The Legend of Final Fantasy VI - Pierre Maugein - E-Book

The Legend of Final Fantasy VI E-Book

Pierre Maugein

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Beschreibung

The sixth episode of the the incredible story of Final Fantasy VI!

In this book, you'll find everything you need to know about FFVI. You'll dive into its development, its story, its characters, and you will go further with in-depth analysis of its themes, its soundtrack, its game design choices, and its impact on the J-RPG genre.

A complete analysis of the famous saga in the world of video game!

EXTRACT

1991: Hironobu Sakaguchi was elevated to vice-president at Squaresoft. The position was in addition to his role as the creative director of Final Fantasy. The dual role made him aware that he could not indefinitely keep the same position nor continue to be a full-time game designer. He would have to delegate. Following the release of Final Fantasy V in December 1992, the sixth installment was placed on the drawing board. Sakaguchi chose to retain the positions of producer and overall supervisor, and entrust the reigns of the project to Yoshinori Kitase and Hiroyuki Ito. Kitase had been involved in the writing and field planning of FF V; for this new game, he was put in charge of the story-telling. Meanwhile, Ito would supervise the game and battle systems. With this configuration, Sakaguchi hoped to bring the franchise to new heights. The artist Yoshitaka Amano and the composer Nobuo Uematsu, mainstays since the beginning of the series, were brought back in for this project. Many rising stars were also attached to the development, such as art director Hideo Minaba (who would take charge of the FF IX world), the graphic designers Tetsuya Takahashi (one of the creators of Xenogears, Xenosaga and Xenoblade) and Yusuke Naora (future art director of FF VII). There was also a certain very promising game designer by the name of Tetsuya Nomura, who needs no introduction.

ABOUT THE AUTHOR

Pierre Maugein, under the pen name Killy, wrote for Jeuxvideo.com from 2003 until 2006. Although he trained to be a graphic designer, he decided to move to video game journalism because of his love for the industry. He worked as a freelance contributor for JeuxActu and then wrote for the Ragemag website on various topics, from art and literature to science, cinema and video games. Since then, he has been a member of the staff at Journal du Gamer. He has written various articles for the Level Up collection which is also published by Third Éditions.

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The Legend of Final Fantasy VIby Pierre Maugein Published by Third Editions 32 rue d’Alsace-Lorraine, 31000 Toulouse [email protected] www.thirdeditions.com

Follow us: @Third_Editions - Facebook.com/ThirdEditions

All rights reserved. This work may not be reproduced or transmitted in any form, in whole or in part, without the written authorization of the copyright holder.

Copying or reproducing this work by any means constitutes an infringement subject to the penalties stipulated in copyright protection law no. 57298 of 11 March 1957.

The Third logo is a registered trademark of Third Editions in France and in other countries.

Edited by: Nicolas Courcier and Mehdi El Kanafi Editing assitants: Damien Mecheri and Clovis Salvat Texts by: Pierre Maugein Chapters V & VII: Damien Mecheri Layout: Delphine Ribeyre Cover: Johann Blais Translated form French by: ITC Traductions

This educational work is Third Éditions’ tribute to the Final Fantasy video game series.

The authors present an overview of the history of the Final Fantasy VI game in this one-of-a-kind volume that lays out the inspirations, the context and the content of this title through original analysis and discussion.

Final Fantasy is a registered trademark of Square Enix Co. Ltd. All rights reserved. The cover design is inspired by the artwork of Yoshitaka Amano, the character designer of Final Fantasy VI.

English edition, copyright 2018, Third Éditions. All rights reserved.

ISBN 979-10-94723-97-5

PREFACE

Video game series that rely on different gameplay and worlds for every new installment are rare. Sometimes, among this select few, there emerges a particular episode that, though not exactly the masterpiece of the series, marks a new beginning. Final Fantasy VI is such a game. At a time when games were depicted through fixed perspectives and strange expressions conveyed somehow by sprites, Squaresoft, in its final foray on the Super Nintendo, set out on a mission to create a game that would push the boundaries of contemporary Japanese RPGs.

The last game in the series before the advent of 3D, Final Fantasy VI tackled challenging themes, focused on narration and incredibly turned the game design on its head, while not forgetting to break the genre’s rulebook. It is obviously now quite dated if only for its dungeon stages and torpid exploration. Yet despite its many qualities, it remains largely inaccessible to many of today’s players at a time when pixels have made a comeback to the indie scene.

