
When approaching a body of water the player will be notified of how many fish are in the water (note, any number beyond 20 is simply displayed as 20+) before asking the player if they'd like to fish, allowing the player to easily avoid wasting bait if there are no fish present. Some bodies of water need to be opened first such as those protected by magic or frozen over, using relevant items can clear these blockades.
When Fishing, the player will see the various fish moving around in the body of water and must wait for the bob of their line to go beneath the water, this indicates a fish has latched on, once this is done the player needs to reel in the fish by mashing the relevant button, while also using the analog stick (mouse or arrow keys on PC) to steer the rod. The buttons for reeling changes every few seconds and the line can snap if the player pulls the rod too much in the opposing direction to the fish's swimming direction, the player can tell which direction as the fish will create a jet of water from its tail.
Although any fish can be caught with any rod the speed at which button presses changes and the line can snap from tension are much higher on the lower-grade rods, as such it is suggested to the player after multiple failures against the same species of fish to consider buying a better-grade rod (except if the player already has the highest grade).
===Harmonics===
Harmonics is a minigame that appears within the various iterations of the Moogle settlement, the minigame revolves around the utilization of sound and light to create resonance with Moogle Rocks. The minigame is a top-down puzzle game in which the player is given a set number of Light Orbs and Noisemakers which they must place and direct at various objects in the room to resonate with the Moogle Rocks. Each Moogle Rock can resonate at different light colours (denoted by the colour of the rock) and different sound pitches (denoted by the shape of the rock), matching these will complete the puzzle.
The minigame is composed of three sub-modes; Standard, Random & Endless. Standard involves set designed puzzles which when completed reward the player with various prizes, completing them multiple times yields lesser rewards, mainly Gil and some consumable items. These puzzles also serve to introduce the various concepts in the game although later puzzles in Standard become quite difficult. Random and Endless utilize a randomised layout to the rooms although is always checked by the game that it is completable, these can often vary in difficulty and the main difference between the two modes is that in Random you are competing to complete the random set in as quickly a time as possible while in Endless you are competing to complete as many puzzles as possible before the timer runs out (note: the timer is partially refilled every time the player completes a puzzle in endless although it cannot exceed the initial time).
Within Harmonics several gameplay concepts are introduced to add complexity to the puzzles;
*Mirrors - Reflect light allowing Moogle Rocks of the same colour to be resonated even if they're not in a straight line
*Light Splitters - Splits light into the six colours allowing for multiple rocks to be resonated even with different colours, the order of the lights has red on the left when the activating light is white
*Inverter - Inverts the colour of a light, changing coloured light into its opposite corresponding colour and changing white light into black light (reversing the order of the colours on a light splitter)
*Amplifier - Increases the spread of a noisemaker allowing it to cover a greater area
*Sound Tunnel - Can redirect a noisemaker's sound in a similar means to Mirrors
*Unjumbler - Allows multiple sounds to converge at a point without becoming White Noise having the sound eject in the direction it was travelling
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