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	<updated>2026-04-15T15:14:48Z</updated>
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	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Odin&amp;diff=643444</id>
		<title>Odin</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Odin&amp;diff=643444"/>
		<updated>2023-08-19T11:45:57Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Odin&lt;br /&gt;
| description =&lt;br /&gt;
| image = Odin concept2.png&lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = &lt;br /&gt;
| trial = Urth&#039;s Fount&lt;br /&gt;
| objective = boss&lt;br /&gt;
| title = The Dark Divinity&lt;br /&gt;
| gender = &lt;br /&gt;
| age =&lt;br /&gt;
| race = Primal&lt;br /&gt;
| clan =&lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization =&lt;br /&gt;
| level = 50&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| goal = Steel Reign&lt;br /&gt;
| patch = 2.5&lt;br /&gt;
| release = &lt;br /&gt;
}}He is a level 50 [[Primal]] found in [[The Black Shroud]], and is part of both a [[FATE]] ([[Steel Reign]]) and a [[Trial]] ([[Urth&#039;s Fount]]).&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Dark Divinity Hjalmr}}&lt;br /&gt;
{{Drops table row|Dark Divinity Auga}}&lt;br /&gt;
{{Drops table row|Dark Divinity Herklaedi}}&lt;br /&gt;
{{Drops table row|Dark Divinity Feldr}}&lt;br /&gt;
{{Drops table row|Dark Divinity Hanzkar}}&lt;br /&gt;
{{Drops table row|Dark Divinity Brok}}&lt;br /&gt;
{{Drops table row|Dark Divinity Spjarrar}}&lt;br /&gt;
{{Drops table row|Dark Divinity Skor}}&lt;br /&gt;
{{Drops table row|Faded Copy of The Corpse Hall}}&lt;br /&gt;
{{Drops table row|Odin Card|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|Central Shroud| 14,20 |50}}&lt;br /&gt;
{{NPC location info|Central Shroud| 14,21 |50}}&lt;br /&gt;
{{NPC location info|East Shroud| 23,30 |50}}&lt;br /&gt;
{{NPC location info|East Shroud| 26,24 |50}}&lt;br /&gt;
{{NPC location info|East Shroud| 26,21 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 16,33 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 18,23 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 20,20 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 33,23 |50}}&lt;br /&gt;
{{NPC location info|North Shroud| 25,24 |50}}&lt;br /&gt;
{{NPC location info|North Shroud| 22,22 |50}}&lt;br /&gt;
{{NPC location info|North Shroud| 16,27 |50}}&lt;br /&gt;
{{NPC location info|Urth&#039;s Fount| |50}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Who Was That Man in Black}}&lt;br /&gt;
{{quest list row|The Dark Divinity}}&lt;br /&gt;
{{quest list row|All You Wanted to Know about Odin}}&lt;br /&gt;
{{quest list row|Fear and Odin in the Shroud}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==FATEs==&lt;br /&gt;
* {{questlink|fate-boss|Steel Reign}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{see also|wikipedia:Odin}}&lt;br /&gt;
Please note, Odin can spawn in any of the shrouds, East, North, South or Central.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odin&#039;&#039;&#039; is also a [[server]] in the European &#039;&#039;&#039;Light&#039;&#039;&#039; [[Data Center]].&lt;br /&gt;
&lt;br /&gt;
===Lore===&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 271|A primal entity of enigmatic origin, Odin wanders the paths of the Black Shroud astride his great steed, Sleipnir. With the murder of Lady Urth the foremost amongst his long list of vile deeds, ancient scriptures paint the Dark Divinity as a demonic villain that appeared during the reign of the Allagan Empire. The being who now stalks Gridania’s forests has done little to dispel that notion, cleaving in twain all that venture within reach of his sorcerous blade. There are those, however, who claim that it is the search for Lady Urth, and not a taste for slaughter, which drives Odin in his endless hunt.&lt;br /&gt;
&lt;br /&gt;
A careful study by Seedseer O-App-Pesi and others has revealed that the sword itself—the Zantetsuken—is the primal’s true vessel, and by enthralling whosoever takes up its hilt is the Dark Divinity reborn time and time again. Prominent theologians have begun to advocate the idea that the blade was, in fact, the primal champion of Urth’s followers, a weapon imbued with godly strength that it might strike off the fetters of Allagan tyranny.}}&lt;br /&gt;
&lt;br /&gt;
The origin of this primal is steeped in mystery, though it is believed to have come from the time of the [[Allagans]]. Wandering around the Black Shroud, Odin has many a dark deed to its name, the most foul being the assumed murder of [[Lady Urth]]. Many refer to the Dark Divinity as a demonic villain, and Odin does little to dispel the name, cutting down any who dares approach. Some claim however, that it is the search for Lady Urth that drives Odin in endless hunt.&lt;br /&gt;
&lt;br /&gt;
A study by [[O-App-Pesi]] the [[Seedseer]] has revealed that the blade itself, the Zantetsuken, is the actual body of the primal, and any who would fell the dark knight and take up the blade are immediately enthralled, allowing for Odin to be reborn over and over again. There are those who believe that the blade is a primal formed from the followers of Urth, a weapon imbued with godly might that could break free from Allagan tyranny.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
odin concept.jpg&lt;br /&gt;
odin1.jpg&lt;br /&gt;
odin2.jpg&lt;br /&gt;
urths fount1.jpg&lt;br /&gt;
urths fount2.jpg&lt;br /&gt;
urths fount3.jpg&lt;br /&gt;
Urths fount4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Primals}}&lt;br /&gt;
[[Category:Enemies]] [[Category:Patch 2.0 Enemies]] [[Category:NPCs]] [[Category:Patch 2.0 NPCs]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Phoenix&amp;diff=643443</id>
		<title>Phoenix</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Phoenix&amp;diff=643443"/>
		<updated>2023-08-19T11:45:06Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Phoenix&lt;br /&gt;
| description = &amp;quot;&#039;Tis man&#039;s overweening belief in his own primacy that blinds him to the commonness of his condition...and the truth of his own tyranny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| image =&lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = The Final Coil of Bahamut - Turn 3&lt;br /&gt;
| trial = &lt;br /&gt;
| objective = boss&lt;br /&gt;
| title = &lt;br /&gt;
| gender = Male&lt;br /&gt;
| age =&lt;br /&gt;
| race = Primal&lt;br /&gt;
| clan =&lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = &lt;br /&gt;
| level = 50&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| service = &lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 2.4&lt;br /&gt;
}}&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Neo Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|Neo Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|Dreadwyrm Leg Gear Coffer}}&lt;br /&gt;
{{Drops table row|Faded Copy of From the Ashes}}&lt;br /&gt;
{{Drops table row|Dreadwyrm Head Gear Coffer}}&lt;br /&gt;
{{Drops table row|Dreadwyrm Hand Gear Coffer}}&lt;br /&gt;
{{Drops table row|Dreadwyrm Foot Gear Coffer}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|The Final Coil of Bahamut - Turn 3||50}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests Started==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
==Quests Involved In==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{see also|wikipedia:Phoenix (mythology)}}&lt;br /&gt;
&#039;&#039;&#039;Phoenix&#039;&#039;&#039; is also a [[server]] in the European &#039;&#039;&#039;Light&#039;&#039;&#039; [[Data Center]].&lt;br /&gt;
&lt;br /&gt;
===Lore===&lt;br /&gt;
There are many who claim to have witnessed the legendary Phoenix appearing in the sky following the Battle of Carteneau. Accounts of that time are fragmentary and inconsistent, owing to the forgetful haze affecting survivors of the Calamity, but the tale of the mythical bird of rebirth coming to Eorzea&#039;s salvation is a persistent one nonetheless.&lt;br /&gt;
&lt;br /&gt;
While some might dismiss such memories as hallucinations or wishful thinking, others have pieced them together to form a credible theory: &amp;quot;Archon Louisoix&#039;s attempt to summon the Twelve and halt the fall of Dalamud was interrupted in spectacular fashion when the elder primal Bahamut burst forth from the red moon&#039;s core. Drawing upon the vast quantities of aether gathered to summon the Twelve, it was the collective subconscious of Eorzea&#039;s people and the prayers for our dying star&#039;s survival that likely called the fiery Phoenix into being. While there is no solid evidence to support this idea, such an occurrence would be entirely in keeping with the metaphysical logic of primal summoning.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 271&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
When the satellite [[Dalamud]] cracked open and [[Bahamut]] emerged, Louisoix channeled the prayers of the people for their salvation to [[the Twelve]] to transform himself into Phoenix. Using the power of the eternal bird, he struck Bahamut and blew his physical body apart, rendering him almost completely dead. The strain of using his body as a host for a primal proved too great for Louisoix however, and his body was also destroyed and was being reduced to Aether. However, he underestimated the tenacity of Bahamut, and just before he perished entirely, Bahamut was able to reach out to him and enthrall him. Due to him becoming a Primal and still having residual energy left from Phoenix, Bahamut was able to grip ahold of his spirit and take control of him. Thus, when Bahamut was pulled into the earth and the [[Allagan]] technology began restoring Bahamut, they also restored Louisoix. And there the Primal sat and waited, serving as a thrall of the elder wyrm.&lt;br /&gt;
&lt;br /&gt;
Before he faded away, Louisoix entrusted the power of the Phoenix to his grandchildren and opened the path to the [[Final Coil of Bahamut]] so they may finish what they had began with the Warrior of Light.&lt;br /&gt;
&lt;br /&gt;
Later, with much training, the Warrior of Light gains the ability to enter into the &#039;&#039;&#039;Firebird Trance&#039;&#039;&#039;, calling forth the demi-primal version of Phoenix to do their bidding.&lt;br /&gt;
&lt;br /&gt;
{{Primals}}&lt;br /&gt;
[[Category:NPCs]] [[Category:Patch 2.4 NPCs]] [[Category:Enemies]] [[Category:Patch 2.4 Enemies]] [[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=King_Thordan&amp;diff=643442</id>
		<title>King Thordan</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=King_Thordan&amp;diff=643442"/>
		<updated>2023-08-19T11:44:15Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = King Thordan&lt;br /&gt;
| description = &amp;quot;By my blessing shall all men be sanctified, and an endless era of peace begin.&amp;quot;&lt;br /&gt;
| image = King Thordan.png&lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| trial = The Singularity Reactor&lt;br /&gt;
| objective = boss&lt;br /&gt;
| title = King Thordan I, Saint Thordan&lt;br /&gt;
| gender = Male&lt;br /&gt;
| age =&lt;br /&gt;
| race = Elezen&lt;br /&gt;
| clan = Primal&lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = &lt;br /&gt;
| level = 60&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| service = &lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
[[File:King thordan concept art.jpg|right|300px]]&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Archbishop Thordan VII Card}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|The Singularity Reactor| |60}}&lt;br /&gt;
{{NPC location info|The Minstrel&#039;s Ballad: Thordan&#039;s Reign| |60}}&lt;br /&gt;
{{NPC location info|Dragonsong&#039;s Reprise (Ultimate)||90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Heavensward (Quest)}}&lt;br /&gt;
{{quest list row|Thordan&#039;s Reign}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{see also|Archbishop Thordan VII}}&lt;br /&gt;
After years of nurturing the deification of Ishgard&#039;s founding father, Archbishop Thordan VII succeeded in infusing his own form with the soul of King Thordan.The ritual used to imbue the archbishop&#039;s mortal vessel with the divine essence of his ancestor followed the same principle as that employed by Ysayle and her summoning of Saint Shiva—a rite previously perfected with the Heavens&#039; Ward and their primal incarnations of the legendary knights twelve.&lt;br /&gt;
&lt;br /&gt;
Drawing upon the incalculable might of one of Nidhogg&#039;s eyes and bolstered by a thousand years of unquestioning faith, the manifestation of King Thordan far exceeded the power of any existing primal. But driven by his monumental ambitions, the archbishop sought to absorb the infinite energies of the Warring Triad and thus ascend to true divinity. As an eternal god-king, Thordan meant to convert all to his cause, be they man or dragon, and &amp;quot;bless&amp;quot; the world with an unending age of harmony.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 270&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Lore===&lt;br /&gt;
King Thordan reigned over the Elezen people who moved to [[Abalathia&#039;s Spine]] hundreds of years prior. Jealous and untrusting of the power of the dragons they shared the land with, Thordan sought to oppress them and take their magic power for himself. Under the guidance of an [[Ascian]], he and his knights twelve found the secret to their power: Thier eyes. Tricking a dragon into a peace talk, he and his knights trapped and killed a dragon, stealing her eyes and absorbing their power, far exceeding the power of any mortal. This was the start of the [[Dragonsong War]], and the beginning of Nidhogg&#039;s rampage against the people who would eventually build and inhabit [[Ishgard]].&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
After betraying the dragons and confirming the worst fears and suspicions of [[Nidhogg]], the great wyrm attacked Thordan and his knights, killing him and most of the knights in a greusome battle. However, the few that survived were able to suppress the dragon and steal his eyes, sending him fleeing. Desperate to cover up the truth of what happened, the surviving knights and the people who would eventually go on to form the Church of Ishgard fabricated a lie and retold history as they saw fit to create a narrative wherein Thordan and his knights bravely battled against the dragons to protect the people of Ishgard, and erased three hundred years of peace and prosperity between man and dragon. In doing so, Thordan became a central figure in their religion, and the people worshipped his name. They would pray to him and his knights in times of hardship, so much so that they eventually became true dieties, able to be summoned as primals into the bodies of [[Thordan VII]] and his knights twelve, in order to attempt to destroy the dragons in the climax of the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
At the height of the Dragonsong War, the Scions of the Seventh Dawn and the Warrior of Light learned the truth of Thordan&#039;s deeds and sought to confront the current Bishop, Thordan VII about what he knew. However, Thordan incited panic in the streets, causing riots to allow him and his knights to escape to the floating [[Allagan]] city, [[Azys Lla]]. Not to be deterred, however, The Scions and the Warrior fought their way past the barrier and into the city to confront Thordan. After doing battle with the Ascians who stood between them and the bishop, Thordan showed himself, revealing that he and his knights had gained the power to summon King Thordan and his knights twelve into their bodies, much in the way [[Ysayle]] did with [[Shiva]], and slayed the remaining Ascian and absorbed his Aether. Then, using the power of [[Nidhogg&#039;s Eye]], he summoned his weapon and told the Warrior of Light he would not stand for this corruption of his city and their religion, that he would put an end to the dragons with Thordan&#039;s power, and if they took umbrage with this, they would feel the sting of his sword.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light refused to back down, however, and took Thordan up on his challenge. Facing him and his holy knights twelve in battle, The Warrior finally managed to lay them all low, saving both the Ishgardians and the dragons in the process.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Primals}}&lt;br /&gt;
[[Category:NPCs]] [[Category: NPCs]] [[Category:Patch 3.0 NPCs]] [[Category:Enemies]] [[Category:Patch 3.0 Enemies]] [[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=King_Thordan&amp;diff=643441</id>
		<title>King Thordan</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=King_Thordan&amp;diff=643441"/>
		<updated>2023-08-19T11:42:12Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = King Thordan&lt;br /&gt;
| description = &amp;quot;By my blessing shall all men be sanctified, and an endless era of peace begin.&amp;quot;&lt;br /&gt;
| image = King Thordan.png&lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| trial = The Singularity Reactor&lt;br /&gt;
| objective = boss&lt;br /&gt;
| title = King Thordan I, Saint Thordan&lt;br /&gt;
| gender = Male&lt;br /&gt;
| age =&lt;br /&gt;
| race = Elezen&lt;br /&gt;
| clan = Primal&lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = &lt;br /&gt;
| level = 60&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| service = &lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
[[File:King thordan concept art.jpg|right|300px]]&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Archbishop Thordan VII Card}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|The Singularity Reactor| |60}}&lt;br /&gt;
{{NPC location info|The Minstrel&#039;s Ballad: Thordan&#039;s Reign| |60}}&lt;br /&gt;
{{NPC location info|Dragonsong&#039;s Reprise (Ultimate)||90}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Heavensward (Quest)}}&lt;br /&gt;
{{quest list row|Thordan&#039;s Reign}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{see also|Archbishop Thordan VII}}&lt;br /&gt;
After years of nurturing the deification of Ishgard&#039;s founding father, Archbishop Thordan VII succeeded in infusing his own form with the soul of King Thordan.The ritual used to imbue the archbishop&#039;s mortal vessel with the divine essence of his ancestor followed the same principle as that employed by Ysayle and her summoning of Saint Shiva—a rite previously perfected with the Heavens&#039; Ward and their primal incarnations of the legendary knights twelve.&lt;br /&gt;
&lt;br /&gt;
Drawing upon the incalculable might of one of Nidhogg&#039;s eyes and bolstered by a thousand years of unquestioning faith, the manifestation of King Thordan far exceeded the power of any existing primal. But driven by his monumental ambitions, the archbishop sought to absorb the infinite energies of the Warring Triad and thus ascend to true divinity. As an eternal god-king, Thordan meant to convert all to his cause, be they man or dragon, and &amp;quot;bless&amp;quot; the world with an unending age of harmony.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 270&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Lore===&lt;br /&gt;
King Thordan reigned over the Elezen people who moved to [[Abalathia&#039;s Spine]] hundreds of years prior. Jealous and untrusting of the power of the dragons they shared the land with, Thordan sought to oppress them and take their magic power for himself. Under the guidance of an [[Ascian]], he and his knights twelve found the secret to their power: Thier eyes. Tricking a dragon into a peace talk, he and his knights trapped and killed a dragon, stealing her eyes and absorbing their power, far exceeding the power of any mortal. This was the start of the [[Dragonsong War]], and the beginning of Nidhogg&#039;s rampage against the people who would eventually build and inhabit [[Ishgard]].&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
After betraying the dragons and confirming the worst fears and suspicions of [[Nidhogg]], the great wyrm attacked Thordan and his knights, killing him and most of the knights in a greusome battle. However, the few that survived were able to suppress the dragon and steal his eyes, sending him fleeing. Desperate to cover up the truth of what happened, the surviving knights and the people who would eventually go on to form the Church of Ishgard fabricated a lie and retold history as they saw fit to create a narrative wherein Thordan and his knights bravely battled against the dragons to protect the people of Ishgard, and erased three hundred years of peace and prosperity between man and dragon. In doing so, Thordan became a central figure in their religion, and the people worshipped his name. They would pray to him and his knights in times of hardship, so much so that they eventually became true dieties, able to be summoned as primals into the bodies of [[Thordan VII]] and his knights twelve, in order to attempt to destroy the dragons in the climax of the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
At the height of the Dragonsong War, the Scions of the Seventh Dawn and the Warrior of Light learned the truth of Thordan&#039;s deeds and sought to confront the current Bishop, Thordan VII about what he knew. However, Thordan incited panic in the streets, causing riots to allow him and his knights to escape to the floating [[Allagan]] city, [[Azys Lla]]. Not to be deterred, however, The Scions and the Warrior fought their way past the barrier and into the city to confront Thordan. After doing battle with the Ascians who stood between them and the bishop, Thordan showed himself, revealing that he and his knights had gained the power to summon King Thordan and his knights twelve into their bodies, much in the way [[Ysayle]] did with [[Shiva]], and slayed the remaining Ascian and absorbed his Aether. Then, using the power of [[Nidhogg&#039;s Eye]], he summoned his weapon and told the Warrior of Light he would not stand for this corruption of his city and their religion, that he would put an end to the dragons with Thordan&#039;s power, and if they took umbrage with this, they would feel the sting of his sword.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light refused to back down, however, and took Thordan up on his challenge. Facing him and his holy knights twelve in battle, The Warrior finally managed to lay them all low, saving both the Ishgardians and the dragons in the process.&lt;br /&gt;
&lt;br /&gt;
{{Primals}}&lt;br /&gt;
[[Category:NPCs]] [[Category: NPCs]] [[Category:Patch 3.0 NPCs]] [[Category:Enemies]] [[Category:Patch 3.0 Enemies]] [[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Shiva&amp;diff=643440</id>
		<title>Shiva</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Shiva&amp;diff=643440"/>
		<updated>2023-08-19T11:41:21Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the [[primal]] on the [[Source]]|the [[primal]] on the [[The First]]|Shiva (ShB)}}&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
| name = Shiva&lt;br /&gt;
| description =&lt;br /&gt;
| image = Shiva render1.jpg&lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = &lt;br /&gt;
| trial = The Akh Afah Amphitheatre (Hard)&lt;br /&gt;
| objective = boss&lt;br /&gt;
| title = Lady of Frost&lt;br /&gt;
| gender = female&lt;br /&gt;
| age =&lt;br /&gt;
| race = Primal&lt;br /&gt;
| clan =&lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization =&lt;br /&gt;
| level = 50&lt;br /&gt;
| aggression = a6&lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 2.4&lt;br /&gt;
| release = &lt;br /&gt;
}}She is known as &#039;&#039;&#039;the Lady of Frost&#039;&#039;&#039; and is one of the [[primals]] of [[Eorzea]]. She was introduced in E3 2014 and released as Hard and Extreme Mode trials in [[patch 2.4]]. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Loot==&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Ice Tear}}&lt;br /&gt;
{{Drops table row|Glass Dance|type=spell}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|The Akh Afah Amphitheatre (Hard)| |50}}&lt;br /&gt;
{{NPC location info|The Akh Afah Amphitheatre (Extreme)| |50}}&lt;br /&gt;
{{NPC location info|The Akh Afah Amphitheatre (Unreal)| |80}}&lt;br /&gt;
|}&lt;br /&gt;
==Quests==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|The Instruments of Our Deliverance‎}}&lt;br /&gt;
{{quest list row|Drop Dead Shiva}}&lt;br /&gt;
{{quest list row|Fantastic Mr. Faux}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{see also|wikipedia:Shiva}}&lt;br /&gt;
&#039;&#039;&#039;Shiva&#039;&#039;&#039; is also a [[server]] in the European &#039;&#039;&#039;Light&#039;&#039;&#039; [[Data Center]].&lt;br /&gt;
&lt;br /&gt;
===Lore===&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 270|This frost-rimed entity was called forth by Ishgardian heretics, with their leader, Lady Iceheart, providing the corporeal vessel into which the spirit of Saint Shiva was imbued. As the first confirmed instance of a primal possessing a mortal host, the summoning was an act of far-reaching political significance that risked supplying the Garleans with further justification for their invasion of Eorzea.&lt;br /&gt;
&lt;br /&gt;
Shiva lived a thousand years ago, an ordinary woman of extraordinary passion who nevertheless lacked the divine nature with which she was later attributed: The deity summoned by the heretics was not the saint herself, but the result of their fanatical worship of her glorified “soul”—the object of their veneration given primal form. Like most Ishgardians, Ysayle and her followers were raised on stories of Halone, the mover of glaciers, and it is theorized that many aspects of the war goddess became entwined with their vision of Shiva and her ice-aspected majesty.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saint Shiva&#039;&#039;&#039; lived thousands of years ago, at the time when the [[Elezen]] people migrated from underground to [[Abalathia&#039;s Spine]] to settle and build a temple to their god, [[Halone]]. At this time, [[Coerthas]] was solely owned by the dragons, and there was a great war waged between the two groups for over a decade. Shiva however, believed that the dragons were not brutal monsters as the others did, and went to entreat with them. In her time, she found the dragons were actually capable of high reasoning and compassion, one of whom she fell deeply in love with, [[Hraesvelgr]]. The two found soulmates with one another, however due to Elezen&#039;s having significantly shorter lifespans than dragons, Hrasevelgr dispaired at losing his love someday. With no other options open to them, Shiva asked the wyrm to consume her and her Aether, so that they may be together forever. Giving in to the maiden&#039;s request, he took her and her Aether into his body. &lt;br /&gt;
&lt;br /&gt;
This story of a love that transcended species reached the battlefront. The Elezens and dragons laid down their arms, for how could they continue to fight now that their people were so inextricably tied together? Thanks to the sacrifice of Shiva and Hraesvelgr, the war had ended and the dragons and Elezens were able to live in peace and harmony for over three hundred years. Shiva was canonised and worshipped later by the people of Ishgard.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Although her story was relatively peaceful and Shiva was no warrior, her story over the course of a thousand years slowly became twisted and changed, with people revering her in combat and comparing her to their patron deity, Halone. This gave birth to the &#039;&#039;&#039;Primal Shiva&#039;&#039;&#039;, who [[Ysayle]] offered her body to as a corporeal figure so she may fight for the heretics and the dragons in the [[Dragonsong War]]. This however, was revealed to be nothing more than a facsimile by the dragon, and the announcement that she was the reincarnation of the saint by Ysayle to Hraesvelgr only caused him anger at the people of Ishgard who had twisted her image to fit their needs.&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
Ysayle (under the guise of Lady Iceheart) led a group of heretics in attacks against the Ishgardian people in attacks on caravans and merchants, stealing scores of crystals. The Scions of the Seventh Dawn learned that this was in order to summon Shiva to launch an attack on the city of Ishgard. The Warrior of Light tracks her down at the [[Akh Afah Amphitheatre]] and tried to prevent the summoning. In a suprise turn, Ysayle actually offered up her body as a vessel to summon Shiva there and then to take out the Warrior.&lt;br /&gt;
&lt;br /&gt;
After a tough battle, the Warrior of Light managed to defeat Shiva and return Ysayle to her base form. She called the Warrior arrogant and foolish like the people of Ishgard, and fled before the Warrior could stop her.&lt;br /&gt;
&lt;br /&gt;
Later, Ysayle and the heretics brought forth Shiva to attack the barricade around Ishgard, [[Daniffen&#039;s Collar]] that prevented the dragons from attacking the city. Taking advantage of this, the dragons assaulted the city from [[the Steps of Faith]]. Luckily, the Ishgardian knights, the Alliance and the Warrior of Light were able to prevent the destruction of the city and turn the dragons back.&lt;br /&gt;
&lt;br /&gt;
After entering Ishgard to seek asylum, the Warrior of Light became directly involved in the Dragonsong War, and sought to end things peacefully instead of more death and suffering on both sides. The Warrior entreated with Ysayle, who agreed to take them to meet with the dragons to learn the truth of the war. After finally meeting with Hraesvelgr and learning the story behind the war, and the revelation that the Shiva that Ysayle embodies is nothing but a facade of the beliefs of the Ishgardian people who have twisted her legend beyond recognition, Ysayle left to reflect on herself and Hraesvelgr&#039;s words.&lt;br /&gt;
&lt;br /&gt;
When the Scions and the Warrior of Light pursued [[Thordan VII]] to [[Azys Lla]] and were besieged by the [[Garlean Empire]], Ysayle and Hraesvelgr appeared to aid in the fight. Ysayle had reconciled with the dragon and had more faith in herself and Shiva than ever before. Wanting to make up for the senseless loss of life she caused in her pursuit for her &amp;quot;truth&amp;quot;. She transformed into Shiva and fought alongside Hraesvelgr with the Garlean warships. Though she managed to deal great damage to the Empire, she was unable to destroy the fleet, and was almost blasted out of the air. With her last vestiges of strength, she sacrificed herself in an all-out attack. With the last of her strength spent, Shiva faded away and Ysayle fell from the sky.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
shiva concept1.jpg|Concept Art&lt;br /&gt;
shiva1.jpg|Shiva from E3 2014&lt;br /&gt;
shiva2.jpg|Shiva from E3 2014&lt;br /&gt;
File:Ysayle concept art.jpg|Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Primals}}&lt;br /&gt;
[[Category:Enemies]] [[Category:Patch 2.4 Enemies]] [[Category:NPCs]] [[Category:Quest NPCs]] [[Category:Patch 2.4 NPCs]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragon&amp;diff=643439</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragon&amp;diff=643439"/>
		<updated>2023-08-19T11:39:43Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* The First Brood/The Great Wyrms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|Encyclopaedia Eorzea Volume 1, page 206| Seemingly possessed with life everlasting, dragons are a truly magnificent race. Which makes it all the more unfortunate that [[Ishgard]]&#039;s age-old conflict with the beings, [[The Dragonsong War]], has prevented scholars from gathering much in the knowledge on their ancient civilization. Indeed, it is said that even a dragon&#039;s age cannot be known for certain.. What follows here is information discovered but recently through the efforts brave indivuduals who would put the pursuit of truth before petty differences.&lt;br /&gt;
&lt;br /&gt;
In the creation myths of Eorzea, Althyk and Nymeia, Brother Time and Sister Fate, created the water. When water came into being, so too did the great dragon Midgardsormr. The deities bid him watch over Silvertear Falls, the font from which magic flowed.&lt;br /&gt;
&lt;br /&gt;
The dragons themselves tell a different tale. Their ancient songs speak of a time before time, when Midgardsormr came to a newborn star bearing seven eggs. He treated with Hydaelyn, and arrived at a covenant: in return for allowing the dragons to live upon the planet, he would protect Silvertear Falls. In the magic of those waters, Midgardsormr nurtured his eggs, and in time were born the seven creatures known as the great wyrms. After an age spent growing, these, the first brood, set off to explore Hydaelyn, and bore young in every corner of the world. Thus did the dragons become legion.&lt;br /&gt;
&lt;br /&gt;
It is believed that the wyrms have never sought to form a unified nation. Nonetheless, they value the ties of blood, and seem to have oft come together at their sire&#039;s command.}}&lt;br /&gt;
{{see also|:Category:Dragon}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 268|The race of dragonkind is nigh immortal, with some creatures enduring through millennia of existence. These long-lived beings are often the majestic subjects of romanticized myth and legend, but for the peoples of Ishgard, dragons are historically seen as marauding beasts that serve only to perpetuate the horror of the Dragonsong War.}}&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Although dragons will identify their gender as either male or female, be it for the sake of convenience or individual preference, every member of the species is capable of reproducing asexually. The offspring produced in this manner is considered the same &amp;quot;race&amp;quot; as the parent, but over the course of its prolonged existence, a dragon undergoes a series of metamorphic changes that may result in a creature of vastly different physiology. Newly hatched dragonets are possessed of four legs, a pair of wings, and a long tail, but the form into which they eventually develop will vary extensively from one hatchling to another. &lt;br /&gt;
&lt;br /&gt;
For example, individuals that display a mastery of wind-aspected aether and spend their days amongst the clouds might metamorphose into a wyvern or elder wyvern. Other creatures might remain quadrupeds, with those exhibiting an affinity for earth-aspected aether moving along an metamorphological branch towards the form of a lesser dragon or &amp;quot;verge dragons.&amp;quot; The &amp;quot;classic&amp;quot; dragon shape common to folklore is assumed. by those who have undergone a balanced transformation, their mastery over every element allowing them to expel arcane breaths of myriad properties. Cases of extreme specialization have also been confirmed by naturalists, such as the land-bound carapace dragon and its rocky shell, and the limbless, wingless falak who relies solely upon its manipulation of wind-based sether to glide smoothly through the air.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 268&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
While capable of procreating without the physical need for a mate, dragons place great value on emotional and spiritual connections. There are instances of individuals bonding as a pair, though the significance of such a relationship is difficult to compare to the marriages that take place between mortals.&lt;br /&gt;
Blood ancestry is also held in high regard by dragonkind, and the descendants of the seven great wyrms have been observed to venerate their god-like progenitors with an almost religious fervor. Each great wyrm, however, rules its brood in a different manner, with some choosing to command their hordes with dictatorial authority, while others remain aloof, granting their spawn almost complete autonomy.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 269&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minions==&lt;br /&gt;
A great wyrm’s “brood” typically refers to the being’s own offspring, including the descendants of those children. When speaking of a wyrm’s “minions,” however, such as with Nidhogg’s Horde, the term encompasses all those dragons loyal to his cause, as well as the myriad weak-minded scalekin enslaved by the dragons’ wills.&lt;br /&gt;
&lt;br /&gt;
Drake and dragonfly, archaeornis and tyrannosaur, all are subjugated through powerful magicks, and forced to serve as vanguard forces or frontline fodder. Those heretics who have partaken of dragon blood also form a significant part of Nidhogg’s armies. Aevis, syrictae, and giruveganauses were all once men whose bodies have undergone monstrous transformations.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 269&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
Dragons speak their own unique tongue, but the words are merely a supplementary shell that serves to contain the telepathic projection of their thoughts and desires. The language itself omits a great deal of conventional grammar, featuring no distinction between past or present tenses, and would be highly ambiguous without a dragon&#039;s will to refine its meaning. Lacking a culture for the written word, the race passes down historical records through &amp;quot;song,&amp;quot; the verses recited using its profoundly abbreviated lexicon. Such a custom is said to be the origin of the name for the thousand-year conflict between the Dravanians and Ishgard: the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
There exist dragons who speak the common tongue of man, learned from the Ishgardians in a previous age of harmony, and many bear names given to them in other eras by other races. The Father of Dragons is perhaps the most prominent example of this, the ancient wyrm known by mortals in countless myths and legends as &amp;quot;Midgardsormr,&amp;quot; but he also possesses another name-his true name-spoken in the language of dragons.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 269&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the Creation Myths of [[Eorzea]], [[Althyk]] and [[Nymeia]], also referred to as Brother Time and Sister Fate respectively, created the water. When water came into being, so to did the great dragon [[Midgardsormr]]. The Deities bid him to watch over [[Lake Silvertear|Silvertear Falls]], the font from which magic flowed.&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;The Rising Chorus&amp;quot;, Cutscene #3&#039;&#039;&#039; &amp;lt;br&amp;gt; MINFILIA: &#039;&#039;&amp;quot;One of the ancient myths regarding Silvertear Falls states that when the waters came into existence, so too did the great wyrm.&amp;quot; &amp;quot;Althyk and Nymeia, Brother Time and Sister Fate, decreed that Midgardsormr ever watch over the source, from which all water─and magic─was said to flow.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The dragons tell a different tale though. Their songs speak of a time before time when Midgardsormr came to a new-born star bearing seven eggs.&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;Fetters of Lament&amp;quot;, Cutscene #1&#039;&#039;&#039; &amp;lt;br&amp;gt;TIAMAT: &#039;&#039;&amp;quot;Hearken to my tale, child of man. I am Tiamat, of Midgardsormr&#039;s first brood. In a time before time, my father did come to this star, bearing seven eggs.&amp;quot;&#039;&#039; &amp;lt;br&amp;gt;MIDGARDSORMR: &#039;&#039;&amp;quot;From these eggs did my children hatch. And once they were full-grown, they took wing and spread across all the lands of Hydaelyn.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt; He treated with [[Hydaelyn]] and arrived at a covenant: to protect Silvertear Falls in return for asylum.&amp;lt;ref&amp;gt;The Unending Codex, entry on &#039;&#039;&#039;&amp;quot;The First Brood&amp;quot;&#039;&#039;&#039; reads:&#039;&#039;&amp;quot;In a time before reckoning, Midgardsormr traversed the great expanse, bearing seven eggs as he searched for a new home. Arriving upon Hydaelyn, he formed a pact with the will of the star and secured for his children a bounteous dominion.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;The Rising Chorus&amp;quot;, Cutscene #3&#039;&#039;&#039; MIDGARDSORMR: Hearken to me, Hydaelyn! I remember...and I consent.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;The Rising Chorus&amp;quot;, Cutscene #4&#039;&#039;&#039; &amp;lt;br&amp;gt;MINFILIA: &#039;&#039;&amp;quot;Hmmm... Midgardsormr made mention of a covenant, did he not?&amp;quot; [...] &amp;quot;I wonder... What if this was the covenant of which he spoke, and &#039;twas not the gods with whom he treated, but Hydaelyn Herself?&amp;quot; &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Midgardsormr nurtured his eggs in the magic of those waters. The seven dragons hatched from these eggs are commonly known as &#039;&#039;&#039;the First Brood&#039;&#039;&#039;, or alternatively the Great Wyrms. After an age spent growing they set off to explore the planet, and bore young in every corner of the world, greatly increasing their number. It is believed that the Great Wyrms have never sought to form a unified nation. Nevertheless, they value their ties of blood, and seem to have often come together at the behest of their sire.&lt;br /&gt;
&lt;br /&gt;
==Dragons of Note==&lt;br /&gt;
[[File:The First Brood.jpg|right|thumb|Clockwise from top left, Hraesvelgr, Midgardsormr, Vrtra, Ratatoskr, Azdaja (head center-bottom), Nidhogg, and Tiamat. Bahamut is presumably center, back to the viewer.]]&lt;br /&gt;
===The Father of Dragons, [[Midgardsormr]]===&lt;br /&gt;
[[Midgardsormr]] is said to have come to [[Hydaelyn]] at the beginning of time, though many doubt this legend due to lack of answers to fundamental questions. He appears to have been the guardian of Silvertear Falls and rose from the waters with a host of dragons to meet the [[Garlean Empire|Garlean]] invasion in 1562. He was widely thought to have perished after a furious bout with the [[Agrius]], after which both fell down the sky. It was simply his vessel that died though. Without another vessel he created an apparition which he used to accompany the [[Warrior of Light]].&lt;br /&gt;
&lt;br /&gt;
===The First Brood/The Great Wyrms===&lt;br /&gt;
In a time before reckoning, Midgardsormr came to Hydaelyn from beyond the heavens, bearing the seven eggs of the first brood. The Father of Dragons did commune with the star’s omniscient will, and sought to secure a bounteous domain for his offspring. A pact was agreed upon, and he looked on with infinite patience as the eggs he had borne across unfathomable distance began to hatch. The infants thus born would grow to become beings of immense power and majesty, known ever after as the seven great wyrms.&lt;br /&gt;
&lt;br /&gt;
Midgardsormr’s children eventually parted ways, flying to the far reaches of the world where they spawned broods of their own. Thus began the race of dragons, and the beauteous and bloody history that was to follow.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 269&amp;lt;/ref&amp;gt;&lt;br /&gt;
=====[[Bahamut]]=====&lt;br /&gt;
Upon their release into the world so many eons ago, Bahamut chose to venture south with his kin Tiamat. The people they found there venerated the dragons, and thus a bond of friendship grew between dragons and man. Scholars have reason to believe it was the great wyrm himself who led the mortals of Meracydia against the invading Allagan armies, securing many victories against the technologically advanced foes until he was ultimately slain.&lt;br /&gt;
&lt;br /&gt;
A known member of his brood is [[Twintania]].&lt;br /&gt;
&lt;br /&gt;
=====[[Tiamat]]=====&lt;br /&gt;
In times long past, Tiamat dwelled peacefully on the southern continent of [[Meracydia]]. That peace ended with the invasion of [[Allag|the Allagan Empire]], who sought to lay claim to the landmass. In the resulting struggle her brood-brother Bahamut was slain. She was thereafter fooled by the [[Ascians]], who gave her the means to summon her beloved Bahamut back as a primal. The great wyrm has spent the past five millennia imprisoned within Azys Lla, where she has come to lament calling forth the primal that would do naught but besmirch Bahamut&#039;s memory, intending to spend the rest of eternity in penance.&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;Fetters of Lament&amp;quot;, Cutscene #1&#039;&#039;&#039; &amp;lt;br&amp;gt;TIAMAT: &#039;&#039;&amp;quot;Together with my brood-brother Bahamut, I journeyed south to Meracydia. And together, we brought forth innumerable children into the world.&amp;quot;&#039;&#039; [...] &#039;&#039;&amp;quot;We abided in peace, and all was well...until the men of Allag came, some five thousand years since. They slaughtered my children in droves, and took from me my beloved Bahamut.&amp;quot;&#039;&#039; [...] &#039;&#039;&amp;quot;&#039;Twas then, when I had fallen into the depths of despair, that black-robed men came unto me. The Ascians. For what they brought back was a mockery of my beloved. Worse, the Ascians gifted his murderers the means to entrap him.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;MIDGARDSORMR: &#039;&#039;&amp;quot;It hath been five thousand years, my child. Wilt thou not forgive thyself?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;TIAMAT: &#039;&#039;&amp;quot;The release of death is denied me here, yet I desire not freedom. Nay, Father. I shall live with my regret until the world itself hath ceased to be. Such is my just punishment for consorting with Darkness─for calling forth a loathsome and lamentable creature which blackeneth my beloved&#039;s memory.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====[[Hraesvelgr]]=====&lt;br /&gt;
Hraesvelgr claims command over ice and holy light. He&#039;s best known for his romance with a mortal woman by the name of [[Shiva]], twelve centuries past. Hraesvelgr at one point began to despair that death would take her away. Shiva in return bid him to devour her so that their souls might be forever entwined. This sacrifice deepened the understanding between man and dragon, and ultimately led unto an age of peace.&lt;br /&gt;
&lt;br /&gt;
Good things never seem to last though, and with a brood-sister taken away by the hands of men, and a brood-brother soon to follow without intervention, he gave his eye to Nidhogg, before retreating into solitude, only the soul of his beloved and the [[Moogles]] of [[the Churning Mists]] remaining by his side, until an odd mix of mortals came to his metaphorical doorstep. It is through him that this party learned more of the nature of primals.&lt;br /&gt;
&lt;br /&gt;
After the fight the Warrior of Light and the Azure Dragoon had with Nidhogg, killing Hraesvelgr&#039;s brood-brother, his eye was returned to him. Hraesvelgr and [[Ysayle]] intervened when [[the Enterprise]] came under Garlean fire, resulting in the dead of the latter. [[Ysayle]]&#039;s earnestness, the [[Warrior of Light]]&#039;s plan to save [[Estinien]] instead of killing him and Midgardsormr&#039;s counselling eventually led to him joining the fight against the Shade of Nidhogg.&lt;br /&gt;
&lt;br /&gt;
Known dragons of his brood include [[Vidofnir]] and [[Vedrfolnir]].&lt;br /&gt;
&lt;br /&gt;
=====[[Nidhogg]]=====&lt;br /&gt;
Evil Incarnate according to the &#039;&#039;Echiridion&#039;&#039; and the teachings of the [[Ishgardian Orthodox Church]], this supposed history doesn&#039;t mention that Nidhogg slew [[King Thordan I]] to avenge the murder of his brood-sister, Ratatoskr. Soon after, both of his eyes were taken by [[Haldrath]], Thordan&#039;s son. One would become the eye that empowered the [[Azure Dragoon]], while the other was kept under lock and key for nigh on a thousand years, to be used as an instrument in the Grand Bishop&#039;s plan. Nidhogg survived due to being given an eye by Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
Over the past millennium he had awoken on eight occasions, making his wrath known. He was eventually slain in his lair, [[The Aery]], by the Warrior of Light and the Azure Dragoon [[Estinien]]. In a lapse of judgement by Estinien after the fight with the [[Primal]] the archbishop summoned into his own flesh, [[King Thordan I]], the Azure Dragoon, still bathed in the wyrm&#039;s blood and holding both of Nidhogg&#039;s eyes was overwhelmed by the revenant will of the Great Wyrm, becoming a vessel for the murderous shade.&lt;br /&gt;
&lt;br /&gt;
Known dragons of his brood include [[Darkscale]] and [[Aiatar]]. It is unknown whether [[Vishap]] and [[Tioman]] are descended from him or one of the other great wyrms, but they have nevertheless allied themselves with his brood.&lt;br /&gt;
&lt;br /&gt;
=====[[Ratatoskr]]=====&lt;br /&gt;
Ratatoskr was a wanderer, and bearer of dragon&#039;s songs, acting as a messenger between her siblings. Of the First Brood she was quite possibly the most curious and worked passionately to establish a lasting peace with man. She did not foresee the depths of King Thordan I&#039;s greed though, and revealed the secret of the wyrm&#039;s power, eventually leading to the Great Wyrm being slain for her eyes, and the start of the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
To this very day her remaining brood can still be seen soaring to the skies, having inherited Ratatoskr&#039;s wanderlust.&lt;br /&gt;
&lt;br /&gt;
Known dragons of her brood include [[Gullinbursti]], [[Ehll Tou]], and {{item icon|Fylgja}}. This seems to support the implication that Ratatoskr had red scales.&lt;br /&gt;
&lt;br /&gt;
=====[[Azdaja]]=====&lt;br /&gt;
One of [[The First Brood]]. Mentioned by name during [[Endwalker]] as having responded to [[Nidhogg]]&#039;s call &amp;quot;with silence, as usual.&amp;quot; The post-&#039;&#039;Endwalker&#039;&#039; main scenario quests, starting with [[Patch 6.1|Newfound Adventure]], reveal that she has been trapped on the 13th shard, also known as [[the Void]], by [[Golbez]], a powerful voidsent ruler who allows his &amp;quot;Circle of Four&amp;quot; Archfiends to consume Azdaja&#039;s aether in exchange for their servitude.&lt;br /&gt;
&lt;br /&gt;
=====[[Vrtra]]=====&lt;br /&gt;
The youngest of the First Brood, he resides in [[Thavnair]] and plays a prominent role during &#039;&#039;[[Endwalker]]&#039;&#039;. He is the shadowy ruler (satrap) of the city of [[Radz-at-Han]] and has historically appointed a figurehead to serve as acting satrap. He controls [[Varshahn]], a simulacrum resembling a young male Au Ra to keep watch over the city-state. In the post-&#039;&#039;Endwalker&#039;&#039; main scenario quests, he works with the [[Scions of the Seventh Dawn]] and the Warrior of Light to rescue Adzaja.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bahamut&amp;diff=643438</id>
		<title>Bahamut</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Bahamut&amp;diff=643438"/>
		<updated>2023-08-19T11:38:58Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Bahamut&lt;br /&gt;
| description = &lt;br /&gt;
| image = bahamut concept.jpg&lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| title = The Dreadwyrm&lt;br /&gt;
| gender = Male&lt;br /&gt;
| age =&lt;br /&gt;
| race = Primal&lt;br /&gt;
| clan = Dragon&lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = The First Brood&lt;br /&gt;
| relatives = [[Tiamat]] (mate)&lt;br /&gt;
| level =&lt;br /&gt;
| aggression =&lt;br /&gt;
| service = &lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 2.0&lt;br /&gt;
}}&lt;br /&gt;
{{Main|The Coils of Bahamut}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 26|One of the first brood, Bahamut lived for countless centuries as ruler of the southern skies until being slain by the power-hungry Allagan Empire. When the dusk wyrm Tiamat learned of her beloved’s untimely fate, she, with the aid of Meracydia’s remaining dragon horde, chose to ignore the warnings of her kin and attempt a summoning of the spirit of Bahamut. Her sorrow and anguish, combined with the rage of her kin, however, corrupted the spirit as it returned from the Lifestream—the result a mad tyrant little resembling what had once been the dawn wyrm.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 269|One of the seven great wyrms, Bahamut was slain while fighting against the Allagan invasion of Meracydia. His brood-sister, Tiamat, led the surviving dragons in a summoning ritual, and their prayers resurrected the dreadwyrm as an avenging primal. A terrible incarnation of wrath and fury, Bahamut descended upon the heart of the conflict and incinerated the northern invaders with ruinous flames. He was eventually undone by the might of the anti-primal weapon, Omega, and his undying rage was sealed within the core of Dalamud. For millennia, the shackled entity’s command over flare and fire was employed to harness and store the energy of the sun.&lt;br /&gt;
&lt;br /&gt;
Then came the fateful end of the Sixth Astral Era. By enthralling the mind of the Garlean legatus, Nael van Darnus, Bahamut was able to manipulate the direction of the Meteor project, and thus free himself in the skies above Carteneau. Released from the red moon after five thousand years of imprisonment, the furnace of the dreadwyrm’s vengeance immolated the lands of Eorzea, and ushered in the aether-warping devastation of the Seventh Umbral Calamity.}}&lt;br /&gt;
&lt;br /&gt;
Held in duress for aeons within the lesser moon, [[Dalamud]], the elder [[primal]] Bahamut broke free of his captivity when the celestial body was wrested from the heavens to descend upon the [[Battle of Carteneau]]. Once freed, the terrible being wrought fiery destruction across the length and breadth of [[Eorzea]], his devastating rampage marking the beginning of the Seventh Umbral Era. In the midst of the chaos, however, Bahamut was enveloped in a blinding white light and abruptly disappeared from the skies. None claim to have seen the primal in the five years since.&lt;br /&gt;
&lt;br /&gt;
“The hour is come. Receive of me the purity.”&lt;br /&gt;
&lt;br /&gt;
Upon their arrival into the world so many eons ago, Bahamut chose to venture south with his kin Tiamat. The people they found there venerated the dragons, and thus a bond of friendship grew betwixt dragonkind and man. This bond was so great that scholars have reason to believe it was none other than the great wyrm himself who led the mortals of Meracydia against the invading Allagan armies, securing countless victories against their technologically advanced foes until Bahamut was ultimately slain on the field of battle, overcome by the Allagans’ godless chimeras.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 207&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
Millenia ago, during the [[Third Astral Era]], the [[Allagan Empire]] attacked the home of the Dragons, [[Meracydia]] in an attempt to expand their territory. They used their twisted Chimeras to defeat the elder wyrm and attack the land. However, using the power of summoning, [[Tiamat]] brought Bahamut back to life, however what returned from death was but an angry shade of the former wyrm. Bahamut was able to hold off the Allagans and push them back to the shores of Meracydia, but eventually succumbed to numbers. Instead of killing him again, however, the Allagans took him and used his body as a power source, fueling their weapons and war machina. &lt;br /&gt;
&lt;br /&gt;
Once the war was over, the Allagan emperor, [[Xande]], twisted and corrupted, wished to use Bahamut as a satellite to gather fire-aspected energy from the sun. And so, Bahamut was trapped in a large metal sphere and sent into orbit, where he was used to siphon incredible amounts of energy to the [[Crystal Tower]]. But that energy caused the collapse of the Tower, the Allagan Empire as a whole, and caused the [[Calamity of Earth]]. After the fall of the Empire, Bahamut was left to circle the star, growing more and more enraged and seeking revenge.&lt;br /&gt;
&lt;br /&gt;
When the [[Garlean Empire]] attempted to pull the great satellite out of the sky, Bahamut was able to break free, causing yet another great Calamity. However, [[Louisoix]] was seemingly able to trap the elder wyrm once again.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
As it turns out, the wyrm was not sealed away, but trapped under the earth of [[Carteneau]], where his body fell after Louisoix managed to attack and shatter his body. It turns out the land was only able to begin healing after Louisoix relinquished the power of the [[Phoenix]] to restore the Aether to the land. The assault on Bahamut weakened Louisoix and ended up enthralling him to the wyrm. &lt;br /&gt;
&lt;br /&gt;
Under the earth, Allagan technology was slowly rebuilding Bahamut, while the [[Ragnarok]] excavated deeper and deeper to find the pieces of the wyrm to rebuild its body completely. The Warrior of Light and the twins [[Alphinaud]] and [[Alisaie]] found Louisoix guarding the half-formed body of Bahamut, and he attacked them in the form of the primal Phoenix. After a climactic battle, Louisoix was able to return to his senses, express his undying love for his grandchildren, and bless them with the power of the Phoenix, hoping they would someday be able to call upon its power, then faded.&lt;br /&gt;
&lt;br /&gt;
