Translation of the Final Fantasy IV Documents on Settings Book
Note: This translation has been overhauled for readability. If you've read it previously, you don't need to read it again. A brief list of minor errors corrected can be found in the notes below.
Notes:
- Any text in brackets is my own notation or explanation.
- A brief list of errors from the previous version, which was translated many years and XP ago:
- Cecil in his early career commanded what in the U.S. military would be called a "platoon," not a "section." (Sorry; differences between military terminology in the U.S. and elsewhere swerved me.)
- The paragraph on Rosa's family and its respective regards of Cecil and Kain has been edited a bit, and there's an additional note about possible version changes in the actual published book regarding the profession of Rosa's father.
- A line regarding Yang's relationship & regard among his people, and his reaction, has been changed a bit.
- The Airship Maintenance Unit reports to the Airship Corps, not the other way around.
- I've changed the name of Baron's Personal Guard unit to the "Royal Guard" out of personal preference. The name of Baron's foot soldier unit has been changed from the "Baronian Army" to the "Baronian Infantry," as the former term is already in use to refer to the entirety of Baron's armed forces.
- While our beloved spoony bard's name is spelled as "Gilbart" in large roman letters in the book itself, I've used the romanization "Gilbert" instead. The name in katakana is "girubaato", which, while it could yield "Gilbart", is indeed how the proper name "Gilbert" is translated into Japanese. As "Gilbart" is a very close approximation of an actual Western name in a game where the characters are by and large given Western names, and as the same book spells Cecil's second character class as "Paradin", I think the canonity of the authors' English spelling can be taken as somewhat dubious when legitimate cause for doubt arises.
(That said, T. J. Fuller writes in to suggest that "Gilbart" might be a reference to famed British banker James William Gilbart, who wrote many influential books on banking and did much to shape the joint-stock class of bank in the first half of the 1800's. I'm keeping the translation as "Gilbert", but as our bard comes from a family of bankers, this is an intriguing theory.)
- Thanks go to Daz for help with some monster names and T. J. Fuller for the above insights on Edward/Gilbert/Gilbart's name.
- If you'd like to special-order this book, the ISBN is 4-87188-128-8, the publisher is NTT Shuppan, the official title is Fainaru Fantajii IV Settei Shiryou Hen, and the original price (required by some outlets) was 550 yen. (There are four volumes in the FFIV book series to which this volume belongs, with the other three evidently concerning just game strategy; this volume has Cain on the cover.)
Translation by RACapowski@sceneryrecalled.com.
pgs. 2-3
PROLOGUE
Long, long ago...
a great light appeared in the sky above.
It bathed the earth below in its warm luminance
and then disappeared for parts unknown.
Afterward, four small lights remained
and a new planet soon was born in the heavens.
So, too, did an evil will reach out for Earth,
but it remained sealed away by a power stronger still.
pg. 4
CONTENTS
Prologue - 2
Contents - 4
Characters - 5
Character Relationship Chart - 6
Cecil - 8
Cain - 10
Rosa - 12
Gilbert - 14
Yang - 16
Cid - 18
Edge - 20
Tella - 22
Rydia - 24
Palom & Porom - 28
Final Fantasy IV Preview Part 1 - 34
World - 37
World Map - 38
Chart of International Relations - 39
Baron - 40
Fabul - 42
Damcyan - 44
Troia - 46
Mysidia - 48
Eblana - 50
Final Fantasy IV Preview Part 2 - 52
Conveyances - 53
Vehicular Evolution - 54
Hover Ship - 56
Cid's Airship - 58
Red Wings - 60
Enterprise - 62
Chocobo - 64
Final Fantasy IV Preview Part 3 - 66
Monsters and Items - 67
Monsters - 68
Items - 72
Final Fantasy IV Preview Part 4 - 76
Epilogue - 78
pgs. 5-7
CHARACTER RELATIONSHIP CHART
A Succession of Reunions and Departures with Three Young People at the Heart of It All
The drama revolves around Cecil, Cain, and Rosa, three young inhabitants of the kingdom of Baron. Though they all serve in the Baronian army, they are drawn into a trap while following the orders of Baron's imperialist king and ultimately leave their country.
Many different people await them along their journey - people who perhaps will become their allies and lend their strength to their cause. Bitter partings and dreadful encounters lie in wait as well. The many and varied dramas unfold around the hero, Cecil.
[The following is a text representation of the chart shown in the book. A <-> indicates that the feelings/relationship ties go both ways between the characters; an arrow with only one direction indicates that the feelings are one-sided/not reciprocated (at least not initially).]
Cid (chief airship mechanic) <-> Cecil (Dark Knight): like father & son
Cecil <-> Yang (leader of the monks): comrades
Cecil <-> Palom & Porom (mages): bound by fate; spying on Cecil
Cecil <-> Gilbert (prince of Damcyan/royal): comrades
Cecil <-> Cain (Dragon Knight): rivals, best friends
Cecil <-> Edge (prince of Eblana, ninja): comrades
Cecil <-> Rydia (Summoner): bound by fate
Yang <-> Yang's wife [man, she doesn't get a name here either!?]: husband and wife
Palom & Porom <-> Elder of Mysidia: teacher-pupils (grandparent-grandchildren-type relationship)
Gilbert <-> Anna: lovers
Cain -> Rosa: unrequited love
Edge -> Rydia: crush
Rosa <-> Rydia: teacher-pupil-type relationship, eventually
Tella <-> Rydia: teacher-pupil-type relationship, eventually
Tella <-> Anna: father & daughter
Rosa -> Cecil: unrequited love
pgs. 8-9
The Mysterious Young Man Who Possesses Unsurpassable Skill with the Sword - and the Airship
Name: Cecil Harvey
Gender: male
Age: 20
Height: 178 cm [about 5'10"]
Weight: 58 kg [about 128 lb.]
Handedness: right-handed
Homeland: unknown
Equipment: Dark Sword, Dark Shield, Dark Helmet, Dark Armor, Dark Gauntlets
A young man of considerable power and prestige who is not only a Dark Knight but captain of the Airship Corps. The Airship Corps holds the most powerful position in Baron, and Cecil stands at its pinnacle. The level of confidence placed in him is readily apparent.
Despite his current social status, Cecil began as a lowly platoon commander in the Baronian infantry. In recognition of his talent and skills, however, he was made a Dark Knight and appointed the first commander of the then-newly-established Airship Corps.
Cecil has grown up completely on his own, self-reliant, as he has no family or patron. An orphan, he was at two years old found by the king and raised under his care; after graduating from school, he enrolled along with his classmate Cain in the Baronian military academy.
His origins are unknown, but many people, men and women alike, have been drawn to his honesty and his devotion to his duty.
Dark Knights
Warriors of Destruction Who Fight Using Their Own Life Force and the Powers of Darkness
The most effective division of the Baronian Army - the idol of the rank-and-file soldiers; one of the units they dearly aspire to join - is the Dark Knight Corps.
The only way to enter the Dark Knight Corps is through the royal decree of the king of Baron. Very few are chosen each year, and the selection process is not based on sheer swordsmanship or combat ability alone. High public confidence in the candidate has also become important.
After joining the corps, soldiers receive training with the Dark Sword. Once they master the negative energy (dark force), they are permitted to go forth in battle.
Dark Swords
None but Dark Knights Can Wield These Black Blades
Wicked swords whose blades are infused with "negative energy." If someone unschooled in
negative energy takes one in hand, the negative energy seizes control of their heart, causing them to strike down others indiscriminately. None but a Dark Knight can wield these secret swords.
To tap into their greatest power, Dark Knights must clash their own life force against the power of the sword, releasing a negative energy that can be used to fight.
The negative energy will fan out over a wide area, inflicting damage on several enemies at once.
Dark Sword
Standard equipment for a Dark Knight. Cecil was issued this blade by the Baronian government when he joined the Dark Knight Corps. The ghastly bleached bones set in its hilt are a symbol of the power sealed within the sword.
Shadow Blade
True to its name, this sword harbors the power of shadow. The sword itself is fond of darkness; it has been sleeping deep within the bowels of the earth, biding its time - hence, perhaps, its bat-wing crossguard.
pgs. 10-11
The Solitary Dragon Knight with a Gentle Soul Whose Heart is One with the Dragons
Name: Cain Highwind
Gender: male
Age: 21
Height: 183 cm [about 6']
Weight: 61 kg [about 134½ lb.]
Handedness: left-handed
Homeland: Baron
Equipment: Spear, Iron Shield, Iron Helm, Iron Armor, Iron Gauntlets
Captain of the Dragon Knight Corps. Cain's father was a previous Dragon Knight Corps captain, and so his son has followed in his footsteps. This, however, is only the beginning of a long story.
Cain lost his parents when he was young. Since his father was a particularly active and vigilant captain renowned for his exemplary service to the Corps in his day, rumors even arose that he was assassinated. The members of the Dragon Knight Corps fell to squabbling and chaos; only the fallen captain's dragon held true to his memory, still faithfully awaiting his return. The dragon's devotion touched the hearts of the Dragon Knights and spurred them to regroup. The dragon, however, continued to waste away regardless.
It was Cain, under the watchful eyes of the corps, who eventually saved the fading dragon. Due to his great ability to connect with dragons, Cain was appointed captain of the Dragon Knight Corps.
Dragon Knights
Proud Masters of Dragons with a Long and Distinguished History
The Dragon Knight Corps is an elite unit steeped in history that for many, many years had held the top position in all the Baronian army. Dragon Knights train and tame dragons for riding, but since the process takes at the very least about fifteen years, positions within the corps are hereditary. Moreover, since dragon breeding is labor-intensive and cannot be mechanized, the Dragon Knight Corps has not been included in Baron's recent military expansion.
Amidst all this, the Airship Corps, with the great mobility of its crafts, was founded, and the Dragon Knight Corps finally ceded the highest position of power and prestige in Baron.
Though they are no longer #1, the Dragon Knights' strength and power remains unchanged from the days of old. Even the Airship Corps is no match for them in hand-to-hand combat.
Lances
Advantageous Weapons in Aerial Combat, Wielded Only by the Proud Dragon Knights
[Note: The word used here, "yari," can mean either a spear or a lance. I'm using lance here because it's the more all-inclusive term.]
Weapons with long, polearm-type handles that are too unwieldy for general-issue soldiers. Only Dragon Knights can use these storied weapons.
Dragon Knights can handle a variety of weapons - swords, lances, and more. They favor the long range of lances, though, for the particulars of aerial combat and of fighting astride a dragon. The idea of a weapon exclusive to the Dragon Knights also holds an appeal for them.
Wind Spear
It's a familiar refrain among the Dragon Knights that the wind is the best friend of those who make the skies their battlefield. Therefore, the Dragon Knights are intimately familiar with the handling of this spear and wield it expertly. It's said to display formidable power in mid-air battle.
Blood Lance
Has the power both to stab like a spear and to cleave like a halberd. Since the spear can siphon the life force from its victim's blood, its wielder can use it to heal his wounds by striking at monsters.
Flying Dragon Lance
Infused with the spirit of the nature-loving silver dragon; is swift and agile, like its namesake. The spear is greatly effective against dragons.
pgs. 12-13
A Girl of Unspoken Emotions but a Smouldering Heart
Name: Rosa Farrell
Gender: female
Age: 19
Height: 162 cm [about 5'4"]
Weight: 47 kg [about 103½ lb.]
Handedness: right-handed
Homeland: Baron
Equipment: 50 Iron Arrows, Bow, Leather Cap, Leather Garment, Iron Bracelets
Rosa is one of the most talented archers in all of Baron, but she is renowned as much for her peerless beauty as she is for her skills with the bow. Many young men seek Rosa's affections, but it is Cecil with whom she is in love.
Given that Rosa is of noble blood and has a Dragon Knight for a father, however, her family does not approve of her associating with Cecil, whose origins and parentage are unknown. Therefore, Rosa has kept her true feelings hidden within her heart. [Note: There's a claim on the internet that later editions of this book are revised to make Rosa's father a standard knight, not a Dragon Knight. I seem to be working with the first edition and cannot substantiate this claim. It is from "notserious.info," after all.]
Moreover, Cain and Rosa's families are quite close, and as Rosa also lost her father when she was young, she naturally sympathizes with Cain.
Rosa enrolled in the newly-founded White Mage Corps, but even this action was prompted by her desire to be close to Cecil. Her powers in white magic are at this point unremarkable.
White Mages
White Magic Experts Who Hone Their Spiritual Power
One who uses white magic to help others is called a White Mage. They by nature dislike conflict, but in recent years, they have been posted in battle, also using magic that wounds and kills.
