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Political structures in Eorzea


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Well hello, another question...


Having seen the few bits we know about the political structures of every faction in the lore, I wondered how much we knew of that exactly? I have to admit that I come from another game (eve online) where the lore can be immensely deep and detailed especially on such matters, and it usually interests me a lot. 


I mean, I know that Ulda is a Sultanate, and that the Sultanate has to deal with the Syndicate and powerful merchant interests that have a seat to the table, but what exactly encompass the ruler power? What are its limits (they seem very numerous)? Is that only executive, legislative? Is the Sultanate just a first among peers (the merchants and syndicates)? 


Likewise, on Limsa, I can expect a rather direct line of command like a on ship for the Admiral, and the people below, but what do we know more about it exactly? How do they represent every (ex) pirate, merchant interest? How are they represented? How do they voice their concerns? How is the thalassocracy organized?


On Gridania as well, we have seedseers (all of them padjals?), but how exactly do they rule? Is it like a druidic council of sages? How are the people represented here? How do they voice their interests? How do elemental rule and law translates through the power in place? We are portrayed listeners that are the ultimate and almighty voice of the elementals on spiritual matters on who can stay and who cannot, but what else?


If we have similar info on other powers like Ala-migho, or even the Empire and Ishgard that seem more fleshed out, i'll take them too, of course..

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While we haven't gotten anything super-detailed about how each city-state is run, we can look to their Grand Companies for a basic idea.











We know that Ishgard had been under rule by their church for the past 1000 years, but how Heavensward and 3.1 (at this time of writing) will effect that is still to be seen.


Likewise, we know that Ala Mhigo formerly had a king, but fell to Garlean rule. We don't know much of Othard and Doma, but we know that Garlean conquest was successful, and for a number of yers, there was peace. The Domans rose up when they believed Garlean rule to be a weaker point, due to the War of Succession, and the Garleans razed their lands, which is why we have a bunch of Doman and Auri refugees in Eorzea.

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Okay, this is going to be a big one. Might be another one of those posts I come back to occasionally and add more lore to.





I mean, I know that Ulda is a Sultanate, and that the Sultanate has to deal with the Syndicate and powerful merchant interests that have a seat to the table, but what exactly encompass the ruler power? What are its limits (they seem very numerous)? Is that only executive, legislative? Is the Sultanate just a first among peers (the merchants and syndicates)? 


Ul'dah, like everything else in the city, is ruled by two powers: a Sultan(a) from the royal bloodline, and a council of the six wealthiest individuals in Ul'dah, known as the Syndicate. Then there are the two political parties, the Royalists who support the monarchy, and the Monetarists who support Syndicate rule.


The royal bloodline of Ul traces traces its history back 600 years to Sasagan Ul Sisigan, the founder of Ul'dah. The story goes that 600 years ago, in the time of Belah'dia, there were born twin heirs to the Belah'dian throne. Both heirs refused to yield their right to rule and thus Belah'dia was split in two, each heir forming his own city - Ul'dah and Sil'dih. The current Sultana, Nanamo Ul Namo, is seventeenth in the Ul line.


As best we can tell, the Syndicate has not always been around and my best theorycrafting places their origins at 300-400 years ago after the War of the Sisters and the Second Ul Dynasty. To clarify, eventually the rival nations of Ul'dah and Sil'dih went to war after an extended and devastating drought nearly destroyed both nations. Ul'dah, seeking to steal Sil'dih's water resources, invaded the city-state and began what was called the War of the Sisters. Sil'dih eventually fell against Ul'dah's malicious "holy war" and as icing on the cake, Ul'dahn alchemists zombified living and dead Sil'dihn warriors and set them against their own people, sealing the civilian population in with the zombie hordes.


However, this ended the First Ul Dynasty and was replaced by the Thorne Dynasty, a Hyuran royal family who rebuilt Ul'dah over the ruins of fallen Sil'dih using enslaved gigas to expedite construction. However, the Thorne Dynasty only lasted 100 years and eventually gave way to the Second Ul Dynasty and what I believe to be the formation of the Syndicate, a governing body of Ul'dah's most affluent citizens to keep the Sultan in check so that events like the War of the Sisters and the Gigas Wars could be prevented.



