Follow TV Tropes

Following

Characters / Final Fantasy XIV - Beast Tribes

Go To

The world of Hydaelyn is home to many sapient races, some of which are distinctly less humanoid than the Spoken races. To the people of Eorzea, these races are known as the Beast Tribes.

Many of the Beast Tribes worship Primals, godlike entities that feed upon aether and enthrall beings into worshipping them. For more information on these entities, see the Primals page.

As of the events of Death Unto Dawn at the end of Shadowbringers, most hostilities between the Beast Tribes and the City-States of Eorzea have ceased, with both sides of the ages-long hostilities united by a common cause. The game to that point had repeately shown there wasn't all that much diffrent between the "Spoken" races and the "Beast" races aside from thinly-veiled racism on the part of the Spoken. As such, most instances of "beast tribes" from that point forward have been renamed to simply "tribes" or "tribal".

This page specifically covers those Beast Tribes native to the Source, along with NPCs featured in the Tribe Quests. For general information about the Beast Tribes native to the First, please see The First's page.

    open/close all folders 


Beastmen

    Beastmen in General 
  • Brainwashing for the Greater Good: Many of the Beastman tribes are willing to risk, or even submit themselves to Primals and their Tempering because of this. In their mind, summoning their God, and then being Tempered by it is the only hope left after being pushed back by either years of mankind taking their land, or the threat of the Empire coming down on them. Those who don't often discuss the issue as being out of desperation for them to do so. Patch 5.4 sees the Scion's attempting to undo this by using the newly discovered cure for Tempering to try and persuade the leaders of the Beastribes from doing so again.
  • Call a Rabbit a "Smeerp": Most of the Beastmen have their own term for the collective spoken races not counted as Beastmen.
    • Kobolds use the phrase "Overdweller" since Kobolds are mostly subterranean.
    • Sahagin use the phrase "Shorewalker" since we live on land.
    • Sylphs have several nicknames for others, but "Walking ones"(Sylphs fly to get around) is the most common.
    • Goblins use the phrase "Uplander" for the spoken.
    • Vanu Vanu use the phrase "Netherlings" since they live within the high altitudes of the Sea of Clouds.
    • Gnath use the phrase "Fleshings" since they're a race of insects and the spoken races are made up of flesh.
    • The legless Ananta call us "Striders".
    • The Kojin call the others "Shell-less" since clearly we lack their shells.
  • Fantastic Racism:
    • All of the beast tribes, friendly or not, are subject to this in varying degrees. Only Limsa Lominsa allows them into the city at all, though only goblins, qiqirn, and one Mamool Ja are seen. The Lone exception to this are Moogles, who are treated as neither spoken nor beastman. That is when they're visable; While the Warrior of Light is immune thanks to the echo, most moogles hide themselves with magic and can't be seen by your average person, and this goes double for any outside the Black Shroud. This causes many to believe them as nothing more then a myth. When they do appear, they're treated with respect.
    • It has been revealed that there is nothing that truly separates beastmen from the spoken races, with the racism in Eorzea having been fueled by various interests (often Lalafellin or Garlean in the modern era) seeking to benefit from conflict by making a false distinction between them. The "Five Races" term was even coined by said spoken races to make themselves out as superior to the other spoken races, beastmen and playable races Au Ra, Viera, etc. alike. This is evident in Norvrandt, which doesn't appear to have a concept of beast races at all, with all the beastman simply being just another race in the world. To really drive this home; dwarves would be considered a beast race on the Source due to their separate society from the other races and their tradition of wearing bearded helmets at all time. They are however the Norvrandt equivalent of lalafells.
  • The Usual Adversaries: The primal-worshiping beastmen frequently summon them to wreck trouble.
  • You No Take Candle: Almost all Beastmen speak in a dialect that seems very simplistic and even "broken" in comparison to the "Spoken" races, even to someone with an Echo that can inherently understand all languages. However, it's revealed that this is not usually due to any real mental or physical impairments; it's simply cultural. For example, Stickqix is a Goblin that specifically taught himself fluent Eorzean in order to more easily run a multiracial business. On The First, both the Qitari (Qiqirn) and the Zun (Amal'jaa) speak fluently, further demonstrating that it's mostly isolationism and prejudice that prevents any of these races from integrating.