Hence the reason for this book: to serve as a guide and retrace the special characteristics that made Final Fantasy VI a unique game. Choose from among its collective creation that provided it with a hive of ideas and a particular modernism at heart, leaving an indelible mark not only its own series but also a large swathe of Japanese RPGs; its rich, adorable characters who conceal their fears, neuroses and shattered dreams, whose adventures make this one of the most poignant episodes of the series; or its morality, celebrating rebirth, renewed connections and the protection of those holding the key to survival in desperate times.

Sometimes naive and other times astonishingly mature, Final Fantasy VI has been to this day a firm favorite among many players. It is a game on which Hironobu Sakaguchi, Nobuo Uematsu and Yoshinori Kitase produced some of their best work. Despite the major leap in technology that video games have witnessed since its release, a huge following still looks fondly on this old Japanese RPG of 1994, and considers it perhaps the most accomplished game in the genre. Such passion deserves to be examined and explained. Why? Don’t leave this book on the shelf to collect dust—find out the profound answers to that very question in the following pages.

PIERRE MAUGEIN

Pierre Maugein, under the pen name Killy, wrote for Jeuxvideo.com from 2003 until 2006. Although he trained to be a graphic designer, he decided to move to video game journalism because of his love for the industry. He worked as a freelance contributor for JeuxActu and then wrote for the Ragemag website on various topics, from art and literature to science, cinema and video games. Since then, he has been a member of the staff at Journal du Gamer. He has written various articles for the Level Up collection which is also published by Third Éditions.

CHAPTER ONE - STORY

A very long time ago, the world was dominated by the magic of three gods. These divinities, called the “Warring Triad,” had descended onto the world, each one in a quest to conquer it. They declared war on one another in a period of history known as the “War of the Magi.” The three gods used humans as pawns in their bellicose designs. They transformed some into Espers, creatures endowed with magic and special powers, to fight by their side. Eventually the gods grew aware of the colossal destruction they had wreaked and just before getting too close to the brink of doom, the three gods called a truce and transformed themselves into stone. As statues, they would contemplate one another, keeping themselves in check. Their final wish was simple: the Espers, their magical creations, should no longer be used for evil means. The Espers resolved to create a new realm where they could live safely and in peace. A place, far from humans. These magical creatures collected the statues of the three deities and took them away with them.

Since then, a sealed portal blocked any movement between the two realms and in time, the world of humans and that of Espers forgot about each other. Likewise, humans forgot about magic and began to concentrate on technology, which fed their increasingly belligerent ambitions.

PART 1: THE WORLD OF BALANCE

Some time ago, an Esper named Maduin found a young woman lying near the portal to the human realm. Worried for her, he took her in and she was nursed back to health by the Espers. Upon waking, she was surprised to find herself face-to-face with these mythical beasts. The young woman, called Madeline (Madonna, in the original SNES version)1, confessed that she had been attempting to escape her own world as she had become disgusted by the mentality of humans. Maduin reminded her that humans and Espers were not supposed to live together. Madeline would have to return home. Just as she was about to cross the boundary between the two worlds, Maduin caught up with her. He was enthralled by this human and wanted her to remain with him. After all, no one really knew if it was impossible for a human and an Esper to be together. This budding love story would see the birth of a baby girl some months later. They named her Terra.

THE MALEVOLENT EMPIRE

Two years later, and despite the spells hiding it, the portal to the Esper realm was discovered by the Emperor Gestahl, a remorseless despot. The emperor had been shaped by his ambitions and driven by this unquenchable thirst for conquest, relying on technology to conquer more and more lands. During his research, Gestahl had found references to magic and Espers. He quickly realized that there was a portal connecting his world to the world of the magical creatures. He searched relentlessly for that portal until that fateful day.

