Archived: Final Fantasy XIV: Shattered Dawn-1

From Multiverse Crisis MUSH
Revision as of 20:29, 10 October 2014 by Foxfirestorm (Talk | contribs) (Mission Board)

Jump to: navigation, search

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.

NOTE: If you have not played 1.0 and only know A realm reborn. No problem. There are cutscenes on youtube from 1.0, but more correctly the most important part (and pretty much dead on), is this youtube video that explains the events that lead to the Calamity-- this many characters who would join this theme may know: https://www.youtube.com/watch?v=-KdG4mRRPww (Or not, but some of these facts may be useful) --- Though always remember, feel free to speak to me (Gaius Van Baelsar) for lore checks and theme facts.

Cast

Active

Dropped

History Scenes

These are a list of scenes that one can read to see how some of the events of Final Fantasy XIV are shaping up, also maybe use some of these events to help tie your character into such events. These scenes do not so much deal with a 'character' who is in play, but more of just events on the world itself. If you are curious containing to the 'characters', please visit there wiki pages (if they have one).

Trouble On The Rise No Sylphing Around
The Needs Of Many Lord Of The Inferno
Elemental Judgement Dark Divinity
Crystal Blues Pirates Be Problems
Chocobo Ordeal

The War For Eorzea

Just because the world of Hydaelyn has fallen into dismay, does not mean the war comes to a screeching halt. With the Alliance getting aid from the Union and the Garleans having assistance from the Confederacy. Both sides see the chance to end the war once and for all as to who will rule over the land, and change the face of history forever.

This war is waged by capturing points and once enough of an area is ruled by one or the other, a true end game battle can begin-- though it may take time to do so-- but in the end, only one can be truly victorious.

For Information On Capture Points - Go Here

Note: This page is still under heavy construction and content will be added in time at closer release to the capture point battle. Things are subject to change in this section.

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

Mission Board

Looking for some jobs to do around Eorzea? Then come and take a look at what is available! For the Mission Board is open to all!

For the Mission Board - Go here

Last Updated: 10/10/14

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
The Elezen are noted by their long ears, slightly lanky bodies, and mildly elongated limbs. The Elezen people were originally a nomadic race that go long back in Eorzean history, making them perhaps the original natives of the land and possibly in old strife with the once, long forgotten, Allagan Empire. Though when the Hyur moved into Eorzean, the Elezen saw them as intruders and brutal wars waged between the two, but in modern time, the two races are now at peace with one another-- for the most part.

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
The Hyur are a race that look like normal, average people. There are two distinct tribes of Hyur, The Midlanders and the Highlanders. The Midlanders are moderate in size and range around you're average height of a normal man. The Highlanders are slightly darker skinned and are far larger in muscular stature and in height as well, get up to near seven feet tall.

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
The Lalafell are a very small race that are half the height of a Hyur. They originally come from small islands around Hydalean, but eventually made their way into Eorzea by virtue of trade. Where now many call Eorzea home. These small people have slightly pointed ears, short features, and are slightly round. Yet due to their small stature, they are not very strong, but they make up for this in intellect and wit. Making many mages of Eorzea that of the Lalafell species. Like many races, there is two tribes of Lalafells that have formed. The Plainsfolk and Dunesfolk.

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
The Miqo’te originally came to Eorzea in the Age known as Endless Frost. Their great ancestors crosses the sea while it was frozen and found the land of Eorzea to be a great hunting ground. From here these cat-like people rose into the Miqo’te people that are known as of today.

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
The Roegadyn are seafaring folk and have made the area around Limsa Limsia there home. They are known for their muscular builds, near gigantic height and intimidating presence. Like many people of Eorzea they are broken into two tribes. The Sea Wolves and the Hellsguard. Where the Sea Wolves populate the ground near the ocean and most of Limsa Limsia, the Hellsguard remain near the volcanic mountain, whom believe that this very mountain is the gate to hell itself.

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
The Padjal are a mysterious people of the Black Shroud. They look like ageless Hyur children and teens. They are said to be this way because they are the chosen by the elementals to help guide the people in the Black Shroud to understand the words and wisdom of the forest.

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
The Amalj'aa are a lizardfolk race that are slightly taller than a man and are heavily muscular in structure. They have powerful tails, strong jaws, and a grasp that can easily pick a full grown man up in one hand. There scales are normally very dark brown in color to black and they tend to wear tribal like armor. They are known for using martial type weapons such as lances and their own fists, and some use different types of fire magic due to their worship of the Primal, Ifrit.

