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OOC Note (Please read!)
Hello hello!
This is a little long-term side-project that I'm working on as I play through the game. In short, this is the Rattlepack Guide, a compilation of facts and tidbits about Eorzea written by the lalafell Oliwat Kokiwat. It's both a way for me to get to learn the world and the lore, as well as for everyone else, seeing as the Wikis are sparse, and not everyone has time to hunt everything down.
Everything in here is gathered either from careful observation, chatting with NPCs, or quests. In other words, it's all directly from the game, with the exception of little tidbits offered by Oliwat on various areas, which are more along the lines of commentary, and can be disregarded. The first example of this below would be the How to Act in Ul'dah section, which is clearly not lore, and instead something you'd find in a traveler's guide based on information that is actually present in the game. A likely extrapolation, if you will.
When the Guide finally has an entry for every section of the world, it will be a book. Since it currently doesn't, in-character, the Guide will be a newsletter that characters can receive through mail, read in and rent from libraries, or acquire in whatever means you see fit.
It's a titanic project, I know, so you can help me by telling me how I can better format or organize things, pointing out something that may be wrong, or sending me something that I may have missed so that I can add it. Feel free to write in ICly too, if you want to! Even if you see someone adding something that you would have added yourself, please comment with your addition anyway so that I can see there's a bit of assurance that people aren't just making things up.
And on that note, please don't. You'll hurt everyone if you do that.
Note, however, that this will not be a full compilation of all lore ever, as it is intended to be an In-Character source of knowledge. This means that, regrettably, lore discovered through the personal story that would not be knowable by any other source, must not be included. Sorry about that. However! If there is enough interest, I may go ahead and make an OOC section of stuff as well.
However, what this guide will have that others won't is player-generated information as well! Does your guild haunt a certain area? I'll slap that in there! Run an event at a certain location? I'll write it in! Did an important occurrence take place somewhere? I'll document it! Just write in with what you want included (ICly if you want!)Â and I'll see what I can do.
Rattle on, Wanderers!
Hello hello!
This is a little long-term side-project that I'm working on as I play through the game. In short, this is the Rattlepack Guide, a compilation of facts and tidbits about Eorzea written by the lalafell Oliwat Kokiwat. It's both a way for me to get to learn the world and the lore, as well as for everyone else, seeing as the Wikis are sparse, and not everyone has time to hunt everything down.
Everything in here is gathered either from careful observation, chatting with NPCs, or quests. In other words, it's all directly from the game, with the exception of little tidbits offered by Oliwat on various areas, which are more along the lines of commentary, and can be disregarded. The first example of this below would be the How to Act in Ul'dah section, which is clearly not lore, and instead something you'd find in a traveler's guide based on information that is actually present in the game. A likely extrapolation, if you will.
When the Guide finally has an entry for every section of the world, it will be a book. Since it currently doesn't, in-character, the Guide will be a newsletter that characters can receive through mail, read in and rent from libraries, or acquire in whatever means you see fit.
It's a titanic project, I know, so you can help me by telling me how I can better format or organize things, pointing out something that may be wrong, or sending me something that I may have missed so that I can add it. Feel free to write in ICly too, if you want to! Even if you see someone adding something that you would have added yourself, please comment with your addition anyway so that I can see there's a bit of assurance that people aren't just making things up.
And on that note, please don't. You'll hurt everyone if you do that.
Note, however, that this will not be a full compilation of all lore ever, as it is intended to be an In-Character source of knowledge. This means that, regrettably, lore discovered through the personal story that would not be knowable by any other source, must not be included. Sorry about that. However! If there is enough interest, I may go ahead and make an OOC section of stuff as well.
However, what this guide will have that others won't is player-generated information as well! Does your guild haunt a certain area? I'll slap that in there! Run an event at a certain location? I'll write it in! Did an important occurrence take place somewhere? I'll document it! Just write in with what you want included (ICly if you want!)Â and I'll see what I can do.
Rattle on, Wanderers!
The Rattlepack Guide, Issue Four
As written and compiled by Oliwat Kokiwat, the Very Last of the Rattlepacks
[Part One: On Ul'dah, and its Surrounding Areas]
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On Ul'dah
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Overview
Adjacent Areas: Central Thanalan, Western Thanalan.
The City-State of Ul'dah, despite once being the designated dwelling of Desertfolk Lalafell, is now the home of a myriad melody of individuals of all races hailing from all places. This is by and large due to the steadily increasing stream of commerce that seems to find its way towards the fair city, perhaps at the cost of outlying regions that have since lost some of their importance as a result. Generally, it is thought of as being divided into two distinct sections, the Steps of Nald, near the entrance, and the Steps of Thal.
It is a place of rapid development, with areas outside of the city-limits such as the Goblet quickly becoming places ripe with requests for urban development. This incredible expansionism is, of course, ultimately driven by the growing economic abilities of the state as a whole, which the city and its culture have wholly embraced. Shops and stalls are in abundance, and increasing one's individual wealth would certainly appear to be a most excellent way to get ahead in an extremely selective Ul'dahn society.
Adjacent Areas: Central Thanalan, Western Thanalan.
The City-State of Ul'dah, despite once being the designated dwelling of Desertfolk Lalafell, is now the home of a myriad melody of individuals of all races hailing from all places. This is by and large due to the steadily increasing stream of commerce that seems to find its way towards the fair city, perhaps at the cost of outlying regions that have since lost some of their importance as a result. Generally, it is thought of as being divided into two distinct sections, the Steps of Nald, near the entrance, and the Steps of Thal.
It is a place of rapid development, with areas outside of the city-limits such as the Goblet quickly becoming places ripe with requests for urban development. This incredible expansionism is, of course, ultimately driven by the growing economic abilities of the state as a whole, which the city and its culture have wholly embraced. Shops and stalls are in abundance, and increasing one's individual wealth would certainly appear to be a most excellent way to get ahead in an extremely selective Ul'dahn society.
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Regarding Geography
Ul'dah is a circular city, encompassed in its entirety by a large wall, giving one the impression of a bulwarked bastion. As a result, its defenses are extremely effective, against both the dirt and dust of the outlying region of Thanalan, as well as any ill-tempered invaders that wish to throw themselves against the gates in a one-time attempt to gain some of Ul'dah's great reserves of gold. There are various gates stationed squarely between the walls at multiple points along paths throughout the outer rim of the city, and each functions due to a set of precisely centered and carefully constructed counterweights, which wandering watchers would do well not to touch. The ringed streets of the city are structured to surround a central Citadel, the seat of Ul'dah's political elite, and perhaps most importantly, the Sultan themselves. Ul'dah's buildings, which more-or-less steadily increase in stature until they reach the Citadel (which itself is the largest structure in the city), are also made of stone, and completely enclose each street in such a way as to direct pedestrian traffic along busy avenues, the majority of which are stuffed with shops and stalls of all kinds, many of which carry myriads of minerals, soft silks, quality textiles, and sought-after fabrics, which are often proclaimed to be the most excellent in existence in all of Eorzea.
The Emerald Avenue, the first road that all travellers who enter through the city's main gate, known as the Gate of Nald, will first find themselves treading upon, is home to many, but most certainly not all or even the majority, of Ul'dah's shops and storefronts, and is also the site of the enclosed Aetherite Plaza. Visible from the Gate of Nald is the most popular social institution of the city, an inn known as the Quicksand, which is of particular note as it is also the hub of the Ul'dah branch of the Adventurers' Guild (as well as its inn counterpart, the Hourglass), which is an essential stop for most who stay in the city for some time. Next to the Quicksand, and accessible from it, is the Ruby Road Exchange, a well-trodden path right into the city's core. During festivals, it is decorated in distinct fashions fitting to the season, and due to its host of shops and proximity to the Quicksand, is often one of the more populated parts of Ul'dah.
Should one walk counter-clockwise along the Emerald Avenue, traveling towards its terminus, they shall find the Pugilists' Guild, an entry to the Coliseum and the Steps of Thal, which is a place of great entertainment spearheaded by the Gladiator's Guild, the Sultana's gate, which is the city's secondary gate that leads to Western Thanalan (as opposed to the Gate of Nald, which leads to Central Thanalan), and at the very end, a small square that serves as the host for the Arrzaneth Ossuary, the home of the Thaumaturges. Curiously enough, the Gate of the Sultana is the newest gate, recently erected to mark the moment Her Majesty Nanamo Ul Namo secured her seat as Sultana.
Heading clockwise in the opposite direction, Emerald Avenue will eventually become Sapphire Avenue of the Steps of Thal, home of the Exchange, and the majority of the shops and stalls in the city. By far the most bustling location, Sapphire Avenue is heavily populated at perhaps almost every hour of the day, and is, according to many, one of only a few places where one can buy almost anything. At the avenue's end is the Gate of Thal, which, like the main gate, also leads into Central Thanalan. Alas, despite all of the wealth situated on this particular stretch of the city, a few mere steps into the next street inwards, Pearl Lane, betrays the darker and more desolate part of the city, being an empty avenue that plays the part of the host of those who, due to dire, destructive, or certain other circumstances, have fallen by the wayside in Ul'dah's great game.
At the top end of Pearl Lane is another entrance to the Quicksand, and nearby is an interior walkway that will take one to the Gold Court underneath the Citadel, which, like the Ruby Road, is also extensively decorated in festival designs at times. Towards the southern end of Pearl Lane is a vaulted entrance towards the southern end of the city, with tunnels that lead to the Weaver's Guild, and the currently closed for extensive renovations Milvaneth Sacrarium, another facility under the direction of the Thaumaturges. In addition to entrances towards those two areas, there is another tunnel that leads towards the Gold Court, along which is a ramp that will take one upwards towards the Hustings Strip, a circular carpeted walkway that forms the upper level of the Gold Court, and allows for access to the Airship boarding area, the Alchemists' Guild and Scholar's Walk, and most importantly, the Royal Promenade, which leads to areas and residences reserved for the most magnificent Sultana herself. The southern side of the city is host to the Miners' Guild (at the terminus of Onyx Lane off of the Milvaneth Sacrarium), and the Goldsmiths' Guild (outside of which are two curious talking contraptions), while heading further west will take you to the previously briefly mentioned Coliseum, from which it is possible to once again return to the outer ring of the city.
Ul'dah is a circular city, encompassed in its entirety by a large wall, giving one the impression of a bulwarked bastion. As a result, its defenses are extremely effective, against both the dirt and dust of the outlying region of Thanalan, as well as any ill-tempered invaders that wish to throw themselves against the gates in a one-time attempt to gain some of Ul'dah's great reserves of gold. There are various gates stationed squarely between the walls at multiple points along paths throughout the outer rim of the city, and each functions due to a set of precisely centered and carefully constructed counterweights, which wandering watchers would do well not to touch. The ringed streets of the city are structured to surround a central Citadel, the seat of Ul'dah's political elite, and perhaps most importantly, the Sultan themselves. Ul'dah's buildings, which more-or-less steadily increase in stature until they reach the Citadel (which itself is the largest structure in the city), are also made of stone, and completely enclose each street in such a way as to direct pedestrian traffic along busy avenues, the majority of which are stuffed with shops and stalls of all kinds, many of which carry myriads of minerals, soft silks, quality textiles, and sought-after fabrics, which are often proclaimed to be the most excellent in existence in all of Eorzea.
The Emerald Avenue, the first road that all travellers who enter through the city's main gate, known as the Gate of Nald, will first find themselves treading upon, is home to many, but most certainly not all or even the majority, of Ul'dah's shops and storefronts, and is also the site of the enclosed Aetherite Plaza. Visible from the Gate of Nald is the most popular social institution of the city, an inn known as the Quicksand, which is of particular note as it is also the hub of the Ul'dah branch of the Adventurers' Guild (as well as its inn counterpart, the Hourglass), which is an essential stop for most who stay in the city for some time. Next to the Quicksand, and accessible from it, is the Ruby Road Exchange, a well-trodden path right into the city's core. During festivals, it is decorated in distinct fashions fitting to the season, and due to its host of shops and proximity to the Quicksand, is often one of the more populated parts of Ul'dah.
