Tales of Zesteria
Description
Based on the game
Entry
Tales of Zestiria takes place on a fictional continent named Glenwood. Glenwood is divided between two warring countries: the Hyland Kingdom, which is ruled by a constitutional monarchy, and the Rolance Empire. Existing independently are multiple guilds, which readily profit from the conflict and encompass multiple professions, from transportation to goods manufacture to assassination. Throughout the land, an impurity known as malevolence generated by the negative emotions of humanity periodically transforms the living, the dead, and even inanimate objects into monsters called the hellion, who pose a threat to the world. Along with humans, one of the main races of the world is the seraphim, supernatural humanoids and animals who can only interact with humans with sufficient resonance in them. Though once an abundant people in Glenwood, the seraphim have become scarce.
The people of the world call those who interact with the seraphim Shepherds, and they are both hailed as saviors and feared because of their power. The Shepherds have frequently appeared during times of crisis and entered into common folklore along with the seraphim. Seraphim can also form contracts among themselves, with one dominant figure called a Prime Lord and a number of partners called Sub Lords, who act as supports for them. This is the story of the Shepherds during the Era of Chaos, when the hellion are running rampant across Glenwood, attacking both the countryside and cities. Dragons play an important role in both the world lore and main story arc, but do not follow their traditional representation as beings of good and evil or symbolic creatures; rather, they are actually seraphim who are corrupted by malevolence.
Glenwood is divided into two main countries: the Kingdom of Hyland and the Empire of Rolance. The continent itself is mostly explorable, with fairly populated cities scattered throughout and several ruins sprawled on the surface and within the depths of the landmass. The eastern half of the continent is far larger than the western half, which it connects to via a small land bridge, as well as the Great Camelot Bridge, which was built by Rolance. Hyland’s territory tends to be mountainous, while Rolance’s territory is marked by open fields, vast plains, and thick forests. The territories to the north beyond the great gate at Zaphgott Moor are not visitable, and it is said that a third country is located there. It is stated that during the Era of Maotelus nomads came from the north, resulting in Lohgrin’s downfalls and as an act of conciliation Rolance gave them the land to the north, establishing the Suraga Duchy with the nomad king becoming the duke.
Following the awakening of the four Empyreans, the next 1,000 years saw a great change in the landscape of the former Holy Midgand Empire. The islands of Northgand, Westgand, Midgand, Eastgand, and Islegand shifted with the movement of tectonic plates, and by the present time, they formed the continent known as Glenwood.
In the place of the former Eastgand, the ancient Kingdom of Hyland rests near the lake and ruins at the southern edge of Perniya Cliffside Path, likely reformed into Lakehaven Heights, serving as the base for the city of Ladylake, and Morgana Woods likely reforming into Aroundight Forest. The city of Taliesin, village of Aball, and the Tranquil Woods housing the ruined shrine prison of Innominat were likely destroyed, swallowed by the ocean. The former Eastgand’s climate altered to a more temperate climate, now sharing it with former Midgand. The former Eastgand clashes with Midgand, resulting in the formation of Stolat Mountains, which began forming on the northern side of former Midgand, and of Glaivend Basin, a wasteland that, by the time of Tales of Zestiria, functions as a buffer zone between Hyland and Rolance. Midgand’s Danann Highway shifts to the east, forming Aifread’s Hunting Grounds, close to which the seraphim built Morgause, Shrine of the Earth Trial.
Galles Lake Road became Pearloats Pasture, where in the south, the former Loegres became the city of Pendrago, which mostly retains its outward appearance, with the former cathedral to Innominat shifting to the eastern side of the city and becoming known as the Shrinechurch. The former Aldina Plains in the west became known as the Meadow of Triumph, which leads to the city of Lastonbell, formerly a small pioneer village known as Stonebury, and it extends to the newly formed Volgran Forest. The former Davahl Forest, where the largest known tree in the realm existed, became Malory. The Empyrean’s Throne ended up isolated in the Stolat Mountains, and by the time of Tales of Zestiria, it becomes known as Artorius’s Throne, to which the Shepherd Michael takes Maotelus away and builds the village of Camlann at the base of the temple.