Upon finally reaching the lowest command deck, the twins were able to send the Warrior of Light&#039;s essence directly into Bahamut&#039;s heart, where they were able to finally slay the wyrm and lay him and the other enslaved Meracydians to rest after millenia of suffering.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
{{see also|wikipedia:Bahamut}}&lt;br /&gt;
&#039;&#039;&#039;Bahamut&#039;&#039;&#039; is also a [[server]] in the Japanese &#039;&#039;&#039;Gaia&#039;&#039;&#039; [[Data Center]].&lt;br /&gt;
&lt;br /&gt;
{{Primals}}&lt;br /&gt;
[[Category:NPCs]] [[Category: NPCs]] [[Category:Patch 2.0 NPCs]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragon&amp;diff=643435</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Dragon&amp;diff=643435"/>
		<updated>2023-08-19T11:23:58Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|Encyclopaedia Eorzea Volume 1, page 206| Seemingly possessed with life everlasting, dragons are a truly magnificent race. Which makes it all the more unfortunate that [[Ishgard]]&#039;s age-old conflict with the beings, [[The Dragonsong War]], has prevented scholars from gathering much in the knowledge on their ancient civilization. Indeed, it is said that even a dragon&#039;s age cannot be known for certain.. What follows here is information discovered but recently through the efforts brave indivuduals who would put the pursuit of truth before petty differences.&lt;br /&gt;
&lt;br /&gt;
In the creation myths of Eorzea, Althyk and Nymeia, Brother Time and Sister Fate, created the water. When water came into being, so too did the great dragon Midgardsormr. The deities bid him watch over Silvertear Falls, the font from which magic flowed.&lt;br /&gt;
&lt;br /&gt;
The dragons themselves tell a different tale. Their ancient songs speak of a time before time, when Midgardsormr came to a newborn star bearing seven eggs. He treated with Hydaelyn, and arrived at a covenant: in return for allowing the dragons to live upon the planet, he would protect Silvertear Falls. In the magic of those waters, Midgardsormr nurtured his eggs, and in time were born the seven creatures known as the great wyrms. After an age spent growing, these, the first brood, set off to explore Hydaelyn, and bore young in every corner of the world. Thus did the dragons become legion.&lt;br /&gt;
&lt;br /&gt;
It is believed that the wyrms have never sought to form a unified nation. Nonetheless, they value the ties of blood, and seem to have oft come together at their sire&#039;s command.}}&lt;br /&gt;
{{see also|:Category:Dragon}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 268|The race of dragonkind is nigh immortal, with some creatures enduring through millennia of existence. These long-lived beings are often the majestic subjects of romanticized myth and legend, but for the peoples of Ishgard, dragons are historically seen as marauding beasts that serve only to perpetuate the horror of the Dragonsong War.}}&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Although dragons will identify their gender as either male or female, be it for the sake of convenience or individual preference, every member of the species is capable of reproducing asexually. The offspring produced in this manner is considered the same &amp;quot;race&amp;quot; as the parent, but over the course of its prolonged existence, a dragon undergoes a series of metamorphic changes that may result in a creature of vastly different physiology. Newly hatched dragonets are possessed of four legs, a pair of wings, and a long tail, but the form into which they eventually develop will vary extensively from one hatchling to another. &lt;br /&gt;
&lt;br /&gt;
For example, individuals that display a mastery of wind-aspected aether and spend their days amongst the clouds might metamorphose into a wyvern or elder wyvern. Other creatures might remain quadrupeds, with those exhibiting an affinity for earth-aspected aether moving along an metamorphological branch towards the form of a lesser dragon or &amp;quot;verge dragons.&amp;quot; The &amp;quot;classic&amp;quot; dragon shape common to folklore is assumed. by those who have undergone a balanced transformation, their mastery over every element allowing them to expel arcane breaths of myriad properties. Cases of extreme specialization have also been confirmed by naturalists, such as the land-bound carapace dragon and its rocky shell, and the limbless, wingless falak who relies solely upon its manipulation of wind-based sether to glide smoothly through the air.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 268&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
While capable of procreating without the physical need for a mate, dragons place great value on emotional and spiritual connections. There are instances of individuals bonding as a pair, though the significance of such a relationship is difficult to compare to the marriages that take place between mortals.&lt;br /&gt;
Blood ancestry is also held in high regard by dragonkind, and the descendants of the seven great wyrms have been observed to venerate their god-like progenitors with an almost religious fervor. Each great wyrm, however, rules its brood in a different manner, with some choosing to command their hordes with dictatorial authority, while others remain aloof, granting their spawn almost complete autonomy.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 269&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minions==&lt;br /&gt;
A great wyrm’s “brood” typically refers to the being’s own offspring, including the descendants of those children. When speaking of a wyrm’s “minions,” however, such as with Nidhogg’s Horde, the term encompasses all those dragons loyal to his cause, as well as the myriad weak-minded scalekin enslaved by the dragons’ wills.&lt;br /&gt;
&lt;br /&gt;
Drake and dragonfly, archaeornis and tyrannosaur, all are subjugated through powerful magicks, and forced to serve as vanguard forces or frontline fodder. Those heretics who have partaken of dragon blood also form a significant part of Nidhogg’s armies. Aevis, syrictae, and giruveganauses were all once men whose bodies have undergone monstrous transformations.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 269&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
Dragons speak their own unique tongue, but the words are merely a supplementary shell that serves to contain the telepathic projection of their thoughts and desires. The language itself omits a great deal of conventional grammar, featuring no distinction between past or present tenses, and would be highly ambiguous without a dragon&#039;s will to refine its meaning. Lacking a culture for the written word, the race passes down historical records through &amp;quot;song,&amp;quot; the verses recited using its profoundly abbreviated lexicon. Such a custom is said to be the origin of the name for the thousand-year conflict between the Dravanians and Ishgard: the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
There exist dragons who speak the common tongue of man, learned from the Ishgardians in a previous age of harmony, and many bear names given to them in other eras by other races. The Father of Dragons is perhaps the most prominent example of this, the ancient wyrm known by mortals in countless myths and legends as &amp;quot;Midgardsormr,&amp;quot; but he also possesses another name-his true name-spoken in the language of dragons.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 269&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the Creation Myths of [[Eorzea]], [[Althyk]] and [[Nymeia]], also referred to as Brother Time and Sister Fate respectively, created the water. When water came into being, so to did the great dragon [[Midgardsormr]]. The Deities bid him to watch over [[Lake Silvertear|Silvertear Falls]], the font from which magic flowed.&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;The Rising Chorus&amp;quot;, Cutscene #3&#039;&#039;&#039; &amp;lt;br&amp;gt; MINFILIA: &#039;&#039;&amp;quot;One of the ancient myths regarding Silvertear Falls states that when the waters came into existence, so too did the great wyrm.&amp;quot; &amp;quot;Althyk and Nymeia, Brother Time and Sister Fate, decreed that Midgardsormr ever watch over the source, from which all water─and magic─was said to flow.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The dragons tell a different tale though. Their songs speak of a time before time when Midgardsormr came to a new-born star bearing seven eggs.&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;Fetters of Lament&amp;quot;, Cutscene #1&#039;&#039;&#039; &amp;lt;br&amp;gt;TIAMAT: &#039;&#039;&amp;quot;Hearken to my tale, child of man. I am Tiamat, of Midgardsormr&#039;s first brood. In a time before time, my father did come to this star, bearing seven eggs.&amp;quot;&#039;&#039; &amp;lt;br&amp;gt;MIDGARDSORMR: &#039;&#039;&amp;quot;From these eggs did my children hatch. And once they were full-grown, they took wing and spread across all the lands of Hydaelyn.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt; He treated with [[Hydaelyn]] and arrived at a covenant: to protect Silvertear Falls in return for asylum.&amp;lt;ref&amp;gt;The Unending Codex, entry on &#039;&#039;&#039;&amp;quot;The First Brood&amp;quot;&#039;&#039;&#039; reads:&#039;&#039;&amp;quot;In a time before reckoning, Midgardsormr traversed the great expanse, bearing seven eggs as he searched for a new home. Arriving upon Hydaelyn, he formed a pact with the will of the star and secured for his children a bounteous dominion.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;The Rising Chorus&amp;quot;, Cutscene #3&#039;&#039;&#039; MIDGARDSORMR: Hearken to me, Hydaelyn! I remember...and I consent.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;The Rising Chorus&amp;quot;, Cutscene #4&#039;&#039;&#039; &amp;lt;br&amp;gt;MINFILIA: &#039;&#039;&amp;quot;Hmmm... Midgardsormr made mention of a covenant, did he not?&amp;quot; [...] &amp;quot;I wonder... What if this was the covenant of which he spoke, and &#039;twas not the gods with whom he treated, but Hydaelyn Herself?&amp;quot; &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Midgardsormr nurtured his eggs in the magic of those waters. The seven dragons hatched from these eggs are commonly known as &#039;&#039;&#039;the First Brood&#039;&#039;&#039;, or alternatively the Great Wyrms. After an age spent growing they set off to explore the planet, and bore young in every corner of the world, greatly increasing their number. It is believed that the Great Wyrms have never sought to form a unified nation. Nevertheless, they value their ties of blood, and seem to have often come together at the behest of their sire.&lt;br /&gt;
&lt;br /&gt;
==Dragons of Note==&lt;br /&gt;
[[File:The First Brood.jpg|right|thumb|Clockwise from top left, Hraesvelgr, Midgardsormr, Vrtra, Ratatoskr, Azdaja (head center-bottom), Nidhogg, and Tiamat. Bahamut is presumably center, back to the viewer.]]&lt;br /&gt;
===The Father of Dragons, [[Midgardsormr]]===&lt;br /&gt;
[[Midgardsormr]] is said to have come to [[Hydaelyn]] at the beginning of time, though many doubt this legend due to lack of answers to fundamental questions. He appears to have been the guardian of Silvertear Falls and rose from the waters with a host of dragons to meet the [[Garlean Empire|Garlean]] invasion in 1562. He was widely thought to have perished after a furious bout with the [[Agrius]], after which both fell down the sky. It was simply his vessel that died though. Without another vessel he created an apparition which he used to accompany the [[Warrior of Light]].&lt;br /&gt;
&lt;br /&gt;
===The First Brood/The Great Wyrms===&lt;br /&gt;
=====[[Bahamut]]=====&lt;br /&gt;
Upon their release into the world so many eons ago, Bahamut chose to venture south with his kin Tiamat. The people they found there venerated the dragons, and thus a bond of friendship grew between dragons and man. Scholars have reason to believe it was the great wyrm himself who led the mortals of Meracydia against the invading Allagan armies, securing many victories against the technologically advanced foes until he was ultimately slain.&lt;br /&gt;
&lt;br /&gt;
A known member of his brood is [[Twintania]].&lt;br /&gt;
&lt;br /&gt;
=====[[Tiamat]]=====&lt;br /&gt;
In times long past, Tiamat dwelled peacefully on the southern continent of [[Meracydia]]. That peace ended with the invasion of [[Allag|the Allagan Empire]], who sought to lay claim to the landmass. In the resulting struggle her brood-brother Bahamut was slain. She was thereafter fooled by the [[Ascians]], who gave her the means to summon her beloved Bahamut back as a primal. The great wyrm has spent the past five millennia imprisoned within Azys Lla, where she has come to lament calling forth the primal that would do naught but besmirch Bahamut&#039;s memory, intending to spend the rest of eternity in penance.&amp;lt;ref&amp;gt;Main Scenario (Heavensward), Character Dialogue from &#039;&#039;&#039;&amp;quot;Fetters of Lament&amp;quot;, Cutscene #1&#039;&#039;&#039; &amp;lt;br&amp;gt;TIAMAT: &#039;&#039;&amp;quot;Together with my brood-brother Bahamut, I journeyed south to Meracydia. And together, we brought forth innumerable children into the world.&amp;quot;&#039;&#039; [...] &#039;&#039;&amp;quot;We abided in peace, and all was well...until the men of Allag came, some five thousand years since. They slaughtered my children in droves, and took from me my beloved Bahamut.&amp;quot;&#039;&#039; [...] &#039;&#039;&amp;quot;&#039;Twas then, when I had fallen into the depths of despair, that black-robed men came unto me. The Ascians. For what they brought back was a mockery of my beloved. Worse, the Ascians gifted his murderers the means to entrap him.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;MIDGARDSORMR: &#039;&#039;&amp;quot;It hath been five thousand years, my child. Wilt thou not forgive thyself?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;TIAMAT: &#039;&#039;&amp;quot;The release of death is denied me here, yet I desire not freedom. Nay, Father. I shall live with my regret until the world itself hath ceased to be. Such is my just punishment for consorting with Darkness─for calling forth a loathsome and lamentable creature which blackeneth my beloved&#039;s memory.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====[[Hraesvelgr]]=====&lt;br /&gt;
Hraesvelgr claims command over ice and holy light. He&#039;s best known for his romance with a mortal woman by the name of [[Shiva]], twelve centuries past. Hraesvelgr at one point began to despair that death would take her away. Shiva in return bid him to devour her so that their souls might be forever entwined. This sacrifice deepened the understanding between man and dragon, and ultimately led unto an age of peace.&lt;br /&gt;
&lt;br /&gt;
Good things never seem to last though, and with a brood-sister taken away by the hands of men, and a brood-brother soon to follow without intervention, he gave his eye to Nidhogg, before retreating into solitude, only the soul of his beloved and the [[Moogles]] of [[the Churning Mists]] remaining by his side, until an odd mix of mortals came to his metaphorical doorstep. It is through him that this party learned more of the nature of primals.&lt;br /&gt;
&lt;br /&gt;
After the fight the Warrior of Light and the Azure Dragoon had with Nidhogg, killing Hraesvelgr&#039;s brood-brother, his eye was returned to him. Hraesvelgr and [[Ysayle]] intervened when [[the Enterprise]] came under Garlean fire, resulting in the dead of the latter. [[Ysayle]]&#039;s earnestness, the [[Warrior of Light]]&#039;s plan to save [[Estinien]] instead of killing him and Midgardsormr&#039;s counselling eventually led to him joining the fight against the Shade of Nidhogg.&lt;br /&gt;
&lt;br /&gt;
Known dragons of his brood include [[Vidofnir]] and [[Vedrfolnir]].&lt;br /&gt;
&lt;br /&gt;
=====[[Nidhogg]]=====&lt;br /&gt;
Evil Incarnate according to the &#039;&#039;Echiridion&#039;&#039; and the teachings of the [[Ishgardian Orthodox Church]], this supposed history doesn&#039;t mention that Nidhogg slew [[King Thordan I]] to avenge the murder of his brood-sister, Ratatoskr. Soon after, both of his eyes were taken by [[Haldrath]], Thordan&#039;s son. One would become the eye that empowered the [[Azure Dragoon]], while the other was kept under lock and key for nigh on a thousand years, to be used as an instrument in the Grand Bishop&#039;s plan. Nidhogg survived due to being given an eye by Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
Over the past millennium he had awoken on eight occasions, making his wrath known. He was eventually slain in his lair, [[The Aery]], by the Warrior of Light and the Azure Dragoon [[Estinien]]. In a lapse of judgement by Estinien after the fight with the [[Primal]] the archbishop summoned into his own flesh, [[King Thordan I]], the Azure Dragoon, still bathed in the wyrm&#039;s blood and holding both of Nidhogg&#039;s eyes was overwhelmed by the revenant will of the Great Wyrm, becoming a vessel for the murderous shade.&lt;br /&gt;
&lt;br /&gt;
Known dragons of his brood include [[Darkscale]] and [[Aiatar]]. It is unknown whether [[Vishap]] and [[Tioman]] are descended from him or one of the other great wyrms, but they have nevertheless allied themselves with his brood.&lt;br /&gt;
&lt;br /&gt;
=====[[Ratatoskr]]=====&lt;br /&gt;
Ratatoskr was a wanderer, and bearer of dragon&#039;s songs, acting as a messenger between her siblings. Of the First Brood she was quite possibly the most curious and worked passionately to establish a lasting peace with man. She did not foresee the depths of King Thordan I&#039;s greed though, and revealed the secret of the wyrm&#039;s power, eventually leading to the Great Wyrm being slain for her eyes, and the start of the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
To this very day her remaining brood can still be seen soaring to the skies, having inherited Ratatoskr&#039;s wanderlust.&lt;br /&gt;
&lt;br /&gt;
Known dragons of her brood include [[Gullinbursti]], [[Ehll Tou]], and {{item icon|Fylgja}}. This seems to support the implication that Ratatoskr had red scales.&lt;br /&gt;
&lt;br /&gt;
=====[[Azdaja]]=====&lt;br /&gt;
One of [[The First Brood]]. Mentioned by name during [[Endwalker]] as having responded to [[Nidhogg]]&#039;s call &amp;quot;with silence, as usual.&amp;quot; The post-&#039;&#039;Endwalker&#039;&#039; main scenario quests, starting with [[Patch 6.1|Newfound Adventure]], reveal that she has been trapped on the 13th shard, also known as [[the Void]], by [[Golbez]], a powerful voidsent ruler who allows his &amp;quot;Circle of Four&amp;quot; Archfiends to consume Azdaja&#039;s aether in exchange for their servitude.&lt;br /&gt;
&lt;br /&gt;
=====[[Vrtra]]=====&lt;br /&gt;
The youngest of the First Brood, he resides in [[Thavnair]] and plays a prominent role during &#039;&#039;[[Endwalker]]&#039;&#039;. He is the shadowy ruler (satrap) of the city of [[Radz-at-Han]] and has historically appointed a figurehead to serve as acting satrap. He controls [[Varshahn]], a simulacrum resembling a young male Au Ra to keep watch over the city-state. In the post-&#039;&#039;Endwalker&#039;&#039; main scenario quests, he works with the [[Scions of the Seventh Dawn]] and the Warrior of Light to rescue Adzaja.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mamool_Ja&amp;diff=643432</id>
		<title>Mamool Ja</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mamool_Ja&amp;diff=643432"/>
		<updated>2023-08-19T11:14:07Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
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&lt;div&gt;[[File:Maudlin Latool Ja Uldah.PNG|400px|right]]&lt;br /&gt;
{{see also|Beastmen}}&lt;br /&gt;
Hailing from [[Tural]] to the far west, the Mamool Ja are most commonly spotted selling their mercenary services on the isle of [[Vylbrand]]. They are but recently arrived on Eorzea&#039;s shores, and much about these scaly beastmen remains the subject of rumor and hearsay.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The nation of Mamool Ja is comprised of a number of distinctly related tribes, each of which exhibit distinct physical characteristics. The [[Hoobigo]] are marked by light-brown scales and a longer comb than their kin, and their rute strength often places them in the ranks of melee infantry. In contrast, the large-eyed [[Boonewa]] are born with deep reservoirs of aether, and these natural spellcasters are soon identified by the blue-green tinge of their scales. Lastly, there are the mottled [[Doppro]], whose bloodline produces skilled beast handlers and cavalry riders.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
As omnivores, Mamool Ja eat a rich and varied diet. Finely ground cornmeal is a staple of their larder, and this is kneaded and baked before being used to wrap all manner of seasonal fillings.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
Arising in the New World to the west (a land also known as Mamook), Mamool Ja is the name given to both the nation and its people. [[Ketenramm the Blue]], an intrepid adventurer and explorer, returned from the beastmen&#039;s city-state with tales of their two-headed king-the [[Autarch]]-whose rule binds the disparate tribes into a singular society.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though not expressly forbidden, the diverse people of the Mamool Ja seldom marry outside their own tribes. This unspoken rule is broken, however, when members of different tribes are wed during the observance of certain religious ceremonies. Such unions occasionally result in two-headed offspring, and these &amp;quot;blessed siblings&amp;quot; are groomed for leadership from the moment they are born.&lt;br /&gt;
&lt;br /&gt;
Upon reaching maturity, two-headed Mamool Ja take command of a number of their single-headed kin and head out to form their own warbands. These warbands endlessly seek to outdo one another on the field of battle, in a contest over who will next sit the throne of the Autarch. Rather than simply as a means to earn wealth, Mamool Ja practice of hiring themselves out as mercenaries also appears to play an important role in this display of military prowess.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Mercenary Contracts===&lt;br /&gt;
The warriors of the Mamool Ja have built a reputation as blades-for-hire, and have several well-established mercenary bands. Drawn by the scent of conflicts that flared following the [[Calamity]], the beastmen crossed the sea to Eorzea to ply their opportunistic trade-a service of which the [[Kobold]]s have taken full advantage.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 265&amp;lt;/ref&amp;gt;&lt;br /&gt;
==The Mamool Ja and Wivres==&lt;br /&gt;
The Mamool Ja are known to make use of wivres, a species of large scalekin, for transporting individuals as well as goods. However, as much about the western continent remains uninvestigated, scholars are divided on whether the wivres are fully domesticated, or merely tamed. Further research is required before a definitive conclusion can be reached.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 197&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable Mamool Ja==&lt;br /&gt;
* [[Maudlin Latool Ja]]&lt;br /&gt;
* [[Wayward Gaheel Ja]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Mamool Ja]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Qiqirn&amp;diff=643431</id>
		<title>Qiqirn</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Qiqirn&amp;diff=643431"/>
		<updated>2023-08-19T11:13:36Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Teteroon.jpg|400px|right]]&lt;br /&gt;
{{Quotation|Encyclopaedia Eorzea Volume 1| These rat-featured beastmen are similar to the race of goblins in that they lack a true homeland and are known to gravitate towards the merchant profession. Where Qiqirn differ from their nomadic counterparts, however, is also one of the race&#039;s defining traits: an ability to integrate themselves into foreign communities.}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{see also|Qitari Daily Quests|Beastmen}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
With an average lifespan of around twenty-five years, the comparatively brief existence of a Qiqirn is balanced by a rapid development in maturity - The bewhiskered beastmen are considered full-grown adults by the age of five. They are also known for large litters, commonly birthing anywhere from five to ten young at a time. Qiqirn rarely exceed the height of most ten-year-old [[Hyur]], but their nimble fingers see them excel at coin-counting merchants or street performers, and even the occasional pickpocket. On [[The First]], they are known as the [[Qitari Daily Quests|Qitari]].&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Much like the rats to which they are often compared, Qiqirn are famous for chewing on anything remotely edible - no matter how repulsive or bizarre. And despite what their size might suggest, the diminutive beastmen routinely consume extraordinary amounts of food. This seemingly insatiable appetite often leads to conflicts over provisions, as well as a wariness amongst market stall and tavern owners towards Qiqirn who may devour meals for which their purses cannot pay.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
In most instances, the Qiqirn have no form of self-government, content to adhere to the prevailing laws of their adopted community. And while outlaw camps of Qiqirn do exist in the wilds of [[Thanalan]] and [[Gyr Abania]], they are governed much the same as any bandit group: by the simple rules of greed and self-interest.&lt;br /&gt;
  &lt;br /&gt;
==Society and Culture==&lt;br /&gt;
With their natural inclination to live among other races, the Qiqirn are a familiar sight in cities and settlements across [[Eorzea]]. In [[Limsa Lominsa]] in particular, many of the beastmen have become a fixture of the native populace by taking up work as traders and sailors. Amongst seafaring folk, the Qiqirn&#039;s inexplicable sense for impending disaster has proven so accurate that it has become a loosely rhyming saying. &amp;quot;When the ratman scatters, ye&#039;d best batten down the hatches!&amp;quot;. And though recorded instances are rare and of dubious veracity, there&#039;s a long-standing agreement that should the crew run aground and their stores of food be depleted, then the short-lived Qiqirn will be the first to be sacrificed to the cooking pot. These examples may seem indicative of poor treatment, but they are also evidence of how long and how completely the beastmen have been accepted as a part of local culture and custom.&lt;br /&gt;
&lt;br /&gt;
The desert city of [[Ul&#039;dah]] was also once a haven to a great number of Qiqirn, but following an edict passed by the sultanate some twenty summers ago, they were banished from the city alongside their fellow beastmen. Deprived of home and livelihood, these cast-out Qiqirn eventually turned to banditry in the wilds of Thanalan. A community of Qiqirn also exist in the mountain ranges of Gyr Abania.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Trade===&lt;br /&gt;
Naturally gifted at numbers, Qiqirn seem able to calculate complex sums with little difficulty - A trait which often gains the beastmen employment as trade merchants and accountants. Some business owners however, look unfavourably upon the relatively frequent turnover of employees, citing the Qiqirn&#039;s short life as a liability when it comes to the stability of an enterprise.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 264&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable Qiqirn==&lt;br /&gt;
* [[Teteroon]]&lt;br /&gt;
* [[Memeroon]]&lt;br /&gt;
* [[Jijiroon]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Junkmonger Nonoroon.jpg|[[Junkmonger Nonoroon]]&lt;br /&gt;
File:Memeroon.jpg|[[Memeroon]]&lt;br /&gt;
File:Kyokyoroon.jpg|[[Kyokyoroon]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Qiqirn]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Gnath&amp;diff=643430</id>
		<title>The Gnath</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Gnath&amp;diff=643430"/>
		<updated>2023-08-19T11:11:16Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gnath concept render1.png|right|400px]]&lt;br /&gt;
[[File:gnath1.jpg|400px|right]]&lt;br /&gt;
{{See also|Vath Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
A tribe of insect-like beastmen known to inhabit the southern reaches of the [[Dravanian Forelands]]. Hunters first and foremost, they burn a sort of incense to defend their homeland from the [[Dragon]] threat. At the center of Gnath society sits the king-like &amp;quot;Overmind&amp;quot;, its presence allowing its subjects to communicate without need of word or gesture.&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 262|A tribe of insect-like beastmen known to inhabit the southern reaches of the Dravanian forelands. Hunters first and foremost, they burn a sort of incense to defend their homeland from the dragon threat. At the center of Gnath society sits the king-like &amp;quot;Overmind,&amp;quot; its presence allowing its subjects to communicate without need of word or gesture.}}&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Reminiscent of upright antlings, the Gnath have wide sloping heads, and their perpetually hunched backs are covered by rounded carapaces. Beneath the concealing mantles they drape over their segmented forms, their torsos and upper limbs are surprisingly gaunt. The Overmind, the nucleus of Gnath society, has a hyper-developed head housing a brain of extraordinary size.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of this beast tribe is a representation of the carapace upon a Gnath&#039;s back. The design is thought to encapsulate a desire for protection.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Onemind of the Gnath mix together meat obtained from hunting with various kinds of cultivated fungi, grinding all the ingredients into a highly nutritious-and allegedly extremely unappetizing-paste to be consumed by every member of the hive. In contrast, the Nonmind subsist on whichever dishes agree with their personal tastes, their tables set with everything from caelumtree fruit to the succulent flesh of juvenile nanka.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
An individual Gnath-The Overmind-sits at the center of a matrix of thoughts known as the Onemind, to which all other Gnath are connected. What one Gnath feels, all feel; what one Gnath knows, all know. Fundamentally speaking there is no contention between the desires of individuals, and thus no need for a form of government.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Gnath society functions on the principle that &amp;quot;all are one;each one is the all&amp;quot;-the entire hive coordinating its actions as if it were a single entity. As such, each beastmen within the hive is treated not as an individual, but as an appendage of the Gnath&#039;s collective body. And in the same way as a person employs their hands for different tasks than their feet, the Gnath assign each &amp;quot;appendage&amp;quot; to the task to which it is most suited. Certain Gnath might serve best as soldiers, while others naturally excel at foraging, but in no case does the will or desire of the creature in question play a part in deciding its role.&lt;br /&gt;
&lt;br /&gt;
Even when a Gnath dies, its memories live on with the surviving members of the colony. The existence of the Gnath can be thought of as the generational continuation of one complex mind, with new vessels being born to replace those lost in a constant process of regeneration. But just as the memories of youth fade over time, so too have the Gnath begun to forget events of the most distant past. Recent attempts to recall the history of ancient times have ended in frustrated failure.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The concept of individuality does not exist within the main Gnath society, and as such, they do not assign individual names. There is, however, a fringe colony of Gnath who have developed distinct personalities following the loss of their connection to the Overmind. These &amp;quot;Nonmind&amp;quot;, or &amp;quot;Vath&amp;quot;, as they are known, seek to distinguish their identities by mimicking the naming practices of other races. There appears to be non adherence to any particular rule or convention, with one Vath adopting the name of an Elezen hunter, one named after his obsession with new cuisine, and yet another titled simply for his chosen profession.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Hunting===&lt;br /&gt;
The survival of the Gnath colony relies on the success of its hunting efforts, and the beastmen go to great lengths to secure their hunting grounds from other predators. The observance of such behavior has likely contributed to the Gnath&#039;s reputation for being violently territorial.&lt;br /&gt;
===Alchemy===&lt;br /&gt;
The Gnath concoct incense from a wide range of herbs to produce a variety of effects, such as the vile-smelling &amp;quot;Silver Dew&amp;quot; used to ward off roaming dragons. The beastmen are also well practiced in the manufacture of firesand, and they commonly employ muskets in both hunting and warfare.&lt;br /&gt;
&lt;br /&gt;
==Loth Ast Vath==&lt;br /&gt;
The Nonmind are a gathering of Gnath whose connection to the Overmind has been severed. Cast off at different times, the Vath, as they are also known, have all developed varying degrees of individuality. Before the foundation of the hive at Loth ast Vath, members of the main Gnath colony considered deficient in some way were simply cut away from the hivemind and disposed of, as one might amputate an extremity tainted by infection. The storyteller is a Vath who survived the separation, and his efforts to rescue other kin suffering similar circumstances led to the establishment of the Nonmind hive.&lt;br /&gt;
&lt;br /&gt;
===Vath Deftarm===&lt;br /&gt;
&amp;quot;Oh, my mind, it is full of questions! Heavy questions. I fear many things. But I fear losing myself the most.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After the emergence of his sense of self, this young Gnath was rescued by the storyteller, and invited to dwell in the Nonmind hive at Loth ast Vath. He remained the &amp;quot;nameless one&amp;quot; for quite some time as he struggled to find a path that resonated with his newfound identity. Upon encountering an adventurer, however, he at last discovered his calling: he would establish an Adventurers&#039; Guild with his fellow Vath, and for that he must become &amp;quot;the deftarm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Following this epiphany, the deftarm&#039;s journeys took him to distant locales, where he succeeded in gaining both new clients and new allies. Recently, the adventurous Vath appears to be wholly consumed with filling the pages of a sightseeing log-a gift from his acquaintance, Kester Ironheart. He has since seen but one summer since his break from the Onemind, and therefore when asked his age, will reply with that number.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 262-263&amp;lt;/ref&amp;gt;&lt;br /&gt;
==The Gnath and Kongamato==&lt;br /&gt;
The kongamato were once merely one of many vilekin species living along Abalathia’s Spine, but generations of selective breeding have domesticated and enlarged them. Modern Kongamato can even be employed as mounts, but because their larvae require an aquatic environment, breeding them is an inconvenient and labor-intensive process that none but the Gnath seem keen to undertake.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 197&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Gnath]] [[Category:Beastmen Tribes]] [[Category:Heavensward]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vanu_Vanu&amp;diff=643425</id>
		<title>Vanu Vanu</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vanu_Vanu&amp;diff=643425"/>
		<updated>2023-08-19T11:07:34Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanu Vanu concept render1.png|right|400px]]&lt;br /&gt;
[[File:vanu vanu1.jpg|400px|right]]&lt;br /&gt;
{{See also|Vanu Vanu Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
These avian beastmen dwell upon the floating islands of [[the Sea of Clouds]], the tribe&#039;s existence unknown to the world below until the airships of [[Ishgard]] first rose to explore the sky&#039;s domain. Initial encounters with the races of man were peaceful, but in recent years the Vanu Vanu have grown hostile towards those who would encroach upon their homeland.&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 260|These avian beastmen dwell upon the floating islands of the Sea of Clouds, the tribe&#039;s existence unknown to the world below until the airships of Ishgard first rose to explore the sky&#039;s domain. Initial encounters with the races of man were peaceful, but in recent years the Vanu Vanu have grown hostile towards those who would encroach upon their homeland.}}&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Commonly described as &amp;quot;plump birds&amp;quot;, the Vanu Vanu have wide beak-like snouts and thickset bodies. The ponderous appearance of these beastmen is deceiving-their stout, feathered figures belying surprising agility and swiftness of movement. Predominantly avian in nature, the Vanu Vanu are nevertheless incapable of flight, with the tribes crossing from island to island on the backs of the serpentine [[Sanuwa (Mount)|Sanuwa]].&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
Each tribe of the Vanu Vanu bears its own symbol. The crest shown above belongs to the Vundu, and represents a billowing cloud paired with a raging, gale.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
In addition to the [[Wamouracampa]] and other vilekin larvae, Vanu Vanu rely on cloudfish to provide the bulk of their diet. Such staples are kneaded together with wildgrasses to make &amp;quot;catsfoot Chew&amp;quot;, one of the race&#039;s signature dishes. The avian beastmen are especially fond of the springy texture of a chew made with freshly foraged grubs.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The Vanu Vanu tribes are defined by bloodlines, with those who share common ancestry gathering  together under the rule of a single chieftain. ordinarily, these communities govern themselves independently of their kin, but shifts in power can lead to one tribe subjugating the members of another.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
The Vanu Vanu have known scant contact with other civilizations, their lofty home sheltered from outside influence for years untold. The effects of such isolation can be seen in the beastmen&#039;s unchanging culture, and the comparatively primitive level of society. With the ore of the floating islands largely unsuitable for smelting, the Vanu Vanu have also remained ignorant of the art of metalworking. Consequently, their weapons are constructed from easily scavenged materials-mainly animal teeth and bone.&lt;br /&gt;
&lt;br /&gt;
Despite their lack of  &amp;quot;civilized&amp;quot; progress, however, the avian race is far from being dull-witted. On the contrary, only a few years had passed since the arrival of the Ishgardians before members of the tribes began speaking the common tongue with impressive proficiency. Efforts to avoid unnecessary bloodshed with the &amp;quot;Sundrop Dance&amp;quot;-a ritual exhibition performed before battle to frighten weaker opponents into submission-further demonstrates the reasoning nature of their society. There are many other aspects of their culture, however, such as the arranged fights between the monkey-like [[Paissa (Mob)|Paissa]], which outsiders struggle to understand or accept.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
Vanu Vanu names have gender specific suffixes: the masculine &amp;quot;Vanu&amp;quot; and the feminine &amp;quot;Vali&amp;quot;. These words translate from the beastmen&#039;s tongue to mean &amp;quot;male tribe member&amp;quot; and &amp;quot;female tribe member&amp;quot;, and are never used with animals or other species. Encounters between tribes might also occasion the mention of one&#039;s bloodline, e.g. &amp;quot;Honu Vanu, chief of Mighty Vundu!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Traditionally, each tribe is associated with a specific adjective (such as the aforementioned &amp;quot;mighty Vundu&amp;quot;), but this is rarely heard in practice. The beastmen are, however, quick to append unflattering descriptions to their rivals&#039; ancestral group.&lt;br /&gt;
===Tribes of the Vanu Vanu===&lt;br /&gt;
* [[The Vundu]]: The most powerful of the Vanu Vanu tribes. Since summoning the Lord of the Expanse and gaining the might of [[Bismarck]]&#039;s blessings, the Vundu have turned to subjugating their weaker kin.&lt;br /&gt;
* [[The Zundu]]: A lesser tribe known to welcome parley with other races. They maintain their independence by making regular offerings to the Vundu.&lt;br /&gt;
* [[The Gundu]]: A tribe that has fallen under Vundu rule. On friendly terms with the Zundu prior to its subjugation.&lt;br /&gt;
* [[The Bendu]]: A lost tribe. The Bendu refused to submit to Vundu aggression, and were subsequently slaughtered to the last beastman.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Skyfishing===&lt;br /&gt;
Vanu Vanu are skilled at trailing lines over the edges of their islands, and hooking the various species of cloudfish. As the tribe&#039;s primary means of procuring food, those beastmen who display a particular flair for skyfishing are the subject of much admiration and respect amongst their kin.&lt;br /&gt;
===Sanuwa Breeding===&lt;br /&gt;
Lacking the capability for flight themselves, the avian beastmen breed a type of winged scalekin called [[Sanuwa (Mount)|Sanuwa]] to carry them to islands too distant for bridges. As well as serving as mounts, every part of a Sanuwa-its scales, its meat and even its bones-is valued for a variety of uses.&lt;br /&gt;
&lt;br /&gt;
==The Gundu==&lt;br /&gt;
The Gundu are a tribe of Vanu Vanu who sought to repel Vundu conquerors with the traditional sundrop dance. Undaunted by the display, the Bismarck-blessed Vundu brought arms against them, and Chief Uunu Vanu of the Gundu was killed in the ensuing battle. The Gundu tribe was defeated, and forced to submit to the rule of the Vundu. When the late chief&#039;s son, Linu Vanu, took a stand for Gundu independence, however, his people were inspired to revolt. Although Linu Vanu himself was imprisoned in a skycage for inciting rebellion, his sister, Linu Vali, succeeded in escaping the clutches of the Vundu. With the aid of sympathetic adventurers, Linu Vali found refuge with the Zunda, and she now strives to rebuild the shattered remnants of her tribe.&lt;br /&gt;
&lt;br /&gt;
===Linu Vali===&lt;br /&gt;
&amp;quot;Like seedling which takes root in rich soil and grows strong, so too will new Gundu settlement flourish,&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The daughter of Chief Uumu Vana of the Gundu. After fleeing the oppression of the Vundu, Linu Vali started life anew on an island gifted to her by the Zundu tribe, and it is there, in the settle- ment of &amp;quot;Ok&amp;quot; Gundu Nakki,&amp;quot; that she and her people work to rebuild what was taken from them. Considered slender and delicate by Vanu Vanu standards, she was at first plagued by youthful uncertainty. With the cooperation of a steadily expanding group of allies, however, she was able to free her brother, Linu Vanu, from his skycage prison. And as the trials of restoring her tribe molded and matured her, the naturally graceful Linu Vanu would become the imposing sundrop dancer the Gundu people needed her to be. When recently asked her age, the outspoken Linu merely replied, &amp;quot;Like san rising in eastern sky, my life has but only begun.&amp;quot;&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 260-261&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Vanu Vanu and Sanuwas==&lt;br /&gt;
In their endeavors to make the Sea of Clouds a more hospitable environment for their tribe, the Vanu Vanu succeeded in domesticating the sanuwa. This enabled the flightless beastmen to travel between airborne islands, expanding their sphere of activity immensely. The tribe also breeds wamourae for their silk, which has prompted Ishgardian scholars to publish a thesis asserting that insects should be classed distinctly from other domesticated creatures, as “vilestock.”&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 197&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Vanu Vanu]] [[Category:Beastmen Tribes]] [[Category:Heavensward]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vanu_Vanu&amp;diff=643422</id>
		<title>Vanu Vanu</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vanu_Vanu&amp;diff=643422"/>
		<updated>2023-08-19T11:07:07Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanu Vanu concept render1.png|right|400px]]&lt;br /&gt;
[[File:vanu vanu1.jpg|400px|right]]&lt;br /&gt;
{{See also|Vanu Vanu Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
These avian beastmen dwell upon the floating islands of [[the Sea of Clouds]], the tribe&#039;s existence unknown to the world below until the airships of [[Ishgard]] first rose to explore the sky&#039;s domain. Initial encounters with the races of man were peaceful, but in recent years the Vanu Vanu have grown hostile towards those who would encroach upon their homeland.&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 260|These avian beastmen dwell upon the floating islands of the Sea of Clouds, the tribe&#039;s existence unknown to the world below until the airships of Ishgard first rose to explore the sky&#039;s domain. Initial encounters with the races of man were peaceful, but in recent years the Vanu Vanu have grown hostile towards those who would encroach upon their homeland.}}&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Commonly described as &amp;quot;plump birds&amp;quot;, the Vanu Vanu have wide beak-like snouts and thickset bodies. The ponderous appearance of these beastmen is deceiving-their stout, feathered figures belying surprising agility and swiftness of movement. Predominantly avian in nature, the Vanu Vanu are nevertheless incapable of flight, with the tribes crossing from island to island on the backs of the serpentine [[Sanuwa (Mount)|Sanuwa]].&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
Each tribe of the Vanu Vanu bears its own symbol. The crest shown above belongs to the Vundu, and represents a billowing cloud paired with a raging, gale.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
In addition to the [[Wamouracampa]] and other vilekin larvae, Vanu Vanu rely on cloudfish to provide the bulk of their diet. Such staples are kneaded together with wildgrasses to make &amp;quot;catsfoot Chew&amp;quot;, one of the race&#039;s signature dishes. The avian beastmen are especially fond of the springy texture of a chew made with freshly foraged grubs.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The Vanu Vanu tribes are defined by bloodlines, with those who share common ancestry gathering  together under the rule of a single chieftain. ordinarily, these communities govern themselves independently of their kin, but shifts in power can lead to one tribe subjugating the members of another.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
The Vanu Vanu have known scant contact with other civilizations, their lofty home sheltered from outside influence for years untold. The effects of such isolation can be seen in the beastmen&#039;s unchanging culture, and the comparatively primitive level of society. With the ore of the floating islands largely unsuitable for smelting, the Vanu Vanu have also remained ignorant of the art of metalworking. Consequently, their weapons are constructed from easily scavenged materials-mainly animal teeth and bone.&lt;br /&gt;
&lt;br /&gt;
Despite their lack of  &amp;quot;civilized&amp;quot; progress, however, the avian race is far from being dull-witted. On the contrary, only a few years had passed since the arrival of the Ishgardians before members of the tribes began speaking the common tongue with impressive proficiency. Efforts to avoid unnecessary bloodshed with the &amp;quot;Sundrop Dance&amp;quot;-a ritual exhibition performed before battle to frighten weaker opponents into submission-further demonstrates the reasoning nature of their society. There are many other aspects of their culture, however, such as the arranged fights between the monkey-like [[Paissa (Mob)|Paissa]], which outsiders struggle to understand or accept.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
Vanu Vanu names have gender specific suffixes: the masculine &amp;quot;Vanu&amp;quot; and the feminine &amp;quot;Vali&amp;quot;. These words translate from the beastmen&#039;s tongue to mean &amp;quot;male tribe member&amp;quot; and &amp;quot;female tribe member&amp;quot;, and are never used with animals or other species. Encounters between tribes might also occasion the mention of one&#039;s bloodline, e.g. &amp;quot;Honu Vanu, chief of Mighty Vundu!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Tribes of the Vanu Vanu===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Vundu&#039;&#039;&#039;&lt;br /&gt;
| The most powerful of the Vanu Vanu tribes. Since summoning the Lord of the Expanse and gaining the might of Bismarck&#039;s blessings, the Vundu have turned to subjugating their weaker kin.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Zundu&#039;&#039;&#039;&lt;br /&gt;
| A lesser tribe known to welcome parley with other races. They maintain their independence by making regular offerings to the Vundu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Gundu&#039;&#039;&#039;&lt;br /&gt;
| A tribe that has fallen under Vundu rule. On friendly terms with the Zundu prior to its subjugation.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bendu&#039;&#039;&#039;&lt;br /&gt;
| A lost tribe. The Bendu refused to submit to Vundu aggression, and were subsequently slaughtered to the last beastman.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traditionally, each tribe is associated with a specific adjective (such as the aforementioned &amp;quot;mighty Vundu&amp;quot;), but this is rarely heard in practice. The beastmen are, however, quick to append unflattering descriptions to their rivals&#039; ancestral group.&lt;br /&gt;
===Tribes of the Vanu Vanu===&lt;br /&gt;
* [[The Vundu]]: The most powerful of the Vanu Vanu tribes. Since summoning the Lord of the Expanse and gaining the might of [[Bismarck]]&#039;s blessings, the Vundu have turned to subjugating their weaker kin.&lt;br /&gt;
* [[The Zundu]]: A lesser tribe known to welcome parley with other races. They maintain their independence by making regular offerings to the Vundu.&lt;br /&gt;
* [[The Gundu]]: A tribe that has fallen under Vundu rule. On friendly terms with the Zundu prior to its subjugation.&lt;br /&gt;
* [[The Bendu]]: A lost tribe. The Bendu refused to submit to Vundu aggression, and were subsequently slaughtered to the last beastman.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Skyfishing===&lt;br /&gt;
Vanu Vanu are skilled at trailing lines over the edges of their islands, and hooking the various species of cloudfish. As the tribe&#039;s primary means of procuring food, those beastmen who display a particular flair for skyfishing are the subject of much admiration and respect amongst their kin.&lt;br /&gt;
===Sanuwa Breeding===&lt;br /&gt;
Lacking the capability for flight themselves, the avian beastmen breed a type of winged scalekin called [[Sanuwa (Mount)|Sanuwa]] to carry them to islands too distant for bridges. As well as serving as mounts, every part of a Sanuwa-its scales, its meat and even its bones-is valued for a variety of uses.&lt;br /&gt;
&lt;br /&gt;
==The Gundu==&lt;br /&gt;
The Gundu are a tribe of Vanu Vanu who sought to repel Vundu conquerors with the traditional sundrop dance. Undaunted by the display, the Bismarck-blessed Vundu brought arms against them, and Chief Uunu Vanu of the Gundu was killed in the ensuing battle. The Gundu tribe was defeated, and forced to submit to the rule of the Vundu. When the late chief&#039;s son, Linu Vanu, took a stand for Gundu independence, however, his people were inspired to revolt. Although Linu Vanu himself was imprisoned in a skycage for inciting rebellion, his sister, Linu Vali, succeeded in escaping the clutches of the Vundu. With the aid of sympathetic adventurers, Linu Vali found refuge with the Zunda, and she now strives to rebuild the shattered remnants of her tribe.&lt;br /&gt;
&lt;br /&gt;
===Linu Vali===&lt;br /&gt;
&amp;quot;Like seedling which takes root in rich soil and grows strong, so too will new Gundu settlement flourish,&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The daughter of Chief Uumu Vana of the Gundu. After fleeing the oppression of the Vundu, Linu Vali started life anew on an island gifted to her by the Zundu tribe, and it is there, in the settle- ment of &amp;quot;Ok&amp;quot; Gundu Nakki,&amp;quot; that she and her people work to rebuild what was taken from them. Considered slender and delicate by Vanu Vanu standards, she was at first plagued by youthful uncertainty. With the cooperation of a steadily expanding group of allies, however, she was able to free her brother, Linu Vanu, from his skycage prison. And as the trials of restoring her tribe molded and matured her, the naturally graceful Linu Vanu would become the imposing sundrop dancer the Gundu people needed her to be. When recently asked her age, the outspoken Linu merely replied, &amp;quot;Like san rising in eastern sky, my life has but only begun.&amp;quot;&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 260-261&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Vanu Vanu and Sanuwas==&lt;br /&gt;
In their endeavors to make the Sea of Clouds a more hospitable environment for their tribe, the Vanu Vanu succeeded in domesticating the sanuwa. This enabled the flightless beastmen to travel between airborne islands, expanding their sphere of activity immensely. The tribe also breeds wamourae for their silk, which has prompted Ishgardian scholars to publish a thesis asserting that insects should be classed distinctly from other domesticated creatures, as “vilestock.”&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 197&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Vanu Vanu]] [[Category:Beastmen Tribes]] [[Category:Heavensward]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Goblin&amp;diff=643417</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Goblin&amp;diff=643417"/>
		<updated>2023-08-19T11:01:13Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brayflox Alltalks.jpg|400px|right]]&lt;br /&gt;
{{see also|Beastmen}}&lt;br /&gt;
[[Goblin]]s are a diminutive beast race found throughout Eorzea. They are always seen wearing masks with bulbous noses.&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 258|The goblins are a scattered, nomadic tribe, claiming no land as their own. Said to embark on a great pilgrimage once every hundred years, the entire race appeared to have vanished from the face of Eorzea for quite some time, and it is only in the last five years that the realm has seen a return of their kind.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
There are two competing factions of Goblins found in the [[Dravanian Hinterlands]]: the hostile [[Illuminati]] and the peace-minded goblins of [[Idyllshire]]. There, the old [[Sharlayan]] colony has been repurposed by a group of formerly nomadic Goblins as a home for all who seek to live in harmony. The Goblins are a scattered, nomadic tribe, claiming no land as their own. Said to embark on a great pilgrimage once every hundred years, the entire race appeared to have vanished from the face of Eorzea for quite some time, and it is only in the last five years that the realm has seen a return of their kind.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Though their physical stature is similar to [[Kobold|Kobolds]], goblins never adopt the former&#039;s four-limbed gait, preferring to clatter quickly about on their two stubby legs. In addition to a bulbous snout, they have long, floppy ears which protrude from their ever-present face masks-an affectation that the curious beastmen are never without. It is rumored that if one were to attempt to remove a goblin&#039;smask by force, the act would trigger explosives rigged inside the headwear, resulting in a bloody, unrecognizable mess of both goblin and perpetrator.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Avid fishermen, goblins tend to consume a prodigious amount of seafood, but they will happily sate themselves on whatever fare is available. As is often the case for nomadic peoples, the wandering beastmen have perfected the art of preserving food, being especially proficient in the creation of cheese and dried meats. They also enjoy a unique beverage known as &amp;quot;rot-tea&amp;quot;-the flavor of which has been described by adventerous gourmands as something akin to swamp mud.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The race of goblins is fractured into small, nomadic groups, and there exists no central organization that could be considered representative of a goblin nation. each faction follows its own rules and agendas, and where some groups are commanded by charismatic, hereditary leaders, others might be governed by an elected council.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Goblins have an insatiable curiosity for technology in all its forms, and this enthusiasm drives them to master such diverse fields as [[Firesand]] preparation and automata manufacture. Known from their long history of frequenting the settlements of man, goblins are seen traveling from city to city, absorbing the local wisdom as they hawk a plethora of wares drawn from their enormous &amp;quot;gobbiebags&amp;quot;. Many scholars consider this migratory practice to have contributed significantly to the spread of knowledge between civilizations. Due to the transient nature of their visits, however, goblins often fail to fully grasp a region&#039;s law and customs. This ignorance can lead to misunderstandings with the populace-the more serious infringements occasionally resulting in imprisonment or even bloodshed.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
