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Cross-Classing is where one has several classes. They are masters of synchronize these classes that work well together. Not all classes though can work together, so it is not common to see someone willing to cross-class and branch over to other skills, because the more one branches, the less they become exceptional at a class and more of a jack-of-all-trades. Which may have its places, but means they also may be weaker than someone who is more focused on the specific class. | Cross-Classing is where one has several classes. They are masters of synchronize these classes that work well together. Not all classes though can work together, so it is not common to see someone willing to cross-class and branch over to other skills, because the more one branches, the less they become exceptional at a class and more of a jack-of-all-trades. Which may have its places, but means they also may be weaker than someone who is more focused on the specific class. | ||
=== Advance Jobs === | === Advance Jobs === | ||
− | <img src="http://img1.wikia.nocookie.net/__cb20111126091136/finalfantasy/images/7/74/FFXIVJobArtwork.jpg" width=" | + | <img src="http://img1.wikia.nocookie.net/__cb20111126091136/finalfantasy/images/7/74/FFXIVJobArtwork.jpg" width="130" style="float: left" /> |
The Advance jobs are rarer than the standard classes. As many of these jobs require a great deal of work to obtain and understanding the secrets of the class. A good deal of these also require that of a soul stone that represent the symbol of that very Job. | The Advance jobs are rarer than the standard classes. As many of these jobs require a great deal of work to obtain and understanding the secrets of the class. A good deal of these also require that of a soul stone that represent the symbol of that very Job. | ||
Revision as of 23:02, 1 August 2014
Contents
Description
The Nation of Garlemald though the smallest of nations in the world of Hydaelyn, it has become the most feared. Its technological might is beyond all other nations and its military power is one that can hardly be challenged. As Garlemald grew power, it started to conqueror its neighbor's land and then from sea to sea. This was until it hit a road-block of a heavy magical nation known as Eorzea. It is here that the Garlean Empire was halted of it conquest progress and it was here that they started to work on the ways to take over Eorzea. However the first time was a failure and as for the second-- things went horribly wrong.
The mighty Emperor, Solus zos Galvus turned his favor from his greatest Imperial Legatus, Gaius Van Baelsar to that of Imperial Legatus Nael Van Darnus. Where he entrusted the conquering of Eorzea by the hands of Nael. The hands of a man corrupted by power and by the madness that plagued with the power of mystical beings known as Primals. For Nael would use a great ancient technology that would pull Dalamud, one of the moons of Hydaelyn, upon the world. Yet lying within the red moon, was none other the greatest of Primals, Bahamut, who had been chained away there eons ago and now had a grasp on Nael's corrupted mind. Though Gaius went behind the Emperor's back in attempt to stop the madness by seeking out Mercenaries from Eorzea itself, it was not enough to stop the moon's descent and though with Nael Van Darnus was killed-- the moon still came.
It would be then that the moon cracked open and released the Bahamut upon Eorzea sealing not only the fate of the nation in the Primal's great fire, but by that same sheer power ripped apart the very fabric of the universe to freely break the chains that were attempting to rebind it. It is when the echoes ceased and the ripples of time ended. When the land became still again, did the world of Hydaelyn find peace in that moment. Yet with the peace, it found itself in a mysterious place. Among the places of many other worlds. For the world had shattered into many sections across the great multiverse and it is here that the new chapter unfolds.
The new Chapter of struggles, dreams, and adventure. For while Eorzea may find herself sided with the Union, the great nation of Garlemald have sided themselves with the Confederates.. and the war will soon be sparked once more but with both sides fighting under the powers of even two greater factions.
Cast
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The Lexicon
This is a compiled list of all the terms, locations, and just random stuff that may be used in the Final Fantasy XIV theme. This is not a complete list however, but it is compiled to the best of my memory and what I can find. As a note, I will probably add more things to it as I come across things that may need explanations.