The former Midgand is connected to the former Westgand with the Great Camelot Bridge that is build upon an old aqueduct, but it also has a land-based connection in the form of Westronbolt Gorge, which is likely reformed from former Islegand’s Brigid Ravine. Westgand’s Fens of Nog increased in size and became known as the Plitzerback Wetland, now connected to Zaphgott Moor, former Burnack Plateau, that from a beautiful green highland with stunning ocean view became a large desert with varying tilt levels. The Plitzerback Wetland’s Lhitwerg Woods are formed from former Westgand’s Warg Forest, and the port village of Reneed is no more, replaced by a village of Rodine deep in the swamp, which is ultimately destroyed by hellions. The northwestern side of Zaphgott Moor is a home to the former tower of Lothringen, which over the years has turned into ruin, but it eventually became the town of Lohgrin, and the former East Laban Tunnel became Trizolde Cave, where a poet named Mayvin rests.
The great gate in northern Zaphgott Moor is locked tight and leads to a “third country”, though there is not any information provided in Tales of Zestiria of what is it exactly. The Hexen Isle changes its location drastically: initially some distance to the east of Islegand, it is now close to the southeastern side of Glaivend Basin. Also, across the coming centuries, various structures were built but ultimately fell into disuse and became ruins, which become points of interest for a lot of people. Also, underground facilities known as crucibles of malevolence were built, where hellions dwell and intensify nearby malevolence. Sea travel ceases to exist, and no traveling to outer islands and continents occurs, the populace sticking to Glenwood.
Malevolence appears as a purple, bubble-like substance that infiltrates a being such as a human, a seraph, or an animal, and, in great enough quantities, transforms the carrier into a “hellion”.
The level of malevolence corrupting a person or vessel’s body determines what type and strength the being will become and receive once transformed into a hellion. Malevolence is impurities born from the negative emotions of humanity, ultimately threatening the existence of humans and seraphim. In some locales, it is visible as a purple particle moving horizontally. Apparently, in cases such as Marlind, as it is regarded as the embodiment of “impurity”, malevolence can also carry and spread physical diseases that can plague towns and pollute waters. Only a Shepherd and those working in concert with them, through the power of the Prime Lord seraph, have the power to purify malevolence. However, there have been cases where certain people can control malevolence at will without being transformed by it, such as when Melchior Mayvin uses a sphere of malevolence to turn three malakhim into wyverns and Innominat turns Silva into a Hellkite and attempts to turn Laphicet into a dragon only for Laphicet’s silver flame to disperse it.
All animals infected with malevolence can transform into a mythical being from inspired legends and mythology, or a more powerful and elder form. Examples include a bird transforming into a harpy or a dog into a werewolf. Important factors such as environment, lifestyle, relationship, temperature, feelings, and emotions determine the appearance of a human or seraph, unlike an animal, which will simply further evolve or mutate. There are also fixed-gender hellions. Some examples include Medusa, Echidna, and Succubus hellions, all of which can only be derived from a female being.
Hellions are created from malevolence, impurities born from the negative emotions of humanity, and threaten the existence of humans and seraphim.
The Lord of Calamity is a being that gives rise to the hellions. They cannot be seen by normal human eyes, and humans and animals possessed by the malevolence appear to them as if they were normal. Seraphim and humans with high spiritual energy are able to see hellions, which can take on a variety of forms, such as slimes and human-animal hybrids. Only a few beings are able to deal with hellions; a Shepherd typically wields the power of the Silver Flame to purify them. Zaveid also possesses an unique firearm called “Siegfried” capable of killing hellions, which is different from purifying them. It is not known what happens to hellions that are defeated in combat without either the means to purify or kill them, but numerous seraphim can at least do that much. Presumably, they recover quickly.
The seraphim are a spiritual race. They are linked to the elements. With the help of their Prime Lord, a Shepherd can make a pact with the seraphim, an act required for them to complete their task of purifying hellions and the malevolence, ultimately defeating the Lord of Calamity. Normin are a special type of seraphim, and the Five Lords are the most powerful seraphim.
Seraphim are invisible to all humans except those with high resonance. Because of this, several people consider them either extinct or legendary. Most seraphim are humanoid in appearance, but some may resemble cats or dogs. They are long-lived when compared to humans; some can number their years in the thousands. In addition to their commonly known names, seraphim also have true names. These true names are required in order to form a contract with the seraphim and for Shepherds to initiate armatization. A seraph generally has magical powers related to one of the four elements: Fire, Water, Wind, and Earth.
According to the former Shepherd Pawan, it is possible for a human to become a seraph depending on how they die, though Lailah mentions that the exact method varies between individuals. Edna explains that when humans become seraphim, they will lose the memories of when they were a human being. However, the traits, emotions and personalities from the previous life will be carried over as a seraph. Seraphim cannot give birth to malevolence, but they can be infected by it through external interferences. They require a pure vessel to avoid succumbing to the malevolence, and they cannot stray too far from that vessel.
