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Sounsyy

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About Sounsyy

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    Lore Momger

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    Sounsyy Mirke
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    Balmung
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  1. Sounsyy

    Gyr Abania Highlander Tribes?

    According to lore on Ala Mhigo's founding, there were once countless warring clans who made their home in the Gyr Abanian highlands. But all of these tribes were unified under Anshelm Cotter roughly 440 years ago. Encyclopedia Eorzea: "...life among the high peaks proved unforgiving. The survivors were of different races and nations, and soon, they fractured into factions, fighting bitterly over what little resources there were to be had. The feuds continued for many long years. On occasion, one clan would win a string of victories, and grow larger by absorbing their defeated foes into their ranks - only to be encircled by a coalition of the remaining tribes, and hammered back down. Following its victory, the loose alliance would then dissolve for lack of a common enemy. This pattern repeated time and again, and the fray showed no signs of abetting. Change was to come, however. After year 1100 of the Sixth Astral Era, Anshelm Cotter, a man of powerful lineage, set out to subjugate the other clans once and for all. Naturally, they united against him. Yet, Anshelm possessed an incomparable tactical genius, and his enemies were scattered before the march of his forces. For the first time in history, Gyr Abania’s clans were unified." That said, it's possible a Highlander clan didn't engage with Anshelm and wasn't unified, or they had migrated to Coerthas or another place along Abalathia's Spine during this time period and later returned. Or maybe in the four centuries since clans slowly broke away to once again become nomads across the highlands. In the current day, after 20 years of Imperial annexation, we see plenty of examples of disparate tribes, resistance factions, etc scattered across Gyr Abania. That could be because of Ala Mhigo's fall, but it's also a possibility that some of these tribes were less unified before the fall. The Shadow Sect of the Fists of Rhalgr is a good example of one such splinter group, or the Fists of Rhalgr themselves, before they became Ala Mhigo's state religion about a century ago. Hope this helps! ^^
  2. Valence and Caldera already explained things pretty well, so I'll just add an older Compilation of Aether and Magic Lore. What separates the various Disciples of Magic is less what they cast and more how they cast it, how they manipulate aether. As Valence said, Conjurers have full control over the elemental wheel in lore, despite only using three elements in gameplay. Ultimately, the difference between a conjurer's fire spell and a thaumaturge's fire spell comes down to the mechanics of how each disciple casts magic: conjurers drawing external aether internally to cast a spell vs thaumaturges polarizing internal aether to cast. Also, playing as one of the base classes makes a magical character a little simpler to roleplay. Not that you can't play as one of the Jobs, but doing so usually requires more specific hoops to jump through in one's backstory. And just because the game funnels you from the starter Class to its respective Job, doesn't mean the two are related lore-wise. Hope this helps!
  3. Sounsyy

