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Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Fri Apr 14, 2017 8:17 pm
So like Final Fantasy XI, Final Fantasy XIV is a MMORPG game that is set in the land of Eorzea. So, unlike other Final Fantasy games, this game had unique features that even FFXI didn't have. Here is an Information Guide on FFXIV and everything that is unique about it.

1. Eorzean Map
2. Brief History Lesson
3. The Twelve
4. The Races of Eorzea
5. The Classes and Jobs available (DoW/DoM)
6. The Classes and Jobs available (DoH/DoL)
7. Notable Figures
---- 7.5 Noatable Figures Con't
8. Mounts
---- 8.5 Mounts Con't
---- 8.7 Mounts Con't
9. Different Events
10. Unique Quest Lines
11. The different areas of Eorzea
12. The Grand Companies of Eorzea  
PostPosted: Fri Apr 14, 2017 10:45 pm
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Lady Black Lycan
Vice Captain

Romantic Wolf


Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Fri Apr 14, 2017 10:51 pm
Current History of Eorzea:


((for a more in depth history, please read this as this gives the full history of the game starting with A Realm Reborn. Of course it will be slightly different as this is a world instead of a game, but the events are still true to the RP with some minor changes that will be listed below.))

The Warriors of Light is a small group of heroes that came together when they were all suggested to go to meet the Scions of the Seventh Dawn. Each one excelled in one job. There they worked together with the Scions to protect Eorzea. They split themselves into two groups of 4 and one group of 5 sometimes to take on primals and what not that they didn't need all 13 of them together for. They got the name Warriors of Light when they pushed back the Garlean forces from invading their home, saving Thancred from the holds of the Ascians, that are still a constant threat to the world, but have recently become elusive or haven't bothered to make themselves a nuisance.

When Alphinaud created the Crystal Braves, the Warriors of Light worked along side them in the time of peace that they had. On one fateful night, the Sultana, Nanamo Ul Namo, gathered the Warriors of Light into her chambers to speak with her in privacy. There they witnessed her "death" and were immediately arrested for the deed they didn't commit. There they learned of the backstabbing the Crystal Brave had committed and escaped barely with their lives. Leading them into Ishgard, they bore the heavy burden of the destruction of the Scions, only leaving them, Alphinaud and Tataru.

Once in Ishgard, Ishgard born White Mage of Light, led them to her home. She spoke with Count Artoirel and was able to give the other Warriors of Light solace and purpose in Ishgard. Soon the Warriors of Light began working with the Temple Knights with Ser Aymeric. Together, along with Lord Haurchefant, Azure Dragoon Estinien, Heritic Ysayle, and a few others, they began tracking down the instigator of the Dragonsong War, Nidhogg, that terrorized Ishgard for hundreds of years. The Warriors of Light, with Alphinaud, Estinien and Ysayle, met the brother of Nidhogg, Hraesvelgr, to seek aid in their destruction of Nidhogg. Initially, he refused, but soon he started lending a wing to the cause. It started with when the Warriors of Light got word that the Garleans wanted to use a hidden technology in Azys Lla and that there was a powerful barrier around it. Trying to cut them off, a small group went to Azys Lla with Cid Garlond, unintentionally breaking the barrier around it with the sacrifice of Ysayle who rode in on Hraesvelgr's back, giving enough aether to the ship's barrier breaker to break through. While there, they discovered that former King Thordan had been locked away in Azys Lla when he used the power of one of Nidhogg's eyes. Calling upon the rest of them, the Warriors of Light put King Thordan to rest, once and for all. Estinien picked up the eye of Nidhogg and pulled out the one he possessed, and within moments of bringing both together, Estinien was possessed by Nidhogg's spirit after he had been previously defeated. With heavy hearts, the warriors of light returned to Ishgard where they relayed the news to Ser Aymeric and Lord Artoirel.

Ser Aymeric had since put together a peace conference that was met with many oppositions. First it began with the initial start of the peace conference where a riot broke out. Only a handful of Warriors of Light were there, trying to settle the riot down. Others were Haurchefant, Emmanellain, Artoirel, Aymeric, Alphinaud and some of the found Scions, Thancred and Y'shtola. At one point in the fight, the White Mage and Summoner of Light both were cornered. Separating them from the rest. Their feeble attempts to push back their attacker was met with little success. In the moment that both thought they were going to be killed, Lord Haurchefant threw himself in and protected both of them, sacrificing himself. The riot ended there, those involved in starting it turning themselves in peacefully. The White Mage of Light, desperately trying to save her uncle, could do nothing as he reminded her that a smile better suits a hero as he drew his last breath, seeing her smile. Those in attendance mourned the loss of him and life moved on.

In the second attempt of the Peace Conference, Estinien showed up, possessed as Nidhogg. Soon after, the Warriors of Light, along with Aymeric, Alphinaud, and Lucia, took their final stand against Nidhogg. Their goal, save Estinien from the clutches of Nidhogg. The fight was brutal, many lives were lost, but the warriors of light stood together and saved as many as they could and finally defeated Nidhogg. Alphinaud and one of the Warriors of Light stood and pulled out the eyes in Estinien's armor and threw them over the opposite sides of the Steps of Faith bridge, thus ending the terror of Nidhogg. The Warriors of Light were honored in all of Eorzea for their deeds in aiding Ishgard with the Dragonsong War. Each of them received a medal showing the world of their deeds.

Ever since the end of the Dragonsong War, the Warriors of Light have went their separate ways until the day they are needed once more. It is rare for the Warriors of Light to go anywhere without people knowing who they are, so some of them find it hard to find true solace when they need it. Other revel in it but are still quite humble. Others have decided to pick up another job or more to pass time. Some have even taken to traversing the worlds that they can travel to. But there will come a time where all Warriors of Light will be called again to pick up the mantle and save the world once more.  
PostPosted: Fri Apr 14, 2017 10:52 pm
Eorzea has many different gods and goddesses that guard different areas of Eorzea as well as reign over something. Each deity represent a month of the Calendar. Here you will see each deity and in their description, you will see what moon, or month, they rule over. Of course, one doesn't have to worship the one they were born under, nor do they have to stick to one deity. As each one has a certain element that they have more influence in over the other, which gives resistance to those who worship under them. The catch is, an Eorzean can only worship one at a time to get their effects.

