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MIRKE'S MENAGERIE
A 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:

  1. Please keep any commentary strictly lore related.
  2. Requesting topics is acceptable but best left to the General Lore Questions thread.
  3. I move at my pace, meaning I will get to previous posts and topics of mine when I get to them.
  4. Only my posts will go into the Index for easy searching.
  5. 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:

 

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

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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.

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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']

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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']

 

 

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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.

 

 

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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.

 

 

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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.

 

u0Ei7tU.png

 

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

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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']

 

 

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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']

 

 

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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']

 

 

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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']

 

 

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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']

Do not be fooled by his jovial laugh' date=' for Jolly Green is aught but joyful. The overgrown goobbue will snatch up and swallow everything within its grasp, and this includes adventurers. Now is the time to turn its frown upside down.[/quote']

It is not enough that he killed and devoured a total of twenty-seven of the original laborers sent to outer La Noscea to build Camp Overlook' date=' but Ose─king among coeurls─is once again terrorizing the storm soldiers stationed at the remote outpost.[/quote']

A legend amongst local Coerthan shepherds' date=' Downy Dunstan is said to have wool as black as night and as soft as cloud. The problem is, most are never able to get close enough to the sheep to shear him properly, and those who are usually end up sacrificing a finger or two in the attempt. If someone were to pacify the beast, there would surely be those who would pay generously.[/quote']

After proving his might on the shores of Turtleback Island' date=' the cyclops Steropes has returned to Eorzea, but this time with a personal army of giants who call themselves the Second Eyes. Defeat Steropes before he can cause any real damage.[/quote']

Skyfishing is the sole means of survival for countless Ishgardian skyfishers' date=' the strange denizens of the Sea of Clouds crucial to maintaining the fishers' livelihoods. This is why when a giant bird with a seemingly insatiable appetite appears and begins devouring them all, the skyfishers take notice.[/quote']

A ferocious fiend named Gargamelle' date=' rumored to have devoured twelve sick orphans being carried to the Warmwine Sanitorium for treatment, has been spotted hiding in an ice cave known as the Ogre's Belly. Put a blade through its black heart before it can claim any more innocent victims.[/quote']

There are many creatures in Eorzea who call themselves “king”; however' date=' only one of those is a mantis with claws powerful enough to decollate a stone golem─the mantis king. Stay on your toes, or it is off with your head.[/quote']

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The Order of Nald'thal

 

"It may not be too much to say that getting on with the thaumaturges is the secret to success here in Ul'dah, such is their influence. You'd do well to remember that.”

-Lettice

 

 

Of the Order and Its Beliefs

 

So wealthy is Ul'dah that coin has become not only the city’s primary means of social stratification' date=' but how disagreements are settled and even, in many instances, the guiding principle of its ethics. No vice is barred to those who can afford them; in fact, they’re no vice at all once paid for. Drinking, gambling, and whoring are all perfectly acceptable to anyone who can afford to indulge — in fact, even encouraged by the Order of Nald'thal. After all, what moves coin drives commerce. Even crimes can be overlooked for a substantial enough fee, provided they don’t inhibit trade: Ul'dah’s only unforgivable sin.[/quote']

 

Nald'thal' date=' overseer of the underworld and god of commerce, is the guardian deity of Ul'dah. While many believe that He is possessed of a dual nature, Ul'dahns see Him as twins, and worship Nald and Thal separately. Since times of eld, the Order of Nald'thal has devoted itself to this task, and encourages the devout to donate their coin - for virtue in this life, and happiness in Thal's realm.[/quote']

 

The Order of Nald’thal has a long history of carrying out the rites and rituals of the Traders. Through the ages' date=' they have become wise not only in religion, but also in history, the arcane, and reading the stars and skies. The most learned amongst the Order have consulted the royal lines of Ul’dah, and aided the Divan with penning the city-state’s elaborate codes of law. They have amended sections of these codes to meet the demands of the Syndicate following the rise of the Monetarists. Regardless of these ties, the Order maintains an appearance of neutrality in public, and seeks a position one step removed from power struggles.[/quote']

 

Only by embracing death can one honor life. Greetings' date=' wanderer, and welcome to Arrzaneth Ossuary. What brings you to us? Do you wish to gain mastery over this realm of Nald, and thence cast your gaze across to the realm of Thal? Do you wish to know the limits of this mortal coil? Then enter your name here in the Traders' ledger. Swear your flesh and blood to our Order─and your soul to our cause. It is done. I hereby proclaim you, Sounsyy Mirke, daughter of Arrzaneth Ossuary, servant and disciple of the Order of Nald'thal. Fear not, for no more are you lost. As one of us, you will not want for guidance in this plane. You must first know our ways. And to do that, you must read our scripture. I sense... reluctance in you. Falter not in your resolve, as many lesser adventurers have. To read is to grow![/quote']

 

Beyond life's horizons, beyond the realm of Nald and the waking, lies the realm of Thal, and death. At breath's end, Thal awaits all with his scales, yet unto his realm permits only those whose virtue is judged ample. Your virtue is a measure of your very existence─your birth and station, childhood and manhood, knowledge and wisdom, power and wealth. The pious man uses knowledge and wisdom to guide power, and with that power gains wealth, and greater power still. It is in this way that the soul becomes virtuous.

 

Do not think wealth to be limited to the monetary. Wealth, to the Order, consists of all things a soul leaves behind when it departs this realm. Arrzaneth Ossuary guides its followers that they might leave as much in their wake as possible. And so shall we guide you, that you might make your fortune as well.

 

Duality lies at the essence of all things. The sun rises in the east' date=' only to fall in the west. Just as life rises in birth, only to fall in death. Your own death draws nearer with every breath you take—this is known. But you must live right to die well. Let us help you, friend, to cross whole and full to the realm of Thal.[/quote']

 

The Thaumaturges? Aye' date=' I know a bit of their ways. Theirs is the Order of Nald'thal. Split into two sects here in Ul'dah, it is. And each with its own temple—Milvaneth Sacrarium and Arrzaneth Ossuary. The Sacrarium's notorious for turnin' away visitors and novices. But the thaumaturges of the Ossuary welcome even lay adventurers into their halls to train. What with war seemin' more inevitable by the day, I'd imagine the Order's recruitin' anything' with a pulse to bolster Ul'dah's strength. That bein' so, it might be worth payin' Arrzaneth Ossuary a visit.[/quote']

 

They are called the twins' date=' Nald and Thal. Or at times, the Traders. All of reality is governed by their two aspects, and they hold a ceaseless vigil to ensure order is maintained. Long ago, our city itself was split into two great sections, to mirror this truth. As a great teacher of mine once said, microcosm recapitulates macrocosm. We have since merged, and prospered for it. Perhaps the gods will someday mirror us.[/quote']

 

The hierarchy of our Order is reflected in our vestments. The most gifted and powerful among us' date=' the exarchs, are those with hoods of gold. It is said they can hear the voices of nine souls at once.[/quote']

 

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

 

Every so often' date=' we make an offering of a thaumaturge's staff to the Order of Nald'thal. If trade is good, it sure stands to reason that the gods of trade are the ones to thank. If not? Why, were you born yesterday? If we're the only ones who don't rub the cowry, how's that going to look?[/quote']

 

The dark arts must never be used upon the young! Even those outside the Order know this. I will not allow it.

 

What aspect of our art intrigued you' date=' if I may ask? Resurrection of the dead!? That which has been given over to Thal shall not be taken back! Where did you hear of such madness? The topic of which you spoke is taboo within the Order. None are to speak of it, thaumaturge or otherwise. Your words will not be without repercussions.[/quote']

Now' date=' now. There is no reason to admonish our adventurer friend. He is simply curious. Remember that our ways are unknown to the majority. We must be grateful for any genuine interest.[/quote']

As we were discussing previously' date=' the thaumaturgical arts possess no means of corresponding with the dead. Such rumors proliferate due to the ignorance of those outside the Order. For they know naught other than that we hold a firm belief in a realm beyond this living one. Naturally, the study of said realm has preoccupied the Order for generations, and, as you might expect, we have frequently attempted to call forth and commune with the souls of the deceased. However, without exception, our efforts have always ended in failure. And so it is with a heavy heart that I must dissuade you from persisting in this folly any further. You are free, of course, to take the Order’s vows and make of yourself a thaumaturge. Thereafter…who knows? You may well discover the method yourself. Our doors are always open to those who are eager to learn. Think on it. You need only speak to the attendants should you decide to join us.[/quote']

So what did you blather on about over at Arrzaneth Ossuary? A thaumaturge came by askin' about you not long after that. Told him you were harmless enough' date=' but you can be damn sure the Order's eye's fixed on you now. You'd better bloody watch yourself, alright? Piss off the wrong person around here and you'll be exiled before you can say necromancy—again. But enough of that.[/quote']

 

Nald'thal, also known as the Traders, is the arbiter of the afterlife and commerce. He is the single manifestation of the twins Nald and Thal. Each oversees a separate but significant aspect of existence. Nald oversees the financial fortunes of the living, whereas Thal weighs the worth of the departed. Our order is devoted to the worship of the Traders. Here we share our wisdom with the faithful and teach them means to attain virtue in this life so they may find peace in the next.

 

Like the Traders, the Order of Nald'thal is possessed of two aspects. Milvaneth Sacrarium is the temple of Nald, and Arrzaneth Ossuary is the temple of Thal. Here at the Ossuary, we receive those who seek to secure their place at Thal's side. The virtuous are interred in Erralig's Burial Chamber, to ensure their safe passage into the realm of the dead. Men measure virtue in many ways, but Thal's scales weigh wealth most favorably. If you worry that you are yet wanting, you may make a donation at any time.

 

Perhaps you have come to know that there are two sects within the Order. There is a reason for this - our god is not Ul'dah's alone. Wherever man is' date=' life and death are as well. This is providence, and known by all. But what awaits beyond death is known by none.[/quote']

 

 

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Milvaneth Sacrarium and the Worship of Nald

 

A woman of the Dunesfolk, Dewlala Dewla is the head of the Order of Nald'thal and prioress of Milvaneth Sacrarium. She walks a narrow path between the Monetarists and the Royalists who support the sultanate, and has largely remained above the Syndicate's infighting. However, as heir to a history of counseling the Royal House, her foremost concern as a leader is the welfare of the nation. Thus, when the Syndicate's enmity grows too great, she has been known to act as a mediator.

 

In the plot to assassinate the sultana, for example, she covertly cooperated with the Scions of the Seventh Dawn to secure Raubahn's release from his gaol. It was also Dewlala Dewla who persuaded Lord Lolorito to come to the negotiation table. Incidentally, she numbers amongst the most qualified of thaumaturges. At the age of fifty-two, Dewlala has ample experience to negotiate her tenuous position. Nevertheless, she doubtless feels the weight of her responsibilities, and has taken to embroidery to ease her stress.

 

A sacred temple of Nald' date=' in the recent past, Milvaneth Sacrarium was visited by many devout followers, the majority of whom were merchants praying for wealth in this life, and success in their endeavors. Now, only a chosen few may enter its halls at will, as the temple undergoes repair from the Calamity.[/quote']

 

East of here lies Milvaneth Sacrarium. Within its halls' date=' the exaltations and praises of life are sung. The aspect of Nald governs this side of existence─passions and possessions. Many who worship there are the wealthy and privileged─those most grateful for what they have. In contrast, the aspect of Thal governs the realm which begins where life ends. There, comfort is to be had for those who believe that the mortal coils holds no joy. These dark times find such souls ever more common.[/quote']

 

The fellow's name is Wystan' date=' and he is a very, [i']very[/i] ambitious young man. Not only does he intend to secure exclusive excavation rights, but they say his master plan is to use his new fortune to curry favor with the Sacrarium. Of course, the thaumaturges only consider the opinions of the most wealthy when drafting the laws of Ul'dah. If you would have your voice heard, you must be prepared to pay a sultan's ransom.

 

One voice which is invariably heard belongs to Lord Lolorito. He has long lavished gil upon the thaumaturges, and some claim that he devises new laws with the express intention of ruining his competitors while protecting his own interests. Suffice it to say, if Wystan thinks he can compete with the likes of the Syndicate, he's in for a rude awakening.

 

Those who worship the word of Nald value achievement over all else. Pray to him' date=' and be rewarded in the here and now. Through him, salvation lies in the affirmation of life, friend.[/quote']

 

An Ul'dahn airship was shot down by the Garleans no more than a few days past. It seems the imperial gauntlet has been thrown down. Terror is spreading amongst the smallfolk─and justifiably so. Many of our own devotees frequently use the airships on their travels' date=' and all now fear for their safety. To those generous enough to make particularly sizable donations, we present a Milvaneth talisman─a talisman imbued with the power to ward off calamity and disaster.[/quote']

 

It is for just such unexpected acts of kindness that I continue to give selflessly to the Order of Nald'thal. I recently purchased for them an elaborate statue of Nald for some ten billion gil or so' date=' I don't recall the exact figure. No doubt such a gift moved Nald to imbue this talisman with his complete graces.[/quote']

 

What's this' date=' then? A talisman from the Milvaneth thaumaturges, is it? Well, I sure as hells haven't given so much as a bloody gil to the Sacrarium. Suppose that means it's meant for Master. Gods know he's always sending those charlatans more coin than most Ul'dahns see in their lifetime.[/quote']

 

You have come to the Milvaneth Sacrarium. Here is the temple of Nald' date=' Imbuer of Life. Do you care to make a donation to the faith? With the lesser moon looming nigh, more and more people are forsaking Nald, resigned to the belief that their lives will soon be lost to them. But so long as there is life, there is cause to hope. Being an adventurer, I trust you appreciate this sentiment.[/quote']

 

Overseer of wealth and commerce upon the corporeal plane' date=' it is believed that through fervent worship of the Trader Nald, one will reap immeasurable fortune in one's living years. Prince and pauper alike once made pilgrimages to this remote place of prayer in search of prosperity... until, that is, the Milvaneth Sacrarium opened a new (toll-based) temple within Ul'dah.[/quote']

 

 

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Arrzaneth Ossuary and the Worship of Thal

 

One of many temples under the care of the Order of Nald’thal' date=' Arrzaneth Ossuary is devoted to the worship of Thal, the divine arbiter of the afterlife. Two kinds of people visit its halls: the destitute praying for fortune in the realm of the dead, and the moneyed seeking extravagant funerary rites.[/quote']

 

Arrzaneth Ossuary is a sacred structure where mortals may seek the favor of Thal' date=' arbiter of the afterlife... for in death, we must all abide by Thal's final evaluation of our existence. Those deemed to have led lives of richer virtue are rewarded... with greater comfort for their eternal souls. I urge you to consider making a donation and enhancing your virtue, thus ensuring a golden paradise for your time in the realm beyond...[/quote']

 

Arrzaneth Ossuary is the Temple of Thal. His respect is that of death and darkness' date=' that which we shall all come to know in time. Many of the poor and destitute worship here. For it is they who seek a better place in death than they know in life.[/quote']

 

Pilgrim' date=' merchant, adventurer... Thal judges you not by who you are or where you hail from. Open your heart to His blessing, and you will find respite in His halls.[/quote']

 

The realm of Thal is a paradise of Man - unplagued by decay and disease' date=' free of pain and the pangs of hunger, unmatched and eternal in its beauties. In recent moons, even they who ordinarily pay their dues to Nald have come to give offering to Thal. That is well, that is well.[/quote']

 

The Order of Nald'thal has been making copies of its library' date=' in preparation for the worst. The thought of Arrzaneth Ossuary falling into the enemy is a sobering idea. The most valuable tomes are being copied in miniature so they may be secreted away; the thaumaturges seek spectacles for this reason.[/quote']

 

Here's something for you' date=' friend─a call for amateur's breeches from the Order of Nald'thal. “Ascetic,” they ask for. That means it's for initiates; the Order keeps them on cabbage, chicken feet and hempen raiments, claims it teaches them the value of gil. They know their business, right enough.[/quote']

 

Capital is as vital to the Ossuary as any of the other guilds' date=' if not more so. You must know the path it travels. Wealth is formed at Eshtaime's Lapidaries and Sunsilk Tapestries, won and lost on the bloodsands of the Coliseum, gambled and guarded at the Platinum Mirage. It falls to our Order to cleanse said wealth of the residues of sin acquired durings its journey.[/quote']

 

Do you honestly believe you have the makings of a true thaumaturge? Your veins must course with feverish hot blood that burns a deep crimson. You must experience many a death to become master over it. Whether or not you return from your journeys to the other realm is decided by the potency and vigor of your lifeblood. Many and more far greater than you have had their blood stained black as pitch by the trials they have undergone within these halls. This is what it means to be a thaumaturge. To suffer great burdens that would crush ordinary men, and toil on. I ask again, do you truly have what it takes to become one of us? And if so, is that truly what you desire? Forgive me, I do not mean to deter you or give you cause to falter. I mean only to harden your resolve. Come, let us begin your training.

 

This document is a last will and testament. It belonged to a man of the Merchants Ward who, by the age of one and fifty, had established himself as a reputable trader. Yet the gods have their plans, and his life was taken one day by a raging beast. Though many outside these walls would deem this fate tragic, the clouds of grief are not long upon us here, for we know that his soul's true journey has just begun. As he was a loyal devotee of the Ossuary, it is our charge to execute his last will and testament. This is to be your training, Sounsyy.

 

"My last will and testament... I hereby leave one third of my total estate to the Order of Nald'thal of the Arrzaneth Ossuary. In return for this consideration, I humbly request that my death be avenged should my days be cut short by unnatural causes." Vengeance will be had for those whose breath is taken from them.

 

Vengeance will be had for those whose breath is taken from them. You must spill its lifeblood─as only life can pay for life. Now that the deed is done, surely this merchant's soul will find peace in Thal's realm, for you have taken its burden of hatred upon yourself. Your own sins have grown in the doing, but so has your virtue with them.

 

I should tell you, vengeance orders cannot be placed against one of our own. Now that you have taken up the thaumaturge's path, you need not fear being marked for death by the Order.

 

We bear sin that we might recognize the seeds of evil harbored within us all. And with that knowing' date=' we might then come to know ourselves. That we are who we are both because of them and despite them. You have committed the most unthinkable of acts. And you have stained your blood black in the doing. Such blood has no place in our Order. There is a reason we do not seek vengeance on our own kind. It is because one who preaches the laws of the Ossuary must live to be judged by them. When you know our justice, you will have wished for a quick death here. Return now to our halls, Sounsyy. Her fate will have been decided by the time you arrive. The Order does not dally in such matters.[/quote']

 

A vengeance will is no trifling matter. The costs incurred tend to be quite large - exorbitant' date=' even by the standards of many. The Ossuary waives a portion of the fee when a vengeance order forms part of a last will and testament lodged with the Ossuary. Accordingly, there are many who make use of this service in such a fashion. Once you have dealt what vengeance the will and testament demands, there is no need for further slaughter. You are to travel back at once and speak to Prelate I'llofii.[/quote']

 

Last will and testaments are but one of the many services Arrzaneth Ossuary offers the people of Eorzea. There is near no act we would deny for them as has coin.

 

To practice thaumaturgy is to walk the barrier between life and death. Take up the arms of our guild' date=' and you too can share in our wisdom. Our magic can be focused upon any in our sight. We assail our foes by absorbing their strengths, and aid our allies by enhancing theirs. The weaving of spells taxes the mind. We have our own techniques for refreshing ourselves, and aetheryte is available to us as well, but you must know your mind's limitations.[/quote']

 

Today, the work of Thal needs be done in a faraway place. You will venture forth from Ul'dah, and head in the direction of the setting sun. You will cross the seas, and beyond them come to the ports of Limsa Lominsa - city of pirates. There they worship the Twelve, as do we on the mainland. Yet they know little and less of life and death, and of crossing from one to the other. Your charge is to spread word of our teachings - to enlighten our Lominsan brothers as to what awaits us all beyond death.

 

And, for the good of their eternal souls, you are to invite them to be interred here at the Ossuary when they shuffle off this mortal coil. To put it in layman's terms, you will be selling graves. Few acts are deemed more virtuous than this in the eyes of the Order. It is a first and fundamental step in a thaumaturge's training. You will agree to undertake this sacred mission, I trust?

 

Set no store by verbal contracts. The services you offer concern a person's most cherished belongings. In such matters' date=' the Order will recognize nothing less than a contract sealed with blood.[/quote']

 

If you wish to sell graves' date=' you must carefully outline the many benefits of interment here at Arrzaneth Ossuary. Vengeance orders, seeing to the needs of the bereaved, execution of the will and testament, and so on. The Order may be relied upon to handle virtually all of one's posthumous affairs. But you would do well to leave out the…finer details. Time is money, is wealth, is virtue. Squander it not.[/quote']

 

The Ossuary offers a number of special contracts - in addition to the standard ones. The extra options serve to give the soul…greater peace. To give these contracts a sense of exclusivity' date=' thy are offered to very few of our patrons. They are so costly, that no smallfolk could possibly hope to afford them.[/quote']

 

Overseer of wealth in the afterlife' date=' proper obeisance to the Trader, Thal is required for those who wish to take belongings accumulated in this world to the hereafter. Thal's Respite is oft used by stout devotees of the Order of Nald'thal as a place of fasting and prayer, but its distance from Ul'dah prevents all but the most affluent from making the journey.[/quote']

 

 

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Funerary Rites of the Southrons

 

Built within the remains of ancient ruins dating far before Ul’dah’s foundation' date=' Erralig’s Burial Chamber is a crypt open to all Ul’dahns - provided they make donations to the temple. The prestigious lowest levels of the Chamber are reserved for those who have given very generously. Small contributions merit entombment in the top levels, while a pittance reportedly lands corpses in the wilds where monsters roam.[/quote']

 

That the study of magic should bloom in Ul’dah is no surprise' date=' given that the city-state’s forebears were Mhachi magi. The priests of the Order of Nald’thal have cultivated and passed on much knowledge of the arcane, particularly those who work at Arrzaneth Ossuary. There, they have perfected techniques related to funerary rites - freezing blizzards to halt corruption, raging fires to cleanse the corpse, and bolts of lightning to expel the sins of mortal life. As they have discovered that these magicks have a great effect on the living, the Ossuary has come to serve as the Thaumaturges’ Guild, where magi are trained and new arcane arts are born.[/quote']

 

The virtuous are interred in Erralig's Burial Chamber' date=' to ensure their safe passage into the realm of the dead. Men measure virtue in many ways, but Thal's scales weigh wealth most favorably. If you worry that you are yet wanting, you may make a donation at any time.[/quote']

 

Limsa is famous for its distrust of the Order. They claim the special benefits and rites promised with our burials are rarely carried out. And why might that be' date=' you ask? I imagine it is because there are no dead to fill the graves, frankly. It is a city of sailors, and many and more die at sea. Without a corpse, what proper burial can there be?[/quote']

 

Off to Gridania' date=' are you? I can't say I've any love for that place in these old bones. The folks there don't even believe in the realm of Thal, you know. Bloody barbarians! And just what the hells do they think happens when you die!?[/quote']

 

I oft wondered what form the funereal rites of the southrons took. Given the weather here' date=' I assumed cremation rather than burial.[/quote']

Damielliot of the Phrontistery hired me to attend as a mourner. I need do no more than cry. It is an easy way to make gil' date=' should you ever find yourself in financial difficulty.[/quote']

It is rare to see so many mourners at so humble a funeral. How much coin are you getting to cry' date=' friend?[/quote']

You're going to have to conjure up a few more tears if you expect to be paid in full.

 

What would you like done with the remains? He was not a citizen of Ul'dah. You will have to appeal to Arrzaneth Ossuary to make arrangements. I should think medical expenses and internment costs will come to upward of one and a half million gil. ...Then take his corpse out of here yourself. Leave it beyond the city walls' date=' if you must. I'm sure the crows and the beetles will be happy to save you the cost of a burial. But whatever you do, do it quickly.[/quote']

The cost of not burying the deceased is far greater than the cost of burying them. Those not properly returned to Hydaelyn are damned to spend an eternity wandering the wastes!

I am aware of what the scriptures teach' date=' it's just... There is no money.”[/quote']

 

It is said that burying the dead in a merchant's kurta ensures a better bargain in the hall of judgment. While none admit to this belief' date=' more kurtas are sold than worn in the streets, for when it comes to the departed, it is those who love them best who nurse the most doubts about their virtue.[/quote']

 

To prepare the dead and dying for their journey into the afterlife' date=' the Arrzaneth Ossuary provides each of its followers with a pair of new sandals, so that they might not defile the sacred realm of Thal with their soiled feet. The Seventy-seven Caravans has been petitioned by the sect to provide them with a shipment of the footwear each turn of the moon. To meet this turn's order, Caravan Stockist Claroise Auberle is seeking skilled carpenters to assist in the crafting of the sandals.[/quote']

 

This freshwater eel native to the rivers and lakes of Thanalan will often display the unique trait of swapping its mate with other nearby eels when spawning. Because of this characteristic' date=' the wavekin is oft used in religious ceremonies involving Nald'thal.[/quote']

 

The heat... Gods' date=' woman, the heat... I suppose I have myself to blame for this post. The Order teaches us it is our virtues in this life that determine our lot. I must make efforts to deceive more people, amass more wealth.[/quote']

 

None is more forsaken in the eyes of gods and men than the graverobber. If such a fiend were found in Ul'dah' date=' their end would be an excruciatingly slow and painful one.[/quote']

When I first heard the rumors of graves being robbed' date=' I thought it for bones. But are you saying it was for a piece of jewelry? To be buried with such a trinket is surely the far greater sin. Nald weights all creation in this realm, and his wares are forbidden in the realm of Thal. This is known![/quote']

 

Upon their passing' date=' many of the city's dead are bound to the corporeal realm, their souls unable to make the journey to the realm of Thal and damned to walk the desert for all of eternity. Each day, these "zombies" rise from the desert to lament their imprisonment and torment the living─the task of silencing them falling to the Brass Blades and the sellswords they hire. Those interested in aiding the Blades are to report fully-equipped to Halatali for further instructions.[/quote']

 

 

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The Church of Saint Adama Landama

 

The Church of Saint Adama Landama is named for a wealthy man who' date=' through unequalled philanthropy, achieved sainthood in the eyes of Nald’thal. Indeed, the tale of how he saved his town using naught but his wits and his wealth is told realm-wide in the legend of Saint Adama Landama’s Creel. The chapel itself was commissioned by the merchants of Ul’dah to put those souls who perished in the Calamity to rest, yet many still come, even after five years, to commission a final resting place for their loved ones.[/quote']

 

Welcome to the Church of Saint Adama Landama. Our patron saint was a wealthy man in life' date=' and so many merchants used to come calling to pray for his favor. But that all changed after the Calamity. Our small lichyard grew and grew as we took on the dead, and now we receive more mourners than merchants.[/quote']

 

In days gone by' date=' the lichyard was a small, humble plot. But that all changed after the Calamity fell five years ago. The dead grew in number, and so the yard grew with them. It is still simple, despite its size. Of course, it's that selfsame simplicity that keeps it from becoming more of a priority for the Order. We can ill afford to assign adequate numbers to its keeping, just as we cannot charge the poor to bury or be buried. Yet that does not stop the many who come calling to see their dead put to rest here.[/quote']

 

The lichyard of the Church of Saint Adama Landama is the final resting place for those who do not have the means to see their bodies interred in the sultanate's great stone mausoleums. We provide salvation in death for those who could not find the same in life. We ask no coin of those who seek our aid' date=' and conduct our work solely with the alms provided us by the city-state's few philanthropists. Charity, however, is a rare virtue in Ul'dah, and our "visitors" are forced to forgo many of the luxuries, such as a proper headstone or an embalming, that the wealthy are granted upon their passing. This inequity can kindle flames of wrath which can ultimately prevent a soul from completing its journey to the realm of Thal. These souls must needs be cleansed of their anger so that they may find peace, and we at the lichyard seek adventurers to aid us in doing so.[/quote']

 

As an adventureer' date=' you are familiar with guildleves, yes? If so, you have likely seen our Saint Adama Landama, for his wealth and munificence were such that some guildleves now bear his likeness. A strange state of affairs, though, that a church bearing the name of a rich saint should now be overrun with the poor who come to bury their dead.[/quote']

 

'Tis a peaceful place for the most part. A lot of folk as perished in the Calamity are interred here - no room left in the city' date=' ye see - and their loved ones come to pay their respects. Of course, people also come bearin' the bodies of the recently deceased, so the church always has its hands full attendin' to everyone's needs.[/quote']

 

It is said that the rich may atone for a lifetime of avidity by being buried in the lichyard of Saint Adama Landama' date=' among the poor. The worse the conscience the finer the grave goods, for by law the objects belong to the poor once the body has turned to dust.[/quote']

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Nophica the Matron, Elementals, Padjals and Hearers, Greenwrath, and the Stillglade Fane

 

"Each tree, each shrub, each leaf, each blade of grass - we treat them as

our own sons and daughters. And for that we are loved by this wood."

-Master conjurer and prophet, O-Guna-Por

 

 

Nophica, the Matron

 

Daughter of Azeyma, younger sister of Llymlaen.