The Baronian Army has newly established a "Black Mage Corps" and a "White Mage Corps".
The White Mage Corps, however, holds very little power or influence in the Baronian Army, as the army has not historically devoted much of its resources to magic; it amounts to little more than a relief unit.
Bows
Light Enough for the Physically Weak to Wield, but Difficult to Aim and Lacking in Power
The only weapon that can attack at long range. Nearly anyone can wield them, but their awkwardness makes them extremely difficult to aim accurately. The weapon chooses its wielder, though, so those trained and skilled with the bow have no problem. Furthermore, a wide variety of designs are applied to the arrows themselves, producing a range of effects that augment a bow's attack power.
Yoichi's Bow
A Japanese-style bow said to have been used by the hero Nasu no Yoichi. [Note: Nasu no Yoichi was an archer in the Genpei War of the twelfth century. He was famed for allegedly shooting a fan pinned to the mast of an enemy sailing ship in stormy waters from a distance of about 70 meters at the battle of Yashima.] Its accuracy is only middling, but once it connects, it's powerful enough to fell an enemy with a single volley. Not only does it pack a punch in battle, but it also is said to possess strange powers that increase your strength when equipped.
Elfin Bow
A wooden bow infused with elfin magic; it boosts one's agility and wisdom when equipped. It possesses high magic resistance and is very effective against magic-user types. When used as an item, it unleashes a burst of magic power.
pgs. 14-15
An Elegant Prince, Successor to His Country's Throne, Yet Isolated from the Everyday World
Name: Gilbert Chris Von Muir
Gender: male
Age: 24
Height: 178 cm [about 5'10"]
Weight: 51 kg [about 112½ lb.]
Handedness: right-handed
Homeland: Damcyan
Equipment: Harp of Dreams, Feathered Cap, Poet's Garb, Ruby Ring
Gilbert is the first prince of Damcyan and the successor to its throne. He is the seventh generation of his line [the future Gilbert VII, in other words]. Gilbert grew up to be an easygoing, gentle fellow - as is the tendency within Damcyan's royal family, accustomed to their country's long-lasting, luxuriant peace.
Talent in balladry and business acumen is required of Damcyan royalty. Gilbert was blessed with wondrous musical talent and is greatly beloved among his people for it. He is of another mind when it comes to the latter field, however; he disdains the intricacies of commerce, not because he lacks business savvy, but because he simply has no interest in trade. This drives the current king of Damcyan up the wall.
The blood of a long line of minstrels flows through Gilbert's veins; he disdains the trappings of wealth and social status and decides to set out to wander the world.
Royals
A Royal Family of Both Minstrels and Merchants
The merchant state of Damcyan was founded by Gilbert I; he, of course, was a merchant himself. His success in business was instrumental in his ascent to the throne, but it was not the only reason he was chosen; one night, he drove away a group of desert-dwelling Sandworms that suddenly attacked him with the sound of his harp.
And so, the Gilbert lineage is composed of both minstrels and merchants, and his bloodline has carried on these traditions ever since.
Harps
Strange Instruments That Use Music to Inflict Spiritual Damage
The harps beloved by the peace-loving people of Damcyan are not meant to inflict physical damage. Therefore, one should not expect them to deal a great amount of damage, even when used in direct attacks. Rather, when strummed, the harps inflict psychic pain that causes foes to lose their will to fight, among other effects.
The harpist must be vigilant and strum the harp every round to maintain the attack, however, so one should use this tactic judiciously.
Harp of Dreams
Its attack power isn't high, but any evil within the range of its sound will be lulled into the world of dreams. Gilbert brought this harp with him from Damcyan.
pgs. 16-17
A Warrior Monk Who Stands Second to None, Even in the Martial Nation of Fabul
Name: Yang Fang Leiden
Gender: male
Age: 35
Height: 182 cm [about 5'11½"]
Weight: 76 kg [about 167½ lb.]
Handedness: ambidextrous
Homeland: Fabul
Equipment: Flame Claw, Leather Garment
The captain of Fabul's Warrior Monks, Yang is their epitome - a stoic, serene man of few words.
Yang has trained as a monk from early youth and is preternaturally skilled. Since his childhood, he has always been first among his peers, and he is currently - and undisputedly - held in the highest regard of anyone in Fabul. Despite this, Yang is not one to boast of his own talents - but this, too, could be said to speak to how warmly-regarded he is among Fabul's people.
Yang's only soft spot is for his bossy wife. There's a side of him that just can't stand up to her.
Monks
Monks of Disciplined Body and Spirit
A monk is one who trains his body as a weapon. Monks spend their days in Fabul training themselves in God's service.
Doing God's will is not their only calling, however; their main pursuit is physical training. They spend one month a year in training atop the icy highlands of Mt. Hobs. Those who survive such rigorous training attain a disciplined body and a tranquil soul.
Claws
Supplemental Weapons for Monks with an Added Elemental Punch
Weapons are redundant for monks, who have trained their very bodies to be weapons. Unaided, however, the body inflicts the same amount of damage to every foe.
Thus originated the claw. When a claw is infused with magic, its bearer can attack with the power of a given element. Moreover, a pair of well-fitted claws has the potential to increase your hit rate.
Thunder Claw
Made of a special metal; electrocutes the enemy. Deals exceptional damage to mechanical enemies and enemies weak against thunder.
Hell Claw
This sinister claw is said to be treated with the noxious fumes of Hell's miasma. Sticking the claw in an open wound shoots poison throughout the victim's entire body. The claw also increases the bearer's attack power.
pgs. 18-19
The Virtuoso Airship Mechanic Who Yearns to Fly Like a Bird in the Skies
Name: Cid Pollendina
Gender: male
Age: 54
Height: 159 cm [about 5'2½"]
Weight: 67 kg [about 148 lb.]
Handedness: right-handed
Homeland: Baron
Equipment: Wood Hammer, Prisoner's Garment
Developer of the airships. His heart has long held a strong yearning for the skies; he studied ancient Baronian lore and unearthed the ancient advanced technology of the "Art of Flotation" - which he combined with his own aviation theories to bring the airship into being.
Cid is a consummate craftsman. He also refuses to take part in any underhanded undertakings. He resents having the airship used for military purposes, but he's been appointed chief of Airship Corps Maintenance by royal decree.
He has lost his wife and now lives alone with his daughter. He regrets never having had a son to follow in his footsteps and has taken a shine to Cecil; he has let the boy ride his prototype airships ever since Cecil's early youth.
Engineers
Those Who Devote Their Lives to the Joy of Creation
Engineers belong to the Airship Maintenance Unit; they report to the Baronian Airship Corps and repair their airships. Only those who have mastered piloting the airships Cid has developed can enlist in the highly-selective Airship Corps. At present, the Airship Corps holds the highest position of power and authority in all of Baron.
But the engineers naturally count a great many imbued with vast creative spirit among their number. As one might expect, the task of providing support for the Airship Corps, Baron's front line of defense, is extraordinarily demanding. To the Engineers, however, it merely represents an extension of their existing interests, and the challenge makes them all the merrier.
Hammers
Even the Simplest Tools Are Splendid Weapons in Cid's Hands
Hammers are just hammers, and in the hands of everyone but Cid, they're nothing but tools.
Cid, however, with his knowledge of machines, can use these hammers as weapons. He can instantly analyze a machine's structure and discover an enemy's weak points all - an ability that would be best used to deliver a surprise attack. Of course, he can also exercise this ability on non-mechanical, organic enemies.
Earth Hammer
Fashioned from a special metal; the friction produced when it's used to attack creates an electric charge. It's especially effective against enemies weak against thunder. Extremely weighty; has special properties that increase one's power when the hammer is equipped.
Mithril Hammer
The hammer generally preferred by artisans, available on the open market. Cid uses it, too, to perform repairs on the airships. These hammers are advertised as being strong and sturdy, but they're not promoted as potential weapons.
pgs. 20-21
A Hot-Blooded Ninja and a Double-Fisted Swordsman
Name: Edge ("Edward Geraldine") [Note: The last syllable of "Geraldine" is pronounced "dyne", as in the Dragonmaster's name.]
Gender: male
Age: 26
Height: 175 cm [about 5'9"]
Weight: 51 kg [about 112 lb.]
Handedness: ambidextrous
Homeland: Eblana
Equipment: Kunai x 2, Green Beret, Black Belt Garment, Mithril Gauntlets
First Prince of Eblana. As the king's only son, Edge is the sole heir to the Eblana throne.
The king views Edge as the apple of his eye, coddling him, but Edge, fiery and a man of action, hates being sheltered and hemmed in. He mouths off and has a hot temper - and is also overconfident and a poor loser. His behavior is rather unconventional for royalty, but that's only, it seems, to hide his softer side. He has a strong sense of justice and an indomitable spirit, which is probably why he is so deeply beloved among his subjects. He indeed has the makings of a king.
Ninja
Fierce Warriors Who Have Mastered the Arts of Invisibility and Swordsmanship
The remote island kingdom of Eblana has a unique, thriving culture which has developed completely independent of the influence of other nations. The magic-like art of ninjutsu was born here. One who has mastered ninjutsu is called a "ninja."
Ninja have not only ninjutsu at their disposal - they are skilled swordsmen as well.
Nintou [Ninja Swords]
Narrow Blades Crafted in the Spirit of the Eblana Culture
Nintou were developed independently by Eblana from swords customarily used in neighboring countries that found their way to the island in ancient times.
Nintou are crafted with extreme precision - the people of Eblana are notorious sticklers for detail and craftsmanship. According to recent analysis, nintou are more accurate than the swords of any other country.
Due to the peculiarities of the weapons, however, only Ninja can use them.
Kunai
A dagger-like short sword widely carried as a self-defense weapon by the common folk of Eblana. Since it's lightweight and easy to handle, it can also be thrown at the enemy.
Kikuichimonji
Chrysanthemums are painstakingly inscribed in gold dust on the lacquered sheath of this sword, lending it the appearance of a high-quality weapon. Its offensive power, however, is anything but extraordinary; this is nothing more than a run-of-the-mill katana-type sword.
Shuriken
A flying weapon that deals damage when thrown at the enemy. Since it lodges itself deep in the enemy's body, it can be used only once, but it is highly effective. As it is an aerial weapon, it works well against flying enemies.
Ninjutsu
Makes Mincemeat of the Enemy in the Manner of Black Magic
As with nintou, ninjutsu was developed from the lore and know-how of faraway foreign lands that drifted to Eblana long ago - in this case, magic was developed and evolved into ninjutsu. Since ninjutsu draws its power from the same sources as magic, it operates on the same principles - it can hone one's intelligence and cause explosions of energy.
If you want to aenvision what ninjutsu is actually like, you can just think of it as somewhat like another type of magic, akin to white magic and black magic.
Now, let's take a look at each of the techniques of ninjutsu.
Katon ["Fire Evasion"]
Creates a sea of fire across the battlefield which then ravages the enemy - but this mysterious art somehow leaves one's allies unscathed.
Suiton ["Water Evasion"]
Summons a flash flood that slams into foes. The water avoids one's allies, though, passing them by. [Note: The above two techniques are named after parts of historical ninjutsu, albeit ones that used fire or bodies of water to evade or distract pursuers and guards, not blast them out of existence.]
Raijin ["Raijin", "Thunder God"]
Calls down a great thunderbolt from the heavens. The lightning rends the sky, blasting directly down upon the enemies' heads.
Kemuridama ["Smoke Balls"]
Blinding smoke billows forth in battle, veiling the enemies' eyes. You can escape behind their backs in the meantime.
Kageshibari ["Shadow Bonds"]
Tethers the enemies' shadows to the earth, rendering their actual bodies incapable of movement.
Bunshin ["Body Split"]
Uses the power of the mind to split one's body into many and deceive one's foes. While the enemy is led astray, the caster takes the offensive.
pgs. 22-23
A Gifted Old Wizard Who Has Buried His Past in Darkness
Name: Tella
Gender: male
Age: 60
Height: 177 cm [about 5'10"]
Weight: 48 kg [about 106 lb.]
Handedness: right-handed
Homeland: Mysidia
Equipment: Staff, Leather Garment
An old wizard who lives in the remote village of Kaipo. When he was young, he was a famed wise man living in Mysidia, breaking one ancient magical seal after another with his prodigious abilities. One day, however, he unleashed a magic that was beyond the limits of his abilities to control, the effects of which ended up injuring many mages.