The Empire was now on the doorstep to the world of Espers. Gestahl assembled his troops and began hunting down these creatures, forcing a hoary Esper, the Elder, to reseal the breach through his powers; it would cost his life but the gateway between the two worlds would be sealed for good. Meanwhile, the Espers had become incensed by their exposure and the human invasion. They accused Madeline of being the kink in the infallible armor of their paradise, and blamed her for leading Gestahl to them. Maduin railed against this injustice but Madeline, filled with grief, fled to her own world, holding Terra tight to her. Maduin sought to stop her but was warned by the Elder that the resealing of the portal was already underway, and there would be no way back. Maduin did not care. His love was about to disappear from his life. Only a few yards from the boundary between the two worlds, he got hold of Madeline. She had been injured in an attack by the Empire. Maduin asked her to return with him. Just as she agreed the portal closed and sucked her and Terra into the human world. Gestahl found them there and took them prisoners. The emperor, becoming aware of the child’s unique condition as a hybrid, violently seized the child from the dying mother. Madeline died a few moments later, betrayed by her own people.

Now with a source of magic, the emperor decided to conduct frightful experiments on his soldiers so they might gain magical powers. He sought to create magitek knights, warriors able to call on the magic of Espers and endowed with exceptional abilities. Two soldiers had the ear of the emperor: General Leo who held onto a piece of his humanity, and Kefka whose insanity and ambition were only equal to his merciless cruelty. Kefka had been infused with magic to the point of losing all reason. He would supervise the magitek program alongside Professor Cid over the coming years.

A WOMAN NAMED TERRA

Across a snow-covered expanse, a mysterious young woman with innate magical power was being accompanied towards a strange village by two soldiers, Biggs and Wedge (originally, Vicks and Wedge). The young woman was Terra, the result of the union between an Esper and human, and of tremendous interest to the Empire. She had come on a mission to Narshe, a place that had the means to oppose the Empire but had chosen to remain neutral. The Empire was there to look into a rumor: a village mine might be holding an Esper. Like the soldiers by her side, Terra was kitted out in a type of movable exoskeleton and led the group through the ancient mines filled with strange creatures. However, she was not in possession of her faculties; in fact, a slave crown on her head curbed her free will. The squad confronted a monstrous animal guarding the place before finding a legendary creature frozen in the ice: an Esper. It was one of the magical entities that fought humans during the War of the Magi, and long believed dead and lost to the annals of time. The Esper suddenly awoke from its slumber, possibly because of Terra’s presence, and attacked. The creature annihilated Biggs and Wedge and left Terra injured and suffering from amnesia. Luckily, while wandering lost in the mines, she was found by an old man who brought her back to Narshe. While unconscious, the young woman had flashbacks to when she was enslaved. The Empire had forced her to commit certain atrocities. Upon waking, Terra noticed that her savior had detached the slave crown, freeing her from the yoke of the remorseless, hateful Empire. It was a short-lived moment of relief. Soldiers knocked on the old man’s door, looking for a young woman in magitek armor. The elderly man, who was a member of the resistance group the Returners, suddenly realized the importance of Terra and pleaded with her to escape to the mines through a secret door. To help in her escape, the old man called on a young thief by the name of Locke (another member of the Returners) to go meet her and take her to the desert city of Figaro. While escaping, Terra came face-to-face with an enemy squad. She only made it out alive due to the intervention of Locke and a group of moogles, small furry creatures. He then explained to her that he was tasked with taking her safely to Figaro Castle. The castle was governed by a certain King Edgar, who also worked for the Returners in secret.

Officially, Figaro was an ally of the Empire. By playing both sides, Edgar was able to provide a certain peace to his people. However, he knew that the temperamental nature of both the emperor and Kefka only granted an uneasy reprieve to his citadel of advanced technology. Safely behind the walls of the keep, Terra met the suave, smooth-talking king, whose twin brother, Sabin, had struck out on his own ten years earlier, preferring his freedom to the burden of rule after the death of their father whom the Empire had poisoned. Unfortunately, Kefka learned that the young woman was on the castle grounds and so dropped by the place to ask the king whether by any chance he had seen her. The king denied seeing her, but Gestahl’s emissary was no fool. No sooner had Edgar retired to his private quarters, Kefka ordered his escort to burn the castle to the ground. But Edgar was an astute man. He had anticipated this possibility and prepared three chocobos that would allow him, Terra, and Locke to flee quickly. An upset Kefka then suffered a second affront when the king’s chancellor set in motion the monarch’s safety protocol: the castle submerged itself under the desert sands. Figaro did not have a reputation for advanced technology for nothing! The stratagem quenched the fires and put the city folk out of harm’s way.