 

tr_serenitypurity.png

 

Nophica' date=' tender of soils and harvests and goddess of abundance, is the guardian deity of Gridania. She commands the element of Earth and is associated with the eleventh moon of the Eorzean calendar. Nophica is the daughter of Azeyma, and the younger sister of Llymlaen. She is most often depicted as a jubilant farmer holding a scythe of steel. Her symbol is the spring leaf.[/quote']

Nophica' date=' tender of soils and goddess of good harvests, is the patron deity of Gridania. While She does not want for devotees in other lands, only in the Twelveswood does one find the curious belief that the elementals are sprung from Her essence. These beings are at once the force of the forest's vitality and its defenders, ever ready to purge invaders from amongst the trees. Their presence is felt most keenly in the everyday life of Gridanians, and many are the festivals and rituals performed in honor of the elementals.[/quote']

Look to the skies' date=' Sounsyy, and there you will see six stars aglow in pale yellow. This is the Bole. This constellation is thought to be the gate to the first heaven─the heaven which holds the World Tree. Planted by the Matron and nurtured by the Keeper, the World Tree is the source from which all life is said to have sprung. The trunk of the World Tree, or the Bole, offers protection to the weak, defending them from harm.[/quote']

To create the Heaven of Earth' date=' Nophica planted a single sapling which Althyk instantly coaxed to maturity by bending time itself. Under this mighty sentinel's boughs sit farmers and naturalists, historians and archaeologists. Leaves fallen from the tree and left to rot in the pit are what create the Hell of Earth. Here lie buried thieves and defilers of nature, liars and revisionists.[/quote']

Though more open to Her new father's teachings, Halone, too, grew restless, longing to test Her strength.

An opportunity arose when Oschon invited the young goddess on one of His journeys.

It was during these travels that Halone's ambition slowly transformed into a lust for battle.

While on the road, She would challenge every creature She met, honing Her skills and methodically devising new techniques for killing.

 

When Nophica, mother of the life, learned of Halone's wanton destruction of Her creations,

She was angered beyond words and swore revenge, but the Fury ignored the Matron's challenges, widening the rift between the two.

Oschon, feeling responsible for this rift, devised a plan to calm Nophica.

From within the mountains of His creation, Oschon summoned a fount of magma which spewed forth onto the land.

Upon cooling, the magma took the form of the Twelfth and final god - the dual aspected Nald'thal.

With Nald'thal, Oschon had provided a god to oversee the souls of those who met their deaths and provide them with peace in the afterlife.

Satisfied that Her creations would no longer wander the void aimlessly, Nophica agreed to a truce with Halone.

Sun's sweet smile and wind's cool breath,♪

Both of these I send thee,♪

To ripe thy fruit and spread thy seed,♪

And nourish those that tend thee.♪

Well, good even to you, friend. Do you not know that hymn of Nophica? It's an old favorite among farmers and harvesters.

Devoted to the Matron' date=' this altar consists of a great stone platter set within the hollow of an ancient tree. When celebrating plentiful harvests or festivals held in the elementals' honor, Gridanians lay gifts of grain, fruit, meat, and fish in heaping piles before the shrine.[/quote']

Erected in the name of Nophica the Matron' date=' goddess of bounty, this humble altar located in the north of Gridania is composed of a great wooden dish set atop a platform of sacred stones. When giving thanks to the goddess, praying for a good harvest, or holding festivals to honor the forest's elementals, the townspeople fill the altar with all manner of offerings—meats and grains, vegetables and fruits.[/quote']

Love is the true gift of Nophica' date=' little sister. Now, more than ever, I must take that love fully into my heart, and guide our people through these dark times.[/quote']

This dance is for the Feast of the Harvest' date=' to give thanks to Nophica and the elementals. There must be no aggression in this dance, lest the Matron be angered. It's very, very important![/quote']

Scattered throughout the Twelveswood' date=' there stand trees so tall that they are thought to be the pillars which support the heavens, so ancient that they were giants when the first Elezen arrived in Eorzea thousands of summers past. It is even written that the snead of the scythe wielded by the goddess Nophica Herself was carved from one of these hoary sentinels. They are the silent protectors of the forest, the spirits residing deep within their hearts helping to maintain balance within the region. If even one were to fall, it could spell devastation. This is why the Botanists' Guild takes regular samples from the roots of these trees to determine if they have been afflicted by any manner of sickness or blight.[/quote']

Home to some of the richest' date=' most fertile soil in the Twelveswood, for hundreds of summers this land was the private property of an affluent family of merchants. In an unexpected move of faith-inspired philanthropy, the family donated the acreage to Gridania in the name of the goddess Nophica.[/quote']

This variety of parasitic plant is named after the goddess Nophica as it appears to embrace the trees on which it grows.

For Conjurer's action Sacred Prism and Shroud of Saints (JP uses megami no ____ megami meaning goddess) which goddess are they talking about??

For this question we received the following comment from the world setting team so here it is.

 

For which "Goddess" the two Conjurer abilities "Goddess's Compassion" and Goddess's Protection" (In JP names Megami No ______) the answer is Nophica

 

For spell type of conjurer evolved from Gridania (and previous Gelmora?) Either city had Nophica as their guardian and took very good care of them. For that reason these abilities uses word that points to Nophica (goddess)

 

Regarding talking to the spirits, the people living in the forest made connection with the spirits and in the process of building Gridania they spread the thinking of how spirits are beings that separated from Nophica; some NPC's talk about this as well.

 

There are scenes related spirits also uses Nophica's name and for that reason for people of Gridania Nophica and the spirits are something they can't just take apart?

 

Not related to main topic of the thread but since it's good opportunity here's some info on Nophica's well.

 

There are differences in the twelve depending on the region but basically have multi god religion (?) You normally would protect/keep in mind of the guardian related to your city but it doesn't mean they don't believe in other gods. (Some region looks down on other gods)

 

For a dry region such as Thalanan there was a land that had water and for that reason the people thought that the goddess of harvest Nophica built a well for us so we can grow crops! so that's the reason behind the naming for that region.

Nestled between Hammerlea and Horizon's Edge' date=' Nophica's Wells is a natural basin created by the recent cave-in of a massive network of underground caverns. As a rare source of water in the deserts of Thanalan, the area is lush and verdant, as if blessed by Nophica, the goddess of abundance.[/quote']

As if forgotten by Nophica Herself' date=' one mighty tree root endures upon a sheer cliff created by geological upheavals of the Calamity. As this allows for passage upwards, the Gridanians have seen it as a blessing, and taken to calling it the Matron's Lethe.[/quote']

A small' date=' smoothed stone featuring in its center a single carved symbol representing Nophica the Matron.[/quote']

Even the most aether-addled among our readers could not fail to note the approach of another Heavensturn' date=' and this changing of the guard promises to be an extra-auspicious one for Gridania. Our sources on the inside indicate that none other than Nophica, the Matron, is favored to become the god ascendant this year, and I am sure I speak for all dwellers of the Twelveswood when I say, "About time!"[/quote']

 

Words of Prayer and Curses:

May Nophica guide your path.

Praise Nophica!

I swear by Nophica...

Nophica preserve us' date=' she's fainted![/quote']

Matron's teats' date=' we cannot wait for reinforcements![/quote']

 

 

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The Elementals, Pieces of Nophica

 

Guardians of the Twelveswood and creators of the Hedge - a protective barrier which wards the forest from evil - the people of Gridania see these beings of pure aether as spiritual fragments of Nophica' date=' the Matron Herself. It is said that the elementals can communicate with man but have chosen to only do so through the Padjal - intermediaries chosen by the wood to serve as its voice. The elementals will suffer man's presence in the Twelveswood unless they are angered, at which time they will resort to violence to see the perpetrator cast out.[/quote']

If you are planning to stay a while' date=' you might want to learn a bit about the elementals. They reside within all creation, and are the organizing principle at work throughout the world. The ancient elementals of the Twelveswood are much more powerful and wise than those from other parts of the world.[/quote']

The Twelveswood is a vast forest set aside just for the elementals by the Matron' date=' Nophica. It was here long before we came, and will remain long after we are gone. You are their guest, and may tread only where allowed. Adventurers are not permitted beyond the hunting grounds. See to it your feet do not stray.[/quote']

To be beckoned by the elementals means they have deemed you a soul both worthy and capable of carrying out their will. Their intentions are not easily known' date=' however. The elementals answer to [i']none[/i], but they do have their ways.

The Twelveswood around Gridania is full of elementals. They reside in all things' date=' like little clumps of life. They keep watch over all of us—both we forestborn and the beasts of the wood. We cannot simply hunt things down in the wood because they hunt us. In all things, the permission of the elementals is needed. Not that anybody would expect you to know any of that. It's just something you can gain an innate awareness of after living in Gridania for a while. That said, this treant vine isn't something that I'm eager to take. We have our reservations about using materials obtained without the permission of the elementals.[/quote']

We ain't in this trade to be nice. The masters'll tell you true. Treant vines may be rare enough' date=' but if they ain't quality, they're of no use to us. Take your gil and be happy. If the conjurers find some rare elemental within, mayhaps they'll send some more coin your way.[/quote']

Items from which life has gone' date=' but within which the elementals remain, are said to bring good fortune to their bearers.[/quote']

That's what I've been trying to tell you. There are elementals in all sorts of things. Rocks' date=' rivers, flowers. They are the unifying force of this entire forest.[/quote']

Thought to be the dwelling of an elemental' date=' the Blessed Bud sprouted from a stump. It is said that passersby can feel the force of its vitality.[/quote']

Where were we…? Ah' date=' yes, of course. We were speaking of the elementals. They are a part of this world, great and powerful. And they do not oft trouble themselves with the inconsequential affairs of man. They do show themselves from time to time, though. When one beckoned by the wood arrives to hear their bidding, say, or should the greenwrath be wakened.[/quote']

Bah' date=' forgive me. I am weary. The Oak Atrium has had me listening to their damnable logs since sunup. I suppose it's all this old man is good for. At any rate, the elementals were good today. A giant tree was hauled today, and they agreed to remain within, even after it is cut and hewn. In return for their sacrifice, they asked only that we quell the evil beasts lurking about the wood east of the Blue Badger Gate. There have been coywolves, prowling of late, they told me, fiery of eye and belly. Their terror must be ended - for their own good as well as the wood's.[/quote']

The order may come from Brother Telent' date=' but it is the will of the elementals, sure as sunrise. Go forth with pride, brother. The elementals do not distinguish between man and beast. They may give their consent to battle, but the outcome is of little consequence to them.[/quote']

Simply observe' date=' and you will learn much of our way of life here in Gridania. Did you see, for example, the arbor giant just recently arrived at the Oak Atrium? The conjurers will ask the elementals within for their blessing. If granted, the carpenters will then fashion it to serve the common need. Into an abode, perhaps - a place a Gridanian will call home for the rest of their days.[/quote']

Having seen over a thousand summers' date=' the Guardian Tree is purportedly the oldest arbor in all the Black Shroud, and home to the great one - an elder elemental who watches and presides over the forest's denizens. The fruit borne by the tree resembles a plum and is sought after across the Three Great Continents for its curative properties.[/quote']

Within the Guardian Tree' date=' eldest sentinel in the Twelveswood, dwells the great one. It is said the elemental shook free a bough from the canopy, which was taken and carved into the legendary staff Claustrum. The weapon's name comes from a word meaning "key," as it is able to dispel all wards set by the elementals.[/quote']

Ohoho' date=' the realm of the elementals eludes mortal comprehension, brother. One may as well ask whence life comes in birth, and whither it goes in death. Answers there must be, for sure, but they are not for us to know.[/quote']

Did you see the elemental during the speech? One of the great ones' date=' that. They've been keepers of this wood for thousands of years. There's no need to fear so long as they watch o'er the forest, no matter what may come. What needs doing now is bringing the Elder Seedseer's words to life.[/quote']

Recall the words of the great elementals - we must hold to our righteousness and trust to our bravery. So long as we protect our forest' date=' Nophica will never abandon us to the darkness.[/quote']

Now' date=' these misbehaving elementals would have long been pacified, but for the fact that most incidents transpire outside the Twelveswood. I am duty-bound to the forest, you see, and cannot attend to the matter, while Stillglade Fane has not the manpower to spare at present for an undertaking beyond our borders. But you, Sounsyy─you may do what we Gridanians cannot. So I bid you journey forth to quell the keening of the elementals throughout Eorzea.[/quote']

The unearthly creatures known as sprites come into being given specific aetheric conditions. Whether or not they constitute a true form of life is a subject of much debate among scholars. Sprites were once thought to be kin to elementals worshiped in the Black Shroud' date=' but it has since been proved that they are, in fact, unrelated and wholly devoid of sentience.[/quote']

All that concerns a conjurer is the safety of the elementals. It falls to us to see any who bear them ill will purged from the wood.

 

Woods Will Be Done - Elemental Law and Disobedience:

Just you remember this - the reward for impudence is exile' date=' and that's if you're lucky. Others are claimed by the wood, turned into wildlings - a far grimmer fate.[/quote']

Didn't kill too many' date=' I hope. Foul beasts they may be, but they are of the wood. It's not our place to kill as we see it, as Eorzeans elsewhere do. Doing so only angers the elemntals, and brings the greenwrath on us all.[/quote']

Lower your weapons. We will shed no blood here. The eyes of the Wood are upon us.

The conjurers teach us that elementals of the Twelveswood are not instruments of war' date=' and no attempt shall be made to use them as such against the Empire.[/quote']

Even the bounty of the forest has its limits. To loot it for your own gains is to court the wrath of the elementals...

Since the Calamity' date=' the Trappers' League, in conjunction with Stillglade Fane and the Wood Wailers, has established a comprehensive set of guidelines regulating hunting in the Twelveswood in order to see diminished beastkin populations return to their Sixth Astral Era size. One of the animals covered in this edict is the antelope-- the guidelines specifically stating that the slaying of any stag or doe under the age of three summers is strictly prohibited. The notorious band of poachers known as the Coeurlclaws, however, have little respect for Gridania's laws, and will often kill any and all creatures who enter their territory. To see that young antelopes are spared this fate, the Trappers' League seeks volunteers to help guide wayward does and stags away from the poachers' demesne.[/quote']

The sounds of chopping and sawing can be heard in certain groves throughout the Black Shroud. Woodcutters fell timber only where directed' date=' and act in accordance with plans drawn up by Hearers in negotiation with the elementals. Thus, loggers avoid divesting the forest of its natural bounty, and even go so far as to plant a seedling for every tree hewn down.[/quote']

Just beyond the waters of the East Vein' date=' Greentear is a stretch of forest wherein the elementals have permitted men to harvest timber. As such, the air is always thick with the sounds of woodcutters chopping and sawing.[/quote']

You would do well to fear the Twelveswood—and live in awe of it. It is as integral to us Gridanians as the sun and the moons. She demands your due respect. Never attempt to oppose her' date=' for she is alive and she never forgets.[/quote']

Impurity's as bad as a curse' date=' I tell ye. Gotta get all them dirty deeds off yer back, else the elementals'll get ye. I didn't believe it, neither—till some of me own mates were taken right before me eyes. Poor bastards.[/quote']

Of overground traces of Gelmorra' date=' few remain to disturb the order of the forest, yet occasional ruins are still found that must needs be removed. What is under the forest floor may stay, but our laws decree that no stone of Gelmorra mar the home of the elementals.[/quote']

*Gelmorra Lore can be found here.

Our scouts found the corpses of the Ixal you sent to meet their maker. Let us pray it is enough to quench the vengeance of the elementals. When their fury is on them, there is no safety to be had in the wood─not even for those of us who fight to protect it. The beast tribes are as different from us as night from day─plain and simple. There's no sense trying to understand them, much less live side by side.

 

And a swift exile from Gridania awaits any who hold otherwise. Aye, we had a healer years ago who found that out to his cost. Seemed a good enough sort...until the day he tended to the wounds of an injured bloody Ixal, citing “the healers' oath” or some such nonsense. What could possibly bring a man to take pity on that filth?

Adventurers share a certain bond' date=' I know, but should any of your brethren act suspiciously, you must report them to the Wailers. For their sake, as well as our own—before the elementals see fit to involve themselves.[/quote']

Though poaching is one of the most severe crimes in the Twelveswood' date=' often punishable by death, there is no end to the constant flow of those who come to the sacred forest in search of exotic pelts and horns to sell to dubious traders from the Far East. The sheer number of the criminals is forcing the Gods' Quiver to allocate far more men and women than they can spare, and so to lighten their load, they seek able-bodied adventurers to assist in patrolling at least six areas near Treespeak and dealing "swift justice" to any of these forsaken hunters that can be found.[/quote']

Refugees must first spend a night here in Quarrymill that the elementals might judge them worthy of living in the Twelveswood. Their decision cannot be appealed. Every one of us' date=' Gridanians included, dwell here only by the elementals' leave.[/quote']

You wish to aid the Ala Mhigans? You are possessed of a kind heart' date=' adventurer, but I'm afraid I have not the authority to grant you your wish. This authority belongs only to the elementals, eternal guardians of the Twelveswood. All outsiders, be they babes at the breast or men grown, are judged of a night whether they may have a place beneath the boughs. Alas, the Ala Mhigans' petition has been denied. Harsh though it may seem, they do not have leave to receive of the wood's bounty. Ever has it been since time immemorial, and ever shall it be.[/quote']

 

What Happened to the Elementals in ARR?

The elementals are the eternal guardians of the Twelveswood. Since time immemorial' date=' they have watched over the forest and all life within, ensuring that the balance of nature is preserved. By an ancient covenant, man was permitted to reside in the Twelveswood. Thus was the nation of Gridania born, some five centuries ago. Alas, the elementals were gravely weakened during the calamitous events that ushered in the Seventh Umbral Era. Mere mortals though we be, it now falls to us to protect the forest with body, mind, and spirit.[/quote']

We once relied on the elementals to protect the Twelveswood' date=' but with their power now diminished, it falls to us to shoulder this burden. The Bannock was built for this very purpose. It is a tangible symbol of the commitment both the Elder Seedseer and the Order of the Twin Adder have made to maintaining the balance of the forest.[/quote']

Created for the defense of Amdapor' date=' this stone stronghold was long hidden within the tangle of the Twelveswood. This was by the will of the elementals, who sought to keep it away from the prying eyes of men since the Sixth Umbral Calamity. However, even their wards could not withstand the most recent Calamity, and now Amdapor Keep is once again visible in the forest.[/quote']

 

 

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The Padjal

 

-Padjal Naming Conventions

Just as people were growing accustomed to their lives above ground' date=' a child was born to the house of Jorin. Curiously, the child had horns, and never seemed to age beyond childhood, no matter how many years passed. Most extraordinary of all, the child could hear the elementals' thoughts, and began to act as their emissary. With time, Gridanians came to realize the child was the selfsame blessing given to Jorin - a bridge betwixt man and elemental. These horned beings came to be venerated as Padjal, and continue to be born to Hyuran houses on rare occasions. To this day, they serve as honored leaders of Gridania.[/quote']

In Gridania' date=' there are those blessed by the forest. They are known as the Padjal. The touch of the elementals causes horns to sprout from their heads. They are ageless children, fluent in the tongue of the forest. It is the stuff of faerie tales, no?[/quote']

Eldest of three siblings of Padjali ancestry' date=' Kan-E serves as head of the Seedseer Council─the central governing body presiding over affairs within the city-state of Gridania. As is common amongst those born of the prestigious Senna line, Kan-E was blessed by the Twelve with the gift of prophecy, her visions hauntingly clear and detailed. Before reaching her sixth nameday, she had already predicted a devastating fire and a locust infestation, earning her remarkably early admission to Stillglade Fane. After becoming a Sister of the Twelveswood, it was not long before she had risen to Elder Seedseer and left Gridania to live in the forest with her siblings, where she served the city-state by communing with the elementals, maintaining the delicate balance betwixt man and nature.[/quote']

Q: How old is Kan-E-Senna? Why is she the only adult looking Padjal?

 

MCKF: Her age is- and I wrote this down - she is in her late twenties. But again, that's her spiritual age. As you know, the Padjal all physically stop growing at about 10-11 years old. That's why they all look like children. But they live full lives so you'll have people who look like children but are actually 40, 50, 60 years old. In the case of Kan-E-Senna - and up until the end of 1.0 it was E-Sumi-Yan that was the Elder Seedseer that was in control of Gridania, but when the Grand Companies came out, Kan-E-Senna, who was in the forest communing with the Elementals at that time, came back to take over the Grand Company.

 

The thing is in the other city-states you have Merlwyb, y'know kickass, and in Ul'dah you have Nanamo who is Seventeenth in her line, you got Raubahn who's like rrrrrrrrrrr! And so you have these really strong leaders in the other city-states and then here... Y'know people in Gridania understand that their Elder Seedseers are really powerful but for the rest of people they're like 'that's just a kid you can't take these people seriously' and so again, her making herself appear older is to present herself to the people of the other nations so they will take her seriously. She's basically making herself look older than she really is so people will take her seriously. Spiritually she's in her late twenties. Physically in her early teens.

One of the great ones' date=' lords among elementals, has seen the dangers which threaten our Gridania, and given counsel. They would see us hold to our righteousness and trust to our bravery. So long as we protect our forest, they told me, Nophica will never abandon us to the darkness. [i']Our forest[/i], they said. For the great ones in their wisdom see that we, too, are one with this land, just as the trees and grasses. Let us offer our thanks to the creation around us, to the skies, the earth, the waters - to this Eorzea which nurtures us even before our birth, and embraces us even after our death. And let us protect it, so long as we draw breath.

Eldest of the Padjal in Gridania' date=' Brother E-Sumi-Yan claims that he stopped counting the number of years in his life after his hundredth nameday. As such, scholars can only speculate as to his actual age, though many believe him to have seen no fewer than two hundred and thirty summers. Regardless, his knowledge is rich and deep, and he has used it well in educating a great many young Padjal. He is well suited to his present position as master of the Conjurers' Guild.[/quote']

The Padjal. Our kind were entrusted as sole shepherds of the now-forbidden art' date=' to serve as healers and bringers of peace while ensuring that this great power would never again be misused.[/quote']

1081 - Brother Jorin's wife bears him a son, who is born with two distinct round bumps on his head.

 

1084 - The curious knobs on the head of Jorin's eldest son grow into horns. He soon displays an ability to prophesy natural events—great rainstorms, blight in the apple orchards, and a plague of catfish—and is celebrated as a child of the gods.

 

1093 - Jorin's eldest son stops aging, and is feared to harbour an unknown sickness. The child refutes this, declaring it a sign that the elementals have chosen him as a mediator between the forest spirits and man. He discards his birth name and takes to calling himself I-Ohok-Pota, which he describes as the sound made by the aetheric waves when the elementals speak unto him. Henceforth, Jorin and his children adopt the surname Pota.

 

1117 - The child of a Hyuran family in Gridania is the second to be born with horns. I-Ohok-Pota offers to take the child in his care, bestowing upon the child the name of U-Kote-Num. Henceforth, the horned children of Gridania come to be known as Padjals, and are raised with great care in the Stillglade Fane.

 

1123 - I-Ohok Pota, who had already been serving as Gridania's de facto political leader, officially assumes the role at the behest of the Seedseer Council, and is conferred the new title of Elder Seedseer.

 

1181 - I-Ohok-Pota celebrates his one-hundreth nameday, though his appearance remains that of a boy of ten summers.

 

1353 - I-Ohok-Pota passes away peacefully in meditation at the age of two hundred and seventy-two. To the end, he showed no signs of sickness and is believed to have died of old age.

 

Padjali Family Names (Known Padjal):

-Senna (Kan-E-Senna, A-Ruhn-Senna, Raya-O-Senna)

-Pesi (O-App-Pesi)

-Yan (E-Sumi-Yan)

-Cant (A-Towa-Cant)

-Por (O-Guna-Por)

-Kotor (E-Una-Kotor)

-Nene (O-Isam-Nene)

-Pota (I-Ohok Pota)

-Num (U-Kote-Num)

-Rai (E-Tatt-Rai)

-Inik (Ak-Inik : Ak being the honorific prefix attached to a deceased member of a house)

-Mena (Ak-Mena : Ak being the honorific prefix attached to a deceased member of a house)

 

 

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Hearers of the Fane

 

Peacegarden serves to honor the memory of the mages who first spoke to the elementals' date=' and thereby allowed Gridanians to live in the Twelveswood.[/quote']

Amongst Gridania's conjurers' date=' those elite few who can sense the voices of the elementals are known as Hearers. As leaders to these Hearers, Seedseers are reportedly the mightiest men and women of their age, and called to duty by the great one - eldest of the Twelveswood's ruling spirits. As one might expect, almost all Seedseers are Padjal - attuned as they are to the will of the elementals. While it is rare for more than one Seedseer to exist in any given period, history holds numerous exceptions to this rule. In the present day, for instance, Gridania has three Seedseers: Kan-E, Raya-O, and A-Ruhn, all siblings of the Senna line.[/quote']

The Seedseer Council is a forum for Hearers to share what they have learned from the elementals' date=' and decide matters of state. In effect, the Council is the highest power in the land, and the arbiter of Gridanian law. One must wonder, therefore, why they conduct their business at the Lotus Stand, an outside area with no roof. Scholars contend that this is for the benefit of the elementals, so they may watch the proceedings. While decisions are put to a vote, policies sometimes reflect the will of the elementals more strongly than the opinions of Hearers. Following the Calamity, however, this system has changed. Faced with the challenges of the Garlean Empire and rebuilding, Gridania could scarcely afford time spent in debate. Thus, the Council has vested its full power in Kan-E-Senna until such a time as the danger has passed.[/quote']

Led by the Elder Seedseer' date=' the Seedseer Council is made up of Hearers, who rise as the most talented of Gridania's conjurers.[/quote']

Listen' date=' adventurer, to the rustling leaves, the flowing rivers- to the very pulse of this land. We conjurers of Stillglade Fane interpret these whispers of the Elementals and convey them to the people of Gridania.[/quote']

All Gridanians have come to know the true power of the elementals. It falls to us as conjurers' date=' together with the moogles, to connect them with the commonfolk. It is the moogles who first taught the language of the elementals to man. It was thanks to their efforts that some learned to hear the elementals, and understand them, as we do now. Even so, it requires arduous training to nurture the gift.[/quote']

Hearing the voices of the elementals is one of the most difficult feats a mortal might attempt' date=' Gridanian or no. Many are they who never achieve this goal, and end their days without ever having attained the true power of the conjurer. You should not be so hard on yourself. These things take time. Many conjurers enjoy illustrious careers without ever having heard- Truly!? The Elementals spoke to you!?[/quote']

An elemental is an elemental. Their aspect is of no consequence. If you are able to hear their voices' date=' that alone proves your worth and greatness as a conjurer. And don't even think of pretending to hear them. Lies don't spread far here before they come to light. The Seedseers see to that.[/quote']

The Twelveswood is the only place in Eorzea where their voices may be heard. Nowhere else may our way be taught or learned.

Put your ear to the Twelveswood' date=' sister, and listen with all your being. Know - not fear - know that the elementals are there. And when you feel that it is they that comprise the life that flows through us all, you will begin to hear their whispers.[/quote']

We conjurers hear the whispers of the elementals' date=' and see to it that their will is made known to all Gridanians. That is why many of our order regularly journey deep into the forest. Fortunately for you, Brother E-Sumi happened to be in the midst of one such visit when you were attacked.[/quote']

Tread quietly - for here the elementals whisper their will' date=' and we conjurers must listen with every fiber of our being. There are those born with the ability to hear them. But even those without this gift may come to hear the elementals in time - albeit with rigorous training.[/quote']

I sometimes hear the trees speak. They say the bond between conjurer and tree is like that between lovers. The whispers cause everything to fade away' date=' until only that sweet voice remains, echoing gently in your heart. Like a lover, though, the trees demand devotion. I am able to hear only a single species - and one of little value. That is the reason I began to seek the voices elsewhere.[/quote']

Brother Telent is one of our most gifted. For years' date=' he has listened to the trees. Their voices are soft and calm, yet profound and penetrating. He was a violent man in his youth, quick to temper and quicker still when in his cups. Many think it was the voices that soothed him. Yes, we could all learn a good deal from Brother Telent.[/quote']

Perhaps you have come to realize just how important he is to us. For many' date=' many years, he has heard the elementas. Yet unlike others, he is able to hear the voices within all kinds of trees. Oh, do not envy him his gift. Such power is not necessary to become an accomplished conjurer. Take Brother Morys, for exmple. He is much like you adventurers in a way - unaware of his potential. Forestborn or no, he can hear the elementals as well as any, and better than most.[/quote']

There is such sublime purpose in the voices of the elementals that only in the deepest recesses of the mind may they be heard.

Perhaps it was the elementals within the knight's metals whose voices he heard. If so' date=' there can be no doubt that he is in some way connected to Ishgard.[/quote']

We've had dealings with those from beyond the wood before' date=' but never have I witnessed such insolence. The elementals within the stones tell me there is no need for concern.[/quote']

Because of my lineage' date=' Brother Ingram came to expect great things of me. But only the elementals of fire see fit to speak to me.[/quote']

They say that the most ancient elementals are the easiest to hear - such as those in rocks and trees. The rocks are easiest to hear' date=' ancient and powerful as they are. And they don't come any rockier than the Amberscale.[/quote']

The elementals of stone have been silent in recent days-all of our invocations go unanswered. There are those who think it related to the ill rumors spreading like wildfire amongst the people. In times such as these' date=' there is naught to be done save make use of the seance stones. They are primeval stones, born deep within the bosom of Eorzea. The elementals have never turned a deaf ear to our calls when we have used them in days gone by.[/quote']

They say that even those who lack the gift may hear the words of an angered elemental... if they are tainted by the woodsin. I feel that may be true of you.

