Characters / Final Fantasy XI

A character sheet for the cast of the MMORPG that is Final Fantasy XI. Considering the Loads and Loads of Characters (a couple of starting points: for a brief starting point that is still pretty huge, and if you want the full list), it might be prudent to split this by the nations from the original version, and from then on work by expansion names - but not before covering an important character:


  • Big Damn Hero - Due to the way most mission and quest fights take place, there's usually only something to fight when you get there to take care of the situation, usually just in time to help a given NPC.
    • Given that this is an MMORPG, being in the right place at the right time may provide you the opportunity to be this to another player, either by healing them when they're in trouble or helping out with the enemy they're fighting. (Note that they have to use a "Call for Help" function in order for the second to be possible.)
  • Blood Knight: When you peel away the desire to help and solve problems, and the loyalties an adventurer has towards various nation-states, deep in their heart the adventurer desires combat, strife, conflict, and slaughter. Several characters across many storylines acknowledge the player character as unusually bloodthirsty and savage.
  • Hammerspace — Inventory items come in all shapes and sizes, but if you're not wearing them, they might as well be invisible and weightless. And then there's key items, which don't even take up inventory space, which is amazing since, for a certain quest, one of them is a whole cardian in need of repairs, and those are bigger than a taru.
  • Hello, Insert Name Here
  • Heroic Mime — Conversations are implied, but the only lines assigned to you are menu choices.
  • Kleptomaniac Hero — Due to the shared environment, this usually involves interacting with specific spots in the scenery, usually identified only with "???" - while it's safe to do so in towns and cities, in dungeons and outdoors, it may cause a notorious monster (or several) to spawn, depending on your quest and mission progress.
  • Mix and Match — With the main and sub-job combinations.
  • Nice Job Breaking It, Hero — The San d'Oria quest line in the past comes to mind.
  • Only One Name
  • Protagonist Without a Past
  • Saving the World - You get the luxury of taking your time for this — or not, depending on how much help you may need for a given battle or task.
  • Super Mode - Some of the 2-hour abilities, depending on the job chosen. Some Notorious Monsters and some very few allied battle NPCs can also use these.
  • Unwitting Pawn

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President Hrichter Karst

  • Jerkass: Can easily come across as this, especially if your character is a galka.
  • Reasonable Authority Figure - Even if his delivery comes off as cold and dismissive, he cares very much for the well-being of his country.

Cornelia Karst

The president's daughter, named after the Cornelia from the northlands expedition from 30 years ago. Often involved in trying to improve the relationships between humes and galkas, much like her namesake.


As well as their most powerful swordsman, Raogrimm is the Talekeeper, the spiritual leader of the galkan people. He mysteriously disappeared thirty years before the start of the game during a mission known as the Multinational Expedition.
  • The Chosen One: Or, rather, he was...
  • Face Monster Turn / Came Back Wrong: After dying from injuries caused by Ulrich, Raogrimm's rage-consumed spirit was contacted by Odin, who revived him as the Shadow Lord.
  • Resist the Beast: After his original death, a piece of Raogrimm's soul splintered from the rest and entered the dreamworld of Dynamis. There, it gradually grew more powerful, eventually gaining form as another Shadow Lord. After the original Shadow Lord's defeat, the splinter pulls at Raogrimm's spirit wanting to become whole. The former Talekeeper resists as best he can, but can't fight it directly and so leaves his fate in the hands of the adventurers.
  • Walking Spoiler



  • Fake Ultimate Hero: Although through no fault of his own Zeid was the one that defeated the Shadow Lord in the war, but perhaps due to the tense relationships between humes and galka, Volker was credited with the victory, though he's not comfortable with it and doesn't make the claim himself.


