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Valence

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About Valence

  • Birthday 01/09/1987

RP Related

  • Main Character
    Sune Dakwhil
  • Linkshell
    Machina & Magitek
  • Server
    Twintania
  • Time zone
    UTC+1

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  1. I honestly feel the lore team didn't think this out totally through at times. Take the M tribe in Stormblood, the Nunh has been nunh for decades now. He's the only nunh, the other one is long gone. How do his female offspring mate? With him? If you want to stay sane, as said above you'll have to find some workarounds..
  2. Maybe he got towed by a boat? ... The voyage forth and back to Othard is so full of time and resources inconsistencies all the time that I stopped trying long ago.
  3. Samurai IRL actually were trained into various weaponstyles, the yari or naginata being ones of such. The bow was also one. I know the FF job specifically refers to the skills with a daisho but well, this is even less a stretch than actually learning a completely new trade like ninjutsu imo. Samurai, including ingame, is also more of a mark for a warrior of hingan or doman caste that goes with it. Like Gladiator is someone trained in the way of the sword/shield in the eponym guild, it's before anything someone trained to fight in the pits of the Bloodsands. A Samurai is someone trained with a katana to fight like one, but is before all from a warrior/noble caste. Like for Gladiator, it doesn't mean that a sword wielder HAS to be a gladiator, anybody can take up the sword and train their own way. Same for a katana wielder, you dont technically need to be a warrior caste samurai, or a commoner stock samurai trained in the sekiseigumi. Also the ff14 lore seems a lot more lax in that regards since the WoL seems to be able to walk around in Kugane perfectly fine with a katana and dressed up like a samurai without anybody telling them anything anyway... Point is, classes and jobs in that game refer more to a specific background or school rather than the weapon art itself.
  4. Viera can't return home if they leave true, but there is still a fair amount of them around, especially in Dalmasca, but not only. Practicing Astrology with an advanced skill and knowledge would probably mean having studied in the Studium in Sharlayan, as a sharlayan native. I see no reason barring a viera to be a sharlayan native though since that nation seems very cosmopolitan. At worst, might be a curiosity to see one around as a citizen but honestly the lore is vague on this ("though diverse in nature, sharlayan does not make census of their population in the name of equality"). Astrology however recently exported out of sharlayan with Leveva taking the succession of her late father and teaching it outside. It's very possible to have started to dabble in it as a non sharlayan citizen.
  5. Might be convoluted but it's not necessarily bad in itself as long as you focus on your character traits and personality too (flaws, etc). I'm just a bit curious about that crystal stasis thing the village did because if they get afraid of her, it pretty much hints to me as fear born out of ignorance from common people rather than... arcane enlightened erudites that would actually have the knowledge and be able to imprison someone into a crystal stasis magic contraption in the first place? Erudites that would really need a strong reason to fear the character, certainly more than just the echo and weaving arcanist magicks. Either way I dont see commoners or peasants exactly able to jail someone like that. At best, some shady traveling mage could do the trick though. - I'm not sure we have a lot of info on auroras. I'd assume northern territories as on Earth, though that's just an assumption. So probably North Ilsabard (Garlemald). - Aetherial imbalances can produce a huge variety of biological effects on bodies, including mutations (see Eureka monsters), among other things. It's generally very negative and can lead to pain and death, but I dont see how milder aetherial imbalances couldn't affect some body traits. - The echo was known as it is today. The Circle of Knowing is just one sharlayan militant scholarly group, but the Path of the Twelve (founded by Ascillia/Minfillia) was actually a refuge for echo wielders in order to explore and deal with their gift. Both got merged before 2.0 into the Scions of the Seventh Dawn. - A lifeform trapped inside a crystal and not just a soul/mind? Hard to tell but considering what we have seen from the last 5.2 patches I doubt it's really possible. How would the body even survive inside? - According the the lorebook the Burning Wall used to be a huge precipice splitting Eastern Thanalan from The Grand Wake until it got toppled by the calamity, so probably not many inhabited places here (you can still make your own small local communities though, the land is vast...). There is definitely towns and bazars around like the Gold Bazaar, Drybone, Highbridge, etc. - Suspended animation, at least in terms of soul/mind separated from the body like Ascians (or neo Zenos), is generally a slow burn to body death (see the Scions trapped in the First Shard) unless said entities are so powerful that they managed to break free of such constraints. If body, soul and mind are still one, then I don't know.
  6. This is only assuming you want to play a tribal seeker, which isn't the only fish in the ocean. You'll find tias (and nunhs) that have lost all attachment to a life in tribe and live in cities instead like anyone else. It's more likely that nunhs that leave their tribe probably get back to their tia suffix, unless they want to boast about something... Also, a tribe leader isn't always the tribe nunh, even if both tribes that got pictured ingame with the story (U Drake tribe and M Marmot tribe), both have tribe leader nunhs. Tribes will tend to have several nunhs if they grow big enough, but it's not always a given for the tribe leader. In the case of the M tribe I believe both nunhs shared the leadership. If you want to play a virile tough tia, it'll be totally up to your roleplay and portrayal you'll do of him, not because of the surname you give him.
