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Characters: Final Fantasy XIV
A list of characters from Final Fantasy XIV.

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The Player Character

    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.
  • An Adventurer Is You: A mutable Adventurer Be You, in fact, courtesy of the Armory 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?
  • Five Races: Can be the following
  • Hello, Insert Name Here
  • Heroic Mime: Conversations are implied, but the only 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.
  • Purely Aesthetic Gender
  • 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 though 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.
  • The Gift: The player has the ability Echo, which allows them to see the past making them The Heretic to The Empire.
  • Wolverine Publicity: The CG movies use a recurring party lead by a male midlander hyur as a stand in for player characters and Word of God claims that they in fact do exist in the canon story but they and 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: Often.

     Disciplines Of War 


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...

Paladin's provide examples of...


Physical ranged damage class that wield 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...

Bards provide examples of...


Balanced hand to hand fighters that wield cestuses, 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...


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

Warrior's provide examples of...


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...

Dragoon's provide examples of...


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 are scheduled to be added to the game in patch 2.4.

Rogues provide examples of...

  • Dual Wielding: Rogues fight with a dagger in each hand.
  • Fragile Speedster: Demo videos of the rogue show the class fighting using quick strikes.
  • Master Poisoner: Poisons will apparently be an important part of rogue gameplay.

Ninjas provide examples of...

  • Colossus Climb: The demo video shows a ninja doing this to a monster.
  • Expy: The Ninja Relic Gear is clearly based on Shadow from Final Fantasy VI.
  • McNinja: Since the art is imported from Doma, all player character Ninjas will be this.

     Disciplines of Magic 


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. 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.
  • Druid: The conjurer has strong druidic flavor having 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.
  • Healing Hands
  • 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
  • The Medic
  • Squishy Wizard

White Mages provide examples of...

  • Badass Long Robe
  • In the Hood: The White Mage artifact gear sports one.
  • 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 White Mage's Regen spell restores a player's HP in small bursts for several seconds.
  • Regenerating Mana: The White Mage gets a spell called Shroud of Saints, which not only gives the user 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.


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.

Black Mages provide examples of...


Sorcerers that specialize in commanding familiars, and delving into enfeebling and buffing spells.

  • Casting a Shadow: A few of their spells have this flavor like Shadow Flare.
  • Damage Over Time: They specialize in these for offensive spells.
  • 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.
  • Spell Book
    • 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.
  • Regenerating Mana: Aetherflow which allows them to recover MP once a minute as well as 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.

The Scholar job provides examples of...

The Summoner job provides examples of...

  • Badass Longrobe
  • Horned Humanoid: Well a horned headdress anyway that helps pull the look off.
  • Limit Break: Their level 50 job skill, Enkindle, makes their egis use a weaker (but still strong) version of a Primal's ultimate attack, and at a five-minute recast timer, it possesses one of the longest cooldowns of any ability in the game.


    World Leaders 

Raubahn Aldynn

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

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.


A wise and powerful seedseer who leads Gridania, maintaining peace between the mortal denizens and the elementals that live in the forest.

Merlwyb Bloefhiswyn

The stalwart Admiral of Limsa Lominsa.

    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 makes 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
  • Big Good: After Louisoux's Heroic Sacrifice.
  • 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 Echo ability 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.
  • 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.
  • Put on a Bus: After the start of the Seventh Umbral Era Storyline
  • Reasonable Authority Figure
  • Supporting Leader


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.

  • Ambiguously Mortal: The archons may not be mortals at all, there are some implications they may be mortal manifestations of The Twelve.
  • The Archmage
  • Badass
  • Bald of Awesome
  • Big Good
  • Came Back Wrong: Whatever that is left of him in the Binding Coil of Bahamut is clearly loyal to the dragon.
  • Force Field
  • Desperation Attack: His emergency plan for trying to stop Dalamuds 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 Bahumet threw a wrench into that plan.
  • 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.
    • A recent video from the developers showing the inside of the Binding Coil of Bahamut hints that he's alive showing what appears to be Louisoux watching over Alisaie and the player as they delve deeper into the coil, but when Alisaie suddenly turns to look where he is there is no one there.
    • Go Out with a Smile: If he has died.
    • Mentor Occupational Hazard
    • Sacrificial Lion
    • 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 remains in question...
  • Instant Runes
  • The Leader: Of the Circle of Knowing.
  • Leitmotif: And a pretty good one to boot: Louisoix Leveilleur's Theme.
  • Magic Staff
  • The Obi-Wan
  • Our Elves Are Different
  • 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.
  • Time Master
  • Wizard Beard
  • Wizard Classic