That said, neither the Sultan(a) nor the Syndicate make the laws in Ul'dah. Lawmaking and the law enforcement lay strictly within the bounds of the Order of Nald'thal, the religious center of Ul'dah. The Order of Nald'thal is a religious organization worshiping the patron deity of Ul'dah's twin aspects, Nald and Thal, Life and Death, Affluence in Life and Comfort in Death. Both the Royalists and Monetarists are bound by the Order's laws and policies, though it is well known that policy can be shifted with large enough sums of gil.


Ul'dah's military (prior to the Immortal Flames) has always been mercenary. Ul'dah has never had a standing army. Instead, it relies upon private militias and hired swords to protect its nation's interests. Given Ul'dah's reputation, mercenaries and the like flock to the nation seeking the rich rewards that await service to the Jewel. Five years ago with the formation of the Grand Companies, Ul'dah consolidated its mercenary forces into the Immortal Flames, a true organized military commanded by Raubahn Aldynn, an Ala Mhigan who became Ul'dahn hero of the Bloodsands and achieved a seat on the Syndicate in 1571 after purchasing the Coliseum.


-The Syndicate

-Ul'dahn Nobility Lore


It is the thaumaturges of the Order of Nald'thal who write Ul'dah's laws. You had best not breach them' date=' or you may see the "other side" they preach of sooner than you wish. Guard your tongue at all times, lest you mean to be chased out of the city as the sylphs once were. And be especially wary when speaking of the Garleans or the beast tribes. These are both sensitive subjects to the thaumaturges. It may not be too much to say that getting on with the thaumaturges is the secret to success here in Ul'dah, such is their influence. You'd do well to remember that.[/quote']


They are called the twins, Nald and Thal. Or at times, the Traders. All of reality is governed by their two aspects, and they hold a ceaseless vigil to ensure order is maintained.


Long ago, our city itself was split into two great sections, to mirror this truth. As a great teacher of mine once said, microcosm recapitulates macrocosm. We have since merged, and prospered for it. Perhaps the gods will someday mirror us.


Belah'dian civilization flourished in relative peace until twin sons were born to the royal family. The two were fierce rivals' date=' and when they came of age and their father passed, each one claimed that he was the rightful heir to the throne. With neither son willing to relinquish his claim, they agreed to split their kingdom in two, forming the twin nations of Ul'dah and Sil'dih. But not unlike the two proud princes, the sibling nations developed a penchant for rivalry...[/quote']


Sil'dih was plunged into chaos in the wake of King Lalawefu's demise─or the King of Springs, as he was known. Despite the success of his economic reforms, the tax increases he imposed did not sit well with his subjects. This, coupled with a prolonged sequence of untimely droughts, fomented unrest among the people and in time sparked violent unrest throughout the kingdom.


Sil'dih was not alone in its want for water. Ul'dah, too, felt the effects of the droughts. The sultan at the time, Sasagan Ul Sisigan─ Ah! But perhaps you recognize the Ul name? The current sultana, Nanamo Ul Namo, represents the second Ul dynasty. She is Sasagan's distant descendant. Now...where was I? Ah, yes! Right, so, Sasagan ordered an attack on Sil'dih to claim the water resources discovered as a result of Lalawefu's flood control acts.


But the royalty and nobility of Sil'dih would not remain idle. They mobilized their nation in the face of this crisis, and the people fought with great tenacity against the Ul'dahn threat. The full strength of both nations met in battle, and the end result was an arduous protracted conflict. Though arguably more desirable than surrender, the ruling Sil'dihn elite took little pleasure in having succeeded in uniting the theretofore querulous citizenry to fight. For despite all they accomplished, every day spent waging war dragged the nation's financial affairs─which you will recall had only just been brought under control─back into the mire.


