Characters: Final Fantasy XIV

A list of characters from Final Fantasy XIV.

As the story has advanced beyond the point of hiding plot twists, there are unmarked spoilers below, you have been warned.

    open/close all folders 

The Player Character/The Warrior of Light

    General Tropes 
An Eorzean adventurer from one of three city states. Those who started in 1.0 witnessed a star shower and met an Archon of the Circle of Knowing and were then gifted with the Echo and became entwined with the war with Garlemald. New players to A Realm Reborn are implied to be from outside of Eorzea entirely (or at least returning from an extended journey abroad), and have come (or returned) to Eorzea for reasons the player may define in the opening. In the process of proving themselves to their adopted city-state, they too meet a (now-former) member of the Circle, discover their possession of the Echo, and become involved in a conflict not with the Garleans, but with a perhaps older and more sinister power...

  • The Ace: Eventually you are this, being the go to person for the Grand Companies and the Scions to solve whichever world-ending issue is plaguing them.
  • An Adventurer Is You: A mutable Adventurer Be You, in fact, courtesy of the Armoury System.
  • Badass: To the point that the NPCs begin to comment on it during the ARR patch cycle:
    Merlwyb: But what words have I for the [man/woman] who has made a sport of slaying gods?
  • The Chosen One: The player is chosen by Hydaelyn to be her blade against the darkness, but while your character is the main one from the viewpoint, there's a great multitude that have the Echo and the ability to fight primals, making you just one of The Chosen Many.
    • Midgardsormr is fond of pointing out and needling you with the fact that this does not make you special or gifted, it merely means you were picked. Your "abilities" could have been given to anyone, and you should really be defined by your own talents.
  • Five Races: Can be the following
  • The Gift: The player possesses the power of the Echo, allowing them to witness past events and rendering them immune to primal tempering, making them The Heretic to The Empire.
    • Ghost Memory: Itself is a combination of this and Mental Time Travel, where the player can dive into the memories of someone else and witness them first hand and even interact, but no matter what You Can't Fight Fate.
    • Omniglot: The Echo also allows the player to comprehend any spoken language, which is why they can so easily speak with any beastman and understand the language of the Ascians.
  • Hello, Insert Name Here: You are free to name your character however you want, as long as your name doesn't infringe the rules of the game (ie. no rude names, insults or other tasteless things).
  • Heroic Mime: Your character's lips move and they gesture animatedly, but only the NP Cs can hear what you're saying. The only actual lines assigned to you are menu choices.
    • The Stoic/The Quiet One: Comes across as this in-universe and lampshaded repeatedly, with an especially memorable and hilarious moment coming from Thancred.
      Thancred: ...You might try to look a little disappointed! Or do you mean to give me another one of your stoic nods? You do, don't you? *sigh*
      Player: *nod*
    • Silent Snarker: More comedic quests such as the Hildibrand questline or holiday events paint the PC as this.
  • Living Legend: By the time you defeat Ramuh, your character's become so well known around Eorzea and you reputation is even spreading to the rest of the world that you're attributed with single-handedly inspiring an entire generation to become adventurers in service to the good of the country.
  • Purely Aesthetic Gender: Although races have a few (negligible) points in stats difference, both genders will share the same stats.
  • Protagonist Without A Past: The player's past and motivations don't come up too often, although the game gives you a few opportunities to define your character a little. They don't change the flow of the game, but mostly exist to let you define what sort of person your character is.
  • Renaissance Man: Can easily switch and master multiple classes.
  • Ret Gone: The Warriors of Light (Player Characters who have been playing since the original release) have been forgotten by the world at large due to the spell Louisoix used to send them five years into the future, to the point that although their deeds have been remembered, their faces are complete blanks. Most seem to remember them as silhouettes against a bright light. At the end of the story, everyone remembers you all at once.
  • Wolverine Publicity: The CG movies use a recurring party lead by a male Midlander Hyur as a stand-in for player characters. Word of God claims that they in fact do exist in the canon story, but they are teasingly vague on whether these characters are a case of Schrödinger's Player Character or the Heroes of Another Story.
  • You Are Too Late: They usually cannot prevent the summoning of the primals because of this. They were also too late to stop Livia from kidnapping the Scions or killing Noraxia.

     Disciplines Of War 

Gladiator and Paladin

Sword and shield wielding class that specializes in defense over attack. While they have a lower strength then other melee classes they have a slightly higher rate of attack. They can upgrade to the The Paladin job which sacrifices the greater variety of weapon skills for greatly increased defensive ability and healing abilities.

The Gladiator classes provide examples of...

  • Cool Sword: The primary weapon of the Gladiator class are various one handed swords including the exotic Macuahuitl (An Aztec combination of club and sword)
    • Knife Nut: Knives and daggers were also a weapon available to this class until patch 2.3, in which they were replaced with more swords, likely in preparation for the addition of Rogue.
  • Light 'em Up: Flash which doesn't actually do damage but makes enemies more likely to the attack the Gladiator and later blinds enemies, Circle of Scorn, Spirits Within, and Rage of Halone likewise are sword attacks enchanted with light magic.
  • Luckily My Shield Will Protect Me: The Gladiator has many abilities he can use in conjunction with his shield:
  • Spell Blade: Rage of Halone and Spirits Within notably enhances the Gladiator's sword with light.
  • Status Buff: Gladiator's come with an enormous amount of buffs to help them mitigate damage.
  • Stone Wall: In contrast to the Warrior job, Paladins focus more on damage mitigation and defense, boasting a wide range of powerful defensive cooldown abilities.
  • Sword Plant: Circle of Scorn involves this which generates bursts of energy from the ground.
  • Practical Taunt in Provoke, one of the more useful skills for a tank.

Paladins provide examples of...

  • Combat Medic: The Paladin can use the conjurer's healing spells, but unlike in Final Fantasy XI, not very well. Borrowing the conjurer's defensive buffs, particularly Stoneskin, is very effective, however.
  • Cool Crown: The helmet of the Paladin's Relic set is one.
  • Knight in Shining Armor: A lot of armors fall under this category, and even more so for the Paladin.
  • Magic Knight: As a Paladin, the player can use some conjurer's healing spells, and some of his attacks are magic in nature, like Flash and Circle of Scorn.
  • Nigh-Invulnerability: The Paladin's most powerful buff, Hallowed Ground, makes them temporarily invincible to most attacks.
  • The Paladin: Exactly What It Says on the Tin. Specifically, the paladin order has its roots in the Sultana's personal guard.
  • Praetorian Guard: The Paladins are the sworn bodyguards of the Sultanate and one of the last royalist factions.
  • Stance System: Has Sword Oath and Shield Oath for attack and defense.
  • Taking the Bullet: Cover, which will have the Paladin taking all physical damage for a party member for a short time, provided the covered party member remains within a close enough proximity to the Paladin.

Archer and Bard

Physical ranged damage class that wields bows, they specialize in dealing rapid damage while staying at a safe distance from the enemy. Through this class The Bard job is unlocked which gives gives the character better magical skills and excellent Magic Music abilities that grant buffs and debuffs for allies and enemies.

Archer classes provide examples of...

  • Bottomless Magazines: In the original release arrows needed to be purchased, but now are infinite for balance purposes.
  • Critical Hit Class: Archer skills are very crit-focused and maximizing critical hit rate is important to getting the most out of them.
  • Jack-of-All-Trades: Definitely so back in 1.0 Legacy, thanks to subbing Conjurer abilities, and some of the alternative songs they had making them back up healers and buffers. Toned down in 2.0 ARR where it's much better to focus on their damage dealing aspect by boosting Dexterity, as their songs have fairly flat rates of effect. With no boosts to Piety for MP, they can often sing songs for about a minute or two with Foe Requiem, and a bit longer with the two resource restoration songs.
  • Long-Range Fighter: Even has Repelling Shot, which causes the Archer to jump backwards while using it should an enemy get close
  • Rain of Arrows: Wide Volley and the Bard's Rain of Death.
  • The Straight and Arrow Path: Even though guns are invented, archery has still not yet been fully displaced in Eorzea due to the technology differences between Eorzean firearms and Garlean firearms.
  • Shadow Pin: Shadowbind does no damage, but binds the target for 10 seconds, or until they're attacked.
  • Trick Arrow:

Bards provide examples of...

  • The Bard: This part should be obvious, but yes Bards are Bards.
  • Damage-Increasing Debuff: Foe Requiem helps lower the magic resistance of enemies to aid the mages in the party.
  • Fluffy Fashion Feathers: The Bard armor has a feathered fedora as typical for the class.
  • Hyperspace Arsenal: The Bard whips out a harp from nowhere when performing a song. Even if they're using the Artemis Bow which has a harp built into it, which we're told was designed specifically for the purpose of switching between harp playing, and shooting on the fly easier, they'll still stick it to their back, and whip out the standard harp.
  • Magic Music: Most of the Bard's skills, although the archer has one on their own.
  • Nice Hat: Their feathered chapeau.
  • Regenerating Mana: The main utility of the bards song abilities is to regenerate the MP and TP of their allies allowing them to get back into fighting condition.
  • Vapor Wear: The bard artifact armor is cut rather low on both the front and the back. Male characters wear a white undershirt beneath it. Females... don't.
  • Wandering Minstrel: Famed in Eorzean history for their playing ability. So much so, that army commanders held their ability to inspire their comrades in higher esteem than their equally skilled archery capabilities.
  • Warrior Poet: Archers well versed in lore, music and poetry.

Pugilist and Monk

Balanced hand-to-hand fighters that wield cesti, they can use Elemental Punches and a Stance System to easily shift and adapt to the pace of combat. The Pugilist can become the Monk class which increases the class's versatility and attack speed.

Pugilist classes show examples of...

Monks provide examples of...

  • Dash Attack: Shoulder Tackle, which can only be exectued if you are at least 10 yalms from an opponent, charges at the enemy and stuns them.
  • Fluffy Fashion Feathers: Wears a Lu Bu-esque quail feather coming from their Martial Arts Headband.
  • Hurricane Kick: Dragon Kick has one after a backflip kick.
  • Ki Manipulation: The backstory has this to show for the Charles Atlas Super Power the Monk's display, owing their incredible power to their mastery of ki and the chakras.
  • Ground Punch: Howling Fist is one that opens a powerful fissure of energy to burst from the earth.
  • Supernatural Martial Arts: The Monks gain their unmatched physical strengths by opening the Chakras within their body.
  • Qipao: The relic armor is visually inspired by it for both genders.
  • Rapid-Fire Fisticuffs: The (now) removed Hundred Fists shortened the time between a monk's auto-attacks to such a degree that they were always punching. The ability was taken out in A Realm Reborn, but time will tell if it's added back. Several story-important boss characters still possess hundred fists, and letting them successfully cast it will mean you're in for a world of hurt.
  • Warrior Monk: Monk's where previously warrior priests from Ala Mhigo devoted to the worship of the Rahlgr the Destroyer.
  • Wuxia: The Monk's Relic armor is visually inspired by the genre.

Marauder and Warrior

Heavy wielders of axes who bear unrivaled ability to both absorb damage and return it in full. The Marauder can further increase its offensive and defensive potential by becoming a Warrior which enhances the already impressive arsenal of powerful attacks and crowd control.

Warriors provide examples of...

  • The Berserker: More prominent in the Warrior with his Infuriate skill, which stacks Wrath by using combos. The questline also brings up "the Inner Beast" and the risks of losing control over it.
  • Cool Helmet: A horned ensemble with a visor that can be put up or down depending on just how intimidating you want your hero to look.
  • Mighty Glacier: To contrast with its fellow tank job Paladin's Stone Wall. Warriors primarily soak damage through an enlarged HP pool and enhanced HP recovery rather than mitigation, and they have more offensive options than the Paladin.
  • Pretty in Mink: The Relic Armor has fur trimmings.
  • Spin Attack: Brutal Swing, Steel Cyclone.
  • You Will Not Evade Me: Holmgang creates a Variable-Length Chain to pin him and a target in place together. Counts as Genius Bonus as "Holmgang" refers to the name of a real life viking challenge, where combatants where expected to fight each other in a straight up brawl while standing on a spread out cloak.

Lancer and Dragoon

Wielders of lances that can pepper enemies with rapid stabbing attacks that allow for powerful damage dealing. After becoming a Dragoon this allows the character to use its signature Death from Above attacks and rain death In a Single Bound.

Lancer classes provide examples of...

  • Blade on a Stick: Lancers' arms are spears of various types varying from pikes, yaris, tridents and halberds.
    • Javelin Thrower: They can hurl their spears like them for ranged attacks with the Piercing Talon skill.
  • Blade Spam: Chaos Thrust
  • Life Drain: Life Surge makes their next special attack do this, in addition to forcing a Critical Hit.
  • Glass Cannon: Zigzagged. The lancer can dish it out, and with the use of Keen Flurry (improves parry rate by 40 to 80% depending on level), and the Marauder's Foresight ability (defense up), they can actually do a half decent job of tanking a physical damage based enemy in an emergency. However, their magic defense on armor, is about 45% less that of their physical defense. It's best not to try it except when a Lancer has to emergency tank.
  • Splash Damage: To contrast the Pugilist's focus on single target DPS.

Dragoon's provide examples of...

  • Cool Helmet: Dragon themed, modeled after Kain's very famous helmet.
  • Death from Above: As always, Jump attacks are the Dragoon's trademark.
  • Dragon Knight: Though Dragoons take the imagery of Dragons, in Eorzea they are the dragons' sworn enemy.
  • The Dragon Slayer: Dragoons are famed for their skills at killing dragons. The Azure Dragoon, of which there is {normally) only one at any one time, is even more renowned in this regard.
  • In a Single Bound: Jumps can be used to enter and exit combat depending on which you use.
  • Goomba Stomp: Four of their five unique skills are either jumping on things, away from things or powering up said jumps for more damage.
  • Spell Blade: Dragonfire Dive which is a super charged fiery jump attack.
  • Whole Costume Reference: The Dragoon's Relic Gear is based on the armor of Kain Highwind as drawn by Yoshitaka Amano while the second Artifact Armor in Heavensward is based on the armor of Dark Kain.

Rogue and Ninja

Members of a secret society born in the shadows of Limsa Lominsa, Rogues fight using a dagger in each hand. Rogues will later train in the exotic martial arts of Doma to become Ninjas. Rogues and Ninjas were added to the game in patch 2.4.

Rogues provide examples of...

  • Back Stab: They're a stealth class so this is to be expected. Trick Attack functions best when performed this way. In a bit of an inversion though, Sneak Attack, their strongest direct damage attack from stealth, actually requires you to be in front of the enemy.
  • Colossus Climb: Rogues can do this to a weakened foe with the Assassinate ability, Flash Steping over top of whatever they happen to be murdering.
  • Dual Wielding: Rogues fight with a dagger in each hand, although this has no impact on the actual gameplay and the daggers are treated as a single weapon as with any other class.
  • Expy: Of the classic Thief class. A new armor design reminiscent of the Thief Artifact armor from FFXI and the classic game was added alongside the class. In-game it's noted that Rogues used to be known as the "Upright Thieves" before they were reformed as the Rogues Guild by the Admiral.
  • Flechette Storm: Death Blossom, which hurls a bunch of knives in an area around the Rogue.
  • Honor Among Thieves: When Limsa Lominsa was first formed, a basic code of conduct was put in place to prevent the city of crooks and pirates from tearing itself apart. The most well-known rules are: first, no stealing from fellow Lominsans; second, no cheating other pirates out of their hard-won loot; and third, no treating people as goods. The Rogue's Guild are the enforcers of this code, even in the present day, as despite Merlwyb's efforts to clean up the city there's still plenty of work for them to do in the shady back alleys and black markets.
  • Just Like Robin Hood: According to the Fan Fest description, Rogues will take their ill-gotten gains and deliver them to the downtrodden and less fortunate, making them an essential part of Limsa Lominsa's culture and why the Yellowjackets haven't chased them out.
  • Knife Nut: Dual wields matched daggers and short blades. As explained by Jacke, the Rogues' Guildmaster, knives are much less likely to get caught up on a ship's rigging, are easy to use on the rolling and pitching deck of a ship, and harder to spot in a crowd when pursuing a target.
  • Poisoned Weapons: Available in Kiss of the Wasp and Kiss of the Viper variations. Both boost damage by up to 20% while in use, but each affects a different ability by changing their additional effects, with Wasp changing Jugulate's silence into a stun, and Viper changing Mug's increased item drops on a killing blow into recovering half of the damage dealt as HP.
    • The Ninja later gets an elemental variation on this called Doton, which creates a patch of corrupted earth on the ground dealing Damage Over Time and inflicting Heavy (slowed movement) on enemies standing in it.
  • Reverse Grip: Like Zidane, Rikku and the Final Fantasy XI Ninja class before them, Rogues hold their dual wielded daggers in the "icepick" grip.
  • Stealth Expert: Rogues and ninjas are masters of stealth and can go invisible to execute surprise attacks for bonus damage.

Ninja provide examples of...

  • Combos: Depending on which order you use them in, the Mudras: Ten, Jin, and Chi will make Ninjutsu do something different, up to a possible 7 abilities.
  • Epic Fail: Mess up a mudra combo or use a skill between the mudras and the Ninjutsu, and instead of a successful ninjutsu cast, you get an ineffectual rabbit on your head.
  • Elemental Powers: 6 out of the 7 Ninjutsu are aspected to each of the 6 elements.
    • An Ice Person: Hyoton, an Ice-aspected attack that binds the target.
    • Blow You Away: Huton, a Wind-aspected status buff that increases speed for 70 seconds.
    • Dishing Out Dirt: Doton, an Earth-aspected that works like Shadow Flare and Circle of Scorn, creating a patch of corrupted earth to damage foes.
    • Making a Splash: Suiton, a Water-aspected attack that can cloak the ninja, allowing it to use Sneak Attack or Trick Attack.
    • Playing with Fire: Katon, a Fire-aspected Area of Effect attack.
    • Shock and Awe: Raiton, A Lightning-aspected attack with the strongest single-target potency of the ninjutsu.
    • Non-Elemental: Fuma Shuriken as the basic ninjutsu. Technically, Doton has the appearance of an earth attack but deals unaspected damage.
  • Fuuma Shuriken: The name of the most basic Ninjutsu ability.
  • Hand Seals: How Mudras work based on three basic forms Ten (Heaven), Chi (Earth), and Jin (Man), a three-part philosophical system in many martial arts.
  • Jack of All Stats: Ninja is well equipped to deal with most situations with their versatile ninjutsu.
  • Kung-Fu Wizard: Ninjas use many acrobatic martial arts along with their ninjutsu.
  • McNinja: Since the art is imported from Doma, all player character Ninjas are by definition this.
  • Mechanically Unusual Class: Most of the Ninja's abilities are not readily available; they must perform Mudras in a specific order before using the Ninjutsu skill to activate the effect.
  • Mythology Gag: During the Ninja Job unlock quest, you're taught the password to get into the Shinobi's hideout by your job's teacher. The password in question being the guard saying Ayame, and the player is to answer Kaede. The names are references to the sisters Ayame and Kaede from Final Fantasy XI, who also supplied the name for that game's Ninja Job Unlock quest as well.
  • Ninja: This one is a given though.
  • Ninja Run: They do the Airplane Arms version and have greater then normal footspeed because of it.
  • Whole Costume Reference: The Ninja Relic Gear is clearly based on Shadow from Final Fantasy VI.

Dark Knight

Knights clad in black armor that defend their allies wielding a massive sword alongside shadowy magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

Dark Knights provide examples of...

  • BFS: They will wield great swords and other two-handed swords. Considering some of the current endgame one handed swords reach about chest height on the average character, one can only imagine how enormous these chunks of metal are going to be.
    • To give an idea, the Au Ra Dark Knight shown at the Fan Fest had a greatsword that went down to his feet. The Au Ra are taller than Roegadyn, which puts them somewhere at 7-8 feet tall.
  • Casting a Shadow: The Dark Knight uses shadowy magick alongside their swords.
  • Cool Helmet: Like the Warrior's relic armor, the Dark Knight's helmet is decorated with a sinister pair of horns.
  • Black Knight: The Dark Knight artifact armor predictably dresses them as such.
  • Hand Blast: One of their attacks is to fire one at the enemy point blank.
  • Magic Knight: They use their swords and the power of darkness together.
    • As mentioned in This interview, Dark Knights eschew the tradition of their magic being Cast from Hit Points due to valuing their HP as a tank, instead they'll be more focused on using MP than paladin and warrior.
  • Mechanically Unusual Class: Unlike other jobs, there is no base class associated with the Dark Knight. It will be available to anyone who has another job at level 30.
  • Spellblade: Their attacks wreathe their swords in dark magic.


Masters of machina and marksmaship that use their skill with Magitek engineering and pistols to attack enemies from afar.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

Machinists provide examples of...

  • Attack Drone: Screenshot and official artwork shows a few mechanical drones orbiting them that can be used to help.
  • The Engineer: The Machinist can use machina such as turrets and other Attack Drones to attack.
  • Fantasy Gun Control: Guns are only becoming popular in Eorzea's borders outside Limsa Lominsa with the reestablishment of Garlond Ironworks.
  • Firing One-Handed: They use their Hand Cannon's with one hand despite their large size.
  • The Gunslinger: Their weapons are Hand Cannon machina pistols.
  • Goggles Do Nothing: They wear welding goggles as part of their job gear, and it makes sense for them to in this case, they're engineers, after all... but then this trope comes into play because players will have the option to simply wear them up on their forehead with the visor option.
  • Long-Range Fighter: Like the Bard, this class favors dealing death at a distance.
  • Mechanically Unusual Class: As an Extra Job it will be available to anyone who has another job at level 30.
  • The Turret Master: The Machinist builds turrets to help them fight.

     Disciplines of Magic 

Conjurer and White Mage

Magic users that concentrate on healing and bestowing allies with a few Status Buffs while commanding the power of earth, water and wind to defend themselves as needed. Becoming a White Mage gives the player unparalleled healing skills as well as gives them the powerful Holy spell.

  • Beehive Barrier : The Protect spell
  • Cast from Hit Points : Part of the Conjurer's quest line, though the player doesn't use this trope. it's revealed even if one has a natural talent for healing, without the study of the elementals, and thus their blessings, they'll end up doing this. It can eventually lead to their death if they heal too much.
  • Combat Medic: Cleric Stance swaps the user's Mind (healing strength) and Intelligence (magic attack strength), allowing them to be quite effective in kicking ass as well as healing when the time is right. The trope becomes a point in one of the late class quests where you are told that conjurers must learn to be able to do more than just heal people.
  • Druid: The conjurer has strong druidic flavor, possessing the bond with nature to help channel their spells and with some of the wands being branches complete with leaves.
  • Elemental Powers: Has both the Aero and Stone spell lines as well as some water spells.
  • Forced Sleep: The Repose spell which puts the target enemy to sleep for thirty seconds or until someone attacks them.
  • Healing Hands: The various Cure spells and Medica spells; the former have very potent healing for a single person (Cure 3 can also heal anyone else in the small vicinity of the target) while the latter isn't as strong but makes up for it by healing multiple people at once in a large area around the caster.
  • Light Is Not Good: Several dialogues in-game heavily imply that Conjurers routinely and willingly let people die if such is the will of the elementals. Also, the White Mage Job questline reveals that White Magic became a forbidden art because it was exploited for selfish purposes and warfare.
  • Magic Wand: What the class uses if they aren't using a two handed staff.
  • The Medic: Conjurer is the only healer class in the game (although there is more than one healer job) and also possesses the handy Raise spell.
  • Squishy Wizard: Has very poor defense.

White Mages provide examples of...

  • Badass Long Robe: Nothing says badass healer like having a long white robe with red trims on it.
    • Caries on into much of their higher level garbs as well, notably with the Allagan gear, as well as their Soldiery Tome gear, which add gold trimmed plate armor as well
  • Healing Hands: On top of having the healing spells from the Conjurer class, White Mages also get their own healing spells as a supplement; Regen grants Regenerating Health, Divine Seal boosts healing potency, and Benediction can instantly restore a person's HP to full.
  • Holy Hand Grenade: The very powerful Holy spell.
  • Mini Dress Of Power: The female white mage's artifact pants is an absurdly short skirt. And by short we mean "turns your white mage into a perpetual panty shot" short.
    • The Male version is a pair of short shorts.
  • Regenerating Health: The Regen spell restores a player's HP in small bursts for several seconds. Over its full duration, it is one of the most powerful single-target healing abilities in the game, short of Benediction.
  • Regenerating Mana: Shroud of Saints, which not only grants the user enhanced MP regeneration for a few seconds, but it also cuts all current aggro to the player by half.
  • White Mage: The Conjurer's Soul Crystal Job.
  • Who Wears Short Shorts?: Male White Mage's in Relic Gear if you check under their robe.

Thaumaturge and Black Mage

Magic users that concentrate on obliterating enemies with Fire, Ice, Lightning spells as well as the ability to unleash a few Standard Status Effects. Becoming a Black Mage gives the player even greater focus on destructive spells.

  • 108: The number of volumes of fundamental thaumaturgical principle. Fortunately the guild abolished forcing newcomers to read them all. "Too great a deterrent to fresh novices."
  • Dark Is Not Evil: The Guild leaders refer to their art as "diving into the Abyss", and the god of death is the guild's patron deity. But the Thaumaturges make a point to understand life itself along with the destruction their magic brings.
  • Fire, Ice, Lightning: The Thaumaturge's main method of attack.
  • Forced Sleep: The Sleep spell which puts the target enemy to sleep for thirty seconds or until someone attacks them.
  • Magic Staff: Uses various kinds of two handed staves, though they can also use a one handed Magic Wand as well.
  • Magikarp Power: Prior to getting the third tier elemental spells (which automatically max out the player's Astral Fire/Umbral Ice buff) and Firestarter (% chance on casting Fire that you get a free Fire III cast), thaumaturges and black mages are decent at DPS output. After, well...there's a reason endgame black mages are known for pulling enmity off an unprepared tank.
  • Squishy Wizard: Excellent magical strength, lousy physical defense.

Black Mages provide examples of...

  • Bad Ass Long Robe: Not only can you assemble attire that lets you wear colors with the same palette as the classic Blackmage attire of Fina Fantasy past, their Artifact, and Mythology armors with the partially tattered leather shawl, and long coat which goes from the collar covering the nose and mouth of the character to just below their knees looks very bad ass. Other options such as Alegan and Divine, and Cid Garlond Ironworks Magitek robes are available as well
  • Black Mage: The Thaumaturge's Soul Crystal Job.
  • Cool Mask: What the artifact headgear gives.
  • Glowing Eyes of Doom: The Black Mage will glow yellow at times.
  • Robe and Wizard Hat: The artifact armor.
  • Star Power: Flare, which drains the Mage's MP to 0, but makes up for it by easily being the hardest hitting ability accessible to players in inclusion to being AoE

Arcanist, Summoner and Scholar

Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing spells. They use arcane Grimoires with geometric signs as the focus for their own magical casting. Later on, they can learn both the arts of the Ancient Allagan Summoner class, which summons elementals which have gained enhanced power from exposure to a primal of their element, or Scholars, a long lost healing class from the ancient city state of Nym, who used fairy familiars to assist them in healing warriors and residents alike of ailments, and prevent further harm coming to them.

  • Casting a Shadow: A few of their spells have this flavor like Shadow Flare.
  • Damage Over Time: They specialize in these for offensive spells.
    • Death of a Thousand Cuts: They focus primarily on chipping off HP, and have very limited burst damage ability, namely the Ruin spells and the Fester action.
  • Geometric Magic: The grimoires are filled with magical runes and geometries that act as a focus for the Arcanist's spells.
  • Good Is Not Soft: Most Arcanists are extremely affable people, and Summoners are generally a "good" class in most of the games, but their spells don't shy away from mentioning that the effects are horrifying and cause suffering (Miasma, for example outright says it fills the target's lungs with choking poison, Energy Drain outright pulls blood into your book to heal you, etc. etc.).
  • Familiar: The summons of this class work on a principle like this.
  • Formulaic Magic: According to their lore, they study magic through the art of....mathematics and geometry. Yes, Finding X on the Triangle, and understanding Pi, squaring, and cubic powers, and combining multiple symbols together, gives you access to magic and summoning.
  • Spell Book: What the Arcanist uses for their spells.
    • Throw the Book at Them: You can actually whack monsters over the head with your grimoire, though it's naturally not nearly as effective as just casting a spell at them.
  • Magic Is Mental: The Arcanists are scholars who create aether spells by drawing up mathematical formula and geometric symbols.
  • Master Poisoner: Their specialty, with spells that include Bio and Miasma.
  • Mundane Utility: Their Guild, located at one of the major docks for Limsa Lominsa, and thanks to Arcanists skills at mathematics and bookkeeping, also acts as the Customs department for Limsa Lominsa, and collection of tariffs and fees. Their Carbuncle summons act as essentially to the real world equivalent of drug sniffing and guard dogs.
  • Non-Elemental: The Ruin spells.
  • Plaguemaster: Besides their mastery of Universal Poison, several of their spells also effect enemies with the effects like Disease and Virus.
  • Regenerating Mana: Aetherflow, which allows them to recover MP once a minute as well as gain charges to unleash more powerful spells.
  • Summon Magic: The Arcanist, Scholar and Summoner all specialize in these with Carbuncle for the Arcanist, Fairys for the Scholar and Primal Egis for the Summoner.
  • Weak, but Skilled: Applies to their Emerald Carbuncle and the Summoner's Garuda-Egi. They don't put out any impressive damage numbers, and often require the summon to be used on the manual ability usage "Obey" attack mode to be effective. But they have a variety of attack utilities, including a rapid standard attack, an Ao E attack, a Knockback attack, and a Utility ability that adds extra duration to the Arcanist damage over time spells, saving MP for the Arcanist and Summoner.

The Scholar job provides examples of...

