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 setting does play with the stereotypes a bit, however; Ul'danian Lalafell tend to be much "craftier" than normal for their archetype, Mi'qote from Gridania tend to be legitimately and deeply spiritual, and a number of Roegadyn bemoan the stereotypes about them.
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.
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.
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
Stone Wall: In contrast to the Warrior job, Paladins focus more on damage mitigation and defense, boasting a wide range of powerful defensive cooldown abilities.
Paladin's provide examples of...
Combat Medic: The Paladin can use the conjurer's healing spells, but unlike in Final Fantasy XI, not very well. Borrowing the conjurer's defensive buffs, particularly Stoneskin, is very effective, however.
Cool Crown: The helmet of the Paladin's Relic set is one.
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.
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.
Mighty Glacier: To contrast with fellow tank class the Gladiator's Stone Wall. Warriors soak damage through an enlarged HP pool rather than mitigation, and they have more offensive options than the Paladin.
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.
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.
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.
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.
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.
Dark Is Not Evil: The Guild leaders refer to their art as "diving into the Abyss", and the god of death is one of the guild's patron deities. But the Thamaturges make a point to understand life itself along with the destruction their magic brings.
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.
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.
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.
Shout-Out: To Final Fantasy XI, a character named Raubahn was the leader of another military group with a similar name. In the case of FFXI, it was a group of Blue Mages known as the Immortal Lions.
Nanamo Ul Namo
The reigning Sultana of Ul'dah she is the seventeenth ruler in the line of Ul, the royal family of the city-state. Although nominally the head of state, her authority is undermined by the Syndicate, a ruling council of Ul'dah's wealthiest citizens.
Self Made Woman: Pirates (even former ones) have no use for inherited titles and respect only strength. She's the one at the top.
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.
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.
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.
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.
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.
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.
Cloudcuckoolander: She thinks that she has the qualification for being a Little Lady. Mind you that Little Ladies' Day is a festival that, as can be seen from the name, a (supposed) little girl has an opportunity to be a princess of the city for the day. Nevertheless, she was chosen.
Cool Mask: Her eyes were never been seen. When her Rite of Cleaning mask fallen off as she was blown back at the end of Gridania storyline, she revealed to be wearing her own mask under that mask.
Badass in Distress: During the instanced portion of "Escape from Castrum Centri", at the start of the battle, he'll call to you to cut his and Urianger's bindings while Biggs and Wedge are dealing with the Garleans. Once you do, he'll happily start bringing his Thaumaturgic skills to bear against his former captors.
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.
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.
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.
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.
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.
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.
Ms. Fanservice: Dressed far more modestly in ARR to the point of looking like she's getting on in years. This is probably because her adopted daughter Minfilia has taken up the new Ms. Fanservice torch for ARR.
Gadgeteer Genius: He is an expert magitek engineer and airship craftsman which put a giant target on his back when he betrayed the empire and created the Garlond Ironworks to help bring magitek to the people of Eorzea.
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.
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.
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.
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.
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).
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.
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.
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.
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.
Your Days Are Numbered: There are many whispers and rumors in the Empire about his health and that it's rapidly deteriorating. In the story of Patch 2.2 Yugiri mentions the Garleans are in the middle of a fairly bloody war of succession that sparked the idea for her rebellion in the first place. With the Empire largely gutted in Eorzea for the time being the Eorzeans are completely shocked to hear this because although she never outright states Solus is dead it does confirm that whatever time he has left is becoming a very serious concern for the Garleans.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Alas, Poor Villain: Once defeated she collapses to the ground sobbing and begging the player to not take Gaius from her just as she dies. Once he arrives on scene, Cid can't help but feel pity for her.
Ax-Crazy: She is likely the most vicious of Gaius's subordinates.
Bad Boss: Much like Nero, Livia is not above the casual slaughter of disobedient soldiers under her command.
Broken Bird: Livia is deeply broken from her past as a war orphan, citing that only Gaius gives her a reason to live.
Rapid-Fire Fisticuffs: One of her more dangerous attacks is Delta Trance which strikes you about five times in a row so fast the damage numbers for each of them come on screen at the same time. It's damage will easily reach upwards of one thousand, a very dangerous amount of damage to take in a short amount of time for a tank with the expected gear level.