But remember this─hearing their voices alone is not enough. After hearing' date=' you must next understand. And then you must grant the favors that they ask. Your journey has only just begun.[/quote']

We are the conjurers - intermediaries of nature and man. Our place is between Gridanians and the elementals. The majority of our citizenry are deaf to the forest's whispers. Yet all feel the presence of the elemntals' date=' as surely as they feel hot and cold. But words cannot justly describe this sensation. You must go and experience it for yourself.[/quote']

At least one conjurer is assigned to each guild in Gridania. They function as mediums of sorts' date=' conveying the will of the elementals to those who cannot hear them. Brother Morys and Sister M'koliwe are the two conjurers assigned to the Gods' Quiver. Sister M'koliwe joined us quite recently, with orders to keep an eye on a certain archer known for her… spontaneity.[/quote']

Brother Ingram is the conjurer assigned to the leatherworkers at Atelier Fen-Yll. He communes with the elementals on their behalf. After all' date=' they can hardly be expected to come calling to us every time a scrap of leather must be cut.[/quote']

 

In requesting the elementals' assistance' date=' you must needs be aware of one difficulty - a difficulty born of the fundamental difference between man and elemental. In perceiving the world around him, man relies upon senses such as sight and sound. For the sake of convenience, he gives names to such things as are near or dear to him. Being formed of pure aether, however, such concepts are foreign to the elementals. Instead, they perceive by observing the ebb and flow of the energies of life. So profound a division cannot be bridged with simple discourse. The elementals' voices stir not the air, and thus reach not our ears, while our words are but wind to them. Though we seers can commune with them through feelings, naught that we can impart will serve to aid them in identifying her. Nay, they must needs be presented with aether which is akin to hers. If you could but find a family member...[/quote']

Be welcome' date=' sister. I am T'nbulea, and I have been among the conjurers in this sacred place for many years. Toil in earnest, but have patience. Only when you have learned to open your heart will you realize this important fact - you can listen as well as you hear.[/quote']

Very good. but be forewarned - the Twelveswood can be a fickle mistress. She demands respect. You must never cross her borders with malice or deception in your heart. This is the belief of the outsider - that the forest exists to provide for him. That to take and not to give is the way of things. They break branch and bush for shelter' date=' and forage carelessly to fill their bellies.[/quote']

Sounsyy Mirke. Long have I watched thee. Through thine eyes have I gazed upon the children of the sixth sun. I am wrath incarnate. By my kindred's rage I am given life' date=' by their keening roused to wakefulness. Even as I mourn the departure of light, I grieve the arrival of shadow. Gentle child of man. Thy heart knoweth no vice, thine intentions righteous. Yet thy strength knoweth no purpose but conflict. In conflict, there is naught but suffering. Hark! The keening of my kind riseth to a crescendo! The new moon loometh nigh, and when it cometh, woods shall wither and seas shall roil. Pray forgive me, child of gentle heart, and fare thee well. When the end of days is come, I pray that thy soul shall know true peace.[/quote']

 

Garb of the Conjurers:

What robes and colors a conjurer wears define them as a Hearer, experienced un-hearing conjurer, or novice initiate. Find out what their garb means here!

 

 

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The Stillglade Fane

 

The mages who first communed with the elementals learned much from the beings' date=' particularly how to harness the forces of nature. From this grew a form of magic in Gridania known as conjury. Practitioners established the Conjurers' Guild, and there instruct Hearers in their spells. From its founding, the guild has worked to prevent the dangerous abuse of magic, and today opens its doors even to adventurers seeking to learn of conjury.[/quote']

Stretching forth beneath the roots of a mighty tree' date=' Stillglade Fane is a space for the quiet contemplation of conjurers. In the silence, many take to the alcoves of the cavern, and burn exotic incenses to heighten their senses. In this, they seek to catch the whispering voices of the elementals that elude the common man.[/quote']

In the cool' date=' dark recesses beneath the shattered trunk an of ancient arbor giant lies Stillglade Fane, home of the Conjurers' Guild. The air within is permeated with a thick, near-tangible silence─a necessity for the practitioners of conjury to hear the impossibly hushed whispers of the forest's elementals. Lending to the otherworldly ambience of the Fane is the ubiquitous aroma of exotic incenses, and the play of lantern light in the numerous alcoves and recesses carved into the moss-covered walls.[/quote']

Have you ever been in a place where you could hear yourself draw breath? We Gridanians like to say it is so quiet here that you can hear another's thoughts. So be careful what you think in that head of yours! Hehehe!

Hm? Unless I'm mistaken, you've become flustered all of a sudden.

To our fortune, whithersoever we wander, Eorzea's beauty is but a stone's throw away. If I may quote from my journal...yes, this is the one. “Afore the Fane, beneath the two that are as one, Her divine cup runneth over with light aetherial. Such were the conjurer's words, and I would see as she saw.” I saw for myself before coming here, and I can assure you the conjurer spoke true. Indulge me─go there and look out upon the beauty before you. I would hear your thoughts.

 

Welcome back, Sounsyy. I trust you were as moved by the sight as I was? The great stone that adorns the entrance to Stillglade Fane is none other than the Skyserpent's Egg, cast down from the heavens by Nophica the Matron so long ago. And those mammoth tree trunks─remnants, no doubt, of a primeval forest. Whence did they come? Why do the two great arbors grow as one? This, I do not know─but what I do know is that the realm is replete with such beauty, if only we know where to look.

Beyond here lies the Stillglade Fane. It is sacred ground' date=' marked by the Skyserpent's Egg, The stone cast to Eorzea from the heavens by Nophica the Matron.[/quote']

The conjury skills that you learn are the natural extension of your understanding of the immutable aspects of wind' date=' lightning, fire, earth, ice, and water. In fact, they're one and the same.[/quote']

Conjury is the art of harnessing the magic that permeates the world. You must know the laws of nature as well as the minds of the elementals.

A rumor that the popular "Cure" spell can help to calm children experiencing nightmares has prompted parents across the city-state to dabble in the arts of conjury. This' date=' in turn, has increased the demand for quality conjury arms. To ensure their supply will not run dry, Black Rabbit Traders seek the talents of skilled woodworkers.[/quote']

An edict recently passed by Stillglade Fane requiring all children between the ages of six and nine to train in the art of conjury has parents scrambling to find reasonably priced canes and crooks. To make sure they are not undersold by any second-rate foreign merchant' date=' Black Rabbit Traders are urgently seeking carpenters willing to lend their services in the crafting of various conjurer's arms.[/quote']

As you know—or ought to at your age' date=' if those raven's feet are any indication—conjurers newly hatched from Stillglade Fane are sent forth into the world bearing a staff set with a piece of jade as green as the woods of the Shroud. Better your staff than another's, wouldn't you agree?[/quote']

One the eve of a scout's first foray into the wild' date=' it is traditional for his fellow Wood Wailers to present him with a new pair of leggings blessed with holy magicks. The Lancers' Guild seeks skilled craftsmen to supply the basic garmets in readiness for them to be borne to Stillglade Fane for consecration.[/quote']

Communion with the spirits of the Central Shroud has revealed that someone or something is befouling the waters of the East Vein. As this tributary plays an important role in the lives and well-being of those residing in the villages downstream, it is crucial that the source of this taint is discovered and dealt with as soon as possible.

The Stillglade Fane is busy making preparations for this moon's Woodgreet Mass' date=' and requires several queen bees to use during the Fasting Ceremony, in which brothers and sisters of the wood forsake all sustenance but that which was born of the forest. A generous reward awaits those who travel to Camp Tranquil and seek out honeybee hives from where the queens can be collected. The haves can often be found by locating the swarms of vilekin that hover near their homes.[/quote']

The Stillglade Fane is busy making preparations for this moon's Woodgreet Mass' date=' and requires several earth orbs to use in the Loam Eye ceremony, in which those brothers and sisters newly come to the Fane are blessed with leaf and soil, opening their inner eye to the Land around them. The forest has granted its children leave to retrieve the orbs from the elemental spirits which inhabit the depths of the Mun-Tuy Cellars, and the Fane is seeking brave adventurers to travel to the tunnels and collect the sacred items.[/quote']

The Stillglade Fane is busy making preparations for this moon's Woodgreet Mass' date=' and requires the spores of several funguar to use in the Leafreading Ceremony, in which several of the brothers and sisters ingest the spores, which are said to give them the temporary power to "see" the messages left by the spirits in the leaves.[/quote']

While picking mushrooms in Humblehearth, a Duskwight child found a tattered scrap of parchment filled with arcane symbols and queer illustrations unlike anything the boy had ever seen. After being handed over to the local Holtwatch, the parchment was delivered to the Stillglade Fane, where it was determined to be a page from a stolen copy of the Necrologos--a forbidden tome said to contain wards which trap foul creatures within its bindings. Authorities at the Conjurers' Guild believe that there still may be pages scattered about the region and have petitioned adventurers to assist in conducting a thorough search, destroying all paged upon discovery, as well as any beasts which may be accidentally summoned forth from them.

 

 

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The Irmin Hedge

 

Hedgetrees play an important role in the forest by helping to maintain the protective barrier which shields the Twelveswood from harm. Should the trees become damaged' date=' the forest would find itself more susceptible to outside danger.[/quote']

In time' date=' you will learn to open your heart and mind to the elementals - to bond and commune with them. Elementals abound in the Twelveswood around Gridania. Unto them falls the task of protecting the forest. And unto us falls the task of protecting them. To that end, we have laid the Hedge - a magical barrier formed by our order and the elementals that serves to turn away outside evils. Those who would breach it invite our vengeance.[/quote']

The Hedge has been broken yet again' date=' though the cause is still unclear to us. You damned adventurers have been known to bring it down in the past—and I for one am of the mind that you've done it again.[/quote']

That reminds me' date=' I heard that the conjurers recently opened the Hedge to permit a traveler entry into the wood─but I am at a loss to know who or why. Not that I doubt their judgment, of course. I only pray no Ixal or Garleans stole into the forest while the Hedge was down.[/quote']

The Empire's assaults grow ever more frequent and vicious. To make matters worse' date=' it would seem they have established a new stronghold in Mor Dhona. With the enemy so close at hand, there is no hope of raising the Irmin Hedge. In the absence of such a barrier, we are left no recourse but to put down whatever manner of fiend breaks through by force of arms alone. Those able to fight must do so.[/quote']

Would ye mind goin' to the Hedgetree' date=' an' seein' that all's well? Since ancient times, the tree has guarded these woods with her holy presence.[/quote']

The Black Shroud... Forest-born call it the Twelveswood. And that Hedge of theirs borders it all. I heard it said the conjurers make them hedgetrees with their magic. Up close' date=' they shine—shine like no natural tree got any right to. Ain't nothing stopping you looking at 'em, o' course. Cutting and burning 'em, though... Well, every adventurer worth his spit knows better than to mark them trees up.[/quote']

Greetings' date=' friend. I am O-App-Pesi, of the conjurers. It is our magic which keeps the Hedge in place, and it is the Hedge which protects us from our enemies without. Still, it is a construct, and so its power is far from boundless. It cannot repel all we would wish. Even as we speak, the hedgetrees sway uneasily amid the creeping darkness. Countless are the Garlean interlopers that steal into the Twelveswood, and countless too are their villainies.[/quote']

No need to introduce yourself' date=' I know full well who you are. The “hapless adventurer,” many and more are calling you. I reckon not a single one of the Twelve was watching over you, to have sent you here just when the Hedge was sundered. Ah, forgive me, I suppose an explanation is in order. We conjurers of Gridania use our magic to weave a sort of barrier around the Twelveswood. It is a pact we share with the most ancient of the elementals. They protect our city-state, and in turn we protect them. That is why the Hedge exists. Think of it as a symbol of our friendship. It’s also what you and any other non-native to Gridania have to thank for not being attacked upon entering the forest. At least, you ‘’would’’ have it to thank had you not passed along just as a portion of the Hedge was broken. The greenwrath was upon you the instant you drew near—and it clings to you still. Sorry to say, but you’ve got the stink of woodsin all about you. After all that, you still need to ask if forest elementals truly exist?[/quote']

 

 

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Woodsin, the Greenwrath, and Wildlings

 

Woodsin:

You are an adventurer' date=' are you not? Know that none but the conjurers can help those tainted by the woodsin. You have been warned. Do not plead ignorance should the greenwrath find you.[/quote']

If you were attacked by a treant' date=' you must have more than a little woodsin. You'll need to be purified, else the greenwrath will stay fixed on you. You're tainted with woodsin, remember─which means you're apt to waken the greenwrath. Neglect to dance in the rites, and you're not like to survive another trip into the wood.[/quote']

We Gridanians are on edge of late, given the recent ire of the elementals. The nights grow darker, and venturing into the wood past dusk is ever more dangerous. Twisted roots rip us up, low branches claw at our flesh - but bumping into the Watchers hurts most of all. I've more cuts and scrapes than I can count, and the younglings are constantly poking at them. The pain... I can't stand it any longer! Surely we are being punished for our woodsin!

 

The Watchers were first made to allow the earth elementals to protect Gridania. They even house fire elements within that scorch and sear any who would harry out borders. The fire elementals... Bur of course! How did I not think of it sooner!? If we could only feed the flames within the Watchers, they could light our way even better at night!

Hahaha' date=' well, be that as it may, a cleansing is needed. Woodsin is not to be taken lightly─something you would do well to remember. I gather it is nigh time we hold the rites. Until then, take care not to enter the forest depths. Gods know how much woodsin you've steeped yourselves in. It could well prove your undoing. We dance to honor the elementals, and they forgive us our woodsin in turn. Thus absolved, their greenwrath will not be stirred. Remember this.[/quote']

Sounsyy' date=' there is word of a commotion over at Stillglade Fane. Haven't been to see for myself, but I've heard talk of wildlings. From childhood, we forestborn are taught that bringing woodsin into the city brings the greenwrath upon everyone in it. There is no greater danger in all the wood. Times like this, there's naught for the commonfolk to do but trust that the conjurers and moogles will calm the wood.[/quote']

 

Woodsin Purification and Ceremonies:

Well' date=' there's not much to it really. Dance your heart out in the name of the elementals. The steps are ritualized, though, and must be done correctly. So we'll have to have you practice a bit before the actual rite. These children will be dancing together with you at the forthcoming Small Harvest. Forestborn all, so their steps are flawless. Just watch them for a bit and do your best to imitate them.[/quote']

The Stillglade Fane is busy making preparations for this moon's Woodgreet Mass' date=' and requires several evenfall fireflies to use in the Rites of Purification. In which two and ten of the luminous creatures are released from a basket over the Fane, their light believed to cleanse the sacred land and prepare it for ceremonies to follow.[/quote']

Your mask for the purification rite is nearly finished. Come' date=' try it on to test the fit. Is there some problem? I assumed Fufucha had explained everything... The purification rite is a kind of, well... transference is what the conjurers call it. You see, dancing in the name of the elementals expunges woodsin by transferring it to the dancer's mask and binding it there, magically.[/quote']

If the woodsin upon a soul is too great' date=' the power of the purification mask may collapse under the burden. But I do not think you are in any such danger.[/quote']

We Gridanians have a penchant for festivities you'll not find elsewhere. We hold ceremonies to praise the elementals' date=' and other rite to give them our thanks. We even dance to appease them when they are angered. If the annals are to be believed, there was actually a ceremony intended to arouse their anger at one time. What in the hells was the point of that, I wonder!? And who in their right minds would think to take part!?[/quote']

This festival has an interesting history. Originally' date=' it had nothing to do with appeasing the elementals. It was simply a harvest festival—as unremarkable as that might sound.[/quote']

What strange and ridiculous dancing! We have nothing like it back in Sharlayan—thank the gods for that!

 

Greenwrath:

Among the elementals of the Twelveswood' date=' there are some whose strength far surpasses that of others. They reside within the ancient trees. Thus disaster follows whenever these trees are felled or burned. The fury of the elementals within reaches heights we cannot calm. It is for that reason we have created the Hedge. Yet the elementals live in all things. As Gridanians, we embrace this truth, while many outsiders remain oblivious to it. When these irreverent souls breach the Hedge and enter the wood, they defile it with every breath they draw. And so invite the elementals' anger─the greenwrath. In this manner, they endanger not only themselves, but us as well. Thus do we make it our mission to scout the Twelveswood in search of them.[/quote']

Our masks allow us to avoid the gaze of the elementals. The magic within them hides far more than the flesh beneath. The forest is our mother - we hunt and harvest when and where she tells us' date=' and we would give our lives to protect her. Still, culture and nature can never be in complete harmony. It is an unavoidable fact that some of what we do serves to anger the elementals. At such times, our masks spare us their greenwrath.[/quote']

The sins you committed within the forest have sullied you. Neglect to cleanse yourself' date=' and the greenwrath will find you again. This is known.[/quote']

In light of this' date=' the conjurers of Stillglade Fane have resolved to hold a rite of cleansing. Ah, you must forgive me. We forestfolk are wont to assume all know of the rite, so integral is it to our own lives. Let me enlighten you as to our ways. The majority of the rite of cleansing takes place here at Greatloam Growery. The magic enacted during the ceremony quells the greenwrath of the elementals, and thus ensures harmony within the wood.[/quote']

Lookin' for a cut-up tree' date=' are ye? Aye, I reckon I might've seen the one ye're after. Cut up by Garlean blades, if I was to wager a guess. Right near where the fight happened, it was. Never seen such a fearsome spectacle. Some sort of creature appeared, bright as the sun to look at, and went for them Garlean bastards like a bloody fury. One of 'em ran it through with his sword, though, and whatever light was in the beast took to fadin', till finally it was gone. And just then, I felt the whole forest go cold. Chilled me to the bone, it did. As to what in the seven bloody hells the beast was, I couldn't rightly say. Maybe the elementals called it up to fight for 'em. Maybe not. But whatever it was, the forestfolk need to be told of it.[/quote']

Whoever did this will know the forest's vengeance. I vow to find those responsible' date=' sister. If we don't find those who did this, the greenwrath will go unsated. The risk is too great![/quote']

To think that even the slightest errant step could incur the greenwrath… Be careful out there. I'd rather fight a hungry Ixal than an angry elemental any day! They say that if you waken an elemental's fury' date=' it banishes you to a hellish prison where time stands still. Don't know if it's true or not, but I'm in no hurry to find out.[/quote']

 

Wildlings:

Those who do not believe in the elementals had best stay clear of the Twelveswood' date=' else it will claim them. It’s believed that the wood captures the souls of such sinners, damning them to an eternity as wildlings. And that’s why you’d do well to take part in the cleansing rites. To purge yourself of all that woodsin, and set you right as the rain.[/quote']

The greenwrath has been stirred by many and more lately' date=' and not just adventurers. It’s said those who anger the elementals are claimed by the wood, damned to live out their days wandering its depths. We call those unfortunate souls “wildlings.” And pity them as we may, they are a danger.[/quote']

Make use of what you learn here' date=' or be doomed. Many and more have been claimed by the wood in their seemingly selfless attempts to serve it. Some ignorant, some evil - but all are made fools in the end. The faculty of wisdom and the ability to heed it are your weapons. Temper them well, brother.[/quote']

Yes' date=' Brother Morys was indeed a wildling. Very few of the conjurers are privy to this. Those who do know have been forbidden to speak of it. Once claimed by the wood, one undergoes certain…changes. Wildlings have great potential to become powerful, powerful conjurers. If knowledge of this fact were to become widespread, we fear many would allow themselves to be turned out of lust for power. But once claimed, wildlings can seldom be retrieved from the wood. And that is why you, too, must protect this secret, Sounsyy. Believe me, I would not ordinarily have asked you to bear such a burden. If only I knew what the elementals were planning![/quote']

Brother E-Sumi has assured us that the mask in question was old' date=' worn with age and use, its powers faded. And besides, one does not become a wildling without doing something to wake the greenwrath. Khrimm’s parents, Sigurdh and Oona, and Fye’s brother, Dunstan—they were among Gridania’s finest warriors. They all fought nobly against the Garleans occupying Ala Mhigo. A necessary evil, I suppose. Yet all that violence doubtless served to compound their woodsin.[/quote']

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Forsaking the Fury, Heresy of Ishgard

 

 

“Heretics” is a broad umbrella term under which most of Ishgard’s undesirables sooner or later get placed. Most commonly termed Unbelievers, those who further decry the name of Halone the Fury or act in opposition to Her laws writ in the Enchiridion or spoken by the archbishop of the Holy See earn the title of Heretic.

 

The ways to go about becoming a heretic in the eyes of the Holy See are many and are listed below, but the list briefly includes making contact with a living dragon, denouncing Halone in favor of another god, summoning Familiars, practicing magicks not approved by Halonic doctrine, making mention of any fellowship between man and dragon, etc.

 

 

What makes a heretic?

 

A man must gaze not upon the eyes of a dragon. A man must hearken not the words of a dragon. A man must lay his hands not upon the flesh nor blood of a dragon. The archbishop' date=' his Holiness, declares thus, and thus is it law.[/quote']

The unbeliever is not to be given succor. The unbeliever is not to be given absolution. Woe betide he who cowers before the lesser moon. Woe betide he who lives in thrall to fleshly desires. The archbishop' date=' his Holiness, declares thus, and thus is it law.[/quote']

To even acknowledge that you heard the voice of a Dravanian is a grave but necessary risk. Lest we forget' date=' men have been executed as heretics for declaring as much.[/quote']

The Fury shuns those who refuse her call to arms' date=' deeming them as traitorous as the First Dragons. If you, too, are an unbeliever, you will find no succor within our hamlet’s gates.[/quote']

The Ishgardians’ way of life is based on a false myth' date=' in whose name they fight and die. For them, those who serve nobly in life are rewarded with eternal glory in death. Preaching the Order of Nald’thal’s words there is tantamount to heresy, and punishable by death.[/quote']

Those taken prisoner are heretics' date=' plain and simple. They decry the faith of Ishgard, and are eternally condemned for it. That is why they fled and sought refuge in the Twelveswood.[/quote']

Able-bodied men border heresy when they refuse to join the knights in the battle against the Horde. They could learn much from Jasper' date=' a deaf-mute with a twisted leg who wakes before sunrise to spend the day hammering wooden planks and roofing destroyed buildings. Though born of such circumstances, he is deserving of the Temple Knights’ appreciation, and a just reward to boot. A blessed cedar necklace should guide him in his prayers.[/quote']

While Ishgard’s scholars are quite adept at manifesting Halone’s blessings from their ancient grimoires' date=' summoning an entity from a tome is something that had fallen entirely outside the realm of permissible magics, as heretics oft use them in their occultist plots. However, with more liberal interpretations for the sake of our advancements in the war, the scholasticate under the auspices of the Holy See has been granted special permission to experiment so as long as they are wrapped in the skin of a fallen dragon to remain faithful to the teachings of the Enchiridion. They request three volumes at once.[/quote']

The same can be said regarding religion. Each city-state has a patron (matron) deity, and most people in that city-state will follow the teachings of that god or goddess. There are, for the most part, however, no strict religious codes that must be followed. Some Eorzeans will choose to worship a deity connected to their profession (for example, weavers often follow Nymeia the Spinner). Some follow the deity associated with their nameday. There are even some Eorzeans who choose not to follow the teachings of the Twelve, but they are few and far between…and often will not admit it.

 

The exception to this rule can be seen in Ishgard, where they take the teachings of Halone very seriously… to the point that the church and state have become inseparable. They go as far as calling those who do not follow the Fury ‘unbelievers,’ and those who are found to have communicated with the dragons of Dravania (the mortal enemies of Ishgard), are branded as heretics and in some cases executed.

Sharlayan astrology' date=' eh? You a heretic? Because you’re talkin’ like one. There’s only one kind of astrology in Ishgard, and it ain’t the heathen kind.[/quote']

Fancy yerself a dragonslayer' date=' eh? Well, I happen to know jus’ the weapon for ye…but wouldn’t it be quicker if ye had one of the Holy See’s blacksmiths pound one out? Hm, yer expression tells me there’s a reason why ye came to me instead. Well, I ain’t one to pry into the affairs of Ishgard. Don’t fancy being branded a heretic, see. Also, I don’t reckon I’d enjoy the view from the Gates of Judgement half so much if me head was on a pike. Anyroad, it’s a spear named Gae Bolg that ye’ll be wantin’. I’ve heard tell it’s made of dragon bone, but how it’s forged is a jealously guarded secret.[/quote']

It is the duty of every Ishgardian to root out and destroy heretics─all else must wait until this matter is resolved.

They say those ruins up north were built by heretics. Even just goin’ near them might have people doubtin’ your allegiances.

Margyt is glad that Ayleth is safe. She explains that the girl’s drive to bring about change in Ishgard stems from the murder of her lover by an Ishgardian nobleman. Many lowborn seem to share her sentiments' date=' but are afraid to speak out for fear of being branded heretics.[/quote']

A beautiful enough story for an Ul'dahn audience. But milady would do well not to regale a soul with it around these parts. For it has been branded a heresy by the archbishop in Ishgard' date=' and his Holiness has ears even in this very wood. Lower your voice! Aye, I’ve heard the tale of the Boy and the Dragon Gay, and more times than one. But the archbishop in Ishgard has declared it a heretic’s tale. Best not to recount it here, so close to the mountains.[/quote']

 

 

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The Disciples of Saint Shiva

 

The most common faction of “heretic” we see in the game currently. These heretics, who were led by Lady Ysayle “Iceheart” Dangoulain, learned the truth behind Ishgard’s founding treachery and vowed to end the war betwixt man and dragon by silencing the source of the lies that fed the war - Ishgard’s archbishop.

 

Through his memories she had glimpsed the truth behind a thousand-year lie. An eternal requiem sung for his murdered sister. What could I do but speak out? And so' date=' after years of hushed half-heresies, of coded missives and midnight gatherings, she had gained a flock. ‘Redemption is not beyond us, my friends! Come and hear the truth! Come and hear the Lady Iceheart speak! Spread the truth and cast down those who concealed it. I was so certain that would be enough… Men have ever been fond of lies.’[/quote']

…Have you not read a single line of the Enchiridion' date=' Master Alphinaud? Shiva was a traitor to kith and kin─an apostate who lay down with dragons.[/quote']

Now' date=' now, we cannot expect all foreigners to know Ishgardian scripture so well─particularly when it concerns the patron saints of heretics.[/quote']

Still' date=' as long as they keep paying me wages, I ain’t fussy as to what they have me do. Not everyone’s as patient as me, though. Plenty of lowborn lads who get pressed into service start grumbling before they’ve seen their second battle. And once they’ve got to thinking how unfair it all is, it don’t take much for the heretics to turn their heads. From what I hear, the simple promise of freedom tends to do it. Sad to say, some mates of mine gobbled down the heretics’ tripe and asked for seconds─told me they were off to the western highlands to light a signal fire. That’s how you let the heretics know you’re serious about joining their ranks, apparently. Send up some purple smoke, and the bastards come to you.[/quote']

 

 

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The Bloodbearers

 

They call themselves the Bloodbearers, and their leader is a man named Matheonien. He and his minions are all capable of assuming the form of dragons. Such a transformation is possible by partaking of dragon blood─I daresay you have borne witness to it─and it grants the individual unholy strength. Though the sanguine substance is precious, the Bloodbearers have access to an abundant supply owing to their pact with Graoully. That is why they have been able to offer our forces such fierce resistance.

 

They say that strange merchants have been acquiring goods in prodigious quantities. It seems to me the Bloodbearers are replenishing their stores. Let us split up and scour the area for these so-called merchants. Should someone strike you as suspicious, confront him and gauge his reaction.