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
The Sylphs are a gentle race that roam in the Black Shroud just slightly outside of Gridania’s borders. These gentle soul of beast men tend to have no problems with the people, so long as they mean no danger to their homes, livelihood, or their forests. These beast men have the appearance of a mix between flowers and fairies and are very magically inclined.

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
The crafty Ixal are natives to the land of Coerthas and tend to roam from there into the neighboring lands of the Black Shroud. The Ixal are just shy of being the same height as the Elezen. There physical features would remind one of a featherless humanoid bird, with a lack of wings or even tail. They have sharp horns on the top of there heads and their beaks are razor sharp with teeth edges.

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
The Kobolds are a mole like race and have similar attributes to their Goblin like cousins. The Kobold are heavy into digging and tend to make use of the minerals they find to forge their homes, weapons, and metal armor. They also show an understanding of explosives and using them for mining operations as well.

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
The Sahagin are an aquarian fish-like race that live near Limsa Lominsa and tend to be a real problem for the city for some time, as they are known for attacking their fleets at sea and also the fishermen. The Sahagin are able to breath both underwater and on land, and tend to be quick on land, but are even faster while underwater. They are known to use Tridents as weapons and rarely use magic.

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
The Moogles are a small race, no much different in size to the Sylphs in that both tend to be just about the same size if not just shy of a Lalafells height. They tend to have round bodies, very short limbs, and little bat wings. Including a pom-pom at the top of there heads, that is normally yellow in color, but some moogles have other colors as well.

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
The Goblins are a race that stand around the same height as the Lalafell and tend to cover their entire body in leather armor to heavy armor as well. No one has ever seen when a Goblin actually looks like, beyond the long floppy elf-like ears that protrude out from their helms.

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
The Gigas are a race of Giant Humanoids that tower easily over many of the current races. They are heavily muscular and tend to range in the skin color of dark brown to green. They are known to fight with bludgeon weapons and have naturally tough hides, giving them the ability to wear very little armor. They show also a great resistance to many magical elements.

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
The Qiqirn are a short rat-folk race, they stand around the same height as a Lalafell and tend to have, like the goblins, a strange way of speaking. The Qiqirn for the most part are a neutral race, though a great deal of them tend to be scavengers and thieves. They are extremely crafty and highly intelligent. They will also seeming do anything for a Dodo egg, as they have a ravenous appetite and are known to eat anything; Even some very disgusting things.

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
The Mamool Ja are a race that have made themselves known after the attack carried out by the Primal Bahamut. Not much is known about this Lizard-man like race, but they are starting to call the lands around Limsa Lominsa home and seem to mean the people no harm. Instead this Beast Men race is offering their services as mercenaries against the Empire. However they also show to have a great dislike for the scholars within the races whom are looking into ways of touching the hearts of the Primals to control some of that energy for themselves.

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.

Racial Naming

Like our own culture of the world, many races of Eorzea and even that of the Garlean Empire have their own naming convictions. It is how there people differentiate from one another and also continue to keep to their own racial standards. Though some information is easier to come by then others, I will list here websites that can further inform of the type of names used and possible explanations to the middle names of Garleans that we are aware of.

  • [Name Generator] - This is very useful if you need to find a name for one of the Eorzean people and is lore friendly.
  • [Final Fantasy Wikia Entries] - They have further details on the races here and also sections that are just for the naming lore process, if you rather do a bit more homework and like to come up with your own without the use of the generate.
  • Garlean names from all accounts seem to be connected to latin. The first name being their true name, while the last is their "house" they are associated with. The middle representing their position within the Garlean Empire itself. This will be covered more in the Garlean section.

The People Of Garlemald

Those of the Garlean Empire tend to be about 80% Hyur-like, while 10% is that of Elezen-like, and the rest is mixed culture brought in from other conquered nations. All of those originally from the land of Garlemald have a 'third eye' located in the center of their forehead that lacks a pupil or iris. They are a Meritocracy society and gain their prestige through the acts they commit. It also through these acts are they also punished when they failed a duty and the harshness of punishment is based on the activities leading to that failure.