A MAD DASH

The trio continued their escape. At the urging of Edgar they decided to find the resistance leader, Banon. The group traveled through South Figaro and noticed the people had become nervous because of Edgar’s gesture of defiance. The inhabitants feared reprisals from the Empire. Finally, at the back of a town bar, the trio met a strange, masked fighter; this taciturn assassin went by the name of Shadow. After this fateful meeting, the group of heroes turned their sights to Mt. Kolts, the final step to reaching Banon. While crossing this mountainous region, Terra’s powers manifested themselves, giving Locke and Edgar a glimpse of her magical abilities during some fights. The crossing to Mt. Kolts would also be marked by the appearance of Sabin, Edgar’s self-exiled brother. The team stumbled upon Vargas, son of Duncan, the great martial artist who had given Sabin refuge many years ago. Vargas was ill-disposed to conversation and attacked the team; fortunately, Sabin emerged to help them in beating his former sparring partner but now enemy. Vargas had slain his father in a fit of jealousy over his father’s affection for Sabin, further compounded by his father’s decision to name the adopted son his successor. Once Vargas was beaten, the two brothers caught up on lost time. Now that Figaro had finally decided to rise up against the Empire, Sabin acknowledged it was his time to join the struggle, which would also be a fitting tribute to his dead master. Together, they easily managed to reach the Returners’ headquarters, where they were welcomed by Banon. The resistance leader spoke about Terra being the world’s final hope in defeating the empire, before backing off. The Returners hoped that Terra would come to their aid but they all knew that to force her hand would be counter-productive. At that point, Terra and Locke had a talk about why Locke had joined the rebels. He confided to her that he had lost a loved one and that that injustice had opened his eyes to the Empire’s methods. He did not want anyone else to suffer such a fate. That sense of justice also motivated Banon. The leader was very curious about Terra’s extraordinary abilities and very quickly realized her connection to the ancient Espers that were also endowed with magic. This was extremely important since, according to Locke’s intelligence, the Empire’s magitek weapons were being developed by the world’s top scientists in close conjunction with research into those same Espers. For Banon, it was simple: fight fire with fire. He thus suggested that Terra use her powers to help them defeat the oppressors. As for Terra, it was not so easy. She was still disturbed by her amnesia and, unlike Locke, she did not have a special someone to save. Nevertheless, she eventually relented. While Banon was explaining to her that the objective would be to wake up the Espers and plead their cause to them, a scout entered and collapsed to the floor. South Figaro had just fallen and the Empire had now set its sights on destroying the rebel base.

Edgar, Banon, and Sabin led Terra in all haste to a nearby underground river so that they could escape on a raft down the Lethe River and prevent the capture of their new salvation. They had a simple goal: follow the river to Narshe and get to the Esper. Meanwhile, Locke left the group to go undercover in South Figaro and slow down the imperial troops as much as possible. On a rickety raft that threatened to break up on each rapid, Edgar’s team expected reaching Narshe would be easy when up rose Ultros, a loquacious, evil octopus bent on destroying the heroes. At the end of a closely-fought battle, Sabin jumped into the river to finish off Ultros, leaving Terra, Edgar, and Banon to float slowly on towards their destination.

A GROUP APART

Having been carried away by the current, Sabin found himself washed up on the coast of the Veldt. He walked through the plains of long grass until he reached a small house where the infamous ninja, Shadow, was living with his faithful dog, Interceptor. Sabin was determined to rejoin his team in Narshe and asked the warrior for directions. He would have to go through Doma Castle. Unfortunately, that place was now a war zone. The famous General Leo and the imperial forces under his command were laying siege to the castle. Shadow offered to guide Sabin, but with the proviso that he might leave him at any moment. The allies, seeing their chance during a lax moment among the sentries, slipped into the enemy’s camp and discreetly walked among the hordes of soldiers present. While hiding in plain sight, they witnessed what would be a short-lived victory of Cyan, Doma’s protector, over the imperial forces. Still hidden, Sabin and Shadow saw an altercation between General Leo and the treacherous Kefka, who reproached the general for his weakness. Hated by the men on the ground and disdained by Leo, Kefka could no longer bear waiting and wanted to launch an all-out attack. The general, on the other hand, simply intended to wait for the right moment so human lives would not be needlessly lost. Leo held the respect of his soldiers because every life mattered to him and sacrificing the lives of his men in vain was anathema to him. In a sharp twist of fate, Leo was urgently called back to the imperial capital by the emperor. Kefka, with his hands untied, put his plan into action—he poisoned the river serving as the castle’s water supply so as to kill the entire population and took delight in the suffering caused. Back behind the castle walls, Cyan could only watch as his king died along with many brothers-in-arms and even his wife and son. A distraught and hate-filled Cyan then went on a rampage but was saved from a nasty fate by Sabin and Shadow. They had to leave, and the two heroes brought Cyan with them to the “safest” place nearby: the Phantom Forest.