  • Badass - His swift disposal of an antican soldier in Wings of the Goddess makes this really clear if there were any doubts. His hume-given name "War Cloud" should also be an eloquent hint, as should his other alternate moniker, Darksteel Hurricane.
  • Black Knight
  • BFS
  • Final Boss: Of the Bastok mission line.
  • Mentor Archetype - Guides you on the path to becoming a Dark Knight.
  • Nice Helmet
  • Only One Name - As is standard for true galka names.
  • 24-Hour Armor - Then again, we practically never see him in a relaxing situation where he'd actually take it off — that includes a secret meeting between high Bastokan officials in Wot G cutscenes, where even President Prien himself is always seen wearing armour.
  • Walking Vana'diel


    San d'Oria 


Prince Trion

  • Knight in Shining Armor
  • Paper-Thin Disguise: He wears a gold version of his armor and just that. He makes absolutely no effort to hide his face in public, to the point of no one believing he really is the prince of San d'Oria because there's no way the prince of San d'Oria has that godawful disguise.
  • Royals Who Actually Do Something
  • Sibling Rivalry: Trion and his younger brother Pieuje are often at odds with each other. The militant Trion always thinks with his sword, while the diplomatic Pieuje thinks that his brother is an idiot. Their rivalry is quite bitter as well; people of San d'Oria and their sister are actually wondering why they aren't killing each other yet.
  • Will They or Won't They?: With Lady Curilla.



  • Rebellious Spirit - Despite his responsibilities as a minister, he often goes out on his own to investigate issues which are taboo in Windurst, which gets him (and you) into some trouble.


The Ensemble Darkhorse that made her way to Dissidia. Shantotto's a Tarutaru Black Mage and a hero from the Great Crystal War. She's (in)famous for her rhyme-y speech and iconic laugh.

  • Appeal to Force: Her contribution in the Crystal War is basically this. She at first was fired from her position in the Ministry because she fought in a battle that she wasn't ordered to go to just for the sake of picking a fight with the Beastmen. She then basically said "Fuck you too" and led her loyal soldiers into an attack directly to the Shadow Lord's HQ, was winning, and gained intel that was vital in Shadow Lord's final defeat in the war. Nowadays, she's remembered as a hero, not as someone who disobeyed her superiors and Leeroy Jenkins'd her way to victory.
  • Breakout Character - Well, this is how she got to Dissidia and got an expansion based on her. Plus, the developers liked her.
  • Brown Eyes - Likely more for the contrast with the light hair than any of the down-to-earth connotations.
  • Christmas Cake - Interestingly enough, in Dissidia's character files, it states that Shantotto's one and only regret in life is that she never married.
  • Girlish Pigtails - Considering her implicit age, it's slightly disturbing... Still, it's typical of hairstyles for taru females.
  • Killer Rabbit: You know what they say about judging by appearances.
  • Lady of Black Magic: Although she may not match other Ladies of Black Magic in height, she more than qualifies with her ladylike grace and magical fire.
  • Little Miss Snarker: "Little" being just her physical appearance, but damn if she doesn't have some of the best quotes of the game.
  • Love Freak: Surprisingly. In her youth, she was taught by her parents to spread "love and peace" with her talent. Several Humiliation Conga later, she indeed spreads love and peace. It's just not the way that most people like.
  • Noblewoman's Laugh: A trademark of hers.
    • You never get to actually hear it in-game, though. Dissidia took care of that, including her as a bonus character to represent the whole game.
  • Older Than They Look: She's a Tarutaru. Comes with the territory.
  • Paper-Thin Disguise: As Ambassador Karababa, and actually manages to have an even worse disguise than Trion. For Altana's sake, she only puts on a pair of glasses and calls it a day. Prishe subtly snarked at this.
  • Retired Badass: Her status is actually of a retired minister of the Orastery and veteran of the Crystal War.
  • Rhymes on a Dime: Her way of speaking is full of this, a chance for a rhyme she'll never miss.
  • Small Body Big Ego
  • Sociopathic Hero — While certainly an asset to her nation, especially during the war, her default treatment of everyone isn't pleasant - just ask the journalist outside her house who, during a quest line, ends up on the receiving side of a curse.
    • She does have standards though. She can be quite loyal if she finds a cause she feels is worthy, and will leave without a moments hesitation if said cause could have a negative effect on the overall populace (or... uh, if she has nothing to gain from it).
  • Squishy Wizard: In that she makes her opponents pop like tomatoes.
  • The Battle Didn't Count: In the optional Heroine's Combat, if Shantotto is fought and defeated, her defeated pose reveals that "Shantotto" was actually a magically controlled doll under Shantotto's control.