Most of the population serves in the Garlean military in some capacity and all walks of life who are the citizens of Garlemald have a job they are given at which they can raise their position in. All positions are rewarded by the head of, just as becoming a Legatus, highest rank in the military, is only given by the Emperor. By the highest favor of the Emperor, a Legatus then could become the next heir to the throne.

Military Structure
The Garlean military structure comprises of four groups, which with the final ranging up to around 6,000 soldiers in the service of a Legatus. The numbers that will be represent here are estimates and they may be higher or slightly lower depending on the power and the campaign the Legatus is running.
  • Legion: An Army of ten cohorts comprising of a total around 6,000 troopers.
  • Cohort: A battalion of three manipuli comprising of a total around 600 troopers.
  • Manipulus: A company of two centuries comprising of a total around 200 troopers.
  • Century: A Single platoon comprised of 100 troopers.
Military Ranks
The order given is from most powerful position to that of the lowest position within the military. Through acts of positive progression and good favors, one can easily raise from the lowest of the ranks to that of mid tier. When one gets to that of the Tribunes, those are only elected by the Legatus of that Legion. Then to obtain the status of Legatus, one must be given such a title by the Emperor himself.
  • Emperor: The Emperor is the leader of Garlemald and all territory that belongs to the Garlean Empire. He is the one whom can also override any Legatus of military action and is the only one who can promote any to that of a Legatus status.
  • Legatus: The Legatus are the generals of the Garlean Empire and the command of their respected Legions they command.
  • Tribunus Laticlavius: These are the second-in-command to their respected Legatus and the Legion they serve in. They also act as the head of the Tribuni.
  • Praefectus Castrorum: These are third-in-command of the Legion and it is their jobs to oversee all training, equipment, and the Castrums within their Legion's control.
  • Tribunus Angusticlavius: These are the assistance to the Legatus, normally in groups of six at most, and tend to be under the direct command of the Tribunus Laticlavius.
  • Primus Ordinarius: These are the commanders of the Cohort; Could be seen as Captain or Colonel.
  • Pilus Prior: These are the Centurions in charge of the first Century of of each Cohort.
  • Centurion: These are the commanders of the Century; Could be seen as a Lieutenant.
  • Optio: These are Troopers chosen by the Centurion for a purpose within a Century. Normally this would be to act as the second-in-command to the Century.
  • Duplicarius: These are Troopers whom receive double the pay due to prestige and reward for excellent service.
  • Triarus: These are veteran troopers who have seen a great deal of time on the field, but have yet to be promoted.
  • Trooper: These are the basic soldiers of the Garlean Military. This is where everyone starts out as and has to work their way up from in some way.
Middle Name Titles
All of those within the positions of the Garlean Empire hold their title in the middle name. Though this is perhaps not a complete list, but it is a list of middle names that has been located within lore from the game and what has been figured out by the association given. For the only thing we as the players been told and thus stands here, is that the middle names represent the titles. So here is what we know thus far...
  • Zos: Emperor
  • Van: Legatus
  • Tol: Tribunus Laticlavius
  • Sas: Tribuni Angusticlavii; Praefectus Castrorum
  • Rem: Pilus Prior
  • Nan: Imperial Minister

It also should be reminded that when addressing a Garlean, within their own culture area of influence or out of sheer respect, one should address them by their middle first and then their last name. So 'Van Baelsar' as an informal, but a formal would be 'Lord Van Baelsar'. Though if you are in private and given permission, using the first name is acceptable.

Military Jobs
Like those of Eorzea that have classes, so does that of the Garlean Empire. Many of these classes have similar associations with that of Eorzean classes, though nearly all those within the military have access to either a gun-weapon or an actual type of rifle (though rarer these tend to be). More times then not, when facing a Garlean within the realm of Eorzea, they will hold a gun-weapon or a weapon that lacks a gun attachment but have an actual firearm at their side. Also all Garleans in the military are trained to handle Magitek of all kinds, as such a thing is heavy in their way of life.

Also such roles in these classes have become more predominate with the increased members being added in from locations such as Ala Mhigo, as some roles are not native to that of the normal Garlemald individual. So here is the list of the currently known...

  • Eques / Bestarius:
  • Hoplomachus:
  • Laquearius:
  • Medicus:
  • Sagittarius:
  • Secutor:
  • Signifer:

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
The Gladiators are mighty warriors who take defense over brute force. They are masters of all the blades and throwing knives alike. From long swords to daggers, to flat edge to the curved shape. Any sword, of any type, they have trained to handle. Gladiators though differ when it comes to the style of combat however. Some prefer to use that of the sword and shield, to better defend themselves against many attacks that may come, while others like to stay with a free off hand for the added speed, instead of defense.