Deeply remorseful, Tella left Mysidia. He soon married an ordinary woman in a faraway village and produced a lone daughter, Anna. He lost his wife early on, and so his love for Anna has only redoubled. When it comes to Anna, Tella has been known to lose control of himself.
Now, due to age, Tella has forgotten most of the magic he mastered. Fortunately, not even Anna is aware of his former reputation, and so he passes his days in peace, as an ordinary person.
Wise Men
Those Who Have Revived the Ancient Methods of Mastering Magics
The wizards of ancient Mysidia developed and mastered magics on their own, under their own power. The development of magic flourished, soon reaching the point where practitioners began casting spells just to show off. This resulted in the injury of a great many mages, and so the magics were sealed away by the hands of the Great Sages.
It has become customary for present-day mages to undergo extensive training and be taught either white or black magic by a Great Sage of old. But there are those who have mastered both types of magic - and they are generally called Wise Men. [Note: Tella's class could indeed also be translated as "Sage", but he is called "Tella the wise man" in big English letters right on the page. It's not to my liking, but it's an acceptable translation, so I'm sticking with it.]
Staffs
Spiritual Weapons Whose Strength Rests upon the Quality of Their Inlaid Patterns
The primary use of staffs is symbolic, for presiding over feasts and festivals. Of course, staffs are not meant to be used for striking an opponent; rather, they alter attack patterns or strike fear and awe into summoned spirits through the designs with which the staffs are decorated. [Lord knows how mages are supposed to use these designs to do either of those tasks. I at first thought that the "designs" were patterns of movement in which the mages wove their staffs, using them to "change attack patterns" like a magical version of body English on a pinball machine, but judging from the phrase in question ("hodokosareta ishou"), this is apparently not the case and the designs really are decorative designs embossed/painted/carved/whatever right on the staff.] Naturally, they are most effective when equipped not by physically-powerful characters, but by magicians - white-magic users, to be exact.
Staffs differ from swords and the like; no matter how cheap the staff, it will always boast the essential designs. Since the staffs are used in presiding over festivals to the gods, the patterns by definition concern white magic. When the wizard concentrates and gathers his spiritual energy, an aura of white magic emanates from the tip of the staff.
Power Staff
Staff used to regulate one's power. When equipped, amplifies one's power and spirit & will [the "white magic power stat"]. If the wizard comes into contact with the aura emitted from the staff, he'll experience a surge of power from within and, stricken mad, unleash an wild barrage of attacks.
Sage's Staff
It is said that those skilled in the ancient magics offered this staff up to the gods when presiding over festivals of life. One wave of this magic wand, and the environs will be enveloped in an aura with the power to raise the dead.
pgs. 24-25
A Young Girl of Blessed Circumstance Who Places Her Trust in Those Not of This World
Name: Rydia
Gender: female
Age: 7
Height: 107 cm [about 3'6"]
Weight: 18 kg [about 40 lb.]
Handedness: right-handed
Hometown: Mist
Equipment: Rod, Leather Cap, Leather Garment, Iron Bracelets
A young girl born several years ago from a pure bloodline of Summoners. She was raised and cherished by not only, of course, her parents but by everyone in her village.
Her abilities as a Summoner live up to her heritage. The power of summoning is greater in children than in adults and greater in women than in men; the inhabitants of the Illusionary World are inclined to trust the pure of mind and soul. One could say that the girl Rydia has been blessed with the perfect conditions to develop these abilities to their utmost potential.
Summoners
A Culture at the Brink of Extinction - with No Clear Future as a People
Summoners are those who call forth "Those Not of This World" from the Illusionary World. When a Summoner learns summoning magic, it is necessary for her to master basic white and black magic - so Summoners can also use magic.
Currently, the Summoners, disdainful of worldly affairs, live in Mist, the place said to be the closest to the Illusionary World. Small groups of Summoners are scattered hither and yon throughout the world, but their bloodlines are weak and abilities limited. The Summoners of Mist have continually married within their own bloodlines, but the practice has certainly shortened their lifespans, and the long-term survival of these bloodlines looks doubtful. The future of the Summoners from any perspective does not seem bright.
Whips
Weapons Used for Control and Instruction Said to Tame Those of the Illusionary World
There are particularly powerful entities among those who are summoned who cannot be controlled with staffs or rods - only whips can tame them.
Moreover, the length of whips enables the bearer to attack enemies both near and far. Occasionally, the ensnared foe will be paralyzed.
Fire Lash [Note: The word used for "whip"/"lash" here is "bute" ("byuuto" in straight katakana). Evidently, though written in katakana, the word is derived from the Japanese onomatopoeia for a whip whooshing through the air; it is not meant to transliterate an existing term from another language. Further explanation requires a dive into, of all things, sentai grandaddy Gorenger, and that is too deep a rabbit hole for this document to plumb.]
Produces violent heat when cracked. The fire emitted enhances the bearer's capabilities - strength, endurance, speed. It does, however, decrease the wielder's magic power.
Blitz Whip
The barbs spaced along the lash are made of a unique, electrically-charged metal. The alloy is specially formulated to prolong the length of the charge; the resultant whip is especially effective against enemies weak against lightning.
pgs. 26-27
SUMMONED MONSTERS
Their Tests Determine Your Fate as a Summoner
To call forth inhabitants of the Illusionary World and bend them to your will is called Summoning. Perhaps the term "bending them to your will" is inaccurate; it would be more accurate to say that you are earning the respect of the denizens of the Illusionary World through your abilities as a Summoner and the designs on your weapon, thereby earning their obedience to your orders. If a Summoner should make one false move, however, and call forth a creature that overmatches his or her own power even slightly, that creature becomes a frightful beast, uncontrollable and heedless of anyone's commands. To make a good match of Summoner and summoned, one must have a solid knowledge of the true nature and mettle of each summoned beast beforehand.
Ramuh
Lord of thunder and benevolent deity beloved throughout the Illusionary World. It is his role in the Illusionary World to pass judgment over evil, and his impartiality and sense of justice far surpass those of anyone else in the land. He is, however, easy to summon, perhaps due to his righteous nature.
Armed with his trusty staff, he can control thunder itself in surges of lightning that rush forth from his cane. Summon him, and he will bombard the enemy with the thunder of his righteous anger.
Chocobo
Calling forth a chocobo capitalizes on its true strength - its leg muscles - by delivering a kick to the enemy. Chocobos' thighs can get to be 100-120 cm [about 40-47 in.], so you can expect them to pack quite the punch. It's probably not a good idea, however, to use them against giant enemies, enemies with great defensive power, or fairly powerful enemies.
Shiva
Shiva, the spirit of ice. Given to ferocity, she will freeze all whom she deems enemies. Her breath is absolutely chilling, and she delivers particularly merciless damage to entities who depend upon heat as their source of life.
Ruthless though she may be, Shiva is readily capable of fierce loyalty to her Summoner, so one could call her quite easy to summon.
Ifrit
Summons Ifrit, the spirit of fire. Ifrit is also fierce - though he pales in comparison to Shiva. His special ability is to bellow a fiery blaze, then, his own body wreathed in flame, to render the entire battlefield one great pillar of fire.
Since he's comparatively receptive to the commands of those who call him, there's a good chance he won't roast the summoner.
Titan
Summons a descendant of the Titans from Greek myth. They were defeated in a war against Zeus, but their bloodline lingers on. He has a kindly demeanor, and he is ever the gentleman, but his appearance is that of a high-echelon warrior.
When summoned, he creates a violent earthquake with his 7-ton body. He can also drop enemies into the fissures the earthquake creates.
Bahamut
Among all the dragons, Bahamut is the one closest to a god - he might very well be called their king. Lack the proper politesse, and he'll show you no mercy, ally or not. None but an extremely skilled Summoner will be able to summon him. He disgorges scorching flame to char his enemies.
Levia
The ruler of the seas, Leviathan. Incite this god's wrath, and he is capable of sinking the entire world beneath the ocean with great floods and tidal waves.
It would be nearly impossible, however, to anger this great and gentle soul. He will obediently yield to a Summoner's commands, attacking the enemy with tidal waves. Since he is a god, however, low-level Summoners cannot control him.
Odin
There are many brave warriors and great heroes who have given their all for this world - heroes who have died, become spirits, and inhabit weapons or armor. And there are cases where these spirits, when they encounter those of a like mindset, will lend their powers to them. Odin is one such soul. He will never, though, ally with the weak.
pgs. 28-29
They Boast Ever-Growing Powers Akin to Those of the Ancient Mages
Name: Palom
Age: 5
Gender: male
Height: 94 cm [about 3'1"]
Weight: 22 kg [about 48½ lb.]
Handedness: left-handed
Hometown: Mysidia
Equipment: Ice Rod, Feathered Cap, Leather Garment, Iron Bracelets
Name: Porom
Age: 5
Gender: Female
Height: 93 cm [about 3'1", but a smidgen shorter than Palom]
Weight: 19 kg [about 42 lb.]
Handedness: right-handed
Hometown: Mysidia
Equipment: Staff, Feathered Cap, Leather Garment, Iron Bracelets
Magic was once, generations ago, sealed away by great sages; learning it on one's own, unassisted, is a nigh-impossible task.
Palom and Porom, however, have been learning magics one after another since early childhood - just like the mages of old. ["Early childhood"?! They're only five; how much earlier could this "early childhood" have been?] Astounded by their youngsters, their parents decided to have them study under the Elder.
But Palom is a mischievous child with a rude demeanor. He is punished day in and day out by the Elder for playing pranks. Since Porom is mature for her age and ranks as Palom's older sister, she is more grounded and better-behaved and has made it her duty to discipline Palom. She seems to be held in high regard by the Elder. Due to their extraordinary magic power, however, great things are expected of both children.
Black Mages
Attack Mages Endowed by Their Intellect and Skill with Destructive Power Conducted through the Elements
To use one's knowledge to concentrate the surrounding elements into a burst of power that kills or wounds one's enemies is black magic. Black mages have high intelligence - and abundant stores of knowledge that demand no small amount of studying to procure. Naturally, their intelligence increases through battle as well.
White Mages
Mages Who Draw Power from Their Stout Hearts and Unblemished Spirits
The source of that which is called "magic" does not differ between white and black magic, but that which transforms that source into goodness and virtue through one's own spiritual power is "white magic." To be able to use white magic, one must first fortify oneself spiritually. There are, however, those who are naturally gifted with this spiritual power.
Rods
These Weapons Attack with the Magic Sealed within by Their Creators
Staffs infused with magic are called "rods"; they are most often are made of wood. That's because wood has properties conducive to magic-infusion - particularly if the tree is thousands of years old, in which case the wood itself can amplify magic power or double magical effects.
Therefore, a rod probably won't be able to deal enemies a mortal physical blow. Rods, like staffs, are weapons infused with magic, able to unleash black magic upon their use.
Rod of Transformation
[Note: The kanji combination used in the naming of this weapon can be read either as "henka", meaning "transformation" or "change," or "henge," meaning "goblin" or "apparition." I've chosen the former reading due to the item's description, though the name is most probably intended as a pun and the illustration depicts the rod as topped with a demon's skull.]
A rod infused with the hatred beasts hold toward humans, symbolized by the skull at the rod's tip. Whoever is struck by the magic issued from this rod is changed into a pig.
Fairy Rod
Created by the fairies of the air known as "Sylphs," infused with their trademark Confu magic. If someone comes in contact with the magic that surges from the wand, they will probably become confused. The staff will also be highly effective against giant-type creatures, the sylphs' natural enemies.
pgs. 30-31
The Menacing Magic Whose Domain is Destruction
Black magic can become more powerful as one expands their knowledge of the natural world. A person of average capabilities can use black magic to a modest extent, but it is said that a formidable intellect is necessary to master it.
[Note: As most FF fans know, a number of spells in both this section and the next have names derived from the magic's effects but cryptically stylized (such as "Slepul" for the sleep spell - sleep-pull, perhaps?). In such cases, the spell's title in raw Japanese is included in brackets right after my own stab at the name.]
Fire - Fira - Firaga
Drastically accelerates the velocity of the electrons in the target matter, generating heat and, eventually, combustion. As a (naturally) heat-based attack, it is extremely effective against those who live in a cold environment or draw energy from the cold. It also seems to be effective against undead enemy creatures.
Called the first step in black magic, many have started their magical training by learning Fire.
Blizzard - Blizzara - Blizzaga
Blizzard was conceived by those weak against heat as a means of countering Fire. Working on the opposite principles of Fire, Blizzard slows the velocity of its targets' internal electrons, lowering their body temperatures and causing them to freeze. Frozen targets can even be shattered to meet their end.