Deep inside the woods filled with terrifying trees and a lugubrious atmosphere, the heroes then had no other choice but to tread on through the sordid place to get to Narshe. The trio wandered, unable to orient themselves properly, until they found themselves in a clearing and... on a train platform!? There was a train ready to depart. It was an astonishing sight. The team was baffled and wondering what such a thing was doing in the middle of a forest. Sabin started to climb on board. Perhaps there were survivors on board who could still be saved? Cyan tried to hold him back. He thought it might be the legendary “Phantom Train” but Sabin insisted and pushed him inside. Suddenly, the doors slammed shut and the train started moving. Cyan was right; it was the legendary Phantom Train that took souls to the other side where they could find eternal rest. The group frantically sought out the engine room to stop their crazy trajectory. To everyone’s great surprise, they would have to battle the cursed train engine that would not let them off. After an arduous fight, Sabin, Shadow, and Cyan quickly disembarked and found themselves once again on the platform. The train still had an eternal mission to accomplish. A queue of people were getting on board as the trio escaped from it. They were obviously the Doman victims of Kefka’s odious act. They were ready to leave the world of the living. It was then that Cyan glimpsed his wife and son, Elayne and Owain. He desperately tried to reach them, shoving Sabin aside in the process, but he could not stop them. They looked at him one last time. His son reassured him that he would take care of his mother; his wife told him she would always love him and that he had made her happy. They then disappeared. He stood alone, with the train whistle ringing in his ears.

A reluctant Cyan followed the group towards Baren Falls, a waterfall upstream from the road to Narshe. At the falls, Shadow decided that he had done enough and left the group. Cyan and Sabin jumped down the waterfall and continued together until coming across a feral boy called Gau. Without saying a word, the child saved the two heroes from drowning and disappeared just as quick. Soaking wet, Cyan and Sabin then only had to cross the Veldt in the direction of Mobliz, the final leg of their journey before Narshe. However, Gau was actually tracking his new “friends.” Using the pretext of a trinket he would like to find (a diving helmet as it later turns out to be), he led Sabin and Cyan into a cave located in the Crescent Mountain, which provided the party with a way to their destination—an underground river. Once again taken away by the current, the team were washed ashore on the docks of South Figaro. There, the group met a smuggler who took them in his boat to Narshe.

THE NEFARIOUS KEFKA

Meanwhile, the courageous Locke was trying to get out of South Figaro after considerably slowing down the imperial troops. Artful and a master pickpocket, he managed to steal the clothes of a merchant and a guard, which enabled him to pass through the many enemy checkpoints. Very soon, Locke reached a secluded house where he exchanged a recent pilferage—a bottle of cider— for an incredibly important secret: a hidden shortcut through the town. The path led to a manor where he suddenly heard the sounds of a fight. It was Celes, a general of the Empire, locked in a cell. Celes had just received a pummeling from her once-loyal soldiers. She had refused to follow the demented orders of Kefka and was now considered a traitor. Stripped of her rank and thrown into prison, she was being guarded by a visibly fatigued soldier, who soon fell fast asleep. Locke took advantage of the moment and released the woman. Despite her being the enemy, he chose to protect her, whatever the cost. Celes seemed to have reawakened in him the memory of Rachel, his lost sweetheart. The two fugitives managed to get out of the manor without drawing any attention and entered the caves of South Figaro. There, they had to fight an infernal drilling machine before they could finally take a breath. Narshe would now be their next destination.