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.
  • Ambiguously Mortal: The archons may not be mortals at all, there are some implications they may be mortal manifestations of The Twelve. He also hasn't aged since his arrival to Ul'dah 20 years before the events of the game.
  • Ambiguously Bi: He has some flirty lines regardless of the the PC's gender.
  • Badass Bookworm
  • Bishōnen: Lampshaded, 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 disguises himself as Thancred and 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 the three other members 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
  • Chivalrous Pervert
  • Collared by Fashion
  • Demonic Possession: Lahabrea body snatches him.
  • Fingerless Gloves
  • 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.
  • 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 due to his Knife Nut preferences).
  • Warrior Poet
  • 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.


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


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.


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.


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.

  • Defrosting Ice Guy: 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.
  • Early-Bird Cameo: Alphinaud and his sister Alisaie are fellow passengers on the carriage that the Adventurer comes into Eorzea on.
  • Half-Identical Twins
  • Mystical White Hair: Both of them.
  • 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.
  • Sibling Yin-Yang
  • Spell Book/Throw the Book at Them: He bares an arcanist's grimoire.


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.

  • 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
  • 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 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
  • Spell Book/Throw the Book at Them: She bears an arcanists grimoire.


A plucky lalafell secretary who manages the front of the Scion's organization,

Lady Yugiri

A 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.

  • 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 (unnamed and unseen) race that's currently on Eorzea, and she'd rather not complicates things by wierding people out. Judging by her scaled tail and clawed hands, it's possible she's some kind of Lizard Folk, if not related in some form to a Dragon.
  • 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's implied she's the only one that escaped the Garlean purge of Doma.
  • 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.

     Other Allies 

Cid nan Garlond

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.


A member of The Company of Heroes, a group a mercenaries who have defeated Titan before, he offers the Player Character his expertise on defeating the primal for a price. Or so he claims...
  • Biggus Dickus: As big as Leviathan. Turns out it's quite tiny.
  • Blatant Lies: He's neither a member of the Company of Heroes no 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
  • 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
  • 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


  • Back from the Dead: Was 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.
  • Bumbling Sidekick: His equally unintelligent Kid Sidekick Nashu Mhakaracca.
  • Clueless Detective
  • 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
  • Hunk:
  • Idiot Hero
  • 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.
  • Large Ham
  • 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).
  • Overly Long Name: Hildibrand Helidor Maximillian Manderville
  • Plucky Comic Relief
  • Sharp-Dressed Man
  • Wrestler In All Of US: Over the course of his story arc he get put into a German Suplex by his Father, like everything else involving Hildibrand, the results were explosive.

Wandering Minstrel

  • Ambiguously Mortal: See Author Avatar below.
  • Author Avatar: Of director Naoki Yoshida.
  • Cosmetic Award: The special-limited-time-only Goobbue Horn that the Minstrel bestows allows you to summon a goobbue as a mount. Despite being 20-30x bigger than a chocobo, it runs at the exact same speed. For all intents and purposes, it's functionally a glorified alt costume for your chocobo. That said, it's a great tool for harassing/griefing other players while they go about their business by standing on top of them and blocking their view with giant mossy goobbue ass.
  • Distressed Dude: Averted. He gets arrested by the Limsa Lominsa authorities for fear-mongering but he seems to be staying in jail willingly, since he effortlessly teleports you out when you visit him.
  • Herald: He also repeats the prophecy of Mezaya Thousand Eyes about the coming Seventh Umbral Era.
  • Wandering Minstrel: The hint is in the name.


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. Think. Feel."
  • The Chooser of The One
  • Flowery Elizabethan English
  • God: Not a member of the Twelve, but above them.
  • Light is Good
  • 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: All Made One


    Garlean Empire 
An expansionist empire loosely patterned after the The Roman Empire. Founded by the brilliant Solus zos Galvus (who remains its ruler to this day), 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.