Naturally, Blizzard should be effective against those who live in a tropical environment or those who draw energy from heat.
Thunder - Thundara - Thundaga
There are two techniques used in Thunder. One is to generate electricity from inside the target's body. The second is to call down lightning from the heavens. The former method is relatively simple, but the latter method draws a great deal of power. Thunder deals great damage in places where electricity is easily conducted, like water, and to things powered by electrical systems.
Slepul [suripuru]
Stimulates the sleep center in the cerebral cortex, lulling the victim to dreamland. Since the nature of the cerebrum changes according to the organism, however, there are a fair number of creatures upon which this spell won't be effective.
Drain
Siphons away the target's life energy and transfers it to the caster. Beware, though, for using it on undead creatures, who lack life force, will have the opposite effect than intended.
Aspir [asupiru]
Operates on the same principle as Drain; siphons away the target's mental energy and returns it to the caster. Since the spell requires a goodly amount of concentration, it's difficult to siphon a lot of energy away in one use.
Poison
Causes toxins to generate in the target's body, in turn causing the target's body to corrode bit by bit. The spell can rot the whole body away if left unchecked. The toxins will remain even after the end of the battle.
Toad
Reassembles the body's molecules and transforms one into a toad - or returns comrades who have become toads to their original state. If you become a toad, the only magic you can use is Toad.
Porky
In the same vein as Toad, turns the target into a pig or changes it from a pig back to normal. Unable to use magic, enemies transformed into pigs should panic and flee.
Stop
Stops time in the space around the target, rendering it unable to move. Ensnared enemies enter a state akin to paralysis; lacking the chance to retaliate, they can be attacked continually.
Degeon [dejon - a combination of "deru" (Japanese verb meaning "to leave") and "dungeon", I suppose]
Instantly returns you to the floor above you by creating a spatial distortion inside the dungeon. Since its chant requires meditative concentration, the spell cannot be used in battle.
Death
Causes the blood of living things to coagulate, resulting in instant death - a demise that could be called the ultimate in euthanasia. It is futile, however, to cast this spell on undead creatures or mechanical enemies, both of whom lack blood.
Break
Turns the target's composite molecules into unliving stone. The petrified targets cannot move - their very vitals stop - and thus cannot continue the battle.
Tornado
Deals the target a mortal wound, leaving them so weak that a single attack can fell them. As it inflicts wounds that bring the target to the verge of death without delivering the coup de grace, this spell is in a sense extremely cruel.
Bio
Spawns and incubates bacteria at a horrendous rate inside the body, dealing great damage. But there's a catch: though the infection rate is severe, it takes a while for the microbes to multiply.
Quake
Creates an earthquake through causing a grand-scale seismic reaction, crushing the enemy through topological changes. One should not hope for it to be effective against enemies that can fly, however.
Meteo
Upsets the balance of space, calling down a swarm of meteors. The magicians who can wield this spell are few. Being a grand-scale magic, the spiritual energy it consumes is considerable.
Flare
Initiates nuclear fusion using the hydrogen atoms in the atmosphere, releasing a formidable amount of energy. A horrible magic that will deal near-mortal damage to any sort of target.
pgs. 32-33
Gentle Magic of Healing and Recovery
White magic has developed along the path of virtue; it requires a stout heart and formidable force of will unyielding to temptation. As they strengthen, one's white magic power will increase in kind.
Keal - Kealra - Kealda - Kealga
Transforms spiritual energy into life energy, drawing it into the intended subject. One of the easiest white magics to master; a great many people can use it. When a white magician learns Kealga, she can completely refill a person's life energy - but she likely would not be able to do so were she not a highly skilled practitioner.
Raise - Araise [areizu]
Calls back a spirit separated from its flesh. It can be a difficult magic to cast if the practitioner is not fairly skilled. Araise has the added effect in application of casting Kealga at the same time it recalls the spirit. As the spell is applied magic, it is more spiritually taxing than casting Kealga after casting Raise.
Esuna
Returns the body's nerves and internal molecules to their original state where status abnormalities (short of death) have developed. Provides recovery from petrification, silence, and confusion, among other ailments.
Telepo
Instantaneously transports the subject by creating rifts in space. In battle, this spell allows you to escape from combat; in a dungeon, you'll flee to the outside.
Blink
Strains one's spirit to give birth to another self that is physically indistinguishable from your actual body and draws enemy attacks. Substitute this body for your own flesh.
Reflec [refureku]
Forms a barrier before the target. Attacks can pass through, but magic will bounce off and inflict damage back upon the caster. After several uses, however, the barrier will break.
Protece [purotesu]
Hardens the armor and other protective gear the target is wearing, thus increasing their defensive power and resistance against physical attacks. Useful when battling powerful opponents who don't use magic.
Shell
Envelops the body in a protective membrane, providing resistance against magic. Effective against enemies who seem liable to use powerful magic; invaluable in boss fights that promise to be long and grueling.
Haste
Suppresses gravity, allowing one to move more nimbly. With your enhanced mobility, you can take two or more attack turns in the time it takes the enemy to get in one - quite an advantage.
Slow
The opposite of Haste, it increases the gravity around the target, slowing movement. Naturally, during the period in which the enemy is slowed down, you should be able to get in two or more attack turns.
Minimum
Shrinks a body to Lilliputian size or turns a shrunken target back to its original full size. Convenient for squeezing into small cracks or spaces - but you can't execute physical attacks in this form.
Libra [raibura]
Provides clairvoyant insight into the enemy's abilities - information like current and maximum life force, weak points, and what it will take to defeat it. A valuable reference in forming battle strategy.
Sightlo [saitoro]
Zooms high up in the heavens so that the surrounding topography can be surveyed. [Note: A subject is not given for this sentence, and a transitive verb is not used, so I don't know who or what is "zooming up" - the caster, the caster's "clairvoyant sight" generated by the spell, or something else the spell creates.] A convenient tool for ascertaining one's surroundings and determining which way to go.
Dispel
Nullifies magics cast on the target, returning target to its original status. Good to use on enemies sped up by Haste and comrades slowed down by Slow.
Hold
Severs transmission systems like nervous systems and electrical circuits, snaring the target in a state of paralysis. Since it is possible, however, for the victim to recover naturally, you can't completely count out those who've been paralyzed.
Berserk
Powers up the target by reinforcing its muscles. As a side effect, however, the target subsequently becomes a mindless berserker who attacks unrelentingly.
Silece [sairesu]
Destroys part of the target's seat of thought so that it cannot speak a word, effectively rendering the target unable to use magic. A spell you'll want to use against magic-using monsters.
Confu [konfyu]
Deals the transmission systems an overload of stimuli, impairing judgment. The target thus attacks ceaselessly, unable to distinguish friend from foe.
Levitate
Generates some antigravity at the feet of one's allies, enabling them to float just a little bit. Provides protection against the severe damage inflicted by earthquake attacks.
Holy
Purifies the walking undead with divine holy power. It is more merciful to recall the luckless undead to God instead of leaving them to burn in hellfire.
pgs. 34-36
CHARACTER
Every Character Has a Distinct Personality
The characters are rich in personality, continuing the journey amidst repeated meetings and partings. Each has assigned a clearly-defined role right from the start, so there is no job system like in III - and with no need to select jobs, there is no need to manage job changes. There is one exception, however: one character does go through a "job change" of sorts in accordance with the plot.
The weapons and armor available to equip are also strictly classified by character. There is nearly no equipment designed for general use.
Caption [Cecil's Dark Knight status screen]: The characters featured are truly individualistic. Since you can't pick and choose character classes, you'll never feel dissatisfied with a character-class decision.
A Variety of Battle Commands Tailored to Individual Characters
The battle commands assigned to each character are also diverse. Beyond the basic commands of "Fight" and "Item," each comrade is equipped with their own individual, tailor-made commands - including lots of new commands heretofore unseen in the Final Fantasy series. Since a character's actions in battle change according to the commands selected, this means that each character comes equipped their own unique moveset. The commands and moves belonging to the three characters at right [below here] serve as good examples of this. There are other commands besides, like "Aim" and "Bluff."
Caption [icons of each character using their special commands]: Cecil: Dark; Gilbert: Hide, Sing; Porom: False Cry, White Magic
BATTLE
A New Battle System, "Active Time Battle," Debuts
Most of the time spent playing RPGs is devoted to the battle screens. It would not be an exaggeration to say that their ability to hold the player's interest determines the degree of enjoyment an RPG provides. With the new "Active Time Battle" system, the element of real time is added to the battle scenario. The sense of tension is dramatically heightened, making battles far more fun. In ATB, the quickest combatants move first. Unlike previous games, you don't input all the commands at once; you instead input each character's commands as their turn comes up in the battle order.
Caption [early Cain-'n'-Cecil battle scene - hey-ho! Cain has a "White Magic" command here!]: All combatants move in order of how fast they are, be they friend or foe, so you can choose your commands to suit the changing circumstances.
A Switch to Real Time Demands Streamlined Controls
Since the battles unfold in real time, the monsters will attack you relentlessly - even while you're choosing your commands. Those who hesitate will inevitably receive some damage in the meantime. ATB demands quick reflexes and the ability to make snap judgments. Thanks to these changes, the player can enjoy battles that aren't static for a second.
Since time passes even as you're selecting commands, being slow at the controls can prove fatal. Therefore, we've made numerous improvements to the control system so that players can keep up with the need for instant action.
There are two major points of improvement. The first is that you use buttons instead of a command to escape from a battle: hold down the L and R buttons simultaneously, and you'll be able to run away. Since the controls respond instantaneously, you can escape before the monsters even have a chance to attack. The other point of improvement is that you can now choose to defend or to swap battle lines simply by pressing left or right on the control pad. This eliminates having to search for these commands in the battle menu so that you can act more quickly in battle and make the most of every second.
This user-friendly control system enables the true fun of the new ATB battle system to take center stage.
Caption [Cain-'n'-Cecil battle scene pt. 2]: You can run from battle by holding down the L and R buttons, without selecting a command. Only the SFC could make such a feature possible.
Caption [even more fun with Cain-'n'-Cecil]: Press left on the control pad to change your party members' battle positions. You can switch the members in the front lines with those in the back instantly.
MAGIC
The Graphics Pack an Even Bigger Punch with the Power of the SFC!!
Spell graphics and animations add a spark to battle scenes. They've gotten more powerful and impressive as the series has progressed, and they, too, have obviously taken a great leap forward with the high-powered SFC hardware. Taking utmost advantage of the SFC's capabilities, they give the player an even greater sense of "being there."
There are many different animations to illustrate the effects of each magic, making the spells' power and impact instantaneously apparent. These SFC-exclusive graphics could be called yet another jewel in the battle system's crown.
Caption [battle scene - Rydia casts Fira]: The magic graphics in the battle scenes leave nothing to be desired, with more power behind them than ever before. Using Fira, for example, invokes a complex graphical sequence. First, intense flames flare up at the monsters' feet.
Caption [battle scene - Rydia casts Fira, pt. 2; also, Kain is in a Cecil-kid Rydia-Rosa-Yang party when he shouldn't be]: Next, the roaring flames fly up to encircle their prey, dealing huge damage to the enemies. By combining two separate graphical sequences, the effects of the magic are made readily apparent.
From Buying to Learning; from Limited Uses to MP
The magic system has also been overhauled. Up until now, magic has been purchased from shops, but now, magic is learned naturally as each character levels up. Also, while before every level of magic was restricted to a limited number of uses, that has changed to a system where MP is consumed every time magic is used. The changes lighten the load on the player's shoulders a bit, allowing you to immerse yourself more in the game.
Caption [end of battle with Rydia learning Slepul]: The types of magic learned differ according to the character. Now, there's no more worrying about which type of magic you should buy.
Caption [Rosa's spell screen]: Of course, the amount of MP consumed differs depending on the magic. With the new MP system, you can cast spells one right after another.
Caption [battle scene; whole party floating]: Established magics have been revamped and streamlined, and a number of new magics debut. One kind of defensive magic, "Levitate," makes everyone in the party float in mid-air, protecting them from earthquake attacks.
pgs. 37-38
A Vast World Composed of Six Nations
Long, long ago, before humanity even appeared on this earth, it is said that all the world's continents existed as a single, unified land mass. Then, through grand-scale shifts in the earth's crust spanning hundreds of years, the continent changed little by little, splitting into the four major continents as they now exist. The many shoals that can be seen along the shores in various parts of the land are lingering traces of those days.