To bring an end to the long military deadlock, Sil'dih devised and set about implementing a perverse yet ambitious strategy. It sought to zombify the deceased among its army, that they might fight again. At first, it appeared to have worked. Yet at the height of hostilities, the Sil'dihns lost control over their necrotic creations. The undead turned on their masters, and before long the zombification had spread to a majority of the population.


Ever knowing an opportunity when they saw one, the Ul'dahns grasped this turn of events to justify their war─now proclaiming it a crusade to send these zombies to Thal. After seeing to the extermination of all zombies outside the city, they then sealed the gates of Sil'dih, entrapping both the living and dead within.


The Ruins of Sil'dih

The city-states of Ul'dah and Sil'dih coexisted for generations until 400 years ago when bad blood festering betwixt the two sultanates culminated in the War of the Sisters - leaving Sil'dih a smoldering pile of rubble to be claimed by the shifting desert sands. The subsequent relocation of Ul'dah placed the city-state nearly directly above her fallen sibling.


As the histories tell it, the battles fought between the sister nations were the stuff of nightmares. In a desperate attempt to overcome Ul'dah's superior numbers, Sil'dihn alchemists devised a most horrific strategem. Employing a frightful formula known as the Trader's Spurn, they brought their fallen allies back from Thal's realm. Some theories have it that they even employed the potion on those of the living who were too weak or wounded to fight.






Limsa Lominsa


Likewise, on Limsa, I can expect a rather direct line of command like a on ship for the Admiral, and the people below, but what do we know more about it exactly? How do they represent every (ex) pirate, merchant interest? How are they represented? How do they voice their concerns? How is the thalassocracy organized?


The Thalassocracy is interesting in that the current Admiral, Merlwyb Bloefhiswyn is not like any Admiral before her.


Traditionally, Limsa Lominsa is free port who's interests are protected and governed by an Admiral "elected" via a race known as the Trident. All ship's captains are eligible to participate in the Trident, but usually only the most well-to-do pirate kings participate as the Trident is a no-holds-barred race in which death or loss of vessels is commonplace and to be expected. The winner of the race goes on to be Admiral of Limsa Lominsa and their crew becomes Limsa's governing body however the newly appointed Admiral sees fit.


Circa the Year 1562-1567, the current Admiral, a pirate queen and explorer named Merlwyb Bloefhiswyn caused a major upset by defeating the favorite, Hyllfyr, in the last Trident. Her vision for Limsa was radical and for the next ten years, the other pirate lords attempted several times to displace her. Merlwyb established higher taxes on imported goods, outlawed piracy, and began clearing large swathes of kobold land for Lominsan farming and settlements. With renewed activity on the Garlean front before the Calamity, Merlwyb disolved the traditional free thalassocracy and established martial law over Limsa and became Chief Admiral, claiming control over all Lominsan and pirate ships in Eorzean waters.


To combat the Garlean threat, she insisted upon a united Limsa Lominsa. She drafted a document known as the Galadion Accord, under which all pirate kings would fight under her banner against the Garleans. These pirates became sanctioned "privateers" who were permitted to continue pirating, so long as it was not against Lominsan vessels or interests. While this motion quieted many of the pirate factions, there is still an undertone of discontent with Limsa Lominsa's new course. However, Merlwyb has become so powerful that none have dared challenge her rule in a new Trident.


-Admirals of Limsa Lominsa

-Maelstrom and Yellowjacket Lore


Pirates in an uproar over the new Admiral? Hah! If they don't like her' date=' then all they have to do is beat her in the next Trident. If they can't do that, then they should crawl back into their holes and keep quiet until they grow the stones to stand up to her![/quote']


Merlwyb’s forcing pirates to trade their swords for plowshares and start anew on land. Far be it from me to question the Admiral' date=' but how can a man who has spent his entire life reaping be taught to sow?[/quote']


Thus it was that Admiral Merlwyb outlawed piracy' date=' and put out a call for all citizens of Limsa Lominsa, pirate or not, to present a united front to their enemies. A pact known as the Galadion Accord was signed, and the nation went to war against the Empire. As part of this agreement, the three great pirate powers- the Bloody Executioners, the Sanguine Sirens, and the Kraken’s Arms -were issued leave to raid the vessels of the Garleans.[/quote']


For every item we confiscate, there is sure to be a complaint to follow. I cannot blame most of these poor folk though. Since taking the Admiral's chair, our new leader has doubled the number of items on the restricted list, and more are added every day. One cannot expect every trader and ship captain to stay current on the latest amendments.