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Lady Black Lycan
Vice Captain

Romantic Wolf


Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Fri Apr 14, 2017 10:55 pm
Races:

Eorzea is home to many different people of many different ages and backgrounds. Many have been around since ancient times, others came from the seas. Some traveled the seas to seek a new chance at peace and life. In essence, Eorzea is made up of many different races. Each race is unique and has their own quirks. Here is a list of the many different races. Each race has male and female version, as well as two different sub-races.

Miqo'te:
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The ancestors of the Miqo'te made their wat 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 tent to lead solitary lifestyles, particularly males.

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Au'Ra:
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The curved horns and the beautifully patterned scales that characterize the Au Ra oft give rise to speculation that memebers of this Hyur-like race narive to the Far Eastern continent of Othard are, 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).
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Elezen:
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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. Unfortunately, this belief made the eventual appearance of the Hyur in their multitudes akin to an invasion, and a long history of the conflict ensued.
Ultimately, the Elezen diverged into the two clans that exsist today. The Wildwood Elezen took to the forests to protect their homeland while the Duskwight Elezen withdrew to caves and subterrane, opting instead to avoid all contact with any but their own.

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Hyur:
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The Hyur are said to have first traveled to Eorzea from her surrounding continents and islands. 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. Hyurs 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 a unified cultural identity.

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Roegadyn:
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Known for their brawny builds and piercing eyes, the Roegadyn are the largest and most rugged of Eorzea's 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 more earnest demeanors and can often be found working as bodyguards and smithies.
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Lalafell:
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A wee people sporting short, rotund bodies, the Lalafell appear as no more than children to the eyes of most. Many of these nimble little folk hail from the islands of the south seas, where they practice a simple agricultural lifestyle. It was not until the opening of maritime trade routes that the gradual migration of Lalafells to Eorzea began.
Now one of the most well-established races in the realm, Lalafells can be found in great numbers in every city. Thought Lalafellin culture places great emphasis on blood relations, individuals are known for getting along amicably with members of all races.

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PostPosted: Fri Apr 14, 2017 10:59 pm
Discipleship:

Eorzea has 4 different discipleship categories that one can choose from. The four discipleship categories are: Disciple of War, Disciple of Magic, Disciple of the Hand, and Disciple of the Land. You can have as many different jobs from each discipleship as there are job in the discipleship. For example: If one wanted to choose a job from the DoW discipleship, you have 8 jobs to choose from, and you can choose all 7 should you so desire. These are the Disciples and the Jobs under them. To obtain a job's soul stone (as you see bellow), one will have to take a Quest at the guild of the particular Job. They will be listed where each guild is located at in the description. No one is required to have one of these to participate in the XIV areas, but they are here in case one wants to try them out.

Disciples of War:
Disciples of War have two categories that fall under this title. There are the Tanks and the DPS (or damage) Jobs. I will separate them to tank and dps and let you know if the DPS are ranged or Melee. These do not include any magic based classes as they will be listed separately.


Tanks:


Warriors:
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“On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.
In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the frontlines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day.”
To receive the Soul Stone of the Warrior, one must go to Limsa Lominsa, to the Upper Decks, and to the Warrior's Guild. The Quest to pick up the stone is called "To a Warrior's Delight". The quest is long, but you will receive a soul stone at the end of it.


Paladins:
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“For centuries, the elite of the Sultansworn have served as personal bodyguards to the royal family of Ul'dah. Known as paladins, these men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense. Clad in brilliant silver armor, they charge fearlessly into battle, ever ready to lay down their lives for their liege. To be a paladin is to protect, and those who choose to walk this path will become the iron foundation upon which the party's defense is built.” To receive the Soul Stone of the Paladin, one must go to Ul'dah, to the Steps of Nald, and to the Paladin's Guild. The Quest to pick up the stone is called "Paladin's One Request". The quest is long, but you will receive a soul stone at the end of it.


Dark Knights:
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“The pious Ishgardian clergy guide the flock, and the devout knights protect the weak. Yet even the holiest of men succumb to the darkest of temptations.
None dare to administer justice to these sacrosanct elite residing outside the reach of the law. Who, then, defends the feeble from the transgressions of those meant to guide and protect them?
A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. Pariahs in their own land, they are known by many as “dark knights.”
These sentinels bear no shields declaring their allegiance. Instead, their greatswords act as beacons to guide the meek through darkness.”
To receive the Soul Stone of the Dark Knight, one must go to Ishgard, to the Foundation, and then search the Brume for someone named Fray. The Quest to pick up the stone is called "Crawling in My Skin". The quest is long, but you will receive a soul stone at the end of it.


DPS (Melee and Ranged):


Ninja:
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“Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants.
Able to manipulate the vital energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. Master the arts of the ninja and learn to bend the tide of battle to your will.”
Melee DPS. To receive the Soul Stone of the Ninja, one must go to Limsa Lominsa, to the Lower Decks, and to the Ninja Guild. The Quest to pick up the stone is called "You can just Believe It!". The quest is long, but you will receive a soul stone at the end of it.


Monks:
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“Though now under Garlean rule, 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. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats.”
Melee DPS. To receive the Soul Stone of the Monk, one must go to Ul'dah, to the Steps of Nald, and to the Monk's Guild. The Quest to pick up the stone is called "A Rocky Start". The quest is long, but you will receive a soul stone at the end of it.


Dragoons:
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“Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.
Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.”
Melee DPS. To receive the Soul Stone of the Dragoon, one must go to New Gridania, to Old Gridania, and to the Lancer's Guild. The Quest to pick up the stone is called "Tanking the Dragoon". The quest is long, but you will receive a soul stone at the end of it.


Bards:
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“The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.
In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.”
Ranged DPS. To receive the Soul Stone of the Bard, one must go to Gridania, to the New Gridania, and to the Archer's Guild. The Quest to pick up the stone is called "To the Ends of the Ballad". The quest is long, but you will receive a soul stone at the end of it.


