Sounsyy Posted December 13, 2016 Share #1 Posted December 13, 2016 MIRKE'S MENAGERIEA Collection of Sounsyy's Lore Compilations for RPC Use I've been asked before and have meant to do something along these lines for some time now. I've been doing posts here for a long time, so long that most end up getting buried somewhere and I end up redoing them with new info. Other times, I make large lore posts on my Tumblr, but not here. The goal of this thread is to compile those large lore dumps into one place that will be easy to search through. Also when transferring existing posts into this thread, I'll attempt to update with new lore from game and Encyclopedia Eorzea as much as possible. Please note this will take me a lot of personal time to do. I will be moving at my own pace. I don't promise frequent updates, but feel free to check back occasionally for new posts. Thanks! And I hope this helps! ^^ Thread Rules: Please keep any commentary strictly lore related. Requesting topics is acceptable but best left to the General Lore Questions thread. I move at my pace, meaning I will get to previous posts and topics of mine when I get to them. Only my posts will go into the Index for easy searching. Be excellent, kind, and respectful of any others who do post in this thread. Lore Index: [002] - The Races of Man: Elezen, Hyur, Lalafell, Miqo'te [003] - Races Continued: Roegadyn, Au Ra, Interracial Children, Lifespans, and Foods [004] - (coming: The Beast Races) [005] - Languages of Hydaelyn [006] - Notorious Monsters of Eorzea [007] - Order of Nald'thal, Ossuary, Sacrarium, Erralig, Adama Landama [008] - Nophica, The Hearers of Stillglade Fane, Greenwrath, Wildlings, and Elementals [009] - Ishgardian Heresy [010] - Rhalgr and Ramuh, the Fist of Rhalgr, and the Monkhood's Chakras [011] - Ala Mhigo, the Imperial Territory [012] - The Near East [013] - (coming: Sharlayan, the Old World) [014] - Mamook, the New World [015] - The Southern Continent of Meracydia RPC Lore Index: Popular lore posts I still need to update and replace in this thread. -Aether and Magic Lore Compilation Index -Non-magical Healing, Prosthetics, and Hospitals Lore -PAX West 2017 Lore Panel Transcription -Settlements in Eorzea Then and Now -Eorzean City-state Political Structures -Eorzean Climate and Weather Lore -Eorzean Time and Measurements Lore -Gridanian Gaols and Military: Wood Wailers, Gods' Quiver, Twin Adder Lore -Hingashi's Age of Strife -Sui-no-Sato Lore -Guildleve Lore -Geography of Hydaelyn -All Sightseeing Logs and Dungeon Notes -Who Owns the Chocobo Porters? -Quickening Magic and Familiars -Voidsent Possession -Voidsent Lore Links -Machinist Lore -Battle of Carteneau Lore -Explaining the Calamity and the Warrior of Light -Echo Lore -Scholasticate Lore -Faction Leve Organizations -Maelstrom Lore, Ship Lore, and Links to Medicine Lore -Long-term Injuries and Non-magical Healing -Slavery In Eorzea -Tomestones and Garlean Armor Modifications -Gladiator Lore -Platinum Mirage Lore -Zodiacs -Dragoon Lore -Nobility In Eorzea -Ishgardian Lore Index -Gelmorra Lore -Belah'dian Lore and the War of the Sisters -Bibliothecs Lore Thread -Allagan Onion Knight Lore -Au Ra Tribe Adjectival Forms -Mount Lore -"Vampire" Lore -Paglth'an Lore -Banks and Gil Lore -Ceruleum and Airship Lore -Padjal Lore -Mammet Lore -Magitek Lore and Garlond Ironworks -Garlemald Lore -Eorzean Religion and Religious Texts -Conjury and White Magic Lore Index Tumblr Lore Index: I also do several large lore posts on my blog, so I'm going to provide a link to some of those below temporarily until I can copy those over to RPC eventually. -Commoners' Opinions of Adventurers and the City-states -Commoners' Opinions of Adventurers and the City-states Pt2 -Time Passage 4.0 - What year is it? -Magical and Non-magical Healing Lore -Raise Spell and Raising the Dead -Far Eastern Geomancy -Hydaelyn Alcohol List -Nyunkrepf and Sharlayan's Founding -Near East and Thavnair Lore -Ala Mhigan Food & Remedies (special thanks to Kukurubean) -Expanded Ala Mhigan Lore Part I: History and Culture of Ala Mhigo -Expanded Ala Mhigan Lore Part II: People of Ala Mhigo -Expanded Ala Mhigan Lore Part III: Common Misconceptions about Ala Mhigo -Rhalgr Lore -Nymeia Lore -Althyk Lore -Nymeia Lore -Expanded Elemental Lore -Voidsent Summoning Lore -Drugs in Eorzea -Languages and Accents Lore -A Timeline of the Garlean Invasion -The Qiqirn -Firesand and Ceruleum Lore -Arcanist & Mealvaan's Gate Lore -Great Continents Map, Labelled -Meracydia Lore -Bard Lore Compilation -Schools of Magic, Mechanics of Casting, and Aether Sources -Ishgardian Heresy Lore -Linkpearl Lore -Limsa Lominsa's Government -Formal Education in Eorzea -Street Names and Districts in Ul'dah -Doma, Raen, Ninja Lore Compilation -Eorzea's Rivers Lore -Fist of Rhalgr Lore -Spiritbinding and Soul Crystal Lore with Links to Job Lore Compilations -Undead Lore, Ashkin and Necromancy -Aether, Aetheryte, and Lifestream Lore -Zer'maat Five Lore -Wildling Lore -Chocobo Lore -Sharlayan Lore Compilation -Azeyma Lore -Menphina Lore -Dark Knight Lore -Tempering Lore -Mistbeard Lore -Sultansworn and Paladin Lore 7 Link to comment
Sounsyy Posted December 13, 2016 Author Share #2 Posted December 13, 2016 The Races of Man Elezen -Elezen Naming Conventions According to their own histories' date=' the Elezen are the original inhabitants of Eorzea, having called the realm home since the First Astral Era - a heritage they take pride in to this day. In those bygone times, they lived a pastoral life on the vast fertile plains, but were displaced to the outer reaches as their hereditary lands were overtaken by the Hyur, who had migrated to the realm in great numbers. Time and again they waged bloody war against the Hyuran invaders. In time, however, the two races came to a mutual understanding, and they live in harmonious coexistence to this day.[/quote'] Valuing discipline and order above all' date=' and with a natural proclivity for organization and collaborative effort, the Elezen made great contributions in the founding of the city-states of Ishgard and Gridania. That these great nations still stand strong centuries later is a remarkable testament to the Elezen talent for governance. On the other hand, their preoccupation with history and tradition, tendency to relive past glories, and propensity for pretentious speech can occasionally alienate them from other races.[/quote'] Though the Elezen adopted the common tongue to facilitate communication with their Hyuran allies' date=' the old Elezen tongue is far from a dead language. On the contrary, numerous words from the old tongue have found their way into common parlance, earning a place in the day-to-day vocabulary of other races.[/quote'] The Elezen are a characteristically tall people' date=' long of limb and slender of build. They are also possessed of a somewhat extended lifespan in comparison to the Hyur. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honor and pride. In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present, however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.[/quote'] The Elezen tend to favor sharply-cut attire that accentuates their slender physiques. Even their functional adventurers' garb is crafted with an eye for fashion' date=' down to the exquisite silverwork that adorns it. The heightened aesthetic sensibilities of the Elezen are not limited to clothing, and can be observed in their numerous contributions to myriad genres of the fine arts.[/quote'] Leatherworkers are craftsmen who refine the hides' date=' pelts, and furs of Eorzea's wildlife into garments to be worn from head to toe. Foremost among their creations are leather protectives, which are more substantial than cloth, but lighter and more pliable than chain or plate. The Elezen have long been known for their skill in leatherworking, yet for centuries their techniques were heavily guarded. Once they agreed to share their wealth of knowledge, the quality of Gridanian leather goods improved significantly, creating an increased demand for the superior products.[/quote'] With a bow in hand and a quiver on his back, the archer strikes at the enemy from afar. In Eorzea, two schools of archery have risen to prominence: that of the longbow sentries of the Elezen military, and that of the shortbow hunters among the Miqo'te. Archers constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows, as well as the nature of the shaft, point, and fletching best suited to their foe. It is said that master archers are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted. In former times, the Elezen were the sole inhabitants of Eorzea, claiming dominion over her. Traditionally a nomadic people, the tall, slender Elezen believed the realm to be theirs by divine right - a gift from the Twelve themselves. Unfortunately, this belief made the eventual appearance of the Hyur in their multitudes akin to an invasion, and a long history of conflict ensued. Ultimately, the Elezen diverged into two clans which exist today. The Wildwood Elezen took to the forests in their ongoing fight to protect their homeland against the encroaching Hyur, while the Duskwight Elezen withdrew to caves and subterrane opting instead to avoid all contact with any but their own. The two most prominent Elezen clans are the forest-dwelling Wildwood Elezen' date=' who make their home in the Shroud, and the reclusive Duskwight. The former have a long history of cooperation with the Hyur, having jointly formed the forest nation of Gridania, while the latter have long since eschewed contact with other races to pursue their own path in the shadowy seculsions of Eorzea's deep tunnels and caverns. As such, the Wildwood and Duskwight each consider each other traitors to their race, and tensions between the two clans continue to the present day.[/quote'] This scarlet cousin to the maiden carp can most commonly be found in the Velodyna and Hathoeva rivers. A favorite amongst Wildwood and Duskwight Elezen - amazingly one of the few things the clans actually agree on. Wildwood The ancestors of the Wildwood Elezen were displaced from their ancestral home on the plains when the Hyurans came' date=' migrating in part of Coerthas, where they established the nation of Ishgard, and in part to the Shroud, where they formed the nation of Gelmorra (the ancient subterranean state taht predates Gridania). Though nowadays "Wildwood" is typically used to refer to the forest-dwelling Elezen, the Elezen of Ishgard, too, share the same common ancestry. As such, Gridania and Ishgard have traditionally enjoyed close relations, with each nation readily coming to the other's aid in times of need.[/quote'] The forests' date=' of which the Black Shroud is the tangled heart, have been home to the Wildwood Elezen for hundreds of years. Many of the Wildwood, however, have been drawn to the city-states they helped found, such as Ishgard and Gridania. Their fondness for law and order has contributed to a reputation for being haughty and argumentative.[/quote'] For hundreds of years the Wildwood Elezen have lived in the relative safety of Eorzea's lush forests. They are blessed with extremely keen eyesight - a contributing factor to their famous talent for archery. With the formation of Eorzea's governments' date=' many Wildwood ventured forth from the forests, drawn either to the exhilarating cosmopolitanism of the cities or the simple nomadism of the plains. There is minimal dimorphism between the two genders, though males are generally considered to be milder and more chivalrous in demeanor, and females are generally considered wiser and more intellectual. Among their Duskwight brethren, Wildwood Elezen are referred to as "Greens," for their love of the forest.[/quote'] The Wildwood Elezen are long of limb' date=' with males and females oft reaching heights of greater than eighty and seventy-seven ilms, respectively. With lifespans one- or two-tenths again as long as their fellow races, their physical maturity is somewhat delayed. It is not uncommon for Wildwood children to look up to their Hyuran friends in their early teens, only to rapidly outstrip them around the age of twenty. Owing in part to their large ears, they possess a sense of hearing keener than that of the other races. The Wildwood Elezen also display a natural affinity for magic, with great mages hailing from this clan seen throughout history.[/quote'] Living a nomadic existence on the plains' date=' the ancestors of the Elezen originated the art of archery to protect their lands and livestock from outside threats. From the strings of the bow were born stringed musical instruments, and song and poetry in turn. Their long and graceful limbs also lent themselves to dance, and the myriad manifestations of Elezen art and culture quickly spread to the surrounding lands and peoples. The Elezen were also pioneers in fashion, their unique tanning techniques and exquisite accessories earning great renown across the land.[/quote'] We Wildwood have lived amongst the trees for nigh on nine hundred years. We share the same tall' date=' slender physiques as our Duskwight brethren, but are known for our sharper vision--a trait which lends itself well to our prowess with the bow. Our clan is also known for its innovative genius. The carpentry of Gridania's immense wooden structures of the leather trade--these and more are the products of Wildwood ingenuity, handed down through the ages.[/quote'] Duskwight Making their home in deep forest caves and caverns for centures' date=' the Duskwight Elezen are the descendants of those who parted ways with their brethren after the founding of Gridania, choosing instead to remain in the stone-hewn chambers of Gelmorra and seek out new subterranean sanctums. Shunning the fetters of government and society, a great majority of the Duskwight keep wide berth of the city-states, with some even resorting to brigandry as a means of survival. As a result, they are often looked upon with scorn by the citizens of Gridania, and those who have chosen to make their home in the city often suffer undue discrimination at the hands of their neighbors.[/quote'] For the past several centuries' date=' the Duskwight Elezen have lived in the woodland caverns of Eorzea. These cave-dwelling Elezen are the descendants of a branch that split from the main Wildwood clan during the founding of Gridania. The Duskwight despise the "shackles" of urban life, and it is not uncommon for this reclusive people to avoid the city-states altogether.[/quote'] Centuries ago' date=' a number of Elezen sought out a life of peace and seclusion in the depths of Eorzea's caves and caverns. Today, they are called the Duskwight, though to their Wildwood cousins they are known simply as the "Greys," after their preference of darkness and stone. As part of their physical adaptation, the Duskwight have developed an acute sense of hearing, capable of detecting the faintest of sounds. This natural gift grants them uncanny awareness, which many have put to exemplary use in the field of hand-to-hand combat. The cave-dwelling ways of the Duskwight persist today, with some among them turning to robbery and pillaging to survive, earning them the scorn of their woodland relatives. There are few differences between the genders, but Duskwight males are often regarded as being more stern and authoritative of the two, while females are often regarded as the more passionate and unyielding of the two.[/quote'] The Duskwight are cousins to us Wildwood' date=' and the same blood of the first Elezen courses through both our veins. We are not entirely unlike in appearance, but generations spent in the darkness of caves have created rift enough between our ways of life. Mind you, I bear their kind no ill will. I simply keep the records. And the records state that the Duskwight are generally believed to be...shall we say, unruly, and stubborn. Many turn to thievery and banditry to survive, and are seen as a disgrace to the nobility espoused by the Wildwood. Should you encounter any beyond a city's boundaries, you had best be wary.[/quote'] Similar in height and build to their Wildwood cousins' date=' the defining trait of the Duskwight is the color of their skin, which has come to take on darker hues after generations of calling shadowy caverns home. For the selfsame reason, they also possess an evolved sense of hearing - their ability to ascertain the source of a sound with unerring accuracy, unaffected by echoes or reverberations, is often likened to that of the shadow-dwelling bat.[/quote'] The customs of the subterranean city of Gelmorra are still practiced by the Duskwight to this day' date=' from architectural advances developed to stake out comfortable residences in dank, humid caves to mystical wards that serve to stave off the wrath of the Elementals. The Duskwight-fashioned pomanders - urns engraved with mystic glyphs of great power and filled with fragrant herbs - are an art without parallel in the realm. Duskwight cuisine is famous for its use of Mun-Tuy beans, a staple food in the subterranean depths, where they grow in abundance with no need for sunlight. That these dishes have come to be considered a Gridanian delicacy is an ironic twist, given the history between the two clans.[/quote'] Oh' date=' the ruins you see down there are part of the ancient subterranean city known as Gelmorra. For Duskwight Elezen such as ourselves, it represents a valuable and unexpected opportunity to learn more about the settlement where our ancestors once dwelled.[/quote'] My work here is far from done' date=' but this discovery brings me one tantalizing step closer to realizing my dream; the restoration of these ruins, and their reestablishment as a settlement for the Duskwight Elezen. Gridanians have long perceived my people as outcasts and brigands, yet if we Duskwight can return a measure of prosperity to this fallen city, we would no longer need to resort to common theft or banditry in order to make ends meet. Imagine it![/quote'] Hyur -Hyur Naming Conventions Over the course of some one thousand years and three great migratory waves' date=' the Hyur have come to be the most populous of the civilized races in Eorzea. Compared to the others, theirs is an average physique, both in terms of height and build. The Hyur champion personal freedom and liberty, and their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage―as is their resulting lack of a unified cultural identity.[/quote'] The Hyur are said to have first traveled to Eorzea from her surrounding continents and islands. Some one thousand years and three great migratory waves later' date=' they are now the most populous of all the civilized races. They exhibit a relatively modest physique, both in height and build, and are known for their peculiarly short, rounded ears. Hyur are well suited for traveling long distances by foot, a trait thought to account for their swift proliferation. Their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage - as is their resulting lack of cultural identity.[/quote'] The Hyur arrived in Eorzea prior to the First Astral Era' date=' when they were but one undistinguished race among many. Three great migratory waves later, the Hyur had spread from the northeast reaches of Ilsabard to all corners of the realm, expanding their presence and influence to become Eorzea's predominant race, a position they maintain to this very day. As they settled in new frontiers, the Hyur often found themselves in conflict - even outright war - with the native peoples of those lands. Still, none can deny that the knowledge, technology, and ideas they brought with them have served as the driving force behind the rapid spread of culture and civilization in Eorzea.[/quote'] When the Hyuran tribe came to Thanalan some 800 years ago, Albin the Ashen was at the head of one of the columns. Then-native Belah'dians rose against the invaders and prevailed, as history records. Albin was but one of many slain in the abortive conquest, yet his mortal coil still roams the land in search of vengeance. The Hyur boast myriad languages and cultural backgrounds rooted in their respective places of origin. On the other hand' date=' lacking a single, overarching culture, any universal Hyuran sense of cultural identity is tenuous at best. Perhaps owing to this, the Hyur are wont to value personal freedom more so than the other races, distinguishing themselves in wide range of disciplines and industries with little concern for tradition or heredity. As such, they can be viewed by other races as overzealous and unprincipled.[/quote'] In times of eld' date=' countless tongues and dialects were spoken regularly by the various peoples of Eorzea. As migration and cultural exchange between the races became more common, a universal language arose, easing the burden of communication between different people. This language, which came to be known as the common tongue, is now spoken by the vast majority of the realm's residents. It is believed that Hyuran priests also played a vital role in the creation of the Eorzean alphabet at the end of the Fourth Astral Era, though the precise details are lost to history.[/quote'] The Hyur of Eorzea comprises two clans: the Midlanders' date=' who settled in the realm's low-lying regions, and the Highlanders, who claimed the high mountains as their home. This does not, however, represent the entirety of the Hyuran people. Outside of Eorzea, Hyur can be found in Ilsabard in the north, Othard to the east, and even as far as the New World, their manifold clans and houses as innumerous as the stars in the night sky.[/quote'] Midlander The most populous clan of the most populous race' date=' comprising over half of all Hyur, Midlanders can be found in city-states and villages the realm over, earning their keep in myriad trades and vocations. A highly cultured people, Midlanders have traditionally compensated for their lack of exceptional physical prowess with enterprise and ingenuity, contributing to great advances in all manner of disciplines. Indeed, many of the realm's greatest inventors and innovators have been Midlanders. With some exceptions, a comparatively large number of Midlanders are educated in letters from a young age, giving rise to a healthy population of academics and intellectuals.[/quote'] The Midlander clan comprises over half of Eorzea's total Hyur population. The name derives from the clan's long tradition of settling in low-lying regions' date=' though in truth Midlander lines hail from a wide variety of ancestral homelands. They have established themselves in every city throughout the realm, and can be observed leading lives as diverse as their heritage.[/quote'] The Midlander clan comprises over half the total population of Eorzea's Hyur. They have established themselves throughout every city in the realm and lead lives as diverse as their heritage. Trained in letters from infancy' date=' the Midlanders are generally more educated than many of the other races and clans. Despite the fact that males tend to be slightly taller than females, there are no significant differences between the genders.[/quote'] Midlanders do not possess the endless stamina of the Roegadyn' date=' nor the hawk-like eyes of the Elezen, nor the hound-like noses of the Miqote, nor the deer-like ears of the Lalafell, nor even the muscle-bound builds of their cousins, the Highland Hyur. Then how, you ask, is it that they became the most prevalent race in the realm? Why, I believe it is their creativity and craft, combined with their intrinsic ability to adapt and borrow from other cultures.[/quote'] Midlanders often display a keen aptitude for magic' date=' with Midlander mages adept in teleportation magic serving a vital role in many an adventuring party.[/quote'] Quick to adapt to local customs and traditions wherever they settle' date=' Midlanders excel at acquiring and refining new knowledge. For example, it was a Midlander culinarian who created the popular dish known as bouillabaisse, inspired by the simple seafood stews favored by Sea Wolf fishermen. As befitting their status as contributors to the Eorzean alphabet, Midlanders show a proclivity for letters, and have made considerable contributions to literature through the ages. Such contributions also extend to the fine arts - Midlander artists, as one example, were the first to employ perspective in their paintings.[/quote'] Highlander Descendants of a people who followed the stars to the mountains of Gyr Abania in the wake of the Sixth Umbral Calamity' date=' the Highlanders founded the city-state of Ala Mhigo, a bastion of military might until its fall to the Garlean invasion two decades agone. Many stayed behind, and now live a toilsome life under the yoke of their imperial masters, while those that fled their homeland now live as refugees in Eorzea. Their numbers are greatest in the Shroud and greater in Thanalan, where their presence has resulted in no small degree of social strife. Among the refugees are those who have put their considerable martial talents to use as sellswords and gladiators.[/quote'] The Highlander name comes from the clan's history of dominion over the mountains of Gyr Abania. Compared to their Midlander brethren' date=' the Highlanders are noticeably larger in build and musculature. Following the fall of their ancestral homeland of Ala Mhigo, many have sought refuge in the bustling mercantile nation of Ul'dah.[/quote'] The Highlanders were the first of the Hyur to reach Eorzea. Their name derives from their long tradition of building strongholds in the mountains. Compared to their Midland brethren' date=' the Highlanders are noticeably larger in build. They adhere to the doctrine of the Twelve, and are devout followers of Rhalgr, the Destroyer. Ancient Highlander practices of tattooing and tooth filing are very much alive today. Of late, Highlanders have become an increasingly rare sight in Eorzea, their number represented almost exclusively by those who fled Ala Mhigo after its fall, and now work in other city-states as mercenaries and sellswords.[/quote'] Highlanders are noticeably taller and more muscular than Midlanders' date=' with full-grown men reaching towering heights of nigh eighty ilms. Some posit that the impressive Highlander physique is the fruit of countless generations spent residing in harsh, unforgiving mountain climes, where the air is thin and each day a struggle for survival. Though some discount this theory, none can deny that the physical prowess of the Highlanders greatly outstrips that of their Midlander cousins.