Should one walk counter-clockwise along the Emerald Avenue, traveling towards its terminus, they shall find the Pugilists' Guild, an entry to the Coliseum and the Steps of Thal, which is a place of great entertainment spearheaded by the Gladiator's Guild, the Sultana's gate, which is the city's secondary gate that leads to Western Thanalan (as opposed to the Gate of Nald, which leads to Central Thanalan), and at the very end, a small square that serves as the host for the Arrzaneth Ossuary, the home of the Thaumaturges. Curiously enough, the Gate of the Sultana is the newest gate, recently erected to mark the moment Her Majesty Nanamo Ul Namo secured her seat as Sultana.
Heading clockwise in the opposite direction, Emerald Avenue will eventually become Sapphire Avenue of the Steps of Thal, home of the Exchange, and the majority of the shops and stalls in the city. By far the most bustling location, Sapphire Avenue is heavily populated at perhaps almost every hour of the day, and is, according to many, one of only a few places where one can buy almost anything. At the avenue's end is the Gate of Thal, which, like the main gate, also leads into Central Thanalan. Alas, despite all of the wealth situated on this particular stretch of the city, a few mere steps into the next street inwards, Pearl Lane, betrays the darker and more desolate part of the city, being an empty avenue that plays the part of the host of those who, due to dire, destructive, or certain other circumstances, have fallen by the wayside in Ul'dah's great game.
At the top end of Pearl Lane is another entrance to the Quicksand, and nearby is an interior walkway that will take one to the Gold Court underneath the Citadel, which, like the Ruby Road, is also extensively decorated in festival designs at times. Towards the southern end of Pearl Lane is a vaulted entrance towards the southern end of the city, with tunnels that lead to the Weaver's Guild, and the currently closed for extensive renovations Milvaneth Sacrarium, another facility under the direction of the Thaumaturges. In addition to entrances towards those two areas, there is another tunnel that leads towards the Gold Court, along which is a ramp that will take one upwards towards the Hustings Strip, a circular carpeted walkway that forms the upper level of the Gold Court, and allows for access to the Airship boarding area, the Alchemists' Guild and Scholar's Walk, and most importantly, the Royal Promenade, which leads to areas and residences reserved for the most magnificent Sultana herself. The southern side of the city is host to the Miners' Guild (at the terminus of Onyx Lane off of the Milvaneth Sacrarium), and the Goldsmiths' Guild (outside of which are two curious talking contraptions), while heading further west will take you to the previously briefly mentioned Coliseum, from which it is possible to once again return to the outer ring of the city.
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Regarding History and Culture
Ul'dah began its existence as a city for the Desertfolk Lalafell, who began settling in one location despite the cultural practice of building homes upon the backs of large, roaming beasts. Despite the dry and desolate desert that surrounded it, various factors, such as its proximity to the sea and relative placement compared to other regions of importance, began attracting various merchants of varying races to the region, who believed that the growing economic potential of the city would be a sure-fire straight-street to those seeking success. As we can now see, they were quite correct, and as trade became more and more important, the influence of the city and its people on such it became more and more noticeable.
Ul'dah, it would seem, is one of very few places that has managed to fight against the forces of the Calamity, and remain unusually unscathed. Although certain locations have been renovated or reconstructed in some form, most locations are mostly the same. Nevertheless, even though Ul'dah has proved to be surprisingly stubborn in the wake of the Calamity, there are still regions in the desert beyond that have been damaged or require aid, even five years after this great tragedy.
Trade, and the many monetary exchanges that relate to it, has solidly stationed itself as the unflinching backbone of Ul'dahn society, perhaps most exemplified by the belief amongst certain parties that the Sultana has recently started playing second-fiddle to a secretive set called the Syndicate, seen by some as those who hold the real political power in Ul'dah. Even though not much is truly known about their true power and practices, it is clear elsewhere that Trade is quite the factor in Ul'dahn life.
One of the (if not the most) materialistic societies in Eorzea, Ul'dah is a great promoter of personal growth even to the point where with enough money and influence, one may change the city's own laws. The Ul'dahn education teaches reading, writing, and mathematics for trade purposes, and also how to read one's outer make and mannerisms in order to effectively barter, negotiate, and even scam, a skill for which the Ul'dahn population is renowned for across Eorzea. Additionally, skilled merchants are able to judge seemingly unsellable items and tell their true worth; the most skilled among them may even be able to see incredible value in what an ordinary eye may see as a pile of mere rags. However, just because Commerce may be ruled by a certain set of rules, does not mean that everyone is particularly fond of playing fair. Some people may be fond of backstabbing or bending and breaking the rules and regulations in order to go ahead, especially if they happen to have the ear or the seat of a higher-up.
The majority of the population of the city is employed in some aspect, minor or major, of the great trade gauntlet, whether it be those set out on the city limits dealing with supplies and shipping, those within the walls trading and taxing goods, or those that deal with the production or collection of many materials and items. Without a doubt, the most important of these industries are those that deal with textiles and fashion, followed closely by the collection of those who mostly deal with material mining. Articles of clothing that come from Ul'dah are considered to be among the most luxurious and stylish in Eorzea, and famous stylists are among the most respected members of society.
A great amount of focus is also placed upon, perhaps surprisingly, the Coliseum, a great source of not only gambling-related income, but gambling-related debt, which is known for its notoriously high interest rate. Additionally, some of the stronger fighters, and those who wish to prove themselves, may occasionally go on to greater (and more gruesome) things, the prime example being Raubahn Aldynn, a great general, and survivor of the Gladiators' Guild's games in the Coliseum, while others, such as Franz the Fair, become famous for their feats. The Platinum Mirage, a casino, is also a certain spot for gamblers, but seeing as it is constructed next to the Pugilists' Guild, and hires their members to expertly handle security concerns, it is highly suggested that one try not to start any sort of shifty business within.
Laws and regulations are overseen strictly by the Order of Thaumaturges, but that is not to say that others cannot speak on incoming sanctions. In fact, one may say as much as they wish, and make whatever modifications they may, provided that they have the required coin. Pass enough into the thumbs of the Thaumaturges, say some, and the entire city shall be yours. It is said that the Syndicate is quite fond of this method of manipulation.
Ul'dah is also the site of extraordinary examples of engineering, which use magic, technology, and alchemy to the fullest extent of their applications. The trains outside the city that cart ore and minerals from the mines operate on complex mechanical magitechnial systems, as do the smelters that blast and purify the ore. In Western Thanalan, the small area known as Hammerlea hosts two huge mechanical hammers that pound the ground solid. A public elevator exists within the city, that carries people from the Ruby Road to the Hustings Strip, and one level more to the Airship Platform. Additionally, strange clockwork contraptions resembling mechanical men called Mammets are present outside of the Goldsmith's guild, and at the front desk of the Platinum Mirage. They are capable of simple speech and technical tasks, and run on Alchemical processes, and appear to be manufactured in some capacity despite their incredibly complex clockwork hearts, as the Alchemists' and Goldsmiths' guilds appear to have produced them in a high enough quantity for personal models to be available at a reasonable 2,400 gil.
The people of Ul'dah also seem to put an extraordinary emphasis on the worship of the deity known as Nald'thal, or the Traders. Nald'thal is the overseer of commerce, as well as the afterlife, and according to his priests in the Arrzaneth Ossuary, favors those who have had more affluent lives, granting them increased comfort in death, especially if they don't forget to designate a few donations. Nald'thal is, in fact, a dualized version of two siblings. Nald, the first, deals with financial fortune, while Thal deals with the departed, hence their secondary name, the Traders. Together, they are the guardian deities of Ul'dah.
The Arrzaneth Ossuary is primarily the temple of Thal, while worship of his counterpart, Nald, is primarily practiced in the currently-closed Milvaneth Sacrarium. At the Ossuary, practitioners of the Traders' faith pray for Thal's favor, and increased comfort and wealth in the afterlife. Those who are considered to have properly practiced the faith, honored Thal's teachings, and earned his favor, are ceremoniously interred in Erralig's Burial Chamber to ensure their passage to the afterlife. Indeed, the cultural practices of not only the Order of Nald'thal, but Ul'dah as a whole, can perhaps be precisely summed up in their entirety by the phrase printed upon the sandstone fountain outside of the Ossuary: "Divinity is the color of Gold."
Ul'dah began its existence as a city for the Desertfolk Lalafell, who began settling in one location despite the cultural practice of building homes upon the backs of large, roaming beasts. Despite the dry and desolate desert that surrounded it, various factors, such as its proximity to the sea and relative placement compared to other regions of importance, began attracting various merchants of varying races to the region, who believed that the growing economic potential of the city would be a sure-fire straight-street to those seeking success. As we can now see, they were quite correct, and as trade became more and more important, the influence of the city and its people on such it became more and more noticeable.
Ul'dah, it would seem, is one of very few places that has managed to fight against the forces of the Calamity, and remain unusually unscathed. Although certain locations have been renovated or reconstructed in some form, most locations are mostly the same. Nevertheless, even though Ul'dah has proved to be surprisingly stubborn in the wake of the Calamity, there are still regions in the desert beyond that have been damaged or require aid, even five years after this great tragedy.
Trade, and the many monetary exchanges that relate to it, has solidly stationed itself as the unflinching backbone of Ul'dahn society, perhaps most exemplified by the belief amongst certain parties that the Sultana has recently started playing second-fiddle to a secretive set called the Syndicate, seen by some as those who hold the real political power in Ul'dah. Even though not much is truly known about their true power and practices, it is clear elsewhere that Trade is quite the factor in Ul'dahn life.
One of the (if not the most) materialistic societies in Eorzea, Ul'dah is a great promoter of personal growth even to the point where with enough money and influence, one may change the city's own laws. The Ul'dahn education teaches reading, writing, and mathematics for trade purposes, and also how to read one's outer make and mannerisms in order to effectively barter, negotiate, and even scam, a skill for which the Ul'dahn population is renowned for across Eorzea. Additionally, skilled merchants are able to judge seemingly unsellable items and tell their true worth; the most skilled among them may even be able to see incredible value in what an ordinary eye may see as a pile of mere rags. However, just because Commerce may be ruled by a certain set of rules, does not mean that everyone is particularly fond of playing fair. Some people may be fond of backstabbing or bending and breaking the rules and regulations in order to go ahead, especially if they happen to have the ear or the seat of a higher-up.
The majority of the population of the city is employed in some aspect, minor or major, of the great trade gauntlet, whether it be those set out on the city limits dealing with supplies and shipping, those within the walls trading and taxing goods, or those that deal with the production or collection of many materials and items. Without a doubt, the most important of these industries are those that deal with textiles and fashion, followed closely by the collection of those who mostly deal with material mining. Articles of clothing that come from Ul'dah are considered to be among the most luxurious and stylish in Eorzea, and famous stylists are among the most respected members of society.
A great amount of focus is also placed upon, perhaps surprisingly, the Coliseum, a great source of not only gambling-related income, but gambling-related debt, which is known for its notoriously high interest rate. Additionally, some of the stronger fighters, and those who wish to prove themselves, may occasionally go on to greater (and more gruesome) things, the prime example being Raubahn Aldynn, a great general, and survivor of the Gladiators' Guild's games in the Coliseum, while others, such as Franz the Fair, become famous for their feats. The Platinum Mirage, a casino, is also a certain spot for gamblers, but seeing as it is constructed next to the Pugilists' Guild, and hires their members to expertly handle security concerns, it is highly suggested that one try not to start any sort of shifty business within.