Only a pirate would permit the establishment of a pub right below the legislative offices of a city-state. You didn't know? We're standing beneath the "Bridge"' date=' thalassocratic headquarters and office of Limsa Lominsa's ruler, known as the Admiral--though she's no more than a pirate with a fancy title, like all her predecessors for as long as anyone can remember.[/quote']








On Gridania as well, we have seedseers (all of them padjals?), but how exactly do they rule? Is it like a druidic council of sages? How are the people represented here? How do they voice their interests? How do elemental rule and law translates through the power in place? We are portrayed listeners that are the ultimate and almighty voice of the elementals on spiritual matters on who can stay and who cannot, but what else?


I think Gamerescape summarizes it best:

The seedseers are the most prominent of the padjal in Gridania and are charged with upholding the communion between the elementals and the citizenry. When in council at the Lotus Stand they serve as the de-facto government of Gridania' date=' however much of their authority is delegated to the senior conjurers of Stillglade Fane, notably E-Sumi-Yan and O-App-Pesi. They are led by the Elder Seedseer, who also serves as the leader of the Order of the Twin Adder when the institution is invoked.[/quote']


Gridanian law is based upon the Pact of Gelmorra, an agreement between Man and Elemental dating back 500 years. In short, so long as the people of Gridania do not harm the Wood, take in excess from the land, and do everything to protect and restore the forest the elementals would permit them to stay within the protection of the Tinolqa, the Twelveswood. The word of the elementals, translated by the Padjal, is law and Gridanians can rarely dispute it.



-Nobility in Eorzea (Gridanian Gentry is covered in this post, might be of interest.)

-Conjurer and Padjal Lore Compilation

-Primarily Woodsin Lore (However some Gridanian beliefs are brought up in post.)


Beyond here lies the Lotus Stand' date=' where three Seedseers hold counsel. They are rarely to be found here, however, as their days are spent in the forest, hearkening to the whispers of the elementals.[/quote']


We are the Gods' Quiver' date=' and our will is that of the elementals-to punish all who would visit harm upon the Twelveswood.[/quote']


Poachers' date=' bandits, fugitives... We get all manner of ne'er-do-wells encroaching from beyond the trees. The Gods' Quiver toils to keep such villains from stealing into the Twelveswood. It falls to the Wood Wailers to oust those already within. Our two groups ordinarily act in concert with the conjurers of Stillglade Fane, an arrangement born of custom and necessity both.[/quote']


Gridania's guilds share a comradery unlike any I have seen elsewhere. The manner in which they aid one another is truly inspiring. It goes beyond mere unity on the battlefield. They provide for one another in times of piece' date=' as well—giving whatever they can, and taking only what they need. All of Eorzea could learn much from their example.[/quote']


Despite Conjurers making up the bridge between the will of the elementals and the laws of the people, conjurers themselves are not immune to breaking the will of the elementals.


Words travel fast in the wood, friend─faster than you by far. Our scouts found the corpses of the Ixal you sent to meet their maker. Let us pray it is enough to quench the vengeance of the elementals. When their fury is on them, there is no safety to be had in the wood─not even for those of us who fight to protect it.


The beast tribes are as different from us as night from day─plain and simple. There's no sense trying to understand them, much less live side by side. And a swift exile from Gridania awaits any who hold otherwise. Aye, we had a healer years ago who found that out to his cost. Seemed a good enough sort...until the day he tended to the wounds of an injured bloody Ixal, citing “the healers' oath” or some such nonsense. What could possibly bring a man to take pity on that filth?