Although goblins use the common tongue to communicate with other races, listeners often find themselves groping for meaning amongst the unusual compound words the beastmen substitute for everyday terms. This habit of mashing together nouns and adjectives extends to the goblin&#039;s names, resulting in some truly outlandish combinations. As a general rule, their given names will also end with either [[ix]] or [[&amp;quot;ox&amp;quot;]], these suffixes denoting a &amp;quot;handsome male&amp;quot; or &amp;quot;beauteous female&amp;quot; respectively.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Peddling===&lt;br /&gt;
During their nomadic wanderings, goblins will make brief stops at the settlements of other races to resupply, peddle their goods, and purchase stock to sell at their next destination. This mercantile experience stands the beastmen in good stead with mercenary companies, which look to hire goblins for their proficiency as quartermasters.&lt;br /&gt;
===Tinkering===&lt;br /&gt;
Goblins possess an affinity for all things mechanical, and their curious creations are frequently purchased by the fascinated and bored alike. In particular, goblin-made clocks are prized by the wealthy for the impressive accuracy with which they keep time.&lt;br /&gt;
&lt;br /&gt;
==The Illuminati==&lt;br /&gt;
This organization of goblin thinkers espouses the virtues of cold reasoning and intellect. Seeking to accumulate knowledge through methods both fair and foul (though mostly foul), the Illuminati assimilates the principles of fields such as magitek and aetherology, blending all manner of learning into its own unique fusion of technological brilliance.&lt;br /&gt;
&lt;br /&gt;
Elitist in the extreme, the members of the Illuminati strive for nothing less than complete domination of the world&#039;s technologies, and do not share wisdom with those outside their privileged circle. Since the rise of Quickthinx Allthoughts, this policy of secrecy has been ever more stringently enforced, prompting the likes of materia guru, Mutamix Bubblypots, and others to flee the yoke of his fanatical leadership.&lt;br /&gt;
&lt;br /&gt;
===Quickthinx Allthoughts===&lt;br /&gt;
“Tremble before might of Illuminati!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The present leader of the Illuminati. Before rising to his current position, Quickthinx was an earnest yet unremarkable researcher who labored meekly on the fringes of the organization. When the explosion from a failed experiment took his limbs, however, his life was irrevocably altered. The injured goblin returned to work, his arms and legs replaced by mechanical prosthetics, but the most drastic change was to his personality. Quickthinx began preaching, his ideals with an irresistible passion, the formerly unas- saming beastman swaying those around him with newfound charisma and confidence. His army of ardent followers continued to swell, until eventually an overwhelming number of nominations saw him take control of the Illuminati itself.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 258-259&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goblins and Raptors==&lt;br /&gt;
The nomadic goblin tribe has used domesticated raptors as beasts of burden since times of eld, and are known to use teams of two to eight cart raptors depending on the weight of the load. According to legend, clever goblins also had a hand in breeding some varieties of honeybee found in kept hives today. One clan supposedly makes their living traveling the world with their swarm, collecting pollen from all manner of flowers to create honey.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 197&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable Goblins==&lt;br /&gt;
* [[Brayflox Alltalks]]&lt;br /&gt;
* [[Mutamix Bubblypots]]&lt;br /&gt;
* [[Slowfix Cointoss]]&lt;br /&gt;
* [[Roundrox Cointoss]]&lt;br /&gt;
* [[Quickthinx Allthoughts]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
Goblin Hunter.jpg|A Goblin Hunter&lt;br /&gt;
Slowfix.png|Slowfix&lt;br /&gt;
Mutamix Bubblypots.jpg|Mutamix Bubblypots&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes and Trivia==&lt;br /&gt;
&#039;&#039;&#039;Goblin&#039;&#039;&#039; is also a [[server]] in the American &#039;&#039;&#039;Crystal&#039;&#039;&#039; [[Data Center]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Goblin]] [[Category:Lore/People]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Moogle&amp;diff=643416</id>
		<title>Moogle</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Moogle&amp;diff=643416"/>
		<updated>2023-08-19T10:58:17Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Moogle render.png|400px|right]]&lt;br /&gt;
{{See also|Moogle Daily Quests|Beastmen|Delivery Moogle}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 256|These elusive denizens of the Black Shroud are skilled in the manipulation of aether, their arcane arts allowing them to remain undetected by all but the most determined or gifted of seekers. In the course of recent events, Eorzeans have also become aware of a second moogle clan dwelling in the Churning Mists of Dravania.}}&lt;br /&gt;
&lt;br /&gt;
These elusive denizens of the [[Black Shroud]] are skilled in the manipulation of aether, their arcane arts allowing them to remain undetected by all but the most determined or gifted of seekers. In the course of recent events, Eorzeans have also become aware of a second Moogle clan in the [[Churning Mists]] of [[Dravania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Moogles are entirely covered in soft, white fur, and their stubby limbs are almost comically short. From their backs sprout bat-like wings, but these are not flapped to catch the air-rather, each beat releases a burst of aether that provides a means of controlled levitation. A spherical &amp;quot;pom&amp;quot; adorns the head of every moogle, and this distinctive feature has been observed to change color depending on the flighty creature&#039;s current moods.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Moogles are omnivorous, and display an appetite for a wide variety of food. The [[Black Shroud]] moogles were first introduced to the culinary arts by the people of [[Gridania]], and have since learned to prepare an astounding array of dishes. They do, however, remain particularly fond of the simple Kupo Nut-a crunchy delicacy that also serves the moogles as a form of currency.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The Black Shroud and Churning Mists moogles are ostensibly ruled by their clan chieftains, but both societies are rife with whimsical individualism. There appear to be no overarching laws or organizations that could be said to resemble and form of government.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Despite the centuries of contact Gridanians have had with the Black Shroud moogles, extremely little is known about the enigmatic race&#039;s way of life. Moogles have an unrivaled talent for vanishing at a moment&#039;s notice, and thus outsiders have been largely unsuccessful in observing the clan&#039;s day-to-day existence. Moogle reproduction in particular is a subject of enduring mystery, with any direct inquiries into the matter being casually deflected or simply ignored.&lt;br /&gt;
&lt;br /&gt;
When seeking to achieve specific goals, moogles will often band together to form small, purpose-driven groups. Examples of this can be found in the Mogglesguard and their efforts to summon [[Good King Moggle Mog XII]]; the Pomguard, the valiant defenders of the Churning Mists; and the Mogmenders, who work to restore the palace of [[Zenith]]. Although scholars are fascinated that such distinctly separated moogle clans would display similar societal behaviors, they are at a loss when it comes to explaining whence this tendency originated.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
Though similar in many respects, the moogles of the Black Shroud and the Churning Mists diverge significantly in the matter of individual names.&lt;br /&gt;
&lt;br /&gt;
Amongst the Black Shroud moogles, male names generally begin with a &amp;quot;K&amp;quot;, and female names begin with a &amp;quot;P&amp;quot;. It is theorized that these letters serve to echo the consonants in the word &amp;quot;Kupo Nut&amp;quot;-a precious treasure their ancestors are said to have carried with them when they descended from the heavens.&lt;br /&gt;
&lt;br /&gt;
On the contrary, the names of the Churning Mist moogles make no obvious distinction between male and female. The names of both genders feature the &amp;quot;Mog&amp;quot; prefix, a tradition purported to have begun long ago with their first ruler, [[Chieftain Moggle]].&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Postal Service===&lt;br /&gt;
The advent of the [[Seventh Umbral Calamity]] disrupted the flow of aether, and the unstable energies rendered linkpearl communication highly unreliable for a time. During this period, a number of moogles answered the Elder Seedseer&#039;s call for messengers, and began delivering letters across the realm by hand. Unaccustomed to leaving the forest, the moogle messengers were initially terrified by the vastness of the world beyond the Black Shroud. This fear of the unknown, however, was gradually replaced by fascination, and many of them chose to feed their new obsession for travel by becoming full-time delivery moogles. Years later, the sight of the tiny, cap-wearing creatures lugging about oversized satchels of correspondence is a common one to most Eorzeans.&lt;br /&gt;
&lt;br /&gt;
==The Churning Mists Moogles==&lt;br /&gt;
The moogles of the Churning Mists dwell high above the clouds of Dravania. Due to the similarities between their traditions and those of the Black Shroud moogles, it is believed that both clans were once part of the same community. This theory is further reinforced by tales of how a branch of the Churning Mists moogles relocated to the forests below following the advent of the First Umbral Calamity.&lt;br /&gt;
&lt;br /&gt;
The Churning Mists moogles have forged a treaty with the great wyrm Hraesvelgr, whereby in return for his protection from the &amp;quot;ill-mannered&amp;quot; dragons of Nidhogg&#039;s brood, they have promised to preserve the palace of Zenith and the surrounding ruins. After their first encounter with man in a thousand years, however, the residents of Moghome have seen new and exciting opportunities open up before them.&lt;br /&gt;
&lt;br /&gt;
===Moglin===&lt;br /&gt;
*Race: Moogle&lt;br /&gt;
*Gender: Male &lt;br /&gt;
*Age: None of your beeswax, kupo&lt;br /&gt;
*Interests: Counting my stash of kupo nuts&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As a direct descendant of Chieftain Meggle, I&#039;ve always been quite important , kupe. You could ask me how old  I am, but honestly, I&#039;ve lost count of my age over the years. I am, however, very good at counting kapo nuts, so keep your wandering paws away from my mash, kupe! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The others complain that I&#039;m too bassy&#039; or &#039;too lazy but they couldn&#039;t know a good chieftain if he sat on them. Why, when I was just a wee megling, I pulled off pranks 10 audacious, that they still talk about them to this day, kupa, I&#039;m also incredibly strong and brave. Except when it comes to that Azure Dragoon fellow-that glare of his just gives me the creeps, kupo. What kind of a dumb name is &amp;quot;Estinien,&#039; anyway..!&amp;quot;. - Moglin&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 256-257&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&#039;&#039;&#039;Moogle&#039;&#039;&#039; is also a [[server]] in the European &#039;&#039;&#039;Chaos&#039;&#039;&#039; [[Data Center]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Moogle]] [[Category:Beastmen Tribes]] [[Category:Heavensward]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sahagin&amp;diff=643409</id>
		<title>Sahagin</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sahagin&amp;diff=643409"/>
		<updated>2023-08-19T10:54:28Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sahagin render1.png|400px|right]]&lt;br /&gt;
{{see also|Sahagin Daily Quests|Beastmen}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 252|This aquatic race of beastmen resides in a city built at the bottom of the Indigo Deep. Known for attacking ocean-faring ships and dragging sailors screaming into the murky depths, the Sahagin are often the subject of angry and fearful curses on the streets of Limsa Lominsa. Since the advent of the Seventh Umbral Era, these hostile denizens of the sea have taken to seizing territory along the Vylbrand coastline in order to establish new spawning grounds.}}&lt;br /&gt;
&lt;br /&gt;
This aquatic race of beastmen reside in a city built at the bottom of the Indigo Deep. Known for attacking ocean-faring ships and dragging sailors screaming into the murky depths, the Sahagin are often the subject of angry and fearful curses on the streets of Limsa Lominsa. Since the advent of the Seventh Umbral Era, these hostile denizens of the sea have taken to seizing territory along the Vylbrand coastline in order to establish new spawning grounds. On [[The First]], they are known as the &#039;&#039;&#039;Ondo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The webbing and fins adorning the wiry frames of the Sahagin allow them to glide through the depths with uncanny grace and swiftness. They are also able to remain submerged indefinitely by breathing through their gills, making any protracted underwater clash with the scaled beastmen a reckless proposition at best. Even on dry land, however, the Sahagin are not to be underestimated, the coiled strength of their springlike musculature lending explosive force to their attacks.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Sahagin combines the roiling whirlpool that spawned the ocean deity, Leviathan, with a representation of the beastmen&#039;s cranial fins-the physical feature of which they are most proud.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Sahagin diet consists primarily of fish and shellfish. Such fare is cooked without the aid of fire, the vent-heated water of hot springs used to flake flesh away from bone or boil fish broth in which the tough meat of axolotls is stewed until tender. Sahagin are not entirely carnivorous, and are known to consume a variety of seaweed as well as fruits-La Noscean oranges being a particularly popular treat amongst the younger spawnlings.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
Sahagin society is governed by an egg-laying queen-the Indigo Matriarch, outside of her spawning season, the matriarch remains ensconced within the palace, ruling her subjects from her throne on the ocean floor. It is claimed that when the queen becomes infertile with age, she will appoint a new Indigo Matriarch from the most promising young females before taking deliberate steps to end her own life.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture== &lt;br /&gt;
The Sahagin population is overwhelmingly male, with females accounting for less than a tenth of their number. From this small pool of females, the most dominant and capable individual ascends to the throne of the Indigo Matriarch-a position from which she bequeaths clutches of eggs to those male champions proven worthy of her favor. A male Sahagin who has thus earned the mantle of clutchfather will construct a nursery in the coastline&#039;s shallows, raising his adopted offspring on land until the spawnlings become sufficiently developed to breathe through their gills. During this period, the clutchfather teaches his charges everything a young Sahagin needs to flourish: from efficient swimming and fishing methods who hatched from earlier clutches often assist with such instruction, a practice which well explains the race&#039;s tendency towards strong familial bonds.&lt;br /&gt;
&lt;br /&gt;
In the rare cases that a female is born, she is sent to live in the matriarch&#039;s palace deep beneath the waves, where she is carefully groomed alongside her sister Sahagin as a candidate for future queen.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
Sahagin names consist of short and unique combinations of letter-qualities that are believed to have arisen from the need to facilitate communication in underwater environs. Furthermore, neither family nor clan names exist, with individuals commonly referring to their clutchfathers when identifying their lineage. It is also said that while clutchfathers are responsible for naming their adopted sons, the right to name daughters is the sole province of the Indigo Matriarch, with the queen deciding such appellations when young females are first brought to her court.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Fishing===&lt;br /&gt;
Sahagin are accomplished spearfishermen. The practice of coordinating efforts to herd and corner their agile ocean prey also serves to educate spawnlings in the basics of waterborne warfare.&lt;br /&gt;
===Piracy===&lt;br /&gt;
The Sahagin have long prowled the Indigo Deep for trading ships, seeking to plunder the wealth of seafaring nations. The scaled beastmen are said to feel no remorse for such acts, considering piracy to be different from fishing only in the size of the prey.&lt;br /&gt;
&lt;br /&gt;
==Novv&#039;s Clutch==&lt;br /&gt;
Following the Calamity, Novv brought his young charges to Halstone where he established a new nursery on the shores swept clean by Leviathan&#039;s waves. Exclud- ing the clutchfather himself, the oldest member of Novy&#039;s Clutch is barely fifteen, while the youngest is no more than six. According to Novv, he and his spawnlings wish only to live in harmony with their land-dwelling neigh- bors, but for the majority of Lominsans, the presence of the clutch in Halftone is seen as simply another Sahagin invasion of the thalassocracy&#039;s territory, Stymied by the hostile actions of his kin, Novv has much work to do if he is to convince Limsa Lominsa of his peaceful intentions.&lt;br /&gt;
&lt;br /&gt;
===Clutchfeather Novv===&lt;br /&gt;
&amp;quot;I have no desire to turn my ssspear against the shhborewalkers. But I shall defend my spamlings with my life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Sahagin warrior of great renown, Novv was once the leader of the notoriously violent Coral Tridents. Novv led this band of bloodthirsty beastmen on countless raids, performing deeds of such brutal savagery that he became known as the &amp;quot;Scarlet Sea Devil&amp;quot;-a name that struck fear in the hearts of even the stoutest sailors.&lt;br /&gt;
&lt;br /&gt;
Fifteen years ago, however, the Knights of the Barracuda launched a retaliatory strike against the Sahagin, specifi- cally targeting Nov&#039;s unprotected nursery. The Lominsans slaughtered every spawnling, and built a pile of their corpses for the Sea Devil to discover upon his return. Novv was gripped by a towering rage when he beheld the bloody warning, but his anger soon turned to guilt and agonizing sorrow as he came to realize how his own acts had invited such horrendous retribution. Seeking to end his part in the escalating hate, the twenty-four-year-old Novv chose to withdraw from the Sahagin&#039;s pillaging and quietly turn his attention to raising a new clutch of offspring.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 252-253&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Sahagin and Elbst==&lt;br /&gt;
The Sahagin have domesticated several species native to the Indigo Deep, the most well-known example being the elbst, oft employed in underwater hunting and transport of goods. Clipping the webbing on an elbst’s feet enables it to travel at speed over land, and such specimens have been cited during Sahagin incursions in La Noscea. Also bred for war are the Sahagin’s giant shellfish, which they imbue with magicks for use as ballistas.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Sahagin]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sylphs&amp;diff=643408</id>
		<title>Sylphs</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sylphs&amp;diff=643408"/>
		<updated>2023-08-19T10:54:13Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sylphs render1.png|400px|right]]&lt;br /&gt;
{{see also|Sylph Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 254|A diminutive people who dwell deep within the Black Shroud. By and large, these woodland folk hold favorable relations with other races, and have become an almost common sight since a trade in crystals was established. The Garlean invasion of the Black Shroud, however, has quickly soured the sylphs&#039; view of outsiders.}}&lt;br /&gt;
&lt;br /&gt;
A diminutive people who dwell deep within the Black Shroud, sylphs resemble delicate dolls wrapped in vibrant leaves. By and large, these woodland folk hold favorable relations with other races, and have become an almost common sight since a trade in crystals was established. The Garlean invasion of the Black Shroud, however, has quickly soured the sylphs&#039; view of outsiders.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Resembling delicate dolls wrapped in vibrant leaves, sylphs rarely use their twig-like legs for locomotion, preferring instead to float and flit from place to place. The method of flight is unique to the race: holding their bodies aloft through arcane will, the feather-shaped leaves on their back provide propulsion in a manner similar to an airship&#039;s aether-coated wings.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The crest of the sylphs symbolizes a bolt of lightning crackling forth from Ramuh&#039;s staff. The bolt represents the judgment that awaits those who despoil the forest.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Sylphs derive all their nourishment from the process of photosynthesis, and do not require other sources of food. Water is the only substance they ingest directly, though certain of the race also favor a beverage made by squeezing the sap from milkroot. Essentially the equivalent of strong liquor, sylphs who imbibe the sap quickly show the effects of inebriation.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The elder sylph fills the role of mediator, but wields no authority to enforce laws as might a king or chieftain. As a result, attempts at race-wide diplomacy are largely meaningless, with Gridanians reciting a frustrating history of needing to treat with fickle individuals when bringing grievances to bear.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
During pollinating seasons, certain sylphs can produce bulb-like seeds from the flowers that bloom atop their heads. Known as &amp;quot;podlings&amp;quot;, these bulbs are immature sylphs who must be taken deep within the [[Black Shroud]] and incubated in the fruits of the Seedbed. The fleshy vegetation provides the podlings with all the warmth and nourishment they require, and when a bulb has sufficiently ripened, a new sylph will sprout from its casing. Young sylphs are raised by the race as a whole-the usual bond between parent and offspring almost entirely replaced by a deep sense of family within the overall community.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
With how little importance sylph culture attaches to child-parent relationships, it stands to reason that the concept of family lineage so ingrained in other races is all but nonexistent. Accordingly, the woodland folk make no use of surnames, each individual identified exclusively by a single given name.&lt;br /&gt;
&lt;br /&gt;
Sylphic gender, or lack thereof, can also be confusing for outsiders to comprehend. Those sylphs who possess both stamen and pistil are capable of producing bulbs, and are classified as [[everblooms]]. Generally considered &amp;quot;male&amp;quot; by other races, their names are characterized by the &amp;quot;xio&amp;quot; suffix. Sylphs whose names end in &amp;quot;xia&amp;quot; are known as [[lateblooms]], a classification which stems from the trait of flowering at irregular times during the pollinating season. The &amp;quot;females&amp;quot;  of the race, the lateblooms&#039; inability to produce podlings is balanced by an innate talent for the arcane arts, their undiluted reserves of aether giving them the potential to become powerful spellcasters.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Crystal Trade===&lt;br /&gt;
Many sylphs are skilled in the languages of other races, their interactions with both men and beastmen driven by an irrepressible curiosity. It was these qualities that long ago led the woodland folk to join hands with ambitious merchants, and aid in the establishment of a thriving trade in crystals.&lt;br /&gt;
===Textiles===&lt;br /&gt;
Sylphs are adept at weaving fibers from a variety of sources, be it plant, ochu vine, or cocoon. They also excel at dyeing their creations, and are known for producing threads and fabrics of extraordinarily vivid hue.&lt;br /&gt;
&lt;br /&gt;
==Little Solace==&lt;br /&gt;
The inhabitants of Little Solace are those who fled the Sylph- lands after refusing to take part in the summoning of Ramuh. These refugees negotiated with the nation of Gridania to settle the outskirts of Larkscall, and it is there that they built their current home.&lt;br /&gt;
&lt;br /&gt;
Although the morally ambiguous sylphs and their playful tricks occasionally lead to serious harm, they are generally free of true malicious intent. Indeed, the sylphs of Little Solace are wholly eager to cooperate with the Gridanians in their efforts to drive Garlean invaders from the Black Shroud.&lt;br /&gt;
&lt;br /&gt;
===Frixio===&lt;br /&gt;
&amp;quot;Something is not right in our home these days. Listen to the trees. Elemental ones warn of danger...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Known as the &amp;quot;elder one&amp;quot; by his fellows, Frixio is considered the leader of the Little Solace sylphs. He is deeply disturbed by the disregard his fanatical kin in the Sylphlands have shown for the consequences their actions might bring-not only in summoning Ramuh, but by threatening any who traverse the forest with the planting of banestools and the like. The elder is also concerned for the fate of the &amp;quot;Chosen One&amp;quot;-a sylph of enormous power said to be reborn once a millennium-and has vowed to safeguard this legendary child from the corrupting influence of the primal-touched. Frixio is hopeful that by working with the people of Gridania and their adventurer allies that together they will untangle the snarls on the path to peaceful coexistence. When not endeavoring to keep his flock from trouble, Frixio spends his hours passing down the ancient sylphic art of cloth dyeing.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 254-255&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Sylph]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sylphs&amp;diff=643407</id>
		<title>Sylphs</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sylphs&amp;diff=643407"/>
		<updated>2023-08-19T10:53:36Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sylphs render1.png|400px|right]]&lt;br /&gt;
{{see also|Sylph Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 254|A diminutive people who dwell deep within the Black Shroud. By and large, these woodland folk hold favorable relations with other races, and have become an almost common sight since a trade in crystals was established. The Garlean invasion of the Black Shroud, however, has quickly soured the sylphs&#039; view of outsiders.}}&lt;br /&gt;
&lt;br /&gt;
A diminutive people who dwell deep within the Black Shroud, sylphs resemble delicate dolls wrapped in vibrant leaves. By and large, these woodland folk hold favorable relations with other races, and have become an almost common sight since a trade in crystals was established. The Garlean invasion of the Black Shroud, however, has quickly soured the sylphs&#039; view of outsiders.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Resembling delicate dolls wrapped in vibrant leaves, sylphs rarely use their twig-like legs for locomotion, preferring instead to float and flit from place to place. The method of flight is unique to the race: holding their bodies aloft through arcane will, the feather-shaped leaves on their back provide propulsion in a manner similar to an airship&#039;s aether-coated wings.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The crest of the sylphs symbolizes a bolt of lightning crackling forth from Ramuh&#039;s staff. The bolt represents the judgment that awaits those who despoil the forest.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Sylphs derive all their nourishment from the process of photosynthesis, and do not require other sources of food. Water is the only substance they ingest directly, though certain of the race also favor a beverage made by squeezing the sap from milkroot. Essentially the equivalent of strong liquor, sylphs who imbibe the sap quickly show the effects of inebriation.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The elder sylph fills the role of mediator, but wields no authority to enforce laws as might a king or chieftain. As a result, attempts at race-wide diplomacy are largely meaningless, with Gridanians reciting a frustrating history of needing to treat with fickle individuals when bringing grievances to bear.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
During pollinating seasons, certain sylphs can produce bulb-like seeds from the flowers that bloom atop their heads. Known as &amp;quot;podlings&amp;quot;, these bulbs are immature sylphs who must be taken deep within the [[Black Shroud]] and incubated in the fruits of the Seedbed. The fleshy vegetation provides the podlings with all the warmth and nourishment they require, and when a bulb has sufficiently ripened, a new sylph will sprout from its casing. Young sylphs are raised by the race as a whole-the usual bond between parent and offspring almost entirely replaced by a deep sense of family within the overall community.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
With how little importance sylph culture attaches to child-parent relationships, it stands to reason that the concept of family lineage so ingrained in other races is all but nonexistent. Accordingly, the woodland folk make no use of surnames, each individual identified exclusively by a single given name.&lt;br /&gt;
&lt;br /&gt;
Sylphic gender, or lack thereof, can also be confusing for outsiders to comprehend. Those sylphs who possess both stamen and pistil are capable of producing bulbs, and are classified as [[everblooms]]. Generally considered &amp;quot;male&amp;quot; by other races, their names are characterized by the &amp;quot;xio&amp;quot; suffix. Sylphs whose names end in &amp;quot;xia&amp;quot; are known as [[lateblooms]], a classification which stems from the trait of flowering at irregular times during the pollinating season. The &amp;quot;females&amp;quot;  of the race, the lateblooms&#039; inability to produce podlings is balanced by an innate talent for the arcane arts, their undiluted reserves of aether giving them the potential to become powerful spellcasters.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Crystal Trade===&lt;br /&gt;
Many sylphs are skilled in the languages of other races, their interactions with both men and beastmen driven by an irrepressible curiosity. It was these qualities that long ago led the woodland folk to join hands with ambitious merchants, and aid in the establishment of a thriving trade in crystals.&lt;br /&gt;
===Textiles===&lt;br /&gt;
Sylphs are adept at weaving fibers from a variety of sources, be it plant, ochu vine, or cocoon. They also excel at dyeing their creations, and are known for producing threads and fabrics of extraordinarily vivid hue.&lt;br /&gt;
&lt;br /&gt;
==Little Solace==&lt;br /&gt;
The inhabitants of Little Solace are those who fled the Sylph- lands after refusing to take part in the summoning of Ramuh. These refugees negotiated with the nation of Gridania to settle the outskirts of Larkscall, and it is there that they built their current home.&lt;br /&gt;
&lt;br /&gt;
Although the morally ambiguous sylphs and their playful tricks occasionally lead to serious harm, they are generally free of true malicious intent. Indeed, the sylphs of Little Solace are wholly eager to cooperate with the Gridanians in their efforts to drive Garlean invaders from the Black Shroud.&lt;br /&gt;
&lt;br /&gt;
===Frixio===&lt;br /&gt;
&amp;quot;Something is not right in our home these days. Listen to the trees. Elemental ones warn of danger...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Known as the &amp;quot;elder one&amp;quot; by his fellows, Frixio is considered the leader of the Little Solace sylphs. He is deeply disturbed by the disregard his fanatical kin in the Sylphlands have shown for the consequences their actions might bring-not only in summoning Ramuh, but by threatening any who traverse the forest with the planting of banestools and the like. The elder is also concerned for the fate of the &amp;quot;Chosen One&amp;quot;-a sylph of enormous power said to be reborn once a millennium-and has vowed to safeguard this legendary child from the corrupting influence of the primal-touched. Frixio is hopeful that by working with the people of Gridania and their adventurer allies that together they will untangle the snarls on the path to peaceful coexistence. When not endeavoring to keep his flock from trouble, Frixio spends his hours passing down the ancient sylphic art of cloth dyeing.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 254-255&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Sylph]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sahagin&amp;diff=643406</id>
		<title>Sahagin</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sahagin&amp;diff=643406"/>
		<updated>2023-08-19T10:50:26Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Clutchfeather Novv */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sahagin render1.png|400px|right]]&lt;br /&gt;
{{see also|Sahagin Daily Quests|Beastmen}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 252|This aquatic race of beastmen resides in a city built at the bottom of the Indigo Deep. Known for attacking ocean-faring ships and dragging sailors screaming into the murky depths, the Sahagin are often the subject of angry and fearful curses on the streets of Limsa Lominsa. Since the advent of the Seventh Umbral Era, these hostile denizens of the sea have taken to seizing territory along the Vylbrand coastline in order to establish new spawning grounds.}}&lt;br /&gt;
&lt;br /&gt;
This aquatic race of beastmen reside in a city built at the bottom of the Indigo Deep. Known for attacking ocean-faring ships and dragging sailors screaming into the murky depths, the Sahagin are often the subject of angry and fearful curses on the streets of Limsa Lominsa. Since the advent of the Seventh Umbral Era, these hostile denizens of the sea have taken to seizing territory along the Vylbrand coastline in order to establish new spawning grounds. On [[The First]], they are known as the &#039;&#039;&#039;Ondo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The webbing and fins adorning the wiry frames of the Sahagin allow them to glide through the depths with uncanny grace and swiftness. They are also able to remain submerged indefinitely by breathing through their gills, making any protracted underwater clash with the scaled beastmen a reckless proposition at best. Even on dry land, however, the Sahagin are not to be underestimated, the coiled strength of their springlike musculature lending explosive force to their attacks.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Sahagin combines the roiling whirlpool that spawned the ocean deity, Leviathan, with a representation of the beastmen&#039;s cranial fins-the physical feature of which they are most proud.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Sahagin diet consists primarily of fish and shellfish. Such fare is cooked without the aid of fire, the vent-heated water of hot springs used to flake flesh away from bone or boil fish broth in which the tough meat of axolotls is stewed until tender. Sahagin are not entirely carnivorous, and are known to consume a variety of seaweed as well as fruits-La Noscean oranges being a particularly popular treat amongst the younger spawnlings.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
Sahagin society is governed by an egg-laying queen-the Indigo Matriarch, outside of her spawning season, the matriarch remains ensconced within the palace, ruling her subjects from her throne on the ocean floor. It is claimed that when the queen becomes infertile with age, she will appoint a new Indigo Matriarch from the most promising young females before taking deliberate steps to end her own life.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture== &lt;br /&gt;
The Sahagin population is overwhelmingly male, with females accounting for less than a tenth of their number. From this small pool of females, the most dominant and capable individual ascends to the throne of the Indigo Matriarch-a position from which she bequeaths clutches of eggs to those male champions proven worthy of her favor. A male Sahagin who has thus earned the mantle of clutchfather will construct a nursery in the coastline&#039;s shallows, raising his adopted offspring on land until the spawnlings become sufficiently developed to breathe through their gills. During this period, the clutchfather teaches his charges everything a young Sahagin needs to flourish: from efficient swimming and fishing methods who hatched from earlier clutches often assist with such instruction, a practice which well explains the race&#039;s tendency towards strong familial bonds.&lt;br /&gt;
&lt;br /&gt;
In the rare cases that a female is born, she is sent to live in the matriarch&#039;s palace deep beneath the waves, where she is carefully groomed alongside her sister Sahagin as a candidate for future queen.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
Sahagin names consist of short and unique combinations of letter-qualities that are believed to have arisen from the need to facilitate communication in underwater environs. Furthermore, neither family nor clan names exist, with individuals commonly referring to their clutchfathers when identifying their lineage. It is also said that while clutchfathers are responsible for naming their adopted sons, the right to name daughters is the sole province of the Indigo Matriarch, with the queen deciding such appellations when young females are first brought to her court.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Fishing===&lt;br /&gt;
Sahagin are accomplished spearfishermen. The practice of coordinating efforts to herd and corner their agile ocean prey also serves to educate spawnlings in the basics of waterborne warfare.&lt;br /&gt;
===Piracy===&lt;br /&gt;
The Sahagin have long prowled the Indigo Deep for trading ships, seeking to plunder the wealth of seafaring nations. The scaled beastmen are said to feel no remorse for such acts, considering piracy to be different from fishing only in the size of the prey.&lt;br /&gt;
&lt;br /&gt;
==Novv&#039;s Clutch==&lt;br /&gt;
Following the Calamity, Novv brought his young charges to Halstone where he established a new nursery on the shores swept clean by Leviathan&#039;s waves. Exclud- ing the clutchfather himself, the oldest member of Novy&#039;s Clutch is barely fifteen, while the youngest is no more than six. According to Novv, he and his spawnlings wish only to live in harmony with their land-dwelling neigh- bors, but for the majority of Lominsans, the presence of the clutch in Halftone is seen as simply another Sahagin invasion of the thalassocracy&#039;s territory, Stymied by the hostile actions of his kin, Novv has much work to do if he is to convince Limsa Lominsa of his peaceful intentions.&lt;br /&gt;
&lt;br /&gt;
===Clutchfeather Novv===&lt;br /&gt;
&amp;quot;I have no desire to turn my ssspear against the shhborewalkers. But I shall defend my spamlings with my life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Sahagin warrior of great renown, Novv was once the leader of the notoriously violent Coral Tridents. Novv led this band of bloodthirsty beastmen on countless raids, performing deeds of such brutal savagery that he became known as the &amp;quot;Scarlet Sea Devil&amp;quot;-a name that struck fear in the hearts of even the stoutest sailors.&lt;br /&gt;
&lt;br /&gt;
Fifteen years ago, however, the Knights of the Barracuda launched a retaliatory strike against the Sahagin, specifi- cally targeting Nov&#039;s unprotected nursery. The Lominsans slaughtered every spawnling, and built a pile of their corpses for the Sea Devil to discover upon his return. Novv was gripped by a towering rage when he beheld the bloody warning, but his anger soon turned to guilt and agonizing sorrow as he came to realize how his own acts had invited such horrendous retribution. Seeking to end his part in the escalating hate, the twenty-four-year-old Novv chose to withdraw from the Sahagin&#039;s pillaging and quietly turn his attention to raising a new clutch of offspring.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 252-253&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Sahagin and Elbst==&lt;br /&gt;
The Sahagin have domesticated several species native to the Indigo Deep, the most well-known example being the elbst, oft employed in underwater hunting and transport of goods. Clipping the webbing on an elbst’s feet enables it to travel at speed over land, and such specimens have been cited during Sahagin incursions in La Noscea. Also bred for war are the Sahagin’s giant shellfish, which they imbue with magicks for use as ballistas.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Sahagin]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sahagin&amp;diff=643405</id>
		<title>Sahagin</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sahagin&amp;diff=643405"/>
		<updated>2023-08-19T10:50:05Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sahagin render1.png|400px|right]]&lt;br /&gt;
{{see also|Sahagin Daily Quests|Beastmen}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 252|This aquatic race of beastmen resides in a city built at the bottom of the Indigo Deep. Known for attacking ocean-faring ships and dragging sailors screaming into the murky depths, the Sahagin are often the subject of angry and fearful curses on the streets of Limsa Lominsa. Since the advent of the Seventh Umbral Era, these hostile denizens of the sea have taken to seizing territory along the Vylbrand coastline in order to establish new spawning grounds.}}&lt;br /&gt;
&lt;br /&gt;
This aquatic race of beastmen reside in a city built at the bottom of the Indigo Deep. Known for attacking ocean-faring ships and dragging sailors screaming into the murky depths, the Sahagin are often the subject of angry and fearful curses on the streets of Limsa Lominsa. Since the advent of the Seventh Umbral Era, these hostile denizens of the sea have taken to seizing territory along the Vylbrand coastline in order to establish new spawning grounds. On [[The First]], they are known as the &#039;&#039;&#039;Ondo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The webbing and fins adorning the wiry frames of the Sahagin allow them to glide through the depths with uncanny grace and swiftness. They are also able to remain submerged indefinitely by breathing through their gills, making any protracted underwater clash with the scaled beastmen a reckless proposition at best. Even on dry land, however, the Sahagin are not to be underestimated, the coiled strength of their springlike musculature lending explosive force to their attacks.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Sahagin combines the roiling whirlpool that spawned the ocean deity, Leviathan, with a representation of the beastmen&#039;s cranial fins-the physical feature of which they are most proud.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Sahagin diet consists primarily of fish and shellfish. Such fare is cooked without the aid of fire, the vent-heated water of hot springs used to flake flesh away from bone or boil fish broth in which the tough meat of axolotls is stewed until tender. Sahagin are not entirely carnivorous, and are known to consume a variety of seaweed as well as fruits-La Noscean oranges being a particularly popular treat amongst the younger spawnlings.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
Sahagin society is governed by an egg-laying queen-the Indigo Matriarch, outside of her spawning season, the matriarch remains ensconced within the palace, ruling her subjects from her throne on the ocean floor. It is claimed that when the queen becomes infertile with age, she will appoint a new Indigo Matriarch from the most promising young females before taking deliberate steps to end her own life.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture== &lt;br /&gt;
The Sahagin population is overwhelmingly male, with females accounting for less than a tenth of their number. From this small pool of females, the most dominant and capable individual ascends to the throne of the Indigo Matriarch-a position from which she bequeaths clutches of eggs to those male champions proven worthy of her favor. A male Sahagin who has thus earned the mantle of clutchfather will construct a nursery in the coastline&#039;s shallows, raising his adopted offspring on land until the spawnlings become sufficiently developed to breathe through their gills. During this period, the clutchfather teaches his charges everything a young Sahagin needs to flourish: from efficient swimming and fishing methods who hatched from earlier clutches often assist with such instruction, a practice which well explains the race&#039;s tendency towards strong familial bonds.&lt;br /&gt;
&lt;br /&gt;
In the rare cases that a female is born, she is sent to live in the matriarch&#039;s palace deep beneath the waves, where she is carefully groomed alongside her sister Sahagin as a candidate for future queen.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
Sahagin names consist of short and unique combinations of letter-qualities that are believed to have arisen from the need to facilitate communication in underwater environs. Furthermore, neither family nor clan names exist, with individuals commonly referring to their clutchfathers when identifying their lineage. It is also said that while clutchfathers are responsible for naming their adopted sons, the right to name daughters is the sole province of the Indigo Matriarch, with the queen deciding such appellations when young females are first brought to her court.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Fishing===&lt;br /&gt;
Sahagin are accomplished spearfishermen. The practice of coordinating efforts to herd and corner their agile ocean prey also serves to educate spawnlings in the basics of waterborne warfare.&lt;br /&gt;
===Piracy===&lt;br /&gt;
The Sahagin have long prowled the Indigo Deep for trading ships, seeking to plunder the wealth of seafaring nations. The scaled beastmen are said to feel no remorse for such acts, considering piracy to be different from fishing only in the size of the prey.&lt;br /&gt;
&lt;br /&gt;
==Novv&#039;s Clutch==&lt;br /&gt;
Following the Calamity, Novv brought his young charges to Halstone where he established a new nursery on the shores swept clean by Leviathan&#039;s waves. Exclud- ing the clutchfather himself, the oldest member of Novy&#039;s Clutch is barely fifteen, while the youngest is no more than six. According to Novv, he and his spawnlings wish only to live in harmony with their land-dwelling neigh- bors, but for the majority of Lominsans, the presence of the clutch in Halftone is seen as simply another Sahagin invasion of the thalassocracy&#039;s territory, Stymied by the hostile actions of his kin, Novv has much work to do if he is to convince Limsa Lominsa of his peaceful intentions.&lt;br /&gt;
&lt;br /&gt;
===Clutchfeather Novv===&lt;br /&gt;
&amp;quot;I have no desire to turn my ssspear against the shhborewalkers. But I shall defend my spamlings with my life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 A Sahagin warrior of great renown, Novv was once the leader of the notoriously violent Coral Tridents. Novv led this band of bloodthirsty beastmen on countless raids, performing deeds of such brutal savagery that he became known as the &amp;quot;Scarlet Sea Devil&amp;quot;-a name that struck fear in the hearts of even the stoutest sailors.&lt;br /&gt;
&lt;br /&gt;
Fifteen years ago, however, the Knights of the Barracuda launched a retaliatory strike against the Sahagin, specifi- cally targeting Nov&#039;s unprotected nursery. The Lominsans slaughtered every spawnling, and built a pile of their corpses for the Sea Devil to discover upon his return. Novv was gripped by a towering rage when he beheld the bloody warning, but his anger soon turned to guilt and agonizing sorrow as he came to realize how his own acts had invited such horrendous retribution. Seeking to end his part in the escalating hate, the twenty-four-year-old Novv chose to withdraw from the Sahagin&#039;s pillaging and quietly turn his attention to raising a new clutch of offspring.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 252-253&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Sahagin and Elbst==&lt;br /&gt;
The Sahagin have domesticated several species native to the Indigo Deep, the most well-known example being the elbst, oft employed in underwater hunting and transport of goods. Clipping the webbing on an elbst’s feet enables it to travel at speed over land, and such specimens have been cited during Sahagin incursions in La Noscea. Also bred for war are the Sahagin’s giant shellfish, which they imbue with magicks for use as ballistas.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Sahagin]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Kobolds&amp;diff=643404</id>
		<title>Kobolds</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Kobolds&amp;diff=643404"/>
		<updated>2023-08-19T10:46:18Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kobolds render1.png|400px|right]]&lt;br /&gt;
{{see also|Kobold Daily Quests|Beastmen}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 250|These subterranean beastmen dwell in northern Vylbrand, where they perforate the rocky bowels of O&#039;Ghomoro with an ever-expanding warren of shafts and tunnels. After long years of conflict, the kobolds forged a peace treaty with the nearby city-state of Limsa Lominsa, but recent disagreements over the acquisition of mineral resources have sparked a resurgence of hostilities.}}&lt;br /&gt;
&lt;br /&gt;
These subterranean beastmen dwell in northern [[Vylbrand]], where they perforate the rocky bowels of [[O&#039;Ghomoro]] with an ever-expanding warren of shafts and tunnels. After long years of conflict, the kobolds forged a peace treaty with the nearby city-state of [[Limsa Lominsa]], but recent disagreements over the acquisition of mineral resources have sparked a resurgence of hostilities. On [[The First]], they are known as the &#039;&#039;&#039;Mord&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Short and squat with their heads encased in metal helms, kobolds are commonly described as &amp;quot;armored moles&amp;quot;. Despite this comparison, onlookers are often taken aback when the predominantly bipedal creatures skitter along the ground on all fours, their long, sharp clase affording them secure purchase on all manner of surfaces. As a race that spends the majority of its time underground, kobold eyesight is predictably poor-a disadvantage that is offset by incredibly keen hearing as well as the presence of tactile hair that allows the beastmen to sense subtle changes in air pressure.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The iconic crest of the kobolds depicts a stone imbued with life force--a property the mole-like race ascribes to every chunk of ore. From a wider perspective, it also represents the blessings of Titan, Lord of Crags, which is said to sanctify all things beneath the ground.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Kobolds favor the earthy taste of grubs and larvae, as well as other invertebrates that burrow through the ground. White earthworms are considered a particular delicacy, and these treasured discoveries commonly find their way into the bowls of the higher-ranked digs. Raw and wriggling is the preferred method of consumption, though some choose to grind together ingredients and roll the resulting mixture into bite-sized balls.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
Acting as the mouthpiece for the Great Father [[Titan]], the patriarch of the 1st Order Dig is the guiding voice for the entire race of kobolds. The 1st Order itself contains not a single pickman, its ranks filled instead by a multitude of priests responsible for governing the various facets of the ruling theocracy.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Kobold society is structured around the existence of ranked groups known as &amp;quot;digs&amp;quot;. The 1st Order Dig stands at the pinnacle of a rigid hierarchy, with each successive rung on the social ladder wielding authority over the lesser-ranked digs beneath it. All digs have an associated role: the highest rungs consist of bureaucrats and priests, responsible for the governance of state and faith; the middle rungs consist of metallurgists and alchemists, as well as mining operation surveyors; the bottom rungs are occupied by manual laborers, such as pickmen and industrial workers, with the overall trend appearing to show that the lower a dig&#039;s rank, the less cerebral its task is likely to be. Kobold young are raised as a group by a foster dig. When they come of age, they are then assigned to live and work with whichever dig in the hierarchy best suits their individual capabilities. Depending on the quality of their work, kobolds might also move up or down the social ladder, potentially belonging to multiple digs over the course of their lifetimes.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The names of kobolds consist of extremely short, single-syllable sounds, with the clan name preceding the first name. &amp;quot;Zu Ga&amp;quot;, for example, would refer to &amp;quot;Ga&amp;quot; of the &amp;quot;Zu&#039;&#039; clan. The simplicity of this system results in many individuals sharing the same moniker-a matter compounded by the race&#039;s tendency to birth large litters of young. Whilst this would lead to confusion in most societies, the issue of identical names is rendered largely unimportant by the moleman&#039;s fixation upon rank and occupation. For instance, rather than simply stating a birth name, a kobold might be introduced as &amp;quot;3rd Order Patriarch Zu Ga&amp;quot;, the additional titles distinctly identifying him as the highest ranking male priest of the 3rd Order Dig.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Steelsmithing===&lt;br /&gt;
Kobolds venerate metal ores as a gift of Great Father Titan, and the race has made significant advances in metallurgy in an attempt to divine the will of their earthen deity. The creation of cobalt steel is one such discovery made by the kobolds in the name of this spiritual pursuit.&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Research into the alchemical arts is conducted to support and enhance the kobolds&#039; mastery of metallurgy. As a part of this practice, the beastmen&#039;s experiments to imbue ore and metal with the spark of life have led to the development of [[Coblyn]] and [[Bomb]] cultivation, as well as advances in golem manufacturing.&lt;br /&gt;
