Final Fantasy Fate: Between Worlds - Myth-Weavers Lethe


Final Fantasy Fate: Between Worlds


Title
Game Masters
Players
Readers
Game Information
  • Created Dec 24 '13
  • Last Post Jul 5 '14 at 8:04pm
  • Status Aborted
  • System Fate

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Game Description

Game Description

Location
The game will begin in the Guild run city of Gambdiz situated on the eastern island Hallerune. Gambdiz is a city that draws it's influences from Mediterranean and Arabic influences. It's cobblestones streets are not so sporadically decorated with soft colorful stones and crisp, clean glass ranging the rainbow of colors. The older sections of the city can be identified through their old archistecture, dating back to a time where modern technology did not exist. Rustic white and red square homes peppered by the sand and the sea, seemingly ever in a need of a new coat of paint, but nonetheless calming and beautiful. Towards the North of the city we see the signs of progress. Glass skyscrapers rise high above Old Town, framed in copper and Red Steel. Large Crystal domes cover many of the new buildings, capturing the heat of the sun and spreading it around it.

Other than the Grand City of Gambdiz, the rest of the island is much more sparsely populated with small hamlet's appearing throughout the island, nestled between its mountains and deserts. The temperature is Tropical and quite warm, though the constant seabreeze helps to cool it down.

Gambdiz itself is part of the world of Aztishan which is a world on the brink of great changes. Magic and ritual has ruled much of the world for centuries, but recent growth of the Art of Science has greatly pushed the realm of Technology. It currently resides somewhere between the Earth time periods of late 1800's to 1920's, especially in relation to Europe and Northern America. It is burgeoning and growing, but it is still in it's great infancy compared to the History of Archaeomancy. That means there are firearms, but they are not sophisticated enough to be semi-automatic unless imbued with special magic of their own. These magiteck knights are greatly feared throughout the realm.

Current Issues:

Technomancy vs. Archaeomancy
The Future is Dawning

As described above, there is a current great debate throughout the entire world, but especially in Gambdiz as to the place of Technology and Magick. Characters can find themselves on either side of this conflict and it can either help or hinder their progress, especially in a mixed group. Or will this mixed group do their best to make the two sides come to peace?

The Grand Guilds of Gambdiz
My Loyalty Lies Here!!

Gambdiz, and in fact, much of the eastern continent known as Hallerune is ruled by 5 Guilds that originated in the Ancient City. The Grand Guilds run almost every aspect of the Hallerune Guildstate and there exists nary a citizen without affiliation to them. And if someone is not officially affiliated, chances are that they are int he pocket of at least one Guild organization. People outside this structure are few and far between. The Grand Guilds are as follows:

The Mages GuildHouse Al-Abdiz: Home of the greatest Wizards the Eastern Continent has ever witnessed, the Magic Guild is in charge of much more than just the training and overseeing of new mages. The Mages Guild could almost be called the ruling Guild as they are in charge of the majority of the infrastructure to Hallerune and Gambdiz. They are also clearly the strongest supporters of the Archeomancy, though secrets abound that some members of the mages guild have started to implement technology into their workings.

The Coin GuildiHouse Danytus: The Coin Guild, or the Banker's Union, run all the trade and money that occurs throughout the Guildstate. They are even in charge of the continent spanning Bazaar, known to carry goods from all across Aztishan. Their power is not as overt as House Al-Abdiz, but anyone who thinks they can make their way through the world without relying on a Danytus is simply deluding themselves, perhaps on purpose.

The Flame GuildHouse Vizar: The Flame Guild, or The Crimson Arm of Gambdiz is in charge of the Guildstate's military. Whether through bow or lance or sword or even the recently developed rifle, these men and women have dedicated themselves to the protection of both Gambdiz and the entire Guildstate of Hallerune. This is one two guilds that allows members to join if they had no prior family connection to the guilds themselves. All members of the Flame guild are branded with their logo, a sun rising over a field of tombs, to remind them that they sacrifice themselves for the new day.

The Glass GuildHouse Juran: The Glass Guild is the guild of the people. It is home to the tradesmen that don't belong to House Danytus, the philosophers that seek for greater freedom for the people, and the greatest technological minds. It is within its walls that the Technocracy movement was born. Originally the smallest and weakest of the guilds, has been gaining greater and greater numbers due to its open door policy and it's only a matter of time before their inflluence is strong enough to really make a difference.

The Heavens GuildHouse Nassan: The Sky that Lies Built, The Grand Weave, or any other number of names are attributed to this guild. They are the spymastes, police, and executioners of Gambdiz. You can find people that would belong in all four of the other guilds here, if you can find them at all. This Guild is also said to be at the brink of magiteck, beyond either the Glass Guild and the Heavens Guild. The Correct Grand Aribter of the Guilds also comes from this House and this Guild, Nassan Kitonal III.

A note about houses: The five houses here are just the major houses of those guilds. Players can join one of the pre-made houses or make up their own, but they must be part of a guild. Please see Character Creation for further info.

Impending Issues:

The South Rises From Slumber

The Campaign will eventually deal with a strange Race and Nation that is awakening across the Southern Sea, and is now making its appearance in selected spots throughout the Northern Continent. Will they be a threat or an ally to the world of Aztishan? Will the characters even encounter them and how will they affect the power balance of the guilds and the other Nations on the Northern Continent?

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