[/quote'] The Highlanders are a clan of Hyur whose name derives from their long tradition of building strongholds in the mountains. Long years at high altitudes endowed them with a stamina that lent itself well to physical activity' date=' and both the men and women are trained in the arts of combat from childhood, which accounts for their thick musculature. They are truly beautiful physical specimens─from a purely scientific point of view, of course.[/quote'] Like Midlanders' date=' Highlander names have their origins in words of the common tongue. One difference of note is the prevalence of violent-sounding surnames, rooted in epithets and monikers earned on the battlefields of war-torn Gyr Abania. Given names display the influence of Northern dialects, often bearing more than a passing resemblance to those of the Roegadyn Sea Wolf clan. "Bastard son of a Sea Wolf" is an insult often hurled at Highlanders in tavern brawls, not infrequently with painful consequences for the fool who uttered it.[/quote'] Some Midlanders like to joke that because Highlander names have a very Roegadyn feel to them (in addition to highlanders being very large and muscular)' date=' that the clan is somehow “less Hyuran.” Many an alehouse brawl has broken out as a result of a Midlander in his cups uttering such quips as ‘Your mother was a Sea Wolf ’ in the presence of a Highlander. Needless to say, most of these quarrels do not end well for the instigator.[/quote'] Q: Why don't male Highlanders have eyebrows? MCKF: There is a reason. Highlanders are a very violent group of people. Their clan is always warring amongst each other and against the Midlanders as well back in their homelands. They like battle. They fight and the women fight and their children fight, because that's their culture. When you have this culture of everybody being able to fight, it's all about getting the one-up on your opponent. Everyone's good with a sword or a club or whatever, so you need something extra. Everyone expects their opponent to have eyebrows. So if someone goes into battle and your opponent doesn't have eyebrows, it psychs you out and your head gets chopped off. Different tribes have their different rituals but one of those rituals is shaving off the eyebrows to put fear into your opponent. Q: So they do have eyebrows, they just shave them off? MCKF: Yeah, it's not a genetic thing. They shave them off or they give themselves scars or pull out their teeth. Things like that to make them look more imposing. Smallfolk tell of how many young daughters were left behind in Ala Mhigo to fight. Turns out most of them Highlander girls swing as word as well as any adult. I'd dearly love to see for myself. The Miqo'te known as the Hellfire Phoenix was a sight to behold' date=' that's for sure, but they say all them Highlanders are possessed of the same fury.[/quote'] With a spiritual tradition dating back to times of yore' date=' Highlanders are known to sport wood-carved talismans woven into their underclothes, and votive tattoos adorning their bodies. While some find Highlander aesthetic sensibilities crude, one cannot deny their uniqueness and the manner in which they evoke unadulterated strength of nature. Such ruggedness can also been seen in their preferred fare - Highlanders often dine on simple yet impressive dishes such as massive aldgoat steaks, seared perfectly to seal the natural juices. Overcooking is taboo in Highlander kitchens, to the degree that some consider them raw meat eaters.[/quote'] A traditional dish of the Highland Hyur consisting of a thick cut of aldgoat chuck charred over an open flame. Lalafell -Lalafell Naming Conventions Stocky and squat of stature' date=' the Lalafell are by far the most diminutive of Eorzea's races. Typically maintaining a youthful appearance even in advancing years, a Lalafell's true age is ofttimes difficult for members of other races to ascertain.[/quote'] The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance' date=' it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy. Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to Eorzea via the burgeoning trade routes. Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Eorzea.[/quote'] A wee people sporting short' date=' rotund bodies, the Lalafell appear as no more than children to the eyes of most. Many of these nimble folk hail from the islands of the southern seas, where they practice a simple agricultural lifestyle. It was not until the opening of maritime trade routes that the gradual migration of Lalafell to Eorzea began. Now one of the most established races in the realm, Lalafell can be found in great numbers in nearly every city. Though Lalafellin culture places great emphasis on blood relations, individuals are known for getting along amicably with members of all races.[/quote'] Originally an agrarian people hailing from the southern islands' date=' the Lalafell gradually migrated to Eorzea over the years in pursuit of trade. In the Fifth Astral Era, they played a key role in the foundation of the city of Nym on Vylbrand, as well as the mystic city of Mhach in the lowlands of Yafaem. When both civilizations fell to the Sixth Umbral Calamity, the Lalafell were forced to seek new homes. The Nymian Lalafells employed their seafaring talents and returned to the south sea isles, while the survivors of Mhach wandered the lands before eventually settling in the wastes of Thanalan.[/quote'] Throughout history' date=' the Lalafell passed their histories down through song, which is why even now many use heavy alliteration in their speech.[/quote'] While placing great importance on familial bonds' date=' the Lalafell are by no means exclusionary. This is manifest in the cordial relations they enjoy with their fellow races, and the success they have achieved as a race of traders and merchants. Though their singularly business-minded nature can lead to them being perceived as greedy and calculating, few can find in their hearts to entirely dislike the Lalafell, with their inherently bright and jovial nature. As such, examples of Lalafell being persecuted by other races are few and far between.[/quote'] Masters of Science and Nature' date=' the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous waters─from curative concoctions to potent potables. The Ul'dahn school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well.[/quote'] A distinctive element of traditional Lalafellin garb is the scarf' date=' which also serves an eminently practical function - it can be unfurled to serve as a signal flag on the wide seas or vast deserts, allowing a Lalafell to stand out beyond his or her modest stature. They are also known to favor relaxed, loose-fitting garments that conceal their naturally rotund builds.[/quote'] As befitting their status as a race of traders' date=' the Lalafell were unsurprisingly among the first to adopt and master the common tongue of the Hyur. Nevertheless, it is said that the old Lalafellin tongue is still spoken today on their island homes to the south.[/quote'] The Lalafell are primarily composed of two clans: the grassland-dwelling Plainsfolk and the desert-dwelling Dunesfolk' date=' with both tracing their roots to the south sea isles. Though slight differences in physical appearance have emerged over the many generations spent living apart, the two clans harbor no particular resentment for each other, and inter-clan marriages are commonplace, with many Lalafell today possessing both Plainsfolk and Dunesfolk blood.[/quote'] Plainsfolk Seen in the greatest numbers on Vylbrand' date=' the Plainsfolk trace their history to the maritime traders who settled in Limsa Lominsa to deal in pillaged and plundered wares. In the years to follow, they were joined by their families, who would become pioneers of the greater La Noscea region. While their descendants today are predominantly farmers, there are those who turned to shipping and fishery in those years when skirmishes with the kobolds stalled further exploration of the continent. Today, the Plainsfolk represent a significant part of the Lominsan populace, and are known for their relaxed, comfortable lifestyle.[/quote'] The Plainsfolk have settled in La Noscea and other regions where the ground is flat and easily cultivated. Though many live the life of farmers' date=' it is not uncommon to see Plainsfolk residing in Limsa Lominsa, holding positions in the navy or working in the fisheries. They are well known for their relaxed and carefree demeanor.[/quote'] The flat landscapes of the Plainsfolk's home islands are dotted with the clan's traditional thatched huts, beneath which lie intricate networks of underground passageways. Their distinct hair coloration - a myriad of earthy and grassy tones - helps them blend in well with their environment, acting as an effective camouflage against would-be attackers. The long, pointy ears of the Plainsfolk are extremely sensitive, said to be able to detect the faintest scampering of the prairie's various fauna. They are clever and opportunistic people, and crafty with their words. These traits have helped the Plainsfolk excel in the arena of business. The generally accepted view of Plainsfolk males is that they are a cheerful lot, with a weakness for festivals and celebrations. The generally accepted view of Plainsfolk females is that they are a vibrant lot with a penchant for excessive conversations. Averaging some thirty-five ilms in height' date=' the Lalafell are by far the smallest of Eorzea's races. What they lack in physical strength, however, they more than make up for in swiftness of reflexes and sharpness of mind. Underestimating a Lalafell has been a costly mistake for more than a few men. Hair of grassy and earthen colors is common among Plainsfolk, with dubious theories claiming that these hues evolved to camouflage their bearers from the sight of the fearsome vultures that roam the skies above their island home.[/quote'] Plainsfolk males─notable Syndicate member Teledji Adeledji included─usually go by their entire full name' date=' rather than first or last name alone.[/quote'] Lalafellin names are made up of a given name and a "courtesy name" bestowed upon reaching adulthood. The latter is not a family name' date=' but rather unique to the individual. Lalafellin names trace their origins to songs and poems in the old tongue, and are ruled by rhyme, rhythm, and repetition.[/quote'] The Plainsfolk are descendants of the Lalafell tribes who lived on the massive expanses of grasslands covering a stretch of islands far to the south of Limsa Lominsa' date=' across the Rhotano Sea. While their bodies are small, their ears are markedly large and developed- a trait thought to have been once necessary to locate food, as well as detect enemies in the wide expanse of the steppe. One of the theories as to why many of them have green hair is that the color helped them blend into the tall grasses, making them more difficult to find by avian predators such as the giant rocs known to hunt the region.[/quote'] On their island homeland to the south' date=' the Plainsfolk lived as farmers, residing in thatched-roof houses connected by subterranean tunnels modeled after ant colonies. Their gardening and horitcultural skills knew no peer, and it was in this capacity that they shined as pioneers of new and theretofore-unbroken lands. Making the most of their light and compact bodies, they traveled remarkable distances in simple-yet-sturdy canoes, developing their own unique seafaring and navigational methods, which they employ to great success as fishermen and maritime traders even today.[/quote'] As mantis sightings in Eorzea coincide with the time period in which Lalafellin settlers from the south arrived in Vylbrand' date=' it has been concluded that the giant insectivorous vilekin (also found in abundance in the Lalafell's homelands) were unintentionally brought over by the Plainsfolk - eggsacs most likely attached to the reeds from which the clan wove its sea ships.[/quote'] Dunesfolk The sons of fallen Mhach concealed themselves in the remote outlands for a time' date=' before venturing into Thanalan in caravans propped on the backs of great beasts of burden. Living a nomadic existence in the sandy wastes, they came to be called by the name they bear today. It was the Dunesfolk who founded the great civilization of Belah'dia, which would later splinter into Sil'dih and Ul'dah, the latter of which prospers still today. Practical by nature and swift to put ideas into action, their temperament is well-suited to seizing business opportunities, and it is little surprise they played such a great role in building Ul'dah into the bustling center of trade and commerce it is today.[/quote'] The Dunesfolk can be found on the scorching sands of Thanalan and other such arid areas. As the founders of the merchant city of Ul'dah' date=' they are famous for their obsession with commerce. A natural inclination to transform ideas into action has served the Dunesfolk well in their business dealings.[/quote'] Perhaps the most unique characteristic of the Dunesfolk is their native dwellings - structures affixed to the backs of large beasts of burden. It is in this way that they are able to traverse the vast deserts expanses of the islands which they call home. The luminous eyes of the Dunesfolk are a result of a glossy, protective layer which covers the pupil, an evolutionary response to the region's glaring sunlight. Many individuals wear a small, traditional gemstone on their forehead, a symbol of their zodiacal sign. They are adamant about scholasticism, placing the advancement of knowledge before all else. Other races tend to perceive male Dunesfolk as introverts who care more for books than the goings on of the realm. Other races tend to perceive female Dunesfolk as gentle souls with a love for fortune-telling and divination. While many are familiar with the Dunesfolk custom of attaching a small orb to the forehead as a symbol of their guardian deity' date=' it is less well-known that this practice dates back to - and serves to honor - their ancestors, the sorcerers of Mhach. Another unique Dunesfolk practice is that of feeding their children cups of herb tea infused with minuscule portions of diluted snake and scorpion venom. As such, Dunesfolk raised in traditional households often display a remarkable resistance to certain poisons.[/quote'] I myself am a Dunesfolk, as you may have noticed. Our kind is a feisty little bunch, with a long history of life in the desert. From an early age, we are made to drink a traditional herbal concoction to raise our resilience to poison, as nearly all the plants and animals in our native lands are venomous. But since migrating to Eorzea, this resilience seems to have absolutely no effect─an interesting fact of Eorzean toxicology! And please, take note of my eyes. There is what appears to be a thin layer covering the pupil, yes? That too is an evolutionary response to the environment─our bodies' way of protecting the eye from the harsh rays of the sun and errant grains of sand. Unfortunately, it limits detailed ocular research to Dunesfolk cadavers. The degree to which the Dunesfolk have adapted to their surroundings can be seen in their tanned skin' date=' able to withstand the harsh rays of the sun that beat down on Thanalan, and their eyes, clear as glass with pupils covered by a thin membrane to keep out the sand. Many are blessed with an aptitude for magic, with Dunesfolk accounting for numerous accomplished thaumaturges as well as high-ranking members of the Order of Nald'thal clergy. Dunesfolk miners also rival the Roegadyn in their numbers and accomplishments, making up for their lack of brute strength with resourcefulness and the ability to delve into the narrowest tunnels.[/quote'] The Dunesfolk have long laced their teas with traces of venom' date=' that they might better survive in a land rife with deadly snakes and scorpions.[/quote'] Permit me to tell you something of this place. The name comes from an ancient tongue' date=' Halatali meaning “the land of many shadows.” It was here that our distant ancestors first settled, and─ Bah, you have not come all this way for a lesson in history.[/quote'] Most don't know it' date=' but Ul'dah was once ours - the Lalafells'. Till the promise of gil brought in all the others, that is. Now I can't talk to half these leeches without looking up. Ruined my bloody neck, it has. This city is our by rights. There ought to be a tax, if you ask me. Aye, all non-Lalafells should pay for the privilege of living here─or at least for being so godsdamned tall! What? Might not my neck complaint actually be caused by gazing up at Dalamud, you say? Well then, we will need to find a way to make that vexatious hound pay as well![/quote'] -Dunesfolk's Beasts of Burden -Dunesfolk Forehead Gemstones Far East A small freshwater fish originally from the eastern continent of Othard. It is said that the first dark sleeper was introduced to Eorzea by an exiled Lalafellin prince who wished to once again experience the luxuries of his homeland. Miqo'te -Miqo'te Naming Conventions A race distinguished by their large' date=' feline ears and supple tail. For reasons that are not entirely clear, female Miqo'te vastly outnumber males, a phenomenon unique among Eorzea's races.[/quote'] The Miqo'te are descendants of a hunting people that crossed over the frozen seas to Eorzea in search of prey during the Age of Endless Frost' date=' when famine gripped the land. Cleaving to their old way of life, they have largely accepted their status as one of Eorzea's less populous races. Fiercely territorial and proud of their traditions, it could be said that Miqo'te are unsuited to life in the city-states. Nevertheless, as natural-born hunters given to a nomadic lifestyle, many Miqo'te have achieved great success as adventurers.[/quote'] Though their presence in Eorzea is lesser than that of the other races' date=' the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.[/quote'] The ancestors of the Miqo'te made their way to Eorzea during the Age of Endless Frost' date=' traversing the frozen seas in pursuit of the wildlife upon which they subsisted. Adaptation to a hunting lifestyle has fashioned them with a keen sense of smell, powerful legs, and a tail which provides them with exceptional balance. Miqo'te are known to be very territorial, and many individuals tend to lead solitary lifestyles, particularly males. The few Miqo'te who have made the transition to life in Eorzean society are predominantly female.[/quote'] In the mass exodus which occurred during the Fifth Umbral Era' date=' 26 Seeker of the Sun tribes crossed the seas (which had frozen solid as a result of the Calamity) to Eorzea in search of food and warmer climates. The names of these tribes contained many sounds which were difficult to represent with the existing Eorzean alphabet; but the fact that there were the same exact number of tribes as letters in the Eorzean alphabet was taken as a sign that they were destined to make the new realm their home, and so assigned each tribe with a letter/sound that was closest to its name. Over time, this resulted in the changing of the pronunciation to more closely resemble the pronunciation of the Eorzean letter than that of the original word.[/quote'] A common trait among all Miqo'te is their fierce pride for their heritage as hunters. Seeing themselves as part of the natural world itself' date=' they prize above all the freedom of the hunt, and do not shun death when old age and infirmity sap them of the physical talents needed to pursue their quarry to their satisfaction. To the free-willed Miqo'te, other races' way of life - their wont to flock together with their own kind, to overrun nature to build cities, to seek safety and stability in laws and alliances - must seem quite curious indeed.[/quote'] Despite their inherently solitary nature' date=' the Miqo'te adopted the common tongue early on, born of a need to barter with other races to procure materials with which to craft their hunting tools and weapons. Remnants of the old tongue can be observed in the distinctive Miqo'te "huntspeak" - a system of tongue-clicks and whistles used to communicate with companions while in pursuit of quarry.[/quote'] Despite convincing research by top academics from around the realm and beyond' date=' most Miqo'te scholars refuse to believe that there may be some ancestral connection between their race and cats (fat or not).[/quote'] The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it - the archers. Projectile techniques such as high-angle fire enable archers to assail their foes with deadly precision even at great distances. Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as most skilled with the bow. The guild's teachings cover a variety of projectile weapons, down to the simplest throwing rock. The nature of the alchemical trade demands that its practitioners have intimate knowledge of all facets of existence, be they mineral, metaphysical, magical, or divine. Able to transmute the very essence of matter, alchemists are able to create anything from miracle medications to lethal toxins. The craft's establishment as a tradition in Eorzea dates only to recent history. It was born primarily of ancient techniques and knowledge brought from the Near East, but has come to contain elements of Lalafellin herbalism and Miqo'te occultism as well. The primary tool of the alchemist is the alembic. According to ancient Miqo’te mystics' date=' aetheric energy permeates all creation even as it exists in its own distinct dimension, parted from the physical plane. If Eorzea might be compared to a colossal creature, aether would be the lifeblood that courses through its veins, supplying it with sustenance.[/quote'] The agile Miqo'te value freedom of movement above all else' date=' shunning unwieldy armor that might restrict their range of motion. Miqo'te legwear is invariably perforated with a hole through which the tail dangles free, allowing them to maintain their unerring sense of balance.[/quote'] As I'm sure you've gathered from the tail an' ears' date=' Q'yantaa's a Miqo'te, and huntin's in their blood. Could be this plan might actually work...[/quote'] The Miqo'te are roughly divided into two clans: the diurnal Seekers of the Sun' date=' and the nocturnal Keepers of the Moon. The former hunt during the light of day, while the latter prowl at night, and it is believed this stark difference in habit arose due to unique physical differences between the two. Furthermore, within each clan exist numerous tribes, each with their own unique culture, customs, and hunting methods - it can hardly be said that all Miqo'te of the same clan share a common set of beliefs.[/quote'] Seeker of the Sun Unsurprisingly' date=' given their self-bestowed clan name, the Seekers of the Sun count numerous devotees of Azeyma, the Warden, among their ranks. While their overall numbers are not great, their twenty-six tribes are scattered across all reaches of the realm, with small Seeker settlements to be found from the sands of the Sagolii Desert in southern Thanalan to the jagged peaks of Gyr Abania. Yet other Seekers have settled in Limsa Lominsa, drawn to the freedom of pirate life. Many Seekers, particularly those of the younger generation, choose to set off as adventurers, perhaps heeding the same call of the wild their ancestors once heard.[/quote'] The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture' date=' as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. Though relatively few in Eorzea, a small number of them have been accepted into everyday life by the other races in the port city of Limsa Lominsa. Others are known to make their home in the region of the Sagolii Desert.[/quote'] The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. They are perhaps known best for their striking eyes - the result of their vertically aligned pupils and faintly colored irises. It is also not uncommon for their eyes to be disparately colored from birth, a trait considered auspicious amongst their kind. The Seekers are widely regarded as quick-witted and prone to action, and many exhibit a tendency to bore easily. The Seekers of the Sun are a true miracle of evolution at work. Though lean and flexible, they possess immense strength and stamina, and excel at near any physical act─be it bounding amongst the treetops or swimming in rough waters. Above all that, their powers of expression are also second to none. Yes, Seekers of the Sun make fine study specimens─fine study specimens indeed. Still, it is the males of the race which remain a near complete mystery. An effective medicine requires detailed study of both the male and female of a species, but male Miqo'te are simply nowhere to be found. Rumors say that some reside right here in Ul'dah, but they must avoid people like the bloody plague, because I've yet to set eyes on a single one! Roughly a head shorter and smaller of body than the average Hyur' date=' the Seekers are blessed with a wiry strength, surpassing agility, and the stamina to run for hours under the blazing sun - a combination of traits that makes them uncommonly suited to hunting in arid climes. As many Seekers are adept at climbing and diving, they also make for excellent sailors. Among their most striking physical features are their eyes, with their narrow, vertically-aligned pupils and faintly colored irises.[/quote'] The Seekers of the Sun are a highly patriarchal culture' date=' with each tribe centered around a strong breeding male (nunh) whose duty it is to form a harem and lead his people to glory and prosperity. Young males are born and raised as "tia", and must either assume the position of nunh by challenging and defeating an existing nunh in single combat, or leave the community to find a harem of his own. In particularly large tribes, multiple nunh may coexist in the same community, though such cases are rare.