Laws and regulations are overseen strictly by the Order of Thaumaturges, but that is not to say that others cannot speak on incoming sanctions. In fact, one may say as much as they wish, and make whatever modifications they may, provided that they have the required coin. Pass enough into the thumbs of the Thaumaturges, say some, and the entire city shall be yours. It is said that the Syndicate is quite fond of this method of manipulation.
Ul'dah is also the site of extraordinary examples of engineering, which use magic, technology, and alchemy to the fullest extent of their applications. The trains outside the city that cart ore and minerals from the mines operate on complex mechanical magitechnial systems, as do the smelters that blast and purify the ore. In Western Thanalan, the small area known as Hammerlea hosts two huge mechanical hammers that pound the ground solid. A public elevator exists within the city, that carries people from the Ruby Road to the Hustings Strip, and one level more to the Airship Platform. Additionally, strange clockwork contraptions resembling mechanical men called Mammets are present outside of the Goldsmith's guild, and at the front desk of the Platinum Mirage. They are capable of simple speech and technical tasks, and run on Alchemical processes, and appear to be manufactured in some capacity despite their incredibly complex clockwork hearts, as the Alchemists' and Goldsmiths' guilds appear to have produced them in a high enough quantity for personal models to be available at a reasonable 2,400 gil.
The people of Ul'dah also seem to put an extraordinary emphasis on the worship of the deity known as Nald'thal, or the Traders. Nald'thal is the overseer of commerce, as well as the afterlife, and according to his priests in the Arrzaneth Ossuary, favors those who have had more affluent lives, granting them increased comfort in death, especially if they don't forget to designate a few donations. Nald'thal is, in fact, a dualized version of two siblings. Nald, the first, deals with financial fortune, while Thal deals with the departed, hence their secondary name, the Traders. Together, they are the guardian deities of Ul'dah.
The Arrzaneth Ossuary is primarily the temple of Thal, while worship of his counterpart, Nald, is primarily practiced in the currently-closed Milvaneth Sacrarium. At the Ossuary, practitioners of the Traders' faith pray for Thal's favor, and increased comfort and wealth in the afterlife. Those who are considered to have properly practiced the faith, honored Thal's teachings, and earned his favor, are ceremoniously interred in Erralig's Burial Chamber to ensure their passage to the afterlife. Indeed, the cultural practices of not only the Order of Nald'thal, but Ul'dah as a whole, can perhaps be precisely summed up in their entirety by the phrase printed upon the sandstone fountain outside of the Ossuary: "Divinity is the color of Gold."
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How to Act in Ul'dah
As I brought up briefly before, Ul'dahns are terrifyingly terrific at weighing the appearance and personality of those that step before them, and through such sight decide how they are going to trade with and treat you.
As a result, it is surely set in your best interest to pretend one has purpose, and act accordingly. No nonsense, you are present to purchase and will not be besieged by bickering, and no merchant or peddler shall plod on in such ways as to unpleasantly waste your precious time. Keep a close eye on your gil, lest it is grabbed either by vagabonds and vagrants, or suspicious and seedy salesmen (and their improbable prices, at that). Check around, and should you set your sights on the same item for cheaper, alert your previous merchant, and see how low the both of them seem to be willing to stoop. And of course, never simply assume that a merchant is presenting your purse with the most friendly marking they can muster. Face them and stare sternly, and say you are quite aware that this isn't their best. Surely, with a little bit of leverage, they will likely lower it rather than lighten your wallet.
When dealing with the townsfolk, act educated and assured. Those they see to be stupid are also those they see can be scammed, or inversely, those that look likely to be enlightened are to be looked up to. And, of course, never be afraid to lend a helping hand. Ul'dahns very much like that, and if you do good work and your life tends to be lucky, you may even find fares and important purchases may ring-up a little less for you in the future. And of course, if all else fails, tell them something they haven't heard yet! The merchants enjoy mutually beneficial bits of information exchanging.
And whatever you do, do not destroy anything, unless you'd prefer to pay for it. It is also certainly suggested that one does not peddle false potions, lest they wish to be subjected to a series of experiments on behalf of the Alchemists' Guild.
As I brought up briefly before, Ul'dahns are terrifyingly terrific at weighing the appearance and personality of those that step before them, and through such sight decide how they are going to trade with and treat you.
As a result, it is surely set in your best interest to pretend one has purpose, and act accordingly. No nonsense, you are present to purchase and will not be besieged by bickering, and no merchant or peddler shall plod on in such ways as to unpleasantly waste your precious time. Keep a close eye on your gil, lest it is grabbed either by vagabonds and vagrants, or suspicious and seedy salesmen (and their improbable prices, at that). Check around, and should you set your sights on the same item for cheaper, alert your previous merchant, and see how low the both of them seem to be willing to stoop. And of course, never simply assume that a merchant is presenting your purse with the most friendly marking they can muster. Face them and stare sternly, and say you are quite aware that this isn't their best. Surely, with a little bit of leverage, they will likely lower it rather than lighten your wallet.
When dealing with the townsfolk, act educated and assured. Those they see to be stupid are also those they see can be scammed, or inversely, those that look likely to be enlightened are to be looked up to. And, of course, never be afraid to lend a helping hand. Ul'dahns very much like that, and if you do good work and your life tends to be lucky, you may even find fares and important purchases may ring-up a little less for you in the future. And of course, if all else fails, tell them something they haven't heard yet! The merchants enjoy mutually beneficial bits of information exchanging.
And whatever you do, do not destroy anything, unless you'd prefer to pay for it. It is also certainly suggested that one does not peddle false potions, lest they wish to be subjected to a series of experiments on behalf of the Alchemists' Guild.
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What to Do in Ul'dah
-- Shop at the Sapphire Avenue Exchange, or along Emerald Avenue or Ruby Road!
-- Take an airship to Gridania or Limsa Lominsa!
-- Fight or Gamble in the Coliseum!
-- Pay off debts from fighting or gambling in the Coliseum!
-- See how long you can spend before seeing you've been scammed!
-- Mildly miff the Miqo'te dancers by staring steadily and disturbingly at their midsections!
-- Enjoying the next-day feeling when you find you've overpaid for something!
-- Chase down a ruffian after realizing you've just been robbed!
-- Shop at the Sapphire Avenue Exchange, or along Emerald Avenue or Ruby Road!
-- Take an airship to Gridania or Limsa Lominsa!
-- Fight or Gamble in the Coliseum!
-- Pay off debts from fighting or gambling in the Coliseum!
-- See how long you can spend before seeing you've been scammed!
-- Mildly miff the Miqo'te dancers by staring steadily and disturbingly at their midsections!
-- Enjoying the next-day feeling when you find you've overpaid for something!
-- Chase down a ruffian after realizing you've just been robbed!
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Available Services Throughout the City
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The Steps of Nald
-- Aetheryte Plaza.
-- Arrzaneth Ossuary, and the Thaumaturges' Guild.
-- Chocobokeep.
-- Delivery Moogle.
-- The Hall of Flames.
--Company Chest.
-- Independent Importer (a seller of clothes for various races, and a small selection of tools and companions).
-- Linkshell Distributor.
-- The Platinum Mirage and Pugilists' Guild.
-- The Quicksand and the Adventurers' Guild.
-- Repairs.
-- Repair Merchant.
-- The Rudius (simple weaponry).
-- Sunsilk Tapestries (Upholsterer).
-- Aetheryte Plaza.
-- Arrzaneth Ossuary, and the Thaumaturges' Guild.
-- Chocobokeep.
-- Delivery Moogle.
-- The Hall of Flames.
--Company Chest.
-- Independent Importer (a seller of clothes for various races, and a small selection of tools and companions).
-- Linkshell Distributor.
-- The Platinum Mirage and Pugilists' Guild.
-- The Quicksand and the Adventurers' Guild.
-- Repairs.
-- Repair Merchant.
-- The Rudius (simple weaponry).
-- Sunsilk Tapestries (Upholsterer).
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The Steps of Thal
-- The Airship to Gridania or Limsa Lominsa.
-- The Alchemists' Guild.
-- The Coliseum and Gladiators' Guild.
-- Eshtaime's Aesthetics (jewler).
-- The Goldsmiths' Guild.
-- Milvaneth Sacrarium (currently closed, and outside of which stands a Calamity Salvager).
-- The Miners' Guild.
-- The Sapphire Avenue Exchange.
-- Company Chest.
-- Market Board.
-- Repair Merchant.
-- Summoning Bell.
-- Variety of supply merchants.
-- The Weavers' Guild.
-- The Airship to Gridania or Limsa Lominsa.
-- The Alchemists' Guild.
-- The Coliseum and Gladiators' Guild.
-- Eshtaime's Aesthetics (jewler).
-- The Goldsmiths' Guild.
-- Milvaneth Sacrarium (currently closed, and outside of which stands a Calamity Salvager).
-- The Miners' Guild.
-- The Sapphire Avenue Exchange.
-- Company Chest.
-- Market Board.
-- Repair Merchant.
-- Summoning Bell.
-- Variety of supply merchants.
-- The Weavers' Guild.
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Hypothetical Happenings You May Encounter in Ul'dah
I couldn't Deliver on my Debts, and now the Collectors are coming for me! -- Not to worry! Even though when this sort of situation arises it is surely almost entirely your fault, there are indeed ways around it. However, they are not necessarily easy. But then again, adventuring rarely is! The first thing you may want to try is...
A.) Fighting Your Way! -- This does not mean punching out the collector and his guardsmen, as something as silly as that will get you either a side-order of jail time, or run out of the city completely. No, by this I mean that for you more physical folk, fighting in the Coliseum yourself could be a great way to pay your debts, practice your swordplay, or simply pound a few faces. Depending on your level of skill, it could be a rather lucrative business, and you might even be able to convince your collector to sponsor you in the games. If they refuse, offer a demonstration of your ability. And even if you die, on the bright end, you'll never have to default on your debts again! If this sort of thing isn't your type of trouble, you may want to try...
B.) Getting A Job! -- Of which there are surely no shortages of in Ul'dah. As a city driven on the public and their profit, the more hands there are doing work, the more money there is to make, and those who turn down hired help are only hurting themselves. This is good news for you, my dignified indebted reader! Simply find a workforce you feel is fitting, and acquire the coin to set-aside your squabbles with the collectors. Unfortunately, if you're lazy, the only thing left to do is...
C.) Leave Town, and Never Ever Ever Come Back. -- Though of course you could if you wanted to. Just be aware that doing so with a debt on your head may make you subject to swift structured retaliation and permissible punishment upon your return.
My purse has just been pinched, and the robber is running away! -- Well chase him, silly! What are you looking at the Guide for? Books don't have legs!
I have lost sight of the stealer because I was looking at the book! -- Nothing to worry about, this is to be expected, as some thieves surely seem to be quite crafty. The first thing you'll take care to try is...
A.) Call the Authorities! -- The guardsmen are there for a reason, and considering that this is a marketplace, are not very tolerant of commercial interruptions. I'd bet you a gil or two that they are quite versed in various forms of illegal "exchanges," and would of course be instrumental in regards to recovering your resources. Should they prove to be blunt and bumbling, you could attempt to...
B.) Hire a Private Investigator! -- Which may or may not be hard to find. Being the popular place it is, Ul'dah is home to all sorts of upstanding and shady sorts, and though exactly which side they sit under definitely depends on them, a man of either area may or may not be a helpful hand in getting back your gil. Should they be just as dangerous as your deftly-handed purse detacher, the last thing to try would be to...
C.) Handle It Yourself. -- They say if you want something sorted squarely, you sort it yourself. And surely, this may be one of those things that you have to take care of on your lonesome. However you decide to handle it, it is recommended that you stay away from Murder, which is not an acceptable solution in any shape in the eyes of the law.
My Guide has been stolen! -- Then chances are, you're not reading this. If you are reading this entry in a companion's Guide, please refer to the short section above this one for what you will want to do. If you are a thief, might I take the time to talk to you in hopes that you will be interested in legally acquiring a copy of the Guide?