Currently, six nations exist in this world. Three nations, Baron, Damcyan, and Troia, are situated on the largest continent; the remaining three countries, Fabul, Eblana, and Mysidia, each lay claim to one of the smaller continents. Aside from the three adjoining nations,
these countries have not had much contact with eaach other until very recently, due to the considerable amount of space separating them. It is for that reason that each country has spawned its own unique, individual culture and customs independent from all the rest.
The central continent is the heart of the world's finances, culture, and industry - and among its nations, the one that has assumed a de facto position of world leadership is Baron.
pg. 39
International Relations Rest upon a Delicate Balance
Perhaps because this world itself is very new, the history of any given country as a nation is extremely shallow - even that of the oldest established nation, Baron, goes back a scant 500 years. Most of the other countries have been formally founded over the past 100 to 200 years. Accordingly, the establishment of diplomatic relations between the countries has also been quite recent. Considering that there are countries that have not even yet ventured into the diplomatic realm, it can be said that international relations rest upon a very delicate balance.
The country that has most actively sought to bring about diplomatic relations and establish a world order is Baron, the same country that had most quickly established its own national identity. It swiftly established formal diplomatic relations between Damcyan, Troia, and Mysidia. Foreign policy concerning Fabul and Eblana is still in development.
On the other side of the coin, Eblana has not truly pursued foreign diplomacy in an active sense. In fact, it has not yet had any formal exchanges with any country at all; its only contact with another nation is said to be a visit from Baron's airships.
For better or worse, the existing world has come to be centered around the country of Baron. However, owing to the four nations outside of Baron who have crystals in their keeping, though international relations may be precarious, the global balance of power has been maintained.
[Below this passage is a diagram displaying the web of international relations, lines drawn between certain countries - presumably meaning that the linked two countries have established international relations, though this reading would yield information somewhat contradictory to that above. (Perhaps, as the historical information provided in the ollowing nation-by-nation sections would suggest, the lines denote countries that simply have some sort of ties to each other.) The lines are between the following: Baron and Eblana; Baron and Damcyan; Baron and Mysidia; Fabul and Eblana; Fabul and Damcyan; Fabul and Mysidia. It is of note that Troia, though grouped a shaded block distinguishing the "crystal-possessing nations", stands all by its lonesome, no lines to any country at all. There are notes attached to some of the lines, which are translated below.]
[title and contents of shaded block] Crystal-Possessing Nations:
Nation of Faith, Fabul: Crystal of Wind
Nation of One Faith, Troia: Crystal of Earth
Nation of Commerce, Damcyan: Crystal of Fire
Nation of Magic, Mysidia: Crystal of Water
Military Nation Baron <-> Military Nation Eblana: non-aggression pact
Fabul <-> Eblana: have had private-level exchanges of martial-arts techniques
Note beneath Baron entry: country with the most territory
pgs. 40-41
Military Nation Baron
Sovereign: King Baron
Area: 38,872 km² [about 15,008 square miles. In other words, it's about the size of the Mojave Desert and about half the size of Scotland. In comparison, the state of Maryland is 12,407 square miles. The greatest nation on this "earth" (this trans-venutian object?) is only slightly larger than Maryland. Um...]
Population: 3,500 [Not a typo. The entire population of the nation of Baron is thirty-five hundred people. Wait a little; it gets even better.]
Chief Industries: manufacturing, agriculture
The Martial Nation in Command of Eight Armies, the World's Mightiest Power - This Is Baron
The country with the longest history and the strongest military might. All countries tremble before the very name of the Baronian Army, whose imposing fighting force is divided into eight separate corps. Of these, the one with the longest history is the Royal Guard, whose duty is to act as the king's personal bodyguards. All the members of the Royal Guard are chosen on a hereditary basis.
Next formed were the Dragon Knights, who possessed the ability to control flying dragons - a power which came to be called "the soaring blitz." For a long time, the Dragon Knight Corps was secure in its place at the head of the army, but in recent years, it has been knocked from its perch by the development of airships. As the flying dragons were instantly replaced by the airships, with their maneuverability and ability to be mass-produced, so, too, did the Airship Corps replace the Dragon Knights at the head of the Baronian Army. The Airship Corps, also known as the Red Wings, is an elite & highly-selective unit whose members excel in aerial flight skills. One mustn't forget the existence of the Dark Knight Corps, either. The Dark Knights, the most capable combatants in the army, all started as general-issue soldiers, but each year, a chosen few undergo the test of the Dark Sword and assume the Dark Force (negative energy). [Note: as you might have noticed, the above assertion about the Dark Knights being "the most capable combatants in the army" somewhat contradicts information included in the profile of the Dragon Knights in Cain's section, which implies that the Dragon Knights are the most proficient in hand-to-hand combat. Perhaps the Dragon Knights are the most naturally gifted in combat, but the Dark Knights' assumed supernatural abilities put them at an unfair advantage?]
There are also four other additional military corps in Baron, of which the Infantry and Navy are two. Composed of general-issue soldiers, members in each are recruited on a volunteer basis. The development of magic in Baron also lags behind that of other countries; the previous kings of Baron never took magic power seriously. Since the new king took power, however, the White Mage and Black Mage Corps have been newly instituted, and more resources have been devoted to magical research. This has yet to lead to anything of practical use, however.
Baron Territory
[Above this title is a map of the world, denoting - you guessed it - territory held by the country of Baron. The book does this for every country; I wish I had enough image-editing know-how to overlap all the maps to make an all-in-one reference to who holds what in the FF4 world. Baron's territorial claim isn't anything unfamiliar to FF4 fans, though - just what one would expect. (Baron does own the mountain range ringing the Damcyan Desert's southern border, though. It is also of interest to note that neither Baron nor Damcyan lays claim to either Mist or the mountain path leading into it.)]
[OK, cautionary notes for this and all national "chronological records" forthwith. The historical events are arranged chronologically, from least to most recent. Now, this is important: a date applies only to the event directly across from it. If an event has no date attached to it, it takes place some unspecified time between the events before and after it, and not just on the last preceding date mentioned. For example, Baron's parliamentary government began to form sometime between 800 and 500 years ago; the Dragon Knight Corps was founded sometime between 300 and 150 years ago.
Was that enough italics for everyone? Sorry for the over-emphasis, but the timelines are a bit difficult to understand without absolute clarity on this one point. The Baronian chronological record isn't the most illustrative choice; later chronologies illustrate this point a bit better.
And, of course, all dates are approximate, hence the "~" marks.]
Baron Chronological Record
Age | Event |
~800 Years Ago | A settlement forms naturally in the abundant landscape. Development is swift, and the town in no time comes to function as a small city-state. |
| The beginnings of a rudimentary parliamentary government - that is to say, something on the level of a meeting between the area's influential families. |
~500 Years Ago | Internal strife erupts in the parliament, leading to a skirmish that results in bloodshed. This riot is subsequently dubbed "The Three Days of Blood." The bloodline of the current King Baron quells the strife through mediation and, in the name of reforming and strengthening the parliament, establishes a constitution spanning fifteen articles. It is at this point that the history of Baron as a nation begins. At the same time, armed forces are established, deemed necessary for national defense. |
~450 Years Ago | King Baron I is born. At the same time, the self-defense force is newly instituted as the Royal Guard. |
~300 Years Ago | The arrival of a merchant ship from Mysidia. As a result, Baron's reputation as a military power spreads throughout the world. |
| The Dragon Knight Corps is formed. Cain's ancestors are greatly involved in the event. |
~150 Years Ago | Security treaty with Mysidia. An extra-dimensional trade route facilitating instantaneous travel between the two countries is completed through Mysidia's efforts. It afterward comes to be called the Devil Road. |
pgs. 42-43
Merchant Nation Damcyan
Sovereign: King Gilbert
Area: 36,235 km² [about 13,990 sq. mi., for you keeping track at home.]
Population: 700
Chief Industries: trade
A Kingdom That Has Prospered through the Minstrel Family of the Gilberts
North of Baron lies a little merchant nation situated in the center of the Damcyan Desert. It began as a tiny settlement sprung from an oasis, but it eventually became a stop-over point for travelers - who then began trading with each other, forming a market of their own accord. It was Gilbert, the boss of all the market's brokers, through whom Damcyan came to be unified as a nation. Gilbert also introduced the concept of currency to the market. The world's present unit of currency, the "gil," takes its name from the man.
Returning to the topic at hand, however, it was not business acumen alone that brought the house of Gilbert to the Damcyan throne. Originally, hordes of giant vermin called Sandworms infested the Damcyan Desert, attacking many travelers and inflicting great losses upon the whole of Damcyan many times over. It was under these circumstances that the entire Gilbert family one day came to Damcyan. Unfortunately, that very night, the country was attacked by Sandworms - but, just then, out of nowhere, the monsters were interrupted by the sound of voices raised in song. At this sound, the Sandworms fled to the desert in droves. The singing voices belonged to the Gilbert family.
Coming from a long, unbroken lineage of minstrels, the Gilberts' singing voices somewhere along the line came to possess a mysterious power. The people gave thanks to the family, asking them to stay in their land. Their hearts moved by this wish, the family decided to settle down in Damcyan, continuing to spin their songs.
Damcyan Territory
[Same thing as with Baron; just a map, no surprises in territorial boundaries.]
Damcyan Chronological Record
Age | Event |
~500 Years Ago | A troupe of traveling traders, Déraciné, wanders across an oasis. They establish a settlement and make it their permanent base. [Note: "Déraciné" is a word of French origin literally translated as "rootless" or "uprooted." It's apparently been adopted by the Japanese as well, and means "nomadic" or "wandering."]
[Also, the verb that describes how the Gilberts arrived at the oasis, "hyouchaku," is typically used to denote being washed ashore from a body of water, but how does that happen in a desert, exactly? Well, it is a sea of sand.] |
| The oasis is directly attacked by sandworms. It suffers a devastating blow. |
| The Gilbert family visits the oasis to do some trading. The Sandworms are driven away. It is "The Night of Word Essences". [Another Note: "word essences" is in Japanese "kotodama" (composed of the characters for "say"/"utterance" and "spirit"). The exact same term is used for the unique spells featured in Square's later game, Rudra no Hihou, in which words themselves act as magics; new spells are acquired not through gaining levels, but by assembling word-magics syllable-by-syllable from the Japanese alphabet and following clues interspersed throughout the game in order to find the most effective combinations of syllables. The English term "word essences" is taken directly from the Rudra portion of Square Japan's old English-language page. Anyhow, the basic point - in both Rudra and FF4, the term "word essences" refers to words, sung or chanted, which hold inherent magic power and produce magical effects.] |
| The Gilbert family prospers as wealthy merchants. |
| The future first king of Damcyan, Duster, discovers a jewel, "The Light of the Desert". His influence spreads as a result. [I'm sorry. Duster ("dasutaa" in katakana) is his name. I didn't make this up, and I couldn't think of any other translation.] |
~350 Years Ago | A constitution for Damcyan is enacted, and Damcyan is formally established as a nation. |
| A system of currency is introduced. Its basic unit, the gil, takes its name from the royal family. |
| A high-ranking priest from Fabul is invited as the first state guest. Ties of friendship between the two countries deepen. |
~200 Years Ago | Official diplomatic relations are established with Baron. |
pgs. 44-45
Nation of Faith Fabul
Sovereign: High Abbot of Fabul Temple [Note: The term used here, "daisoujou," is commonly translated as "archbishop" or "high priest." Despite the mitre on the Fabulian crest, it's clear the Fabul order is based on Buddhist monasticism, not Christian. As for "high priest," the text refers to the warriors of Fabul as either the straight-up word "monku" in katakana or by terms that can apply both to monks and priests. (Attempts to sort out the apparently-nebulous difference between the two in various schools of Japanese Buddhism lead down a huge rabbit hole.) Ultimately, Fabulian warriors in their "present" form are monks, they're all together in their kingdom-congregation as part of one faith, so I'm coming down on the "monk" side for this term and opting to translate this title as "High Abbot" here.]
Area: 18,391 km² [about 7,101 sq. mi. For comparison, New Jersey measures 8,722 sq. mi.; Connecticut, 5,544 sq. mi.]
Population: 300
Chief Industries: agriculture, fishing
A Congregation of Those in Search of Spiritual Enlightenment, Grown into a Nation of Faith
The entire history of the nation of Fabul begins with a single temple. Fabul Temple was the place where monks & priests from all over undergoing their ascetic training would come for extended periods of spiritual training. [Note: The word used here, "shuugyousou," is most often applied toward monks but can also be applied to priests undergoing training.] Soon, though, warriors from the world over seeking to master all sorts of martial arts came to settle around the temple, leading to its growth into a town. Thus, Fabul came to be established as an independent nation under most unusual circumstances. Since its ties with Mysidia, a renowned country of mages, run quite deep, a ferry line connects the two countries.