  • Barrier Warrior: The Scholar's bread and butter. They don't heal for as much as a White Mage can, but two of their healing spells also add 30-second shields that block as much damage as they heal. On a critical heal, this effect is doubled for the Adloquium spell.
    • They also have Sacred Soil, which is a large magic barrier which stays on the field for 15 seconds, and any party member standing inside it receives 10% less damage taken.
  • Bling of War: The Scholar's coat is a military jacket complete with medals for service.
  • Brainy Specs: Most of the job's headgear are spectacles.
  • Fairy Companion: Two of them actually:
    • Eos, replacing Summon I's Emerald Carbuncle while using Scholar, is a healing oriented fairy, who in addition to the default "Embrace" healing spell, also has three Areaof Effect abilities: one for Regen, one for a 20% magic defense buff, and the third gives a 20% spell-based healing received buff to those in range of her.
    • Selene, replacing Summon II's Topaz Carbuncle, however, is a more offensive support/buffing fairy. It still retains the same "Embrace" healing spell, but instead has a Silence ability for spellcasting foes, and two AoE buff abilities, one gives 30% increased Spell Speed while in effect, letting mages cast faster, and the other gives 30%+ Skill Speed, letting physical combatants use Weapon Skills faster.
  • Force Field: They are able to provide allies with these as Status Buffs.
  • Nice Hat: The graduation cap is still in vogue for this class.
  • Healing Hands: The Scholar's specialty.
  • Meaningful Name: Eos is the Greek Goddess of the Dawn, while Selene, her sister, is the Goddess of the Moon.
  • The Strategist: The lore of the Scholar Job has this as its origin, being field medics and tacticians for the armies of the tiny nation of Nym.
    • This is especially apparent with the Japanese naming themes behind their spells that were changed to sound more mystical in English, with skills having names like Encouragement Plan (Adloquium, which is Latin for the same thing), Raise Morale Plan (Succor), Field Medical Formation (Sacred Soil) and Live Encouragement Act (Lustrate)
  • Zettai Ryouiki: The Artifact armor of the Scholar is B-rank.

The Summoner job provides examples of...

  • Badass Longrobe: Has the same options as Black Mage for Allagan and Garlond Ironworks gear. Also has their Artifact and Mythology armor which, like the others, are based on the classic class designs, while looking awesome. In this case, an open, green robe and shirt, making it turn closer to the Bad Ass Long Coat side.
  • Crown of Horns: The relic gear has a headband with a single protruding horn.
  • Dummied Out: A Ramuh-Egi was discovered in the files for Realm Reborn, having been removed just before release. However, Yoshida has stated that it, as well as a Leviathan-Egi, will be implemented in the future.
  • Limit Break: Their level 50 job skill, Enkindle, makes their egis use a weaker (but still strong) version of the associated primal's ultimate attack, and at a five-minute recast timer, it possesses one of the longest cooldowns of any ability in the game.
  • Unskilled, but Strong: Ifrit-Egi. Has more HP than the Garuda version, and does more damage on its own, compared to the Garuda-Egi. It also requires much less manual management to use its actions effectively without worrying if it's auto-casting abilities on the "Sic" command at the wrong time, like Garuda does. It's primary weakness is against foes with lots of Area of Effect abilities, or for longer trial and boss fights which the Summoner needs the longer range safety for their summon, and reduced MP consumption courtesy of Garuda's Contangion.


Scholars from the providence of Sharlaya, Astrologians use a "star globe" and tarot cards to cast magic.

One of three new jobs slated for release with the Heavensward expansion and patch 3.0.

Astrologians provide examples of

  • Astrologer: The hint is in the name.
  • Badass Bookworm: They chart out the stars and use them to chart the future. They're also capable fighters and healers.
  • Cards Of Power: Their Starglobe weapon is one part Chronoscope one part deck of enchanted Tarot Cards.
  • Star Power: The crux of their magic is the use of celestial bodies.
  • Improbable Weapon User: Their weapons are referred to as "Star Globes", and are a sort of telescopic lens focus with a deck of tarot cards circling it.
  • Lost in Translation: According to the English developers, Astrologians are a specific type of scholar from the Sharlayan providence, the "Astrologians" in Coerthas suffered the same Kanji-English mistranslation as Acheron/Phlegethon in Crystal Tower. Coerthas' scholars are simply Astrologists.
  • Mechanically Unusual Class: As an Extra Job it will be available to anyone who has another job at level 30.
  • Robe and Wizard Hat: The relic gear dresses them in one decorated with celestial bodies.
  • Tarot Motifs: The enchanted cards wielded with the Star Globe have tarot motifs to them.
  • The Gambler: Though they lack the motifs, their cards will fundamentally fulfill the niche of the other luck-based classes, with each card doing something different. Naturally like the other gamblers classes, there will be a Luck Manipulation Mechanic to help you draw the cards you really need.
  • Unexpected Character: Dark Knight was revealed immediately, and everyone anticipated a gun-using class (Machinist). Nobody at all had called Astrologian which previously had only been featured in a single game. This was because of a bit of misdirection, Word of God had said that both "there would be a healing class and not a DPS one" and heavily hinted at a gun-user being added. Thus there was every reason to believe said gun class would be said healer, blindsiding everyone with the announcement.


    Eorzean Alliance Leaders 

Raubahn Aldynn

The leader of the Immortal Flames, he seized power in Ul'dah through the winnings he earned in the Bloodsands. He has turned his back on the other members of The Syndicate for refusing to aid the Sultanate.

  • Badass: Strong enough to have a winning streak of 1000 matches.
  • Big Good: Of the Immortal Flames Grand Company.
  • Big Scary Black Man: Averted for the most part. In truth, he's quite jovial and friendly; the Sultana, who is a Lalafell, regularly perches atop his raised arm for pictures, or giving speeches to the people, and there's almost a father and his daughter, aspect to it. Still, he is a huge, muscular dark skinned Highlander from Ala Mhigo who gained fame in the coliseum after being captured by the Brass Blades, and forced to fight 15 years ago while he was fleeing from the Garlean occupation of his homeland..
  • Blood Knight: Won 1000 matches in a row in the Coliseum, and now as the Immortal Flames' General, he's known as one of the most aggressive Grand Company leaders. Kan-E-Senna and Merlwyb had to convince him after Dalamud exploded and revealed itself to be the prison of Bahamut that the battle was lost and to retreat so they could rebuild. He's also got a patch of Northern Thanalan named after him in front of Castrum Merridium named "Raubahn's Push".
  • Cool Helmet: In the End of an Era Trailer (and Main menu opening if you let the game idle on it long enough), Raubahn is shown wearing a bull's head shaped helmet, keeping to his armor's theme.
  • Cool Sword: His Weapon of Choice is a One-Handed Zweihänder.
  • Covered with Scars: One look at his face is enough to realize Raubahn had his fair share of fights in the past. Since he is a former gladiator, it is not surprising.
  • Defector from Decadence: He once was a member of The Syndicate but left them to become the General of the Immortal Flames company and serve the Sultana.
  • Four-Star Badass: Referred to as the Flame General.
  • Good Scars, Evil Scars: His scars are primarily of the Good kind, featured on his forehead, and cheeks.
  • Huge Guy, Tiny Girl: With the Lalafell Sultana, Nanamo Ul Namo.
  • Large Ham: At the end of the 2.4 storyline, he is so fed up with all the scheming around him (and by the treason of his right-hand) that he yells at the possible spies in the room that he will take care of their masters one day, and lets out a powerful roar.
  • Luckily My Shield Will Protect Me: Fittingly enough, since he was a Gladiator.
  • Man in a Kilt: Ok, more "Man in a Romanesque long tunic" but the effect is similar, what with the pleating at the bottom. And for those wondering what he's wearing underneath, it's tan boxer briefs.
  • Proud Warrior Race Guy: Originally hails from Ala Mhigo from before its fall to the Garlean Empire, which held Rhalgr, The Destroyer as their guardian deity.
  • Rags to Riches: Was a captive forced to fight in the coliseum. He then won a thousand matches undefeated, and used said money to buy the coliseum and become a member of the Syndicate.
  • Rated M for Manly: Speaks in a deep voice, muscle-bound, his armor only covers his left arm, and greaves for his shins, and until Godbert Manderville showed up, was Eorzea's answer to Chuck Norris (and still is to some degree).
  • Shout-Out: To Final Fantasy XI, a character named Raubahn was the leader of another military group with a similar name. In the case of FFXI, it was a group of Blue Mages known as the Immortal Lions.

Nanamo Ul Namo

The reigning Sultana of Ul'dah. She is the seventeenth ruler in the line of Ul, the royal family of the city-state. Although nominally the head of state, her authority is undermined by the Syndicate, a ruling council of Ul'dah's wealthiest citizens.

  • Abdicate the Throne: 2.4's Ending cut-scenes shows that she plans on not only abdicating the throne, but abolishing the monarchy of Ul'dah altogether.
  • The High Queen: She tries her best to be one of these but she is subject to both The Chains of Commanding and her status as a Puppet King.
  • King Incognito: When under a disguise to protect herself as Lady Lilira.
  • No Hero to His Valet: She stresses out Papashan quite a bit getting herself into danger in the beginning of the Ul'dah storyline.
  • Pimped-Out Dress: She wears a very elaborate royal gown.
  • Puppet King: She has some of her own political clout mostly due to Raubahn's support, but her decisions have to meet the approval of the Syndicate.
  • Vocal Evolution: Nanamo's voice has undergone possibly the biggest change among the voiced characters. It was a lot higher pitched, almost child-like in 2.0's story, contrasting to the lower voice used in 2.3 and the end of 2.4.


The wise and powerful Elder Seedseer who leads Gridania and its Order of the Twin Adder, maintaining peace between the mortal denizens and the elementals that live in the forest.

  • Big Good: Of the Order of the Twin Adder Grand Company.
  • Fluffy Fashion Feathers: Has a headdress of white feathers.
  • Green Thumb: Is a Seedseer and White Mage, which here, pull double duty of being a fantasy Druid. As such, she can hear the Elementals' will.
  • Hair of Gold, Heart of Gold: As evidenced by her picture. The most soft spoken, composed, and kindest of the three Grand Company leaders, she's held in high regard by the people of Gridania as the very embodiment of what they strive for living in the Black Shroud.
  • High Priest: Of Gridana's environmental theocracy
  • Horned Humanoid: As a Padjal, she has horns and is gifted with eternal youth.
  • In Harmony with Nature: As the Seedseer and a Padjal, she is very much in tune with the elementals.
  • Druid: As mentioned before, Seed Seers can hear the Elementals, and interpret their will, as well as provide healing to nature, and those who respect it. She is very attuned to the aether, and as such, can sense dark presences (often the Ascians) easily.
  • Seer: Right there in the title. She was admitted into the Conjurer's Guild for predicting forest fires and locust infestations.
  • Transhuman: Kan-E-Senna is a Padjal, an eternally young Horned Humanoid that is born from regular Hyur parents.
  • Staff of Authority: Her Weapon of Choice is a Magic Staff.
  • Nature Hero
  • Older Than They Look: Comes with being a Padjal: she looks like she is a late teen, or in her early twenties at most.
  • Pretty in Mink: Her robe has a white fur collar.
  • White Mage: Along with her siblings, she is one of the original White Mages, as prior to the Seventh Umbral Era only Padjal were permitted to take on the job.

Merlwyb Bloefhiswyn

The stalwart Admiral of Limsa Lominsa, and leader of the Maelstrom.

    Scions of the Seventh Dawn 
A new organisation founded after the Calamity from the remnants of the "Path of the Twelve" and the "Circle of Knowing". Working independently from the three Grand Companies and owing allegiance to no nation, their goal is to ensure the future of Eorzea as a whole. The majority of their members possess the "Echo", a divine power that grants immunity to the "tempering" of the Primals and the ability to re-live another's past.


The current leader of the Scions of the Seventh Dawn. Her charisma and compassion make her a natural leader.

  • The Artifact: She was the one to be able to inform the player of the Echo but as the story was shifted to the Seventh Umbral Era her role was taken by Louisoix and the other archons. She later comes back into prominence after the death of Louisoix and takes the reigns as the leader of the two groups combined forces.
  • Bare Your Midriff: Her outfit leaves her belly button completly exposed. Though, unlike Alphinaud, she will trade her usual outfit for a more warming coat when she needs to go in cold places, such as Coerthas.
  • Big Good: After Louisoux's Heroic Sacrifice.
  • The Chains of Commanding: The increasing responsibilities of the Scions since they went public has her worried, and admits to the player to putting up a strong front for the others after Moenbryda's death. Looking back on the deaths of Louisoix, the Scions at the Waking Sands and Moenbryda is almost enough to overwhelm her. She notes that the player's the only person she'd admit that weakness to.
  • Damsel in Distress: Minfilia has a nasty tendency to end up in situations where she is helpless, prompting the player character to rescue her. She is kidnapped by Nabriales during the 2.5 storyline, unable to fight back.
  • Determinator: Minfilia is always the quickest member to get back on their feet after an emotionally destabilizing moment. After the reveal that Thancred was being controlled by Lahabrea Minfilia was the only one not waxing angst about what had just happened and making plans to stop the Empire once and for all.
    • Speaking of that reveal, just prior Minfilia, Urianger, Palalymo and Tataru were guests of the Empire and the others watched as the Dragon Lady Baroness Livia brutally beat Minfillia to within an inch of her life trying to get information out of her. Minfilia didn't tell her a thing.
    • And regarding that second instance of Damsel in Distress if Minfilia had not opposed Nabriales he would have made off with Louisoux's staff and been able to manifest any primal the Ascians desired without the need of massive amounts of aether crystals. She opposed Nabriales, willing to die, to keep it from him and would have had he not received orders from Lahabrea to keep her and the player character alive.
  • Genghis Gambit: Her goal is to get the three city states and the beast tribes to form one to fight The Empire however since relationships between the beastmen and city states soured this plan has fallen wayside.
  • Knife Nut: Wields a knife inlaid with materia. Or at least has one, she never draws it.
  • Ghost Memory: Has the power of the Echo, like the Player.
  • Ms. Fanservice: Not quite as much as Yda however. Notable however, is that her breasts are off the scale of what the players can do with their own female midlanders, and her outfit has a rare example of a reverse Cleavage Window.
  • Non Action Girl: So far, when the Scions are on the battlefield, she hasn't been seen fighting. On the raid into Sahagin territory to stop Leviathan being summoned, she stuck with Admiral Merlwyb. Lampshaded in 2014's Moonfire Faire seasonal celebration. You can buy a wind-up Minfilia companion.
    Unlike the real Minfilia, this one will accompany you into battle.
  • Overshadowed by Awesome: Often when it seems like we will get to see her do something beyond lead and be charismatic one of the characters with her will use the opportunity to show off instead. For instance when she went with the group to stop the Leviathan summoning the person opposite her was Merlwyb Bloefhiswy who used her Cool Guns to blow away any enemies before they could even be a threat to them.
  • Neutral Female: Minfillia will not lift a finger in a combat situation despite being armed to do so. Especially egregious since one of the game's quests is getting her weapon embedded with materia.
  • Put on a Bus: After the start of the Seventh Umbral Era Storyline.
  • Reasonable Authority Figure: Has been one of the biggest proponents of the Eorzean Alliance being reformed since 1.0, as well as trying to unite with the beastmen tribes. As she's matured in the years leading up to A Realm Reborn, she's realized that some cases are lost causes (such as trying to unite with the most devout and violent of the primal-worshiping beast tribes), and shows absolute exasperation at the nations trying to use, or twist the Scions to their motives. She encourages the members of the Scions for their success, avoids being overly harsh and critical of failures and tries to let members rest when possible.
  • Supporting Leader: Perhaps her best skill shown, is in her leadership and tasking Scion members to areas according to their strengths.
  • The Leader: Of the Charismatic type (nominally, at least).


The former leader of the Circle of Knowing, who disappeared in the wake of Bahamut's rampage. It is believed that his efforts saved the world from destruction, but his current whereabouts are unknown.

  • Ascended to a Higher Plane of Existence: The huge amounts of aether summoned during the summoning of the Twelve, along with his desperate wish to save Eorzea and the prayers of everyone else, turned Louisoix into the primal Phoenix.
  • Always Someone Better: His leadership, wisdom and the respect he commands from everyone he meets leaves Minfilia with big shoes to fill as the Scions' new leader. Thancred as well tries to fill the hole Louisoix left behind.
  • The Archmage: Has very advanced magic skills and knowledge. He knows how to summon the power of the Twelve all at once, his version of the Scholar's Sacred Soil can outright tank Bahamut's Magic Missiles in the End of an Era Trailer, and he's known to have knowledge of advanced teleportation magic, and distinct knowledge of breaking through magic barriers when he helped the players take on the primals in 1.0
  • Badass: Not many people out there capable of even trying to magically duel Bahamut, one-on-one, while a battle between two large armies is going on below them. If he hadn't been in such a hurry to allow the aether to return to the land, he would have utterly defeated Bahamut. Alas he did, and Bahamut used that aether to receive second wind enough to drag Louisoix down with him into the Binding Coil of Bahamut and begin his resurrection.
  • Bald of Awesome: Well not quite completely bald, but his hair has significantly receded back, and he is an Arch Mage
  • Big Good: Was this in 1.0 for his knowledge, and because of his assumed sacrifice at the Battle of Cartenau, is held in very high esteem across the realm, even by Gaius.
  • Came Back Wrong: It was initially thought that whatever that is left of him in the Binding Coil of Bahamut had been tempered. While this is true, he'd become a primal himself.
  • Fate Worse Than Death: The end of The Second Coil of Bahamut reveals he's been tempered by Bahamut...
    • It turns out to be another Fate Worse Than Death: Not only is he tempered, but he's also become a primal himself.
  • Force Field:
  • Desperation Attack: His emergency plan for trying to stop Dalamud's decent in Legacy. Basically, with help from the players, and his fellow Circle of Knowing members, he would summon the power of the Twelve in a method similar to that of the Primals. He even noted that such an action would be incredibly dangerous, risking a possible world disaster by trying to summon twelve gods at once would use up a lot of world's aether. The only reason why he even was willing to risk it was because there was no other option left, and that he suspected that Dalamud would release a large amount of aether back into the world. Unfortunately... the reveal that Dalamud was really a prison for Bahamut threw a wrench into that plan.
  • Go Out with a Smile: When he is blasted away by Bahamut, right after transporting the warriors of light through time and space, he seemingly dies with a smile on his face.
    • Though he survived, when he's defeated in the Final Coil of Bahamut, he truly does get to go out with a smile. But not before having had a chance to have one last conversation with Alphinaud and Alisaie, and to pass the torch of seeing to Eorzea's safety to the Warrior of Light.
  • Heroic Sacrifice: Uses his power to save all of Eorzea's heroes from Bahamut by transporting them into the future, his survival is still in question. It turns out he survived but has become a primal himself.
  • Mentor Occupational Hazard: Acted as the primary leader, and story guide for the player during the Seventh Umbral Era plot in 1.0, informing them of the dangers the Garleans possessed, how to unite the three nations together, and a method to stop Dalamud's fall in two variations.
    • Sacrificial Lion: Seemingly gives up his life to fling the Warriors of Light (1.0 Players) to the future, the Grand Company Leaders out of danger, and stop Bahamut somehow to grant Eorzea a chance at surviving.
  • Not Quite Dead: He's clearly seen and acknowledged by Alisaie at the end of the Binding Coil of Bahamut and even speaks, but he is not heard and in what sense he is alive is revealed in the Final Coil.
  • Instant Runes: When he's using his most powerful magics, the rune on his forhead appears to glow. Additionally, the Summon magic he uses, is the symbol icons of the Twelve.
  • The Leader: Of the Circle of Knowing.
  • Leitmotif: "Louisoix Leveilleur's Theme" in A Realm Reborn he shares it with his grandchildren Alisaie and Alphinaud.
    • His boss theme as Phoenix is a solemn arrangement of Answers played on the organ accompanied by an ethereal choir to drive the home the tragedy of the series of events that has led players to turn their blades on the man that saved Eorzea when all hope was completely lost.
  • Magic Staff: Wields a unique and powerful staff called Tupsimati which is decorated with a rune of the Thaliak the patron God of his Sharlaya. After it's destroyed, its head becomes and important catalyst which the Scions use to summon a blade of light to slay the Ascian Nabriales, when they trap his soul in the white auracite.
  • The Obi-Wan: Acts as one to all of Eorzea, his fellow Circle of Knowing members, and the Player.
  • The Phoenix: the form he takes in Turn 3 of the Final Coil of Bahamut.
  • Our Elves Are Different: Is a Wildwood Elezen from Sharlayan, a high, and noble city-state that focuses on studying of long lost knowledge.
  • Fling a Light into the Future: His final gambit in the ending FMV is to send the player characters into the future to escape Bahamut's assault.
  • Tattoo as Character Type: The organization emblem type which is on his forehead. His glows whenever he uses his magic.
  • Time Master: He uses the Summon of the Twelve to try and reverse time to reseal Bahamut back into Dalamud and presumably back into space. Likewise, his patron deity was Althyk, the god of Time in Eorzea.
  • Wizard Beard: Has one that runs along his jaw line.
  • Wizard Classic: He's essentially Gandolf to Eorzea.


An intelligent and silver-tongued bard that guides players who begin their story in Ul'dah. He uses his charismatic wiles to obtain information to help aid the Circle of Knowing.

  • The Ace: Implied by Minfillia that he is a cut above the other Archons.
    • Broken Ace: However, he's not nearly as confident as he appears to be; one Echo flashback in the Ul'dah storyline shows him giving himself a pep talk before he begins a mission, and greatly admonishes himself whenever he screws up.
  • Ambiguously Bi: He has some flirty lines regardless of the the PC's gender.
  • The Ageless: According to Word of God, the Circle of Knowing uses their deep knowledge of the world to halt their aging.
  • Badass Bookworm: Is a member of the Circle of Knowing, and has knowledge of legends as part of his bard cover.
  • Bishōnen: Before you are properly introduced his name is read as Handsome Stranger.
    • Lampshaded during the chain of quests leading up to Ramuh in patch 2.3 where a Sylph disguised as Thancred tries to convince the player that he doesn't want to progress on the mission for he fears that his beautiful face would be ruined.
  • Badass Crew: He along with the three other members of the Circle of Knowing.
  • Big Damn Heroes: Expect him to show up Just in Time to help you out in the main plotline. At one point he jokingly says he might as well just follow you around himself given how much trouble you seem to find yourself in.
    • Especially true during the Into the Maelstrom quests, where we learn just how skilled of a fighter he is when he doesn't hold back.
  • The Charmer: Loves to compliment the ladies, especially Higiri's cooking.
  • Chivalrous Pervert: As soon as he sees a good looking lady, he tends to begin hitting on her. Even his fellow Scions, particularly Y'shtola and F'lhaminn.
  • Collared by Fashion Wears a black strap collar around his neck.
  • Demonic Possession: Lahabrea body snatches him.
  • Fingerless Gloves: Wears a pair of white ones.
  • Herald: He and his fellow members of the Circle of Knowing came to Eorzea to unite heroes for the coming of the Seventh Umbral Era.
  • Knife Nut: He specializes in knives for both slicing and throwing.
    • Flechette Storm: He likes to toss a barrage of at least 3 or more throwing knives at once. His main trick being to perform a flip over top an enemy, and while they're busy starring at his acrobatics, he throws the knives at their faces and shoulders.
  • I Am Not Left-Handed: Or rather, 'I'm not JUST left-handed.'
  • Ninja: His "true" job, Rogue, is an offshoot of Doman ninjutsu known only in the Limsan underworld, he only wields one sword to both show off and obfuscate it, but when he picks up a second dagger he fights exactly the same as Yugiri, a refugee Ninja.
  • Wandering Minstrel: He is a bard (although in game he is classified as a Gladiator and later a Rogue due to his Knife Nut preferences).
  • Warrior Poet: Thanks to his cover as bard, he can compose poems and the like easily. He's also a skilled Rogue who used to work in Limsa Lominsa in his earlier years.
  • Workaholic: Tried very hard to fill the void of Louisoix's absence after meteorfall and ran himself ragged in the process which led to his possession when researching the Ascians.


An energetic and light-hearted Pugilist who helps to guide the Player Character if they begin in Gridania. Though capable, Yda tends to be quite lazy and makes excuses to get out of work she feels is beneath her.

  • Action Girl: Is the most active in combat situations for the Circle of Knowing and Scions of the Seventh Dawn. She's often shown getting into one-on-one combat with Garleans, including Gaius and Livia
  • The Ageless: According to Word of God, the Circle of Knowing uses their deep knowledge of the world to halt their aging.
  • Arrogant Kung-Fu Guy: Only in battle.
  • Badass Crew: She along with the the three other members of the Circle of Knowing.
  • Barefisted Monk: Her class is Pugilist.
    • Power Fist: Wields a pair of metal spiked knuckle dusters or cesti.
  • Big Damn Heroes: Performs many when ever a member of the Scions is in trouble. She often shows up just in time to quickly beat down up to three opponents in a few seconds.
  • Cloudcuckoolander: She thinks that she has the qualification for being a Little Lady. Mind you that Little Ladies' Day is a festival that, as can be seen from the name, a (supposed) little girl has an opportunity to be a princess of the city for the day. Nevertheless, she was chosen.
  • Cool Mask: Her eyes have never been seen. When her Rite of Cleaning mask fallen off as she was blown back at the end of Gridania storyline, she revealed to be wearing her own mask under that mask. However you can peek underneath by standing under her with a short character.
  • Crouching Moron, Hidden Badass: Yes, she is a bit silly in the brain, often playing the role of Captain Obvious. But Twelve help you if you threaten her friends.
  • Elemental Punch: As a Pugilist, she has access to several of their Elemental Fist attacks.
  • Herald: She and her fellow members of the Circle of Knowing came to Eorzea to unite heroes for the coming of the Seventh Umbral Era.
  • Loin Cloth: Wears the Hyuran female pantelettes.
  • Nice Hat: Wears a visored turban.
  • Odd Couple: With Papalymo, in Boke and Tsukkomi Routine. She's the boke.
    • Platonic Life Partners: With Papalymo again
    • Savvy Guy, Energetic Girl: Papalymo is the one with the knowledge, and she's the one with the near endless reserves of energy. During a competition with one of the newer scions to see who could do squats the longest her reaction as her opponent is giving out is an evil laugh saying she could do it all day.


A Lalafell Thaumaturge who works together with Yda and helps to guide the Player Character if they begin in Gridania.

  • The Ageless: According to Word of God, the Circle of Knowing uses their deep knowledge of the world to halt their aging.
  • Badass Crew: He along with the three other members of the Circle of Knowing.
  • Badass in Distress: During the instanced portion of "Escape from Castrum Centri", at the start of the battle, he'll call to you to cut his and Urianger's bindings while Biggs and Wedge are dealing with the Garleans. Once you do, he'll happily start bringing his Thaumaturgic skills to bear against his former captors.
  • Badass Long Robe: Comparitvely to his size anyway.
  • Big Damn Heroes: Pulls this off in 1.0, saving the players from Gaius. In ARR, he and Yda show up a number of times in story missions in Gridania, often helping low level players in battles.
  • Black Mage: His class is Thaumaturge which has this as the job. Ironically, he (and Yda) are the Scions' representatives in Gridania, which is associated with White Magic and Conjury.
  • Herald: He and his fellow members of the Circle of Knowing came to Eorzea to unite heroes for the coming of the Seventh Umbral Era.
  • High-Class Glass: Wears a monocle.
  • Hobbits: Is a Lalafell, the smallfolk of Eorzea
  • Magic Staff: His Weapon of Choice as a Thaumaturge.
  • Odd Couple: With Yda, in Boke and Tsukkomi Routine. He's the tsukkomi, but more often than not falls to the nuance of Yda's silliness.
  • Sugar and Ice Personality: Yda is the sugar, and he's the ice, as demonstrated from this cut scene for new players to Gridania in 1.0, after having crash landed abandoning a crashing airship and wondering where they are.
  • Speak Fluent Moogle: Is capable of seeing, and understanding what the moogles are saying, which is normally impossible unless the Moogles wish to be seen.


A calm-hearted Conjurer who helps to guide the Player Character if they start in Limsa Lominsa. Though Y'shtola can sound detached at times, she possesses a strong heart and sense of justice.

  • Action Girl: A very active member in combat when the Scions are involved, providing magical support, especially buffing and defense
  • The Ageless: According to Word of God, the Circle of Knowing uses their deep knowledge of the world to halt their aging.
  • Badass Crew: She along with the three other members of the Circle of Knowing.
  • Barrier Warrior: Routinely creates a bubble shield that can protect groups of people at a time, and No Sell bullets.
  • Big Damn Heroes Does so with the other Scions on many occasions.
  • Bullet Dodges You: In the 1.0 storyline she is shown to be able to repel bullets.
  • Cat Girl: She's a Seeker of the Sun Miqo'te
  • Facial Markings: Has a pair of cat like stripes on each of her cheeks.
  • Herald: She and her fellow members of the Circle of Knowing came to Eorzea to unite heroes for the coming of the Seventh Umbral Era.
  • Humans Are the Real Monsters: A mild example. As a Scion, she's firmly on the side of the Eorzeans, but she is quick to note upon the summonings of Titan and Leviathan that the grievances that led the beast tribes to call upon their primals were perfectly legitimate. When Ramuh is likewise brought back by the sylphs, she remarks that "once again, it is the affairs of men which have paved the way for a primal's coming."
  • Magic Wand: Uses a Conjurer's wand shapped in the form of a branch.
  • Mind over Matter: Some of her abilities are implied to be almost psychic-like.
  • Minidress of Power: Of the Skirt over Slacks type.
  • Punctuation Shaker: Part of her Miqo'te heritage. For the record, her name is pronounced Yash-Toe-La
  • Series Mascot: She serves as the Final Fantasy XIV representative in Theatrhythm Final Fantasy: Curtain Call and in the upcoming Dissidia: Final Fantasy arcade game.
  • Tomboyish Sidetails: Complete with hair clips, as evidenced in her picture.
  • White Mage: She is very skilled in Conjury.