Star Sibyl

  • The Chains of Commanding: She sent her Star-Crossed Lovers Karaha-Baruha into a suicide mission because the council was desperate to drive the Beastmen out from Windurst. Before he went out to summon Fenrir in a Heroic Sacrifice, Star Sibyl fell to her knees and started crying in Karaha's embrace.
  • Only Known by Their Nickname: Star Sibyl is the title of Windurst's prophetic leader. Her real name hasn't been revealed. Note that, consistent with the term for an ancient Greek prophetess, the y comes second.
  • Rapunzel Hair: For a Tarutaru standard, though. Her hair is almost larger than she is.
  • Waif Prophet: Subverted in that she secretly lost her ability to see the future twenty years before the game's story begins. Her first gaze into the future revealed the imminent and complete destruction of her nation and prompted her to feed false information to her people. Though this devastation did occur, time travel created a new version of history in which it was averted at the cost of the Sibyl's powers. From her perspective, therefore, she has never correctly seen the future. That she continues to offer prophecies to the public ultimately makes her more of a false prophet.



The leader of the Jeuno chapter of Tenshodo, an organization of thieves and smugglers.

  • Big Brother Instinct - To Verena, who may or may not be his real sister — she's certainly not the one he lost in the game's intro sequence.


An old man in Jeuno who has mastered every single job in existence. Players must defeat him in a Mirror Match to raise their level cap to Lv.75.


Captain of the Ducal Guard in Jeuno.

    Rise of the Zilart 

Ark Angels

The Ark Angels are a group of five twisted, dark reflections of the five Enlightened Races. They are summoned by the two Zilart princes as their servants.


The brother of Archduke Kam'lanaut. One of the last Zilart nobles in existence, his botched attempt to open the Gates Of The Gods led to the destruction of his race. He and his brother were frozen in stasis, only to be inadvertently reawoken centuries later by Raogrimm. He is actually the elder of the two brothers, but his body was frozen in time after being exposed to one of the Mothercrystals.

Eald'narche is the final boss of the Rise of the Zilart expansion, as he continues his insane vision to open the Gate of the Gods.


The leader of the Tenshodo, based in Norg.


The current Archduke of Jeuno. A powerful and respected leader who united the four warring nations of Vana'diel against the Shadowlord's army during the Crystal War. In truth, he is a Zilart prince and one of the last few remaining Zilart in existence. Together with his younger brother Eald'narche, they resume their centuries-old plot to open the Gate of the Gods.


The adopted daughter of Gilgamesh. Lion spends most of her time investigating the true cause of the Crystal War, eventually discovering the existence of the Mothercrystals that each Beastman race protects and the Zilart's role in manipulating Vana'diel to gain control over them. She eventually sacrifices herself to stop Eald'narche from destroying Vana'diel in an act of petty revenge.