[/quote'] When the Seekers of the Sun came to Eorzea from their homelands, there were only 26 tribes. Since that time, there have been some males who, instead of defeating their tribe's nunh and becoming a breeding male by normal means, opt to leave the tribe and form their own. However, it is rare for female Seekers of the Sun to follow these males, so these newly formed tribes almost always die out. This does not mean that it doesn't happen. If a male leaves to form his own tribe, he will replace the letter from his original tribe (for example, the "Y" in Y'shtola) with a new one. Since the 26 letters of the Eorzean alphabet are already taken, the new tribal prefix will be often be two letters (Ma -> Ma'shtola) which are of the tribe-forming male's choosing (and all people in his tribe will use that same prefix). His last name will be Nunh, as he is now the new breeding male (as designated by himself) of his new tribe. While not impossible (people can do what they want with their names), a Seeker of the Sun choosing his mother's name to be his last, would amount to shunning his culture and adopting the rules of the Keepers of the Moon. There will be some Seekers of the Sun who will respect this, but others who frown upon it. There are tia within the 26 existing tribes who, instead of defeating an existing nunh, prove their worth to the tribe by extending its hunting grounds. These tia will venture out into the world and claim territory of their own (by either finding somewhere unoccupied, or taking an area by force from another tribe). If they can maintain it for an extended period of time, then they become the nunh of that area, while still remaining a member of their original tribe. This actually happens quite often. And is far more accepted than merely leaving the tribe to make one's own (which, ultimately makes that person an outcast). This is why you will almost never see Seekers of the Sun with tribal letters beyond the original 26 (like the Ma'shtola I mentioned earlier). There are simply not that many, and those that do exist, rarely admit it, for fear of ostracism. Keeper of the Moon -Fifty Canon Keeper Surnames -Keeper Nomenclature section in Encyclopedia Eorzea is incorrect, refer to Naming Conventions post above. As might be surmised from their self-chosen name' date=' the majority of the Keepers of the Moon are devout followers of Menphina. They reside and hunt freely in the Shroud, where for many years they came in conflict with the people of Gridania, who saw the Keepers as little more than poachers. In recent years, however, the two sides have reconciled their differences, and today many Keepers hunt in accordance with rules set by the Trappers' League, bartering the furs and meats they procure for agricultural goods and essential commodities. Others, however, refuse to bend to these rules, poaching the woods and laying waste to the natural environment as they see fit.[/quote'] The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day' date=' they revel in the shroud of night, with most offering their piety to Menphina the Lover, goddess of the moon. Their tradition of hunting in the thick woodlands of the Black Shroud have for years thrown them into conflict with the forestfolk of Gridania, who condemn them as poachers. Of late, however, many Keepers of the Moon have found some small peace with the Gridanians, and taken to living within the city.[/quote'] The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina the Lover, goddess of the moon. They are distinguishable from their diurnal cousins by their darker fur, larger ears, rounder eyes, more pronounced canines, and longer, skinnier tails. The ritual application of war paint to the face is still regularly practiced, as it is believed the vivid colors grant lunar powers. The Keepers are known for their reticent and brooding personalities, but are also respected and sometimes feared for their tenacity. The Keepers of the Moon are the more numerous of the two Miqo'te clans you will see here in Gridania. Even so' date=' their kind are few enough, as many and more care not for life in the city. They have the characteristic feline eyes and long swaying tails and I daresay that in comparison to the Seekers of the Sun, they tend to be a bit more reticent and reserved. Time was, our own Gods' Quiver used to clash with the Keepers that were out hunting in the Twelveswood. But these days we deal with them friendly enough, trading what crops and hides are to be had.[/quote'] Save for their longer tail' date=' the Keepers are nearly identical to their Seeker cousins in physical stature, and can be distinguished by their fur, dark as the night fog, and the large pupils of their eyes. Though lacking the physical stamina of the Seekers, they make up for this with a fierce strength of will and unerring instincts. With their keen intuition, Keeper hunters have been known to easily snare even targets concealed in the gloom of night.[/quote'] In contrast to the Seekers of the Sun' date=' with their male-dominated tribes and harems, the fundamental unit of Keeper of the Moon society is the family, centered around a strong mother figure and her children. Keepers are known to form small communities composed of two or three families who hunt together. They are also known for decorating their faces with war paint before going on the hunt, a tradition symbolizing their readiness and resolve to strain their hands with blood, as well sending a message to their gods that they are prepared to serve them as warriors in the afterlife should they fall.[/quote'] The men of the Keepers of the Moon live a wanderer's life' date=' for they are at their best in small doses. Women and children keep the hearth, ply various trades, and accept game and visits from the menfolk. But King Poach denies women this gods-given rule over matters of family. He forces women to live with him, forbids them to see their sisters, mothers, aunts. Most unnaturally, they lie with him and him alone! So terrible are their crimes that all Keepers of the Moon feel the suspicion and fear cast their way.[/quote'] I grew up in a household as the third daughter of five. As you likely already know' date=' we Keepers of the Moon are not raised with a father, so it was just my mother with us at home. Now, of course, I live on my own. After one of my older sisters moved to Ul'dah, I decided to follow her example and leave the Black Shroud.[/quote'] Can you believe the nerve' date=' this goblin fisherman said I wouldn't be able to outfish him even if he were blindfolded! Well, I took the bet, of course! We Keepers of the Moon do not take insults lying down, especially if they're true! Since he won't be able to see a thing, you can prove him wrong.[/quote'] The Keepers of the Moon who make Quarrymill their home have recently been troubled by Taker's Rot poachers who litter the area with their deadly iron leg traps. Three young women and a breeding male have already had to have their legs amputated after suffering wounds from these deadly hunting instruments. To ensure the clan suffers no further causalities' date=' the Trappers' League has put a call out to local adventurers to assist in the search and disposal of hidden traps.[/quote'] We Keepers of the Moon have a long history of decorating our faces with colorful paint before going into battle. We do this not only to honor the traditions of our clan' date=' but to also let the gods know that we are prepared to serve them as warriors in the afterlife, should we fall at the hands of our enemies. The paint we use is taken from the inedible red berries of a herb known as 'soldier's sore' that can be found growing in the South Shroud. My unit is willing to pay handsomely for any who can harvest the fruit and deliver it to our barracks.[/quote'] Moon daisies are often hung to rafters' date=' trees, or other elevated locations to represent the celestial body when performing holy rituals to the goddess Menphina during daylight hours.[/quote'] A rare freshwater fish decorated with a thunderbolt-like pattern down its back. The Keepers of the Moon who inhabit the Black Shroud will eat one of these before a big hunt' date=' claiming that it grants them speed and strength.[/quote'] There are many Keeper of the Moon family names that have been passed down through the generations. The ones you see in-game represent some of the more prominent families that once crossed the frozen seas into Eorzea in search for prey. That does not mean that these are all the names available. There are some families who have chosen to live more secluded lives' date=' and simply have not made an appearance in-game yet. There are also the families who remained in their homeland, or emigrated to lands other than Eorzea. So, when creating a character, you are free to take the surname of an existing family, and inherit their history, or choose a yet-to-be-released surname, and build a new history.[/quote'] Discrepancy in Miqo'te Origins - Meracydia or Ilsabard? The previously held belief that the Miqo'te originally hailed from the southern continent of Meracydia is under contention due to passages found in the lore book citing their Fifth Umbral Era migration being from Near Eastern Ilsabard. A Meracydian origin is still theoretically possible prior to Allagan occupation, but we don't know for certain the circumstances that lead to their exile to Ilsabard... a continent that was also under Allagan control during the time period. There is an alternative theory which places the origin of the Keeper Miqo'te at Meracydia while the Seekers migrated south from Ilsabard. It is believed the Miqo'te first came to Eorzea during the Fifth Umbral Era' date=' fleeing their ravaged homeland on the southern continent of Meracydia.[/quote'] A tiny seed rich in aromatic oil' date=' sesame is native to Meracydia, and thought to have first been brought to Eorzea by migrating Miqo'te.[/quote'] A thick' date=' spiny-leaved cactus indigenous to the southern continent of Meracydia. The Miqo'te are known to treat severe burns with the cool gel-like substance found inside the leaves.[/quote'] As is the case with nearly the entirety of the Fourth Astral Era, the great calamity which would end the period is also shrouded in mystery. Tribal legend and local folklore does, however, speak of a seemingly endless winter that brought with it bitter cold, raging snowstorms, and giant rivers of ice. Without the ability to grow crops, much of the population perished, or was forced to flee to the south and its more temperate climes. It is believed that for the years that encompassed the Fifth Umbral Era - or as it is also known, the Age of Endless Frost - much of the Bloodbrine Sea was frozen solid, on one hand preventing fishing and decimating the populations of sea life, but on the other, allowing for the migration of Miqo'te tribes from southern Ilsabard into northern Eorzea - tribes made up of descendants of the very same Miqo'te who were persecuted against and driven from Eorzea by the Allagan Empire almost two millennia earlier. The newly hardened seas of this frigid era provided the tribes with a means around the massive peaks of Gyr Abania that prevented their return in the Fourth Astral Era, and while there was little awaiting them in the rime-encrusted realm when they arrived, their uncanny ability in the hunt granted them a means of survival until the frost had melted. It was not long after their return to the realm that the Miqo'te learned of the new Eorzean alphabet. Tribal seers were quick to claim that the fact the number of letters in that alphabet - twenty-six - directly corresponded with the exact number of Seeker of the Sun tribes that had made the journey across the frozen seas was most fortuitous, subsequently convincing the tribes that they should each take one of those letters to its name. It is not uncommon even today for massive floating islands of ice to appear in the winter moons along Eorzea's northernmost coasts - the Farreach. In the Fifth Umbral Era, however, these frozen mountains were said to have appeared as far south as the Jade Sea. 1 Link to comment
Sounsyy Posted December 13, 2016 Author Share #3 Posted December 13, 2016 Race Lore Continued, Mixed Races, Life Expectancy, and Traditional Foods Roegadyn -Roegadyn Naming Conventions -Roegadyn Dictionary The Roegadyn are easily identified by their massive' date=' muscular frames. They are descended from a maritime people that roamed the northern seas, though many of their ancestors turned their longships south to brave the crossing into Eorzean waters. Often considered a barbaric race, the fiercely competitive Roegadyn are also known for their compassion and unswerving loyalty. Many of the greatest warriors in history were born of Roegadyn stock.[/quote'] Known for their brawny builds and piercing eyes' date=' the Roegadyn are the largest and most rugged of Eorzean races. The majority of the realm's Roegadyn belong to the Sea Wolf clan, a maritime people who earn their keep on or by the sea, be it as sailors, fishermen, or pirates. Comparatively fewer in number are the Hellsguard, who are known for their earnest demeanors, and can often be found working as bodyguards and smithies.[/quote'] Massive and heavily muscled' date=' the Roegadyn are easily the most imposing of Eorzea's races. Oft seen vying with one another in feats of strength, they can appear barbaric to the uneducated observer, but in fact are known to be an honorable and compassionate people. The histories are filled with tales of Roegadyn warriors and their courageous deeds.[/quote'] The Roegadyn are a maritime people hailing from the bleak isles of the Northern Empty' date=' their name meaning "people of the rain." They still maintain a strong presence in their ancestral home on and around Aerslaent ("First Land" in the old tongue), whence many Roegadyn fled seven centuries ago to free themselves from the reign of a despotic tyrant. As is often told, they came ashore on Vylbrand, and the city of Limsa Lominsa rose to prosperity not long thereafter. Many, many years prior to this, an entirely different group of Roegadyn had crossed over to the continent and settled in the mountains, where their descendants - the Hellsguard - reside to this day.[/quote'] From the angry seas of the Northern Empty to howling mountain peaks' date=' the Roegadyn have historically made their home in rugged, inhospitable climes. Theirs is a culture that exalts the strong and looks down upon the weak, both among their own kind and outsiders. This is by no means limited to feats of physical strength - even a wee Lalafell might win a Roegadyn's respect with a display of mystical power or strength of will. Those who show no such qualities, however, will find it difficult to convince a Roegadyn to so much as give them the time of day without an exchange of coin.[/quote'] While the old Roegadyn tongue lives on in Aerslaent and the Abalathian hinterlands' date=' the Roegadyn of Limsa Lominsa as well as those who ply their trade as sellswords and adventurers have learned the common tongue, born out of necessity due to their frequent contact with other races.[/quote'] The Roegadyn are roughly grouped into two clans: the Sea Wolves' date=' descended from the seafaring peoples of the north, and the mountain-dwelling Hellsguard - though those belonging to neither clan can be found elsewhere in the Three Great Continents. This includes Garlemald, where Roegadyn officers can be sighted wreaking havoc on the battlefield in the name of the Empire, having been assimilated under the Garlean yoke.[/quote'] Sea Wolf Descendants of a pirate clan long feared as the scourge of the Northern Empty' date=' the Sea Wolves hail from the northern islands. Though many live there still today, a not-insignificant number left the homeland seven centuries ago, eventually settling in Vylbrand. Tehre, they established the maritime city-state of Limsa Lominsa, which prospered and took its place as one of Eorzea's great city-states. True to their seafaring roots, many Sea Wolves have made their mark as pirates, sailors, and fishermen.[/quote'] The Sea Wolves were once feared as brutal pirates of the north seas. Now' date=' however, they are one of the principal races of Limsa Lominsa, most often seen employed as sailors or seamen. In keeping with the old ways, the Sea Wolves bear names taken from the ancient Roegadyn language.[/quote'] Long ago, no vessel or coastal village was safe from the fury of the Sea Wolves and their maritime brand of brutality. The mere mention of the clan was enough to strike fear into the hearts of any who drew their livelihoods from the sea. The Sea Wolves originally hail from the islands of the far north seas, where they still subsist as fishermen and women. It was not until the large-scale deployment of Limsa Lominsa's armada that the Sea Wolves' appetite for piracy diminished. Now, it is not uncommon to see them employed as sailors or naval mercenaries on all manner of vessels. They are typically open-minded, and blessed with a healthy sense of humor and booming laughter, which can be heard echoing around the alehouses of most ports. Every child has heard frightening bedtime tales of fearless' date=' bloodthirsty vikings who would stalk the five seas in their longboats, mercilessly reaving and pillaging costal villages until the shiploads were overflowing with plunder, and the villages with their bastards. Several hundred years ago, this was most certainly an accurate description of the Sea Wolf clan; however now, only a fraction of those characteristics remain. They still are recognized by their remarkable gait and girth, booming voices, and quick tempres, while many follow (albeit loosely) in the steps of their ancestors and exceed in the art of sailing.[/quote'] Roegadyn hair is thick and hard' date=' with some individuals showing a natural wave. They take pride in their locks, and have developed a tradition of unique braids and weaves.[/quote'] A tasty saltwater fish indigenous to the cold waters of the Bloodbrine Sea. Its name comes from a legendary northern king who was said to have survived to the ripe old age of seven and fifty summers eating only the fatty flesh of this grotesque wavekin. Unsurprisingly' date=' Sea Wolves favor fish and other fruits of the sea, prepared with simple and unpretentious seasonings. They make ample use of salt, which has the added benefit of serving as a preservative on long ocean voyages, and are known for a wide variety of cured foods. Sea Wolves are noted connoisseurs of ale and wine, which they prefer to the more easily perishable water, and many have made a name for themselves as brewers of potent potables.[/quote'] Hellsguard Blessed with the same bulk and brute strength as their Sea Wolf cousins, the Hellsguard can be distinguished by the color of their skin, which often takes on reddish hues akin to molten rock. Many Hellsguard partake in ascetic firewalking, training from a young age to bring out their latent mystical talents. It is doubtless due to this age-old tradition that the Hellsguard have produced so many great mages, in addition to the fearsome sword and axe-wielding warriors for which their kind are best known. In contrast to the Sea Wolves, the Hellsguard have adopted names rooted in the common tongue, that they might be more easily remembered and addressed by other races, in particular the masters they serve as sellswords. Names consist of two words, with male names typically derived from the natural world ("Tall Mountain") and female names often taken from flora ("Blue Lily"). Surnames are rare, perhaps owing to the fierce individuality of those that choose to leave their home behind. Though few in number, there remain some who still speak the old tongue. With vegetation scarce in their mountain home, the Hellsguard believe in letting nothing edible go to waste, and have traditionally shown little interest in culinary developments or delicacies. Their preferred attire shows a similar propensity for rugged functionality, and consists predominantly of unadorned clothing fashioned from animal skins. The influence of the unforgiving climes they call home on their culture is readily apparent, as they value reticence and perseverance above al virtues. Few in number but burning with the fierce pride of warriors' date=' the Hellsguard make their home in the desolate reaches of Abalathia's Spine. Their name is derived from the fiery peaks amidst which they founded their village - mountains of flame which they believe to be the gates to the underworld itself.[/quote'] The Hellsguard are a small clan of Roegadyn that have carved out a home in the north of Abalathia's Spine. It is clan tradition to enter the mercenary trade; thus the Hellsguard took to giving themselves easily remembered names made up of words in the common tongue. They are a common sight on the streets of Ul'dah' date=' earning a living as sellswords or bodyguards.[/quote'] The Hellsguard are a Roegadyn clan with body and mind tempered by the unforgiving heat of the volcanic regions they inhabit. Believing these mountains of flame to be gates to the underworld, their line has for centuries stood vigil to prevent the passage of souls back to the realm of the living. As the harsh environs of their homelands produce little sustenance, the second- and third-born are often sent forth from their mountain villages, with many and more making their way to the great cities. It is there that their sheer girth and steely demeanors place them in high demand as soldiers and sellswords, allowing the young of even the largest families to surpass their eldest siblings in prosperity. There is no mistaking the Hellsguard among the Roegadyn. Their skin is as fiery red as their name implies. They hail from the northern mountains of Abalathia's Spine, where generations among the volcanoes have endowed them with rugged bodies and steely resilience. Here in Ul'dah, they can oft be seen working as mercenaries and sellswords, or armorers and blacksmiths for those with no taste for violence. I suppose the forges remind them of home... The greatest hindrance in studying the Hellsguard is that they have no patience for Phrontistery members. They regard the alchemical trade as dark and sacrilegious sorcery that spurns the Twelve. I must find a way to study them closer. If only I could somehow procure eight live specimens... Fascinating weapons' date=' halberds. Did you know they were a Hellsguard invention? Their marauders first used them to repel mounted units. A skilled wielder could easily pull a rider from his saddle.[/quote'] In generations past' date=' warriors seeking fame and glory would journey out into the untamed wilds of Abalathia's Spine in search of the giant grizzled bears that roamed the mountains, and wrestle the bears into submission, riding their prizes back to civilization. That is, or die trying.[/quote'] A traditional Hellsguard staple consisting of a raptor leg smoked with aromatic wood chips. Ilsabardian/Dalmasca Roegadyn Survival was no small task. In desperation' date=' the Garleans began to employ Roegadyn magi from the central mountains to bolster its own army where it was weakest. They also waged war from the shadows, sending spies to incite conflicts betwixt the surrounding nations. For centuries, Garlemald prevailed, using every tactic at its disposal.[/quote'] ca. 930 - The Republic of Garlemald is dealt a crippling blow when its capital is raided by the Hyuran nomads of the north. 935 - The Republic forges an alliance with the Roegadyn mountain clans, enlisting Roegadyn battle mages as mercenaries to fortify defenses around the perimeter of the capital. 937 - Bolstered by the strength of the Roegadyn battle mages, the Garlean army succeeds in repelling the nomads. Au Ra -Au Ra Tribe Lore and Naming Conventions Auri creation myth tells of a world formed by the Dawn Father Azim and the Dusk Mother Nhaama. These two deities came to quarrel over which should rule the new world' date=' and created mortals to serve as soldiers in their war by proxy. These were the first Au Ra - the Raen, children of the Dawn Father, and the Xaela, the chosen of Dusk Mother. Though they waged a bitter struggle in the name of their creators, they eventually put aside their differences and learned to love one another, giving birth to a new generation. On seeing this, Azim and Nhaama returned to the heavens, leaving the world below in the custody of their children.[/quote'] The curved horns and beautifully patterned scales that characterize the Au Ra oft give rise to speculation that this Hyur-like race native to the Far Eastern continent of Othard are' date=' in fact, the progeny of dragons. This, however, has long been disputed, with scholars citing several distinct differences in the two races as evidence of decidedly dissimilar roots - the first and foremost being the enhanced hearing and spatial recognition granted by an Au Ra's cranial projections (traits not attributed to draconian horns), and the second being the gross disproportion in body mass between Auri males and females (again, a trait widely unseen in dragons).[/quote'] Possessed of a strong self-preservation instinct' date=' the Au Ra believe in protecting tribe and family, though the means by which the two clans choose to do so diverges greatly. The Raen coexist peacefully with other races to ensure the safety of their own land, while the fiercely tribal Xaela shun relations with other races, even viewing strangers of their own kind as potential enemies. As such, the former are viewed favorably by the outside world, while the latter are typically regarded with suspicion and hostility.[/quote'] Most unique and striking among the traditional dress of the Au Ra are their belts' date=' which feature prominent scale-shaped patterns. Inspired by the hardened skin of the Au Ra themselves, they symbolize health and vitality. While the sleeve appear as if they have been indiscriminately ripped apart, this too is an age-old tradition meant to evoke an air of rugged strength.[/quote'] Many have pondered why a Dark Divinity with roots in northern mythology would wield a blade with a decidedly Far Eastern name. A popular theory is that Odin acquired the blade upon slaying an Auri warrior who was the first ever to notch his theretofore unsullied plate. I just wanted to pop in and give a tiny update on the Au Ra. I'm still not allowed to reveal a lot (under punishment of defenestration...and we're on the 18th floor), but here are three things I can tell you: 1. What is the official pronunciation of Au Ra again? Those of you who've already seen the Fan Fes videos will probably already know, but it's always good to have something in writing somewhere, just in case. Despite the similarity in spelling Au Ra does not sound like "aura." The official pronunciation is Au=Ow (as in "ou"ch) Ra=Raw (as in WWE sushi). 2. Hyur is Hyuran. Lalafell is Lalafellin. What on Earth Hydaelyn is the adjectival form of Au Ra? This one's a little special. Instead of just tacking an 'n' to the end of Ra, the term takes on a slight metamorphosis. Au Ra -> Auri (pronounced Ow-ree, rhymes with Maori). Example: "An Auri warrior can eat a whole turkey in a single sitting." 