An ancient Elezen said to be one of the people responsible for the coming of the Sixth Umbral Era nearly fifteen centuries ago. He is a mysterious sage and prophet who correctly foresaw the coming of the Seventh Umbral Era.

  • Ambiguously Mortal: The Archons may not be mortals at all, there are some implications they may be mortal manifestations of The Twelve.
  • Badass in Distress: During "Escape From Castrum Centri", alongside Papalymo (see his entry above).
  • Familiar: Can call an Amber Carbuncle through Summon Magic.
  • Herald: Much like his fellow archons of the Circle of Knowing, he acts as one for the Seventh Umbral Era.
  • In the Hood: Wears a mage's cowl, and further enhances that with his goggles.
  • Man in White: Well, a white cowl at least.
  • Magic Staff: He exchanges it for a Spell Book come A Realm Reborn, like all Arcanists.
  • Number Two: For Louisoix.
  • The Heretic: Is declared one by The Empire.
  • The Stoic: He barely shows any form of emotion at all other than slight discomfort when Moenbryda gives him a bear hug and lifts him off his feet. But when Moenbryda sacrifices her life to give her device the extra aether it needed to kill an Ascian, Urianger starts to crack as he tells the Scions what Moenbryda's history was like and regrets not showing his feelings towards her when he had the chance.
  • Purple Prose: His signature is to always speak like this, no matter what the subject is.
  • Sir Not-Appearing-in-This-Trailer: Despite being one of the key characters he is absent from the ending sequence even though every other major character makes an apperance.
  • Sun Glasses At Night: Wears shaded goggles.


A new arrival to Eorzea, and the grandson of Louisoix. He approaches the world with a wry and pragmatic view that sometimes borders on heartlessness, but his desire to save Eorzea from the trials of the Seventh Umbral Era is sincere.

  • Bifurcated Weapon: His Grimoire is a combining set with his sister.
  • Deadpan Snarker: He has his moments.
    Alphinaud: (to the player) ... Besides, I do so enjoy your sparkling repartee.
  • Defrosting Ice King: Alphinaud, when you first meet him, sees very little hope for the people of Eorzea and only sees their darker sides (selfishness, in-fighting, bad strategies to combat problems, etc) while also being very dismissive of the player character. As the story progresses, he starts to see how the player character's efforts to combat the primals and stopping the empire has kindled hope in others and inspired them to join the cause. By the end of the main story line, Alphinaud is willing to fight for the future of the world.
    • Patch 2.3 expands upon this element further when Alphinaud himself tells the player character how much of a cynical jerk he was when they first met and never would have thought he'd continue his grandfather's legacy. After seeing everything the player character had accomplished, Alphinaud promises that he will defend the world and find a way to end the primals and the Ascians for good, just like his grandfather would have done.
  • Dude Looks Like a Lady: Alphinaud is mistaken for a woman by some attacking heretics in Coerthas.
  • Early-Bird Cameo: Alphinaud and his sister Alisaie are fellow passengers on the carriage that the Player comes into Eorzea on.
  • Eureka Moment: Mixed with an Oh, Crap. When the Ishgard commander makes an offhand comment about the history of heretic patron saints, the phrase "patron saint" and the fact that crystals were stolen leads to the conclusion that the heretics are going to summon Shiva as a primal.
  • Half-Identical Twins: He and his sister are nearly identical with only mirrored outfits and different colored ribbons to distinguish them.
  • Mystical White Hair: Both he and his sister have white hair despite their youth and are both Arcanists.
  • Not So Different: During Merlwyb's memorial address he compares the Limsa Lominsans' love of freedom to that of the beast tribes, and states that "beneath the surface, one would struggle to tell them apart".
  • Oh, Crap: Very brief, but when Garuda kills her captive and summons Titan and Ifrit the sight of all three of them there at once causes Alphinaud to lock up in horror. Cid had to break him out of it.
  • Princely Young Man: He's a textbook case of the stuck up version.
  • Sibling Yin-Yang: He's more cool-headed than his sister.
  • Spell Book/Throw the Book at Them: He bears an arcanist's grimoire.
  • Wonder Twin Powers: His and Alisaie's magic is much more powerful when they work together in tandem.


A new arrival to Eorzea, and the granddaughter of Louisoix. She is far more cynical than her brother and heavily criticises the conduct of the Grand Companies in the aftermath of The Calamity, specifically taking issue with (what she perceives to be) the lack of respect shown towards her grandfather and the Warriors of Light.

  • Action Girl: Although she doesn't join you in gameplay in the Binding Coil, she is certainly willing to get her hands dirty in cutscenes.
  • Bifurcated Weapon: Her Grimoire is a combining set with her brother.
  • Defrosting Ice Queen: Alisaie is an even bigger jerk than her brother and storms out on him early in the story after a disagreement. She returns during the events of the Binding Coil of Bahamut and admits that the player character's actions inspired her to stop being so cynical and dismissive towards other people. The ice around her melts further when she sees that Louisoux was tempered by Bahamut and she starts to break down.
  • Early-Bird Cameo: See Alphinaud's entry.
  • Half-Identical Twins: Alphinaud's twin sister. They look extremely similar aside from a few subtle physical differences and how they wear their clothing. She's also a bit more hot headed than her brother.
  • Lazy Backup: Even though she is shown accompanying you though the Binding Coils in cutscenes, she does not aid you in battle during the gameplay portions.
  • Mystical White Hair: Both her and her brother.
  • Put on a Bus: She storms out of the current storyline after a particularly heated argument with her brother, saying that she will find a way to save Eorzea that does not pander to the Grand Companies.
    • The Bus Came Back: After the defeat of the hard mode versions of the primals she returns to the plot with almost no warning. Having kept an eye on the player since her argument with her brother she requests their help exploring the Binding Coil of Bahamut, with the goal of learning the ultimate fate of Louisoux and Bahamut.
  • Sibling Yin-Yang: She's more hot-tempered than her brother.
  • Spell Book/Throw the Book at Them: She bears an arcanist's grimoire.
  • Wonder Twin Powers: Her and Alphinaud's magic is much more powerful when used in unison.
  • Walking the Earth: What she ultimately decides to do after the events of the Final Coil of Bahamut.

Tataru Taru

A plucky Lalafell secretary who manages the front of the Scions' organization.

Yugiri Mistwalker

An Au Ran refugee from the far off Garlean-held nation of Doma, Yugiri arrives in Eorzea with a small fleet of refugees after a failed rebellion saw most of their country burned to the ground in response. She joins the Scions of the Seventh Dawn near the end of the 2.2 quest chain to repay the Scions for helping the Refugees find a new home in Revenant's Toll.

  • Draconic Humanoid: She is an Au Ra, a dragonic race not common to Eorzea before the refugees from Doma came.
  • Dual Wielding: She wields two knives.
  • The Faceless: She never takes off her mask because as far as we're aware, she's the only one of her race,the Au Ra, that's currently on Eorzea, and she'd rather not complicate things by weirding people out.
  • Kung-Fu Wizard: Her She-Fu knife skills come complete with ninja magic as well.
  • Ninja: Confirmed to be a master one by the refugees she guards, it was implied she was the only one that escaped Doma, but with the advent of the Ninja class, it's shown that multiple others escaped.
  • She-Fu: As a ninja those sort of skills are probably to be expected.
  • Put on a Bus: Takes a temporary leave at the end of the 2.2 story quest to teach the Limsans true Ninjutsu instead of the imitation they and Thancred have been using. We'll most likely see her return once Ninja become a playable class.


A mysterious Miqo'te who took in Minfilia when her father died.

  • Ms. Fanservice: Dressed far more modestly in ARR to the point of looking like she's getting on in years (Seen here). This is probably because her adopted daughter Minfilia has taken up the new Ms. Fanservice torch for ARR.
  • Put on a Bus: Up until 2.1.
    • The Bus Came Back: 2.1 reveals she was believed to have been killed in the Calamity, despite the body having never been found. She wasn't.
  • Who Wears Short Shorts?: Her 1.0 Character model, which dressed like this


A Roegadyn Seawolf, Yda's sister and an ally of the Scions, from Sharlayan. She came to aid the Scions with getting to Iceheart, with some encouragement from Urianger. Bringing with her White Auracite to use as an experiment.

  • An Ax To Grind: Her weapon of choice. Urianger has chastised her for using such a beastly weapon, but she simply prefers them.
  • Effortless Amazonian Lift: Gives one to Urianger while giving him a big hug.
  • Hard-Drinking Party Girl: Her visit to the Raising Stones depleted their wine selection entirely, and she's able to drink everyone under the table.
  • Heroic Sacrifice: She uses the aether in her own body to give the Soul Jar the extra juice it needed to kill Nabriales for good, causing her body and soul to fade away.
  • Oh, Crap: Lets one out after she attempts to attack Nabriales, a powerful Ascian, and gets stopped by him effortlessly.
    Moenbryda: Oh, bugger. *gets flung across the dirt*
    Nabriales: Do settle down.
  • Ship Tease: With Urianger, who doesn't quite return her affection. Turns out he really did care for her and her death made him regret not showing affection towards her sooner due to special circumstances.
  • Stepford Smiler: Moenbryda is always cheerful and gives encouragement to the Scions when things seem rough. However, she harbors deep emotional pain that burdened her for many years. Moenbryda was a disciple to Louisoix and she greatly admired his wisdom and ideals. Being nowhere to be found following the Calamity, Louisoux's peers claimed he abandoned his duty. Between Louisoix's name being slandered and not understanding what he was trying to achieve the moment before his apparent death, Moenbryda didn't know what to believe and decided to dedicate her life into researching what he researched, hoping to understand what his goals were. Only when the opportunity arrived for Moenbryda to perform a Heroic Sacrifice for the Warrior of Light did she finally understand Louisoix's cause.
  • Soul Jar: She developed the white auracite to be one for the Ascians, but right now as it can't hold on to aether for long, it might as well be the equivalent of a Cardboard Prison.
  • We Hardly Knew Ye: Moenbryda is killed not one patch after being introduced.
     Garlond Ironworks 

Cid nan Garlond

  • Always Someone Better: He was this to Nero in the past being a born nobleman, better machinist and more favored by Gaius.
  • The Atoner: For once participating on Project Meteor.
  • Badass Beard: After the Calamity.
  • Badass Normal: Like other Garleans, Cid cannot use magic, but it doesn't stop him from kicking ass with his gunblade.
  • Blue Blood: Cid comes from a very prestigious family in the Garlean Empire.
  • Calling the Old Man Out: Calls out his Parental Substitute Gaius for condoning Meteor and not using his power to stop Nael when he had the chance.
  • Cool Airship: The Enterprise.
  • Defector from Decadence: After realizing the effects of Project Meteor, he defected from the Empire.
  • Easy Amnesia: He suffers this after the Calamity.
    • If you happen to be a Legacy player curing Cid's amnesia also cures him of the amnesia that Eorzea suffers from in regards to who you and the Warriors of Light are, meaning he's known all along that the adventurer traveling with him was a Warrior of Light. This causes a unique bit of dialogue during the ending once everyone else remembers you all at once. Raubahn calls him on not telling everyone before that.
      Raubahn: She speaks of...Strike me down! No wonder he/she seemed familiar! He's/She's one of the Warriors of Light! *beat* What are you smirking at, Cid? You knew didn't you!?
      Cid: *Coyly* Oh, you mean our adventurer friend? Did I forget to mention he/she was one of the Warriors of Light? Saved Eorzea, you know. Twice.
  • The Engineer: Airships and Magitek are his specialties. In fact he formed an engineering company in Eorzea; Garland Ironworks.
  • Gadgeteer Genius: He is an expert magitek engineer and airship craftsman which put a giant target on his back when he betrayed the empire and created the Garlond Ironworks to help bring magitek to the people of Eorzea.
  • Gameplay and Story Integration: When an ally helps in battle they are programmed to be able to cast Cure on you when your health gets low, but since Cid is Garlean and incapable of casting spells he will instead use Aguae Vitae items on you instead.
  • Gunblade: He wields one in battle.
  • Mythology Gag: The gunblade's design is far more akin to the style of Gunblades seen in Final Fantasy VIII than the standard Garlean model.

Biggs and Wedge

Cid's most trusted companions, when Cid defected from Garlemald his two shop hands defected with him and help him establish Garlond Ironworks, bringing the superior technology and airship design of Garlemald to Eorzea.


The Deputy President of Garlond Ironworks, unlike Biggs and Wedge she is one of the machinist's he had trained upon arriving to Eorzea.

  • Gadgeteer Genius: She is very adept with technology and fixes up the player's Magitek Armor, though she's appalled at the condition of the weaponry and blames the Warrior of Light for it. Naturally being a heroic mime you don't get to defend yourself by telling her that Cid told you do it.
    • The Ironworks armors that are purchasable with Allagan tomestones of poetics? She designed them.
  • Hypercompetent Sidekick: As Cid is busy with other matters such as saving Eorzea and the Crystal Tower. She is the one who actual runs Garlond Ironworks. She's just a little bit angry with the Warrior of Light for this and blames it on them.
  • Nerd Nanny: She is implied to be this among Biggs and Wedge.
  • Shout-Out: She is named after a Final Fantasy VII character that has an assoiation with Biggs and Wedge.
  • Wrench Wench: The only female member of Garlond Ironworks.
    Other Allies 


A member of the Company of Heroes, a group of mercenaries who have defeated Titan before, he offers the Player Character his expertise on defeating the primal for a price. Or so he claims...

  • Bigger Is Better in Bed: He compares the width of Leviathan's scales to the length of his "member". Then he confesses that it's actually rather tiny.
  • Blatant Lies: He was never a member of the Company of Heroes, nor did he defeat any of the primals.
  • Bring My Brown Pants: His true reaction to seeing Leviathan. At least he actually saw the primal this time...
  • Fake Ultimate Hero: That guy who boasts about defeating primals? He lied. He never even seen the primals he claims to have defeated and he was outright terrified when he actually saw one.
  • Lazy Bum: Uses his false status as a member of the Company of Heroes to get others to do his chores for him.
  • Miles Gloriosus: He's brave, he's heroic, he's manly! He's never fought primals before, and will tell you his tales.
  • The Nicknamer: Refers to Titan and Leviathan as "Tidus" and "Leviabeetus" respectively. A major hint that he is lying.
  • Oh, Crap: Upon seeing the player character during the "Through the Maelstrom" storyline.
  • Running Gag: If there is a primal that appears in La Noscea and it is mentioned that the Company of Heroes has defeated it before, expect him to try to piggyback off of their fame.
  • Stripperiffic: His clothing can be described as "light blue bondage harness with a panther skin codpiece". Yeah.

Wandering Minstrel


The best artisan in all of Eorzea in every discipline... And a foul-mouthed alcoholic lazy asshat. He's gotten himself up to his eyeballs in debt and made the mistake of making Rowena of all people the one he's indebted to. note  He's now stuck in North Shroud repairing kettles to pay it off. He'll help the played to find and repair their Relic Weapon and how to upgrade it, if only because it will go a long way in that goal.

  • Brilliant but Lazy: Despite being the best craftsman in the world, he'd rather snooze and drink himself to a stupor rather than doing anything, especially being pestered by adventurers who ask him to rebuild centuries-old weapons.
    • Becomes increasingly averted during Saga of the Zodiac chain. At first he outright refuses to help. Then later the Warrior of Light convinces him to help out, if begrudgingly (and for some really high label exotic liquor). Then during the Soul Ascension segment of the Zodiac Weapon chain it's completely averted. While (again, begrudgingly) reviewing old texts given to him by Jalzahn he manages to piece together all but lost smithing techniques that blow him away. Not only is then completely on board with the idea of recreating a Zodiac weapon from scratch, not only does he declares that he damn well can't call himself the best craftsman in the world if there's a smithing technique out there he's yet to learn, but he comes up with the plan to truly recreate the weapons of the Zodiac Braves from scratch where Jalzahn was finally at a complete and utter loss of how to do it at that point. Make no mistake: drunkard or not when that creative spark is awakened there is no better craftsman than Gerolt.
  • Hypocrite: He complains all the time about how he's forced to craft pots and kettles instead of doing something more glorious... And admits one second later that it's enough to buy himself some booze and slack off.
  • Jerkass: Yes, adventurer, you incessant request to repair a powerful weapon really bothers him, him being the only one able to do it and the fate of the world be damned.
  • Love Triangle: Was in one of these with Remon and Rowena some twenty years prior to the the story. While he's not officially in a relationship with her, it's fairly clear during the quest to awaken a Zodiac relic's sentience that the two have some degree of feelings for one another. Even Remon admits he's long since lost when you first meet him. This is also the biggest reason that Gerolt and Remon are not on speaking terms with one another.
  • Ultimate Blacksmith: Sure, he swears like a sailor, is an alcoholic and lazy as hell... But bring him everything he requests for the relic and he will rebuild it. In his own words, he really thought you would've died or got bored with his requests, so the least he can do to repay your back-breaking work is fixing that stupid relic.


A merchant who deals with premium quality artifacts and antiquities that she can sell for premium to the throngs of adventurer's in Revenant's Toll.

  • Friend in the Black Market: She has some shades of this type of character though she isn't quite as illegal as a standard example.
  • Infinite Supplies: Her immense inventory of supposedly "Legendary" items is lampshaded by other NP Cs but no one calls her out because of the high quality of her wares.
  • Intrepid Merchant: A businesswoman who took advantage of the boom of adventurer's gathered in Revenants Toll to build a powerful business empire centered around the trade of high quality equipment and artifacts.
  • New Tech Is Not Cheap: Which is why Rowena bartered with Jessie to get exclusive rights on selling Garlond Ironworks new line of adventuring gear.
  • Nouveau Rich: She started off as an ordinary merchant who sold you Darklight Gear for the endgame but each patch started upgrading her wares and the subsequent boom in the population of Revenant's Toll from the Doman refugees made her a very rich woman. Her shop likewise changed from a little stand, to a huge sprawling building called Rowena's House of Splendors.
  • The Scrooge: Her employees frequently complain that they are paid very little of the ludicrous profits Rowena reaps from the players.


The Goddess of the world. She appears to the Player Character as an enormous crystal orbited by other crystals. She requests the PC to seek out several crystals to help push back the Ascians' darkness and help restore the realm.
  • Catchphrase: "Hear... Feel... Think..."
  • The Chooser of The One: The Echo is her blessing.
  • Flowery Elizabethan English: Often uses words such as "thy" and "Thine", and phrases her sentences in a roundabout way.
  • God: Not a member of the Twelve, but above them.
  • Light Is Good: "May you walk in the light of the crystal," is another way of saying "God bless" in Eorzea, referencing the mother crystal. She also grants you a "blade of light" to defeat Lahabrea.
  • Not So Different: The Primals are unable to temper the PC because of the Echo, Hydaelyn's blessing. It could be said Hydaelyn "tempered" them herself.
  • Power Crystal: Hydaelyn looks to be a crystal the size of a mountain.
  • Put on a Bus: Hydaelyn isn't seen or heard from again after Lahabrea's defeat in the end of the 2.0 story line and no one questions it until the main story in patch 2.3 where Minfilia asks the player character if they have heard from the mother crystal. Minfilia then theorizes that the Ascians may have done something to cause Hydaelyn's sudden silence.
  • Red Baron: The Mothercrystal.
    Gentleman Inspector Hildibrand Allies and Antagonists 

Hildibrand Manderville

The "gentleman detective" of Eorzea, both the best detective of the land and the finest gentleman that ever walked this land... Or so he claims.

  • Amusing Injuries: He is made to suffer, for our greatest pleasure. Even his own father is rather fond of dealing atrocious punishments to the poor boy.
  • Back from the Dead: Was presumed, and possibly killed during his attempt to solve the riddle behind Dalamud. In 2.1 he pulled himself out of his own grave and as one might expect from a Hildibrand quest chain no effort whatsoever is made to try to explain it. Though, given Eorzea's medical state, it's more implied that he was in a coma, woke up after his burial, dug himself and thanks to his amnesia, and presumed undeathly state, taken in by the zombies. Your character initially uses the Echo to try to glean the answers from Hildibrand's memories...and it provides ZERO information.
  • Character Tic: The famous Hildibrand pose, which players can perform after completing the quest line.
  • Clueless Detective: So very much. He is always dead wrong in his assumptions, and his rival from Ishgard considers him a sham. However, he is not always wrong. Sometimes, he happens to be on the right track... more often than not by sheer luck. He is prone to be right for the wrong reasons.
  • Easy Amnesia: When he's first found after his unexplained rise from the grave. Nashu decides the best way to fix it would be to blow him up with her homemade bombs. He seems to remember right before she throws them and tries to stop her. All it does is delight her that he suddenly remembers her and throws them anyway.
  • The Fool: Manages to blunder his way through cases successfully, somehow.
  • Gentleman Detective: In his own bumbling way.
  • High-Class Glass: Which is part of his Gentlemanly image. It also hints at his relationship with expert Goldsmith Godbert.
  • Hunk: As a Highlander, he has quite a muscular build.
  • Idiot Hero: He's constantly getting himself into trouble through his own antics. Back in 1.0, he sent him self flying off to Dalamud (and falling just a little bit short of his target)) when he tried to unjam a loaded Gunhalberd in the middle of a field that just had freshly laid and highly explosive bomb ash, being used as a pest repellant.
  • Iron Buttmonkey: Gets subjected to a lot of physical abuse over the course of his story. Such as getting blown up by Nashu's homemade bombs, getting suplexed by his father, or getting beaten down off-screen by Gilgamesh, always leaving him buried upside-down up to his chest. It never seems to do any kind of lasting damage to him, though his wardrobe isn't so fortunate.
    • And while Inspector Briardien hasn't achieved that above Running Gag yet, he has introduced us to another, by being so annoyed at seeing Hildibrand appear at investigations that his first response is to punch the "Gentleman Inspector" so hard, that Hildibrand ends up faceplanting, with smoke emanating from his head.
  • Jaw Drop: Hildibrand does that when he begins to panic during the White Mask questline, as Briardien is dangerously close to set ablaze some bombs following numerous events of misfortune.
  • Large Ham: The man can not make a statement without making some absolutely ridiculous pose or making some loud declariation.
  • Leitmotif: Agent of Inquiry.
  • Lost in Translation / Incredibly Lame Pun: One of his fans claims that he is not a Warrior of Light but a Gentleman of Light. This is a pun that was lost as Warrior translates to senshi (戦士) while Gentleman translates to shinshi (紳士). This particular instance of this trope actually ruins the big punchline of the entire Hildibrand story.
  • Made of Iron: Hildibrand could be the poster boy for this trope. Be it explosions, going through a roof, crawling his way out of dirt or being catapulted to Dalamud, Hildibrand will somehow survive, with only his clothes destroyed eventually.
  • Overly Long Name: Hildibrand Helidor Maximillian Manderville.
  • Plucky Comic Relief: He is the focus of a series of comedic quests that opens up Ultima Weapon.
  • Put on a Bus: At the end of the Hildibrand story we're left with a simple "Hildibrand will return?" at the very end where the montage where the next episode preview usually went, leaving players questioning if he'll return for Heavensward.
  • Reports of My Death Were Greatly Exaggerated: Said word-for-word to an acquaintance of his upon his return to Ul'dah.
  • Sharp-Dressed Man: Wears a more tuxedo-like version of the coatee crafters' gear. The player gets rewarded with a copy of the same outfit after completing the final Hildibrand quest of 2.5.
  • Taking the Bullet: Near the climax of the final Hildibrand episode for 2.5, the sister of the shadow thief attempts to attack someone by throwing zombie powder on them. Hildibrand, who is a gentleman to the end, dives in front of the victim to take the attack in her place. Don't worry, he gets better.
  • Throw the Dog a Bone: Despite all the abuse and shenanigans that gets thrown his way, Hidlibrand finally recovers the Treaty Blade.
  • Twinkle Smile: He is really fond of giving these, especially to ladies.

Nashu Mhakaracca

Hildibrand's sidekick and partner, Nashu is a sweet but ditzy Keeper of the Moon Miqo'te who's prone to fits of narcolepsy and has a strange love of explosives.

  • Bumbling Sidekick: Hildibrand at least has... processes for reaching the conclusions he does; Nashu just kind of blurts things out. She's even less intelligent than he is.
  • Mad Bomber: More like "stupid" bomber. During the 5 years of Hildibrand's absence, she got into making explosives as a means of coping with her grief, and tends to carry full crates of them around with her wherever they go. This tends to cause havoc and pain for the team as much as helps them, that even Hildibrand questions just why she does it.
  • Sleepy Head: Almost to the point you have to wonder if she's narcoleptic. Though her habit of dozing off has managed to save her from injury once or twice. This happens to her so often she doesn't even think there's anything suspicious about waking up in the middle of an alley.
  • Sneeze of Doom: After a series of terrible ideas and mistakes from Nashu puts Inspector Briardien's life in danger thanks to her bringing along her explosives, Hildibrand manages to somehow cause a flaming torch Briardien dropped in panic after reading Nashu's poorly taken notes to balance perfectly atop his head, just mere inches away from the bombs. The heroic music starts playing, everyone's breathing a sigh of relief at what good fortune has just happened...and then the music stops as Nashu sneezes, causing the torch to fall over and ignite the bombs anyway.

Godbert Manderville

Hildibrand's father and a member of the Syndicate.

  • Artistic License – Economics: Godbert being a Syndicate member is richer than the Twelve, but the Golden Saucer has to be hemorrhaging gil to keep up. While the limit of buying MGP makes sense so everyone is on even playing ground from a gameplay standpoint, its akin to a real-life casino telling their resident High Roller they can only buy so many chips. The fact most minigames are super easy and the only way to really lose money is a bad Triple Triad streak with NP Cs or a long chain of bad mini cactpots means little actual gil is flowing into the Saucer. One has to assume he's making a killing off of those exorbitant aetheryte fees.
  • Badass: His first appearance has you finding that he's killed multiple monster up to a full grown chimera with nothing but his blacksmith's hammer while wearing a pair of skivvies. He seems to possess the ability to run so fast as to be considered a Flash Step, and Suplexed both his son and Ultros, and got another full grown Chimera in a Giant Swing by its tail before sending it into the sky.
  • Bunny-Ears Lawyer: While his personal tastes in ascetics aren't shared by others, no one in Eorzea can deny the truly masterful craftsmanship.
  • Charles Atlas Superpower: This man can run so fast as to Flash Step and can throw around giant monsters with his bare hands.
  • Cool Shades: Always sports red-shaded pince-nez spectacles.
  • Drop the Hammer: This man can fight and kill just about anything with a goldsmith's hammer.
  • Henpecked Husband: As soon as you meet his wife, it's clear who wears the pants in the relationship. So to speak.
  • In the Hood: Wears a cloak during Syndicate meetings.
  • Limit Break: He hilariously pulls out one to fight zombies, making his hammer gigantic before beating a horde of them to death.
  • Power Glows: When Godbert really tries, his goldsmith hammer glows a blinding light, and nothing can stand against him.
  • Sharp-Dressed Man: Occasionally, otherwise...
  • Stripperific: Most of the time he's seen in a pair of briefs and not much else.
  • Strong Family Resemblance: He's basically Hildibrand with gray hair and beard.
  • Ultimate Goldsmith: If there is a broken vase, no matter how broken it is, he will repair it and then some.
  • White Sheep: Compared to the other Syndicate leaders we've seen (Lolorito and Teleji), Godbert's shown to be a very kind-hearted soul, willing to fix broken items out of the goodness of his heart. He's even been keeping the legend of Eorzea's Santa Claus Expy alive by dressing up every year and performing miracles. And when the phantom thief's Freudian Excuse is revealed, he goes out of his way to apologize on the syndicate's behalf for it.
    • In Patch 2.51, it's revealed that Godbert went ahead and built the Manderville Goldsaucer specifically to bring a great economic boon to all of Ul'dah. Refugees and the poor would find gainful employment, and lodging working there, while the rich would be willing to spend money for entertainment purposes.
  • Who Wears Short Shorts?: Except his cloak, he is always seen wearing them.
  • Wrestler in All of Us: After catching up with his fleeing son, he places him in a German Suplex.

Consulting Inspector Briardien

A Wildwood Elezen from Ishgard, Briardien is a famous detective from a noble house, and comes to Eorzia to solve the phantom thief case.

  • Adjusting Your Glasses: By the bridge, highlighting his Insufferable Genius personality.
  • Berserk Button: The only time he really loses his cool are when he's dealing with idiots. Unfortunately for him, Hildibrand considers him a worthy partner in solving the case, to his eternal frustration.
  • Butt Monkey: While his humiliations are nowhere near as frequent as Hildibrand's, their severity tends to be much worse, like getting blown up. He's also significantly less stoic when he becomes the victim of the "calling card stuck in the head" Running Gag, falling to the ground and rolling around as he screams in pain while Hildibrand just kind of cringed and then pulled it out of his forehead like it was nothing.
  • Establishing Character Moment: He's introduced identifying a man as a killer with a Sherlock Scan, and then complains when his initial guess about the killing being for money was proven false.
  • Giving Up On Logic: When he learns that Hildibrand had built up a resistance to zombie powder and Gilgamesh managed to summon a pseudo-primal just by wanting Enkidu back really hard his mind breaks, and he just stops caring about things making sense around the Gentleman detective.
  • My Name Is Not Durwood: Hildibrand can never get the "Consulting Inspector" part right.
  • Not So Different: From Hildibrand. Briardien ultimately wants the same thing as him, and even though their methods and intelligence are different, they often more or less come to the same conclusions. Briardien also has a bad habit of acting just as foolish as Hildibrand, especially when he's angry at him. Finally, both of them have a Character Tic for thinking, with Hildibrand doing a flex and pointing his forehead, and Briardien doing a bow with his right arm back and to the side while he adjusts his glasses.
  • Insufferable Genius: He makes it no secret that he considers everyone who isn't him dumber and beneath him. Even the player character he gives the bare minimum of respect, though he at least appreciates your and Ellie's attempts to help. He implies he'd be more open of considering you a friend if you didn't hang around Hildibrand so much, but later takes it as it is and asks you to just keep him distracted while he does the actual work.
  • Not So Stoic: When he gets the playing card stuck in his head he screams and starts flailing around in pain. When he thinks that Nashu's poorly written notes were letters from the thief planning to assassinate, he flips out. And the most dramatic one, when he deduces that Ellie either is or is complicit with the Thief of Many Faces, you can tell he's crushed and betrayed, this one is distinctly non-comedic.
  • Red Oni, Blue Oni: The Blue Oni to Hildibrand's Red Oni.
  • Ship Tease: With Ellie, after she does a Diving Save to keep him from being exploded by Nashu's bombs... even though it doesn't work, the thought counts. It gets upgraded to Official Couple, but sadly circumstances means they'll have to wait until she's released from prison.