Many Gladiators are also trained at tactics and strategy, lending such tools in groups to aid in defensive tactics and group attacks.

Marauder
The Marauder is a fierce warrior and a combat specialist that uses the mighty greataxe -- a fearsome arm emblematic to that of the Eorzean pirates. They tend to approach battles with great ferocity and brute force. Many people also of Eorzea tend to see the Marauder as an intimidating force and one to not be taken lightly. As such, Marauders are often hired to hunt down powerful monsters and extremely deadly foes.

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
The Pugilist are the martial artists of Eorzea. Focusing solely on hand-to-hand combat, they strike with rapid punches and sometimes brutal different forms such as the Courel form or the Raptor form, to only list a few.

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
The Lancers are masters of the polearm and the techniques within. They tend to keep their opponents at an arm’s length distance, using their longer reach to attack with devastating leg swipes and powerful thrusting strikes. The lancers tend to even train themselves in the art of the throwing spear, or also known as the Javelin, in order to pin down enemies or strike them down as they attempt to flee.

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
The Archer’s are the masters of the bows, from short bow to longbow, they have trained on precision and long distance aiming. The weapon itself also has become very popular in some of the regions of Eorzea where hunting is very popular or places that require long ranged defense to protect their borders from heavy assaults of beast men. Many archers carry a different arrange of bows in order to handle different enemy types and many even now how to properly prime their own bow encase a string was to break or it needed quick repair.

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
The Conjurer are masters of weaving the aether energy of the elements. from earth, wind, and water, they can construct some potent magical attacks, while also using these same magical properties to also aid in healing and protection. The Conjure weaves this very aether by using an unworked cane or wand to pull upon the threads of the aether to create the desired spell.

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
While the Conjurer works with the aether naturally to use the forces of nature to aid in defensive and potent magics, the Thaumaturge is close to the opposite of just this as they use the aether to create destruction and tricks that can plague the mind.

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
The Arcanist is a school shrouded in mystery and what many of Eorzeans see as an art of blasphemy upon the twelve. For the original teachings of the Arcanist come from a foreign land and work on the principles of using the Aetheric flow much the same way that the Primals themselves do. Believing that in coming to understand how the Primals use the aetheric flow, one may be able to even defeat the Primals-- if not bind them to their will.

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.

The Primals

This is a list of the known Primals (or Eikons for those Garleans) at this current time, as the events of A Realm Reborn have to yet to happen. We are not that far ahead yet. As such, not all the beast men have summoned there Primals, but the ones that have and continue to do so, are listed here. This list will probably expand in time.

It also should be understood that all Primals have the ability to temper (bring someone under their control) those of their world and like worlds. They also may be able to extend this out toward others whom are just weak of will. Yet as NPCs have little say against this, the player characters can resist this tempering, or only fall under it temporarily. If you do decide to become fully tempered by the Primal-- you will be in servitude forever (or until someone can figure out how to break it). This is a consent ordeal as a player and the effects will never be forced upon. Its your choice what happens and your choice alone; Cause really-- its all an RP gimmick in the end and everyone is different.

Ifrit
Ifrit is worshiped by those of the Amalj’aa with the great deserts of Thanalan. He is the Primal of Fire and seen connected also to the sun. This primal is quick to temper, which leads to a great causality of life. His claws can emit enough heat to melt the strongest of steels, his very presence heats the air to where no plant life can possibly survive around him, and his horns can scorch the very heavens.

Ifrit tempers those under him as loyal servants which call out to him like a god. He does this by washing them in a blue flame at which he emits from his maw. The blue flame itself is not dangerous, but those who dared be touched by it, may find themselves permittely under his servitude.

Garuda
Garuda is worshiped by the bird-like Ixal and they see her as a beauty upon the very skies. She is the mistress of the wind, sometimes called the Empress of Birds. A story long ago was once said that she was a beautiful hunter of the skies, but in her anger for how man was treating the creatures of her kind, she one day swooped down upon the land and feast upon those who hunted. Yet by doing this, she gained a taste for the flesh of man, and it rendered her mad.