    The Amalj'aa 
https://static.tvtropes.org/pmwiki/pub/images/amaljaa.png
A beastman race inhabiting the Thanalan region, particularly their strongholds within Zan'rak and Zahar'ak. They are the worshipers of Ifrit.
  • Desert Bandits: Several of them act this way to Ul'dah.
  • Heel–Face Turn: In 5.5, the Amalj'aa of Pagl'than become grateful to the Alliance for rescuing their brethren and helping to fight the Telophoroi forces looking to enslave them and ultimately ally with the Alliance alongside the Kobolds and Sahagin. This, alongside with the discovery of the cure for Tempering, means that Ifrit summoning will likely become a thing of the past.
  • Kill It with Water: The friendlier faction of Amalj'aa, the Brotherhood of Ash, reveal that water causes them extreme discomfort and they almost never need to hydrate themselves. That being said, on certain quests for the Brotherhood of Ash, the Ifrit worshipping Amalj'aa either react in disgust, promising to get revenge on you, or beg you to stop when you dump water on them after giving them a beatdown.
  • Lizard Folk: They're a vaguely reptilian species.
  • Playing with Fire: The spells and elemental attacks they use tend to be this.
  • Punctuation Shaker: From their name to their strongholds.
  • Oh, Crap!: When they witness Ifrit failing to brainwash the Warrior of Light, they are so afraid that they start to slowly back away from them.
  • Reptiles Are Abhorrent: It even extends to their mounts, the cavalry drakes.
  • Slavery Is a Special Kind of Evil: The Amalj'aa are notorious for constantly kidnapping people to be tempered by Ifrit. These thralls are used as extra muscle in their armies or as servants. One Amalj'aa even refers to a Mi'qote as one of "the slave race".
  • Top-Heavy Guy: They are very bulky from the waist up and are very tall.
  • Walking Shirtless Scene: The most the Amal'jaa wear are harnesses, loincloths, and headdresses. To be clothed in "soft, supple fabrics" is a sign of great dishonor. Loonh Gah is mortified when she's forced to dress like an Ul'dahn to gain access to the Platinum Mirage, saying that she'd sooner tear the dress she was given to shreds were the lives of her Amal'jaa brothers not at stake.

    The Kobolds 
https://static.tvtropes.org/pmwiki/pub/images/kobolds_ffxiv.png
A race of mole-like people residing in La Noscea, particularly on the northern side of the region within O'Ghomoro, their mountain and volcanic Underground City. They are the worshipers of Titan.
  • Dishing Out Dirt: Their main attack spells tend to be this element.
  • Having a Blast: They love using explosives for their mining and as an attack.
  • Heel–Face Turn: After some difficult diplomacy and a good dose of Tempering cures in 5.4, the Kobolds make peace with Limsa Lominsa, and the High Priest of Titan even joins in the Grand Company of Eorzea meeting in 5.5 alongside the Amalj'aa and Sahagin, meaning that Titan summoning will likely become a thing of the past.
  • Mole Men: As expected.
  • Mole Miner: Unsurprisingly, they're excellent miners, alchemists, metalworkers.
  • Verbal Tic: All Kobolds will rephrase then repeat their words—statements, chatter, words.

Ga Bu

A young koboldling who flees the mountain when the Kobold Patriarch decides to summon Titan once again - but this time by strengthening him with kobold sacrifices, including Ga Bu's parents. He rushes to Camp Overlook to ask the Maelstrom for help, but is too afraid to approach them.
  • Break the Cutie: He's a cute little kobold who just wants to be happy with his family. And then he finds that they have been sacrificed to Titan...
  • Heal the Cutie: A literal case in 5.4 when Alisaie and G'raha manage to cure him of his tempering towards Titan, resulting in him becoming a lot more talkative and willing to help the Scions however he can.
  • Heroic RRoD: After finding the corpses of his parents, slain by another kobold's hands, Ga Bu's rage and pain summons Titan and leaves him feeling blank and emotionless, making the Maelstrom officer believe he is tempered. Later, he thanks Alisaie for her support, showing that there is hope for him yet.
  • Mythology Gag: His story parallels an event from early in Final Fantasy IV, involving Rydia. When Rydia learns that Cecil and Kain are responsible for her mother's death, she instinctively summons Titan with her grief and anger. Ga Bu also summons Titan upon learning that his parents have been killed.
  • Put on a Bus: He is taken into protective custody of the Maelstrom after the events of 3.4 where he's being looked after.
    • The Bus Came Back: In 4.4, Alisaie brings the Warrior of Light to see him at the Maelstrom's headquarters. Unfortunately, he still isn't very talkative. He once again returns in 5.4, this time playing a much bigger role thanks to his aforementioned recovery from tempering.
  • Suddenly Voiced: Gets several voiced lines in 5.4 after he's cured of his tempering.