Machinist:
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“The war with Dravania rages on, brutal and unrelenting. With no end in sight, the Holy See grows desperate. As her dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect her sons and daughters. Great cannons and ballistae now line the city walls, plucking dragons from the sky.
Following the example of Cid Garlond, who has demonstrated the potency of magitek, the Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them―the machinist.”
Ranged DPS. To receive the Soul Stone of the Machinist, one must go to Ishgard, to Foundation, and to the Skysteel Manufactory. The Quest to pick up the stone is called "Gunner's Gonna Gun". The quest is long, but you will receive a soul stone at the end of it.


Disciples of Magic:
Disciples of Magic have two categories that fall under this title. There are the Healers and the DPS (or damage) Jobs. I will separate them to healers and dps.


Healers:


White Mages:
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“White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.
Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.”
To receive the Soul Stone of the White Mage, one must go to Gridania, to Old Gridania, and to the White Mage's Guild. The Quest to pick up the stone is called "The Soul of White Magic". The quest is long, but you will receive a soul stone at the end of it.


Astrologians:
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“Ever has man coveted knowledge, and none more so than that of his fate. Thus did he labor to master the skill of foresight—but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens.
Though this gift is known today as astrology, the people of Sharlayan saw fit to not only read the stars, but to write their movements as well. By attuning their aetherial energies to that of constellations, they learned to wield magicks with heretofore unseen properties.
Thus was astromancy born—a new form of magick which grants its users power over fate. Employing a star globe and divining deck in their miraculous deeds, fortune always smiles upon these masters of arcana.”
To receive the Soul Stone of the Astrologian, one must go to Ishgard, to the Pillars, and to Athenaeum Astrologicum. The Quest to pick up the stone is called "The Stars are not Right". The quest is long, but you will receive a soul stone at the end of it.


Scholars:
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“In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym's scholars that allowed their mundane army of mariners to throw back would-be conquerers time and again. These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures' magicks to heal the wounded and bolster the strength of their allies.” To receive the Soul Stone of the Scholar, one must go to Limsa Lominsa, to the Lower Decks, and to the Arcane Magicks Guild. The Quest to pick up the stone is called "A Scholarly Duty" in the upstairs portion. The quest is long, but you will receive a soul stone at the end of it.


DPS:


Summoners:
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“The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival.
In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals' essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages.”
To receive the Soul Stone of the Summoner, one must go to Limsa Lominsa, to the Lower Decks, and to the Arcane Magicks Guild. The Quest to pick up the stone is called "A Summoning Day for Me" in the downstairs portion. The quest is long, but you will receive a soul stone at the end of it.


Black Mages:
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“In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.
Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.”
To receive the Soul Stone of the Black Mage, one must go to Ul'dah, to the Steps of Nald, and to the Black Mage Guild. The Quest to pick up the stone is called "I'm the Best, You're My Support." The quest is long, but you will receive a soul stone at the end of it.
 

Lady Black Lycan
Vice Captain

Romantic Wolf


Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Fri Apr 14, 2017 11:02 pm
Discipleship (Con't):


Disciples of Hand:
Disciples of Hand are crafters that specialize in using their hands to make different things for the adventurers of Eorzea. Some make clothes, others make weapons and armor. It all depends on what you want to make. Here are the classes that craft things. These classes do not have a soul stone, but they use special items to call upon the soul of that crafter. I will list the item that they need for each crafter.


Weaver:
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“Weavers create fiber and fabric from base materials before using them to sew and stitch the vast array of garments worn by all. From fiber to thread, thread to cloth, cloth to dress, the path of these artisans literally weaves its way from basic beginnings to extravagant ends.
Just as the Spinner, Nymeia, spins the fates of all Eorzeans, the warp and weft of a weaver's work, too, have been known to alter the course of destinies both large and small. This holds truest in the city-state of Ul’dah, where appearances are considered akin to reality, and where master weavers wield tremendous influence.”


Blacksmith:
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“It is in the fires and on the anvils of blacksmiths that weapons and tools of metal are crafted. Their work is in demand far and wide, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp.
Limsa Lominsa has been renowned for its blacksmithing tradition since antiquity, though the advanced metallurgical techniques passed on today bear little resemblance to the simple practices of ancient times. The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious smiths.”


Leatherworker:
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“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.”


Goldsmith:
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“Goldsmiths work precious metals and stones into a multitude of accessories that appeal to the Eorzean aesthetic. Their wide-ranging finery, painstakingly fashioned from delicate metals and gemstones, can be see adorning the ears, fingers, and necks of the distinguished everywhere.
Ul'dahn goldsmiths always have a ready supply of raw materials, owing to the vast mineral resources of Thanalan. Due to the high value of these resources, however, most artisans also make it their business to stay abreast of market trends.”


Armorer:
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“Armorers treat and work the malleable metals of Eorzea into all forms of armor. By binding together sheet, stud, and link, they are able to produce garb of plate and chain that has saved the lives of countless adventurers.
Though the armor trade once fell within the realm of blacksmithing, advancements in both metallurgical techniques and material refinement led to its necessary specialization, and it is now recognized as an official profession by all nations.”


Alchemist:
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“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.”


Culinarian:
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“Culinarians preside over the world of cuisine, preparing every known consumable in Eorzea. Armed with a cornucopia of ingredients from across the realm, and versed in methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield.
Of all the city-states of Eorzea, Limsa Lominsa boasts the richest culinary tradition, a product of its proximity to fertile lands and plentiful seas, and its standing as the realm's foremost trading port.”


Carpenter:
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“The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, from the implements of war to the tools of various trades.
The greatest advancements in the craft have been made in the Twelveswood, home to the highest quality timber in Eorzea. Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous waterwheels erected throughout their city.”


Disciples of Land:
Disciples of Land are gatherers that specialize in using tools in order to gather things for the crafters to make different things for the adventurers of Eorzea. Rocks, trees and seas. It all depends on what you want to gather from. Here are the classes that gather things. These classes do not have a soul stone, but they use special items to call upon the soul of that gatherer. I will list the item that they need for each gatherer.


Miner:
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“Miners are responsible for the excavation and handling of Eorzea's mineral wealth, be it ores, fossils, precious stones, or otherwise. To fully master the advanced techniques developed by the great mining nation of Ul'dah, they undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large-scale civil engineering. Many miners subscribe to the theory of continental drift, and take for their patron deity Oschon the Wanderer.”


