The magic explosion from the blast which warped the Kuluu into the tonberry
also changed other creatures slowly into the races which we know today.
The first races to form were the beastmen. These races thrived in the
era of darkness after the destruction of the Zilart's kingdom. The 3
largest hordes were the Orc, Yagudo, and Quadav. The Orcs were the
most battle hungry of the 3, with a lust for blood.
An Orc Rider on the back of their favorite tamed pets, rock lizards.
Their homeland were
the dark forests of the Northern Quon continent. Here they developed the first standing beastmen army.
The next were the Yagudo,
a bird like race which prided itself on it's religious connection to the gods.
Though they were religious in nature it was obvious this state of mind had
driven them to fanaticism.
An adventurer
approaches an Yagudo sanctuary.
The last was the Quadav, the turtle creatures.
Seeking those things precious, they grew to become miners and made their
home in the swamps of Southern Quon.
The legions of the
Quadav army.
The swampy homeland of the indurstrious Quadav.
There were more beastmen which grew in other parts of the world as well. To
the islands of the south west, the mighty Antican's came to power creating
a massive catacombs beneath the island chains. The far north islands were
home to a giant race of beasts called Gigas. Another race, the Lamia, lived in the lands to the east. A bewitching race of beastmen with an upper body like that of a Hume woman and a lower body resembling that of a venomous serpent.Rumor has it they are not actually beastmen, but something else...
Another of the smaller races were the Imps. While not dangerous, they are the sneaky and troublesome. They are cowards however, and seldom venture from their homeland to the east.
The last smaller race was the
Sahagins. These fishmen lived in the caves and waters off the coast of the
south eastern islands. Together all these "monsters" grew in size and
number and soon controlled the mass of the known lands of today.
There was another race as well, the strange Goblins. Unlike other beastmen,
Goblins can be found in most regions across Vana'diel. Their flexible
lifestyle and adaptability to the surrounding environment have given them
the ability to coexist with other beastmen as well as people. Compared to
other beastmen, Goblins have developed superior techniques in trades such
as smithing and healing. Now adays they are also considered the most
religious of the beastmen. Their cousins the Moblins who live deep within
the earth have specifically devoted themselves to whorshipping Promathia.
With this religion the Goblins and Moblins stay away from the affairs of
the other beastmen. It has been said though, that the only real threat of
the goblin, is it's high prices.
It is commonly believed the first SmileBringers of the Starlight Celebration were goblins, who brought gifts to good little boys and girls on the holidays.
Over-time, however, 3 new races on the side of right began to fight back
against the mindless hordes. The first were the mighty Galka. Blessed with
powerful bodies and brute strength the Galka were the first new race to
create a civilization on Vana'diel. Centered in the Kuzotz island region
the Galka created a massive city spanning the entire island. Having, what
they believed, effectively defeated all their enemies there.
Even before the Republic of Bastok, the Galka were masters of sea travel.
But, unbeknownst
to them, deep below their kingdom was another beastman army. The Anticans a
race of ant-like people who had thrived beneath to south of Kuzotz decided
it was time to deal with the Galka. Outnumbering the Galka, the battle soon
turned against the Galkan who with their remaining numbers were forced to
flee through the ancient tunnels near their capital in hopes of discovering
a new world on the other side in which the Antican's could not follow. Though
defeated, the Galka did not easily forget, and deep inside them boiled an
unstoppable rage and thirst for revenge. Their civilization was in ruins
and their enormous cities soon fell to the mighty Anticans and shifting
sands of the Kuzotz.
The second race were the Mithra. These cunning quick witted creatures were
the stealthy warriors of the time. Due to the lack of male Mithra, the men
stayed home to raise children while the women formed the political and warrior
classes. Making their home on the islands of the south the Mithra built and
maintained a small society on the island chains. Though active in the battles with the beastmen
on their islands, they did not seek them out. Protecting their borders was
enough for them, and apparently enough for the beastmen, as over time the
attacks decreased. It appeared that while not at peace, the beastmen had an understanding with the Mithra.
A mithra fishing off the coast of Elshimo.
