The twins’ homeworld of Nine Wood Hills serves as their base of operations. The Gate here connects them to points across Grymoire, and they can also stop by to rest up, shop for new items, or even try their hand at some minigames.
The vast, diorama-like world of Grymoire is home to wee folk known as the Lilikin.
From the fields and forests of Cornelia to snow-covered Saronia, each new region will greet your eyes with new and unexpected wonders.
The castle town of Cornelia is Reynn and Lann’s first encounter with Grymoirian civilization. Princess Sarah and the Warrior of Light are fighting to keep the town safe.
The sun hangs low over this wintry port town to the north of Cornelia. Its bustling streets nearly succeed in drawing the eye away from the miserable shanty town down by the water’s edge...
Quistis and Squall’s mercenary group, SeeD, is headquartered within these walls. What appears to be an ordinary building is actually an enormous flying fortress.
An imposing repository of books whose grand ranks of shelves almost feel like a town of their own. It’s no wonder a hopeless bibliophile like Cid calls this place his main haunt.
A small seaside village nestled among the sun and the waves. You’ll love the warm, tropical weather, no doubt...but leave that strange house at the center of town out of your tourist route.
At Edgar’s command, this mobile kingdom rises from the sands and traverses the desert at will. Off in the distance, the merchants of a small caravan ply their trade.
Grymoire’s untamed waters are dotted with rocky spires and lined by rainbow shores. If you’re lucky, you might get to see them up close atop an adamantoise’s back.