...No?
I see. Certainly understandable.
I ended up entirely intoxicated, and have done [long list of horrible happenings goes here]! -- Sometimes we find that the stout we sip is slightly stronger than what we would want, and an atrocious aftermath may come into play in the hours that follow. Hopefully what you really did isn't all that dire, but just in case, you may want to...
A.) Find Out What You Did! -- And correct them, if said circumstances are salvageable. This may range from stealing a sheep, to enraging a Roegadyn, but can generally be fit into two categories: the mildly humorous, and the wholly harmful. If these things turn out to be way out and over your head, you could always...
B.) Find a Friend to Help! -- Either through telling some fibs, or providing extra manpower, a fine friend should be capable of either taking you through your problems, or completely covering them altogether. Note, however, that this friend should be someone you would trust with your life, considering that these troubles may result with you trusting said friend with your life. And of course, everything fails, you could always...
C.) Run. -- Very far, and very fast.
A night of dancing went too far, and now I'm marrying a Miqo'te (or another race)! -- Didn't you know that becoming an adventurer would make you popular with your chosen attraction? You should have thought that through! Though, at any rate, the first thing you should try is...
A.) Letting Them Down Gently. -- You're an adventurer! You have places to go, people to please, things to try! They'll understand, or if you're less lucky, they'll simply storm out in anger and leave you to do whatever you want to. If they're consistently clingy, and consider coming with you, you should try...
B.) Showing Them How Disgusting You Are. -- Belch in their bosom, fart in their faces, refuse to bathe, adopt a rude attitude, or generally treat those around you poorly. Surely, in a short stretch of time, they won't be able to stand you for an instant! They'll stomp away in shame, and you'll be free to fly again. Or, if outside appearances or temporary attitudes don't factor into their opinions at all, you should consider...
C.) Just Getting Married. -- Because honestly, if they can take all that, they're probably a keeper. Congratulations, and say hello to the lucky man or lady on my behalf.
I couldn't Deliver on my Debts, and now the Collectors are coming for me! -- Not to worry! Even though when this sort of situation arises it is surely almost entirely your fault, there are indeed ways around it. However, they are not necessarily easy. But then again, adventuring rarely is! The first thing you may want to try is...
A.) Fighting Your Way! -- This does not mean punching out the collector and his guardsmen, as something as silly as that will get you either a side-order of jail time, or run out of the city completely. No, by this I mean that for you more physical folk, fighting in the Coliseum yourself could be a great way to pay your debts, practice your swordplay, or simply pound a few faces. Depending on your level of skill, it could be a rather lucrative business, and you might even be able to convince your collector to sponsor you in the games. If they refuse, offer a demonstration of your ability. And even if you die, on the bright end, you'll never have to default on your debts again! If this sort of thing isn't your type of trouble, you may want to try...
B.) Getting A Job! -- Of which there are surely no shortages of in Ul'dah. As a city driven on the public and their profit, the more hands there are doing work, the more money there is to make, and those who turn down hired help are only hurting themselves. This is good news for you, my dignified indebted reader! Simply find a workforce you feel is fitting, and acquire the coin to set-aside your squabbles with the collectors. Unfortunately, if you're lazy, the only thing left to do is...
C.) Leave Town, and Never Ever Ever Come Back. -- Though of course you could if you wanted to. Just be aware that doing so with a debt on your head may make you subject to swift structured retaliation and permissible punishment upon your return.
My purse has just been pinched, and the robber is running away! -- Well chase him, silly! What are you looking at the Guide for? Books don't have legs!
I have lost sight of the stealer because I was looking at the book! -- Nothing to worry about, this is to be expected, as some thieves surely seem to be quite crafty. The first thing you'll take care to try is...
A.) Call the Authorities! -- The guardsmen are there for a reason, and considering that this is a marketplace, are not very tolerant of commercial interruptions. I'd bet you a gil or two that they are quite versed in various forms of illegal "exchanges," and would of course be instrumental in regards to recovering your resources. Should they prove to be blunt and bumbling, you could attempt to...
B.) Hire a Private Investigator! -- Which may or may not be hard to find. Being the popular place it is, Ul'dah is home to all sorts of upstanding and shady sorts, and though exactly which side they sit under definitely depends on them, a man of either area may or may not be a helpful hand in getting back your gil. Should they be just as dangerous as your deftly-handed purse detacher, the last thing to try would be to...
C.) Handle It Yourself. -- They say if you want something sorted squarely, you sort it yourself. And surely, this may be one of those things that you have to take care of on your lonesome. However you decide to handle it, it is recommended that you stay away from Murder, which is not an acceptable solution in any shape in the eyes of the law.
My Guide has been stolen! -- Then chances are, you're not reading this. If you are reading this entry in a companion's Guide, please refer to the short section above this one for what you will want to do. If you are a thief, might I take the time to talk to you in hopes that you will be interested in legally acquiring a copy of the Guide?
...No?
I see. Certainly understandable.
I ended up entirely intoxicated, and have done [long list of horrible happenings goes here]! -- Sometimes we find that the stout we sip is slightly stronger than what we would want, and an atrocious aftermath may come into play in the hours that follow. Hopefully what you really did isn't all that dire, but just in case, you may want to...
A.) Find Out What You Did! -- And correct them, if said circumstances are salvageable. This may range from stealing a sheep, to enraging a Roegadyn, but can generally be fit into two categories: the mildly humorous, and the wholly harmful. If these things turn out to be way out and over your head, you could always...
B.) Find a Friend to Help! -- Either through telling some fibs, or providing extra manpower, a fine friend should be capable of either taking you through your problems, or completely covering them altogether. Note, however, that this friend should be someone you would trust with your life, considering that these troubles may result with you trusting said friend with your life. And of course, everything fails, you could always...
C.) Run. -- Very far, and very fast.
A night of dancing went too far, and now I'm marrying a Miqo'te (or another race)! -- Didn't you know that becoming an adventurer would make you popular with your chosen attraction? You should have thought that through! Though, at any rate, the first thing you should try is...
A.) Letting Them Down Gently. -- You're an adventurer! You have places to go, people to please, things to try! They'll understand, or if you're less lucky, they'll simply storm out in anger and leave you to do whatever you want to. If they're consistently clingy, and consider coming with you, you should try...
B.) Showing Them How Disgusting You Are. -- Belch in their bosom, fart in their faces, refuse to bathe, adopt a rude attitude, or generally treat those around you poorly. Surely, in a short stretch of time, they won't be able to stand you for an instant! They'll stomp away in shame, and you'll be free to fly again. Or, if outside appearances or temporary attitudes don't factor into their opinions at all, you should consider...
C.) Just Getting Married. -- Because honestly, if they can take all that, they're probably a keeper. Congratulations, and say hello to the lucky man or lady on my behalf.
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On Central and Western Thanalan, the Outskirts of Ul'dah
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On Central Thanalan
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Overview
Adjacent Areas: Northern Thanalan, Southern Thanalan, Eastern Thanalan, Western Thanalan, Ul'dah.
Central and Western Thanalan are the sections of the region that border the city-state of Ul'dah, and as a result, are the subjects of many magnificent developments and private and public projects taken up by the city and its inhabitants. Various towns and small settlements dot the region, which as a whole is mostly desert plateaus, as well as large trees and shrubberies. The temperature is by no means constant, with hot, harrowing days, and cold uncaring nights alternating in a terrible tandem, which can be a point of great stress on the mind as well as the body, especially for the weak and the feeble. Water is, of course, also a rarity in the parched plains of Thanalan, and the small plantations around certain areas require a great amount of care and cultivation in order to supply so much as a single crate of crops, which proves to be an extremely exorbitant expense. As a result, obtaining food fresh from the fields is usually a privilege unavailable for the poor.
Both lands are filled with fauna and monsters of various kinds, and although experienced adventurers would not have much trouble felling the rather rudimentary beasts and baddies that these heated hills have to offer, they may be of a certain concern or considerable danger to those who are only just getting their footing in the wider world.
The Royal Allagan Starway, seemingly the central road of the region, winds its way from the great Gate of Nald north to Black Brush Station, then east into the Clutch towards Eastern Thanalan. Its southern portion is also lined with lamps for light at night.
Rain, though rare, does indeed occur, as do dust-storms, which dirty the air and obscure one's vision.
Adjacent Areas: Northern Thanalan, Southern Thanalan, Eastern Thanalan, Western Thanalan, Ul'dah.
Central and Western Thanalan are the sections of the region that border the city-state of Ul'dah, and as a result, are the subjects of many magnificent developments and private and public projects taken up by the city and its inhabitants. Various towns and small settlements dot the region, which as a whole is mostly desert plateaus, as well as large trees and shrubberies. The temperature is by no means constant, with hot, harrowing days, and cold uncaring nights alternating in a terrible tandem, which can be a point of great stress on the mind as well as the body, especially for the weak and the feeble. Water is, of course, also a rarity in the parched plains of Thanalan, and the small plantations around certain areas require a great amount of care and cultivation in order to supply so much as a single crate of crops, which proves to be an extremely exorbitant expense. As a result, obtaining food fresh from the fields is usually a privilege unavailable for the poor.
Both lands are filled with fauna and monsters of various kinds, and although experienced adventurers would not have much trouble felling the rather rudimentary beasts and baddies that these heated hills have to offer, they may be of a certain concern or considerable danger to those who are only just getting their footing in the wider world.
The Royal Allagan Starway, seemingly the central road of the region, winds its way from the great Gate of Nald north to Black Brush Station, then east into the Clutch towards Eastern Thanalan. Its southern portion is also lined with lamps for light at night.
Rain, though rare, does indeed occur, as do dust-storms, which dirty the air and obscure one's vision.
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Central Thanalan: Spineless Basin
Upon exiting through the Gate of Nald or the Gate of Thal, one will find themselves in Spineless Basin, which forms the majority of the southern side of Central Thanalan. All the way to the south is Sagolii Gate, which leads to Southern Thanalan. A closed gate that leads to an unspecified region stands slightly further south nearby. The important landmark known as the Sultantree is a short distance north of Sagolii Gate and directly across from the Gate of Thal. Towards the North of the basin, one sends themselves stumbling upon several more landmarks, such as the Ul'dah Dispatch Yard, which forms the main offloading area for goods travelling along the rail-line that snakes through the region. The rail-line carries various items, but is mainly noted for the metals and ore that it carries for the Amajina & Sons Mineral Concern from the nearby Nanawa Mines. A few steps or so from the Dispatch are the Royal Plantations, a strikingly small set of simple plots for planting. Originally, the Sultana set-aside this space for the sake of growing goods to give to Ul'dah's poor, but these goods are mainly given to the wealthy, who have the fortune and funding one would require in order to properly purchase plants produced at the plantation. Also of note is the small camp of Fesca's Wash, which is not only notable for being a camp for advantageous adventurers, but also as the site of the twice-weekly Grindstone Tournaments, which aim to test the mettle and metal of various feisty fighters against their kind. Bordering the Clutch is a long cavernous channel, which runs from Fesca's Wash up to the river near Black Brush Station.
A small assortment of several beasts can be found plotting about throughout the Basin. Perhaps the most popular pests are the Star Marmots and Snapping Shrews, along with a breed of Hornets that many whom have not seen such insects would carelessly consider to be of questionable size. Towards the north, the small slip of water known as Soot Creek hosts the home of the delicious Orobon freshwater fish, while the Giant Tortoise roams about in some level of abundance. A frequent pest of fields and farmlands is the Snipping Shrew (not to be confused with the Snapping Shrew), which spends its time digging and disrupting fields of planted food, as well as eating earthworms deposited in the dirt by farmers for the sake of enriching the soil.