&lt;br /&gt;
==The 789th Order Dig==&lt;br /&gt;
The lowest-ranked dig in all of O&#039;Ghomoro, the 789th Order is home to the dregs of kobold society. Along with their uninspiring foreman, Pickman Gi Gu, the underperforming members of the 789th have been relegated to a site that is more refuse heap than mine shaft. It is a barren dig, where extracting a trace of even the lowest grade of ore would be a struggle for a diligent miner-assuming one could be found amongst this gathering of labor-shirking misfits. Even as they pretend to bemoan their impossible-to-meet mining quotas, they spend their days in idle avoidance of hard work, scarcely eking out a day-to-day existence. Unsurprisingly perhaps, these pariahs are not permitted an audience with the Lord of Crags, and thus their ranks are free of fanatics enthralled by the primal&#039;s influence.&lt;br /&gt;
&lt;br /&gt;
===789th Order Pickman Gi Gu===&lt;br /&gt;
&amp;quot;The 89th are no sluggards. No, no, not a one! Every day do we toil in the mines-slave, sweat, till from darum, daron until duck!” &lt;br /&gt;
&lt;br /&gt;
This kobold youth of nineteen summers would rather die than do an honest day&#039;s work--and if he were being honest, he&#039;d rather not die either. Never struggling against the current, Gi Gu allows the river of life to carry him ever further downstream, relying on others to fish him out whenever trouble threatens his languid, floating existence. It was this apathy that led him into the life of a pickman, the kobold mistakenly believing that picking up rocks would make for an easy profession. Gi Gu&#039;s backbreaking apprenticeship soon disabused him of that notion, and his failure to apply himself as a miner swiftly earned him a spot in the disgraced ranks of the 789th Order. It remains to be seen if Gi Gu will ever master the ambition to make a future for himself and his beloved Bi Bi.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 250-251&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Kobold]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Kobolds&amp;diff=643403</id>
		<title>Kobolds</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Kobolds&amp;diff=643403"/>
		<updated>2023-08-19T10:45:46Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kobolds render1.png|400px|right]]&lt;br /&gt;
{{see also|Kobold Daily Quests|Beastmen}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 250|These subterranean beastmen dwell in northern Vylbrand, where they perforate the rocky bowels of O&#039;Ghomoro with an ever-expanding warren of shafts and tunnels. After long years of conflict, the kobolds forged a peace treaty with the nearby city-state of Limsa Lominsa, but recent disagreements over the acquisition of mineral resources have sparked a resurgence of hostilities.}}&lt;br /&gt;
&lt;br /&gt;
These subterranean beastmen dwell in northern [[Vylbrand]], where they perforate the rocky bowels of [[O&#039;Ghomoro]] with an ever-expanding warren of shafts and tunnels. After long years of conflict, the kobolds forged a peace treaty with the nearby city-state of [[Limsa Lominsa]], but recent disagreements over the acquisition of mineral resources have sparked a resurgence of hostilities. On [[The First]], they are known as the &#039;&#039;&#039;Mord&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Short and squat with their heads encased in metal helms, kobolds are commonly described as &amp;quot;armored moles&amp;quot;. Despite this comparison, onlookers are often taken aback when the predominantly bipedal creatures skitter along the ground on all fours, their long, sharp clase affording them secure purchase on all manner of surfaces. As a race that spends the majority of its time underground, kobold eyesight is predictably poor-a disadvantage that is offset by incredibly keen hearing as well as the presence of tactile hair that allows the beastmen to sense subtle changes in air pressure.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The iconic crest of the kobolds depicts a stone imbued with life force--a property the mole-like race ascribes to every chunk of ore. From a wider perspective, it also represents the blessings of Titan, Lord of Crags, which is said to sanctify all things beneath the ground.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Kobolds favor the earthy taste of grubs and larvae, as well as other invertebrates that burrow through the ground. White earthworms are considered a particular delicacy, and these treasured discoveries commonly find their way into the bowls of the higher-ranked digs. Raw and wriggling is the preferred method of consumption, though some choose to grind together ingredients and roll the resulting mixture into bite-sized balls.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
Acting as the mouthpiece for the Great Father [[Titan]], the patriarch of the 1st Order Dig is the guiding voice for the entire race of kobolds. The 1st Order itself contains not a single pickman, its ranks filled instead by a multitude of priests responsible for governing the various facets of the ruling theocracy.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Kobold society is structured around the existence of ranked groups known as &amp;quot;digs&amp;quot;. The 1st Order Dig stands at the pinnacle of a rigid hierarchy, with each successive rung on the social ladder wielding authority over the lesser-ranked digs beneath it. All digs have an associated role: the highest rungs consist of bureaucrats and priests, responsible for the governance of state and faith; the middle rungs consist of metallurgists and alchemists, as well as mining operation surveyors; the bottom rungs are occupied by manual laborers, such as pickmen and industrial workers, with the overall trend appearing to show that the lower a dig&#039;s rank, the less cerebral its task is likely to be. Kobold young are raised as a group by a foster dig. When they come of age, they are then assigned to live and work with whichever dig in the hierarchy best suits their individual capabilities. Depending on the quality of their work, kobolds might also move up or down the social ladder, potentially belonging to multiple digs over the course of their lifetimes.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The names of kobolds consist of extremely short, single-syllable sounds, with the clan name preceding the first name. &amp;quot;Zu Ga&amp;quot;, for example, would refer to &amp;quot;Ga&amp;quot; of the &amp;quot;Zu&#039;&#039; clan. The simplicity of this system results in many individuals sharing the same moniker-a matter compounded by the race&#039;s tendency to birth large litters of young. Whilst this would lead to confusion in most societies, the issue of identical names is rendered largely unimportant by the moleman&#039;s fixation upon rank and occupation. For instance, rather than simply stating a birth name, a kobold might be introduced as &amp;quot;3rd Order Patriarch Zu Ga&amp;quot;, the additional titles distinctly identifying him as the highest ranking male priest of the 3rd Order Dig.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Steelsmithing===&lt;br /&gt;
Kobolds venerate metal ores as a gift of Great Father Titan, and the race has made significant advances in metallurgy in an attempt to divine the will of their earthen deity. The creation of cobalt steel is one such discovery made by the kobolds in the name of this spiritual pursuit.&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Research into the alchemical arts is conducted to support and enhance the kobolds&#039; mastery of metallurgy. As a part of this practice, the beastmen&#039;s experiments to imbue ore and metal with the spark of life have led to the development of [[Coblyn]] and [[Bomb]] cultivation, as well as advances in golem manufacturing.&lt;br /&gt;
&lt;br /&gt;
==The 789th Order Dig==&lt;br /&gt;
The lowest-ranked dig in all of O&#039;Ghomoro, the 789th Order is home to the dregs of kobold society. Along with their uninspiring foreman, Pickman Gi Gu, the underperforming members of the 789th have been relegated to a site that is more refuse heap than mine shaft. It is a barren dig, where extracting a trace of even the lowest grade of ore would be a struggle for a diligent miner-assuming one could be found amongst this gathering of labor-shirking misfits. Even as they pretend to bemoan their impossible-to-meet mining quotas, they spend their days in idle avoidance of hard work, scarcely eking out a day-to-day existence. Unsurprisingly perhaps, these pariahs are not permitted an audience with the Lord of Crags, and thus their ranks are free of fanatics enthralled by the primal&#039;s influence.&lt;br /&gt;
&lt;br /&gt;
===789th Order Pickman Gi Gu===&lt;br /&gt;
&amp;quot;The 89th are no sluggards. No, no, not a one! Every day do we toil in the mines-slave, sweat, till from darum, daron until duck!” &lt;br /&gt;
&lt;br /&gt;
This kobold youth of nineteen summers would rather die than do an honest day&#039;s work--and if he were being honest, he&#039;d rather not die either. Never struggling against the current, Gi Gu allows the river of life to carry him ever further downstream, relying on others to fish him out whenever trouble threatens his languid, floating existence. It was this apathy that led him into the life of a pickman, the kobold mistakenly believing that picking up rocks would make for an easy profession. Gi Gu&#039;s backbreaking apprenticeship soon disabused him of that notion, and his failure to apply himself as a miner swiftly earned him a spot in the disgraced ranks of the 789th Order. It remains to be seen if Gi Gu will ever master the ambition to make a future for himself and his beloved Bi Bi.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 250-251&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Kobold]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643402</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643402"/>
		<updated>2023-08-19T10:37:35Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 248|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Surname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Bloodline&lt;br /&gt;
! Associated Myth and Population Distribution&lt;br /&gt;
|-&lt;br /&gt;
|Skysent&lt;br /&gt;
|Nomotl&amp;lt;br&amp;gt;Pahuotl&amp;lt;br&amp;gt;Zilotl&amp;lt;br&amp;gt;Huatotl&lt;br /&gt;
|Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&amp;lt;br&amp;gt;Population distribution: approx. 10%&lt;br /&gt;
|-&lt;br /&gt;
|Galeborne&lt;br /&gt;
|Ciloc&amp;lt;br&amp;gt;Hueloc&amp;lt;br&amp;gt;Meloc&amp;lt;br&amp;gt;Totoloc&lt;br /&gt;
|The middle class of the Ixal, said to be the first to ride upon the winds.&amp;lt;br&amp;gt;Population distribution: approx. 20%&lt;br /&gt;
|-&lt;br /&gt;
|Windrisen&lt;br /&gt;
|Cattlan&amp;lt;br&amp;gt;Eduan&amp;lt;br&amp;gt;Ahuatan&amp;lt;br&amp;gt;Qualan&amp;lt;br&amp;gt;Huizan&amp;lt;br&amp;gt;Toltan&amp;lt;br&amp;gt;Itzcan&amp;lt;br&amp;gt;Meyeann&lt;br /&gt;
|The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&amp;lt;br&amp;gt;Population distribution: approx. 70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 248-249&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643401</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643401"/>
		<updated>2023-08-19T10:37:21Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 246| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Commanders&lt;br /&gt;
|Zoh&lt;br /&gt;
|The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by bloodline.&lt;br /&gt;
|-&lt;br /&gt;
|Koh&lt;br /&gt;
|The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed.&lt;br /&gt;
|-&lt;br /&gt;
|Teh&lt;br /&gt;
|The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Soldiers&lt;br /&gt;
|Chah&lt;br /&gt;
|The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals. &lt;br /&gt;
|-&lt;br /&gt;
|Gah&lt;br /&gt;
|Soldiers The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other races.&lt;br /&gt;
|-&lt;br /&gt;
|Rob&lt;br /&gt;
|Gah Roh The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law.&lt;br /&gt;
|-&lt;br /&gt;
|Bob&lt;br /&gt;
|The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 246-247&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643400</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643400"/>
		<updated>2023-08-19T10:32:59Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Surname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Surname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Bloodline&lt;br /&gt;
! Associated Myth and Population Distribution&lt;br /&gt;
|-&lt;br /&gt;
|Skysent&lt;br /&gt;
|Nomotl&amp;lt;br&amp;gt;Pahuotl&amp;lt;br&amp;gt;Zilotl&amp;lt;br&amp;gt;Huatotl&lt;br /&gt;
|Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&amp;lt;br&amp;gt;Population distribution: approx. 10%&lt;br /&gt;
|-&lt;br /&gt;
|Galeborne&lt;br /&gt;
|Ciloc&amp;lt;br&amp;gt;Hueloc&amp;lt;br&amp;gt;Meloc&amp;lt;br&amp;gt;Totoloc&lt;br /&gt;
|The middle class of the Ixal, said to be the first to ride upon the winds.&amp;lt;br&amp;gt;Population distribution: approx. 20%&lt;br /&gt;
|-&lt;br /&gt;
|Windrisen&lt;br /&gt;
|Cattlan&amp;lt;br&amp;gt;Eduan&amp;lt;br&amp;gt;Ahuatan&amp;lt;br&amp;gt;Qualan&amp;lt;br&amp;gt;Huizan&amp;lt;br&amp;gt;Toltan&amp;lt;br&amp;gt;Itzcan&amp;lt;br&amp;gt;Meyeann&lt;br /&gt;
|The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&amp;lt;br&amp;gt;Population distribution: approx. 70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643399</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643399"/>
		<updated>2023-08-19T10:32:11Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Surname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Surname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Bloodline&lt;br /&gt;
! Associated Myth and Population Distribution&lt;br /&gt;
|-&lt;br /&gt;
|Skysent&lt;br /&gt;
|Nomotl&amp;lt;br&amp;gt;Pahuotl&amp;lt;br&amp;gt;Zilotl&amp;lt;br&amp;gt;Huatotl&lt;br /&gt;
|Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens. Population distribution: approx. 10%&lt;br /&gt;
|-&lt;br /&gt;
|Galeborne&lt;br /&gt;
|Ciloc&amp;lt;br&amp;gt;Hueloc&amp;lt;br&amp;gt;Meloc&amp;lt;br&amp;gt;Totoloc&lt;br /&gt;
|The middle class of the Ixal, said to be the first to ride upon the winds. Population distribution: approx. 20%&lt;br /&gt;
|-&lt;br /&gt;
|Windrisen&lt;br /&gt;
|Cattlan&amp;lt;br&amp;gt;Eduan&amp;lt;br&amp;gt;Ahuatan&amp;lt;br&amp;gt;Qualan&amp;lt;br&amp;gt;Huizan&amp;lt;br&amp;gt;Toltan&amp;lt;br&amp;gt;Itzcan&amp;lt;br&amp;gt;Meyeann&lt;br /&gt;
|The laborer class of the Ixal, said to be the first to flap their wings and rise into the air. Qualan Huizan Population distribution: approx. 70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643397</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643397"/>
		<updated>2023-08-19T10:28:21Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Surname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Bloodline&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Skysent&lt;br /&gt;
|Nomotl&lt;br /&gt;
|Pahuotl&lt;br /&gt;
|Zilotl&lt;br /&gt;
|Huatotl&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens. Population distribution: approx. 10%&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643396</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643396"/>
		<updated>2023-08-19T10:27:56Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Forname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Surname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Bloodline&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Skysent&lt;br /&gt;
|Nomotl&lt;br /&gt;
|Pahuotl&lt;br /&gt;
|Zilotl&lt;br /&gt;
|Huatotl&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens. Population distribution: approx. 10%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643395</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643395"/>
		<updated>2023-08-19T10:12:12Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Commanders&lt;br /&gt;
|Zoh&lt;br /&gt;
|The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by bloodline.&lt;br /&gt;
|-&lt;br /&gt;
|Koh&lt;br /&gt;
|The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed.&lt;br /&gt;
|-&lt;br /&gt;
|Teh&lt;br /&gt;
|The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Soldiers&lt;br /&gt;
|Chah&lt;br /&gt;
|The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals. &lt;br /&gt;
|-&lt;br /&gt;
|Gah&lt;br /&gt;
|Soldiers The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other races.&lt;br /&gt;
|-&lt;br /&gt;
|Rob&lt;br /&gt;
|Gah Roh The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law.&lt;br /&gt;
|-&lt;br /&gt;
|Bob&lt;br /&gt;
|The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643394</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643394"/>
		<updated>2023-08-19T10:10:30Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Forname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643393</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643393"/>
		<updated>2023-08-19T10:10:24Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Forname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643392</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643392"/>
		<updated>2023-08-19T10:10:15Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Forname===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Birthwind and Temperament&lt;br /&gt;
|-&lt;br /&gt;
! Birthwind !! Temperament !! Male !! Female&lt;br /&gt;
|-&lt;br /&gt;
| Northerly || Cruel || Uzal || Urali&lt;br /&gt;
|-&lt;br /&gt;
| Southerly || Gentle || Azel || Ateli&lt;br /&gt;
|-&lt;br /&gt;
| Easterly || Hopeful || Ozol || Oroli&lt;br /&gt;
|-&lt;br /&gt;
| Westerly || Cynical || Ezul || Echt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643391</id>
		<title>Ixal</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Ixal&amp;diff=643391"/>
		<updated>2023-08-19T10:07:47Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ixal render1.png|400px|right]]&lt;br /&gt;
{{see also|Ixal Daily Quests|Beastmen}}&lt;br /&gt;
{{stub|reason=&amp;quot;numerous red links&amp;quot;}}&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 148|Claiming the wind-blasted canyons of Xelphatol as its domain, this aggressive mountain tribe makes frequent forays into the Black Shroud to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of Gridania.}}&lt;br /&gt;
&lt;br /&gt;
Claiming the wind-blasted canyons of [[Xelphatol]] as its domain, this aggressive mountain tribe makes frequent forays into the [[Black Shroud]] to fell trees in the name of its fickle goddess. Heedless of the will of the elementals, the Ixal and their practices are at violent odds with the forest nation of [[Gridania]].&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
Tall and long of limb, the rangy Ixal have birdlike heads with distinctive beaks and horns. Historical records state the race was once capable of flight, but the wings that graced the arms of earlier generations are no longer in evidence. Roosting in [[Xelphatol]] appears to have wrought a change in the Ixal&#039;s physiology, and over the span of five centuries the chicks born to the tribe exhibited fewer and fewer feathers, until eventually vestigial clumps around the elbow were all that remained to be seen.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Ixal rally under the &amp;quot;Eternal Winds,&amp;quot; a crest said to signify the gale which blows unceasing through the forests and mountains of the world.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
The Ixal are omnivorous, and consume a wide range of fare such as leafy and root vegetables, fruits and meats. Little effort is expended in food preparation, and most Ixali cooking has advanced little beyond basic stews and broths. Despite this general disinterest in the arts of cuisine, however, the tribe is also known for having developed several curing and smoking techniques.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
A matriarchal society, the chieftains of the major ixali flocks are descendants of the so-called &amp;quot;Skysent&amp;quot; bloodlines-[[Nomotl]], [[Pahuotl]], [[Huatotl]], and [[Xlotl]]. These leaders in turn serve a monarch who rules by virtue of an enigmatic object known as the [[Windseed]].&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
Though the tribe itself does not understand the truth of its origins, the first Ixal were in fact the chimeric creation of the [[Allagan]]s known as &amp;quot;Iksalion&amp;quot;. Developed for deployment as an airborne division, these laboratory inventions were indoctrinated to unfailingly obey the instructions of specific individuals in order to ensure an unbroken chain of military command. The present rigid social structure of approximately a tenth of the population occupying the command class, a fifth comprising the middle class, and the remainder forming the laborer class. Even generations removed from their race&#039;s inception, it is extremely common for descendants of the superior commander bloodlines to hold positions of leadership within a flock.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The forenames of the Ixal are decided by adding a consonant to a base word-a term determined by both gender and the direction the wind is blowing at the time of hatching. For example, the term for a male who hatched during an easterly wind is &amp;quot;Ozol&amp;quot;, to which the consonant &amp;quot;L&amp;quot; might be added to create &amp;quot;Lozol&amp;quot;. It is a common belief amongst the Ixal that an individual&#039;s temperament and personality are strongly influenced by his or her &amp;quot;birth wind&amp;quot;. Ixal surnames serve to represent their position in the tribe&#039;s social hierarchy:&lt;br /&gt;
* [[Skysent]]: Legends claim that these matriarchs are descended from four sisters believed to be the heralds of the heavens.&lt;br /&gt;
* [[Galeborne]]: The middle class of the Ixal, said to be the first to ride upon the winds.&lt;br /&gt;
* [[Windrisen]]: The laborer class of the Ixal, said to be the first to flap their wings and rise into the air.&lt;br /&gt;
&lt;br /&gt;
The adjective form is &#039;&#039;Ixali&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Farming===&lt;br /&gt;
The Ixal have sought to till the barren land of the canyons since their migration to Xelphatol, but attempts to raise crops that were once planted in lush forest soil have met with limited success. Poor yields are supplemented with extensive hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
===Forestry===&lt;br /&gt;
Ixali dwellings are constructed with lumber, and many of the tribe&#039;s tools are carved from wood. With the scarcity of suitable trees in Xelphatol, however, the tribe often resorts to sending war balloons into the Black Shroud, where logging crews descend to harvest the thick boles of the forest giants.&lt;br /&gt;
&lt;br /&gt;
==The Ehcatl Nine==&lt;br /&gt;
The Ehcatl Nine-an entirely arbitrary number chosen by the company&#039;s leader-is an outcast gathering of Ixali artisans and engineers who actively pursue their race&#039;s dream of returning to the floating paradise of Ayatlan. To this end, these beastmen crafters toil endlessly on the Dezul Qualan, a prototype balloon-airship hybrid developed to attain a ceiling altitude of five thousand yalms. Although orthodox Ixali war balloons are propelled by &amp;quot;airstones&amp;quot; enchanted with Garuda&#039;s blessings, the progressive thinkers of the Nine have chosen instead to adopt modern airship technologies. As well as implementing advanced inventions such as aetheric sailcloth and ceruleum propulsion engines, the open-minded Chief Sezul Totoloc has also recruited the services of the talented Tataramu, heir to Highwind Skyways, in a bid to maximize his crew&#039;s chances of success.&lt;br /&gt;
&lt;br /&gt;
===Sezul Totoloc===&lt;br /&gt;
&amp;quot;For war with forest people, or pleasing greedy goddess, we care not! Fixed on the heavens, our eyes are!&amp;quot; Chief of the Ehcatl Nine. A notorious delinquent, Sezul was fifteen when his attempt to steal a war balloon and fly off into the night was foiled by the engineer Dezul Qualan. Though it necessitated several disci- plinary beatings over the course of their next few encounters, the master artisan persisted in teaching Sezul the value of a life lived with purpose. The repentant youth eventually pledged himself as Dezul&#039;s apprentice, and proceeded to take his first steps in the world of balloon construction. &lt;br /&gt;
&lt;br /&gt;
It was two decades ago now that Sezul&#039;s friend and mentor climbed inside the basket of his latest vessel and disappeared into the distant clouds, leaving his apprentice with but the vaguest of commands: to follow his dreams. From that day forth, the young Ixal threw himself into his work with unbridled zeal. Sezul&#039;s unmatched passion attracted other artisans, and he brought them together as a crew called the Ehcatl Nine, vowing on the eve of his fourty-first nameday to continue the progressive legacy of his vanished teacher.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 148-149&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Ixal and Wolves==&lt;br /&gt;
The Ixal raised domesticated wolves even prior to their displacement from the Twelves-Wood, and remain reliant on them as hunting companions and guard animals. They have a peculiar affection for the giant wolves that now serve as their mounts.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Ixal]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643390</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643390"/>
		<updated>2023-08-19T10:05:00Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Commanders&lt;br /&gt;
|Zoh&lt;br /&gt;
|The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by bloodline.&lt;br /&gt;
|-&lt;br /&gt;
|Koh&lt;br /&gt;
|The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed.&lt;br /&gt;
|-&lt;br /&gt;
|Teh&lt;br /&gt;
|The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Soldiers&lt;br /&gt;
|Chah&lt;br /&gt;
|The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals. &lt;br /&gt;
|-&lt;br /&gt;
|Gah&lt;br /&gt;
|Soldiers The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other races.&lt;br /&gt;
|-&lt;br /&gt;
|Rob&lt;br /&gt;
|Gah Roh The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law.&lt;br /&gt;
|-&lt;br /&gt;
|Bob&lt;br /&gt;
|The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643389</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643389"/>
		<updated>2023-08-19T10:04:45Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Commanders&lt;br /&gt;
|Zoh&lt;br /&gt;
|The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by bloodline.&lt;br /&gt;
|-&lt;br /&gt;
|Koh&lt;br /&gt;
|The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed.&lt;br /&gt;
|-&lt;br /&gt;
|Teh&lt;br /&gt;
|The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Soldiers&lt;br /&gt;
|Chah&lt;br /&gt;
|The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals. &lt;br /&gt;
|-&lt;br /&gt;
|Gah&lt;br /&gt;
|Soldiers The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other races.&lt;br /&gt;
|-&lt;br /&gt;
|Rob&lt;br /&gt;
|Gah Roh The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law.&lt;br /&gt;
|-&lt;br /&gt;
|Bob&lt;br /&gt;
|The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643388</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643388"/>
		<updated>2023-08-19T10:02:24Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Commanders&lt;br /&gt;
|Zoh&lt;br /&gt;
|The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by bloodline.&lt;br /&gt;
|-&lt;br /&gt;
|Koh&lt;br /&gt;
|The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed.&lt;br /&gt;
|-&lt;br /&gt;
|Teh&lt;br /&gt;
|The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643387</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643387"/>
		<updated>2023-08-19T10:00:18Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Commanders&lt;br /&gt;
|Zoh&lt;br /&gt;
|-&lt;br /&gt;
|Koh&lt;br /&gt;
|-&lt;br /&gt;
|Teh&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| tier&lt;br /&gt;
| The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by&lt;br /&gt;
|-&lt;br /&gt;
| Description&lt;br /&gt;
| The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed. The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
| commander&lt;br /&gt;
| The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals. Soldiers The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other&lt;br /&gt;
|-&lt;br /&gt;
| s&lt;br /&gt;
| Gah Roh The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law. The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643386</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643386"/>
		<updated>2023-08-19T10:00:02Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Commanders&lt;br /&gt;
|Zoh&lt;br /&gt;
|Koh&lt;br /&gt;
|Teh&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| tier&lt;br /&gt;
| The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by&lt;br /&gt;
|-&lt;br /&gt;
| Description&lt;br /&gt;
| The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed. The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
| commander&lt;br /&gt;
| The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals. Soldiers The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other&lt;br /&gt;
|-&lt;br /&gt;
| s&lt;br /&gt;
| Gah Roh The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law. The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643385</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643385"/>
		<updated>2023-08-19T09:58:27Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| tier&lt;br /&gt;
| The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by&lt;br /&gt;
|-&lt;br /&gt;
| Description&lt;br /&gt;
| The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed. The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
|-&lt;br /&gt;
| commander&lt;br /&gt;
| The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals. Soldiers The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other&lt;br /&gt;
|-&lt;br /&gt;
| s&lt;br /&gt;
| Gah Roh The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law. The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643384</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643384"/>
		<updated>2023-08-19T09:56:30Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Nomenclature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier&lt;br /&gt;
! Description&lt;br /&gt;
! Commanders&lt;br /&gt;
! Zoh&lt;br /&gt;
|-&lt;br /&gt;
| Koh&lt;br /&gt;
| The war chief tier. Leaders who stand at the head of the seven dominant Amalj&#039;aa tribes, ruling over the multitude of clans from which each tribe is formed. Succession is primarily decided by bloodline.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ted&lt;br /&gt;
| The &amp;quot;sky&amp;quot; tier. Advisors whose role it is to give counsel to the war chiefs, and decide the manner in which the tribes are governed.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| The &amp;quot;earth&amp;quot; tier. Bureaucrats whose duty it is to carry out the mandates of the Zoh and Koh.&lt;br /&gt;
| Soldiers&lt;br /&gt;
| chah&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| The &amp;quot;spring&amp;quot; tier. Priests responsible for performing divination rites before battle and other such rituals.&lt;br /&gt;
| Soldiers&lt;br /&gt;
| Gah&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| The &amp;quot;summer&amp;quot; tier. Warriors tasked with overseeing military operations. Found on the frontlines of inter-tribal conflicts and war with other races.&lt;br /&gt;
| Rob&lt;br /&gt;
| Bob&lt;br /&gt;
|-&lt;br /&gt;
| Gah Roh&lt;br /&gt;
| The &amp;quot;autumn&amp;quot; tier. Enforcers whose duty it is to maintain peace, and punish those who break tribal law.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| The &amp;quot;winter&amp;quot; tier. Builders responsible for camp construction, and other tasks requiring knowledge of engineering.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643383</id>
		<title>Amalj&#039;aa</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Amalj%27aa&amp;diff=643383"/>
		<updated>2023-08-19T09:54:25Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Amaljaa render1.png|400px|right]]&lt;br /&gt;
{{see also|Amalj&#039;aa Daily Quests|Beastmen}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 146| The Amalj&#039;aa are a race of nomadic beastmen native to the grasslands of Pagith&#039;an, where they subsist on wandering herds of sheep or small scalekin. Both male and female of the species train in the arts of combat, and any who seek to impede the path of these proud warrior tribes are scourged with fire and steel. For generations the Amalj&#039;aa have made pilgrimage to their holy lands in Thanalan, a practice which often brings them into contact--and conflict-with the inhabitants of UL&#039;dah.}}&lt;br /&gt;
&lt;br /&gt;
The [[Amalj&#039;aa]] are a race of nomadic beastmen who make their home in [[Paglth&#039;an]]. Every member of their species is trained in the arts of combat and hunting, and any who stand in their way are scourged with fire and steel. Each generation of Amalj&#039;aa makes a pilgrimage to their holy lands in [[Thanalan]], which brings them into conflict with the inhabitants of [[Ul&#039;dah]]. On [[The First]], they are known as the &#039;&#039;&#039;Zun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The symbol of the Amalj&#039;aa is a stylized flame, said to represent the sacred fire with which Ifrit, Lord of the Inferno, blessed their warrior ancestors.&lt;br /&gt;
&lt;br /&gt;
==Physical Traits==&lt;br /&gt;
Upon reaching maturity, these bipedal, lizard-like beastmen tower over even the most hulking [[Roegadyn]], their impressive musculature matched by an endless stamina. Known for thriving in arid environments, Amalj&#039;aa physiology allows them to survive on comparatively miniscule amounts of water.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Amalj&#039;aa consume mainly animal flesh, and have few preferences for the source-be it beastkin, scalekin, or vilekin-and will feast on antlings and drakes just as readily as antelope on aldgoat. With their nomadic lifestyle, Amalj&#039;aa also find it convenient to preserve portions of their kills, and are known for the unique taste of their smoked and jerked meats.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
The war chiefs of the seven dominant tribes convene in a tribal council to debate and decide matters of import. In times of war or crisis, one of these seven elders is chosen to serve as &amp;quot;war marshal&amp;quot; for the entire race, a position of great honor and unquestionable authority.&lt;br /&gt;
&lt;br /&gt;
==Society &amp;amp; Culture==&lt;br /&gt;
The Amalj&#039;aa are oviparous, with eggs requiring an incubation period of around seven to ten days. When a mother lays a healthy egg, the father selects the finest of their livestock for slaughter, and holds a feast for the clan. The bones of the animal are burned and used to coat the skin of the newborn. This is said to recreate the ceremony in which the Lord of the Inferno [[Ifrit]] blessed the Amalj&#039;aa with sacred fire, this ritual prayer for Ifrit&#039;s benediction also serves the purpose of protecting new-formed scales from the harsh glare of the sun. Amalj&#039;aa young are not raised by their birth parents alone-each generation of hatchlings is gathered together and nurtured by the clan as a whole. When the young come of age, they are assigned a place in the social hierarchy based on their individual traits. This hierarchy is comprised of seven distinct tiers, with an Amalj&#039;aa&#039;s name indicative of their position in the tribe&#039;s society.&lt;br /&gt;
&lt;br /&gt;
==Nomenclature==&lt;br /&gt;
The highest tier of Amalj&#039;aa society is occupied by its war chiefs, identified by the suffix [[Zoh]]. Two more tiers-the advisors [[Koh]] and lesser bureaucrats [[Teh]] -join the first to comprise the three layers of command. The following four tiers are common soldier classes: the ritualists [[Chah]], the troopers [[Gah]], the enforcers [[Roh]] and the builders [[Boh]]. In times of peace, the members of each tribe carry out their individual duties as they follow in the wake of the herds, but when battle threatens, every adult Amalj&#039;aa-male and female-takes up arms on the field. After their tiers have been assigned, Amalj&#039;aa young are placed under the tutelage of a teacher, who instructs them with the knowledge and skills they will require to fulfill their role. Once decided, an Amalj&#039;aa remains in the same tier for life-the only exception to this rule occurring when a war chief is promoted from a lesser class due to the death or voluntary retirement of the present leader.&lt;br /&gt;
&lt;br /&gt;
==Primary Industry==&lt;br /&gt;
===Livestock===&lt;br /&gt;
In their ancestral lands on the plains of Paglth&#039;an, the Amalj&#039;aa pursue their nomadic customs, with each tribe following a carefully maintained herd of sheep or scalekin. Camps shift locations with the seasons as they seek out fresh pasture or sources of water, and competition with fellow Amalj&#039;aa or other races will many times lead to bloodshed.&lt;br /&gt;
===Smithing===&lt;br /&gt;
The few permanent encampments of the Amalj&#039;aa are equipped with fores, where a long tradition of metalworking produces tools for the hunting and butchering of livestock. Amalj&#039;aa smiths are also particularly skilled at forging the weapons their tribes bear into battle.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of Ash==&lt;br /&gt;
Commanded by Warleader Hamujj Gah, the Brotherhood of Ash is a group of Amalj&#039;as bound together by a traditionalist belief in the way of the warrior. The soldiers of the Brotherhood aspire to temper their spirits through martial discipline, and see honor in returning to ash after a life spent glorying in the fires of battle. They feel contempt for their kin in the major tribes who too readily rely upon the strength of Ifrit&#039;s blessings, and engage in outright warfare with the Flamefings-a powerful faction that actively seeks to summon the fiery primal. Conversely, the Brotherhood of Ash shows great respect towards proven warriors, regardless of race, and Hamujj Gah has been known to welcome outsiders into his camp.&lt;br /&gt;
&lt;br /&gt;
===Hamujj Gah===&lt;br /&gt;
&amp;quot;I am the flame that quenches the shadow! The fist that crashes villainy! I am the warleader of the Brotherhood of Ash, Hamnij Gab, and my name shall be the last you utter with your dying screams!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Born in a clan known for its skilled soldiers, Hamujj excelled in the trials that earned him the warrior title of &amp;quot;Gah.&amp;quot; His tireless devotion to self-mastery is inspired by the teachings of Whiteknuckle Kerigg Roh, a legendary Amalj&#039;aa fighter, and even at fourty and eight summers, ever does he seek out mightier foes against which to hone his martial abilities. Appalled by the growing number of his kin who grovel at Ifrit&#039;s altars for undeserved power, Hamujj Gah distanced himself from the fanatical tribes. Like-minded soldiers followed in his wake, and under his command they founded the Brotherhood of Ash--a company of outcasts dedicated to upholding the traditional way of the warrior. The cowardly acts of the Flamefangs, a faction of Amalj&#039;aa who kidnap the weak and defenseless to serve as sacrifices to the Lord of the Inferno, are particularly reviled by the Brotherhood.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 146-147&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Amalj&#039;aa and Drakes==&lt;br /&gt;
In their homeland of Paglth&#039;an, the Amalj&#039;aa live as nomads, migrating with sheep and drakes across the grasslands. They value the large scalekin not just for their utility as beasts of burden, but for their role in warfare as well, and have been known to augment their cavalry drakes by engraving defensive runes into their scales or outfitting them with inwardly spiked bangles to provoke them to violence.&lt;br /&gt;
&amp;lt;ref&amp;gt;[[Encyclopaedia Eorzea: Volume II]], page 196&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore/People]] [[Category:Amalj&#039;aa]] [[Category:Beastmen Tribes]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Whither_the_Keys&amp;diff=642561</id>
		<title>Whither the Keys</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Whither_the_Keys&amp;diff=642561"/>
		<updated>2023-08-18T08:15:06Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: Created page with &amp;quot;{{see also|Lore}} The year 1562 of the Sixth Astral Era did not lack for events of great historical import, the Battle of Silvertear Skies first and foremost among them. Let u...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Lore}}&lt;br /&gt;
The year 1562 of the Sixth Astral Era did not lack for events of great historical import, the Battle of Silvertear Skies first and foremost among them. Let us examine a less prominent series of conflicts that broke out elsewhere in the realm in the shadow of that epic struggle.&lt;br /&gt;
&lt;br /&gt;
==Of Horns and Primals==&lt;br /&gt;
Tupsimati is the legendary staff wielded by the Archon Louisoix in his heroic effort to banish the elder primal Bahamut. At its tip rests a horn, an ancient treasure of Sharlayan also known as the &amp;quot;key,&amp;quot; the motive force that allows its bearer to draw vast quantities of aether from his surroundings and call upon the powers of the Twelve themselves. While it is not clear who fashioned this divine vessel-and to what end-it is believed that multiple such artifacts have been discovered in secret across the realm. In the year 1562, travelers from the Sharlayan motherland to the north did come to Eorzea. Archons of the Circle of Knowing, they arrived on these shores after a long voyage and promptly set forth for Limsa Lominsa, Gridania, UP&#039;dah, and Ishgard, where they began to solidify a foundation to fight back against the Garlean threat. It was these Archons who would come upon these curious horns in the lands they had come to survey&lt;br /&gt;
&lt;br /&gt;
In Vylbrand, near concurrently with Archon Y&#039;shtola&#039;s arrival, a pirate of the Kraken&#039;s Arms success- fully navigated his way to the legendary island of Seal Rock, where he recovered two relics: a horn and a tablet, the former of which-through a dubious series of events-found its way into the hands of Commodore Sthalmann of the Knights of the Barracuda. The Commodore had set his sights on the Admiralty, and doubtless believed the horn would serve him in his goals. In the end, however, it proved beyond his powers to control. Archon Y&#039;shtola made a valiant effort to retrieve the artifact, only to be thwarted by an Ascian by the name of Travanchet, who seized the coveted relic for himself. Ere long, the wrath of the primals came to Vylbrand. The kobolds called forth the fearsome Titan, Lord of the Crags, and the Sahagin summoned the mighty Leviathan, Lord of the Whorl. The timing of these events is not like to be mere coincidence. &lt;br /&gt;
&lt;br /&gt;
Further shedding light on these happenings, recent studies have revealed that Seal Rock is not a natural landmass as long believed, but rather an artificial island constructed by the ancient Allagan Empire-one which housed a facility for conducting research on the anti-primal weapon Omega. That the horn was retrieved from such a place would suggest a nigh undeniable connection between the relic and the primals.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, in Thanalan, a confederacy of youths composed of the sons of influential Ul&#039;dahn personages and motivated by political grievances purloined a horn-shaped relic from the secret vaults of the sultanate. They put the item in the hands of a mammet, sounding it during the midst of a grand procession. Amongst the procession was a fearsome goobbue, tamed by thaumaturgical incantations to serve as spectacle. For reasons unknown, the sound of the hom broke the spell, sending the beast into a violent rampage. Needless to say, the entire incident was a ruse-Greinfarr the Great, gladiator and ally to the conspirators, would swiftly put down the threat, earning the acclaim of the townspeople and winning further support for his compatriot&#039;s cause. The plot went awry, however, when a spectator was slain by the raging creature. In the ensuing confusion, the thaumaturge Corguevais absconded with the horn. It was not long after this that the Amalj&#039;aa succeeded in summoning Ifrit, Lord of the Inferno.&lt;br /&gt;
&lt;br /&gt;
Though the conspiring youths saw the horn merely as a tool to send monstrous creatures into a rampage, research conducted by the Archon Thancred paints a different picture. As the horn was sounded, there was a massive fluctuation in the surrounding aether, suggesting a connection between the horn and the relic discovered on Seal Rock. Likewise, the thaumaturge Corguevais was most likely the assumed form of an Ascian.&lt;br /&gt;
&lt;br /&gt;
That the Ascians coveted the horns as a means to foment chaos through the primals, so as to further their dark plot of bringing about a Calamity-this much is clear. As for why these strange relics emerged at nearly the same time across distant lands, however, much remains shrouded in mystery.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 78&amp;lt;/ref&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.3&amp;diff=642560</id>
		<title>Patch 3.3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.3&amp;diff=642560"/>
		<updated>2023-08-18T08:08:03Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.3&lt;br /&gt;
| name = Revenge of the Horde&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-3.jpg&lt;br /&gt;
| expansion = Heavensward&lt;br /&gt;
| releasedate = 7 Jun 2016&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/pr/special/3_3_Revenge_Of_The_Horde/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/197e9c8b2f04efdecffe26bebe43b40551d1e3e8 3.3], [https://na.finalfantasyxiv.com/lodestone/topics/detail/498f86d8acb4d44925b3f83e96c82c85a550f9a0 3.35], [https://na.finalfantasyxiv.com/lodestone/topics/detail/e4b6631397ff961d32d63a6a5b275bb2bbd2382d 3.38]&lt;br /&gt;
| prevpatch = 3.2&lt;br /&gt;
| nextpatch = 3.4&lt;br /&gt;
}}&lt;br /&gt;
[[File:Revenge of the Horde.jpg|right|300px|Concept Art]]&lt;br /&gt;
{{#ev:youtube|2RMaN8U3ots|350|right}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Patch 3.3: Revenge of the Horde is the third major content update introduced for Heavensward.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: [[Dragonsong_War_Quests#Patch_3.3_.28Revenge_of_the_Horde.29|Revenge of the Horde]] (6 quests)&lt;br /&gt;
* Side Story: [[Further_Hildibrand_Adventures_Quests#Patch_3.3|Further Hildibrand Adventures]] (2 quests)&lt;br /&gt;
* Side Story: [[Tales of the Dragonsong War Quests|Tales of the Dragonsong War]] (5 quests)&lt;br /&gt;
* Alliance Raid: {{questlink|araid|The Weeping City of Mhach}}, the second chapter of the [[Shadow of Mhach]] story and raid series&lt;br /&gt;
* Dungeon: {{questlink|dungeon|Sohr Khai}}, {{questlink|dungeon|Hullbreaker Isle (Hard)}}&lt;br /&gt;
* Trial: {{questlink|trial|The Final Steps of Faith}}, {{questlink|trial|The Minstrel&#039;s Ballad: Nidhogg&#039;s Rage}}&lt;br /&gt;
* Chronicles of a New Era: [[The Warring Triad]] (1 quest)&lt;br /&gt;
* Beast Tribe Quests and Reputation: [[Moogle_Daily_Quests|Moogles]]&lt;br /&gt;
* PvP [[Frontline]] - {{questlink|pvp|The Fields of Glory (Shatter)}}&lt;br /&gt;
* [[Anima Weapons]] - [[A Dream Fulfilled]]&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* [[Treasure Hunt]] - {{questlink|treasurehunt|The Aquapolis}}&lt;br /&gt;
* {{questlink|ddungeon|Palace of the Dead}} - [[Deep Dungeon]] (3.35)&lt;br /&gt;
* [[Housing]]: Wards 9-12 added to all residential districts.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Recommended Gear]] button&lt;br /&gt;
* {{questlink|feature|Feature Quests|large}} added as a separate category with a new blue icon. Quests that unlock new features or duties reassigned to this new type.&lt;br /&gt;
* [[Raid Finder]]&lt;br /&gt;
* [[Flowerpot]]s and [[Flowers]]&lt;br /&gt;
* [[Base Anima Weapons|Anima Weapons (iLvl 210)]] materials {{item icon|Adamantite Francesca}}, {{item icon|Titanium Alloy Mirror}}, {{item icon|Dispelling Arrow}}, and {{item icon|Kingcake}} no longer have to be {{HQ}} HQ. (3.38)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.3x season as a whole.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The conference held at Falcon&#039;s Nest was intended to celebrate the reconciliation between man and dragon. But the lingering shade of Nidhogg, clad in the flesh of the Azure Dragoon, marked the occasion by spilling the blood of his own kind-a timely atrocity to remind the children of Ishgard that the conflict was far from over.&lt;br /&gt;
&lt;br /&gt;
===The Trials of Hraesvelgr===&lt;br /&gt;
Nidhogg&#039;s words left no doubt: the final chorus was nigh, and soon the Dravanian Horde would be at the city&#039;s gates. Now that the wyrm was possessed of both of his eyes, Ser Aymeric concluded that there was only one being capable of standing against the vengeful shade-Nidhogg&#039;s own brood-brother, Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
The lord commander bade the Warrior of Light and Alphinaud escort him to Zenith and aid him in convincing the great wyrm to stand with Ishgard. Though he was well aware of Hraesvelgr&#039;s previous refusal to involve himself in the affairs of men, Ser Aymeric declared that if there was even a chance the dragon might be swayed, he must plead his case. And plead his case he did, when Hraesvelgr descended from the clouds to meet with them at Zenith. Alas, as before, the dragon greeted their request for his intervention with scorn. Despite Hraesvelgr&#039;s protestations of spent faith, however, Alphinaud firmly believed that he still nurtured the smallest flame of hope, for why else would he consent to bear Ysayle upon his back? Nevertheless, the great wyrm would not even consider their proposal until Midgardsormr himself appeared to reminded his son that Nidhogg was but a shade, and that he would do well to ponder his course, lest it lead him unto greater remorse.&lt;br /&gt;
&lt;br /&gt;
Thus convinced, Hraesvelgr declared that he would put the Warrior of Light and his companions to the test. Within the ruins where Ratatoskr once dwelled, the three weathered the trials of the great wyrm, who at last pledged them his aid in the coming battle with Nidhogg.&lt;br /&gt;
&lt;br /&gt;
===Battle Between Kin===&lt;br /&gt;
Shortly thereafter, a thunderous roar echoed across the sky, signaling the advance of the Dravanian Horde. The time had come for the final reckoning with Nidhogg-to bring an end to his wrathful song, The Warrior of Light and his companions settled upon the backs of Hraesvelgr and his kin, and dove through the clouds in the direction of Ishgard.&lt;br /&gt;
&lt;br /&gt;
On the Steps of Faith, the battle had already begun. The Temple Knights and the companies of the High Houses were fighting valiantly to hold back the Dravanian Horde, but in the face of the never-ending onslaught, they began to falter. One by one they started to fall, and when a massive feathered dragon was sighted on the western horizon, all hope was nearly lost, only for it to be restored when Hraesvelgr and his brethren delivered the Warrior of Light, Ser Aymeric, and Alphinaud to the bridge.&lt;br /&gt;
&lt;br /&gt;
With a mixture of surprise and scom, Nidhogg welcomed Hresvelgr, who attempted in vain to persuade his brother from his vengeful course. A mighty clash then ensued between the pair, from which there could be only one victor. The city&#039;s defenders watched transfixed as the two dragons tumbled to the bridge, their bodies obscured by roding clouds of smoke and ash. When at last the haze cleared, Nidhogg stood over the recumbent body of his brother, a severed feathered wing gripped between his teeth. Triumphant, Nidhogg reveled in the moment, only to learn that his fallen sibling had entrusted the Warrior of Light with a gift: an eye, and with it one half of his power. With it, the adventurer became Ishgand&#039;s best and last hope of slaying the rampaging Nidhogg.&lt;br /&gt;
&lt;br /&gt;
The great wyrm&#039;s shade was a fearsome foe, consumed by a thousand years of vengeance. However, the Warrior of Light too was a force to be reckoned with, infused with the might of Hraesvelgr and filled with an otherworldly determination. Thus empowered, he subdued Nidhogg&#039;s shade and restored Estinien to his original form. &lt;br /&gt;
Though weakened, the virulent spirit still held the dragoon in its thrall, commanding him to slay his companions. In that instant, Estinien, marshalling his strength, restrained the beast within and cried out for them to slay him. But Alphinaud and the Warrior of Light would do no such thing, and instead made to wrest the wyrm&#039;s eyes from Estinien&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
Using every one of their strength, they wrestled with the hateful things, arcs of crackling aether coursing through their bodies, leaving them in agony. Yet just when the feat seemed beyond them, the memories of the lost gave them newfound strength, and with one final heave they succeeded in separating man and wyrm. For an instant, they glimpsed Nidhogg&#039;s disembodied spirit depart, before they cast his eyes into the abyss. So it was that Estintien was saved, and with him the nation of Ishgard.&lt;br /&gt;
&lt;br /&gt;
===An End to the Song===&lt;br /&gt;
The battle was over. Having witnessed their brood-father&#039;s shade return to the aether, the Dravanians loyal to Nidhogg withdrew. Upon the scorched and crumbling bridge, countless bodies of men and dragons lay motionless. Yet for all they had endured, the city still stood.&lt;br /&gt;
&lt;br /&gt;
At long last, Ser Aymeric was free to abolish the thousand-year rule of the archbishops and pave the way for a new republic. In the days that followed, Ishgard&#039;s governance was placed in the hands of a newly formed House of Commons and House of Lords, whose members would be elected from all levels of society. Alas, though Ser Aymeric de Borel wanted nothing more than to lay down the reins of state, he soon found himself elected to the highest seat in the Lords. &lt;br /&gt;
Though at first he strove to refuse this honor, the Count de Durendaire, well aware of public sentiment, pressured him to accept. For Ishgard was changing, and the people yearned for fair and equitable representation, and there were none better suited to stand at the forefront of the movement than he. So it was that the winds of gentle revolution came to stir.&lt;br /&gt;
&lt;br /&gt;
Prominent among the many honored guests at Ser Aymeric&#039;s investiture were the ambassadors of dragonkind, Vidofnir and Vedrfolnir. As a symbol of Ishgard&#039;s newfound peace, at the ceremony&#039;s climax, Vedrfolnir once more bore Ser Aymeric upon his back, and the people looked on in awe as they soared through the heavens, and by their cheers did they hail him an Azure Dragoon for a new age. Yet Estinien, who had once played host to Nidhogg&#039;s shade, would no longer consent to bear the mantle of Azure Dragoon. His hunt at an end, he quietly slipped away from his sickbed, and disappeared from the annals of history.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 76-77&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.2&amp;diff=642558</id>
		<title>Patch 3.2</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.2&amp;diff=642558"/>
		<updated>2023-08-18T08:04:35Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.2&lt;br /&gt;
| name = The Gears of Change&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-2.jpg&lt;br /&gt;
| expansion = Heavensward&lt;br /&gt;
| releasedate = 23 Feb 2016&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/pr/special/3_2_The_Gears_Of_Change/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/c755d756aece79cc9707f5444ad0980ac2b5a39c 3.2], [https://na.finalfantasyxiv.com/lodestone/topics/detail/93afb251b0a22bb2b7bf83f8b85150bc2eef00f6 3.21], [https://na.finalfantasyxiv.com/lodestone/topics/detail/d75b25c63991da97f2c79311d39cc307c28477e3 3.22], [https://na.finalfantasyxiv.com/lodestone/topics/detail/cbb6ca2c6b2f1fdfee3a68f0e18c9d4a609addd1 3.25], [https://na.finalfantasyxiv.com/lodestone/topics/detail/f2acf38d25fcc1243dedefa7e45ec7ba1c3aadaa 3.26]&lt;br /&gt;
| prevpatch = 3.1&lt;br /&gt;
| nextpatch = 3.3&lt;br /&gt;
}}&lt;br /&gt;
[[File:The Gears of Change.jpg|right|300px|Concept Art]]&lt;br /&gt;