The half-man' date=' half-dragon abomination Bloodbearer Robairlain has laid claim to the sacred cavern known as Mourn, slaying several of its peaceful guardians in the process.[/quote']

 

 

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The Faces of Mercy

 

A band of assassins is said to prowl the mountain passes. The Faces of Mercy' date=' they call themselves. Some think them outlaws exiled form Ishgard, but some go so far as to claim they are part of the Conclave. Whatever the case, they’ve a reputation for being fierce killers to a man.[/quote']

The conjurers claim an outsider was driven from the wood. Some sort of assassin from what I heard' date=' and a wanted man in Ishgard. Have you ever heard of the Faces of Mercy? If not, I envy you your innocence. Some evils in this world are best not known.[/quote']

He had another item of interest' date=' this messenger. A mandate for capture, dead or alive. They wished to forewarn us that a band of assassins known as the Faces of Mercy has given Ishgard great cause for concern of late. Little and less is known of their ways, yet it is rumored that initiation into their ranks requires that they destroy all that they once were. They must kill their own friends and relatives - any that might know their weaknesses. Did you ever hear of anything so depraved? As every swain knows, there is none more cursed in the eyes of the gods than the kinslayer. The world beyond the Twelveswood is truly rotten, I fear.[/quote']

You came for information on the Faces of Mercy' date=' yes? The infamous company of thieves, brigands, mercenaries, and outlaws who will do almost anything provided the fee is paid up front? Well, it is said that they have connections within all the houses of Ishgard, and that those connections can grant them passage into the region’s many restricted areas, including the Darkhold. The Faces of Mercy do not maintain a permanent headquarters, and they only communicate through a complex network of contacts. Each member will only know the names of three others, and no two members will know the same three. That way, if one is caught and tortured, he cannot divulge more than the bare minimum to his captors.[/quote']

 

 

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The Lambs of Dalamud

 

Woe betide he who cowers before the lesser moon. Woe betide he who lives in thrall to fleshly desires. The archbishop' date=' his Holiness, declares thus, and thus is it law.[/quote']

Have you heard of the Lambs of Dalamud? They are a terrible moon cult known for carrying out all sorts of hideous rituals─demon summoning' date=' spirit channeling…even blood sacrifice. Their followers claim it is the scent of freshly spilled blood that shall lure Menphina’s hound back to the Land to usher in a new era. To fulfill this fell prophecy, they’ve been kidnapping women and children from all the nearby hamlets and farmsteads. The cultists are said to use the lifeblood of their victims to weave powerful thaumaturgies, so be certain to exercise the utmost caution when nearing the area. I’ve marked the location of the stone circle on your map. It is an ancient place known only as Gwyr-Aen. No one remembers when or why the monoliths were raised, but they are said to burn with arcane magicks. The cultists are rumored to use the location for their bloodletting, but you may have to wait for nightfall, for that is when they conduct their rituals─so Dalamud can watch.[/quote']

In case you’re unfamiliar with them' date=' the cult emerged shortly before the Calamity put an end to the Sixth Astral Era. The cultists took the lesser moon, Dalamud, for their god, believing that it would deliver them from the devastation. And so they were rather disappointed when Dalamud exploded into a thousand flaming pieces before it could complete its descent. Now, having seen their god turn to ash, one would think that the cultists might feel moved to question their faith. On the contrary, it served only to stoke the flames of their fanaticism. The Lambs of Dalamud are convinced that “heretics”─that is to say, everyone but them─interfered with the coming of their lord and savior, and that it’s now their sacred duty to avenge him.[/quote']

 

 

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Heretic Sects of Centuries Past

 

The threat of dragonfire and heretics is not always a constant in Ishgardian history. In fact, the Dragonsong War has abated for many decades in between the eight awakenings of Nidhogg. Given dialogue in the MSQ regarding the recent rise in heretical action against Ishgard, we can infer that sects of these organized factions of heretics come and go roughly concurrent with heightened Horde activity. That said, the number of “heretics” found guilty by the Halonic Inquisition likely remain about even throughout history.

 

Tell me' date=' Sounsyy - do you believe that these events truly transpired? Or are you inclined to think them faerie tales? I ask you this because few folk have seen dragons in the flesh besides we Ishgardians, and most would as soon dismiss them as products of the imagination. Alas, dragons are no less real than you and I, with Nidhogg perhaps the most real of all. In the course of its history, Ishgard has suffered under the creature on eight separate occasions. Each time the great wyrm rouses, the blood of countless Ishgardians is spilled.[/quote']

You pulled this from the beast’s corpse? Hmmm…this armor dates back to before any of us were born' date=' but there can be no mistake─it was forged in Ishgard! This must mean that dragon was once a heretic, and drank of the dragon blood until he… The gilding on the armor indicates it’s hundreds of years old… What would drive a man to choose to become…that? To a heretic, does such a transformation indicate transcendence?[/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']

 

 

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The Fate of the Heretics Caught

 

Death, usually. Though after a thousand years of war, the Halonic Inquisition has become graphically creative in their methods of imprisonment, torture, and sentencing of their captured heretics. Heavensward levequests issued by Holy Inquisitor, Gaidelie the Just paint a pretty gruesome picture. It’s little wonder that many heretics and exiles attempt to flee to Gridania, however, they will find no refuge to be had there.

 

In Gridania:

Of course' date=' how could I have been so blind? Nonolato called upon the might of Ishgard to flush out the heretics hiding in the wood.[/quote']

It is comforting to know the heretics have been apprehended. Gods knows what madness could have driven them to take refuge in the Twelveswood. This is the belief of the outsider - that the forest exists to provide for him. That to take and not to give is the way of things. In their desperation' date=' they broke branch and bush for shelter, and foraged carelessly to fill their foul bellies. Summoning the Temple Knights was an act of compassion. I spared them a far worse fate.[/quote']

There are those who oppose the Conclave - condemned by Ishgard for their crimes. Such sinners cannot escape the eyes of the conjurers. If Siward were to return to the forest' date=' he too would face a similar fate.[/quote']

 

In Ishgard:

Those accused of heresy under Ishgardian law are sometimes made to answer to a higher power' date=' and are thus cast into this gorge. If they are deemed innocent in the eyes of Halone, their death will be quick, and their soul gently guided to Her halls. However, if the accused is indeed guilty of consorting with dragons, then they will surely spread their fiendish wings to save themselves from the sharp crags below. Their absconsion will surely be fleeting, though, as the presiding inquisitor is often accompanied by a skilled bowman to shoot any who try to escape.[/quote']

Receive your orders' date=' detain your heretic, meet your quota… Fury take me, it used to be so simple.[/quote']

O adventurer! I claim your time in the name of the Holy See. Search the body downstairs for personal effects and deliver the lot to the Gates of Judgement. He was a heretic in life; you need not be gentle. Usually we leave the carcass for the crows' date=' but…as you well know, there has been some trouble of late and now we’re told to rifle through these lousy pockets.[/quote']

Ah' date=' the leavings of unbelievers, most excellent. You have served with honor. Let us hope there is to be found here a clue… Long have I hated unbelievers, but no more, for they too serve the Fury─if not in life, then in death. What ruth has Halone to grant them such a chance![/quote']

The special inquisitors’ office of the Holy See of Ishgard writes that they are in need of single-spell wands “to preserve life in the heretics until such a time as their ultimate fate can be determined by the laws of gods and men.” I am bound to honor our contract. All the documents are in order.

I had a criminal executed for his public display of heresy' date=' but I fear he may have sown seeds of discipleship. When I granted reprieve for a moment of quiet repentance ere the cold steel’s cut, the miscreant drew a copy of the sacrilegious tome, the Necrologos, concealed within the folds of his robes. His obsession led him to rip out the pages, scattering them to reach of strong winds and cackling about his “followers” until I ordered his lunacy be brought to an end. Retrieve the torn pages and exhaust the monstrosities within so no others might succumb to the void’s taint.[/quote']

I am in need of a tool of execution for a heretic found to be in perjury after dragon spawn was found in her cellar. An axe' date=' you say? Perish the thought! None of the forsaken should be afforded the luxury of a quick clean death for offending the Fury. A longsword wrapped in barbed twine makes for so much the better, as the barbs interfere with the blade, unraveling and entangling with muscle, allowing for three whacks. That should give the convicted enough time to contemplate their birth, adolescence, and death before reaching the gates of the first hell. Mayhap you disagree with my methods? ‘Twould be best to satisfy with taking coin than through the looking glass at judgment upon yourself.[/quote']

Boyle wants another sacrifice' date=' eh? That crazy unbelieving son of a trull, he won’t shut up when he gets in this state. Makes these dungeons a living hell, believe you me. Here, just give him this dead rat. That’ll keep him quiet for a bit. He does these…rituals, you know. Fair turns the stomach, but anything for a little peace. Finally, some peace! I tell you, some of these unbelievers seem normal enough at first, but they show their true face after the inquisitors get to work on them. Best not consort with them that’s in the dungeons, eh?[/quote']

Aye… I have already turned… Were I to set foot in Ishgard' date=' I would be charged with heresy of the worst order. If I alone must suffer, then so be it. But you know as well as I how the inquisition works. Should I be declared a heretic, suspicion is like to fall upon my parents as well. I will not allow that to happen.[/quote']

No. I wouldn’t let anyone see me at that gathering. I’d be branded a heretic and sent to Witchdrop. Or worse' date=' they’d just slit my throat and toss me out to the beasts. Like as they did that other astrologian from the Old World.[/quote']

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Rhalgr and Ramuh, the Fists of Rhalgr, and Chakras

 

 

Rhalgr, the Destroyer

 

Attendant (Husband*) of Nymeia, Father of Byregot and Halone.

*Erik refers to Nymeia as Rhalgr's wife, but this may be an exclusively Ala Mhigan viewpoint of their relationship. Other passages regarding the relationship refer to Rhalgr as Nymeia's attendant or servant as She entrusts Rhalgr with the task of caring for Byregot and Halone.

 

E3zyBOn.png

 

Rhalgr' date=' breaker of worlds, is the god of destruction and guardian deity of the now fallen nation of Ala Mhigo. He commands the element of Lightning and is associated with the eighth moon of the Eorzean calendar. Rhalgr is the father of both Byregot and Halone and serves as an attendant to Nymeia. He is most often depicted as a magi carrying a staff of bronze. His symbol is the streaking meteor.[/quote']

“Creation begets destruction' date=' and naught exists which cannot be sundered.” Thus spoke Rhalgr, and the two moved on.[/quote']

And for many days and nights was the world calm, the gods content in the order which now reigned supreme.

That is until the Whorl woke from its slumber and beckoned forth two final deities - Byregot and His younger sister Halone.

It was feared that the untamed and ambitious siblings might once again usher chaos unto the world,

so to see that they were properly disciplined, Nymeia quickly made them wards of Rhalgr, the Destroyer.

 

A builder by nature, Byregot resented His new stepfather who could teach Him only destruction,

choosing instead to spend most of His time in the tutelage of Thaliak.

The Scholar bestowed upon His eager student the knowledge He would use to forge the tools and techniques of creation.

Though more open to Her new father's teachings, Halone, too, grew restless, longing to test Her strength...

Th-This scroll! It bears a prayer to Rhalgr' date=' the Destroyer! In case you're unfamiliar, Rhalgr is the guardian deity of Ala Mhigo, which is currently under Garlean rule. It's highly uncommon for folk of other nations to revere Him.[/quote']

I've seen naught but hardship since the fall of Ala Mhigo. Many are the times I've lapped filthy water from a chocobo stable's trough. And now the Warden demands my confession? I'm a sheep lost from the Twelve's flock, you say? Where was Azeyma when the walls of Ala Mhigo fell? Where was Rhalgr when our enemies closed in around us?

Where were any of the bastards Twelve!? With the Garleans, perhaps!? Because they sure as hells weren't with us! I've had many moons to ponder the fate of my land. The only way I can make sense of it is to think we Ala Mhigans were punished for a lack of faith. And that drives me to find sleep in the bottle most nights, rather than a bed.

Try not to worry overmuch about the coming of Rhalgr's wrath. There's naught the Destroyer can ruin that the Builder cannot mend.

Caught wind of all this Archon talk yet? Some folk make them for the very incarnations of the Twelve, come to Eorzea. Old prophecies and wives' tales say they descend from their heavenly seat whenever disaster threatens Eorzea, see. Needless to say, many believe the Archons to have otherworldly powers - both of mind and body. According to the loremasters' books, there was an age of shadow and calamity some fifteen hundred-odd years ago, when a great flood drowned the world - the sixth Umbral Era, they called it. Believers say it was the twelve Archons what came to fight the darkness then.

 

They say Ahldbhar was the mightiest of the twelve Archons. Rhalgr the Destroyer himself, taken form in Roegadyn flesh─a bloody mountain of a man, and a fearsome warrior, besides. You must’ve seen renderings of Rhalgr at some point─in paint or stone. Looks like a bag of angry muscles in a mage’s robes, right? Aye, well, those are done in the likeness of Archon Ahldbhar.* Ahldbhar fought relentlessly against a clan of wicked sorcerers that sought only to wreak havoc on the world through their dark powers. But then, something happened... Something that threw Ahldbhar into deep despair. And in the end, he turned and took up with the enemy, though none can say as to why.

*I can't explain why the Rhalgr's Reach depiction of Rhalgr is Hyuran beyond Fernehalwes' explanation of the Hyuran Shiva sculptors. If Rhalgr worship is almost exclusive to Ala Mhigo and most all 6th Astral depictions of Rhalgr are Roegadyn, it stands to reason Ala Mhigo, a nation descended from Mhachi and Amdapori survivors, is the one inspiring the continued resemblance to Archon Ahldbhar.

By Byregot's beard! Where'd ye learn to forge links like that!? It's...it's bloody perfect! Rhalgr Himself would struggle to stick a dagger through that steel. An' look at that luster... Strength an' beauty in equal godsdamned measure! H'naanza should be praisin' the Builder for droppin' a gift like yerself in her lap.

A small' date=' smoothed stone featuring in its center a single carved symbol representing Rhalgr the Destroyer.[/quote']

Every god and goddess of the Twelve is associated with one of the six controlling elements. When the deities deemed Their work on Eorzea complete, They proceeded to create the firmament, the result being six astrally aligned heavens aspected to each of the six elements, and a final seventh heaven to rule them all. However, a residual product of these heavens were six similarly aspected hells, ruled by an all-encompassing, umbrally aligned seventh hell. The six "lower heavens" are represented in the sky by six constellations - star formations which astrologians also perceive as gates that, when opened, can allow a person to become attuned with the heavens and manipulate their aether. These constellations revolve around the pole star which is believed to be the gate to the seventh and final heaven.

 

While some sects of Twelve worship have different views of the afterlife, most believe that the righteous are promised a place in the heavens while sinners are doomed to an eternity of punishing trials in the hells. A belief made popular by a famous theologian and playwright of the Sixth Astral Era states that upon an evil man's death, he will fall to a hell that corresponds to the sins he committed in his lifetime. Once suffering an eternity in payment for those sins, he must journey through the remaining five "upper hells" and witness the sins of his brothers, before finally arriving at the gate of the seventh hell, where his heart will be weighted. If it is heavy with sorrow and repentance for what he has done, he will be sent to the heavens. But if it remains light, he will be admitted to the seventh hell where he will suffer forevermore.

In the Heaven of Lightning' date=' one will find a towering clockwork spire built by Byregot with metal forged from a comet and powered by Rhalgr's levinbolts. Here rest engineers and architects, revolutionaries and conquerors of evil. Levin-charged fragments of the comet plummet to the Pit to form the Hell of Lightning - a place of damnation for vandals, slumlords, and warmongers.[/quote']

In the third heaven rises an iron tower of spinning gears and taut springs constructed by the Builder Himself. It is assailed without cease by the jealous Rhalgr' date=' but the Destroyer's mighty levinbolts only serve to power the spire's clockwork soul. It is through the blessings of both creation and destruction that strength is granted to she who sees her stars rise under this sign.[/quote']

Oh my... Through affronts known only to Him, you have earned Rhalgr's wrath. Halone is unwilling to protect you from Her father's ire. Beware any adventures in the Sea of Clouds, for you will surely meet with tragedy.

 

Your only recourse is to request the blessing of another. Journey to Coerthas and pray before the mark of the Lover, and perhaps Menphina's tenderness will assuage Rhalgr's anger. For the present, make safety and security a priority, and do not take reckless risks.

 

Words of Prayer and Curses:

May Rhalgr give you strength!

Rhalgr' date=' guide my blade...[/quote']

O mighty Rhalgr' date=' Lord of Destruction...we implore You, lend us Your strength and put an end to the suffering of Your people...[/quote']

Wrath of Rhalgr' date=' what are you doing!?[/quote']

Rhalgr take me!

Rhalgr strike me down for a fool!

 

 

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Ramuh

 

Lightning given sage form' date=' venerated by the sylphs. Though depicted in legend as a wise and benevolent elder who harbors ancient secrets, Ramuh is a merciless arbiter of those who would defile the sacred depths of the forest, striking down interlopers with fulminating bolts of divine fury. Whilst Ramuh is revered as the creator of the race of sylphs, the appearance of his physical manifestation suggests that he is also a god of man. Some scholars even go so far as to claim that he and Rhalgr are one and the same, pointing to the Destroyer's command over lightning as evidence of their theory.[/quote']

Many races believe that their own people were the first sentient beings to come into existence, but the sylphs make no such claims. On the contrary, the creation myth of the diminutive woodland folk hold that the world of man was long in evidence ere the race of sylphs emerged.

 

Their tales speak of men as greedy, thoughtless creatures who brought destruction to the forest with axe and torch. Unable to flee from the bite of steel or the lick of flame, the root-bound trees had no recourse but to beseech the gods for succor. It was Ramuh, a deity of man, who heard their agonized pleas, and thence sent his levinbolts to strike budding fruits from ancient branches. Born of lightning and blessed with secrets, the sylphs awoke from charred husks to serve as the forest's protectors. Ever since have their kind dwelled beneath the Black Shroud's canopy, defending their domain with the arcane wisdom bestowed upon them by the Lord of Levin himself.

Worshipped by the sylphs of the Twelveswood' date=' the Lord of Levin is a thunderous entity with boundless knowledge of ages past. He is stern yet just, but his judgment is final, and those found guilty of mortal sin will be met with mighty bolts of white-hot lightning.[/quote']

It is said that once Ramuh passes judgment' date=' his wrath is implacable. 'Twould be best to conclude this discussion ere Gridania and its people are placed upon his scales.[/quote']

These ones resorted to summoning Lord Ramuh to protect the wood from imperial ones. This one counseled against doing so, but was not heeded. Against this one's wishes, Lord Ramuh was summoned...and all those ones who took part became touched ones. These ones want so desperately to turn touched ones back to normal ones, but did not know how─and still do not know. Touched ones, meanwhile, wanted to turn these ones into touched ones, and did know how... So this one fled to Little Solace with all those ones who did not wish to be bound to Lord Ramuh.

 

But walking ones of Gridania need not fear touched ones or Lord Ramuh. Unlike other primal ones, Lord Ramuh is not callous and cruel. So long as walking ones do not trespass on these ones' ancestral homeland, where touched ones reside, walking ones will not suffer thunderous judgment.

By way of an addendum' date=' mortals who are tempered come to take on the qualities embodied by the primal in question. In the case of the sylphs, Ramuh's influence has made them fiercely protective of their homeland. The abductions are, I believe, an expression of the tempered sylphs' desire for reconciliation─another quality traditionally associated with Ramuh. In the crudest manner imaginable, they seek to bring their fellows back into the fold. A timely reminder that the challenges posed by each primal are unique.[/quote']

The actions of the forest folk were inevitable and unavoidable. And I maintain that observation would have remained the best policy had it not been for the sudden influx of strangers into the Black Shroud. That' date=' alas, we did not foresee... By all accounts, the recent violence in Ul'dah drove a number of refugees to seek safety under the concealing canopy of the trees. 'Tis like that the sylphs perceived this panicked migration as yet another invasion, and quickened their efforts to summon their god.[/quote']

There is a song sung by the sylphs which tells of a magnificent wavekin caught in the Black Shroud and presented to their lord' date=' Ramuh as an offering. Taken by its beauty, the Lord of Levin judged that the fish was slain before its time, and granted it life anew. To see it go untouched for all eternity, he took it as his son.[/quote']

 

 

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The Order of the Fist of Rhalgr

 

In the time of the Sixth Umbral Calamity, there was a people who escaped the great flooding by following the guiding light of a meteor - a brilliant beacon which led them to the highlands of Gyr Abania. These refugees devoted themselves to Rhalgr, the Destroyer, whose streaking star had granted them salvation, and their fervent faith took solid root within the region. The order known as the Fist of Rhalgr was formed, and within their temple the devotees of the Fist tempered body and spirit in an effort to grow closer to their deity. Through their meditations did these monks discover within themselves foci of power - chakras - and with this knowledge devised a martial art that channeled the life energies of the practitioner into destructive force.

 

Gyr Abania had long endured political instability, and the constant outbreaks of violence encouraged the monks to pursue their newfound martial mastery with ever greater zeal. The Fist of Rhalgr evolved into a formidable military force, and gradually nurtured an alliance with the royal family of Ala Mhigo. Eventually, the Fist was integrated into the nation's standing army, thus consolidating its position and influence within the region. This arrangement, however, was not to King Theodoric's liking. In the year 1552 of the Sixth Astral Era, the King of Ruin, grown fearful of the order's political power, had the Temple of the Fist burned to the ground. The warrior monks and their teachings were lost - scattered like ashes on the wind.

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

 

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

 

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

 

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

 

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

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

 

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

 

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

 

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

 

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

*An interesting point was discovered in the German translation of this text, it clarifies that the aforementioned elders of the Fist all committed suicide when the Temple was surrounded so that their art died with them instead of falling into Theodoric's hands. German translations courtesy of Virella.

Now, it is common knowledge that the Fist of Rhalgr rose to the zenith of its power by virtue of royal endorsement. Lesser known is the dispute which broke out over this arrangement between two factions within the Fist─the sect of light and the sect of shadow. The head priest of the sect of light believed that an alliance with the royal house of Ala Mhigo was the key to prosperity. However, his counterpart in the sect of shadow disagreed, warning that it would lead to their undoing. History has proven them both right. But I digress.

 

So, in the past, the two sects both belonged to the Fist of Rhalgr, and their disciples trained beside one another as comrades. And yet, though the techniques they employed were identical, the manner in which they harnessed energy was opposed in nature. It was this difference which gave rise to two aspects of chakra. There is a tradition wherein monks from the two schools would meet each other in single combat. In attacking you, I posit that the disciples of shadow are seeking to recreate this tradition. This clashing of light and shadow quickened the aether within, causing a chakra of the opposing aspect to open within them. In simple terms for your simple minds, disciples of light fought to open shadow-aspected chakra, and disciples of shadow fought to open light-aspected chakra. And the implications of this? There are not seven, but fourteen chakra all told. Yes, yes, two sides of the same coin; where there is light, there is shadow, and all that poetic tripe.

 

 

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The Monkhood and the Fourteen Chakras

 

Though now under Garlean rule' date=' the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks - ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen. The monks comprised an order known as the Fist of Rhalgr, and it was to this god - the Destroyer - that they devoted their lives of worship.[/quote']

Though commonly known as one of the young leaders of the Ala Mhigan Resistance' date=' Widargelt’s true birth name is Theodred, and he is nephew to Theodoric, the last king of Ala Mhigo. When he was scarce more than a babe, Widargelt’s mother sent him away to a remote temple of the Fist of Rhalgr, where he was sheltered from his demented uncle’s purge of the royal line. His parents, however, failed to escape the mad king’s frenzy of executions. The orphaned Widargelt was left to be raised by elderly monks, who indoctrinated him in the way of the Fist. Upon reaching manhood, the idea of joining the Resistance and fighting to restore his fallen nation was a calling his Ala Mhigan blood could not ignore.[/quote']

The Fist teaches those foolish enough to listen that through rigorous training of the mind and body' date=' and with constant invigoration and refinement, one can approach the sublimity of Rhalgr Himself. Such is their power of concentration that they are able to master the aether within their bodies and channel it in a manner that grants them immense destructive power. The monkhood insists on calling this internal essence “spiritual energy” or “life force” - but trust me when I say it is nothing other than aether.[/quote']

Chakras are the valves that regulate the flow of the body’s aether. By mastering chakras and gaining control over this flow' date=' a trained monk can accomplish extraordinary physical feats. Ordinarily locked into a closed state, chakras can be opened by entering into deadly combat on ancient battlefields, where the release of rarefied aether resonates with and expands one’s innate seats of power.[/quote']

If a monk's training were seen as a mountain' date=' then the opening of the seventh chakra would be its peak - the very pinnacle of martial achievement. Each of the body's seats of power, however, is said to have aspects of both light and shadow. Thus to truly master the techniques of the monk, one must unlock not seven, but fourteen distinct chakras.[/quote']

In the beginning' date=' members of the Fist of Rhalgr strove to open all fourteen chakra─seven of light and seven of shadow. Those who had opened all seven of their native chakra were permitted to duel those who had achieved the same in the opposing aspect. For generations, such duels were held in great secrecy. But that ended with the massacre at the Temple of the Fist, when the sect of light was extinguished. And though the sect of shadow survived by virtue of its obscurity, its disciples lost the means to open light-aspected chakra.[/quote']

One thing bothers me. The sect of light was destroyed. Yet H'raha Tia has opened all fourteen chakra. How did he do this?

He was present for the massacre at the temple. He attacked and slew a priest of your sect' date=' and in so doing opened the seventh chakra of light.[/quote']

If you are to have a fighting chance' date=' you must open the final chakra that eludes you─the seventh chakra of shadow. Alas, this presents a dilemma: there is no way to do so outside of mortal combat.[/quote']

The arduous training to hone mind and body' date=' the blood we spill and shed─all of it is for no other purpose but to honor the Destroyer. We pay Him great tribute by dueling to the death. And in return, He grants us great power: the power of all fourteen chakra. By consorting with the royal house, the disciples of light lost sight of their true nature. For this, Rhalgr visited destruction upon them.[/quote']

You are wrong. The sect of light was undone' date=' but not as you say. We misused our power. We turned it upon our own people. For this, we were cast down. Now you misuse your power. You turn it upon your own comrades. It is the same. It will end the same. You will destroy yourselves as we did.[/quote']

The pursuit of power was once thought to be the sole route to greatness among the disciples of the Fist of Rhalgr. But by your shining example' date=' this old preconception has been shattered, giving way to alternate paths. Together with D'zentsa and O'tchakha, Widargelt will strive to rebuild the order as it once was, reuniting the sects of light and shadow. As the paragon for a new generation of monks, see to it that you ever exercise your powers for the good of the realm.[/quote']

Yours is a great strength. Unite it to ours' date=' sister. Help us reclaim our home. Your efforts will be rewarded. Look upon my garments. This is the war garb of the monkhood. It attunes to its wearer. It empowers the chakra. Enables it to realize its full potential. The cloth is imbued with the power of Rhalgr. Only monks of His Fist may don it.* Only those who overcome many trials. You need not enter the Fist. I require you to speak no vows. I ask only that you fight. Give yourself to our cause.[/quote']

*In the German translation, Widargelt says that for a non-monk to don the Cyclas was heresy and punishable by death. German translations courtesy of Virella.

Hear this. A set of our war garb was stolen. The Fist has tracked the bandits. We know now where three of the relics are. Your soul crystal will react to the relics. Draw near them' date=' and they will glow. By this power, you can find them. The Fist's honor has been trampled upon. Make the heretics you find pay for their sins.[/quote']

The religious habit of the Fist of Rhalgr' date=' made entirely on temple grounds. The cloth is loomed by monks, the thread spun from the cocoons of remarkable worms unknown to naturalists but which arise in great numbers in the temple seolc-house. Every stitch is half as wide as its wearer's little fingernail, and it is said that the result forms a holy geometry to further open one's chakras.[/quote']

Only elders of the Fist of Rhalgr are permitted to don this attire. Though the thread used in its creation is the same as that woven into the standard temple habit' date=' the veteran monks looming the tantra cloth imbue each stitch with concentrated energy, resulting in a significantly higher rate of aetherial conductivity. A monk’s chakras are thus greatly expanded when swathed in such material, but without the training required to moderate the excessive outpouring of aether, an unseasoned wearer would bleed out his entire life essence in a matter of moments.[/quote']

This is a soul crystal. It is the mark of my order. Only those in the monkhood may carry it. It is given to novices upon completion of their training. But I have witnessed your transformation. You are ready. Take it. Many bore that crystal before you. It remembers them. Their breath and their movement. They will one day be yours. But your chakra must open further. Only then can the crystal's memories enter you.

Do not be frightened. Here was a battle. Long ago. Much energy remains. It has found you. It flows through you. Your chakra has been opened. This was the light that shone from you…

 

The energy within us moves the fist. The chakra is the seat of that energy. It is a sacred place. It can be opened, and the life force within controlled. Chakra exists in all that lives - in all beings. Yet not all beings can open them. Much training is needed. And great discipline. With these, the life force can be commanded. There are those who require no training. Their inner strength is such that it forces the chakra open. I have heard of this happening. But never have I seen it - until now.

 

…We stand on an ancient battleground. A great war was waged here. The spirit of the fight lingers. The aether reaches for the chakra. It aids in its opening. For this reason do we monks seek such lands to train.

The aether churning around these ancient battle sites comes to naturally settle in the surrounding life─both plant and animal' date=' though more so in the latter. It accumulates within them. Felling these beasts then releases that aether, causing a surge that resonates with the aether within you, causing it to expand─the so-called opening of the chakra. By this, the very power of life itself within you grows.[/quote']

It is as I told you. We monks travel where aether flows strong. There we train. The power of the land enters us. Thus our chakra expands. This bonding causes great unrest. The land’s energy becomes unstable. It will enter no other until it calms. I feel nothing here. As you would feel nothing at Firesand Banks. That land bonded to my chakra. And its aether is now at unrest. The teacher’s work means nothing. I took no readings. I meant to hasten here. But I was delayed. There was a gathering of the monkhood. I was summoned to Little Ala Mhigo.