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.
  • Big Bad Ensemble: He and Lahabrea despite himself being Dragon-in-Chief to The Emperor.
  • Black Knight
  • Bling of War: His armor turns gold in the boss fight against him, and stays that way until Ultima Weapon is defeated.
  • Darth Vader Clone
  • 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: Its 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 initial 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
  • Gunblade
  • 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.
  • Magic Knight
  • Might Makes Right: Part of his viewpoint as to why its okay to conquer the lowly heathens of Eorzea.
  • 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 Empires wars left her with nothing.
  • Playing with Fire: Creates many blue fire spells and can create a Flaming Sword.
  • 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.
  • 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 your 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
  • The Von Trope Family

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.
  • Badass
  • Big Bad: Of the Legacy storyline.
  • Blade on a Stick
  • Blue Blood: From both Garlean and Allagan heritage.
  • 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.
  • 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.
  • 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.
  • 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.
  • Hidden Agenda Villain
  • 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
  • Magic Knight
  • Named Weapons: His gunhalberd Bradmante, 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
  • 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.
  • Power Born of Madness
  • 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.
  • 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.
  • Villain Teleportation
  • The Von Trope Family
  • Tin Tyrant
  • Whole Plot Reference: He and his Seventh Umbral Era storyline is an intentional Shout-Out to Final Fantasy VII.
  • With Us or Against Us: How he rolls.
  • You Are Too Late He just shrugs off the destruction of the lunar transmitter as a minor delay then claims he can and will still cast Meteor anyways, and the companies are too late to stop it. He wasn't lying about that.

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.

  • Attack Drone: Summons a few of his machina creations to attack you in his boss battle.
  • Ax-Crazy
  • Bad Boss: Probably to contrast his own boss Gaius, Nero is wont to murder his underlings for failing him.
  • Blond Guys Are Evil.
  • 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.
    • Dragon Ascendant: With Gaius dead and as the only commanding officer of the XIVth to survive the main story, Nero remains the only major figurehead for the Garlean Empire present in Eorzea. He wastes no time scheming for revenge against Cid and presumably the protagonist with his first goal being the Crystal Tower, where his readings indicate an energy source equal to, if not surpassing, the heart of the Ultima Weapon. And he's tricked the players into clearing Crystal Tower out for him.
  • 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, showing his intelligence and ruthlessness.
  • The Evil Genius: He fufills this role as well as The Dragon in the XI Vth 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 jealous of everything that Cid is.
  • 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: Should have seen it coming with a weapon called Mjolnir.
  • Smug Snake
  • Social Climber: His goals are obtaining glory and fame and of course outshining Cid.
  • 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.
  • Tin Tyrant
  • 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.

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, Rhiyahtyn 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
  • Cavalry Betrayal: Gaius claims that this was a big contributor to his death, though his soldiers only left him because Rhitahtyn 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 tactical genius and wont to question things he finds amiss among his comrades.
  • Luckily My Shield Will Protect Me: Wields a pair of gunshields called Tartarus.
  • 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.
  • 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.
  • The Giant
  • Tin Tyrant
  • Undying Loyalty: He is fiercely loyal to Gaius who favors him 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.

The Warrior-Lahabrea

A powerful sorcerer who bears the rank of "Overlord" in 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.

The Emisary-Elidibus

An Ascian who appears in a white with gold trim cloak, soon into the 7th 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. Apparently knows about secrets of the Echo that neither Minfillia nor the Warrior of Light does yet. Claims that the Ascians and those who possess the Echo are not so far apart.


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.

    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 til death releases them from service. However following the defeat of Nael Van Darnus in The Second Coil of Bahamut he regains his sanity and is utterly insulted at the idea of kneeling to an Eikon, meaning death may not be the only way...
  • Elemental Embodiment: Except 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 Ixali 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 must be designed to be frustrating.
  • 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.


Lord of the Inferno and the first Primal players battle (in both normal and hard modes), Ifrit is the primal of the tribal Amaal'ja 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:

  • Big Red Devil
  • 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", which was one of the hardest fights in Legacy. It will be making a return at some point in ARR.
  • 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: The quest name for the weaker Ifrit battle is, "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
  • Regenerating Health: While this is true for most monsters in the game, Ifrit's regen is particularly powerful and very noticeable after he's down to 25% HP.
  • 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.

Good King Moggle Mog XII

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 moogle's 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 Mooglesguard and declaring his intention to purge the twelveswood of every sentient being.


Lady of the Vortex and the most bloodthirsty god befitting her Sphere of destruction. Garuda plots from a piece of land eternally surrounded in a tornado called the eye of the vortex. Her followers are the Ixal birdmen, who are the only one she cares for and that they, in return, revere. She is the last of the primals the players fight in the main story, though her hardmode version is the second.