    Chains of Promathia 


  • And I Must Scream: Her fate in Abyssea. When the final battle against Promathia went wrong, Promathia absorbed the (Abyssea-verse) Player Character and Selh'teus, transforming into Shinryu. The only thing that prevented Prishe from meeting the same fate was her immortality, but Shinryu's influence on Al'taieu was so strong that even if there were any survivors, they would never be able to leave. So there she is, sitting cross-legged in Empyreal Paradox alone, with only constant promises and visits from the Player Character keeping her sane.
  • Bare-Fisted Monk
  • Big Eater: Boosts her stats using food items in battle, asks her allies for food during "Heroine's Combat," and lists her favorite snacks while beating up enemies in Dissidia Duodecim.
  • Cursed with Awesome
  • Cute Bruiser
  • Death Seeker: Initially Hates Everyone Equally before meeting Ulmia as a child; from then on, she thinks that she will outlive her newfound friend and grows to resent herself.
  • Dynamic Entry: The infamous Nullifying Dropkick. She also disables some of Nag'molada's men that were capturing Bahamut by saying hello feet or fist first.
  • Heroic Resolve
  • Hidden Depths: At first, you will think that she's nothing more than the usual sassy Cute Bruiser until you discover that she's Older Than She Looks, is a theologian, was initially Hates Everyone Equally from her imprisonment (now, her cuss-loving mouth was the only thing that remained from it), likes trolling people (even Shantotto) because she knows that it's easier to make them blurt out information and blackmail them if they're angry, and has a great singing voice.
  • Hot-Blooded
  • Immortal Immaturity: Acts more like the teenager she resembles than the adult she technically is.
  • It Was a Gift: Her crystal amulet; given by the first person that let her out of her confinement, Cardinal Mildaurion. Doubles as a Hypno Trinket
  • Kung-Fu Wizard: White Mage + Monk = this trope.
  • Shy Blue-Haired Girl: Becomes this after the finale. Having lost her immortality and regained her humanity, she begins to act her age, becoming painfully demure and shy.
  • Madam Swearsalot
  • The Nicknamer: Notice that she almost never calls people by name unless she knows them for a long time or she considers them as friends? She even persistently calls the player "Dead Guy/Lady" after finding the player unconscious in some hill and only stopping when s/he saves her from the Sin Hunters.
  • Older Than They Look
  • Screw Destiny
  • White Magic


    Treasures of Aht Urhgan 




Naja Salaheem

    Wings of the Goddess 

Lehko Habhoka

  • The One Guy - The one male mithra to have access to areas outside their home nation.


  • Genki Girl
  • Half-Human Hybrid - Although there are a few cases of hume and elvaan NPCs in relationships (and even one married Galka), she's the only one we ever see with mixed heritage. Might be justified by the fact that at some points Bastok (humes) and San d'Oria (elvaans) were at war.
  • Heroic Sacrifice: Of a sort, as she becomes the new Lady Lilith in order to restore balance.
  • Tsundere: Lilisette shows signs of being a Type A, to the point that her stage name of "Moonshade Butterfly" is warped into "Moonshade Wolverine" by her troupe-mates for how she treats men until she meets your character.

    Seekers of Adoulin 

Arciela V Adoulin

Descendant of Adoulin's founder king, while not officially in a position of power in the city, she still carries from influence and gets involved with the city's issues and many an incursion into the wild lands outside it.

    Rhapsodies of Vana'diel 


Your character's apprentice from the future, arriving to present day Vana'diel to try and prevent a calamity that left her as the only survivor.
  • And the Adventure Continues: After the climatic battle in Rhapsodies of Vana'diel, Iroha is teleported to Eorzia where she encounters that world's Warrior of Light. By the end of the event (in XIV) that brought her there, she finds herself unable to return to Vana'diel and decides that it is the goddess' will for her to remain in Eorzia to train herself and help others.
  • The Apprentice: To the player character.
  • Fake Memories: During the Journey to Remember cross-promotional event with Final Fantasy XIV, Iroha ends up in Eorzia with a case of amnesia. The only things she ends up remembering are her name, bits of her home world, and the memories of a series of impossible heroic feats which she initially believes to be her own. When the event is completed, she realizes those memories and actions were not her own, but rather those of the Player Character (from XI, not XIV)
  • That Was Not A Dream: She originally believed her time in Eorzia was just a dream. After a few failed attempts to wake up, she starts to question this belief.
  • You Remind Me of X: She compares the player character from 14 with that from 11.

    Deities, avatars and other immortal entities 


The creator-goddess of Vana'diel. According to legend, she created a race called the Zilart, but after they destroyed themselves through their own hubris, she shed five tears that created the five Enlightened Races of Vana'diel.




  • Our Dragons Are Different
  • Well-Intentioned Extremist: While he does serve as an antagonist, he's genuinely attempting to help the wider world by preventing you from doing something he thinks is enormously stupid and to stop the sentient races of Vana'diel from consigning the entire planet to the Void.