2nd Order Patriarch Za Da

The highest ranking member of the Kobold hierarchy seen thus far and High Priest of Titan.
  • My God, What Have I Done?: In 5.4, he's purged of his tempering by the Scions and is shocked to find he used Ga Bu's parents as part of the summoning ritual.
  • Rejected Apology: Despite Merlwyb's attempts to apologize for the bloody history between the kobolds and men, Za Da refuses to forgive her and states he will not be fooled again. He only relents when Ga Bu convinces him to give them a chance.

    The Ixal 
https://static.tvtropes.org/pmwiki/pub/images/ixal.png
A beastman tribe made up of flightless birds that inhabit the Twelveswood and small parts of Coerthas. They have a beastman stronghold in Natalan, part of the Coerthas central highlands, but most of their numbers are strongly implied to come from the region of Xelphatol, in the Abalathian Spine. They are the worshipers of Garuda.
  • Artificial Human: Heavily implied that they were created centuries ago by the Allagan Empire For Science! as a biological chimeric weapon. The "floating continent" they believe they fell from in their mythology is likely Azys Lla. In the Fractal Continuum, a twisted museum of Allagan experiments, you can encounter creatures that heavily resemble the Ixal - possibly an earlier prototype.
    • The Chimera section of the Encyclopedia Eorzea lore book outright confirms that said experiments are the evolutionary ancestor of the Ixal. It also notes that none of the Ixal tribes are aware of this detail of their origin. The hard mode version of the Fractal Continuum has an Ixal from the Ehcatl Nine tribe explore the dungeon and make several discoveries; the whole facility is familiar to him, none of the creatures attack him (to which he wonders if they mistake him for one of their kind), and he finds what appears to be a super-muscular Ixal in a test tube. Sezoul, after being told the whole story about their origins, doesn't seem to be too bothered by the revelation. In fact, seeing as Azys Lla isn't the paradise they were searching for, Sezoul suggests they just find another one.
  • Blow You Away: Like their deity Garuda, they primarily use wind magic.
  • Bird People: Bipedal, though without wings and unable to fly.
  • Right-Hand Attack Dog: The Ixal raise wolves or dogs as sentries or hunting companions.
  • Shield Bash: The Ixal that uses shields will use them to smack you in the face to inflict Stun.
  • Strange-Syntax Speaker: Talk like Yoda, they do!
    • They don't use prefixes for a long list of nouns. For example, a great grandmother is a "mother of mother of mother".
  • Toothy Bird: The ixal have have a row of mean-looking fangs inside their beaks.

    The Goblins 
https://static.tvtropes.org/pmwiki/pub/images/goblins_ffxiv.png
The most widespread of the beast races, found in every corner of Eorzea. A sect of the antagonistic goblins make up the Illuminati, a group that goes to any lengths necessary to attain lost technology and a special cheese recipe.

For more information on the Illuminati, see Final Fantasy XIV - Raid Antagonists.


