Archived: Final Fantasy XIV: ARR-1
Contents
[hide]Description
It is the Seventh Umbral Era. Five years have passed since the Calamity, the falling of Dalamud, the unleashing of the elder Primal Bahamut, and the victory of the Alliance over the Garlean Empire. But the events of that day are clouded, and no one quite remembers just who it was that saved Eorzea. In the time that has passed, the three nations of the Alliance have reopened their borders, trade has resumed, and the world is trying to put itself back to normal.
But the dark places where evil springs forth are ever there. The beastmen plot and hoard and scheme to bring forth their Primals. Rumbles of discontentment are percolating among the nation states. The class warfare of old is returning, and the old status quo will bring Eorzea back into the open conflict it once held before the Garleans ever arrived in the first place. And while the Garleans pose a threat, much more sinister men are tugging those strings, waiting to reveal themselves.
But where there is dark, there is always light. Hope springs anew as adventurers once again ply their trade, working to better the people, bring hope back to the land and maybe help piece everything back together. Heroes banished to the future during the final moments of the Calamity find themselves in this new Eorzea, while new Warriors of Light rise to meet the challenges before them, armed with the gift of Hydaelyn, the mysterious Echo.
Welcome to Eorzea, land of adventure, magic, intrigue and crystals. May Hydaelyn shine on you always.
Cast
Active
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Theme Info
Coming soon. When it's relevant.
The Twelveswood & Gridania
Before the Calamity, it could have been said that those living in Gridania and the Black Shroud were much more protective of nature and the balance between man and elemental; indeed, at the time, man only lived in the Twelveswood through the blessing of the elementals, which were overall distrusting of outsiders and those who disrespect nature. Through the Seedseers (leaders) of Gridania, they spoke to those wishing to live within the forest and imposed upon them rules and rituals to follow; but their strength, however threatening, was not even remotely sufficient to uphold the threats they voiced. Indeed, for all they spoke of great punishment and sin should outsiders break the rules of the Twelveswood and harmed nature, where were the elementals when poachers, Garleans and dragons threatened the ecosystem?
The answer is that their strength and focus waned, and their wrath was not what it was made out to be.
The Calamity greatly affected and weakened the elementals as well, rupturing their harmony. Many are now rampaging, mindless aspects of nature, and others have lost the ability to do anything about it. It falls on Gridanians and adventurers alike to constantly put down or heal those rampaging elementals. Their authority wanes, upheld only partially by the Seedseers who see in the future necessary change from the old ways, but nonetheless try their best to maintain the balance. As a result, elements that restrict RP or needlessly create drama, such as the Greenwrath and Woodsin, are no longer present in A Realm Reborn (both in the game and on the MUSH).
It's worth noting as explicit proof of this fact that countless quests and FATEs would have adventurers deal with Garlean incursions within the Black Shroud, and not a single one of them was stopped by the elementals despite their so-called anger or power. That isn't to say the elementals have become harmless, but they have definitely lost any ability they may or may not have had to handle these things themselves.
Additionally, technology (minor Magitek included) has gradually founds its way to Gridania over time; such has never been an issue. Only technology that directly and immediatly harms nature is a concern, and even then, one car would not upset much of anyone; a hundred, however, is more likely to cause reactions. Likewise, Gridanians have more and more opened their doors to outsiders and travellers, with the blessing of the elementals.
Thus, it cannot be said that Gridanians are xenophobic in the slightest anymore, and characters will not be penalized in any way or form for bringing technology to scenes happening in or near the Black Shroud/Twelveswood. Such a thing would ultimately cause more harm than good.
Magitek
Magitek is common in Eorzea, though its forms vary by culture. The Garleans specialize in war machines, weaponry and technological advancements that emulate and replace the need for magic, whereas Eorzeans by and large only use Magitek to power their airships.
Magitek is fueled by Ceruleum (see Lexicon). Equivalent materials (Final Fantasy VII's Lifestream/Mako, for example) could work as a replacement for the Ceruleum, provided they're magical enough. The key qualifier for whether a fuel can power Magitek or not is that it needs to roughly be the liquefied magical essence of a world. Generic liquefied magical essence may work, but it would be far less effective.
No attempts have currently been made to tinker with or modify Magitek. Players are free to try these things if they get ahold of any.
It is worth noting that Magitek weapons are not superior to conventional weapons. A bow in an adventurer's hands is ten times more effective than a gunblade in a Garlean mook's hands, and vice versa. Magitek weapons exist because Garleans are powerless without them; they equalize the playing field, but that's it. This is not a theme where firearms beat swords by default.