On an incidental note, a single Dark Sword rests within the walls of Fabul Temple. It is this very sword that led Fabul to its current state of prosperity. During the wars of a few hundred years ago, a lone Dark Knight, covered in wounds and at death's door, found his way to Fabul Temple. In the course of receiving treatment for his wounds, this knight experienced a spiritual awakening under the instruction and teachings of the High Abbot and ended up entering into the Fabul Temple faith. The sword enshrined within Fabul Temple is the Dark Sword that Dark Knight abandoned. The story of the Dark Knight soon spread throughout the world, and stalwart souls in search of spiritual training began one after another to flock to Fabul.
The grand goal of this nation of faith is spiritual enlightenment, but a squadron of mercenary troops has been formed to protect the country from outside enemy invasions. Perhaps, though, it would be better if we just called them a gathering of those who seek to attain a higher level of self-discipline.
Fabul Territory
[No surprises, again; basically everything on the northeastern continent east of Damcyan starting at Mt. Hobs, plus a couple of the northernmost Silveran islands.]
Fabul Chronological Record
Age | Event |
~300 Years Ago | On the eastern shoreline near the base of Mt. Hobs, a peak long held sacred by those of faith, a settlement of ascetic monks is established. |
| The monk Fabul climbs Mt. Hobs. He spends his first winter there. [Note: Fabul is labeled a "souryo" here, another term that can apply to both monks and priests.] |
| Having received spiritual enlightenment, Fabul descends the mountain and founds a temple. A great number of priests & monks take this opportunity and begin gathering around Fabul. [See above note on the term "shuugyousou."] |
~100 Years Ago | The Dark Knight Leonhart asks Fabul for lodging. There, through Abbot Fabul's teachings, he renounces his Dark Sword and enters the priesthood. Taking this as a sign, priests head for the temple in droves.
[Note: The Dark Knight's name in original kana, "Reonaruto", turns up as an adaptation of the names "Leonaert", "Lennart", "Leonhart", "Leonard," and "Leonardo." Given FF4's fondness for referencing FF2j in its nomenclature, I've opted to translate the name as "Leonhart," even though the FF2j character uses a slightly different spelling ("Reonharuto").] |
| High Abbot Fabul passes away. Lamenting his death, his disciples make his son, the successor to his will, king and establish Fabul as a nation. |
| A monk army is established, training being its main objective. Also, at the same time, the issue of a national foreign policy begins to be tackled. |
| Commercial trade with Damcyan via Mount Hobs begins in earnest. |
pgs. 46-47
Nation of Faith Troia
Sovereign: eight female Clerics
Area: 22,313 km² [about 8,615 sq. mi., a little smaller than the state of New Jersey]
Population: 1300
Chief Industries: agriculture and forestry, livestock farming, tourism
A Paradise Abundantly Blessed by Nature, Populated Only by Women
A nation of faith situated northeast of Baron in an environment abundantly blessed by nature, surrounded in all directions by woods, lakes, and clear streams. The rulers of the country are eight female clerics - eight sisters who have protected the crystal as clerics for
generations. In fact, not only the clerics but the entire population of Troia is female; for 300 years, not a single male child has been born in the country. The water from the streams that flow through Troia is cited as the cause - that it possesses certain magnetic properties or such - but the truth of the matter isn't really understood.
Yes, Troia is indeed a country only of women, but many foreign invasions and other crises have time and again been overcome through the power of women alone. What's more, the country itself has had the good fortune to have never been drawn into any sort of direct military
conflict. To protect the clerics, a whole unit of personal guards has been formed - they're all women, of course, though. Their battle uniform is what we today would call a "leotard." The true effectiveness of female soldiers, however, remains unproven.
Among those not employed as clerics or soldiers, agriculture has flourished, capitalizing on Troia's natural abundance. Troia's farmers have also met with success in raising chocobos, and a new type of chocobo has even been discovered on the outskirts of Troia. The great majority of Troia's income is derived from agricultural exports and tourism - not because Troia has any tourist attractions of particular note, but because the idea of a country composed only of women attracts men from all over the globe. The amount of money they drop in Troia is huge.
Troia Territory
[Again, no surprises; just the normal, naturally-delineated Troia territory, plus the part of the island on which the Earth Cave is situated where it's forest and grass and not mountains.]
Troia Chronological Record
Age | Event |
~400 Years Ago | In the lands of Troia live the clerics who have long provided a link between the gods and the people. Many have come to live in and around the nature of the region. |
~300 Years Ago | Eight girls are born, the clerics' future successors. That year, it finally becomes so that absolutely no male children are born in Troia. Taking this as a sign, the clerics formally establish Troia as a nation and commence militarization in order to protect the surrounding populace. An all-female personal guard unit is established. |
| The last male born in Troia passes away. Troia becomes a completely female nation. |
| The eight sisters ascend to the clerical seats. |
~100 Years Ago | A messenger from Baron comes to Troia; diplomatic relations are established. |
| A Troian traveler discovers a nest of chocobos. |
| Success with chocobo breeding. Chocobos are developed as a new mode of transportation. This results is a rapid increase in visitors to Troia, which is instantly transformed into a tourist destination. |
pgs. 48-49
Nation of Magic Mysidia
Sovereign: the Sage Minh [Note: The sage's name in raw katakana is "min'u," same as the FF2j White Mage. Earlier sources, such as the Final Fantasy Art Museum card set, apparently translate this name as "Minh." Nowadays, Japanese literature seems to be going with "Ming-Wu." The officially-translated U.S. versions of the games use "Minwu." All of these translations are acceptable. Since I'm translating an early Japanese-language book, I will be sticking with "Minh," but feel free to substitute if you like.]
Area: 20,352 km² [about 7,858 sq. mi.]
Population: 600
Chief Industries: agriculture, fishing
The Country at the Center of Magical Culture Where Mystic Research Has Thrived Since the Days of Old
A country of mages founded by a man named "Minh," who drifted ashore about 500 years ago. The land is the center of both white magic and black magic culture. There are two ages in Mysidia's history - what are called the Old (Ancient) Age of Magic and the New Age of Magic.
At first, mastery of magic was nothing more than one of the benefits of spiritual training. Eventually, however, the mastery of magics that held great power and produced devastating effects came to be viewed as a status symbol among practitioners. Before long, this attitude sparked a private magical arms race. Disregarding their elders' words of warning, conjurers dedicated themselves to the pursuit of magics with greater and greater effects, concocting one spell after another devoid of the true spirit of magic. It finally came to the point where practitioners were casting magics beyond the limits of their abilities, and the situation spun completely out of control. A great many magicians were hurt as a result. Enraged, the sage Minh sealed away all magic. With this, the fate of the Old Age of Magic was itself sealed.
Next to come was the New Age of Magic. Magic was eventually restored by the voice of Minh calling from the heavens, and it became so that wizards could not master magic through their wills alone. The substance of the magic differs according to the magician upon whom it is bestowed, so each magician comes to possess different spells. As the ban [on magic] was lifted soon after the anger [Minh's anger, presumably] was quelled, research into magic resumed once more. In this age, however, research proceeds from the idea of expanding upon certain base magics.
Mysidia Territory
[Mysidia owns the whole sprawling isle/continent upon which it is situated.]
Mysidia Chronological Record
Age | Event |
~500 Years Ago | A fishing boat drifts ashore on account of a storm. The captain forms a fishing village with himself as its chief. |
| Tsunamis inflict damage for two years running. Spiritual training begins, borne out of necessity for surviving the harsh natural environment. |
| At the end of his training, the captain's descendant [or offspring - the word used could be translated as either], Absalom, learns a magic, "Blizzard", capable of freezing high waves. The nation enters the age of its development into a country of wizards. |
| The perfection of "Fire". The perfection of "Thunder" follows. What are commonly called the three great families of black magic are established. About this time, there are growing signs of training for the sake of magical development. |
~200 Years Ago | Through a miscast "Thundara" by Eikob (subsequently called "The Warlock Fool"), a third of the town is vaporized. [Note: The Warlock Fool's name is "eikobu" is raw katakana; I can't find a correlating "actual" name (save for that of actor Atta Yaqub), so I'm just taking a personal stab at it. It could be "Eicob", "Akob", etc.] The Sage Minh seals away all magic and at the same time erects a magical barrier across the entrance to the Mountain of Trial. |
~150 Years Ago | Upon the attack of a giant tsunami, the voice of Minh suddenly rings out, and the tsunami is quelled. Afterward, many people receive revelations from Minh's voice in dreams or in times of crisis. |
| Revival of magic. Research into methods of spiritual training starts over from square one. |
pgs. 50-51
Military Nation Eblana
Sovereign: King Geraldine
Area: 15,694 km² [about 6,059 sq. mi. Again, a little larger than Connecticut - see the entry for Fabul. In total, the amount of land held by the Blue Planet's six aboveground nations amounts to 151,857 km², about 58,632 sq. mi. By comparison, England (just England, not the whole U.K.), takes up around 55,000 square miles. There is a goodly amount of land left unclaimed by the six nations - most of the Silveran islands, the island where Agart is, some of the island where the Dark Elf lives, an island east of Troia, Mist and its mountain pass, a lot of the shoreline and mountainous areas of the Baron-Troia-Damcyan continent - again, I wish I could fashion one solidified map to show everyone's land holdings at a glance. Even if we're generous, though, and up the total amount of land in the whole FF4 (aboveground) world to, say, 80,000 sq. mi., there still wouldn't be as much dry land on the entire surface of the Blue Planet as there is in, say, Kansas. Cain weighs 135 lbs., Palom and Porom are 5 years old, there are 6,550 people in the world's six aboveground countries combined, Kansas is bigger than the total amount of land on the entire planet - what is Square using, dog measurements?
Incidentally, for those of you wondering about the size of the Blue Planet - if we give it our own ratio of land-to-water surface area, about 1:2, and use my admittedly generous supposition about the total amount of land on the planet, we're left with an estimate of 240,000 sq. mi. total surface area. By contrast, Ceres, at this writing the smallest dwarf planet in our solar system, boasts about 1,219,000 sq. mi. surface area - about five times the Blue Planet. Would it be uncharitable to wonder if the Blue Planet indeed does have enough mass to pull itself into a sphere?]
Population: 150 [yes - one hundred and fifty]
Chief Industries: agriculture, mining
The Military Nation Which Developed the Ninja Arts and Assembled a Ninja Army
A peculiar nation situated in the center of the Eblana continent, consisting of nothing more than a castle. Its retainers lack any sort of community or settlement, each of them instead living separately and quietly.
Eblana has not any diplomatic relationships with any other nations until recent years. This is because the currents in the seas surrounding Eblana are extremely turbulent, making the continent impossible for ships from other countries to approach. Eblana's own culture inevitably developed alone and independent of the influence of other countries. The martial art born from these isolationist conditions was ninjutsu. The first to take up ninjutsu was the then-head of the house of Geraldine, ruler of the southeast part of the island. Many legends about how he supposedly mastered ninjutsu linger on, but the truth remains shrouded in mystery. Using his expert command of ninjutsu, he proved the victor in power struggles against several warrior factions, and the country of Eblana was born. Though a mere warrior, Geraldine had seized the reins of power, and to this day, Eblana's throne belongs to the house of Geraldine.
To fortify Eblana as a nation and consolidate its strength, Geraldine founded the Eblana Army. Its upper echelon consists of a group of warriors known as "ninja," of which King Geraldine
himself originally assumed command. Royal rule is passed on hereditarily, within a single family. The royal family passes on the secret arts of the ninja from generation to generation, and all of the country's soldiers have mastered the craft of ninjutsu. Fearing that the power of ninjutsu might be divulged to other countries, however, the king has decreed its secrets strictly off-limits to foreign eyes - and they have remained a family secret to this day.
Eblana Territory
[Eblana owns the entire island upon which it is situated, naturally.]