A reporter from the Mythril Eye, Ellie took interest in the Phantom Thief case and wound up tagging along with Hildibrand's group.

  • Deadpan Snarker: Always has a quip regarding Hildibrand's idiocy.
  • Intrepid Reporter: Even the risk of death doesn't keep her away from a scoop.
  • Only Sane Man: At the start of the chain, she balances out Nashu and Hildibrand by being more reasonable. After Briardien shows up she still plays this role when he proves to be Not So Stoic or Not So Above It All.
  • Ship Tease: She falls for Briardien over the course of the story. They wind up together, but their love will have to wait.

The Phantom Thief/The Thief of Many Faces/ Ellie and Cecy

The main villain of the Hildibrand story, the Phantom Thief is a brilliant master of disguise who loves to play around as he secures his quarry. His real face is that of a dark-skinned midlander hyur wearing the rogue's gear set.

In reality, the thief's identity is a duo, Ellie and her sister Cecy, the two remnants of the Belah'dian bloodline who seek revenge for the destruction of the city-state, and intend to do so by zombifying every citizen of Ul'dah

  • Badass Finger Snap: A few of the Thief's tricks are trigged with a finger snap.
  • Becoming the Mask: Ellie wound up legitimately befriending the Warrior of Light and falling in love with Briardien. Though she was willing to zombify both of you, when she's truly thwarted she chooses to slump to the ground and accept punishment after he confesses his feelings instead of killing herself or continue her plans.
  • Big Bad: Of the Hildibrand story.
  • Calling Card: A black and red card with a stylized "A" written on it, with the details of his next heist written on the back.
  • Death Dealer: His Calling Card is thrown off-screen and usually into some poor sod's head.
  • Freudian Excuse: They're the last surviving members of the pure Belah'dian bloodline, and grew up in poverty being raised on stories that their ancestors were horrible black mages and monstrous alchemists who deserved to be wiped out, when in reality it was the other way around. They swore to themselves that they would not only reveal the truth of the war of the sands to the world, but completely destroy Ul'dah with the same tool they used to destroy Belah'dia; zombie powder. This plan even took precedence over their own lives, which they felt were worthless.
  • Just Like Robin Hood: Winds up garnering this reputation. His only targets were nobility, who thanks to the stirring rebellion are already unpopular, this combined with charming Lovable Rogue antics and theatrics made him a folk hero to the smallfolk to the point where the coliseum tournament was even more busy than normal because of the all the peasants showing up to watch him steal the reward. In reality the sympathy wasn't reciprocated, the sisters wanted everyone in Ul'dah to be zombified or killed, and didn't care for their social status.
  • Master of Disguise: The Thief of Many Faces isn't just a fancy title. In fact, in inclusion to near flawless facial imitation, he possesses the ability to change his body size and shape flawlessly. It seems to be a specially modified version of the glamor crystals that players use to alter gear appearance. In fact, even when he's openly gloating outside of costume, it still isn't him, the midlander male that you're lead to believe was the thief was just a disguise they never actually took off. Every single costume they wore was a double-layered disguise.
  • Walking Spoiler: Since it's a detective mystery, his or rather, their true identity and everything related to it is a huge one.


Yep, that one. And that one, and that one too. Gilgamesh, ever the intrepid interdimensional traveler, managed to stumble his way into Eorzea from the void and immediately set about finding new and powerful weapons to obtain. Unfortunately he was separated from his eternal partner Enkidu... so he tamed a rooster and painted it green to keep him company.

  • Accidental Misnaming: Hildibrand winds up shortening his name to "Greg", and though he refutes this as first, it sticks to the point where he immediately answers to it when Godbert asks his name.
  • Baleful Polymorph: One of his spells in his first battle is to turn you into frogs to be pecked at by Enkidu
  • Blade on a Stick: His classic weapon of choice when he just has two arms. This time around it's a Gunhalberd called "Pradmante", a replicate of Nael Van Darnus' Bradmante that Gilgamesh, naturally, mistook for the real thing.
  • Devil in Plain Sight: When hunting the "Dueling Thief", no one in Hildibrand's party realizes that Gilgamesh fits the description of "a large man in garish red clothing".
  • Diagonal Cut: He possesses Sephiroth's Masamune and emulates its owner by doing this during the rematch following a Jump.
  • Gold Fish Poop Gang: Wouldn't be Gilgamesh if he wasn't. After circumstance turns him against you, he battles you on a bridge, leaves, then attempts revenge in part 4 before finally getting the chance to actually do so in the final part.
  • Face of a Thug: Compared to his appearance in other games being like a Kabuki actor, Gilgimesh looks more like an Oni with red eyes and yellow sclera and a mouth full of razor sharp teeth, and the white paint with red lines seems to be natural skin tone. He's still an incredibly nice guy though.
  • Friendly Enemy: He's extremely jovial and you don't initially meet as enemies. Indeed, he respects both the PC and Hildibrand as friends as much as he does opponents, and when Hildibrand starts to turn into a zombie, he helps you save his life without any hesitation, despite having literally just challenged you to a rematch (although that may be because Hildy's mom just sent him through a wall).
  • I Surrender, Suckers: Another classic trait: At the halfway point of your first battle, Gilgamesh falls into a pose of subjugation while apologizing and begging as he buffs himself up, then launches a jump attack against the tank and anyone near him. For bonus point, he verbatim quotes his lines from the first instance of this gambit in Final Fantasy V. And after the second fight, when he's been well and truly beaten, he does it again but waits for you to leave before declaring his intent to keep causing trouble, making it likely it's not the last we've seen of him.
  • No Respect Guy: Of course this is part for the course for Gilgamesh.
  • Obliviously Evil: He's completely convinced all of the weapons he has stolen are rightfully his since he beat their owners in single combat.
  • One-Winged Angel: In the rematch, once he decides to stop holding back he assumes his Multi-Armed and Dangerous form.
  • Post Final Boss: The Thief of Many Faces has been thwarted, but Gilgamesh still wants his rematch with you and steals the Treaty Blade once again to give you incentive to come after him.
  • The Rival: He considers the Warrior of Light to be one to him after getting bested in combat, though it seems to be one sided since the player character doesn't exactly share the same sentiment.
  • Single-Stroke Battle: Against a pack of zombies to protect Nashu.
  • Standard Status Effect: In his first fight, he uses spells from Final Fantasy V such as rocket punch and confuse song, along with it comes Confuse, Mini, and Toad note .
  • Unusually Uninteresting Sight: No one seems to comment that Gilgamesh is a gigantic oni in garish kabuki style clothing.

Ultros and Typhon

The duo is back again. In this world, Ultros is the result of Thaumaturge experimentation within the void, and now works for the coliseum. Ever a skirt chaser, he intends to help a rising gladiator cheat in a tournament to split the prize. When backed into a corner, Ultros can count on the help of Mr. Typhon to challenge anyone.

  • Amusing Injuries: As more of Ultros's attempts to take out Hildibrand backfire, he shows up with more comical lumps on his head with bandages.
  • Baleful Polymorph: Ultros can turn the DPS members of a party into Imps.
  • Blow You Away Typhon's gale force winds.
  • Breaking the Fourth Wall: "Uncle Ulty" always chats with the audience when alone.
  • Combat Tentacles: Turns out they aren't just for show.
  • Heel-Face Turn: At some point Godbert apparently hired Typhon to be an employee at the Gold Saucer and created a GATE event where he blows forceful but harmless gusts of wind to try to knock people off the stage.
  • Mistaken for Badass: As Hildibrand just happens to overcome each of Ultros's traps, the octopus is convinced he's truly a genius detective.
  • Pokémon Speak: Typhon only ever says "Fungah!" as the sound of his various snorts and sneezes.
  • Ring Out: A non-fatal variant. The rules of the match is that anyone who falls out of the center ring will be stunned for a few seconds before being able to jump back in. If the whole party falls off the stage, you lose the fight.
  • Sneeze of Doom: Most of Typhon's wind comes from sneezing. Ultros was using mushrooms to make Typhon sneeze, thus creating the wind sword effect for his partner in crime.

The Mysterious Figure/ Julyan Manderville

A mysterious figure often seen near the end of each episode of Hildibrand's story, appearing simply as the base model design of a Hyur, with no real defining features, watching, and observing Hildibrand's investigation results.

It's revealed in patch 2.5's Hildibrand quests, that the figure is none other than Hildibrand's own mother and Godbert's wife, Julyan — a master culinarian who's been following her son and husband around to make sure her recently found son is alright, and that no one tries to harm him. Woe to any who do.

  • Absurdly Youthful Mother: This character looks just as young (if not younger) as their child Hildibrand..
  • Chef of Iron: Wields a frying pan as a weapon, with enough force to knock out her own husband, Godbert Manderville, in one hit, and in about 5 hits, hits Gilgamesh with enough force to send him flying head first, and lodging him from his head, down to his waist into a solid stone wall!
  • Sophisticated as Hell: Compared to much of the characters here, very much so. She's part of the syndicate, but says things such as "Pleased ta meet ya" and "Byregot, you bloody bugger, guide my hand!" when invoking the god of crafters.
  • Summon Bigger Fish: Even Godbert is terrified when Julyan is angered. Hell, even the Warrior of Light, who at this point, has likely faced off against most of the current list of antagonist here, when being politely asked if they'll help with the current situation, has a wide-eyed, fearful look before quickly nodding their head yes repeatedly without a second thought.

    NOAH (Crystal Tower Allies) 

G'raha Tia

A Seeker of the Sun Miqo'te, G'raha is a member of the Students of Baldesion. He has been drawn to join the Sons of St.Conach dig team in Mor Dhona to study and explore the Crystal Tower.

  • Fling a Light into the Future: It turns out, he's the last true descendent of the Ancient Allagan Royal blood line, as within him is the blood of the last Royal Princess who survived the 4th Umbral Calamity, with the goal being that one day, he'd help restore the Crystal Tower into a beacon of hope for all people.
    • Then exaggerated, when G'raha decides to fling himself into the future, by deciding to return the Crystal Tower to its slumbering state, and sealing himself and its occupants in it. His plan is to go into stasis and wait until society has advanced enough in technology and understanding to open the tower itself, and when it does, he will awaken again to restore the tower to its proper glory.

Doga and Unei

A brother and sister first claiming to be experts on the Crystal Tower from the Students of Baldesion. It however, turns out to be a half truth, as it's quickly revealed by Nero and themselves, their true nature. They are actually clones of Emperor Xande's Descendents, created, and put in stasis until the tower was awoken to fulfill an ancient duty. Namely, the nullification of Xande's blood pact with the Cloud of Darkness.

  • Fling a Light into the Future: Were created by the original Doga and Unei, as they realized the dangers of the quest for power Xande was seeking. These clones were made with the expressed purpose of making sure they could stop Xande and his mad schemes with the Cloud of Darkness.


    Garlean Empire 
An expansionist empire loosely patterned after the The Roman Empire. Founded by the brilliant Solus zos Galvus, the Garlean Empire are genetically unable to cast the simplest spells and compensated by becoming the creators and masters of Magitek technology, which they have used to conquer over a third of the known world. The nations that they conquer are assimilated into the Empire and their citizens drafted into the army, ensuring a consistently large (and loyal) military force.

First Emperor Solus zos Galvus

The first and current ruler of the Garlean Empire. Solus zos Galvus rose from humble beginnings to forge a empire through his military genius and charisma, and has maintained the position for eight decades. However, he has no heir or named successor to his position, and his advanced age is becoming a serious concern for the future of the Garleans. During the events surrounding Lady Iceheart and Shiva, his age catches up to him and he dies, leaving a power vaccum quickly filled by his Grandson who crowns himself new emperor.

  • Bigger Bad: As an unseen Evil Overlord. Though he is the ultimate leader of the Garlean Empire, it's his subordinates whose presence in Eorzea drives the plot.
  • Cool Crown: It's bigger than his head.
  • The Emperor: Quite literally he is was the one who turned Garlemald into an empire, beginning with his expansion of power 50 years before A Realm Reborn.
  • Evil Old Folks: Has seemingly taught Garlemald that ruthlessness and constant conquest is the best idea for them.
  • Expy: Of Emperor Gestahl.
  • Founder of the Kingdom: First Emperor.
  • Gold and Black and Evil All Over: The emperor wears black armor with golden trim, and the empire is certainly evil due to their opression of lands they conquer.
  • Retired Badass: His age prevents him from going to the front lines anymore.
  • Shoulders of Doom: The armor the emperor wears has rather large pauldrons
  • Visionary Villain: He desires to rid the world of the primals which he believes are far too dangerous to be left alive.
  • Whole Plot Reference: His backstory has very strong parallels to the rise of power of Gaius Julius Caesar which is fitting since the Garlean Empire has strong resemblance to the Roman Empire.
  • Your Days Are Numbered: There are many whispers and rumors in the Empire about his health and that it's rapidly deteriorating. In the story of Patch 2.2 Yugiri mentions the Garleans are in the middle of a fairly bloody war of succession that sparked the idea for her rebellion in the first place. With the Empire largely gutted in Eorzea for the time being the Eorzeans are completely shocked to hear this because although she never outright states Solus is dead it does confirm that whatever time he has left is becoming a very serious concern for the Garleans.
    • His death is confirmed in the events added in 2.4, with the throne going to his grandson Varis. Considering that Varis is a fervent supporter of bringing Eorzea into the Imperial fold, this is not good news for the city-states.

Varis zos Galvus

The new Emperor who succeeded his grandfather after a violent Succession Crisis wrested the position from the expected heir; the Emperor's first son his uncle by his accomplishments as a general. He seeks to finish where his Grandfather and Gaius had failed and finish the invasion of Eorzea.

  • Cool Crown: He wears the same massive crown as his grandfather.
  • Four-Star Badass: He got his position by being a general of even higher rank than Gaius was; his uncle who was the first in line to the throne had no such accomplishments and lost the support of the people because of it.
  • The Emperor: The Second Emperor of Garlemald after the death of his grandfather.
  • Shoulders of Doom: He like his grandfather before him, seems to take fashion advice from Golbez.
  • Spiteful Spit: Varis's Establishing Character Moment is to spit on the coffin of his grandfather before taking his place as the new Emperor.

Gaius van Baelsar

The Legate of the XIVth Imperial Legion, and the commander in charge of the Garlean invasion of Eorzea. Gaius is a proud and powerful soldier who holds absolute belief in the ideals of the Garlean Empire. Believing that Eorzea is plagued with chaos and strife, he seeks to deliver the stability and absolute order that would come with Garlean rule.

  • A Father to His Men: Literally so to Livia and implied with his mentorship and pride with Rhitahtyn.
  • Affably Evil: He congratulates the players on defeating Nael and genuinely supports their quest to stop him.
  • All Your Powers Combined: Ultima Weapon absorbs the primals and he uses their power against you in the penultimate battle.
  • Animal Motifs: Wolves.
  • Arm Cannon: Type II.
  • Asskicking Equals Authority: He is regarded both as a powerful warrior and shrewd administrator. He even got his position as viceroy of Ala Mhigo by being the man who conquered it!
  • Attack Drone: Ultima Weapon summons Magitek Bits in the final battle. This is taken to Beam Spam levels in Ultima's Bane.
  • Badass: Thancred, Y'shtola, Yda, and Papalymo took him on all at once during Legacy. The only one who even got close to landing a hit on him was Yda while Y'shtola and Papalymo had their hands full defending her and Thancred. The fastest he ever advanced on them? Nothing more than a menacing stroll. Meanwhile throughout the fight you can't help but get the feeling Gaius is barely even trying. The players are able to fight him later due to 1) outnumbering him eight to one instead of "just" four, 2) the initial part of the fight takes place on an elevator where he's cut off from air support, and 3) for the later parts of the fight, you literally have a god helping you.
  • Badass Longcoat Wears a red and black long coat that makes him certainly imposing.
  • Badass Normal: Gaius as a Garlean is incapable of using magic. Everything he does in his boss fight is a combination of his abilities as a Master Swordsman and his Magitek Powered Armor.
  • Big Bad Ensemble: He and Lahabrea despite himself being Dragon-in-Chief to The Emperor.
  • Black Knight: Wears black armor, and has a sense of honor.
  • Bling of War: His armor turns gold in the boss fight against him, and stays that way until Ultima Weapon is defeated.
  • The Conqueror: Gaius is a veteran of many of the Empire's wars. Until Eorzea, he had yet to meet a nation he could not bring down.
  • Darth Vader Clone: Dragon to an evil Emperor? Check. Black Armor with a equally black mask? Check. Defeated by the protagonist who is also on the same side as characters named Biggs and Wedge? Check. Dies as a result of the aforementioned fight? Check-o-roony. The only marks he misses is that he's not a cyborg and that his death was not caused by Redemption
  • The Dragon: To Emperor Solus.
  • Enemy Mine: He aided the player subtly so that they could stop Nael's ambitions to bring Dalamud crashing down in Legacy.
  • Equal-Opportunity Evil: Gaius is noted as being progressive for promoting based on ability rather then birthright.
  • Even Evil Has Loved Ones: It's clear Gaius has great affection for Livia, Rhitahtyn and Cid.
  • Even Evil Has Standards: Killing the primals and taking over Eorzea? Not a problem. Calling a meteor and destroying everything in the process? Now that's going too far.
    • Spanner in the Works: During Legacy, He allowed the players to take the plans of the Lunar Transmitter to Cid so they can find a way to stop Project Meteor and Nael.
  • Evil Virtues
  • Face Death with Dignity: With his base ablaze and in ruins, the Ultima Weapon destroyed, and his plans utterly crushed Gaius looks around the remains of his ambitions as he quietly admits that's he's lost before letting the explosion of the base consume him.
  • Famous Last Words: "And so my conquest ends, Cid. In smoke and ashes..."
  • Fantastic Nuke: The Ultima Weapon and the spell Ultima he wields is treated like this.
  • Final Boss: In A Realm Reborn, for the 2.0 storyline quests.
  • Four-Star Badass: Legatus of the XIVth Legion.
  • Frickin' Laser Beams: Ultima Weapons attacks to the point of Beam Spam.
  • Gas Mask, Longcoat: His helmet looks the part at any rate.
  • Gunblade: His weapon, Heirsbane is a revolver gunblade. Unlike Squall's however, his is more akin to the real life historical version of a pistol built with a sword along side it rather than trying to obtain any sort of Vibroweapon effect. Though it appear's he's using ceruleum fuel in some fashion to enhance his attacks.
  • The Musketeer: Is a very skilled sword fighter and gunman who can take on superior numbers.
  • Homing Lasers: Literally the name as one of Ultima Weapon's attacks.
  • Humongous Mecha: Pilots the Ultima Weapon, Garlemald's ultimate war machine in the final battle.
  • Honor Before Reason: Several times both in Legacy and in ARR, there are times where he can easily kill the player their allies, but chooses not to deeming it would be too easy. He also despises winning any battle with the help of divine intervention, citing it as a power of weak, false rulers.
  • Lost Technology: Ultima Weapon which is an ancient Allagan Weapon of Mass Destruction refurbished by Garlean machinists.
  • Magitek Knight: Uses magitek to enhance his abilities, particular those based on using ceruleum fuel.
  • Might Makes Right: Part of his viewpoint as to why its okay to conquer the lowly heathens of Eorzea.
  • Named Weapons: Heirsbane.
  • Parental Substitute: He helped raise Cid while his father was frequently away on business and raised Livia himself after she was orphaned by war.
  • Pre-Asskicking One-Liner: "As you wish." note 
  • Power Palms: The main method of nearly all of Ultima Weapon's attacks in a Hand Blast way.
  • Rage Against the Heavens: Gaius does not sugar coat what he thinks of Eorzea's gods and religious beliefs.
  • Ramming Always Works: During both the Praetorium version, and the Ultima's Bane Bonus Boss battle, damaged airships crash right into the ground inflicting damage based on how close you are to their impact.
  • Reasonable Authority Figure: He wants to lead an invasion to conquer Eorzea, not destroy it and turn it into a smoking crater. He believes in earning rank and honor through one's own skills. And he offers his opponents a chance to surrender and join the Empire peacefully.
  • Red Baron: The Black Wolf.
  • Red and Black and Evil All Over
  • Parental Substitute: He raised Cid when his father became consumed by his research on Meteor and adopted Livia after the Empire's wars left her with nothing.
  • Powered Armor: Gaius's armor can gild itself with Aether, a process described to increase the armors resistence to enemy spells.
  • Playing with Fire: Creates blue fire pools to burn you with from his ceruleum fueled Magitek and can use it to create a Flaming Sword and to become Wreathed in Flames.
  • Skeletons in the Coat Closet: His helmet is a stylized Skull for a Head.
  • Summon Magic: Ultima Weapon can summon Ifrit, Titan and Garuda after absorbing them.
  • Sword Beam: Terminus Est, which creates an X made of energy that launches in a linear pattern after being created.
  • Teleport Spam: Like Nael before him, Gaius is capable of limited short range teleportation. Once he starts teleporting during the battle with him he won't stay in one place very long, forcing the tanks to chase him.
  • Total Party Kill: Letting him cast Ultima will result in this, even though he has no control over it and is reasonably horrified when he realizes Lahabrea is forcing the Ultima Weapon to cast it again.
    Gaius: U-Ultima!? Curse you, Ascian! How much destruction must be wreaked before you are sated?!
  • Undying Loyalty: To the Emperor, his gunblade is called Heirsbane because he personally slew nine potential usurpers of the crown.
  • Wreathed in Flames: His blue fire again.
  • We Can Rule Together: In the build up to the final battle, he offers Cid and your character the chance to join him in conquering Eorzea for the Empire in return for Regency of it once they've fallen, you deny him almost instantly. Due to this, he believes that you are too dangerous to be left alive.
  • Wife Husbandry: He is strongly implied to be involved with Livia whom he raised from her childhood as a war orphan.
  • Tin Tyrant: Gaius is the latest of a long line of armor clad Final Fantasy BigBads.
  • The Von Trope Family: This being the Garleans hat, he has one.

Nael Van Darnus

Legate of the VIIth Imperial Legion, and also known as "The White Raven". Nael is assigned the task of dealing with the Primals that have been judged a grave threat to the Garlean Empire. However, believing that Eorzea is beyond saving, Nael plots to use the power of "Project Meteor" to bring Dalamud down upon the continent, wiping out everyone and everything upon it.

As his plan continues, Nael's madness is catalysed by the dark presence lurking within Dalamud: the sealed primal Bahamut. Though Nael is defeated by the Warriors of Light, the victory comes too late: Dalamud is unleashed upon the world, heralding the Seventh Umbral Era.

  • Ambiguously Human: He never removes his armor and his build suggests he may be an Elezen and not a Hyur.
  • Arc Villain: Of the Seventh Umbral Era Storyline.
  • Big Bad: Of the Legacy storyline.
  • Gunblade: Well, a Gunhalberd.
  • Blue Blood: From both Garlean and Allagan heritage.
    • Aristocrats Are Evil: Being of said heritage and triggering genocide doesn't paint him as a nice figure.
  • Bonus Boss: Finishing the storyline unlocks the hard version of his fight, designed to be the "most punishing battle in Final Fantasy XIV before A Realm Reborn" which rewards the player with a Cosmetic Award unique earring (that, admittedly, can be useful for some gear setups). Said battle starts with a 7500 damage Megaflare, and only gets worse after that.
  • Brainwashed and Crazy: He already was pretty nuts, but Dalamud's influence seemed to make it even worse. When he's finally defeated for good in A Realm Reborn he returns to normal.
  • Colony Drop: The mastermind of the Meteor spell that brings the moon Dalamund down on Eorzea. He also can summon down Lunar Debris on the player in his boss fight.
    • Bad Moon Rising: Used the Lunar Transmitter to bring down Dalamud, and then latter with Bahamut Tempering him, acted as a Lunar Transmitter himself, which granted him the ability to also call down fragments to perform Kill Sat attacks.
  • Disappears into Light
  • Dying as Yourself: Once Nael deus Darnus is defeated in The Second Coil of Bahamut Nael regains his sanity. While utterly insulted at the idea that he succumbed to Bahamut's influence upon seeing that he's now, much to his confusion, a woman, he realizes Alisaie is correct. He curses his own weakness and once he learns of her bloodline warns Alisaie to steel herself and her resolve for the harsh truth that came next, lest she lose herself in her misery like he did as a child.
  • Empowered Badass Normal: Nael was originally incapable of using magic like any other Garlean.
  • Energy Absorption: His weapon is able to drain an Aetherial Node's energy and shoot it as a high energy beam.
  • Fantastic Nuke: Meteor is treated as such in story.
  • Fake Difficulty: To have some decent chance to survive the hard version Megaflare without resorting to crazy buff stacking, players have to use the Lunar Curtain item which can only be crafted by farming materials obtainable during the fight...after the party already survived Megaflare.
  • Four-Star Badass: Legatus of the VIIth Legion.
    • General Ripper: Didn't care if Dalamud would cause a major catastrophe, and likely kill many of his own soldiers as well as devastate Eorzea, so long as he won.
  • Final Boss: Of the Seventh Umbra Storyline.
    • Nael deus Darnus once again serves as a final boss in the Second Coil of Bahamut, complete with the same arena used in legacy and playing Rise of the White Raven.
  • Frickin' Laser Beams: Thermonic Beam.
  • Gender Reveal Alisaie knocks off Nael deus Darnus's helmet revealing a very female face underneath.
    • Gender Bender/Opposite-Sex Clone: Nael deus Darnus refers to Nael as a man and talks of herself like she's a separate entity entirely from Nael himself.
      • Ultimately averted entirely as Nael regains his sanity once defeated and is quite confused about his new body.
  • I Am Not Left-Handed: "Enough with the mummer's farce", indeed.
  • Life Drain and Mana Drain: Lunar Dynamo.
  • Light Is Not Good: His armor color scheme in contrast to his counterpart Gaius.
  • Lunacy: After triggering Operation: Meteor, it's clear his sanity is going, having been tempered by Bahamut. He can even call on power from Dalamund during his boss battle.
  • Magic Knight: Because he is Garlean, he was originally incapable of wielding the power of magic, but he gains the it through his tempering by Bahamut.
  • Named Weapons: His gunhalberd Bradamante, which in turn was named after a warrior maiden that he killed using that spear. It is all that remained of him after his death and it has since fallen into the hands of Gilgamesh. Though it's been since realized he had a replica called Pradamante in typical Gilgamesh fashion. The REAL Bradamante is still in possession of Nael deus Darnus in the Second Coil of Bahamut.
  • Not Quite Dead: While Nael's body dissolved into aether at the end of Legacy his essence survived the battle. Bahamut remedied this by creating a new body for him before making him the guardian of the Second Coil of Bahamut.
  • Omnicidal Maniac: Considering the primal threat of Eorzea too great, the White Raven felt the best course of action was to destroy all of Eorzea and be done with it.
  • One-Hit Kill: Starts using the instant killing "Fierce Ravensbeak" move if anyone is on the stairs while he teleports. Megaflare also one hit kills the entire party if 3 or more lunar fragments hit the ground.
  • One-Winged Angel: As a boss in the Binding Coil of Bahamut, turning into a Draconic Humanoid.
  • Playing with Fire: Has the Megaflare ability which is called down from Dalamund, as it turns out this is because Bahamut is sealed inside Dalamund.
  • Rage Against the Heavens: As seen in the lyrics of his battle theme.
    "A revolution is upon us. All the gods are dead. Machines will rule the heavens. Reason will rule the land."
  • Red Baron: The White Raven.
  • Red Eyes, Take Warning: He didn't really need Dalamud's power to kick the player party's ass after the destruction of the lunar transmitter, but he used it anyways, complete with red aura and eyes. Cue Cutscene Power to the Max and Curb-Stomp Battle.
  • Red Oni, Blue Oni: Red to Gaius's Blue.
  • Royal Blood: He is descendant from nobility from the Allagan Empire.
  • Spin Attack: Iron Chariot
  • Shout-Out: Legatus of the 7th Legion, silver armor, summons Meteor to destroy Eorzea, becomes increasingly insane as the story goes on, walks away in the middle of flames, an untouchable badass most of the game, Ominous Latin Chanting battle theme... Nope, doesn't sound like Sephiroth at all.
  • Talkative Loon: Becomes one during the final battle. His lines serves as a cue to which move he will use next.
  • The Bad Guy Wins: As seen in the ''A Realm Reborn'' trailer, even though the Warriors of Light defeated and slew him the damage was done, Dalamud could not be stopped, and Bahamut broke free at the climax of the Battle of Carteneau.
  • Touched by Vorlons: When he was tempered by Bahamut he was empowered with the ability and his similarly tempered Legion considered this to be a sign that their mission was righteous.
  • Unwitting Pawn: To Bahamut, though he makes it clear that Project Meteor had been his idea and his idea alone.
  • The Usurper: Strongly implied to have killed his own father for more power and authority.