Though this story is that of a legend, perhaps created by her own slightly crazed personality and her desire to feast upon the aether itself. Some wonder if there is any truth that she may have once been something more than just a cruel Primal whom is quick to take upon wraith on the land and unlike the other Primal’s she is one of the few who can be-- humored.. though it may not change her mind, but only hasten her choices.

When she brings those under her control, she sends out a gale of powerful wind of blue aetheric magic that soars across the are in great speeds. Once it makes impact, it cyclones around them like a tornado, stripping them for a moment of their very breath, until they are rested back down on the ground. Now ready to serve their new mistress of the wind.

Titan
Titan is one of the few Primals whom does not treat his servants as ‘slaves’ or ‘minions’, but as his children under his protection. He is a massive Primal who is seen as a god amongst the Kobolds and is known to be like a father to them; At which they also call him “Father Of The Crag”. Sharing his wisdom onto them and giving them bounty upon the very land they call home. Yet Titan is quick to anger when a force dare threatens his children and any who dare shows a hint of being a threat to those under his rule will find him merciless and cruel.

For Titan controls every stone and every mountain. The ground is his domain and he can create a massive earthquake which can shatter the very ground for perhaps miles. His very hands can crush a man alive without little thought and his foot steps can shake the very ground which one stands on.

Unlike other Primals, Titan seems to show little interest in bringing random races under his fold for servitude. Staying to his Kobold children and desiring only their safety from the surface-dwellers.

Bahamut
Bahamut-- feared by all across Hydaelyn. For it is he who brought forth not only the destruction across Eorzea and some of the northern lands, but also by his power caused the very world to merge with that of the Multiverse.

Bahamut is herald of the Seventh Umbra Era and his very name coincides with that of Dalamud-- the moon he was entrapped within as his prison and released from by the Garlean Empire’s own hand in hopes to ‘cleanse’ the world of all who oppose them.

Yet after the fall of Hydaelyn, none have seen the mighty dragon sense and many believing that in that flash of light, that perhaps he was coiled by the chains of the divine twelve. While others wonder if he still roams, waiting for the right time to strike again...

Odin
After the assault carried out by Bahamut, It had weakened the crystal prison that had Odin sealed away since the time of the Allagan Empire. Though after the events of the outsiders aiding Gridanian in making the land cleanse of great darkness, they have inadvertently freed Odin from his prison. Now he roams across the forgotten paths of the Black Shroud. His figure concealed in the remaining shadows of the woods and the hooves of the animal he rides upon barely making a sound in the brush.

It is apparent that Odin is seeking battle with all those whom he deems worthy of his time.. and with every failure of his own battle-- he only grows stronger. For his desire of vengeance is strong and his need of conflict ever greater.

Unlike other primals however, Odin has no servants nor does he temper any. It seems he only lives for battle and war-- and there are some that believe in battle and war is how the Primal survives and returns from the aether time again.

Odin's Favors

With the mighty Elder Primal Odin walking around in the Black Shroud. There is slight distress about such a powerful force who is openly out looking for conflict, including desire to get vengeance on the one named 'Urth'. On the MUSH, anyone can challenge Odin for a fight and if you can defeat the Elder Primal, then you gain his favor.

This favor can be used at least once for anything and Odin will ride forth to carry out the task requested of him. If you wish to challenge Odin on a one-on-one send an @mail to Odin stating such and a schedule time can be worked out. Odin scenes will also take place randomly, so keep your eyes peeled for those!

Current Favors

  • Marrik
  • Maya
  • Ayako Hasekawa
  • Tshallandria
  • Auron
  • Anivia
  • Mantigora
  • Beelzebumon
  • Dastan
  • Karian Icefang

The FAQ

This section has Frequently Asked Questions or things that have come up at times that may need a bit of explanation that is beyond the Lexicon or even some sections of this page. It is here that some things will be covered and things may be added as the theme on the MUSH continues. If you yourself ever have any questions, always feel free to contact Gaius Van Baelsar (GVB) on MCM. They will be more then glad to assist and answer questions.

