
First and foremost, I'd like to point out that most of your concerns only matter if you're RPing as the Warrior of Light, or their traveling companion. Which of the Scions you actually meet in the Main Story Questline (MSQ) ultimately has only as much importance as you want to put into it. And, unless you actually plan to have your character be a part of the Maelstrom, Immortal Flames, or Twin Adders as part of their character, Grand Company doesn't matter much either. I usually pick mine based on the /gcsalute (I like the Maelstrom's more familiar salute) and how their gear looks.
In regards to your Au Ra, this naming thread has some information not only on Mongolian names, but also a link to a page on Mongol history. There are also a couple Mongol history buffs around that can probably answer any questions you have. Just throw them out and hopefully someone will give you some answers.
Gladiators ARE pretty violent dudes. They're trained for bloodsport on the Bloodsands for the most part - either against each other or great beasts. You can see a lot of that in the Halatali dungeons and (oddly enough) the fight with Ultros and Typhon in the Hildebrand quest line. Them becoming Paladins, though, is not quite the same - it's just a mechanical progression from base class to specialized job and you are not forced to become a Paladin because you are a Gladiator... nor could you not become a Paladin ICly despite never lifting a sword and shield.
There are two different types of Paladin, though, if you still want to go down that route. First are the ones you mentioned - the Sultansworn - which is basically the Secret Service/CIA for the Sultanate of Ul'dah. The other is a newer concept - the Free Paladin - who travels around protecting folks without being confined to the Jewel or her leadership.
Limsa was built from the remains of a great sea vessel, and it home to a majority of Eorzea's nautical folk and sea power, so it's not surprising you get a pirate-y feel there. A lot of them used to be pirates, including the Grand Company leader! But you can also find merchants, fishermen, chefs, and smiths there as well. It really is a seaside melting pot of culture, in which an Au Ra might be able to fit in.
And you don't need to limit yourself to the story for reasons to go to Ishgard. We have several folks playing Ishgardians, so they were more aiding in the war effort of their people than anything. We had people who just wanted to see behind the gates that had been closed to outsiders for years. And, ICly, you can play yourself as a DRK even before having the job unlocked if you really want to. We had people pretending to be running around with guns well before MCH was even hinted at.
I suppose the best way to figure out which path to go for is to decide what type of character you want to play, and then figure out where they go from there. Picking a tribe might be a good start, and then you can decide how they ended up in Eorzea. From that, you could figure out which city they might have ended up at and how their life progressed from that.
Example. Your Xaela's tribe was under pressure from the Garlean occupation and forced to flee your homeland. The ship they hitched a ride on brought them to Vesper Bay. Axe in hand, your Xaela turns to the only way of life they know - combat - in order to make a living in this strange new world. As such, they start fighting as a gladiator in the Bloodsands. A strange, exotic figure bringing a bestial, foreign way of fighting to the spectators - and garnering all sorts of attention, good and bad.
All of this, of course, never even touches on what Grand Company you choose or what Scion you meet first IG. You could still have your character join a Grand Company (perhaps recruited by the Flames to help combat the Garleans, a shared foe) or even the Scions (meeting them at your own pace - maybe coming across Y'shtola on her occasional appearances in the Jewel), but on your own creative terms rather than what is set by the MSQ.
Not that you have to, of course. If you want to use the story of the Warrior of Light as the main impetus for your character, feel free. I'm merely offering alternatives and options.
In regards to your Au Ra, this naming thread has some information not only on Mongolian names, but also a link to a page on Mongol history. There are also a couple Mongol history buffs around that can probably answer any questions you have. Just throw them out and hopefully someone will give you some answers.
Gladiators ARE pretty violent dudes. They're trained for bloodsport on the Bloodsands for the most part - either against each other or great beasts. You can see a lot of that in the Halatali dungeons and (oddly enough) the fight with Ultros and Typhon in the Hildebrand quest line. Them becoming Paladins, though, is not quite the same - it's just a mechanical progression from base class to specialized job and you are not forced to become a Paladin because you are a Gladiator... nor could you not become a Paladin ICly despite never lifting a sword and shield.
There are two different types of Paladin, though, if you still want to go down that route. First are the ones you mentioned - the Sultansworn - which is basically the Secret Service/CIA for the Sultanate of Ul'dah. The other is a newer concept - the Free Paladin - who travels around protecting folks without being confined to the Jewel or her leadership.
Limsa was built from the remains of a great sea vessel, and it home to a majority of Eorzea's nautical folk and sea power, so it's not surprising you get a pirate-y feel there. A lot of them used to be pirates, including the Grand Company leader! But you can also find merchants, fishermen, chefs, and smiths there as well. It really is a seaside melting pot of culture, in which an Au Ra might be able to fit in.
And you don't need to limit yourself to the story for reasons to go to Ishgard. We have several folks playing Ishgardians, so they were more aiding in the war effort of their people than anything. We had people who just wanted to see behind the gates that had been closed to outsiders for years. And, ICly, you can play yourself as a DRK even before having the job unlocked if you really want to. We had people pretending to be running around with guns well before MCH was even hinted at.
I suppose the best way to figure out which path to go for is to decide what type of character you want to play, and then figure out where they go from there. Picking a tribe might be a good start, and then you can decide how they ended up in Eorzea. From that, you could figure out which city they might have ended up at and how their life progressed from that.
Example. Your Xaela's tribe was under pressure from the Garlean occupation and forced to flee your homeland. The ship they hitched a ride on brought them to Vesper Bay. Axe in hand, your Xaela turns to the only way of life they know - combat - in order to make a living in this strange new world. As such, they start fighting as a gladiator in the Bloodsands. A strange, exotic figure bringing a bestial, foreign way of fighting to the spectators - and garnering all sorts of attention, good and bad.
All of this, of course, never even touches on what Grand Company you choose or what Scion you meet first IG. You could still have your character join a Grand Company (perhaps recruited by the Flames to help combat the Garleans, a shared foe) or even the Scions (meeting them at your own pace - maybe coming across Y'shtola on her occasional appearances in the Jewel), but on your own creative terms rather than what is set by the MSQ.
Not that you have to, of course. If you want to use the story of the Warrior of Light as the main impetus for your character, feel free. I'm merely offering alternatives and options.