Eblana Chronological Record
Age | Event |
~300 Years Ago | Scattered hunting outposts dot the mountains. Minor territory skirmishes occur repeatedly between them. |
| The influence of a number of villages controlled by certain warrior factions increases. The island is split into three parts. The battle for supremacy heats up. |
| The clan ruling the northern part of the island takes the faction ruling the southwestern region under its banner. They begin to put the squeeze on the tribe in command of the southeastern region, led by the house of Geraldine. |
| The then-head of the house of Geraldine disappears into the mountain range. About one month later, the chieftain suddenly returns, having learned the art of ninjutsu. The power of the chief's ninjutsu is overwhelming, and his influence is at once reestablished. |
~100 Years Ago | Peace is established between both powers through the "Abel Peace Treaty". The country of Eblana is founded two years afterward, with the head of the house of Geraldine in power. Out of fear of the power of ninjutsu being divulged to other
countries, Geraldine makes ninjutsu a family secret. |
| Construction of Eblana Castle is completed. |
| Baronian airships land. This represents Eblana's first direct contact with a foreign culture. |
pg. 52
GRAPHICS
Graphics Only the SFC Could Provide Make You Feel Like You're Really There
High-quality graphics that take full advantage of the capabilities of the SFC. Scenes overflowing with realism and the sense of being there constantly unfolding before the player's eyes. Battles, towns and castles, dungeons, scenes of flight - the player is overwhelmed at every turn. The depth of the story is also naturally enriched by the detail with which the game's world is illustraed. Everyone will experience the world of Final Fantasy in an unprecedented way.
Perfect Perspective to Boot
Caption [Rosa in...the Watery Pass, I think]: Inside caves, on mountain tops, and elsewhere, two layers of scrolling in the background express a distinct difference between high and low. The clear sense of perspective and distance lends a real sense of depth to the background.
A World with Even More Dimension
Caption [contrast between FF3 village and FF4 village]: The graphics of the buildings and castles in town cast intricate shadows and appear more three-dimensional. Fires flicker, clocks tick...the world seems truly alive.
Flight Screens Pack a Real Punch
Caption [contrast between FF3 airship screen and FF4 airship screen]: The in-flight screens during airship travel have changed from a direct-overhead view to an oblique perspective. The scenery on the ground rushes toward you; the illusion is completely convincing.
pgs. 53-54
VEHICULAR EVOLUTION
Rapid Progress Achieved through the Discovery of the Art of Flotation
The history of vehicles is vast. People long have cleverly used animals like chocobos and flying dragons as transportation; given the state of technology, people in early times were incapable of developing new vehicles with their own hands - and were not able to
do so for a very long while.
Time passed, though, and it happened that a young man living in Baron discovered some ancient ruins - and a lone volume he found within led to a revolution in transportation. This young man's name was Cid Pollendina.
Cid took several years to decipher the archive he found, through which he learned of the ancient advanced technology known as the "Art of Flotation." Cid, who yearned for the skies far more keenly than any other human, set about developing an aerial engine through combining the Art of Flotation with the aviation science he himself had engineered. After numerous failures, he succeeded in completing his engine. His dream finally made reality, an airship was born.
Initially, the engines were simply installed in existing ships, but the manufacturing techniques were refined when the airships began to be used for military purposes. Further research and development is underway, however, and even greater innovation in the field is anticipated.
pg. 55
[This page is a chart of all the different conveyances available, each entry connected by a series of arrows showing how each evolved from the other. There are two charts - a mini one on the side, with Chocobo-->Black Chocobo, and then one for the man-made vehicles -
Cid's Airship-->Airship "Red Wing"-->both the Hover Ship and the Airship Enterprise. And from the Enterprise, there is an arrow down to a "?" (supposedly) mystery craft.]
Chocobo
Long commandeered as a riding steed. Still widely used as a convenient form of transportation.
Black Chocobo
A new type of chocobo recently discovered by the people of Troia. Its unusually large wings enable it to fly.
Cid's Airship
The world's first airship, created by Cid. Heralded a revolution in transportation.
Airship "Red Wing"
Cid's airship modified and mass-produced. Outfitted not only with armaments but an improved engine.
Hover ship
A ship for overland travel developed by Damcyan with Baron's technological assistance. The influence of flotation technology is evident.
Airship "Enterprise"
Equipped with a new model of engine. Cutting-edge technology; currently the most advanced airship.
?
There is still room for improvement in airship technology. Perhaps the debut of a new model is at hand...
pgs. 56-57.
A Vehicle Developed for Short-Distance Land Travel, Perfect for Ever-Changing Terrain
[Note: the vehicle's name is written as "hover ship", two words, in the book.]
A hovercraft owned by Gilbert, king of the nation of Damcyan that holds dominion over the Damcyan desert. Three propellers generate lift, and one great primary driving propeller allows the vehicle to travel off-road. It can smoothly and nimbly cross not only deserts that would otherwise snag and catch the feet but marshlands, rivers, lakes, and other terrain. It can seat up to six passengers, yet it still can travel at speeds other vehicles cannot match. Unfortunately, however, it cannot be used on the open seas, at it cannot generate lift upon the choppy waves. Also bad on fuel consumption. [Those Damcyan desert oil tycoons, trying to get us all dependent on foreign oil through their gas-guzzling hover ships.]
Hover Ship
Total Length: 8 m [about 26.25 ft.]
Total Width: 4.5 m [about 14.75 ft.]
Total Height: 2.3 m [about 7.55 ft.]
Optimum Power Output: 3 lift engines, 70 HP each; 1 propulsion engine, 55 HP
Top Speed: 60 km/h [about 37 mph]
Seating Capacity: 6 people
Armaments: none
pgs. 58-59
The Culmination of the Advanced Technology of Baronian Legend - Cid's Legacy, the First Airship
The advanced technology of old Baronian legend, the Art of Flotation, was deciphered by Cid from an ancient text. He combined its legendary flotation theory with his own theories of aviation, and the first thing he developed from the results was this airship. Not only did the ship fulfill the dreams of those who yearned to fly the skies, but with improvements and remodeling, it has made great contributions to society in areas such as transportation and freight. It was inevitable, however, that such cutting-edge technology would be put to work for military purposes, and therefore, over Cid's protests, the king by royal proclamation formed an Airship Corps.
Cid's Airship
Total Length: 45.5 m [about 149.3 ft.]
Total Width: 12 m [about 39.4 ft.]
Total Height: 7 m [about 23 ft.] (to the top of the decks), 27 m [about 88.6 ft] (to the tips of the propeller masts)
Optimum Power Output: 1 main engine, 1100 HP
Top Speed: 40 knots [about 46 mph]
Passenger Space: used for transportation, 30 people; used for freight, 10 people
pgs. 60-61
Battle-Class Airship Created for the Baron Airship Corps
The general-purpose airship developed by Cid modified for battle purposes. Used as the official craft of the country of Baron's "Red Wings" Airship Corps, it is a lighter airship in every respect due to the materials used in its construction, and it has been upgraded
with combat in mind. It is equipped with six air-to-surface cannons and newly features three auxiliary engines for extra propulsion to facilitate more precise maneuvering. The aft propellers have also been upgraded, drastically increasing the ship's top speed and acceleration - and decreasing travel times.
Mass-Produced Red Wing Airship
Total Length: 46 m [about 151 ft.]
Total Width: 17 m [about 55.8 ft.]
Total Height: 7 m [about 23 ft.] (to the top of the decks), 27 m [about 88.6 ft.] (to the tips of the propeller masts)
Optimum Power Output: 1 main engine, 1300 HP; 3 aux. engines, 180 HP each
Top Speed: 55 knots [about 63 mph]
Passenger Space: 8 people
Armaments: 6 air-to-land cannons
Caption [a fancily-drawn red wing with a green round jewel near its base]: official emblem of the Red Wings
pgs. 62-63
The Latest Airship Created by the Tireless Cid
Cid marshalled all the advanced technology at his command to create this, his newest airship. From its engine to its chassis, every single aspect of this craft is the product of new trials and experimentation. The mass of the engine alone has been successfully reduced by approximately 80% compared to previous models. The maximum power output has also been raised by 30%. As for aerodynamics, the ship's air resistance has been reduced to shockingly low levels, with a drag coefficient of a mere 0.05-0.09. The ship is so packed with ultramodern technology that it absolutely requires Cid's personal attention - it cannot be mass-produced like the Red Wings.
Enterprise, the Swiftest Airship
Total Length: 55.5m [about 181.1 ft.]
Total Width: 17 m [about 55.8 ft.]
Total Height: 8 m [about 26.25 ft] (to the top of the decks), 27 m [about 88.6 ft.] (to the top of the propellers)
Optimum Power Output: 1 main engine, 1100 HP; 4 sub-engines, 180 HP each
Top Speed: 70 knots [about 81 mph]
Passenger Space: 8 people
Armaments: 12 air-to-surface cannons
pgs. 64-65
A New Species Discovered of the Chocobo, the World's Fastest Animal
Riding on the back of a chocobo, you can double your speed of overland travel and avoid enemy attacks. We are all well-acquainted with chocobos that run overland, but here a new species, the Black Chocobo, has been discovered. And what a find: a species capable not only of
overland travel but also aerial travel - in other words, flight. It is essentially capable of carrying 1 adult passenger (or two children). It can supposedly support two adults if pressed, but the chocobo probably doesn't care for it.
Black Chocobo
Total Length: approx. 180 cm [about 5'11"]
Total Width: approx. 110 cm [about 3'7"]
Total Height: approx. 170 cm [about 5'7"]
Optimum Power Output: approx. 3 HP
Top Speed: approx. 30 km/h [about 19 mph] (air travel time)
Seating Capacity: at most 2 people
Chocobo
Total Length: approx. 190 cm [about 6'3"]
Total Width: approx. 120 cm [about 3'11"]
Total Height: approx. 180 cm [about 5'11"]
Optimum Power Output: approx. 1.5 HP
Top Speed: approx. 35 km/h [about 22 mph]
Seating Capacity: at most 2 people
pg. 66
CONVEYANCES
A Cavalcade of Varied Vehicles
Vehicle in Final Fantasy are typified by the airship. Each and every time a new type of vehicle appears, it makes the adventure more enjoyable and less of a hassle. This game is no exception; many different vehicles are introduced to fulfill player expectations. There are, of course, vehicles heretofore unseen, and even the beloved airship gets some upgrades. Several types of vehicles await the player - and they can even evolve in the course of the game itself.
Caption [the Hover Ship moving over the shoals]: The "Hover Ship", making its debut. It can smoothly glide not only over land but the shoals as well.
New Species of the Beloved Chocobo Debut!
New species of the astoundingly-popular chocobo are introduced - and now they offer not only transportation, but storage as well. One is the Black Chocobo, which can be used as a vehicle. Another is the White Chocobo, which can recover the party's MP. Both species live together happily with the other chocobos in the chocobo forests. In the depths of these forests live Fat Chocobos, which appear when you use Gisarl's Vegetables.
Airborne Black Chocobo
Caption [black chocobo in flight]: It can fly, but only at low altitudes, so it can't fly over mountains.
MP-Recovering White Chocobo
Caption [Rosa with white chocobo]: Stand before the White Chocobo and press the A button, and your MP will be instantly refilled.
pg. 67
pg. 68
Demons That Lie in Wait along the Adventure
An unending parade of powerful monsters will besiege you as you travel through this world. It is essential to have a thorough knowledge of the special characteristics of each before engaging them. The monsters' attack patterns are wide and varied; some specialize in offensive magic, while others may attack with brute force. There are three types of monsters - monsters summoned from the Illusionary World through Rydia's powers; boss monsters; and the lesser monsters which infest every corner of the globe. Here, we will profile a
representative sampling of boss monsters and small-fry foes.
Red Dragon
Frequently encountered in all corners of the world, this dragon boasts huge wings with which it careens across the sky, then swoops down on its enemies. Marked by its pure red body, its strongest weapon is its fiery breath. It is popularly called - and feared as - the "fire dragon" in many parts of the world due to its alleged ability to command flame.
Antlion
A giant antlion that inhabits the vast Damcyan desert. Its sharp, giant pincers have the power to crush boulders. It usually dwells deep under the sand, keeping to itself and seldom doing humans any harm. Once angered, however, it becomes uncontrollably crazed and violent. It is said to be able to sink one or two villages beneath the sands in the space of a single night.
Mother Bomb
Whenever this monster takes damage, its body swells up like a blimp, growing ever larger. Once it gets so huge that it threatens to blot out the sky, it suddenly unleashes a giant explosion. Several smaller bombs are then born from its body, multiplying the monster's attack power. Like the Mother Bomb, receiving damage causes these bombs' bodies to swell up and explode, dealing great damage to their enemies.
White Dragon
A mysterious female dragon. Its attacks are exceptionally fierce, from its many types of breath to its direct attacks that make full use of its tail. In particular, the destructive power of its tail, when swung with all its might, is said to be able to level an entire mountain in a single blow.