  • Buffy Speak: Their language seems to be full of this (according to the developers, based on the German language's ability to create new words by combining existing ones). Examples include calling money "jinglyshine", mouths "tongueflaps" or talking "lipflaps", and the Vath "Walkiebugs". A goblin in the Stormblood Miner quests averts this by speaking perfect English and says he spent a long time learning how to do so in order to conduct better business. That being said, he sometimes slips back to the Buffy speak when under duress and then corrects himself after.
  • Expy: Their appearances are taken right from Final Fantasy XI.
  • Gas Mask Mooks: Not a single goblin has been seen without their gas masks.
  • Meaningful Name: The group that serves as antagonists are called "The Illuminati", which comes from an organization in Bavaria that became one of the most popular subjects of conspiracy theories, painting them as a shadowy cabal that seeks to Take Over the World, as well as hiding information they don't want to reach the public. Likewise, the Goblin Illuminati has plans of a similar bent and a desire not to let anything in the Enigma Codex, not even a cheese recipe, escape their clutches. Outside the conspiracy angle, the term also means "Enlightened", which can refer to them being on par with Sharlayan with their knowledge and the hoarding thereof, or their plans to create a Utopia for themselves using Alexander.
    • Goblins in general have names based on attributes they are known for.
  • The Engineer: Their race as a whole is this, being capable of producing all kinds of technology.
  • Theme Naming: The goblins always put "Gob" somewhere in the names of their machinery.
  • Steampunk: They all generally have this theme going.
  • Trademark Favorite Food: Cheese, to the point that about half of the conflicts between normal goblins and the Illuminati are entirely about cheese.

Brayflox Alltalks

Race: Goblin
Discipline: Gladiator
Foremost member of the Goblin beast tribe and a former member of the Company of Heroes who defeated Titan. She is always on the run from the goblin Illuminati but willing to offer a helping hand to the player whenever they cross paths.
  • Ambiguous Gender: At first, due to occasional translation errors. Though she looks like every other goblin, it's confirmed she's a girl.
  • Cool and Unusual Punishment: In the Endwalker Melee Role Questline, Brayflox can be called on to interrogate a pair of sahagin. She gets them to cooperate by holding some goblin cheese up to their faces, which has an odor so nausiating the sahagin vomit because of it.
  • Did You Just Punch Out Cthulhu?: Yes, she did help the Company of Heroes defeat Titan and Leviathan.
  • Heroes Prefer Swords: She's a gladiator.
  • Token Non-Human: Of the Company of Heroes, before they disbanded. This makes her the first beastman to participate in the defeat of a Primal, and the only one to do so prior to the assistance of Idyllshire's goblins in the Alexander series of raids.
  • Unwanted Assistance: In the second boss fight of Brayflox's Longstop, she tries to help you fight a drake by handing you a bomb... which can explode and harm the player. The common strategy is to run from her, but it is possible to position yourself so that you harm the drake without taking any damage yourself. Later patches fixed this so that her bombs no longer harm the players.

Slowfix Cointoss

Race: Goblin
The founder of Idyllshire and the father of Roundrox. He wishes to turn Idyllshire into a free nation where all of its citizens are free to do as they choose.
  • Because You Were Nice to Me: He offers Hildibrand Manderville free permanent residence in Idyllshire because Hildibrand aided him against bandits years ago.
  • The Gambling Addict: According to the Encyclopedia Eorzea, when his attention isn't needed for maintaining Idyllshire, he enjoys partaking in a wide variety of games of chance with goblins and uplanders.
  • Meaningful Name: His first name references how his attitude towards regulations makes him slow to fix some of Idyllshire's problems, while his last name references his gambling addiction.
  • Restored My Faith in Humanity: He was initially as averse to humans as many of his brethren until Hildibrand saved him from a bunch of bandits out of the kindness of his heart. This generous act restored Slowfix's belief that goblins and uplanders could work together, which resulted in him founding Idyllshire as the epitome of his dream of a utopia operated by man and goblin.
  • Sliding Scale of Libertarianism and Authoritarianism: His and Dripwix's conflicting mindsets in leading Idyllshire. Slowfix believes in letting everyone be free in a rule free environment. Dripwix believes in strict and precise regulations to maintain order. In the end, both of them end up causing problems and confusion for Idyllshire's citizens as they both lean too far towards their respective extreme.
  • Wide-Eyed Idealist: As mentioned above, he wishes to create a perfectly free nation for all races. Unfortunately he initially doesn't believe in imposing rules and regulations, which leads to confusion among many of its citizens.