3. When are we going to get a naming guide!? I need to start thinking of what I'm going to call the new character I roll in June! The naming rules for both clans have been finalized and work is being done fleshing out the lore behind it all. Things will be somewhat similar to what was done with the Hyur (drawing from historic names) but the with the regional and linguistic roots being completely different. Surnames will also feature a special set of rules that can be followed to the T, or slightly modified if a player wants to be adventurous. Fernehalwes: First' date=' it's hard for a tail or horn to be removed. They don't periodically fall off like the horns of a deer do. They grow continuously until they reach a certain size and then they stop growing. They don't get super long. They stop growing at a certain point. Now if they're damaged, whether it be a fall or in battle (if an axe takes half of it off) then the horns will slowly regrow until they reach that maximum point again. The horns themselves are hollow and the vibration of sound within the horns aides the Au Ra in hearing. Now does that make their hearing better, than say a Lalafell who're supposed to have the best hearing of all the five Eorzean races? No, their hearing is about as good as a normal Hyur, it's just that they hear sound in a different way, and they process it differently. They're processing that vibration of the air that's within their horns.[/quote'] Now' date=' as for how the Au Ra are regarded by others living in Eorzea, while there was racial tension in past ages, recently with the onset of the Age of Adventure and an influx in the amount of people of all races flocking to Eorzea, there truly isn’t any form of heavy discrimination towards the Au Ra (it also helps that because very few Au Ra ever visited Eorzea before, there is little deep-seated hate stemming from historical conflict). However, because they are new to Eorzea and there is much mystery surrounding them, a lot of native Eorzeans are still a bit wary (even if they don’t really know why).[/quote'] On the steppes which they call home' date=' the Xaela speak the old Auri tongue to this day. The Raen, however, having assimilated to Far Eastern culture, have adopted the common tongue of the Hyur. Their spoken language differs from that spoken in Eorzea, which leads many to perceive it as a slightly odd dialect.*[/quote'] *This passage has caused some contention/misunderstandings and is addressed below in the Languages of Hydaelyn post. Most widely known among the Auri clans are the Raen and the Xaela. The Raen now make their homes in central Othard and the surrounding islands' date=' where they have forged strong relations with the Hyur and other races, adapting readily to new cultures. The Xaela, on the other hand, live still today on the vast Azim Steppe, clinging tenaciously to their traditional, nomadic way of life.[/quote'] Raen Auri creation myth tells of a Dawn Father and a Dusk Mother from whom all Au Ra are descended. The Raen believe their veins to run thick with the blood of the former─their brilliant white scales and iron wills serving as proof of this divine lineage. Unlike their sister clan, the Xaela, who bloody the land with endless tribal conflict, the Raen have embraced a life of tranquility and solitude, long abandoning the nomadic lifestyle of their ancestors to settle the deep valleys of Othard's mountainous eastern reaches. Only on rare occasions will one emerge from the valley mists to seek adventure in realms afar. Now' date=' whereas the Xaela are made up of dozens of small tribes lead by khans, the Raen are mostly stationary and live near Doma or in the Far Eastern islands across the sea from Doma. However, due to the invasion of Othard by the Garlean Empire, a lot of Raen have been displaced and now flock to areas where they can find safety—like Eorzea (as was the case with Yugiri).[/quote'] Believing themselves the children of the Dawn Father' date=' the forebears of the Raen left behind their homeland to settle across Othard. They were received with hatred and hostility by other races in the early years, until a prominent warlord of Yanxia, impressed with their valor, forged an alliance with the strange race and took them on as retainers. Before long, the Raen had assumed a prominent role as warriors in the service of countless great warlords. Some ventured across the sea to the Far East*, where they earned a reputation as legendary swordmasters.[/quote'] *This last sentence doesn’t make a lot of sense, and has been noted in the Lore Book Errata Thread for clarification. The Au Ra are unique among Eorzea’s races in the extreme height disparity observed between genders. While male Au Ra can reach towering heights of over eighty ilms' date=' females are short and slight, averaging no more than sixty. Their hardened skin and scaled tails, too, distinguish them clearly from other races. They take great pride in the majestic horns that protrude from the sides of their head, which also serve to enhance their hearing and sense of spatial perception.[/quote'] The Raen have fully assimilated to the cultures of Doma and Hingashi' date=' and live faithfully according to the regions' traditions. Perhaps owing to their heritage and the status they gained in the service of their warlords, they place particular importance on hierarchy and the master-servant relationship.[/quote'] Xaela Auri creation myth tells of a Dawn Father and a Dusk Mother from whom all Au Ra are descended. The Xaela believe their veins to run thick with the blood of the latter─their lustrous black scales and fiery wills serving as proof of this divine lineage. Unlike their sister clan' date=' the Raen, who lead solitary lives hidden behind the savage peaks of Othard's eastern reaches, the Xaela are free spirits who roam the vast western steppe in close-knit tribes hunting, gathering, and warring as their ancestors have for countless generations.[/quote'] Children of the Dusk Mother of Auri creation' date=' the Xaela have to this day not abandoned their ancestral home, living a nomadic life as hunters and gatherers on the vast Azim Steppe. With suitable grazing land sparse, conflict between individual tribes is common, with tribes forming, disbanding, and dying off in a ceaseless cycle of war and bloodshed. At last observation, Xaela tribes numered fifty-one, though there is a high likelihood that recently splintered or merged tribes have rendered that count outdated.[/quote'] In contrast to the brilliant white scales of the Raen' date=' the Xaela, children of the Dusk Mother, take pride in their scales of lustrous black. While their size and stature is almost identical to that of the Raen, their physical strength, hardened by generations of war and conflict, far outstrips that of other races.[/quote'] Xaela names are relatively orthodox' date=' composed of a given name and a tribal name. They are unique, however, in that they were passed down as sounds instead of letters, as the Xaela did not develop a written language until comparatively recent times. As such, upon coming in contact with lettered cultures, individual Xaela are forced to come up with spellings of their own devising, leading many to perceive their names as needlessly confusing and nigh unpronounceable.[/quote'] As nomads' date=' a Xaela tribe is only as wealthy or prosperous as the size of its herd. From horses and oxen to great winged beasts, preferred breeds of livestock vary from tribe to tribe, but nonetheless the herd - both its quality and scope - symbolizes the strength and status of the tribe as a whole. Meat, fur, skin, bones - the Xaela let no part of any beast go to waste. In this way, the herd provides not only food and clothing, but even shelter from the elements in the form of the tents that serve as temporary housing. The Xaela are known to consume not only the flesh of their animals, but their innards and blood as well. They are also known for their dairy products, including an alcoholic beverage made from beasts' milk. Those who have partaken of this drink beneath the yurt of a Xaela can take pride in knowing that they have been accepted as a friend - at least for the moment.[/quote'] I first talk about the Xaela and how they mainly reside as nomads in an area known as the Azim Steppe (which' date=' in relation to Doma is to the immediate northwest). Azim is the sun deity and it is believed that it is her light and blessing that allows the grass to grow that feeds their herds. Now, astute players may recognize a similarity between Azim the sun deity and Azeyma the Warden…also connected to the sun… However, the Au Ra do not worship the Twelve…nor do most other people living outside Eorzea, as belief in the Twelve is pretty much restricted to Eorzea. That is not to say however that somewhere in the past the two gods were… (and Yoshi-P cuts me off).[/quote'] We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed' date=' they treated us as vermin. In their ignorance, they feared us, and that fear manifested as spite and violence. My loved ones and I were cursed at, spat upon, beaten, and worse.[/quote'] The first Ishgardians to encounter Au Ra saw Dravanians. We had fled Garlemald's armies only to come to a land where we were mistaken for another nation's mortal enemy. They bared steel and came to kill us...but we did not die so easily. We spared them and sent them on their way...and how do you think they repaid our kindness? With fire and blood! With death for every man, woman, and child! ...I was about Rielle's age when I came to Ishgard. My parents, they...they said we would find a better life here. When the Temple Knights we had shown mercy returned, they let us choose the order in which we would die. That would be their mercy to us, they declared. List of the Fifty-one Xaela Tribes: The largest of the Xaela tribes. While not the most skilled at battle' date=' they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks.[/quote'] A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe's skin color a deep rusty tone. A tribe thought lost 200 years ago' date=' only recently discovered once again living in a secluded valley in the mountainous north.[/quote'] Though defeated and absorbed by the Adarkim' date=' several of the proud tribe's members still secretly use its ancestral name, knowing that it could mean death if they are discovered.[/quote'] A middle-sized tribe of the southern deserts and masters of survival in the driest of climes' date=' the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will.[/quote'] A tribe of the steppe’s western edges. Women from the Bayaqud tribe will traditionally take several husbands' date=' as did the tribe's founding matron 2000 years ago.[/quote'] A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried' date=' turned into charcoal in temporary kilns, and sold to other tribes.[/quote'] A tribe of all women. While breeding with men from other tribes is allowed' date=' if a male is born into the tribe, he is given up within a year of birth.[/quote'] An all-male tribe which only increases its ranks through battle and kidnapping. One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon. A tribe that follows the Borlaaq' date=' taking on any male children given up by the female warriors and raising them as their own.[/quote'] The second largest Xaela tribe. Mortal enemies with the Kharlu' date=' the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu--the winner gaining control over a large part of the eastern coastlands.[/quote'] The third largest Xaela tribe. Mortal enemies with the Jungid' date=' the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid--the winner gaining control over a large part of the eastern coastlands.[/quote'] A tribe which largely remains unseen' date=' hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked.[/quote'] A western steppe tribe characterized by its unique leader-choosing ritual which' date=' instead of the usual test of brawn, is a game of Kharaqiq--a chess-like game played on a circular board divided into three rings.[/quote'] A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe' date=' that they can disable a target from 200 paces.[/quote'] A desert tribe which' date=' over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit.[/quote'] Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week. Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females' date=' for whatever reason, remain of an average height.[/quote'] Household duties such as cooking' date=' cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family's yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm.[/quote'] All members of the Oronir tribe believe themselves to be direct descendants of Azim' date=' the tribe's god of the sun.[/quote'] The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands. The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age. This desert tribe does not wear any clothes' date=' choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun.[/quote'] The children of the Tumet' date=' upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe.[/quote'] When members of this tribe die' date=' their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey.[/quote'] One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy. An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted. A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin. A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell' date=' and will often migrate while almost completely submerged in order to avoid contact with hostile tribes.[/quote'] An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes' date=' mortality rates are high, ensuring that their numbers never grow too high.[/quote'] A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their current mood. A tribe which sees all beastkin as equals with man' date=' therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.[/quote'] A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol. Unlike most of the Xaela' date=' the Kha live on the fringes of the Xaela lands, actively seeking contact with non Auri peoples, introducing many aspects of those cultures into their own.[/quote'] A small tribe of devout worshippers of the elder gods' date=' the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food.[/quote'] The Gesi are masters of the slingspear' date=' a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power.[/quote'] The Kagon are a nocturnal desert tribe who worship Nhaama' date=' goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale.[/quote'] The Goro believe horses to be perfect beings' date=' and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots.[/quote'] Before each migration' date=' the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil.[/quote'] The Dataq cover quite possibly the most area in their migrations' date=' for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable.[/quote'] The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons. This mountain-dwelling tribe is one of the few which instead of hunting' date=' mine the precious ores of the peaks and trade them with the steppe tribes for food.[/quote'] A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet' date=' through an ancient set of hand signals only recognizable by those who know what they are looking for.[/quote'] In addition to the standard language used by most of the Xaela in cross-tribe communication' date=' the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.[/quote'] To those who live the meager lifestyles of the steppedwellers' date=' being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies.[/quote'] For reasons unknown' date=' one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe's members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen.[/quote'] One of the only tribes that accepts people of the Raen--those that have been exiled' date=' or those who have fled persecution--into their circle.[/quote'] This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert' date=' this gives the tribe the advantage of being able to see farther.[/quote'] Also known as the songbirds of the steppe' date=' the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning.[/quote'] This tribe refuses to speak' date=' believing that all words are lies, and that a man's actions are the purest form of communication.[/quote'] (Third Clan) Finally' date=' I mention that in addition to the Xaela and Raen clans…there are rumors of a different, much older clan. (and…this is where Yoshi-P cuts me off).[/quote'] Race Lifespans Q: What are the age scales of every race? How long do they live and how long does it take them to become an adult? Fernehalwes: Okay, yeah I asked about this and I was told that age-scale wise the five races biologically they can live about- they have the same lifespan as we do here on earth. They can live one hundred, one hundred and twenty biologically. The thing is, here we have modern medicine, we have jobs that don't take us on to the battlefield, we have food in refrigerators not sitting in a barrel. And so we can live that long, whereas, in Eorzea its a much harsher realm. I mean you've got raptors roaming the jungle. "I need to go out and pick an ogre pumpkin!" "Oh sorry, daddy got eaten by a raptor as he was picking our dinner pumpkin so it looks like we're having nothing for dinner tonight." And so daddy dies of raptor and children die of starvation because they couldn't get the pumpkin. On top of that you have wars and people are fighting Ishgard, I wouldn't expect most people would live longer than like thirty years. That's the thing, so you get an average lifespan that is a lot shorter, y'know in the forties, fifties. I mean there was the one quest about, back in 1.0... there was the Lalafell that was put in the Oubliette in Ul'dah, and he was in there praying and because he was this zen thing and he focused and he slowed his breathing and he lived for hundreds of years or whatever. Other than that people aren't going to live that long. That said, Elezen actually do have a longer lifespan than the other four races. And this also appears in the- when they go from child to puberty to adulthood. So which is why you'll see in the- in 1.0 there was a bunch of Elezen children that appeared in some of the quests and they appear again in 2.0, and they're still children. And you think well it's been five years why are they still children? It's because again that childhood for Elezen can last much longer. And they end up living longer as well. Um, but for the most part it's pretty much just the same as us, but with more... fatality. Interracial and Inter-clan Relationships and Children Inter-clan Children The same topic was brought up in the JP forums, so the loremasters decided to make an official response. Here is a rough translation of what it says: As is indicated by the name, F'lhaminn is a member of the F (bear) Seeker of the Sun tribe. However, as many of you have pointed out, she has many physical features which are attributed to Keepers of the Moon (such as iris shape, skin color, etc). As many of you have also noticed, there have been other characters which have displayed the features of one clan, while following the naming conventions of another. This can be attributed to two factors. One: It could merely be a genetic anomaly. Just because certain races have a tendency to display certain features (pointed ears, long legs, darker or lighter skin, soul-piercing eyes), doesn't mean that once every thousand or ten thousand births, something deviates from the rules. Two: It could be that a parent or grandparent was of a different clan, and the features of that clan were passed down. We know for certain that F'lhaminn was raised as a Seeker of the Sun, but we would have to look further down her family tree for clues why she has the appearance of a Keeper of the Moon. Finally, some good news for our role-players who want a little more spice in their character's history--in character creation for ARR, we'll be allowing the mixing and matching of certain features between clans, so it will be possible to create a Keeper of the Moon-like Seeker of the Sun (or vice versa). Interracial Relationship Stigma and Children 2: Can different races crossbreed? Answer: Yes, but it is rare...and often difficult due to cultural differences, etc. which is why you don't see it often. The lore team has informed me that there will be future quests/events that touch on this and other issues, such as love and marriage. They have good hearts' date=' no matter how odd their appearance. None of that should matter anyway. This fellow is Hyuran and I am Miqo'te; are we lesser a couple for our difference? I should think not! My dearest and I know their pain all too well. We both had to leave our birthplace. Why, you ask? Simply because we were different. The two of us had to leave our village, but we always have each other. Neither of us are strangers to hate. Growing more spiteful with each passing day is sadly the province of those who are shunned by all around them.[/quote'] Recognizing your curiosity' date=' Hilda explains that she took to calling herself “the Mongrel” out of a newfound pride for her mixed heritage, in spite of the discrimination she and others like her suffer. In the end, she declares, her followers have come to believe that the differences between lowborn and highborn are far greater than those between pureblood and mongrel.[/quote'] Let me guess: you're wondering why I chose “the Mongrel' date='” right? Because it's what I am, and I'm not ashamed of it. Not anymore. Besides, even my pureblood pups have more in common with me than the lords and ladies up on high. And none of 'em are well-bred. Hells, some of their mothers were cast out after a spot of fun, same as mine. Story old as time─and one we're sick of hearing, which is why we took up arms. Not that we mean to hold all the blue bloods to account. Some have done right by us, I'll allow, like them in House Haillenarte. 'Course, you'd know all about that, wouldn't you?[/quote'] A: Some of the lore makes it sounds like the conflict between the Hyur and Elezen got pretty heated while others make it sound like a long standing tension. What was the extent of those hostilities? MCKF: I touched on this a little bit today in the live stream and there was a question about relationships between the races and "crossbreeding." A lot of it doesn’t happen because while we have all these races living together in Eorzea, there’s this tension between them. That’s there because they have these histories of fighting for a long time and then not really making up, but agreeing to disagree and living together because it’s better than living by our self and being more susceptible to Garlean attacks or whatever. We work together because we have a common enemy type of thing. Most of the races don’t really like each other and it”s gone on through multiple Eras. There are times when Eorzea has been more populated by one race over another and there will be conflict there. With the Hyur and Elezen, that’s very recent. In the sixth astral era, Elezen migrated in and in that era they were like “we’re the first ones here!” even though they weren’t, but they were the first at the beginning of the sixth astral era and they settled and of course the pesky Hyur who are everywhere come in and the Elezen are like “oh my god we left you that whole continent up there why are you here!” and the Lalafell come in and you have these cycles of clashing and moving part and that gets ingrained in their society and their racial cultures. There’s always these power struggles, you’ll have times when the Lalafell rise for whatever reason and they’l side with one group and then turn on another group and that’s one of the reasons there’s not a lot of interracial relationships because even though they’re living in the same towns it’s like well yeah… but you’re an Elezen. F: I can just imagine some young Elezen bringing home a Hyur woman and the Grandma going “Why couldn’t you have found a nice Elezen girl!” MCKF: There’s a lot of that going on. Like i mentioned in the stream, in the future we’ll have some characters that are half one race and half another and we’ll see how they’re treated in society and quests with that. Favored Foods by Race and Nation -The Full List of Foods by Nation can be found here. Hyur Midlander A traditional Midlander cake made with a generous portion of honey. A piping hot Midlander-style soup chock-full of succulent samples from each of the five seas of Eorzea. Quick to adapt to local customs and traditions wherever they settle' date=' Midlanders excel at acquiring and refining new knowledge. For example, it was a Midlander culinarian who created the popular dish known as bouillabaisse, inspired by the simple seafood stews favored by Sea Wolf fishermen.[/quote'] Highlander A traditional dish of the Highland Hyur consisting of a thick cut of aldgoat chuck charred over an open flame. Such ruggedness can also been seen in their preferred fare - Highlanders often dine on simple yet impressive dishes such as massive aldgoat steaks' date=' seared perfectly to seal the natural juices. Overcooking is taboo in Highlander kitchens, to the degree that some consider them raw meat eaters.[/quote'] Elezen Duskwight This scarlet cousin to the maiden carp can most commonly be found in the Velodyna and Hathoeva rivers. A favorite amongst Wildwood and Duskwight Elezen - amazingly one of the few things the clans actually agree on. Duskwight cuisine is famous for its use of Mun-Tuy beans' date=' a staple food in the subterranean depths, where they grow in abundance with no need for sunlight. That these dishes have come to be considered a Gridanian delicacy is an ironic twist, given the history between the two clans.[/quote'] Wildwood A traditional pastry dish of the Wildwood Elezen formed to resemble a rabbit, but not necessarily containing any meat of leporine origin. Fragrant mushrooms sauteed in a generous pat of creamery butter and served upon a bed of fluffy eggs' date=' scrambled to perfection.[/quote'] Roegadyn Sea Wolves A blue, spiny, slug-like creature found in the shallows off of Vylbrand, and considered a delicacy by Sea Wolves. A traditional Sea Wolf dish consisting of pike wrapped in cabbage and steamed until soft. A thick salty dip made from a puree of haddock' date=' raw egg, and mashed popotoes. A favorite of Roegadyn tribes hailing from the north seas.[/quote'] Unsurprisingly' date=' Sea Wolves favor fish and other fruits of the sea, prepared with simple and unpretentious seasonings. They make ample use of salt, which has the added benefit of serving as a preservative on long ocean voyages, and are known for a wide variety of cured foods. Sea Wolves are noted connoisseurs of ale and wine, which they prefer to the more easily perishable water, and many have made a name for themselves as brewers of potent potables.