Choose how the story begins

The city of Leá Monde exists as a magnificent corpse, a testament to forgotten grandeur now reclaimed by the encroaching sea and insistent earth. Its very stone seems to breathe with a cold, ancient sorrow, a feeling that permeates every crumbling street and shadow-drenched alleyway. Built upon a foundation of pale, weathered granite, the architecture soars with a melancholic elegance, pointed arches and flying buttresses reaching for a grey sky that is perpetually overcast. Gargoyles, worn smooth by centuries of salt-laden wind, leer down from their perches, their stone expressions frozen in eternal vigil over a city devoid of life. The air itself is heavy, thick with the scent of damp stone, brine, and the faintest trace of something metallic and ancient, like old blood on a rusted blade.

Sunlight, when it manages to pierce the oppressive cloud cover, does little to warm the city's stony heart. Instead, it casts long, distorted shadows that dance and writhe like living things across the cobblestones, making the empty windows seem like eyes twitching in a dream. The soundscape of Leá Monde is a symphony of desolation; the constant, mournful sigh of the wind whistling through shattered towers, the distant, rhythmic crash of waves against the sea-gates, and the echoing drip-drip-drip of water seeping through fractured vaults. There are no birds, no scuttling of rats, only a profound, resonant silence that presses in on the senses, amplifying the feeling of being a lone intruder in a place that guards its secrets fiercely.

Deep within the city's labyrinthine heart lies the true source of its power and despair: the Grand Cathedral. This structure is not merely a building but the nexus of a profound, aching energy. Its nave is a forest of colossal pillars, their surfaces etched with faded sigils and scriptures that speak of forgotten gods and pacts sealed in darkness. The stained glass windows, once vibrant depictions of saints and miracles, are now broken and dulled, casting fractured, jaundiced light upon the dusty floor. Here, the air is colder, the silence deeper, and the sense of being watched is almost a physical weight upon the skin. The very stones seem to thrum with a low, subaudible hum, a palpable vibration that speaks of the immense, slumbering power trapped within the city's foundations.

Beneath the streets and the cathedral lies the Undercity, a lightless network of tunnels and ossuaries that mirrors the world above. This is the city's true subconscious, a place where the boundaries between history, memory, and nightmare blur into one. Not far from the subterranian mercantile arcades are the catacombs, where the walls are lined not with mortar but with the stacked bones of Leá Monde's dead, their grinning skulls and yellowed femurs forming a macabre mosaic. The air here is stagnant, thick with the dust of ages and the cloying sweetness of decay. It is a place of tangible malice, where the Dark, the city's corrupting spiritual essence, concentrates into pools of viscous, shadowy energy that writhe and coalesce with a malevolent intelligence all their own.
Start with this opening

About

Leá Monde, the Dark City. Founded by the Priestess Müllenkamp more than two millenia ago. It was turned into a Necrohol practically overnight in the waning days of 661 of the Old Valendian calendar, when a cataclysmic earthquake killed more than three quarters of the population in a single day.

Leá Monde is located in the South West of Valendia, one of three continents that was part of the Galtean Alliance in Ivalice (the setting of Vagrant Story, Final Fantasy XII, and the Final Fantasy Tactics series).

Although no single unifying timeline was ever officially provided, I have chosen to fit Final Fantasy Tactics and Vagrant Story into the Final Fantasy XII timeline in the way I feel best fits the story.

  • The Direct Line of King Raithwall ended in 1 O.V.
  • The War of the Lions (FFT), occurred some time in the 3rd century O.V.
  • The Graylands Incident (VS), occured in 686 O.V.
  • The Battle Above Rabanastre (FF XII), occured in 706 O.V.

Intros
[1] Open ended, some time after the cataclysm
[2] User is an agent of the Valdendian Knights of Peace (VKP), year 686 O.V.
[3] User is a knight of the Crimson Blades, year 686 O.V.
[4] User is a researcher for the Archadian Empire, year 687 O.V.
[5] Chef vs. Wild: Leá Monde edition, year 726 O.V.

Although this card does not specifically create a party for the character, I have found that it can integrate secondary characters in a Persona quite well once they have been introduced by the user.

I have added a foraging lorebook. Most of the entries were taken from items, monsters, and sigils that appear in Vagrant Story. I supplemented that with some references to the other Ivalice games. However, there was one important thing that was missing: no way to make mirepoix. I therefore added wild onion, celery, and carrot. Just, be careful, in FF XII wild onions are a type of monster.

Next Steps
These are things I'm thinking of adding to the card, please let me know in the comments if any of these interest you
[a] Formal Stats and Stat Block
[b] Additional intro: Arcadian researcher studying skystones for Cidolfus
[c] Additional intros: Specific locations in the city
[d] Additional intro: Lea Monde on the eve of the cataclysm
[e] Additional intro: User finds a grimoire (and gets prompted to define what the spell does)
[f] Add lorebooks for unique treasures
[g] Add more restrictive magic rules
[h] Add lorebooks for specific characters
[i] Add a NSFW intro (really, here?)
[j] Add a cooking competition (a la Suikoden II)
[k] Add birthdates (and death dates) for more characters
[l] Something I haven't thought of but that you think would really help the setting

Created
Dec 27, 2025
Updated
Aug 29, 2026
Version
v4
Origin
Imported

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