    Beast Tribe and PCs

    ...I really need to buckle down and do beast tribe lore posts. Aegir and Valence already made good posts, I'll see what I can add to that. GRIDANIA: Moogles ▲ | Sylphs ▲ | Goblins ~ | Qiqirn ~ | Ixal ▼ Moogles- In the Black Shroud, moogles are the messengers of the elementals - beings the Gridanians consider embodiments of Nophica. Moogles are highly sensitive to aether, which allows them to hear/feel elementals far better than people. It was the moogles who taught the first conjurers and though they are rarely seen, they are greatly respected, and many in the city-state endeavor to learn mooglespeak. Adding to what Aegir mentioned, moogles are very timid creatures and rarely show themselves to people, using a form of invisibility magic that does not work on us because we have the Echo. Until the recent Calamity destroyed communications between the city-states, the only time moogles were seen outside the Twelveswood was in one of Ul'dah's black market sales. After the Calamity, the seedseers employed them as messengers. Even so, they try to remain invisible while doing this. Cecilia: "Saved by moogles? To even see a moogle in one’s lifetime is rare enough, but to be saved by a pack of them? Not many can make such a boast." Sylphs- Gridania and the Sylphs have had good relations for many centuries, however, the last decade or so has seen relations diminish somewhat with the Sylphs ever growing distrust of people. There was a time when you could find Sylphs in every city-state, supposedly, but now they even limit their presence in the city of Gridania. Valence already linked my post about the Ashcrown Consortium, but that was founded by the Sylphs in order to make peace between the various tribes and the city-states through the crystal trade. Shanga Meshanga: "While many know of the Ashcrown Consortium, very few realize that it was the Sylphs who founded the business, many, many years ago. Now, the network they so painstakingly built encompasses all the city-states in Eorzea. If it were not for the Sylphs’ pioneering efforts, the free peoples of Eorzea may never have succeeded in establishing trade relationships with the other beast tribes." Goblins- Gridanians seem to be on the fence with goblins since their return from their Great Pilgrimage. They're allowed in the Twelveswood and even Gridania, but there's a few Gridanians who don't seem to care for their presence. Qiqirn- Much like the Goblins, Gridania doesn't seem to have any particularly positive or negative opinion of the beast race. They're seen as a nuisance at best according to one Wailer. Ixal- Gridania's most hated enemy. Ixal once claimed dominion over the Twelveswood, or Tinolqa, as it was called when they roosted there. However, the elementals cast them out, which forced them to flee north to Xelphatol and Coerthas where they began losing their feathers and ability to fly. They hold this against the Gridanians who live there now and repeated acts of barbarism against the Wood have soured Gridanians' opinions of the beast tribe to the point that merely associating with the Ixal is grounds for exile from Gridania. O’dhinek: “The beast tribes are as different from us as night from day─plain and simple. There’s no sense trying to understand them, much less live side by side. And a swift exile from Gridania awaits any who hold otherwise. Aye, we had a healer years ago who found that out to his cost. Seemed a good enough sort… until the day he tended to the wounds of an injured bloody Ixal, citing ‘the healers’ oath’ or some such nonsense. What could possibly bring a man to take pity on that filth?” LIMSA LOMINSA: Qiqirn ▲ | Goblins ▲ | Mamool Ja ~ | kobolds ▼ | Sahagin ▼ Qiqirn- Qiqirn, having no unified tribal identity or beliefs, fit in well with Lominsan seafarers who likewise are more loyal to their crew than a unified national identity. In Limsa, Qiqirn can be found as merchants, pirates, black marketeers, gourmands, etc. Ighii Moui: “I seen the way you been glarin’ at the ratboys on deck. Well, let me warn you: lay a hand on ‘em, and their prickly hide’ll be the last thing your meaty digits ever touch. Qiqirn have their place on a ship, as does a helmsman or a cook. Them sniffers they got can tell when trouble’s brewin’, and them claws o’ theirs’ll rip clean through a fishback’s fins. That, and they make for decent fare when a ship’s larder’s spent. Heheheh.” Goblins- Similar to the Qiqirn, Goblins are welcome as merchants in the city-state. P’tahjha Stah: “Where is Sweetnix with those import records? Without the proper documentation, I am afraid we shall have to expel him from the city… Why, these are Sweetnix’s records! Glad I am to see they were submitted in time. Honestly, you would think that goblin would have lost his fear of our offices by now. Every month he is to submit these papers, and every month his tardiness forces me to consider his removal. As long as one follows proper procedure, Limsa Lominsa is quite welcoming of foreign traders. Pray convey these words to Sweetnix─perhaps it will aid in soothing the poor goblin’s fears.” Mamool Ja- A newer race from Mamook, the New World. Since its discovery by Ketenramm about 80 years ago, relations between the Mamool Ja and Limsa have been amicable. They've only started migrating to Limsa since the Calamity and have been hired as mercenaries. Though they've also caused various problems for the city-states which is why they get the ~ rating. Kobolds- Complicated. Skirmishes and bloody territorial disputes have occurred on and off since the city-state's founding. Limsa will push for land here, the kobold push back. The kobolds push for land there, the Lominsan push back. Despite this, kobolds were actually welcome in Limsa Lominsa (often found as metallurgists or shopkeeps) and relations with the tribe were fair until relatively recently (15 years ago ish). This changed after the first summoning of Titan in 1562. In order to mine more crystals for their god, the kobolds increased their presence in La Noscea, which caused tensions