[/quote'] Hellsguard A traditional Hellsguard staple consisting of a raptor leg smoked with aromatic wood chips. With vegetation scarce in their mountain home' date=' the Hellsguard believe in letting nothing edible go to waste, and have traditionally shown little interest in culinary developments or delicacies.[/quote'] Lalafell Plainsfolk This long, thin, brass-colored freshwater fish is believed to be native to the rivers and lakes of the Yafaem Saltmoor. The thick coat of protective slime covering the loach's body discourages most predators from feeding on the tiny wavekin... most predators, that is, except hungry Lalafellin farmers who consider the brass loach a delicacy. While similar to the sole or plaice in appearance and behavior, the halibut is much larger than both, and can feed a Lalafellin family of five for several turns of the sun. A traditional Plainsfolk dish made from deftly whisked dodo eggs friend in butter and expertly formed into a soft, fluffy mountain. Dunesfolk A traditional Dunesfolk bread twisted into the shape of a knot and sprinkled generously with coarse-ground salt before being baked to a deep brown. Miqo'te Seekers of the Sun A traditional Seeker of the Sun dish consisting of light, flaky tuna and ripe peppers on a stick, roasted to perfection. A traditional Seeker of the Sun dish consisting of freshly picked mushrooms on a stick, roasted to perfection. Keepers of the Moon A rare freshwater fish decorated with a thunderbolt-like pattern down its back. The Keepers of the Moon who inhabit the Black Shroud will eat one of these before a big hunt, claiming that it grants them speed and strength. A traditional Keeper of the Moon dish consisting of tender dodo meat and ripe ruby tomatoes on a stick, roasted to perfection. A traditional Keeper of the Moon dish consisting of a thick fillet of salmon breaded with flour and friend in rich butter and savory spices. Au Ra Raen (See Doman section below.) Xaela The Xaela are known to consume not only the flesh of their animals' date=' but their innards and blood as well. They are also known for their dairy products, including an alcoholic beverage made from beasts' milk. Those who have partaken of this drink beneath the yurt of a Xaela can take pride in knowing that they have been accepted as a friend - at least for the moment.[/quote'] A tribe which sees all beastkin as equals with man' date=' therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin.[/quote'] Favored Foods by Nation Limsa Lominsa Naturally' date=' Lominsan cuisine makes use of the abundant fresh fish and shellfish. The city-state is a favourite of gourmands, as the seafaring culture brings foreign spices and recipes aplenty to the table. Likewise, Lominsan liquors, which were developed to keep on long sea voyages, are famed - particularly the ales and wines, brewed from local wheat and grapes in great quantity.[/quote'] While for most La Nosceans, supper consists of huddling around a fire pit while sopping up a splash of rancid fish stew with a hunk of moldy bread, those who have found their fortune on the seas prefer a multiple course extravaganza certain to leave even the most wealthy Ul'dahn speachless. A fluffy yellow bread made from cornmeal. A specialty at the Drowning Wench in Limsa Lominsa. A slice of bread soaked in a mixture of buffalo milk and eggs' date=' and then fried in creamy butter. A specialty at the Drowning Wench in Limsa Lominsa.[/quote'] A tasty Starlight Celebration dessert popular in Limsa Lominsa. This cake-like sweet is formed to resemble the legendary notorious monster' date=' Princess Pudding - a terrible beast rumored to once have roamed the meadows of La Noscea.[/quote'] For many generations' date=' Lominsan anchovies were not actively caught, due to their insignificant size. However, after a Qiqirn deckhand discovered one rotting in the corner of the bilge hold on a fishing vessel and found it to be sublime, the demand for salt-cured Lominsan anchovies has risen dramatically.[/quote'] Chopped midland cabbage pickled with salt. A staple on all Lominsan trade ships' date=' as it is said to prevent the scurvy.[/quote'] Common fare of fisherfolk across Eorzea's southwestern coasts' date=' the sauce used in this pasta dish consists of a wide variety of fresh local seafood - from fish to mollusk.[/quote'] Apkallu eggs beaten and then cooked in rich butter until fluffy and light. A favorite in Vylbrand's coastal hamlets. The Bismarck's take on a common meal popular amongst Galadion Bay's dockworkers. Ul'dah Few vegetables grow in the heat of Thanalan' date=' leaving Ul'dahn cuisine to consist largely of meats and insects, heavily seasoned with imported and local spices - though some claim this merely conceals fare that would normally be deemed unfit for consumption. Alcohol, on the other hand, is more highly appraised, as the arts of the Alchemists' Guild have led to distilling techniques leading to liquors of complex and subtle flavour.[/quote'] Known for its rich' date=' sweet flavor and its less-than-subtle kick, the Quicksand's homemade honey wine is sought out by all who visit the sultanate's capital city. To ensure that her barrels do not run dry, pub proprietress Momodi requires a constant supply of fresh honey, and will pay good coin to those who would bring her back several of the bee hives found on the parched plains of Black Brush.[/quote'] This giant freshwater fish lives out its adulthood feeding in the Indigo Deep before returning all the way back up to the head of the White Maiden to spawn. Its eggs are considered a delicacy among Ishgardian nobility and the Ul'dahn elite' date=' and this has led to severe overfishing of the species. Now it is believed that only a few hundred remain.[/quote'] Considered the most important of the day's seven meals (preceding both pre-midday mead and eleventh bell tarts)' date=' the Ul'dahn elite rarely miss this opportunity to gorge themselves before moving on to the next opportunity to gorge themselves.[/quote'] A svaory type of leavened bread' date=' often doused in butter and honey and eaten with a cup of piping hot tea. A specialty at the Quicksand in Ul'dah.[/quote'] Gridania The bounty of the Black Shroud graces the Gridanian table' date=' from fruit to vegetables to the meat of forest game. Yet, there are a few who feel this fare lacks in flavour. As animal husbandry is forbidden - lest the creatures upset the wood's balance - dairy goods are few and far between. Instead, Gridanians drink Mun-Tuy tonic, a concoction brewed from beans of the same name. In fact, many products made of fermented Mun-Tuy are known as Gridanian delicacies the realm over.[/quote'] For the denizens of the Twelveswood' date=' the consumption of tea is a means of relaxing the mind, allowing for uninhibited communion with nature.[/quote'] Carline Canopy honey tea is one of the most popular items on the inn's menu; honey' date=' however, is in short supply, and the Canopy's proprietress will generously reward anyone who brings her honeybee hives from Bentbranch.[/quote'] Considered a delicacy in Gridania' date=' this pie is arranged with sliced tomatoes, giving it the appearance of a flower garden.[/quote'] A sweet Starlight Celebration dessert popular in Gridania. This cylindrical cake is formed to resemble one of the Black Shroud's many sacred trees. A tender piece of lean raptor shank stewed with mushrooms. A Carline Canopy specialty. Ishgard In the years following the Calamity and the coming of the snows' date=' the popularity of warm soups and stews among Ishgardians has burgeoned. To the delight of dairy farmers, many cooks have also begun to incorporate melted cheeses into their cuisine, producing gratins which have become beloved dishes for nobles and commoners alike. Of course, not all notable foods are recent inventions; Ishgardian sweets and confectioneries associated with religious ceremonies have long been known of outside the Holy See.[/quote'] This warm array of comfort food has become a treat for special occasions amongst the commoner families of Ishgard' date=' who have been known to save their coin for moons to procure the ingredients.[/quote'] This giant freshwater fish lives out its adulthood feeding in the Indigo Deep before returning all the way back up to the head of the White Maiden to spawn. Its eggs are considered a delicacy among Ishgardian nobility and the Ul'dahn elite, and this has led to severe overfishing of the species. Now it is believed that only a few hundred remain. A hard, leavened rye bread traditionally eaten by the knights of Ishgard. A galette-style pie decorated with a golden crown and served at Ishgardian festivals. Eggs, cheese, and chopped eft blended together and baked in a flaky crust. A favorite amongst Ishgardian nobles. Passed down through generations by the Dzemael family, this dish consists of thinly sliced popotoes and eft tails baked in a creamy white sauce. A fluffy Starlight Celebration dessert popular in Ishgard. This towering cake is formed to resemble one of the snowy peaks of Coerthas. A round Ishgardian bread first made by Halonic monastics who' date=' when brewing ale, would add barm and leftover malt to their daily loaves.[/quote'] Sliced magma beets and lean loaghtan meat slow-cooked with vegetables and served with a dollop of rich sour cream. A dish popular throughout Ishgard through families in the Brume often use the meat of animals easier to find in the district's dark back alleys. A decadently creamy concoction crafted from raw eggs' date=' thick cream, honey, and - if you are feeling adventurous - a healthy splash of a dark spiced rum. A favorite in Ishgard's Vault.[/quote'] A traditional Ishgardian cake made up of several stacked layers tapered to resemble Sohm Al' date=' a peak sacred to the Dravanians. Ishgardians believe that devouring the mountain will grant them fortune in their struggle with the dragons.[/quote'] Ala Mhigo With so few crops' date=' the Ala Mhigan diet is a rather stark affair. However, as a stop on the trade routes, the city-state has adopted some fare from the near East and Ilsabard. The foreign influence is said to be particularly apparent in the usage of spices. For drinks, it is customary to brew medicinal teas, such as ones made by steeping the ground horns of beasts in boiling water.[/quote'] Sharlayan As one might expect' date=' food is oft taken as an object of study, and Sharlayan is rumoured to hold countless tomes detailing fare from all over the world. However, the delicacies they create are for strictly academic purposes - and not anything as base as eating. The everyday fare of the city is good for the body, but otherwise quite bland. Accordingly, many groans can be heard from foreign students come meal time.[/quote'] Garlemald The winters of Garlemald are bitter' date=' and the cultivation period short. Food that can keep, then, is a necessity. Simple and heavy fare is commonplace, such as stews of dried, salted, or even fermented meats and fish. In recent years, however, Garlemald has reaped the benefits of an empire, and the diverse foods of the provinces increasingly deck the Garlean table.[/quote'] Thavnair Our impromptu excursion to the Near East afforded me the opportunity to sample authentic Thavnairian cuisine. I should like to introduce it to the Scions' date=' but achieving the perfect balance of spices is key...[/quote'] A cool and refreshing drink made from cultured milk. Popular in the Near Eastern city-state of Radz-at-Han for its ability to offset the blistering heat of the Thavnairian midday sun. A sweet and tangy drink made from cultured milk. Popular in the Near Eastern city-state of Radz-at-Han for its ability to soothe the burn of heavily spiced dishes. Far East Yugiri's lone indulgence is a bowl of rice doused in warm soup and topped with a small pinch of ground white radish - a Doman delicacy. Incidentally' date=' Hozan craves sticky rice cakes swimming in a sweet bean broth, another delicacy of Doma.[/quote'] A purple' date=' spiny, slug-like creature found in the shallows off of the island of Mazlaya, and treasured in the Far East as a delicacy.[/quote'] A large saltwater fish known to migrate between the Sea of Jade and the Sea of Ash. In recent years' date=' overfishing by boats from the Far East has led to a significant drop in their numbers.[/quote'] A clear soup served on special occasions. Its origins are in the Far East. Similar to Mun-Tuy sauce' date=' this Far Eastern seasoning is made by fermenting beans in salt and then pressing the beans to collect the remaining savory liquid.[/quote'] The Doman break their fast with a simple' date=' yet balanced meal consisting of rice and several small side dishes.[/quote'] Rather than large portions of one or two dishes' date=' Doman suppers consist of one or two bites of several painstakingly prepared culinary creations served with a bowl of steamed rice.[/quote'] Link to comment
Sounsyy Posted December 13, 2016 Author Share #4 Posted December 13, 2016 [reserved 4] Link to comment
Sounsyy Posted December 13, 2016 Author Share #5 Posted December 13, 2016 THE LANGUAGES OF HYDAELYN Evidence of Multiple Languages Today The existence of the Echo’s power “to transcend words” is, in and of itself, proof of the continued existence of lingual diversity in the present day. When you think about it, what a terribly useless gift being able to understand every language would be if literally everyone in the world spoke a universally common tongue, as the game would have the majority of our interactions appear. While it’s true most of the Eorzean region speaks this somewhat universal tongue, it wasn’t always so until very recent history, and even now there are languages not everyone can speak, even if we can. As an unexpected side effect of the gift' date=' it seems the ability to reach into the soul of another also allows some of us to understand their words without having to comprehend the sounds they utter. In short, the Echo has granted these fortunate souls mastery of every language existing on Hydaelyn.[/quote'] For those blessed with the power to transcend words' date=' language no longer poses a barrier to intercultural communication. Voiced utterances fade and are replaced by an internal understanding of another's intentions. Conversely, words spoken by one with this power are immediately understood by all, without need of linguistic interpretation.[/quote'] My fellow Eorzeans. I am Minfilia' date=' Mistress of the Scions of the Seventh Dawn. There exist myriad barriers that divide us─those of race and nation, language and creed, to name but a few. Such barriers serve to isolate us from our neighbors... yet they also serve to define who we are. Shorn of them, there would be little to distinguish one from another, and the rich variety of our lives would give way to sterile orthodoxy. These barriers can never truly be broken down, of course─not so long as there is liberty in the world─but they can be transcended! Verily, we do so now in coming together for this grand endeavor, to fight side by side in defense of our shared home![/quote'] ...Merchants of all nations speak a common tongue' date=' and its words are coin. Needless to say, there is little profit to be had in prejudice, especially against those who have received the patronage of a count.[/quote'] Nenekani can see the past no more clearly than any man might if he closed his eyes and pictured his breakfast. However' date=' the Gods did see fit to bless me with a proficiency in languages, including those of the beast tribes. It is an aptitude that has proven not only useful, but also profitable.[/quote'] In times of eld' date=' countless tongues and dialects were spoken regularly by the various peoples of Eorzea. As migration and cultural exchange between the races became more common, a universal language arose, easing the burden of communication between different people. This language, which came to be known as the common tongue, is now spoken by the vast majority of the realm's residents. It is believed that Hyuran priests also played a vital role in the creation of the Eorzean alphabet at the end of the Fourth Astral Era, though the precise details are lost to history.[/quote'] The Fourth Astral Era : For approximately fifteen hundred years the silent war against knowledge continued' date=' the church manipulating what knowledge (if any) trickled its way down to the masses. Religious leaders went even as far as introducing a new alphabet for their holy scriptures, taught only to men and women of the cloth, so as to solidify their control over the realm through the continued illiteracy of the common people. It is therefore ironic that this alphabet for the privileged would eventually evolve into the Eorzean script used throughout the realm today.[/quote'] [align=center]_______________________________________[/align] Languages of the Spoken Races The sole requirements for being classified as a spoken are that the intelligent creature not only possesses an independent language' date=' but that the language be capable of interpretation by another spoken of a differing genus. Some examples of spoken not listed* below include the five races of Eorzea, the Au Ra, and the realm's myriad beastmen.[/quote'] *Listed: Cyclops, Tonberry, Dragon-turned Ishgardians, Opken, Tempered, and Sirens. You see' date=' in the eyes of the Empire, the ability to communicate with the beast tribes makes you one of them.[/quote'] You say it is unaspected crystals you seek? Then you were wise to come to Cenmin' date=' for I speak over thirty dialects of beast tongue. Now, which dialect would you have me translate "unaspected crystal" into first? And fear not, I am equally adept at all of them.[/quote'] Hyur (“Common Tongue”) The Hyur are said to have first traveled to Eorzea from her surrounding continents and islands. Some one thousand years and three great migratory waves later' date=' they are now the most populous of all the civilized races. They exhibit a relatively modest physique, both in height and build, and are known for their peculiarly short, rounded ears. Hyur are well suited for traveling long distances by foot, a trait thought to account for their swift proliferation. Their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage - as is their resulting lack of cultural identity.[/quote'] Kipih Jakkya here' date=' bright-eyed and sharp-eared, bringing you a report on the continued assaults on aetheryte camps by the mysterious floating monster now known as Atomos. The name, which roughly translates to “The Indivisible” in the Eorzean tongue, comes from an ancient Hyur myth of an entity with the power to breach the borders between worlds.[/quote'] Padjal (“Padjali”) Words in the Padjal language are normally separated by spaces. However' date=' when a group of words forms a single concept (such as a proper noun, or a compound word), they are connected with hyphens. In addition to NPC names, the ancient language can be seen used in names of sacred locations around the Twelveswood. If a name is Padjali, you can assume that the location has been there for a long time.[/quote'] Long frowned upon by the people of Gridania as a symbol of excess' date=' the Seedseers would finally submit to pressure from the citizenry, selling the deed to the manor to Lady Amandine of House Dartancours. The word "Haukke" is of ancient Padjali origin and means, "to speak without words."[/quote'] An undersized variety of catfish found in still' date=' swampy waters across Aldenard. The Padjali name for this fish is "gee-gee," supposedly taken from the grinding sound created when it moves its fins.[/quote'] Elezen Though the Elezen adopted the common tongue to facilitate communication with their Hyuran allies' date=' the old Elezen tongue is far from a dead language. On the contrary, numerous words from the old tongue have found their way into common parlance, earning a place in the day-to-day vocabulary of other races.[/quote'] Roegadyn While the old Roegadyn tongue lives on in Aerslaent and the Abalathian hinterlands' date=' the Roegadyn of Limsa Lominsa as well as those who ply their trade as sellswords and adventurers have learned the common tongue, born out of necessity due to their frequent contact with other races.[/quote'] In contrast to the Sea Wolves' date='* the Hellsguard have adopted names rooted in the common tongue, that they might be more easily remembered and addressed by other races, in particular the masters they serve as sellswords. Names consist of two words, with male names typically derived from the natural world ("Tall Mountain") and female names often taken from flora ("Blue Lily"). Surnames are rare, perhaps owing to the fierce individuality of those that choose to leave their home behind. Though few in number, there remain some who still speak the old tongue.[/quote'] *Implies that many Sea Wolves are still fluent in the Roegadyn tongue in the present day. Lalafell (“Lalafellin”) As befitting their status as a race of traders' date=' the Lalafell were unsurprisingly among the first to adopt and master the common tongue of the Hyur. Nevertheless, it is said that the old Lalafellin tongue is still spoken today on their island homes to the south.[/quote'] The seas far to the south of Eorzea also teem with countless tiny islets. Interaction between Eorzea and the southern isles is remarkably abundant' date=' with most trade going through Limsa Lominsa and its busy ports.[/quote'] Throughout history' date=' the Lalafell passed their histories down through song, which is why even now many use heavy alliteration in their speech.[/quote'] Permit me to tell you something of this place. The name comes from an ancient tongue' date=' Halatali meaning “the land of many shadows.” It was here that our distant ancestors first settled, and─ Bah, you have not come all this way for a lesson in history.[/quote'] Coliseum management established these training grounds to see to the honing of their gladiators' skills. The name comes from the ancient Lalafellin tongue' date=' and means "the land of many shadows." Scholars believe that the founders of Belah'dia* settled briefly here, seeking shelter from Thanalan's blazing sun.[/quote'] *Suggests that the Mhach (founders of Belah’dia) spoke this ancient Lalafellin tongue. A giant freshwater fish found in the tepid rivers and lakes of the Black Shroud. Gridanian records state that the first monke onke was brought to the Black Shroud by the realm's first Lalafellin settlers' date=' the name monke onke meaning "friendship" in the settlers' native tongue.[/quote'] Miqo’te (“Huntspeak”) The names of these tribes contained many sounds which were difficult to represent with the existing Eorzean alphabet; but the fact that there were the same exact number of tribes as letters in the Eorzean alphabet was taken as a sign that they were destined to make the new realm their home' date=' and so assigned each tribe with a letter/sound that was closest to its name. Over time, this resulted in the changing of the pronunciation to more closely resemble the pronunciation of the Eorzean letter than that of the original word.[/quote'] Despite their inherently solitary nature' date=' the Miqo'te adopted the common tongue early on, born of a need to barter with other races to procure materials with which to craft their hunting tools and weapons. Remnants of the old tongue can be observed in the distinctive Miqo'te "huntspeak" - a system of tongue-clicks and whistles used to communicate with companions while in pursuit of quarry.[/quote'] Au Ra Unlike Raen names' date=' where the spellings are pretty much fixed, and there are no real variations for a single name, individual Xaela names come with multiple spellings, all of them acceptable. The Xaela, being nomadic, live lives that are one part solitary (when traveling as a clan) and one part community (when they interact with other clans they come across in their migrations). Because of this, similar names are used throughout the Othardian steppe, but they often feature slightly different spellings due to evolving separately in isolated clans. Also a factor is that, until recently, writing was almost non-existent amongst the tribes─written language simply not a necessity in the nomadic lifestyle.[/quote'] On the steppes which they call home' date=' the Xaela speak the old Auri tongue to this day. The Raen, however, having assimilated to Far Eastern culture, have adopted the common tongue of the Hyur. Their spoken language differs from that spoken in Eorzea, which leads many to perceive it as a slightly odd dialect.[/quote'] In addition to the standard language used by most of the Xaela in cross-tribe communication' date=' the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe.[/quote'] Amalj’aa (“Amaljic”) A letter you can't make heads or tails of? Let me see here... Hmmm' date=' this is written in Amaljic. You're in luck! Just so happens I learned a spot of it back in the day, so as to expand my potential clientele. Seems the contents pertain to... Whoa! People trafficking!?[/quote'] Many of our agents employ the "parley" tiles when negotiating with beast tribes. Since the rules are known throughout Eorzea' date=' the game is especially convenient for those of us who do not speak the Amaljic or Ixali tongues.[/quote'] Ixal (“Ixali”) Ahem! I am fluent in over twenty dialects of both Amaljic and Ixali. I might add that learning the barbaric tongues was anything but simple. Both languages contain sounds that are all but impossible for members of the five races to reproduce. It took many years of rigorous training to acquire the knack' date=' but the rewards for my efforts have made it all worthwhile.[/quote'] Sylph (“High Sylphic”) Alright' date=' so to start off, Old High Sylphic is quite different from the language spoken by the Five Races in not only sound, but in structure. I’m not going to go into the fine grammatical details here because that would take a far too long and I have far too much unfinished patch translation waiting for me, but I will do a quick walk through the lyrics.[/quote'] Many sylphs are skilled in the languages of other races' date=' their interactions with both men and beastmen driven by an irrepressible curiosity. It was these qualities that long ago led the woodland folk to join hands with ambitious merchants, and aid in the establishment of a thriving trade in crystals.