Upon exiting through the Gate of Nald or the Gate of Thal, one will find themselves in Spineless Basin, which forms the majority of the southern side of Central Thanalan. All the way to the south is Sagolii Gate, which leads to Southern Thanalan. A closed gate that leads to an unspecified region stands slightly further south nearby. The important landmark known as the Sultantree is a short distance north of Sagolii Gate and directly across from the Gate of Thal. Towards the North of the basin, one sends themselves stumbling upon several more landmarks, such as the Ul'dah Dispatch Yard, which forms the main offloading area for goods travelling along the rail-line that snakes through the region. The rail-line carries various items, but is mainly noted for the metals and ore that it carries for the Amajina & Sons Mineral Concern from the nearby Nanawa Mines. A few steps or so from the Dispatch are the Royal Plantations, a strikingly small set of simple plots for planting. Originally, the Sultana set-aside this space for the sake of growing goods to give to Ul'dah's poor, but these goods are mainly given to the wealthy, who have the fortune and funding one would require in order to properly purchase plants produced at the plantation. Also of note is the small camp of Fesca's Wash, which is not only notable for being a camp for advantageous adventurers, but also as the site of the twice-weekly Grindstone Tournaments, which aim to test the mettle and metal of various feisty fighters against their kind. Bordering the Clutch is a long cavernous channel, which runs from Fesca's Wash up to the river near Black Brush Station.
A small assortment of several beasts can be found plotting about throughout the Basin. Perhaps the most popular pests are the Star Marmots and Snapping Shrews, along with a breed of Hornets that many whom have not seen such insects would carelessly consider to be of questionable size. Towards the north, the small slip of water known as Soot Creek hosts the home of the delicious Orobon freshwater fish, while the Giant Tortoise roams about in some level of abundance. A frequent pest of fields and farmlands is the Snipping Shrew (not to be confused with the Snapping Shrew), which spends its time digging and disrupting fields of planted food, as well as eating earthworms deposited in the dirt by farmers for the sake of enriching the soil.
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Central Thanalan: Black Brush
Further north across the bridge is Black Brush, the main hub of which is Black Brush Station, a refinery for mined minerals making their way along the rail-line to Ul'dah. The Southwestern way through Black Brush delivers one directly to the way towards Western Thanalan, while heading further Northward reveals the Nanawa Mines and the way to Northern Thanalan, the shanty-town of Lost Hope, which centers around a cave, and the Bonfire, a group of Materia researchers overseen by Master Mutamix. As an important side-note, it is strongly suggested that one not venture into the Nanawa Mines, as there have been recent reports of illness inducing gasses issuing forth from the mine. Also towards the top-side of Central Thanalan are the Hellsbrood Holes, the homes of hordes of Antlings, as well as the curiously cavernous one, Cutter's Cry. Between Spineless Basin and Black Brush is a tightly-spaced tavern known as the Coffer and Coffin, which despite being curiously compact is quite the popular point for weary workers in the area. The Coffer and Coffin and other entities in the area are sometimes besieged by the Qiqirn, who reside in the Rat's Nest to the West. Near the gate to Western Thanalan, on the southernmost side, one may stumble upon the Sil'din Excavation Site, which, sadly, is simply swimming with Spriggans. Balisks of considerable size and strength have also been known to lurk here.
Most monsters out this way are passive and uncaring, though there are several exceptions; Antling Sentries that stand guard by the Hellsbrood Holes are one, as is the rather nasty Nest Commander in the same space. Clouds of Syrphid insects, the Giant Tortoise, Hammer Beaks, and the ever-expansionist Antling Workers make the majority of what one will find here. The eel-like Eft can be found in uncountable coalitions throughout the Clutch-channel and the river that continues from it, and are known to occasionally appear floating by Fesca's Wash, where they can be an annoying nuisance for finicky fishermen. Coblyns may infest caves and mines, including the ore reserves in the railway track tunnel. Of important note as well are quiet camps of Amalj'aa, whom seem content with perching atop plateaus in north Black Brush to observe the station.
Further north across the bridge is Black Brush, the main hub of which is Black Brush Station, a refinery for mined minerals making their way along the rail-line to Ul'dah. The Southwestern way through Black Brush delivers one directly to the way towards Western Thanalan, while heading further Northward reveals the Nanawa Mines and the way to Northern Thanalan, the shanty-town of Lost Hope, which centers around a cave, and the Bonfire, a group of Materia researchers overseen by Master Mutamix. As an important side-note, it is strongly suggested that one not venture into the Nanawa Mines, as there have been recent reports of illness inducing gasses issuing forth from the mine. Also towards the top-side of Central Thanalan are the Hellsbrood Holes, the homes of hordes of Antlings, as well as the curiously cavernous one, Cutter's Cry. Between Spineless Basin and Black Brush is a tightly-spaced tavern known as the Coffer and Coffin, which despite being curiously compact is quite the popular point for weary workers in the area. The Coffer and Coffin and other entities in the area are sometimes besieged by the Qiqirn, who reside in the Rat's Nest to the West. Near the gate to Western Thanalan, on the southernmost side, one may stumble upon the Sil'din Excavation Site, which, sadly, is simply swimming with Spriggans. Balisks of considerable size and strength have also been known to lurk here.
Most monsters out this way are passive and uncaring, though there are several exceptions; Antling Sentries that stand guard by the Hellsbrood Holes are one, as is the rather nasty Nest Commander in the same space. Clouds of Syrphid insects, the Giant Tortoise, Hammer Beaks, and the ever-expansionist Antling Workers make the majority of what one will find here. The eel-like Eft can be found in uncountable coalitions throughout the Clutch-channel and the river that continues from it, and are known to occasionally appear floating by Fesca's Wash, where they can be an annoying nuisance for finicky fishermen. Coblyns may infest caves and mines, including the ore reserves in the railway track tunnel. Of important note as well are quiet camps of Amalj'aa, whom seem content with perching atop plateaus in north Black Brush to observe the station.
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Central Thanalan: The Clutch
The Clutch is a smaller section of Central Thanalan, consisting of not much more than a large, upright section of stone referred to as the Unholy Heir (which, surprisingly, seems to be hollow) and the puddle-like pond below, a large reservoir of water to the east, and a place known as the Quiveron Manse, which is not only holding hateful and hostile personnel in its protection, but is also not much of a manse at all. If all this were not enough, the region is also crawling with Antling Soldiers that have no respect for invading adventurers, and are able and willing to attack on sight. However, it does hold the highway to Eastern Thanalan, though sadly, the passage is unguarded, and the gate is nonexistent.
In addition to the ants, there are several squads of Cochineal Cacutars (which are much more durable than their Western Thanalan relatives) atop the manse hill, and selections of roaming Sun Bats throughout the Clutch. In the cool pools beneath the Unholy Heir are hostile Toxic Toads, which are occasionally overseen by a much more violent alpha. They are accompanied by a breed of Orobon fish that are slightly more feisty than what one finds by Fesca's Wash. Jackals and Carrion Crows also roam the area looking for leftovers, but are rare sights indeed.
The Clutch is a smaller section of Central Thanalan, consisting of not much more than a large, upright section of stone referred to as the Unholy Heir (which, surprisingly, seems to be hollow) and the puddle-like pond below, a large reservoir of water to the east, and a place known as the Quiveron Manse, which is not only holding hateful and hostile personnel in its protection, but is also not much of a manse at all. If all this were not enough, the region is also crawling with Antling Soldiers that have no respect for invading adventurers, and are able and willing to attack on sight. However, it does hold the highway to Eastern Thanalan, though sadly, the passage is unguarded, and the gate is nonexistent.
In addition to the ants, there are several squads of Cochineal Cacutars (which are much more durable than their Western Thanalan relatives) atop the manse hill, and selections of roaming Sun Bats throughout the Clutch. In the cool pools beneath the Unholy Heir are hostile Toxic Toads, which are occasionally overseen by a much more violent alpha. They are accompanied by a breed of Orobon fish that are slightly more feisty than what one finds by Fesca's Wash. Jackals and Carrion Crows also roam the area looking for leftovers, but are rare sights indeed.
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A Summary of Monsters and Madmen, as Organized by Region
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Spineless Basin
Passive:
Huge Hornets: They are, for better or worse, simply exactly what they sound like. Hornets of striking size, they tend to attack through slashes sent forth by their sword-like stingers, which retract when they do not attack.
Snapping Shrews: Known for their large eyes and laughably bulbous noses, Snapping Shrews spend their time sniffing the soil for snacks. Their hides are rather hard, and are used to make tough leather for wearable wraps such as sparring gloves. They attack by via rolling leaps and lunges towards their targets.
Star Marmots: Of little or no consequence to most, Star Marmots are only of minor malevolence in the minds of most due to the fact that they breed quickly, and therefore tend to overrun the area. They are hardy creatures, and thrive in all sorts of climates and conditions. They are also occasionally preferred as pets. Rodents of rather large size, they are easily recognizable by their ringed tails and large ears. They attack in upward flips towards their target.
Aggressive:
Snipping Shrews: Slightly smarter than their snapping siblings, the Snipping Shrew sifts through farms and fields for their food, creating large mounds in the ground where they dig for their dinner. They can be easily driven away by disturbing their hills, and fight in a similar manner to the Snapping Shrew.
Passive:
Huge Hornets: They are, for better or worse, simply exactly what they sound like. Hornets of striking size, they tend to attack through slashes sent forth by their sword-like stingers, which retract when they do not attack.
Snapping Shrews: Known for their large eyes and laughably bulbous noses, Snapping Shrews spend their time sniffing the soil for snacks. Their hides are rather hard, and are used to make tough leather for wearable wraps such as sparring gloves. They attack by via rolling leaps and lunges towards their targets.
Star Marmots: Of little or no consequence to most, Star Marmots are only of minor malevolence in the minds of most due to the fact that they breed quickly, and therefore tend to overrun the area. They are hardy creatures, and thrive in all sorts of climates and conditions. They are also occasionally preferred as pets. Rodents of rather large size, they are easily recognizable by their ringed tails and large ears. They attack in upward flips towards their target.
Aggressive:
Snipping Shrews: Slightly smarter than their snapping siblings, the Snipping Shrew sifts through farms and fields for their food, creating large mounds in the ground where they dig for their dinner. They can be easily driven away by disturbing their hills, and fight in a similar manner to the Snapping Shrew.
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Black Brush
Passive:
Antling Workers: Large, spiked insectoids, these antlings are nothing more than dreary drones, and will doubtfully attempt to dispatch passers-by unless they start an attempt themselves. They can spit a somewhat-harmful hack of acid from their mouths, but attack primarily with their legs, and sparingly with their pincers.
Eft: Awkward eel-like creatures with beady eyes and large mouths, Eft are present in the river leading away from Fesca's Wash, where they sometimes end up. They are extremely undesirable in the eyes of fishermen. They attack with the teeth in their titanic mouths, and sometimes spray their assailants with stagnant liquids and material to interrupt their attacks.
Hammer Beaks: Large, purple lizard-like stalkers with red feathers, Hammer Beaks are not only known for their large, hard, and tooth-like hornbeaks, but also for their ribs, which can be used to help refine ore. The loud hammering noises of their bony beaks can be considered annoying, seeing as it is indeed rather loud, and can cause those nearby to lose lots of sleep. They flare out the fins on their necks when threatened in order to increase their intimidation, and slash downwards with their beaks to attack. They are also surprisingly capable at stunning attackers, and can also secrete a reasonably weak poison, which attaches to their breath.
Spriggan Graverobbers: Strange black creatures with what seems to be a slight measurement of intelligence (seeing as they are capable of wrapping their ears, and fashioning short slings for carrying ore), Spriggans are found solely within the Sil'dih Excavation Site, though they sometimes venture outwards and litter the rail lines with the leftovers of their lunch. A rather large Spriggan known as Spitfire sometimes descends from Coerthas in the Site, and does little more than disrupt the mining business and cause a ruckus. Spriggans as a whole are highly energetic, and seem to constantly consume quantities of ore. They mainly attack by bashing blocks of rock upon their opponents with a leap, and are also capable of unleashing a furious flurry of punches with their tiny fists. They also move quite quickly under duress.