- For the Lexicon - Go here
Racial Overview
This is the known list races with the Final Fantasy XIV theme. There could be more added later as the game progresses, but for now, this is what we got. This is a very quick overview as well and some noted differences among the races between Eorzea and Garlemald. As many races of Eorzea can be found being locals of the mighty empire.
The Citizens Of Hydaelyn
Elezen |
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![]() Like many races of Hydalean, the Elezen have two distinct tribes. That of the Wildwood Elezen who have golden brown skin and tend to be more attune with nature and the wilds, making up most of the population in Gridania. While the Duskwight keep to their old nomadic lifestyles and tend to be mostly in cavern tribes. Many Duskwights also have made homes in the cities of the Hyur, though most are seen as unsavory types that get involved in pirating and thieving. A duskwight can also be spotted easily from there Wildwood cousins by the virtue of pale white skin to very dark bluish hue in color. Elezen are not so common in Garlemald, but the few that are there are not as tall has there Elezen cousins in Eorzea and tend to be closer to Hyur height of Garlemald, and these Elezen tend to share the traits of there wildwood cousins more often than not. This may be due to the racial mingling with the main populace of Garlemald. |
Hyur |
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![]() The Midlanders are the main population of Eorzea, expanding from many reaches of the nation, while the Highlanders are found more in the mountainous region and many called Ala Mhigo home before many of the refugees had to move to Ul’Dah for safety to not be caught by the Garlean Empire. Many of Garlemald look like Midlanders and share many similar appearances with them, beyond the fact of the small third eye on the center of their foreheads, though some of the Hyur from Garlemald are also slightly taller than the average Midlander but do not reach to the heights of the Highlanders. |
Lalafell |
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![]() Though there is little differences between the two that the common eye can see, it is more common in there sets of lifestyles. The Plainfolk have adapted to the wide valleys and open meadows, and as such they have become very custom to running long distances. They tend to also stick to their ocean side roots, remaining near ports of calls and lakes. While the Dunesfolk have adapted to the life of the desert and to wear on their foreheads a small gem representing their birth sign believing it to bring them closer to the god corresponding to that sign. The Dunesfolk were also the ones responsible for the building of Ul’dah and tend to be the main populace of the mighty commerce city, including still overseeing it to those day. Dunesfolk are also the ones, when in other cities, tend to be making the most fuss over trying to sell goods and trying to bargain over items, even chocobos. The Lalafell as a native people are not found in Garlemald. Though in recent times as the Garlean Empire has moved further down south and bordering Eorzea, a few have shown up in their military. But these are still seen slightly still as outsiders and are kept around only for the use of being heavily magically inclined and for there great deal of intellect. |
Miqo'te |
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The Miqo’te as a race, thanks to their feline physique are agile people whom are highly quick, flexible, and have a great sense of balance. Both sets of tribes share this, but they differ by their very short fur color and by how they handle the light. The Seekers of the Sun have golden fur, have trouble seeing in the dark, and have very cat-like eyes. While the Keepers of the Moon have very dark fur, to almost black, fanged teeth, and eyes designed for seeking in the dark-- where they can not handle extreme light. The other notable differences is that the Seekers of the Sun tend to call Ul’dah home, acting as stage dancers and attendants for many of the local shops. They tend to be very at home in the desert and including even the sea life of Limsa Lominsa. Most of those who are Seekers of the Sun also tend to worship Azyema The Warden and celebrating the light of the sun. While the Keepers of the Moon tend to find themselves at home in the Shroud around Gridania and are used for night-shift guards and hunters of the forests. They tend to worship Menphina The Lover and the pure light of the moon. Unlike the Seekers of the Sun, the Keepers of the Moon also keep to themselves, making their family culture hard to determine. Like Lalafell, Miqo’te are not found in Garlemald, but as the Empire moved down, they started to gain some in numbers, but mostly that of the Keepers of the Moon, more so than that of the Seekers of the Sun. Seen as being resourceful as scouts and light troops. |