The last were the tiny Tarutaru. These little creatures while not very
strong, were highly intelligent. Orignally grouped in small clans, which fought endlessly amongst themselves, they soon found a new common enemy in the beastmen. Though they battled valiantly, the
Taru peoples were terrified of the massive horde of beastmen. Weary
of the never-ending conflict, and declining in number, the taru wandered the
world in search of peace.
An average Taru family.
After discovering uncharted lands far to the south of there original homes, they settled down to build a brighter future for their kin, naming the land Windurst.
Several decades after the Tarutaru's long journey had come to an end, a young
Taru girl exploring the mysterious towers scattered across the outskirts of
Windurst lost her way. It was during the time that she came in contact with
last of the Kuluu race. She was led to what we today call "The Full Moon Well"
and the power of magic was bestowed upon her and her people. It was at this
time she was given the magical "Book of the Gods" and had a vision of the
future. She saw the life of the taru for hundreds of years into the future.
This girl would be come the first Star Sybil.
The first Star Sybil unites the warring Taru factions under her leadership.
Together with her people she
worked to harness and understand the mysterious power that had been given to
them.
So began the Great Age of Magic.

Empowered by their expanding knowledge and magical abilities the Taru people
united themselves under the Star Sybil, as the Federation of Windurst. At the
same time the beastmen of this continent, The Yagudo, united to take back the
lands which they had claimed for themselves. Working together and uniting the last of the clans, the Taru drove
the Yagudo hordes from their lands. After this victory for a time, the Tarutaru
lived in peace and harmony. Their race prospered, unified in their knowledge
of magic and the solidarity of a new and powerful federation.
A small glimpse at the city of Windurst.
During this time, a group of Mithra uncontent with their life of solitude on Elshimo
Island and hearing tales of strange magical beings from the elder mithra
scouts decided to venture out into the ocean to see for themselves. The
cheiftaness, angered by the disregard for tradition, condemned these actions.
Those who left in search of this knowledge were not permitted to return. This
did not stop the adventure seeking youth, however, who set off on their journey.
Eventually arriving at Windurst, the Mithra, in awe of the Taru were welcomed with open arms.
Their strength and tactical skill would prove useful to the weaker Taru. It
was a dually beneficial arrangement. The Mithra would be allowed to live in
Windurst with taru protection and magics, and in return they would serve as
the foot soldiers of the Taru military. Together, they carved and built the
town of Mhaura into the cliffs overlooking the sea. It was a reminder to the
Mithra that their home was not so far away after all. Mhaura though always a
small town in nature, would become a special place in the hearts of Mithra in
Windurst. It was a glorious age for both their peoples.
At first the two races experienced an strange awkwardness, but soon learned to live together.
But time would tell a different tale. While the Taru bathed in their knowledge
of magic, the other races of the world began to gain knowledge of this power,
even the beastmen. Within a short time, magic techniques were employed by
others. The powerful magic now in the hands of the reckless and bloodthirsty
beastmen was too much for the Taru. Filled with regret, the Tarutaru entered
and long era of isolationism. They closed their borders off to all but their
friends, the Mithra. And so, the once-proud civilization became more and more
out of touch with the rest of the world.

The grand entrance to the city of San d'Oria.
The use of magic would bring both happiness and conflict to the other races of
Vana'diel. It was during this time that the insignificant tribe of creatures
called Elvaan would rise to power. With the power of magic and the warrior
spirit deep within them, the Elvaan would grow to become the most powerful
empire of the time. Making their home in deep forests of the oldest known
continent, the Kingdom of San d'Oria was formed. With the Tarutaru monopoly
on magic broken, the Elvaan were able to create powerful orders of knights
who with a unbreakable code of chivalry feared no adversary. Their lack of fear
stemmed from their deep religious beliefs in Altana and her guidance. While a
King was chosen to rule, the Papsque - the religious leader -
was given great authority.
The legendary Chocobo Knights of the San d'Orian army were known through the land for their bravery and honor.