Nero tol Scaeva

A commander of the XIVth Imperial Legion, and second-in-command to Gaius. Nero is an ambitious and intelligent technician who has won great praise for his contributions to Magitek research and weapons development. However, he is only concerned with accumulating personal fame and power, and carries a dark grudge against Cid.

Following the main story Nero sets his eyes on a power source within the Crystal Tower equal to, if not surpassing, the Ultima Weapon. To achieve this he joins the Warrior of Light and Cid's efforts to defeat the remnants of the Allagan Empire within, informing them that there is naught but a noose waiting for him back in Garlemald following the XIVth legion going rogue. Once the Syrcus Tower is cleared he is sucked into the World of Darkness with Doga and Unei, and until the Warrior of Light arrives battles the monsters within to keep Doga and Unei safe. Despite the Cloud of Darkness' defeat, Nero's darkness tainted wounds cause the last of his strength to give out during the escape and tells the Warrior of Light to leave him behind. It is only because of Doga and Unei's heroic sacrifice Nero gets a second wind, and even then Cid has to pull him though at the last possible second. After this Nero buries the hatchet with least somewhat.

  • Attack Drone: Summons a few of his magitek creations to attack you in his boss battle.
  • Bad Boss: Probably to contrast his own boss Gaius, Nero is wont to murder spies with minimal warning and threaten the nearest underling in proximity to clean up the mess.
  • Badass Normal: Like other Garleans, he is incapable of wielding magic and wields Magitek weaponry to compensate.
  • The Dragon: Nero is the second in command of the XIVth Legion but he bitterly comments that he was a distant second choice for the position compared to Cid.
  • Drop the Hammer: Wields a gunhammer called Mjolnir
  • The Engineer: He uses machines to help him fight his boss battle.
  • Establishing Character Moment: Roots out and executes a spy where he stands, showing his intelligence and ruthlessness.
  • The Evil Genius: He fufills this role as well as The Dragon in the XIVth Legion.
  • Flunky Boss: He has more then a few robotic minions to help him do his dirty work in his boss fight.
  • Gadgeteer Genius: He is famous for his advancement in Magitek research and weapons development, having designed his own weapon Mjolnir.
  • Green-Eyed Monster: He is insanely envious of everything that Cid is.
  • Heel-Face Turn: Maybe. We think. He definitely acted in a heroic manner to keep Doga and Unei alive in the World of Darkness (almost getting crystallized in the process), and while he still has something of an axe to grind with Cid on the "overshadowing" front, at the end of WoD he seems to be forging his own path for finding that fame, that involves neither the Eorzean Alliance or the Empire. He notably gives up his little scanner, which was a trademark of his old armor...which ominously starts beeping again from the chasm he threw it into after he walks away...
  • Hurricane of Puns: Well, only two in the opening half of his boss fight, but he makes some truly groan-worthy puns.
  • The Rival: He considers Cid his in almost every aspect of his life.
    • Unknown Rival: Cid had no idea Nero felt so overshadowed by him until he outright says it before his boss fight.
  • Shock and Awe: He electrifies the floor around the battlefield to make the fight more interesting.
  • Smug Snake: He tries to play his fellow generals and Cid, but no one is fooled. His inferiority complex towards Cid makes him all the more pitiful.
  • Social Climber: His goals are obtaining glory and fame and of course outshining Cid.
    • Even when he's the only living XI Vth commanding officer marked for death by his home country, he still seeks the power of the ancient Allagans in the Crystal Tower storyline.
  • The Spymaster: His duty in addition to Magitek research and engineering.
  • The Starscream: He makes a telling comment about acquiring enough glory and power to surpass Gaius before his boss battle.
  • Take My Hand: Even after Doga and Unei sever Xande's contract with the Cloud of Darkness and purges the darkness from Nero's body, he can't quite make it to the portal...until Cid reaches out at the last second to pull him out.
  • Third Eye: As a pureblooded Garlean.
  • Villain Exit Stage Left: Once defeated, the lights go out, leaving the room pitch black and giving Nero time to escape, making him the only member of the XIVth to survive the main story.

Livia sas Junius

A commander of the XIVth Imperial Legion. Livia is a war orphan who was adopted and raised by Gaius, later joining the military to repay him. She is a capable and efficient soldier who will push herself past any limit if it will serve the needs of her beloved adoptive father.

  • Undying Loyalty: To Gaius who is her Living Emotional Crutch.
  • Villainous Breakdown: Rhitahtyn's death at the hands of the player sets her on a spiral of starting to relive her past as a war orphan. After defeating her as she dies sobbing that it's happening all over again.
  • Wife Husbandry: She is in love with Gaius who adopted and raised her and it is implied that the two are lovers.

Rhitahtyn sas Arvina

A commander of the XIVth Imperial Legion. As a former mercenary whose homeland was subjugated by the Empire, Rhitahtyn serves as a shining example of how Garlean meritocracy can promote anyone with appropriate skill to a high-ranking and respectable position. As Gaius was the one who recognized his ability and appointed him to his current position in spite of his race, Rhitahtyn is very loyal to both his commanding Legate and the ideals of the Garlean Empire.

  • Affably Evil: Rhitahtyn is well mannered, humble and believes violence should be avoided if it can be helped.
  • Asskicking Equals Authority: How he got his position despite the Fantastic Racism of many of his soldiers.
  • The Brute: He's far from unintelligent, but nonetheless fulfills this role among the XIVth Legion's commanders.
  • Cavalry Betrayal: Gaius immediately assumes that this was what took place upon hearing of Rhitahtyn's death, though in truth his soldiers only left him because he specifically told them to run knowing they would have died fighting the Warriors of Light.
  • Fantastic Racism: He is the victim of this due to his nationality.
  • Good Old Fisticuffs: Most of his attacks are to punch, slash and kick you.
  • Genius Bruiser: Rhitahtyn is loyal, well spoken, a brilliant tactician, and wont to question things he finds amiss among his comrades.
  • Luckily My Shield Will Protect Me: Wields a pair of gunshields called Tartarus.
    • Arm Cannon: The gun part of his gunshield? Its a BFG that can launch missiles.
    • Blade Below the Shoulder: His Gunshields have blades mounted on them for that extra punch appropriately his standard attack is known as Shield Skewer.
  • Macross Missile Massacre: When he is sufficiently wounded in his boss battle he starts firing several missiles into the air that come down moments later in a MASSIVE area of effect attack.
  • Meaningful Name: His translated name means "Right Judge" in Roegadyn language, fitting with his Villainous Valor.
  • Sacrificial Lion: A villainous example, Rhitahtyn's death serves to show Gaius and the other Tribunus that the forces of Eorzea are serious about this battle.
  • Spin Attack: His Winds of Tartarus attack.
  • Undying Loyalty: He is fiercely loyal to Gaius, who gave him his current station despite not being Garlean by birth.
  • Villainous Valor: He is prone to this, especially in comparison to his comrades Livia and Nero.
  • Worthy Opponent: Considers the players to be this despite preferring not to resort to bloodshed.

A cult of dark sorcerers that have lurked in the shadows of Hydaelyn for centuries. It is said that they taught the Beastmen tribes how to summon their primals, and with the coming of the Seventh Umbral Era, their actions are becoming more overt. They are worshippers of Zodiark, a slumbering god of chaos inferred to be the dark opposite of Hydaelyn. The Ascians themselves are immortal and formless, and use "Dark Crystals" to possess living hosts so that they can interact with the physical world.

All the Ascians share the following tropes:
  • Badass Long Robe: All of them wear a black one, with Elidibus being the sole exception.
  • Black Cloak: Complete with In the Hood and a Cool Mask (minus Elidibus).
  • Black Magic: All of them use darkness-based magic, contrasting directly with the Light of Hydaelyn.
  • Black Speech: They partake in this fairly often, with shadowy black text bubbles instead of white. It's subtitled normally, however, as the player can understand it thanks to the power of the Echo.
  • Fighting a Shadow: The Ascians true forms are dark spirits that simply flee to the void between worlds until they can possess another shell. And even after having his essence exorcised and seemingly killed for good, Lahabrea just revives later. Finding a way to make it possible to kill them entirely is Moenbryda's reason for coming to Eorzea to help the scions by creating a Soul Jar to trap them until they're unable to cheat death.
  • Leitmotif: "Without Shadow".

Lahabrea, the Warrior

"The end of your tale is but the beginning of another. The tale of the Crystal's demise."

A powerful sorcerer who bears the rank of "Overlord" among the Ascians, and who can be identified by the red mask he wears. He seems to be helping the Garlean Empire advance their agenda by sowing chaos in Eoreza and helping the Beastmen to summon their Primals. He possesses the body of Thancred sometime during the events of the story. His goal is to manipulate Gaius into completing the Ultima Weapon so that the ancient artifact at its heart can be used to advance the resurrection of Zodiark.

  • Big Bad: Of the 2.0 storyline.
  • Body Snatcher: Possess Thancred near the end of the game. After resurrecting at the end of 2.3, it's implied he's doing this to the High Bishop of Ishgard.
  • Casting a Shadow: Most of the magic he uses in battle is dark elemental like Dark Orb and Shadow Flare.
  • The Corrupter: It is implied he was the demon that Lady Amandine of Haukke Manor consorted with, though with the release of 2.1 and Haukke Manor's hard mode it's equally implied that Halicarnassus that was the demon instead based on her battle dialogue so take that as you will.
    • It's also heavily implied that at least his direct underlings, if not he directly, are responsible for providing the beast tribes with the support to summon such powerful versions of the Primals, while the other "major" Ascians are off attending to other matters.
  • Dramatic Unmask: Under that mask is Thancred.
  • Evil Laugh: He gets a fair few good ones.
  • The Man Behind the Man: Lahabrea regularly pulls the strings of one Unwitting Pawn after another.
  • Mark of the Beast: Whenever he uses his magic a glowing mask like rune appears in front of his face.
  • Not Quite Dead: At the end of the 2.0 story line, Lahabrea is completely obliterated by the player character, the Scions of the Seventh Dawn, and the leaders of the city-states as they are infused with pure light by Hydaelyn. However, patch 2.2 revealed that Lahabrea isn't quite dead and is, along with the other Ascians, immortal. At the end of 2.3, shortly after learning what makes the Ascians immortal, Lahabrea finally re-forms and immediately gets back to work.
  • Post Final Boss: The Ultima Weapon is in ruins and Gaius is defeated, but Lahabrea comes down to finish the job. He is, however, considerably easier than the last two fights with Ultima Weapon.
  • Power Floats: He rarely if ever walks.
  • Summon Magic: Can use his dark magic to call the voidsent.
  • Villain Teleportation: Used as a plot point because teleportation without the use of aetherytes is simply not possible for regular beings.
  • Worthy Opponent: By the time the player faces him he readily acknowledges their strength and doesn't hesitate to call them a Warrior of Light.

Elidibus, the Emissary

"Have the laws of man grown so twisted in my absence that it is now permitted to lay hands upon an emissary?"

An Ascian who appears in a white with gold trim cloak, not far into the Seventh Astral Era. He claims to have no quarrel with the Scions, or the Warrior of Light, but seems to be stirring up trouble in Eorzea just as much as Lahabrea. He apparently knows secrets of the Echo that neither Minfilia nor the Warrior of Light are yet aware of, and tells them that the Ascians and those who possess the Echo are not so far apart.

  • Affably Evil: He's far more civil with the Scions than the Warrior.
  • Evil Plan: Naturally like the other Ascians, it's to bring back their god, but the details are sketchy.
  • Invisible to Normals: Tataru couldn't see or hear him when he visits Minfilia in the Shifting Sands, and says that those without the Gift or the knowledge cannot see him.
  • Man in White: A unique trait to Elidibus, said to be the mark of an Emissary.
  • Not So Different: His claims about the relation between Ascians and Echo bearers. In fact, he says if the Scions knew the whole truth about the Echo, they would be "of one mind". Of course, he declines to reveal this whole truth, but later events show a Sahagin priest using what seems to be the power of the Echo to become an immortal Body Snatcher — indeed, just like the Ascians.


A mysterious Elezen mage who appears in the 1.0 storyline. He does not cast a shadow, and it is inferred that he is an agent of the Ascians.

  • Leitmotif: While it would go on to be used by the Ascians in general, he was notably one of the very few Legacy NPCs to have a personal theme in "Without Shadow".
  • Put on a Bus: For the Seventh Umbral Era storyline and on into Realm Reborn. There has been no indication he will return. Reading between the lines, it seems likely he was a prior host for one of the Ascians, either Lahabrea or maybe Nabriales, but was abandoned for more conveniently-placed hosts post-Calamity. Word of God later confirmed this.
  • Red Right Hand: He has no shadow.


"Unlike the others, I am not given to waiting. I shall take that staff, and bring about the next Rejoining."

An Ascian overseer introduced briefly at the very tail end of The Stinger of the initial 2.0 release and brought into greater prominence in the patch content, particularly patch 2.5, Nabriales is the Ascian responsible for teaching Iceheart how to summon Shiva, and potentially for how the primals were re-summoned in their "Extreme" difficulty. Contrasting Lahabrea's and Elidibus's personalities, Nabriales isn't one for sticking to the shadows or respecting diplomacy.

  • Bastard Understudy: Implied from his dialogue where he mentions being under the tutelage of Lahabrea while he taught people about primals. He has no respect for him and makes his disdain and desire to surpass him clear.
  • Beard of Evil: He has some noticeable sideburns poking out from under his hood.
  • Black Mage: While all the Ascians seem to be able to cast dark magic, he takes this art to another degree during his boss fight, in which he unleashes powerful spells such as Dark IV, Quake III and Comet (a lot of Comets actually, while slowing the flow of time itself), and summon dark elementals. He is also able to cast nearly instantly his basic spell several times in a row, something which will kill your tank if you don't anticipate it.
  • Casting a Shadow: His basic attack spell Spark as well as the Dark IV spell which will wipe the party if they let the orbs reach him and charge his spell, during this time he also summons Shadow Sprites who cast Dark II at you.
  • Colony Drop: His final desperation move is to trap your party in a rift in time space and pelt you with Comets while he summons a Meteor and your party has to escape the rift before the meteor lands to avoid a Total Party Kill.
  • Dangerously Genre Savvy: His entire time on-screen has him taking advantage of any weakness he can, and he very nearly gives the Ascians a definitive victory because of it.
  • Deader Than Dead: At the end of 2.5 part 1, he becomes the first Ascian to fall victim to the Auricite/Blade of Light combination and be permanently and irrecoverably slain. Though doing such comes at a great cost.
  • Dishing Out Dirt: When he starts getting desperate he will cast Quake III an unavoidable shockwave, sometimes several times in a row.
  • Evil Brit: Has a distinct British accent in the English version (largely because it seems to be Gideon Emery pulling double duty in voicing him on top of Urianger).
  • Faux Affably Evil: He is very polite, but this is nothing but a facade, hidding an incredibly ruthless individual. He seems to respect Elidibus's wishes to not harm Minfilia, who tries to stop him from getting Louisoix's staff... so he decides to kidnap her instead with the staff.
  • Get Back Here Boss: He loves to teleport away from you and cast a long-range spell, prompting you to run after him.
  • Hero Killer: Fatally wounds Moenbryda in the Rising Stones.
  • Knight of Cerebus: He shares this role along with Midgardsormr in the 2.5 patch, though his role is short-lived.
  • Implacable Man: As soon as he realizes that the player character is no longer under Hydaelyn's protection, he immediatly rushes the Scions' base in order to steal Louisoix's staff, and crushes anyone resisting him, effortlessly.
  • Nice Job Fixing It, Villain: Rather than just simply taking the fragment of Tupsimati, Louisoux's former staff, he decides in the middle of taunting the Scions to explain why it's so important to the Ascians and partly because he's shocked that the Scions had such a powerful artifact in their possession all this time. Namely he explains that it's able to draw to it a great amount of aether from the land at once. Yes that's right, he unwittingly gave the Scions the solution to his own destruction to summon forth the aether needed to use the Blade of Light.
  • No-Nonsense Nemesis: Elidibus wants to solve the enmity with the Scions through diplomacy and Lahabrea's still recovering from his temporary defeat and prefers to work in the shadows; Nabriales is neither of these. While at first he just shows up to gloat, he easily deflects Moenbryda when she attacks him. And when he senses your character no longer has the Blessing of Light, he immediately goes to the Rising Stones to get Louisoix's staff, which has the ability to channel incredible amounts of aether. When Moenbryda tries to stop him, he doesn't hesitate to fatally wound her in a single attack. And when Minfilia refuses to give him the staff, he adheres to Elidibus's orders to not harm her... by taking her and the staff together. This even spills into his boss fight: he doesn't mess around with weak or slow magic, his spells are extremely powerful, have excellent range, and cast quickly. He uses his "big" technique twice, and after it's clear it won't work a third time, reveals a second big technique: pulling you into a pocket dimension and spamming Meteor, which is a great deal more difficult that stopping his shadow flare. Ultimately, the entire reason for his downfall was only because Moenbryda pulled a Heroic Sacrifice; has she not, he would have escaped with knowledge that the Scions are unprotected and of the existence of the white auracite.
  • No Sell: He stops Moenbryda's battleax with a single finger.
  • Time Master: His skills are so great that he is able to spam spells and slow the flow of time itself.
  • Time Stands Still: He is able to create a distortion in time and space, in which time is slowed (complete with mandatory Colour Coded Timestop) and in which he spams meteors on your party.
  • Villain Teleportation: As an Ascian, he is able to teleport himself around pretty quickly. He actually teleports himself inside Minfilia's room several times, and also likes to do that during his boss battle.
  • Villainous Breakdown: When it's clear to him that he's finished he starts this very quickly. While the dub portrays this as him being defiant to the end but still flipping out that this is even possible, the Japanese audio has him outright screaming in terror: "I don't want to die. I don't want to die! I DON'T WANT TO DIE!!!"
  • Wave Motion Gun: Whenever he teleports he will cast the End of Days spell which is a straight forward laser beam of death.

    The Primals 
The primals are manifestations of elemental aether given physical form by the "summoning" rites performed by the beastmen who worship them as gods. In addition to being creatures of great destructive power, the primals are dangerous because they distort the natural flow of aether in the world: not only are vast quantities of aether required to summon them, but once given form the Primals will go on to instinctively seek out and gorge themselves on as much aether as they can find. Furthermore, the Primals can use a process known as "tempering" to brainwash innocent people into their lifelong subjects, whose worship in turn increases the power of the primal.

Tropes applying to all of the Primals...

  • Brainwashing: They can do this to mortals through a process called tempering, which binds the mortals to their will, making them fanatically loyal until death releases them from service. However following the defeat of Nael deus Darnus in The Second Coil of Bahamut, he regains his sanity and is utterly insulted at the idea of kneeling to a primal, meaning death may not be the only way...
  • Elemental Embodiment: With the exception of the elder primals.
  • Even Evil Has Loved Ones: They genuinely, truly love their followers and even the tempered are assured clothing, shelter, and adequate food and drink, with no indication that they're mistreated at all by the beastmen they're in thrall to. Even Garuda goes out of her way to protect the Ixal that summoned her and calls them "her children" with sincere care in her tone. This is one of their only sympathetic traits.
  • Flowery Elizabethan English
  • God Needs Prayer Badly: The primals are empowered by the zealous worship their followers give them and can in fact only be called to the physical plane by a combination of ritualistic prayer and crystals.
  • Harder Than Hard: The "Extreme" battles, which seem to be specifically designed to be frustrating.
  • Leitmotif: One Blood, which usually plays when the Beast Tribes begin their summoning rituals.
  • Magic Eater: The primals gorge on the aether that sustains the world.
  • One-Hit Kill: The mechanics and forgiveness of them vary from fight to fight, but make no mistake, if you fail to do that one mechanic right it will kill your entire party and there's not a damn thing you can do about it.
  • Puzzle Boss: Almost all of them have some kind of mechanic you must overcome in order to survive their ultimate attacks, or risk starting from the beginning.


"Thy soul shall burn for eternity!"

Lord of the Inferno and the first primal players face, Ifrit is the primal of the tribal Amalj'aa lizardmen. Of the primals, Ifrit is the one to most often resort to tempering mortals as fits his sphere of Domination, making doing battle with him something the Ul'dahns dread due the heartbreak of having to kill hundreds of their own friends-turned-foes.

Tropes Associated with Ifrit:

  • Battle Theme Music: "Primal Judgment"
  • Big Red Devil
  • Doppelgänger Attack: Crimson Cyclone. Ifrit will jump up and appear somewhere along the edge of the arena, before charging forward quickly in a straight line. In HM, he creates up to three of himself, where in EX it's always four Ifrits.
  • Fake Difficulty: Pretty much every player that fought Ifrit in 1.0 will tell you that the hardest part of his fight was dealing with the lag and animation lock. Both are gone in ARR, though a laggy connection can still make Ifrit much harder than he's intended to be.
  • Harder Than Hard: Ifrit (Extreme) was one of the hardest fights in Legacy.
  • Horned Humanoid
  • Kneel Before Zod: His primary modus operandi is to force everyone to do this, making him one of the less sympathetic Primals.
  • Kill It with Fire: One of his quests in 1.0 was even titled "It Kills With Fire".
  • One-Hit Kill: What's that? You didn't destroy the giant flaming nail thing he summoned fast enough? Have fun getting one-shot by Hellfire. Oh and hard mode he summons four of them. Good luck getting past that without a Limit Break.
  • Playing with Fire
  • Turns Red: After losing about 25% of his HP in the max-level version of the fight. This signals the beginning of his more complex skill rotations.
  • Worthy Opponent: He will commend your strength if you manage to survive Hellfire.


"Tremble before the might of the earth!"

Lord of Crags and the second primal players fight in the story. Titan's love for his followers, the Kobolds, is equal only to his hatred of the sons of man that kill, mistreat, and drive his children from the land, breaking a treaty the Lominsans had formed with the Kobolds in the past.

  • Battle Theme Music: A five part battle theme, ending in his Villain Song "Under the Weight".
  • Didn'tNeedThoseAnyway: It says something about how much he wants you dead when he can keep fighting without his heart.
  • Dishing Out Dirt
  • Dummied Out: He was originally going to be the first primal you did battle with in 1.0, but after the Japan earthquake he was shelved and replaced with Moggle Mog.
  • Evil Virtues: Genuinely loves his worshippers, and unlike Ifrit and Garuda, not particularly keen on tempering unbelievers.
  • Fake Difficulty: Landslide and Weight of the Land used to (and still sometimes do) be similarly lagged like Ifrit's abilities were in 1.0. Particularly bad given that Landslide is usually a One-Hit Kill due to its knockback effect easily knocking the player out of the platform, making them fall to their deaths, outside the healers' reach. This video shows a perfect example of it.
  • Gentle Giant: Though you never really see it in the story Titan is in fact very gentle and compassionate to his worshippers. His enemies on the other hand...
  • Humans Are the Real Monsters: He expresses this belief, "humans" in this case meaning all of the Five Races. Considering that the kobolds were perfectly willing to live in peace with the people of Limsa Lominsa, and it was the latter that betrayed their agreement, it's hard to say that he doesn't have a point.
  • Knight Templar Parent
  • One-Hit Kill: So you didn't destroy Titan's heart fast enough? Enjoy getting lit up by Earthen Fury.
    • Landslide is effectively this. If you don't get out of the AOE fast enough, you're going sailing off the course and taking a dirt nap.
  • Ring Out: Titan's main method of wiping the party out quickly. Once the rocky barriers surrounding the battlefield are destroyed, it's very possible to suffer knockback from Titan's attack and get shoved off the platform so that you fall to your death.
  • Rock Monster: He's a giant monster made of rock, go figure.
  • Top-Heavy Guy
  • Underwear of Power
  • Villain Song: "Under the Weight", the music for the last phase of Titan's battle is a very hateful, death metal-esque tune with the lyrics sung from Titan's perspective, with his Kobold followers constantly chanting "Bow down overdweller!!" between his lyrics. They occasionally cap the chant with shouts of "TITAN!", "UNDER THE WEIGHT!", and "IN HELL I WAIT!". And yes, it is Crowning Music of Awesome that you'd be head banging to, if it wasn't for the fact that you're busy trying to avoid getting killed by Titan.


"Sunder yourselves onto me and I will feast on your aether! None shall stand against the wind!"

Lady of the Vortex and perhaps the most bloodthirsty primal, befitting her sphere of destruction. Garuda plots from a piece of land eternally surrounded in a tornado called the Howling Eye. Her followers are the Ixal birdmen, who are the only ones she cares for and, in turn, revere her. She is the last of the primals the players fight in the main story.

  • A God Am I: She likes to fancy herself as "the only god". She intends to kill all of the other beast tribes to rob the other primals of their faith to ensure that title.
  • Ax-Crazy: When players meet her, they've dealt with three primals. Ifrit wanted everyone to bow to his will, Titan wanted to protect the kobolds, and Ramuh didn't even want to be bothered. Garuda? She wants to kill everything that isn't an Ixal and eat all the aether she can. Why? Because she's Garuda.
  • Battle Theme Music: "Fallen Angel"
  • Blow You Away
  • Cleavage Window
  • Diminishing Villain Threat: The first time you go after her, much is made about her being the deadliest and most powerful primal, and if you count the side-story in Coerthas has the longest arc devoted to her downfall. But in the endgame hard mode she's the second primal you fight (and rather easy to boot), her power having been eclipsed by Titan, and by the time you unlock extreme modes she's the first primal you go after and considered to be easier than Titan EX by a country mile.
  • Fluffy Fashion Feathers
  • Glass Cannon: Despite the difficulty spike from Ifrit's hard mode to her's, gear has advanced to the point that her hard mode almost irrelevant. This has also made it very clear that her health pool is less than Ifrit's and severely less than Titan's. A well geared group in 2.5 can kill Garuda hard mode in about two to three minutes. That same group will take approximately twice as long to kill Titan hard mode.
  • Harping on About Harpies
  • Knockback: Sorta expected, given her wind powers.
    • Ring Out: Not as severe as with Titan, but she can surround the outer area of the battlefield in a blue light, which damages and violently pushes players toward the center of the field if they stand in it.
  • Laughing Mad: Nearly every single sentence out of her mouth either begins or ends with an insane cackle.
  • Leotard of Power: More like a Fur Bikini made of Fluffy Fashion Feathers.
  • Magic Eater: Implied in her dialogue. Whereas Ifrit is primarily interested in making tempered worshippers, and Titan is angry at the adventurers and Limsa Lominsa for killing his Kobold followers, Garuda primary focus is to absorb as much aether as possible so that she can become a supreme goddess. It even went so far as planning to snatch the lunar transmitter from Garlean control so that she could absorb the a massive amount of energy from Dalamud in Legacy.
  • Mercury's Wings
  • Omnicidal Maniac: Her very first cutscene back in Legacy was her mercilessly attacking a Gridania village, using a tornado, even breaking the neck/spine of one such villager/guard. She gleefully kills anything that isn't A) an Ixal, or B) herself.
  • Sequence Breaking: Before a patch that fixed this issue, it was possible to beat Garuda before she used Aerial Blast, thus avoiding her strongest move as well as the hardest parts of the fight.
  • Thong of Shielding
  • Wake-Up Call Boss: During ARR's launch, Garuda had more mechanics than any boss faced at the time you fought her in the story and there was a good chance she'd rip your party to shreds at least once if you were doing it with people unfamiliar with the fight. Calling her the beginning of the end of the story wouldn't be exaggerating.
    • This repeated once you reached the endgame. "Hard" Ifrit was, frankly, a fight anyone in job-quest blues and a random weapon could complete, so long as you can managed to not stand in things and limit break the nails. Hard Garuda doubled the mechanics of an already difficult battle and sipped on rookie players as a light apéritif. Though in later patches, thanks to light farming for the Nexus upgrade and players vastly outgearing the fight in general, the average Garuda run lasts about three minutes.
  • Winged Humanoid

Good King Moggle Mog XII

"Hearken unto me, brave Mogglesguard! These villains shall threaten you no more!"

Not a primal by the strictest definition, Moggle Mog XII is a character from moogle folklore who threw a rope down to Hydaelyn for his subjects to escape the twelve when the gods began to fight amongst themselves, sacrificing himself to stay behind. It's believed that Good King Moggle Mog's presence in Eorzea is a manifestation of the moogles' belief in a case of Your Mind Makes It Real. Unfortunately, Moggle Mog turns out to be less of a good king and more of a tyrant, corrupting the Mogglesguard and declaring his intention to purge the Twelveswood of every sentient being.

  • Beware the Silly Ones
  • Came Back Wrong: He's not the "good" king moogle history paints him as. The Scions theorize this is actually intentional since it was the Ascians that taught the Mogglesguard the summoning ritual.
  • Cast From Hitpoints: In the EX fight, Good King Moogle Mog can revive his Mooglesguard to full health at the cost of his own. This is the only way to damage him as he is invulnerable to attacks so long as his Mogglesguard are alive.
  • Killer Rabbit
  • Kiting: Out of the 7 Mogglesguards, only 2 of them follow a standard aggro table and can be controlled and "held" by the party's tanks, whereas the other 5 do not and will behave as they will.
  • Large and In Charge: He towers over the Mooglesguard, who are themselves at least twice the size of regular moogles.
  • Power Copying: In Thornmarch (Hard), Moggle Mog gains the abilities of his underlings as they fall.
  • Royals Who Actually Do Something
  • Ridiculously Cute Critter: You get an achievement called "Most Adorable Death Ever" for defeating him.
  • Shoot the Medic First: Well, more like shoot the medic second, as the Black Mage is usually the immediate target because of its huge AoE damage potential. Only in Thornmarch (Hard), though — the Extreme mode of the battle requires a different strategy altogether.
  • Staff of Authority
  • Wolfpack Boss: He has seven minion moogles with him for his boss fight.
  • Villain Song: "Good King Moggle Mog", a demented sounding remix of the Moogle theme originating from Final Fantasy V. Once he's summoned, the Mogglesguard begin singing about how awesome he is, before going into short lines about themselves.


