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STORY

Story
“Aer” is a primeval power source of the universe. “Terca Lumireis” is a world sustained by “blastia”, which is driven by Aer. The people of Terca Lumireis enjoy their lives, living in cities shielded by barriers that keep them safe from the monsters of their world.
The Empire once reigned over the people as a bedrock of peace. Blastia, the legacy of an ancient civilisation, was under the strict control of the Empire and only certain people became privileged to their use. The poor of the world soon formed organisations in search of freedom–the Guilds–and strived to live outside the Empire’s rule.
Eventually, through conflict and compromise, a new society formed with a complicated relationship between the Empire and the Guilds.
Even after the Great War ten years ago and disputed rights of succession after the demise of the Emperor, this world seemed peaceful …"


The Imperial Capital, Zaphias
"The capital of the Empire, the only nation that exists on Terca Lumireis.
Centered around Zaphias Castle (capped by a blastia shaped like an enormous sword), the metropolis is spread out in a series of concentric circles: the Royal Quarter, home to the upper class; the Citizens' Quarter, where the working class dwell, and the Lower Quarter, home to the city's poor. It is protected by a four-ringed barrier sealed with runes, the largest and sturdiest of all the world's city barriers.
The Lower Quarter is housed within the barrier, but outside of the fortified castle walls. The castle itself is home to the royal family, as well as the headquarters of the Council (the chief governmental body) and the Imperial Knights that handle the nation's military obligations.
Zaphias is an old city that houses a great many blastia, their origins largely a mystery."


The Port Town of Capua Nor
"The town on the Ilyccia side of the port of Capua, divided in half by an ocean strait. It sits across the narrow strait from Capua Torim, and as it lies on the same continent as Zaphias, it is subject to Imperial rule and plays host to an Empire administrator at all times.
Imperial regulation has made the city a safe one to live in, but ever since negative rumors about the current administrator began to spread, the controls have grown increasingly tighter, casting a dark shadow across the town's citizens.
It is said that Nor and Torim were once connected into a single gigantic city, the ruins of which are still strewn across the bed of the strait."


The Rising City, Heliord
"A new city currently under construction in the center of Tolbyccia, developed as a resort for the Empire's upper classes.
It is located nearby Dahngrest, the de-facto headquarters of guild power on the continent, and some accuse the project of being a front for an upcoming Imperial invasion of Tolbyccia.
A vast number of workmen are engaged in the city's construction, and the project's breakneck speed has only served to provoke the guilds yet further.
The truth of the matter, however, remains elusive, and most of the people that dwell in Heliord take the Empire's motives for building the city at face value."


The Sealed Academic City, Aspio
"An underground city constructed at the foot of the Astefiellus Mountains, spread out across northern Ilyccia.
The great number of researchers (called ""mages"") that call it home devote themselves night and day to their work, surrounded by a vast collection of tomes.
A large cache of blastia was discovered buried underground here long ago, and the first team of excavators built a small research facility on the location. That facility expanded until it became the Empire's hub of blastia research. Being a seat of knowledge, it is strictly controlled by the Empire, and entry is all but impossible without a permit. As a result, many in the nearby towns are not even aware of its existence."


The Port Town of Capua Torim
"The town on the Tolbyccia side of the port of Capua, divided in half by an ocean strait. Heavily influenced by the guilds that wield power in Tolbyccia, it is a large shipping center with a free-spirited, anything-goes atmosphere.
The city is also home to the headquarters of Fortune's Market, one of the five great guilds of the land.
Although Torim is located on the front line of the standoff taking place between the Empire and the guilds, the merchants that control the city take a pragmatic view of the situation, and political tensions are low enough that ferries run between the two ports on a regular basis."


The Den of Guilds, Dahngrest
"A city in central Tolbyccia that is beaten only by the Empire's capital in terms of size. The seat of guild power, it is free of Empire meddling and is instead run by a Union that rules over the guild system.
Dahngrest is rough and coarse on the outside, and most of its citizens are connected to a guild in one way or another. The surrounding land is infested with monsters that occasionally storm the city, but a robust barrier and the combined forces of the guilds keep the streets safe.
The unique properties of the area Dahngrest is settled in means that the city is enclosed in twilight outside of the night hours. The effect is mesmerizingly beautiful, but also makes the city seem that much more dark and shadowy."

Leviathan's Claw


YEAGER
The ringleader of Leviathan's Claw, a guild that deals in assassination and arms sales. Cold and calculating in personality, ethics and morals mean nothing to him if they get in the way of his business needs. He uses his bizarre manner of speech to throw his opponents off guard before going in for the kill with his adroit skill.


GAUCHE & DROITE
Yeager's attendants and bodyguards, always working as a pair. They have sworn loyalty to their boss, and no risk is too great to bear for him. While Gauche rarely reveals her true emotions, Droite's way of speaking suggests that she has a screw or two loose. Despite their youth, they are the most outstanding talents in the guild when working together.
Hunting Blades


CLINT
Leader of the Hunting Blades, a guild specializing in monster-hunting jobs. A large, well built man, he deftly wields his enormous sword with a single hand. His years of experience facing down monsters allows him to dispatch the hugest of adversaries with a single strike. The intense hatred he possesses for monsters has become the credo of the entire guild.


TISON
The number-two man in the Hunting Blades. Despite his slender frame, his ferocious, off-kilter fighting style overwhelms his enemies. While he fully agrees with his guild's credo, he also seems to be in it for the pure thrill of combat at times. The polar opposite of the usually-silent Clint, he deals with guild negotiations just as often as he takes the front line in combat.


NAN
A young girl serving the Hunting Blades. The apprentice of Tison, her childlike innocence belies her vast skills, considerable enough to put the rest of the guild's members on notice. Strong-willed and supremely confident when facing adults, she and Tison appear before Yuri's group on regular occasions. It seems there's a score she wants to settle with Karol...


STORY
"AND NOW…
Yuri was raised in the lower quarter of Zaphias. He joined the Imperial Knights with Flynn–Yuri’s childhood best friend–but quit because he was disappointed by the Imperial Knights’ corruption. Now he lives the way he wants, solving people’s troubles in the lower quarter.
One day, Yuri encounters a mysterious girl named Estelle. Upon discovering that she wants to meet Flynn, Yuri decides to accompany her.
Yuri doesn’t know it yet but this strange encounter will soon tangle many people’s fates."


SCREENSHOTS


ANIMATION MOVIES
Animated sequences are an indispensable part of the Tales series, and Vesperia is no exception. As always, Production I.G is handling the animated movies inserted throughout the story. These amazing sequences illuminate the world of Tales of Vesperia, making it more beautiful and moving than ever before.



 

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