One by one the beastmen strongholds of the old continent fell. Tarutaru
villages and towns were crushed by the might of the San d'Orian army. Within
a short time, nearly the entire Quon continent had come under San d'Orian
control. It was at this time that one of the vassal's of the ruling d'Oraguille
family discovered small peninsula at the western most edge of Quon. From here
the knights of San d'Oria could head south and sweep around the taru defenses,
remaining beastmen, and secure their domination of Vana'diel. Alphollon
Tavnazia, the royal vassal, was bestowed title to the land and given the task of
constructing a massive fortified city as the front lines of the San d'Orian
push south. Over time these lands were known as the Marquisate of Tavnazia
and became a second Elvaan kingdom, under rule of the first. From here
the battles which conquered the lands of Sauromugue Champaign were planned.
But pride comes before the fall.
With all of San d'Oria's attention to the Taru's and the beastmen of the
eastern continent, the southern portion of Quon remained unconquered and
uncared for. The inhabitants, the last of the 5 races - the Humes, were
deemed too weak to worry about and ignored by the San d'Oria army. During
this time a small tribe of the Humes encountered the remnants of the
Galkans who had settled in the new lands of southern Quon, after escaping
their capitals destruction long ago. It was here that the two races united.
The Galkan with their physical strength and the Humes with their ingenuity
and search for knowledge. Together the two races formed a powerful alliance
under the flag of Bastok. Fortified by the regions rich natural resources
and the intelligence-gathering abilities of the Hume race, the nation of
Bastok soon turned it's eyes to the north and the Empire of San d'Oria.
Galka and Hume, united, were an unstoppable force.
Before the San d'Orians could mass a force to deal with the new kingdom to the
south, the attacks began. Bastok using it's newly created army made quick work
of the outlying San d'Orian southern defenses. Meanwhile the Taru's and
beastmen to the east launched assault upon assault on the empire's eastern
boarder. Finally a massive attack on the defenses at Sauromogue by the
taru broke through the lines of knights. Every last Elvaan fought bravely,
every last Evlaan was killed. In the south the Bastokan's turned their
attention to the key grounds of the Konschtat Highlands. If they could
control these lands Bastok would be safe from counter attack. In a battle
of epic nature, the San d'Orian knights and Bastokan army battled in the windy meadows of the highlands. The battle lasted for days, but San D'oria
made one last push under the leadership of their first female warrior
Lady Eldie Mantiant. Bastok was forced from the Highlands, but at a horrible
price. The legions of San D'oria had been all but wiped out.
The Elvaan to the east, now faced with the oncoming attack of the Taru, had no choice but to surrender and withdraw to the south. Also the growing pressence of Bastok grew heavy on Tavnazia, which surrendered in order to keep their lands and secure a peace. This was not the final
nail in the coffin, however. The Bastokan chemists and iron workers in a rush
to supply their troops discovered a new powerful cutting-edge technology,
firearms. With these the Bastokan army marched to the Highlands for what would
be known as the Second Battle of Konschtat. Here the newly formed Bastokan
Musketeer's met the most elite of the San d'Orian Knights, but it was no battle
at all...it was a massacre. The knights were riddled and mutilated by the
musketeers gunfire. Both people saw the effectiveness of these weapons and
stood in shock. The San d'Orians pulled their forces back to the borders of
their capital, the outlying towns, forts, and legions open to destruction by the now
free to roam beastmen. The Bastokan's shocked by their own power, stopped
their assault on San d'Oria at the Highlands, holding the high ground to
prevent any future counterattack. None would come.
The Elvaan could do nothing, furious with Bastok for the deemed "unchivalrous"
victory and without their former power the kingdom fell into ruin. At the time
of the collapse 2 brothers ruled the throne. The first, and oldest King
Raigegue was a militaristic man who saw his friends and family die at the
hands of Bastok. Gathering the last of the elite troops, he formed the
Royal Knights, in hopes of a counter-attack. His younger brother, Prince
Fellenant, was a more religious and peaceful man. Around him gathered a
loyal group of friends, who would be known as the Temple Knights. Prince
Fellenant against his brothers wishes arranged for a meeting between the
Bastok leaders and his Temple Knights. There he would offer a final peace
in exchange for help dethroning his brother. His proof of peace, the
mysterious and powerful magic scepter known as the "Scepter Royaulais".