Syrphid Clouds: Syrphids are strikingly similar to bees, and seem fond of forming buzzing bunches and traveling together. They attempt to overwhelm their attackers by swarming and stinging them as a loosely-structured unit.
Aggressive:
Antling Sentries: Much more rowdy than the workers, Antling Sentries attack in much the same way as the workers, but with more power and precision. Other than that, they are technically much the same, and should be treated as such.
Amalj'aa Impalers, and Amalj'aa Strikers: Intelligent, warlike beastmen with leathery hides, long tails, and interesting head appendages, the Amalj'aa in Black Brush are scouts sent to observe the Black Brush Station. Although they do not seem to have raided just yet, they are staunch holders of their station, and are probably plotting something, and attack caravans on occasion. The impalers attack mainly by thrusting their pikes, and are currently capable of minor magic, namely enchanting their blades with fiery auras. The Strikers are slightly different, wielding molded metal braces that power their forceful punches. They hit hard, and can reel back their arms for really ravaging knocks.
Qiqirn Shellsweepers: A band of beastmen that reside in the Rat's Nest, the Qiqirn thrive on thievery in order to stay in proper shape in life. In a similar way to how one would refer to a flock of crows as a Murder, or a group of fish as a School, a gang of Qiqirn are referred to as a Mischief. Although they were once merchants, they have since been banished with the rest of the beastmen from Ul'dah, and now depend on day to day distractions and robberies in order to stay alive. Strangely, they have a distinct taste for fine wine, as well as a love for gemstones. They attack mainly with feeble-looking swipes from their claws, and are capable of fazing their opponents.
Passive:
Antling Workers: Large, spiked insectoids, these antlings are nothing more than dreary drones, and will doubtfully attempt to dispatch passers-by unless they start an attempt themselves. They can spit a somewhat-harmful hack of acid from their mouths, but attack primarily with their legs, and sparingly with their pincers.
Eft: Awkward eel-like creatures with beady eyes and large mouths, Eft are present in the river leading away from Fesca's Wash, where they sometimes end up. They are extremely undesirable in the eyes of fishermen. They attack with the teeth in their titanic mouths, and sometimes spray their assailants with stagnant liquids and material to interrupt their attacks.
Hammer Beaks: Large, purple lizard-like stalkers with red feathers, Hammer Beaks are not only known for their large, hard, and tooth-like hornbeaks, but also for their ribs, which can be used to help refine ore. The loud hammering noises of their bony beaks can be considered annoying, seeing as it is indeed rather loud, and can cause those nearby to lose lots of sleep. They flare out the fins on their necks when threatened in order to increase their intimidation, and slash downwards with their beaks to attack. They are also surprisingly capable at stunning attackers, and can also secrete a reasonably weak poison, which attaches to their breath.
Spriggan Graverobbers: Strange black creatures with what seems to be a slight measurement of intelligence (seeing as they are capable of wrapping their ears, and fashioning short slings for carrying ore), Spriggans are found solely within the Sil'dih Excavation Site, though they sometimes venture outwards and litter the rail lines with the leftovers of their lunch. A rather large Spriggan known as Spitfire sometimes descends from Coerthas in the Site, and does little more than disrupt the mining business and cause a ruckus. Spriggans as a whole are highly energetic, and seem to constantly consume quantities of ore. They mainly attack by bashing blocks of rock upon their opponents with a leap, and are also capable of unleashing a furious flurry of punches with their tiny fists. They also move quite quickly under duress.
Syrphid Clouds: Syrphids are strikingly similar to bees, and seem fond of forming buzzing bunches and traveling together. They attempt to overwhelm their attackers by swarming and stinging them as a loosely-structured unit.
Aggressive:
Antling Sentries: Much more rowdy than the workers, Antling Sentries attack in much the same way as the workers, but with more power and precision. Other than that, they are technically much the same, and should be treated as such.
Amalj'aa Impalers, and Amalj'aa Strikers: Intelligent, warlike beastmen with leathery hides, long tails, and interesting head appendages, the Amalj'aa in Black Brush are scouts sent to observe the Black Brush Station. Although they do not seem to have raided just yet, they are staunch holders of their station, and are probably plotting something, and attack caravans on occasion. The impalers attack mainly by thrusting their pikes, and are currently capable of minor magic, namely enchanting their blades with fiery auras. The Strikers are slightly different, wielding molded metal braces that power their forceful punches. They hit hard, and can reel back their arms for really ravaging knocks.
Qiqirn Shellsweepers: A band of beastmen that reside in the Rat's Nest, the Qiqirn thrive on thievery in order to stay in proper shape in life. In a similar way to how one would refer to a flock of crows as a Murder, or a group of fish as a School, a gang of Qiqirn are referred to as a Mischief. Although they were once merchants, they have since been banished with the rest of the beastmen from Ul'dah, and now depend on day to day distractions and robberies in order to stay alive. Strangely, they have a distinct taste for fine wine, as well as a love for gemstones. They attack mainly with feeble-looking swipes from their claws, and are capable of fazing their opponents.
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The Clutch
Passive:
Cochineal Cactuars: Ingenious yet ineffective imitators, these Cactuars are somewhat stronger versions of their western Cactuar cousins. Although they may fool an untrained eye, an experienced adventurer can tell them from the real deal due to their shinier and greener skin, distinct double-rooted form, and most importantly, lack of noticeable needles. They attack with spinning, airborne punches, much like a flying flamboyant boxer.
Sun Bats: Weak airborne mammals, Sun Bats are vampiric vagabonds, capable of draining the blood of a combatant in order to help their own health. They dive at prey and opponents from above, and have eyes that glow in the dark.
Aggressive:
Antling Soldiers: These creatures combat their assailants in the same way as their smaller counterparts. However, their acid is also much more potent, perhaps surprisingly so, and an intelligent adventurer might find its applications useful, and as such, will pot it. Present in Black Brush, and the Clutch.
Quiveron Guards and Attendants: Comprised in their totality by Lalafell, the Quiverons appear to be guarding something, or someone, in a small square shack dressed to look like some sort of fort. It is said their leaders have daftly decided they are the heirs of a deceased member of the Syndicate, namely Eolande Quiveron. The attendants are keen, with the eyes of hawks, and rain a battery of arrows with their bows. The guards, meanwhile, have bladed fist-guards, and move quickly when intruders have been identified..
Toxic Toads: Large, round, and unruly, Toxic Toads supposedly kill by lying upon their pray until they asphyxiate. Despite their deadliness, the slimy secretions from a Toxic Toad Liver, in addition to keeping them cool and safe from stalking predators, may be beneficial in treating certain terrible ailments. Additionally, the meat of their legs is surprisingly non-toxic, and those that have shown to be silly enough to try some have curiously remarked that it tastes like Chocobo. They have laughably long tongues, which they use to stick and pull prey towards them. Although their legs are lanky, they are capable of using them to perform large, labored leaps to crush their enemies.
Passive:
Cochineal Cactuars: Ingenious yet ineffective imitators, these Cactuars are somewhat stronger versions of their western Cactuar cousins. Although they may fool an untrained eye, an experienced adventurer can tell them from the real deal due to their shinier and greener skin, distinct double-rooted form, and most importantly, lack of noticeable needles. They attack with spinning, airborne punches, much like a flying flamboyant boxer.
Sun Bats: Weak airborne mammals, Sun Bats are vampiric vagabonds, capable of draining the blood of a combatant in order to help their own health. They dive at prey and opponents from above, and have eyes that glow in the dark.
Aggressive:
Antling Soldiers: These creatures combat their assailants in the same way as their smaller counterparts. However, their acid is also much more potent, perhaps surprisingly so, and an intelligent adventurer might find its applications useful, and as such, will pot it. Present in Black Brush, and the Clutch.
Quiveron Guards and Attendants: Comprised in their totality by Lalafell, the Quiverons appear to be guarding something, or someone, in a small square shack dressed to look like some sort of fort. It is said their leaders have daftly decided they are the heirs of a deceased member of the Syndicate, namely Eolande Quiveron. The attendants are keen, with the eyes of hawks, and rain a battery of arrows with their bows. The guards, meanwhile, have bladed fist-guards, and move quickly when intruders have been identified..
Toxic Toads: Large, round, and unruly, Toxic Toads supposedly kill by lying upon their pray until they asphyxiate. Despite their deadliness, the slimy secretions from a Toxic Toad Liver, in addition to keeping them cool and safe from stalking predators, may be beneficial in treating certain terrible ailments. Additionally, the meat of their legs is surprisingly non-toxic, and those that have shown to be silly enough to try some have curiously remarked that it tastes like Chocobo. They have laughably long tongues, which they use to stick and pull prey towards them. Although their legs are lanky, they are capable of using them to perform large, labored leaps to crush their enemies.
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Multiple, or Throughout
Passive:
Giant Tortoise: These roam all alone in the fields from the Spinless Basin to Black Brush. They are heavy and heaving, and move slowly without deviating much from their chosen space. Inexperienced adventurers, though they may make sport of the surrounding beasts, would do well without attempting to best one of these until they have a bit more heft in their hands, as well as a few more techniques and tricks. They attack solely (and slowly) by snapping their jaws forward.
Orobon: A succulent and delicious fish that can be caught in unexpected abundance at the pools near Fesca's Wash. Seeing as Thanalan is a desert, they, along with other fish, can fetch a pretty price among cooks and merchants. A slightly more durable offshoot of Orobon can also be found in the pools beneath the Unholy Heir in the Clutch. They sport short and stubby fins, and seemingly no eyes, which implies that they sense their surroundings using the two large stalks atop their heads. They have wide, gaping mouths filled with two top-rows of gnashing teeth, along with one-bottom row, which serve as the bringers of their biting attacks.
Aggressive:
None.
Passive:
Giant Tortoise: These roam all alone in the fields from the Spinless Basin to Black Brush. They are heavy and heaving, and move slowly without deviating much from their chosen space. Inexperienced adventurers, though they may make sport of the surrounding beasts, would do well without attempting to best one of these until they have a bit more heft in their hands, as well as a few more techniques and tricks. They attack solely (and slowly) by snapping their jaws forward.
Orobon: A succulent and delicious fish that can be caught in unexpected abundance at the pools near Fesca's Wash. Seeing as Thanalan is a desert, they, along with other fish, can fetch a pretty price among cooks and merchants. A slightly more durable offshoot of Orobon can also be found in the pools beneath the Unholy Heir in the Clutch. They sport short and stubby fins, and seemingly no eyes, which implies that they sense their surroundings using the two large stalks atop their heads. They have wide, gaping mouths filled with two top-rows of gnashing teeth, along with one-bottom row, which serve as the bringers of their biting attacks.
Aggressive:
None.
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Things to Do in Central Thanalan
-- See how long you can stand the secretions of a Toxic Toad!
-- Drive off the large leader of the ponds beneath the Unholy Heir!
-- Attempt to best the Nanawa Miners in their favorite drinking games!
-- Assist Lost Hope in gathering cactus leaves.
-- Delve into the mysteries of materia at the Bonfire!
-- Venture at your own personal peril into Cutter's Cry! You may want to bring backup.
-- Eat and drink at the Coffer and Coffin!
-- Protect the Coffer and Coffin from unruly Qiqirn!
-- Visit and pray upon the Sultantree!
-- Fish for Orobon!
-- Bathe in the geysers and waterfalls at Fesca's Wash!
-- Fight on Thursday and Saturday evenings at the Grindstone Tournament in Fesca's Wash!
-- Raid the Rat's Nest and recover stolen goods!
-- Rid the Excavation Site of a monstrous Basilisk! Only the most experienced adventurers should consider attempting this. Those just getting started may find an easier fight in a part-time resident of the site, an overgrown Spriggan.