Botanist:
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“The botanist's profession encompasses the procurement of resources from all forms of plant life. This includes harvesting vegetables and grains, tending fruit-bearing trees, cultivating fibrous plants, logging timber, and more.
Botanists also endeavor to educate others about the need to maintain a symbiotic relationship with Eorzea's plants, rather than carelessly stripping them of their useful parts. Owing to their intimacy with nature, botanists are known to revere Nophica, the goddess of abundance.”


Fisher:
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“Fishers are the harvesters of the realm's marine and freshwater animal resources.The trade rose to prominence in the nation of Limsa Lominsa, owing to the plentiful waters upon and around Vylbrand island. Be it from the shore of a sea, the bank of a river, or the deck of a boat, Eorzea's anglers must constantly account for a wide range of factors to optimize their success, including season, time, place, tools, and bait.”
 
PostPosted: Fri Apr 14, 2017 11:04 pm
Important People of Eorzea and the Eorzean Alliance:


Raubahn Aldynn
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"He is the leader of Ul'dah's Grand Company, the Immortal Flames. He was once a resident of Ala Mhigo before its fall to the Garlean Empire.

By buying the Coliseum in Ul'dah using his winnings as a champion Gladiator, he earned himself a place in the Syndicate. Unlike the rest of the Syndicate, he is faithful to the Sultana Nanamo Ul Namo and has reinstated the Immortal Flames as a means for the Sultanate to combat the impending threat of the Garlean Empire."
Raubahn is almost normally found in his office at the Hall of Flames. On nights on the eve of the last day of the month, he can be seen wandering Ul'dah checking on things around the city. He adores the Sultana and his son is almost always seen wandering the city at night.

Kan-E-Senna
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"She is the eldest of three Padjal siblings, her sister being Raya-O-Senna, and her brother being A-Ruhn-Senna. She was admitted into the Conjurer's guild Stillglade Fane before her sixth nameday for predicting devastating fires and locust infestations.

After becoming Elder Seedseer she left Gridania to live with her siblings, aiding them in maintaining peaceful relations between the Elementals and mankind. She returned to Gridania in reaction to the increasing number of natural anomalies, and reinstated the Order of the Twin Adder to ready the forest city-state for what lies ahead.

As Gridania is geographically closest to the Garlemald, as well as adjacent to Mor Dhona, it is considered the first line of defense against the threats of both. It was Kan-E-Senna who first sent word to the other Grand Companies to request the reformation of the Eorzean Alliance."
The Elder Seedseer is generally seen wandering around the White Mage guild or in the Adder's Nest. At nights, she spends times in the Adventurer's guild with all the Adventurers that spend their nights there.

Merlwyb Bloefhiswyn
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"She is a Roegadyn pirate who became leader of one of the three Grand Companies of Eorzea, Limsa Lominsa's Maelstrom. Ironically, she proceeded to impose strict regulations on piracy within Limsa Lominsa." You can almost always find Merlwyb in her office. Occasionally she will venture to the Maelstrom headquarters to check on her military strength. On some nights, you can find her in the Drowning Wench telling stories of her days on the seas.

Artoirel de Fortemps
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"Count Artoirel de Fortemps, also known as Artoirel Ironbone, is the eldest son of Count Edmont, and brother to Haurchefant and Emmanellain. Upon some suspicion of the Fortemps Manor aiding Ser Aymeric in a coup d'etat on Archbishop Thordan, who died but not due to a coup, former Count Edmont stepped down as Count and passed the position to his eldest son, Artoirel, removing all suspicion on the house. A year after his rise to Count, Artoirel met a young Miqo'te female that had wandered into Ishgard and was instantly smitten with her. They spent time together and a few years later, were married happily. Even though some of the highest positioned leaders agreed of the marriage and blessed them, Artoirel faced a new challenge, aside from one other, the High Houses of Ishgard and some slightly lower Houses all turned their backs on the House of Fortemps. On the outside, the one High House that agreed had also turned their back, but the Fortemps Manor knew they were on their side.

Soon the Miqo'te female became pregnant. Some of the midwives feared that if the female gave birth to an Elezen, she might not make it through the birth, but all prayed for the safety of both mother and child. Artoirel continued his duties and was there when his daughter, a Miqo'te female, was born. The whole manor was overjoyed on the safe arrival of the child, until the mother grew ill a few days after her delivery. The daughter was given the name Shaline, in honor of her mother's mother. The mother's illness got slightly better and she lived for another 6 years with her husband and daughter.

Because of her illness, Artoirel's wife was unable to bear any more children, but he lived happily with his wife and daughter, until when his daughter was about to turn 5, his wife's illness took a turn for the worse. Unable to find a cure quick enough, Artoirel laid his wife to rest with his young daughter by his side, pleading for her mother to wake up. Surrounded by his father and two brothers, he and Shaline watched as they interred his wife into the family's catacombs. His brother Haurchefant was holding the crying child as his father and brother Emmanellain, kept a hand on his shoulders. It was only when his wife was fully inside did he shed a tear. A week after his wife's funeral, he received word that the High Houses accepted the House of Fortemps back among their ranks. Life went on, and he still has yet to find another wife, nor does he care to find one, living his life with his daughter, raising her with the help of his brothers and father."
Lord Artoirel is almost always found in the Fortemps Manor with some evenings going just outside the manor to overlook Ishgard in his favorite spot. Some days he goes there to take a break, others is to think about his late wife or his daughter. On occasion he can be found around the Congregation, talking with Ser Aymeric.

Emmanellain de Fortemps
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"Lord Emmanellain de Fortemps is the youngest son of Count Edmont, and brother to Haurchefant and Artoirel. Due to his carefree and unfocused behavior, he is always attended by a pageboy named Honoroit. Since his brother took up the position of Count, he has since taken over his older brother Haurchefant's position at Camp Dragonhead that had been left open since his death. Emmanellain was there for his sister-in-law's death and helped support his brother and niece. He lives in Camp Dragonhead full time with Honoroit tending to him, although Honoroit has yet to do a thing for him as Emmanellain had done some growing up since Haurchefant's death." Emmanellain is often found in the Camp Dragonhead office in the Coerthas Central Highlands. He does take an occasional trip back home to visit his father and brother, and his niece when she is home.