Villainous Breakdown: Ryitahtyn's death at the hands of the player sets her on a spiral of starting to relive her past as a war orphan. After defeating her as she dies sobbing that it's happening all over again.
Wife Husbandry: She is in love with Gaius who adopted and raised her and it is implied that the two are lovers.
Rhitahtyn sas Arvina
A commander of the XIVth Imperial Legion. As a former mercenary whose homeland was subjugated by the Empire, Rhitahtyn serves as a shining example of how Garlean meritocracy can promote anyone with appropriate skill to a high-ranking and respectable position. As Gaius was the one who recognized his ability and appointed him to his current position, 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.
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.
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.
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.
Casting a Shadow: Most of the magic he uses in battle is dark elemental like Dark Orb and Shadow Flare.
The Corrupter: It is implied he was the demon that Lady Amandine of Haukke Manor consorted with, though with the release of 2.1 and Haukke Manor's hard mode it's equally implied that Halicarnassus that was the demon instead based on her battle dialogue so take that as you will.
Mark of the Beast: Whenever he uses his magic a glowing mask like rune appears in front of his face.
Not Quite Dead: At the end of the 2.0 story line, Lahabrea is completely obliterated by the player character, the Scions of the Seventh Dawn, and the leaders of the city-states as they are infused with pure light by Hydaelyn. However, patch 2.2 revealed that Lahabrea isn't quite dead and is, along with the other Ascians, immortal.
Post Final Boss: The Ultima Weapon is in ruins and Gaius is defeated, but Lahabrea comes down to finish the job. He is, however, considerably easier than the last two fights with Ultima Weapon.
Villain Teleportation: Used as a plot point because teleportation without the use of Aetheryte cannot be done by regular beings.
Worthy Opponent: By the time the player faces him he readily acknowledges their strength and doesn't hesitate to call them a Warrior of Light.
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 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...
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.
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:
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.
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.
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.
Funnily enough the White Mage moogle's heals are neither amazing in potency or frequency. It's more reasonable to kill the White Mage after the Black Mage because of it's Ao E potential when empowered by Moggle Mog.
Wolfpack Boss: He has seven minion moogles with him for his bossfight.
Villain Song: Once he's summoned, the mogglesguard begin singing about how awesome he is, before going into short lines about themselves.
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.
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.
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.
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.
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.
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."
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
'80s Hair: Business in the front and party at the back!
Adaptational Villainy: Compared to some ofhis otherincarnations, this version of Bahamut seems to be an absolute bastard. He routinely tempers people, including Louisoix, is happy to use mortals as pawns to further his plans, is just as happy to abandon his pawns when they're no longer of use, will retain a bit of them for use even after death, and has no problem with killing every living thing in the Eorzean realm. Even the Bahamuts in IX and XI had external reasons for being antagonists. To be fair, though, if you were trapped inside a moon for some several thousand years, you'd be a little bitpissed off too.
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.
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 ownproblems.
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.
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.
Sink or Swim Mentor: He seeks to strengthen the player character...by 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.
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.
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.
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.
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.
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.
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.
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.
The Gladiator guildmaster. Inherited her father's guild as well as his Hot-Blooded temperament.
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.
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.
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.
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.
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.
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.
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.
Chekhov's Skill: Is mentioned early on to have been working on a potion to increase his aether reserves so that he can become a Thaumaturge. The incomplete potion is enough to save Cocobuki's life when his body has been drained of aether.
Mythology Gag: Wears clothing that looks and is colored similarly to the classic Final Fantasy Black Mage
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.
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.
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.
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".
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...
The Resenter Towards Adalberta, who he believes conspired against him to inherit the guild for herself.
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.
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.
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.
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.
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.
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.
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.
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: ...
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
Last of Her Kind: she didn't come to Thanalan alone. She was part of a group of sylphs that migrated there, only for said group to be slain for Memeriga's plot
Our Fairies Are Different: She's actually a Sylph that migrated from the Black Shroud. using Glamours to blend in with the Ul'Dahns
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.
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 ElectronicRed Eye. You get to take if after clearing the questline.
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.