-- See how long you can stand the secretions of a Toxic Toad!
-- Drive off the large leader of the ponds beneath the Unholy Heir!
-- Attempt to best the Nanawa Miners in their favorite drinking games!
-- Assist Lost Hope in gathering cactus leaves.
-- Delve into the mysteries of materia at the Bonfire!
-- Venture at your own personal peril into Cutter's Cry! You may want to bring backup.
-- Eat and drink at the Coffer and Coffin!
-- Protect the Coffer and Coffin from unruly Qiqirn!
-- Visit and pray upon the Sultantree!
-- Fish for Orobon!
-- Bathe in the geysers and waterfalls at Fesca's Wash!
-- Fight on Thursday and Saturday evenings at the Grindstone Tournament in Fesca's Wash!
-- Raid the Rat's Nest and recover stolen goods!
-- Rid the Excavation Site of a monstrous Basilisk! Only the most experienced adventurers should consider attempting this. Those just getting started may find an easier fight in a part-time resident of the site, an overgrown Spriggan.
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Available Services Throughout the Region
Aetherite
--Black Brush Station
Armorer
--Black Brush Station
Chocobokeep
--Black Brush Station
Delivery Moogle
--Black Brush Station
Food and Drink
--The Coffer & Coffin
Merchant and Mender
--Black Brush Station
Aetherite
--Black Brush Station
Armorer
--Black Brush Station
Chocobokeep
--Black Brush Station
Delivery Moogle
--Black Brush Station
Food and Drink
--The Coffer & Coffin
Merchant and Mender
--Black Brush Station
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Hypothetical Happenings You may Stumble Into in Central Thanalan
A Toxic Toad is on top of me! Help! -- Don't panic, and control your breathing! The last thing you'll want is getting its slime and secretions all over your mouth! As you can see, they're quite bulbous and fleshy, so if you'd say you have the satisfactory strength, I would suggest...
A.) Poking or Puncturing the Underbelly! -- It's a toad, and although it is heavy, its stomach is not armored. Take the sharpest blade you've brought and see if you can give it a good thrashing. If it leisurely lies there through your lacerations, or if your arms happen to be anchored to the ground by the underbelly, try attempting to...
B.) Light It On Fire! -- The Toads appreciate cool climates, so they hide in the ponds and the shade away from the sun. Light a fire under its lunch, and surely they'll do their damndest to scramble out of sight of the fire and flame. If, while attempting this, you manage to set yourself on fire, or fail to light a lick of anything at all, you should...
C.) Reflect on How Good Life has Been to You Until This Point. -- Which, arguably, may not be very good at all considering your current situation, but it helps to stay as positive as one can while undergoing asphyxiation or nearly-instant immolation.
A Mischief of Qiqirn are making off with my materials! -- They're quick and crafty as a group, but thankfully, they seem to horde all of their collected curios and contraband in one central camp called the Rat's Nest, so it's best to let them get away with it if you're on your own, so that they'll drop their guard. Afterwards, you should...
A.) Sneak Into their Camp and Take Your Stuff Back! -- Which is not all as simple as it seems, even though they may not be the smartest beasts that sneak around the sands. They tend to keep their stash slightly scattered, so one may have to fell a few of the ratmen and thoroughly search their supplies to retrieve their pilfered pouches. Should this fail, or should you be scared, you should...
B.) Alert the Brass Blades! -- The local protectors of the Thanalan region, the Brass Blades may be able to help you retrieve something from the Rat's Nest, considering that rat raids on various nearby locations are unfortunately frequent. And if that fails, then finally you should...
C.) Just Let Them Have It. -- Did you know that they turned to a life of larceny due to the loss of their livelihoods? I'm sure they needed that sandwich and pencil you left in your pouch more than you do. Besides, less weight to walk with, right?
I'm being slowly slurped into the stomach of an Eft! -- These tube-like terrors aren't all that awful, until you're allowed to access their insides. If you're well armored, their teeth won't do too much to you, which gives you the opportunity to try...
A.) Kicking Them in the Teeth! -- Not only does it hurt, it also renders them incapable of chewing you! A bit of gum-rubbing won't do much against anyone at all, and also gives them less traction to continue pulling you in, allowing you to squirm to safety. If you somehow manage to miss, or are already in too deep, try...
B.) Getting Them to Gag! -- Not the nicest way to escape from anything, mind you, but in life-or-death situations, there is seldom time for selective and sanitary choices. Efts are capable of spitting out surprising amounts of stagnant material, and the force with which they spit may be enough to send you sprawling out of the mouth. Should you be slowly consumed despite your fight, then all that's left is to begin...
C.) Cutting Your Way Out from the Inside. -- Assuming you're still alive and kicking in the first place. You may want to perform the longest sanitary scrub of your surfaces that you have ever had the definite displeasure of attempting.
I've ventured into the Nanawa mines, and am now sick due to the illness inducing gasses within! -- Why did you do that? I specifically stated earlier in the section not to do that! You know what advice you're going to get? Listen to the Guide, that's what!
A Toxic Toad is on top of me! Help! -- Don't panic, and control your breathing! The last thing you'll want is getting its slime and secretions all over your mouth! As you can see, they're quite bulbous and fleshy, so if you'd say you have the satisfactory strength, I would suggest...
A.) Poking or Puncturing the Underbelly! -- It's a toad, and although it is heavy, its stomach is not armored. Take the sharpest blade you've brought and see if you can give it a good thrashing. If it leisurely lies there through your lacerations, or if your arms happen to be anchored to the ground by the underbelly, try attempting to...
B.) Light It On Fire! -- The Toads appreciate cool climates, so they hide in the ponds and the shade away from the sun. Light a fire under its lunch, and surely they'll do their damndest to scramble out of sight of the fire and flame. If, while attempting this, you manage to set yourself on fire, or fail to light a lick of anything at all, you should...
C.) Reflect on How Good Life has Been to You Until This Point. -- Which, arguably, may not be very good at all considering your current situation, but it helps to stay as positive as one can while undergoing asphyxiation or nearly-instant immolation.
A Mischief of Qiqirn are making off with my materials! -- They're quick and crafty as a group, but thankfully, they seem to horde all of their collected curios and contraband in one central camp called the Rat's Nest, so it's best to let them get away with it if you're on your own, so that they'll drop their guard. Afterwards, you should...
A.) Sneak Into their Camp and Take Your Stuff Back! -- Which is not all as simple as it seems, even though they may not be the smartest beasts that sneak around the sands. They tend to keep their stash slightly scattered, so one may have to fell a few of the ratmen and thoroughly search their supplies to retrieve their pilfered pouches. Should this fail, or should you be scared, you should...
B.) Alert the Brass Blades! -- The local protectors of the Thanalan region, the Brass Blades may be able to help you retrieve something from the Rat's Nest, considering that rat raids on various nearby locations are unfortunately frequent. And if that fails, then finally you should...
C.) Just Let Them Have It. -- Did you know that they turned to a life of larceny due to the loss of their livelihoods? I'm sure they needed that sandwich and pencil you left in your pouch more than you do. Besides, less weight to walk with, right?
I'm being slowly slurped into the stomach of an Eft! -- These tube-like terrors aren't all that awful, until you're allowed to access their insides. If you're well armored, their teeth won't do too much to you, which gives you the opportunity to try...
A.) Kicking Them in the Teeth! -- Not only does it hurt, it also renders them incapable of chewing you! A bit of gum-rubbing won't do much against anyone at all, and also gives them less traction to continue pulling you in, allowing you to squirm to safety. If you somehow manage to miss, or are already in too deep, try...
B.) Getting Them to Gag! -- Not the nicest way to escape from anything, mind you, but in life-or-death situations, there is seldom time for selective and sanitary choices. Efts are capable of spitting out surprising amounts of stagnant material, and the force with which they spit may be enough to send you sprawling out of the mouth. Should you be slowly consumed despite your fight, then all that's left is to begin...
C.) Cutting Your Way Out from the Inside. -- Assuming you're still alive and kicking in the first place. You may want to perform the longest sanitary scrub of your surfaces that you have ever had the definite displeasure of attempting.
I've ventured into the Nanawa mines, and am now sick due to the illness inducing gasses within! -- Why did you do that? I specifically stated earlier in the section not to do that! You know what advice you're going to get? Listen to the Guide, that's what!
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On Western Thanalan
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Overview
Adjacent Areas: Central Thanalan, the Goblet, Ul'dah.
Western Thanalan is one of the two Thanalan regions that border the outer ring of Ul'dah. Like Central Thanalan, Western Thanalan is a dry and dusty desert, and even hosts roughly the same selection of monsters as its central counterpart. Western Thanalan is comprised of five full sections. The Eighty Sins of Sasamo, the section outside Ul'dah, is named for the eighty stairs that lead to the gate. To the west is the second, named Hammerlea for the monstrously massive mechanical hammers that harden the ground. The third, Horizon's Edge, is towards the north and has its name due to the small hamlet of Horizon that sits at the tip of the region. The fourth, the Footfalls, is known for its pair of ports, Vesper Bay and Crescent Cove, and the fifth and final is Cape Westwind. Due to the fact that it sits on the sea, Western Thanalan contains all three of the ports present near Ul'dah, and as a result, every single something or someone that sets into Ul'dah from a ship started their trek towards the town in Western Thanalan.
Western Thanalan also receives the majority of the many plans to repair and improve the parts of Thanalan around Ul'dah. The ground that the hammers pound are eventually supposed to become the construction sites of soon-to-be extremely expensive villas, and the Goblet has been built solely for the sake of plots being purchased and developed by outsiders and adventurers.
Adjacent Areas: Central Thanalan, the Goblet, Ul'dah.
Western Thanalan is one of the two Thanalan regions that border the outer ring of Ul'dah. Like Central Thanalan, Western Thanalan is a dry and dusty desert, and even hosts roughly the same selection of monsters as its central counterpart. Western Thanalan is comprised of five full sections. The Eighty Sins of Sasamo, the section outside Ul'dah, is named for the eighty stairs that lead to the gate. To the west is the second, named Hammerlea for the monstrously massive mechanical hammers that harden the ground. The third, Horizon's Edge, is towards the north and has its name due to the small hamlet of Horizon that sits at the tip of the region. The fourth, the Footfalls, is known for its pair of ports, Vesper Bay and Crescent Cove, and the fifth and final is Cape Westwind. Due to the fact that it sits on the sea, Western Thanalan contains all three of the ports present near Ul'dah, and as a result, every single something or someone that sets into Ul'dah from a ship started their trek towards the town in Western Thanalan.
Western Thanalan also receives the majority of the many plans to repair and improve the parts of Thanalan around Ul'dah. The ground that the hammers pound are eventually supposed to become the construction sites of soon-to-be extremely expensive villas, and the Goblet has been built solely for the sake of plots being purchased and developed by outsiders and adventurers.
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Western Thanalan: The Eighty Sins of Sasamo
The Eighty Sins of Sasamo is the area that one finds themselves facing as soon as they step from the Gate of the Sultana. Each step, of which there are eighty, represents one of the sins of Sasamo, who, despite seeming to be a distinctly Lalafellian name, seems to be someone currently lost to this Guide. To the south by the last flight is the gateway to the Goblet, the adventurer-reserved residential area, while at the bottom of the stairs is Scorpion Crossing, a small trading hub where cargo from the three ports of Western Thanalan is collected, cataloged, and sent where it should be. The people of Scorpion Crossing depend heavily on cargo-carrying Chocobos to move crates to and from the Crossing, and as a result it is imperative that the load-bearing birds be kept in hardy and healthy condition. They are constantly in need of helping hands to lift, load, and direct deliveries, so adventurers that find themselves fighting for food and coin may do well signing on for a few weeks of work. Unpleasant attempts at pilfering within the confines of the Crossing, however, are not looked upon lightly.