Roegadyn |
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![]() The Sea Wolf people are blue in skin color and are a hearty people. They are the most populous and tend to be heavily focused on hard labor, construction, and sailing the seas. They laugh hard, they play hard, and they hit hard. While the Hellsguard tend to be more conservative, tougher skinned, and more magically inclined. Like Lalafell and Miqo’te, the Roegadyn are not seen as natives to the Garlemald people, but were introduced to the culture before the other two were. It is in this that they tend to be slightly more accepted by the people, but are still shunned by others; Yet for them, it is a work in positive progress. |
Padjal |
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![]() The Padjal are noted not only by their very youthful features, but by the horns that grow on their head. They also do not seem to have any parents, given they only call one another brother and sister, and thus seeing the forest as their parent. Also one will never see these people out of the Black Shroud, unless they must, and none have ever been seen in Garlemald, as the Garleans have never seen these people until coming to attack Eorzea-- and who they have seen are very, very few. For these are a people who are rare and as speakers of the wood, are very good at concealing themselves even in plain sight. They are also very sensitive to what happens in the Black Shroud and are affected by the elements of the forest itself. |
The Beast Men Tribes
Amalj'aa |
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![]() The Amalj'aa are located in the great desert of Thanalan around the mighty city of Ul’Dah. Because of their ties to the Primal Ifrit, they tend to be a constant problem for the large city and are known to go after caravans of trade goods, mostly targeting the crystals that have aether within them. There is however a splinter group of Amalj'aa, though small it may be, called the Brotherhood of Ash. The Brotherhood is what remains of what the Amalj'aa were like before they were corrupted by the taint of Ifrit and tend to be friendly to the people of Eorzea, and sworn enemies to there once brothers and sisters. |
Sylphs |
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![]() Though the Sylphs do have a Primal of their own named Ramuh, they dare not summon him in fear of what danger it could cause to their alliance with Gridania, which they greatly cherish. However with the fall of the world and the treat even being greater, there has be a few Sylphs who are starting to think otherwise, but for now, there number is too few to be a problem-- at least of yet. It also should be noted that though there genders look alike and they nearly all sound alike, there is a male and a female Sylph and this can be determined by their names. As male names tend to have a “xio” at the end, while females tend to have a “xia” at the end. |
Ixal |
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![]() Due to there lanky structure, they tend to be extremely quick and crafty. Easily creating ambushes and playing mind games with their prey. They are known for using weapons such as Bows and lances, but there are some who have learned the art of using wind due to their worship of the Primal, Garuda. They are known as a problem to both Gridania and the city-state of Ishgard, as both have to deal with these Primal Worshiping beast men and neither have been successful at stopping them from the continual summoning of the wind being. |
Kobolds |
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![]() There is not much known about the Kobold race, but what is known is that they have a high aggression with Limsa Lominsa and due to the city taking a large control over many of the mines that the Kobolds’ call home, they have undergone the ritual to resummon the Primal they worshipped name Titan. With the summoning of this Primal, they have now become a threat to all in Hydalean. |
Sahagin |
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![]() As of more recent years, the Sahagin have even gone as far to start summoning the Primal they worship named Leviathan to aid in their battles at sea and made allies with a group of pirates who have been tempered (drowned) by Leviathan. These pirates are known as the Serpent Reavers and are just as dangerous as the beast men themselves. However not all Sahagin agree with this battle of the seas and coastal land and some do desire peace. These individuals tend to be shunned by their own kind and forced to live hermit like lives. There are even some who try, even at nearly their own lives, to convince their own that there must be peace for the survival of the Sahagin race, seeing the dimensional upheaval as a warning. Though so far, they have not prevailed. |