with the sporadic farmer and settlement. In 1563 with Merlwyb's rise to power, the new Admiral began pushing back, taking more and more kobold land for new frontier settlements and farming, in violation of their treaty. By the time Titan was summoned again, tensions with the kobolds forced the rest of the beast tribe out of the city proper and the exodus to U'Ghamaro began. Bango Zango: “My name is Bango Zango, junior archivist with the world-renown Brugaire Consortium. When I was littl- Er, when I was young, I dreamed of opening a store which employed only kobolds. Kobolds are quick and they have sharp minds, and they used to be friendly to us here in Limsa. I say ‘used to’ because in the past few years they’ve changed… It seems my dream will never come true.” Sahagin- Limsa's most hated enemy. The Sahagin have been attacking Lominsan ships since nearly the city's founding, though until the rise of the Scarlet Sea Devil 15 years ago, they mostly kept to their own territory, the Indigo Deep. After the first summoning of Leviathan, the Sahagin, specifically the Coral Tridents faction, grew more fanatical, even by Sahagin standards. It was in order to better wage war against the Sahagin that the treaty with the kobolds was originally struck. After the Calamity, relations with the Sahagin hit rock bottom. The Calamity washed away one of the Sahagin's main spawning grounds, and seeking suitable ground to lay their clutch, the Sahagin invaded western La Noscea and razed several settlements. Captives of Sahagin raids are tempered and join the ranks of Serpent Reavers, men who've sold their souls to Leviathan. Novv isn't really an exception to this, he still worships Leviathan and believes his god is owed its due, but he also knows from firsthand experience that a few tempered souls isn't worth the retribution that's sure to come from the Maelstrom or Barracuda. Encyclopedia Eorzea - Year 1517: “Limsa Lominsa petitions the kobold tribes for a peace accord in order to focus their strength on the campaign against the Sahagin, and avoid fighting a war on two fronts. At the conclusion of negotiations with the 1st Order Patriarch, the two parties sign a pact of non-aggression which states ‘to man goes the bounties of the sea, and to the kobolds the bounties of the land.’ The ambiguity of the agreement, however, will eventually invite further conflict.” UL'DAH: Goblins ~ | Qiqirn ▼ | Sylphs ▼ | Amalj'aa ▼ Goblins- I'll start with the beastmen the Ul'dahns despise the least. In 1559, the Syndicate enacts a law banning all beastmen from the city proper. One reason for this is to eliminate competition between Ul'dahn merchants and beastmen peddlers, such as the goblins, who had but recently returned from their Great Pilgrimage. The other reason because of the Imperial threat following the fall of Ala Mhigo. Given Ul'dah's and Garlemald's trade relations, the Syndicate didn't want to invite the Empire's ire over allowing "lesser races" into the city. However, this move garnered mixed reviews - some merchants believing it was an untapped market that was being wasted, while others applauded it and further believed that the beast tribes should be purged from the sultanate altogether. Havak Alvak: “Faced with an impending imperial invasion, the Syndicate passed a policy to purge the sultanate of all beastmen, who found themselves unceremoniously banished by the bevy. Overnight, the sight of sylvan crystal merchants and goblin junk dealers alike up and vanished from the Sapphire Avenue Exchange. Despite the decree’s dubiousness, it was warmly welcomed by the majority of merchants, who regarded reduced rivalry with relish.” Qiqirn- While the Qiqirn find themselves in similar circumstances as the goblins, Ul'dahns have taken a keen disliking to the beast race after many of them turned to banditry following their exile from the city. That said, there are some exceptions where Qiqirn were permitted to remain in Ul'dah. Apparently Frondale's Phrontistery employs a few to manage their books and guinea pig new medicines. Charlys: “In Ul’dah, you will find there are many sympathetic to the Empire. As a result, the Garleans’ hatred of the beast tribes is not as frowned upon as it is in other city-states…" Sylphs- Sylphs were banished along with the Goblins and Qiqirn. Some remained with the Ashcrown Consortium's branch in Ul'dah in secret, but most left for good. Shanga Meshanga: "It goes without saying that few in the Sultanate share my fondness for beastmen… and so I keep up appearances as a common trader. I would ask that you keep all that I have told you in the closest of confidence." Amalj'aa- Ul'dah's most hated enemy. Once allies during the War of the Sisters several centuries ago, repeated offenses eventually formed an irreparable rift between the beast tribe and the sultanate. Though trade was likely once possible, now the Syndicate edict and further laws make any trade with beast races deemed hostile illegal, namely the Amalj'aa. Tensions came to a head when the Amalj'aa first summoned Ifrit in 1564. Tempered by the Lord of the Inferno and determined to expunge 'slave races' from their holy lands, the Amalj'aa have renounced all crystal trade and have begun kidnapping travelers en mass to temper and strengthen their primal god. Havak Alvak: “Recent years have seen the Amalj’aa threat grow gradually to pose a perennial problem for Ul’dah alongside the advancing Garlean Empire. Bad blood has boiled between us and the lizardmen for generations, born of an ongoing dispute over demesne. Hostility on the Amalj’aa’s part would peak pronouncedly in the wake of the tragedy at Mythril Pit T-3, a trend academics ascribe to the appearance of Ifrit.” ISHGARD: Moogles ~ | Vanu Vanu ~ | (Vath) ▲ | Gnath ▼ | Goblins ▼ | Ixal ▼ Moogles- Recently discovered in the Churning Mists within the last year, the end of the Dragonsong War has prompted a small Ishgardian presence in the floating islands surrounding Sohm Al, Eorzea's highest peak. According to the Moogle beast tribe quests, most Ishgardians view the moogle