  • 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 Primals of their faith to ensure that title.
  • Axe 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.
  • 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
  • Harping On About Harpies
  • Knockback: Sorta expected, given her wind powers.
    • Ring Out: She can also knockback players towards the edge of the arena, which damages them AND sends them back to the center (most likely dead).
  • 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. Where as Ifrit is primarily interested in making tempered worshipers, 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 literally doubled the mechanics of an already difficult battle and sipped on rookie players as a light apéritif.
  • Winged Humanoid


Shrouded in Myth, Odin the Dark God was a primal warrior sealed away by an Allagan hero several centuries ago for reasons lost to history. With Midgarsomr'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."
  • Black Knight
  • 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 10-15% health remaining, he will start charging Zantetsuken at a slow but steady pace, with a very wide range of attack. Unlike other moves where it would be prudent to get out of his attack zone, however, this is your queue to attack him with everything you can throw at him. If you fail, he'll wallop every person inside of the attack zone for 99999 damage(!), taunt everyone who fought him, and leave.
  • 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). To make the player in question's identity clear, their name is displayed underneath his own.


Lord of Crags and the second Primal players fight in the story (but the last one in Hardmode). 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.

  • Dishing Out Dirt
  • Dummied Out: Was originally going to be the first primal you do battle with, 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 worshipers. His enemies on the other hand...
  • Knight Templar Parent
  • One-Hit Kill: So you didn't destroy Titan's heart fast enough? Enjoy getting lit up by Earthen Fury.
  • 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.


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.

  • 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'll finally make his XIV debut with Patch 2.2.
  • 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.
  • 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.
  • Tail Slap: Thanks to Cognizant Limbs his tail acts as a separate enemy!
  • Villain Song: Like Titan, when it gets to the final phase of the fight a lyrical song begins to play.


Lord of Levin (lightning) and the Primal of the kind yet alien Sylph. 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 (unable to prevent summoning from tempering the present sylph) 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 compromised of his facial hair alone.
  • Badass Grandpa
  • Badass Long Robe
  • Bald of Evil
  • Dark Is Not Evil: Despite being a primal, Ramuh is described as being fair, well-tempered, 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
  • 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
  • Villain Song: 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 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.

Class/Job Questline Trainers & Antagonists

Disciples of War



The Guildmaster of the Archer's 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 Archer's 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 Archer's guild who is rather critical of his fellow members.

  • The Cameo: Appears in a cinematic as the player character prepares to leave as the Elder Seedseer's Envoy via Airship.
  • Establishing Character Moment: His first appearance in the storyline is basically giving the player character a "The Reason You Suck" Speech and stating that it would be best for his/her membership to the guild to be revoked.
  • The Friend Nobody Likes: Not hard to see why...
  • Fantastic Racism: Towards "outsiders" (Namely, anyone who is not a Gridanian-born Wildwood), whom he is outraged by their "parody" of the noble tradition of archery.
  • Jerkass: And that's putting it lightly. Though he soon becomes a...
  • My Greatest Failure: Unable to apprehend Pawah Mujuuk, which is what led him to leaving the Gods' Quiver. Ironically, he decides to leave the guild to focus on capturing her.
  • Stern Teacher
  • The Tell: Covers his mouth with his hand when he lies.


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.
  • 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 Gods' Bow.
  • 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.

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
  • Jerk Ass
  • 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.
  • The Only One Allowed to Defeat You: His attitude toward the player character, who he considers the only worthy cadet in the Lancer's 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 it's 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, and Alberic's apparent 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 now teaches at the Pugilist's Guild.

  • Heroic BSOD: Once his Badass Decay has been revealed, he no longer finds himself fit to teach at the Puglist's 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.

  • 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 Garlmald 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

The Gladiator guildmaster. Inherited her father's guild as well as his Hot-Blooded temperament.

  • Hot-Blooded
  • 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 class 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 Gladiator 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 Gladiator 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.

Disciples of Magic



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


Foreseer of the arcanist's 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.

K'rhid Tia

The guildmaster of the Arcanist's 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.

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.

    Conjurer/White Mage 


A calm and intelligent padjal who leads the conjurer's 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 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 was 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 conjuring 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.

  • 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 Thaumaturge 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.


  • 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 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 Thaumaturgist 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.
  • 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 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 serving 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 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 in guiding the players through the path of the Black Mage.

  • Cool Helmet: With the grill as a facemask.
  • White Sheep: Again, like Kazagg, 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 particular 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.