{{#ev:youtube|CZET2yYZLN8|350|right}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Patch 3.2: The Gears of Change is the second major content update introduced for Heavensward.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: [[Dragonsong_War_Quests#Patch_3.2_.28The_Gears_of_Change.29|The Gears of Change]] (11 quests)&lt;br /&gt;
* Side Story: [[Further Hildibrand Adventures]] (2 quests)&lt;br /&gt;
* Normal Raid: {{questlink|raid|Alexander: Midas}} and {{questlink|raid|Alexander: Midas (Savage)}}, the second part of the [[Alexander]] story and raid series&lt;br /&gt;
* Dungeon: {{questlink|dungeon|The Antitower}}, {{questlink|dungeon|The Lost City of Amdapor (Hard)}}&lt;br /&gt;
* Chronicles of a New Era: [[The Warring Triad]]&lt;br /&gt;
** Trials: {{questlink|trial|Containment Bay S1T7}}, {{questlink|trial|Containment Bay S1T7 (Extreme)}}&lt;br /&gt;
* Beast Tribe Quests and Reputation: [[Vath_Daily_Quests|The Vath]]&lt;br /&gt;
* {{questlink|pvp|The Feast}} ranked PvP mode (3.21)&lt;br /&gt;
** Old PvP mode [[The Wolves&#039; Den]] renamed to &#039;&#039;&#039;The Fold&#039;&#039;&#039;.&lt;br /&gt;
* [[Anima Weapons]] - [[Finding Your Voice]] (3.25)&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* [[File:Npcs offering quests related to the Hall of the Novice icon.png|20px|link=Hall of the Novice]][[Hall of the Novice]] - Tutorials for new players on basics of MMOs and mechanics&lt;br /&gt;
* [[file:mentor status icon1.png|20px|link=Mentor System and Novice Network]] [[Mentor System]] - Rewards veterans for filling content struggling for members&lt;br /&gt;
** [[Novice Network]] - Special chat channel for Mentors and New Adventurers&lt;br /&gt;
* {{questlink|stoneskysea|Stone, Sky, Sea}} - Training dummies geared to specific instances&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
[[File:Decimal coordinates 3.2.png|right]]&lt;br /&gt;
* New Allagan Tomestone currency: {{tomestone|Lore}} [[Allagan Tomestone of Lore|Allagan Tomestones of Lore]]&lt;br /&gt;
** {{tomestone|Law}} [[Allagan Tomestone of Law|Allagan Tomestones of Law]] are now deprecated and can be exchanged for {{tomestone|Esoterics}} [[Allagan Tomestone of Esoterics|Allagan Tomestones of Esoterics]] for a limited time.&lt;br /&gt;
** {{tomestone|Esoterics}} [[Allagan Tomestone of Esoterics|Allagan Tomestones of Esoterics]] are no longer limited to 450 per week.&lt;br /&gt;
** {{tomestone|Soldiery}} [[Allagan Tomestone of Soldiery|Allagan Tomestones of Soldiery]] have been removed.&lt;br /&gt;
* {{item icon|Orchestrion (Item)}} added as player housing furniture.&lt;br /&gt;
* Bonus ARR relic side quest {{questlink|side|Kettle to the Mettle}}&lt;br /&gt;
* [[Base Anima Weapons|Anima Weapons (iLvl 210)]] materials {{item icon|Adamantite Francesca}}, {{item icon|Titanium Alloy Mirror}}, {{item icon|Dispelling Arrow}}, and {{item icon|Kingcake}} no longer require [[Specialist System|specialization]] to craft.&lt;br /&gt;
* [[Tomestones]] added to [[Vanu Vanu]] quest rewards&lt;br /&gt;
* Both a decimal place and the Z-axis added to the coordinates display below the main map and minimap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.2x season as a whole.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
In adversity were the people of Ishgard blessed with the promise of peace between man and dragon—a fitting symbol of hope that was Vidofnir’s rescue of an innocent child. Nevertheless, those still bound by the fetters of the past would labor to defend their nation against the forces they feared would destroy it.&lt;br /&gt;
&lt;br /&gt;
===The Word of the Mother===&lt;br /&gt;
As Ishgard continued along the path towards restoration and reformation, the scattered Scions of the Seventh Dawn were gradually returning to the Rising Stones. F&#039;lhaminn, Hoary Boulder, and Coulrenet, who had been forced to flee to Radz-at-Han following the Crystal Braves’ betrayal, enjoyed a heartfelt homecoming, while elsewhere Krile and Thancred conducted an investigation which they hoped would lead them to Minfilia.&lt;br /&gt;
&lt;br /&gt;
At the site of the Antecedent&#039;s disappearance in the Sal&#039;dih Aqueducts, the pair iden- tified a unique aetheric signature which they believed was associated with Hydaelyn&#039;s intercessions. Though it was something of a logical leap at the time, they surmised that Hydaclyn may have guided Minfilia into the compass of Y&#039;shtola&#039;s Flow, and thence summoned her, body and soul, unto her realm within the aetherial sea. Operating on this assumption, the Scions concluded that their search must continue in that near-mythical place. Fortunately, the Sharlayan colonists had built a structure to study the aetherial sea: the Antitower. With the blessing of Matoya, its custodian, the Warrior of Light descended to the deepest depths of the tower, and from there was summoned to the aetherial sea, where he was reunited with Minfilia.&lt;br /&gt;
&lt;br /&gt;
Minfilia was much changed. Speaking at times with her own voice, but at others with Hydaelyn&#039;s, she recounted her escape-how she had hearkened to Her fading voice, and made to Her an offering of her own Besh. In so doing, she had become one with Hydaelyn The Word of the Mother, as she called herself, then revealed to the Warrior of Light the truth which lay at the heart of their world. Once, in a time before time, Light and Dark dwelt as one within the aetherial sea. Yet Zodiark coveted more power, and in gaining it disrupted the balance, forcing Hydselyn, in an act of self-pres- ervation, to banish him to the distant heavens as a moon, bound Yet not only was the star sundered in so doing, but the barriers between realities as well, giving birth to thirteen reflections of the Source-thirteen separate worlds.&lt;br /&gt;
&lt;br /&gt;
To restore Zodiark to His former glory did the Ascians ever labor, and each Calamity, each Ardor, marked a Rejoining the obliteration of a reflection, and a triumph of the Dark. Seven times had this come to pass; seven worlds rejoined, their aether returned to the Source, and the Darkness stronger for it. &lt;br /&gt;
&lt;br /&gt;
With a final desperate plea, the Word bade the Warrior of Light bring an end to the Ascians&#039; machinations, before shattering into a thousand thousand pieces before his very eyes&lt;br /&gt;
&lt;br /&gt;
===For Those We Can Yet Save===&lt;br /&gt;
The Warrior of Light and his companions knew not what to make of this incredible tale of the world&#039;s genesis, or of Minfilia&#039;s choice to sacrifice her everything to see it shared. Before they went their separate ways, they resolved to keep silent on the matter, if only for a time.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, in Ishgard, Ser Aymeric sought to take advantage of the recent shift in public sentiment towards the Dravanians by hosting a peace conference in Falcon&#039;s Nest. Alas, preparations had to be suspended for a time when a protest in the hamlet turned violent, casting a pall over the proceedings.&lt;br /&gt;
&lt;br /&gt;
Yet Ser Aymeric would not be deterred from his course. He announced that Ishgard would host a &amp;quot;grand melee&amp;quot; to commemorate the nation&#039;s recent return to the Eorzean Alliance, as well as strengthen ties between the neighboring city-states. More importantly, however, it would provide an opportunity for Ishgard, as a nation built on centuries of warfare, to reaffirm their identity and take pride in their achievements, that they might be moved to common purpose once more.&lt;br /&gt;
&lt;br /&gt;
As hoped, the grand melee proved a rousing success. The peace conference in Falcon&#039;s Nest was reconvened, and there, during the unveiling of a relief celebrating the union of Saint Shiva and Hraesvelgy, Ser Aymeric and Vidofnir came together and spoke of peace.&lt;br /&gt;
&lt;br /&gt;
The dream endured for all of an instant. Without warning, Estinien leapt down from on high and drove his lance into Vidofnir’s back, the white dragon’s blood painting the relief a deep red. As the dragon collapsed, Ser Aymeric seized a bow and loosed an arrow at his friend’s heart, duty guiding his hand. The dragoon had naught to fear from worldly weapons, however, swatting aside the deadly shaft and regaining his perch atop a nearby tower.&lt;br /&gt;
All present strained to see the man who once embodied Ishgard&#039;s defiance. But when he spoke, it was not with the voice of a man, but a wym. Nid- bogg, The wrathful shade declared that the final chorus of the Dragonsong War was nigh, and that all would soon answer for their sins. Throwing wide his arms and letting forth a bestial roar, he then transformed into his draconic form and took wing for distant skies.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 75&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.1&amp;diff=642557</id>
		<title>Patch 3.1</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.1&amp;diff=642557"/>
		<updated>2023-08-18T08:00:31Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.1&lt;br /&gt;
| name = As Goes Light, So Goes Darkness&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-1.jpg&lt;br /&gt;
| expansion = Heavensward&lt;br /&gt;
| releasedate = 10 Nov 2015&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/pr/special/3_1_As_Goes_Light_So_Goes_Darkness/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/6707e4bc0ca533c1a2cb12155fc91d884c6b6a84 3.1], [https://na.finalfantasyxiv.com/lodestone/topics/detail/86c483a5b15766c988ee8db15f4eda117b9d66e4 3.15]&lt;br /&gt;
| prevpatch = 3.0&lt;br /&gt;
| nextpatch = 3.2&lt;br /&gt;
}}&lt;br /&gt;
[[File:As Goes Light So Goes Darkness.jpg|right|300px|Concept Art]]&lt;br /&gt;
{{#ev:youtube|dkRTO7co_Yc|350|right}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[Patch 3.1]]: As Goes Light, So Goes Darkness is the first major content update introduced for Heavensward.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: [[Dragonsong_War_Quests#Patch_3.1_.28As_Goes_Light.2C_So_Goes_Darkness.29|As Goes Light, So Goes Darkness]] (8 quests)&lt;br /&gt;
* Side Story: [[Scholasticate Quests|Saint Endalim&#039;s Scholasticate]] (4 quests) (3.15)&lt;br /&gt;
* Alliance Raid: {{questlink|araid|The Void Ark}}, the first part of the [[Shadow of Mhach]] story and raid series&lt;br /&gt;
* Dungeon: {{questlink|dungeon|Saint Mocianne&#039;s Arboretum}}, {{questlink|dungeon|Pharos Sirius (Hard)}}&lt;br /&gt;
* Trials: {{questlink|trial|The Minstrel&#039;s Ballad: Thordan&#039;s Reign}}&lt;br /&gt;
* Beast Tribe Quests and Reputation: [[Vanu Vanu]]&lt;br /&gt;
* [[File:Exploratory missions icon1.png|20px|link=Exploratory Missions]] [[Exploratory Missions]] - [[Exploratory Missions/Old|The Diadem]]&lt;br /&gt;
* [[The Gold Saucer]] - [[Lord of Verminion]]&lt;br /&gt;
** New mini-games [[The_Gold_Saucer#Mini-Games|Out on a Limb]] and [[The_Gold_Saucer#Mini-Games|The Finer Miner]]&lt;br /&gt;
* [[Anima Weapons]] first part added (3.15)&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* 45-day Auto-demolition timer added for unused [[housing]] plots&lt;br /&gt;
* [[Personal Housing]]: [[Personal Housing#Estate Sharing|Estate Sharing]] &amp;quot;the owner of a house may designate up to three of their friends as &amp;quot;tenants&amp;quot; who have access to the house and its associated features. A player may only be a tenant of at most two houses.&amp;quot;&lt;br /&gt;
* Certain ARR mounts can now fly&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* Tradeable versions of Mogstation dyes added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.1x season as a whole.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
In the wake of the archbishop&#039;s fall, the nation of Ishgard trembled, the faith of her people shaken to its very core. They had embarked upon a strange and unfamiliar path, and none could predict the troubles which lay ahead.&lt;br /&gt;
&lt;br /&gt;
===An Uncertain Future===&lt;br /&gt;
In the event of the archbishop&#039;s passing, canon law dictated that the lord commander of the Temple Knights was to assume his responsibilities as head of state-temporarily. They further specified that he should surrender his powers as soon as a conclave of the senior clergy and the High Houses had named a new archbishop.&lt;br /&gt;
&lt;br /&gt;
However, rather than attempting to conceal certain details, Ser Aymeric had elected to disclose the whole truth regarding his father&#039;s disappearance. Though he had done so in an effort to retain the trust of the people, the immediate result was growing unrest, as the most sacred beliefs of the populace were called into question. Under such circumstances, selecting a new archbishop was out of the question.&lt;br /&gt;
&lt;br /&gt;
Ser Aymeric believed that to address the people&#039;s concerns, they must needs secure a lasting peace-a definitive end to the Dragonsong War, marked by the reestablishment of diplomatic relations between Ishgard and Dravania. To that end, he once more turned to the Scions of the Seventh Dawn for aid, and bade Alphinaud and the Warrior of Light escort Lucia to Anyx Trine.&lt;br /&gt;
&lt;br /&gt;
The first commander, acting as Ser Aymeric&#039;s envoy, treated with Vidofnir, relaying his words with heartfelt conviction. Regrettably, the dragon&#039;s response was disappointingly noncommittal, as she would need to discuss it with her father, Hraesvelgr, before a decision could be made. Nevertheless, there was a sense among those present that, in her heart of hearts, Vidofnir harbored the same hope.&lt;br /&gt;
&lt;br /&gt;
===A Dark Rivalry===&lt;br /&gt;
Several members of the Scions of the Seventh Dawn remained missing, and to find them they sought the assistance of a Sharlayan scholar newly come to Eorzea: Krile, a member of the Students of Baldesion. She had been present during the attack on the Isle of Val, when a magick of immense power akin to Ultima obliterated not only the order&#039;s headquarters, but the isle itself. However, like the Warrior of Light, she possessed not only the Echo, but had availed herself of the blessing of Light&#039;s protection, and in so doing managed to survive. Upon waking from her long torpor, she learned of Minfilia&#039;s disappearance, and so she resolved to come to Eorzea, that she might more effectively assist the Scions with their search for her dear friend and the others. &lt;br /&gt;
&lt;br /&gt;
Krile devised a plan to locate Thancred, who had also escaped the Sil&#039;dih Aqueducts by way of Y&#039;shtola&#039;s forbidden magick Flow. Her method would require the use of Master Matoya&#039;s Crystal Eye-a powerful relic that was in truth an ancient Crystal of Light. Once the elderly scholar consented to her plan, Krile wasted no time in carrying it out, and soon she determined that Thanered had emerged from the Lifestream near the base of Sohm AL.&lt;br /&gt;
&lt;br /&gt;
The Scions began their search in earnest, and after some unexpectedly awkward twists and turns, they eventually came to Loth ast Gnath. Drawn by the sounds of battle, they ventured within the beastman stronghold, but found not their missing comrade but a party of mysterious adventurers, who before the Scions very eyes effortlessly slew an incarnation of the primal Ravana. These self-proclaimed Warriors of Darkness then abruptly attacked the Warrior of Light and his comrades, who struggled to defend themselves--until Thancred suddenly leapt into the fray, dueling their leader to a draw and forcing them to retreat. Though they had weathered their opponents&#039; assault and been reunited with a missing comrade, the Scions were nevertheless troubled and unsure what to make of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Against the Dying of the Light===&lt;br /&gt;
Upon returning to Ishgard, the Scions were shocked to learn that Ser Aymeric had been the target of an attempted assassination. For a mercy, he had not suffered serious injuries, but the incident was only the beginning: shortly thereafter, buildings throughout the city burst into flame, as part of what appeared to be a coordinated-and ongoing-attack. The Scions eagerly joined with the Temple Knights in an investigation, but although it resulted in an arrest, a rebel faction calling themselves the True Broth- ers of the Faith exploited the chaos to seize control of the Vault and take hostage a number of refugees who had been sheltering within.&lt;br /&gt;
&lt;br /&gt;
These fundamentalists, who were loyal to the previous archbishop, de- clared Ser Aymeric guilty of patricide and high treason and demanded that he surrender himself at once to receive of the Fury&#039;s judgment-namely execution. The lord commander was of course in no position to acquiesce to their demands, and so, together with the Scions, he led an armed assault on the Vault.&lt;br /&gt;
&lt;br /&gt;
After Ser Aymeric&#039;s forces successfully secured the hostages on the lower floors, they learned that the sole remaining captive, a young girl, had been borne off to the upper levels by the priest who had led the rebels. When at last cornered atop the Vault, the man would not hear reason, and in a final act of defiance he threw the child from the ledge. Yet when all hope seemed lost, the great white dragon Vidofnir swooped down to pluck her from the very jaws of death, as a crowd of Ishgardians looked on in utter amazement.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 74&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642556</id>
		<title>Patch 3.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642556"/>
		<updated>2023-08-18T07:58:21Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* King Thordan and His Knights Twelve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.0&lt;br /&gt;
| name = Heavensward&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-0.jpg&lt;br /&gt;
| expansion = [[Heavensward]]&lt;br /&gt;
| releasedate = 23 Jun 2015&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/heavensward/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/464263b3ce6026cdf98a49bf8f98c204c6199e5a 3.0], [https://na.finalfantasyxiv.com/lodestone/topics/detail/8d6ead756d63c285557418873e6e275711ca88e8 3.01], [https://na.finalfantasyxiv.com/lodestone/topics/detail/44dbad853713a8b307cc4745b8d28688cb23af11 3.05], [https://na.finalfantasyxiv.com/lodestone/topics/detail/698c850782604a0ce8d7a7a4bb7aff5b99d9fb32 3.07]&lt;br /&gt;
| prevpatch = 2.5&lt;br /&gt;
| nextpatch = 3.1&lt;br /&gt;
}}&lt;br /&gt;
[[File:Heavensward (patch art).jpg|right|300px|Concept Art]]&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Patch 3.0 is the initial release of the Heavensward expansion.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: Heavensward (Level 50-60, [[Heavensward Main Scenario Quests|94 quests]])&lt;br /&gt;
* New [[Locations]]: [[Ishgard]] ([[Major City]]), [[Idyllshire]] ([[Minor City]]), [[Coerthas Western Highlands]], [[Sea of Clouds]], [[The Dravanian Forelands]], [[The Churning Mists]], [[The Dravanian Hinterlands]], [[Azys Lla]]&lt;br /&gt;
* New Race: [[Au Ra]]&lt;br /&gt;
* New Jobs: {{DRK}}[[Dark Knight]], {{AST}}[[Astrologian]], {{MCH}}[[Machinist]]&lt;br /&gt;
* {{questlink|dungeon|Dungeons}}: [[The Dusk Vigil]], [[Sohm Al]], [[The Aery]], [[The Vault]], [[The Great Gubal Library]], [[The Aetherochemical Research Facility]], [[Neverreap]], [[The Fractal Continuum]]&lt;br /&gt;
* {{questlink|trial|Trials}}: [[Thok ast Thok (Hard)]], [[Thok ast Thok (Extreme)]], [[The Limitless Blue (Hard)]], [[The Limitless Blue (Extreme)]], [[The Singularity Reactor]]&lt;br /&gt;
* {{questlink|raid|Raid}} Series: [[Alexander: Gordias]] (3.01), [[Alexander: Gordias (Savage)]] (3.05) the first part of the [[Alexander]] story and raid series&lt;br /&gt;
* [[PvP]] mode: {{questlink|pvp|Seal Rock (Seize)}} (3.05)&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* macOS support added&lt;br /&gt;
* Level cap increased to 60 for all classes and jobs&lt;br /&gt;
* [[Temple Leves]] added&lt;br /&gt;
* [[Collectables]]{{collectable}} system added&lt;br /&gt;
* [[Favors]] system added (3.05)&lt;br /&gt;
* [[Specialist System]] added&lt;br /&gt;
* [[Free Company Crafting]] added&lt;br /&gt;
** [[Free Company Airships|Exploratory Voyages]] added, send [[Free Company Airships]] to explore the unknown&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* New Allagan Tomestone currency: {{tomestone|Law}}[[Allagan Tomestone of Law|Allagan Tomestones of Law]] and {{tomestone|Esoterics}}[[Allagan Tomestone of Esoterics|Allagan Tomestones of Esoterics]]&lt;br /&gt;
** {{tomestone|Soldiery}}[[Allagan Tomestone of Soldiery|Allagan Tomestones of Soldiery]] are now deprecated and can be exchanged for {{tomestone|Poetics}}[[Allagan Tomestone of Poetics|Allagan Tomestones of Poetics]] for a limited time.  Activites that previously rewarded Soldiery, and rewards purchased for Soldiery, now use Poetics.&lt;br /&gt;
** {{tomestone|Mythology}}[[Allagan Tomestone of Mythology|Allagan Tomestones of Mythology]] have been removed.&lt;br /&gt;
* New Scrip currency: {{scrip|blue crafter}} [[Blue Crafters&#039; Scrip]] and {{scrip|blue gatherer}} [[Blue Gatherers&#039; Scrip]] (3.0) and {{scrip|red crafter}} [[Red Crafters&#039; Scrip]] and {{scrip|red gatherer}} [[Red Gatherers&#039; Scrip]] (3.05)&lt;br /&gt;
** These new currencies will be paid to [[Disciples of the Hand]] or [[Disciples of the Land|Land]] by [[Rowena&#039;s House of Splendors]] in exchange for services rendered. They will be spent in the [[Scrip Exchange]] NPC to buy many sorts of crafting or gathering-related items and gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.0x season as a whole.&#039;&#039;&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;Coming to Ishgard&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;The Wyrm&#039;s Lair&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
So it was that the Warrior of Light, together with some few companions, would come unto Ishgard at the behest of their faithful friend Lord Haurchefant. Though they had been brought low through treachery, their names blackened with royal blood, they yet held hope in their hearts and dreams of redemption...&lt;br /&gt;
&lt;br /&gt;
===Coming to Ishgard===&lt;br /&gt;
Upon emerging from the Sil&#039;dihn ruins through which he had made his escape from Ul&#039;dah, the Warrior of Light was met by none other than Alphinaud Leveilleur. The Scion, who had been betrayed and imprisoned by his own Crystal Braves, had been freed by Pipin Tarupin, Vice Marshal of the Immortal Flames and adopted son of General Raubahn. With the aid of Pipin and a humble peddler, the Warrior of Light and Alphinaud sought out Cid Garlond, who delivered them out of Thanalan and into Coerthas with all haste. Beyond the reach of the Crystal Braves and the Brass Blades at last, the pair sought refuge in Camp Dragonhead, where they were reunited with Tataru Taru and enjoyed a brief respite to consider their next course of action.&lt;br /&gt;
&lt;br /&gt;
After some discussion, the Scions resolved to seek sanctuary in Ishgard with the backing of Lord Haurchefant and his familial connections. They enjoyed the hospitality of Camp Dragonhead until finally being granted admission to the city proper as wards of House Fortemps. And so, together with Alphinaud and Tataru, the Warrior of Light passed through gates long closed to outsiders and arrived in Foundation. There they were greeted by a humble manservant, who then guided them to Fortemps Manor, where they would attempt to begin anew.&lt;br /&gt;
&lt;br /&gt;
Count Edmont de Fortemps, patriarch of House Fortemps, had taken a tremendous risk in granting the Scions his protection, and so Alphinaud soon realized that only by publicly serving Ishgard could the Scions hope to silence his opponents’ objections. However, Alphinaud also believed that this arrangement could benefit the Scions in unexpected ways, such as inviting contact with people outside Ishgard who might feasibly know something of their missing comrades’ whereabouts.&lt;br /&gt;
&lt;br /&gt;
While he and Tataru focused their efforts on that task, the Warrior of Light aided the count’s two trueborn sons, lords Artoirel and Emmanellain, with their activities in Falcon’s Nest and at Camp Cloudtop respectively. In western Coerthas, the adventurer uncovered a hidden heretic sanctuary, and in the process was briefly reunited with the Lady Iceheart. To his surprise, the once-defiant heretic leader expressed regret for the atrocities committed by the Dravanians in the second assault upon Ishgard, which had taken place during the banquet in Ul&#039;dah. In the Sea of Clouds, he encountered the Vanu Vanu, a race of bird-like beings, and discovered that like so many other beast tribes, they had called upon a primal for salvation—in this instance, Bismarck, the Lord of the Mists.&lt;br /&gt;
&lt;br /&gt;
However, the Warrior of Light’s actions did not serve to endear the Scions to all the inhabitants of Ishgard. In what Lord Edmont surmised was nothing more than a political ploy to defame House Fortemps, Alphinaud and Tataru were arrested by Ser Grinnaux, a knight of the Heavens’ Ward, on the charge of fomenting heresy.&lt;br /&gt;
&lt;br /&gt;
These twelve chosen sers answered to none save the archbishop himself, and their testimony was unimpeachable. As such, under Ishgardian law, only the Fury could disprove Ser Grinnaux’s claims by granting victory in a trial by combat between the accuser and the accused. Owing to his magical talents, Alphinaud was capable of fighting, but as Tataru was not, the Warrior of Light was allowed to fight in her place as champion. And so, under the watchful gaze of the Fury, and the assembled gentry of Ishgard, the two Scions fought and defeated Ser Grinnaux and Ser Paulecrain, thereby earning Alphinaud and Tataru their freedom.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his highborn peers, Count Edmont de Fortemps was willing if not eager to work closely with the Warrior of Light and other foreigners. The personal memoirs he wrote chronicling the events surrounding the end of the Dragonsong War would be treasured by later generations for their historical value.&lt;br /&gt;
&lt;br /&gt;
===Keeping the Flame Alive===&lt;br /&gt;
Shortly after the trial by combat was concluded, the Warrior of Light received an invitation to a personal audience with His Eminence Archbishop Thordan VII. The archbishop warmly welcomed the adventurer, apologizing for the misunderstanding which led to Alphinaud and Tataru’s incarceration. Having taken the highly unusual step of dismissing his personal guard, he then revealed that he had communicated with the Ascians, going on to explain that he was paying lip service to their wishes while plotting to move against them. He bade the Warrior of Light assist him in this endeavor, stating that only by wresting Eorzea from shadowless villains’ grasp could a lasting peace ever be forged.&lt;br /&gt;
&lt;br /&gt;
Yet this would not be the only troubling revelation that day, for upon returning to Fortemps Manor, Tataru Taru reported that Raubahn Aldynn was to be executed for crimes against the sultanate. Determined not to lose yet another ally, the Scions resolved to do everything in their power to rescue the deposed Flame General. They traveled to Limsa Lominsa and met with Admiral Merlwyb, who had remained a stout ally and had been working closely with Doman shinobi to ascertain Raubahn’s whereabouts. She directed them to her contact in Revenant’s Toll,  who had learned that Raubahn had been taken to Halatali in Thanalan. Together with the Domans, the Scions then rescued Raubahn from the clutches of the traitorous Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
Outside Halatali, Raubahn and the Scions were approached by a messenger, who claimed that his mistress was sympathetic to their cause and bade them return to the Waking Sands in Vesper Bay. Intrigued, they accepted this invitation, and upon arriving at the Scions’ former headquarters, they were greeted by a number of familiar faces—Urianger, Pipin, and Papashan.&lt;br /&gt;
&lt;br /&gt;
Soon after, it was revealed that the messenger’s mistress was Dewlala, head of the Order of Nald’thal and member of the Syndicate. To Raubahn’s immense relief, she confirmed a suspicion Alphinaud had long harbored: that Nanamo Ul Namo had not been murdered and was in fact still alive, and was likely confined somewhere in a state of induced slumber. Raubahn resolved to free her from her captivity, and thereafter see that Lord Lolorito and all others involved were made to answer for their part in the betrayal.&lt;br /&gt;
&lt;br /&gt;
===In Search of Lady Icehart===&lt;br /&gt;
Regrettably, the Scions had precious little time to enjoy their reunion with General Raubahn. Nidhogg’s forces, twice before beaten back, were preparing to resume their siege of the Holy See. Upon returning to the city, the Warrior of Light and his comrades were faced with a choice: to remain in a besieged Ishgard, or seek sanctuary elsewhere. But though Lord Edmont would have them seek shelter from this storm, the time for running had passed. Together, they would stand and fight.&lt;br /&gt;
Yet even should the knights succeed in turning back the Horde, the casualties would be catastrophic. Recognizing this, Alphinaud proposed that he and the Warrior of Light seek out Lady Iceheart, who had expressed contrition for her crimes, and persuade her to act as their intermediary in an attempt to convince Nidhogg to abandon his bloody course. They would be aided in this diplomatic mission by an unexpected ally: the Azure Dragoon, Estinien, who wished to be present in the event negotiations failed and there was no recourse but to slay the beast outright. Thus did the three journey to western Coerthas, seeking to learn what they could of the heretics and their elusive leader, before eventually managing to summon her to a peaceful parley, where she related the history of treachery that fueled Nidhogg’s wrath and the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
Twelve hundred years ago, an Elezen tribe first sought to claim the lands of Coerthas as their home—lands which were already home to dragonkind. Thus did a bloody war begin, a war that may have never ended were it not for a woman named Shiva. While those around her fought and died, she attempted to parley with the dragons, and in so doing discovered them to be possessed of profound intelligence and reason. The great wyrm Hraesvelgr in particular so enchanted Shiva that she found herself growing to love the creature, whom her people considered a monster.&lt;br /&gt;
&lt;br /&gt;
In the eyes of a near-immortal dragon, however, the fleeting life of an Elezen is as that of a freshly cut rose—scarce has the flower bloomed before it begins to fade and wither. Such melancholy musings plagued Hraesvelgr, who had found in Shiva an unexpected and beloved soulmate. Unable to bear the thought of their separation, the maid bid the wyrm consume her, that their spirits might be entwined for eternity. Though loath to perform the deed, Hraesvelgr ultimately gave in to her plea, and soon thereafter, the tale of their ill-fated love spread throughout the two warring factions. No more could they raise blade or claw against one another, knowing that the souls of their kin were so inextricably bound. In the days that followed, man and dragon learned to live in harmony, and together built a nation unlike any the world had ever known.&lt;br /&gt;
&lt;br /&gt;
For two hundred years did this blissful age of peace continue, as it would to this day, had vilest envy not stirred in the hearts of the Elezen. It was said that wyrms owe their longevity to the boundless reserves of vitality found within their eyes—and ’twas in this belief that a traitorous band of knights deceived their allies of some two centuries, and took by force that which they coveted.&lt;br /&gt;
&lt;br /&gt;
Nidhogg—he who then stood poised to unleash his wyrmlings upon Ishgard—was the great dragon who lost an eye to Elezen treachery, and until he prised it from the hands of the traitors’ progeny, no amount of conciliatory words would stay his fury.&lt;br /&gt;
&lt;br /&gt;
So spoke the Lady Iceheart, who had learned the truth when walking in the memories of Hraesvelgr himself years ago, for like the Warrior of Light, she too possessed the Echo. Nevertheless, Estinien was quick to question the veracity of her account, and reiterated his belief that Nidhogg was lost to reason, prompting Alphinaud to propose that they instead seek out Hraesvelgr, who had once before endeavored to end the violence between dragon and man. Iceheart agreed to guide them to him, and so the four set forth for his home in Dravania.&lt;br /&gt;
&lt;br /&gt;
===The Lord of the Hive===&lt;br /&gt;
At the behest of the Lady Iceheart—or Ysayle, as she requested they address her henceforth—the party stopped at the village of Tailfeather within the Chocobo Forest to rest and make inquiries before pushing on towards Sohm AL. The village’s leader, Marcechamp, told them of the beast tribe known as the Gnath, and of their recent acts of unprovoked hostility. According to the hunter, no one in the region—not even the mighty Dravanians—had been spared the insect-like people’s aggression. Vidofnir, the leader of the dragons who call the ancient ruins of Anyx Trine home, later confirmed this account, declaring that she could not leave her post unguarded for fear of the Gnath’s god. Suddenly, the beastmen’s aggression began to make sense—they had been acting under the influence of a primal.&lt;br /&gt;
&lt;br /&gt;
Alphinaud understood that so long as the primal was permitted to remain, the way to Sohm Al would remain closed, and so the Scion proposed that they deal with the threat to the Dravanians’ territory in exchange for safe passage. The bargain was struck, and the party retraced their steps, returning to Tailfeather before then seeking the counsel of the Wath, a group of outcasts who lived apart from the main colony of Loth ast Gnath. The Nonmind, as they called themselves, had been severed from the Onemind and thus were not party to their thoughts, nor were they loyal to their warlike god, Ravana. Ultimately, they could provide the party with little in the way of useful information as to how the primal might be engaged, save for an offhand suggestion that they offer themselves as sacrifices. &lt;br /&gt;
Ysayle and the Warrior of Light decided to heed the Vath’s advice and surrendered themselves to the Gnath after dispatching no small number of their drones. The plan worked, and soon the pair found themselves dragged before Lord Ravana, Master of the Sacred Blades and Wrath of the Colony.&lt;br /&gt;
&lt;br /&gt;
Seizing the opportunity, Ysayle boldly challenged him to a contest of might. Should the pair prevail, the Gnath would cease hostilities with the Dravanians; but should Ravana emerge the victor, they would join his army as eternal thralls. Having goaded the primal into accepting her terms, Ysayle drew upon the energy of the Gnath&#039;s hoarded crystals to transform herself into Saint Shiva. Even with Shiva&#039;s great strength, however, the heretic leader was no match for Ravana&#039;s flashing blades, leaving the Warrior of Light to take to the field alone.&lt;br /&gt;
&lt;br /&gt;
After a long and furious battle, Lord Ravana at last laid down his weapons, defeated. He duly proclaimed the Warrior of Light the victor by sacred rite of combat, and vowed to call his followers back from the dragons&#039; domain.&lt;br /&gt;
&lt;br /&gt;
===Mountaintop Diplomacy===&lt;br /&gt;
True to her word, Vidofnir opened the way to Sohm Al, and at the end of the perilous mountain path the Warrior of Light and his companions came to a domain where dragons and men had once lived in harmony, whose majesty no mortal eye had glimpsed for nigh on a thousand years. Yet in a strange twist of fate, they would first encounter none other than a moogle, who fled upon spotting the unexpected travelers. Thanks to the diplomacy of Kan-E-Senna-and the sight of her companion Kuplo Kopp&#039;s familiar form-the moogles of the Churning Mists were at last persuaded to reveal themselves. Despite Kuplo Kopp&#039;s reassurances, however, the moogles&#039; chieftain, Moglin, was not convinced that the Warrior of Light would act in his people&#039;s best interests. It was decreed that the party would undergo a number of trials that Moglin might judge them worthy of his assistance. In truth, however, they were nothing more than a convenient distraction-a means to keep the Warrior of Light and his companions occupied while the moogles secretly repaired the horn required to summon Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
With the horn in their possession, the party departed for Zenith, and there atop the ruins of the ancient palace beckoned the great wyrm to parley. To their great relief, he answered the horn&#039;s call at once, but their hopes were soon dashed by the harsh words-and the grim truth-he rendered unto them that day.&lt;br /&gt;
&lt;br /&gt;
===Heart of Ice===&lt;br /&gt;
Hraesvelgr was displeased to find that his sanctuary had been invaded by the children of man, and he only grew further incensed when Ysayle proclaimed herself to be Shiva reborn. The wyrm angrily decreed that the spirit she had summoned belonged not to Shiva, but was a shade conjured by her own fancy-a deity of her own making, crafted with the knowledge she had gleaned from her visions years ago.&lt;br /&gt;
&lt;br /&gt;
Shaken but undeterred, Alphinaud implored Hraesvelgr to join his voice to theirs in a call for peace and forgiveness. But, in response, the wyrm recounted the tale of his brood-sister Ratatoskr&#039;s murder and the treachery of King Thordan.&lt;br /&gt;
&lt;br /&gt;
In the two centuries of harmony that followed Saint Shiva&#039;s sacrifice, the Elezen learned that the eyes of a great wyrm were the wellspring of his strength. Out of the selfish desire to possess that strength, King Thordan and his leal knights lured Ratatoskr into an ambush, and took from her that which they craved. They feasted upon her eyes in the manner of wild beasts, and in so doing gained strength beyond that of mortal men.&lt;br /&gt;
&lt;br /&gt;
Nidhogg was the first to learn of the atrocity, and he took to the skies, hungry for vengeance. But though he slew Thordan and some few of his knights, their fellow butchers knew only too well where to aim their spears, and with now-practiced savagery, they claimed his eyes and sent him flailing from the field. &lt;br /&gt;
When pressed for evidence of his claims, Hraesvelgr observed that all the traitors&#039; progeny bore a trace of Ratatoskr&#039;s essence, and but a single sip of dragon&#039;s blood was enough to awaken it. Those who abandoned their loyalties would be rewarded with a drink, and thus be transformed, to join the ranks of Nidhogg&#039;s ever-growing army as newborn dragons. One by one, through death or defection, his brood-brother would account for all of the betrayers&#039; children.&lt;br /&gt;
&lt;br /&gt;
Though Hraesvelgr had revealed much that was hidden about Ishgard&#039;s bloody history, it did naught to change the fact that the Warrior of Light and his companion&#039;s mission had ended in failure. With their hopes for peace shattered, it was time to consider more desperate measures.&lt;br /&gt;
&lt;br /&gt;
===New Winds, Old Friends===&lt;br /&gt;
If Ishgard was to be spared, then Nidhogg must be slain. Such was the opinion of Estinen following the failed negotiations at Zenith. Though she could not condone their actions, Ysayle had not the strength of will to oppose them, and so the party left her and her shattered faith behind, continuing eastwards towards the Aery, the home of the dread wyrm.&lt;br /&gt;
&lt;br /&gt;
However, having sensed the death of his consort, a wary Nidhogg had surrounded his lair with a barrier of impenetrable winds. Gazing upon the scene, Alphinaud was reminded of how a similar barrier once barred their entrance to the primal Garuda&#039;s domain, until they had discovered means to penetrate it with the aid of the engineer Cid nan Garlond. Leaving Estinien to stand watch over the Aery for a time, the Warrior of Light and Alphinaud returned to Ishgard, where they found Cid-and perhaps more importantly his two employees Biggs and Wedge, who had been hard at work at the Skysteel Manufactory developing a diminutive airship known as a &amp;quot;manacutter,&amp;quot; which seemed an ideal means for surmounting the Aery&#039;s defenses. As they set about explaining the craft&#039;s various advantages and disadvantages, however, the door burst open to admit a panting Tataru, who had news of the sultana. Noting the urgency of the situation, Cid bade the Warrior of Light and Alphinaud concentrate on matters in Ul&#039;dah while he and his engineers continued work on the manacutter.&lt;br /&gt;
&lt;br /&gt;
===Awakening in Ul&#039;dah===&lt;br /&gt;
The Warrior of Light and Alphinaud returned to the Waking Sands and there met with Raubahn, who despite his injury had regained considerable strength. He and his allies had concluded that the sultana was most likely being kept in a poison-induced sleep somewhere within the palace. However, before any attempt would be made to rescue her, they deemed it prudent to track down her poisoner: Meriel, the sultana’s former lady-in-waiting.&lt;br /&gt;
Taking care not to alert the Monetarists or their agents, the group converged upon the Silver Bazaar, where they confronted the former lady-in-waiting. But before Raubahn could wring the truth from the trembling Meriel, Prioress Dewlala appeared, accompanied by Lord Lolorito, who proceeded to reveal the details of the assassination plot.&lt;br /&gt;
&lt;br /&gt;
All of his actions, he claimed, were intended to expose and eliminate Teledji Adeledji, and to ensure the stability of Ul&#039;dah. Captain Ilberd had been complicit in the scheme from the beginning, his services having been secured with a promise to support Ala Mhigan independence once Lolorito&#039;s authority had been solidified.&lt;br /&gt;
&lt;br /&gt;
However, Ilberd had grown to despise his fellow countryman Raubahn, calling him a traitor to their people and a disgrace to their homeland. His hatred had driven him to order the deposed Flame General&#039;s execution against Lolorito&#039;s wishes, forcing the merchant to sever all ties with his agent and withdraw his support of the Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
As proof of his good intentions and a gesture of conciliation, Lolorito presented Raubahn with the means to rouse the sultana from her deathlike state. Although he cared not for the merchant&#039;s motives, Raubahn recognized that Lolorito had saved the sultana&#039;s life, and for that he was willing to forego his vengeance. So it was that Nanamo Ul Namo was at last awoken from her slumber, and Raubahn Aldynn was reinstated as general of the Immortal Flames.&lt;br /&gt;
&lt;br /&gt;
===Into the Aery===&lt;br /&gt;
With matters in UL&#039;dah  resolved, the Warrior of Light returned to the Skysteel Manufactory in Ishgard. There, he met with Cid Garlond once more, who was pleased to announce that the manacutters were undergoing final adjustments, and would soon be ready to fly.&lt;br /&gt;
&lt;br /&gt;
Together with Estinen, who had recently returned to the capital, the Warrior of Light then met with Ser Aymeric and apprised him of recent developments, as well as their plan to assault the Aery and slay Nidhogg once and for all. The lord commander did not hesitate to pledge his blade to this cause, but Estinien was steadfast in his refusal, for should they fail, it would be Ser Aymeric&#039;s duty to command the city&#039;s defenses against the Horde. Alphinaud, too, wished to participate in the great endeavor, but he was denied by Estinien as well, who acknowledged his promise but believed that his skills would not suffice. So it was that the Warrior of Light and the Azure Dragoon set forth to engage the dread wyrm Nidhogg in a battle that would forever change the course of history.&lt;br /&gt;
&lt;br /&gt;
As one of the First Brood, Nidhogg was more than a match for any mortal being. Yet Estinien was possessed of a secret weapon: the Eye of Nidhogg, safeguarded by the Holy See for centuries. An ancient relic and a wellspring of power, passed down from Azure Dragoon to Azure Dragoon through the ages. With the Eye, Estinien could not only drawn upon the wyrm&#039;s strength, but suppress it as well.&lt;br /&gt;
&lt;br /&gt;
Aided by the Azure Dragoon, the Warrior of Light finally succeeded in bringing the mighty creature down. Estinien then took to the air and delivered the coup de grâce, gouging out Nidhogg&#039;s remaining eye with his legendary spear Gae Bolg and sending the lifeless wyrm tumbling into the clouds below.&lt;br /&gt;
&lt;br /&gt;
===The Dragonsong&#039;s Beginnings===&lt;br /&gt;
Nidhogg, that incarnation of rage who had tormented the people of Ishgard for nigh on a thousand years, was dead, his remaining eye a trophy for the Azure Dragoon. As he looked on his triumphant ally, the Warrior of Light was treated to another vision of the past through the power of the Echo.&lt;br /&gt;
&lt;br /&gt;
He bore witness to the aftermath of another battle with Nidhogg long ago, in which Haldrath, the son of the fallen King Thordan I, and his surviving knights claimed the dread wyrm&#039;s two eyes. But unlike his father, Haldrath lamented the dark deeds which were done that day, and so he foreswore the throne and embarked upon a journey to repent for his sins.&lt;br /&gt;
&lt;br /&gt;
Others followed his example, renouncing Thordan&#039;s legacy, and when all was said and done, four knights remained. Four knights who would found the four great houses of Ishgard-Fortemps, Haillenarte, Durendaire, and Dzemael. Together they would shape their nation with a history of their own making and consign the bitter truth of their betrayal to oblivion.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light shared this revelation with his companion, who though greatly troubled had no choice but to accept it as immutable truth. Yet from these answers rose another question: for if Haldrath had taken with him one of Nidhogg&#039;s two eyes and entrusted the second to the founders of Ishgard, then whence came this third eye which Estinien had claimed but moments ago?&lt;br /&gt;
&lt;br /&gt;
In search of answers, the pair returned to Zenith, where Ysayle yet lingered, unable to come to terms with the magnitude of her self-deception. They summoned Hraesvelgr once more, who reclaimed the third eye as his own. Once more, by the power of the Echo, the Warrior of Light was made to know the truth-the beginning of a thousand-year torment. Bereft of his eyes and howling with rage for the murdered Ratatoskr, Nidhogg decried Hraesvelgr for placing his faith in man for the love of Shiva. He beseeched his brood-brother for the strength to punish the murderers and every child of their line, and with it began the terrible vengeance which consumed him until his dying breath.&lt;br /&gt;
&lt;br /&gt;
Hraesvelgr confirmed what the Warrior of Light had seen-that he had helped condemn the people of Ishgard to an eternity of suffering. Though the truth of the Dragonsong War&#039;s beginnings had at last been laid bare, the adventurer and his companions found no solace in the knowledge.&lt;br /&gt;
&lt;br /&gt;
===Unrest in Ishgard===&lt;br /&gt;
Alas, Nidhogg&#039;s death did not mark the end of Ishgard&#039;s troubles. As the party reflected upon the many truths they had learned, Ser Aymeric contacted Estinien via linkpearl to inform them that heretics had infiltrated the capital and begun an uprising within its walls. Joined by Ysayle, who had no knowledge of her people&#039;s plans, the party returned to Ishgard and sought to bring a peaceful end to the senseless destruction. Chaos reigned in the streets as fires raged and the heretics cried for blood, but heedless of the danger the Warrior of Light and his companions pushed on, until they met with the vanguard of the advancing mob. Ysayle stood before them and delivered an impassioned speech, declaring Nidhogg and his quest for vengeance to be dead and imploring her people to go in peace. Though they heeded her words and thereafter quit the city, tensions remained high in the wake of their assault. &lt;br /&gt;
&lt;br /&gt;
At Fortemps Manor, the Warrior of Light and his companions revealed to their Ishgardian allies the sordid origins of the Dragonsong War. Unsurprisingly, all were troubled by the revelation that the Ishgardian faith was built upon a lie. Moreover, as the structure of Ishgardian society presupposed a stark difference between the origins of the lowborn and highborn, the fact that all Ishgardians could trace their ancestry to the surviving knights twelve threatened to undermine the foundations of their class structure. &lt;br /&gt;
&lt;br /&gt;
Overcome with emotion, Ser Aymeric declared that these lies could not be suffered to continue, for Ysayle would share the truth with her followers, and the Holy See would be powerless to stop its spread. No longer ruled by a common fear of the dragons, the lowborn and highborn&lt;br /&gt;
would be free to turn on one another. The disenfranchised would rise up, united, and blood would flow in the streets once more.&lt;br /&gt;
&lt;br /&gt;
Ser Aymeric fervently believed that Ishgard could only be saved by revealing the truth and striving for fundamental change. To that end, he left to confront the archbishop alone-despite the others&#039; warnings that he was certain to be branded a heretic for his trouble.&lt;br /&gt;
&lt;br /&gt;
Though all present were doubtful as to the wisdom of Ser Aymeric&#039;s plan, Lucia was determined to support her commander. However, she also professed that should he fail to return from the Holy Vault, she would not hesitate to marshal forces to set him free. The Warrior of Light, Alphinaud, Estinien, and Lord Haurchefant all agreed that should the worst come to the worst, they too would join in his rescue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A Knight&#039;s Calling===&lt;br /&gt;
Having seen the determination writ upon the faces of those around him, Lord Edmont pledged the support of House Fortemps to Lucia&#039;s plans. Alas, even with an army of knights at their disposal, a direct assault on the Vault would be fruitless. However, there was one other faction whose aid would prove invaluable to their cause: a group of lowborn revolutionaries headquartered in the Brume that would doubtless be eager to see the established order overturned. &lt;br /&gt;
&lt;br /&gt;
Alphinaud and the Warrior of Light made their way to the lowest levels of Foundation and asked after the revolutionaries and their elusive leader, the Mongrel. Though the locals were not wont to speak freely of the group, the party&#039;s efforts eventually bore fruit, and they were granted an opportunity to plead their case at a private meeting in the Forgotten Knight. &lt;br /&gt;
&lt;br /&gt;
As Alphinaud attempted to win the revolutionaries&#039; cooperation-seemingly in vain-Ser Charibert, a knight of the Heavens&#039; Ward, strode into the tavern, accusing all present of plotting insurrection. With no recourse left to them, the Warrior of Light and the others stepped outside to confront the knight and his men, and soon Saint Valeroyant&#039;s Forum was transformed into a bloody battlefield. &lt;br /&gt;
&lt;br /&gt;
Joined by Lord Haurchefant and Lucia, the Warrior of Light and his comrades managed to overwhelm Ser Charibert, who withdrew. However, the joy of victory soon faded when they learned that Ser Aymeric had been imprisoned, and the Heavens&#039; Ward placed in command of the Temple Knights. Clearly, they could wait no longer to act. Lucia&#039;s plan to rescue Ser Aymeric hinged upon luring the bulk of Ishgard&#039;s defenders out of the city. Correctly deducing that the revolutionaries had recruited knights in service to the High Houses, she bade Hilda help by ordering these sympathizers to spread word of a heretic army massing outside the Gates of Judgement, and the revolutionaries&#039; leader agreed. At last, the assault on the Vault could proceed.&lt;br /&gt;
&lt;br /&gt;
While Lucia and Lord Haurchefant led a party into the gaol beneath the Vault to free Ser Aymeric, the Warrior of Light and his men aimed for the highest levels and attempted to capture Archbishop Thordan VII. After facing wave after wave of Temple Knights and the Heavens&#039; Ward besides, the adventurer and his allies stood at the pinnacle of the Vault, unbowed. Unable to repel their advance, Ser Zephirin ordered a full retreat, and the Warrior of Light gave chase. Rejoined by Lucia&#039;s party and a wounded Ser Aymeric, he pursued Thordan VII, finally catching up with him as he prepared to board an airship and escape.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light rushed headlong towards the vessel-but in his haste to apprehend his quarry, he failed to notice a transformed Ser Zephirin taking aim, a spear of pure light in his hand. Alert to the danger, Lord Haurchefant bellowed a warning and raised his shield in the Warrior of Light&#039;s defense, but the steel gave way, and the spear found a mark.&lt;br /&gt;
&lt;br /&gt;
The airship forgotten, the allies surrounded Lord Haurchefant, who lay upon the ground struggling to breathe. As Ser Aymeric cradled him in his arms, the fallen knight looked to the Warrior of Light with a mixture of agony and relief, and bade him favor him with a smile....before the light left his eyes forever.&lt;br /&gt;
&lt;br /&gt;
===The Key to Azy LLa===&lt;br /&gt;
The Warrior of Light and the others reflected upon the unnatural powers demonstrated by the knights of the Heavens&#039; Ward, and ultimately concluded that the knights must have used their own bodies as vessels for the souls of the legendary King Thordan and his knights twelve, much as Ysayle had for Saint Shiva. Though Ser Aymeric knew not his father&#039;s plans-or the significance of &amp;quot;Azys Lla,&amp;quot; a mysterious land of which the archbishop was heard to speak before fleeing-he declared that the archbishop and the Heavens&#039; Ward must be stopped, and implored the Scions of the Seventh Dawn to help bring his father to justice. Alphinaud answered his request by stating that if the Heavens&#039; Ward had indeed harnessed primal powers, it was the duty of the remaining Scions to oppose them. &lt;br /&gt;
&lt;br /&gt;
So began the hunt for the Soleil, the archbishop&#039;s personal airship. Once more the Warrior of Light and Alphinaud turned to Cid Garlond, who with the Enterprise delivered them to the northern reaches of the Sea of Clouds, where the Soleil had last been seen. There the party made contact with Vanu Vanu of the Zundu tribe, who revealed to them that the archbishop had come in search of the key to Azys Lla, a land of forbidden secrets. However, their quest was complicated by the fact that Bismarck, the insatiable white whale that was the primal of the Vanu Vanu, had devoured the island upon which the key was kept.&lt;br /&gt;
&lt;br /&gt;
That they might deny the archbishop his prize, Cid conceived a plan to lure out the ravenous primal by using the Enterprise to tow a small island through the Sea of Clouds. From this selfsame island the Warrior of Light then launched his offensive against Bismarck, and like so many before the Lord of Mists soon fell to his might.&lt;br /&gt;
&lt;br /&gt;
It was then that the archbishop and the Ascian Igeyorhm chose to reveal themselves. With her dark magicks the Ascian effortlessly plucked the key from the Warrior of Light&#039;s grasp, despite the fact that he had managed to regain the blessing of Light-albeit at a fraction of its former strength. The archbishop raised the key aloft, and from it shone forth a beam of light which split the heavens, revealing the way to the legendary floating isle. The Warrior of Light could only watch, powerless, as the archbishop and Igeyorhm then departed for Azys Lla.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===An Engineering Enterprise===&lt;br /&gt;
Though their efforts had ultimately served to aid the archbishop, the Scions were not about to admit defeat. Before resuming their pursuit of the Heaven&#039;s Ward, however, the Warrior of Light and Alphinaud paid a visit to Ok&#039; Zundu, to inform the Vanu Vanu that Bismarck was no longer a threat. To their shock, upon arriving in the village, they were greeted not by the chieftain but by a contingent of imperial soldiers under the command of Regula van Hydrus and escorted by Varis zos Galvus, the newly crowned Emperor of Garlemald, who like the archbishop coveted the secrets of Azys Lla. After taking measure of the two Scions, Varis ordered the execution of the beastmen. Yet before they could carry out his command, Lucia, piloting a suit of magitek armor, forced the imperials to withdraw with a barrage of cannon fire, and escorted the two Scions back to the Enterprise.&lt;br /&gt;
&lt;br /&gt;
The airship followed the path marked by the beam, and before long the Warrior of Light and his companions found themselves nearing Azys Lla. However, they soon discovered that it was surrounded by an impenetrable barrier which threatened to tear the Enterprise apart, and so they set course&lt;br /&gt;