tribe as insufferable due to their constant mischievousness. Vanu Vanu- Another recently discovered tribe, dating back only a few years. Initial contacts between the Ishgardians and the Vanu were peaceful, though some Vanu tribes have become increasingly territorial. The Vanu are used to isolation, but have made the effort to learn the common tongue to trade with the Ishgardians. Encyclopedia Eorzea - The Vanu Vanu: "These avian beastmen dwell upon the floating islands of the Sea of Clouds, the tribe's existence unknown to the world below until the airships of Ishgard first rose to explore the sky's domain. Initial encounters with the races of man were peaceful, but in recent years the Vanu Vanu have grown hostile towards those who would encroach upon their homeland." Gnath/Vath- Gnath are keen hunters and skilled alchemists, and are viewed by the hunters of the Chocobo Forest as "violently territorial." The Vath - Gnath who have been disconnected from the Overmind and become individuals - on the other hand, have recently formed a new Hive and the Vath Adventurers' Guild actively seeks amicable relations with its surrounding peoples, including the Ishgardians and Goblins. Goblins- Mentions of interactions between the beastmen and Ishgard are scarce, however, the majority of them are negative like the quote below. Not sure what exactly the goblins did to win the ire of the Ishgardians, but the two don't get on well. Goblin Up Sharlayan (L): "The goblins have taken what remained in the rubble of Sharlayan, and gangs of the lawless beastmen have proliferated where dignity once stood. The unbelievers grow bolder every day, flaunting the laws of the Holy See with aggressive gestures. I rarely give order beyond the walls of Ishgard, yet they tempt me so in their profane behavior, spitting out expletives that tarnish Halone and thus beckon the rulings for heresy. I will pay good coin to the adventurer who can protect the integrity of Sharlayan by offering the goblins the chance of exile from the place. Should they rather choose the sword, show them no mercy." Ixal- In the Year 1562, the Ixal summoned their goddess Garuda with the fervent desire to imbue them once more with the power of flight. Garuda gifted to them airstones, allowing the race to power their warballoons against the wind. With this new blessing, the Ixal expanded from Xelphatol into Coerthas, building Natalan. With Xelphatol being mostly devoid of trees and resources, the Ixal used this forward base of operation to begin deforesting eastern Coerthas and northern Tinolqa to build strongholds, airships, and perform their rituals to Garuda. Fortunately, the Ixal have been little more than a thorn in Ishgard's side, while Gridania has been made to endure the full focus of Ixali attacks. Liflin Gulin: "If Garuda has power to spare turnin' airstones to eyes… Come to think, that stronghold went up quicker than any thought possible. Mayhap the might o' the Ixal's greater than any thought, too… Bugger those bloody birds! They're the last thing we need to be worryin' about, what with the Garleans marchin' on the realm." ALA MHIGO: Qiqirn ▲ | Ananta ~ Qiqirn- As Aegir mentioned already, there are groups of Qiqirn who are respected peoples of Gyr Abania and were invited to participate in Ala Mhigan affairs of government. There are also Qiqirn who, in the twenty years of harsh Garlean dominion over the region, have turned to cannibalism/man-eating to survive. This seems largely isolated to the Qiqirn who've built their nest at the Ziggurat. Ananta- This is another complicated one. According to some quests, there are a lot of Gyr Abanians who don't know what an Ananta is, much less that some are friendly beastmen. The Ananta have inhabited Gyr Abania since long before the Ala Mhigans, but mostly keep to themselves. Some of the Vira faction of Ananta have joined with the Resistance, while the Qalyana are more aggressively territorial and zealous to their goddess, Lakshmi, preventing peaceful negotiations between them and the Ala Mhigans. Lyse: "There's even some beastmen─well, beastwomen, I suppose─like that one over there. She's an Ananta. They've been with us for a while now. Well, one of the smaller factions has. The rest won't have anything to do with us. We're no different from the Garleans to them. They keep to themselves, spending all their time crafting. Ananta make the most amazing jewelry, by the way. They use magicks to twist metals and crystal into shapes you wouldn't believe. It's a pity people hardly ever get to see their work. But then most don't even know they exist." HINGASHI & DOMA: Namazu ▲ | Kojin (Blue) ~ | Kojin (Red) ▼ Namazu- Friendly to both Hingan and Doman peoples, the Namazu are mainly merchants, artisans, and fisherfolk with somewhat amicable relations with the peoples of the Far East. Their greatest claim to fame was their role in the unification of Yanxia and the birth of Doma under King Ganen, who later employed their people as royal messengers. In the recent Namazu beast tribe quests, the Namazu have expanded their trades into the Azim Steppe and endeavor to make lasting friendships with the Xaela tribes there. That said, the Namazu are very often seen as nuisances at best and a plump meal at worst. Kojin- Once respected traders to both Hingashi and Doma, these denizens of the Ruby Sea suffered under the Empire's 25-year rule over the region. The Kojin of the Red, skilled warriors, turned mercenary for Garlemald, while the Kojin of the Blue retreated to their underwater village to live in relative isolation. Now, the Kojin of the Blue seek to breath life back into trade in the region and are generally held in high regard by those their trade once benefited. Hope this helps, Panini! ^^ Also, Though Lalafell are certainly a minority race in Gridania (part of that 10% Other races statistic along with Sea Wolves), Gridania has its fair share of notable Lalafellin citizens, such as Fufucha the Botanist guildmaster, and Figaga. Don't let ARR's limited NPC race distribution discourage you!
  4. Sounsyy