If we have similar info on other powers like Ala-migho, or even the Empire and Ishgard that seem more fleshed out, i'll take them too, of course..



-Ishgardian Lore Compilation


In our apprehension of a dangerous criminal' date=' a struggle ensued and the cur struck back at one of my fellow inquisitors, who rightfully retaliated by holding a blade to his chest. It did pierce the offender in his thrashing, and a skewered copy of the Necrologos fell from his robe, from whence it had been protecting his heart! The dark tome's binding unraveled in the scuffle, and the pages flew hither and thither. While we have the urgent duty to bring the perpetrator in for questioning, we cannot allow such irreverent filth to remain strewn about. Someone must to go back to the Dravanian forelands, gather the pages, and rid the realm of any creatures that may manifest.[/quote']


If rumors are to be believed' date=' there are fish in Azys Lla known as bullwhips who jump and thrash when but a mere drop of dragon blood—sweet as nectar to their palate—falls in their vicinity. I shiver with delight when I hear this, for it means a quicker way to discern an accused heretic. Could I trouble you to bring me some fresh specimens to test the theory? Do not take pains to feed them. We have plenty of food available.[/quote']



Ala Mhigo

Ala Mhigo, before its fall 20 years ago, was ruled by a monarchy. However, the Order of the Fists of Rhalgr held considerable political and religious power and popularity in the city-state.


-Ala Mhigo Lore


The monks and the Fist of Rhalgr are interesting in the same way as any other organized relgion - a sad, pathetic, and humorous way. The brothers and sisters of the monkhood are those souls training in the service of Rhalgr, god of destruction among the Twelve. The Fist of Rhalgr is their order.


This barbaric cult traces its origins back several centuries to Ala Mhigo. The Fist teaches those foolish enough to listen that through rigorous training of the mind and body, and with constant invigoration and refinement, one can approach the sublimity of Rhalgr Himself. Such is their power of concentration that they are able to master the aether within their bodies and channel it in a manner that grants them immense destructive power. The monkhood insists on calling this internal essence "spiritual energy" or "life force" - but trust me when I say it is nothing other than aether.


Endowed with this brutish, unthinking gift for hitting things very hard, the entire cult has evolved into a sort of clergy with martial proclivities. This was no doubt a result of their main temple being located in Gyr Abania - a region plagued by warfare where knowing how to protect oneself is essential.


As the years passed, however, what began as a simple group of religious fanatics fighting to protect themselves grew into an ambitious organization of religious fanatics taking part in the region's power struggles. Those in power in Ala Mhigo grew wary of these war priests who proclaimed all their fights to be fought in the name of a god, and who employed deadly force without the slightest hesitation. And so, rather than make enemies of the monks, they decided instead to use them to their benefit.


Through affiliation with the Ala Mhigan royal family, the Fist of Rhalgr was incorporated into the nation's standing army. This not only granted the monks a great deal of power, but furnished them with all of the rights accorded protectors of the citizenry. And their political influence was still growing...



I confess I find great joy in studying the demise of a religion - and even greater joy in recounting it!


The power of the Fist of Rhalgr grew unchecked in Ala Mhigo, and it was eventually named the state religion. After this, its influence over political, economic, and cultural spheres of life became even more considerable. Needless to say, this did not sit well with one and all. Among them was the last and most ugsome of Ala Mhigan royalty, the King of Ruin - Theodoric. The rise of the Fist meant a potential rival for power, and he would not suffer the monkhood to encroach on his prerogatives.


To counter their claims of religious righteousness, he simply conjured his own out of thin aether, proclaiming that the throne was his by divine right, given him by the word of Nymeia Herself - wife to Rhalgr. He then banned worship and likenesses of Rhalgr and all other gods, and demanded that the prayers and praises of Ala Mhigo be given to Nymeia and Her alone. In doing so, he sought to establish his own absolute, uncontested rule.