"You challenge me with trickery? Fools! Your mortal contrivances cannot quell the raging sea!"

Lord of the Whorl and the primal of the Sahagins, Leviathan seeks to sink the isle of Vylebrand to wipe out the humanity that has defied him, and to ensure a stable spawning ground for his people. Like Ifrit, Leviathan is one of the primals prone to tempering but is the only primal to have thralls of untempered human worshippers; pirates known as the Serpent Reavers who refused to settle down and become farmers or privateers, continuing their piracy with the aid of the Sahagin. Tempered Reavers are known as the Drowned and are implied to be granted underwater breathing, but become an Empty Shell in the process. Leviathan is regarded as the most terrible primal aside from Garuda due to the fact that he's nigh-omnipotent so long as he's in the open ocean.

  • Battle Theme Music: Which like most of the primals, change with each phase of the fight. The fight begins with a traditional Japanese taiko drums, chimes, and flute instrumental piece. However, after Leviathan performs his signature Tidal Wave attack, it switches to a guitar and steel percussive rock theme, with his Sahagin followers providing the lyrics in the form of a prayer to the Lord of the Whorl. The latter lyrics give warning to the Sahagin's enemies and victims that the sudden calming of the seas is merely the silence before their deity's fury is unleashed.
  • Clipped Wing Angel: Of a sort. Since Leviathan is the god of water and possesses absolute control the only way players can fight him with even a chance of winning is by using an aetherial dampener to limit his powers. Even still, he remains a major threat, and he makes attempts to sap the dampener of its powers in turn during the battle.
  • Cognizant Limbs: His head and tail are separate targets; both share the same HP pool, but the head reflects ranged attacks while the tail reflects magic.
  • Dummied Out: Leviathan was intended to make an appearance in Legacy (and his model could even be found in the data files), but in the wake of the earthquake-tsunami disaster he was shelved completely and not even "replaced" like Titan was. He does, however, appear in Realm Reborn as of Patch 2.2.
  • I'm a Humanitarian: He's not above devouring those who stand against him.
  • Making a Splash: He is the Elemental Embodiment of water after all.
  • Just Shoot Him: A firm practitioner of this, Leviathan simply capsizes and drowns/eats anyone that comes to fight him since he only fights in the open sea and his enemies are guaranteed to come after him in boats. Defeating him in the past took luring him into an inlet where he couldn't harness his full might, and fighting him now requires the use of a corrupted crystal to dampen his spells.
  • Kraken and Leviathan: He is a Leviathan at least.
  • One-Hit Kill: If you don't kill certain adds fast enough the elemental converter won't be strong enough to protect you from Leviathan's Tidal Wave attack.
  • Ring Out: Similar to Titan, but only in the Extreme Mode of his fight and far more manageable. The railings surrounding the boat are removed and its very possible to get knocked off into the water and drown from a few of Leviathan's attacks.
  • Sea Monster: Of the giant sea serpent variety.
  • Shared Life Meter: Leviathan consists of fighting his head and his tail. The DPS have to attack a certain one depending on if they're ranged or melee fighters. Attacking one drains the same health pool regardless.
  • Tail Slap: Since the tail counts as its own enemy, this naturally comprises its main form of attack.
  • You Have Failed Me: Sastasha Hard mode reveals that Leviathan didn't take the Serpent Reaver's failure very well. Their punishment was being overexposed to his aether until they mutated into fish men abominations.


"Thou art brave, Bringer of Light. Yet bravery alone shall not convince me of thy worth!"

Lord of Levin (lightning) and the primal of the kind yet alien Sylph tribe. Ramuh stands as a paragon of the primals as he doesn't actively seek conquest and even when summoned is described as being calm and pragmatic. He was called by the Sylph during the first Garlean invasion and hasn't been summoned since, and does not want to be unless the forest and his people are put in danger.

  • Badass Beard: JESUS. His body mass seems to be halfway comprised of his facial hair alone.
  • Badass Grandpa
  • Badass Long Robe
  • Bald of Evil
  • Battle Theme Music: "Thunder Rolls". Reflecting his kinder nature, Ramuh's song is a soft-spoken chant about how he's testing you to see if humanity still has enough good left in it to be spared. The very last chorus is spoken louder and the lyrics imply that you pass.
  • Dark Is Not Evil: Despite being a primal, Ramuh is described as being fair, serene, and kind. He's only ever been summoned once when the Sylph were facing the possibility of genocide at the hands of the Garleans and is otherwise content to stay as loose aether. Even his sphere is rather noble (reconciliation), as opposed to others like Ifrit's sphere of domination or Garuda's sphere of destruction. The player's eventual encounter with him in 2.3 proves his temperament to be just that. He fights the player not for defying him, but as a challenge to prove to him that there's some good to be found in mankind.
    • This is made apparent in the main storyline when the people of Gridania hear that Ifrit and Titan were already summoned and come to fear that Ramuh will be next. The sylphs assure everyone that Ramuh is not evil and only wishes to protect his territory, and even give you his crystal so you don't have to fight him.
  • Death Seeker: Sort of. In 2.3, Ramuh challenges you directly because of his knowledge of your victories over the other primals. He asks that you prove yourself as a Warrior of Light because he realizes his very presence drains life from the world and wants to return to raw aether, as the situation he was summoned under wasn't nearly as dire as the Garlean invasion.
  • Graceful Loser: Ramuh is quite satisfied with the results of his battle with the player and entrusts Eorzea's future to them.
  • High Collar of Doom
  • Humans Are the Real Monsters: His attitude in 2.3. He feels that all humans, Garlean or Eorzean, only cause strife and destruction which is why his Sylphs called upon him. He fights the player to prove if there's some good in their kind.
  • Magic Staff
  • Power Floats
  • Red Baron: Apart from "the Lord of Levin", Urianger in an optional dialogue will tell you Ramuh had once inspired the myth of "The Sage in the Wood".
  • Reluctant Monster: As any that summon him are tempered despite the fact that he does not intentionally do so, Ramuh prefers not to be summoned unless there is a clear and present danger to the Black Shroud.
  • Shock and Awe
  • Token Good Teammate: Among the primals.
  • Wizard Beard: See Badass Beard. Also note that the beard fits a sagely character like Ramuh.


"Embrace the serenity... Renounce the hatreds that consume you... And scatter them like dust in the wind..."

Lady of Frost. Like Good King Moggle Mog before her, she's not a true primal, but a historical figure from Ishgard's scripture who was the "Patron Saint" of the heretics who sided with the dragons in the never ending Ishgardian-Dravanian war. It is said she committed the ultimate sin and slept with a dragon. While there is no doubt she was a real person, much information on her history is missing or covered up.

  • An Ice Person
  • An Ice Suit
  • Badass Finger Snap: She freezes the party frozen solid during Diamond Dust this way, followed by a heel click which shatters the ice.
  • Battle Theme Music: "Oblivion". The first segment is an orchestral piece with a wailing choir. After she uses Diamond Dust, her lyrical song kicks in to a rock anthem. And from what can be gained from the lyrics, appears to be sung from the perspective of Iceheart, about how she's grown tired of the Ishgardian - Heretic war, and everyone she knows fearing death. And that she's willing to give up her life and become a dealer of death herself to end the conflict by becoming Shiva. It ends with her talking about how she's still in control after summoning the power of a primal to her self, and that she's ready to walk the path she's chosen, regardless of consequences, even if it leads to her own oblivion.
  • Cool Crown: Her hair gives this illusion, spiked like a crown made of icicles.
  • Interspecies Romance: Her main claim to infamy was being both willing and able to have sex with dragons; it falls here instead of Bestiality Is Depraved because dragons have at least equal intellect to the spoken races. There's a powerful implication she's the matriarch of the Au Ra race.
  • Pimped Out Cape
  • Dark Is Not Evil: Similar to Ramuh in that by nature Shiva is not evil. The legends of her center around her for peace between her people and dragons. However being summoned at all would mean terrible things for everybody.
  • Pointy Ears
  • Spiky Hair
    • '80s Hair: Business in the front and party at the back!
  • Spontaneous Weapon Creation: Creates a sword, staff, and bow from ice in this way, altering her attack patterns and capabilities based on which one she is currently using.
    • Real Time Weapon Change: When fighting Shiva, she will alternate between the use of a sword and shield of ice which buff her defenses and make her HP regenerate quicker, and a frost brand (a type of staff) that will amplify her damage dealt.


"Mine obsidian blade shalt split atwain the threads of thy future... Whilst its crimson fuller shalt channel the lifeblood of thy past!"

Shrouded in Myth, the Dark Divinity Odin was a primal warrior sealed away by an Allagan hero several centuries ago for reasons lost to history. With Midgardsormr's death, Odin broke free of his seal and now wanders the Twelveswood on his nightmarish steed Sleipnir, seeking worthy warriors to clash blades with.

  • A God Am I: Odin puts a fun spin on this trope as the battle with him rages on.
    Odin: "Here I stand—a god amongst men. Yet here I remain—a mere man amongst gods."
  • Battle Theme Music: The Corpse Hall
  • Black Knight
  • Casting a Shadow: All of his magical attacks are dark magic.
  • Cool Sword: Zantetsuken as usual has a slick new design.
  • Cool Horse: Sleipnir, of course.
  • One-Hit Kill: Near the end of all FATE battles with Odin, around 10% health remaining, he will start charging Zantetsuken at a slow but steady pace, with a range encompassing the entire FATE area. Unlike other attacks where it would be most prudent to get out of the way, however, this is your cue to attack him with everything you've got. If you fail, he'll wallop you and every other person fighting him for 99999 damage(!), taunt you, and leave.
  • Grand Theft Me: Odin's way of staying alive despite having no active worshipers summoning him involves this.
  • Spikes of Villainy
  • Worthy Opponent: Considers the players to be as such, if the quote above didn't tip you off.
  • Voluntary Shapeshifting: On occasion he'll appear as the last player who got a killing blow on him regardless of race or gender, possibly as a sign of affection for the one who defeated him. The name of the player in question is also displayed underneath his own, to make their identity clear. As it turns out, it is not a form of Voluntary Shapeshifting but Grand Theft Me.
  • Weapon Wields You: Zantetsuken contains the essence of Odin himself, when defeated the sword will Sunder Odin's killer and then absorb aether from the environment and when it is fully charged call the one who killed Odin to itself and turn them into Odin's new host.


Possibly the strongest of the primals, Bahamut is an ancient dragon Elder Primal sealed away in the artificial moon Dalamud by the Allagan Empire in days long past. He manipulated Nael van Darnus into bringing down the moon so that the dragon god could break free of his duress and have his vengeance by nearly eradicating the planet. The player characters and Louisoix attempt to re-seal him in a new Dalamud by gathering the entire Twelve together, but Bahamut doesn't have any of it and breaks free just as the new seal is complete, and lashes out with a massive Teraflare, resulting in what would later be called the Calamity. The only reason Eorzea continues to exist is because Louisoix sends the heroes to the future, and a blinding light takes Bahamut away in the middle of his rampage afterwards.

The Elder Primal is later found to have been re-sealed in the Binding Coil of Bahamut, three series of dungeons that act to keep Bahamut held fast. The player goes through the three Coils, fighting Nael deus Darnus again in the second and finding Louisoix again in the third, who has become the primal Phoenix and serves Bahamut. The party defeats Louisoix and brings him back to his senses, and the Archon aids the party in proceeding onto Bahamut himself, whom they fight in his true aetherial form in the aether realm as Bahamut Prime.

  • Adaptational Villainy: Compared to some of his other incarnations, this version of Bahamut seems to be an absolute bastard. He routinely tempers people, including Louisoix, is happy to use mortals as pawns to further his plans, is just as happy to abandon his pawns when they're no longer of use, will retain a bit of them for use even after death, and has no problem with killing every living thing in the Eorzean realm. Even the Bahamuts in IX and XI had external reasons for being antagonists. To be fair, though, if you were trapped inside a moon for some several thousand years, you'd be a little bit pissed off too.
  • And I Must Scream: Bahamut's imprisonment in Dalamund was particularly nasty. His restraints served two purposes; to trap and hold Bahamut, and to feed him, sustaining him with aether and a substitute for prayer. To paraphrase the summary, Bahamut was trapped as a living core never allowed to die, or to truly live, simply to be.
  • Breath Weapon
  • Enigmatic Empowering Entity: For Nael.
  • Fantastic Nuke: Launch his Megaflare attack at the end of the ending video.
    • Turns out that wasn't just Megaflare. That was TERAFLARE, which he has no problems with using again on a countdown during his final battle.
  • Giant Flyer: For his fully manifested form anyway, a full party of eight adventurers wouldn't even be considered a dime in the palm of his hand. The battle against Twintania in the first Binding Coil literally takes place on Bahamut's hand.
  • Instant Awesome, Just Add Dragons
  • Leitmotif: It seems to be "Answers" itself. The song is first used in End of an Era, Bahamut's first appearance, a remix is used for the Binding Coil soundtrack, and the original song is used for the Bahamut Prime boss battle.
  • Total Party Kill: His strongest attack, Teraflare, which does this to the entire party if they don't stand in the neurolink ring dropped by the Storm of Meracydia add before the three second mark on the countdown during the actual battle. Even with that protection, some parties may also need a tank limit break to comfortably survive. He also has his enrage timer, but see Unstoppable Rage for that.
  • Our Dragons Are Different
  • Macross Missile Massacre: When you thought that Megaflare wasn't enough... Oh boy...
  • Mook Maker: Has several "X of Meracydia" abilities that spawn a varying amount of specialized dragons. One is even vital to surviving his ultimate attack.
  • Non-Elemental: But of course has the appearance of fire.
  • Powered by a Forsaken Child: Bahamut hasn't dissolved back into aether because his draconic followers are kept in a state of torment to sustain his corporeal form.
  • Sealed Evil in a Can: Was sealed within Dalamud. Then it broke out.
  • The Unfought: Of course, fighting him when we first see him would have been suicide...
    • ...but this is completely averted as of the Final Coil of Bahamut, where players finally get a proper boss fight with Bahamut Prime.
  • Tragic Monster: As you learn in the Final Coil; Bahamut was the primal of Meracydian dragons, a culture separate from Dravania. Ancient Allag, in their ever-increasing lust for power launched a Curb-Stomp Battle against Meracydia and forced them to summon Bahamut to save them, which was exactly what the Allagans wanted. They trapped Bahamut in the Binding Coils inside Dalamud, along with thousands of dragons, and put them in jars to keep them alive but in constant agony so their cries for help sustain Bahamut's form. Several thousand years of imprisonment, torture, and the inability to save his people despite their constant screams drove Bahamut so irreversibly insane that when Dalamud fell he was little more than a mindless beast out to make the entire world suffer as he had. Even Alisaie admits that, on some level, justice is really more on Bahamut's side.
  • Unstoppable Rage: Like any good MMO boss, as Bahamut Prime he has a 14-minute enrage timer. When the battle hits that mark, he starts spamming Gigaflare until the party is dead.


  • Dark Is Evil: While Belias has only shown up in egi form so far, that egi appears as a twisted, dark-purple-and-black version of the Ifrit egi.
  • Sorting Algorithm of Evil: Is called an "elder primal" by the Ascian who gives Tristan the knowledge to summon it, and the egi of it is vastly more powerful than an Ifrit-egi.
    • (Even bigger spoiler related to below) Additionally, given who Belias is and what his history and relationship to Zodiark is, it seems likely that he is a servant of Zodiark and Ultima and related to the Ascians somehow.


  • God of Evil: God of the Ascians, whose rise will bring about the destruction of the Mother Crystal and as a result, all of Eorzea and Hydaelyn.
  • Dark Is Evil: While Hydaelyn, The Mother Crystal, is aspected to Light, Zodiark is Darkness.


See Scions of the Seventh Dawn - Louisoux


The primal of the Goblins (we think), Alexander is a seemingly immobile fortress instead of a living being like the other primals. Players enter into his body for Heavensward's answer to the Binding Coil.

  • Big Fancy Castle: As per tradition, Alexander's takes the shape of a large castle, this time sitting in a lake dwarfing the forest around it.
  • Living Structure Monster: He is a God in the shape of a castle.


One of the new Primals announced for Heavensward. Bismarck is the Primal worshiped by the Vanu Vanu Beastmen.


One of the new Primals announced for Heavensward. Ravana is the primal worshipped by the Gnath Beastmen.


A green, vaguely gargoyle like creature accidentally summoned by Gilgamesh's wish to be reunited with his companion. Whether or not he's actually the real Enkidu or just a fabrication is up to guess, but one thing's for certain: He's a "technical" primal, summoned by a wish.

  • Affectionate Nickname: Refers to Gilgamesh as "old friend".
  • Blow You Away: Capable of creating tornadoes.
  • Evil Knockoff: No one's sure whether this is Enkidu brought to Eorzea in primal form, or a primal made in the likeness of Enkidu.
  • Knight of Cerebus: Though the last part of the Hildibrand chain was darker in general, Enkidu brings another disturbing revelation regarding the primals as a whole: If the wish and desire is strong enough, it's possible for a single person to wish a primal into being. The Sultansworn with you when you learn this is absolutely horrified at this prospect.
  • Winged Humanoid: Has a bipedal body at the least.

    Dravanian Horde (spoilers) 
The Horde is the "nation" of dragons in opposition to Ishgard. Exactly why Ishgard and Dravania are locked in such deadly combat is lost to history (or at least hominid history), but to this day the Dravanians persecute their war against Ishgard with just as much fury as the Ishgardians fight theirs.

While the Dravanians have made a decent number of appearances in Legacy and ARR, they are being posited as one of the major antagonists of Heavensward, with the plot of the expansion revolving about bringing their war to an end somehow.

Note that, due to the nature of at least one of these characters and the fact that their entries would otherwise be totally blocked out, there are open spoilers in this folder.

Major Dravanian characters are:


"Thou hast forgotten the face of thy lord. Remember, mortal, and fear me."

The King of Kings. The Father of Dragons. The Keeper of the Lake. The Bane of the XIVth. This dragon, ancient beyond all memory and reckoning, has been many things... but today, he is dead. Eorzean myth says that Midgardsormr was charged with the protection of Silvertear Lake and its abundant aether by the heads of the Eorzean pantheon, Althyk and Nymeia, at the dawn of time itself. Whether or not that is true, Midgardsormr has been around as long as anyone can remember or find record of, and always protected Silvertear... which is why he called down a massive host of Dravanians to confront the Garlean Empire when they tried to take Silvertear for themselves, ten years prior to the beginning of Legacy. The ensuing battle destroyed a huge portion of the Garlean Air Force, including their super-dreadnought, the Agrius... and with it seemingly died the ageless dragon himself, wrapped around it as its fuel tanks exploded all at once. This had the result of releasing the aether in Silvertear, devastating Mor Dhona and allowing the beast tribes to summon their primal gods far more easily.

Today, his corpse is wrapped around the wreck of the Agrius at the center of what's left of Silvertear Lake, and there it's been for fifteen years once ARR begins. Deep into the patch cycle, however, rumor begins to circulate among the Ishgardians that Midgardsormr might actually resurrect, because of how brightly the Dragon Star is burning in Eorzea's night sky. Many, like Alphinaud, are supremely skeptical but still agree to keep watch on the Keeper, and eventually some business takes the Warrior of Light out to the wreckage...

Spoiler territory!

... where it turns out the Ishgardians were completely right - to a point, at least. As it turns out, Midgardsormr isn't so much "resurrecting" as it is that he seemingly can't actually die, in a manner very similar to the Ascians or the Sahagin chief from 2.2, but in an even more potent fashion. His essence simply slumbers within his seemingly-dead body, and when the Warrior of Light shows up, he manifests a ghostly version of himself to test their talent and worthiness. He's actually a bit disappointed to learn that they are "merely" Hydaelyn's chosen, and then, in one of ARR's bigger storyline twists, proceeds to strip the blessing of light from the WoL, and uses the aetherial release from this to construct a new, little dragonling body for his essence... and then, while he will at some point be getting a real body back and joining his children in reducing Ishgard to cinders, he also seems bound by some sort of "covenant" to the Warrior of Light due to what he did, and proceeds to join your "party" as a minion pet, with the added bonus of being able to pop in during cutscenes to offer insight.

As a result of all this, it's basically impossible to actually list tropes for the guy in a way that isn't a huge bag of spoilers, so everything here is unmarked. Beware!

  • Against the Setting Sun: Seemingly invokes this imagery when still inhabiting his "old" body and conversing with the Warrior of Light.
  • The Ageless: Nobody can remember a time when he wasn't there, even in records going back millenia, which has led to common wisdom being that he's as old as the world and knows the very gods. He hasn't commented on this directly, but in person he sure does seem familiar with Hydaelyn-the-entity and speaks as if he sired and remembers the first dragons besides himself to even come into the world.
  • Blue and Orange Morality: Being a deathless dragon, his take on events is rather different than all of the mortals around him. This comes to particular light with the death of Moenbryda; while everyone else is deep in mourning:
    "Life for death. A fair exchange. [to the player] Other bargains will be struck."
  • Brought Down to Normal: Does this to the player, when he strips away Hydaelyn's protection, and the power of the Elemental Crystals. Of course, compared to the vast majority of Eorzea, and the fact that the player can still fight extremely deadly foes with their own combat abilities, this is more Brought Down to Badass.
  • But for Me, It Was Tuesday: Seems to take this attitude toward the Battle of Silvertear Skies. For mortal Eorzea and beyond? One of the most important events in modern history, one which shaped the entire world and the course of the whole plot and entire lives. For 'Sormr? Apparently an excuse for a fifteen-year nap and a mild inconvenience concerning his old body.
  • Dare to Be Badass: Seems to be one of his goals by forming a covenant with the Warrior of Light. He wants to see if anything you accomplish is of your own skills, and not while safely protected by Hydaelyn.
  • Deadpan Snarker: He's got some moments. Especially aimed at the Warrior of Light.
    "Hmph. Trickery is thy shield. This frail, ignoble creature is not gifted, but merely chosen."
  • Faking the Dead: Maybe? Sort of? It's more that everyone assumed 'Sormr was dead and gone forever without actually understanding what he was (and/or he just didn't bother stirring anyway until the Warrior of Light showed up). It's also played with a bit further in that his old, famous body does seem to be beaten and burned to the point that it can't biologically function any longer, which is why he needs to construct the dragonling body to tag along with the WoL.
  • Genre Savvy/Meta Guy: Not blatant, but there in a way. Really, what Midgardsormr seems annoyed at with regard to Hydaelyn's blessing, your Chosen One status and whatnot is the fact that you're the protagonist in a Final Fantasy/RPG story, and he doesn't really think you've done anything to earn all the special powers or adoration you've been on the receiving end of, having been led by the nose to your victories to date, and seems to be nudging the character to make their own choices and really deserve to be The Hero. (How much Heavensward will actually let you pursue/fulfill this is another question.)
  • Hidden Agenda Villain: Assuming he is a proper "villain", of course; but either way, his motives are unclear and he seems to like keeping it that way. He definitely did command the Horde to defend Silvertear when the Empire came... but was it due to a covenant with Althyk & Nymeia, as Eorzean scripture teaches? Was it maybe a pact with Hydaelyn-the-entity Herself, as Minfilia speculates later? Something else entirely? And what exactly did he show or do with Iceheart, who said we'd understand everything if we paid 'Sormr a visit? He is, currently, silent on all of this, and we sure didn't get the answers Iceheart seems to have implied we would.
    • He's also really vague about just why he stripped the Blessing of Light from you (aside from some obvious distaste that you were "chosen", rather than earning your gifts), and what exactly this "covenant" is that binds the two of you together now. At one point he's talking to Hydaelyn, not you. That alone is a big deal considering that you or Minfilia hadn't heard from her since you defeated Lahabrea. That's five patches worth of story where she's been eerily quiet.
    • The Japanese version of the cutscene is significantly less vague, and though the meaning behind the words are the same, the added clarity changes the impact of the dialogue entirely:
      • 'Sormr is significantly more polite and interested in you once he's unable to temper you, realizing it as the Echo. It also confirms he doesn't entirely "destroy" the blessing of light, but seals it away, and said the darkness would do it anyway. He also explicitly states that he let you keep the Echo. And indeed, this was at Hydaelyn's request. At the end, he mentions breaking away from his claw, implying that he will give you the blessing of light back eventually, but you'll have to earn it.
      • Apparently Ishgard committed some terrible sin in the past, and Dravania is moving to attack them because they sense they haven't learned from it. There's also an implication he knows the Ascians are controlling the Holy See.
      • He forms his bond with you because he wants to know What You Are in the Dark; are you truly a hero, or are you as foolish and capable of sins as Ishgard was?
      • He talks of your legacy, and more or less encourages you to involve yourself in the war, saying that there's a chance that you can change the course of it entirely.
  • Large and In Charge: Literally as long as a city. Also the dragon all others will pay heed to, although actual "command" of Dravania seems to have been left to his implied son, Nidhogg.
  • Leitmotif: The currently-unnamed Midgardsormr theme, which plays both during the boss battle with him and during the conversation with him afterward, and which also shares notable similarities with the song used in the Heavensward teaser.
  • Not-So-Imaginary Friend: Although the Warrior of Light seems to have told Alphinaud and Minfilia about him, he makes a point of appearing (at least in 2.5) when only you can possibly see him, and it's inferred that only you can hear him.
  • Our Dragons Are Different: Quite. Most dragons aren't effectively wholly immortal, for one. Physically he's very much a "serpentine dragon", as befits the name, though in temperament he is very much like the classic taciturn "Western" dragon.
  • Red Baron: The King of Kings, the Father of Dragons, the Keeper of the Lake, the Guardian of Silvertear, The Bane Of The XIV Legion...
  • Required Party Member: Of a sort. You do not have an option about getting him as a minion - every single other minion pet in the game is ultimately acquired by using an item, even quest-centric ones like the 2015 Heavensturn sheep. Dragonling-Midgardsormr forces his way into your minion list without any item required at all, the instant you beat the (main-quest-required) Keeper of the Lake dungeon the first time and there's no way to remove him. And he will show up in further cutscenes, whether you like it or not.
  • Royals Who Actually Do Something: He's a king amongst kings who commands the unquestioning loyalty of an entire race of beings and is the greatest dragon who ever lived or shall live; he's also perfectly willing to throw down with the largest airship on modern Hydaelyn and make it look as effective as an oversized blimp, and only "die" in retaliation because he underestimated how big the explosion would be when it crashed. He also tags along with you without much hesitation, once he decides to invoke whatever this "covenant" is.
  • Serial Escalation: Done in an interesting way. Primals are presented as potentially-murderous gods who can kill the land just by existing, can create armies of zealous thralls by breathing on them, and come back again and again when beaten. The Ascians are immortal wizards who seek to unmake the world and command weird, spooky voodoo you barely understand. And then 'Sormr comes along and, despite being ostensibly a "living" being, does stuff the primals and Ascians only dream of doing. He, while mostly dead, resurrects fallen kin, fights you on equal terms, strips you of your Hydaelyn-given blessing and drains the crystals of light, and reconstitutes himself using the aether from this while holding a conversation.
    • Then, of course, it gets dodged a bit... because he's currently hanging out on your shoulder, giving you pointed advice. Uh...
  • Shoulder-Sized Dragon: He turns into one to tag along with the player.
  • The Stoic: A major character trait of his. He doesn't really seem surprised by anything, he maintains a very even, calm vocal tone in all languages and what unexpected things do come up are more disappointments than anything.
    • He's so stoic, his attack names in his boss battle are all feelings of annoyance of disapproval. He's basically sighing at your attempts at fighting.
    • He also doesn't seem to be all that broken up about "dying"; see But for Me, It Was Tuesday above. Once the player shows up, he gets back to business with a little help from your aetherial blessing.
    • In his minion form, he is capable of perching on your shoulder (or head, if you're a Lalafell). Other minions with this ability will do so on command, with a /beckon. Midgardsormr will do it when and only when it pleases him to, and will get off when it also pleases him. Slash commands have no effect at all.
      • He'll even hop a ride when you're in the middle of combat, seemingly without caring, and will remain calmly perched on your shoulder even if you fight world raid bosses or S-rank hunt targets (and survive).
  • Telepathy/Psychic Link: Apparently communicates in this manner (the only time we see him open his mount in any of his form is to attack, not speak) and seems to have formed something like the latter with the Warrior of Light, given how nobody else can hear his otherwise-seemingly-loud voice.
  • Vocal Dissonance: Played with. At first his deep, booming voice makes perfect sense for a dragon the size of a city, but then he makes his little, about-as-big-as-a-Hyruan-head dragonling body for himself and his voice doesn't change at all. It might be comedic, if he wasn't so deadly serious all the time.
  • Walking Spoiler: It is essentially impossible to create an entry for this character without discussing his meeting with the player/Warrior of Light and his subsequent joining of your "party". As a result, this entire entry has no spoiler tags, because basically everything past "the WoL went to check the wreck" would have to be blanked out.
    • In particular, we only get to see a lot of his character traits once we get to talk to him, and a lot happens all at once. His only previous appearance was in Legacy's opening movie, and the subsequent repeat of the scene during Gaius's speech early in ARR.
  • Who Needs Their Whole Body?: 'Sormr sure doesn't.
  • Ye Olde Butcherede Englishe: He speaketh in this form in the English script, if the quotes didn't make it obvious. It seems to be intended to make him sound much older and more archaic than the other characters, which is saying something when most Eorzeans already get a little baroque in the English script.