&lt;br /&gt;
for Ishgard that they might make repairs and discuss how to breach the floating isle&#039;s defenses. &lt;br /&gt;
&lt;br /&gt;
Cid believed that it might be possible to pierce the barrier surrounding Azys Lla by mounting a ram of condensed aether on the Enterprise. There was just one problem: he had not the faintest idea how to make one. Designing such a device would require the expertise of a true authority in the field-an authority such as Moenbryda or Y&#039;shtola. Alas, Moenbryda had perished, and Y&#039;shtola was nowhere to be found-that is, until Tataru acquired a clue.&lt;br /&gt;
&lt;br /&gt;
During their search of the Sil&#039;dih Aqueducts, the Immortal Flames had discovered Y&#039;shtola&#039;s wand. After close study, Urianger determined that the Archon had invoked Flow, a forbidden teleportation magic, in order to make her escape. Traces of her passing led to the Twelveswood and suggested she remained there, her essence adrift in the Lifestream. And so the Scions turned to the Seedseers for assistance, who in turn petitioned the elementals&#039; aid in plucking Y&#039;shtola from the aether.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The First Flight of the Excelsior===&lt;br /&gt;
After being briefed on the situation regarding Azys Lla, Y&#039;shtola flatly stated that she lacked the knowledge to build an aetheric ram. However, she knew someone who could: her former master, Matoya, who had been living as a hermit on the fringes of Sharlayan, in the Dravanian hinterlands. After an unexpectedly eventful journey to the previously thought abandoned colony, the Scions met with Master Matoya, who was willing to lend her aid to their cause.&lt;br /&gt;
&lt;br /&gt;
The esteemed scholar revealed to them that long ago she had developed a device known as an aetheric converter, which could be used to draw in and concentrate aether to produce a destructive force that could conceivably breach the barrier surrounding Azys Lla. The fruits of her research were apparently compiled within a tome which then lay sealed within the Great Gubal Library, and the Scions had to overcome the dangers within in order to retrieve it. &lt;br /&gt;
&lt;br /&gt;
Armed with the knowledge to build the aetheric ram, Cid Garlond set to work with obvious relish. When finished, he rechristened his airship the Enterprise Excelsior-or simply the Excelsior, should one prefer. Alphinaud, Y&#039;shtola, Estinien, and the Warrior of Light took their places aboard the vessel, and together with Cid and his two assistants departed for Azys Lla once more. &lt;br /&gt;
&lt;br /&gt;
As they approached the floating isle, Estinien brought forth the Eye and channeled its boundless energies to fuel the newly installed aetheric ram, which made short work of the Allagan barrier. However, the party would have no time to celebrate, as moments later the Enterprise Excelsior found itself within the shadow of a gargantuan vessel. Successor to the Agrius, the imperial flagship lost at Silvertear Falls fifteen years ago, the Gration was the newest addition to the imperial fleet and the pride of the VIth Legion. The imperial battleship had lain hidden within the cloud bank, waiting for the Scions to defeat the Allagan defenses-and now the path was clear. &lt;br /&gt;
&lt;br /&gt;
The Gration opened fire on the Enterprise Excelsior, and the smaller vessel struggled in vain to evade the explosions which bloomed throughout the sky. Hopelessly outmatched, they braced themselves for the inevitable, when from the west appeared Hraesvelgr, and upon the wyrm&#039;s back, Ysayle.&lt;br /&gt;
&lt;br /&gt;
Wracked with guilt for the countless lives lost to her crusade and seeking to atone for the sins committed in Saint Shiva&#039;s name, the young maiden had yearned to come to Azys Lla that she might fight alongside the Warrior of Light once more. She beseeched Hraesvelgr that he might bear her to the adventurer&#039;s side, and even in his melancholy, the wyrm could not deny her. Ysayle leaped from Hraesvelgr&#039;s back and plunged headlong towards the Gration, clutching tightly to her breast a Crystal of Light once bequeathed to her by Hydaelyn long ago. Transforming into Shiva, she turned to face the enemy battleship, and engaged it single-handed so that the Warrior of Light, in whom she placed her hopes and dreams for the future, could live. She froze the battleship&#039;s missiles and cast them back, ripping holes in its reinforced hull. She encased herself in a great glacier of ice and rammed the vessel with all her might, bringing it to a grinding halt. Yet the Gration, the largest airship ever built, withstood her desperate assault. &lt;br /&gt;
&lt;br /&gt;
As the Enterprise Excelsior sped safely towards Azys Lla, the Warrior of Light and his companions could only watch helplessly as the Gration took aim at an exhausted Shiva and fired, again and again. Returning to her original form, Ysayle fell...but with a smile on her lips for those she had saved.&lt;br /&gt;
&lt;br /&gt;
===Fetters of Lament===&lt;br /&gt;
By Ysayle&#039;s sacrifice had the Scions and their companions at last set foot on Azys Lla. Determined that her death should not be for naught, they set forth to explore the area, and with the aid of ancient Allagan technology they determined that the archbishop was likely inside the Aetherochemical Research Facility, at the heart of the floating isle. To reach him, however, they would first need contend with the imperial troops from the Gration, which had also made landfall on the isle.&lt;br /&gt;
&lt;br /&gt;
While Alphinaud, Y&#039;shtola, and Estinien kept the forces of the VIth Legion occupied, the Warrior of Light proceeded towards the Aetherochemical Research Facility alone. Along the way he encountered Tiamat of the first brood, who had consigned herself to an eternal punishment within her Allagan prison for consorting with the Darkness five thousand years before. She explained that during a great war between the Allagans and the dragons of Meracydia, Bahamut, her brood-brother and mate, had been slain. In her grief, she heeded the counsel of the Ascians, and with their dark arts she summoned forth Bahamut from the aether-only to discover that the primal was but a cruel mockery of her beloved. &lt;br /&gt;
&lt;br /&gt;
As the Warrior of Light reflected on this cautionary tale and once more resolved to oppose the Ascians, the last remnants of the wall Midgardsormr had built around his soul shattered, and the blessing of Light once more abided within Hydaelyn&#039;s chosen. &lt;br /&gt;
&lt;br /&gt;
Having borne witness to this triumph of will, the Father of Dragons was at last convinced that the Warrior of Light was worthy of Hydaelyn&#039;s favor. Before the adventurer&#039;s eyes the avatar of the great wyrm shifted and grew, until at last it was large enough to bear him on its back to the Aetherochemical Research Facility. There the Warrior of Light fought and defeated Regula van Hydrus once more, and delved deeper into the heart of the floating isle and towards his quarry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===King Thordan and His Knights Twelve===&lt;br /&gt;
While fighting his way through the Aetherochemical Research Facility, the Warrior of Light found himself face-to-face with two Ascians: Lahabrea, who had gifted Gaius van Baelsar the Heart of Sabik and brought Eorzea to the brink of destruction once before, and Igeyorhm, who had stolen the key to Azys Lla and placed it in the hands of the archbishop. In a bid to eliminate the adventurer, the Ascians attacked as one, but with Hydaelyn&#039;s blessing restored, they were no match for him. &lt;br /&gt;
&lt;br /&gt;
Realizing the battle was lost, Igeyorhm attempted to flee, but before she could make good her escape, the Warrior of Light entrapped her within a piece of white auracite-a final legacy of Moenbryda&#039;s work, presented to him by Urianger as a parting gift before they first set forth for Azys Lla. The adventurer then destroyed the Ascian with a blade of Light forged from the remaining aether within Nidhogg&#039;s Eye, forever ridding the world of a terrible menace.&lt;br /&gt;
&lt;br /&gt;
In spite of seeing his comrade fall, Lahabrea could not help but smile. The Warrior of Light had exhausted the Eye&#039;s aether and had not the means to strike him down. Yet the Ascian, who had for an eternity rugged at the reins of history from the shadows, had underestimated man for the last time. &lt;br /&gt;
&lt;br /&gt;
The archbishop and his knights arrived, bearing the body of Haldrath and the Eye&#039;s long-lost twin. Having summoned the soul of the legendary King Thordan into himself, the archbishop conjured a divine blade using the power of the second Eye, and summarily executed Lahabrea. Like all souls, the Ascian&#039;s was comprised of aether, upon which primals feast. So it was that Lahabrea&#039;s soul was shattered and consumed, until naught remained of his essence.&lt;br /&gt;
&lt;br /&gt;
Judgment passed, the self-proclaimed god-king duly turned to leave, but not before issuing the Warrior of Light a challenge. Should he reject the archbishop&#039;s vision for a peaceful and prosperous Ishgard, he would need to strike him and his knights down. How the Warrior of Light managed to overcome such impossible odds that day, none can say. History only states that in the end, he prevailed, and was the first man in Ishgardian history to arrive in the city upon dragonback. &lt;br /&gt;
&lt;br /&gt;
In the days that followed, Ser Aymeric temporarily assumed the duties of archbishop and began to guide his people towards a lasting peace. However, he and the others were yet haunted by the tragedy that had befallen Estinien in Azys Lla. After Thordan&#039;s defeat, the dragoon collected the Eye and its twin, and in that instant fell prey to Nidhogg&#039;s lingering influence, and was claimed as a vessel for his rage. Transformed into the great wyrm, he took wing and vanished. Alas, so long as Nidhogg&#039;s vengeful shadow remained, the Dragonsong War would never truly end.&lt;br /&gt;
&amp;lt;ref&amp;gt;Encyclopaedia Eorzea: Volume I, page 66-73&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642555</id>
		<title>Patch 3.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642555"/>
		<updated>2023-08-18T07:57:49Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* A Knight&amp;#039;s Calling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.0&lt;br /&gt;
| name = Heavensward&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-0.jpg&lt;br /&gt;
| expansion = [[Heavensward]]&lt;br /&gt;
| releasedate = 23 Jun 2015&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/heavensward/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/464263b3ce6026cdf98a49bf8f98c204c6199e5a 3.0], [https://na.finalfantasyxiv.com/lodestone/topics/detail/8d6ead756d63c285557418873e6e275711ca88e8 3.01], [https://na.finalfantasyxiv.com/lodestone/topics/detail/44dbad853713a8b307cc4745b8d28688cb23af11 3.05], [https://na.finalfantasyxiv.com/lodestone/topics/detail/698c850782604a0ce8d7a7a4bb7aff5b99d9fb32 3.07]&lt;br /&gt;
| prevpatch = 2.5&lt;br /&gt;
| nextpatch = 3.1&lt;br /&gt;
}}&lt;br /&gt;
[[File:Heavensward (patch art).jpg|right|300px|Concept Art]]&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Patch 3.0 is the initial release of the Heavensward expansion.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: Heavensward (Level 50-60, [[Heavensward Main Scenario Quests|94 quests]])&lt;br /&gt;
* New [[Locations]]: [[Ishgard]] ([[Major City]]), [[Idyllshire]] ([[Minor City]]), [[Coerthas Western Highlands]], [[Sea of Clouds]], [[The Dravanian Forelands]], [[The Churning Mists]], [[The Dravanian Hinterlands]], [[Azys Lla]]&lt;br /&gt;
* New Race: [[Au Ra]]&lt;br /&gt;
* New Jobs: {{DRK}}[[Dark Knight]], {{AST}}[[Astrologian]], {{MCH}}[[Machinist]]&lt;br /&gt;
* {{questlink|dungeon|Dungeons}}: [[The Dusk Vigil]], [[Sohm Al]], [[The Aery]], [[The Vault]], [[The Great Gubal Library]], [[The Aetherochemical Research Facility]], [[Neverreap]], [[The Fractal Continuum]]&lt;br /&gt;
* {{questlink|trial|Trials}}: [[Thok ast Thok (Hard)]], [[Thok ast Thok (Extreme)]], [[The Limitless Blue (Hard)]], [[The Limitless Blue (Extreme)]], [[The Singularity Reactor]]&lt;br /&gt;
* {{questlink|raid|Raid}} Series: [[Alexander: Gordias]] (3.01), [[Alexander: Gordias (Savage)]] (3.05) the first part of the [[Alexander]] story and raid series&lt;br /&gt;
* [[PvP]] mode: {{questlink|pvp|Seal Rock (Seize)}} (3.05)&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* macOS support added&lt;br /&gt;
* Level cap increased to 60 for all classes and jobs&lt;br /&gt;
* [[Temple Leves]] added&lt;br /&gt;
* [[Collectables]]{{collectable}} system added&lt;br /&gt;
* [[Favors]] system added (3.05)&lt;br /&gt;
* [[Specialist System]] added&lt;br /&gt;
* [[Free Company Crafting]] added&lt;br /&gt;
** [[Free Company Airships|Exploratory Voyages]] added, send [[Free Company Airships]] to explore the unknown&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* New Allagan Tomestone currency: {{tomestone|Law}}[[Allagan Tomestone of Law|Allagan Tomestones of Law]] and {{tomestone|Esoterics}}[[Allagan Tomestone of Esoterics|Allagan Tomestones of Esoterics]]&lt;br /&gt;
** {{tomestone|Soldiery}}[[Allagan Tomestone of Soldiery|Allagan Tomestones of Soldiery]] are now deprecated and can be exchanged for {{tomestone|Poetics}}[[Allagan Tomestone of Poetics|Allagan Tomestones of Poetics]] for a limited time.  Activites that previously rewarded Soldiery, and rewards purchased for Soldiery, now use Poetics.&lt;br /&gt;
** {{tomestone|Mythology}}[[Allagan Tomestone of Mythology|Allagan Tomestones of Mythology]] have been removed.&lt;br /&gt;
* New Scrip currency: {{scrip|blue crafter}} [[Blue Crafters&#039; Scrip]] and {{scrip|blue gatherer}} [[Blue Gatherers&#039; Scrip]] (3.0) and {{scrip|red crafter}} [[Red Crafters&#039; Scrip]] and {{scrip|red gatherer}} [[Red Gatherers&#039; Scrip]] (3.05)&lt;br /&gt;
** These new currencies will be paid to [[Disciples of the Hand]] or [[Disciples of the Land|Land]] by [[Rowena&#039;s House of Splendors]] in exchange for services rendered. They will be spent in the [[Scrip Exchange]] NPC to buy many sorts of crafting or gathering-related items and gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.0x season as a whole.&#039;&#039;&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;Coming to Ishgard&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;The Wyrm&#039;s Lair&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
So it was that the Warrior of Light, together with some few companions, would come unto Ishgard at the behest of their faithful friend Lord Haurchefant. Though they had been brought low through treachery, their names blackened with royal blood, they yet held hope in their hearts and dreams of redemption...&lt;br /&gt;
&lt;br /&gt;
===Coming to Ishgard===&lt;br /&gt;
Upon emerging from the Sil&#039;dihn ruins through which he had made his escape from Ul&#039;dah, the Warrior of Light was met by none other than Alphinaud Leveilleur. The Scion, who had been betrayed and imprisoned by his own Crystal Braves, had been freed by Pipin Tarupin, Vice Marshal of the Immortal Flames and adopted son of General Raubahn. With the aid of Pipin and a humble peddler, the Warrior of Light and Alphinaud sought out Cid Garlond, who delivered them out of Thanalan and into Coerthas with all haste. Beyond the reach of the Crystal Braves and the Brass Blades at last, the pair sought refuge in Camp Dragonhead, where they were reunited with Tataru Taru and enjoyed a brief respite to consider their next course of action.&lt;br /&gt;
&lt;br /&gt;
After some discussion, the Scions resolved to seek sanctuary in Ishgard with the backing of Lord Haurchefant and his familial connections. They enjoyed the hospitality of Camp Dragonhead until finally being granted admission to the city proper as wards of House Fortemps. And so, together with Alphinaud and Tataru, the Warrior of Light passed through gates long closed to outsiders and arrived in Foundation. There they were greeted by a humble manservant, who then guided them to Fortemps Manor, where they would attempt to begin anew.&lt;br /&gt;
&lt;br /&gt;
Count Edmont de Fortemps, patriarch of House Fortemps, had taken a tremendous risk in granting the Scions his protection, and so Alphinaud soon realized that only by publicly serving Ishgard could the Scions hope to silence his opponents’ objections. However, Alphinaud also believed that this arrangement could benefit the Scions in unexpected ways, such as inviting contact with people outside Ishgard who might feasibly know something of their missing comrades’ whereabouts.&lt;br /&gt;
&lt;br /&gt;
While he and Tataru focused their efforts on that task, the Warrior of Light aided the count’s two trueborn sons, lords Artoirel and Emmanellain, with their activities in Falcon’s Nest and at Camp Cloudtop respectively. In western Coerthas, the adventurer uncovered a hidden heretic sanctuary, and in the process was briefly reunited with the Lady Iceheart. To his surprise, the once-defiant heretic leader expressed regret for the atrocities committed by the Dravanians in the second assault upon Ishgard, which had taken place during the banquet in Ul&#039;dah. In the Sea of Clouds, he encountered the Vanu Vanu, a race of bird-like beings, and discovered that like so many other beast tribes, they had called upon a primal for salvation—in this instance, Bismarck, the Lord of the Mists.&lt;br /&gt;
&lt;br /&gt;
However, the Warrior of Light’s actions did not serve to endear the Scions to all the inhabitants of Ishgard. In what Lord Edmont surmised was nothing more than a political ploy to defame House Fortemps, Alphinaud and Tataru were arrested by Ser Grinnaux, a knight of the Heavens’ Ward, on the charge of fomenting heresy.&lt;br /&gt;
&lt;br /&gt;
These twelve chosen sers answered to none save the archbishop himself, and their testimony was unimpeachable. As such, under Ishgardian law, only the Fury could disprove Ser Grinnaux’s claims by granting victory in a trial by combat between the accuser and the accused. Owing to his magical talents, Alphinaud was capable of fighting, but as Tataru was not, the Warrior of Light was allowed to fight in her place as champion. And so, under the watchful gaze of the Fury, and the assembled gentry of Ishgard, the two Scions fought and defeated Ser Grinnaux and Ser Paulecrain, thereby earning Alphinaud and Tataru their freedom.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his highborn peers, Count Edmont de Fortemps was willing if not eager to work closely with the Warrior of Light and other foreigners. The personal memoirs he wrote chronicling the events surrounding the end of the Dragonsong War would be treasured by later generations for their historical value.&lt;br /&gt;
&lt;br /&gt;
===Keeping the Flame Alive===&lt;br /&gt;
Shortly after the trial by combat was concluded, the Warrior of Light received an invitation to a personal audience with His Eminence Archbishop Thordan VII. The archbishop warmly welcomed the adventurer, apologizing for the misunderstanding which led to Alphinaud and Tataru’s incarceration. Having taken the highly unusual step of dismissing his personal guard, he then revealed that he had communicated with the Ascians, going on to explain that he was paying lip service to their wishes while plotting to move against them. He bade the Warrior of Light assist him in this endeavor, stating that only by wresting Eorzea from shadowless villains’ grasp could a lasting peace ever be forged.&lt;br /&gt;
&lt;br /&gt;
Yet this would not be the only troubling revelation that day, for upon returning to Fortemps Manor, Tataru Taru reported that Raubahn Aldynn was to be executed for crimes against the sultanate. Determined not to lose yet another ally, the Scions resolved to do everything in their power to rescue the deposed Flame General. They traveled to Limsa Lominsa and met with Admiral Merlwyb, who had remained a stout ally and had been working closely with Doman shinobi to ascertain Raubahn’s whereabouts. She directed them to her contact in Revenant’s Toll,  who had learned that Raubahn had been taken to Halatali in Thanalan. Together with the Domans, the Scions then rescued Raubahn from the clutches of the traitorous Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
Outside Halatali, Raubahn and the Scions were approached by a messenger, who claimed that his mistress was sympathetic to their cause and bade them return to the Waking Sands in Vesper Bay. Intrigued, they accepted this invitation, and upon arriving at the Scions’ former headquarters, they were greeted by a number of familiar faces—Urianger, Pipin, and Papashan.&lt;br /&gt;
&lt;br /&gt;
Soon after, it was revealed that the messenger’s mistress was Dewlala, head of the Order of Nald’thal and member of the Syndicate. To Raubahn’s immense relief, she confirmed a suspicion Alphinaud had long harbored: that Nanamo Ul Namo had not been murdered and was in fact still alive, and was likely confined somewhere in a state of induced slumber. Raubahn resolved to free her from her captivity, and thereafter see that Lord Lolorito and all others involved were made to answer for their part in the betrayal.&lt;br /&gt;
&lt;br /&gt;
===In Search of Lady Icehart===&lt;br /&gt;
Regrettably, the Scions had precious little time to enjoy their reunion with General Raubahn. Nidhogg’s forces, twice before beaten back, were preparing to resume their siege of the Holy See. Upon returning to the city, the Warrior of Light and his comrades were faced with a choice: to remain in a besieged Ishgard, or seek sanctuary elsewhere. But though Lord Edmont would have them seek shelter from this storm, the time for running had passed. Together, they would stand and fight.&lt;br /&gt;
Yet even should the knights succeed in turning back the Horde, the casualties would be catastrophic. Recognizing this, Alphinaud proposed that he and the Warrior of Light seek out Lady Iceheart, who had expressed contrition for her crimes, and persuade her to act as their intermediary in an attempt to convince Nidhogg to abandon his bloody course. They would be aided in this diplomatic mission by an unexpected ally: the Azure Dragoon, Estinien, who wished to be present in the event negotiations failed and there was no recourse but to slay the beast outright. Thus did the three journey to western Coerthas, seeking to learn what they could of the heretics and their elusive leader, before eventually managing to summon her to a peaceful parley, where she related the history of treachery that fueled Nidhogg’s wrath and the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
Twelve hundred years ago, an Elezen tribe first sought to claim the lands of Coerthas as their home—lands which were already home to dragonkind. Thus did a bloody war begin, a war that may have never ended were it not for a woman named Shiva. While those around her fought and died, she attempted to parley with the dragons, and in so doing discovered them to be possessed of profound intelligence and reason. The great wyrm Hraesvelgr in particular so enchanted Shiva that she found herself growing to love the creature, whom her people considered a monster.&lt;br /&gt;
&lt;br /&gt;
In the eyes of a near-immortal dragon, however, the fleeting life of an Elezen is as that of a freshly cut rose—scarce has the flower bloomed before it begins to fade and wither. Such melancholy musings plagued Hraesvelgr, who had found in Shiva an unexpected and beloved soulmate. Unable to bear the thought of their separation, the maid bid the wyrm consume her, that their spirits might be entwined for eternity. Though loath to perform the deed, Hraesvelgr ultimately gave in to her plea, and soon thereafter, the tale of their ill-fated love spread throughout the two warring factions. No more could they raise blade or claw against one another, knowing that the souls of their kin were so inextricably bound. In the days that followed, man and dragon learned to live in harmony, and together built a nation unlike any the world had ever known.&lt;br /&gt;
&lt;br /&gt;
For two hundred years did this blissful age of peace continue, as it would to this day, had vilest envy not stirred in the hearts of the Elezen. It was said that wyrms owe their longevity to the boundless reserves of vitality found within their eyes—and ’twas in this belief that a traitorous band of knights deceived their allies of some two centuries, and took by force that which they coveted.&lt;br /&gt;
&lt;br /&gt;
Nidhogg—he who then stood poised to unleash his wyrmlings upon Ishgard—was the great dragon who lost an eye to Elezen treachery, and until he prised it from the hands of the traitors’ progeny, no amount of conciliatory words would stay his fury.&lt;br /&gt;
&lt;br /&gt;
So spoke the Lady Iceheart, who had learned the truth when walking in the memories of Hraesvelgr himself years ago, for like the Warrior of Light, she too possessed the Echo. Nevertheless, Estinien was quick to question the veracity of her account, and reiterated his belief that Nidhogg was lost to reason, prompting Alphinaud to propose that they instead seek out Hraesvelgr, who had once before endeavored to end the violence between dragon and man. Iceheart agreed to guide them to him, and so the four set forth for his home in Dravania.&lt;br /&gt;
&lt;br /&gt;
===The Lord of the Hive===&lt;br /&gt;
At the behest of the Lady Iceheart—or Ysayle, as she requested they address her henceforth—the party stopped at the village of Tailfeather within the Chocobo Forest to rest and make inquiries before pushing on towards Sohm AL. The village’s leader, Marcechamp, told them of the beast tribe known as the Gnath, and of their recent acts of unprovoked hostility. According to the hunter, no one in the region—not even the mighty Dravanians—had been spared the insect-like people’s aggression. Vidofnir, the leader of the dragons who call the ancient ruins of Anyx Trine home, later confirmed this account, declaring that she could not leave her post unguarded for fear of the Gnath’s god. Suddenly, the beastmen’s aggression began to make sense—they had been acting under the influence of a primal.&lt;br /&gt;
&lt;br /&gt;
Alphinaud understood that so long as the primal was permitted to remain, the way to Sohm Al would remain closed, and so the Scion proposed that they deal with the threat to the Dravanians’ territory in exchange for safe passage. The bargain was struck, and the party retraced their steps, returning to Tailfeather before then seeking the counsel of the Wath, a group of outcasts who lived apart from the main colony of Loth ast Gnath. The Nonmind, as they called themselves, had been severed from the Onemind and thus were not party to their thoughts, nor were they loyal to their warlike god, Ravana. Ultimately, they could provide the party with little in the way of useful information as to how the primal might be engaged, save for an offhand suggestion that they offer themselves as sacrifices. &lt;br /&gt;
Ysayle and the Warrior of Light decided to heed the Vath’s advice and surrendered themselves to the Gnath after dispatching no small number of their drones. The plan worked, and soon the pair found themselves dragged before Lord Ravana, Master of the Sacred Blades and Wrath of the Colony.&lt;br /&gt;
&lt;br /&gt;
Seizing the opportunity, Ysayle boldly challenged him to a contest of might. Should the pair prevail, the Gnath would cease hostilities with the Dravanians; but should Ravana emerge the victor, they would join his army as eternal thralls. Having goaded the primal into accepting her terms, Ysayle drew upon the energy of the Gnath&#039;s hoarded crystals to transform herself into Saint Shiva. Even with Shiva&#039;s great strength, however, the heretic leader was no match for Ravana&#039;s flashing blades, leaving the Warrior of Light to take to the field alone.&lt;br /&gt;
&lt;br /&gt;
After a long and furious battle, Lord Ravana at last laid down his weapons, defeated. He duly proclaimed the Warrior of Light the victor by sacred rite of combat, and vowed to call his followers back from the dragons&#039; domain.&lt;br /&gt;
&lt;br /&gt;
===Mountaintop Diplomacy===&lt;br /&gt;
True to her word, Vidofnir opened the way to Sohm Al, and at the end of the perilous mountain path the Warrior of Light and his companions came to a domain where dragons and men had once lived in harmony, whose majesty no mortal eye had glimpsed for nigh on a thousand years. Yet in a strange twist of fate, they would first encounter none other than a moogle, who fled upon spotting the unexpected travelers. Thanks to the diplomacy of Kan-E-Senna-and the sight of her companion Kuplo Kopp&#039;s familiar form-the moogles of the Churning Mists were at last persuaded to reveal themselves. Despite Kuplo Kopp&#039;s reassurances, however, the moogles&#039; chieftain, Moglin, was not convinced that the Warrior of Light would act in his people&#039;s best interests. It was decreed that the party would undergo a number of trials that Moglin might judge them worthy of his assistance. In truth, however, they were nothing more than a convenient distraction-a means to keep the Warrior of Light and his companions occupied while the moogles secretly repaired the horn required to summon Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
With the horn in their possession, the party departed for Zenith, and there atop the ruins of the ancient palace beckoned the great wyrm to parley. To their great relief, he answered the horn&#039;s call at once, but their hopes were soon dashed by the harsh words-and the grim truth-he rendered unto them that day.&lt;br /&gt;
&lt;br /&gt;
===Heart of Ice===&lt;br /&gt;
Hraesvelgr was displeased to find that his sanctuary had been invaded by the children of man, and he only grew further incensed when Ysayle proclaimed herself to be Shiva reborn. The wyrm angrily decreed that the spirit she had summoned belonged not to Shiva, but was a shade conjured by her own fancy-a deity of her own making, crafted with the knowledge she had gleaned from her visions years ago.&lt;br /&gt;
&lt;br /&gt;
Shaken but undeterred, Alphinaud implored Hraesvelgr to join his voice to theirs in a call for peace and forgiveness. But, in response, the wyrm recounted the tale of his brood-sister Ratatoskr&#039;s murder and the treachery of King Thordan.&lt;br /&gt;
&lt;br /&gt;
In the two centuries of harmony that followed Saint Shiva&#039;s sacrifice, the Elezen learned that the eyes of a great wyrm were the wellspring of his strength. Out of the selfish desire to possess that strength, King Thordan and his leal knights lured Ratatoskr into an ambush, and took from her that which they craved. They feasted upon her eyes in the manner of wild beasts, and in so doing gained strength beyond that of mortal men.&lt;br /&gt;
&lt;br /&gt;
Nidhogg was the first to learn of the atrocity, and he took to the skies, hungry for vengeance. But though he slew Thordan and some few of his knights, their fellow butchers knew only too well where to aim their spears, and with now-practiced savagery, they claimed his eyes and sent him flailing from the field. &lt;br /&gt;
When pressed for evidence of his claims, Hraesvelgr observed that all the traitors&#039; progeny bore a trace of Ratatoskr&#039;s essence, and but a single sip of dragon&#039;s blood was enough to awaken it. Those who abandoned their loyalties would be rewarded with a drink, and thus be transformed, to join the ranks of Nidhogg&#039;s ever-growing army as newborn dragons. One by one, through death or defection, his brood-brother would account for all of the betrayers&#039; children.&lt;br /&gt;
&lt;br /&gt;
Though Hraesvelgr had revealed much that was hidden about Ishgard&#039;s bloody history, it did naught to change the fact that the Warrior of Light and his companion&#039;s mission had ended in failure. With their hopes for peace shattered, it was time to consider more desperate measures.&lt;br /&gt;
&lt;br /&gt;
===New Winds, Old Friends===&lt;br /&gt;
If Ishgard was to be spared, then Nidhogg must be slain. Such was the opinion of Estinen following the failed negotiations at Zenith. Though she could not condone their actions, Ysayle had not the strength of will to oppose them, and so the party left her and her shattered faith behind, continuing eastwards towards the Aery, the home of the dread wyrm.&lt;br /&gt;
&lt;br /&gt;
However, having sensed the death of his consort, a wary Nidhogg had surrounded his lair with a barrier of impenetrable winds. Gazing upon the scene, Alphinaud was reminded of how a similar barrier once barred their entrance to the primal Garuda&#039;s domain, until they had discovered means to penetrate it with the aid of the engineer Cid nan Garlond. Leaving Estinien to stand watch over the Aery for a time, the Warrior of Light and Alphinaud returned to Ishgard, where they found Cid-and perhaps more importantly his two employees Biggs and Wedge, who had been hard at work at the Skysteel Manufactory developing a diminutive airship known as a &amp;quot;manacutter,&amp;quot; which seemed an ideal means for surmounting the Aery&#039;s defenses. As they set about explaining the craft&#039;s various advantages and disadvantages, however, the door burst open to admit a panting Tataru, who had news of the sultana. Noting the urgency of the situation, Cid bade the Warrior of Light and Alphinaud concentrate on matters in Ul&#039;dah while he and his engineers continued work on the manacutter.&lt;br /&gt;
&lt;br /&gt;
===Awakening in Ul&#039;dah===&lt;br /&gt;
The Warrior of Light and Alphinaud returned to the Waking Sands and there met with Raubahn, who despite his injury had regained considerable strength. He and his allies had concluded that the sultana was most likely being kept in a poison-induced sleep somewhere within the palace. However, before any attempt would be made to rescue her, they deemed it prudent to track down her poisoner: Meriel, the sultana’s former lady-in-waiting.&lt;br /&gt;
Taking care not to alert the Monetarists or their agents, the group converged upon the Silver Bazaar, where they confronted the former lady-in-waiting. But before Raubahn could wring the truth from the trembling Meriel, Prioress Dewlala appeared, accompanied by Lord Lolorito, who proceeded to reveal the details of the assassination plot.&lt;br /&gt;
&lt;br /&gt;
All of his actions, he claimed, were intended to expose and eliminate Teledji Adeledji, and to ensure the stability of Ul&#039;dah. Captain Ilberd had been complicit in the scheme from the beginning, his services having been secured with a promise to support Ala Mhigan independence once Lolorito&#039;s authority had been solidified.&lt;br /&gt;
&lt;br /&gt;
However, Ilberd had grown to despise his fellow countryman Raubahn, calling him a traitor to their people and a disgrace to their homeland. His hatred had driven him to order the deposed Flame General&#039;s execution against Lolorito&#039;s wishes, forcing the merchant to sever all ties with his agent and withdraw his support of the Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
As proof of his good intentions and a gesture of conciliation, Lolorito presented Raubahn with the means to rouse the sultana from her deathlike state. Although he cared not for the merchant&#039;s motives, Raubahn recognized that Lolorito had saved the sultana&#039;s life, and for that he was willing to forego his vengeance. So it was that Nanamo Ul Namo was at last awoken from her slumber, and Raubahn Aldynn was reinstated as general of the Immortal Flames.&lt;br /&gt;
&lt;br /&gt;
===Into the Aery===&lt;br /&gt;
With matters in UL&#039;dah  resolved, the Warrior of Light returned to the Skysteel Manufactory in Ishgard. There, he met with Cid Garlond once more, who was pleased to announce that the manacutters were undergoing final adjustments, and would soon be ready to fly.&lt;br /&gt;
&lt;br /&gt;
Together with Estinen, who had recently returned to the capital, the Warrior of Light then met with Ser Aymeric and apprised him of recent developments, as well as their plan to assault the Aery and slay Nidhogg once and for all. The lord commander did not hesitate to pledge his blade to this cause, but Estinien was steadfast in his refusal, for should they fail, it would be Ser Aymeric&#039;s duty to command the city&#039;s defenses against the Horde. Alphinaud, too, wished to participate in the great endeavor, but he was denied by Estinien as well, who acknowledged his promise but believed that his skills would not suffice. So it was that the Warrior of Light and the Azure Dragoon set forth to engage the dread wyrm Nidhogg in a battle that would forever change the course of history.&lt;br /&gt;
&lt;br /&gt;
As one of the First Brood, Nidhogg was more than a match for any mortal being. Yet Estinien was possessed of a secret weapon: the Eye of Nidhogg, safeguarded by the Holy See for centuries. An ancient relic and a wellspring of power, passed down from Azure Dragoon to Azure Dragoon through the ages. With the Eye, Estinien could not only drawn upon the wyrm&#039;s strength, but suppress it as well.&lt;br /&gt;
&lt;br /&gt;
Aided by the Azure Dragoon, the Warrior of Light finally succeeded in bringing the mighty creature down. Estinien then took to the air and delivered the coup de grâce, gouging out Nidhogg&#039;s remaining eye with his legendary spear Gae Bolg and sending the lifeless wyrm tumbling into the clouds below.&lt;br /&gt;
&lt;br /&gt;
===The Dragonsong&#039;s Beginnings===&lt;br /&gt;
Nidhogg, that incarnation of rage who had tormented the people of Ishgard for nigh on a thousand years, was dead, his remaining eye a trophy for the Azure Dragoon. As he looked on his triumphant ally, the Warrior of Light was treated to another vision of the past through the power of the Echo.&lt;br /&gt;
&lt;br /&gt;
He bore witness to the aftermath of another battle with Nidhogg long ago, in which Haldrath, the son of the fallen King Thordan I, and his surviving knights claimed the dread wyrm&#039;s two eyes. But unlike his father, Haldrath lamented the dark deeds which were done that day, and so he foreswore the throne and embarked upon a journey to repent for his sins.&lt;br /&gt;
&lt;br /&gt;
Others followed his example, renouncing Thordan&#039;s legacy, and when all was said and done, four knights remained. Four knights who would found the four great houses of Ishgard-Fortemps, Haillenarte, Durendaire, and Dzemael. Together they would shape their nation with a history of their own making and consign the bitter truth of their betrayal to oblivion.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light shared this revelation with his companion, who though greatly troubled had no choice but to accept it as immutable truth. Yet from these answers rose another question: for if Haldrath had taken with him one of Nidhogg&#039;s two eyes and entrusted the second to the founders of Ishgard, then whence came this third eye which Estinien had claimed but moments ago?&lt;br /&gt;
&lt;br /&gt;
In search of answers, the pair returned to Zenith, where Ysayle yet lingered, unable to come to terms with the magnitude of her self-deception. They summoned Hraesvelgr once more, who reclaimed the third eye as his own. Once more, by the power of the Echo, the Warrior of Light was made to know the truth-the beginning of a thousand-year torment. Bereft of his eyes and howling with rage for the murdered Ratatoskr, Nidhogg decried Hraesvelgr for placing his faith in man for the love of Shiva. He beseeched his brood-brother for the strength to punish the murderers and every child of their line, and with it began the terrible vengeance which consumed him until his dying breath.&lt;br /&gt;
&lt;br /&gt;
Hraesvelgr confirmed what the Warrior of Light had seen-that he had helped condemn the people of Ishgard to an eternity of suffering. Though the truth of the Dragonsong War&#039;s beginnings had at last been laid bare, the adventurer and his companions found no solace in the knowledge.&lt;br /&gt;
&lt;br /&gt;
===Unrest in Ishgard===&lt;br /&gt;
Alas, Nidhogg&#039;s death did not mark the end of Ishgard&#039;s troubles. As the party reflected upon the many truths they had learned, Ser Aymeric contacted Estinien via linkpearl to inform them that heretics had infiltrated the capital and begun an uprising within its walls. Joined by Ysayle, who had no knowledge of her people&#039;s plans, the party returned to Ishgard and sought to bring a peaceful end to the senseless destruction. Chaos reigned in the streets as fires raged and the heretics cried for blood, but heedless of the danger the Warrior of Light and his companions pushed on, until they met with the vanguard of the advancing mob. Ysayle stood before them and delivered an impassioned speech, declaring Nidhogg and his quest for vengeance to be dead and imploring her people to go in peace. Though they heeded her words and thereafter quit the city, tensions remained high in the wake of their assault. &lt;br /&gt;
&lt;br /&gt;
At Fortemps Manor, the Warrior of Light and his companions revealed to their Ishgardian allies the sordid origins of the Dragonsong War. Unsurprisingly, all were troubled by the revelation that the Ishgardian faith was built upon a lie. Moreover, as the structure of Ishgardian society presupposed a stark difference between the origins of the lowborn and highborn, the fact that all Ishgardians could trace their ancestry to the surviving knights twelve threatened to undermine the foundations of their class structure. &lt;br /&gt;
&lt;br /&gt;
Overcome with emotion, Ser Aymeric declared that these lies could not be suffered to continue, for Ysayle would share the truth with her followers, and the Holy See would be powerless to stop its spread. No longer ruled by a common fear of the dragons, the lowborn and highborn&lt;br /&gt;
would be free to turn on one another. The disenfranchised would rise up, united, and blood would flow in the streets once more.&lt;br /&gt;
&lt;br /&gt;
Ser Aymeric fervently believed that Ishgard could only be saved by revealing the truth and striving for fundamental change. To that end, he left to confront the archbishop alone-despite the others&#039; warnings that he was certain to be branded a heretic for his trouble.&lt;br /&gt;
&lt;br /&gt;
Though all present were doubtful as to the wisdom of Ser Aymeric&#039;s plan, Lucia was determined to support her commander. However, she also professed that should he fail to return from the Holy Vault, she would not hesitate to marshal forces to set him free. The Warrior of Light, Alphinaud, Estinien, and Lord Haurchefant all agreed that should the worst come to the worst, they too would join in his rescue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A Knight&#039;s Calling===&lt;br /&gt;
Having seen the determination writ upon the faces of those around him, Lord Edmont pledged the support of House Fortemps to Lucia&#039;s plans. Alas, even with an army of knights at their disposal, a direct assault on the Vault would be fruitless. However, there was one other faction whose aid would prove invaluable to their cause: a group of lowborn revolutionaries headquartered in the Brume that would doubtless be eager to see the established order overturned. &lt;br /&gt;
&lt;br /&gt;
Alphinaud and the Warrior of Light made their way to the lowest levels of Foundation and asked after the revolutionaries and their elusive leader, the Mongrel. Though the locals were not wont to speak freely of the group, the party&#039;s efforts eventually bore fruit, and they were granted an opportunity to plead their case at a private meeting in the Forgotten Knight. &lt;br /&gt;
&lt;br /&gt;
As Alphinaud attempted to win the revolutionaries&#039; cooperation-seemingly in vain-Ser Charibert, a knight of the Heavens&#039; Ward, strode into the tavern, accusing all present of plotting insurrection. With no recourse left to them, the Warrior of Light and the others stepped outside to confront the knight and his men, and soon Saint Valeroyant&#039;s Forum was transformed into a bloody battlefield. &lt;br /&gt;
&lt;br /&gt;
Joined by Lord Haurchefant and Lucia, the Warrior of Light and his comrades managed to overwhelm Ser Charibert, who withdrew. However, the joy of victory soon faded when they learned that Ser Aymeric had been imprisoned, and the Heavens&#039; Ward placed in command of the Temple Knights. Clearly, they could wait no longer to act. Lucia&#039;s plan to rescue Ser Aymeric hinged upon luring the bulk of Ishgard&#039;s defenders out of the city. Correctly deducing that the revolutionaries had recruited knights in service to the High Houses, she bade Hilda help by ordering these sympathizers to spread word of a heretic army massing outside the Gates of Judgement, and the revolutionaries&#039; leader agreed. At last, the assault on the Vault could proceed.&lt;br /&gt;
&lt;br /&gt;
While Lucia and Lord Haurchefant led a party into the gaol beneath the Vault to free Ser Aymeric, the Warrior of Light and his men aimed for the highest levels and attempted to capture Archbishop Thordan VII. After facing wave after wave of Temple Knights and the Heavens&#039; Ward besides, the adventurer and his allies stood at the pinnacle of the Vault, unbowed. Unable to repel their advance, Ser Zephirin ordered a full retreat, and the Warrior of Light gave chase. Rejoined by Lucia&#039;s party and a wounded Ser Aymeric, he pursued Thordan VII, finally catching up with him as he prepared to board an airship and escape.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light rushed headlong towards the vessel-but in his haste to apprehend his quarry, he failed to notice a transformed Ser Zephirin taking aim, a spear of pure light in his hand. Alert to the danger, Lord Haurchefant bellowed a warning and raised his shield in the Warrior of Light&#039;s defense, but the steel gave way, and the spear found a mark.&lt;br /&gt;
&lt;br /&gt;
The airship forgotten, the allies surrounded Lord Haurchefant, who lay upon the ground struggling to breathe. As Ser Aymeric cradled him in his arms, the fallen knight looked to the Warrior of Light with a mixture of agony and relief, and bade him favor him with a smile....before the light left his eyes forever.&lt;br /&gt;
&lt;br /&gt;
===The Key to Azy LLa===&lt;br /&gt;
The Warrior of Light and the others reflected upon the unnatural powers demonstrated by the knights of the Heavens&#039; Ward, and ultimately concluded that the knights must have used their own bodies as vessels for the souls of the legendary King Thordan and his knights twelve, much as Ysayle had for Saint Shiva. Though Ser Aymeric knew not his father&#039;s plans-or the significance of &amp;quot;Azys Lla,&amp;quot; a mysterious land of which the archbishop was heard to speak before fleeing-he declared that the archbishop and the Heavens&#039; Ward must be stopped, and implored the Scions of the Seventh Dawn to help bring his father to justice. Alphinaud answered his request by stating that if the Heavens&#039; Ward had indeed harnessed primal powers, it was the duty of the remaining Scions to oppose them. &lt;br /&gt;
&lt;br /&gt;
So began the hunt for the Soleil, the archbishop&#039;s personal airship. Once more the Warrior of Light and Alphinaud turned to Cid Garlond, who with the Enterprise delivered them to the northern reaches of the Sea of Clouds, where the Soleil had last been seen. There the party made contact with Vanu Vanu of the Zundu tribe, who revealed to them that the archbishop had come in search of the key to Azys Lla, a land of forbidden secrets. However, their quest was complicated by the fact that Bismarck, the insatiable white whale that was the primal of the Vanu Vanu, had devoured the island upon which the key was kept.&lt;br /&gt;
&lt;br /&gt;
That they might deny the archbishop his prize, Cid conceived a plan to lure out the ravenous primal by using the Enterprise to tow a small island through the Sea of Clouds. From this selfsame island the Warrior of Light then launched his offensive against Bismarck, and like so many before the Lord of Mists soon fell to his might.&lt;br /&gt;
&lt;br /&gt;
It was then that the archbishop and the Ascian Igeyorhm chose to reveal themselves. With her dark magicks the Ascian effortlessly plucked the key from the Warrior of Light&#039;s grasp, despite the fact that he had managed to regain the blessing of Light-albeit at a fraction of its former strength. The archbishop raised the key aloft, and from it shone forth a beam of light which split the heavens, revealing the way to the legendary floating isle. The Warrior of Light could only watch, powerless, as the archbishop and Igeyorhm then departed for Azys Lla.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===An Engineering Enterprise===&lt;br /&gt;
Though their efforts had ultimately served to aid the archbishop, the Scions were not about to admit defeat. Before resuming their pursuit of the Heaven&#039;s Ward, however, the Warrior of Light and Alphinaud paid a visit to Ok&#039; Zundu, to inform the Vanu Vanu that Bismarck was no longer a threat. To their shock, upon arriving in the village, they were greeted not by the chieftain but by a contingent of imperial soldiers under the command of Regula van Hydrus and escorted by Varis zos Galvus, the newly crowned Emperor of Garlemald, who like the archbishop coveted the secrets of Azys Lla. After taking measure of the two Scions, Varis ordered the execution of the beastmen. Yet before they could carry out his command, Lucia, piloting a suit of magitek armor, forced the imperials to withdraw with a barrage of cannon fire, and escorted the two Scions back to the Enterprise.&lt;br /&gt;
&lt;br /&gt;
The airship followed the path marked by the beam, and before long the Warrior of Light and his companions found themselves nearing Azys Lla. However, they soon discovered that it was surrounded by an impenetrable barrier which threatened to tear the Enterprise apart, and so they set course&lt;br /&gt;
&lt;br /&gt;
for Ishgard that they might make repairs and discuss how to breach the floating isle&#039;s defenses. &lt;br /&gt;
&lt;br /&gt;
Cid believed that it might be possible to pierce the barrier surrounding Azys Lla by mounting a ram of condensed aether on the Enterprise. There was just one problem: he had not the faintest idea how to make one. Designing such a device would require the expertise of a true authority in the field-an authority such as Moenbryda or Y&#039;shtola. Alas, Moenbryda had perished, and Y&#039;shtola was nowhere to be found-that is, until Tataru acquired a clue.&lt;br /&gt;
&lt;br /&gt;
During their search of the Sil&#039;dih Aqueducts, the Immortal Flames had discovered Y&#039;shtola&#039;s wand. After close study, Urianger determined that the Archon had invoked Flow, a forbidden teleportation magic, in order to make her escape. Traces of her passing led to the Twelveswood and suggested she remained there, her essence adrift in the Lifestream. And so the Scions turned to the Seedseers for assistance, who in turn petitioned the elementals&#039; aid in plucking Y&#039;shtola from the aether.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The First Flight of the Excelsior===&lt;br /&gt;
After being briefed on the situation regarding Azys Lla, Y&#039;shtola flatly stated that she lacked the knowledge to build an aetheric ram. However, she knew someone who could: her former master, Matoya, who had been living as a hermit on the fringes of Sharlayan, in the Dravanian hinterlands. After an unexpectedly eventful journey to the previously thought abandoned colony, the Scions met with Master Matoya, who was willing to lend her aid to their cause.&lt;br /&gt;
&lt;br /&gt;
The esteemed scholar revealed to them that long ago she had developed a device known as an aetheric converter, which could be used to draw in and concentrate aether to produce a destructive force that could conceivably breach the barrier surrounding Azys Lla. The fruits of her research were apparently compiled within a tome which then lay sealed within the Great Gubal Library, and the Scions had to overcome the dangers within in order to retrieve it. &lt;br /&gt;
&lt;br /&gt;
Armed with the knowledge to build the aetheric ram, Cid Garlond set to work with obvious relish. When finished, he rechristened his airship the Enterprise Excelsior-or simply the Excelsior, should one prefer. Alphinaud, Y&#039;shtola, Estinien, and the Warrior of Light took their places aboard the vessel, and together with Cid and his two assistants departed for Azys Lla once more. &lt;br /&gt;
&lt;br /&gt;
As they approached the floating isle, Estinien brought forth the Eye and channeled its boundless energies to fuel the newly installed aetheric ram, which made short work of the Allagan barrier. However, the party would have no time to celebrate, as moments later the Enterprise Excelsior found itself within the shadow of a gargantuan vessel. Successor to the Agrius, the imperial flagship lost at Silvertear Falls fifteen years ago, the Gration was the newest addition to the imperial fleet and the pride of the VIth Legion. The imperial battleship had lain hidden within the cloud bank, waiting for the Scions to defeat the Allagan defenses-and now the path was clear. &lt;br /&gt;
&lt;br /&gt;
The Gration opened fire on the Enterprise Excelsior, and the smaller vessel struggled in vain to evade the explosions which bloomed throughout the sky. Hopelessly outmatched, they braced themselves for the inevitable, when from the west appeared Hraesvelgr, and upon the wyrm&#039;s back, Ysayle.&lt;br /&gt;
&lt;br /&gt;
Wracked with guilt for the countless lives lost to her crusade and seeking to atone for the sins committed in Saint Shiva&#039;s name, the young maiden had yearned to come to Azys Lla that she might fight alongside the Warrior of Light once more. She beseeched Hraesvelgr that he might bear her to the adventurer&#039;s side, and even in his melancholy, the wyrm could not deny her. Ysayle leaped from Hraesvelgr&#039;s back and plunged headlong towards the Gration, clutching tightly to her breast a Crystal of Light once bequeathed to her by Hydaelyn long ago. Transforming into Shiva, she turned to face the enemy battleship, and engaged it single-handed so that the Warrior of Light, in whom she placed her hopes and dreams for the future, could live. She froze the battleship&#039;s missiles and cast them back, ripping holes in its reinforced hull. She encased herself in a great glacier of ice and rammed the vessel with all her might, bringing it to a grinding halt. Yet the Gration, the largest airship ever built, withstood her desperate assault. &lt;br /&gt;
&lt;br /&gt;
As the Enterprise Excelsior sped safely towards Azys Lla, the Warrior of Light and his companions could only watch helplessly as the Gration took aim at an exhausted Shiva and fired, again and again. Returning to her original form, Ysayle fell...but with a smile on her lips for those she had saved.&lt;br /&gt;
&lt;br /&gt;
===Fetters of Lament===&lt;br /&gt;
By Ysayle&#039;s sacrifice had the Scions and their companions at last set foot on Azys Lla. Determined that her death should not be for naught, they set forth to explore the area, and with the aid of ancient Allagan technology they determined that the archbishop was likely inside the Aetherochemical Research Facility, at the heart of the floating isle. To reach him, however, they would first need contend with the imperial troops from the Gration, which had also made landfall on the isle.&lt;br /&gt;
&lt;br /&gt;
While Alphinaud, Y&#039;shtola, and Estinien kept the forces of the VIth Legion occupied, the Warrior of Light proceeded towards the Aetherochemical Research Facility alone. Along the way he encountered Tiamat of the first brood, who had consigned herself to an eternal punishment within her Allagan prison for consorting with the Darkness five thousand years before. She explained that during a great war between the Allagans and the dragons of Meracydia, Bahamut, her brood-brother and mate, had been slain. In her grief, she heeded the counsel of the Ascians, and with their dark arts she summoned forth Bahamut from the aether-only to discover that the primal was but a cruel mockery of her beloved. &lt;br /&gt;
&lt;br /&gt;
As the Warrior of Light reflected on this cautionary tale and once more resolved to oppose the Ascians, the last remnants of the wall Midgardsormr had built around his soul shattered, and the blessing of Light once more abided within Hydaelyn&#039;s chosen. &lt;br /&gt;
&lt;br /&gt;
Having borne witness to this triumph of will, the Father of Dragons was at last convinced that the Warrior of Light was worthy of Hydaelyn&#039;s favor. Before the adventurer&#039;s eyes the avatar of the great wyrm shifted and grew, until at last it was large enough to bear him on its back to the Aetherochemical Research Facility. There the Warrior of Light fought and defeated Regula van Hydrus once more, and delved deeper into the heart of the floating isle and towards his quarry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===King Thordan and His Knights Twelve===&lt;br /&gt;