[/quote'] Many of the Sylphs you see in Gridania can speak the language of the free cities. Perhaps that is why they have been accepted by the people here. Words allow us to paint the picture of our soul. Without them' date=' we are a blank... and as you are no doubt aware, men are wont to fear the unknown. [/quote'] As a child' date=' I would spend countless bells with my nose in scholarly tomes, trying to learn their language. I dreamed of asking them to tell me all about their hidden kingdom in the Black Shroud, you see.[/quote'] Sahagin (“Rhotano Bloodcant”) Name o' the place is Shposhae' date=' but don't ask me to spell it fer ye, 'cause I can 'ardly say it, let alone fathom 'ow one might commit the bastard to parchment. 'Tis a Sahagin word, if ye believe the bilge them scholarlies spout. Though quite 'ow they came to be privy to that knowledge is beyond me, seein' as 'ow the buggers barely venture out o' doors, much less chat to bloody fishbacks.[/quote'] A stone tablet' date=' covered with the letters or runes of a language far older than any found in our archives. We have been attempting to decipher it for a sennight's space, and believe it may reveal more regarding the treasure that your quarry and his Kraken brethren are rumored to have stolen.[/quote'] Ah yes' date=' Rhotano Bloodcant. Few remain who are versed in this tongue. “And fain to suffer fell grammaryes, Wherewith to loose o'erreaching seas...”[/quote'] You can read the tablet!? Tell me' date=' what does the rest say!?[/quote'] Anwyll: We’ve heard of a language one time.. Rhotano Bloodcant. It was referred to as an ancient seafaring cultures language and somehow it ended up on a tablet that may have been connected to a horn that might have summoned something very powerful that the Sahagin may have wanted. Are the Sahagin connected to Rhotono Bloodcant? MCKF: Yes, this is their’s. You’re absolutely right, its Sahagin based. Moogle (“Mooglespeak”) Long have our guilds sought to defend the lives of those who honor the forest and the elementals—and to cast out those who do not. We make efforts to learn mooglespeak' date=' but our control of the language is rudimentary at best. Without the conjurers, this endeavor would be completely hopeless. I know not of such things, but there are some that can use mooglespeak, whether through divine providence or study. And not all of them are forestborn.[/quote'] My accent sounds off to you? Well' date=' as an adventure adept in a [i']single[/i] language, your ear must be very acute, I'm sure. Those who understand mooglespeak are few enough as it is. It wouldn't be proper to impose on you without due payment. Here' date=' take this.[/quote'] An island whose name' date=' in the tongue of the Vanu Vanu, translates to "a noise heard on high." On the island stands a monument engraved with a mark* of moogle design, but no sign of the creatures themselves, leaving its origins clouded in mystery?[/quote'] *Moogle written language Vanu Vanu Mahu wai grow from the floating islands of Abalathia's Spine' date=' releasing scores of thin transparent tendrils into the sky to catch their prey and haul it back to their giant maws. The word mahu wai means "bottomless greed" in the Vanu tongue.[/quote'] Despite their lack of "civilized" progress' date=' however, the avian race is far from being dull-witted. On the contrary, only a few years had passed since the arrival of the Ishgardians before members of the tribes began speaking the common tongue with impressive proficiency.[/quote'] Gnath & Vath (“Gnathic”) Cast out from the main colony' date=' a minority of Gnath known as the Nonmind built Loth ast Vath as a sanctuary for other exiles. The word 'vath' is derogatory in the Gnathic tongue, referring to those who can no longer link their thoughts to the Overmind. Possessed of individual personalities unlike their Onemind brothers, the Vath learn to live with each other's differing thoughts in the makeshift colony.[/quote'] How strange must spoken language seem to those who once shared minds... 'Tis little wonder the Vath are by turns so obscure and transparent in their meaning. These "Nonmind' date='" or "Vath," as they are known, seek to distinguish their identities by mimicking the naming practices of other races. There appears to be no adherence to any particular rule or convention, with one Vath adopting the name of an Elezen hunter (Cibleroit), one named after his obsession with new cuisine (the Hungerer), and yet another titled simply for his chosen profession (Vath historian).[/quote'] Goblin (“Gobbiespeak”) With Goblin Speak, and how it's kind of English but Quasi-English. The reason that they use this kind of broken English is that they'll say something like "busydeal" when they talk about "business." But yeah, they have this English but it's like this broken type of English with these weird combo words. And the reasoning behind that is because the goblin language has a bunch of complex words in their language, but because the goblins are merchants, they learned English so they could speak with the people of Eorzea. Because those people who don't have the Echo cannot communicate with these people. So the goblins want to communicate with everyone because they want to sell their things. So they're translating their language into English (Eorzean), but because they have all of these words, these really complex words, that Eorzean doesn't have that fits that term perfectly in the goblin language, they basically take two words they know, stick them together, to make this term. So you have terms like "quicktongue" which is "quickly speaking" but in their language it's one word so they just force the two English words together and speak like that. Known from their long history of frequenting the settlements of man' date=' goblins are seen traveling from city to city, absorbing the local wisdom as they hawk a plethora of wares drawn from their enormous "gobbiebags." Many scholars consider this migratory practice to have contributed significantly to the spread of knowledge between civilizations. Due to the transient nature of their visits, however, goblins often fail to fully grasp a region's laws and customs. This ignorance can lead to misunderstandings with the populace - the more serious infringements occasionally resulting in imprisonment or even bloodshed.[/quote'] Dragons (“Dragonspeak”) Every dragon has a name in the base draconian tongue' date=' including the more prominent figures such as Bahamut, Vidofnir, Midgardsormr, etc. The 'Eorzean' names have been earned through the dragons' interactions with past civilizations. The elder dragons (especially those of Midgardsormr's first brood) have spent thousand (tens-of-thousands) of years roaming about Hydaelyn. During that time, they have come in contact with many different peoples--some primitive, some advanced. Some with which they warred, some with which they fostered peace. Those peoples gave the dragons names in their own tongues. Some were based on existing words in those tongues, while others were phonetic interpretations, bastardizations, and subsequent degradations of a language that they could not accurately pronounce. These names took hold amongst the people of Eorzea, being passed down orally and in print, and effectively became the second names of the dragons. Rather than fight this, it was ultimately easier for the dragons to simply allow man to call them what they wished. Some of the dragons have even grown fond of these names, choosing to use them even when speaking with other dragons (who would otherwise know them by their draconian names).[/quote'] [align=center]_______________________________________[/align] Accents Unfortunately, with accents I had surprisingly very little to go on. Listing off the “Lominsan” or “Minsan” accent seemed rather unnecessary, but outside of the Lominsans I only found mentions that a variety of accents do exist. Garleans have an accent, though the manner of their conscription makes placing such an accent impossible. There are a lot of accents in Limsa apparently, which makes sense for a port city to the world at large. There’s more on this in Haldberk’s quote below. Finally, two Gridanian based references - the most relevant one being the levequest which subtly hints that Eorzeans have a large range of accents. One can never be too careful in a region crawling with thieves and brigands' date=' so I duly concealed myself behind a nearby shrub. However, as they walked by, I knew right away that they were not the ruffians we are used to seeing here in Bloodshore. No, they were far too clean-cut, did not reek of grog or ale, and spoke with a queer accent. One was speaking into a linkpearl, and I heard him say something about juggernauts and ceruleum. Unfortunately, they passed out of earshot before I could make sense of the rest… and I had little desire to follow them.[/quote'] If the commonfolk were to learn that there are imperial spies amongst us' date=' it would not be long before the first poor soul with a slightly foreign accent felt the 'justice' of the mob. Because of this, I ask that you refrain from spreading rumors of what you have learned and let the Barracudas handle the situation. It is what is best for the thalassocracy.[/quote'] The ranks of Wailers swell' date=' each with dust of a different land on her boots and the lilt of a different song in her voice. If they are to become comrades in arms, they must learn a new tongue: silence. No recruit emerges from the seven nights' ordeal unchanged, such is the power of the potion.[/quote'] My accent sounds off to you? Well' date=' as an adventure adept in a [i']single[/i] language, your ear must be very acute, I'm sure. [align=center]_______________________________________[/align] Foreign Tongues During a routine inspection, one of our field assessors discovered several crates of poisonous herbs, prohibited for import by thalassocratic decree. The captain of the ship was ordered to dispose of the offending crates immediately, or be denied entry into the city-state. However, the good fellow's grasp of our local tongue proved to be lacking, and he began to throw all his cargo overboard, rather than the few items in question. By the time our field assessor had stopped the captain, several crates filled with legitimate cargo bound for the Brugaire Consortium had been lost, and now the import company is seeking compensation for what they deem to be an error on our part. Miscommunication stemming from linguistic barriers are a daily occurrence here at the custom-house… though in my experience, rarely have they led to the discarding of proper cargo… Now, if only there were some way to prevent similar… accidents from happening in the future. While we employ many assessors from every corner of the known world, it is nigh on impossible to find staff versed in every tongue we encounter. There have been rumors of a Twelve-sent few with the ability to comprehend all languages, be they of man or beast - but only a fool would believe such nonsense. Thick' date=' brown hair of a Near Eastern monstrosity known as the camel. Dubious reports from sailors claim the beast stands thrice as high as a chocobo, can speak the tongues of man, and has massive humps upon its back which may contain water, wine, or even gold.[/quote'] I don’t want to say that we exegetes* are better than the other Sharlayan scholars' date=' but there is no doubt that we have done our best to achieve excellence. Every one of us has a specialty. This allows us to cover large areas of knowledge, yet still research them thoroughly.[/quote'] *Exegesis includes a wide range of critical disciplines: textual criticism is the investigation into the history and origins of the text, but exegesis may include the study of the historical and cultural backgrounds for the author, the text, and the original audience. Other analyses include classification of the type of literary genres present in the text and analysis of grammatical and syntactical features in the text itself. Meracydia 'Twas a Meracydian dialect' date=' if mine ears do not deceive─though one which beareth scant resemblance to any spoken in recent times. Aye. From their tongue, their words, and their attire, 'tis like that our antagonists were Meracydian─thralls to the Goddess Sophia and victims of the Allagans' incursions.[/quote'] Allag But you must know more of the avatar you have bound. In the ancient tongue of the Allagan Empire' date=' it would be known as “Ifrit-Egi,” where “egi” translates approximately to “pure” or “the essence of.”[/quote'] Sharlayan While walking a leg of Llymlaen's Footsteps in Cassiopeia Hollow' date=' a pilgrim of the Twelve found a piece of parchment containing writings in an ancient hand he could not decipher. Upon return to Limsa Lominsa, the man handed the page over to the Mealvaan's Gate, and after further inspection by several log assessors, it was discerned that the writing was Sharlayan and the sheet was actually a page torn from a stolen copy of the Necrologos--a forbidden tome known to contain wards which bind arcane demons within its pages. The assessors believe there may still be more unclaimed pages and are asking adventurers to find them, put to rest any beasts summoned therefrom, and then destroy the parchment.[/quote'] Last night' date=' an Amajina & Sons watchman making her rounds of the empty mines came across a soiled piece of parchment containing text written in a language unknown to the employee. As is required for anything found in the mines, she delivered the item to her supervisor, who, in turn, took it to the company assayers for inspection. When they could not decipher the queer markings, the assayers delivered the parchment to the Mineral Concern owners themselves, who, after much bickering, finally decided no amount of profit was worth risking their safety, and thus delivered it to Frondale's Phrontistery. There, the parchment was determined to be a page from the deadly Necrologos, and the guild immediately began hiring adventurers to travel to the Nanawa Mines, locate any more pieces of the tome, and destroy them and all the beasts that are summoned therefrom.[/quote'] Doma My name is Oboro' date=' and she is Tsubame. We hail from a village in Doma, several thousand malms across the sea. We are─ah, but perhaps you have no word for what we are. In our own tongue, one might call us shinobi.[/quote'] ...Hm? Forgive me─this land and its tongue are still new to us. Nonetheless' date=' we were able to lure Karasu here, but more than a few of our comrades gave their lives in the effort.[/quote'] You will recall that the art of ninjutsu involves using hand gestures called mudra to summon the energies of heaven' date=' earth, and man─Ten, Chi, and Jin in the Doman tongue.*[/quote'] *While it’s uncertain if Hingashi uses a separate dialect, at first glance and with what little information we have on the Far Eastern island city-state, it appears that both of these neighboring city-states speak the same language. This would make sense given trade between the two, similar racial makeup, and both city-states having trade routes established to Eorzea and the Near East. I was unable to find any specifics on the languages of Othard’s other city-states, Bozja and Rabanastre, but lore citing Bozja as once being Othard’s commercial hub, it’s likely the citizens spoke a variety of languages and dialects, many likely belonging to the Xaela tribes. [align=center]_______________________________________[/align] The Doman Dilemma: Dialect or Language? This topic in particular is what causes the majority of language contention I see on the forums. Is Doman a language or, as a passage in the lore book suggests, is it simply one dialect of the Common Tongue of the Hyur? Here’s the quote that stirred the pot: The Raen' date=' however, having assimilated to Far Eastern culture, have adopted the common tongue of the Hyur. Their spoken language differs from that spoken in Eorzea, which leads many to perceive it as a slightly odd dialect. [/quote'] Edit: I want to add also for the newly arisen debate that information in the Lore book is not always accurate and is also told from a largely in-universe perspective, as is the case with this passage - note the “leads many to perceive it” so this is a Lominsan hearing a Doman trying to speak the Common Tongue and saying it’s a strange dialect. I think this passage would be more accurate if it read: “The Raen… …have adopted the common tongue of the Hyur there.” Which is far more accurate and falls in line with we’re told in the Raen (Doman) Naming Conventions. Okay, back to the regular scheduled post. Unfortunately, this may ultimately depend on one’s view on what constitutes a language versus a dialect - a research topic that’s nearly as confusing and unclear in its own right. In Linguistics, the distinction is made based upon mutual intelligibility. Simply put, if two languages can be spoken and both speakers understand one another, they’re speaking two dialects of the same language. But if two languages are spoken and neither can understand the other, they’re actually two separate languages. However, this works on a bit of a continuum and gets more complicated the longer you delve into the topic SO... 1) The game and NPC dialogue calls it “language” and “tongue” on multiple occasions: Your pronunciation of the Doman language seems to have satisfied Byakubu, who grants you passage into the ninja hideout. Speak with Oboro, who awaits you within. ...Hm? Forgive me─this land and its tongue are still new to us. Nonetheless' date=' we were able to lure Karasu here, but more than a few of our comrades gave their lives in the effort.[/quote'] 2) The Domans, and likely by extension the Hingashi, use an entirely separate alphabet from Eorzeans as evidenced by the Doman flag, Chimatsuri’s glyphs, and the Mudras utilized in shinobi casting techniques. 3) The Far East has developed isolated and independent (for the most part) of outside cultures from the west. The exception to this would be some traders, who would’ve adopted Common as a trade language from western merchants. Though connected geographically' date=' for thousands of years little interaction has taken place between Ilsabard and Othard, the main reason being a combination of near-impassible mountain ranges and deadly wastelands which severely restrict all land routes. While coastal cities have experienced limited contact with the outside via trade, the overall isolation of Othard has allowed local cultures to evolve with little to no influence from the west. Only in the past two decades have things begun to change - the advent of airship technology thrusting open the once-closed doors of the Far East.[/quote'] I’ve seen it argued that as the Allagan Empire controlled the entirety of the known world 5000 years ago, a universal base language could’ve formed at this time and remained in place into the present day. I think all of the above lore cited contradicts that theory, but does not totally refute it. But, Allagan-centric terms in a seemingly unknown language, such as “Egi,” seems to illustrate how far we’ve come from a once-common language if there was any. New lore on the birth of the Eorzean alphabet during the latter Fourth Astral Era by Eorzean Hyur some 4000 years ago also seems to throw this theory into doubt. Would Othardians be privy to this new language formed by the priests? Especially given Kipih Jakkya’s quote saying Atomos is a word from an ancient Hyuran myth that apparently pre-dates the Eorzean Common tongue. So is Eorzean Common and the Doman tongue different enough where they constitute two separate languages? I say yes, based upon evidence that Oboro and his shinobi are still attempting to learn the Eorzean tongue and that the two written languages are largely alien to the other group. Though, as is often the case with living languages, the introduction of Eorzean Common as a trade language into everyday Far Eastern life since the Imperial annexation of the continent, a dialect of our Common may also be spoken in Othard. But I think that ultimately if two Domans were talking amongst themselves in Doma, they would use the Doman tongue that a common Eorzean speaker would not be able to understand if he were eavesdropping. - Hingan/Doman Language Discussion Link to comment
Sounsyy Posted December 13, 2016 Author Share #6 Posted December 13, 2016 Notorious Monsters of Eorzea "Only when a creature grows more cunning, more aggressive, more deadly than its brethren is it worthy of a name." —Frandelont Raimdelle The Raimdelle Codex Renowned Sixth Astral Era naturalist and theologian, Frandelont Raimdelle, once opined that for a man to know himself, he must first know of that which he hunts. To assist in that spiritual endeavor, the self-made scholar spent the better part of his fifty-seven summers traveling about Eorzea, cataloging each and every plant, mineral, and animal he encountered. With his seminal Raimdelle Codex, Frandelont sought not only to educate the peoples of Eorzea, but remind them just how rich and diverse the realm truly is. Sharlayan scholars of natural history have since taken Raimdelle's magnum opus and expanded upon its writings, categorizing its thousands of entries in an effort to better understand the physiology, behavior, relationships, and evolution of the myriad flora and fauna found in Eorzea. The Sharlayans began by classifying all creatures living or exhibiting properties that resemble or mimic life into three kingdoms (also known as regnum) - the Bloodborn, or those living beings through which lifeblood courses, the Bloodless, or those beings which are void of life-bearing humours, but still function nonetheless, and the Transcendents, or beings which spiritually and physically toe the line between the corporeal and the aetherial realms. These three classifications can be further divided into twelve smaller groups known as classes, or kindred. Creatures may also be assigned a sub-class if they possess traits that extend beyond that exhibited by their main class. For example, a winged scalekin puk would belong to the sub-class cloudkin. Classes are further divided into genera, and finally genera into species. A group of naturalists has petitioned the Trappers' League to allow several tests on the local antelope population - the group's goal: to create an updated version of the Raimdelle Codex' date=' revised for the new era. The naturalists have insisted that the samples be brought to them alive, and therefore the League is seeking adventurers skilled in the art of animal pacification to accept this task.[/quote'] It is an oft-forgotten fact that Frandelont Raimdelle' date=' famed naturalist, father of modern taxonomy, and author of the Raimdelle Codex, tried multiple times (without success) to classify the common duck - most obviously a cloudkin - as a spoken, believing their incessant quackings to be a highly developed language beyond the comprehension of mankind.[/quote'] A hard-scaled freshwater fish native to southern Eorzea. The garpike is mentioned in the famous Raimdelle Codex' date=' where it is described as a thirty-yalm monstrosity with two score hundred teeth and arms like a goobbue's. Fortunately for us, the garpike of Raimdelle's time is no more.[/quote'] [align=center]_______________________________________[/align] Hunter-scholar Lore (A Realm Reborn) There are two kinds of bills. The kind for regular marks and the kind for elite marks. The second of these are the more notorious sort. Before you go after one of them' date=' I recommend you consult a hunter-scholar. These people are veterans of the Hunt who can recite the Raimdelle Codex by heart.[/quote'] Middle La Noscea The ravening queen of ladybugs' date=' Skogs Fru's natural voracity for pests has taken an unnatural turn. Not content with emptying the fields of pollen carriers and soil tillers, the adamantine-shelled Skogs Fru has adopted a new diet consisting of chocobos and their riders.[/quote'] Vogaal Ja' date=' a Mamool Ja sellsword of particularly ill repute. Known to be as cruel as he is suspicious, and as suspicious as he is displeasing to the eye. A real prince among men, this one. Can't get work on account of seein' every order as a way to get him killed, but claims its because he's ugly-like. That part at least makes sense, but now that gives him the right to hack folks to bits, he's a mite fuzzy on.[/quote'] While gardening has long been a craft rich in obsession and madness' date=' the goobbue Croque-Mitaine has taken the legacy to new extremes... From the river whose water irrigates the artful plantings upon his head to the pastures rich in worm castings, the creature keeps a jealous eye on the many wild places that supply his cephalic paradise. Many an unwary orchid hunter, vermicomposter, and moss monger have met their end at the Croque-Mitaine's hands, and its green thumb is well stained with their life's blood.[/quote'] Lower La Noscea The vampire bat Barbastelle has many epithets' date=' the only remotely flattering one being "the laird of Blind Iron Mines." While cattle mutilations are hardly any one creature's domain, experts are united in the iew that the infamous mass draining of the herd at Red Rooster Stead - the so called "Big Gulp" - is the work of Barbastelle.[/quote'] Long have the superstitious coasters along Moraby Bay corrected their children with tales of Unktehi' date=' the sea-dwelling eater of man-flesh. What was once considered a mere fancy of the ignorant sea-folk has proven disagreeably real, and Unktehi's excursions onto land have left the population fearful - and fewer.[/quote'] Frogs of inconvenient size are a legion' date=' but surprisingly few of them seek fodder commensurate with their size. The Croakadile is one such unwelcome surprise. The first known victim during the present manifestation is reported to be a franklin who felt his ring slip off during a nightly walk with his lady. He turned back down the path, and his lady saw him reach down just as the moon took cover behind a cloud. When the moonlight returned, he had vanished.[/quote'] Eastern La Noscea Bloody Mary is oft cited as the example of an unstoppable force - Qiqirn gluttony - meeting an immovable object - maternal love. Such characterization would not pass muster beyond the confines of a winesink' date=' however, and is known to provoke dissent even in those establishments. While Bloody Mary is indeed an apkallu whose eggs suffered Qiqirn predation, nesting hens as a rule do not spear a failed egg thief a score and a half times with their beaks, then proceed to bathe in their victim's blood.