Aymeric de Borel
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"Aymeric is a man of Ishgard, and Lord Commander of the Temple Knights. Ser Aymeric is born the illegitimate son of Thordan VII, having risen up to the ranks of Lord Commander of the Temple Knights despite the social stigma held against him. Aymeric, with his right hand woman Lucia, supported the Fortemps Manor through all the trials that it had gone through. Since the Dragonsong War ended, with the aid of the warriors of light, Ser Aymeric has since taken up the new highest position in the new House of Lords since the dissolving of the theocracy that ruled Ishgard for many centuries. Ser Aymeric continues to aid those who need it and continues a stable relationship with House of Fortemps, as well as the other houses, though with much chagrin of some of the other high houses. Ser Aymeric and Lord Artoirel are almost always seen with each other in down times. With both being close in age, they are like brothers and the previous count somewhat accepted him into the House of Fortemps. Ser Aymeric, once upon a time, also fell in love with the Miqo'te female that had become Artoirel's wife. He actually was in favor with the marriage as he soon realized that there was someone who he was much closer to that he care about deeply for." Ser Aymeric is almost always found at the Congregation with the occasional leaving to attend a House of Lords and House of Commons meeting. On some nights, Ser Aymeric and Lord Artoirel are seen conversing with each other, most times on a walk around the Pillars.

Lucia goe Junius
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"Lucia and her sister, Livia, lost their parents in a war and were separated. While Livia chose to become a soldier, Lucia chose to become a spy. She was given the mission to spy on Ishgard but found herself at Ser Aymeric's side for a different reason. Having found a man she can follow and a home, she abandoned the Empire. She has been by Ser Aymeric's side ever since, leading the Temple Knights in the absence of Aymeric during the Dragonsong War. Lucia had started realizing quickly that Aymeric was becoming more than just her superior in her heart. Without making her feelings known, Lucia served Aymeric with as much loyalty as any knight would serve. Lucia aided the Warriors of Light, one of which was Ser Aymeric's "niece", in defeating Nidhogg. In the recent moons, Lucia has noticed a change in Ser Aymeric's demeanor around her. She believes in her heart that maybe he finally has noticed her, not just as a knight, but as a woman." Lucia is always found in the Congregation on most occasions, either by Aymeric's side or down in the common area. On the rare occasion, she is seen walking around Ishgard, doing her rounds.

Estinien Wrymblood
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"The former Azure Dragoon, and mightiest hero of Ishgard. Bearer of the Eye, an ancient relic plucked from the great wyrm Nidhogg, he wields the power of dragons. Long absent from his post, he has returned to Ishgard to drive back the ancient enemy of his people. Traveling with the Warriors of Light for a while, he met a woman that really pushed his buttons, and stole his heart. Ysayle and Estinien never had a chance to enter into a relationship, as she sacrificed herself to aid the Warriors of Light. After that, he searched for Nidhogg and was eventually consumed by him. During his time consumed by Nidhogg, he found out that Nidhogg and him were not very different and was nearly completely consumed by Nidhogg. He went against the Warriors of Light, who defeated him and relieved him of Nidhogg's eyes, saving his life. Estinien gave up the title of Azure Dragoon, and once he recovered, left Ishgard, leaving with a bouquet of white flowers." Estinien is rarely ever seen after he left. On occasion, if one visits Azys Lla, one might find a bouquet of white flowers at the dead end of the Aetheryte platform. Estinien can also be seen on occasion standing watch over Ishgard in it highest points, but if one were to look twice at it, he may be gone from it."
 

Lady Black Lycan
Vice Captain

Romantic Wolf


Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Fri Apr 14, 2017 11:04 pm
Important People of Eorzea and the Eorzean Alliance Continued:

Alphinaud Leveilleur
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"He and his twin sister Alisaie Leveilleur are the grandchildren of Louisoix Leveilleur. He is a prominent character in the Scions of the Seventh Dawn, acting as the head since Minifilia had disappeared from this realm. Born in to a Sharlayan dignitary in the Dravanian Hinterlands within Ishgard, Alphinaud and his sister attended the Studium at a young age and were later given grimoires by Louisoix before he left for Eorzea. What the twins were unaware of was that their tomes were actually halves of a larger grimoire, signifying Louisoux's wish for the twins to understand each other and share a common goal." Alphinaud is almost always found in the Scions headquarters, The Rising Stones in Mor Dhona. Occasionally, Alphinaud will make a trip back to The Waking Sands in Vesper Bay in Thanalan to visit with Urianger.

Alisaie Leveilleur
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"She and her twin brother Alphinaud Leveilleur are the grandchildren of Louisoix Leveilleur. Born in to a Sharlayan dignitary in the Dravanian Hinterlands within Ishgard, Alisaie and her brother attended the Studium at a young age and were later given grimoires by Louisoix before he left for Eorzea. What the twins were unaware of was that their tomes were actually halves of a larger grimoire, signifying Louisoux's wish for the twins to understand each other and share a common goal." Alisaie is more often in the Rising Stones but does take the occasional trip to La Noseca to visit a young Kobold that she is trying to rehabilitate back into a normal kobold.

Thancred Waters
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"Thancred's origins are unknown, but he has appeared in Ul'dah two decades ago and has strangely not aged since his arrival. What is known is that Thancred is an Archon. Later details revealed he was a street urchin in Limsa Liminsa before being recruited by Louisoix Leveilleur, and he had arranged correspondence between the senior Archon and Minfilia. Thancred was possessed by Lahabrea while he was investigating the Ascians, via a black crystal necklace. Though he taunted that they would have kill Thancred to fight him off, the Adventurer had a trump card: the Light of the Crystals found throughout the story enabled them to purge Lahabrea from Thancred's body. As the ruined Imperial base began to crumble, the Adventurer was able to escape with an unconscious Thancred using a Magitek Reaper.