Naturally, the Fist and other worshipers of Rhalgr throughout the nation rose in protest, precisely as Theodoric had known they would. He used the uprisings as a pretext to imprison several high-ranking monks, whom he then tortured until they confessed their order's plans to topple his rule. In 1552 of the Sixth Astral Era, Theodoric led a vast army to the site of the monkhood's main temple and surrounded it. Monks, novices, and devotees, including the elders; refugees seeking shelter after the fires of war had turned their homes to ash; servants and peasants hired to do no more than till the fields - none were left alive. The monks fought heroically, but were hopelessly outnumbered. With the massacre of that day, nearly all of the monkhood perished.


The elders, the keepers of the tradition and its knowledge, resided within the temple grounds. It was thought that all versed in the ways of the chakra were lost... But then what of this Widargelt? Just who is he? Perhaps the end of the Fist was not the end of the monks, after all.


As I likely explained if you have ever bothered to ask me about monks and the Fist of Rhalgr, the King of Ruin, Theodoric, was a ruthless despot and tyrant. It should come as no surprise, then, that he was the last king of Ala Mhigo. But the tale of his rise and fall is the stuff we historians live for!


Theodoric's lust for power was such that nothing less than absolute rule would appease him. To counter the political influence of the Fist of Rhalgr, he proclaimed his kingship to be the product of divine will - ordained by Nymeia Herself. What followed was a crusade which sought to exterminate the monks entirely. Yet it was the truly depraved acts of barbarism to come that would shake Ala Mhigan society to its very core. This ensuing era of terror was what earned Theodoric the title "King of Ruin."


After the massacre at the Fist's main temple, religious opposition to Theodoric nearly disappeared altogether. He then began purges of the Ala Mhigan royalty, seeing any and all potential pretenders to his throne dead and buried - regardless of house, loyalties, or standing. Beheadings were commonplae, carried out daily. Before long, it looked as though Theodoric would have no heads left to take. But he then turned his wrath upon any soul with a claim to the throne, no matter how remote. After that, it was to be the empowered nobles and wealthy merchants.


Fearing for their lives, they professed their innocence to the queen, pleading for her to stay her maniacal husband's hand. She attempted words to assuage his lust for power turned lust for blood, but he was deaf to her appeals. Finding no recourse, she conspired with a group of nobles to murder Theodoric. Yet before the regicide could take place, one among them betrayed their plot and for their treason, the king saw them all less a head.


This only served to compound Theodoric's paranoia and insanity. Distrustful of all, his purges now became little more than random executions, claiming lives of noble and beggar and all in between. It is not difficult to imagine what transpired next. The palace became a despicable gathering of sycophants and backstabbers, and the commonfolk scarce left their homes. Seeking heads on which to lay blame for worsening conditions, Theodoric turned the axe upon his most loyal followers. When the oppression became too much to ear, the people revolted and stormed the palace. The royal guard (Corpse Brigade) cast aside their vows and allowed the Ala Mhigans to pass.


A noble revolt? For the best, no? False! It was the absence of leadership and solidarity in the wake of this chaos that prompted Garlemald to attack! In the end, Theodoric was lucid enough to judge suicide preferable to death at the hands of an angry mob. He ended his own life, and with it, his reign of ruin and his own bloodline. Or so it was thought at the time! But Theodred, a nephew to the king, was hidden by his mother in a remote temple of the Fist of Rhalgr which had survived the purges, and thus he escaped his uncle's fury.






Originally a republic ruled by a council of Garlemald's founding families, the Garlean Empire was born some 50 years ago when Solus zos Galvus brought war to the city-states of Ilsabard. Now an Empire ruled by a dictatorship, the original founding families act as noble houses of some esteem within the imperial setting.


-The Rise and Fall of the White Raven


Until some fifty years ago' date=' Garlemald was a remote and sparsely populated nation which held little more than a fraction of the northern continent of Ilsabard. But with the arrival of a technological golden age and the concurrent emergence of a brilliant young legatus—now the reigning emperor—in the span of a single generation Garlemald established itself as one of the most formidable forces in all of Hydaelyn.[/quote']


Born of distinguished lineage in the Garlemald Republic, Solus zos Galvus began his military career at a young age. After a string of impressive victories on the field of battle, however, he soon attained the rank of Legatus, and proceeded to integrate machina technology into the army's regular rank and file. With single-minded determination, Galvus transformed his fledgling nation into a formidable military power.