Typical Magitek weapons are gunblades but may be more specialized. Their usual use (beyond being a gun and a sword in one) is to fire blue energy blasts, or to become coated in the energy for hitting someone with it.
The Echo/The Gift & Sample +Advantages
The Echo is what allows someone to view memories, to speak with Hydaelyn, and in very rare instances, to travel through time itself in predestined timeloops. It also grants immunity to most (but possibly not all?) forms of mind control, or at the very least, the Primals' Tempering. Many characters in the setting have the Echo; it isn't THAT unusual on its own. Some characters even figure out how to do unique things with it, like the isolated case of Shiva's summoner.
The Gift, however, is something unique to the Warriors of Light (and some few NPCs). The Gift, also called Hydaelyn's Blessing, is a more direct intervention from Hydaelyn herself in the hero's life and personal power. At times of great need, the Gift may bolster their strength significantly, or allow them to survive an otherwise deadly situation. It's a plot device.
Both of these things are appable exactly as they exist in A Realm Reborn.
Click below to see the offered sample +advantages you can copypaste into your application if you are either a bearer of the Echo, the Gift, or both. (Warriors of Light will typically have both.)
Changes
As the FFXIV:ARR-1 theme evolves on MCM, things are bound to change and progress differently than they have in the game. Here are what could be considered non-canon changes to the themelisting which contradict the canon of the game.
- Due to Setsuko Kaminagi's actions in the South Shroud, Sylvans have begun gathering Aetheryte Crystals early.
- Heavensward character classes and jobs are available already, as are Rogue and Ninja.
- The Tam-Tara Deepcroft has been sealed temporarily. An excursion into its depths is being prepared.
- The Coeurl King has been captured rather than killed. This will have an impact at a later time. Currently a prisoner of Gridania.
- Aulus Rem Vulso has been captured rather than killed. Currently a prisoner of Gridania.
- Lahabrea uses an iOS smartphone with Siri. Yes this is totally serious.
- As per the Japanese version, Nael Van Darnus was actually female all along. This is however a fact only known to those who helped to slay her at the time Dalamud fell, and to the Scions and rare associates.
Lexicon
Linkshells, Linkpearls and Free Companies
Linkshells are seashell shaped objects, magical in nature and linked to the Aether of Hydaelyn. A Linkshell is essentially two things: the physical object used to distribute Linkpearls, and a private communication frequency. By handing people Linkpearls, small jewels produced from a Linkshell, the owner of that Linkshell can allow people to speak on the frequency telepathically, as long as they're carrying the Linkpearl. This form of communication is extremely difficult to crack, but not foolproof. Linkshells are trivial to purchase and establish. Since a Linkpearl is needed to speak on a Linkshell, only the owner can grant access to theirs.
Linkpearls also double as Multiversal radios because magic.
A Free Company, meanwhile, is essentially a group or guild of adventurers and assorted people, given resource backing by one of the city-states or Grand Companies as they grow. Though they start as little more than groups of sellswords with a recognized name and brand across Eorzea, an active Free Company can eventually acquire assorted weaponry, armor or other physical backing from their supporting, chosen Grand Company, and past a point, they can hold real political weight in the world. It is not impossible for a Free Company to grow so large and famous that they could threaten one of the Grand Companies. Upon founding, a Free Company is given a Linkshell if they don't have one.
Established Linkshells
- IC: 'The Nameless Linkshell', frequency 20132.0. This radio frequency has an encryption key. Only people who attend FFXIV: ARR-1 scenes or interact with Alwyn Highwind will receive a Linkpearl for this Linkshell (and thus the encryption key). It is a Linkshell dedicated to those who seek to help Eorzea (or at least pretend to) and assorted heroic adventurers, and is maintained by Alwyn himself.
- OOC: General FFXIV: ARR chatter, frequency 4772.0. This frequency is to move conversations regarding the FFXIV: ARR-1 themelist off public channels if they become too spammy, or if people want to discuss character concepts.
Established Free Companies
None yet.
AQ
This is an FAQ, but without the F, because we haven't actually been asked these things frequently yet!
Questions, concerns, comments, drop the cast an @mail and we'll discuss it together!
Things That Have Been Run
Although FFXIV: A Realm Reborn has a very high number of quests, they're not infinite in supply! This means that it's important to keep an eye on what's already been run, both from the perspective of what lore people have learned about and to prevent repetition.
Gridania
- Leve: We Come In Peace
East Shroud
Central Shroud
North Shroud
South Shroud
Western La Noscea
Dungeons
- The Lost City of Amdapor
- Sastasha Seagrot