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This is a list of Sage Knowledge from piece 53-78. One may also wish to read pieces 1-26 and 27-52.

Spoiler warning: Plot and/or ending details follow. (Skip section)

SK 53: Bhujerba[]

An autonomous city-state found on the sky continent of Dorstonis. Originally formed as a magicite mining colony with the advent of airship travel. The magicite mines of the skylands are superior to the crystal mines on the surface in both quantity and quality of ore, and Bhujerba developed quickly on fortunes born of rock. During the years of the Galtean Alliance, the Ondore family took over much of the daily business of Bhujerba's governance, a rule which continues to this day. Their neutral stance during the Archadian invasion two years ago positioned them as mediators of the peace negotiations that followed. Like much of Dorstonis, Bhujerba is a city of hills and sloping boulevards. Merchant houses and shops are clustered near the peaks, while residences are found in the valleys. At the very bottom of the hills lies the network of crystalline shafts known as the Lhusu Mines. Many visitors come to Bhujerba to enjoy the open-air parks with spectacular views only available to those who live in the sky. Very rarely does anyone fall from the skycity, and curiously enough, not a single death has been reported to have resulted from such an occurrence to date.

SK 54: Lhusu Mines[]

A crystal mine located on the sky continent of Dorstonis. Many years have passed since the ore veins were first discovered here, yet even today, high-quality ores are found and processed in these well-worked shafts. Many claim that the success of the mines is due to a project begun many centuries past by the Ondore family, whereby mining across their domains was closely regulated, never permitting too much to be drawn from one place, thereby allowing the magicite crystals to naturally recover. The Lhusu Mines are most famous for their high caliber of skystone, the material which enables airships to ply the skies, and memstone, a variety of magicite that can store sound and even images in its unique crystalline structure. Unfortunately, the dense concentrations of Mist in the mines lure all manner of beasts, and when mining expeditions are planned, palings must be erected to keep such creatures at bay.

SK 55: Archades[]

The capital of the Archadian Empire. Still small when it first formed as a city-state, it grew tremendously during the long peace fostered by the Galtean Alliance. When the Empire was formed, the city center was re-located, forming the Archades we know today. Though poor in both natural resources and land, Archades came to prominence as a city of innovation and learning. All information and technology gathers here, and the famed mages and artificers born within her walls are legion. Knowledge, then, is the true strength of the Archadian Empire. The city of Archades forms an octagon with the Imperial Palace at its center. Around the Palace sit the Senate Chambers and other administrative quarters, beyond which lies a booming mercantile district. The buildings in the city center are quite tall, with the lower floors being used mainly as residences. The difference in heights between the various buildings makes this a city of small airships, that being the most efficient means of accessing all levels of the metropolis. More than half the population of Archades is hume, and while at one time all lived near the ground, of late, those of power or particular wealth have taken to living in the higher apartments and traveling exclusively by private airship.

SK 56: Old Archades[]

District on the outskirts of Archades. With the transfer of governance to the Imperial system, a new city was created, the existing city blocks now belonging to the old quarter. At the time, the under-privileged lived here along with nobles who had lost power with the rise of the Empire, while those with power lived in the new city. Now, several centuries later, little has changed. The residents of the old quarter are largely itinerants and those others outside the protection of Imperial law. Unlike the new city where buildings tower towards the sky, the old city remains brick and stone. Everything feels neglected, abandoned to fate of slow decay. With officials less than inclined to worry about the old quarter's governance, little or no effort has ever been made to revitalize the area.

SK 57: Draklor Laboratory[]

Weapons research laboratory located a short distance from the administrative district in the northeast of Archades, sponsored by the Archadian Imperial Army, with Dr. Cidolfus Demen Bunansa as its head researcher and maker of policy. Research is divided among airship design projects, sundry weapons projects, and magickal endeavors. In recent years, particular attention has been paid to magicite research, with great strides being made in the manufacting of magicite and improved methods of drawing energy from the stones. A strict security system is in place to ensure that none of the knowledge in Draklor Laboratory leaves its doors without authorization.

SK 58: Phon Coast[]

Coastal region lying along the Phon Straits which divide Archadia from Nabradia. Praised for its beautiful beaches of white sand, and lush greenery. A hunter's camp along the coast attracts adventurers and headhunters, forming a community where they might exchange information and rest between expeditions.

SK 59: Tchita Uplands[]

A hilly region reaching to the south of Archadia. Before the widespread adoption of airships as the primary means of conveyance, this region was the highway to the Imperial City, and filled with travelers. Ruins can be spotted here and there amongst the tall grasses, and researchers from Archades often come here to delve into the mysteries left by whatever ancient civilization built them.

SK 60: Sochen Cave Palace[]

  • Gained by defeating Imps

A giant underground complex in Archadia, consisting of natural caverns and the abandoned ruins of an ancient palace. Many of its ways and passages remain uncharted on current maps. From the style of the carvings adorning some of the walls, it is thought that the complex was built at some point during the Galtean Alliance, though no records of its construction remain. A survey mission was initiated to chart the many corridors here, but a particularly nasty infestation of creatures has significantly hampered progress.