[/quote'] Hellsclaw. So erratic yet bloody a swath has this piece of magitek cut across the region that it is suspected of being sadly afflicted in some way. So much for the infallibility of Garlean technology' date=' eh? Hard to be afraid of a wheel that needs truing, I know, but be careful all the same.[/quote'] A monster long said to dwell in the eternal twilight of a cavern' date=' Garlok was but an idle tale for generations of Bloodshore's children. However, one child was ill content to be idle, and his name was Gegeruju, the Master of Costa del Sol. At his command, a party entered the cavern in search of Garlok... Well, you get the idea. They found the beast and woke the damn thing up. Now it's well rested and still a mite annoyed at being roused with torches and arrows.[/quote'] Western La Noscea A hermit crab of less eremitic bent' date=' Dark Helmet began its love affair with armor when it traded in its snail shell for some nameless Lalafell's helm. It's salvaging ways abandoned on the sands alongside outgrown and rusted headgear, Dark Helmet lives to acquire larger and finer heaumes - often still occupied by their former owners' grey matter.[/quote'] A native of the Inidigo Deep' date=' Nahn is a gargantuan man-eating crustacean. Its actual name is unpronounceable except under the crushing press of water. The Sahagin of the Sapsa Spawning Grounds are responsible for bringing Nahn to shore to serve as a living weapon against the Maelstrom and others inimical to the beastmen.[/quote'] Once known as a mild and even affectionate beast' date=' Bonnacon is afflicted with a fit that comes upon him like a caul of fire. Tossing his great head in torment and rage, this bull gores to death his unfortunate victims, many of them greengrocers. Phrontists have implicated a rare variety of cabbage in triggering the violent attack. The Maelstrom should worry a mite less about fish and a mite more about these other creatures, if you ask me - the kind that's killing folk right now in western La Noscea, for example.[/quote'] Upper La Noscea The nectar-eaters of Eorzea are partial to blooms of different hues. Red flowers such as Oschon roselles and raincatchers are the preferred feed of colibri. Being one such bird' date=' Myradrosh became so fixated on that hue that it now sups from the reddest flower of them all - the still-warm flesh of other birds, beasts, and men.[/quote'] Of the scores of thaumaturges lost questing for the Wanderer's Palace' date=' Maruta Noruta was perhaps the least remarkable. Aside from the Lalafellin adventurer's singular yet unflattering hat, little of him is remembered. It is likely he would have been entirely forgot were it not for the fact that his hat resurfaced soon after, upon the head of a tonberry painting the shores of Bronze Lake with the blood of adventurers.[/quote'] Called the Critic by cowering locals' date=' Nandi uses its petrifying gaze to turn passing creatures into works of art for its perverse pleasure alone. Ever has this catoblepas haunted the mountains of Vylbrand, yoked by the weight of its gross head, prodding the stone paths conjured by its downcast eyes. Nothin' so dangerous as a stillborn artist, they say. Don't you go temptin' the wretch with good material, if you know what I'm sayin'.[/quote'] Outer La Noscea A bird feral is a deadly thing' date=' and none more so than the condor Vuokho. Witnesses place him at the Nym Massacre, which consigned some of the finest naturalists of the day to a mean and early grave. What was not consumed on the spot, the murderous bird seized whole and took to its eyrie, even as the staunchest among the Maelstrom looked on helplessly, their eyes leaking at the horror.[/quote'] Of the zu much is known' date=' for their migration between Eorzea and the Near East provides many opportunities for observation. The vilest among these birds of prey is the Cornu, who has made himself maddeningly scarce to learned eyes that would pry from it the secrets of its savage heart.[/quote'] In death does Mahisha find its purpose' date=' and so the scent of corse-flower is sweet to this creature. A stele unearthed at Nym records Mahisha was summoned during the War of the Magi in the Fifth Astral Era, for the conquest of the Floating City. The ploy failed and Mahisha was bound at great cost, by the efforts of some two-score phrontists at Nym. What broke the tethers is not known, though there are theories ranging from the Calamity to the humble weevil.[/quote'] Western Thanalan Born in the full foulness of the effluent passed by Amajina & Sons' Copperbell Mines' date=' the voidsent Sewer syrup was so named by the less imaginative among even the fume-addled unfortunates that work the recently expanded mine. Containment attempts by the Stone Torches were foiled by the voidsent's acrid stink. So powerful was the stench that it laid low many of the militiamen, and others still weep blood-tinged tears.[/quote'] It is known that ziz hunt in pairs: the driver maneuvers the prey towards the ambusher' date=' and both eat well that day. The elders say Alectryon never knew his place, and correct they were proven when his ambusher was found dead. The latter had starved while the self-styled lone hunter took the game by and for himself, leaving nary a gristle for the other ziz.[/quote'] Few have seen Zona Seeker' date=' such is the altitude it keeps in its deadly flight. Its elusiveness would trouble none but the most ardent scholars of airborne monstrosities, were it not for the many airships of Highwind Skyways lost to Zona Seeker's attacks. The beast near landed on me once. That was a bit of a scare, let me tell you! Flashes of light draw it - must've been the brushed bronze pauldrons I was wearin'.[/quote'] Central Thanalan Ovjang. A mammet of some antiquity' date=' last in possession of a wealthy collector who suffered from a particularly virulent case of buyer's remorse. He ordered the mammet disassembled and sold off for parts. However, once under the chisel, the mammet came to and attacked the smith, wounding her badly before making its escape.[/quote'] Sabotender Bailarina blooms but once every two score years. The flowers are remarkable less for their appearance' date=' which are pedestrian enough, and more for their fragrance. The scent has been described by naturalists as an olfactory equivalent of fingernails on slate, and sends sabotenders into a violent frenzy. Whether the effect arises from discomfort or lust is unknown.[/quote'] One of a pair of cyclops captured several years ago on Vylbrand* by the Adventurers' Guild and subsequently separated. Brontes was sold to an Ul'dahn circus' date=' where he proved a prize draw, and never more so than on his last day, when he slew two of his keepers over a haunch of venison barded in flare fat before escaping. Having learned the joys of enlightened cuisine during his captivity, the cyclops is drawn by the aroma of cooking, much to the terror of culinarians.[/quote'] *For those curious, the other cyclops of the pair was named Arges, who has not yet made a 2.0 appearance. They appeared together in the 1.23 faction leve "Operation Crosseye." Eastern Thanalan Gatling. A hedgemole of exceptionally bad temper who makes free of the lichyard of the Church of Saint Adama Landama. He has been thus dubbed for taking up residence in the tomb of Gatling the Alchemical Smith. If the creature has a true name' date=' it remains unknown and of no great interest to local folk.[/quote'] While Halatali is a cultural institution of note' date=' it has also been less than perfect in keeping track of the fighting beasts it starves into greater savagery. Maahes is an object lesson. The blood meant for spilling on the stadium sands has instead grown richer, feeding on the flesh of caravaneers.[/quote'] Lampalagua. A dragon of many heads' date=' cage-born and stadium bred. His escape en route to the Coliseum was a major embarrassment for his handlers, or more precisely, to their heirs. Each head having been blooded as a hatchling, Lampalagua is exceptionally barbarous and exquisitely attuned to the bloodlust of the crowd. Lacking a conventional audience in the wilds of Eastern Thanalan, Lampalagua has instead taken to appearing wherever violent business is afoot.[/quote'] Southern Thanalan When the Hyuran tribe came to Thanalan some 800 years ago' date=' Albin the Ashen was at the head of one of the columns. Then-native Belah'dians rose against the invaders and prevailed, as history records. Albin was but one of many slain in the abortive conquest, yet his mortal coil still roams the land in search of vengeance.[/quote'] Zanig'oh. A drake altered by an Amalj'aa alchemist for no less a purpose than the conquest of Ul'dah. In addition to magic powers conferred by runes graven into its very flesh' date=' the drake has a taste for melee combat, ably provoked into violence by inwardly spiked bangles affixed to all four limbs.[/quote'] The large population of golems in southern Thanalan is ascribed by mainstream historians to the mages of Belah'dia' date=' who made the sturdy guardians for the protection of the Temple of Qarn. Among these sad remnants of a civilization lost to time, Nunyunuwi stands out for his exceptional size and stealth. At rest, he vanishes into the landscape of tors and boulders. Only a sizable battle will rouse the stone soldier to his ancient duty: to fight to the death.[/quote'] Northern Thanalan Flame Sergeant Dalvag was among the thousands of defenders who met the Garlean invasion force in northern Thanalan soon after the Calamity. His company was ill placed to hold their position' date=' yet given strict orders not to retreat. Many fell, and suffered much in the falling. Multiple witnesses attest that Dalvag was the last of the company and fought as a man possessed till the end, the names of the dead tumbling in hoarse barks through cracked lips. Scholars theorize that his mortal remains are animated by a thirst for vengeance alone.[/quote'] Much is told of the corpse-soldier' date=' Flame Sergeant Dalvag, yet mainstream scholarship has lagged woefully on the matter of what became of the rest of him. Efforts by hunter-scholars with intimate knowledge of northern Thanalan have resulted in persuasive identification of a malevolent local demon as the late sergeant's spirit.[/quote'] Ah' date=' yes, the sandworm. Large concerns like Amajina & Sons don't give a toss about the commonfolk being ambushed and eaten. But a sandworm attacking their convoy - we can't have that! ...Sightings of Minhocao have long been reported near deposits and mines particularly those that hold quantities of ceruleum. Alchemically similar to the sandworms' foremilk, the catalyst is a food source for the great worms. However, any attempt to lure Minhocao to the surface with the use of eddible bait would necessitate very large quantities of food.[/quote'] North Shroud A bear of unusual size from the distant heights of Abalathia's Spine' date=' Phecda's southward migration has not been a happy one for the Black Shroud. Its uncouth appetite has emptied whole areas of the forest of edibles and game, and no hunter has returned with evidence of a cull - or returned at all. Phecda may be distinguished from its more peaceable cousins by the constant slick of blood upon its claws.[/quote'] Girtab' date=' the mightiest among mites that ravage the North Shroud. Painstaking field observations have revealed that the Girtab prefers its prey fresh, and keeps a living larder of two- and four-legged meals artfully held fast in a web.[/quote'] Botanists call Thousand-cast Theda as well grown a specimen of ochu as ever has been recorded in the North Shroud' date=' but the foolishness of botanists is a fact well known and oft deplored. Most species of this carnivorous family of bindweed use scent to lure their insect prey. Theda, however, is a plant notably lacking in patience and has evolved tentacle-like vines to pluck fish from water, and grows outsized on its rich meals. Along with the fisherfolk of the Shroud, Thousand-cast Theda is a main predator of the judgeray. Theda's other favored prey is, coincidentally, the fisherfolk of the Shroud. Hunters suspect a connection, but the foolishness of hunters is a fact well known.[/quote'] Central Shroud White Jokers. So called because of many innocents fatally charmed by tehse squirrels' distinct white coats. Thanks to predation by other rodents' date=' only the fittest and most vicious of these deceitful creatures survive to adulthood.[/quote'] Forneus. While the Forneus has long been believed to be extinct in these parts' date=' sightings of them have been many though apocryphal, including those at the notorious Haukke Manor. Well, it turned out that particular sighting was real enough. That dark demon has been making leaves red in the forest for a while. Beware Forneus, adventurer.[/quote'] Laideronnette' date=' the red serpent of the glade. One of many monstrosities to manifest themselves following the Calamity, Laideronnette's attacks coincide with rainfall, a fact which demonologists deem significant. Most experts agree that the loathsome serpent is the residuum of Laideronnette the wainwright's red-haired daughter, who was orphaned in the Calamity and fell into grief both bitter and formless, given to shrieking that all the world should weep with her. Colorful. All you need know is that a giant red serpent has been feeding on man-flesh in the forests. Best to put it out of its misery, don't you think?[/quote'] East Shroud Stinging Sophie. Fattened on the honeybees of Fullflower Comb' date=' this giant hornet inspires both disgust and complacency. Contrary to what its excess of embonpoint suggests, this grotesquerie is agile enough to evade its would-be slayers, and instead give them a deadly stitch with its needle-sharp stinger.[/quote'] The Melt. Unfathomable in its concoction and unspeakable in its coagulation' date=' this voidsent has its origins in a sylph's jest. The codex speaks the truth, my young friend. Gaze overlong at its sucking tumescence and something inside you will die... and it's put me off flummery for good.[/quote'] Wulgaru' date=' the false tree. Not a few poachers have vanished after being bound overnight to these vampiric man-eaters by unsuspecting Wood Wailers. The Wulgaru is also drawn by noise and commotion, breaking its arboreal disguise to feast on the blood of its favorite prey: man. In other words, go quietly and fight stealthily, adventurer. If a tree comes alive in the forest, you're not likely to notice until too late.[/quote'] South Shroud Monarch Ogrefly' date=' the dread vilekin of the lost city of Amdapor. The barrier that seals in its infestations is considered sound... yet even the Gods' Quiver could not stop the monstrous Ogreflies from escaping with their deadly taint of mold and burrs.[/quote'] The first among gremlins in saltiness of speech' date=' the Ghede Ti Malice finally lost its place in Amdapor after one too many contumelies. The Ghede Ti Malice wouldn't be the first to fall out with its gremlin mates. Thin skin and big mouths make for an uneasy combination.[/quote'] Mindflayer' date=' a major voidsent also notable for its dealings with the remnants of the Lambs of Dalamud in the Black Shroud. Of the twelve tiers of the voidsent hierarchy put forth by scholars, the Mindflayer falls into the fifth. It has a grisly penchant for sucking out the brains of men, its favored prey. Most rumors are to be dismissed out of hand, yet this is not one of them. Moonless nights are when their rites grow the foulest. Only death and decay can chisel for them a foothold in this world. Walk with Menphina, adventurer, lest the hunter become the hunted.[/quote'] Coerthas Central Highlands Ah' date=' yes. You know how Ishgard is about dragons. The Holy See managed to get Naul and a few other dragons on to the elite mark list. A favor to be repaid in kind, I'm sure. The dragons Naul and Svara are best known for their attack on the Steel Vigil, which left the fortress a smoking ruin. Notable casualties include the third son of House Haillenarte...[/quote'] Every High House of Ishgard has its own dragon in a bonnet' date=' don't they? An enemy without keeps order within. The dragon Marraco is to be hunted for the crime of mistaking almost a dozen of House Durendaire's knights for kindling. An impressive physical specimen by all accounts, the dragon Marraco can easily withstand a direct hit from dragonslayer cannons, thus requiring enterprising hunters to exercise some forethought in their choice of arms.[/quote'] A winning combination of size and agility' date=' the dragon Safat spends much of its time winging its way through the Sea of Clouds. A scream or two, however, never fails to bring the Safat streaking down to its prey, attuned as the beast is to human terror and misery. Cunning hunters have been known to work themselves into a delirium of fear in order to bait the dragon. Results have been mixed.[/quote'] Mor Dhona Leech King of Silvertear Falls' date=' so dubbed by the Sons of Saint Coinach for its enormous size rather than any perceived system of sovereignty. Those who make mock of its grossness soon repent, for the Leech King is nimble where a meal of blood is concerned.[/quote'] A particularly savage specimen of the unnatural creatures that inhabit both water and land' date=' Kurrea was once a mere nuisance known for purloining game brought down by hunters. Amphibious beasts having an ingrained tendency to have ideas above their station, Kurrea soon took to attacking and feeding on the hunters. The flaccid, nerveless quality of their skin makes them proof against all but the most powerful thrusts of the blade.[/quote'] Agrippa. This magitek colossus is the newest of its kind and appears to have been designed as an anti-adventurer countermeasure. While the name is believed to be a tribute to an actual Garlean' date=' no record of a likely honoree has been found. Ye'll want to be on yer toes in Mor Dhona. There was an adventurer huntin' for treasures an' the colossus mauled her somethin' fierce. Hard to kill a woman, though, hah! We die hard, ye know![/quote'] [align=center]_______________________________________[/align] Hunter-scholar Lore (Heavensward) Coerthas Western Highlands I was born and raised here in the western highlands' date=' so I know firsthand how much the place has changed. As the climate has got colder and colder, creatures that were never native to Coerthas have come down from the mountains to find food. The mylodons are one such species. Time was they made their home up in the far reaches of Abalathia's Spine, but ever since their hunting grounds were lost to the Calamity, they've found their way down here. They're fierce carnivores, who see steel-clad knights as nothing more than a packed lunch. Alteci's the worst of the lot─a mad mylodon who's been laying waste to the local forces. At the last count, more than a dozen noble lives have been lost to that monster.[/quote'] Have you ever come across an archaeornis? At first sight you might think they were birds' date=' what with the feathers and all, but they're actually a primitive species of scalekin, closer to raptors than they are to chocobos. The only thing they definitely share with birds is their brains─that combination of mental weakness and physical strength makes them perfect thralls for the dragons, who use them to launch constant attacks on the Ishgardian forces. The knights are particularly wary of the one they call Kreutzet. He's got such strength in those thighs of his, even the thickest snowdrift's not enough to slow him down. He races hither and thither across the snowfields, tearing apart any outpost unlucky enough to stand in his way.[/quote'] Once every hundred thousand years or so' date=' a yeti is born with a horn atop its massy head that is imbued with an extraordinary magical power. When the creature reaches maturity, it sends out a clarion call to the rest of the yetis that unites them under the horned one's rule....Or so the old wives' tale goes. The problem is, there might just be some truth in it. The Convictors believe they may have sighted such a “horned one.” The first thing they did was to name her Mirka─the second, to slap a bounty on her head. The yetis are dangerous enough as it is, but if this beast lives to maturity and brings them together as a single force, they could be nigh on unstoppable.[/quote'] There was once a dragonslayer who was out hunting his prey on the frozen lake of Ashpool' date=' when he made a surprising discovery. An enormous animal was frozen solid underneath the ice. Thinking that he could use the deceased creature's meat to lure the dragons into a trap, he lit a bonfire over the lake to melt its body free. A most ill-advised plan indeed... You see, the beast wasn't quite as dead as the knight first thought. Freed from its icy prison, it began to breathe once more, and lashed out at all around it with elemental fury. When the dragonslayer set out to hunt for dragons, I doubt he expected to meet his end at the point of a tusk.[/quote'] No doubt you've heard of the behemoths' date=' those monstrous beasts that have been a bane on Coerthas ever since the Calamity. Adventurers like you have faced them in battle countless times, and have been meeting with more and more success of late. However, there is one among their number that has always made good its escape, even when gravely wounded by the swords and spells of myriad adventurers. Due to its giant size and superior strength, it has become known as the king of the behemoths. They say that this kaiser behemoth, whose body is crisscrossed with the scars of a thousand battles, seeks any opportunity to avenge itself on the adventurers who defeated its brothers. If you value your life, I'd avoid doing anything to arouse its ire.[/quote'] Dravanian Forelands Time was the Gnath kept 'emselves to 'emselves' date=' too wary o' the dragons to ever stray far from their own lands. Past few moons, though, the overgrown ladybugs look like they've finally grown a bit o' backbone. They used to only use them muskets o' theirs to 'unt fer food, but o' late they've been turnin' 'em on anyone unlucky enough to stray into what they reckon to be “Gnath territory.” Judgin' from the number o' chocobo 'unters comin' back to Tailfeather with a back full o' buckshot, it seems that includes any place in the range o' their boomsticks. Someone's got to get rid o' that sniper o' theirs before it's too late.[/quote'] Ye'll 'ave seen them bandersnatches prowlin' about off to the north' date=' right? Well, there's one o' their number that's been causin' the chocobo 'unters such a ball ache they've put a bounty on its 'ead. Instead of 'untin' fer chocobos like a good little bandersnatch, this Thextera's been takin' 'is meals from the trade caravans plyin' the trail 'twixt Tailfeather an' Ishgard. Those caravans bring in the supplies the 'unters need to survive, an' carry back the chocobos they catch to be sold at market. The beast's been 'elpin' 'imself to a bit o' both, an' the drivers beside. If the caravans are Tailfeather's lifeblood, then Thextera's the knife in its neck.[/quote'] Might not look it at first glance' date=' but that Sohm Al's an active volcano. I've 'eard tell there's a vast cave in the foothills that goes right into the belly o' the mountain, a place filled with fire an' brimstone like somethin' out o' the seventh 'ell. 'Course, it's a paradise fer cold-blooded scalekin. By all accounts there's a load o' the buggers down there in the deep─primitive lizards in thrall to the dragons. There's one o' their kind ye've got to be especially wary of─an ancient archaeosaur by the name o' Pylraster. Some say 'e's almost as dangerous as the dragons themselves.[/quote'] It's a better man than me that can tell one dragonling from the next' date=' but they grow into all different shapes an' sizes. Take wyverns─they start off like any other dragon, but as they age their wings get bigger an' bigger, till they're spendin' all their time in the air. They ain't no match fer their four-legged friends when it comes to brute strength, but what they lack in muscle, they make up fer in mobility. A mob o' the buggers can easily bring down an airship if they set their minds to it. Ye'd think that speed would drop off with age, but no such luck. The eldest o' their number, the Lord o' the Wyverns, can twist an' turn like no other, duckin' an' divin' out the way o' dragonslayer shells. Small wonder the airship captains want the bastard dead.[/quote'] Ave ye ever set yer eyes on a griffin' date=' Sounsyy? They're 'alf eagle, 'alf lion, an' all 'unter. Just like a chocobo trapper, they stalk their prey from the shadows- or in their case the clouds- waitin' fer the perfect time to strike. The chocobo 'unters o' Tailfeather've got a certain credo about pickin' when to spring the trap- "'unt the 'unter," they say. Whatever quarry yer after, ye stand a better chance o' catchin' it unawares if it's busy tryin' to catch its own prey. Seems it's a motto ol' Senmurv's taken to 'eart. Whenever a group of 'ungry beasts 'eads out on the 'unt, the king o' the griffins'll swoop down from the sky an' carry off as many as 'is beak'll 'old.[/quote'] Dravanian Hinterlands The Thaliak River is a shining symbol of the Dravanian hinterlands - the great mother who blesses the land with the gift of water. But where the gentle and generous mother brings life' date=' the cruel and merciless father - an oversized crustacean who rules over the Thaliak with an iron claw - brings only death. The great glutton will pounce on anything that moves, and chop up his prey with his tail pincers faster than you can say "ouch." If you don't keep an eye on that tail of his, you'll be feeding the fishes in bite-sized chunks.[/quote'] Time and again' date=' the residents of Idyllshire have come under attack from a huge, hairy beastkin - imagine if you crossed a Roegadyn with an opo-opo, and had it row a ten-tonze galley for a twelvemoon. I scoured the Sharlayan annals for a record of such a monster, and finally found it - it's a Gigantopithecus, a fierce beast native to the tropical jungles of the Cieldalaes. It was brought here as a youngling by a Sharlayan scholar, who raised it in a specially constructed glasshouse in some vain attempt to research its ecology. But when the exodus came, the callow whelp didn't think of taking his pet with him. Now it falls to the Clan to pick up the pieces.