Moogles |
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![]() Moogles are very friendly to the races and typically will never do any harm, as it is not really there way, but they will cast magical spells in order to protect themselves or someone else. As a race they are also very uncommon to see, as they have the ability to hide themselves from view of many people and they tend to most stick around the Black Shroud, helping with the understanding of the elements there. The moogles currently don’t seem to have a Primal they worship and after the dimensional falling of Hydalean have taken up actually delivering mail for many of the cities and towns within Eorzea. Also Moogles have a weakness for children, as much has children see them as big stuff animals to be cuddled. |
Goblins |
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The Goblins as a society are extremely adaptable. They tend to be able to fit themselves in with all types of cultures ranging from the normal races of Eorzea to even the Beast Men. They are seen as a neutral in the war and try to keep themselves out of it. Though they do like to offer trade, and will market their wares to any-- even work out bargain deals. Goblins are also the ones who have taught the Eorzean people have to do synthese items using aether energy within equipment to mold materia and from materia, make stronger weapons and armor. They tend to be extremely good at crafting and smithing as a race goes, though such services come with a price. Be it by money or by a trade. Though Goblins do not hold very good language skills, they are still a very intelligent race and tend to also understand many conversations across the realms, willing to also trade information for even a profit at the right price. Though many Goblins choose not to do such a thing, as they know it could mean there life. It is a very common place to see a few Goblins in many of the city states working along side the people and many are always willing to talk it up, even if their speech is a bit odd. Just remember to be careful what you say to a goblin and with some, watch your pouches around too! |
Gigas |
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![]() Not much is known about the Gigas, beyond the fact that they are very rare and few between. Many tribes long ago were hunted down, killed, or sealed away in the depths of mines. Those that do still roam, tend to roam in Ala Mhigo and Coeraths. They do so though in small numbers and tend to never stay in one place long. From current knowledge the Gigas serve no Primal, though this may change one day. |
Qiqirn |
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![]() Though many Qiqirn who tend to hang out in cities act as traders, competing with the goblins for the market space. Many items that the Qiqirn sell can be seen by some as black market items and random junk that has been scavenged up. Sometimes these items they do scavenge can be very valuable, but unlike the Goblins, they do not work for money, instead they only work for trade… which once again, those dodo eggs come in handy for such a thing. It is not known if Qiqirn have a Primal they worship, though if they do, they so far have had no reason to even think of summoning one and for the most part, live in peace with the rest of the races, beyond well, the thieves at least. |
Mamool Ja |
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![]() The Mamool Ja are a curious species as they have a republic overruled by four overlords that work on making choices for the race as a whole. They tend to be a very social race, who speak in a “yoda-isk” way, but seem to always willing to talk before making choices. In many ways, though these lizardfolk look very tribal and the way they live is as such, they have proven to be anything but when spoken too and observed. The Mamool Ja are also vastly different from the lizardfolk in the Ul’Dah area, as they have tan to light brown scaled skin. Slightly more agile frame, and a single horn that protrudes from the top of there heads. It also seems that the Mamool Ja who can handle magic are actually blue scaled in color and have much shorter muzzles, which the Mamool Ja call those who can cast magic, Sages. It is unknown what the stance of the Mamool Ja is on the Primals, why they are willing to assist, or even what they are after, however Eorzea will not turn away any aid when it comes with dealing with the Empire. |
Classes Of Eorzea
Classes within Eorzea are broken into two known groups. Discipline of Magic and the Discipline of War. Depending on the training, one may remain only in one group, while others may mix the two together for a powerful combination.