While fighting his way through the Aetherochemical Research Facility, the Warrior of Light found himself face-to-face with two Ascians: Lahabrea, who had gifted Gaius van Baelsar the Heart of Sabik and brought Eorzea to the brink of destruction once before, and Igeyorhm, who had stolen the key to Azys Lla and placed it in the hands of the archbishop. In a bid to eliminate the adventurer, the Ascians attacked as one, but with Hydaelyn&#039;s blessing restored, they were no match for him. &lt;br /&gt;
&lt;br /&gt;
Realizing the battle was lost, Igeyorhm attempted to flee, but before she could make good her escape, the Warrior of Light entrapped her within a piece of white auracite-a final legacy of Moenbryda&#039;s work, presented to him by Urianger as a parting gift before they first set forth for Azys Lla. The adventurer then destroyed the Ascian with a blade of Light forged from the remaining aether within Nidhogg&#039;s Eye, forever ridding the world of a terrible menace.&lt;br /&gt;
&lt;br /&gt;
In spite of seeing his comrade fall, Lahabrea could not help but smile. The Warrior of Light had exhausted the Eye&#039;s aether and had not the means to strike him down. Yet the Ascian, who had for an eternity rugged at the reins of history from the shadows, had underestimated man for the last time. &lt;br /&gt;
&lt;br /&gt;
The archbishop and his knights arrived, bearing the body of Haldrath and the Eye&#039;s long-lost twin. Having summoned the soul of the legendary King Thordan into himself, the archbishop conjured a divine blade using the power of the second Eye, and summarily executed Lahabrea. Like all souls, the Ascian&#039;s was comprised of aether, upon which primals feast. So it was that Lahabrea&#039;s soul was shattered and consumed, until naught remained of his essence.&lt;br /&gt;
&lt;br /&gt;
Judgment passed, the self-proclaimed god-king duly turned to leave, but not before issuing the Warrior of Light a challenge. Should he reject the archbishop&#039;s vision for a peaceful and prosperous Ishgard, he would need to strike him and his knights down. How the Warrior of Light managed to overcome such impossible odds that day, none can say. History only states that in the end, he prevailed, and was the first man in Ishgardian history to arrive in the city upon dragonback. &lt;br /&gt;
&lt;br /&gt;
In the days that followed, Ser Aymeric temporarily assumed the duties of archbishop and began to guide his people towards a lasting peace. However, he and the others were yet haunted by the tragedy that had befallen Estinien in Azys Lla. After Thordan&#039;s defeat, the dragoon collected the Eye and its twin, and in that instant fell prey to Nidhogg&#039;s lingering influence, and was claimed as a vessel for his rage. Transformed into the great wyrm, he took wing and vanished. Alas, so long as Nidhogg&#039;s vengeful shadow remained, the Dragonsong War would never truly end.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642552</id>
		<title>Patch 3.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642552"/>
		<updated>2023-08-18T07:54:26Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* The Dragonsong&amp;#039;s Beginnings */&lt;/p&gt;
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PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.0&lt;br /&gt;
| name = Heavensward&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-0.jpg&lt;br /&gt;
| expansion = [[Heavensward]]&lt;br /&gt;
| releasedate = 23 Jun 2015&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/heavensward/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/464263b3ce6026cdf98a49bf8f98c204c6199e5a 3.0], [https://na.finalfantasyxiv.com/lodestone/topics/detail/8d6ead756d63c285557418873e6e275711ca88e8 3.01], [https://na.finalfantasyxiv.com/lodestone/topics/detail/44dbad853713a8b307cc4745b8d28688cb23af11 3.05], [https://na.finalfantasyxiv.com/lodestone/topics/detail/698c850782604a0ce8d7a7a4bb7aff5b99d9fb32 3.07]&lt;br /&gt;
| prevpatch = 2.5&lt;br /&gt;
| nextpatch = 3.1&lt;br /&gt;
}}&lt;br /&gt;
[[File:Heavensward (patch art).jpg|right|300px|Concept Art]]&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Patch 3.0 is the initial release of the Heavensward expansion.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: Heavensward (Level 50-60, [[Heavensward Main Scenario Quests|94 quests]])&lt;br /&gt;
* New [[Locations]]: [[Ishgard]] ([[Major City]]), [[Idyllshire]] ([[Minor City]]), [[Coerthas Western Highlands]], [[Sea of Clouds]], [[The Dravanian Forelands]], [[The Churning Mists]], [[The Dravanian Hinterlands]], [[Azys Lla]]&lt;br /&gt;
* New Race: [[Au Ra]]&lt;br /&gt;
* New Jobs: {{DRK}}[[Dark Knight]], {{AST}}[[Astrologian]], {{MCH}}[[Machinist]]&lt;br /&gt;
* {{questlink|dungeon|Dungeons}}: [[The Dusk Vigil]], [[Sohm Al]], [[The Aery]], [[The Vault]], [[The Great Gubal Library]], [[The Aetherochemical Research Facility]], [[Neverreap]], [[The Fractal Continuum]]&lt;br /&gt;
* {{questlink|trial|Trials}}: [[Thok ast Thok (Hard)]], [[Thok ast Thok (Extreme)]], [[The Limitless Blue (Hard)]], [[The Limitless Blue (Extreme)]], [[The Singularity Reactor]]&lt;br /&gt;
* {{questlink|raid|Raid}} Series: [[Alexander: Gordias]] (3.01), [[Alexander: Gordias (Savage)]] (3.05) the first part of the [[Alexander]] story and raid series&lt;br /&gt;
* [[PvP]] mode: {{questlink|pvp|Seal Rock (Seize)}} (3.05)&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* macOS support added&lt;br /&gt;
* Level cap increased to 60 for all classes and jobs&lt;br /&gt;
* [[Temple Leves]] added&lt;br /&gt;
* [[Collectables]]{{collectable}} system added&lt;br /&gt;
* [[Favors]] system added (3.05)&lt;br /&gt;
* [[Specialist System]] added&lt;br /&gt;
* [[Free Company Crafting]] added&lt;br /&gt;
** [[Free Company Airships|Exploratory Voyages]] added, send [[Free Company Airships]] to explore the unknown&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* New Allagan Tomestone currency: {{tomestone|Law}}[[Allagan Tomestone of Law|Allagan Tomestones of Law]] and {{tomestone|Esoterics}}[[Allagan Tomestone of Esoterics|Allagan Tomestones of Esoterics]]&lt;br /&gt;
** {{tomestone|Soldiery}}[[Allagan Tomestone of Soldiery|Allagan Tomestones of Soldiery]] are now deprecated and can be exchanged for {{tomestone|Poetics}}[[Allagan Tomestone of Poetics|Allagan Tomestones of Poetics]] for a limited time.  Activites that previously rewarded Soldiery, and rewards purchased for Soldiery, now use Poetics.&lt;br /&gt;
** {{tomestone|Mythology}}[[Allagan Tomestone of Mythology|Allagan Tomestones of Mythology]] have been removed.&lt;br /&gt;
* New Scrip currency: {{scrip|blue crafter}} [[Blue Crafters&#039; Scrip]] and {{scrip|blue gatherer}} [[Blue Gatherers&#039; Scrip]] (3.0) and {{scrip|red crafter}} [[Red Crafters&#039; Scrip]] and {{scrip|red gatherer}} [[Red Gatherers&#039; Scrip]] (3.05)&lt;br /&gt;
** These new currencies will be paid to [[Disciples of the Hand]] or [[Disciples of the Land|Land]] by [[Rowena&#039;s House of Splendors]] in exchange for services rendered. They will be spent in the [[Scrip Exchange]] NPC to buy many sorts of crafting or gathering-related items and gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.0x season as a whole.&#039;&#039;&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;Coming to Ishgard&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;The Wyrm&#039;s Lair&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
So it was that the Warrior of Light, together with some few companions, would come unto Ishgard at the behest of their faithful friend Lord Haurchefant. Though they had been brought low through treachery, their names blackened with royal blood, they yet held hope in their hearts and dreams of redemption...&lt;br /&gt;
&lt;br /&gt;
===Coming to Ishgard===&lt;br /&gt;
Upon emerging from the Sil&#039;dihn ruins through which he had made his escape from Ul&#039;dah, the Warrior of Light was met by none other than Alphinaud Leveilleur. The Scion, who had been betrayed and imprisoned by his own Crystal Braves, had been freed by Pipin Tarupin, Vice Marshal of the Immortal Flames and adopted son of General Raubahn. With the aid of Pipin and a humble peddler, the Warrior of Light and Alphinaud sought out Cid Garlond, who delivered them out of Thanalan and into Coerthas with all haste. Beyond the reach of the Crystal Braves and the Brass Blades at last, the pair sought refuge in Camp Dragonhead, where they were reunited with Tataru Taru and enjoyed a brief respite to consider their next course of action.&lt;br /&gt;
&lt;br /&gt;
After some discussion, the Scions resolved to seek sanctuary in Ishgard with the backing of Lord Haurchefant and his familial connections. They enjoyed the hospitality of Camp Dragonhead until finally being granted admission to the city proper as wards of House Fortemps. And so, together with Alphinaud and Tataru, the Warrior of Light passed through gates long closed to outsiders and arrived in Foundation. There they were greeted by a humble manservant, who then guided them to Fortemps Manor, where they would attempt to begin anew.&lt;br /&gt;
&lt;br /&gt;
Count Edmont de Fortemps, patriarch of House Fortemps, had taken a tremendous risk in granting the Scions his protection, and so Alphinaud soon realized that only by publicly serving Ishgard could the Scions hope to silence his opponents’ objections. However, Alphinaud also believed that this arrangement could benefit the Scions in unexpected ways, such as inviting contact with people outside Ishgard who might feasibly know something of their missing comrades’ whereabouts.&lt;br /&gt;
&lt;br /&gt;
While he and Tataru focused their efforts on that task, the Warrior of Light aided the count’s two trueborn sons, lords Artoirel and Emmanellain, with their activities in Falcon’s Nest and at Camp Cloudtop respectively. In western Coerthas, the adventurer uncovered a hidden heretic sanctuary, and in the process was briefly reunited with the Lady Iceheart. To his surprise, the once-defiant heretic leader expressed regret for the atrocities committed by the Dravanians in the second assault upon Ishgard, which had taken place during the banquet in Ul&#039;dah. In the Sea of Clouds, he encountered the Vanu Vanu, a race of bird-like beings, and discovered that like so many other beast tribes, they had called upon a primal for salvation—in this instance, Bismarck, the Lord of the Mists.&lt;br /&gt;
&lt;br /&gt;
However, the Warrior of Light’s actions did not serve to endear the Scions to all the inhabitants of Ishgard. In what Lord Edmont surmised was nothing more than a political ploy to defame House Fortemps, Alphinaud and Tataru were arrested by Ser Grinnaux, a knight of the Heavens’ Ward, on the charge of fomenting heresy.&lt;br /&gt;
&lt;br /&gt;
These twelve chosen sers answered to none save the archbishop himself, and their testimony was unimpeachable. As such, under Ishgardian law, only the Fury could disprove Ser Grinnaux’s claims by granting victory in a trial by combat between the accuser and the accused. Owing to his magical talents, Alphinaud was capable of fighting, but as Tataru was not, the Warrior of Light was allowed to fight in her place as champion. And so, under the watchful gaze of the Fury, and the assembled gentry of Ishgard, the two Scions fought and defeated Ser Grinnaux and Ser Paulecrain, thereby earning Alphinaud and Tataru their freedom.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his highborn peers, Count Edmont de Fortemps was willing if not eager to work closely with the Warrior of Light and other foreigners. The personal memoirs he wrote chronicling the events surrounding the end of the Dragonsong War would be treasured by later generations for their historical value.&lt;br /&gt;
&lt;br /&gt;
===Keeping the Flame Alive===&lt;br /&gt;
Shortly after the trial by combat was concluded, the Warrior of Light received an invitation to a personal audience with His Eminence Archbishop Thordan VII. The archbishop warmly welcomed the adventurer, apologizing for the misunderstanding which led to Alphinaud and Tataru’s incarceration. Having taken the highly unusual step of dismissing his personal guard, he then revealed that he had communicated with the Ascians, going on to explain that he was paying lip service to their wishes while plotting to move against them. He bade the Warrior of Light assist him in this endeavor, stating that only by wresting Eorzea from shadowless villains’ grasp could a lasting peace ever be forged.&lt;br /&gt;
&lt;br /&gt;
Yet this would not be the only troubling revelation that day, for upon returning to Fortemps Manor, Tataru Taru reported that Raubahn Aldynn was to be executed for crimes against the sultanate. Determined not to lose yet another ally, the Scions resolved to do everything in their power to rescue the deposed Flame General. They traveled to Limsa Lominsa and met with Admiral Merlwyb, who had remained a stout ally and had been working closely with Doman shinobi to ascertain Raubahn’s whereabouts. She directed them to her contact in Revenant’s Toll,  who had learned that Raubahn had been taken to Halatali in Thanalan. Together with the Domans, the Scions then rescued Raubahn from the clutches of the traitorous Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
Outside Halatali, Raubahn and the Scions were approached by a messenger, who claimed that his mistress was sympathetic to their cause and bade them return to the Waking Sands in Vesper Bay. Intrigued, they accepted this invitation, and upon arriving at the Scions’ former headquarters, they were greeted by a number of familiar faces—Urianger, Pipin, and Papashan.&lt;br /&gt;
&lt;br /&gt;
Soon after, it was revealed that the messenger’s mistress was Dewlala, head of the Order of Nald’thal and member of the Syndicate. To Raubahn’s immense relief, she confirmed a suspicion Alphinaud had long harbored: that Nanamo Ul Namo had not been murdered and was in fact still alive, and was likely confined somewhere in a state of induced slumber. Raubahn resolved to free her from her captivity, and thereafter see that Lord Lolorito and all others involved were made to answer for their part in the betrayal.&lt;br /&gt;
&lt;br /&gt;
===In Search of Lady Icehart===&lt;br /&gt;
Regrettably, the Scions had precious little time to enjoy their reunion with General Raubahn. Nidhogg’s forces, twice before beaten back, were preparing to resume their siege of the Holy See. Upon returning to the city, the Warrior of Light and his comrades were faced with a choice: to remain in a besieged Ishgard, or seek sanctuary elsewhere. But though Lord Edmont would have them seek shelter from this storm, the time for running had passed. Together, they would stand and fight.&lt;br /&gt;
Yet even should the knights succeed in turning back the Horde, the casualties would be catastrophic. Recognizing this, Alphinaud proposed that he and the Warrior of Light seek out Lady Iceheart, who had expressed contrition for her crimes, and persuade her to act as their intermediary in an attempt to convince Nidhogg to abandon his bloody course. They would be aided in this diplomatic mission by an unexpected ally: the Azure Dragoon, Estinien, who wished to be present in the event negotiations failed and there was no recourse but to slay the beast outright. Thus did the three journey to western Coerthas, seeking to learn what they could of the heretics and their elusive leader, before eventually managing to summon her to a peaceful parley, where she related the history of treachery that fueled Nidhogg’s wrath and the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
Twelve hundred years ago, an Elezen tribe first sought to claim the lands of Coerthas as their home—lands which were already home to dragonkind. Thus did a bloody war begin, a war that may have never ended were it not for a woman named Shiva. While those around her fought and died, she attempted to parley with the dragons, and in so doing discovered them to be possessed of profound intelligence and reason. The great wyrm Hraesvelgr in particular so enchanted Shiva that she found herself growing to love the creature, whom her people considered a monster.&lt;br /&gt;
&lt;br /&gt;
In the eyes of a near-immortal dragon, however, the fleeting life of an Elezen is as that of a freshly cut rose—scarce has the flower bloomed before it begins to fade and wither. Such melancholy musings plagued Hraesvelgr, who had found in Shiva an unexpected and beloved soulmate. Unable to bear the thought of their separation, the maid bid the wyrm consume her, that their spirits might be entwined for eternity. Though loath to perform the deed, Hraesvelgr ultimately gave in to her plea, and soon thereafter, the tale of their ill-fated love spread throughout the two warring factions. No more could they raise blade or claw against one another, knowing that the souls of their kin were so inextricably bound. In the days that followed, man and dragon learned to live in harmony, and together built a nation unlike any the world had ever known.&lt;br /&gt;
&lt;br /&gt;
For two hundred years did this blissful age of peace continue, as it would to this day, had vilest envy not stirred in the hearts of the Elezen. It was said that wyrms owe their longevity to the boundless reserves of vitality found within their eyes—and ’twas in this belief that a traitorous band of knights deceived their allies of some two centuries, and took by force that which they coveted.&lt;br /&gt;
&lt;br /&gt;
Nidhogg—he who then stood poised to unleash his wyrmlings upon Ishgard—was the great dragon who lost an eye to Elezen treachery, and until he prised it from the hands of the traitors’ progeny, no amount of conciliatory words would stay his fury.&lt;br /&gt;
&lt;br /&gt;
So spoke the Lady Iceheart, who had learned the truth when walking in the memories of Hraesvelgr himself years ago, for like the Warrior of Light, she too possessed the Echo. Nevertheless, Estinien was quick to question the veracity of her account, and reiterated his belief that Nidhogg was lost to reason, prompting Alphinaud to propose that they instead seek out Hraesvelgr, who had once before endeavored to end the violence between dragon and man. Iceheart agreed to guide them to him, and so the four set forth for his home in Dravania.&lt;br /&gt;
&lt;br /&gt;
===The Lord of the Hive===&lt;br /&gt;
At the behest of the Lady Iceheart—or Ysayle, as she requested they address her henceforth—the party stopped at the village of Tailfeather within the Chocobo Forest to rest and make inquiries before pushing on towards Sohm AL. The village’s leader, Marcechamp, told them of the beast tribe known as the Gnath, and of their recent acts of unprovoked hostility. According to the hunter, no one in the region—not even the mighty Dravanians—had been spared the insect-like people’s aggression. Vidofnir, the leader of the dragons who call the ancient ruins of Anyx Trine home, later confirmed this account, declaring that she could not leave her post unguarded for fear of the Gnath’s god. Suddenly, the beastmen’s aggression began to make sense—they had been acting under the influence of a primal.&lt;br /&gt;
&lt;br /&gt;
Alphinaud understood that so long as the primal was permitted to remain, the way to Sohm Al would remain closed, and so the Scion proposed that they deal with the threat to the Dravanians’ territory in exchange for safe passage. The bargain was struck, and the party retraced their steps, returning to Tailfeather before then seeking the counsel of the Wath, a group of outcasts who lived apart from the main colony of Loth ast Gnath. The Nonmind, as they called themselves, had been severed from the Onemind and thus were not party to their thoughts, nor were they loyal to their warlike god, Ravana. Ultimately, they could provide the party with little in the way of useful information as to how the primal might be engaged, save for an offhand suggestion that they offer themselves as sacrifices. &lt;br /&gt;
Ysayle and the Warrior of Light decided to heed the Vath’s advice and surrendered themselves to the Gnath after dispatching no small number of their drones. The plan worked, and soon the pair found themselves dragged before Lord Ravana, Master of the Sacred Blades and Wrath of the Colony.&lt;br /&gt;
&lt;br /&gt;
Seizing the opportunity, Ysayle boldly challenged him to a contest of might. Should the pair prevail, the Gnath would cease hostilities with the Dravanians; but should Ravana emerge the victor, they would join his army as eternal thralls. Having goaded the primal into accepting her terms, Ysayle drew upon the energy of the Gnath&#039;s hoarded crystals to transform herself into Saint Shiva. Even with Shiva&#039;s great strength, however, the heretic leader was no match for Ravana&#039;s flashing blades, leaving the Warrior of Light to take to the field alone.&lt;br /&gt;
&lt;br /&gt;
After a long and furious battle, Lord Ravana at last laid down his weapons, defeated. He duly proclaimed the Warrior of Light the victor by sacred rite of combat, and vowed to call his followers back from the dragons&#039; domain.&lt;br /&gt;
&lt;br /&gt;
===Mountaintop Diplomacy===&lt;br /&gt;
True to her word, Vidofnir opened the way to Sohm Al, and at the end of the perilous mountain path the Warrior of Light and his companions came to a domain where dragons and men had once lived in harmony, whose majesty no mortal eye had glimpsed for nigh on a thousand years. Yet in a strange twist of fate, they would first encounter none other than a moogle, who fled upon spotting the unexpected travelers. Thanks to the diplomacy of Kan-E-Senna-and the sight of her companion Kuplo Kopp&#039;s familiar form-the moogles of the Churning Mists were at last persuaded to reveal themselves. Despite Kuplo Kopp&#039;s reassurances, however, the moogles&#039; chieftain, Moglin, was not convinced that the Warrior of Light would act in his people&#039;s best interests. It was decreed that the party would undergo a number of trials that Moglin might judge them worthy of his assistance. In truth, however, they were nothing more than a convenient distraction-a means to keep the Warrior of Light and his companions occupied while the moogles secretly repaired the horn required to summon Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
With the horn in their possession, the party departed for Zenith, and there atop the ruins of the ancient palace beckoned the great wyrm to parley. To their great relief, he answered the horn&#039;s call at once, but their hopes were soon dashed by the harsh words-and the grim truth-he rendered unto them that day.&lt;br /&gt;
&lt;br /&gt;
===Heart of Ice===&lt;br /&gt;
Hraesvelgr was displeased to find that his sanctuary had been invaded by the children of man, and he only grew further incensed when Ysayle proclaimed herself to be Shiva reborn. The wyrm angrily decreed that the spirit she had summoned belonged not to Shiva, but was a shade conjured by her own fancy-a deity of her own making, crafted with the knowledge she had gleaned from her visions years ago.&lt;br /&gt;
&lt;br /&gt;
Shaken but undeterred, Alphinaud implored Hraesvelgr to join his voice to theirs in a call for peace and forgiveness. But, in response, the wyrm recounted the tale of his brood-sister Ratatoskr&#039;s murder and the treachery of King Thordan.&lt;br /&gt;
&lt;br /&gt;
In the two centuries of harmony that followed Saint Shiva&#039;s sacrifice, the Elezen learned that the eyes of a great wyrm were the wellspring of his strength. Out of the selfish desire to possess that strength, King Thordan and his leal knights lured Ratatoskr into an ambush, and took from her that which they craved. They feasted upon her eyes in the manner of wild beasts, and in so doing gained strength beyond that of mortal men.&lt;br /&gt;
&lt;br /&gt;
Nidhogg was the first to learn of the atrocity, and he took to the skies, hungry for vengeance. But though he slew Thordan and some few of his knights, their fellow butchers knew only too well where to aim their spears, and with now-practiced savagery, they claimed his eyes and sent him flailing from the field. &lt;br /&gt;
When pressed for evidence of his claims, Hraesvelgr observed that all the traitors&#039; progeny bore a trace of Ratatoskr&#039;s essence, and but a single sip of dragon&#039;s blood was enough to awaken it. Those who abandoned their loyalties would be rewarded with a drink, and thus be transformed, to join the ranks of Nidhogg&#039;s ever-growing army as newborn dragons. One by one, through death or defection, his brood-brother would account for all of the betrayers&#039; children.&lt;br /&gt;
&lt;br /&gt;
Though Hraesvelgr had revealed much that was hidden about Ishgard&#039;s bloody history, it did naught to change the fact that the Warrior of Light and his companion&#039;s mission had ended in failure. With their hopes for peace shattered, it was time to consider more desperate measures.&lt;br /&gt;
&lt;br /&gt;
===New Winds, Old Friends===&lt;br /&gt;
If Ishgard was to be spared, then Nidhogg must be slain. Such was the opinion of Estinen following the failed negotiations at Zenith. Though she could not condone their actions, Ysayle had not the strength of will to oppose them, and so the party left her and her shattered faith behind, continuing eastwards towards the Aery, the home of the dread wyrm.&lt;br /&gt;
&lt;br /&gt;
However, having sensed the death of his consort, a wary Nidhogg had surrounded his lair with a barrier of impenetrable winds. Gazing upon the scene, Alphinaud was reminded of how a similar barrier once barred their entrance to the primal Garuda&#039;s domain, until they had discovered means to penetrate it with the aid of the engineer Cid nan Garlond. Leaving Estinien to stand watch over the Aery for a time, the Warrior of Light and Alphinaud returned to Ishgard, where they found Cid-and perhaps more importantly his two employees Biggs and Wedge, who had been hard at work at the Skysteel Manufactory developing a diminutive airship known as a &amp;quot;manacutter,&amp;quot; which seemed an ideal means for surmounting the Aery&#039;s defenses. As they set about explaining the craft&#039;s various advantages and disadvantages, however, the door burst open to admit a panting Tataru, who had news of the sultana. Noting the urgency of the situation, Cid bade the Warrior of Light and Alphinaud concentrate on matters in Ul&#039;dah while he and his engineers continued work on the manacutter.&lt;br /&gt;
&lt;br /&gt;
===Awakening in Ul&#039;dah===&lt;br /&gt;
The Warrior of Light and Alphinaud returned to the Waking Sands and there met with Raubahn, who despite his injury had regained considerable strength. He and his allies had concluded that the sultana was most likely being kept in a poison-induced sleep somewhere within the palace. However, before any attempt would be made to rescue her, they deemed it prudent to track down her poisoner: Meriel, the sultana’s former lady-in-waiting.&lt;br /&gt;
Taking care not to alert the Monetarists or their agents, the group converged upon the Silver Bazaar, where they confronted the former lady-in-waiting. But before Raubahn could wring the truth from the trembling Meriel, Prioress Dewlala appeared, accompanied by Lord Lolorito, who proceeded to reveal the details of the assassination plot.&lt;br /&gt;
&lt;br /&gt;
All of his actions, he claimed, were intended to expose and eliminate Teledji Adeledji, and to ensure the stability of Ul&#039;dah. Captain Ilberd had been complicit in the scheme from the beginning, his services having been secured with a promise to support Ala Mhigan independence once Lolorito&#039;s authority had been solidified.&lt;br /&gt;
&lt;br /&gt;
However, Ilberd had grown to despise his fellow countryman Raubahn, calling him a traitor to their people and a disgrace to their homeland. His hatred had driven him to order the deposed Flame General&#039;s execution against Lolorito&#039;s wishes, forcing the merchant to sever all ties with his agent and withdraw his support of the Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
As proof of his good intentions and a gesture of conciliation, Lolorito presented Raubahn with the means to rouse the sultana from her deathlike state. Although he cared not for the merchant&#039;s motives, Raubahn recognized that Lolorito had saved the sultana&#039;s life, and for that he was willing to forego his vengeance. So it was that Nanamo Ul Namo was at last awoken from her slumber, and Raubahn Aldynn was reinstated as general of the Immortal Flames.&lt;br /&gt;
&lt;br /&gt;
===Into the Aery===&lt;br /&gt;
With matters in UL&#039;dah  resolved, the Warrior of Light returned to the Skysteel Manufactory in Ishgard. There, he met with Cid Garlond once more, who was pleased to announce that the manacutters were undergoing final adjustments, and would soon be ready to fly.&lt;br /&gt;
&lt;br /&gt;
Together with Estinen, who had recently returned to the capital, the Warrior of Light then met with Ser Aymeric and apprised him of recent developments, as well as their plan to assault the Aery and slay Nidhogg once and for all. The lord commander did not hesitate to pledge his blade to this cause, but Estinien was steadfast in his refusal, for should they fail, it would be Ser Aymeric&#039;s duty to command the city&#039;s defenses against the Horde. Alphinaud, too, wished to participate in the great endeavor, but he was denied by Estinien as well, who acknowledged his promise but believed that his skills would not suffice. So it was that the Warrior of Light and the Azure Dragoon set forth to engage the dread wyrm Nidhogg in a battle that would forever change the course of history.&lt;br /&gt;
&lt;br /&gt;
As one of the First Brood, Nidhogg was more than a match for any mortal being. Yet Estinien was possessed of a secret weapon: the Eye of Nidhogg, safeguarded by the Holy See for centuries. An ancient relic and a wellspring of power, passed down from Azure Dragoon to Azure Dragoon through the ages. With the Eye, Estinien could not only drawn upon the wyrm&#039;s strength, but suppress it as well.&lt;br /&gt;
&lt;br /&gt;
Aided by the Azure Dragoon, the Warrior of Light finally succeeded in bringing the mighty creature down. Estinien then took to the air and delivered the coup de grâce, gouging out Nidhogg&#039;s remaining eye with his legendary spear Gae Bolg and sending the lifeless wyrm tumbling into the clouds below.&lt;br /&gt;
&lt;br /&gt;
===The Dragonsong&#039;s Beginnings===&lt;br /&gt;
Nidhogg, that incarnation of rage who had tormented the people of Ishgard for nigh on a thousand years, was dead, his remaining eye a trophy for the Azure Dragoon. As he looked on his triumphant ally, the Warrior of Light was treated to another vision of the past through the power of the Echo.&lt;br /&gt;
&lt;br /&gt;
He bore witness to the aftermath of another battle with Nidhogg long ago, in which Haldrath, the son of the fallen King Thordan I, and his surviving knights claimed the dread wyrm&#039;s two eyes. But unlike his father, Haldrath lamented the dark deeds which were done that day, and so he foreswore the throne and embarked upon a journey to repent for his sins.&lt;br /&gt;
&lt;br /&gt;
Others followed his example, renouncing Thordan&#039;s legacy, and when all was said and done, four knights remained. Four knights who would found the four great houses of Ishgard-Fortemps, Haillenarte, Durendaire, and Dzemael. Together they would shape their nation with a history of their own making and consign the bitter truth of their betrayal to oblivion.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light shared this revelation with his companion, who though greatly troubled had no choice but to accept it as immutable truth. Yet from these answers rose another question: for if Haldrath had taken with him one of Nidhogg&#039;s two eyes and entrusted the second to the founders of Ishgard, then whence came this third eye which Estinien had claimed but moments ago?&lt;br /&gt;
&lt;br /&gt;
In search of answers, the pair returned to Zenith, where Ysayle yet lingered, unable to come to terms with the magnitude of her self-deception. They summoned Hraesvelgr once more, who reclaimed the third eye as his own. Once more, by the power of the Echo, the Warrior of Light was made to know the truth-the beginning of a thousand-year torment. Bereft of his eyes and howling with rage for the murdered Ratatoskr, Nidhogg decried Hraesvelgr for placing his faith in man for the love of Shiva. He beseeched his brood-brother for the strength to punish the murderers and every child of their line, and with it began the terrible vengeance which consumed him until his dying breath.&lt;br /&gt;
&lt;br /&gt;
Hraesvelgr confirmed what the Warrior of Light had seen-that he had helped condemn the people of Ishgard to an eternity of suffering. Though the truth of the Dragonsong War&#039;s beginnings had at last been laid bare, the adventurer and his companions found no solace in the knowledge.&lt;br /&gt;
&lt;br /&gt;
===Unrest in Ishgard===&lt;br /&gt;
Alas, Nidhogg&#039;s death did not mark the end of Ishgard&#039;s troubles. As the party reflected upon the many truths they had learned, Ser Aymeric contacted Estinien via linkpearl to inform them that heretics had infiltrated the capital and begun an uprising within its walls. Joined by Ysayle, who had no knowledge of her people&#039;s plans, the party returned to Ishgard and sought to bring a peaceful end to the senseless destruction. Chaos reigned in the streets as fires raged and the heretics cried for blood, but heedless of the danger the Warrior of Light and his companions pushed on, until they met with the vanguard of the advancing mob. Ysayle stood before them and delivered an impassioned speech, declaring Nidhogg and his quest for vengeance to be dead and imploring her people to go in peace. Though they heeded her words and thereafter quit the city, tensions remained high in the wake of their assault. &lt;br /&gt;
&lt;br /&gt;
At Fortemps Manor, the Warrior of Light and his companions revealed to their Ishgardian allies the sordid origins of the Dragonsong War. Unsurprisingly, all were troubled by the revelation that the Ishgardian faith was built upon a lie. Moreover, as the structure of Ishgardian society presupposed a stark difference between the origins of the lowborn and highborn, the fact that all Ishgardians could trace their ancestry to the surviving knights twelve threatened to undermine the foundations of their class structure. &lt;br /&gt;
&lt;br /&gt;
Overcome with emotion, Ser Aymeric declared that these lies could not be suffered to continue, for Ysayle would share the truth with her followers, and the Holy See would be powerless to stop its spread. No longer ruled by a common fear of the dragons, the lowborn and highborn&lt;br /&gt;
would be free to turn on one another. The disenfranchised would rise up, united, and blood would flow in the streets once more.&lt;br /&gt;
&lt;br /&gt;
Ser Aymeric fervently believed that Ishgard could only be saved by revealing the truth and striving for fundamental change. To that end, he left to confront the archbishop alone-despite the others&#039; warnings that he was certain to be branded a heretic for his trouble.&lt;br /&gt;
&lt;br /&gt;
Though all present were doubtful as to the wisdom of Ser Aymeric&#039;s plan, Lucia was determined to support her commander. However, she also professed that should he fail to return from the Holy Vault, she would not hesitate to marshal forces to set him free. The Warrior of Light, Alphinaud, Estinien, and Lord Haurchefant all agreed that should the worst come to the worst, they too would join in his rescue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A Knight&#039;s Calling===&lt;br /&gt;
Having seen the determination writ upon the faces of those around him, Lord Edmont pledged the support of House Fortemps to Lucia&#039;s plans. Alas, even with an army of knights at their disposal, a direct assault on the Vault would be fruitless. However, there was one other faction whose aid would prove invaluable to their cause: a group of lowborn revolutionaries headquartered in the Brume that would doubtless be eager to see the established order overturned. &lt;br /&gt;
&lt;br /&gt;
Alphinaud and the Warrior of Light made their way to the lowest levels of Foundation and asked after the revolutionaries and their elusive leader, the Mongrel. Though the locals were not wont to speak freely of the group, the party&#039;s efforts eventually bore fruit, and they were granted an opportunity to plead their case at a private meeting in the Forgotten Knight. &lt;br /&gt;
&lt;br /&gt;
As Alphinaud attempted to win the revolutionaries&#039; cooperation-seemingly in vain-Ser Charibert, a knight of the Heavens&#039; Ward, strode into the tavern, accusing all present of plotting insurrection. With no recourse left to them, the Warrior of Light and the others stepped outside to confront the knight and his men, and soon Saint Valeroyant&#039;s Forum was transformed into a bloody battlefield. &lt;br /&gt;
&lt;br /&gt;
Joined by Lord Haurchefant and Lucia, the Warrior of Light and his comrades managed to overwhelm Ser Charibert, who withdrew. However, the joy of victory soon faded when they learned that Ser Aymeric had been imprisoned, and the Heavens&#039; Ward placed in command of the Temple Knights. Clearly, they could wait no longer to act. Lucia&#039;s plan to rescue Ser Aymeric hinged upon luring the bulk of Ishgard&#039;s defenders out of the city. Correctly deducing that the revolutionaries had recruited knights in service to the High Houses, she bade Hilda help by ordering these sympathizers to spread word of a heretic army massing outside the Gates of Judgement, and the revolutionaries&#039; leader agreed. At last, the assault on the Vault could proceed.&lt;br /&gt;
&lt;br /&gt;
While Lucia and Lord Haurchefant led a party into the gaol beneath the Vault to free Ser Aymeric, the Warrior of Light and his men aimed for the highest levels and attempted to capture Archbishop Thordan VII. After facing wave after wave of Temple Knights and the Heavens&#039; Ward besides, the adventurer and his allies stood at the pinnacle of the Vault, unbowed. Unable to repel their advance, Ser Zephirin ordered a full retreat, and the Warrior of Light gave chase. Rejoined by Lucia&#039;s party and a wounded Ser Aymeric, he pursued Thordan VII, finally catching up with him as he prepared to board an airship and escape.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light rushed headlong towards the vessel-but in his haste to apprehend his quarry, he failed to notice a transformed Ser Zephirin taking aim, a spear of pure light in his hand. Alert to the danger, Lord Haurchefant bellowed a warning and raised his shield in the Warrior of Light&#039;s defense, but the steel gave way, and the spear found a mark.&lt;br /&gt;
&lt;br /&gt;
The airship forgotten, the allies surrounded Lord Haurchefant, who lay upon the ground struggling to breathe. As Ser Aymeric cradled him in his arms, the fallen knight looked to the Warrior of Light with a mixture of agony and relief, and bade him favor him with a smile....before the light left his eyes forever.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642551</id>
		<title>Patch 3.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642551"/>
		<updated>2023-08-18T07:53:48Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* Awakening in Ul&amp;#039;dah */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.0&lt;br /&gt;
| name = Heavensward&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-0.jpg&lt;br /&gt;
| expansion = [[Heavensward]]&lt;br /&gt;
| releasedate = 23 Jun 2015&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/heavensward/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/464263b3ce6026cdf98a49bf8f98c204c6199e5a 3.0], [https://na.finalfantasyxiv.com/lodestone/topics/detail/8d6ead756d63c285557418873e6e275711ca88e8 3.01], [https://na.finalfantasyxiv.com/lodestone/topics/detail/44dbad853713a8b307cc4745b8d28688cb23af11 3.05], [https://na.finalfantasyxiv.com/lodestone/topics/detail/698c850782604a0ce8d7a7a4bb7aff5b99d9fb32 3.07]&lt;br /&gt;
| prevpatch = 2.5&lt;br /&gt;
| nextpatch = 3.1&lt;br /&gt;
}}&lt;br /&gt;
[[File:Heavensward (patch art).jpg|right|300px|Concept Art]]&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Patch 3.0 is the initial release of the Heavensward expansion.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: Heavensward (Level 50-60, [[Heavensward Main Scenario Quests|94 quests]])&lt;br /&gt;
* New [[Locations]]: [[Ishgard]] ([[Major City]]), [[Idyllshire]] ([[Minor City]]), [[Coerthas Western Highlands]], [[Sea of Clouds]], [[The Dravanian Forelands]], [[The Churning Mists]], [[The Dravanian Hinterlands]], [[Azys Lla]]&lt;br /&gt;
* New Race: [[Au Ra]]&lt;br /&gt;
* New Jobs: {{DRK}}[[Dark Knight]], {{AST}}[[Astrologian]], {{MCH}}[[Machinist]]&lt;br /&gt;
* {{questlink|dungeon|Dungeons}}: [[The Dusk Vigil]], [[Sohm Al]], [[The Aery]], [[The Vault]], [[The Great Gubal Library]], [[The Aetherochemical Research Facility]], [[Neverreap]], [[The Fractal Continuum]]&lt;br /&gt;
* {{questlink|trial|Trials}}: [[Thok ast Thok (Hard)]], [[Thok ast Thok (Extreme)]], [[The Limitless Blue (Hard)]], [[The Limitless Blue (Extreme)]], [[The Singularity Reactor]]&lt;br /&gt;
* {{questlink|raid|Raid}} Series: [[Alexander: Gordias]] (3.01), [[Alexander: Gordias (Savage)]] (3.05) the first part of the [[Alexander]] story and raid series&lt;br /&gt;
* [[PvP]] mode: {{questlink|pvp|Seal Rock (Seize)}} (3.05)&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* macOS support added&lt;br /&gt;
* Level cap increased to 60 for all classes and jobs&lt;br /&gt;
* [[Temple Leves]] added&lt;br /&gt;
* [[Collectables]]{{collectable}} system added&lt;br /&gt;
* [[Favors]] system added (3.05)&lt;br /&gt;
* [[Specialist System]] added&lt;br /&gt;
* [[Free Company Crafting]] added&lt;br /&gt;
** [[Free Company Airships|Exploratory Voyages]] added, send [[Free Company Airships]] to explore the unknown&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* New Allagan Tomestone currency: {{tomestone|Law}}[[Allagan Tomestone of Law|Allagan Tomestones of Law]] and {{tomestone|Esoterics}}[[Allagan Tomestone of Esoterics|Allagan Tomestones of Esoterics]]&lt;br /&gt;
** {{tomestone|Soldiery}}[[Allagan Tomestone of Soldiery|Allagan Tomestones of Soldiery]] are now deprecated and can be exchanged for {{tomestone|Poetics}}[[Allagan Tomestone of Poetics|Allagan Tomestones of Poetics]] for a limited time.  Activites that previously rewarded Soldiery, and rewards purchased for Soldiery, now use Poetics.&lt;br /&gt;
** {{tomestone|Mythology}}[[Allagan Tomestone of Mythology|Allagan Tomestones of Mythology]] have been removed.&lt;br /&gt;
* New Scrip currency: {{scrip|blue crafter}} [[Blue Crafters&#039; Scrip]] and {{scrip|blue gatherer}} [[Blue Gatherers&#039; Scrip]] (3.0) and {{scrip|red crafter}} [[Red Crafters&#039; Scrip]] and {{scrip|red gatherer}} [[Red Gatherers&#039; Scrip]] (3.05)&lt;br /&gt;
** These new currencies will be paid to [[Disciples of the Hand]] or [[Disciples of the Land|Land]] by [[Rowena&#039;s House of Splendors]] in exchange for services rendered. They will be spent in the [[Scrip Exchange]] NPC to buy many sorts of crafting or gathering-related items and gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.0x season as a whole.&#039;&#039;&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;Coming to Ishgard&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;The Wyrm&#039;s Lair&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
So it was that the Warrior of Light, together with some few companions, would come unto Ishgard at the behest of their faithful friend Lord Haurchefant. Though they had been brought low through treachery, their names blackened with royal blood, they yet held hope in their hearts and dreams of redemption...&lt;br /&gt;
&lt;br /&gt;
===Coming to Ishgard===&lt;br /&gt;
Upon emerging from the Sil&#039;dihn ruins through which he had made his escape from Ul&#039;dah, the Warrior of Light was met by none other than Alphinaud Leveilleur. The Scion, who had been betrayed and imprisoned by his own Crystal Braves, had been freed by Pipin Tarupin, Vice Marshal of the Immortal Flames and adopted son of General Raubahn. With the aid of Pipin and a humble peddler, the Warrior of Light and Alphinaud sought out Cid Garlond, who delivered them out of Thanalan and into Coerthas with all haste. Beyond the reach of the Crystal Braves and the Brass Blades at last, the pair sought refuge in Camp Dragonhead, where they were reunited with Tataru Taru and enjoyed a brief respite to consider their next course of action.&lt;br /&gt;
&lt;br /&gt;
After some discussion, the Scions resolved to seek sanctuary in Ishgard with the backing of Lord Haurchefant and his familial connections. They enjoyed the hospitality of Camp Dragonhead until finally being granted admission to the city proper as wards of House Fortemps. And so, together with Alphinaud and Tataru, the Warrior of Light passed through gates long closed to outsiders and arrived in Foundation. There they were greeted by a humble manservant, who then guided them to Fortemps Manor, where they would attempt to begin anew.&lt;br /&gt;
&lt;br /&gt;
Count Edmont de Fortemps, patriarch of House Fortemps, had taken a tremendous risk in granting the Scions his protection, and so Alphinaud soon realized that only by publicly serving Ishgard could the Scions hope to silence his opponents’ objections. However, Alphinaud also believed that this arrangement could benefit the Scions in unexpected ways, such as inviting contact with people outside Ishgard who might feasibly know something of their missing comrades’ whereabouts.&lt;br /&gt;
&lt;br /&gt;
While he and Tataru focused their efforts on that task, the Warrior of Light aided the count’s two trueborn sons, lords Artoirel and Emmanellain, with their activities in Falcon’s Nest and at Camp Cloudtop respectively. In western Coerthas, the adventurer uncovered a hidden heretic sanctuary, and in the process was briefly reunited with the Lady Iceheart. To his surprise, the once-defiant heretic leader expressed regret for the atrocities committed by the Dravanians in the second assault upon Ishgard, which had taken place during the banquet in Ul&#039;dah. In the Sea of Clouds, he encountered the Vanu Vanu, a race of bird-like beings, and discovered that like so many other beast tribes, they had called upon a primal for salvation—in this instance, Bismarck, the Lord of the Mists.&lt;br /&gt;
&lt;br /&gt;
However, the Warrior of Light’s actions did not serve to endear the Scions to all the inhabitants of Ishgard. In what Lord Edmont surmised was nothing more than a political ploy to defame House Fortemps, Alphinaud and Tataru were arrested by Ser Grinnaux, a knight of the Heavens’ Ward, on the charge of fomenting heresy.&lt;br /&gt;
&lt;br /&gt;
These twelve chosen sers answered to none save the archbishop himself, and their testimony was unimpeachable. As such, under Ishgardian law, only the Fury could disprove Ser Grinnaux’s claims by granting victory in a trial by combat between the accuser and the accused. Owing to his magical talents, Alphinaud was capable of fighting, but as Tataru was not, the Warrior of Light was allowed to fight in her place as champion. And so, under the watchful gaze of the Fury, and the assembled gentry of Ishgard, the two Scions fought and defeated Ser Grinnaux and Ser Paulecrain, thereby earning Alphinaud and Tataru their freedom.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his highborn peers, Count Edmont de Fortemps was willing if not eager to work closely with the Warrior of Light and other foreigners. The personal memoirs he wrote chronicling the events surrounding the end of the Dragonsong War would be treasured by later generations for their historical value.&lt;br /&gt;
&lt;br /&gt;
===Keeping the Flame Alive===&lt;br /&gt;
Shortly after the trial by combat was concluded, the Warrior of Light received an invitation to a personal audience with His Eminence Archbishop Thordan VII. The archbishop warmly welcomed the adventurer, apologizing for the misunderstanding which led to Alphinaud and Tataru’s incarceration. Having taken the highly unusual step of dismissing his personal guard, he then revealed that he had communicated with the Ascians, going on to explain that he was paying lip service to their wishes while plotting to move against them. He bade the Warrior of Light assist him in this endeavor, stating that only by wresting Eorzea from shadowless villains’ grasp could a lasting peace ever be forged.&lt;br /&gt;
&lt;br /&gt;
Yet this would not be the only troubling revelation that day, for upon returning to Fortemps Manor, Tataru Taru reported that Raubahn Aldynn was to be executed for crimes against the sultanate. Determined not to lose yet another ally, the Scions resolved to do everything in their power to rescue the deposed Flame General. They traveled to Limsa Lominsa and met with Admiral Merlwyb, who had remained a stout ally and had been working closely with Doman shinobi to ascertain Raubahn’s whereabouts. She directed them to her contact in Revenant’s Toll,  who had learned that Raubahn had been taken to Halatali in Thanalan. Together with the Domans, the Scions then rescued Raubahn from the clutches of the traitorous Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
Outside Halatali, Raubahn and the Scions were approached by a messenger, who claimed that his mistress was sympathetic to their cause and bade them return to the Waking Sands in Vesper Bay. Intrigued, they accepted this invitation, and upon arriving at the Scions’ former headquarters, they were greeted by a number of familiar faces—Urianger, Pipin, and Papashan.&lt;br /&gt;
&lt;br /&gt;
Soon after, it was revealed that the messenger’s mistress was Dewlala, head of the Order of Nald’thal and member of the Syndicate. To Raubahn’s immense relief, she confirmed a suspicion Alphinaud had long harbored: that Nanamo Ul Namo had not been murdered and was in fact still alive, and was likely confined somewhere in a state of induced slumber. Raubahn resolved to free her from her captivity, and thereafter see that Lord Lolorito and all others involved were made to answer for their part in the betrayal.&lt;br /&gt;
&lt;br /&gt;
===In Search of Lady Icehart===&lt;br /&gt;
Regrettably, the Scions had precious little time to enjoy their reunion with General Raubahn. Nidhogg’s forces, twice before beaten back, were preparing to resume their siege of the Holy See. Upon returning to the city, the Warrior of Light and his comrades were faced with a choice: to remain in a besieged Ishgard, or seek sanctuary elsewhere. But though Lord Edmont would have them seek shelter from this storm, the time for running had passed. Together, they would stand and fight.&lt;br /&gt;
Yet even should the knights succeed in turning back the Horde, the casualties would be catastrophic. Recognizing this, Alphinaud proposed that he and the Warrior of Light seek out Lady Iceheart, who had expressed contrition for her crimes, and persuade her to act as their intermediary in an attempt to convince Nidhogg to abandon his bloody course. They would be aided in this diplomatic mission by an unexpected ally: the Azure Dragoon, Estinien, who wished to be present in the event negotiations failed and there was no recourse but to slay the beast outright. Thus did the three journey to western Coerthas, seeking to learn what they could of the heretics and their elusive leader, before eventually managing to summon her to a peaceful parley, where she related the history of treachery that fueled Nidhogg’s wrath and the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
Twelve hundred years ago, an Elezen tribe first sought to claim the lands of Coerthas as their home—lands which were already home to dragonkind. Thus did a bloody war begin, a war that may have never ended were it not for a woman named Shiva. While those around her fought and died, she attempted to parley with the dragons, and in so doing discovered them to be possessed of profound intelligence and reason. The great wyrm Hraesvelgr in particular so enchanted Shiva that she found herself growing to love the creature, whom her people considered a monster.&lt;br /&gt;
&lt;br /&gt;
In the eyes of a near-immortal dragon, however, the fleeting life of an Elezen is as that of a freshly cut rose—scarce has the flower bloomed before it begins to fade and wither. Such melancholy musings plagued Hraesvelgr, who had found in Shiva an unexpected and beloved soulmate. Unable to bear the thought of their separation, the maid bid the wyrm consume her, that their spirits might be entwined for eternity. Though loath to perform the deed, Hraesvelgr ultimately gave in to her plea, and soon thereafter, the tale of their ill-fated love spread throughout the two warring factions. No more could they raise blade or claw against one another, knowing that the souls of their kin were so inextricably bound. In the days that followed, man and dragon learned to live in harmony, and together built a nation unlike any the world had ever known.&lt;br /&gt;
&lt;br /&gt;
For two hundred years did this blissful age of peace continue, as it would to this day, had vilest envy not stirred in the hearts of the Elezen. It was said that wyrms owe their longevity to the boundless reserves of vitality found within their eyes—and ’twas in this belief that a traitorous band of knights deceived their allies of some two centuries, and took by force that which they coveted.&lt;br /&gt;
&lt;br /&gt;
Nidhogg—he who then stood poised to unleash his wyrmlings upon Ishgard—was the great dragon who lost an eye to Elezen treachery, and until he prised it from the hands of the traitors’ progeny, no amount of conciliatory words would stay his fury.&lt;br /&gt;
&lt;br /&gt;
So spoke the Lady Iceheart, who had learned the truth when walking in the memories of Hraesvelgr himself years ago, for like the Warrior of Light, she too possessed the Echo. Nevertheless, Estinien was quick to question the veracity of her account, and reiterated his belief that Nidhogg was lost to reason, prompting Alphinaud to propose that they instead seek out Hraesvelgr, who had once before endeavored to end the violence between dragon and man. Iceheart agreed to guide them to him, and so the four set forth for his home in Dravania.&lt;br /&gt;
&lt;br /&gt;
===The Lord of the Hive===&lt;br /&gt;
At the behest of the Lady Iceheart—or Ysayle, as she requested they address her henceforth—the party stopped at the village of Tailfeather within the Chocobo Forest to rest and make inquiries before pushing on towards Sohm AL. The village’s leader, Marcechamp, told them of the beast tribe known as the Gnath, and of their recent acts of unprovoked hostility. According to the hunter, no one in the region—not even the mighty Dravanians—had been spared the insect-like people’s aggression. Vidofnir, the leader of the dragons who call the ancient ruins of Anyx Trine home, later confirmed this account, declaring that she could not leave her post unguarded for fear of the Gnath’s god. Suddenly, the beastmen’s aggression began to make sense—they had been acting under the influence of a primal.&lt;br /&gt;
&lt;br /&gt;
Alphinaud understood that so long as the primal was permitted to remain, the way to Sohm Al would remain closed, and so the Scion proposed that they deal with the threat to the Dravanians’ territory in exchange for safe passage. The bargain was struck, and the party retraced their steps, returning to Tailfeather before then seeking the counsel of the Wath, a group of outcasts who lived apart from the main colony of Loth ast Gnath. The Nonmind, as they called themselves, had been severed from the Onemind and thus were not party to their thoughts, nor were they loyal to their warlike god, Ravana. Ultimately, they could provide the party with little in the way of useful information as to how the primal might be engaged, save for an offhand suggestion that they offer themselves as sacrifices. &lt;br /&gt;
Ysayle and the Warrior of Light decided to heed the Vath’s advice and surrendered themselves to the Gnath after dispatching no small number of their drones. The plan worked, and soon the pair found themselves dragged before Lord Ravana, Master of the Sacred Blades and Wrath of the Colony.&lt;br /&gt;
&lt;br /&gt;
Seizing the opportunity, Ysayle boldly challenged him to a contest of might. Should the pair prevail, the Gnath would cease hostilities with the Dravanians; but should Ravana emerge the victor, they would join his army as eternal thralls. Having goaded the primal into accepting her terms, Ysayle drew upon the energy of the Gnath&#039;s hoarded crystals to transform herself into Saint Shiva. Even with Shiva&#039;s great strength, however, the heretic leader was no match for Ravana&#039;s flashing blades, leaving the Warrior of Light to take to the field alone.&lt;br /&gt;
&lt;br /&gt;
