
We understand that a week for FFXIV is to be 8 suns, or 8 days. However, there exists the usage of the words sennight and fortnight. Usually these come to mean 1 week or 2 weeks as they are for 7 nights or 14 nights. Do these terms still mean 7 nights and 14 nights or do they stand for eorzean weeks (8 nights / 16 nights)?
Some questions asked that others may find interesting.
Can you give us some insight into Keeper of the Moon homelife? I'm especially interested in the position of males in society, since we have so few males of this clan in-game (even compared to Seeker males) and almost no lore for them.
Based on the tiny bit of lore in the naming conventions post, I'd originally guessed that, male Keepers might take on a more traditionally feminine role, kept safe at home with the kids while the females go out and do the rougher work, and worked this into my character's backstory...But in unofficial discussions I often see the idea that Keeper males spend most of their time alone, only coming into contact with family units when they're wanted for breeding. So what are Keeper family dynamics actually like, or will we actually get to see an in-game example sometime?
What, exactly, are the lore mechanics behind the "Raise"-style spells available to players and seemingly other experienced conjurers/white mages/et cetera?
It seems fairly clear that the healers of the realm cannot simply restore the deceased to true life at will - in the conjurer questline, Sylphie fails to raise a fallen Wood Wailer minutes after his fatal wound, and Edda's infamous attempts at raising the long-deceased (to say nothing of the nature of the injury!) led to piles of undead horrors and attendant voidsent. And yet, simultaneously, the ability to Raise in combat seems to be somewhat in-lore - the debuffs act as though the event occurred, and the same conjurer questline makes it clear that Sylphie could have conceivably saved that man's life with more proper training.
So what precisely are the "magical mechanics" of such spells in lore? Are they essentially "magical defibrillators" - spells that, while incapable of truly "raising the dead", still prevent "proper" death in a body which is suffering various kinds of organic/cardiovascular failure? Is the one "Raise" spell on our bars meant to cover a whole battery of advanced healing litanies for major injuries, from non-fatal skeletal fractures to more potentially lethal organ-puncturing wounds? For that matter, how potent are the Cure-type spells - do they simply soothe injury or are we talking "cuts seal shut before your eyes" levels of power, even with Cure 1? Also, how widely available is this sort of magic to the average Eorzean? Has it increased the standard of "medicine" in Eorzea and beyond?
Some questions asked that others may find interesting.
Can you give us some insight into Keeper of the Moon homelife? I'm especially interested in the position of males in society, since we have so few males of this clan in-game (even compared to Seeker males) and almost no lore for them.
Based on the tiny bit of lore in the naming conventions post, I'd originally guessed that, male Keepers might take on a more traditionally feminine role, kept safe at home with the kids while the females go out and do the rougher work, and worked this into my character's backstory...But in unofficial discussions I often see the idea that Keeper males spend most of their time alone, only coming into contact with family units when they're wanted for breeding. So what are Keeper family dynamics actually like, or will we actually get to see an in-game example sometime?
What, exactly, are the lore mechanics behind the "Raise"-style spells available to players and seemingly other experienced conjurers/white mages/et cetera?
It seems fairly clear that the healers of the realm cannot simply restore the deceased to true life at will - in the conjurer questline, Sylphie fails to raise a fallen Wood Wailer minutes after his fatal wound, and Edda's infamous attempts at raising the long-deceased (to say nothing of the nature of the injury!) led to piles of undead horrors and attendant voidsent. And yet, simultaneously, the ability to Raise in combat seems to be somewhat in-lore - the debuffs act as though the event occurred, and the same conjurer questline makes it clear that Sylphie could have conceivably saved that man's life with more proper training.
So what precisely are the "magical mechanics" of such spells in lore? Are they essentially "magical defibrillators" - spells that, while incapable of truly "raising the dead", still prevent "proper" death in a body which is suffering various kinds of organic/cardiovascular failure? Is the one "Raise" spell on our bars meant to cover a whole battery of advanced healing litanies for major injuries, from non-fatal skeletal fractures to more potentially lethal organ-puncturing wounds? For that matter, how potent are the Cure-type spells - do they simply soothe injury or are we talking "cuts seal shut before your eyes" levels of power, even with Cure 1? Also, how widely available is this sort of magic to the average Eorzean? Has it increased the standard of "medicine" in Eorzea and beyond?