    Returning player, very new to RP

    Welcome to the RPC Miku and welcome back to Eorzea! Your story seems fine, though there was one little bit that doesn't line up, but it's an easy enough fix! <Full Size> Kugane is a very long boat ride across the seas to the island nation of Hingashi, so there wouldn't be any forests along the way, and not a journey one could take on foot. The easy fix, however, is that you said your character winds up in Limsa Lominsa after losing her mother. Limsa Lominsa is a nation of pirates and seafarers. Maybe your Lalafells took a boat from Ul'dah's docks towards Kugane but the boat sank - maybe in a storm, maybe sunk by pirates. Then it's just a matter of your character getting picked up. Maybe she's clinging to the flotsam of the sunken ship and a passing navy vessel sees her and brings her aboard and back to Limsa Lominsa. Maybe the pirates keep her until they get back to Limsa. Hope this helps! ^^ If you're ever curious about some of the lore of the game, the Lore Index is a good place to start, or feel free to ask questions!
  5. Sounsyy

    Social Classes within The Pillars of Ishgard

    Quick reply because I'm still at work, but other noble houses also have their manor in the Pillars, such as House Borel - Aymeric's house. Also Ishgard doesn't seem to have a true "middle" class, but a small one might exist in the form of merchants and clergy who didn't already come from noble standing.
  6. Sounsyy

    Newbie joining

    Hello and welcome to the RPC! Feel free to share ideas about your character here or in the Character Workshop thread! And if you need some help with lore, feel free to check out this Lore Index! Hope this helps!
  7. Sounsyy

    How big is Eorzea?

    Updated original post with map!
  8. Sounsyy

    How big is Eorzea?