If seraphim completely surrender themselves to malevolence, they will transform into dragons. Fully-materialized dragons can be seen by normal humans and cannot be purified. Seraphim also emanate a “blessed domain”, which ordinarily protects a certain area; however, for unknown reasons, some seraphim’s domains, such as Dezel’s, may instead summon hellions. Some seraphim make an oath to themselves to restrict some of their abilities in exchange for further increased power. For example, Lailah cannot talk about the past Shepherd or Maotelus, but in return, her purification abilities are augmented.
A Shepherd is a human contracted to a Prime Lord, capable of purifying malevolence at its roots, and, by extension, hellions and daemons.
The Shepherd’s goal is to guide humanity, purify malevolence, and defeat the Lord of Calamity. This feat is only possible by forming a pact, known as a “wedding,” with a Prime Lord, whether seraph or malak, who then bestows the power of purification upon their Shepherd, as well as marking the Shepherd’s hand with the Shepherd’s crest.
In order to become a Shepherd, one must be open to the seraphim and possess an understanding heart, as well as have a sufficient amount of resonance.
Shepherds, by nature, must contend with loneliness and the risk of falling to malevolence themselves. A Shepherd’s ability to wield the great power of the seraphim sets them apart from other humans, risking public rejection, and they are advised against involving themself in human affairs, such as politics, lest society becomes dependent upon the Shepherd’s intervention or otherwise misuse their power. With the exception of the blood relatives they were born to, a Shepherd is also forbidden from having a family, which can lead to pushing others away. In the event that a Shepherd should become a hellion through their loneliness, the consequences would be far more dire than the creation of any other hellion or dragon.
A Shepherd is capable of taking Squires, human companions who assist their mission. By forming a Squire pact, the Shepherd bestows a True Name upon their ally and shares their powers of purification. Should the Squire lack sufficient resonance, however, the pact will be damaging to the Shepherd who must support them; resulting in a loss of vision and extreme exhaustion. The Shepherd can also gain support from seraphim, who may choose to accompany them as Sub Lords. Sub Lords serve as attendants to the Prime Lord, receiving their powers of purification in turn, and lend their powers directly to the Shepherd. When forming a Sub-Lord pact, the seraph shares their True Name with the Shepherd. How many Sub-Lords a Shepherd can possess is dependent upon their skills, three being remarkable.
A Shepherd can achieve their ultimate form, the armatus, by unifying with their Prime Lord or a Sub Lord, allowing them to wield the seraph’s powers as their own. For this, the seraph’s sacred vessel is needed, and the Shepherd must recite the True Name of their companion.
A Sub Lord is a seraph who assists the Shepherd while working under the influence of the Prime Lord’s power.
A Prime Lord and Sub Lord must make a pact before a seraph can work under the Prime Lord as a Sub Lord. A seraph cannot become a Sub Lord without a divine artifact, which influences the armatus when armatizing. Without a divine artifact, a seraph will not be able to armatize with a Shepherd. Divine artifacts function under elemental properties consisting of Fire, Water, Earth, and Wind. Each seraph has their own unique elemental property that falls under their control. A divine artifact will not work if the elements fail to match. For example, a Water-elemental artifact must be used by a Water-elemental seraph. A Sub Lord can armatize in the same manner as a Prime Lord.
A Lord of Calamity acquires their power due to a curse of immortality and misfortune, which causes them to accumulate far more grief, despair, and negative emotions than most humans are capable of in their lifetimes; however, it is known that there were other Lords of Calamity in the distant past, and so other means to achieve the power may exist. It is implied that a powerful enough Shepherd can take the Lord of Calamity’s place, and being able to form a contract with a hellion, daemon, dragon, in the same way the Shepherd forms contract with the seraph or malak Prime Lords and Sub Lords, may be a requirement.
The Squire is a human who, through a pact, can gain some of the Shepherd’s powers. The Shepherd grants them a true name, which is unique to their pact; the Squire can received another true name if they form a pact with another Shepherd. The Squire gains the ability to purify malevolence as long as the Shepherd is nearby. The pact also allows the Squire to perceive seraphim if their resonance is not high enough, though the effort places great strain on the Shepherd and can cause fatigue and blindness. The Squire is able to share thoughts and emotions over a long distance, and they may share the burden the Shepherd takes on when they purify malevolence. As a consequence, the Squire links their life with the Shepherd, and should the Shepherd perish, the Squire will as well.