Octomammoth
A crazed octopus that has settled in the city sewers. It is no ordinary cephalopod; its internal equilibrium has been upset from a chemical reaction to the sewage, and it has grown to a humongous size. Marked by its venomous hues; also has a hard and sharply-pointed head with which it can pierce enemies. Usually, it will entwine its enemies in its tentacles and their powerful suckers, squeezing its prey to death.
Green Dragon
A species of dragon that walks on all fours. It does indeed boast the wings for which dragons are known, but they have degenerated over time and are now wholly vestigial, with no use other than intimidation. Also distinguished by the bilious patterns on its body.
Baron Soldier
Rank-and-file soldier of the martial nation of Baron. He is an expert in combat; the military training he has received since early youth has enabled him to dispense with jobs with complete calm and the utmost precision, to the very letter of his orders. Even if he engages a wild beast larger than himself, he has the ability to discern its movements instantly and bring a quick end to the affair by cleaving his foe in half with a single stroke of his sword.
SorcerLady
An insane female magician chased out of the country of mages who is incapable of mastering anything but attack magic. She attacks travelers on their way to foreign lands for trade and steals their valuables and jewels. Her magic power is several cuts above that of male magicians, perhaps due to her feminine tenacity and obsessiveness. She appears to be a young woman at first glance, but she uses a rejuvenating magic to camouflage her decrepit body.
Leshy
[A tip of the hat to Daz, who alerted me to the true romanization of this monster's name, taken from that of a Slavic woodland spirit (alternatively spelled "Leszi"). Online sources typically describe Leshy as hairy males, though this wouldn't be the first time Japanese
media recast something completely unrelated to sexuality as a nubile young woman.]
A half-physical, half-discorporeal being with the upper half of a long-haired woman and a lower half of ectoplasm. Lacking a body of its own, it gains the ability to attack by possessing the corpses of young women. Even if its corpse is destroyed through direct attacks, the Leshy will simply discard its current shell and possess a different corpse. It maintains its existence in this world by siphoning the life force of its enemies; those killed by the Leshy are themselves revived as new spectres.
Assault Door
A living door that is both a trap and a monster. The victim thinks it just an ordinary door and tries to enter - whereupon the door slams shut and hurls its prey into another dimension. The victim is then absorbed right down to his very soul. Assault Doors lie in wait in pivotal points and places where people are likely to pass by, such as mansions or residences. The only way to proceed is to defeat the monster.
pgs.72-75
Equipment for Surviving the Battle. Discover How to Use It Effectively
Items for attacking, for defense, for recovery, and those necessary to advance the tale - all with unique characteristics. If you're not aware of each item's intended use, then you obviously won't have half the fun the game has to offer. While some items are familiar from previous installments in the series, we will focus here on introducing the brand-new items that are making their debuts in IV. Wouldn't it be wiser to read through this section and learn how to use them effectively - rather than relying on intuition and scraps of incomplete knowledge?
Mallet of Luck
[Note: this mallet, the Uchide no Kozuchi, is a mythological reference - it's carried by Daikoku, one of the seven Japanese gods of good luck. Daikoku is the god of material wealth, and one whap of the mallet can produce any material goods for which a person wishes. I don't exactly see what that has to do with the mallet's use in FF4, though one source did mention that Daikoku's mallet is sometimes said to be able to grant any wishes made by children specifically, material or not, so perhaps there was some odd extrapolation concerning the wishes of temporarily-small people that went on in the programmers' minds.]
Possesses the power to return to normal size comrades who have been shrunk by enemy attacks or the Minimum spell. You could say it jumped right out of the pages of the legend of Issun-boushi. [Issun-boushi is a Tom Thumb-like character from Japanese fairy tales who is eventually brought to normal size thanks to a similar mallet.]
Diet Food
This item returns party members who have been transformed into pigs by Porky magic back to their original states. Despite the sarcastic name, Diet Food is an indispensable item. [Note: I have to say that the illustration of this item seems strikingly out-of-place in the FF4 world. The diet food consists of half-dark-colored, half-white capsules in a sleek clear plastic box with one corner which neatly opens and closes for dispensing. The label text is in computer-ish-type, and the item just looks very Phantasy Star-ish.]
Echo Herb
An herb said to be found at the summit of a mountain untread by human feet. For use when one's spells are sealed away by the magic of silence, Silece.
Panacea
A medicinal compound formed through a delicate balance of innumerable herbs and medicines. It is capable of healing everything from physical wounds to petrification - anything short of death. Has the same effect as Esuna.
Stardust
Attack item composed of the gathered debris of meteorites that have become space dust. The Meteo produced by attacking with the debris is a bit less-effective than the standard spell - the equivalent of a Petit Meteo. [Note to Past Me: Good job on not being able to look up the kanji for "chiri" in that first sentence. Really top-notch work.]
Copper Hourglass
Hourglass that can control time for a brief period. Stops time around the target area so that one can avoid enemy attacks. Has the same effect of the magic Stop.
Scape Doll
An item that houses one's soul and thereby becomes a doll-substitute for oneself, absorbing all enemy attacks. Similar to the white magic Blink.
Moon Curtain
A curtain that glitters with the soft glow of moonlight. Wrap yourself in this to reflect the enemy's magical and special attacks.
Light Curtain
An item consisting of a lattice of photons knitted together using a special method. Used to make enemy magic bounce back in battle. Effectively the same as the white magic Reflec.
Ether Dry
[Note: "dorai" does indeed mean "dry", but I'm thinking it might mean a homonym instead here. The item is pictured in a glass oval chemistry beaker with a titration valve, and the name of some piece of chemistry equipment is tugging at the back of my mind, but I can't quite place
it.]
Recovers magic power consumed in battle and elsewhere. A medicine that surpasses the effects of Ether, as a High Potion does a Potion; indispensable for long journeys.
Coeurl's Whisker
[Tip of the hat #2 to Daz for the proper name.]
Whisker taken from the corpse of a Coeurl monster. Same as the black magic Death, its potency is undeniable: it sends all monsters, save for the undead, to their demise.
Red Fang
Fang taken from a dragon that breathes fierce flames. When thrown, packs as much punch as the dragon's fire.
White Fang
Fang snatched from a dragon that exhales cold breath. Similar to the Red Fang, throwing this item at an opponent deals the same amount of damage as would enveloping them in the dragon's freezing breath.
Blue Fang
Fang from a dragon that attacks with blizzard-like breath. Just like the other Fangs, produces the same effect that would delivering damage with snow-breath.
Elixir
The ultimate medicine, developed to surpass even the effects of Ether. Completely recovers both HP and MP.
Bestiary
Reveals a monster's HP and maximum HP. Has the same effect as the white magic Libra, which allows you to intuit the characteristics of the enemies you're fighting.
Sandals of Hermes
Light, durable footwear created by skilled artisans. Wearing these sandals enables you to move more quickly, doubling your attack power. Have the same effect as Haste.
Lilith's Kiss
Chant a spell with this in hand, and you'll be able to siphon away a certain amount of the targeted opponent's MP. Has the same effect as the black magic Aspir.
Spider Silk
Flinging this at your enemy affects their nervous system and hampers their ability to move. Has the same effect as the white magic Slow.
Phoenix Tail
A tail feather dropped by the undying Phoenix; it emits a strange glow. As an item, it will, just like the white magic Raise, revive those slain in battle.
Crucifix
A holy crucifix that has passed between the hands of countless priests. When pressed to the forehead of the accursed, it can disperse any and all evil power.
Wrath of the Gods
The wrath of the gods of the heavens above concentrated into and sealed within a single idol. When raised before the enemy you're attacking, it unleashes lightning akin that of Thundaga.
Maiden's Kiss
Medicine that returns those transformed into frogs by Toad or other means to their original forms. Made from the morning dew from the plants that grow on mountaintops. Its name is taken from the legend of curses being lifted by a beautiful girl's kiss.
Potion
An herbal compound that is the most popular medicine for the recovery of physical strength. Can restore HP lost in battle, but only by a limited amount.
X-Potion
Medicine whose restorative powers surpass even those of High Potion. The potion is manufactured by adding the antibiotics penicillin and streptomycin to the herbs while they are being grown. [I was going to make fun of this concept - even correcting my previous mistranslation, it still seems outlandish - but former pharmacy tech Naflign informs me that it would be possible for the mold used in the antibiotics to have some sort of symbiotic relationship with a certain plant, and that it wouldn't be that outlandish for even a relatively primitive culture such as FF4's to come up with a rudimentary penicillin or streptomycin. Well...okay then. ...All right. ...Fine. ...... ::cautious glower::]
Alarm Clock
For use when someone has fallen into a deep sleep through such means as the black magic Slepul. Can send an awakening stimulus directly from one's auditory system to the brain cells.
Wrath of Zeus
The power of the wrath of Zeus, highest among the gods of the heavens, sealed into an idol of Zeus by a high and noble wizard. Attacks enemies with lightning, the same as Thundara.
Bell of Silence
One peal of this bell will seal away the spells of magic-using enemies. Possesses the same effect as the white magic Silece; particularly effective against enemies who have mastered black magics.
Bacchus's Wine
One sip of this wine will turn anyone into a berserker. Will increase one's attack power, but lowers one's powers of evasion. Effectively the same as the white magic Berserk.
Unicorn Horn
A grown unicorn holds many secret and mysterious powers. When used in battle, this horn will heal all status changes.
Bomb's Right Arm
Contains the mummified right hand of an exploded Bomb monster. [Note: The representation of this item shows it as a small, coffin-like container with a raised carving of a hand on top.] When thrown at enemy targets, it unleashes flames with the same destructive power as the
black magic Firaga.
Bomb Fragments
Item composed of gathered fragments of a Bomb that has blown itself to bits. When thrown at the enemy like a grenade, it emits flames, same as Firara.
pgs. 76-77
STORY
A Grand Tale in Which the Fates of Characters and Countries Intertwine
The characters' personal histories and the bonds between their fellow countrymen combine to form a single grandiose tale. An endless succession of rich and varied events, meetings and partings with comrades - many happenings await the heroes on their journey. The story unfolds at a breathless pace that draws in the player; the game feels just like a epic movie.
Caption [a Baronian villager talking to Cecil: "Cecil of the Red Wings! If you're looking for Mist Valley, it's at the other end of the northern cave."]: The unfolding of the eventful story means there's never a dull moment for the player.
MUSIC
High-Quality Sound Courtesy of the Power of the SFC
At times, music can exert a powerful influence on a game - for better or worse. In RPGs, which use music for dramatic effect, it plays a particularly pivotal role. Thanks to the high-quality sound that only the SFC can provide - featuring sound sampling and stereo sound - FFIV's music proves to be another towering accomplishment. Compare the series's musical standards, and the difference is self-evident right from the opening theme.
Caption [Cecil aboard the Red Wing airship in the opening]: The sheer amount of music, each exquisite piece perfectly matched to the scene it accompanies, brings the story even more vividly to life.
INTERFACE
Customizable Game Settings Cater to the Player's Preferences
"Interface" here refers to the game's operating environment. The painstaking attention paid to the design details are evident in the interface and how much easier it makes the game to play in even the smallest ways. The game's configuration function allows the settings to be adjusted to reflect the player's personal preferences, making for a truly user-friendly system. Three new options have been implemented in conjunction with the debut of the ATB system, allowing for the game settings to be tailored to the player's level of skill.
Caption [Config screen]: Configuration screen layout. You can even adjust the color of the windows using the RGB format.
Custom
Caption [Customize screen]: You can reassign the functions of the controller buttons to make the game easier for you yourself to play.
Multi
Caption [Multi-Player screen, assigning the party members to either controller 1 or 2]: You can even make battles multi-player using a second controller.
Lots of Innovation Even in How Windows Open
The menu screens are important sources of information on the status of your party. That's why we've also revolutionized the window layout, prioritizing clarity in how the windows are displayed. Even the way in which each window opens when a selection is chosen is unique - another feature, it could be said, that is possible only with the power of the SFC. Painstaking care is given even to the tiniest details.
Caption [status menu]: The most essential information is visible at a glance. Choosing one of the eight command options listed at the right of the screen allows the player to access more detailed information and take a number of follow-up actions.
Caption [Rosa's white magic screen]: Choose a command, and the window will move into position while expanding or contracting according to the item selected. The movement never, however, makes the windows hard to see.
pg. 78
A long time passed...
Upon this world, long held in a delicate balance,
new changes began to unfold.
And so, as if set in motion by an unseen force,
young people harboring strong wills
begin to be swept up in the maelstrom of the new age dawning.
The crystals simply and silently
waited for their time to shine...
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