I analyzed the ethereal waves of your bodies, second by second. I was able to isolate and identify those of the final aetherial regulation mechanism─the so-called seventh chakra! From that, I was able to find the land which was most likely to resonate with those waves. Silvertear Falls! I went to the site myself to investigate, and it was there that I made my great discovery─the discovery of the century!

 

…Bugger opening your infernal bloody chakra, and open your bloody ears for once! Cid Garlond of the Ironworks that bear his name once wrote that these Silvertear Falls lie at the center of our world. Our world is round, and we live on its surface. Even you should see, then, that he did not speak of a center in the physical sense. I am no astronomer, nor a biologist, but I have studied enough of the various sciences to say this─

 

The vital energy of Hydaelyn, that which is called aether, is one and the same as the life force in which you monks believe. As the center of our world, these Silvertear Falls are connected to what you call chakra in an inexplicably profound way. We all share in the same existence. We are neither separate nor distinct from the world. Our energy and its energy are one. At times, that energy may wreak havoc and destruction, but it plays a far grander and more significant role. To bring forth life! Therefore, as part of the world, you too must endeavor to do the same.

The celebrated monk Ivon Coeurlfist passed his days in ascetic seclusion atop the mountains of Gyr Abania. It was there' date=' legend tells, that he sought out coeurls with which to vie, in a bid to advance his training. In time, he came to incorporate the natural movements of the beasts into his fighting style, and in so doing established a legacy in the martial arts which has known no rival since. Ever at his side was his beloved Sphairai, a pair of deadly striking weapons shaped in the likeness of coeurl heads.[/quote']

Fancy yerself handy with yer fists, eh? Then mayhap ye've heard of the legendary monk Ivon Coeurlfist. The man was mad about coeurls─proper bleedin' besotted, from what I hear. All sounded a bit...unnatural, if you ask me. Anyroad, he honed his martial prowess by wanderin' the mountains, fightin' all the coeurls he could find. An' by takin' the creatures' movements for his own, he devised a style of fightin' like no other. But that ain't all. Ivon's, er...love of the felines was such that he had a pair o' Sphairai crafted─fists what looked like coeurls. Legends claim they allowed him to bring the sum of his skills to bear...or maybe cat, on his foes─on account of which, the design grew popular. But now that tradition's in danger of dyin' out, what with Ala Mhigo's fall to the Empire an' all, leavin' nary a weaponsmith as knows how Sphairai are forged. If yer to have any hope of gettin' yer mitts on a pair, it'd be from among the Amalj'aa host at Zahar'ak. The lizardmen are known to round up enemy soldiers for the sake of their twisted amusement. Wouldn't surprise me none if they've claimed a pair o' Sphairai or three from their victims. Them lizardmen might be savages, but even they ken a fine weapon when they see one.

 

Anyroad, let’s talk about that text ye brought. It outlines Ivon Coeurlfist’s martial philosophy as set down by the man’s foremost disciple. Accordin’ to the writer, the Sphairai ain’t no ordinary weapon. Apparently, they’re tools for tappin’ a monk’s “chakra”─whatever the hells that is─throwin’ open the floodgates…or summat. Buggered if I know how it works. But I do know the fists need some crystals embedded in them. Eh? Chakra’s the aether what courses through yer body, ye say? Huh… That explains the bloody crystals, then.

These ornate weapons cover the entire fist' date=' the radial pattern of their spikes lending the impression of a dawning sun's lancing rays. The origin of the Rising Suns' name, however, is not found in their design alone. Forged from a delicate balance of mythril and silver, the spikes act as conduits, conveying and radiating the energies focused in the monk's fists. A master practitioner equipped with these weapons is capable of emitting blinding levels of aether, each blow falling with terrible, incandescent force.[/quote']

There are rumors that this voidsent earned its name when a disciple of the Fist of Rhalgr' date=' training to open a particularly vexing chakra, threw a punch with such devastating power that not only did it open her mind, but it opened a rent between this realm and the void, allowing for the admittance of a terrifying octopus-like creature. Others claim that it is simply because of the void monk’s resemblance to the sea monk - a common cephalopod found in the Indigo Deep.[/quote']

By focusing an intensely concentrated knot of aether within a single fist' date=' a monk can then strike an opponent with a blow that erupts into a detonation of catastrophic proportions. This technique cannot be performed until the practitioner is prepared to reach beyond mortal limits into the divine.[/quote']

A technique used to close distance to an opponent' date=' the practitioner rushes forward and slam an aether-shielded shoulder into the target with concussive force. This move is favored by devotees of Rhalgr for its swift and brutal nature.[/quote']

After first intoning a phrase to center the spirit' date=' the practitioner then releases a burst of harmonious energies in every direction. Those caught in this gentle explosion of aether find their physical forms more readily receptive to restoration magicks.[/quote']

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Ala Mhigo, the Imperial Territory

"Born from Blood"

 

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“Our home may be lost to us, but it takes more than stones and mortar to define who we are. No matter where we may be, Ala Mhigo lives on within us all. It is for you to decide what to make of this legacy.”

-Gundobald

 

 

General Lore

 

The highlands of Gyr Abania in the eastern reaches of Aldenard were once under the control of a martial nation known as Ala Mhigo. It was' date=' perhaps, the historically conflicted nature of the territory that forged the country into a significant military power. Even as this aggressive nation sent its forces to conquer in the west, it repelled repeated attempts at invasion from the east. In the Year 1557 of the Sixth Astral Era, however, it finally fell to the incursions of the Garlean Empire. From that time onwards, the country became merely another imperial territory under the governance of its usurpers. Though the people of Ala Mhigo once revered Rhalgr, the Destroyer, as their patron deity, any such religious observance has since been forbidden by the controlling authorities.[/quote']

 

Flag:

The Ala Mhigan flag is a field of purple upon which stands a silver griffin with sword in talons. The winged creature is the sigil of the nation's royal house' date=' and the blade signifies the force used to see all other clans bend the knee before them. Purple is the color of Rhalgr, the guardian deity of the nation, and is associated with His element of lightning. The hue's presence on the pennant also marks the bond betwixt the royalty and the religious order of the Fist of Rhalgr.[/quote']

 

Government:

Though Ala Mhigo has long been ruled by kings' date=' the Garlean invasion two decades past brought an end to the monarchy. The city-state is now a provisional imperial territory, and its people, the Emperor's albeit unwilling subjects. Under the Garlean viceroy's iron reign, not all Ala Mhigans have earned citizenship and its privileges. Many live in squalid conditions, their lives little better than those of slaves.[/quote']

All matters of governance fall to the viceroy - dispatched from Garlemald - and his staff.

 

Racial Distribution:

60% Highlander Hyur

10% Midlander Hyur

10% Hellsguard Roegadyn

10% Seeker of the Sun Miqo'te

10% Other Races

 

Industries:

Mercenary Work: In the rocky terrain of Gyr Abania, few are the patches of arable soil. There were many disputes over the extant ones - jealously guarded by their owners, and fiercely coveted by all others. Indeed, even after Ala Mhigo unified the region, little industry could grow from the lands. The men and women of the nation began to sell the only thing they could: their skill at arms. They found many buyers, particularly during the times of conflict betwixt the Eorzean city-states. Indeed, each nation is said to have had its own company of Ala Mhigan sellswords. Even today, many of those who fled the city-state eke out a living as mercenaries.

 

Magitek Manufacturing: For many centuries, the mountain hamlets of Ala Mhigo were self-sufficient. Villagers coaxed crops to grow from small fields, and reared animals for their wool. However, the Garlean invasion brought an end to this way of life with magitek technology. Now, Ala Mhigans are forced to work for a pittance in great smoke-belching factories, while Garlemald reaps wealth and luxury from their labor.

 

Military:

Ala Mhigo stands at the far-eastern tip of Abalathia's Spine. For centuries' date=' it commanded the lands of Gyr Abania, and was known as the premier military power amongst the Eorzean city-states. In the face of the armies of Garlemald, however, this might proved less than sufficient in repelling the Empire's metal-clad warmachina, and thus has Ala Mhigo borne the yoke of imperial rule for the past twenty years.[/quote']

Though now under Garlean rule' date=' the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks - ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen. The monks comprised an order known as the Fist of Rhalgr, and it was to this god - the Destroyer - that they devoted their lives of worship.[/quote']

Fantastical winged beasts native to the unscalable peaks of Abalathia's Spine' date=' griffins actually have a long history of serving as mounts. Indeed, before the city-state's fall, the Ala Mhigan army maintained a regiment of griffin-back soldiers who would harry opposing forces.[/quote']

Ala Mhigo dispatched its pikemen - known far and wide for their effectiveness against mounted units' date=' such as the knights of Ishgard.[/quote']

 

Religion: (A more in depth look at Ala Mhigo's religion in the post above.)

During the Sixth Umbral Calamity' date=' people fleeing the floods spied a blazing comet in the night sky. As Rhalgr's symbol is the streaking meteor, they took it as a sign of the breaker of worlds, and followed it to a new home high in the mountains. Thus, worship of the Destroyer took root in the lands of Gyr Abania. In time, one sect known as the Fist of Rhalgr grew in power and influence, and came to flourish as the state religion. However, King Theodoric oppressed this faith with fire and sword, and the Garleans - finding no value in worship - have forbidden religion altogether.[/quote']

In case you're unfamiliar' date=' Rhalgr is the guardian deity of Ala Mhigo, which is currently under Garlean rule. It's highly uncommon for folk of other nations to revere Him.[/quote']

 

Holidays:

To say it plain, plants and animals rely on the turning of the seasons. The coming of the cold tells them to hoard their food, to shed their leaves against the chill. And in its passing, winter leaves behind melted snow to nourish the land. But winter hasn't come to the North Shroud. The conjurers believe an imbalance in the aether is to blame, but no one can say for certain. Anywise, when we saw how despearate they were - and we Ala Mhigans are no strangers to desperation - we thought it might help to tell them about Winter's Knell.

 

It's a festival for ushering in winter, where grown-ups and younglings alike cry "Winter is coming!" while hurling snowballs in a joint effort to build a giant of snow named Father Frost. What sets him apart from ordinary snowmen, you ask? Why, it's the gemstone he bears within his breast called the Heart of Winter, an age-old Ala Mhigan relic.

 

Relics:

A priceless Ala Mhigan relic called the Heart of Winter was embedded within the snow giant's breast' date=' and now it's gone as well. The gemstone's been with us since time immemorial. Dynasties came and went, kings ascended the throne and turned to dust - but the Heart fo Winter was there through it all. When the Garleans seized control, it was smuggled to safety, at the cost of many lives… And now it's gone - lost by a fool who dreamed of building a snow giant. …But I refuse to wallow in self-pity any longer.[/quote']

In days long past' date=' mine essence was entrapped within a stone by the art of wicked men. Of free will was I stripped, and borne away from my forest home, to be passed from one mortal hand to the next. There did I languish, waxing ever more weary, until at last I was taken by a deep sleep. So did I remain, dormant, till Fate saw fit to return me whence I came. And by snow's rejuvenating embrace, I knew the waking world again and the power that was lost to me. My strength restored, I broke my bonds that I might once more savor the sweet air of freedom. Yet all around I found chaos. Chaos where harmony should rightly reign… And so did I set forth to bring order to the Twelveswood. Winter cometh, bearing with it the benison of ice and snow. Fare thee well, daughter of man.[/quote']

Why, this is the Heart of Winter! But…what in creation's become of its shine!? It's as if the life has gone out of it! ...I can scarce believe my ears. We'd all been told that the gemstone harbored great power. To learn that it was in truth a prison for an elemental turns my world upside down.

 

Though it shames me to admit it, I am saddened to see the Heart of Winter bereft of its shine…but as a refugee, I know full well the pain of being parted from one's home. A homecoming after what must've felt like an eternity - that's a joy I'll gladly share in. It also give some great comfort to know that winter is coming. It may take years - decades, even - but someday my kinsmen and I will return to our homeland. Never will we give up hope.

 

Misc:

To better know the Destroyer' date=' seek strength of body and mind - such are the teachings of the Fist of Rhalgr. Over the ages, this idea has shaped all who call the mountains home. Ala Mhigo is also geographically vulnerable to invasion from Ilsabard, and this ever-present threat has given birth to a culture that greatly values martial prowess.[/quote']

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']

The Frondale's Phrontistery's search for curative reagents to use in new medicines encompasses the whole of Eorzea - including those parts one might not think to look. Many from the lands of Ala Mhigo' date=' for example, show great promise… which makes the Garleans' decision to occupy the region all the more regrettable.[/quote']

In my homeland' date=' long antelope horn is a traditional remedy with poison-purging properties. If you could bring me, say, four horns, I'd forever be in your debt.[/quote']

 

-What's the Climate/Weather like in Gyr Abania?

 

 

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Founding and History

 

The Age of Restoration [Years 1-400]

Scars left by the Sixth Umbral Era ran deep, instilling much despair into the hearts of the realm's few survivors. Fearing that its continued use might further their woes, the art of magic was widely forbidden. Libraries housing ancient tomes were put to flame, while those who practiced - or were rumored to practice - the art of spellcraft were hunted down and tried as criminals. Many a learned man met the same demise, as the masses had become so incensed they could no longer distinguish the difference between science and sorcery. With the majority of their greatest minds lost, the few remaining nations of the Fifth Astral Era crumbled and vanished, their peoples scattering about the realm to lay claim to what little resources remained. Driven by the primal urge to survive, tribes and clans banded together into small communities and began a centuries-long journey to rebuild their broken lives.

 

Between the destruction wrought by the War of the Magi and that by the Calamity of Water, little remained of the Fifth Astral Era's city-states. Those who survived the chaos abandoned the shells of their once-magnificent nations, choosing instead to establish small hamlets.

On the eastern edge of Abalathia's Spine lies the mountainous region of Gyr Abania. It is in these elevated lands that people took shelter' date=' when a burning star guided them away from the Sixth Umbral Calamity's treacherous floodwaters. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor. These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.[/quote']

As the Fifth Astral Era drew to its calamitous end, many and more fled their homes, forced into wandering with no clear destination in mind beyond higher ground to escape the ever-rising waters. It was then a burning comet in the night sky led a number of the errant souls unto Gyr Abania in the eastern reaches of Abalathia's Spine. There, they found salvation from the floods, though life among the high peaks proved unforgiving. The survivors were of different races and nations, and soon, they fractured into factions, fighting bitterly over what little resources there were to be had.

 

The feuds continued for many long years. On occasion, one clan would win a string of victories, and grow larger by absorbing their defeated foes into their ranks - only to be encircled by a coalition of the remaining tribes, and hammered back down. Following its victory, the loose alliance would then dissolve for lack of a common enemy. This pattern repeated time and again, and the fray showed no signs of abetting.

Change was to come, however. After year 1100 of the Sixth Astral Era, Anshelm Cotter, a man of powerful lineage, set out to subjugate the other clans once and for all. Naturally, they united against him. Yet, Anshelm possessed an incomparable tactical genius, and his enemies were scattered before the march of his forces. For the first time in history, Gyr Abania's clans were unified.

 

As the sole passage between Aldenard and Ilsabard, however, Gyr Abania was ever vulnerable to attacks from the north. Anshelm feared that invaders making for Eorzea might sweep away his fledgeling nation, and thus laid the foundation for his capital upon the shores of a lake in the easternmost part of the region. He built the walls tall and thick, and named the glorious citadel Ala Mhigo. From within, his soldiers watched for foreign attack, ever ready to defend their borders.

 

This plan proved successful. Northern forces attacked time and again, yet never managed to break through the stalwart defenses into the city proper. The Ala Mhigans established established watchtowers along the roads so as to guarantee safe travel for merchants betwixt the Near East and Eorzea - and charged a heavy fee for passage through their territory. The city-state with so little natural resources thus secured a crucial source of coin.

 

Ala Mhigan Timeline:

-A Timeline Detailing Garlemald's Invasion and Eorzea's Actions Against Them

Year ca.10: Survivors of the Sixth Umbral Calamity form small communities in Gyr Abania, descending into conflict over the area’s limited resources. Many flee Abalathia entirely as the floodwaters recede.

 

Year 1135: Anshelm Cotter unifies the military might of Gyr Abania’s warring clans and builds a citadel on the shores of an eastern lake, marking the birth of the city-state of Ala Mhigo.

 

Year 1150: A system of tolls is enacted, to be collected from merchants travelling through Ala Mhigo and Gyr Abania in return for safe passage between Eorzea and the Near East.

 

Year 1154: Ala Mhigan pikemen drive out the invading Hyuran nomads from northern Othard, and tales of their courage and martial prowess resound across Eorzea.

 

Year 1179: Ul'dah enlists the services of Ala Mhigan mercenaries, and the soldiers of fortune swell their ranks as the kingdom besieges Sil'dih.

 

Year ca.1190: With the expansion of maritime trade, the number of Ul'dahn merchants taking the land-based eastern trade routes begins to decline, and Ala Mhigo struggles to sustain itself on the meager tolls.

 

Year 1313: Sharlayan enlists the service of Ala Mhigan mercenaries to subdue the beasts that roam the hinterlands and ensure the safety of their outpost.

 

Year 1353: Ala Mhigan mercenaries are contracted by Ul'dah in the sultanate’s effort to purge the city of the undead droves.

 

Year 1355: With the aid of the Ala Mhigan mercenaries, the sultanate at long last is successful in ridding the city of the undead.

 

Year 1468: King Manfred abruptly asserts his sovereign right to the East Shroud, dispatching General Gylbarde and his men across the Velodyna River to seize Gridanian territory. This incursion marks the outbreak of the Autumn War.

 

General Gylbarde ambushes the Gridanian troops en route to Finesand, surrounding and spilling the blood of the Gridanian column with six thousand men.

 

General Gylbarde thrice deflects the desperate advances of Commander Osbern. In addition to capturing Osbern and scores of his officers, Gylbarde’s army also seizes possession of Claustrum, the Seedseers’ legendary staff. The First Battle of Tinolqa concludes with a decisive Ala Mhigan victory.

 

Year 1469: The nations of Ishgard, Ul'dah, and Limsa Lominsa send reinforcements to Gridania, and their combined forces deal a crippling blow to the Ala Mhigan army at East End. General Gylbarde is slain in combat, and King Manfred is wounded when he rushes to the frontlines to restore morale. The Second Battle of Tinolqa ends with a decisive victory for the Alliance.

 

Year 1476: Great merchant caravans employing chocobo carriages are organized, and set off for the east. Meanwhile, Ala Mhigo is forced to dramatically reduce their highroad tolls as part of their terms of surrender in the Autumn War. As a result, overland transport regains popularity as an alternative to the piracy-plagued sea routes.

 

Year 1539: The Darklight Raiders, a mercenary group under the command of Gerbald the Red, eradicate an enormous poisonous snake in the Aurum Vale, earning themselves fame and fortune.

 

Year 1544: The Darklight Raiders fail in an attempt to purge Cutter’s Cry of the chimera that lurks in its depths. The mercenary group is effectively disbanded as most of its members are slain.

 

Year 1546: Theodoric the First ascends the throne as king of Ala Mhigo.

 

Year 1552: The conflict between King Theodoric and the Fist of Rhalgr intensifies. In the name of quelling the insurrection, the king leads a vast army to the site of the monkhood’s main temple, razing it to the ground and massacring its disciples.

 

At nineteen, Raubahn Aldynn is ordered to suppress an angry mob as an officer of the Ala Mhigan army. He earns wide renown when he succeeds in the task without spilling a drop of blood.

 

Year 1554: Raubahn is assigned to the border forces as the XIVth Legion closes in. He and his comrades undertake a series of diversionary maneuvers which succeed in keeping the imperial forces at bay.

 

Year 1555: Raubahn makes short work of an imperial magitek contingent in a border skirmish, toying with the enemy, and is promoted to a position of high command for his deeds. His impressive accomplishments on the field of battle earn him further trust and acclaim among his men.

 

Year 1556: Raubahn is struck by an imperial sniper, suffering grievous wounds. Withdrawing from the frontlines, he returns to his home village in the mountains of Gyr Abania to convalesce.

 

Year 1557: The people of Ala Mhigo revolt against the tyrannical King Theodoric. The kingsguard is complicit in the uprising, ignoring their liege’s orders and opening the gates of the palace to the revolutionaries.

 

Seizing the opportunity amidst confusion and political upheaval, the XIVth Legion subjugates and annexes Ala Mhigo with little resistance.

 

Still nursing his wounds, Raubahn leaves Gyr Abania at twenty and four to wander the realm.

 

Year 1559: Raubahn, now twenty and seven, arrives in the Sultanate only to be mistaken for an imperial spy. He is imprisoned by the Brass Blades and forced to fight in the gladiator pits.

 

Year 1571: The Archons of the Circle of Knowing infiltrate occupied Gyr Abania in an attempt to assist those Ala Mhigans who seek asylum abroad, but many lives are lost when the Garleans catch wind of the defection.

 

 

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The Autumn War (1468 - 1469)

 

[[Until I can eke out more space or until I can drop this in a separate post, I've truncated the Autumn War section of this compilation. For now, all lore on the Autumn War can be found here.]]

 

 

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The King of Ruin and the Fall of Ala Mhigo

 

The power of the King waned, and unrest flared within the nation. From amidst the dissatisfied masses, the Fist of Rhalgr and its monkhood emerged upon the political stage, growing stronger in power by the day. Lest their regime fall to the faith, the royalty chose to embrace this change, and named the Fist of Rhalgr the state religion. They employed high-ranking monks as advisors to the throne, and thus sought to stabilize the nation. Though this was met with some success, the voice of the religious sect echoed loud within the halls of government from there forward.

 

In 1546, Theodoric the First ascended the throne. He was to be Ala Mhigo's last king, and his reign would wreak ruin upon his nation. Seeking to free himself from the influence of the Fist of Rhalgr, he proclaimed himself ordained by Nymeia Herself to lead the nation, and forbade worship of the Destroyer. Instead, he demanded the people prostrate themselves before him as the Spinner's emissary. Naturally, the Fist of Rhalgr protested - just as Theodoric had planned. In 1552, he led a vast army to the site of the monkhood's main temple and set it ablaze. All inside, be they priests or refugees, perished in the flames. Those few who managed to escape met a similar end upon the blades of soldiers awaiting without.

Though Theodoric had purged the Fist of Rhalgr, his brutality did not stop there. Convinced that his lands were full of traitors seeking to sit upon his throne, he began to execute the royalty. Once its ranks were thinned, the heads of their vassals rolled upon invented charges, the purge extended to even those smallfolk who had accrued even the slightest amount of wealth. No longer able to watch the slaughter, the queen herself conspired with a group of nobles to slay the king. The plot failed at the betrayal of a single nobleman, and all involved - including the noble betrayer - were executed. The palace was transformed into a scene out of the lowest of the seven hells: nigh-endless bloodshed watched by a despicable gathering of sycophants and backstabbers.

 

In 1557, the people finally revolted, and stormed the palace. The guard, charged with halting their advance, instead opened the gates wide and joined the protesters. So great was the throng that the Corpse Brigade, who had loyally slain nobles and rich men alike, fled fearing retribution. So did the King of Ruin's reign end - friendless and surrounded.

 

Ala Mhigo should have been free. Yet, the hard-won victory of the peasantry was to be snatched away by the Garlean Army. The imperial troops had been stationed just to the north, awaiting the king's demise, and came swarming down upon the city when his standard fell. Neither the Ala Mhigan army nor the lay fighters stood a chance against the flood of enemy soldiers. The proud nation thus became a Garlean territory, ruled by Gaius van Baelsar, the first viceroy of Ala Mhigo and legatus of the XIVth Legion.

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

 

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

 

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

 

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

 

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

 

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

Two decades ago' date=' that same anger drove me and my brothers to rise against the despot who ruled Ala Mhigo. Naught would do but to depose him and usher in a revolution. Well, we got our revolution all right... but it cost us our freedom. Blinded by our hate, we didn't realize that we had been dancing to the Empire's tune. By the time we did, it was too late. Ala Mhigo had fallen.[/quote']

Legatus of the XIVth Legion' date=' the imperial force currently occupying Ala Mhigo, van Baelsar is possessed of a natural flair for wartime command equaled perhaps only by his sensibilities as a governing administrator. Among his numerous accomplishments is the conquest of five enemy cities, the political conversion of which he also oversaw. In subjugating Ala Mhigo, van Baelsar employed subterfuge to stoke the fires of civil unrest, a masterstroke which led to the nation’s capture without the need for a protracted siege.[/quote']

When the Garlean Empire first reared its repugnant head in Eorzea' date=' swiftly stripping Ala Mhigo of its sovereignty by way of subterfuge, the surviving city-states were compelled to come together in coalition. Named the Eorzean Alliance, the coalition had ambitious aspirations for the defense of its dominions. Alas, such schemes soon suffered a severe setback—the Holy See of Ishgard withdrew from the treaty, leaving the fledging fraternity to founder and fade into feebleness. Today, the common consensus of the citizenry is that the alliance exists only in name.[/quote']

We had heard that Ala Mhigo's armies were more than enough to fight off the Garleans. Tidings of her demise were... disheartening' date=' to say the least. And now there is word that Garlemald has made a stronghold of the ruins. It is from there that they launch their winged monstrosities, such as the one which destroyed our own airship. Their juggernauts have been spotted in the skies over every part of the realm, and their silver-clad soldiers are becoming a regular sight in the borderlands. Aye, it would seem the Garleans mean to unleash their full wrath on Eorzea.[/quote']

As you all know' date=' and as some of you will personally recall, it was not five and ten summers ago that the Garlean Empire launched an offensive on the northern city-state of Ala Mhigo. You will have heard stories of how the men and women of their armies did their best to repel the enemy, only to find their iron blades and modest magicks no match for the Empire’s machina. And you will have gleaned from such tales just how swiftly the entire region fell under Garlean control.[/quote']

Your pathetic realm worships Cid Garlond - the genius' date=' the creator. Hah! But did you know he was once an engineer of Garlemald? An artisan in the employ of His Radiance? No, of course you bloody didn’t. He is driven by a great passion - yet blinded by it as well. His research and experiments made our Empire what it is, spilling the blood of hundreds, thousands in the process. A small price to pay for his art. For years, he enjoyed His Radiance’s favor, being given all he ever asked, until one day he tired of his duties, turned his cloak and forsook us for this doomed realm.[/quote']

So you were there… You saw the atrocities? The devastation? Aye' date=' I will not deny it. The magitek weapons we created laid waste to Ala Mhigo, and slaughtered its people. Would that I could undo it. But I cannot. And now those weapons are trained upon all of Eorzea. What the Emp─what we have done, can never be forgiven. Nor should it. A deed forgiven is too easily forgotten. We knew when we chose to walk amongst you that we would not escape your anger and your hatred.[/quote']

Others do not understand. Ala Mhigo tried to protect them. We were the shield of the realm. We bled to fend off Garlemald. None here know our suffering! None here can imagine it. The lives we led after the fall. After the shield was sundered.

 

 

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The Corpse Brigade, Ala Mhigo's Kingsguard

 

The Corpse Brigade was once the personal guard of the King of Ruin - Theodoric' date=' last in the line of Ala Mhigan royalty before our city-state's fall to the Garlean Empire. Now, the men and women of the Brigade are naught more than petty criminals defiling the name of our proud nation. I would see all of them rot in the Seventh Hell before calling them brethren. I have little coin to my name, but ill gladly give it all to the man who slays each and every one of them.[/quote']

Once an arm of the proud Ala Mhigan army' date=' the Corpse Brigade has devolved into a band of bandits and petty thieves, albeit well-trained ones. Several of the former soldiers earn their keep by setting up illegal roadblocks and demanding coin for passage. Show the curs that the sultana will not allow such acts under her rule.[/quote']

Perhaps you've heard of the Corpse Brigade─a nasty band of brigands that's been terrorizing these parts of late. Smuggling' date=' thievery, cold-blooded murder of innocents─if you see any signs of foul play in these parts, like as not the Corpses are behind it. And to think these men and women were once my countrymen. Do they know no shame? Back in the heyday of Ala Mhigo, the Corpse Brigade served our nation with pride and honor. It saddens me to see what they have become, but I would slay them down to the last if it would ensure that they besmirch our homeland's name no more.[/quote']

A terrible poison made famous when it was used to assassinate an Ala Mhigan King.

'Tis a vile poison - rare an' expensive' date=' too. Only the Corpse Brigade knows how to make it, I hear. Gods only know why they'd give it to Aldis. Could go to their headquarters at the Sepulchre in southern Thanalan an' ask 'em direct, I reckon.[/quote']

A ways northeast of here you'll find the Sepulchre - a frightfully named place' date=' no? Fitting, though, seeing as how it's best known as home to the villainous Corpse Brigade. To think that the erstwhile Kingsguard of Ala Mhigo could end up a band of murderers and thieves. Mind you, they had a less-than-pristine reputation in the old days as well.[/quote']

The Brass Blades seek volunteers to aid them in the capture or slaying of Corpse Brigade captain Gisfrid the Grinder.