  7. I would probably take a look to goblin tech tbh. It's pretty steampunk and they really seem to have beliefs not far off the "soul of machines". Even their machina tends to have emoji faces. I would suggest running the Alexander raids in priority if you're after some pristine source material on the matter because I don't have the time right now to compile a lot of goblin lore, and it seems that Sounssy doesn't have a compilation either... You can also take a look at mammet technology (which is clockwork tech) and creates automatons that have kind of a proto soul born out of their clock core. See for more here https://docs.google.com/document/d/1MPsLQkNE5Jm3fGxa5VpDGyDKJGyPfzllTCmyTmVcKgk/edit Lastly you of course might want to take a look at Hrotgar lore, but that you know where to find, it's mostly what we know about them from the race description in the character creator. Play the gunbreaker quests for a little more maybe.
  8. We don't have a lot of Hrotgar culture on the Source/Eorzea. We mostly know about their background with the lore bits we have and the gunbreaker quests... But their culture and their quirks are hard to tell. The only hrotgar we have (the GNB NPC) is like any other human really. There is indeed quite a lot of Hrotgars (Ronsos) in the First, in ShB areas and quests, but like most races in ShB they don't all have clear cultural/tribal backgrounds like in the Source. The population in the First has been mixed up quite a lot together and roots are less showing. Individuals mostly lost their tribal backgrounds and only associate with their city state or regional history. FF14 story is all about THE Warrior of Light, a rather unique entity/character able to do impossible feats and saving the day for everyone. And the WoL gets more and more unique and special the more we progress the story and learn about them. This is definitely not of the realm of your average adventurer, and even less of the realm of your average joe. Keep in mind that adventurers are still rather powerful, enduring characters with a lot of aether to bring to the fold. And yes most jobs are a way more restrictive and folklore based version of classes. A class is already a lore restriction in itself, like for example Gladiator refers specifically to the gladiators fighting in the Blood Sands pits of Ul'dah. Your character can perfectly be a fighter using a sword and a shield and not be technically, a "gladiator". Jobs are generally arts lost in times and legend and that have various more or less restrictive power and/or access requirements lore wise. Ultimately it all depends on the power level of roleplay you're aiming for, really.
  9. As long as they understood it was a misunderstanding...
  10. Were you scolded out of character or in character?
  11. We tend to often forget that ingame base classes, like jobs, are NOT encompassing to what a style of fighting is in the whole lore/world, but can be equated to a specific cultural background, much like jobs are, albeit less narrow and legendary than the latter. Gladiator doesn't encompass any fighting art and skill with a sword and a shield. Gladiator is taught by the gladiator guild and trains pit fighters either from free men or noxii to fight on the Blood Sands for the pleasure of the crowds in Ul'dah. Lancer doesn't encompass all spear martial arts of the world, but just what the gridanian lancer guild teaches you. It relies a lot on what the ala mhigan pikemen brought with them, but it's still based at the core on a gridanian art of the lance, and it is certainly not the same art than what made those ala mhigan pikemen the fabulous force they were on their own. The Musketeer Guild in Limsa as well, isn't the only school teaching people about using firearms. And so on for every base class of the game, they're all the specific product taught by the guild you have access to. The lore tends to make quite a bit of difference between the mechanics behind how the combat/magic works, and the guilds and what school of thought they decided to go for. Remember that for example the THM guild used to teach a completely different class back in 1.0.
  12. The job and class skills we have ingame are just a sample of what's most representative of it and acts as a core for the job's identity. This only relates to the standard final fantasy staple spells and abilities, and can obviously be expanded upon in the lore since they just act as a base guideline of what kind of stuff you can create. Also there is a lot of actual variations from the ingame vanilla classes seen all across the lore, like ishgardian chirurgeons using conjury healing spells, etc. Also, a lot of NPC use abilities that the PC has never used nor has access to, like the Heavensward, or other antagonists. The Scions themselves (cf Y'shtola) also use sometimes unique spells that you have never seen. More importantly other cultures in history use different variations of the base staple spells as seen by Allag in particular, with Ancient Flares, Ancient Quakes, Ancient Firega, etc. If you have played through the Shadowbringers, some NPCs in the role quests instances use similar stuff like Ronkan Thunder, Ronkan Fire 3, etc.
  13. The moogle post got through a lot of flak with the outrage around their head admin and founder last year. Didn't survive it.
  14. To cut it short, before the founding of Gridania, the races of man living in the Shroud were mostly elezen and hyur, and lived underground in a vast network of connected caves/cities that was called Gelmorra, until the Spoken residents of the Shroud managed to get the Elementals pissed at them enough to ban them out of the forest. Meanwhile, Gelmorrans developped conjury and were taught by the moogles to reach out to the elementals, and finally managed to get acceptance in the place of the Ixal. When this happened, the majority of the population migrated out of the caves of Gelmorra, except a few, for whom it was just unthinkable to leave the city that has been home to them for generations. Those few would become the duskwight elezen, while the others would become the wildwoods, who founded Gridania. The Duskwight resented all the others deeply for leaving, because without enough arms it was just impossible to sustain Gelmorra and it started collapsing and turning into disarray and ruins over time. A lot of them started of course to turn to less than savory business to survive and got at odds many times with gridanians. Duskwights are often seen as barely better than scum by some of the most bigoted wildwoods now. If you're interested into more, you can try doing the lancer questline for example. Or read this.
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