After Alphinaud created the Crystal Braves, the Scions are betrayed by the Crystal Braves and framed for the apparent assassination of Nanamo Ul Namo, Thancred is confronted by a squad of Brass Blades who want to arrest him for colluding with the Garleans. Initially believing them to be referring to his actions while under Lahabrea's control, he evades capture and meets up with the other Scions, who are currently fleeing Ul'dah. He reveals the existence of a hidden tunnel that leads out of the city, but their pursuers follow them. Y'shtola and Thancred remain behind to ensure that adventurer and Minfilia escape by causing a cave in. At the last second, Y'shtola uses the ancient spell Flow to transport herself and Thancred to safety. However, while Y'shtola is trapped within the Lifestream a living being, Thancred ended up in the wilderness of the Dravanian Forelands. After the events of the Dragonsong War, Thancred has taken an easier life, joining back with the Scions and aiding them."
Thancred doesn't really go anywhere. He spends most of his time in The Rising Stones or outside in Mor Dhona. When he is outside, he is often found looking up into the sky, most likely thinking about Minfilia.

Y'shtola Rhul
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Urianger Augurelt
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Yda Hext
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Cid Garlond
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Tataru Taru
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PostPosted: Tue Apr 18, 2017 12:40 am
There are many different mounts that one can ride in Eorzea. As there are so many, I can't list them all here. But here are some mounts that you can ride. I will include how one may get these. (Please note: this is only a select few and are not limited to just these. And how you receive them has been changed for this RP.) If you have a request for a mount that isn't shown here (whether it is in game or an idea), I can try and include it at a future date.

Common Mounts:
These are mounts that everyone will receive over time. Generally will receive them at the end of a Grand Company Campaign or a quest that you can get early on. Some drop at the end of a dungeon. How to receive each mount will be given in the description. Once you receive the mount, particularly from a dungeon, you cannot receive it again.

Company Chocobo:
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Born and bred in the city-state of Ishgard, the majority of company chocobos are geldings of the rouncey variety; however, massive destriers and miniature Belah'dian jennets are also raised to accommodate the builds of Roegadyn and Lalafellin riders respectively. This chocobo is the very first mount anyone gets in Eorzea. As soon as you enlist in a Grand Company, one of the members of the Grand Company will have a quest called "My First Chocobo". This will grant you a chocobo at the end of the quest. This chocobo is unique from any other chocobo in Eorzea. By feeding your chocobo special fruits, you can change the hue of the chocobo's feathers. You can also change the barding on it as well.

Fat Chocobo:
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Playfully described by some as "large and in charge", in truth, when summoned, this gluttonous gourmand will flap nary a feather unless a garland of Gysahl Greens is dangled before him - in which case not even the laws of nature can slow the fat chocobo down. After receiving your company chocobo, you will unlock a quest line with the first quest being "Gryshal Madness". Do all the quests in the quest line, and you will trigger another quest in Bentbranch Meadows called "One too many" from ____. At the end of the quest, you will receive a Fat Chocobo Whistle.

Midgardsormr:
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Only after proving your bravery in the face of countless perils has the father of dragons found you to be a worthy heir to the light, and granted you a place upon his back. Midgardsormr is one of the harder ones to get as you have to wait until you unlock Keeper of the Lake. When you unlock keeper of the lake, you will trigger a quest called "To live once again" from ____ in Mor Dhona. Make sure you pick up the quest before running Keeper of the Lake. Once you run it, you will receive a "Scale of the First". Take it to ____ and he will explain that the scale can summon Midgardsormr as he points out that there are holes like a whistle. Use it and Midgardsormr will be summoned to be ridden on.

Unicorn:
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This rare creature is rumored to dwell far north in the outer reaches of Coerthas. Not long ago, Eorzean unicorns numbered in the thousands, and could oft be seen roaming the Coerthas highlands in great majestic herds that would render the mountains white as snow. Poaching has caused the population to decline, and if it were not for your act of kindness, there would be one fewer. The unicorn is one of the ones that you have to do a Grand Company Campaign for. Grand Company Campaigns are carried out in a group of 8 of same Grand Company members. More on these later. To unlock the Unicorn, once completing 4 campaigns, you will unlock a quest called "Rare Beauty and Magic". It will require you to run another campaign to "collect information" on this rare beast. Once you collect the information, you will be sent to Gridania (if you are not already there) to the Conjurer's guild to talk to _____. She will then tell you that she owned this rare Unicorn and sends you off to find it. Once you find it and rescue it, it will discover a bond with you. When you return to ____ she will tell you that it has a distant look in it's eyes and wants to travel the world with you. You will then receive the whistle and the quest will end.

Gryphon:
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Fantastical winged beasts native to the unscalable peaks of Abalathis's Spine, 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. The Gryphon is a bit more complex than the Unicorn to receive, but it also uses the Campaigns. After running 19 campaigns, you will unlock a quest line starting with a quest called "A Gryphon Chance". You will once again run another campaign to gather information, and once you do so, return to the quest holder and you will begin the quest line to obtain a whistle to summon the Gryphon.



Primal Mounts:
These mounts are something that is dropped from primals after defeating them 10 times. Currently, at this time, only Ifrit, Titan, Garuda, Shiva, Leviathan, and Ramuh have mounts. Listed below are few of them. If you wish to know some others, please let me (Lady Black Lycan) know and I will get them up.

Aithon:
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Its breath is said to be as hot as the seventh hell. Legend states that the Lord of the Inferno, Ifrit, forged this magicked steed from a nightmare offered by the Amalj'aa in sacrifice. Defeating Ifrit 10 times gives you a chance at Enbarr's Whistle. Sometimes it takes some up to 12 times for his whistle

Boreas:
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Legend states that the Lady of Frost, Shiva, birthed this magicked steed from a unicorn offered by her followers in sacrifice. Defeating Shiva 10 times gives you a chance at Boreas's Whistle. Sometimes it takes some up to 20 times for his whistle

Enbarr:
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It is said to have been born of the surging waves. Legend states that the Lord of the Whorl, Leviathan, birthed this magicked steed from a nightmare offered by the Sahagin in sacrifice. Defeating Leviathan 10 times gives you a chance at Enbarr's Whistle. Sometimes it takes some up to 15 times for his whistle.


Special Mounts:
These mounts are only gotten by specific means. These means will be mentioned in each description. These mounts cannot be achieved in any other way than what has been described. Some mounts will have limits to how many can hold them to start.