The leader of the ill-famed Corpse Brigade' date=' Milleuda the Slitter, has finally emerged from hiding to lead her men on a raid into the nearby hills. Use the opportunity to slay the killer and bring an end to her bloody reign.[/quote']

It's all well and good that the Resistance is gaining new recruits' date=' but we could do without the help of the Corpses. I've not forgotten the crimes they committed in the name of the King of Ruin. Nor have any of the older generation. But these young ones, they're all too happy to let bygones be bygones...[/quote']

 

 

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Garlean Occupation and Ala Mhigan Refugees Across Eorzea

 

Imperial Ala Mhigo:

Everyone knows what happens when a city is sacked' date=' even if the bards choose to omit that part. But Arenvald shouldn’t be pitied. Boys like him have a clean slate, an opportunity to write their own story, free of the ties that bind the common man.[/quote']

Born in occupied Ala Mhigo' date=' Arenvald is the son of a Garlean man and an Ala Mhigan woman. His mother could not bear the shame of a half-breed son, and cast him out. Arenvald lived as little better than a bandit, attacking people for any food they might carry, until he left his homeland and became an adventurer. Now nineteen, he serves the Scions after an unexplainable dream called him to their doorstep.[/quote']

When Ala Mhigo fell' date=' they put my family in a camp. Bein’ a lad, I was made to do hard labor, while my mother an’ sister were made to do far worse… They hid their sufferin’ from me as best they could, but I knew, an’ the thought of it drove me mad. We had to escape. An’ so I hatched a plan to get us out o’ the city. We were pickin’ our way around a gorge not far outside the walls when they caught up with us… An’ rather than allow ‘emselves to be taken again, my mother an’ sister leaped over the edge before my very eyes. Heartbroken as I was, I didn’t put up a fight when the imperials clapped me in chains an’ dragged me back.[/quote']

The Empire is using Ala Mhigo as a breeding ground for new soldiers. Once children reach a certain age' date=' they are taken from their parents and sent into the north for training… never to be seen or heard from again.[/quote']

Rumor has it that after taking Ala Mhigo' date=' the Empire constructed a massive wall to prevent the people of the fallen city-state from escaping back into Eorzea; yet no one has been able to draw close enough to learn if this is true or not. No one, that is, except the Ala Mhigan Resistance. Perhaps if the chance presents itself, you should make an inquiry.[/quote']

For every man and woman you see here standing before you' date=' there are a thousand more who remain trapped in Ala Mhigo, suffering under the weight of the Empire's rule. Since the day the Wall was built, there has been only one way out of the city—a single road which stretches north into the Garlemald wastes. Unless something is done, a whole generation of children will grow up never knowing Eorzea. Never knowing freedom.[/quote']

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']

Arthur is awake, and suffered me long enough to answer my questions. He is a good man, and a brave soul. He spoke of rapid fortifications being made in Ala Mhigo, and of Ala Mhigans being driven by lash and brand to make them. He painted a godless picture, and I fear the reality of it even worse. A spy must needs smother his own feelings─to deny all that defines him. He had to stand by and watch Ala Mhigans beaten and worked and starved to death. It is enough to drive any man mad...

 

...We must talk of other matters. This fortification of Ala Mhigo, it seems to be the initiative of a legatus newly come to the Eorzean front. Heavily armored units, new magitek weaponry, extensive drilling of the troops─the Empire is in full motion. Unfortunately, Arthur knew nothing of this destructive force the elementals claim was sent into the skies. Something big is happening, and not knowing what makes it feel all the more dire.

"Latest reports indicate Imperial Legatus Nael van Darnus has left eastern theatre. Joining forces on the western front.

"Changes made to invasion plans by high command. Fighting grows more fierce, imperial soldiers seem… changed. More savage, violent.

"New magitek devices deployed to strongholds on western front. Have been assigned to installation labor…"

"Radulf… They force us to kill daily* - something, anything. If only to keep us in the habit. They seek to make it a reflex in us. My grip on things is slowly slipping - on my faith…and my mind. I don't know who or what I am anymore. Darkness descends from all sides… Yet there at the center…there, brilliant, unwavering, and whole… my beacon, my lodestar… Ala Mhigo."

*Hagilo's letter takes place during Nael van Darnus's reign over Ala Mhigo during 1572. Baelsar wasn't quite as savage, but Zenos yae Galvus sounds like he might be near Darnus's level. This also means that Darnus ruled in Othard previously, likely meaning some Far Eastern nation suffered similarly under her rule there.

 

Ala Mhigans in Limsa Lominsa:

Though now that there is proof they are from Garlemald' date=' there is no reason not to hunt them down and wipe them out before they can cause the same type of chaos Ala Mhigo fell victim to in years past. Memories of the atrocities committed by the Empire still haunt many in this city-state, for a large number of refugees fled to Limsa Lominsa after their nation fell.[/quote']

 

Ala Mhigans in Gridania:

Brother E-Sumi has assured us that the mask in question was old' date=' worn with age and use, its powers faded. And besides, one does not become a wildling without doing something to wake the greenwrath. Khrimm’s parents, Sigurdh and Oona, and Fye’s brother, Dunstan—they were among Gridania’s finest warriors. They all fought nobly against the Garleans occupying Ala Mhigo. A necessary evil, I suppose. Yet all that violence doubtless served to compound their woodsin.[/quote']

With the influx of refugees from Ala Mhigo' date=' the meteor pays court to the spring leaf and the streets of Quarrymill ring with Highland voices. These martial migrants do the Wailers great honor by pledging themselves as freeswords, and they must be armed to the best of your arts.[/quote']

Quarrymill is also a place of judgement. All outsiders who wish to dwell in the Twelveswood must present themselves here to have their worthiness weighed by the elementals. Those whose petition is denied cannot remain in the wood' date=' nor can they receive of its bounty. Harsh though it may seem, this has been the way of it since time immemorial.[/quote']

I'm...I'm sorry' date=' but there's naught I can do. I want to help, truly I do─they're my countrymen, after all─but that'd mean going against the elementals' will. I've been at Quarrymill long enough to know how right terrible the beings can be. I couldn't forgive myself if everyone gets banished because of me. If there's anyone who can help you, it'd be Charline, the hamlet's resident Hearer. If you take the matter to her, might be as she'll listen...though I wouldn't get my hopes up.[/quote']

You wish to aid the Ala Mhigans? You are possessed of a kind heart' date=' adventurer, but I'm afraid I have not the authority to grant you your wish. This authority belongs only to the elementals, eternal guardians of the Twelveswood. All outsiders, be they babes at the breast or men grown, are judged of a night whether they may have a place beneath the boughs. Alas, the Ala Mhigans' petition has been denied. Harsh though it may seem, they do not have leave to receive of the wood's bounty. Ever has it been since time immemorial, and ever shall it be.[/quote']

As you well know' date=' the people of this accursed hamlet won't help us. So, I've no choice but to turn to you, adventurer.[/quote']

I'm one of the fortunate few Ala Mhigans the elementals've permitted to stay in their wood.* While I count my blessings' date=' it breaks my heart to see my compatriots without a place to go.[/quote']

*Why are so few Ala Mhigans allowed to stay in the Twelveswood? The answer discussed here, and it's not because of prejudice from the Autumn War.

 

Ala Mhigans in Coerthas:

During the fall of Ala Mhigo' date=' hundreds of refugees were forced to flee their homes, taking only what they could carry and leaving the rest of their possessions behind. Many of those who survived the exodus found refuge in the hamlets of Coerthas and Thanalan, however, were soon faced with poverty, often lacking the coin to buy clothes enough to protect them from the elements. Black Rabbit Traders has heard their cries for help, and has devised a plan to help the Ala Mhigans while ridding the Twelveswood of troublesome poachers in the process. The outfit is hiring adventurers to seek out Humblehearth poachers and slay the criminals, then bring their jerkins back to the Black Rabbit so they can fix them up and sell them to the refugees at a price they can afford.[/quote']

 

Ala Mhigans in Ul'dah:

Ul'dah is a nation infamous for the great disparity between the wealthy and the poor. The majority of the populace accepts this state of affairs because they believe that every man bears the responsibility for his own lot in life. To an Ul'dahn' date=' money is the foremost - and some would the only - measure of a man's worth. Small wonder that the wealthiest wield the greatest influence. What then of the Ala Mhigans? They have no wealth, no power, and no worth. To the Ul'dahn way of thinking, they may as well not exist. Choosing to ignore their existence, however, is patently not an option. General Raubahn and the sultana understand this, which is why they ordered the Immortal Flames to provide the refugees aid and succor. Yet none would dispute that the expenses incurred by this policy grow by the day, with no end in sight. This has prompted more and more Ul'dahns to question their obligation to aid these worthless wanderers...[/quote']

As you are no doubt already aware' date=' it costs a sultan’s ransom for foreigners to acquire Ul'dahn citizenship. Of the Ala Mhigans who have successfully amassed the funds to do so, the vast majority are career soldiers who risked life and limb to earn the privilege.[/quote']

I'm a proud citizen of Ala Mhigo' date=' and there is naught but hatred in my heart for the imperial scum who laid ruin to my home. But I am nothing here. I have no rights and no voice. I fear I have no strength to lend you.[/quote']

I have seen the horrors this war wrought on my homeland of Ala Mhigo firsthand. I would not wish such a fate on Gridania' date=' Ul'dah, or any other nation. But you waste your time seeking aid here. The Ul'dahns will greet you as a friend with one hand and stab you in the back with the other.[/quote']

Good many Ul'dahns ain't pleased none at all by this influx from Ala Mhigo. Best not to say as much 'round here' date=' though - if ye value yer life. Mirage here is one o' the few places willing to give the poor bastards a bit o' work. Hells, my own parents were among some o' the first Mhigans to come here.[/quote']

I've seen naught but hardship since the fall of Ala Mhigo. Many are the times I've lapped filthy water from a chocobo stable's trough. And now the Warden demands my confession? I'm a sheep lost from the Twelve's flock' date=' you say? Where was Azeyma when the walls of Ala Mhigo fell? Where was Rhalgr when our enemies closed in around us? Where were any of the bastards Twelve!? With the Garleans, perhaps!? Because they sure as hells weren't with us! I've had many moons to ponder the fate of my land. The only way I can make sense of it is to think we Ala Mhigans were punished for a lack of faith. And that drives me to find sleep in the bottle most nights, rather than a bed.[/quote']

I ain't no Ala Mhigan. You should say as much yourself' date=' truth or no. Them Ala Mhigans been flockin' into the poor quarters, over there by the Quicksand. Turned the place into a bloody breedin' ground for maladies, they have.[/quote']

Pearl Lane is lined with the shuttered offices and storerooms of traders who do business in the Sapphire Avenue Exchange. Due to the many refugees who work as porters' date=' the area is known as one of the more dangerous parts of the city - though this reputation itself may be suspect.[/quote']

To that end' date=' I sent a monk of Ala Mhigo to see to his safety, but it turns out the bloody oaf has no work ethic about him─just like an Ala Mhigan.[/quote']

Ala Mhigo has fallen into the hands of the Garlean Empire' date=' and the number of Ala Mhigan refugees here in Ul'dah grows daily. They work hard without complaint, and for mere scraps. I suppose we have the Garleans to thank for all this cheap labor. Hahaha![/quote']

Nowadays, The Silver Bazaar's nothing but a refuge for Ala Mhigans.

And so what if it is? All the better, I say. They work hard and complain little. Not like Ul'dahns.

There is a small shrine near here' date=' dedicated to one of these eastern gods - Thal, if I remember it right. Those that follow him come to pray often enough. I thought a shop here would do quite well, but they've no desire to buy from an Ala Mhigan.[/quote']

Death begets death' date=' especially in those places where privation is the sovereign. A corpse left unburied is as a rich field to vilekin, where they may sow pestilence and water it with their miasma. Nowhere is the rule of privation so apparent as in Lost Hope. A man may die upon the roadside there and go unclaimed, for no ties bind these unhappy folk together except a common misfortune: their homelands are no more.[/quote']

I confess' date=' though, I wonder if we are saved from a plague only to perish in war. We have little love for Garlemald here, and news of them who burned our homes travels fast. What chance does Lost Hope have against a force that plucked Ala Mhigo like a ripe peach? Fight or flee, we must make plans. Yet few have ears to listen to me. They have too much to fear already, too many demons to slay every hour.[/quote']

The Coliseum is my responsibility. And yet I was not able to guarantee the safety of its combatants. I failed to protect J'moldva' date=' and for that I have nothing but regret. I came to make what reparations I can. I am waiving fees for all Ala Mhigans at the Coliseum. You are free to take part in the games whenever you wish. Think it whatever you will. Just know that it is a victory for you and your people - born of J'moldva's loss.[/quote']

There's a game over at the Platinum Mirage what only caters to the richest o' the rich. Seems the gamblin' tables don't hold no thrill for their like no more. No, it's bloodshed they want, and they'll stop at naught to have it. Hells, some time ago they took to pittin' their debtors against each other. Raubahn the Bull put an end to those games when he took his seat on the Syndicate. Some two years past, that was. But he set out on his journey a short time after, and without him 'round to enforce his word, the fights were on again afore long.

 

When he came home to Ul'dah to see the Flames remade, we thought the games would end again on their own. But the bastards runnin' 'em grew bold while he was away, and the games've only gotten more savage... Mayhap you know of Little Ala Mhigo? Scores of our Ala Mhigan brothers and sisters took refuge there after the fall. These rich devils mean to let a beast loose on the place under the guise of an accident, and wager on the outcome. And if what we hear is true, they mean to do it soon. The beast's a ferocious thing─one captured for use on the bloodsands. The Ala Mhigans... So many innocents...

...It shames me to think of it. That I was so blind to his hatred... Lolorito tells me that it was not always so─that Ilberd admitted to him he once believed that I would return to Ala Mhigo at the head of an army. But years passed, and I did nothing. For all my accomplishments─for all my wealth, power, and influence─I did naught to better the plight of my people.

 

...Not for lack of trying. But Ilberd didn't know. He thought the Bull of Ala Mhigo had grown fat and complacent─that my story set a bad example for our countrymen. "Forget your homeland and chase the Ul'dahn dream!“ A fine, impossible dream which gave men the strength to endure their hardships and try to make new lives for themselves here... So the dream had to die.

 

Little Ala Mhigo:

This settlement was founded by Ala Mhigan refugees. When their nation fell to the Garleans, they fled in droves, hoping to find a safe haven in either Gridania or Ul'dah. Sad to say, most made it to neither. For all intents and purposes, Gridania is ruled by the elementals, who turn away outsiders on a whim. As for Ul'dah... well, Ul'dah is ruled by coin. And so, having nowhere else to go, the refugees ended up here.

 

You'll find them to be a bitter lot, but that's to be expected, considering all they've been through. Don't be surprised if you're kept at a distance. That said, given time and genuine concern, they'll eventually open up.

Friend' date=' hear my plea. As you have no doubt observed, many poor souls in this camp suffer from afflictions most grievous. Indeed, it is to deliver them succor that I have made the journey here from Ul'dah. And yet, I fear that my efforts thus far have been for naught. The residents are most distrustful of outsiders─particularly those hailing from Ul'dah. They look upon my medicine as if it were poison.[/quote']

What little we have in this world was bought with our blood. Humble as this place may be' date=' it's ours, and I've grown to treasure it. And so, much as I'd like to take the fight to the Garleans, a greater part of me wants to stay here and keep these people safe.[/quote']

The Ala Mhigans who ended up here are the ones who couldn't - or wouldn't - adapt to a new lifestyle. In a sense' date=' we're Ala Mhigans through and through.[/quote']

I went to Ul'dah hoping to find honest work' date=' but there wasn't a single job to be had. At least nothing that didn't require me to give up my dignity.[/quote']

I had a dream of when I was a child. Of when I was whole... when we were whole. It's... it's not too late' date=' is it?[/quote']

No one's done us any favors. But it's just as well - I'm tired of asking.

The folk you meet here may seem boorishly provincial' date=' but do try to show them some mercy. Had you been driven from your home and forced to wallow in disease and poverty, I doubt you'd fare much better.[/quote']

We're soldiers o' the Resistance' date=' godsdammit! Every wakin' moment oughta be spent tryin' to liberate our people! But everywhere I look, I see nothin' but layabouts![/quote']

The Immortal Flames oversee the protection of Little Ala Mhigo' date=' but from the looks the locals give us, you'd think our two nations were still at war.[/quote']

Oh' date=' come now, has it really been so long you don't remember me? It's Gundobald! I fought beside your father in the revolution! Do not think less of her, friends! It's been twenty years since the occupation sent us our separate ways. But the Resistance were always welcome in Little Ala Mhigo. They gave us hope - and young Yda most of all! Yda here was always full of fire, ever the first to volunteer for a mission. Until the day she up and vanished, that is! There were rumors, and we feared the worst, but here you are, alive and well, looking nary a day older![/quote']

 

 

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The Ala Mhigan Resistance

 

We need the bloody coin! Without it' date=' we cannot fund the war to reclaim our lands from those Garlean bastards.[/quote']

I may be a son of Ala Mhigo' date=' sworn to the Resistance like so many others, willin' to fight if it comes to it... but you can only do so much when you've been livin' off scraps your whole life.[/quote']

Sounsyy' date=' I did not mention this when we were in the Black Shroud, but I know a few people who belong to the Resistance. And their coming this far south of Ala Mhigo has me thinking they might be planning something big. I would not be surprised if Lady Minfilia called on us very soon.[/quote']

I meant to hasten here. But I was delayed. There was a gathering of the monkhood. I was summoned to Little Ala Mhigo. I tell this to you. You and you alone. I am of the Ala Mhigan Resistance. I fight for freedom from Garlemald. I escaped the occupation. I have come here to fight. To gather allies and weapons. But these lands sadden me. The people have forgotten. Ala Mhigo is a distant memory. The Resistance here is small. They aid where they can. But it is not enough. This war demands great power. That power lies in the chakra. The battlefields. They can turn the tide. The chakra of many must be opened. An end to oppression. An end to starvation. Ala Mhigo will be made free. I will see it done!

You wish to win the trust of the people of Little Ala Mhigo! That is a daunting task' date=' my friend, even for our own countrymen. I used to be a member of the Ala Mhigan Resistance, you see, but I left in favor of joining the Scions. Though my allegiance may have shifted, my purpose remains ever the same─the liberation of Ala Mhigo. Yet whatever my reasons were, I abandoned my comrades, and they'll have nothing to do with me.[/quote']

I was born in Ala Mhigo after the fall' date=' so until now, I knew naught but the scarred city's walls. This is the Eorzea that my mother and father walked when they were young; this is the boundless sky they gazed up at, faces aglow with the warm light of freedom. I will see to it that they walk here again...even if it means giving my life.[/quote']

*This quote is from 1.0, in the Year 1572, just 15 years since Ala Mhigo's fall. Meaning this Resistance fighter is at most 14-15 years old.

The road leading south from Ala Mhigo is the road to freedom' date=' barred to us by the Empire. We dream of one day reopening that road to all, and we will gladly pay any price to make that dream a reality.[/quote']

We have many men and women stationed in city-states and hamlets across Eorzea collecting vital information on the Empire's movements. The scout whom you and your companion saved was to be stationed in Gridania before her injuries... Now' date=' we can only pray to the Twelve that she recovers enough to take up her charge.[/quote']

Many lives were lost ensuring that those of us you see here could make it beyond the Wall. My brother was killed' date=' as was someone dear to your Path companion. And while my heart wells with sorrow, so too does it well with pride, knowing that they died for a greater good. Which is what makes the success of this mission so important. Since our escape, the Empire has increased the number of guards who patrol the city-state, and were we to fail, this might very well be the last party ever to make the journey south from Ala Mhigo.[/quote']

The operation will be our largest ever, and its size makes it that much more dangerous. Many who leave with us will not return. While I appreciate your enthusiasm, your companion's decision must be his own.

 

We are but simple folk, some of us farmers, some of us smiths, some of us husbands, some of us wives. Some of us have children, some of us have none but ourselves. Yet there is something that unites us all. We are all from Ala Mhigo, and we have all made a solemn vow to fight the Garlean Empire until we have regained control of the home that was torn from our grasp—the home we lost fifteen summers gone.

 

Each day has been an uphill battle and the Empire a veritable mountain. The might of their mechina is beyond imagining...and we have lost countless men to the metal jaws and fiery breath of those terrible creatures. However, for not one moment have we let their size or numbers crush our wills, and the sacrifice of every man and woman has seen us edge ever closer, ilm by agonizing ilm, to the realization of our ultimate plan.

 

We are going to steal one of their airships and use it to drive the Empire from our city.

A great many brave men and women gave their lives to infiltrate the imperial outposts and obtain documents on the flying contraptions—from schematics to control manuals. All we need now is a ship. But as you would imagine, Ala Mhigo is heavily fortified with imperial troops—a whole legion of soldiers stationed in or near the city-state. Which is why we have decided instead to focus on the ships stationed near the comparatively lightly guarded Silvertear Falls.

Your Path companion's wounds are... grievous. Yet I do not believe they will prove fatal. He will live to fight another day... unlike those brave men and women from the Resistance. May the Twelve watch over their souls.

Even the discipline and determination of the Resistance was not enough to withstand the sheer power of the Empire's mechina... From what I hear' date=' the legatus alone slew half of their force... and suffered nary a scratch to his stygian armor.[/quote']

No matter how many imperial soldiers the Resistance slay in battle' date=' there will always be another airship from Garlemald to bring replacements. It would take the citizens of every city-state and hamlet in Eorzea standing together as one to make the Empire so much as pause for thought...and even then, their mechina would probably annihilate us anyway.[/quote']

I also heard what happened to the Resistance... and how they will not be sending parties south any longer. There is even talk of disbanding.

 

Do you see, Sounsyy? Even those who claimed to understand that which they faced were unable to withstand the sheer power of the Empire. And until we can find someone or something that will allow us to match the Empire's strength, we are but flies buzzing about a chocobo—a nuisance, but far from a threat. If only the city-states and beast tribes would set aside their differences and unite as one... Then perhaps we would have a chance.

 

The Griffin and the Masks Faction:

You're not the first to answer the Griffin's call! While he's lit a fire in every Ala Mhigan's heart' date=' he's also inspired more than a few Ul'dahns to pledge themselves to the cause. And little wonder - the Garleans won't stop until we're all under the yoke![/quote']

Yes' date=' this Griffin character seems to be the leader of a newly formed revolutionary faction within the Resistance. The Masks. Yet despite their growing popularity, no one seems to know much about them - only that they are the most aggressively militant group to join the movement in recent memory. Indeed, many claim their commitment to the cause of Ala Mhigan liberation is unrivaled.[/quote']

Even if he can deliver on his promises' date=' I doubt I'll live to see it. But... by Rhalgr, what I wouldn't give to fight alongside them - to look into the eyes of an imperial as the light fades from his eyes... one last time...[/quote']

The Resistance has long - and some would say wisely - avoided open engagements with the Garleans' date=' but you and yours seem confident against the world in arms.[/quote']

Brothers and sisters... Twenty years ago, Ala Mhigo, our home, was claimed by the Garlean Empire. In our haste to overthrow the King of Ruin, we turned a blind eye to our foes in the north. With our glorious revolution, we but laid a path for a new tyrant to succeed the old... and when confronted with our failure, we fled. Not a day goes by that I do not think of those we left behind - think of them, and feel ashamed. And I know each and every one of you feels the same.

 

We abandoned them, our own flesh and blood, to labor till their backs gave in and their breath gave out, building the twisted steel ramparts which now mar our once majestic mountains. We abandoned them, the brave and true, to fight and die for their country - or worse, to be conscripted and sent off to rob another poor bastard of his home. We abandoned them, the meek and powerless, to bow and scrape when the Garleans pass - to sully themselves that they might live to see another day of misery.

 

The Black Wolf may be dead, but a new imperial viceroy reigns in Ala Mhigo now. A beast not a fraction as merciful. You all know the Eorzean Alliance will do naught to oppose him. For all their promises and platitudes, they will not act if there's no profit in it. Only we can free our brothers and sisters from the Empire's tyranny, my friends! Only we have the courage to stand and fight! They have imprisoned us, they have enslaved us, and they have murdered us - but no more! Blood demands blood, and the Garleans shall pay for every drop they have spilt upon our lands!

 

This I promise you, for we have a power within us, my friends - a power befitting our pride, our righteousness! Only join us, and we shall grant you the means to unleash it, and together we shall see the Ala Mhigan standard raised over the mountains of Gyr Abania once more!

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The Near East

 

 

General Lore

 

To the south of Ilsabard lies a great sea known as the Bounty. The abundance of sea life combined with its central location in relation to the Three Great Continents has historically seen civilizations on the islands of the Bounty thrive, even during the calamitous Umbral Eras.

 

The most prominent of those civilizations would have to be that of Radz-at-Han, located on Thavnair-the Bounty's largest landmass. An ancient city-state with a history stretching back thousands of years, Radz-at-Han is best known as the birthplace of modern alchemy. It is interested to note that, despite having a very limited outward military presence, the city-state has succeeded in forging a non-interference treaty with the Garlean Empire, ensuring their independence while mightier nations fall about them, and as thus, Radz-at-Han remains an active hub for trade between Eorzea. However, it has been noted by some that the treaty was only formed so that Garlemald could obtain items from Eorzea via Thavnair, as official trade between the regions was frozen after the Empire's failed invasion twenty years prior.

 

Government:

When cataclysm loomed over the Near East' date=' the hero Mirza arose to defend the people from fell fiends. Once he had torn the monsters apart, he raised a mighty empire- and fashioned a pair of weapons such as these from his foes' claws![/quote']

After long years spent spurring worldly desires' date=' a Near Eastern hierarch rose to a higher state of being. And as he did, life itself quickened within his trusty staff, the very twin of which you now hold![/quote']

 

Known Races:

--% Near Eastern Hyur

--% Near Eastern Miqo'te

--% Other (High probability Roegadyn)

 

Terminology:

"Near Eastern" = Hailing from anywhere in the Near East: southern Ilsabard, the Bounty, or Thavnair.

"Thavnairian" = Hailing specifically from the Near Eastern island of Thavnair.

"Hannish" = Hailing specifically from Thavnair's capital, Radz-at-Han.

 

Industries:

Alchemy'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' date=' but has come to contain elements of Lalafellin herbalism and Miqo'te occultism as well. The primary tool of the alchemist is the alembic.[/quote']

The alchemists of Radz-at-Han are heirs to an ancient and storied tradition' date=' which as seen the creation of countless medicines still in use today. The Domans have their own tradition as well, though the philosophy behind it is markedly different, from what I understand.[/quote']

Allow me to introduce myself. My name is Jalzahn' date=' and I hail from the Near Eastern city-state of Radz-at-Han. I am an alchemist by trade. It has been my life’s work to study the enhancement of arms through soul infusion. Verily, Thavnairian mist is one of the fruits of my toils. Upon learning that the elixir had come to some prominence in Eorzea, I journeyed here with the intent of exploring new possibilities in my research. I want but for a subject to proceed.[/quote']

 

Customs and Beliefs:

At the start of the Zodiac Weapon questline we are tasked with collecting twelve Atma, crystalline objects from Thavnairian legend. These are taken directly from the western Zodiac.

 

Atma of the Ram (Aries)

Atma of the Bull (Taurus)

Atma of the Twins (Gemini)

Atma of the Crab (Cancer)

Atma of the Lion (Leo)

Atma of the Maiden (Virgo)

Atma of the Scales (Libra)

Atma of the Scorpion (Scorpio)

Atma of the Archer (Sagittarius)

Atma of the Goat (Capricorn)

Atma of the Water-bearer (Aquarius)

Atma of the Fish (Pisces)

A variety of parasitic plant that is commonly found growing on the stout acacia trees of Thavnair. The inhabitants of Thavnair's capital city of Radz-at-Han have a strange custom that states if two people meet underneath a sprig of mistletoe' date=' they must each give the other one of their shoes.[/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']

 

Food:

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 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.

 

Climate:

The nobles of Radz-at-Han are obsessive about their odor. I suppose it comes from living in a land that is subject to the incessant beating of the sun's harsh rays. The sweltering days and muggy nights leave nearly everyone on the island drenched in a perpetual patina of malodorous wetness. To cope' date=' they spend absurd amounts of coin on all manner of fragrances and perfumes - and as luck would have it, one of the most prized is scented with none other than Althyk lavender! You see, my friend, the plant is very rare, with most wild varieties nigh on impossible to find in even the most fertile corners of Eorzea, let alone an isolated rock in the middle of the sea![/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.

 

 

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Thavnairian Legend of the Zodiac Braves

 

"In an era long since ended,

When chaos reigned o'er all the land,

Did valiant souls take up the fight

To bring forth Light and cast out Dark

They numbered twelve, no more nor less."

In ages past, terrible demons known by the name "Zodiac" would appear in our world. But when they did, a hero wieldin' a shinin' weapon would arise to strike the fiends down. Do ye know that particular tale?

Legend tells that, when the world lies upon the brink of destruction, brave souls who bear the Light shall arise to banish the Darkness. These heroes are known by myriad names, but in my native Radz-at-Han they are called the “Zodiac Braves.”

 

Thavnairian tradition holds that the Zodiac Braves gathered light to their weapons by vanquishing formidable foes. ‘Tis my theory that the heroes were in fact absorbing souls. If your weapon is to realize its potential, you must have it drink deep of the souls of slain foes. Of course, not every soul is created equal, and so it follows that not all creatures will serve our purpose. Indeed, the Zodiac Braves themselves were very particular as to which foes they chose to vanquish.