After a long and furious battle, Lord Ravana at last laid down his weapons, defeated. He duly proclaimed the Warrior of Light the victor by sacred rite of combat, and vowed to call his followers back from the dragons&#039; domain.&lt;br /&gt;
&lt;br /&gt;
===Mountaintop Diplomacy===&lt;br /&gt;
True to her word, Vidofnir opened the way to Sohm Al, and at the end of the perilous mountain path the Warrior of Light and his companions came to a domain where dragons and men had once lived in harmony, whose majesty no mortal eye had glimpsed for nigh on a thousand years. Yet in a strange twist of fate, they would first encounter none other than a moogle, who fled upon spotting the unexpected travelers. Thanks to the diplomacy of Kan-E-Senna-and the sight of her companion Kuplo Kopp&#039;s familiar form-the moogles of the Churning Mists were at last persuaded to reveal themselves. Despite Kuplo Kopp&#039;s reassurances, however, the moogles&#039; chieftain, Moglin, was not convinced that the Warrior of Light would act in his people&#039;s best interests. It was decreed that the party would undergo a number of trials that Moglin might judge them worthy of his assistance. In truth, however, they were nothing more than a convenient distraction-a means to keep the Warrior of Light and his companions occupied while the moogles secretly repaired the horn required to summon Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
With the horn in their possession, the party departed for Zenith, and there atop the ruins of the ancient palace beckoned the great wyrm to parley. To their great relief, he answered the horn&#039;s call at once, but their hopes were soon dashed by the harsh words-and the grim truth-he rendered unto them that day.&lt;br /&gt;
&lt;br /&gt;
===Heart of Ice===&lt;br /&gt;
Hraesvelgr was displeased to find that his sanctuary had been invaded by the children of man, and he only grew further incensed when Ysayle proclaimed herself to be Shiva reborn. The wyrm angrily decreed that the spirit she had summoned belonged not to Shiva, but was a shade conjured by her own fancy-a deity of her own making, crafted with the knowledge she had gleaned from her visions years ago.&lt;br /&gt;
&lt;br /&gt;
Shaken but undeterred, Alphinaud implored Hraesvelgr to join his voice to theirs in a call for peace and forgiveness. But, in response, the wyrm recounted the tale of his brood-sister Ratatoskr&#039;s murder and the treachery of King Thordan.&lt;br /&gt;
&lt;br /&gt;
In the two centuries of harmony that followed Saint Shiva&#039;s sacrifice, the Elezen learned that the eyes of a great wyrm were the wellspring of his strength. Out of the selfish desire to possess that strength, King Thordan and his leal knights lured Ratatoskr into an ambush, and took from her that which they craved. They feasted upon her eyes in the manner of wild beasts, and in so doing gained strength beyond that of mortal men.&lt;br /&gt;
&lt;br /&gt;
Nidhogg was the first to learn of the atrocity, and he took to the skies, hungry for vengeance. But though he slew Thordan and some few of his knights, their fellow butchers knew only too well where to aim their spears, and with now-practiced savagery, they claimed his eyes and sent him flailing from the field. &lt;br /&gt;
When pressed for evidence of his claims, Hraesvelgr observed that all the traitors&#039; progeny bore a trace of Ratatoskr&#039;s essence, and but a single sip of dragon&#039;s blood was enough to awaken it. Those who abandoned their loyalties would be rewarded with a drink, and thus be transformed, to join the ranks of Nidhogg&#039;s ever-growing army as newborn dragons. One by one, through death or defection, his brood-brother would account for all of the betrayers&#039; children.&lt;br /&gt;
&lt;br /&gt;
Though Hraesvelgr had revealed much that was hidden about Ishgard&#039;s bloody history, it did naught to change the fact that the Warrior of Light and his companion&#039;s mission had ended in failure. With their hopes for peace shattered, it was time to consider more desperate measures.&lt;br /&gt;
&lt;br /&gt;
===New Winds, Old Friends===&lt;br /&gt;
If Ishgard was to be spared, then Nidhogg must be slain. Such was the opinion of Estinen following the failed negotiations at Zenith. Though she could not condone their actions, Ysayle had not the strength of will to oppose them, and so the party left her and her shattered faith behind, continuing eastwards towards the Aery, the home of the dread wyrm.&lt;br /&gt;
&lt;br /&gt;
However, having sensed the death of his consort, a wary Nidhogg had surrounded his lair with a barrier of impenetrable winds. Gazing upon the scene, Alphinaud was reminded of how a similar barrier once barred their entrance to the primal Garuda&#039;s domain, until they had discovered means to penetrate it with the aid of the engineer Cid nan Garlond. Leaving Estinien to stand watch over the Aery for a time, the Warrior of Light and Alphinaud returned to Ishgard, where they found Cid-and perhaps more importantly his two employees Biggs and Wedge, who had been hard at work at the Skysteel Manufactory developing a diminutive airship known as a &amp;quot;manacutter,&amp;quot; which seemed an ideal means for surmounting the Aery&#039;s defenses. As they set about explaining the craft&#039;s various advantages and disadvantages, however, the door burst open to admit a panting Tataru, who had news of the sultana. Noting the urgency of the situation, Cid bade the Warrior of Light and Alphinaud concentrate on matters in Ul&#039;dah while he and his engineers continued work on the manacutter.&lt;br /&gt;
&lt;br /&gt;
===Awakening in Ul&#039;dah===&lt;br /&gt;
The Warrior of Light and Alphinaud returned to the Waking Sands and there met with Raubahn, who despite his injury had regained considerable strength. He and his allies had concluded that the sultana was most likely being kept in a poison-induced sleep somewhere within the palace. However, before any attempt would be made to rescue her, they deemed it prudent to track down her poisoner: Meriel, the sultana’s former lady-in-waiting.&lt;br /&gt;
Taking care not to alert the Monetarists or their agents, the group converged upon the Silver Bazaar, where they confronted the former lady-in-waiting. But before Raubahn could wring the truth from the trembling Meriel, Prioress Dewlala appeared, accompanied by Lord Lolorito, who proceeded to reveal the details of the assassination plot.&lt;br /&gt;
&lt;br /&gt;
All of his actions, he claimed, were intended to expose and eliminate Teledji Adeledji, and to ensure the stability of Ul&#039;dah. Captain Ilberd had been complicit in the scheme from the beginning, his services having been secured with a promise to support Ala Mhigan independence once Lolorito&#039;s authority had been solidified.&lt;br /&gt;
&lt;br /&gt;
However, Ilberd had grown to despise his fellow countryman Raubahn, calling him a traitor to their people and a disgrace to their homeland. His hatred had driven him to order the deposed Flame General&#039;s execution against Lolorito&#039;s wishes, forcing the merchant to sever all ties with his agent and withdraw his support of the Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
As proof of his good intentions and a gesture of conciliation, Lolorito presented Raubahn with the means to rouse the sultana from her deathlike state. Although he cared not for the merchant&#039;s motives, Raubahn recognized that Lolorito had saved the sultana&#039;s life, and for that he was willing to forego his vengeance. So it was that Nanamo Ul Namo was at last awoken from her slumber, and Raubahn Aldynn was reinstated as general of the Immortal Flames.&lt;br /&gt;
&lt;br /&gt;
===Into the Aery===&lt;br /&gt;
With matters in UL&#039;dah  resolved, the Warrior of Light returned to the Skysteel Manufactory in Ishgard. There, he met with Cid Garlond once more, who was pleased to announce that the manacutters were undergoing final adjustments, and would soon be ready to fly.&lt;br /&gt;
&lt;br /&gt;
Together with Estinen, who had recently returned to the capital, the Warrior of Light then met with Ser Aymeric and apprised him of recent developments, as well as their plan to assault the Aery and slay Nidhogg once and for all. The lord commander did not hesitate to pledge his blade to this cause, but Estinien was steadfast in his refusal, for should they fail, it would be Ser Aymeric&#039;s duty to command the city&#039;s defenses against the Horde. Alphinaud, too, wished to participate in the great endeavor, but he was denied by Estinien as well, who acknowledged his promise but believed that his skills would not suffice. So it was that the Warrior of Light and the Azure Dragoon set forth to engage the dread wyrm Nidhogg in a battle that would forever change the course of history.&lt;br /&gt;
&lt;br /&gt;
As one of the First Brood, Nidhogg was more than a match for any mortal being. Yet Estinien was possessed of a secret weapon: the Eye of Nidhogg, safeguarded by the Holy See for centuries. An ancient relic and a wellspring of power, passed down from Azure Dragoon to Azure Dragoon through the ages. With the Eye, Estinien could not only drawn upon the wyrm&#039;s strength, but suppress it as well.&lt;br /&gt;
&lt;br /&gt;
Aided by the Azure Dragoon, the Warrior of Light finally succeeded in bringing the mighty creature down. Estinien then took to the air and delivered the coup de grâce, gouging out Nidhogg&#039;s remaining eye with his legendary spear Gae Bolg and sending the lifeless wyrm tumbling into the clouds below.&lt;br /&gt;
&lt;br /&gt;
===The Dragonsong&#039;s Beginnings===&lt;br /&gt;
Nidhogg, that incarnation of rage who had tormented the people of Ishgard for nigh on a thousand years, was dead, his remaining eye a trophy for the Azure Dragoon. As he looked on his triumphant ally, the Warrior of Light was treated to another vision of the past through the power of the Echo.&lt;br /&gt;
&lt;br /&gt;
He bore witness to the aftermath of another battle with Nidhogg long ago, in which Haldrath, the son of the fallen King Thordan I, and his surviving knights claimed the dread wyrm&#039;s two eyes. But unlike his father, Haldrath lamented the dark deeds which were done that day, and so he foreswore the throne and embarked upon a journey to repent for his sins.&lt;br /&gt;
&lt;br /&gt;
Others followed his example, renouncing Thordan&#039;s legacy, and when all was said and done, four knights remained. Four knights who would found the four great houses of Ishgard-Fortemps, Haillenarte, Durendaire, and Dzemael. Together they would shape their nation with a history of their own making and consign the bitter truth of their betrayal to oblivion.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light shared this revelation with his companion, who though greatly troubled had no choice but to accept it as immutable truth. Yet from these answers rose another question: for if Haldrath had taken with him one of Nidhogg&#039;s two eyes and entrusted the second to the founders of Ishgard, then whence came this third eye which Estinien had claimed but moments ago?&lt;br /&gt;
&lt;br /&gt;
 In search of answers, the pair returned to Zenith, where Ysayle yet lingered, unable to come to terms with the magnitude of her self-deception. They summoned Hraesvelgr once more, who reclaimed the third eye as his own. Once more, by the power of the Echo, the Warrior of Light was made to know the truth-the beginning of a thousand-year torment. Bereft of his eyes and howling with rage for the murdered Ratatoskr, Nidhogg decried Hraesvelgr for placing his faith in man for the love of Shiva. He beseeched his brood-brother for the strength to punish the murderers and every child of their line, and with it began the terrible vengeance which consumed him until his dying breath.&lt;br /&gt;
&lt;br /&gt;
Hraesvelgr confirmed what the Warrior of Light had seen-that he had helped condemn the people of Ishgard to an eternity of suffering. Though the truth of the Dragonsong War&#039;s beginnings had at last been laid bare, the adventurer and his companions found no solace in the knowledge.&lt;br /&gt;
&lt;br /&gt;
===Unrest in Ishgard===&lt;br /&gt;
Alas, Nidhogg&#039;s death did not mark the end of Ishgard&#039;s troubles. As the party reflected upon the many truths they had learned, Ser Aymeric contacted Estinien via linkpearl to inform them that heretics had infiltrated the capital and begun an uprising within its walls. Joined by Ysayle, who had no knowledge of her people&#039;s plans, the party returned to Ishgard and sought to bring a peaceful end to the senseless destruction. Chaos reigned in the streets as fires raged and the heretics cried for blood, but heedless of the danger the Warrior of Light and his companions pushed on, until they met with the vanguard of the advancing mob. Ysayle stood before them and delivered an impassioned speech, declaring Nidhogg and his quest for vengeance to be dead and imploring her people to go in peace. Though they heeded her words and thereafter quit the city, tensions remained high in the wake of their assault. &lt;br /&gt;
&lt;br /&gt;
At Fortemps Manor, the Warrior of Light and his companions revealed to their Ishgardian allies the sordid origins of the Dragonsong War. Unsurprisingly, all were troubled by the revelation that the Ishgardian faith was built upon a lie. Moreover, as the structure of Ishgardian society presupposed a stark difference between the origins of the lowborn and highborn, the fact that all Ishgardians could trace their ancestry to the surviving knights twelve threatened to undermine the foundations of their class structure. &lt;br /&gt;
&lt;br /&gt;
Overcome with emotion, Ser Aymeric declared that these lies could not be suffered to continue, for Ysayle would share the truth with her followers, and the Holy See would be powerless to stop its spread. No longer ruled by a common fear of the dragons, the lowborn and highborn&lt;br /&gt;
would be free to turn on one another. The disenfranchised would rise up, united, and blood would flow in the streets once more.&lt;br /&gt;
&lt;br /&gt;
Ser Aymeric fervently believed that Ishgard could only be saved by revealing the truth and striving for fundamental change. To that end, he left to confront the archbishop alone-despite the others&#039; warnings that he was certain to be branded a heretic for his trouble.&lt;br /&gt;
&lt;br /&gt;
Though all present were doubtful as to the wisdom of Ser Aymeric&#039;s plan, Lucia was determined to support her commander. However, she also professed that should he fail to return from the Holy Vault, she would not hesitate to marshal forces to set him free. The Warrior of Light, Alphinaud, Estinien, and Lord Haurchefant all agreed that should the worst come to the worst, they too would join in his rescue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A Knight&#039;s Calling===&lt;br /&gt;
Having seen the determination writ upon the faces of those around him, Lord Edmont pledged the support of House Fortemps to Lucia&#039;s plans. Alas, even with an army of knights at their disposal, a direct assault on the Vault would be fruitless. However, there was one other faction whose aid would prove invaluable to their cause: a group of lowborn revolutionaries headquartered in the Brume that would doubtless be eager to see the established order overturned. &lt;br /&gt;
&lt;br /&gt;
Alphinaud and the Warrior of Light made their way to the lowest levels of Foundation and asked after the revolutionaries and their elusive leader, the Mongrel. Though the locals were not wont to speak freely of the group, the party&#039;s efforts eventually bore fruit, and they were granted an opportunity to plead their case at a private meeting in the Forgotten Knight. &lt;br /&gt;
&lt;br /&gt;
As Alphinaud attempted to win the revolutionaries&#039; cooperation-seemingly in vain-Ser Charibert, a knight of the Heavens&#039; Ward, strode into the tavern, accusing all present of plotting insurrection. With no recourse left to them, the Warrior of Light and the others stepped outside to confront the knight and his men, and soon Saint Valeroyant&#039;s Forum was transformed into a bloody battlefield. &lt;br /&gt;
&lt;br /&gt;
Joined by Lord Haurchefant and Lucia, the Warrior of Light and his comrades managed to overwhelm Ser Charibert, who withdrew. However, the joy of victory soon faded when they learned that Ser Aymeric had been imprisoned, and the Heavens&#039; Ward placed in command of the Temple Knights. Clearly, they could wait no longer to act. Lucia&#039;s plan to rescue Ser Aymeric hinged upon luring the bulk of Ishgard&#039;s defenders out of the city. Correctly deducing that the revolutionaries had recruited knights in service to the High Houses, she bade Hilda help by ordering these sympathizers to spread word of a heretic army massing outside the Gates of Judgement, and the revolutionaries&#039; leader agreed. At last, the assault on the Vault could proceed.&lt;br /&gt;
&lt;br /&gt;
While Lucia and Lord Haurchefant led a party into the gaol beneath the Vault to free Ser Aymeric, the Warrior of Light and his men aimed for the highest levels and attempted to capture Archbishop Thordan VII. After facing wave after wave of Temple Knights and the Heavens&#039; Ward besides, the adventurer and his allies stood at the pinnacle of the Vault, unbowed. Unable to repel their advance, Ser Zephirin ordered a full retreat, and the Warrior of Light gave chase. Rejoined by Lucia&#039;s party and a wounded Ser Aymeric, he pursued Thordan VII, finally catching up with him as he prepared to board an airship and escape.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light rushed headlong towards the vessel-but in his haste to apprehend his quarry, he failed to notice a transformed Ser Zephirin taking aim, a spear of pure light in his hand. Alert to the danger, Lord Haurchefant bellowed a warning and raised his shield in the Warrior of Light&#039;s defense, but the steel gave way, and the spear found a mark.&lt;br /&gt;
&lt;br /&gt;
The airship forgotten, the allies surrounded Lord Haurchefant, who lay upon the ground struggling to breathe. As Ser Aymeric cradled him in his arms, the fallen knight looked to the Warrior of Light with a mixture of agony and relief, and bade him favor him with a smile....before the light left his eyes forever.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642550</id>
		<title>Patch 3.0</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Patch_3.0&amp;diff=642550"/>
		<updated>2023-08-18T07:53:01Z</updated>

		<summary type="html">&lt;p&gt;Lore nana: /* The Lord of the Hive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE READ BEFORE EDITING OR USING THIS AS A TEMPLATE TO MAKE ANOTHER PATCH PAGE:&lt;br /&gt;
&lt;br /&gt;
- Create patch pages for major base patches only, that is, for patch 5.1, but not for subpatches like 5.11, 5.15, or 5.18.  Subpatch specific notes should be included on the main patch page (Subpatch-specific sections may be added if desired), not as their own separate page.&lt;br /&gt;
&lt;br /&gt;
- Write the main story summary section at the bottom of the page, so players who have not reached that point and do not wish to see spoilers can stop reading when they reach that section.&lt;br /&gt;
&lt;br /&gt;
- If the story summary (Particularly in an x.0 patch) needs to be broken up into chapters/subsections, the subsection titles should be level ranges or other non-spoiler descriptions, so spoilers won&#039;t appear in the table of contents.&lt;br /&gt;
&lt;br /&gt;
- In trailers and other promotional materials, the &amp;quot;canonical&amp;quot; Warrior of Light is depicted as a Midlander Hyur male.  Therefore the Warrior of Light should be referred to using the pronouns he/him in the Main Story Summary section.&lt;br /&gt;
&lt;br /&gt;
- For x.0 patches (That is, the patch that starts a new expansion), keep the article about new features introduced specifically with the x.0 patch itself, or any of its subpatches.  Features that are added later in the expansion should not be included.  Use the page for the patch in which the feature was introduced, or the expansion page itself for that.  For example, the Ishgardian Restoration was announced as a Shadowbringers feature, but was introduced in patch 5.1 and should not be mentioned on the patch 5.0 page.&lt;br /&gt;
&lt;br /&gt;
- DO NOT simply copy and paste patch notes, story summaries, or other content directly from Square-Enix&#039;s official website.  Please write your own summaries.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Patch infobox&lt;br /&gt;
| patchnum = 3.0&lt;br /&gt;
| name = Heavensward&lt;br /&gt;
| titlecard-image = PatchTitleCard-3-0.jpg&lt;br /&gt;
| expansion = [[Heavensward]]&lt;br /&gt;
| releasedate = 23 Jun 2015&lt;br /&gt;
| promolink = https://na.finalfantasyxiv.com/heavensward/&lt;br /&gt;
| patchnotes-links = [https://na.finalfantasyxiv.com/lodestone/topics/detail/464263b3ce6026cdf98a49bf8f98c204c6199e5a 3.0], [https://na.finalfantasyxiv.com/lodestone/topics/detail/8d6ead756d63c285557418873e6e275711ca88e8 3.01], [https://na.finalfantasyxiv.com/lodestone/topics/detail/44dbad853713a8b307cc4745b8d28688cb23af11 3.05], [https://na.finalfantasyxiv.com/lodestone/topics/detail/698c850782604a0ce8d7a7a4bb7aff5b99d9fb32 3.07]&lt;br /&gt;
| prevpatch = 2.5&lt;br /&gt;
| nextpatch = 3.1&lt;br /&gt;
}}&lt;br /&gt;
[[File:Heavensward (patch art).jpg|right|300px|Concept Art]]&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Patch 3.0 is the initial release of the Heavensward expansion.&lt;br /&gt;
&lt;br /&gt;
== Notable Features, Additions, and Changes ==&lt;br /&gt;
=== New Content ===&lt;br /&gt;
* Main Story: Heavensward (Level 50-60, [[Heavensward Main Scenario Quests|94 quests]])&lt;br /&gt;
* New [[Locations]]: [[Ishgard]] ([[Major City]]), [[Idyllshire]] ([[Minor City]]), [[Coerthas Western Highlands]], [[Sea of Clouds]], [[The Dravanian Forelands]], [[The Churning Mists]], [[The Dravanian Hinterlands]], [[Azys Lla]]&lt;br /&gt;
* New Race: [[Au Ra]]&lt;br /&gt;
* New Jobs: {{DRK}}[[Dark Knight]], {{AST}}[[Astrologian]], {{MCH}}[[Machinist]]&lt;br /&gt;
* {{questlink|dungeon|Dungeons}}: [[The Dusk Vigil]], [[Sohm Al]], [[The Aery]], [[The Vault]], [[The Great Gubal Library]], [[The Aetherochemical Research Facility]], [[Neverreap]], [[The Fractal Continuum]]&lt;br /&gt;
* {{questlink|trial|Trials}}: [[Thok ast Thok (Hard)]], [[Thok ast Thok (Extreme)]], [[The Limitless Blue (Hard)]], [[The Limitless Blue (Extreme)]], [[The Singularity Reactor]]&lt;br /&gt;
* {{questlink|raid|Raid}} Series: [[Alexander: Gordias]] (3.01), [[Alexander: Gordias (Savage)]] (3.05) the first part of the [[Alexander]] story and raid series&lt;br /&gt;
* [[PvP]] mode: {{questlink|pvp|Seal Rock (Seize)}} (3.05)&lt;br /&gt;
&lt;br /&gt;
=== System Changes and Additions ===&lt;br /&gt;
* macOS support added&lt;br /&gt;
* Level cap increased to 60 for all classes and jobs&lt;br /&gt;
* [[Temple Leves]] added&lt;br /&gt;
* [[Collectables]]{{collectable}} system added&lt;br /&gt;
* [[Favors]] system added (3.05)&lt;br /&gt;
* [[Specialist System]] added&lt;br /&gt;
* [[Free Company Crafting]] added&lt;br /&gt;
** [[Free Company Airships|Exploratory Voyages]] added, send [[Free Company Airships]] to explore the unknown&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* New Allagan Tomestone currency: {{tomestone|Law}}[[Allagan Tomestone of Law|Allagan Tomestones of Law]] and {{tomestone|Esoterics}}[[Allagan Tomestone of Esoterics|Allagan Tomestones of Esoterics]]&lt;br /&gt;
** {{tomestone|Soldiery}}[[Allagan Tomestone of Soldiery|Allagan Tomestones of Soldiery]] are now deprecated and can be exchanged for {{tomestone|Poetics}}[[Allagan Tomestone of Poetics|Allagan Tomestones of Poetics]] for a limited time.  Activites that previously rewarded Soldiery, and rewards purchased for Soldiery, now use Poetics.&lt;br /&gt;
** {{tomestone|Mythology}}[[Allagan Tomestone of Mythology|Allagan Tomestones of Mythology]] have been removed.&lt;br /&gt;
* New Scrip currency: {{scrip|blue crafter}} [[Blue Crafters&#039; Scrip]] and {{scrip|blue gatherer}} [[Blue Gatherers&#039; Scrip]] (3.0) and {{scrip|red crafter}} [[Red Crafters&#039; Scrip]] and {{scrip|red gatherer}} [[Red Gatherers&#039; Scrip]] (3.05)&lt;br /&gt;
** These new currencies will be paid to [[Disciples of the Hand]] or [[Disciples of the Land|Land]] by [[Rowena&#039;s House of Splendors]] in exchange for services rendered. They will be spent in the [[Scrip Exchange]] NPC to buy many sorts of crafting or gathering-related items and gear.&lt;br /&gt;
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&#039;&#039;Note: Not all content listed here will launch on the same day.  This article is about the 3.0x season as a whole.&#039;&#039;&lt;br /&gt;
== Main Story Summary (Spoilers) == &amp;lt;!-- This section is at the bottom so players who do not wish to see spoilers can stop before reaching it --&amp;gt;&lt;br /&gt;
{{section-stub}}&lt;br /&gt;
=== Chapter 1 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;Coming to Ishgard&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chapter 2 ===&lt;br /&gt;
&amp;lt;!-- Starting from the quest &amp;quot;The Wyrm&#039;s Lair&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
So it was that the Warrior of Light, together with some few companions, would come unto Ishgard at the behest of their faithful friend Lord Haurchefant. Though they had been brought low through treachery, their names blackened with royal blood, they yet held hope in their hearts and dreams of redemption...&lt;br /&gt;
&lt;br /&gt;
===Coming to Ishgard===&lt;br /&gt;
Upon emerging from the Sil&#039;dihn ruins through which he had made his escape from Ul&#039;dah, the Warrior of Light was met by none other than Alphinaud Leveilleur. The Scion, who had been betrayed and imprisoned by his own Crystal Braves, had been freed by Pipin Tarupin, Vice Marshal of the Immortal Flames and adopted son of General Raubahn. With the aid of Pipin and a humble peddler, the Warrior of Light and Alphinaud sought out Cid Garlond, who delivered them out of Thanalan and into Coerthas with all haste. Beyond the reach of the Crystal Braves and the Brass Blades at last, the pair sought refuge in Camp Dragonhead, where they were reunited with Tataru Taru and enjoyed a brief respite to consider their next course of action.&lt;br /&gt;
&lt;br /&gt;
After some discussion, the Scions resolved to seek sanctuary in Ishgard with the backing of Lord Haurchefant and his familial connections. They enjoyed the hospitality of Camp Dragonhead until finally being granted admission to the city proper as wards of House Fortemps. And so, together with Alphinaud and Tataru, the Warrior of Light passed through gates long closed to outsiders and arrived in Foundation. There they were greeted by a humble manservant, who then guided them to Fortemps Manor, where they would attempt to begin anew.&lt;br /&gt;
&lt;br /&gt;
Count Edmont de Fortemps, patriarch of House Fortemps, had taken a tremendous risk in granting the Scions his protection, and so Alphinaud soon realized that only by publicly serving Ishgard could the Scions hope to silence his opponents’ objections. However, Alphinaud also believed that this arrangement could benefit the Scions in unexpected ways, such as inviting contact with people outside Ishgard who might feasibly know something of their missing comrades’ whereabouts.&lt;br /&gt;
&lt;br /&gt;
While he and Tataru focused their efforts on that task, the Warrior of Light aided the count’s two trueborn sons, lords Artoirel and Emmanellain, with their activities in Falcon’s Nest and at Camp Cloudtop respectively. In western Coerthas, the adventurer uncovered a hidden heretic sanctuary, and in the process was briefly reunited with the Lady Iceheart. To his surprise, the once-defiant heretic leader expressed regret for the atrocities committed by the Dravanians in the second assault upon Ishgard, which had taken place during the banquet in Ul&#039;dah. In the Sea of Clouds, he encountered the Vanu Vanu, a race of bird-like beings, and discovered that like so many other beast tribes, they had called upon a primal for salvation—in this instance, Bismarck, the Lord of the Mists.&lt;br /&gt;
&lt;br /&gt;
However, the Warrior of Light’s actions did not serve to endear the Scions to all the inhabitants of Ishgard. In what Lord Edmont surmised was nothing more than a political ploy to defame House Fortemps, Alphinaud and Tataru were arrested by Ser Grinnaux, a knight of the Heavens’ Ward, on the charge of fomenting heresy.&lt;br /&gt;
&lt;br /&gt;
These twelve chosen sers answered to none save the archbishop himself, and their testimony was unimpeachable. As such, under Ishgardian law, only the Fury could disprove Ser Grinnaux’s claims by granting victory in a trial by combat between the accuser and the accused. Owing to his magical talents, Alphinaud was capable of fighting, but as Tataru was not, the Warrior of Light was allowed to fight in her place as champion. And so, under the watchful gaze of the Fury, and the assembled gentry of Ishgard, the two Scions fought and defeated Ser Grinnaux and Ser Paulecrain, thereby earning Alphinaud and Tataru their freedom.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his highborn peers, Count Edmont de Fortemps was willing if not eager to work closely with the Warrior of Light and other foreigners. The personal memoirs he wrote chronicling the events surrounding the end of the Dragonsong War would be treasured by later generations for their historical value.&lt;br /&gt;
&lt;br /&gt;
===Keeping the Flame Alive===&lt;br /&gt;
Shortly after the trial by combat was concluded, the Warrior of Light received an invitation to a personal audience with His Eminence Archbishop Thordan VII. The archbishop warmly welcomed the adventurer, apologizing for the misunderstanding which led to Alphinaud and Tataru’s incarceration. Having taken the highly unusual step of dismissing his personal guard, he then revealed that he had communicated with the Ascians, going on to explain that he was paying lip service to their wishes while plotting to move against them. He bade the Warrior of Light assist him in this endeavor, stating that only by wresting Eorzea from shadowless villains’ grasp could a lasting peace ever be forged.&lt;br /&gt;
&lt;br /&gt;
Yet this would not be the only troubling revelation that day, for upon returning to Fortemps Manor, Tataru Taru reported that Raubahn Aldynn was to be executed for crimes against the sultanate. Determined not to lose yet another ally, the Scions resolved to do everything in their power to rescue the deposed Flame General. They traveled to Limsa Lominsa and met with Admiral Merlwyb, who had remained a stout ally and had been working closely with Doman shinobi to ascertain Raubahn’s whereabouts. She directed them to her contact in Revenant’s Toll,  who had learned that Raubahn had been taken to Halatali in Thanalan. Together with the Domans, the Scions then rescued Raubahn from the clutches of the traitorous Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
Outside Halatali, Raubahn and the Scions were approached by a messenger, who claimed that his mistress was sympathetic to their cause and bade them return to the Waking Sands in Vesper Bay. Intrigued, they accepted this invitation, and upon arriving at the Scions’ former headquarters, they were greeted by a number of familiar faces—Urianger, Pipin, and Papashan.&lt;br /&gt;
&lt;br /&gt;
Soon after, it was revealed that the messenger’s mistress was Dewlala, head of the Order of Nald’thal and member of the Syndicate. To Raubahn’s immense relief, she confirmed a suspicion Alphinaud had long harbored: that Nanamo Ul Namo had not been murdered and was in fact still alive, and was likely confined somewhere in a state of induced slumber. Raubahn resolved to free her from her captivity, and thereafter see that Lord Lolorito and all others involved were made to answer for their part in the betrayal.&lt;br /&gt;
&lt;br /&gt;
===In Search of Lady Icehart===&lt;br /&gt;
Regrettably, the Scions had precious little time to enjoy their reunion with General Raubahn. Nidhogg’s forces, twice before beaten back, were preparing to resume their siege of the Holy See. Upon returning to the city, the Warrior of Light and his comrades were faced with a choice: to remain in a besieged Ishgard, or seek sanctuary elsewhere. But though Lord Edmont would have them seek shelter from this storm, the time for running had passed. Together, they would stand and fight.&lt;br /&gt;
Yet even should the knights succeed in turning back the Horde, the casualties would be catastrophic. Recognizing this, Alphinaud proposed that he and the Warrior of Light seek out Lady Iceheart, who had expressed contrition for her crimes, and persuade her to act as their intermediary in an attempt to convince Nidhogg to abandon his bloody course. They would be aided in this diplomatic mission by an unexpected ally: the Azure Dragoon, Estinien, who wished to be present in the event negotiations failed and there was no recourse but to slay the beast outright. Thus did the three journey to western Coerthas, seeking to learn what they could of the heretics and their elusive leader, before eventually managing to summon her to a peaceful parley, where she related the history of treachery that fueled Nidhogg’s wrath and the Dragonsong War.&lt;br /&gt;
&lt;br /&gt;
Twelve hundred years ago, an Elezen tribe first sought to claim the lands of Coerthas as their home—lands which were already home to dragonkind. Thus did a bloody war begin, a war that may have never ended were it not for a woman named Shiva. While those around her fought and died, she attempted to parley with the dragons, and in so doing discovered them to be possessed of profound intelligence and reason. The great wyrm Hraesvelgr in particular so enchanted Shiva that she found herself growing to love the creature, whom her people considered a monster.&lt;br /&gt;
&lt;br /&gt;
In the eyes of a near-immortal dragon, however, the fleeting life of an Elezen is as that of a freshly cut rose—scarce has the flower bloomed before it begins to fade and wither. Such melancholy musings plagued Hraesvelgr, who had found in Shiva an unexpected and beloved soulmate. Unable to bear the thought of their separation, the maid bid the wyrm consume her, that their spirits might be entwined for eternity. Though loath to perform the deed, Hraesvelgr ultimately gave in to her plea, and soon thereafter, the tale of their ill-fated love spread throughout the two warring factions. No more could they raise blade or claw against one another, knowing that the souls of their kin were so inextricably bound. In the days that followed, man and dragon learned to live in harmony, and together built a nation unlike any the world had ever known.&lt;br /&gt;
&lt;br /&gt;
For two hundred years did this blissful age of peace continue, as it would to this day, had vilest envy not stirred in the hearts of the Elezen. It was said that wyrms owe their longevity to the boundless reserves of vitality found within their eyes—and ’twas in this belief that a traitorous band of knights deceived their allies of some two centuries, and took by force that which they coveted.&lt;br /&gt;
&lt;br /&gt;
Nidhogg—he who then stood poised to unleash his wyrmlings upon Ishgard—was the great dragon who lost an eye to Elezen treachery, and until he prised it from the hands of the traitors’ progeny, no amount of conciliatory words would stay his fury.&lt;br /&gt;
&lt;br /&gt;
So spoke the Lady Iceheart, who had learned the truth when walking in the memories of Hraesvelgr himself years ago, for like the Warrior of Light, she too possessed the Echo. Nevertheless, Estinien was quick to question the veracity of her account, and reiterated his belief that Nidhogg was lost to reason, prompting Alphinaud to propose that they instead seek out Hraesvelgr, who had once before endeavored to end the violence between dragon and man. Iceheart agreed to guide them to him, and so the four set forth for his home in Dravania.&lt;br /&gt;
&lt;br /&gt;
===The Lord of the Hive===&lt;br /&gt;
At the behest of the Lady Iceheart—or Ysayle, as she requested they address her henceforth—the party stopped at the village of Tailfeather within the Chocobo Forest to rest and make inquiries before pushing on towards Sohm AL. The village’s leader, Marcechamp, told them of the beast tribe known as the Gnath, and of their recent acts of unprovoked hostility. According to the hunter, no one in the region—not even the mighty Dravanians—had been spared the insect-like people’s aggression. Vidofnir, the leader of the dragons who call the ancient ruins of Anyx Trine home, later confirmed this account, declaring that she could not leave her post unguarded for fear of the Gnath’s god. Suddenly, the beastmen’s aggression began to make sense—they had been acting under the influence of a primal.&lt;br /&gt;
&lt;br /&gt;
Alphinaud understood that so long as the primal was permitted to remain, the way to Sohm Al would remain closed, and so the Scion proposed that they deal with the threat to the Dravanians’ territory in exchange for safe passage. The bargain was struck, and the party retraced their steps, returning to Tailfeather before then seeking the counsel of the Wath, a group of outcasts who lived apart from the main colony of Loth ast Gnath. The Nonmind, as they called themselves, had been severed from the Onemind and thus were not party to their thoughts, nor were they loyal to their warlike god, Ravana. Ultimately, they could provide the party with little in the way of useful information as to how the primal might be engaged, save for an offhand suggestion that they offer themselves as sacrifices. &lt;br /&gt;
Ysayle and the Warrior of Light decided to heed the Vath’s advice and surrendered themselves to the Gnath after dispatching no small number of their drones. The plan worked, and soon the pair found themselves dragged before Lord Ravana, Master of the Sacred Blades and Wrath of the Colony.&lt;br /&gt;
&lt;br /&gt;
Seizing the opportunity, Ysayle boldly challenged him to a contest of might. Should the pair prevail, the Gnath would cease hostilities with the Dravanians; but should Ravana emerge the victor, they would join his army as eternal thralls. Having goaded the primal into accepting her terms, Ysayle drew upon the energy of the Gnath&#039;s hoarded crystals to transform herself into Saint Shiva. Even with Shiva&#039;s great strength, however, the heretic leader was no match for Ravana&#039;s flashing blades, leaving the Warrior of Light to take to the field alone.&lt;br /&gt;
&lt;br /&gt;
After a long and furious battle, Lord Ravana at last laid down his weapons, defeated. He duly proclaimed the Warrior of Light the victor by sacred rite of combat, and vowed to call his followers back from the dragons&#039; domain.&lt;br /&gt;
&lt;br /&gt;
===Mountaintop Diplomacy===&lt;br /&gt;
True to her word, Vidofnir opened the way to Sohm Al, and at the end of the perilous mountain path the Warrior of Light and his companions came to a domain where dragons and men had once lived in harmony, whose majesty no mortal eye had glimpsed for nigh on a thousand years. Yet in a strange twist of fate, they would first encounter none other than a moogle, who fled upon spotting the unexpected travelers. Thanks to the diplomacy of Kan-E-Senna-and the sight of her companion Kuplo Kopp&#039;s familiar form-the moogles of the Churning Mists were at last persuaded to reveal themselves. Despite Kuplo Kopp&#039;s reassurances, however, the moogles&#039; chieftain, Moglin, was not convinced that the Warrior of Light would act in his people&#039;s best interests. It was decreed that the party would undergo a number of trials that Moglin might judge them worthy of his assistance. In truth, however, they were nothing more than a convenient distraction-a means to keep the Warrior of Light and his companions occupied while the moogles secretly repaired the horn required to summon Hraesvelgr.&lt;br /&gt;
&lt;br /&gt;
With the horn in their possession, the party departed for Zenith, and there atop the ruins of the ancient palace beckoned the great wyrm to parley. To their great relief, he answered the horn&#039;s call at once, but their hopes were soon dashed by the harsh words-and the grim truth-he rendered unto them that day.&lt;br /&gt;
&lt;br /&gt;
===Heart of Ice===&lt;br /&gt;
Hraesvelgr was displeased to find that his sanctuary had been invaded by the children of man, and he only grew further incensed when Ysayle proclaimed herself to be Shiva reborn. The wyrm angrily decreed that the spirit she had summoned belonged not to Shiva, but was a shade conjured by her own fancy-a deity of her own making, crafted with the knowledge she had gleaned from her visions years ago.&lt;br /&gt;
&lt;br /&gt;
Shaken but undeterred, Alphinaud implored Hraesvelgr to join his voice to theirs in a call for peace and forgiveness. But, in response, the wyrm recounted the tale of his brood-sister Ratatoskr&#039;s murder and the treachery of King Thordan.&lt;br /&gt;
&lt;br /&gt;
In the two centuries of harmony that followed Saint Shiva&#039;s sacrifice, the Elezen learned that the eyes of a great wyrm were the wellspring of his strength. Out of the selfish desire to possess that strength, King Thordan and his leal knights lured Ratatoskr into an ambush, and took from her that which they craved. They feasted upon her eyes in the manner of wild beasts, and in so doing gained strength beyond that of mortal men.&lt;br /&gt;
&lt;br /&gt;
Nidhogg was the first to learn of the atrocity, and he took to the skies, hungry for vengeance. But though he slew Thordan and some few of his knights, their fellow butchers knew only too well where to aim their spears, and with now-practiced savagery, they claimed his eyes and sent him flailing from the field. &lt;br /&gt;
When pressed for evidence of his claims, Hraesvelgr observed that all the traitors&#039; progeny bore a trace of Ratatoskr&#039;s essence, and but a single sip of dragon&#039;s blood was enough to awaken it. Those who abandoned their loyalties would be rewarded with a drink, and thus be transformed, to join the ranks of Nidhogg&#039;s ever-growing army as newborn dragons. One by one, through death or defection, his brood-brother would account for all of the betrayers&#039; children.&lt;br /&gt;
&lt;br /&gt;
Though Hraesvelgr had revealed much that was hidden about Ishgard&#039;s bloody history, it did naught to change the fact that the Warrior of Light and his companion&#039;s mission had ended in failure. With their hopes for peace shattered, it was time to consider more desperate measures.&lt;br /&gt;
&lt;br /&gt;
===New Winds, Old Friends===&lt;br /&gt;
If Ishgard was to be spared, then Nidhogg must be slain. Such was the opinion of Estinen following the failed negotiations at Zenith. Though she could not condone their actions, Ysayle had not the strength of will to oppose them, and so the party left her and her shattered faith behind, continuing eastwards towards the Aery, the home of the dread wyrm.&lt;br /&gt;
&lt;br /&gt;
However, having sensed the death of his consort, a wary Nidhogg had surrounded his lair with a barrier of impenetrable winds. Gazing upon the scene, Alphinaud was reminded of how a similar barrier once barred their entrance to the primal Garuda&#039;s domain, until they had discovered means to penetrate it with the aid of the engineer Cid nan Garlond. Leaving Estinien to stand watch over the Aery for a time, the Warrior of Light and Alphinaud returned to Ishgard, where they found Cid-and perhaps more importantly his two employees Biggs and Wedge, who had been hard at work at the Skysteel Manufactory developing a diminutive airship known as a &amp;quot;manacutter,&amp;quot; which seemed an ideal means for surmounting the Aery&#039;s defenses. As they set about explaining the craft&#039;s various advantages and disadvantages, however, the door burst open to admit a panting Tataru, who had news of the sultana. Noting the urgency of the situation, Cid bade the Warrior of Light and Alphinaud concentrate on matters in Ul&#039;dah while he and his engineers continued work on the manacutter.&lt;br /&gt;
&lt;br /&gt;
===Awakening in Ul&#039;dah===&lt;br /&gt;
The Warrior of Light and Alphinaud returned to the Waking Sands and there met with Raubahn, who despite his injury had regained considerable strength. He and his allies had concluded that the sultana was most likely being kept in a poison-induced sleep somewhere within the palace. However, before any attempt would be made to rescue her, they deemed it prudent to track down her poisoner: Meriel, the sultana’s former lady-in-waiting.&lt;br /&gt;
Taking care not to alert the Monetarists or their agents, the group converged upon the Silver Bazaar, where they confronted the former lady-in-waiting. But before Raubahn could wring the truth from the trembling Meriel, Prioress Dewlala appeared, accompanied by Lord Lolorito, who proceeded to reveal the details of the assassination plot.&lt;br /&gt;
&lt;br /&gt;
All of his actions, he claimed, were intended to expose and eliminate Teledji Adeledji, and to ensure the stability of Ul&#039;dah. Captain Ilberd had been complicit in the scheme from the beginning, his services having been secured with a promise to support Ala Mhigan independence once Lolorito&#039;s authority had been solidified.&lt;br /&gt;
&lt;br /&gt;
However, Ilberd had grown to despise his fellow countryman Raubahn, calling him a traitor to their people and a disgrace to their homeland. His hatred had driven him to order the deposed Flame General&#039;s execution against Lolorito&#039;s wishes, forcing the merchant to sever all ties with his agent and withdraw his support of the Crystal Braves.&lt;br /&gt;
&lt;br /&gt;
As proof of his good intentions and a gesture of conciliation, Lolorito presented Raubahn with the means to rouse the sultana from her deathlike state. Although he cared not for the merchant&#039;s motives, Raubahn recog- nized that Lolorito had saved the sultana&#039;s life, and for that he was willing to forego his vengeance. So it was that Nanamo Ul Namo was at last awoken from her slumber, and Raubahn Aldynn was reinstated as general of the Immortal Flames.&lt;br /&gt;
&lt;br /&gt;
===Into the Aery===&lt;br /&gt;
With matters in UL&#039;dah  resolved, the Warrior of Light returned to the Skysteel Manufactory in Ishgard. There, he met with Cid Garlond once more, who was pleased to announce that the manacutters were undergoing final adjustments, and would soon be ready to fly.&lt;br /&gt;
&lt;br /&gt;
Together with Estinen, who had recently returned to the capital, the Warrior of Light then met with Ser Aymeric and apprised him of recent developments, as well as their plan to assault the Aery and slay Nidhogg once and for all. The lord commander did not hesitate to pledge his blade to this cause, but Estinien was steadfast in his refusal, for should they fail, it would be Ser Aymeric&#039;s duty to command the city&#039;s defenses against the Horde. Alphinaud, too, wished to participate in the great endeavor, but he was denied by Estinien as well, who acknowledged his promise but believed that his skills would not suffice. So it was that the Warrior of Light and the Azure Dragoon set forth to engage the dread wyrm Nidhogg in a battle that would forever change the course of history.&lt;br /&gt;
&lt;br /&gt;
As one of the First Brood, Nidhogg was more than a match for any mortal being. Yet Estinien was possessed of a secret weapon: the Eye of Nidhogg, safeguarded by the Holy See for centuries. An ancient relic and a wellspring of power, passed down from Azure Dragoon to Azure Dragoon through the ages. With the Eye, Estinien could not only drawn upon the wyrm&#039;s strength, but suppress it as well.&lt;br /&gt;
&lt;br /&gt;
Aided by the Azure Dragoon, the Warrior of Light finally succeeded in bringing the mighty creature down. Estinien then took to the air and delivered the coup de grâce, gouging out Nidhogg&#039;s remaining eye with his legendary spear Gae Bolg and sending the lifeless wyrm tumbling into the clouds below.&lt;br /&gt;
&lt;br /&gt;
===The Dragonsong&#039;s Beginnings===&lt;br /&gt;
Nidhogg, that incarnation of rage who had tormented the people of Ishgard for nigh on a thousand years, was dead, his remaining eye a trophy for the Azure Dragoon. As he looked on his triumphant ally, the Warrior of Light was treated to another vision of the past through the power of the Echo.&lt;br /&gt;
&lt;br /&gt;
He bore witness to the aftermath of another battle with Nidhogg long ago, in which Haldrath, the son of the fallen King Thordan I, and his surviving knights claimed the dread wyrm&#039;s two eyes. But unlike his father, Haldrath lamented the dark deeds which were done that day, and so he foreswore the throne and embarked upon a journey to repent for his sins.&lt;br /&gt;
&lt;br /&gt;
Others followed his example, renouncing Thordan&#039;s legacy, and when all was said and done, four knights remained. Four knights who would found the four great houses of Ishgard-Fortemps, Haillenarte, Durendaire, and Dzemael. Together they would shape their nation with a history of their own making and consign the bitter truth of their betrayal to oblivion.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light shared this revelation with his companion, who though greatly troubled had no choice but to accept it as immutable truth. Yet from these answers rose another question: for if Haldrath had taken with him one of Nidhogg&#039;s two eyes and entrusted the second to the founders of Ishgard, then whence came this third eye which Estinien had claimed but moments ago?&lt;br /&gt;
&lt;br /&gt;
 In search of answers, the pair returned to Zenith, where Ysayle yet lingered, unable to come to terms with the magnitude of her self-deception. They summoned Hraesvelgr once more, who reclaimed the third eye as his own. Once more, by the power of the Echo, the Warrior of Light was made to know the truth-the beginning of a thousand-year torment. Bereft of his eyes and howling with rage for the murdered Ratatoskr, Nidhogg decried Hraesvelgr for placing his faith in man for the love of Shiva. He beseeched his brood-brother for the strength to punish the murderers and every child of their line, and with it began the terrible vengeance which consumed him until his dying breath.&lt;br /&gt;
&lt;br /&gt;
Hraesvelgr confirmed what the Warrior of Light had seen-that he had helped condemn the people of Ishgard to an eternity of suffering. Though the truth of the Dragonsong War&#039;s beginnings had at last been laid bare, the adventurer and his companions found no solace in the knowledge.&lt;br /&gt;
&lt;br /&gt;
===Unrest in Ishgard===&lt;br /&gt;
Alas, Nidhogg&#039;s death did not mark the end of Ishgard&#039;s troubles. As the party reflected upon the many truths they had learned, Ser Aymeric contacted Estinien via linkpearl to inform them that heretics had infiltrated the capital and begun an uprising within its walls. Joined by Ysayle, who had no knowledge of her people&#039;s plans, the party returned to Ishgard and sought to bring a peaceful end to the senseless destruction. Chaos reigned in the streets as fires raged and the heretics cried for blood, but heedless of the danger the Warrior of Light and his companions pushed on, until they met with the vanguard of the advancing mob. Ysayle stood before them and delivered an impassioned speech, declaring Nidhogg and his quest for vengeance to be dead and imploring her people to go in peace. Though they heeded her words and thereafter quit the city, tensions remained high in the wake of their assault. &lt;br /&gt;
&lt;br /&gt;
At Fortemps Manor, the Warrior of Light and his companions revealed to their Ishgardian allies the sordid origins of the Dragonsong War. Unsurprisingly, all were troubled by the revelation that the Ishgardian faith was built upon a lie. Moreover, as the structure of Ishgardian society presupposed a stark difference between the origins of the lowborn and highborn, the fact that all Ishgardians could trace their ancestry to the surviving knights twelve threatened to undermine the foundations of their class structure. &lt;br /&gt;
&lt;br /&gt;
Overcome with emotion, Ser Aymeric declared that these lies could not be suffered to continue, for Ysayle would share the truth with her followers, and the Holy See would be powerless to stop its spread. No longer ruled by a common fear of the dragons, the lowborn and highborn&lt;br /&gt;
would be free to turn on one another. The disenfranchised would rise up, united, and blood would flow in the streets once more.&lt;br /&gt;
&lt;br /&gt;
Ser Aymeric fervently believed that Ishgard could only be saved by revealing the truth and striving for fundamental change. To that end, he left to confront the archbishop alone-despite the others&#039; warnings that he was certain to be branded a heretic for his trouble.&lt;br /&gt;
&lt;br /&gt;
Though all present were doubtful as to the wisdom of Ser Aymeric&#039;s plan, Lucia was determined to support her commander. However, she also professed that should he fail to return from the Holy Vault, she would not hesitate to marshal forces to set him free. The Warrior of Light, Alphinaud, Estinien, and Lord Haurchefant all agreed that should the worst come to the worst, they too would join in his rescue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A Knight&#039;s Calling===&lt;br /&gt;
Having seen the determination writ upon the faces of those around him, Lord Edmont pledged the support of House Fortemps to Lucia&#039;s plans. Alas, even with an army of knights at their disposal, a direct assault on the Vault would be fruitless. However, there was one other faction whose aid would prove invaluable to their cause: a group of lowborn revolutionaries headquartered in the Brume that would doubtless be eager to see the established order overturned. &lt;br /&gt;
&lt;br /&gt;
Alphinaud and the Warrior of Light made their way to the lowest levels of Foundation and asked after the revolutionaries and their elusive leader, the Mongrel. Though the locals were not wont to speak freely of the group, the party&#039;s efforts eventually bore fruit, and they were granted an opportunity to plead their case at a private meeting in the Forgotten Knight. &lt;br /&gt;
&lt;br /&gt;
As Alphinaud attempted to win the revolutionaries&#039; cooperation-seemingly in vain-Ser Charibert, a knight of the Heavens&#039; Ward, strode into the tavern, accusing all present of plotting insurrection. With no recourse left to them, the Warrior of Light and the others stepped outside to confront the knight and his men, and soon Saint Valeroyant&#039;s Forum was transformed into a bloody battlefield. &lt;br /&gt;
&lt;br /&gt;
Joined by Lord Haurchefant and Lucia, the Warrior of Light and his comrades managed to overwhelm Ser Charibert, who withdrew. However, the joy of victory soon faded when they learned that Ser Aymeric had been imprisoned, and the Heavens&#039; Ward placed in command of the Temple Knights. Clearly, they could wait no longer to act. Lucia&#039;s plan to rescue Ser Aymeric hinged upon luring the bulk of Ishgard&#039;s defenders out of the city. Correctly deducing that the revolutionaries had recruited knights in service to the High Houses, she bade Hilda help by ordering these sympathizers to spread word of a heretic army massing outside the Gates of Judgement, and the revolutionaries&#039; leader agreed. At last, the assault on the Vault could proceed.&lt;br /&gt;
&lt;br /&gt;
While Lucia and Lord Haurchefant led a party into the gaol beneath the Vault to free Ser Aymeric, the Warrior of Light and his men aimed for the highest levels and attempted to capture Archbishop Thordan VII. After facing wave after wave of Temple Knights and the Heavens&#039; Ward besides, the adventurer and his allies stood at the pinnacle of the Vault, unbowed. Unable to repel their advance, Ser Zephirin ordered a full retreat, and the Warrior of Light gave chase. Rejoined by Lucia&#039;s party and a wounded Ser Aymeric, he pursued Thordan VII, finally catching up with him as he prepared to board an airship and escape.&lt;br /&gt;
&lt;br /&gt;
The Warrior of Light rushed headlong towards the vessel-but in his haste to apprehend his quarry, he failed to notice a transformed Ser Zephirin taking aim, a spear of pure light in his hand. Alert to the danger, Lord Haurchefant bellowed a warning and raised his shield in the Warrior of Light&#039;s defense, but the steel gave way, and the spear found a mark.&lt;br /&gt;
&lt;br /&gt;
The airship forgotten, the allies surrounded Lord Haurchefant, who lay upon the ground struggling to breathe. As Ser Aymeric cradled him in his arms, the fallen knight looked to the Warrior of Light with a mixture of agony and relief, and bade him favor him with a smile....before the light left his eyes forever.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lore nana</name></author>
	</entry>
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