Backrix

Race: Goblin
A goblin scholar who assists Cid with the Alexander crisis. Keeps a detailed record of the events of their journey.
  • Apocalyptic Log: Quickthinx's book which gives him knowledge of future events is none other than a time displaced version the same journal Backrix was using to write down detailed logs of the heroes actions during the Alexander storyline.
  • Token Non-Human: After Roundrox is kidnapped, he joins in the invasion of Alexander's body, making him the only beastman on the invasion team until Roundrox is freed.

Roundrox Mazenot

Race: Goblin
The daughter of Slowfix. She hoards various trinkets in the camp just outside Idyllshire. Her dream is to create an entire city of trinkets for all races to enjoy, beastman or Uplander.
  • Token Non-Human: The first goblin to actively take part in the invasion of Alexander's body.
  • Wide-Eyed Idealist: When you first meet her. This trait is the main reason she is able to read the Enigma Codex. After the events of the Alexander raid, she sees the dangers of clinging blindly to idealism and starts to grow out of this, causing her to lose her ability to read the Codex.

Drydox

Race: Goblin
A goblin who rents out tools in Idyllshire. She's also responsible for maintaining trade relations between Idyllshire and the Vath.
  • Do Well, But Not Perfect: A goblin that she sends out on gathering duties is utterly terrified of the dangerous tasks she is given compared to her usual work within the city. Said goblin recruits the Warrior of Light to help her finish quickly. Unfortunately, the Warrior of Light does so good of a job that Drydox becomes convinced that the poor goblin is a natural for gathering missions and shifts her to the duties full time.
  • Trademark Favorite Food: She became hooked on nanka eggs ever since the Vath Deftarm shared some with her.

    The Mamool Ja 
A race of beastmen who are new arrivals to Eorzea from the New World/Tural, mostly inhabiting the La Noscea region in small numbers almost exclusively as mercenaries. Their primal, if they have one, is unknown.
  • A Day in the Limelight: They feature heavily in Dawntrail, which is set in their nation Yok Tural.
  • Expy: Their appearance, tendencies and even the fact that their origin lies in an another continent are taken right from Final Fantasy XI as a Mythology Gag. Adding to this, the region they originate from is also where Blue Magic comes from, much like the Mamool Ja from XI.
  • Horse of a Different Color: They use dinosaur-like creatures as mounts, as shown in the Wanderer's Palace hard mode dungeon.
  • Mayincatec: The Dawntrail Teaser shows their homeland, Yok Tural, and it has a distinct Precolombian aesthetic, be it the architecture or the fashion.
  • Multiple Head Case: Their most powerful leaders tend to have two heads, one specializing in martial skill, the other specializing in magic.
  • Third-Person Person: They speak in third person, but rather than their own given name, uniformly refer to themselves as "Mamool Ja".

    The Qiqirn 
A diminutive race of rat-like beastmen who are almost as widespread as the goblins, though they aren't native to Eorzea.
  • Expy: Like the Mamool Ja and goblins, their appearance and tendencies are taken exactly from Final Fantasy XI. Stormblood introduces Flesheater Qiqirn, who share the same base but have much different textures than anything they had in XI.
  • I'm a Humanitarian: Some of the Qiqirn you see around Thanalan, one FATE boss in particular, is mentioned to have a taste for human flesh. In Stormblood, it's revealed an entire, massive tribe of Qiqirn that have settled in the Peaks absolutely adore spoken flesh and will go out of their way to hunt people down.
  • In the Hood: All of them are seen wearing hoods. The Maneater Qiqirn have hoods so thick it masks their faces in shadow.
  • Proud Merchant Race Guy: All of them have a keen eye for money and "shinies."
  • Took a Level in Badass: The Qiqirn in Gyr Abania are a significantly larger threat than the ones met previously, as these ones are known to kidnap people and eat their flesh.
  • Trademark Favorite Food: Eggs among all qiqirn.
  • We Are as Mayflies: Average lifespan of a Qiqirn is 25 years.
  • You Dirty Rat!: They are often associated with rats and often has an ill reputation because of it. The 2020 Heavensturn event has one assist the Nezumi Bugyo on a task to give qiqirns and rats a better reputation.