The current "king" of the Dravanian Horde, at least as near as the Ishgardians can figure it. Hasn't appeared in the story directly, but plays a fairly significant background role in the Dragoon job storyline. It is also implied he is one of the seven children of Midgardsormr. Given that the plot of Heavensward there's a good chance that we have yet to hear the last of him after the Dragoon storyline.

  • Artifact of Doom: His eye, which each successive Azure Dragoon has possessed. It grants them the power to be the strongest Dragoon in existence, but also slowly and subtly works its way into the Dragoon's mind by making them feel admiration towards the dragons and sympathy to their cause.
  • More Than Mind Control: Seems capable of this; he can enthrall hominids into serving the Horde and cause of dragonkind in a way not unlike a primal, although he isn't a primal himself.


"We whom gods and men have forsaken shall be the instruments of our own deliverance!"

An Elezen woman who leads The Heretics, a group of defectors that left the Holy See of Ishgard in favor of their sworn enemies the Dravanian Horde.—-
  • Astonishingly Appropriate Appearance: A woman named Iceheart that is icily pale with white hair and blue lipstick.
  • An Ice Suit: She doesn't dress in a manner appropriate for the icy climate she inhabits.
  • Category Traitor: Iceheart tired of the blind obedience her people have for the Dragonsong War defects to the side of their sworn enemies the Dravanian Horde.
  • Cult of Personality: She has formed one around herself to unite the scattered heretics of Ishgard under one banner.
  • Ghost Memory: She is blessed with the Echo, much like the player characters and Minfilia.
  • Red Baron: Her real name is Ysale, though everyone refers to her as Iceheart.
  • Well-Intentioned Extremist: Iceheart wants to end the Ishgardian-Dravinian war due to the sorrow it's inflicted on her, and she doesn't care what cost to herself or anyone else it comes at, even if it means becoming a primal.
  • Willing Channeler: Iceheart summons Shiva by using her own body as a vessel. Remarkably she remains in complete control, even after Shiva is defeated. This is because like the player and Minfilia, she's blessed with the Echo and thus immune to tempering. She quotes both the opening theme and "Hear, Feel, Think" to clue you in. The whole affair is quite horrifying in its implications.

Class/Job Questline Trainers & Antagonists

Disciples of War



The Guildmaster of the Archers' Guild, she oversees the training of would-be archers as well helping the people of Gridania as best as she can.

Leih Aliapoh

A Miqo'te who is a part of the Archers' Guild. She help guides the player characters in their development as an archer.

  • Broken Bird: Feels like an outsider not only within the guild but within Gridania. To the point where she actually considers joining up with Pawah Mujuuk.
  • The Cameo: Appears in a cinematic of the Remembrance Ceremony at Mih Khetto's Amphitheatre in Gridania.
  • Conflicting Loyalty: She has trouble accepting her "New Family" in the guild due to fear of dishonoring her old family.
  • Despair Event Horizon: Nearly crosses it when she actually decides to join with Pawah. Pawah attacking the player character is the only thing that stops her.
  • Heel-Face Revolving Door: Homecoming has her originally leaving the guild and join up with Pawah and her fellow Keepers of the Moon. But when the latter tries to kill you, she steps in to defend you, ruining her only chance to be with her people. Later at the Bannock, she attacks you in a rage (unable to understand how one can live as an outsider in Gridania) before you subdue her. She then sees that her place is with the guild.
  • Hidden Depths: Leih appears to be a friendly, helpful member of the guild. But as the Archer storyline continues on, she is revealed to have her own problems.
  • Raven Hair, Ivory Skin

Silvairre the Virtuous

Once of the Gods' Quiver, he serves as a member of the Archers' Guild who is rather critical of his fellow members.


Formerly of the Gods' Quiver, the man now spends his days in seclusion within the Upper Paths of the South Shroud.

  • Achilles in His Tent: Played With. When he fights alongside the player character, he is unable to attack to the point where he leaves him/her to fend for him/herself. In the final mission, he still isn't able to attack but seeing the possibility of losing another companion is what drives him to use his bow once again.
  • ...And That Little Girl Was Me: He sings for the player "The Ballad of the Vainglorious Fool", which tells of a Gods' Quiver archer who possessed unmatched skill, but was also very conceited, and whose search for personal glory ultimately got his allies slaughtered. Naturally, the archer in question was himself.
  • The Bard: Became this after leaving the Gods' Quiver.
  • Broken Ace
  • Heroic BSOD: Been in one for years, as he hasn't been able to wield a bow in battle since the death of his allies to the Ixal.
  • It's All My Fault/My Greatest Failure: His concern for personal gain and glory is what led to his allies being killed in battle with the Ixal.
  • Old Master
  • Red Baron: He is known as the Godsbow.
  • Retired Badass


Master of the Lancers' Guild.

  • Badass: After the quest to fight Kamapuaa, Lord of the Bramble Patch, Foulques is knocked off his feet and you stand your ground against the giant boar alone. Ywain walks up and basically tells the boar to take a hike, and it immediately obeys.
  • The Stoic: Very unflappable. When Foulques defeats several of his students and demands Ywain fight him or be regarded as a coward, Ywain merely states that he's "above provocation".

Foulques of the Mist

A sinister Duskwight lancer who appears to challenge the students of the Lancers' Guild.

  • Alas, Poor Villain: Ywain expresses sadness at his death, claiming that had life not dealt Foulques such a cruel hand, he might have been one of the greatest lancers in the Guild.
  • Arrogant Kung-Fu Guy
  • Blood Knight: Foulques believes that true courage can only be found by flinging oneself headlong into mortal peril.
  • Death Seeker
  • Disney Villain Death
  • Hot-Blooded
  • Jerkass
  • Sink-or-Swim Mentor: He seeks to strengthen the player tossing them into battle against powerful monsters and stacking the deck against them by using blinding potions and the like on the player.
  • The Only One Allowed to Defeat You: His attitude toward the player character, who he considers the only worthy cadet in the Lancers' Guild. Sure enough, it comes down to a one-on-one duel.
  • Tragic Villain: He was once a member of the Guild, and decided, along with several close compatriots, to rob the Guild's coffers — the low wages paid by the Wailers come up several times as a source of unrest. Unable to bear the guilt for long, Foulques convinced his friends to confess along with him — only for them to hold their tongues at the last moment and point the finger solely at him. Thanks to the Fantastic Racism directed at the Duskwight Elezen, he made an easy scapegoat. Escaping his dungeon cell, he wandered the world, searching for the true meaning of courage and becoming a Death Seeker in the process. Ultimately, he's unable even to understand the lessons that would have led to his redemption.
  • White Hair, Black Heart: Dark gray skin and white hair. Foulques' design fully embraces the drow aspect of the Duskwight.


A Knight of Ishgard, and former Azure Dragoon. Originally hires the player who is skilled as a Lancer to handle a certain matter, discreetly. Said matter is the retrieval of an Ishgardian treasure, and basis of the Azure Dragoon's power, the Dragon's Eye, which has been stolen by his former student, adopted son, and successor, Estinien, who has gone rogue. To prevent a panic from breaking out, Alberic wants to try and get Estinien to come back before he's regarded as a criminal.

  • My Greatest Failure: Failed to save Estinien's home village some years ago from the dragons. During his battle with Nidhogg, Alberic was almost enthralled by the dragon. Purging himself of the Dragon's Eye's power to prevent this, he drove Nidhogg back, but it was all he could do to save Estinien as the horde of dragons accompanying Nidhogg laid waste to Ferndale.
  • One-Man Army: Why does an Azure Dragoon normally only face off against dragons alone? Normally the Dragon's Eye only ever awakens to one person at a time, making them destined to become a Dragoon. Alberic was the last one before Estinien, and eventually, the player.
  • Retired Badass: A Dragoon is expected to fight dragons alone, and win.

Estinien Wyrmblood

An Azure Dragoon of Ishgard, who apparently has gone rogue, and stolen a treasure from the Kingdom. It's soon revealed however that Estinien is actually doing this to protect Ishgard, as the treasure in question, the Dragon's Eye, having been pried from the ancient dragon Nidhogg is still spiritually linked to the dragon. He plans on using this link to draw Nidhogg away from any populated areas.

  • Artifact of Doom: The Dragon's Eye. Pried from an evil dragon's own skull? Check. Possesses immense power and grants it to those it deems worthy? Check. Attracts its original owner back to you? Check. Provides a direct link for said evil dragon to influence who ever possesses it, and possibly corrupt those who lack the will to resist, thus enthralling them to his service? Check.
  • Blade on a Stick: Uses a copy of the Gae Bolg lance/halberd.
  • Dark Is Not Evil: His Drachen mail armor is notably a lot more black then the one player gets. But is shown to be actually a fairly decent guy. Zigzags however at the end, when he's been corrupted by the power of the Dragon's Eye, and Nidhogg, turning his lance against the player and Alberic.
  • Doomed Home Town: Ferndale.
  • What the Hell, Hero?/Dad?: During the final Job quest, before Alberic gets a chance to talk to Estinien about the truth over what happened the day Nidhogg destroyed Ferndale, Nidhogg does so via the Dragon's Eye, painting Alberic's actions as cowardice. It sadly causes Estinien to hit the Despair Event Horizon at top speed. This in turn causes him to have a Face-Heel Turn for real this time, and join Nidhogg, to punish his adoptive father figure, and seals his decision when the player steps forward to defend Alberic.



  • The Medic: Keeps you alive throughout many of your trials as a Marauder, and even accompanies you for your trial as a Warrior.

Broenbhar Rocksplitter

  • Paper-Thin Disguise: When you face the Masked Marauder's minions. Lampshaded as he is labeled as "Someone Familiar."

Curious Gorge


Hamon Holyfist

The most legendary pugilist in Ul'dah. In his retirement, he now teaches at the Pugilists' Guild.

  • Heroic BSOD: Once his Badass Decay has been revealed, he no longer finds himself fit to teach at the Puglists' Guild.
  • Retired Badass: He earned the name "Holyfist". However, since his retirement, his skills have slipped so far he can't even defeat a marmot.
  • Training Montage: A playable one, in which you spar with him.
  • You Remind Me Of Myself: Mentioned a lot in regards to the player character. This becomes vital in reversing his Badass Decay as the player character spars with him to reignite his fighting spirit.

Professor Erik

A smug scholar into the histories of ancient wars, the player character takes a job to be his muscle after his current bodyguard (a monk) turns out to be too interested in his own meditation to do his job well.

  • Catchphrase: No qualms letting people know that they're simpletons - Including you.
  • Insufferable Genius
  • Jerkass
  • Hidden Depths: He had a son who died as part of the Ala Mhigan resistance, so he became a professor of ancient wars to learn from the mistakes of the past in the hopes of finding a way to end the current war with Garlemald with minimal bloodshed.


A monk of the Order of Rhalgr, Widergelt is the first bodyguard Erik hired and the one who grants you the monk soul crystal, seeing your potential.

  • Revenge Before Reason: He intends on opening his Chakra to gain enough power to defeat Garlemald to save Ala Mhigo, not caring who gets hurt. It takes Erik knocking some sense into him (literally) before he has a Heel Realization.
  • Well-Intentioned Extremist: All of his actions are for the sake of Ala Mhigo, even willing to sacrifice the player character to gain enough power to defeat Garlemald.
  • Worthy Opponent: Considers that the player would be one after seeing them fight. It turns out to be a Evil Plan on his part to breed you into the worthy opponent so he can open his seventh Chakra and achieve godlike power, but you wind up being far stronger than he anticipated.

Mylla Swordsong

Guildmaster of the Gladiators' Guild. Inherited her father's guild as well as his Hot-Blooded temperament.

  • Hot-Blooded: When Mylla gets angry or gets into anything, she'll be very outspoken on the subject to say the least.
  • Hysterical Woman: Comes across as a hotheaded, tantrum-throwing and nearly incompetent Woman Scorned during the first few guild quests. Turns out there's more to it. Her father was just as stubborn and let his emotions cloud his judgment just as often, and her strong dislike of Aldis began when she found out that the latter was fixing gladiator fights, resulting in the breakup of his friendship with Mylla and Leavold.
  • Leeroy Jenkins: Tends to charge off without much thought to advice or consequence.
  • Never a Self-Made Woman: Inherited her father's guild and has a tough time running it, though part of that is due to the bad blood between Aldis and Leavold and both of them coming back into her life at once.
  • The Paladin: Sort of. She's not the Paladin job trainer, but she combines sword-and-shield combat with white magic when she fights alongside you as an NPC.
  • Statuesque Stunner: As a Highlander Hyur, she's pretty tall and fills out a suit of plate mail nicely.


A once famous champion of the Bloodsands coliseum, 7 years have passed since he fell from grace. These days he keeps himself busy indulging in simple pleasures, mostly ale and women.

  • Cool Sword: Carries a long, red-tipped serrated blade.
  • Retired Badass: 7 years of forced retirement has done little to dull his skills.
  • Sink-or-Swim Mentor: At one point he pits you against an assassin come to take his life as a training exercise, despite easily being skilled enough to defeat her himself.
  • We Used to Be Friends: With Leavold and Mylla.
  • You Can't Go Home Again: Due to rigging his duels (Which is implied to be Malicious Slander from Leavold) and thus is disgraced from the coliseum and the Gladiators' Guild.


  • Big Bad: Of the Alacran.
  • Bond Breaker: The duel between him and Aldis is what lead to the friendship with each other(as well as with Mylla) to crumble.
  • Cool Sword: The same as Aldis.
  • Evil Former Friend
  • From Nobody to Nightmare: Turned the Alacran from gang of common thieves into the most feared criminal organization in Thanalan.
  • The Resenter: Towards Aldis. He begged him to throw the duel, but when he didn't, he slandered him which lead to his disgrace from the Gladiators' Guild.
  • Rival Turned Evil: After his loss to Aldis, he joined the Alacran in hopes to kill him.
  • We Used to Be Friends: With Aldis and Mylla.


Guildmaster of the Rogues' Guild. A Hyuran Midlander, Jacke leads the Rogues in keeping Limsa Lominsa's underworld in check, by enforcing the core tenets of the pirates' code.

  • Anti-Hero: Flat out acknowledges it, and warns a child part of a family who asks if the Rogues are like the heroes he's heard of in stories that they are most definitely not. Being a Rogue means you're working in the shadows of society, killing those who would harm the innocent or spark an all out pirate war that would leave those who have, or want nothing to do with the matter in the crossfire.
  • Crouching Moron, Hidden Badass: When you first meet him, he's a walking stereotype, speaking with Cockney slang and all. The level 5 Rogue quest quickly ends doubts, when a group of pirates who broke the code, and have had their ill-gotten gains taken back to be given to the rightful owners follows the player back to the Rogue's hideout. Jacke and the guild quickly show that is the last mistake those pirates will ever make.
  • Gratuitous Italian: Has a habit of interjecting "bene" ("good"), into his Cockney English when talking. It's rubbed off onto his fellow Guild members.
  • Let's Get Dangerous: If there is any part of the code they uphold very seriously, it's the "No harm shall come to the innocent" code. Break it, and the Rogues' Guild will mark the entire crew involved in such actions to be killed, and their ship wrecked. Justified as that particular part of the code, as well as the code in general was created when the first sailors who founded Limsa were fleeing long ago from a cruel dictatorship of a foreign land.
  • Pay Evil unto Evil: Ever wonder how the pirate nation is less corrupt than Ul'dah? It's pretty much because of how he and the guild handle enforcing the pirates code and keeping the Lominsan underworld and black markets in check. Break the code, and you're likely to find a knife between your ribs, or in your back.


A Seeker of the Sun Miqo'te, and member of the Rogues' Guild. Nicknamed "The Stray", V'kebbe was a former pirate herself, before that crew disbanded or was lost. She was taken in by Jacke and the Rogues' Guild where she now seeks to protect the streets of Limsa Lominsa.

  • Oh, Crap: Has one when the guild learns that two of the three treasures stolen from a Maelstrom ship, was taken by the Bloody Executioners, namely, the much more extremely violent "Reformist" faction. So much so, that she was ready to abandon the code requiring that punishment be dealt out to those who break it, in favor of just snatching the items back. It takes Jacke and the player to remind her that they have to uphold the code, otherwise, they would be regarded as common thieves, and no better than those who break the code.
  • Pirate Girl: Her former occupation before joining the Rogues' Guild.
  • Stealth Expert: Is considered to be one of the best at sneaking about by Jacke. She trains the player on the use of the Rogue's Hide ability to sneak past guards for the level 10 class quest.
  • Trademark Favorite Food: Bismarck Finger Sandwiches, basically egg salad tea (mini) sandwiches made at the Bismarck Culinarians' Guild and Restaurant. Nophica help you if she finds out you ate one she had delivered to her...

Perimu Haurimu

Also known as Underfoot, Perimu is a Lalafell Rogue who is charged with helping the Player Character learn the ropes as a Rogue.

  • The Informant: Perimu knows a circle of informants and introduces you to one or two on your quests.
  • Mr. Exposition: Regarding the treasures that were stolen.
  • Obfuscating Stupidity: When the Dandies attacked the Rouge's guild, Underfoot looked like was in a panic. Only when one of the goons tried to rush him did he reward them with a throwing knife in the chest.
  • Pre-Asskicking One-Liner: "Underfoot is here to get underfoot!"


A Lalafell and agent of the Yellowjackets. She takes issue with the existence of Rogues in Limsa Lominsa.

  • Dark and Troubled Past: Hates piracy with a passion because they slaughtered her sisters, saying she'd "swore on their graves" to wipe it out completely.
  • Hypocrite: Talks about how terrible it is that Limsa Lominsa is relying on what she views as a "relic" of the bygone days of outright piracy to help keep the peace, viewing Rogues as little more than violent assassins and pirates. What's the first thing she does after the player and the Guild captures a group of pirates involved in part of their challenge to remain in Limsa? Order for the execution of the pirates that have been arrested without trial. Even Jacke and the other guild members, normally ones to just rely on stabbing pirates who break the code, have a What the Hell, Hero? moment, saying that if the Yellowjackets are going to take them in, to at least give the pirates a trial.
  • Jerkass With A Heart Of Gold: She is prejudiced against Rogues, believing them to be no better than pirates, act very harshly and is overall insufferable, but deep down she wants to protect the citizens of Limsa Lominsa, and will actually listen to reason and cooperate with the Rogues in order to protect the city and its admiral. It is hinted that she has a change of heart about Rogues at the end of the storyline.
  • Smug Snake: Oooh, is she ever. In lecturing the Rogues about how the Age of Piracy is over in Limsa, and that Rogues are uncouth assassins that shouldn't be needed anymore (and should be arrested as pirates themselves) since in her view, the Yellowjackets are much more civilized, she puts on a smile that is one of the smuggest you'll ever see in the game.
  • Upper-Class Twit: Has shades of this, viewing the Yellowjackets' authority being better suited for the current Limsa society, and looks down upon the Rogues as low-born criminals. Extends to her choice of weapons as well, holding a gleaming double barrel musket pistol, while declaring that using a knife outside of the dining room or kitchen to be distasteful.
  • Well-Intentioned Extremist: Her goals actually are noble, but she suffers from a bad case of Black and White Insanity, keeping her from realizing that Rogues act on behalf of the common good.

Oboro Moonrise

A master Ninja who escaped to Eorzea after the failed rebellion in Doma, Oboro appears and saves the player character from his Rival Turned Evil and, sensing their potential and attunement to the soul crystal of a recently deceased ally, decides to train you in the ways of the Ninja in return for information about Eorzea.

  • Badass: He's a master Ninja and it shows.
  • Determinator: Is introduced as such. He's been chasing after the traitors who sold out Doma, and their Shinobi's lives, willing to leave his home village and cross thousands of malms (miles) to bring them to justice.
  • Fish out of Water: Played for both comedy and drama. The comedy comes from the fact that he's so unused to Eorzea's culture it makes him stick out like a sore thumb despite trying to stay undercover. He can't even do a western style courtesy bow without grunting in pain (Though it's implied that the La Noscean climate, food, and "Stinking Horse-Birds" might be affecting his health at the time). The drama part comes from his lack of the lay of the land giving him a massive disadvantage compared to Karasu, which is one of the reasons he recruits you.
  • Good Scars, Evil Scars: Has a single scar on his cheek.
  • Jumped at the Call: Did so when his village's elders decided to order the mission to hunt down the traitorous ninjas who betrayed Doma.
  • Pre Ass Kicking One Liner: Gives one to Karasu when Tsubame, the player, and himself has Karasu nearly cornered.
    Karasu: *Having just been cut off from escape by Tsubame entering into battle* "Look, swallow, I know you love me. But you must really learn to know when to let things go."
    Oboro: "I'll let my blades go into your chest and kill you, coward!"
  • Solar and Lunar: Evident by his last name, the opposite of Tsubame.

Tsubame Sunrise

Another Doman ninja and close friends with Oboro.

  • Distracted by the Sexy: Wears a bikini at the Bronze Lake hot springs to blend in and approach a pirate for information.
  • Savvy Guy, Energetic Girl: Inverted. She picks up on Eorzean culture quicker than Oboro does. Additionally, she occasionally has to rein in Oboro's Fish out of Water habits when he wants to use the Eastern techniques they know, which are exotic to the realm of Eorzea and would only let them stick out like a sore thumb.
  • Silk Hiding Steel: Her civilian cover is that of a La Noscean maiden who works the docks of Raincatcher's Gully and Wineport, wearing the common dress of one. When you first meet her, she has just got done dealing with three local thugs who made a mistake of trying to mug her, but claims they had gotten into a drunken brawl over which one would get her and her coin.
  • Solar and Lunar: Her last name, and a theme that she shares with Oboro.
  • Stealth Hi/Bye: Pulls this on the second in command of the Bloody Executioners, AND the player while you're gathering information for her and Oboro on why Karasu is targeting his Captain. Granted, he and his fellow crew members are drunk and drugged at the moment courtesy of some "Enhanced" mulled spiced wine, but even the player is shown to be slightly surprised.

Karasu Redbeak

A master Ninja who betrayed the Domans for the Garleans, serving as a scout for the imperial army.

  • Animal Motif: Bats.
  • Arrogant Ninja Guy: Spends most of the Ninja quest line insulting his former comrades and the players. He even goes on to give his own form of "training" to the player just after they've learned the second of Ninja's mudras because he finds Oboro's training methods as completely dull and old-fashioned, forcing Oboro and the Player into a fight for their lives against his Imperial Shadows and himself.
  • Big Bad: Of the Ninja story quest. At least at first.
  • Camp: Has long flowing hair, ridiculously exaggerated body movements and facial expressions, and loves to emphasize his words. When he's first introduced, the game calls him "Eccentric Easterner". According to Word of God, he's the first NPC in the game to use Motion Capture techniques, hence his liveliness.
  • Disney Death: Double Subverted. After you defeat him the final time. He appears to jump off the cliff towards his death. But activates a switch with his teeth, exploding himself. At the end of the Ninja storyline, he appears to be alive.
  • Evil Is Hammy: Along with the above, he talks and acts as though narrating a theatre play and participating in it. If it wasn't for the fact that where he goes, a trail of dead bodies usually follows, it would be amusing.
  • My Master, Right or Wrong: He believes that he is not a traitor, as he just followed his master.
    • Actually, he does believe himself a traitor, and says as much at the end of the level 50 quest - as he points out, while he may not have killed for the Empire willingly, he did kill for them. This is why he ultimately chooses to wander over Eorzea.
  • Meaningful Name: Translated literally, Karasu means "Crow".
  • The Nicknamer: Calls Oboro "dim", Tsubame "Swallow" and calls the PC a "horsebird chick" (despite the canon that the PC isn't from Eorzea).
    • Doubles as a Bilingual Bonus, seeing as Oboro and Tsubame can both be literally translated into "dim" and "swallow", respectively.
  • Red Is Heroic: Well, he believes he's the hero.
  • Villainous Breakdown: The second level 40 Ninja quest, Ninja Bathin' is the beginning point of one for him. Oboro, Tsubame, and the player manage to sneak past his Imperial Shadow ninjas, and his bat familiars to ambush him while he's in the middle of a mission to assassinate a pirate captain who's been causing havoc to the Imperials. His own theatrical schtick snaps, resorting to much more direct insults and threats.
    Karasu: "No, no, no! This is not how the story is supposed to go! I'm the one who's supposed to be surprising you! Not the other way around![...] Fine! If you all want to die so badly and rush to your graves, allow me to give you all your own shovels to dig them!"

Gekkai the Blind

Oboro, Tsubame, and Karasu's master who was killed during the rebellion in Doma. It turns out that he betrayed Doma and joined with the Garlean Army.

Disciples of Magic



The Acting-Guildmaster of the Arcanists' Guild. Despite being a Sea Wolf, she devotes her time to research and intellectual pursuits rather than fighting.


Foreseer of the Arcanists' Guild, who was able to rise to her position using nothing but an initiate's grimoire.

Doesmaga Poisonheart

An infamous pirate and important figure in K'lyhia's past.
  • Big Bad: For the Arcanist quest line, and K'lyhia.
  • Evil Redhead
  • Slavery Is a Special Kind of Evil: Aside from the standard crimes associated with pirates (Looting, attacking innocents, shipping of contraband and other forbidden items by the Lominsan Customs), it's very heavily implied he was also involved with the slave trade business. This was considered so bad that Limsa Lominsa, a nation of pirates, exiled him.
  • Names to Run Away From Really Fast

K'rhid Tia

The guildmaster of the Arcanists' Guild, who travels the world conducting research.
  • Trickster Mentor: Has the player perform a number of silly tasks in order to meet with him.
  • Walking the Earth: He's been traveling the world for several years at the start of the questline, and only shows up later.

Alka Zolka

A Lalafell Marauder and researcher, who is interested in uncovering the lost magical arts of Nym.
  • Genius Bruiser: He's very erudite for a Marauder.
  • Pintsized Powerhouse: He's a Lalafell Marauder. Think about that for a second.
  • My God, What Have I Done?: Had a moment of this at the end of the quest, The Beast Within. After learning that the Tonberry he was trying so hard to kill was the very Scholar he admired.

Tonberry Wanderer Surito Carito

A Tonberry found in the Wanderer's Palace that acts as the boss of the quest The Beast Within. He's actually a Lalafell Scholar from Nym before it fell 1500 years ago and the former owner of the Scholar Soul Crystal as well as the former partner of the fairy that came with it, Lily.

If you've completed the Scholar quest chain when you return to the Wanderer's Palace, you'll learn from the adventurer couple that petitions you to save the tonberries that Surito has been helping his tonberry brethren after the death of the Tonberry King released them from their rancor. And if you watch carefully after beating the first boss in the dungeon, he makes a guest appearance.
  • Affectionate Nickname: Refers to the Fairy that accompanies the player as his Sun.
  • Mistreatment-Induced Betrayal: He and the other Scholars were sealed away after being turned into monsters by the very people they were trying to avoid undergoing the same fate.
  • Tragic Monster: He fell ill and was changed while trying to help people, was sealed away with the rest of the sick, and the almost drowned and left to stew in that rancor for 1500 years.
  • Was Once a Man: He, like many others, caught The Virus and was turned into a Tonberry.

Y'mhitra the Learned

A Conjurer and archaeologist from the Sons of Saint Coinach who seeks knowledge of the primals.
  • The Medic: She's a conjurer, and assists in battle by healing.

Tristan Nightflicker

Known as the Dark Summoner, his goal seems to be obtaining as many soul crystals as possible to increase his power.

    Conjurer/White Mage 


A calm and intelligent Padjal who leads the Conjurers' Guild.

  • A Child Shall Lead Them: Or at least someone who appears to be a child.
  • Grey Eyes: Of the wise and mysterious variant.
  • Magic Staff: His conjury radical.
  • Put on a Bus: Was originally introduced as essentially the top ranking Seedseer back in Legacy. However, with the end of the original story line and the introduction of the Seventh Umbral Era, he essentially becomes a background character, and nearly vanishes once Kan-E-Senna is introduced.
  • Reasonable Authority Figure
  • The Stoic: He is almost always unflappable.
  • Transhuman: Like Kan-E-Senna he is a Padjal.
  • White and Grey Morality: He certainly wants to help people, but his dedication to the Elementals of the Twelvewood's also means occasionally his hands are tied, and he can't provide much help should someone commit an action that brings about "Green Wrath" upon them.

Sylphie Sweetwind

A young Hyur girl who has a talent for healing, yet refuses to practice the concepts of conjuring the elements.

  • An Aesop: Serves to remind novice players that their duties as Conjurer/White Mage extend beyond simply healing; throwing out damaging abilities and dodging can be just as important as Cure and Raise.
  • Cast from Hit Points: The inadvertent source of her healing abilities, due to her refusal to embrace nature.
  • Break the Haughty: After losing her healing abilities after trying to cast Raise.
  • Dangerous Forbidden Technique: Raise is treated as this to her, to the point where E-Sumi-Yan threatens to expel her from the guild if she tries to use it.
  • Heroic BSOD/RROD: After trying to cast Raise, she loses her ability to heal and is severely weakened, even wondering if she is now going to die.
  • Jerk with a Heart of Gold: She is less than kind to her fellow guildmates, constantly blow off lessons, and isn't that much respectful towards E-Sumi-Yan. But she truly wishes to help people with her healing abilities.
  • Missing Mom: Due to shunning the lessons of conjury in favor of solely focusing on healing.
  • Turn Out Like Her Mother: What she strives towards, but what E-Sumi-Yan is trying to prevent. With good reason.


The deceased master of White Magic. As a Conjurer, the Player Character is sent to assist Raya-O-Senna and A-Ruhn-Senna. In doing so, he/she stumbles across a White Mage Soul Crystal. Raya-O decides this makes you the heir to A-Towa-Cant's legacy, though A-Ruhn disagrees.

A-Towa-Cant, in life, traveled Eorzea aiding those who needed it. He eventually met his end at the hands of Kobolds after entering their territory.