Fenrir:
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Following the rise of Ishgard, hoarhounds all but disappeared from the Coerthas highlands. However, the shift in climate caused by the Calamity has seen the legendary beasts descend from their mountain dens once more. To obtain Fenrir, one must first unlock the dungeon Snowcloak. After that, a NPC in Camp Dragonhead will start a quest line. The starting quest will be given by ______ called "Covered in a Snowcloak". Clear the dungeon and return to him, handing him a Fenrir Claw (obtained automatically at the end of the dungeon. must have picked up the quest first). There he will tell you about how the Hoarhounds had disappeared. This was a sign of their return. He will then send you from there on a quest line to pick up a fenrir horn. Only 10 people will receive one. Subject to change as time goes.

Ceremonial Chocobo:
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Wearing ceremonial barding, these snow white chocobos born of Ishgard were bred for use in the Ceremony of Eternal Bonding. The Ceremonial Chocobo is a two seater mount. In order for a second person to ride, the two individuals, the summoner and the passenger, must be in a party. To obtain the Ceremonial Chocobo, one must go through the Ceremony of Eternal Bond quest line. It's as it says, this is a ceremony of eternal bonds, or one must get married. Anyone who gets married can receive this chocobo, both partners get one. More information on Eternal Bonds will be given later.

Sleipnir:
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Blessed by the elder primal himself, Sleipnir will forever remain loyal to those who have proven themselves worthy. In addition to being fearless in battle, the dark steed is also able to manipulate his corporeal form to accommodate any rider, large or small. To obtain Sleipnir, one must have fought Odin at least once as a Primal. After doing so, a quest will be triggered. "For the love of Odin" is the name. You will find the quest in Fallgourd Float from a NPC named Keneweard. From there, you will have to wait for the Odin FATE to occur in any part of the shroud. If you are successful in defeating Odin's fate, you will have a chance of obtaining's Odin's Sword Shard (drop rate is 30%). Take the shard back to the NPC. He will then send you, with the shard, to Quarrymill and you will have to talk to Juliembert about the shard. He will hand you notes about Odin back and tells you to deliver them to Keneweard and to come back. Once doing so, when you return, you will receive a horn to summon Odin's mount, Sleipnir, for your use. Return back to Juliembert mounted on Sleipnir to obtain Odin's sword, a replica of his sword of course. Only 20 will receive this mount. Subject to change over time.

Fat Moogle:
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This plus-sized patrician epitomizes the ancient moogle proverb regarding kupo nuts that says, “Once you kupop, you cannot stop.” Basic laws of physics suggest that wings as small as the fat moogle's should not provide enough lift for true flight... yet here we are. Fat Moogle is a two-seater mount. As before, the two must be in a party together in order for the passenger to ride. The way to obtain the Fat Moogle mount, one must do a quest called "How to Moogle Again". The Quest is found in Old Gridania at the Twin Adder after you have enlisted in a Grand Company and Completed 5 Grand Company Campaigns. The Quest holder is name Gavin.
 

Lady Black Lycan
Vice Captain

Romantic Wolf


Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Tue Apr 18, 2017 12:41 am
reserved for mounts continuation  
PostPosted: Tue Apr 18, 2017 12:45 am
reserved for mounts continuation  

Lady Black Lycan
Vice Captain

Romantic Wolf


Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Tue Apr 18, 2017 12:46 am
Many events happen all the time!  
PostPosted: Wed Apr 19, 2017 8:16 pm
These quests stand out

(Sleipnir quest, eternal bonds, fenrir quest line)  

Lady Black Lycan
Vice Captain

Romantic Wolf


Lady Black Lycan
Vice Captain

Romantic Wolf

PostPosted: Thu Apr 27, 2017 8:39 pm
Eorzea is a big place and there are lands that have yet to be discovered outside the realm. Here are some places that are of interest (and links to the threads of them) and some notable places within those areas. This information will also be mirrored in the opening threads of the locations as well. The notable places that I list will be noted if it contains and Aetheryte, Aethernet or not. If it does, it will be marked with (a) next to it for Aetheryte and (n) for Aethernet.

The Black Shroud
- East Shroud - Hawthorne Hut (a)
- Central Shroud - Bentbranch Meadows (a)
- North Shroud - Fallgourd Float (a)
- South Shroud - Quarrymill (a)
- South Shroud - Camp Tranquill (a)
- East Shroud - Little Solace - Sylph's Beast Tribe area
- South Shroud - Buscarron's Druthers
- North Shroud - Ehcatl - Ixali Beast Tribe area
- North Shroud - Hyrstmill

Gridania
- New Gridania
- - Aetheryte Plaza (a)
- - Archer's Guild (n)
- - Carpenter's Guild
- - Twin Adder Nest (Grand Company)
- - Adventurer's Guild/Airship Landing (n to the landing)
- Old Gridania
- - White Mage's Guild (n)
- - Shaded Bowers Market Place (n, but shares it with Leatherworker's Guild)
- - Lancer's Guild (n)
- - Apkullu Falls
- - Botanist's Guild (n)
- - Leatherworker's Guild (n)
- - Mih Khetto's Amphitheatre (n)

Sanctum of the Twelve

La Noseca
- Middle La Noseca - Summorford Farms (a)
- Lower La Noseca - Morabay Drydocks (a)
- Eastern La Noseca - Costa del Sol (a)
- Eastern La Noseca - Wineport (a)
- Western La Noseca - Swiftperch (a)
- Western La Noseca - Aleport (a)
- Upper La Noseca - Camp Bronze Lake (a)
- Outer La Noseca - Camp Overlook (a)
- Lower La Noseca - Red Rooster Stead
- Eastern La Noseca - Castrum Occidens
- Western La Noseca - Saspa Spawning Grounds
- Western La Noseca - Novv's Nursey (Sahagin Beast Tribe Settlement)
- Outer La Noseca - U'Ghamaro Mines
- Outer La Noseca - 789th Order Dig (Kobold Beast Tribe Settlement)