Discipline Of War
Gladiator |
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![]() Many Gladiators are also trained at tactics and strategy, lending such tools in groups to aid in defensive tactics and group attacks. |
Marauder |
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![]() It is also often to see Marauders willing for a ranged attack that of a Tomahawk type throwing axe with equal power to their own swings; Sometimes even with precision deadliness. |
Pugilist |
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![]() The Pugilists are known for precision with their fists, using knuckle type weapons to give there fists more deadly punishment being made from leather, metal, or bone. They can easily knock a man off their feet with their rapid strikes and go toe-to-toe with some of the fierce creatures that roam the lands. |
Lancer |
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![]() The Lancer gained its popularity however from the refugees of Ala Mhigo, as it was that nations choice of weapon during their own war time. Such is also seen of places like Ishgard as well for their own special group of lancers. |
Archer |
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![]() It has been noted by the Eorzean people that the two most effective races of handling the bow is that of the tall Elezen and the agile Miqo’te. As the Elezen’s long arms allow them to handle the longbow with dead accuracy and power, making them prime for the jobs as Sentries. While the Miqo’te are skilled with the short bow, allowing them to be keen hunters with their already natural gifts given to them by the divines. |
Discipline Of Magic
Conjurer |
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![]() In order though to master the aetheric flow and summon such elemental spells, Conjures must meditate often and commune with the elements of the land, for they are what give the Conjurer their strength. It is seen as not right for any conjurer to not get the blessing of the land before setting forth and using its life force. Conjurers are also known as great healers and purifiers within Eorzea, as not only can the pull upon the elements to protect and sometimes heal small things, but the most trained can even pull upon that of the life energy of the aether to repair damage done; Even perhaps bring one back from the brink of death if powerful enough. |
Thaumaturge |
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![]() The Thaumaturge do this by creating a staff or a scepter that houses a medium -- That of a natural stone imbued with the desired property. From this they can cast destructive fire that rains from the sky, freezing blizzards that rage from gusting winds, and thunder strikes that roll over the land. They can also bring about temporary blindness to a person and even cause their bodies to weaken for a moment. Though such magis do have their usefulness, the Thaumaturge is respected, but also feared by many. As they are seen as Sorcerers on the land and though many use their skills for the betterment of Eorzea, some fear that they could also bring about catastrophic destruction on an already injured world. In this, it is normally a good idea to keep a Conjurer and a Thaumaturge not in the same room, as arguments will typically will break out between the two casters. |
Arcanist |
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![]() The Arcanists in this use books known as Grimoires that are imbued with aetheric properties, from these pages of runes and mathematics, they are able to cast alternating spells to their surroundings and change the flow of the aether, including how it moves through any living thing. These book-casting mages can also use an aetheric imbued gems to conjure forth an aetheric being, much like that of the primals, calls a Carbuncle to do their bidding and assist in the battle-- or other tasks. Depending on the gems themselves, will affect the color of the Carbuncle summoned and also their level of power. Though for most Arcanists they do not get beyond either the ruby or topaz, as the higher tiers are known to become unstable and could cost the Arcanist that summons it -- their own life. |
Cross-Classing
Cross-Classing is where one has several classes. They are masters of synchronize these classes that work well together. Not all classes though can work together, so it is not common to see someone willing to cross-class and branch over to other skills, because the more one branches, the less they become exceptional at a class and more of a jack-of-all-trades. Which may have its places, but means they also may be weaker than someone who is more focused on the specific class.
Advance Jobs
The Advance jobs are rarer than the standard classes. As many of these jobs require a great deal of work to obtain and understanding the secrets of the class. A good deal of these also require that of a soul stone that represent the symbol of that very Job.
Soul stones are hard to come by as their are special stones that have aether tied to them. Yet some who have already mastered the art may be able to not only train another, but also teach them how to hone their own soul stone as well. Yet there are few who know of these skills and fewer yet that know where to find them.
Some also believe the need of a soul stone is only myth and it is just like gaining a badge. It serves no purpose beyond as a marker, but these are different schools of thought and either could be right-- or wrong.
What is to come soon?
- Primal Listing
- More Entries For The Lexicon
- Class List
Credits & Such
Final Fantasy XIV is (c) to Square Enix and all rights are reserved to them. All images used on this wiki belong to their rightful owners and should not be altered in anyway to take them away from their original owners vision.
All information that can be found here is used for research purposes and for OOC knowledge.
If any images are missing, something is not working here on this page, or you notice any grammar/spelling errors, feel free to contact Gaius on MCM by via page or @mail regarding the problem. Thank You.