#1: Are Arcanist playable?
You can indeed play an Arcanist, as the teachings are indeed in Limsa Lominsa, but given the current time frame of the guild in this setting, it is a very underground type of teaching and may be extremely frowned upon by some given how they are able to conjure aetheric beings of their own. So they may be labeled no better then the Beast Men with their Primals at this time.
#2: Do I have to stick to the classes/jobs?
Not really. For example one of the characters (Xau'Ra Tayuun), is based on an Archer, but he wields two swords and a bow. The classes and jobs listed here are simple guidelines, but you have some flexibility, as long has it isn't to far fetched. If your unsure on the concept, always feel free to ask!
#3: How does Aether work in Hydaelyn? How would it impact me?
Aether is a funny thing. It is like the Lifestream in Final Fantasy 7, The Mist in Final Fantasy 9/12, and is used in almost everything. Those who hang around the Aether, wont really feel its effects, those who are not use to it may find themselves feeling dizzy, a bit sick, and maybe drowsy. For those who are use to playing with magic/mana/aether, they probably wont even notice its there -- much like the air itself.

Yet in large doses, so an area that is thick of fog in it, it can become very dangerous to someone no matter how use to it you are. Think of radiation really. We have radiation all around us, but in large doses, no matter how built up we have become, it will eventually get to us. This is the same way with Aether in large quantities.

So even if your character is someone who can command the very aetheric energy, you will, and you can, become sick from it. Aether also in a mist form has been known, in /canon/ to cause monsters to go berserk. So this too, could be another side-effect if you hang around in it to long.

YET! Aether can be redirected, which is what Black Mages do by using a foci, so by doing this it can become less deadly because instead of going into you, its going into a foci which can handle the Aether levels. So A foci, is like having a gas mask on, thus allowing you to breath around it, without any concern.

As I said, Aether is funny stuff. Its hard to explain and its hard to peg, so I hope that helps explain some and leaves less questions.

#4: I would love to be a part of the theme, but I don't know anything about it. Can I still have a character in the theme?
Yes, You can. It is actually this reason I designed this page, the Lexicon, and everything I can think of to help players who like to be a part of this theme, but no nothing, still feel welcomed to it. I made sure that the theme was extremely Original Character friendly and open to all types of avenues of play.

I, as the theme runner, want everyone who partakes in the Theme to feel like they have a place and they make an impact in it. I have no problems ever in helping explain things or go into details about some of the little details of the world, if anything I Highly encourage this, because to me-- communication is very important.

So yes, please, even if you are a total stranger to the genre of Final Fantasy XIV, read the content I have in here, page me (Gaius Van Baelsar/GVB), or even @mail me and I'll be more then glad to talk to you about your character concept, including even answer any questions regarding the theme itself to help you know the world better.

#5: Can I play someone who has been tempered by <Insert Primal Name>?
If you want to play a servant to a Primal, go right ahead! Though I do ask that you read over the Primal section we have here on the wiki and make sure that it is in the natural of the Primal to temper someone, along with if they have even been listed yet.

Though don't worry! Just cause the Primal isn't listed right now, doesn't mean it wont be later-- and if you really want to be tempered by a Primal that has yet to show up, but you know Is in game, come and talk to me. Who knows, maybe you can help be the herald of the coming storm!

#6: How close is this Theme to the Realm Reborn content?
Given that this theme takes place after the events of 1.0 and before A Realm Reborn, it is close enough that people who have played the game will pick up on some things, but not close enough that it follows the game directly. Many of the events that will be unfolding will be due to how players handle different scenes, the interactions with the multiverse, and the even the NPCs that come into play.

This is after all a living, breathing world, and all choices matter-- even the small ones. So yes, this means those of you who know the story line in ARR, could maybe prevent the Ultima Weapon from showing up or aid in speeding up the process. You may be able to aid keeping the Primal threat in check-- or make it far worse. You may even get a few Primals to actually aid you, who tend to be rather neutral in some matters.

So will the content eventually show up? Yes; But how it shows up is entirely on the player base.

#7: Can I play a Half-breed?
This is a yes and no question really. In most cases the answer will be yes, but within reason. I don't think all races are compatible with one another and I am pretty sure the normal player races can not have children with a beast men. So if you do decide to go this direction with your character, please do so reasonably.
#8: Did you really play Final Fantasy XIV 1.0?
I did yes. I played it from closed beta for those of us who pre-ordered the game all the way to the very end when Dalamud came crashing down. My main was a level 50 Dragoon (look for Vaelyn Nykah - A duskwight), which is all I focused on and the only quest line I didn't get to do (cause I am a very slow leveler, and back then it was a massive grind), was killing Nael Van Darnus. It is actually my one regret that I didn't get to do that, but oh well. At least there is youtube!