His actions garnered the undivided support of the citizenry, and catapulted him into the position of Dictator, supreme commander of Garlemald. In the years that followed, Garlean forces conquered all the lands of the north and hammered them into a single entity. Galvus then instituted an imperial regime to govern their new territories, conferring upon himself the title of "Emperor."


The eastern nations were the first to feel the newborn empire's mighty fist. It was during this campaign that the emperor witnessed firsthand the destruction wrought by the primals—an experience that led to an imperial mandate for their annihilation.


Now an old man of more than eighty winters, Galvus yet rules as emperor, but court rumors speak of frail health and frequent illness.


Legatus of the VIIth Legion presently dispatched to the western front' date=' van Darnus boasts distinguished parentage in his sire, a founding figure of the Garlean Empire. A ruthless man who has risen to infamy even among his own people, he draws no distinction betwixt friend and foe when met with dissent. Tales are oft told in hushed whispers of van Darnus’s swift rise to power upon the abrupt death by illness of his sire, whose body had no sooner grown cold than his closest aides were put to death.[/quote']


The rise of the Garlean Empire in the Year 1522 of the Sixth Astral Era led to significant changes in the structure of the Garlean society. This is most evident in the adoption of titles which serve to indicate an individual's place within the social hierarchy. The following information was compiled with the aid of informants within the empire and has yet to be verified:



Zos - The emperor

Yae - Member of the royal family in line of succession

Wir - Member of the royal family with no claim to the throne.



Van - Legatus (Commands a Legion)

Tol - Tribunus laticlavius or Tribunus militum (Commands a Cohor)

Sas - Tribunus angusticlavius or Praefectus castrorum (Commands Castrums)

Rem - Primus pilus or Pilus prior (Commands a Manipulus)

Quo - Primi ordines or Centurion (Commands a Centuriae)

Pyr - Optio, Tesserarius, or Decurion (???)

Oen - Duplicarius or Legionarius (Footsoldier?)



Nan - Chief engineer or engineer

Mal - Primus medicus or senior magitek technician

Lux - Chief medicus or magitek technician

Kir - Senior medicus or senior technician

Jen - Medicus or technician


Public Officials

Iyl - Dictator or Princeps senatus

Het - Consul, Praetor, Tribunus plebis, Aedilis, or Quaestor

Goe - Censor

Fae - Unknown

Eir - Unknown

Dus - Lictor


This hierarchy extends to the general populace as well, though it is far less complex. The majority of citizens bear the "Ban" title, and there is a smaller group which appears to be comprised of respected artisans who have adopted the "Cen" title.


The "Aan" title is bestowed upon the peoples of annexed territories and indicates that they lack even the most basic rights afforded to a citizen. However, many Garleans view this as an opportunity rather than a condemnation, as citizenship may be granted to those who have demonstrated exceptional skills, as well as those who have contributed twenty or more years of military service.





Eastern Nations

-Nobility Lore



Hope this helps! ^^

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Thank you for the exhaustive answers!


I suppose Uldah could be seem as a sort of constitutional theocracy ?


Constitutional monarchy, as even if the thaumaturges write the laws (akin to a civil service, because I believe the monarch and Syndicate still vote on things), sovereignty lay with the Sultan or a sultana.


I suppose from what Sounssy has put, that'd make Limsa Lominsa a military dictatorship, technically.

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Well that's actually the thing with constitutional theocracy (not dissimilar to Iran), the executive is not religious, much like Uldah. The religious body is the parliamentary body, aka the legislative power. Except here it's not really parliamentary in nature, but it remains a religious institution that writes the law. 


That's what made me say that it's a constitutional monarchy yes, but more than just that.

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