    Okay, we might actually be able to very roughly science the shit out of this. This is obviously entirely hypothetical but why not. -First, let's assume Hydaelyn is roughly the same size as Earth. -Degrees of latitude are roughly 69 miles (111km) apart. Based on Eorzean climate lore we know that the Three Great Continents are in the northern hemisphere, and that Meracydia, the southern continent is on/near the Equator. The Southern Isles, the island chain between the Cieldalaes and Meracydia is tropical and desert. The Cieldalaes are also semi-tropical. We can infer from this that the Cieldalaes sit somewhere on or near the Tropic of Cancer, 23°N. But the southern-most tip of Aldenard dips below this point, maybe to the 20°N mark for simplicity. Based on lore on regions with colder climates, particularly Ilsabard, we can infer Ilsabard's central mountain range is likely close to the Artic Circle, 66°N. Eorzea doesn't quite reach this far north, so maybe the Farreach sits at about 50°N? Using these rough guesstimates: 50° - 20° = 30° × 69mi = 2070 miles (3328 km) from Cape Deadwind to the Farreach, roughly. Calculating longitudinal distance is a little trickier, especially using a phone, but Eorzea's widest point (from Sharlayan's coast on the Indigo Deep to the Gyr Abanian coast on the Sea of Jade) appears to be about a tenth of Eorzea's total length N-to-S wider. I'll round to 2300 miles across as my hypothesis. Now to try the actual math. At 40°N latitude (where I'm guestimating Eorzea's widest coast to coast point sits, give or take a few degrees north), the distance between longitude lines is 53 miles (85 km). Problem: I don't know exactly how many degrees of longitude Eorzea stretches. Well, fortunately, the Great Continents map has very faint lines running north to south that could be longitude lines. In any case, I'm going to use them as such. For our purposes, I'm going to assume that each depicted "longitude line" on this map represents 10°. I count 4 verticle lines between western-most Dravania to eastern-most Gyr Abania, so roughly 40° at Eorzea's widest point. 40° × 53 mi = 2120 miles (3412 km). To put these numbers into some RL perspective, Eorzea is roughly 25% smaller than the continent of Australia. Though given how Eorzea is shaped similarly to Africa, with its southern half drastically narrower than its northern half, the square mileage/kilometers would be significantly smaller than Australia. Hope this helps! _________________________________________________________________________________________ EDIT: <Full Sized> So if you stare very closely at the Great Continents map, these lines are actually all drawn in already. I took the lines which, based on climate lore research above seemed to most likely fit with what we know of how latitude typically affects climate. Areas between the Tropics of Cancer (23°N) and Capricorn (23°S) are usually Tropical Wet, Tropical Wet and Dry, or Arid - with Tropical Wet (rainforests) usually falling directly on the Equator. This seems to corroborate Meracydia's position on/near the Equator, as it is said to have a thick, lush jungle region, as well as arid wasteland. This also explains desert regions, such as Thanalan/Sagolii, parts of Thavnair, and the Dalmascan Desert all falling on/near the Tropic of Cancer. At the 30°N latitude (not noted on my map but should be right through Vylbrand), we see what's called Humid Subtropical and Mediterranean climates, which is close to what we see on Vylbrand and Thavnair. Between 30°N and 60°N we have Temperate and Subartic the closer you get to the Artic Circle. 66°N marks the Artic Circle, where we start seeing Tundras, Taigas, and Ice Caps. Much of Ilsabard north of the central mountain range falls into this category, including Garlemald. Now, Garlemald was once described as having forests, so possibly Taiga? We don't know for sure yet.
  9. Sounsyy

    New to FF RP in general, have questions.

    For NA, Mateus is the biggest open RP server. You can find a link to their community discord here. There is a lore book called the Encyclopedia Eorzea, which you can purchase from the SE store. Alternatively, I think the Mateus discord has a PDF version of the book in their pins. The book has a decent amount of information in it (some factual errors, but not terrible) but it's not super comprehensive about a lot of topics. There's a lot of lore in this game, most of which you can discover by doing the MSQ, sidequests, talking to npcs, and reading item descriptions. You can also check out my Lore Index to learn about certain topics in greater detail. Or just feel free to ask questions here on the RPC forums! Hope this helps!
  10. Sounsyy

    Super newbie checking the place out!

    Balmung was for a very long time the "place to be" for RP. But because of an exploding population causing server stability problems, SE locked the server for a very long time causing people to look elsewhere and establish newer communities. This is where Mateus (NA) and Omega (EU) came from. They are both great alternatives to Balmung! As far as looking for carving out your place in these communities and establishing a learning character, I'd recommend making a post in the Making Connections forum on the RPC and seeing if anyone is interested in interacting with the type of character you're wanting to play! Alternatively, if you've decided which server you want to make your character on, you can go directly to the Mateus or Omega discords and try making some friends there and setting up some potential connections! I'm sure there'll be someone looking to take on an apprentice or a retainer of some sort if that's the sort of character you're going for. Otherwise, feel free to just jump in and start RPing! A newcomer is bound to stumble unwittingly into some event or another or maybe just follow the sounds of drunken revelry to the nearest tavern to make some friends.
  11. Sounsyy

    Super newbie checking the place out!