Limsa Lominsa
- The Upper Decks:
- - The Aftcastle (n)
- - Maelstrom Command (Grand Company) (n, shares with aftcastle)
- - Naldiq & Vymelli's (Blacksmith and Armorer's guild)
- - The Drowning Wench (Adventurer's Guild)
- - Warrior's Guild (n)
- - The Bismarck (Culinarian's Guild) (n)
- The Lower Decks:
- - The Aetheryte Plaza (a)
- - Hawker's Alley (n)
- - Arcane Magic Guild (n)
- - Fisherman's Guild (n)
- - Ninja's Guild

Wolves' Den

Thanalan
- Western Thanalan - Horizon (a)
- Central Thanalan - Black Brush Station (a)
- Eastern Thanalan - Camp Drybone (a)
- - Church of Saint Adama Landama
- Southern Thanalan - Little Ala Mhigo (a)
- Southern Thanalan - Forgotten Springs (a)
- Northern Thanalan - Camp Bluefog (a)
- Northern Thanalan - Ceruleum Processing Plant (a)
- Western Thanalan - Vesper Bay
- - The Waking Sands (The Scions of the Seventh Dawn Backup Headquarters)
- Western Thanalan - Crescent Cove Docks
- Western Thanalan - The Silver Bazaar
- Central Thanalan - The Bonfire
- Central Thanalan - The Coffer & Coffin
- Eastern Thanalan - The Golden Bazaar
- Eastern Thanalan - Highbridge
- Eastern Thanalan - The Burning Wall
- Southern Thanalan - Ring of Ash (Amal'ja Beast Tribe Settlement)
- Southern Thanalan - Zanr'ak
- Southern Thanalan - Sagolii Desert
- Northern Thanalan - Castrum Meridianum
- - The Praetorium
- Northern Thanalan - East Watchtower
- Northern Thanalan - West Watchtower

U'ldah
- Steps of Nald
- - Aetheryte Plaza (a)
- - Black Mage's Guild (n)
- - Adventurer's Guild (n)
- - Hall of Flames
- - Monk's Guild
- - Ruby Road Exchange

- Steps of Thal
- - Hustings Strip (n, location is Chamber of Rule)
- - Airship Landing
- - Alchemist's Guild (n)
- - Weaver's Guild (n)
- - Goldsmith's Guild (n)
- - Miner's Guild (n)
- - Sapphire Avenue Exchange
- - Paladin's Guild (n)

The Golden Saucer

Coerthan Lands
- Central Highlands - Camp Dragonhead (a)
- Central Highlands - Monument Tower
- Central Highlands - First Dicasterial Observatorium of Aetherial and Astrological Phenomena
- Central Highlands - Providence Point
- - Memorial to a friend
- Central Highlands - Natalan
- Central Highlands - Gates of Judgement and Steps of Faith (Bridge to Ishgard)
- Central Highlands - Whitebrim Front
- Central Highlands - Snowcloak and Behemoth's Dominion
- Western Highlands - Falcon's Nest (a)
- Western Highlands - The Black Iron Bridge
- Western Highlands - The Convictory
- Western Highlands - Banepool
- Western Highlands - Gorgagne Mills

The Holy See of Ishgard
- Foundation
- - Aetheryte Plaza (a)
- - Skysteel Manufactory (Machinist Guild) (n)
- - The Brume (Dark Knight's Trainer is located here) (n)
- - The Forgotten Knight (n)
- - Congregation of Our Knights Most Heavenly (n, shares with The Forgotten Knight)
- - The Lightfeather Proving Grounds

- The Pillars
- - The Last Vigil (Fortemps Manor and Haillenarte Manor are located here) (n)
- - The Jeweled Crozier (n) (Durendaire Manor is located near here)
- - Saint Reymanaud's Cathedral/Saint Endalim's Scholasticate (n)
- - The Vault
- - The Tribunal (n)
- - Athenaeum Astrologicum (n) (Dzamael Manor is located near here, Astrologian Guild)
- - Airship Landing/Diadem Ships (n, shares with Athenaeum Astrologicum)


Abalathia's spine
- Sea of Clouds - Camp Cloudtop (a)
- Sea of Clouds - The Rosehouse
- Sea of Clouds - The Whale's Crown
- Sea of Clouds - Vundu Ok' Bendu
- Sea of Clouds - Neverreap
- Sea of Clouds - Ok' Vundu Vana
- Sea of Clouds - Ok' Vundu Mok
- - Hall of the Fallen Plume
- Sea of Clouds - Ok' Zundu (a)
- - Ok' Gundu Nakki (Vanu Vanu Beast Tribe Settlement)
- Sea of Clouds - Coldwind
- - The Parrock (Void Ark Entrance)
- Azys Lla - Helix (a)
- Azys Lla - Castrum Solus
- Azys Lla - The Cathedral
- Azys Lla - Many different science labs
- Azys Lla - Aetherochemical Research Facility
- Azys Lla - The Warring Triad

Dravanian Lands
- Forelands - Tailfeather (a)
- Forelands - The Chocobo Forest
- Forelands - The Iron Feast
- Forelands - Loth ast Vath (Vath Beast Tribe Settlement)
- Forelands - The Smoldering Wastes
- Forelands - Loth ast Gnath
- Forelands - Anyx Trine (a)
- Forelands - Sohm Al
- Hinterlands - Bigwest Shortstop
- Hinterlands - Saint Mocianne's Arboretum
- Hinterlands - Matoya's Cave
- Hinterlands - The Great Gubal Library
- Hinterlands - The Arkhitekton
- Hinterlands - Stone, Sky, and Sea
- Hinterlands - Alexander Primal

The Churning Mists
- Moghome (a)
- Asah
- Bahrr Lehs (Moogle and Dragon Beast Tribe Settlement)
- Zenith (a)
- Sohr Kai (Hraesvelgr's Home)
- The Rookery
- Tharl Oom Khash

Idyllshire
- Aetheryte Plaza (a)
- The Cenotaph
- Freewalks Roundspot
- The Hard Place
- West Idyllshire (n)
- Greengrub Mudplots
- Stickqix's Bangpots
- Rowena's Center for Cutural Promotions

Mor Dhona
- Revenant's Toll (a)
- The Rising Stones (The Scions of the Seventh Dawn's Headquarters)
- Rowena's House of Splendors
- The Tangle
- Castrum Centri
- Crystal Gate (Crystal Tower Entrance)
- Saint Coinach's Find  
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FF XIV

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