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Valence

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About Valence

  • Rank
    Loremonger
  • 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 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.
  2. 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.
  3. As long as they understood it was a misunderstanding...
  4. Were you scolded out of character or in character?
  5. 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.
  6. 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.
  7. The moogle post got through a lot of flak with the outrage around their head admin and founder last year. Didn't survive it.
  8. 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.
  9. I would love to answer but I have no idea. I'm not sure lore even touched that subject even once... We sure had our fair amount of silly quests with your usual japanese cross-dressing silly walking tropes (like Trachtoum, etc), but nothing even remotely touching seriously the actual matter of transitioning and gender identities, but maybe I missed some unicorn somewhere.
  10. 1) Dalmasca is described as one huge melting pot of cultures and races. if you look at its demographics, it's actually very, very diverse (Dalmascan Hyur 40%, Bangaa 20%, Seeq 10%, Viera 5%, Others 25%). Being of any race in there doesn't even ask for many justifications. Generally you can perfectly play any race coming from any city or part of the world, though some places obviously don't have some races as natives so you could have to spin things a bit around (they're part of a merchant enclave, they're a foreign mercenary, whatever). Fortunately here, you couldn't find better than the Kingdom of Dalmasca when it comes to mixed races and racial tolerance. 2) I have no idea how common they are in the RP community. I feel like they're rather numerous but I don't RP much anymore. In lore however, they're rather uncommon, since they're part of a taboo, which is interracial mingling, at least in Eorzea. They indeed face a lot of discrimination and misunderstanding from the majority of your average joes. It's however a subject that's way more open and carefree among the more traveled and liberal adventurers. Also, so far, we have literally no confirmation as far as I know if halfbreeds are sterile or not. I would assume not at least in the case of halfbreeds of the same race, like Seekers/Keepers, since a lot of NPCs for example tend to exhibit some odd traits from the other subrace (like seekers with round eyes). 3) What do you mean by the Mist? We don't yet know fully what the Echo is in lore, but we still have a good idea of some of its capabilities, that tend to vary a lot between individuals gifted by it (able to understand all languages, able to predict imminent things, able to read people's past, etc). We also know all Ascians have it, and that it prevents people with it to be tempered by primals usually. It's also... not that a common knowledge in Eorzea among the rabble, but it's not that a rare piece of knowledge either.
  11. Just chiming in, I have literally no idea where this idea that "only the wol can slay primals or fight them" comes from. We've known as far as back from ARR that the Grand Companies used to fight them by throwing at them enough bodies that not all of them can be tempered (cf, among others, the Company of Heroes). At best the long discussed idea in there was more about "how often beast tribes summon primals", and over the years we got slowly more details that seem to vaguely point out to "often enough". Again, there is a big difference between Lore and Personal RP boundaries. If some people don't want to play or interact with specific elements of the lore that don't fit with their RP or stories, because it's either way too powerful, or snowflaky, or doesn't make sense for their character to even have access to something, or that they don't want to step into WoL stuff territory, or just because they don't like it, doesn't mean they're refusing those lore bits specifically. There is a huge difference between refusing to interact with some lore aspects and telling that said lore aspects are wrong and don't exist. Edit: heh, sharing those because they're actually hilarious:
  12. Your character name just means that they're not from one of the big clan surnames that a lot of keepers use (default surnames), but rather a less spread surname. I don't see any big issue. As long as it sounds keeper of the moon enough to you.
  13. This has very little to do with lore. This is touching essentially what is roleplay boundaries. It is essentially repeating in great words what everybody on these forums have been telling for years: "do what you want". The lore remains the lore, and we will see it get new details and info as the game progresses, that is the nature of the beast. What you choose to do with lore and how you want to interpret it at any given time is a whole other story.
  14. Keep in mind it's my way of doing things. It's not the only one way, the goal is to find your own personal twists ultimately. Just remember, you roleplay a character in a fictional world, not yourself in that world. Lots of people forget that.
  15. This is not a lore ruling, this is basically him telling people "spin your own stories, give them meaning the way you like" The last line is pretty telling in itself.
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