    Welcome to the RPC and Eorzea! Okay so, going down the list: Servers: Balmung, Mateus, and Omega are the three biggest RP servers. Balmung is locked due to population currently, I think. Mateus is primarily NA, Omega is primarily EU. You can find guilds, aka Free Companies, on the blue tabs above just below the site logo. They're divided up by server. Guilds: The classic "guilds" you're probably used to are called Free Companies in FFXIV. But you also have access to Linkshells, which are sorta like Invite-Only Chat Channels. You can have up to 8 Linkshells, but only one Free Company. So, you'll find a lot of RP Linkshells for various types of RP or concepts, but you'll also find numerous Free Companies that offer the same. Some FCs also offer a LS so people from other FCs can still chat with them. As for community events, yes they do happen, pretty frequently in fact. There's an RPC calendar on the left side panel of the site, but there's also a dedicated Balmung and Mateus server event calendar that I'm aware of. (Possibly also one for Omega?) But I don't have the links on hand. There's all kinds of events going on every day. I highly recommend jumping in, even if you just wanna watch and get a feel for how people RP here. Some of the bigger events will murder you with chat scroll though, so be aware of that. Magic: The world of Hydaelyn is a nice mix of high magic and grounded realism. High Magic exists, but few people alive have access to it. The MSQ revolves around the actions of a fantastical, The One, Warrior of Light and as such what you see as you progress through the story tends to focus on the more fantastical and less mundane side of life. Magic does have rules though in the lore. Some people ignore them, others are a little more strict on them. You'll run into both types of RPers with about equal frequency. You can learn about magic stuff here! Leveling / Stormblood: You do not need to be max level to start RPing! Being higher level does help in the sense that you have access to more gear "glamours" and also access to more areas that people might be RPing in. Other than that, if you have a character who's centered in one of the starter cities (Ul'dah is the biggest RP hub usually) you won't need to be high level to jump in. Around Level 15, the MSQ will give you access to airships which will help you travel between the cities faster, so that's a good target to aim for. As for Stormblood, it's a good expansion, but it's not required. Play through ARR and Heavensward first and see if this is your jam before you spend more money! Swearing isn't banned (FFXIV's lore team encourages it), and ERP does occur on all the RP servers. It usually doesn't happen publicly, so there's that. Classes: Think of classes like a standardized way that that city or guild teaches how to use a specific weapon. Usually these classes also serve their respective city-states in their own unique ways. This doesn't always carry over ICly to a character. You can know how to use a spear, but not have been taught at the Lancers' Guild in Gridania. This just means that the way your character uses the spear might ICly be different than the way someone else ICly uses a spear, and that's okay! You can reference the classes, or you don't have to. Sometimes you're playing as a Dark Knight oocly, but ICly you're just a guy with a big sword. Inside joke: "Pray return to the Waking Sands." You'll learn this one soon enough. Mages: Refer to the above magic post! In brief, don't focus overly much on your ooc skills / abilities. You can use them, and they provide a nice base for what sort of magicks each class can feasibly wield, but they're not the end all be all of mages ICly / in lore. To fuel magic, mages use Aether. Aether flows through people and the earth like energy. It can be passive or kinetic. When aether is manipulated in a way it doesn't naturally flow, that's called magic. How a mage manipulates aether is what defines the type of mage, less so the spells they cast. Some types of magicks are ancient and forgotten, and only recently revived - these are usually the 30+ Jobs. Something that's often confusing about the leveling system is that the 1-30 base classes very often have absolutely no relation to the 30+ Job that follows after. An experienced conjurer does not become a white mage, they're two separate magicks, for example. Crime: Crime is a staple of the world and many RP groups! If you're into crime RP, there's quite a few groups who focus on that. Lore: This game has a ton of lore scattered throughout the MSQ, sidequests, item descriptions, and just NPC dialogue. Some of it's true, some of it isn't. How much you need to know is really up to you and your RP group. There's plenty of people out there who aren't too worried about what lore says, and some who're super "strict" about it. Most are probably in between. If you want to learn about the lore, I've got some posts on a wide variety of topics here that might help. Or you can ask questions on the forums here! Hope this helps! Edit: Yes, despite all the fantastical things there is still a base, somewhat logical, realism to injuries, most peoples' physical capabilities, etc. There are some people who RP more high fantasy and some who play more grounded. How you end up RPing injuries may depend on where you fall on that spectrum.
  12. Sounsyy

    General Lore Questions

    The city of Bozja was, until fifteen years ago, located somewhere in Othard. So far the best theory is that it was in the region now known as the Burn, though this may or may not be true based on recent dialogue on why the Burn is the way it is. The stated reasoning lines up with 1.0 lore on the original reason why the Imperial anti-eikon edict was issued, but it could also be a complete propaganda fabrication by the Imperial Censors to hide what really caused the Burn. We don't know for sure yet. Encyclopedia Eorzea - Chronicles of the Sixth Astral Era: 1562 - “On the continent of Othard, Grand Minister Midas nan Garlond conducts the first field test of the Meteor Project at the Citadel Bozja. A massive quantity of energy is released from Dalamud, obliterating the tower and the surrounding city, causing heavy casualties.” Encyclopedia Eorzea - The Meteor Project Revisited: "The Meteor Project was soon drafted and the tantalizing prospect of an all-powerful weapon was met with broad approval within the Imperial Court. Mere days after receiving the Emperor’s blessing, nan Garlond would travel to the Garlean city of Bozja to conduct the first attempt to communicate with Dalamud. The immensity of the satellite’s power was indeed confirmed that day, but at a disastrous cost. Nearly five millennia-worth of amassed energy was directed by the moon to the citadel’s makeshift transmission tower. The beam emitted by Dalamud was so intense that not only the tower, but the entire city was evaporated in an instant. Efforts were made by the Imperial Censors to hide the event from public scrutiny, but the vanishing of a major commercial center was too big a secret to suppress. News of the catastrophe quickly spread across Hydaelyn and later became known as the Bozja Incident."
  13. Sounsyy