SK 61: The Cerobi Steppe[]

Hilly highlands area in the east of Archadia, through which the highroad to Balfonheim Port passes. Air currents are notoriously unstable between Cerobi and Balfonheim, making land routes here as popular as those of the air. In the past, villagers in the region erected windmills to catch the winds from the Naldoan Sea, and used them to mill grain from the harvest. With advancements in the use of magicks and machineries, however, the windmills fell into disuse and now stand merely as a reminder of the past.

SK 62: The Port at Balfonheim[]

Prosperous port on the Naldoan Sea renowned for its rich fishing grounds. In addition to fishing, the port is known for its shipwrights and their numerous contributions to the advancement of seacraft. Though demand has dropped with the spread of airships, the wrights are still able to turn a profit on their craft. The power in Balfonheim rests with the sea captains and pirates of wealth. Though belonging in name to the Archadian Empire, well-placed regular bribes have ensured the city autonomous governance. The city itself is small, being a classic port town, with many stone-cobbled alleyways winding between buildings which hug the curve of the hills. Fresh seafood can be found in the market stalls daily, along with many other items brought by traders and pirates. Several waterways run through the city, some carrying drinking water, others used as canals for the transport of goods. The manse of Pirate King Reddas stands in the western quarter of Balfonheim.

SK 63: Nabreus Deadlands[]

Place once known as Nabudis, the prosperous capital of Nabradia. In the war against Archadia two years ago, the city was utterly destroyed, leaving nothing but an eerie waste of swirling Mist. Even by day, the sun does not penetrate that ever present fog. Beneath it, dense Mist has given rise to all manner of bizarre flora and fauna of an invariably vicious temperament.

SK 64: Necrohol of Nabudis[]

Palace once home to the royal family Nabradia. Called the Verdpale Palace, it once stood proudly in the middle of a lake. Now it stands in ruin, destroyed in the attack on Nabudis two years ago. Though the ghost of the building remains in the crumbling walls, it is wholly gutted and lies half-submerged in the murk. Now Mist flows freely through its abandoned halls, and its glorious memory is profaned by a menagerie of vile creatures.

SK 65: Mosphoran Highwaste[]

Mighty mountain range standing between Dalmasca and Nabradia. Well-known for its odd rock formations: overhangs forming roofs over the mountain paths, and lone spires of rock jutting toward the sky. In a col between the peaks is a flat area where spring water bubbles from the ground, creating an ideal resting place for weary travelers. The shrines standing in the clearing were built during the Galtean Alliance, the names of the gods they enshrine long since lost to the ken of Man.

SK 66: The Salikawood[]

Forested region in central Nabradia. A path strung between the thick-growing trees leads towards Archadia. However, many of the tree-bridges are covered with thick moss, and in advanced stages of decay. As transport by airship gained prominence, the land roads were abandoned. Now more beasts walk the woods than travelers. The forest is the domain of the Kingdom of Nabradia. Abandoned these two years since its fall, the number of fell beasts within its borders swells daily.

SK 67: The Ridorana Cataract[]

A strange opening in the seafloor that has created an endless whirlpool, drawing the surrounding sea ever downwards. An island is situated at the cataract's edge, on which stands a great pharos surrounded by ancient ruins. Its size suggests that once a great city flourished here, but of its rise and fall nothing is known. The area surrounding the island is jagd, preventing approach by airship, while the proximity of the cataract and its tidal pull make it impossible to reach the island by sea.

SK 68: The Pharos of Ridorana[]

Giant tower standing on an island near the Ridorana Cataract. Though not actually a lighthouse, a curious light emits from its upper reaches, piercing the darkest night, so earning it the name of the Pharos. Similarities can be seen between the architectural style of the tower and that of the ruins about it, but there are none who know the details of its creation.

SK 69: Jahara[]

A garif village in Bancour. Here, a chieftain elder watches of the old ways, and so administers the tribe. Though many other villages dot the area, there is little direct communication between them. The garif have worshiped magicite since ancient times, and tribal legends tend much wisdom concerning the Stones. When the time is right, the elders teach these lessons to the youth of the village, and, on rare occasion, to visitors from other lands. Abhorring machinery and iron, much of the garif material culture is based on wood and stone and other unmanufactured things. Their houses made of grass and strips of leather allow a breeze to pass through, and are uniquely suited to the hot, arid climate. On the hill overlooking the village is a meeting lodge, warmed always by a bonfire. Near the lodge are the elders' huts, and below the hill is a clearing ringed by a healer's hut, and the tents of craftsmen, as well as a place to take care of the livestock, called "nanna" in the garif tongue. Dalmasca has for many years honored the ways of the garif, and so kept up a peaceful trade and relations with this isolated people.