The beasts in this are are not particularly impressive. The list of fiends and fauna (mostly the former) in this region consists of Star Marmots, which are unsurprisingly exactly identical to their Central Thanalan counterparts, bothersome Little Ladybugs, and your standard Cactuar. As is the case with most of Thanalan, the Giant Tortoise can be found roaming around as well.
The Eighty Sins of Sasamo is the area that one finds themselves facing as soon as they step from the Gate of the Sultana. Each step, of which there are eighty, represents one of the sins of Sasamo, who, despite seeming to be a distinctly Lalafellian name, seems to be someone currently lost to this Guide. To the south by the last flight is the gateway to the Goblet, the adventurer-reserved residential area, while at the bottom of the stairs is Scorpion Crossing, a small trading hub where cargo from the three ports of Western Thanalan is collected, cataloged, and sent where it should be. The people of Scorpion Crossing depend heavily on cargo-carrying Chocobos to move crates to and from the Crossing, and as a result it is imperative that the load-bearing birds be kept in hardy and healthy condition. They are constantly in need of helping hands to lift, load, and direct deliveries, so adventurers that find themselves fighting for food and coin may do well signing on for a few weeks of work. Unpleasant attempts at pilfering within the confines of the Crossing, however, are not looked upon lightly.
The beasts in this are are not particularly impressive. The list of fiends and fauna (mostly the former) in this region consists of Star Marmots, which are unsurprisingly exactly identical to their Central Thanalan counterparts, bothersome Little Ladybugs, and your standard Cactuar. As is the case with most of Thanalan, the Giant Tortoise can be found roaming around as well.
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Western Thanalan: Hammerlea
Hammerlea is the largest of the four parts of Western Thanalan, stretching all the way from the Eighty Sins of Sasamo to the seaside and the Silver Bazaar, a once great town brimming with full-pockets, promise, profit, and plenty of supplies to purchase. Despite this once proud past, the title of the region comes from the trio of thundering mechanical hammers that harden the land to create purchasable plots for construction. This unfortunately puts construction crews and estate agents very much against the residents of the Silver Bazaar, who wish to reside right where they are, and save their small seaside town. Several small ships still reside at the port here, which can be hired to take one to Crescent Cove in the Footfalls. Above the town, the still-lit Beaconhill Lighthouse guides what incoming ships still stop at the Silver Bazaar into the smal bay. The small sunken area of Nophica's Wells, despite sitting straight between Hammerlea and Horizon's Edge, has been included in the entry about the latter for the sake of simplicity.
There is a bit more variance in the beasts that can be found in Hammerlea. Earth Sprites, for example, are not found anywhere in Central Thanalan. Additionally, Coblyns, which are present only in hiding in Central Thanalan, can be found romping and roaming through the open areas of Hammerlea, especially between the three hammers themselves and Cactuars may infest the area on ocassion. Along the westernmost portion of the cliff overlooking Nophica's Wells, one may find Nesting Buzzards, and a Goblin Camp further down. Finally, and perhaps fittingly, small squads of Hammerbeaks can be found patrolling the small patch of plains north of Scorpion Crossing. As is the case with Central Thanalan and the Eighty Sins, the Giant Tortoise can be found roaming around from time to time.
Hammerlea is the largest of the four parts of Western Thanalan, stretching all the way from the Eighty Sins of Sasamo to the seaside and the Silver Bazaar, a once great town brimming with full-pockets, promise, profit, and plenty of supplies to purchase. Despite this once proud past, the title of the region comes from the trio of thundering mechanical hammers that harden the land to create purchasable plots for construction. This unfortunately puts construction crews and estate agents very much against the residents of the Silver Bazaar, who wish to reside right where they are, and save their small seaside town. Several small ships still reside at the port here, which can be hired to take one to Crescent Cove in the Footfalls. Above the town, the still-lit Beaconhill Lighthouse guides what incoming ships still stop at the Silver Bazaar into the smal bay. The small sunken area of Nophica's Wells, despite sitting straight between Hammerlea and Horizon's Edge, has been included in the entry about the latter for the sake of simplicity.
There is a bit more variance in the beasts that can be found in Hammerlea. Earth Sprites, for example, are not found anywhere in Central Thanalan. Additionally, Coblyns, which are present only in hiding in Central Thanalan, can be found romping and roaming through the open areas of Hammerlea, especially between the three hammers themselves and Cactuars may infest the area on ocassion. Along the westernmost portion of the cliff overlooking Nophica's Wells, one may find Nesting Buzzards, and a Goblin Camp further down. Finally, and perhaps fittingly, small squads of Hammerbeaks can be found patrolling the small patch of plains north of Scorpion Crossing. As is the case with Central Thanalan and the Eighty Sins, the Giant Tortoise can be found roaming around from time to time.
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Western Thanalan: Horizon's Edge
Horizon's Edge sits between Hammerlea and the Footfalls, and is primarily known for the town of Horizon, which everything must pass through should they make their way to or from the ports on foot. It is a bustling and busy town, as much like Scorpion Crossing, it is largely responsible for ensuring that all required cargo be kept up with and properly treated on its way to the city. The town's defining features are the Sunrise and Sunset gates, each an interesting piece of technical engineering. The Sunrise gate seemingly operates not through a pulley system like those of Ul'dah, but instead through some sort of gear-based mechanism, the larger portions of which are perched atop the gate's arch. The second, the Sunset Gate, consists of a large ramp upon which sits a sliding flat wooden platform, on which cargo may be placed in order to make hauling it up to the town an easier task. The Royal Allagan Sunway, a road which bears a name familiar to those who have been to Central Thanalan, runs from Horizon across a bridge to Scorpion Crossing, forming the main road of the region. The Amajina & Sons Mineral Concern has quite a presence in this section, as well as Western Thanalan as a whole. The small mining camp of Nophica's Wells works on extracting minerals from a collapsed cavern near the base of the bridge, while the Copperbell Mines, once the center of their operations in the area, now remains in ruins, more-or-less utterly abandoned. It was once a proud mine, opened by decree during the Thorne Dynasty three-hundred years ago. The Great Giant Revolt left the mines sealed, until it was opened recently by the Concern after the Calamity. Unfortunately, no one dares to venture inside due to a surely unsightly incident that appears to have happened within. Copperbell, along with other mines in Thanalan, are known for carrying a rare type of the mineral malachite known as Nashachite, named for the deep green hue known to grace Sultana Nanasha Ul Nasha's eyes. It is extremely expensive, and often stolen and illegally sold by all manners of bandits and con-men.
Sitting in-between Horizon's Edge and Hammerlea is Nophica's Wells, a sea-level stretch of sunken space that sits between two large encompassing cliffs. A river runs down the middle out to the sea, while Sandtoads and Earth Sprites roam the area. It seems that this was once the site of a mining operation, until the tunnel on Hammerlea's side of the river collapsed, supposedly due to some sort of Coblyn interference. There is, unfortunately, not much fun to find here, save for a feasibly entertaining fight with an abnormally large Cactuar, should that be sport to some.
There are many other monsters besides those found in this basin present within Horizon's Edge, however. As soon as someone steps off of the bridge into the region, they may stumble upon the strange Desert Peiste, a breed of Basilisk fond of stunning and body-slamming its unfortunate foes, swarms of an insect known as the Sun Midge, the somewhat-vampiric Hyena breed known as the Dusty Mongrel, and within the confines of the Copperbell Mines, Coblyns and small fire spirits known simply as Bombs.
Horizon's Edge sits between Hammerlea and the Footfalls, and is primarily known for the town of Horizon, which everything must pass through should they make their way to or from the ports on foot. It is a bustling and busy town, as much like Scorpion Crossing, it is largely responsible for ensuring that all required cargo be kept up with and properly treated on its way to the city. The town's defining features are the Sunrise and Sunset gates, each an interesting piece of technical engineering. The Sunrise gate seemingly operates not through a pulley system like those of Ul'dah, but instead through some sort of gear-based mechanism, the larger portions of which are perched atop the gate's arch. The second, the Sunset Gate, consists of a large ramp upon which sits a sliding flat wooden platform, on which cargo may be placed in order to make hauling it up to the town an easier task. The Royal Allagan Sunway, a road which bears a name familiar to those who have been to Central Thanalan, runs from Horizon across a bridge to Scorpion Crossing, forming the main road of the region. The Amajina & Sons Mineral Concern has quite a presence in this section, as well as Western Thanalan as a whole. The small mining camp of Nophica's Wells works on extracting minerals from a collapsed cavern near the base of the bridge, while the Copperbell Mines, once the center of their operations in the area, now remains in ruins, more-or-less utterly abandoned. It was once a proud mine, opened by decree during the Thorne Dynasty three-hundred years ago. The Great Giant Revolt left the mines sealed, until it was opened recently by the Concern after the Calamity. Unfortunately, no one dares to venture inside due to a surely unsightly incident that appears to have happened within. Copperbell, along with other mines in Thanalan, are known for carrying a rare type of the mineral malachite known as Nashachite, named for the deep green hue known to grace Sultana Nanasha Ul Nasha's eyes. It is extremely expensive, and often stolen and illegally sold by all manners of bandits and con-men.
Sitting in-between Horizon's Edge and Hammerlea is Nophica's Wells, a sea-level stretch of sunken space that sits between two large encompassing cliffs. A river runs down the middle out to the sea, while Sandtoads and Earth Sprites roam the area. It seems that this was once the site of a mining operation, until the tunnel on Hammerlea's side of the river collapsed, supposedly due to some sort of Coblyn interference. There is, unfortunately, not much fun to find here, save for a feasibly entertaining fight with an abnormally large Cactuar, should that be sport to some.
There are many other monsters besides those found in this basin present within Horizon's Edge, however. As soon as someone steps off of the bridge into the region, they may stumble upon the strange Desert Peiste, a breed of Basilisk fond of stunning and body-slamming its unfortunate foes, swarms of an insect known as the Sun Midge, the somewhat-vampiric Hyena breed known as the Dusty Mongrel, and within the confines of the Copperbell Mines, Coblyns and small fire spirits known simply as Bombs.
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Western Thanalan: The Footfalls
The Footfalls are right through the gates of the town of Horizon, consisting of two towns of its own, Crescent Cove and Vesper Bay, both of which are separated by a stretch of flooded ruins that are of great interest to the Thaumaturges' Guild (which of course means that it is recommended that one do not touch anything). When traversing through the ruins, taking the southern path leads one to Crescent Cove, a simple fishing village whose most important feature is most likely the ferry that runs to the Silver Bazaar. Crescent Cove does not exactly have the best reputation, to be fair, as it is a known hideout for various bandits that bully the villagers into cooking and cleaning for them, and also as an excellent place for merchants from Limsa Lominsa to dump their trash and unwanted items. Of much more importance is Vesper Bay, which is for all intents and purposes the gateway to Limsa Lominsa from Thanalan. It is also the home of an organization which some of you may find worth nothing, but I cannot mention here for the sake of their security.
The Footfalls are right through the gates of the town of Horizon, consisting of two towns of its own, Crescent Cove and Vesper Bay, both of which are separated by a stretch of flooded ruins that are of great interest to the Thaumaturges' Guild (which of course means that it is recommended that one do not touch anything). When traversing through the ruins, taking the southern path leads one to Crescent Cove, a simple fishing village whose most important feature is most likely the ferry that runs to the Silver Bazaar. Crescent Cove does not exactly have the best reputation, to be fair, as it is a known hideout for various bandits that bully the villagers into cooking and cleaning for them, and also as an excellent place for merchants from Limsa Lominsa to dump their trash and unwanted items. Of much more importance is Vesper Bay, which is for all intents and purposes the gateway to Limsa Lominsa from Thanalan. It is also the home of an organization which some of you may find worth nothing, but I cannot mention here for the sake of their security.