 

In the interests of efficiency, you would do well to seek out adversaries of like nature. For this, you might refer to the “Trials of the Braves,” a collection of sacred texts that tell of the heroes’ deeds. The books are common enough in Radz-at-Han, but having recently formed my theory, I did not think to bring them with me, alas. Though, with trade flourishing between our lands, mayhap there is a local merchant dealing in imported wares who has them in stock.

We would have sent word sooner' date=' but the Crystal Braves afforded us no opportunity. When they fell upon us in the market, it was all we could do to escape. Tataru found her way to you, of course, but we were forced to seek shelter aboard a Hannish vessel.[/quote']

Yet now that you are here' date=' I sense that you have surpassed me once more... No, do not tell me─you trained with the Hannish, did you not?[/quote']

Your eyes do not deceive' date=' brother! Aye, I have studied the [i']Trials of the Braves[/i], and drunk deep of the souls of mine enemies!

 

 

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History and Timeline

 

Year 1150: A system of tolls is enacted, to be collected from merchants travelling through Ala Mhigo and Gyr Abania in return for safe passage between Eorzea and the Near East.

 

Year ca.1190: After their triumph over Sil'dih, emissaries from a thriving Ul'dah board Lominsan-built ships and set sail for the Near East to establish trade.

 

Year ca.1200: Piracy enters its golden age, and raids by Lominsan corsairs on merchant ships laden with Ul'dahn riches are the order of the day.

 

Ul'dahn merchants begin arming their vessels to protect their livelihoods on the open sea, but struggle to fend off the Lominsan pirates and their superior nautical aptitude.

 

Year 1221: The pirate king Mistbeard appears on the Five Seas, his face concealed by a ghastly mask as he unifies several pirate bands under his flagship, the Haar. His legend grows as he and his crew plunder the seas with impunity.

 

Year 1249: Mistbeard is reportedly slain at sea in battle with an armed merchant vessel from the Near Eastern city of Radz-at-Han.

 

Year 1251: A wealth of treasures is plundered from a Radz-at-Han argosy, giving rise to rumors that Mistbeard is alive and well. Time and again the pirate king is reported as dead only to resurface, leading many to believe the man immortal.

 

Year 1476: Great merchant caravans employing chocobo carriages are organized, and set off for the east. Meanwhile, Ala Mhigo is forced to dramatically reduce their highroad tolls as part of their terms of surrender in the Autumn War. As a result, overland transport regains popularity as an alternative to the piracy-plagued sea routes.

 

Year 1477: Flourishing commerce and cross-border trade prompt the need for standardization of currency and measurements. By consensus of the six city-states, the gil of ancient Allag is revived and adopted as a universal currency, and with it the ilm/onze system of weights and measures.

Currency* once used on the Near Eastern island of Thavnair' date=' now only sought by numismatists and historians.[/quote']

*The coin looks strikingly similar to gil.

After 1190' date=' Ul'dah gained control of Thanalan, and began to trade on the high seas. Despite the ever-present threat of pirates, Ul'dah's ships were large, and could carry far more goods than caravans. A single voyage was much more profitable than a train of men traversing the overland route. Moreover, no one charged a toll to sail over the waves. Though the change was gradual, trade with the Near East shifted to the seas.[/quote']

A piece of Radz-at-Han's illustrious history.

 

 

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Eastern Trade Routes, Imports from Thavnair

 

Indigenous Wildlife:

The shell of a giant tortoise originally native to the island of Thavnair' date=' but now found living throughout Eorzea.[/quote']

Not native to Eorzea' date=' the first adamantoise to arrive in the realm is believed to have been mixed in with a shipment of dodo eggs from the Near East. Why anyone would import dodo eggs when there are more than enough of the birds living in Eorzea already is a mystery for the ages... but the whole affair more than likely involves a hungry Qiqirn.[/quote']

Native to the Near Eastern island of Thavnair' date=' adamantoises were long thought to be impossible to domesticate. However, through the efforts of Ul'dahn zoologists, a handful of the colossal scalekin have been successfully trained to accept riders.[/quote']

Native to the jungles of the Near East' date=' coeurls were only recently introduced to Eorzea, brought over from faraway lands such as Thavnair by Ul'dahn nobles who thought to breed them as pets. Now, but a handful of skilled tamers living in recluse on the Pearl are said to be able to train them.[/quote']

Early in the Sixth Astral Era' date=' lions were brought over from the Near East and trained to serve as battle mounts for the Sultansworn of Ul'dah. Deemed unbreakable, those not sold to the Coliseum for venationes were released into the deserts of Thanalan where they eventually reverted back to a feral state.[/quote']

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']

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']

A nest of great migratory birds that travel with the seasons from the Near East to Eorzea and back again in search of warmer climates. It is here that they lay their eggs, raise their young, and teach them to take to the skies before making the journey anew.

Thavnairian mites!? We have collected eggs from cargo carried on ships hailing from Radz-at-Han before... but always in Limsa Lominsa. There are no records of ships traveling to or from the tiny island nation making stops here in Candlekeep Quay... nor would they ever need to. Unless... the mites did not come from a ship that laid anchor here' date=' but from a different vessel... one with more heinous motives. I believe this will require further investigation.[/quote']

A freshwater fish originally native to the Near Eastern island of Thavnair. How they ultimately ended up in the upper Thaliak River remains an enigma. The colorful patterns which cover the Thavnairian leaf's body make it a popular addition to aquariums. Once almost impossible to acquire on mainland Eorzea' date=' the Near Eastern native's recent introduction to the Thaliak River has seen its asking price drop from “wholly ludicrous” to “somewhat absurd.”[/quote']

 

Indigenous Produce:

A pungent bulb vegetable native to the Near East.

A firm purple-skinned vegetable indigenous to the mountains of the Near East. A common wives' tale claims if you eat too many of this vegetable' date=' you will turn into one.[/quote']

A sour citrus fruit indigenous to the Near East.

A variety of stone fruit borne over from the Near East. Its orange flesh is at once sweet and tart.

A foul' date=' bitter fruit found growing on the Near Eastern island of Thavnair. While typically avoided by the residents of Radz-at-Han, it is a favorite amongst chocobos, and is known to restore feathers to their original hue.[/quote']

A pungent' date=' tear-inducing vegetable that thrives in the alkali sands of Near Eastern Thavnair. While typically avoided by the five races, it is a favorite amongst chocobos.[/quote']

A variety of swift-growing grass native to the Near East. The stalks can be dried and processed into thin threads which' date=' when spun together, can be woven into a cloth not unlike hemp.[/quote']

A leafy vegetable indigenous to the Near East. While too bitter for most people's tastes' date=' chocobos are known to enjoy the flavor, and thus the greens are often used as fodder for the animals.[/quote']

Research has proven that much of the gysahl greens presently grown in Ishgard are in fact Near Eastern.

Over a century ago' date=' Near Eastern gysahl greens were brought over to Eorzea. Thanks to its hardiness, it thrived in our realm, becoming so ubiquitous that it displaced many indigenous species. Species such as the Coerthan gysahl, which fairly disappeared. And indeed it would've, had the Botanists' Guild not continued cultivating it as a strain suited to cooler lands.[/quote']

 

Miscellaneous Trade with the Near East:

We're in the process of resupplying in preparation for the long journey east across the Sea of Jade to the small island nation of Thavnair, and its capital city Radz-at-Han. My intention is to fill our hold with high-quality flour, a rarity on Thavnair, and sell it to the upper-class merchants there for ten times its value here on Vylbrand. However, the Orion's owner, my employer, doubts the wisdom of my plan. He says flour is flour, and that the merchants of Thavnair would not be able to discern La Noscean flour from the less expensive Ul'dahn variety that they already import, giving them no reason to pay more for our product.

 

Truth be told, I expected he might have his misgivings, so I had a solution ready─I would have the ship's cook bake some bread using La Noscean flour and offer it as a gift to the ruling houses of Radz-at-Han, telling each house that the others had found its flavor to far surpass that of bread made from Ul'dahn sunset wheat. The nobles would have no choice but to agree, of course, and, not wishing to be outshone by their peers, demand that their kitchens also stock La Noscean flour.

The crew of the Orion' date=' spoiled by long stays in Limsa Lominsa and Radz-at-Han, has grown too accustomed to the luxuries of the land-- one of those being freshly cooked meat. Now, the spoiled sailors are saying that they will not stand for any more jerked beef or salted pork, and refuse to set sail until a section of the cargo bay is corralled off and stocked with live dodos. Why not just release the sailors and find new ones? Well, it could be that I, too, wouldn't mind a fresh roasted leg every now and again while on those long sea journeys, and am ready to pay a fair sum of coin for any dodo delivered to me alive.[/quote']

A fellow merchant recently arrived on a ship from Radz-at-Han has fallen in love with the marmots which scamper about the Thanalan deserts and believes that the noble houses of his hometown will follow suit. He has expressed his interest in purchasing several of the furry beastkin and has bid our organization assist him. The Seventy-seven Caravans do not have the means to pacify and capture the rodents' date=' but will pay decent coin to anyone who does.[/quote']

The alchemists at Radz-at-Han claim to have developed a cure-all from the leaves found growing atop the heads of mandragoras' date=' increasing demand for the item tenfold. There is, however, one catch - the leaves must be plucked from a living specimen. The Orion will be leaving port for Thavnair in a few suns' time, and is offering a premium price for any pacified mandragoras delivered before the ship sets sail.[/quote']

Zhloe has her eyes set on exotic treasures of Near Eastern make and design! A little bird told Zhloe that Near Eastern culture is all the rage among the Ishgardian nobility these days' date=' and who is Zhloe to disappoint such potentially generous customers?[/quote']

In response to recent fluctuations in the market' date=' the [brugaire Consortium'] is sourcing these arms from the city-state of Radz-at-Han, far across the Jade Sea. I should note at this juncture that these are no ordinary weapons—they are fashioned from a peculiar stone called Giantsgall, a material traditionally used in the making of Near Eastern arms. I caught glimpse of one such blade hanging on the hip of a Twin Adder officer returning from a drill, and humbly asked if I might examine it up close. Let it suffice to say that I was duly impressed by the craftsmanship.

Giantsgall

A variety of stone found only on Thavnair, possessing exceptional hardness. Its name is derived from a legend that tells of a Far Eastern hero who voyaged to the selfsame island and there vanquished a savage giant. A nearby stone drank up the slain giant's blood and gall, thus receiving of its strength.

This silk has been spun from thread created by a worm found only on the Near Eastern island of Thavnair.

A concentrated elixir blended in the Near Eastern island nation of Radz-at-Han.

A copy of the forbidden tome' date=' the Necrologos, was recently discovered by wealthy Costa del Sol resident and avid collector of antiquities Gegeruju amongst a shipment of ancient logs and journals purchased from a Radz-at-Han sailing company. The Lalafell claims to know naught regarding whence the tome came or how it happened to make its way in with his shipment, but ensures Mealvaan's Gate that he unbound and disposed of the book promptly. This, however, is easier said than done, and we believe that the pages still may exist in some form, mixed in with the detritus gathered on the beaches of Bloodshore. Adventurers are sought to locate the pages and properly dispose of them after defeating the creature bound within.[/quote']

The son of a Near Eastern Hyuran merchant in Radz-at-Han' date=' Ardashir traveled with his father so as to learn the family business. His life would change, however, upon his first journey to Limsa Lominsa. There, he spied arcanists at Mealvaan's Gate, and was entranced by their carbuncles. Upon returning home, Ardashir began to study arcanima, only to discover he had no talent for sorcery, and could not perform even the most basic summoning. He did not give up, however, and instead set out to create an arcane entity that did not rely on the wielder's magic. Ignoring his father's protests, the Near Eastern Hyuran became the apprentice of a famous alchemist, and has been conducting research on anima since.

Ambitious and brimming with curiosity even after twenty-six summers' date=' Coultenet has taken an interest in the arts of the Doman shinobi, and discovered common points between mudra and arcane geometries. When forced to flee Mor Dhona, he travelled to Radz-at-Han, and is thought to be quietly devising new arcane arts based in his encounters with Near Eastern knowledge.[/quote']

 

 

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Usually when Thavnair gets referenced, there is talk about its inspirations. If we look at the names of what few Thavnairian NPCs we see in game (Mirza, Jalzahn, and Ardashir) we find that the etymology of the names Mirza and Ardashir are both Persian. Jalzahn doesn't seem to have any real world etymology, simply having its roots in FFXI's Aht Urghan, another Middle Eastern styled city-state. We can also look at foods such as Lassi, which is commonly found in northern India and Pakistan, as well as apricots which are thought to originate around Armenia, which was later taken over by several Persian empires. There's also Thavnairian Katars, which are a south Indian weapon.

 

So if you're looking at creating a Thavnairian character, look into Persian or Indian names.

 

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Mamook, the New World

 

 

Discovery of the Western Continent

 

The final of Hydaelyn's three major landmasses lies far to the west of Eorzea, beyond the boundless ocean known as the Indigo Deep. Despite the dearth of ancient epics and historical tomes to support the land's existence, as recently as eighty years ago it was debated whether or not the place was naught more than mere literary exaggeration - that is until a Sea Wolf adventurer hailing from Limsa Lominsa named Ketenramm the Blue rediscovered the region upon sailing west for nigh two moons straight. Notwithstanding the sailor's repeated attempts to name the region Ketenland, the "New World" remains the term most commonly used today.

 

Not only did Ketenramm and his crew discover the landmass, but they also spent several moons exploring inland, eventually encountering the denizens of the sprawling nation of Mamool Ja. Ketenramm was even granted audience with the nation's supreme leader, to whome he presented various gifts from his Eorzean home. These rare gifts impressed the leader so much, that he presented him with a massive idol forged from pure silver, as well as allowance to roam free about his nation during their stay. Ketenramm used this opportunity not only to map the land, but to gather myriad root vegetables and seeds to carry back to Limsa Lominsa. Many staples in modern-day Eorzean diet such as ogre pumpkins, ruby tomatoes, popotoes, and alligator pears are all transplants from the New World.

 

While distance prevents much modern-day interaction between the New World and Eorzea, recent years have seen an influx of Mamool Ja mercenaries making the trip from their homeland to make profit from the unrest in the east.

 

Though there is some debate as to whether or not Merlwyb Bloefhiswyn and her League of Lost Bastards were the first Eorzeans to discover the western continent, there is no denying that their navigational charts were instrumental in establishing the major trade routes of today.

 

Moreover, the accounts from their expedition are widely regarded as both informative and entertaining. of particular note is their first encounter with the Mamool Ja, as well as other indigenous peoples and creatures which seemed curiously intent on their demise.

 

These travel journals have since inspired a legion of explorers and treasure hunters to retrace the League’s journey. Yet in spite of their numbers, the existence of a “bleedin’ city o’ gold” remains unconfirmed…

 

“From the Deep rose Helmsman’s Hand

For to aid Lady Bloefhiswyn.

In his wake, she set her course

And lo, was led to foreign shores.”

 

From O'er Westward Seas

-Gilbert Goldenlocks, 1556 Sixth Astral Era

 

1497 - The Lominsan adventurer Ketenramm the Blue embarks on an expeditionary voyage across the western seas.

1498 - Ketenramm discovers uncharted lands across the western seas. He takes to shore, making first contact with the thriving nation of Mamool Ja.

1499 - Ketenramm and his crew pay visit to the aboriginal capital of the Mamool Ja. The expedition makes an offering of Lominsan gifts to the Autarch, who in return bestows upon his guests treasures of the finest silver.

c.1500 - Word of Ketenramm's miraculous discovery spreads across the city-state, and more and more Lominsans set sail in search of glory and riches in the New World, ushering in a golden age of exploration. These voyages are met with difficulties - shipwrecks in the rough western seas, ambushes by the Sahagin of the Indigo Deep - and the docks and alehouses of the capital are abuzz with tales of fortune and woe.

 

1517 - Limsa Lominsa petitions the kobold tribes for a peace accord in order to focus their strength on the campaign against the Sahagin, and avoid fighting a war on two fronts.

1518 - In what is commonly known as the Battle of Indigo Deep, the Knights of the Barracuda and numerous pirate fleets join forces and sail into the Indigo Deep to subjugate the Sahagin, an operation that ends in failure.

 

1554 - Merlwyb Bloefhiswyn assumes command of the League of Lost Bastards.

1555 - Merlwyb, now twenty, leads the League of Lost Bastards on an expedition to the New World.

1556 - Merlwyb triumphantly returns to Limsa Lominsa, having discovered safe passage to the New World.

1559 - Merlwyb, now twenty and four, forms an armed merchant armada and embarks on a trade expedition to the west.

 

 

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The Nation of Mamool Ja and Its Peoples

 

Arising in the New World to the west (a land also known as Mamook)' date=' Mamool Ja is the name given to both the nation and its people. Ketenramm the Blue, an intrepid adventurer and explorer, returned from the beastmen's city-state with tales of their two-headed king - the Autarch - whose rule binds the disparate tribes into a singular society.[/quote']

 

Though not expressly forbidden, the diverse peoples of the Mamool Ja seldom marry outside of their own tribes. This unspoken rule is broken, however, when members of different tribes are wed during the observance of certain religious ceremonies. Such unions occasionally result in two-headed offspring, and these "blessed siblings" are groomed for leadership from the moment they are born.

 

Upon reaching maturity, two headed Mamool Ja take command of a number of their single-headed kin and head out to form their own warbands. These warbands endlessly seek to outdo one another on the field of battle, in a contest over who will next sit the throne of the Autarch. Rather than simply as a means to earn wealth, the Mamool Ja practice of hiring themselves out as mercenaries also appears to play an important role in this display of military prowess.

 

Why do Mamool Ja warriors and mages look so different? This has been on my mind since XI!

 

KF: It’s because Mamool Ja is not a race, it’s a nation made up of multiple races. It’s like “American”. It was the same in XI. So there’s the New World in the west and there’s a nation made up of multiple races and there’s only two that we’ve seen that come to Eorzea to work as mercenaries.

A: These two are just closely related?

KF: Right.

A: Alright, that makes sense, ’cause Remember, XI, the uh, Mamool Ja Sahagin? Just regular old… it’s all comin’ back!

F: It’s all comin’ together!

 

It is widely known that the Mamool Ja boast one of the most impressive indigenous societies to be found in the New World. It would be a mistake, however, to view the Mamool Ja as a single, uniform people.

 

A careful analysis of documents brought back by explorers reveals that the Mamool Ja are more accurately described as a federation or alliance of numerous distantly related tribes, each with distinguishing physical characteristics: the brown-scaled Hoobigo with their distinctively long combs, the large-eyed, blue-scaled Boonewa, and the mottled Doppro.

 

It is further said that although Mamool Ja rarely marry outside their own tribes, such unions do occur on the occasion of certain religious observances, and are known to produce two-headed offspring that are hailed as “blessed siblings” and groomed to be warlords from a young age. Indeed, the Autarch ruler of all Mamool Ja kind, is known to be one of them…

 

Manxome Molaa Ja Ja is both leader and second-in-command of the Silverscales mercenary band. Two-headed Mamool Ja are born' date=' albeit rarely, to the tribes of the west, and are known for their superior intellect and brawn. Such specimens invariably rise to positions of prominence and power.[/quote']

 

I was most pleased to discover the attitude of acceptance towards beastmen traders here in Limsa Lominsa. My fellow Ul'dahn merchants openly despise such savage peddlers' date=' you see, but I believe there are opportunities being missed. The Mamool Ja, for example, are a hardy race that hail from the lands to the west, and their skill at arms is their primary export. A quality source of mercenaries, if you ask me. The bulging packs of goblins? They often contain naught of value, but it is worth sifting through the junk for that one rare treasure. And the Qiqirn? Look no further should you wish to trade for ore or gemstones.[/quote']

 

Thought ‘e might o’ taken the loot with ‘im' date=' but the only thing missin’s what was in this ‘ere chest. Accordin’ to yon shopkeep, it weren’t naught but a pile o’ Mamool Ja coinage, and that ain’t worth it’s weight in shite to anyone this side o’ the Deep. Exceptin’ the Mamool Ja, that is… No Eorzean merchant’d touch that stuff with a forty-yalm bargepole, but chances are it’s still o’ some value to the beasts. ‘Ere, ye don’t reckon the rat bastard’s gone off to 'ire 'imself a lizardman army, do ye?[/quote']

 

Now' date=' the tonberries aren’t friends of mine, but even I think the way the Mamool Ja have 'em imprisoned is wrong. Capturin’ them, turnin’ them into thralls…* Go and give those sellswords hell![/quote']

*Note: Suggests the Mamool Ja may also have a primal deity?

 

Smoothskin shows kindness to Bugaal Ja. Bugaal Ja repays kindness' date=' shares proud Mamool Ja tradition with all! But dance cannot be danced with body soiled. This is Mamool Ja custom, and custom must not be broken. But enough talk─soiled body needs cleansing. But Mamool Ja must not wash own body. This, too, is Mamool Ja way. Traditional Mamool Ja bathing dance is dance of pleasure, dance of life-giving! Every lift of leg, every sway of hips is sacred. When you dance Mamool Ja bathing dance, you must summon vitality from the very depths of your soul.[/quote']

 

 

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Imports from the New World

 

A bitter fruit found growing in the arid soils of Mamook. While typically avoided by the five races' date=' and even the Mamool Ja themselves, it is a favorite amongst chocobos, and is known to deepen the green hues of their feathers.[/quote']

 

Literally meaning “water of the sun' date='” Aqua del Sol was originally brought back by expeditions to the New World far across the Indigo Deep. Not long after, Eorzeans began making their own variation of the drink from the sabotenders and cactuars of Thanalan.[/quote']

 

A starchy tuberous vegetable originally introduced to Eorzea by explorers from the distant western continent.

 

A variety of pepper native to the New World. Its bitterness has made it a favorite of chocobos.

 

A large fleshy squash brought back from the New World by Lominsan explorers. While too sweet for most people’s tastes' date=' chocobos are known to enjoy the flavor, and thus the gourds are often used as fodder for the animals.[/quote']

 

A bright red tomato-like fruit brought back from the New World by Lominsan explorers. While too tangy for most people’s tastes' date=' chocobos are known to enjoy the flavor, and thus the fruits are often used as fodder for the animals.[/quote']

 

Natives of the New World claim that tapirs grow by devouring the dreams of their unsuspecting owners. And now you know what to expect.

 

Believed to have hitched a ride on the hull of a trade ship' date=' the acorn snail is an invasive species originally from the New World, far to the west. As it has few natural predators in Eorzea, its numbers have exploded in recent years.[/quote']

 

I heard that the New Worlders use fish livers as fertilizer' date=' and so I thought I would give toad livers a try. A farmer can’t be afraid to try new things. Nay, he must grow his knowledge as he grows his crops.[/quote']

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The Southern Continent of Meracydia


General Lore

 

Far to the south of the Three Great Continents, beyond the equatorial line, lies the second of Hydaelyn’s three landmasses - Meracydia. Five millennia ago at the close of the Third Astral Era, the Allagan Empire, unsatisfied with controlling merely Aldenard, Ilsabard, and Othard, set their sights to the south and began an invasion that would end with nearly the entire continent being rendered a wasteland. While some areas remain uninhabitable even today, those which have been repopulated remain recluse and very rarely welcome contact with the civilizations of the northern hemisphere, ofttimes attacking any who approach, whether it be by sea or by air. Because of this, very little of the region is known, including even the most basic of geographical information.

 

The southern continent of Meracydia was a land of dragons. The monsters came in all shapes and sizes, 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.

 

Though manlike in appearance, these enigmatic seedkin are comprised solely of vines and roots, and appear to lack intelligence beyond the capacity for killing. Some scholars, especially those who concentrate their studies on the Allagan Empire and its campaign into Meracydia, have attempted, unsuccessfully, to draw similarities between the biloko and the southern continent’s indigenous arboreal beings most famously known for their worship of Sephirot, the Fiend.

 

These birds are enveloped in an aura radiating a majesty that belies the savage nature of their master. According to the ancient legends of a treelike people native to Meracydia, the lanners bore the seeds of the World Tree across the seas, planting the verdant forests that dot the realm today.

 

It is believed the Miqo'te first came to Eorzea during the Fifth Umbral Era, fleeing their ravaged homeland on the southern continent of Meracydia.

 

A thick 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.

 

Its name meaning “stalwart” in the Lalafellin tongue, this deep-sea predator is not only massive, but deceptively fast. Some sailors swear that a mahi-mahi can make the journey from Meracydia to the Cieldales in less than a fortnight, though knowing most sailors, that claim may be slightly exaggerated.

 

This freshwater fish, known for its voracious appetite, is originally native to the southern continent of Meracydia. As its only natural predator is man, dark bass numbers have risen greatly in recent years, especially due to the increasing popularity of the faerie bass.

 

A small colorful fish native to the warmer waters of the seas near Meracydia. Since the Calamity, more and more have been caught off Eorzea's southern coastline.

 

Q: Why are Meracydian ruins plastered with the mark of Azeyma, the Warden?

A: So, as is documented in the adventure log entry for the Azys Lla's Cathedral, the structure was an actual place of worship in Meracydia used by the followers of Sephirot, until it was picked up and moved in its entirety by the Allagans so they could study it (in particular, study the ties between faith and primal summoning). So, if it is a Meracydian structure, why does it feature stone carvings almost identical to those found in the Sunken Temple of Qarn (including the repetition of a symbol that has an uncanny resemblance to the sign of Azeyma, the Warden)? We've officially stated before that worship of the Twelve is something found almost solely in Eorzea. Is this proof that Meracydians also worshiped the Twelve? Or perhaps that Azeyma is a transplant from Meracydia? The answer is, in fact, neither. However, there is an interesting connection between ancient Meracydia, the Sunken Temple of Qarn, and ultimately Azeyma.

As can be seen from existing Allagan artifacts (runestones (from 1.0) inscribed with the symbols of the Twelve), Twelve worship existed in the 3rd Astral Era (before eventually losing steam amongst the Allagans as their civilization became increasingly scientifically advanced). When the Allagans first visited Meracydia, they were surprised to find a symbol almost identical to that used for Azeyma, the Warden being prominently featured in various types of architecture. Further research, however, revealed that the Meracydians they encountered did not worship Azeyma, but instead a deity named Sephirot, the Fiend, and that the symbol was being used to mean something similar, but ultimately different.

The original Meracydian tribe which worshipped Sephirot believed him to be a massive tree. As all plants require light to grow and thrive, it was only natural for the tribe to believe that their god also came into his power by bathing in the brilliance of the sun. The tribe recognized the importance of the sun, and thusly adorned their Sephirotic temples with their people's symbol for it. This lead the Allagan scholars to conclude that the Meracydian symbol for the sun, and the Allagan symbol for Azeyma (goddess of the sun) must have both have the same origins, and that somewhere, countless years in the past, that symbol made its way to several different regions across the globe, the evolution of its meaning differing slightly depending on the location.

Now, as for the runic patterns seen in both the Meracydian Cathedral and the Sunken Temple of Qarn, when the Allagans lifted the Cathedral from its home in Meracydia and brought it to Azys Lla, they conducted extensive studies on the building and its architecture--much of that knowledge making its way (in limited form) to the Allagan populace (much like information on, say, the ancient Egyptians is available to anyone in rural Kentucky with a library card or Internet connection). There were even people who took to copying it in newer buildings (much like modern government buildings on Earth might use a decidedly Roman style of architecture). When the Calamity of the 3rd Astral Era hit and ushered in the 4th Umbral Era (a dark age of regression), much of that knowledge was lost, and only fragments lingered--fragments that the few remaining survivors were ill-prepared to fully comprehend. Knowledge of Sephirot? Meracydia? The Cathedral's purpose? All were lost. What people did see was that many of the buildings that were still standing amongst the destruction wrought by the Calamity were covered in these arcane symbols. Many superstitious people took this to mean that they were some kind of wards that protected these structures (not realizing that a lot of buildings with those designs also were destroyed as well). Millennia later, when Belah'dia was founded with the Warden as its matron deity, they naturally incorporated the symbols associated with the deity (symbols taken from much older concepts--symbols tied to what appeared to be the mark of Azeyma) into the architecture of their temples--the Temple of Qarn being one of those. (It also helped that Qarn was built atop the remnants of something much, much older than the Belah'dian civilization)."

 

 

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The Allagan Campaign

 

Amon’s genius and obsessive nature made dangerous bedfellows, leading to the death of countless suubjects before ultimately bearing fruit. Not only was Xande resurrected from his millennium-long slumber, but had achieved both immortality and an otherworldly vigor in the process. Over the next few days, the emperor was briefed by Amon of the myriad changes the realm had seen in the thousand years since his death - the advancement of civilization, the extent of the empire’s reach, and the state of her people. Once aware of what he had to work with, he moved quickly to right the ship, starting with the assassination of the current emperor and any loyalists to the regime by the Glasya Labolas-lead Imperial Honor Guard. With the throne reclaimed and potential challengers to Xande’s authority conveniently disappeared, the new emperor wasted little time restoring the heretofore impotent Imperial Army to its former size and strength, and ordering it on its first mission - the full-force invasion and occupation of the southern continent, Meracydia.