The final group of scattered heroes, Terra, Banon and Edgar, had by now moored their raft at Narshe after following the underground river. Desperate to have Terra meet the Esper again, the group approached the town gate but a troop of local guards refused them entry. Edgar’s royal authority did little to change the situation. The group, however, was resourceful and used a hidden passageway—a cave to be exact—that led to the home of the old man who had saved Terra. The old man quickly explained the situation to them. Narshe had remained neutral but, with the force of the Empire bearing down on them, many townsfolk were no longer so willing to support the Returners. The presence of the Esper also made them very fretful since it could attract the magic-hungry emperor at any moment. In front of the town hall, Banon and Edgar tried to persuade the people of Narshe to support their cause. While they spoke, Sabin, Cyan and Gau appeared, immediately followed by Locke and Celes. The gang was finally reunited! However, the new arrivals informed their comrades of the terrible news: Narshe was next on the Empire’s list. Despite the gravity of the situation laid bare before their eyes, Cyan recognized Celes and demanded that she atone for her crimes. During the tumult, Terra took the opportunity to confess to Cyan that she herself had been an imperial soldier, but that was now in the past. The growing tension among the group turned to trepidation when a town guard appeared to warn everyone that the enemy had just launched an assault. Despite the urgings of his men and the fact that the town only housed civilians, Kefka had decided to exterminate the entire population. He had but one goal in mind: getting his hands on the Esper. There was only one option open to the group, they had to defend Narshe. Celes took the opportunity to quickly talk with Terra whom she had not seen in some time. Celes was strongly impressed by the other’s power and envied her luck in being born in a body already engorged with magic. Her body, on the other hand, had undergone artificial modification during childhood just to obtain similar abilities. Although touched by her comrade’s words, Terra reminded Celes they had to focus on saving the Esper. The group went and took the high ground to ward off the Empire’s attacks. Divided into three groups, the heroes engaged in a ferocious battle on all fronts. Kefka then loomed before them in a final attack, but he was felled and fled away. The team then checked on the Esper which began resonating with Terra. A powerful shock wave knocked down the entire team except Terra, who remained on her feet. She stood facing the mythical creature, which revealed her deep secret to her: she was half-human, half-Esper! Taking on an Esper shape, Terra became confused and enraged. She took flight, rending the gloomy heavens over Narshe apart. The group, flabbergasted by this strange scene, needed to recuperate and checked into a town hostel. For them, Terra was still a member of the team regardless of her magical nature. Everyone came to an agreement; some would go search for her while the others would stay to protect Narshe and the Esper. Locke took the lead in the search party and decided to start in the towns of Kohlingen and Jidoor. But the road would be long and perilous to those far reaches of the world.

A RAMBLING CASTLE

Fortunately, Figaro Castle still had many surprising abilities to show off. Not only could the castle bury itself into the sand, it could also travel long distances over the desert. So, the group returned to the home of good old King Edgar—evoking a particular nostalgia for Sabin—and revved up the engine of the building. Using the castle’s unique abilities, the group drilled under the mountains bordering Kohlingen, and arrived at the entrance to the small town. While clues as to Terra’s whereabouts began to coalesce, Locke had flashbacks to a painful episode in his past. Several years earlier, Locke and Rachel were living there like any other normal couple. One day, Locke discovered a fabulous treasure in a cave that he wanted to show to his love; it would make a great present for her birthday. Unfortunately, while bringing her along to the treasure, Locke stepped onto an unstable platform that began to crumble. Rachel pushed him aside and fell many feet into the abyss. She was seriously injured and, by the time Locke managed to get her back home, still unconscious. He watched over her day and night. After a long time, she finally regained consciousness but had lost her memory. Even Locke was a stranger to her. Rachel’s father accused him of having ruined her life and threw him out of the house. Worse: his beloved asked him to leave because his presence upset her father. Locke left the town so that Rachel could start a new life. The following year, she was killed during an imperial raid. Her memory had returned just before her death and the last word passing through her lips was the name of the person she had always loved. Since that day, Locke could never forgive himself for not protecting her. Overcome with grief, he appealed to an elderly native of Kohlingen to come up with an elixir that could preserve Rachel’s body. He had the hope that, one day, he would be able to “call back” her soul by means of a mysterious artifact that he had never stopped looking for since. After this heart-rending story, the group then traveled to Jidoor, an odd town where social mixing was not tolerated. The aristocracy lived in their estates to the north while the middle class lived in the south. As for the poor and destitute, they had been completely expelled and ended up founding a community to the north: the village of Zozo. This den of ill-repute was the next destination for the group. Here, they would reach their goal. At the top of a gloomy tower in this decrepit, iniquitous village inhabited by murderous thieves, they found Terra.