SK 70: Ozmone Plain[]

  • Gained by defeating Wus

Wide region of plains in Bancour, bordering Dalmasca. Mostly tall grasses, though here and there can be seen volcanic rock formations. In the past, a great battle was fought in the skies over Ozmone Plain. The decaying airshipwrecks punctuating the plains are monuments to the carnage once wrought here.

SK 71: Eruyt Village[]

Hidden village of viera in Golmore Jungle. Viera enclaves are scattered throughout the jungle, but all are warded against entry by those of other tribes or lands. Viera are reclusive by nature, living separate from their own kind, save when necessity demands. This isolation is in part made possible by the viera ability to hear the spirit voice of the Wood, and thereby know all that comes to pass within Her borders. Throughout the history of Ivalice, rarely have the viera ventured beyond the borders of the Wood, and few outsiders know of their laws or customs. Vieran villages are formed of massive trees linked by suspended paths, with dwellings and small shrines to the spirit of the Wood encircling the trunks. During the day, many viera come to a clearing in the village, where a glistering spring bubbles up from the earth, to meditate. Their leader resides in the center of the village and governs according to the Word of the Wood. Those who perform the sacred ceremonial duties of salve-maker or wood-warder stand at her side, defending the ways of the village and of the viera. Compared to other races, the viera seem to move at a slower, more contemplative pace, more at peace with the flow of time. However, some younger viera have begun to question the wisdom of rejecting change in the midst of a rapidly developing Ivalice.

SK 72: Golmore Jungle[]

A sprawling jungle in the Jagd Difohr, it remains much as it always has been, untouched by the hand of Man. Though the viera make their villages within this jungle, the ways to their enclaves are tangled and hidden. Barriers throughout the jungle, too, prevent easy passage. These were erected by the viera to prevent outsiders from intruding, the blessing of their people needed before one may pass.

SK 73: The Feywood[]

An ancient wood deep in the jungles of Golmore. The combination of dense Mist and regular snow, the latter a product of the region's elevation, is enough to keep away even the viera. Many of the trees have stood for several thousands of years, and some have begun to petrify. Numerous plants once thought extinct grow here, and many rare birds and animals can be seen in their primitive forms, unchanged for millennia.

SK 74: The Henne Magicite Mines[]

Crystal mines in the mountainous region of Bancour still producing a great variety of magicite, even as other mines around them close, their veins dry and spent. The Archadian Empire possesses mining rights here, making this a key location for their acquisition of the stones, bypassing intermediaries and fluctuating markets.

SK 75: Giruvegan[]

Ancient city said to lie deep within the Jagd Difohr. A dense mist conceals its actual location. There are some who claim that it holds the secrets of a legendary civilization that flourished before men knew the workings of the world, but none remain who know the truth. Many are the expeditions sent to find this place and record its knowledge, but most have disappeared in the Feywood, or despaired while attempting to understand what artifacts have been found. To this day, we are no closer to discovering Giruvegan, or illuminating its mysteries.

SK 76: Mt Bur-Omisace[]

The sacred mountain of the Kiltia sect, located to the north of the Jagd Ramoora. The temple was built here by believers to mark the place where the founder of the Light of Kiltia began to spread the teachings. There are accounts of the holy city here dating back to writings from the age of the Galtean Alliance. In its long history, Mt Bur-Omisace has never fallen under the control of any foreign power. On the understanding that Kiltia's followers would exempt themselves from political dealings in other lands, Kingdom and Empire both formed a pact to guarantee the holy city's independence, an agreement which stands to this day. It would not be an error to call Mt Bur-Omisace itself a shrine to Kiltia. Apart from the temples, there are only a few residences, with roadside shops catering to the steady stream of pilgrims. In recent years, refugees from war-torn lands have gathered here, forming camps on part of the mountain. The priests of Kiltia give them aid that they might live here in peace. As Mt Bur-Omisace is surrounded by jagd, the faithful must cross the Inner Naldoan Sea by boat in their pilgrimage to the holy city.

SK 77: Paramina Rift[]

Comprising a great ravine running through the mountains of the Jagd Ramooda, this is a barren land covered in hoarfrost and deep snows. The spent shells of airships hang in the frozen river, and here and there can be seen the ruins of great cities built during the years of the Galtean Alliance. Many are the scholars who believe that the Paramina Rift was once a rich and verdant land, and that a climate change brought about by Mist made it into the cold, harsh jagd we see today.

SK 78: The Stilshrine of Miriam[]

An ancient shrine deep within the Jagd Ramooda. Like Raithwall's tomb, this, too, was constructed in the time of the Galtean Alliance, originally to honor the ancient god of swords and martial might. It is said that a Gran Kiltias of long ago selected the Stilshrine to house the relics of Dynast-King Raithwall, though why he chose this site, and not a temple of his own sect, is unclear.

Spoilers end here.
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