  • The Cavalry: Just when things are bleak and the Player Character and the Sennas are about to be overwhelmed by wildlife affected by the anger of the forest itself as they attempt to perform a necessary ritual to calm the Twelveshroud's Elementals, he comes back from the afterlife to provide some much needed support.
  • Named Weapon: Thyrus, his Conjury implement. Conjury tools apparently need to be made of wood, but Thyrus is unique in that it's made of petrified wood.
  • Posthumous Character: Is only known by what you learn of his life while learning the ways of the White Mage. His spirit appears during the calming ritual to aid you in fending off the enraged wildlife, after which he apparently departs for the afterlife.
    Thaumaturge/Black Mage 


The Guildmaster of the Thaumaturges' Guild. ...Well, all five brothers are, but he's the eldest.

  • Cowardly Lion/Dirty Coward: The main tactic of the Thaumaturge is to attack and then run away the moment things becoming disadvantageous to them. After Cocobusi's possession, the brothers work to overcome their cowardliness that resulted from their lessons in order to rescue him.
  • Dark Is Not Evil
  • Eyepatch of Power: Of the bandage kind.
  • In the Hood: Like his brothers.
  • Law of Chromatic Superiority: Inverted. He is the only one wearing a black hood while his brothers each wear a red hood.


An Alchemist who desperately wants to become a Thaumaturge. However, as he does not have the aptitude for thaumaturgy, his brothers have continued to deny him.


A succubus sealed within an urn, which you are tasked with destroying to rid the world of her for good. However, someone gets to the urn before you, and she tricks him into Demonic Possession.

  • Demonic Possession
  • Literal Genie: Offered great power to the one who freed her from the urn. He got it, via Demonic Possession.
  • Horny Devil: Mormo is a succubus. Though we don't see it, she happened to seduce and lead a few women away with her to use as a sacrifice to become her true form.
  • Verbal Tic: Mormo loves to put EMPHASIS on one word in almost every sentence.


Ququruka's apprentice. As his mentor must always meditate to commune with Nald'thal, Lalai is entrusted with guiding the Player Character on the road to Black Magic.

  • Mythology Gag: Wears clothing that looks and is colored similarly to the classic Final Fantasy Black Mage

Ququruka Tataruka

An infamous Lalafell Blackmage who had been imprisoned for over 100 years for a terrible crime he committed. Managed to escape with extreme ease, and claimed that the Gates to the Void were about to break open and unleash darkness upon the realm. He, and his assistant Lalai, recruit the Player Character skilled in the ways of the Thaumaturge to assist them in preventing this from happening by teaching them to control the power of the void.

  • The Atoner: Killed three of his friends and fellow studiers of Black Magic in a moment of greed for more power for himself. Immediately regretted it once he saw the results of it. He willingly let himself be held in Ul'dah's most notorious prison for 100 years, even though he could easily escape at a moment's notice, only using his power to recruit the descendants of his friends, an apprentice, and another Thaumaturge (the player) to correct his wrong doings when the time was right.
  • Death Glare: Pulls an extremely effective one on a member of the Thaumaturges' Guild for constantly interrupting his dire warnings about oncoming doom and trying to stop him. They effectively stand still and shut up for the rest of the conversation.
  • Death Seeker: His final goal, after recruiting a group capable of banishing the demon created by the sacrifice of his three friends from his own actions.
  • Demonic Possession: Does this to Lalai.
  • Game Face: When exercising his power, Ququruka's face will be covered with shadow and his visible eye glows yellow, giving him the classic Black Mage face.
  • Mouth of Sauron: He is said to commune with Nald'thal, the god of Death and Commerce, who is also the Thaumaturges' patron deity. He chooses the Player Character to become a Black Mage because Nald'thal predicted it.
  • My God, What Have I Done?: It's revealed in the level 50 Black Mage quest, that 100 years ago, he, and the ancestors of the three beastmen who help you, were first studying the arts of the Black Mage, seeking to learn what power it had. Unfornately, while performing a rite to help them gain the power, in a moment of selfish desire for even greater power, he changed one of the invocation lines to another. He got power, but his three friends were sacrificed, and turned into a giant demon. He used his new found power to seal the demon into a statue, and concocted a different story of his crime, when turning himself in, willingly letting himself be imprisoned.
  • Redemption Equals Death: How he goes out in the end, apologizing to everyone for his deceptions and using them to help him fix his mistake, willingly letting himself fade into aether.
  • Take Up My Coat: Requests the player take his Wizard's Coat artifact armor, for helping him atone for his sins, and becoming a Black Mage not corrupted by their thirst for power
  • Zero-Approval Gambit: Used false documents and used magic to implant false thoughts into the Thaumaturgist guild for a different crime that he hadn't commit, to cover up the crime he did commit. Used this strategy again at the end of the Black Mage quests to convince the Player, his apprentice, and the decedents of his friends that he was really just using them to gather more power, so that they would have no qualms fighting him, and the demon created by his actions.

Kazagg Chah

An Amalj'aa who, surprisingly, show no loyalty towards Ifrit. He guides the players through the path of the Black Mage, first by gifting them with the Gem of Shatotto.

Dozol Meloc

An Ixal who similarly shows no loyalty towards serving Garuda, he assists Kazagg Chah in guiding the players through the path of the Black Mage.

269th Order Mendicant Da Za

A Kobold who similarly shows no loyalty towards serving Titan, he also assists Kazagg Chah in guiding the players through the path of the Black Mage.

  • Cool Helmet: With the grill as a facemask.
  • White Sheep: Again, like Kazagg Chah, does not seem to show any loyalty towards Titan.

Disciples of the Hand



An Elezen male who is the Guildmaster of the Carpenters' Guild in Gridania. Well respected, and friendly to most people.

  • Friend to All Children: He's particularly caring of the orphans who play in the area next to the guild, has the player help hand out toys to them, and check on how they are doing with their studies and practices in various guild and side quests.
  • Multiple-Choice Past: During the side quest to gain the Harvest Dance emote, it's implied that he may have at one point been a ship builder in Limsa Lominsa, due to his singing of a builder's sea shanty during the quest.
  • Stern Teacher: He is described as being quite strict, but unlike some other guildmasters, he doesn't hesitate to commend his students when they do their work well.



A Midlander Hyur male and guildmaster of the Blacksmiths' Guild. Skilled at his art, but unfortunately, known to be a heavy drinker, and frequent visitor to Limsa Lominsa's Drowning Wench.



A female Miqo'te and guildmaster of the Armorers' Guild. Cares a lot for her students and is willing to share everything about the trade.

  • Cool Shades
  • Foil: to Blansytr. He thinks that H'naanza's students will never progress and is very cynical, and also wants only experienced Armorers to do commissions, while H'naanza has faith in her students and states that if Blansytr had his way, the art will become esoteric and lost to history.
  • Non-Standard Character Design: She's a Seeker of the Sun, yet her pale skin makes her appear to be a Keeper of the Moon.


A Roegadyn and fellow Armorer, however his philosophy about armory and opinions about the guildmates puts him at odds with H'naanza.

  • Caustic Critic: Justified, since the craft is making armor and a shoddy job could end up costing someone their life.
  • The Cynic: Has little faith in H'naanza's students (bar a certain and recent exception) and thinks that her idealism will ruin the guild's reputation and get someone killed.
  • The Rival: To H'naanza and eventually the player.
  • Worthy Opponent: Sees the player as this after they create better armor.



The recently-appointed Guildmaster of the Goldsmiths' Guild. She's a little eccentric, but nonetheless talented at her craft.


Serendipity's assistant. Having attended to the masters of the Goldsmiths' Guild for generations, this Mammet is not afraid to comment on a fledgling goldsmith's skills (or lack thereof).



The Guildmaster of the Leatherworkers' Guild, and Fen-Yll Fineries. A strict, no-nonsense woman, famed for threatening to flay the skin of those who waste her time, and use it as leather.

  • Jerkass: And how. It takes a number of quests for her to even say the player's own work is good to be sold, criticizing you all the way. Asking her simple questions, has her threatening to fire you from the guild altogether.
    • Justified however, as she has very good reasons for being so demanding. The misuse and waste of leather could lead to over-hunting and poaching, and risk enraging the Elementals of the Black Shroud. There's also the good reputation of Fen-Yll Fineries to uphold.
    • And like Blanstyr, Geva recognizes insufficiently good armor or weapons can get people killed. Indeed, many of the quests where she lectures most about the importance of good work involve combat gear.
  • Mistaken Identity: Famed for her Geva pattern leather. Unfamiliar customers think this means the leather has some fancy design or pattern stamped or cut into it. In reality, it's a cutting technique that Geva pioneered to reduce waste of leather, without sacrificing quality.
  • Sink-or-Swim Mentor: Implied to be this. Those who fail to meet her standards are kicked out, or quit the guild. This comes back to bite her, and the guild in the rear latter on, when due to a large number of the members quitting, the guild falls severely behind on work orders


Redolent Rose

A Roegadyn and Guildmaster of the Weavers' Guild. A man of high fashion, his exacting standards ensure that the guild's customers receive only the finest clothing.


A Dunesfolk Lalafell and Miner, he has his eyes set on a rich girl. However, his prominent quirks prove to be detrimental to his dating plans.

  • Rummage Sale Reject: His choice in clothing tends to clash with whatever item the player makes for him, to Redolent Rose's dismay. His first suit looks like something straight out of a pirate movie and his second outfit (suggested by his friends) has less of a theme.


A Jeweler's daughter and Lalafell, she is the girl that Wawarukka aims to impress. She has a strict father who is less than amused with Wawarukka's "style".


A Lalafell and one of Kokomo's suitors.



Guildmaster of the Alchemists' Guild, he toils in his lab day and night, working towards a hidden goal...

  • Back from the Dead: His goal is to revive W'nahja.
  • Somebody Else's Problem: His attitude towards the requests that the guild receives. To the point where the guild gets so filled with unfinished requests that he tasks the player to fulfill them so that he wouldn't be bugged about them.


A Miqo'te who knows Severian and thinks his quest futile.


W'bulea's sister, who died on the night of the Calamity.



A Roegadyn and guildmaster of the Culinarians' Guild. Head chef of Limsa Lominsa's famous Bismarck restaurant.
  • A Father to His Men: He genuinely does want what's best for his cooks, even if the chefs themselves are more worried about getting orders completed. Many quests involve helping overworked staff get themselves a bite to eat.

Disciples of the Land



Guildmaster of the Miners' Guild.

  • Deceptive Disciple: Deep Canyon believes her to be this, slandering him so that she would inherit the guild instead of him. However, this is far from the truth, quite the opposite in fact.
  • Self-Made Woman: Not many Ala Mhigan refugees get to the kind of position she has in Ul'dah.
  • Sweet Tooth: Says herself she's "fond of the odd sweet or three".

Wide Gulley

  • Break the Haughty: After losing to the player character three times as well as his father's tampering the record books to inflate his accomplishments to a point he can't keep up with. Even referring himself as Brass - Pretty to behold, but worth little.
  • Even Jerks Have Standards: He cannot condone his father tampering with the records to raise his standing to the point where he frantically tries to legitimize them. In fact, he is the one who turns him in.
  • Generation Xerox: Seems to resent the Player Character as much as his father resents Aldalberta. He comes around.
  • Jerk with a Heart of Gold: Starts as antagonistic towards the player, but not even he can allow his father tampering with the guild records.
  • The Rival: At first, but then sees the player as a...

Vice Foreman Deep Canyon


The Beast Tribes

    The Sylphs of Little Solace 
Untempered Sylphs who the player initially talks to as part of the main story. Friendly to the people of Gridania, they desire nothing more than peace, and fear that their "touched" brethren will bring the Black Shroud to ruin if left unchecked. Recent rumors have come to light that an ancient sylphic prophecy is about to occur, with the birth of a Chosen One who shall lead the sylphs into a new era. The sylphs of Little Solace wish to obtain the Chosen One's pod so they may bring peace to the forest.

  • Book Ends: They are the first benevolent beastmen you encounter, being introduced through the mains story early on, and starting the beast tribe subplot as a result (though the actual side quests don't happen until you reach 41). The Allied Beast Quests also happened because of a migration of sylphs getting massacred at Thanalan, the sole survivor being a key player and ultimately being the one you talk to to end the quest. The Ramuh portion of the Defenders of Eorzea plot arguably counts.
  • Color-Coded for Your Convenience: Untempered Sylphs are green.
  • The Fair Folk: Though not malevolent like the tempered sylphs, they are still merry pranksters with Blue and Orange Morality.
  • Master of Illusion: Some of their quests involve a sylph turning you invisible so that you can sneak into the tempered ones' territory to retrieve some object.
  • The Nicknamer: Sylphs almost never use names, using descriptive terms for people such as "touched ones" for tempered sylphs or "dancing one" for the player after they learn the race's traditional greeting.
  • Third-Person Person: Sylphs refer to themselves as "this one".

Voyce / Voco, The "Heroic Chocobo"?

A scholar from the Twin Adders of Gridania. Sadly, a bumbling, short sighted, idiotic one who causes no small mount of exasperation amongst the sylphs of Little Solace.

  • Butt Monkey: The Sylphs have a low opinion of him. And he is often a target of pranks.
  • Ditzy Genius: He claims to be a scholar (and has a book to prove it), but he has Cloudcuckoolander tendencies, and is very slow on the uptake.
  • Refuge in Audacity: Dresses up as a Chocobo, and actually manages to sneak past some Tempered Sylphs to steal the Chosen one's podling, simply by doing a Chicken walk, flapping his arms, and shouting "Kweh! Kweh Kweh!!" a lot. The player's own character own response is a blatant "you've got to be kidding me" look.
  • Sanity Slippage: After having been captured once by the Tempered Sylphs, routinely insulted for being so stupid by the Sylphs of Little Solace for always being a few steps behind everyone else as to what's happening, not to mention being the target of their pranks, he finally seems to snap in the last major quest in the Sylphs story line, runs off, only to come back after donning a Chocobo Suit, and declaring himself to be the player's loyal companion, "Voco, the Heroic Chocobo", joining you on your attempt to recover the stolen pod of the Chosen One
    Omnixio, the Sylph: This one has no words....

The Tempered Sylphs of Larkscall

Sylphs who summoned Ramuh, the Lord of Levin, out of fear of the forest being invaded by the Garleans. Unfortunately, as part of the summoning process they were tempered; worse yet, they started treating everyone else as a threat to them and the forest. This has turned the once playful tricksters into cruel xenophobes willing to inflict serious harm if not death upon others, including the Gridanians and even their own untempered kind. They seek the Chosen One's pod to raise them as a conqueror of the forest.

  • Blatant Lies: After you corner one tempered sylph and take down the boar he summons to protect himself, he surrenders and says he's sorry for messing with you but Lord Ramuh is not here so there is most definitely no need for you and your friends to go any further at all.
  • Brainwashed and Crazy: Despite the fact that Ramuh prefers non-violence, the summoning process tempered the sylphs who took part in the ritual and apparently brought out their darker sides, twisting their fear of the Garlean invasion into a hatred of all the spoken races.
  • Color-Coded for Your Convenience: Tempered Sylphs are purple.
  • Master of Illusion: During the "Defenders of Eorzea" storyline, several touched sylphs use glamours to masquerade as your fellow Scions.
  • Shock and Awe: As per their allegiance to Ramuh, many of them utilize Thunder spells.
  • Strange Syntax Speaker: Like their benign kin, they refer to people as "____ one" instead of using pronouns. This helps give away their attempts to disguise themselves as members of other races, as when they force themselves to say the words they end up stressing them unnaturally.

     The Brotherhood of Ash (Amalj'aa) 
A splinter group of the Amalj'aa race who feel their kinsmen have become weak and honorless by taking prisoners and turning them into slaves to Ifrit, who in turn grants them power. As such, they now oppose Ifrit and his worshipers, and fight to restore what they consider the proper honor of being an Amalj'aa warrior. Members of other races are free to join the tribe as long as they uphold its values, as seen with the Miqo'te Loonh Gah.

  • Ambiguous Gender: Male and female Amalj'aa do exist, but both sexes have the same body structure, making it very difficult to differentiate one Amalj'aa from the other. According to Word of God, even the Amalj'aa themselves can sometimes get confused trying to tell each other apart, but Brotherhood of Ash war leader Hamujj Gah states that gender is of little concern to them (and it is presumed that the hostile Amalj'aa follow the same belief). Unlike other beast tribes whose naming conventions help identify genders, the Amalj'aa naming convention is androgynous. However, when the Amalj'aa are in mating season, they release bodily scents that help identify each other's sex so that two Amalj'aa of the same sex don't accidentally mate.
  • Color-Coded for Your Convenience: They wear blue rather than the red of their tempered counterparts.
  • Honor Before Reason: One of the many reasons they are severely outmatched by their Ifrit-worshiping brethren. Those who try to switch sides from Ifrit's devout to the Brotherhood of Ash are at the very least utterly humiliated, if not executed out of suspicion that they are just fair-weather allies. If one of their members has a grudge against a particular foe, they declare that others can not intervene in the matter, and that they will have to face the enemy alone.
  • Loophole Abuse: When Loonh Gah rushed to Zanr'ak for her vengeance, the warleader Hamujj Gah decreed they could not interfere and she was on her own. Yadovv Gah risks personal shame by sending you, who was not Amalj'aa, to save her.
  • Not So Different: Listen to them talk about achieving victory by putting honor first, conquests, and refusing to use the power of gods or primals, and they start sounding a whole lot like Gaius.
  • Proud Warrior Race Guy: This is the very reason for their split from the other members of their race. They felt that attacking unarmed merchants and travelers, taking them as prisoners before turning them into tempered slaves to Ifrit, as well as not granting opposing warriors an honorable death in battle, was a disgrace to their kind.

Loonh Gah/U'loonh

A Miqo'te from the Forgotten Springs who lost her mother to an attack by the Amalj'aa. After being taken in by the Brotherhood, she became a part of the clan.

     789th Order (Kobolds) 
The Kobold race live under a meritocracy of mining, where one's order is ranked by how good their work is. The Kobolds of the 789th Order have the dubious honor of being at the very bottom of the barrel amongst their kind, through a combination of bad luck, apathy, and sheer laziness. Storm Lieutenant Skaetswys and the player come across them after a failed attempt at stealing saltpeter from the Maelstrom. Skaetswys finds their behavior, especially in front of the 13th Order Fugleman Zo Ga, so utterly pathetic that she aims to toughen them up, and asks the player to assist her in doing so.

  • Extreme Omnivore: Bo Zu, the first of the daily quest givers you have access to with this tribe. Any quest that isn't him having a case of Tall Poppy Syndrome, or fear of one of Ba Go's "Beauties", is him trying to find some way to get food with no effort from him, or him getting into trouble thanks to his eating habits. Amongst his known taste include: Maelstrom soldiers at Camp Overlook's previous night's scraps and rotting foods, higher ranking orders' foods which have been involuntarily shared-taken, stolen, involuntarily shared with him, another 789th Kobold's plates, food storage, and utensils, and some of Ba Go's Beauties fingers, which of course puts everyone in a 5 malm radius in danger, as Ba Go tends to favor a Scorched Earth policy towards everything when his ire is provoked.
  • Lazy Bum: Most of the order falls squarely into the trope, preferring to let other people do the work for them or just sleep all day.
  • Ragtag Bunch of Misfits: Their leader has no leadership skills or backbone, half the members prefer sleeping, doing nothing, and having someone else do all the work, and their chief explosive expert is a psychopath who only cares about his "beauties" (read: Bombs) and Stuff Blowing Up. It's little wonder that they got placed at the very bottom.
  • Reassigned to Antarctica: One of the other issues the 789th faces, is that being on the lowest rung of Kobold Society means you also get stuck with a dig site with poor pay out and junk ore, the worst equipment, poor rations, and so on, making any attempt to claw upwards doubly hard. Sure they could invent some useful machines for mining and refinement, but the only member who seeks to make really anything useful is Ba Go, and his bombs, which he uses purely for his amusement, damaging other Orders' equipment, or petty vengeance against anyone who annoys him or damages any of his "beauties", with the best of his creations being confiscated without reward by Zo Ga of the 13th to further secure his power.
  • Tall Poppy Syndrome: Some of their quests involve cutting down other kobolds, so to speak. The quest-giver, Bo Zu, is even openly indignant about the idea that an order that once languished nearly as low as them could possibly attain a higher station through—gasp—hard work and dedication.
  • Verbal Tic: All Kobolds have a tendency to repeat and rephrase a word in their sentence-utterance, dialogue, sentence.

     Novv's Clutch (Sahagin) 

A small band of Sahagin made up of Clutchfather Novv and his children, they seek peace with the "shorewalkers" of Limsa Lominsa. After they return a Hyur boy rescued from a Sahagin attack at sea, the player returns a pendant of Novv's, who in turn enlists them to help undermine the influence of the Coral Tridents, a violent faction who carried out the attack and are gearing up for war with the Maelstrom.

  • Color-Coded for Your Convenience: Novv and his kin are white-skinned rather than any sort of blue.
  • Like a Son/Daughter To Me: Considers the player a 'clutchmate' by the end of the Sahagin questline, and even addresses them like one of his own during the Allied Beast Tribe questline.
  • Pragmatic Hero: Novv has no real love for the "shorewalkers", but he believes that continued conflict will only bring ruin to both sides and thus seeks a truce or alliance for the sake of his species's future.
  • Retired Monster: Novv is eventually revealed to have been the Scarlet Sea-Devil, a reaver of terrifying renown years ago. He retired after he came home to his clutch one day to find most of it had been wiped out, crossing the Despair Event Horizon. Realising that his actions had lead to his sons' deaths and were only feeding the Cycle of Revenge, he dedicated himself to those that survived. The current Scarlet Sea-Devil is his eldest surviving son, trying to take up his father's mantle for revenge against the same incident.
  • Wouldn't Hurt a Child: They point out that both Eorzean and Sahagin culture treat children as their greatest treasures. Novv's clutch are introduced delivering a child they rescued from a shipwreck to his mother.

     Ehcatl Nine (Ixal) 

A group of Ixal crafters who want nothing to do with their people's worship of Garuda or the war against Gridania, believing the whole thing to be a waste of time and life. They hide themselves away from both sides in order to build the Dezul Qualan, a new type of hybrid airship. The player comes across them investigating a crashed Ixal dirigible after an attack on E-Tatt's Spire.

  • Cluster Neuker Bomb: A major verbal tic of theirs. Given its similarities and its use to express disdain of some sort, it strongly implies this is a case of Getting Crap Past the Radar and letting the Ehcatl Nine swear up a storm.
    • Potentially also a Bilingual Bonus, given the word's meaning in Dutch is exactly what you'd think it is.
  • Color-Coded for Your Convenience: The Ehcatl Nine are parrot-green with rainbow feathers, a marked contrast to the brown Garuda worshipers.
  • Defector from Decadence: Much like the Brotherhood of Ash, the Ehcatl Nine are disdainful of their fellow Ixal's blind worship of Garuda, believing that her "gifts" and protection are nothing more than a leash to secure their continued worship, and she will never truly give them their wings back. Likewise, as noted above, they view the whole conflict between Gridania and the Ixal as a waste of time. The Dezul Qualan is their attempt to escape from all this, and prove to their kin that they must put forth their own effort to gain the ability to fly again.
  • Fantastic Racism: Facing this from both sides of the Gridania-Ixal Conflict, and the spoken races at large. There was a time, long ago, where the spoken races, and the Ixal who lived in the Black Shroud did get along. but the Ixal offended the Elementals and Forest Spirits (it's implied they were over-logging and clear cutting forests, which in a nature spirit filled location was just plain Tempting Fate), and were stripped of their wings (leaving only but a few scant feathers on their bodies now). This in turn, caused the spoken races to shun the Ixal for this, and the Ixal then discovered Garuda, who promised them a return to flight, if they worshiped her, and fought the spoken races, so that she might feast upon their aether. So, the Ehcatl Nine are hated and despised by their brethren for turning their backs on their goddess and being willing to work with humanity, while humanity despises them for the savagery the other Ixal have committed against them.
    • Additionally, when Eorzea was first exploring flight, the Highwind Skyways founder, Tataramu's grandfather, decided it best to go to the chief experts of flight at the time, the Ixal, namely Dezul Qualan, who was also interested purely in the joy of wanting to fly, and pioneered hot air balloons, and developed a close friendship between the both of them. Unfortunately, when Tatamu's father sought to monopolize on flight technology to gain power in Ul'dah, besides immediately striking deals with a newly arrived Cid Garlond, he Unpersoned Dezul and the Ixal who helped get Highwind Skyway's ideas flying, and their first successes, feeling that rumors would be spread against the company. He has absolutely no respect for the Ehcatl Nine, holding them simply as savages.
  • Legacy Vessel Naming/Dead Guy Junior: Dezul Qualan was the name of Sezul Totoloc's now-deceased mentor.
  • Magitek: They seek to build a unique hybrid airship that combines traditional Ixali dirigible construction with modern magitek technology.
  • Nonindicative Name: There's more than nine of them. Sezul Totoloc remarks that the name sounded more impressive than the "Ehcatl Twenty-or-so".
  • Sand In My Eyes: Sezul Totoloc, the Ehcatl leader, pulls this off twice over Tataramu's ideals being so passionate like his and worrying over his wellbeing. When Tataramu reveals how his grandfather and Sezul's elder worked on an hybrid airship and wishes to continue the work their elders began on, Sezul tries to hold back his joy and claims there was dust in his eye. After Tataramu returns from his controlling father later on, Sezul's eyes well up, blaming it on the humidity and insisting that he totally was not crying tears of joy.
  • Suspiciously Specific Denial: When you rescue Tataramu from his overly controlling father and return to Sezul Totoloc, the leader does a pretty bad job hiding his joy.
    Tataramu: Chief Totoloc! Your designer has returned!
    Sezul Totoloc: ...
    Tataramu: ...Sezul?
    Sezul Totoloc: ...Squaaawk! Fogged up for no reason, goggles did! Not tears of joy, no! Humidity!
  • Verbal Tic: They pepper their speech with various bird noises, just as the hostile Ixal do.
  • You No Take Candle: Like all Ixal, the Ehcatl Nine speak with a very odd grammar structure. Put verbs before subjects, they do.


Heir to the Highwind Skyways airship company, this Lalafell was moved by the Ehcatl Nine's dedication to their craft and wishes to aid them in the completion of the Dezul Qualan.

  • Hot-Blooded: He is very passionate about airships.
  • Doing It for the Art: invokedHe assists the Ixal not for money (his family is already loaded) but out of a genuine desire to see them achieve their goal, and he's not going to cut corners to do it.
  • Jerk Ass: Certainly at first. He accuses the player of stealing materials he'd reserved and dismisses their skill as a crafter (the part in question is meant to be very specialised work)... until he actually sees the finished product and starts enquiring as to who needs it. Then he storms off to find the Ixal, believing them to be building a new airborne weapon. It's only when Sezul interrupts his rant and shows him the plans for the Dezul Qualan that he calms down and offers help.
  • Spoiled Brat: Despite being the son of a very wealthy airship tycoon, Tataramu averts this completely, doing his damned best to get involved within the workings of an airship and build one with his own hands rather than having other people doing the work for him. However, he calls himself a spoiled brat because of how his father wants him to be in regards to the business.

     Allied Beastmen Quests 


A mysterious green-haired girl that the player encounters while investigating the beast-men kidnappings. There seems to be more to her than meets the eye. Actually a Sylph that migrated to Thanalan, looking for the people that attacked her group and killed them

Shanga Meshanga

A Lalafell and head of the Ashcrown Consortium. This entrepreneur wants to foster goodwill between the beastmen and the people of Eorzea. And thus aid them in being self sufficient in exchange for crystals.

Nhaza'a Jaab

A sellsword that is responsible for kidnapping multiple beastmen for reasons unknown.

  • Blood Knight: In his own words he wants to "Smell the sweet stench of my impending death before emerging triumphant as I always done."
  • Cool Mask: His Sable Death Mask; a half mask with his eye looking like a Electronic Red Eye. You get to take if after clearing the questline.
  • Curb-Stomp Battle: gave one to Novv.
  • Fallen Hero: Was originally an adventurer people had high hopes for, but wasn't satisfied with helping people and thrived on the "dirty jobs".
  • Hates Everyone Equally: He claims to disdain those weaker than he his, which he says is everyone.
  • Oh, Crap: upon realizing that the airship he "commandeered" is about to blow up.
  • Red Baron: The Ebon Claw.
  • Shirtless Scene: When the adventurer and his allies find him in the Platinum Mirage. And this is after the big fuss over Loonh Gah's dress code at the front door.
  • The Sociopath: He cares not what befalls the people and beastmen he kidnaps nor does he care for Memeriga's plan. In fact he hates everyone weaker than he is

The Laughing Alchemists

A company that operates in Ul'dah. They are connected to purchases of alchemical reagents for forbidden arts.

  • Cool Airship: a rare model from Garland Ironworks. Model 1569-II to be precise.
  • Corrupt Corporate Executive: Memeriga, who hires sellswords to kill beastmen to make an Army of the Dead for power
  • Fantastic Racism: The reason why they chose the beastmen for their experiments. Anyone kidnapped in the city states would attract unwanted attention, but nobody would care if a beastman or two (or a whole migration) disappears.
  • No Name Given: For the Laughting Alchemist. The actual Chairman however, has a name: Memeriga.
  • Laughing Mad: The titular alchemist, who does this a lot.
  • Necromancy/Army of the Dead: their goal is to slay as many beast-men as they can and then raise them from the dead as a personal army.
  • Mad Scientist: The Laughing Alchemist gives off this vibe.
  • Red Baron: Memeriga has "The Deathmonger"
  • The Sociopath: Memeriga cares for nothing besides profit, and willing to kill and enslave using forbidden alchemy to get it.
  • Walking Spoiler: Especially considering that they don't appear until the last part of the last quest in this sidestory. Itself unavailable until you max out your reputation with the beast tribes