This was bestowed to each king upon his coronation by the papsque.
Meanwhile, catching wind of his brother's plan, King Raigegue sent
his best and most anti-Bastok knight, Vijortal Caphieux. He and a few
other royal knights would join the prince's party saying they wished for
peace, and then assassinate him.
It was then, camping in what is now called Ordelle's Cave that the plot was to
take place. But, by some strange twist of fate, Vijortal turned against the
assassins and stopped the attempt. Though he saved the prince's life, he was
mortally wounded. The prince continued on to Bastok and there the Temple
Knights and Bastokans agreed to usurp the throne from King Raigegue. Gathering
forces he took San d'Oria and crowned himself king, but just before a
counter-offensive by Raigegue. It is said that Fellenant had a great vision
granted to him by the Scepter Royaulais, and decided not to fight. Though it is unknown what was seen,
he stepped down and surrendered to his brother. Since it was deemed long ago
that royal blood could not be spilled, Fellenant was placed in the dungeons
underneath San d'Oria. With the help of his Temple Knights, he soon escaped
through underground tunnels into Junger Forest. It was from here, in the deep
woods of Davoi that he waged a war against his brother. This was the start of
the great civil war.
Lasting for countless generations the war between the two sides of San d'Oria
raged through their lands. Finally, the leader of the Temple Knights, Ranperre,
led a final assualt on the capital. Carrying a mystical sword he found deep
within the caverns of Davoi and surrounded by his vanguard of Dragoons (which
would later grant him the name - The Dragon King) he led his troops into
battle. His sword, the Lightbringer, struck a fear into the hearts of both his
troops and his enemies. Before the battle could begin, the Royal Knights
surrendered for fear of the sword. Without having even unsheathed it, Ranperre
had united San d'Oria at last. From his throne he decided the power held by the
Lightbringer was too much for one man, and it was sent forth from San d'Oria
to Tavnazia as not only a sign of trust and peace, but to be locked away deep
within the halls below the city. There it would be protected by the royal
family for all time. San d'Oria had come full circle, once a great empire, now
a small fledgling kingdom again.
It is said long ago, the Dragon King saved a dragon from death. A pact was made, that upon the kings death, the dragon would protect his hidden tomb for all time.

An early sketch of Bastok.
The fall of San d'Oria ushered in an era of prosperity for Bastok, who upon
it's growth declared itself a republic for the people. Hume tradesmen spread
across Vana'diel in an unprecedented era of economic development and trade.
Establishing trade routes with not only Widurst, but their former enemy of
San d'Oria. During this time the Bastokan's decided to expand their industry
from mining into fishing. Two towns were started, the beach town of Selbina
to the south, and Jeuno to the north.
An artists rendition of one of the first passenger ships to travel between the two continents.
While Selbina brought forth more profit,
the town of Jeuno was founded at the intersection of the major kingdoms.
It was decided at this time of peace to hold the first Conquest Evaluation
Assembly in Jeuno. Attended by each nations top advisors, the Assembly was
to outline the boundaries of each kingdom. Eventually, the assembly seeing
their armies lacking battles and fearing they would turn weak or worse, against
the current leader, set up a system of tournaments called Conflict. Nation's
greatest warriors would face off with each other for bragging rights and
control of territory outside the bounds of the 3 nations control of the
previous year. This did nothing but create unneeded anger amongst the 3
kingdoms and soon was stopped by the assembly.
One of the many "games" was Ballista, in which teams from each nation would compete in battle. Today, the game still exists, but in much more of a sport fashion.
Back in Bastok the fortune's of the Hume's grew quickly, while the
Galka - the laborers, received very little. This was the start of the animosity
between the two races.
The jealousy and anger while only subtle for the time
being would eventually take control of the country. But, these thoughts were
only in the backs of mind's, as the technological developments proceeded
rapidly. This was accelerated with the appearance of the engineering genius
named Cid. Through his inventions, the mining of Bastok's lands gathered more
precious metals and rare ores then ever seen before. The Republic of Bastok
had taken it's place as the 3rd great nation of Vana'diel.