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Story

Seeking control over the peaceful realm of Eorzea and its abundant crystal resources, the more advanced civilization of the Garlean Empire invades the realm from the north. In retaliation, despite their differences and anatgonisms, the city-states of Eorzea reinstate the Grand Companies—comprehensive centers of command which combine the cities' military and economic assets. The player joins one of these states to aid in the war effort. Though Garlean imperials like Gaius van Bealsar intend to conquer, the invasion force's commander, 8th Imperial Legion Legatus Nael van Darnus, has his own agenda. Insanely bent on purging all he sees as impurities, Nael orchestrated Project Meteor to summon the lesser moon Dalamud and wipe out all life. This forces the Grand Companies to put aside deep-rooted differences and consolidate their forces under the banner of the Eorzean Alliance. At the behest of this new confederation, adventurers from across the realm take up arms and march to the floating islands of Rivenroad to defeat Nael after he absorbed Dalamud's power. However, despite the mad imperial's death, Dalamud continues its descent to Eorzea.

 

In a final bid to save Eorzea, the Grand Companies turn to the Archon Louisoix, an enigmatic scholar hailing from the forgotten city-state of Sharlayan. Louisoix devises a plan to summon the power of the Twelve, Eorzea's pantheon of guardian deities, to banish Dalamud back to the heavens. But for this to succeed, the rite needs to be performed directly beneath the point of Dalamud’s impact: A vast swathe of barren lowlands in central Eorzea known as the Carteneau Flats. But the soldiers of the 8th Imperial Legion, now under Gaius's service, have also begun gathering in central Eorzea and the Battle of Carteneau soon unfolds. But the battle ceases when Dalamud enters the atmosphere while revealed to be a prison created to contain the elder primal, Bahamut. Freed after aeons of imprisonment, Bahamut jump starts the Seventh Umbral Era while unleashing his wrath upon the realm. Quickly conjuring a barrier to protect what remains of the Eorzean Alliance, Louisoix attempts the ritual to once more seal Bahamut in vain. Seeing his death certain in the Primal unleashing his ultimate attack, Louisoix summons the last of his strength to call upon the Twelves' power to send the survivors (including the player) into an ethereal rift, where they will be untouched by the passage of time, until it is once again safe for them to emerge and rebuild their ruined land.

Warrior (Fighter) — A specialist in heavy weapons and armor who can withstand tremendous amounts of punishment. Can become the Knight later in the game, who is able to use the most powerful weapons and some White Magic spells.

 

Monk (Black Belt) — A martial arts expert who is best left fighting empty-handed, but may also wield nunchaku, and the most basic of staves. Does tremendous amounts of damage in combat, but cannot wear heavy armor. Can become the Master later in the game. In the original Famicom/NES version a high level, barehanded Master who is unencumbered by armor, can do more damage in a single attack than any other character type; a party of four Masters can defeat the final boss monster in less than two full rounds. A rather weak class in the beginning, but you never have to buy much weapons/armor for him.

 

Thief — A high evasion/accuracy finesse fighter with very limited weapon and armor selection, but greater agility and luck (ability to escape from combat). However, the ability to flee is bugged in versions before the Origins release. Later in the game, the Thief can be upgraded to the Ninja class. Ninja can use almost every weapon and most armor, and can use many Black Magic spells.

 

White Mage — A specialist in White Magic. Not a good fighter, but can use hammers for physical attacks. Can be upgraded into a White Wizard, which allows the character to use the most powerful White Magic spells in the game.

 

Black Mage — A specialist in Black Magic and a very weak fighter. Becomes the Black Wizard later on. Black Wizard is the only character who can cast Flare (NUKE in the original North American localization), one of the two damaging spells that retain full effectiveness against Chaos (the White Wizard can cast Holy, the other spell, but it is less powerful than Flare).

 

Red Mage — A jack-of-all-trades character, able to use most but not all of both White and Black Magic, and possessing fighting abilities similar to but not quite as good as the Fighter. Becomes the Red Wizard later in the game.

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