    Dark Knight Lore

    An older post on Dark Knight lore and history can be found here! RPing a Dark Knight depends really on the character. Traditionally, a "Dark Knight" is someone fed up with the status quo and seeks vigilante justice for (sometimes) perceived wrongs against them or those they care about. To wield the powers of a Dark Knight, they need to harness their strongest emotions. These don't have to be negative ones like jealousy or wrath. It can be extreme happiness too, but given the types of characters who walk the path of the Dark Knight, the typical range of emotions tends to veer into the darker ones. They don't have to be Ishgardian or from Ishgard, but that is where the art was born, is focused, and where the known line of possible teachers/soul crystals seem to be situated. Alternatively, a Dark Knight doesn't need to harness the dark arts to be a Dark Knight, originally they were just swordsmen. Also, you don't have to call yourself a Dark Knight if you just want your character to wield a big sword, if you find the lore behind them is not really what you're looking for in this character. Hope this helps!
  14. Sounsyy

    General Lore Questions

    Going off of this, there is a bit of lore from the new Ridorana raid that would seem to support this (popping below the spoiler): This depends greatly upon the parents, I would think, or the character and their feelings on the Empire. Fordola rem Lupis, Rhitatyn sas Arvina, and Asahi sas Brutus are good examples of conscripted officers who support the Empire, but whose forenames retain the naming conventions of their birth: Fordola is Ala Mhigan highlander, Rhitatyn means "Right Judge" in the Roegadyn tongue, and Asahi is Doman Hyur. However, their Garlean title (indicating social hierarchy) and surname are Garlean. This set up may be indicative that they are conscripts, we don't know for sure. However, if a parent who embraced the Empire's rule really wished to name their child first and last with Garlean conventions, I don't think anyone would look down on that. Small note about this, the Crania Lupi (aka the Skulls, or Skulls of the Wolf) where Fordola takes her surname, is a reference to Gaius van Baelsar, the Black Wolf. The Crania Lupi represent one of Gaius's many more demoralizing annexation tactics where children were trained and raised to be "Garlean", then later made to do the dirty work of a police state. Conrad: "Crania Lupi. The Black Wolf’s legacy, and our shame. A unit made up of children born to Ala Mhigan dignitaries who came of age during the occupation. Sons and daughters of Gyr Abania raised to be proud citizens of the Empire, with all the rights and responsibilities that entails. It’d be easy to curse them and call them traitors, but they’re our children. Our flesh and blood! If the only way to forge the future we want is to cut down our own, then…" Whether Fordola took up the surname Lupis (Wolf) because she came to lead the Crania Lupis or because she fully bought into the Children of Gaius idealism of "work hard, prove yourself to your Empire, and become a part of that Empire" I'm not entirely sure. I think its more the latter since we don't really see any other examples of soldiers taking the surname of their cohorts - though admittedly our sample size of conscripted Garlean surnames is fairly low.
  15. Sounsyy

    Lore Bending vs. Lore Breaking

    I think the distinction is that "Lore Bending" utilizes a reasonably acceptable grey area between something lore never directly contradicts but also never directly supports. What's considered reasonably acceptable may vary between group, DM, or person, but generally, by definition, should not be something that shatters someone else's immersion. Making up unique tribal traditions for your Seeker tribal sect or Keeper family might be an example of this. What is true for the one canon sect of the Marmot tribe might not be true for Marmot Miqo'te elsewhere. "Lore breaking" objectively goes against something that is directly established in lore, or, more subjectively, can also include lore bending that has been taken to such extremes it becomes immersion breaking to whatever audience. Some groups and people are totally fine with lore breaking, some aren't. Usually the less lore-breaking your character/story, the greater public audience it'll appeal to. Regardless of whether a character or concept is lore abiding, lore bending, or lore breaking, if something isn't working in an RP or plot story, the participants or DM need to figure out a way to make it an enjoyable experience for everyone involved. A Black Mage, per lore, could pull a meteor from the heavens and destroy all the villains in one blow, but that's not fun for anyone else. Even if it was 100% lore approved, this DRK is obviously making the RP not fun and a solution needs to be established, probably by negotiating the power level of this character to something that better fits the scene. Not an easy conversation, but probably a necessary one.
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