The funny thing is, I almost didn't stick around, but thanks to some awesome roleplayers from Hydaelyn Role-Players, we pretty much all supported one another and kept one another entertained. Even when the grind caused us all to run around screaming, haha. They still operate even today and actually because of them and everything we did, is the reason I tend to be extremely versed in the lore of Hydaelyn. They are amazing people and yes, as a shameless plug to them, even though I'm not really part of the RP circuit on the game itself, here is there site if you want to check them out: http://ffxiv-roleplayers.com/

#9: What is with the Aether and Death?
During 1.0, those who died would return to the aether, which is the energy the flows around and in everything. Placed like Mor Dhona were void of this cause of how was messed with when the Agris broke the seal in its crash. Garleans themselves lack a high connection with the Aether, also would not fade away.

Yet after the events of 1.0 and where we are now in the story. The Aether has been changed, in this, not all return to the aether like they did before; at least-- not in body as well. If someone is highly connection to the aether, they may fully return to the aether-- they may be able to even 'cheat' death. Those who are not, though perhaps there essence will, there body will not. This could even be impacted by the area itself. It may even be delayed.

Death, corpses, or lack there of, is all up to the scene and for narrative play. There are some areas however that will control the narrative in a sense, but for the most part, it is in the air to the person whom runs the scene.

#10: Potions & Ether: How do they work?
Throwing aside game mechanics, we need to look at what Potions and Ether actually do. Potions are used for healing HP, while Ethers are for restoring MP. So lets take a look at these from more of a roleplaying prospective.

HP, is your health. In this Potions are like a salve. Something to be used in order to keep a wound from getting worse till a Conjurer can weave the aether to properly heal it. Its an Alchemy creation and though good in a pinch, it isn't as good as Conjurer magic. As Garlemald naturally had no conjurers they use more methods that we are use to seeing in our own medical science. Yet they too use a type of healing salve, much like the one you may see in Hunger Games-- where it does a really decent job of patching up an area, but with far more pain mixed in. So Eorzean potions are effective, with little discomfort, but compared to Garlean science, Garlean potions have more bang to the buck, but are far more painful because of it.

However, no potion or Conjurer magic can mend a broken bone. That takes good ol rest and recovery, but a conjurer can help it along its way so it mends correctly.

Ether for MP, is more of an Eorzean thing. Garleans lack this, because they use magitek to do there magical stuff; Beyond those few from other lands who can. Ether is more of a drink. It goes in, replenishes the lost aetheric energy more quickly then the body would naturally. See it like magic users Gatorade. The effects are not instantaneous, but its better then having nothing at all in your system. Then the higher version of the ether, the faster it tends to work in the system.

#11: Conjurer Healing Magic
I touch on this a bit above. Conjurer magic is a great form of healing. It can repair a great many of wounds. From nasty cuts to deep gashes. This all done by the weaving of the aetheric energy to act like a stitch, but unlike stitches, its more soothing and gentle. Conjurer magic can even bring someone back from the brink of death, but it can not-- nor should not-- be used to bring someone back to life once they have gone on. As this can cost the Conjurer there very life and possibly bring back something far worse.

Conjurer's magic also can not fix broken bones or allow someone to grow new limbs. Conjurer magic can though help a broken bone slowly mend correctly and deaden the pain of someone's limb that has been cut off.

#12: What is up with Linkshells and Linkpearls?
As you may (or may not) know, the aether in Hydaelyn is in massive flux. It isn't very stable and it has really messed with a ton of stuff in the world. A great deal of how things use to be no longer work. Aetheric gates shattered, almost all Aetherytes broke down and became tainted, and many of the beasts of Eorzea started to roam in places they were not meant to be, or, well, become extremely hostile.

The world changed greatly with the Calamity and with it, so did the Linkshells and Linkpearls.

When Bahamut shook the very aetheric flow of Eorzea, linkpearls shattered and linkshells ceased to connect onto the atheric waves. Communication broken down and in the early weeks, people had to depend on merchants to get messages through, but that wasn't very expedient and most of the time-- didn't even work. The Moogles however knew of the distress and responded quickly in kind by becoming the messengers for Eorzea, thanks to the fact they knew how to move about the world, even in its chaotic form.