Just as Amon predicted, Xande’s return had revitalized the empire, igniting the fire in the hearts of the complacent and providing them with purpose. The army’s ranks swelled with new recruits, manufactories began hiring manual laborers to meet increased demand for weaponry, and scholarly circles were abuzz with new discoveries and inventions. The Allagan Empire would be great once again, and the road to greatness led south. The Meracydians, however, were not about to give up their homes without a fight. While the empire’s first wave of attacks were largely successful due to the fact they were unexpected, subsequent raids into Meracydia proved more difficult. The native peoples of the southern continent banded together under the leadership of the dragons who also claimed dominion in Meracydia. While without equal on the Three Great Continents, the Imperial Army’s chimerical warbeasts were no match for the dragons’ fiery breath, and countless casualties were suffered. This, however, only served to further motivate the scientists of Allag in their ungodly pursuit of might through biological manipulation, and it was not long before they had created abominations which exceeded the might of the Meracydian Horde. In a decisive and bloody battle, the Allagans slew the dawn wyrm, Bahamut, paving the way for immediate occupation… or so they believed.

With the dragons all but defeated, the Meracydians turned to their gods for salvation, invoking terrible beings known as “eikons” in one final attempt to rid their land of the Allagans. While there is no record of any eikon (currently “primal”) summonings on Meracydia prior to the imperial invasion, immediately following the fall of Bahamut, multiple tribes were simultaneously successful in calling their deities from the aether, suggesting that a third party may have been involved in the passing of the specific knowledge required to do so.

Of these eikons, three - Sephirot the Fiend, Sophia the Goddess, and Zuvran the Demon - or the “Warring Triad,” as they would come to be called, would prove the most problematic for the invaders from the north, temporarily driving the Allagans back to the Meracydian coasts. A furious Xande demanded a solution from his imperial cadre of mages, threatening to kill a man a day until they fulfilled his seemingly impossible request. How could one rid the world of a being the could simply be resummoned the moment it was slain? In their desperation, the mages turned to the very enemy they fought for inspiration, and before too many of their brethren had succumbed to the emperor’s wrath, they discovered a new branch of spellcasting which would ultimately become the roots of modern summoning, and utilized it to neutralize the power of the Warring Triad by imprisoning them, instead of defeating them outright.

Victory over the eikons should have marked the end of conflict in Meracydia, but the southern continent was not yet willing to concede defeat. Devastated by her mate Bahamut’s demise at the hand of the Allagans, the wyrm Tiamat endeavored to resurrect the dawn dragon in the same manner that the tribes of Meracydia summoned the eikons - as a deity. What rose from the ashes, however, was but a shade of the dusk wyrm’s beloved Bahamut. Twisted with rage, the great wyrm unleashed his fury on the Allagans, erasing almost immediately any advantage the empire had seized.

 

Emperor Xande found great joy in the ever-changing tide of battle, and is claimed to have said that he never felt more “alive” than during the slaughter of the Meracydian campaign. He also believed that a man was only as strong as those he slew, and therefore would welcome the onslaught of his enemies with open arms, using them as opportunities to gain even more power. The war with Meracydia fueled the advancement of Allagan technology and deepened the empire’s knowledge of arcane magicks. Not only could a dragon or an eikon now be captured, but it could be tamed, controlled. Its very life essence could be tapped and used as a source of seemingly endless energy - a fate that ultimately befell the Warring Triad. In a breakthrough by the imperial mages, communion with voidsent was achieved, ultimately culminating in the signing of a pact between Emperor Xande and the self-proclaimed “ruler” of the void, the Cloud of Darkness. In exchange for an unlimited supply of vessels which would house the minions of the void, allowing them to remain in the corporeal realm, the emperor merely demanded that the voidsent fight for him on the shores of Meracydia. With each enemy slain, a new vessel would become available, allowing for the immediate summoning of a host and subsequent possession of the body. The more the undead army killed, the larger their ranks swelled, until not even the mighty Bahamut reborn could overcome their numbers. The great wyrm grew gradually weaker, as the crystals required to maintain his strength became scarce due to overharvesting. Unable to wield his former might, Bahamut was finally captured and fitted with neurolinks, effectively making him a tool of the empire, and putting an end to Meracydian campaign. The Allagan Empire had claimed yet another prize.

 

Gamer Escape: How did a diresaur end up in the Final Coil of Bahamut?


 Heavensward taught us that the aevis, syricta, and diresaurs are the draconic transformations of those descended from Ratatoskr’s murderers. It’s an Ishgardian thing. The Meracydian diresaur in the Final Coil, then, seems very out of place. Are there other mortals who’ve taken such forms?

Koji Fox: All of the things that happened with Ratatoskr’s murder…and the consuming of the flesh…and the drinking of the blood that gave people the power to transform… Something similar happened in another war between dragons and man—in Meracydia. At that time, you had others who partook of the blood of one of the originals and thus became similar creatures. The link is Mercaydia. Ratatoskr was murdered. Where did they get the blood? I won’t touch on that…

 

As the sun set on the Allagan Empire, 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.

 

A product of both mechanical and biological ingenuity, the solid steel aberration Kaliya was developed in the Aetherochemical Research Facility in Azys Lla to combat the dragon legions of Meracydia. This mechanized hydra could withstand not only attacks from razor-sharp fangs and talons, but also the white-hot flames of dragonbreath, and proved invaluable in the campaigns waged on the southern continent. So effective was the creation, the Allagans would eventually place one within Bahamut’s metal gaol to guard the great wyrm.

 

Employing a design based on ancient Meracydian myth for the purpose of instilling fear in the hearts of the superstitious tribes of the southern continent, the sphinx is another of the Allagan Empire’s countless self-automated weapons developed by technologists for the efficient slaughter and subjugation of enemy nations.

 

The reptoid is a gruesome assemblage of flesh and blood taken from multiple scalekin specimens and spliced together to form an all but invincible killing machine. A tiny metal box capable of emitting lightning-aspected shocks is inserted into the braincase of each and every reptoid so as to deliver commands to the creature that they may be controlled from afar - a feature implemented specifically for the Allagan Empire’s Meracydian campaign.

 

A fourth generation construct, and one of the first to effectively employ sustainable cloning technology, the highly intelligent shabti was hailed as a major breakthrough in chimera creation. To serve as a deterrent for tempering by Meracydia’s primals, each shabti had within their bodies implanted a powerful explosive device which would trigger when bombarded with high concentrations of manipulative aethers, effectively destroying the subject while delivering extreme damage to any enemy targets in its vicinity.

 

Developed by the Imperial Allagan Army for deployment in the Meracydian campaign, the hydra is very much draconian in appearance. This appears to be by design, the blood of dragons not only providing the chimera with a nigh-impenetrable hide and a wide array of breath-based weaponry, but serving to mock their enemies while flaunting the god-like abilities of the hydra’s creators.

 

One of the first brood, Bahamut lived for countless centuries as ruler of the southern skies until being slain by the power-hungry Allagan Empire. When the dusk wyrm Tiamat learned of her beloved’s untimely fate, she, with the aid of Meracydia’s remaining dragon horde, chose to ignore the warnings of her kin and attempt a summoning of the spirit of Bahamut. Her sorrow and anguish, combined with the rage of her kin, however, corrupted the spirit as it returned from the Lifestream - the result a mad tyrant little resembling what had once been the dawn wyrm.

 

Q: After Bahamut Prime is defeated, it is assumed that Bahamut's regenerating body is dispersed into aether so he can finally rest in peace. Does this mean that Bahamut may once again be resurrected as a Primal in a future patch, should we ever step foot in Meracydia?

A: As has been mentioned in past quests, most primal summoning comes down to the faith of the primal's followers. That faith acts as a beacon for the primal's dispersed aetherial essence, allowing for the remanifestation of a being whose infinite number of parts were tossed into that giant blender known as the Lifestream. If enough followers of Bahamut (or perhaps Dalamud, which, ultimately is the same concept) were to gather and perform a summoning, then technically anything is possible (with the proper amount of aether to act as the catalyst), and it doesn't necessarily need to be on Meracydia (which, in many places is still a smoldering waste, even today). What needs to be understood is that the state of the believers when the summoning occurs directly affects the manner in which the dispersed essence of the deceased is reconfigured. Tiamat, knows of this first hand due to her failed attempt to resummon her fallen beloved. She and Bahamut's brood knew Bahamut better than anyone, but since their hearts were darkened by sorrow stemming from the loss, coupled with hate directed towards the Allagans, the Bahamut that was ultimately brought back ended up being naught but a twisted shell of the dragon Tiamat remembered. This also explains the differences between the actions and temperaments of other primals spanning from 1.0 to 2.0. The needs and desires of the believers doing the summoning changed following the Calamity, resulting in changes in the primals they summoned, Ifrit and Titan, even Shiva all being good examples (though Shiva's differences span back further than just 5 years ago).

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The Warring Triad

The Warring Triad refers to three legendary eikons that were summoned into existence on Meracydia during the latter days of the Allagan Empire. Each possessed of unimaginable power, these empyrean entities inflicted grievous losses upon the invading imperial forces. As the name implies, however, the Warring Triad also clashed against each other, their very natures embodying the conflicting ideals of the peoples who summoned them. Divided and divisive, the seemingly invincible eikons eventually fell to the Allagan’s anti-primal weaponry, and were imprisoned within the empire’s containment facilities.

Sephirot was summoned by a race of treelike beings native to the continent of Meracydia. Believed to be the world’s first tree ascended to divinity, he is said to command the wellspring of life. Allagan records substantiate this claim, attributing the eikon with the ability to induce spontaneous growth in living organisms through the manipulation of ambient aetheric energy. Sephirot often enlarged his own for to colossal size to wreak devastation upon his enemies, earning him the title of the “Fiend” from the battered armies of Allag.

Summoned by the diverse peoples of an ancient Meracydian nation, Sophia was revered simply as the “Goddess.” An entity of enlightenment, legends tell that she brought together tribes of disparate form by imbuing their souls with transcendent understanding of balance and harmony. Sophia is beloved for her boundless compassion, yet also feared for the merciless retribution visited upon those who would dare upset the perfect equilibrium of her scales.

Called forth by a Meracydian race of centuars, this deity is believed to command the boundless expanse of eternity and thus stand above all other gods in existence. Charged with the punishment of wicked divinities, Zurvan is also the embodiment of victory over injustice. The eikon’s nightmarish aspect reflects the terrible inevitability of his triumph, and records describe the “Demon” striding into battle girded head to foot in armor formed of unshifting flame.

Your adversary is the eikon Sephirot of the Warring Triad, otherwise known by the historians of Allag as “the Fiend.” He was once the patron deity to a tribe of treelike beings native to Meracydia, but was subdued by the Allagan Empire after a lengthy war of attrition. After his defeat, he was imprisoned for use as a source of power. Even now, Sephirot is neither truly living nor dead─his mind bound in a dream while his body's energies are harnessed by Allagan technologies. The explanation for his failure to dissipate into aether lies in his restraints. These ingenious devices serve not only to bind him but to continuously regenerate his corporeal form.

It is an Allagan device of the kind used to store information─in this case, the record of the furious conflict that took place on the shores of Meracydia between the eikon Sephirot and the forces of Allag.

We knew little of Sephirot other than that he was the chief deity of a tribe of treelike beings─a sacred tree ascended to godhood. Allagan histories discovered upon the event of his destruction, however, have brought fascinating new facts to light. These recordings attribute to Sephirot the ability to “induce spontaneous growth in living organisms through the manipulation of ambient aetheric energy.” It is noted that the eikon did not hesitate to direct this ability upon himself.

Sephirot grew to gigantic proportions during his conflict with the armies of Allag, using his own colossal limbs to cut great swathes of devastation through their ranks. He was eventually overwhelmed, however, and his abilities contained. The Allagans performed experiments upon the captured eikon, siphoning his growth-inducing energies into the cultivation of numerous chimerical monstrosities─one unnatural existence propagating countless others.

The Cathedral


A cathedral designed in a distinct Meracydian style. The architecture suggests a place of worship by a tribe of treelike beings who believed themselves 'remnants' of Sephirot. To research the link between faith and primal summoning, the Allags moved the ancient structure to Azys Lla from its original location on the southern continent.

’Twas a Meracydian dialect, if mine ears do not deceive - though one which beareth scant resemblence 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.

It was a time towards the end of the Third Astral Era, when the peoples of Meracydia faced extinction at the hands of the Allagan Empire. Sophia, a being of incomparable cunning, was said to have communicated certain plans to her servants through the medium of a trusted oracle.

Following the oracle’s instructions, they duly conspired with a rebel faction within Allag who, we believe, agreed to tamper with the prison intended for Sophia. And then the Goddess and her thralls chanced to be captured - though we suspect that this had always been their plan.

But the conspirators’ dealings with the Meracydians were exposed before they could enact their plot, and all were summarily executed. It seems that the flaw itself remained undiscovered, however, and might have remained so until the end of days had it not been for the actions of the archbishop, and the Garleans.

With scales in hand, the Goddess shall arise,


And righteously cast off Her cursed pall,
That She, with wrathful Wyrmking at Her side,
Might judge and thence bring balance unto all.


The sigh of the shifting sea


The kiss of the salt-sweet breeze
The white of her silken dress, stained in red

A memory fading fast
Her mother sits, eyes downcast
A torn uniform in hand, farewells unsaid

That once a certainty, lost in grief
A daughter’s desperate cries, unheard pleas
Forsaken, beaten, tired, and on her knees
A prayer passes from her lips
Into her soul, the Goddess whispers:

“A heartbeat without harmony
Is moonlight with out dark
The heart seeketh equilibrium
With balance will your worry part

So still this broken melody
And therewith shoulder thee
One last step only leaving
An empty hearth down by the sea
An empty hearth down by the sea”

Equilibrium tells a tale of a Meracydian girl who lives in the time of Allagan attacks and invasions. Her father had gone to war and died, leaving their mother with only a torn uniform to remember him by. Overwrought with grief, the mother takes her anguish and sorrow out on her daughter, who then cries out to the Goddess for help. Hearing the girl’s plea, the Goddess comes down and tells her that with her father dying, the balance in her family has been altered, and that in order to regain this balance, the girl must kill her mother. After she murders her mother, the Goddess tells her that her actions have yet again offset the balance, and that she must take her own life for true equilibrium to return.

This song further instills the idea that Sophia is not an angry or malicious god, nor is she benevolent. She is truly neutral, and only seeks to bring balance to the world. If there is too much darkness, she will aid the light. If there is too much light, she will aid the darkness.

 

_______________________________________

Modern Trade with Meracydia

Quality materials crafted by the skilled alchemists of Eorzea are highly sought-after in the faraway land of Meracydia. The Seventry-seven Caravans is currently preparing a shipment bound for the southern continent via Limsa Lominsa, but is still far from meeting its quota. Alchemists with the skill to craft the items are being sought to assist in the creation of the remainder of the order. Those interested are to speak with Caravan stockist Claroise Auberle for details.

Quality quicksilver crafted by the skilled alchemists of Eorzea is a highly sought-after item in the far-away land of Meracydia. The Seventy-seven Caravans is currently preparing a shipment bound for the southern continent via Limsa Lominsa, but is still far from meeting its quota. Alchemists with the skill to craft the liquid metal are being sought to assist in the creation of the remainder of the order. Those interested are to speak with Caravan stockist Claroise Auberle for details.

Quality rubber soles crafted by the skilled alchemists of Eorzea is a highly sought-after item in the faraway land of Meracydia. The Seventy-seven Caravans is currently preparing a shipment bound for the southern continent via Limsa Lominsa, but is still far from meeting its quota. Alchemists with the skill to craft the items are being sought to assist in the creation of the remainder of the order. Those interested are to speak with Caravan stockist Claroise Auberle for details.

The Jolly Raptor is planning a shipment of gnat antennae to the witch doctors of Meracydia. Yet despite offering a reasonable reward, the traders have been unable to find sellswords willing or able to travel to the Nanawa Mines and slay the vilekin. To those seeking immediate employment, this an opportune chance to line your pockets with coin.

An informant from Ul'dah had provided representatives from Black Rabbit Traders with a rumor that the Jolly Raptor is planning a shipment of gnat antennae to the witch doctors of Meracydia, and that the company has been promised an exorbitant sum of gil upon its delivery. The Black Rabbit does not believe that their rivals should have the privilege to horde all the profits, and so has begun planning a shipment of their own. To carry out their plan, they require the assistance of able-bodied adventurers to travel to the Mun-Tuy Cellars and collect as many of the antennae as possible, as quickly as possible, for time is of the essence!

In a game of Meracydian chess, the first move is always the most important. While there is no one correct move, there are many which are incorrect. Make the incorrect move and you will never win. The same is true in the game of piracy.

Anyroad, the most recent one─that’s ol’ Mistbeard─got it into 'is 'ead to raid the Sultan of Ul'dah’s royal weddin’, and, bein’ a darin’ sort o’ soul, went an’ bloody did it. 'Tis said, once the final tally was taken, the cap'n an’ 'is crew made off with ten score gold ingots, five an’ fifty pure-bred black chocobo skins, a ten-ponze diamond from th’ wastes of Meracydia…an’ th’ biggest prize of all─th’ virgin bride’s maiden'ead! Now, I cannot rightly vouch fer that last claim, but there be some what say the current Sultana bears a strikin’ resemblance to a certain 'andsome bandit. Heh heh heh!

But, instead of returnin’ t’ Limsa as livin’ legends, the cap'n an’ 'is crew simply up an’ vanished…along with the booty. Since then, every pirate on th’ five seas 'as been searchin’ for that bloody stash. Why, there be merchants in Limsa what make a decent livin’ 'awkin’ fake maps t’ deep-pocketed fortune 'unters! But try as they might, no one 'ad found so much as a single gil…'til a few nights agone.

This staff is said to have been created by a powerful conjurer who took the taproot of an ancient rosewood tree burned to the ground by a levinbolt, and fixed to it a ceremonial sun mask used by the primitive tribes on the distant southern continent of Meracydia. The magicked weapon is said to grant its wielder the ability to hear the whispers of the elementals.

Lookee here, thatsh a full bottle! I had one of thoshe around here before. I think shummin’ happened to it. Thanksh! You’re the best app'rition I ever sheen. Shupposed to be other cargo too─cheshts full of electrum bars ‘n’ the like for trading with the Easht and Merash… Merashummin’. Me, I’ll take the wine…

But I digress! So easy to do that about dresses, don't you find? Especially about Meracydian samite and this wonderfully fine lace made by tiny Lalafellin children. There I go again! I meant to ask you about wind sprites, do pardon me.

A tiny seed rich in aromatic oil, sesame is native to Meracydia, and thought to have first been brought to Eorzea by migrating Miqo'te.


 

Krile hath the right of it. Its words may be deciphered thus: the “cursed pall” speakth of Sophia’s prison, from which she was supposed to emerge at the agreed hour. The “Wyrmking,” meanwhile, can be none other than great Bahamut himself, then yet a prisoner, whom the Goddess did intend to unleash upon Allag to set right the scales of justice.

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[staging] Don't mind this post. I just need a temporary public space to work on formatting.

 

The Races of Man

 

Spoiler

-Elezen Naming Conventions
 

Encyclopedia Eorzea: According to their own histories, 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.
 

Encyclopedia Eorzea: Valuing discipline and order above all, 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.
 

Encyclopedia Eorzea: Though the Elezen adopted the common tongue to facilitate communication with their Hyuran allies, 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.
 

Lodestone: The Elezen are a characteristically tall people, 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.
 

Encyclopedia Eorzea: 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, 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.
 

Lodestone: Leatherworkers are craftsmen who refine the hides, 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.
 

Lodestone: 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.
 

1.0 Character Creation: 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.
 

Encyclopedia Eorzea: The two most prominent Elezen clans are the forest-dwelling Wildwood Elezen, 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.
 

Velodyna Carp: 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.
 

Spoiler

Encyclopedia Eorzea: The ancestors of the Wildwood Elezen were displaced from their ancestral home on the plains when the Hyurans came, 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.
 

Lodestone: The forests, 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.
 

1.0 Character Creation: 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, 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.
 

Encyclopedia Eorzea: The Wildwood Elezen are long of limb, 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.
 

Encyclopedia Eorzea: Living a nomadic existence on the plains, 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.
 

Prosperlain: We Wildwood have lived amongst the trees for nigh on nine hundred years. We share the same tall, 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.

 

 

Spoiler

Encyclopedia Eorzea: Making their home in deep forest caves and caverns for centures, 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.
 

Lodestone: For the past several centuries, 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.


1.0 Character Creation: Centuries ago, 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.
 

Prosperlain: The Duskwight are cousins to us Wildwood, 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.
 

Encyclopedia Eorzea: Similar in height and build to their Wildwood cousins, 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.
 

Encyclopedia Eorzea: The customs of the subterranean city of Gelmorra are still practiced by the Duskwight to this day, 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.
 

Irielle de Nevelle: Oh, 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.
 

Rolandaix de Nevelle: My work here is far from done, 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!

 

 

 

Spoiler

- Hyur Naming Conventions
 

Lodestone: Over the course of some one thousand years and three great migratory waves, 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.
 

1.0 Character Creation: 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, 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.
 

Encyclopedia Eorzea: The Hyur arrived in Eorzea prior to the First Astral Era, 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.
 

Albin the Ashen: 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.
 

Encyclopedia Eorzea: The Hyur boast myriad languages and cultural backgrounds rooted in their respective places of origin. On the other hand, 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.
 

Encyclopedia Eorzea: In times of eld, 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.
 

Encyclopedia Eorzea: The Hyur of Eorzea comprises two clans: the Midlanders, 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.
 

Spoiler

Encyclopedia Eorzea: The most populous clan of the most populous race, 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.
 

Lodestone: 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, 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.
 

1.0 Character Creation: 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, 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.
 

Merewina: Midlanders do not possess the endless stamina of the Roegadyn, 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.
 

Encyclopedia Eorzea: Midlanders often display a keen aptitude for magic, with Midlander mages adept in teleportation magic serving a vital role in many an adventuring party.
 

Encyclopedia Eorzea: Quick to adapt to local customs and traditions wherever they settle, 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.

 

Spoiler

Encyclopedia Eorzea: Descendants of a people who followed the stars to the mountains of Gyr Abania in the wake of the Sixth Umbral Calamity, 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.
 

Lodestone: The Highlander name comes from the clan's history of dominion over the mountains of Gyr Abania. Compared to their Midlander brethren, 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.
 

1.0 Character Creation: 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, 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.
 

Encyclopedia Eorzea: Highlanders are noticeably taller and more muscular than Midlanders, 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.
 

Vavaki: 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, 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.
 

Encyclopedia Eorzea: Like Midlanders, 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.
 

Hyur Naming-Conventions: 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), 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.
 

2014 Lore Panel: 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.
 

Fruhybolg: 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, that's for sure, but they say all them Highlanders are possessed of the same fury.
 

Encyclopedia Eorzea: With a spiritual tradition dating back to times of yore, 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.
 

Aldgoat Steak: A traditional dish of the Highland Hyur consisting of a thick cut of aldgoat chuck charred over an open flame.

 

Spoiler

-Lalafell Naming Conventions
 

Encyclopedia Eorzea: Stocky and squat of stature, 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.
 

Lodestone: The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance, 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.
 

1.0 Character Creation: A wee people sporting short, 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.
 

Encyclopedia Eorzea: Originally an agrarian people hailing from the southern islands, 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.
 

DAT Files: Throughout history, the Lalafell passed their histories down through song, which is why even now many use heavy alliteration in their speech.
 

Encyclopedia Eorzea: While placing great importance on familial bonds, 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.
 

Lodestone: Masters of Science and Nature, 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.
 

Encyclopedia Eorzea: A distinctive element of traditional Lalafellin garb is the scarf, 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.
 

Encyclopedia Eorzea: As befitting their status as a race of traders, 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.
 

Encyclopedia Eorzea: The Lalafell are primarily composed of two clans: the grassland-dwelling Plainsfolk and the desert-dwelling Dunesfolk, 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.


 

Spoiler

Encyclopedia Eorzea: Seen in the greatest numbers on Vylbrand, 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.
 

Lodestone: 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, 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.
 

1.0 Character Creation: 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.
 

Encyclopedia Eorzea: Averaging some thirty-five ilms in height, 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.
 

DAT Files: Plainsfolk males─notable Syndicate member Teledji Adeledji included─usually go by their entire full name, rather than first or last name alone.
 

Encyclopedia Eorzea: Lalafellin names are made up of a given name and a "courtesy name" bestowed upon reaching adulthood. The latter is not a family name, 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.
 

Merewina: 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, 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.
 

Encyclopedia Eorzea: On their island homeland to the south, 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.
 

Encyclopedia Eorzea: As mantis sightings in Eorzea coincide with the time period in which Lalafellin settlers from the south arrived in Vylbrand, 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.

 

Spoiler

Encyclopedia Eorzea: The sons of fallen Mhach concealed themselves in the remote outlands for a time, 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.
 

Lodestone: 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, 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.
 

1.0 Character Creation: 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.
 

Encyclopedia Eorzea: While many are familiar with the Dunesfolk custom of attaching a small orb to the forehead as a symbol of their guardian deity, 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.
 

Vavaki: 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.
 

Encyclopedia Eorzea: The degree to which the Dunesfolk have adapted to their surroundings can be seen in their tanned skin, 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.
 

Urianger: The Dunesfolk have long laced their teas with traces of venom, that they might better survive in a land rife with deadly snakes and scorpions.
 

Fafajoni: Permit me to tell you something of this place. The name comes from an ancient tongue, 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.
 

Neymumu: 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!
 

-Dunesfolk's Beasts of Burden
-Dunesfolk Forehead Gemstones
 

 

Spoiler

Dark Sleeper: 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.


 

 

Spoiler

-Miqo'te Naming Conventions
 

Encyclopedia Eorzea: A race distinguished by their large, 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.
 

Encyclopedia Eorzea: 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, 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.
 

Lodestone: Though their presence in Eorzea is lesser than that of the other races, 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.
 

Lodestone 1.0: The ancestors of the Miqo'te made their way to Eorzea during the Age of Endless Frost, 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.
 

Miqo'te Naming Conventions: In the mass exodus which occurred during the Fifth Umbral Era, 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.
 

Encyclopedia Eorzea: 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, 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.
 

Encyclopedia Eorzea: Despite their inherently solitary nature, 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.
 

Fat Cat: Despite convincing research by top academics from around the realm and beyond, most Miqo'te scholars refuse to believe that there may be some ancestral connection between their race and cats (fat or not).
 

Archer Lodestone: 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.
 

Alchemist Lodestone: 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.
 

Alvak's Spyglass: Much Ado About Aether: According to ancient Miqo’te mystics, 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.
 

Encyclopedia Eorzea: The agile Miqo'te value freedom of movement above all else, 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.
 

Loupard: As I'm sure you've gathered from the tail an' ears, Q'yantaa's a Miqo'te, and huntin's in their blood. Could be this plan might actually work...
 

Encyclopedia Eorzea: The Miqo'te are roughly divided into two clans: the diurnal Seekers of the Sun, 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.

 

Spoiler

Encyclopedia Eorzea: Unsurprisingly, 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.
 

Lodestone: 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. 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.
 

Lodestone 1.0: 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.
 

Vavaki: 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!
 

Encyclopedia Eorzea: Roughly a head shorter and smaller of body than the average Hyur, 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.
 

Encyclopedia Eorzea: The Seekers of the Sun are a highly patriarchal culture, 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.
 

Fernehalwes: 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.

 

Spoiler

Encyclopedia Eorzea: As might be surmised from their self-chosen name, 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.
 

Lodestone: 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. 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.
 

1.0 Lodestone: 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.
 

Prosperlain: The Keepers of the Moon are the more numerous of the two Miqo'te clans you will see here in Gridania. Even so, 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.
 

Encyclopedia Eorzea: Save for their longer tail, 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.
 

Encyclopedia Eorzea: In contrast to the Seekers of the Sun, 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.
 

Muah Lihzeh: The men of the Keepers of the Moon live a wanderer's life, 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.
 

Masha Mhakaracca: I grew up in a household as the third daughter of five. As you likely already know, 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.
 

Blind Ambition: Can you believe the nerve, 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.
 

It's a Trap: 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, the Trappers' League has put a call out to local adventurers to assist in the search and disposal of hidden traps.
 

Moon in Rouge: 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, 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.
 

Moon Daisy: Moon daisies are often hung to rafters, trees, or other elevated locations to represent the celestial body when performing holy rituals to the goddess Menphina during daylight hours.
 

Thunderbolt Sculpin: 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.
 

Fernehalwes: 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, 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.
 

 

Spoiler

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.
 

DAT Files: It is believed the Miqo'te first came to Eorzea during the Fifth Umbral Era, fleeing their ravaged homeland on the southern continent of Meracydia.
 

Sesame Seeds: A tiny seed rich in aromatic oil, sesame is native to Meracydia, and thought to have first been brought to Eorzea by migrating Miqo'te.
 

Aloe: A thick, 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.
 

Encyclopedia Eorzea: 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.
 

 

 

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