A Midlander Hyur male and Blacksmith Guildmaster. Skilled at his art, but unfortunately, known to be a heavy drinker, and frequent visitor to Limsa Lominsa's Drowning Wench.



The Guildmaster of the Leatherworker's 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.
  • 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 techniques 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


Disciples of the Land



  • 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 Allied Beast Tribes and Enemies

    The Sylphs of Little Solace 
Untempered Sylphs which the player initially talk to as part of the main story, and also friendly to Gridania. They desire nothing more than peace, and fear that their tempered brethren will bring ruin and destruction upon the Black Shroud 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 forth peace to the forest.

  • The Fair Folk: Though not malevolent like the tempered sylphs, they are still merry pranksters with Blue and Orange Morality.
  • The Nicknamer: Sylphs almost never use names, using descriptives for people such as "touched ones" for tempered sylphs or "dancing one" for the PC after he learns how to greet sylphs.
  • 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.

  • 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. As such, as part of the summoning process they were tempered, but worse yet, started treating everyone else as a threat to them and the forest. This has turned the once playful tricksters into willing to inflict serious harm and even death to others, even their non-tempered kind residing in Little Solace, and the citizens of Gridania. They seek the Chosen One's pod to raise them as a conqueror of the forest.

  • 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, and twisted their fear of the Garlean invasion, and began treating all of the Spoken races, and any allied with them as enemies.
  • Shock and Awe: As per their allegiance to Ramuh, many of them known how to cast Thunder element spells.

     The Brotherhood of Ash (Amalj'aa) 
A breakaway group from 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 gives them powers. As such, they now oppose Ifrit and his worshippers, and fight to restore what they feel is the proper honor of being an Amalj'aa warrior. Non-Amalj'aa are free to join the tribe, as long as they uphold it's values, as seen with the Miqo'te Loonh Gah.

  • Color-Coded for Your Convenience: Wearing blue rather than red.
  • Honor Before Reason: One of the many reasons they are severely outmatched by their Ifrit worshiping brethren. Those who try to switch sides from the Ifrit worshippers 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 they can not intervene in the matter, and that they will have to face the enemy alone.
  • 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 which caused them to split off 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

A Miquo'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. For the Kobolds of the 789th, they have the infamous honor amongst their kind as being at the very bottom of the barrel, through a combination of bad luck, apathy, and sheer laziness. Lieutenant Skaetswys of the Maelstrom and the Player come across them after a failed attempt at stealing saltpeter from the Maelstrom. Finding their behavior, especially in front of the 13th Order Fugleman Zo Ga, so utterly pathetic, Skaetswys aims to toughen them up, and ask the player to assist her in doing so.

  • 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: living Bombs) and Stuff Blowing Up. Its little wonder how they got placed at the very bottom.
  • No Good Deed Goes Unpunished: Some of their members wish to inflict this upon other orders out of envy.

     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.

  • Pragmatic Hero: Novv has no real love for any "shorewalkers", but he seeks a truce or alliance for the sake of their species' future.
  • Retired Monster: Novv is eventually revealed to have been the Scarlet Sea-Devil, a reaver of terrifying reknown 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.

     Echatl 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 a new type of hybrid airship. The player comes across them investigating a crashed Ixal dirigible after an attack on E-Tatt's Spire.

  • Color-Coded for Your Convenience: The Echatl are all parrot-green with rainbow feathers compared to all the brown Garuda-worshippers we see.
  • Sand in My Eyes: Sezul Totoloc, the Echatl leader, pulls this off twice over Tataramu's ideals being so passionate like his and worrying over his well being. 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 was totally not crying with tears of joy.
  • Suspiciously Specific Denial: When you rescue Tataramu from his overly controlling father and return to Sezul Totoloc, the Ixal Echatl 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: Like with the hostile Ixal, the Echatl Nine have various uses of bird sounds in their speech.
  • You No Take Candle: Like with the other Ixal, the Echatl Nine speak with a very odd grammar structure. Put verbs before subjects, they do.


A heir to an airship company this Lalafell wishes to aid the Etchal Nine in the completion of their airship.

     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 Erozea. 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.
  • 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
  • Shirtless Scene: When the adventurer and his allies find him in the Platinum Mirage
  • 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 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) dissapears.
  • No Name Given: For the Laughting Alchemist. The actual CEO 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.
  • 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
Final Fantasy Type-0Characters/Final FantasyFinal Fantasy XV

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