[/quote'] Have you heard of the Illuminati? They're a secretive fraternity of goblin scholars who are particularly active in this area' date=' engaging in experiments that run the gamut from the unusual to the downright unnatural. Slipkinx Steeljoints's studies fall towards the latter end of the spectrum. He's a notorious scoundrel who thinks nothing of slaughtering innocents to test the effectiveness of his experimental weaponry. The brute dresses himself in a suit of mechanical armor that is nigh on impenetrable, and sets about passersby with technologically enhanced gusto. Honestly, these scholars are completely incorrigible.[/quote'] You'll never guess who put the bounty on Stolas's head - it was sent by a Sharlayan astrologian' date=' all the way from his homeland across the seas. He lived here before the exodus, conducting his scholarly experiments. In one such trial, he used his magicks to bind an owl to him as a familiar. The test succeeded, but by some quirk of fate, the owl gained a prodigious intelligence, outstripping even that of its master. But when the exodus came, the owl revolted. It attacked its master, stole a tome of forbidden knowledge, and escaped into the hinterlands. It seems the tome contains secrets of such cataclysmic power that, for the safety of the realm, this owl cannot be suffered to live.[/quote'] Another request sent by a Sharlayan scholar from the safety of his homeland. The fellow's uncovered an ancient prophecy' date=' saying that in the end of days, a deathly knight will rise from the grave and bring death and destruction to Dravania atop an ashen steed. If the scholar is right, and this "end of days" does indeed refer to the Seventh Umbral Calamity, then this supernatural horseman should already be among us, but I don't see any death and destruction around here. Well, no more than normal, anyway... Honestly, I think it's all a pile of chocobo plop. There was an adventurer passed through the other day, said she'd seen a headless horseman out in the hinterlands when she was hunting for treasure... but believe you me, you can trust those looters as far as you can throw them![/quote'] Churning Mists As wyverns grow' date=' they progress through a number of developmental stages, their bodies becoming more and more streamlined with each change. In their final forms, even their horns drop off, leaving them with a sleek shape perfectly suited for flight. It is one such elder wyvern that has been marked for death by a certain nobleman. It seems the beast has taken something of a fancy to the fellow's son─a pretty young thing I wouldn't mind gobbling up myself. Mayhap not in the same manner as the wyvern, though... You should be able to spot this monster easily enough─its sleek, shining scales have earned it the name “Scitalis,” after a legendary dragon with similarly lustrous skin.[/quote'] Not long ago' date=' a party of Temple Knights headed into the foothills of Sohm Al to spy on the dragons' activities. However, a few days into their mission, they disappeared without a trace. A rescue party was dispatched to find the missing knights, and find them it did. They discovered their missing comrades standing over the body of a vinegaroon─a fearsome scalekin in thrall to the dragons. But as they approached, the monster suddenly rose to its feet and sprang at the would-be rescuers, slaying several before they could ready themselves. The Temple Knights were all dead─the Scarecrow had propped up their corpses to lure their rescuers into a trap. After taking its toll on the rescue party, the monster fled up the slopes of Sohm Al, and naught has been seen of it since. We believe it may yet be hiding in the Churning Mists.[/quote'] Most heretics are drawn from common stock' date=' but there are more than a few nobles among them too. One such fellow was the husband of a lady Temple Knight─unbeknownst to her, he abused his position to steal the order's secrets and feed them to the dragons. For years the nobleman passed sensitive information to the Horde, until the day he grew weary of his double life and supped from the scaly cup, transforming himself into a monstrous scalekin. His plan was simple─to slaughter his family, feign his own death, and join with the dragons. Thanks to the timely intervention of the order, the former parts of his plan were foiled, but the beast broke their cordon and succeeded in fleeing to Dravania. It was one of the Temple Knights who put the bounty on his head─the very lady who was once his wife.[/quote'] Do you know the story of Saint Valeroyant? Ten score years ago' date=' he served as an Azure Dragoon, and won glory by driving away the great wyrm Nidhogg. This very square still bears his name, though his image has seen better days. He was an unrivaled warrior who dealt death to dragon after dragon, but there was one that always managed to slip his clutches─Agathos, feared across the land as the Black Death. Naught has been seen of the creature since Valeroyant's passing, but in recent years, rumors have been spreading of a shadow of Agathos's size and shape appearing in the clouds above Dravania. Could this be our chance to bring Saint Valeroyant's legend to a close?[/quote'] It isn't only the dragons who have brought heretics into our midst' date=' you know. Five hundred years ago, another heretical sect gained traction among the smallfolk of Ishgard. The heathens adopted the customs of the Near East, bathing themselves in perfumes brewed from strange flowers and forging idols from rare metals that they used in their bizarre and unholy rites. Naturally, the Temple Knights were quick to clamp down on the sect's activities. Its leader, a peasant who styled himself the great guru Gandarewa, fled to the next holiest place he knew─the sacred mountain of Dravania. There he supped on the blood of a dragon, and was forever changed...[/quote'] The Sea of Clouds The Vanu Vanu are a beast tribe native to the Sea of Clouds' date=' and they're not short of a few decent hunters and fighters. Sanu Vali's one of their best and brightest─a Vanu warrior who wields her twin blades to such devastating effect, her compatriots revere her as a force of nature. The Rose Knights who often come into conflict with the birdmen hold her in equal and opposite regard. The Vanu are wont to put on something of a show before they enter battle, and it's the graceful majesty of Sanu Vali's own war dance that has earned her the moniker “of Dancing Wings.” That said, the only “wings” you'll need to worry about are the steel ones she holds in her claws.[/quote'] Mayhap it's because these floating islands have been cut off from the world for so long' date=' but the Sea of Clouds seems to have more than its fair share of curious creatures - and they don't come much curiouser than the paissa. They're mischievous critters with wild, staring eyes, who seem to be in a constant state of agitation. Still, they're no match for a Clansman - all apart from their leader, the dreaded Squonk. I don't know whether it's because he's unusually clever, or especially quick, but he's succeeded in pulling the Rose Knights' breeches down on more than one occasion. Whenever aught of import goes missing from the Rosehouse, you can be sure that Squonk isn't that far away.[/quote'] Have you ever seen the groundskeeper? No' date=' no, I'm not talking of our botanist friends. These are much more up a Clansman's alley - ten-fulm titans born from stone and magic. Whether they form naturally like sprites, or are magicked into existence like golems, I know not. One thing is for certain, though - they feed on the rocks that make up these islands, and add the rubble they produce to their ever-growing forms. The one the knights call Enkelados appears to have an especially prodigious appetite. If something isn't done about him soon, we shall all be living on his back before long... or in his gullet.[/quote'] Where we Eorzeans would employ a chocobo' date=' the Vanu Vanu rely on the sanuwa─a race of winged scalekin native to the Sea of Clouds. They use them as pack animals, and as mounts for their cavalry. Wild sanuwa are fierce, independent beasts, less like to take a bit in their teeth than their captors' gizzards. The sanuwa whisperers of the Vanu Vanu work wonders to tame the creatures against seemingly impossible odds. Completely impossible, in some cases. The one they call Sisiutl has defied all attempts at domestication, the gentlest whisper driving the black-hearted beast into a furious rage. Not so long ago it broke free from its wranglers, and has begun to take out its ire on the local populace.[/quote'] The cool air and gentle breezes of the Sea of Clouds attract a wide variety of cloudkin' date=' from the scaled to the furred to the feathered. Among the latter, there is one as revered for it's breathtaking beauty as it is feared for its insatiable thirst for blood--the fabled Bird of Paradise. There is nothing it loves more than to feast on living flesh. The moment it hears the plaintive cries of a wounded animal, it will swoop down from the skies with talons bared, drool dripping from its beak. Something to bear in mind should you wish to hunt for the bird yourself...[/quote'] Azys Lla This merchant's got it in her head that there's an enormous man-made island somewhere in the Sea of Clouds. It was built by the Allagan Empire as a base for their bizarre experiments' date=' and it's still up there, teeming with the horrors their unholy tamperings gave birth to. One of the Allagans' favorite pastimes was to splice bits of different monsters together, creating godforsaken chimeras to set upon their enemies. But it wasn't just beasts they tampered with─they had their wicked way with the beastmen, too. This merchant claims to have found a record of one of these experiments─they took a lizardman from the southern shores of Aldenard and crossed it with a vicious scalekin from across the Sea of Ash. The abomination that resulted from this unhappy union they christened “Lycidas.”[/quote'] Histories tell that in the dying days of the Allagan Empire' date=' uprisings occurred one after the other in every corner of their vast territory. The imperial army came up with a plan both to suppress these insurrections and stave off revolt from within─they'd build an army of automata that would never disobey their masters' orders. And where better to station these soldiers than their magical flying fortress? It's the captain of these automata, “Omni,” the merchant's got it in for. No doubt this incorruptible defender of Allag wouldn't take too kindly to the adventurers she's trusting to strip this floating island of all it's worth and sell it to her at a knock-down price![/quote'] As the sun set on the Allagan Empire' date=' they made their last big land grab─they invaded the southern continent of Meracydia, capturing scores of dragons and subjecting them to barbarous procedures that bent the creatures to their will. Or so the merchant who set the bounty believes. I don't know whether there's any truth in her stories, but if the technology to control dragons really does exist, I'd wager there's a fair few people in this world who'd gladly give every appendage to learn the secret. It seems this “Campacti” has turned up in her research as one such slave-dragon. No doubt the merchant's thinking it'll be easier to pick apart once it's been put out of its misery.[/quote'] Yep' date=' you heard that right─we've put a bounty on a flower. 'Course, it's not just any flower. It's not just any mark, neither. Only the most fearsome bits of shrubbery get given elite mark status. The stench blossom's a monstrous man-eating plant that's long been extinct in Eorzea, but this merchant's got it on good authority they're still up there on the Allagans' floating island. ...If you count the whisperings of a pebble as “good authority.” Still, if those monstrosities really are up there, and their spores were ever blown down on the wind and took root in Eorzea again... Well, it doesn't bear thinking about. If there's any chance she's right, whoever destroyed that plant would be doing the world a great service.[/quote'] The southern continent of Meracydia was a land of dragons. The monsters came in all shapes and sizes' date=' each species evolving to fit into its own particular habitat. Take the coeurl dragon─a beast that made its home in the Meracydian jungles. It started off as a dragon like any other, but over time it lost its wings, being next to useless in the thick brush, and gained the flexible body and muscular limbs of a coeurl. They were fierce hunters and scavengers, driven into a feeding frenzy the moment they caught scent of beast blood. The merchant who posted the bill reckons one of these beasts, a coeurl dragon by the name of Leucrotta, is up in the clouds right now, living on an abandoned Allagan island.[/quote'] [align=center]_______________________________________[/align] Other Notorious Monsters Feared around the realm for reducing all it touches to ash' date=' the Bomb Baron pursues its prey with a passion hotter than the whitest forge. Legend says this abomination was once an adventurer who made his name culling thousands upon thousands of bombs across Eorzea, until one day a stray bomb caught him unawares and he died of burns rendered by the voidsent's timely explosion. Upon hearing of the soul's arrival in the fiery depths of the sixth hell, the Bomb King snatched it up and used ash from his own body to resurrect the adventurer as a bomb. He dubbed the creation the "Bomb Baron" and sent him back to Eorzea, telling him that his soul would suffer eternal torment until he had taken the lives of as many adventurers as he had bombs.[/quote'] Until recently' date=' the sylphs celebrated a traditional springtime festival known as the Dance of the Tusks, in which tribe elders would enter a ring armed only with a spear and a cape, and test their mettle against ferocious wild boars. When a tragic accident led to one of the elders being gored and eaten, however, the tribe was left with little choice but to abandon their heritage. Fearing the wrath of the elementals, the sylphs canceled all future Dances and set the remaining boars free, including the fattened male champion, Phaia, who still roams the Black Shroud, his bloodlust as intense as the day he gained his freedom.[/quote'] A multi-talented qiqirn thief' date=' it is said that Kokoroon Quickfingers is so nimble that he can empty a man's purse and have the pouch back on his belt quicker than the blink of an eye. Originally from La Noscea, Kokoroon earned fame in the Sailors Ward of Limsa Lominsa where he would use his deft digits to strum jolly tunes on his lute, luring audiences into absent-minded revelry. Then, during intermissions, he would mingle with crowds, laughing and sharing tales, all the while snatching coins from the pockets of his unsuspecting victims. Needless to say, it was not long before Kokoroon had a bounty placed on his head by the Knights of the Barracuda, and was forced to flee across the Strait of Merlthor to the parched deserts of Thanalan where it is said he still wanders today, lute in hand, ever in search of his next victim.[/quote'] An alchemically enhanced biological weapon prototype spawned deep within the bowels of the Amalj’aa stronghold of Pagl’than' date=' Zanig’oh is far more dangerous than its scalekin cousins in the wild, or even those drakes trained for war by the beast tribe, and therefore has been deemed an imminent threat to the royal sultanate of Ul’dah. Spikes affixed to its four legs keep the creature in constant pain, multiplying its ferocity on the battlefield, while powerful wards branded into its already-thick scales serve to further increase its resistance to even the most potent of magicks.[/quote'] Deep within the shadows of the Black Shroud lurks a wolf so fearsome' date=' so terrifying, so unnatural, that local villagers have little choice but to cower in their homes, lest they become his next victim. Legends call the beast Deadeyes, and he is unlike any creature the forest has ever seen. As alpha male, he exhibits the cunning and composure of an army general while leading his pack of slavering minions through the region, showing mo mercy to those unfortunate enough to fall in their path. There has been many a proud hunter boast he will be the one to finally capture Deadeyes, but as of yet, none have survived to fulfill that claim...[/quote'] One of the last great buffalo of Vylbrand' date=' Tarbh Uisge was captured while still a calf by an ambitious mummer and trained to entertain audiences around Eorzea. Repeated application of stimulatory and suppressive magicks, however, have slowly eaten away at the beast's sanity, rendering it violent and unpredictable. After its capture nearly a decade ago, Tarbh Uisge was imprisoned on a remote island in the Rhotano Sea and soon forgotten by all...[/quote'] Appearing in ancient religious manuscripts as loyal servant to the sun goddess' date=' Azeyma the Warden, this peiste is unique in that its brilliant silver scales reflect the light, making it seem that the creature is constantly emitting a radiant glow. Many a hunter has set out into the mountains in pursuit of this scalekin's rare skin, only to succumb to the monster's razor-sharp fangs, nail-like claws, and petrifying gaze.[/quote'] Thought to be an ancient relative of the common water buffalo' date=' great buffalo have an average lifespan of over three hundred years and can grow to a height of over six yalms. During the Age of Endless Frost, enormous herds of these colossal beastkin would migrate back and forth across the frozen wastes in search of forage, but climate change, hunting, and disease has caused their numbers to gradually dwindle, and now only a few of the hoary creatures are known to remain on Vylbrand. Their thick hides are almost impossible to penetrate, and it is rumored that the weapons of champions unsuccessful in felling the beasts can sometimes be found still lodged under the shaggy coats.[/quote'] The unmatched wit and cunning of this cyclopean ahriman has earned him a horde of loyal minions who follow Dodore as he wreaks his havoc on the countryside. While the common classification for ahriman is voidsent' date=' that has not prevented some rogue scholars to proclaim that Dodore's supple Hyur-like flesh and single Lalafell-like eye proves the creature is a chimera, begotten in some dark laboratorium by the blasphemous experimentations of a twisted thaumaturge.[/quote'] For reasons unknown to naturalists' date=' there are certain aldgoats which do not display the short, two-decade lifespans that are most commonly exhibited in their cousins. For this they are given the name mosshorn aldgoat, and can be easily recognized not only by their enormous size, but also their beautifully curved horns, which are said to collect colonies of moss over the many years of their growth. What is even more intriguing, is that these aldgoats will often become "aware" that they are different early in their lives, and leave their respective packs in search of other mosshorns.[/quote'] [align=center]_______________________________________[/align] Notorious Monster F.A.T.E.s My full compiled list can be found here. I've hit the text limit on this post. Some creatures are best left alone. Cuachac is a giant jellyfish which consumes its prey by stunning it with its poisonous tentacles' date=' then dousing it in a corrosive liquid which slowly reduces the prey into an easy-to-digest pile of gelatinous ooze. Cuachac is best not left alone. Cuachac must be slain.[/quote'] Every few moons' date=' a miteling hatches that is several times more violent than his brethren. This creature is known by the local smallfolk as Dschubba. Slay the vilekin before it has the chance to reach adulthood.[/quote'] Curupira─an especially savage microchu─is on the loose and must be reduced to mulch' date=' lest it be allowed to roam the forest freely, feeding on cuddly woodland creatures and Lalafellin children.[/quote'] No one knows why Cactuar Jack feels the need to rain his hundred needles down upon all who happen by' date=' because few have lived long enough to ask him...not that he would answer if he were asked, or that anyone would be able to understand him if he were to answer.[/quote'] As his colorful moniker suggests' date=' notorious Qiqirn bandit Babaroon Halfshell prefers his prey firm on the outside and runny on the inside─something to keep in mind when he has you in an iron cookpot, boiling over an open flame. Now get cracking before he grows hungry.[/quote'] More and more merchants are refusing to make the trip to the Gods' Grip due to rumors of a giant wolf-like creature called Padfoot who is said to hide below Oschon's Embrace' date=' attacking any who attempt to cross the bridge. Hunt the beast down and restore peace to the area.[/quote'] Already known for its size in the Sixth Astral Era' date=' the overgrown landtrap Barometz has grown even larger since the Calamity, feeding on weakened dodos and aldgoats until reaching its current size of almost two score hands. Slice it down to size, or you might be its next victim![/quote'] Gluttonous Gertrude was just another plump dodo on the farm...until she bit the arse off one of the stable boys at Swiftperch and escaped into Quarterstone. Seek out the ravenous bird and slay her before another rump goes missing. Several crab-loving fishers have journeyed to the Footfalls in search of a giant delicacy-to-be known to the locals as Bubbly Bernie. Unfortunately' date=' without some help, it looks like the fishers are going to be the ones to get served.[/quote'] While little is known about mandragoras' date=' what is known tends to be quite disturbing. Such is the case with the mandragora prince, who is rumored to journey to the sites of slaughters so it might feed off the blood-soaked loam. It is probably best to not let it feed off the blood-soaked loam.[/quote'] It is believed most crabs only live for two to three years─fewer if nearby Lominsans are hungry. There is one crab' date=' however, that is rumored to have survived since the Fifth Astral Era, surviving on the blood of man (though no one can truly back that claim). All things must die, and Old Six-arms' time has come.[/quote'] Middle La Noscea is abuzz following sightings of the Chupacabra─a dog-like creature rumored to drink the blood of virgins. Is the beast real' date=' or just a legend!?[/quote'] A terrible monster' date=' known as Vodyanoi, living in the pools beneath the Unholy Heir has been seen dragging his victims into the water, where he lies upon them until they asphyxiate. One would think that the wavekin then eats his prey, but such is not the case, as the corpses are left to drift in the pools until they are consumed by jackals and carrion crows. Could it be that Vodyanoi kills merely for pleasure!?[/quote'] A malevolent spirit' date=' freed from his subterranean prison when the Calamity unearthed the Invisible City, is indiscriminately attacking those who journey into the ruins in search of fortune and knowledge. Seek out the Undertaker and release his soul from the fetters of the corporeal realm.[/quote'] The Amalj'aa stationed in their eastern Thanalan encampment have begun preparing for a large scale foray into Ul'dahn territory. Foil their plans by destroying supply crates and slaying the encampment leader' date=' Glassjaw Nazagg Gah.[/quote'] The goblins encamped in Skull Valley have hired a named mercenary to help them raid the nearby farmsteads. Hunt down Tryptix Stumblemox and slay him. The things we love destroy us every time. So it was with Farmer Laurence' date=' who was devoured by his grossly overgrown pet ochu which he named after himself. Slay the rampant creature, that the old farmer's soul might know peace.[/quote'] A crab released into Bronze Lake by Qiqirn so that the beastmen might harvest its sweet eggs has grown into an uncontrollable nuisance. Not only does it not produce any eggs of its own (on the account of being a male)' date=' it also ravages the nests of the local waterfowl, devouring their eggs. Karkinos must be slain.[/quote'] Unofficial studies conducted by unauthorized persons claim that more Ul'dahn children are orphaned by bloody attacks on their parents by a terrible creature called Daddy Longlegs than by any other means. In the time you take to question this claim' date=' another child may be orphaned. Are you willing to take that risk!?[/quote'] Sirocco' date=' a giant antelope long sought after by the Trappers' League, has been sighted in the area. Fame and fortune await those who can claim this trophy.[/quote'] Simurgh' date=' a colossal cloudkin who is thought to nest high upon O'Ghomoro, has descended into upper La Noscea to feed─his prey of choice? Lalafells. Slay the creature before he finds his next tender, juicy victim.[/quote'] An old wives' tale states that if the monster Gossamer comes to you in your sleep' date=' you will awake as bald as a melon. Middle-aged men across the realm, unite─for the bane must be quelled![/quote'] Legend says deep beneath the waters of Bronze Lake dwells a terrible creature with jaws so powerful they can tear a man in two with a single bite. Common sense would suggest that Oannes is merely a tale to frighten babes' date=' but the local smallfolk would have us believe otherwise.[/quote'] Recently, a grizzled old scout with a single rheumy eye returned from the Floating City of Nym claiming he had seen the shadow of a giant dragon land on one of the suspended isles. Now the entire region is crawling with would-be dragonslayers eager to claim the creature's hoard. An overgrown tangle of vivified vines lovingly named Jaded Jody is drinking up all the water of Hopeseed Pond. If action is not taken quickly' date=' the whole area will be dry by the next moon.[/quote'] Heated by the molten rock coursing deep below O'Ghomoro' date=' the waters of Bronze Lake are warm year-round. This unique environment has allowed creatures, which normally only grow to a few ilms, to balloon into terrifying monstrosities. The wavekin Zoredonite is one such abomination.[/quote'] Local legend states that he who calls the name of Metshaldjas three times will summon the unspeakable woodland monstrosity from deep beneath the earth to wield destruction on the world above. Fortunately' date=' few can pronounce the name. Unfortunately, it appears someone was lucky.[/quote'] Claws so powerful they can split a rock in two. A shell so hard' date=' not even the hammer of a mighty hecatoncheir can crack it. Cancer, a crab rumored to have been spawned in the heavens, has appeared in eastern La Noscea. Slay him and become the stuff of legends![/quote']
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