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Difference between revisions of "Jadd Stronghold"

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The fortress itself consists of two floors, with living quarters on each flank and storerooms on each side of the main level, and detention cells on the lower level.  
The fortress itself consists of two floors, with living quarters on each flank and storerooms on each side of the main level, and detention cells on the lower level.  
==History ==
===''Trials of Mana''===
====Chapter I====
Five of the six heroes have landed in Jadd en route to [[Wendel (Trials of Mana)|Holy City Wendel]] in hopes of meeting with the [[Priest of Light]] for the answers they seek. However, beastmen of [[Ferolia]] have seized the city as a staging area for their planned invasion of Wendel, leaving human residents on edge.
The scuttlebutt in town during these early happenings reaches the barkeep in the local pub, who tells the chosen hero that the beastmen have a weakness for competition, and that they lose all inhibition as lunatic werewolves. The hero takes this advice to heart and naps until dusk, using a window of opportunity to exit through the front gate.
As the rest of the party joins in the search for [[Wisp|Lumina]] in [[Cascade Cavern]], the beastmen take advantage of the opening created by [[Faerie]] to launch an assault, knocking the party to the cavern floor as they return. Unconscious, they are presumably escorted to Jadd and thrown in the castle prison. Either the third hero will meet them there; or a fourth hero will also be a prisoner. They manage to dupe a beastman guard into walking straight into in empty cell and locking the door behind him, whereupon they escape.
Though the fortress is overrun with [[Howler]]s, there is little if any resistance from the beastmen, whose forces are thin with the attack on Wendel. Once more, the heroes make another exit, this time by ship to [[Maia]].
Many of the townsfolk were also evacuated during the invasion, though it is unknown where they were sent.
====Chapter II====
With the Priest of Light having erected a second, stronger barrier around Cascade Cavern, the beastmen are repelled from the surrounding area and the townsfolk return. The port is now open, permitting passage to and from [[Beiser]]. On the advice of [[Laurent]]'s elder, the heroes once again pass through Jadd en route to the Rabite Forest and the great sage [[Donperi]]. Their task complete, they return to Jadd and board a ferry back to [[Palo]] to continue their quest.
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{{Trials of Mana}}
{{Trials of Mana}}
[[Category: Trials of Mana locations]]
[[Category: Trials of Mana locations]]
[[Category:Cities]]
[[Category:Cities]]

Revision as of 10:37, February 13, 2022

Jadd Stronghold
Jadd Stronghold TOM remake screenshot.jpg
First appearance Trials of Mana (1995)
Latest appearance Trials of Mana 3D {2020)
Ruler Ferolia (briefly)
Inhabitant(s) Humans, Beastmen (briefly)
Background music "Walls and Steel"

Jadd Stronghold is a fortress and city in Trials of Mana.

Background

Much like its counterpart in Final Fantasy Adventure and remakes thereof, the Jadd of Trials of Mana is a walled city built in three sections, each section presented as a stone terrace and all enclosed within a massive wall that extends from and encircles the fortress on the uppermost level. The lowermost level has an ornate fountain where residents gather to exchange gossip or to make a lucky wish with their spare change. There is also a tavern, where the barkeep is well known for turning a friendly ear to the conversation within. Beyond the wall is the south-central region's only seaport and passenger ferry terminal.

The fortress itself consists of two floors, with living quarters on each flank and storerooms on each side of the main level, and detention cells on the lower level.

History

Trials of Mana

Chapter I

Five of the six heroes have landed in Jadd en route to Holy City Wendel in hopes of meeting with the Priest of Light for the answers they seek. However, beastmen of Ferolia have seized the city as a staging area for their planned invasion of Wendel, leaving human residents on edge.

The scuttlebutt in town during these early happenings reaches the barkeep in the local pub, who tells the chosen hero that the beastmen have a weakness for competition, and that they lose all inhibition as lunatic werewolves. The hero takes this advice to heart and naps until dusk, using a window of opportunity to exit through the front gate.

As the rest of the party joins in the search for Lumina in Cascade Cavern, the beastmen take advantage of the opening created by Faerie to launch an assault, knocking the party to the cavern floor as they return. Unconscious, they are presumably escorted to Jadd and thrown in the castle prison. Either the third hero will meet them there; or a fourth hero will also be a prisoner. They manage to dupe a beastman guard into walking straight into in empty cell and locking the door behind him, whereupon they escape.

Though the fortress is overrun with Howlers, there is little if any resistance from the beastmen, whose forces are thin with the attack on Wendel. Once more, the heroes make another exit, this time by ship to Maia.

Many of the townsfolk were also evacuated during the invasion, though it is unknown where they were sent.

Chapter II

With the Priest of Light having erected a second, stronger barrier around Cascade Cavern, the beastmen are repelled from the surrounding area and the townsfolk return. The port is now open, permitting passage to and from Beiser. On the advice of Laurent's elder, the heroes once again pass through Jadd en route to the Rabite Forest and the great sage Donperi. Their task complete, they return to Jadd and board a ferry back to Palo to continue their quest.

Rabite icon EOM artwork.png Randi --"Whoa! What's a Rabite doing in a place like this?"
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