#'vague series of events' = full ass timeline i guess orz
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crowdsourcedloner · 1 year ago
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in an attempt to work out a timeline, here's a vague series of events surrounding the squad prior to (and very early into) arr
(~60 years before present) Verre is born, raised, and trained in the Skatay Range as a scout.
(~30 years before present) Verre finds a strange device that leads Garlean invaders to her home village, destroying it in the process. In her grief she resolves to wander as an exile, seeking new technology in an attempt to curb her rampant curiosity and crushing guilt.
(~26 years before present) A hrothgar queen-to-be leaves her home village in an attempt to claim absolute freedom, though she is unknowingly pregnant at the time. She gives birth to a daughter during her travels.
(~25 years before present) Zezene "Zen" Zene arrives in Ul'dah claiming to hail from the freshly conquered Dalmasca, but no records of their life there exist. They begin to carve out a meager life as a thief and information broker.
(~25 years before present) The hrothgar woman finds an auracite shard and becomes enthralled by it, becoming increasingly paranoid and controlling of those around her. She resolves to train herself and her daughter as a weapon to combat her delusions.
(~21 years before present) Zen has fully integrated into the Ul'dahn underground, becoming a staple contact for many ne'er-do-well's. They note a group of contacts that want to get out of the life of crime and begin to formulate a plan.
(~19 years before present) The daughter has her first echo vision, earning great disapproval from her mother and losing her name in the process. She stays with her mother in an attempt to regain favor.
(~19 years before present) Zen opens a 'hunting hall' to be their base of operations - a front for their information gathering gig and a way to help people go legit should they desire it.
(~18 years before present) Zen hears rumors of a strange viera visiting the shops of Ul'dah asking for machinery. They successfully track down the mystery individual and recruit Verre to their operation as a tinker.
(~16-17 years before present) Yomi is born in an underwater raen village. She is terribly sheltered, but educated well and set up to inherit her mother's position as oracle.
(~15 years before present) In response to the Battle of Silvertear, Zen establishes ties to Clan Centurio and the adventurer's guild, despite the latter's waning popularity at the time.
(~12 years before present) The daughter is abandoned by her mother after failing to regain her favor. She namelessly wanders as a mercenary, convinced that her visions are a symptom of madness.
(~10 years before present) Verre tells Zen about her past, revealing her still-fresh grief for the first time. Zen encourages Verre to see them and their operation as a family of sorts in an attempt to soothe her.
(~5 years before present) Zen brings Garlean scrap to Verre so she can tinker with it. Verre passes along her findings to the Eorzean Alliance, namely about structural weaknesses and stress points. She also uses the scrap to build an air conditioning unit, much to Zen's confusion.
(~5 years before present) In the final leadup to the Calamity, Verre asks to fight at Cartenau alongside the Eorzean Alliance. Zen has a bad feeling and talks her out of it, sparing her from the front lines.
(~2 years before present) Yomi's mother receives an ill omen about her daughter and the danger she will associate with.
(~1 year before present) Yomi's mother tricks her into exile under the guise of pilgrimage, hoping to spare her village from impending doom. Yomi sets her sights on Eorzea, oblivious to the truth and the state of the realm at large.
(~1 year before present) Yomi arrives in Ul'dah and immediately falls for an obvious scam, only to be saved by Zen's timely interference. They offer to give her a place to stay and work to do, which she graciously accepts, meeting Verre in the process.
(~week before present) The nameless mercenary, weary and despairing after long years of wandering alone, sets her sights on Ul'dah's adventurer's guild.
(present, start of ARR) Upon arriving at the Ul'dahn adventurer's guild and being prompted to provide a name, the mercenary took the name of Nailah, though she is reluctant to introduce herself as such.
(present, start of ARR) By chance, Zen recognizes Nailah as a newcomer and decides to try and give her a place to stay, as she seemed down on her luck. In their attempt to help they learn her name and use it in conversation, causing her to become extremely defensive and leave upset.
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