As of very recent (9/12/14 -- at least around there), the Alliance is just now starting to get Linkshells working again and giving out linkpearls to their military. Though this works in some areas, there is still a great deal of disturbance in some locations and other locations (like Mor Dhona), where they don't work at all. It will still be some time until Linkshells are working fully again and it is very possible that some city-states (Ul'dah) may start to look into using Miltiverse radios as a mean of communications instead of the older method.

#13: Can I play someone with the Echo?
I fear that is not an option I'm going to really allow. The Echo was a very neat game mechanic, but considering the rules of MCM and the fact of how powerful the Echo is. It isn't something characters of right now would have. They can have something akin to the Echo however (see Xau'ra's advantages and flaws), which I as the GM will give you things of note to play off of, but the Echo itself is not available.

The only person allowed to have the Echo is that of, Minfilia, who is under GM control for right now. She is also one of the members with the Archons. See the FAQ section on the Archons for further details.

#14: Where are the Archons at right now?
The Archons themselves right now are in hiding. After the fall of Dalamud, they split up and the Circle of Knowing fell apart. Some members went back to their home land, some have remained, but they for the most part are not characters that can be found easily or can be located with ease. These members are right now under GM control. So please do not use them or rp having scenes with them without scheduling something with the GM. Thank you.

It also should be noted as well, that the original group was known as the Circle of Knowing located in Ul'dah proper. They were tolerated at best and not overly loved. The group they become in A Realm Reborn, the Scions of the Seventh Dawn, does not exist yet.

#15: Can I play an OC Garlean <rank here>?
Most ranks are open to be played until you get up into the Tribunes. I do suggest though if your looking to app into the Garlean Empire, that you speak with me (Gaius Van Baelsar) first, as I am also the 'fac-head' of the main Legion. That said though, you can not app normally other Legions and you can not apply for another Legatus, as I am not even sure what plans Yoshi-P has for other type of Legatus characters in the game. Which means I am keeping the Legatus rank for now, FC only.

Speaking of Legions though, if you do wish to apply a character of the VII Legion which once served Nael Van Darnus, this is open for OC concepts, but be aware-- Nero went through recently and was hunting down members and you are, probably, an enemy of the Empire given that nearly all of the VII Legion saw Nael Van Darnus as a god. Again though here, I ask for you to speak to me, as applying for someone from the VII Legion requires some footnotes and information that needs far more heavier research done then the XIV Legion types.

#16: What type of scenes can I run for Final Fantasy XIV-1?
As the story progresses, more things will open up for the cast themselves to do. Some ideas on what can be done without really needing to check with the GM, may be found over in the Mission Board area. Having social scenes at the local pubs, out in an area somewhere enjoying the shade of a tree, those types of things are fine. Fighting local monsters that have become aggressive cause of aetheric changes, those are fine and don't require permission from the GM.

Things dealing with like a beast men raid, bandits, or pirates, falls more into GM control (or the control of the Eorzean Alliance leader) to handle. This can also be given to a player to do as well, but needs to be spoken with the GM (and controller of the area) first.

Things that deal with heavy effects on the world of Hydaelyn like Primals, guilds, and things of such nature, will only be handled by the GM or a person given permission to do so for a scene.

Things that require adding in new things to the world or further education about something, can be handled on your own, but should be spoken to the GM about first to make sure the concept will work and so that those things can be marked down that have been done. Keeping everyone, after all, on the same page is very important.

#17: What are you looking for in Eorzean Alliance (Guild) Leaders?
The Eorzean Alliance leaders and Guild Leaders are like mini fac-heads. They have a great deal of presence in the theme and can easily effect the way the world operates. In this, those that look to apply for one of these hefty FCs, I request they are willing to work with me, the GM/Theme runner, closely. As it is important we all remain on the same page.

I want to trust these individuals to be able to operate things in their area of control and be able to ever as equally help players out if they have any questions about the theme at large. It is this very reason as well that it is important that they know and understand the prior lore of Final Fantasy XIV going back into 1.0. This information can be easily obtained on the web, so research isn't that hard.

Guild Leaders have a bit less of GM control, but are still important as they represent that guild of learning and knowledge, as such, they too should be very informative on what they know of the past and present, including oocly understand where we, as a group, are planning on going with things.

It is for this reason it is important, again, that we are all on the same page and I (Gaius Van Baelsar), always available for questions, suggestions, and a good ol' conversation on things.

What is to come soon?

  • More Entries For The Lexicon
  • Capture Points

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.