    The Moogles 
https://static.tvtropes.org/pmwiki/pub/images/moogles.png
Cute, furry creatures capable of flight and unique magic that mainly inhabit the Twelveswood. They're a peaceful race on friendly terms with Gridania and the elementals, but when the Garleans invaded some of them summoned their King out of fear. They are rarely referred to as a beast tribe, and don't even have a stronghold of their own. Heavensward reveals that the ancestral home of the moogles, the floating continent in the Churning Mists, still has moogles living up there in a place called Moghome.
  • Adaptational Jerkass: Moogles throughout the series are typically depicted as whimsical, surprisingly industrious, and benevolent creatures. While this is largely true for the moogles of the Twelveswood, the moogles of the Churning Mist are mostly Lazy Bums who would much rather shove their work on others than accomplish anything of substances. They delight in pranking and stealing from each other and tend to shoot themselves in the foot by pissing off people trying to help them.
  • Badass Adorable: Many of them are capable of powerful magic and combat abilities.
  • Color-Coded for Your Convenience: The Moogles that live in the Twelveswood have white fur, black wings, and orange pom-poms, while the ones in the Churning Mists have cream-colored fur, red wings, and pink pom-poms.
    • Dalmascan Moogles have white fur, black wings, and pom-poms of various colors (So far, one with a white pom and one with a blue pom)
  • Dumbass Has a Point: Well not quite dumbass, but they aren't as insightful or clever as they think they are. That said, they do help Sidurgu from the Dark Knight questline realize his biggest flaw. It doesn't change his hatred of their prankster ways, and he beats some half to death who tried to play a prank on him without remorse. And it's played for comedy.
  • The Fair Folk: They are invisible to most normal people and mostly keep to themselves. However, they are very blithe creatures who will play pranks on the occasional person that wanders near their domain, especially the moogles at Moghome. They also tend to act like they are very wise and intelligent, but they somewhat overestimate themselves in that regard.
  • Invisible to Normals: They possess magic to hide themselves, which only certain people have the ability to see through.
  • Lazy Bum: The main reason why they rarely get anything done is because they'd much prefer to laze around and eat kupo nuts than accomplish anything of substance. This is especially true for most of the moogles of Moghome, who can't be arsed to repair and care for Zenith as per their covenant with Hraevelgr until they're tricked into doing it.
  • The Medic: On the few occasions you fight alongside a moogle, particularly Kuplo Kopp, they tend to use healing magic.
  • Mythology Gag: The moogles as a whole, but Moglin, the Chief of Moghome, stands out for being a Shout-Out to Final Fantasy Type-0. Moglin was the name of the moogle that was part of Class Zero. The moogles even reference a legendary moogle Dragoon from Final Fantasy VI named Mog.
  • Ridiculously Cute Critter: In grand Final Fantasy tradition.
  • Theme Naming: The moogles of Gridania's Black Shroud all have names built around "Kupo". The moogles of Moghome all have names with "Mog" in them.
  • Trademark Favorite Food: Kupo nuts, to the point that it's their currency for item exchange.
  • Verbal Tic: They tend to end their sentences with "Kupo", kupo.

Kuplo Kopp

Race: Moogle
The first moogle that players who start in Gridania meet. He generally represents the Moogles as a whole whenever they come up in the story and even comes along to Moghome when it is discovered there are other Moogles up on the Floating Continent.
  • The Medic: As mentioned above, the few occasions he helps you in battle he uses conjury to heal you.

Moglin

Race: Moogle
The chief of the Moogles of Moghome.
  • Adipose Rex: Though neither he nor King Mog are described as fat, the other moogles imply that they think he is this.
  • Badass Boast: He says this when fought in Sohr Kai.
    "I'm not the chief because I'm biggest, kupo! It's because I'm the baddest!"
  • Large and in Charge: He's basically King Mog with a wreath on his head instead of an elaborate crown.
  • Secret Test of Character: Well, it sort of fails as far as the "secret" part goes, but he challenges the player with his Pomguard as the first boss of Sohr Kai.

Mogleo

Race: Moogle
Discipline: ???
A moogle who wishes to become a soldier in the Pomguard and recruits the Warrior of Light to aid him in his quest for glory and reputation.
  • Ascended Fanboy: He dreams of joining the Pomguard in order to protect his fellow moogles and help them in their times of need, wandering around as a Knight Errant with your help in hopes of earning a place in the brotherhood. His courage and willingness to help others get him in, even after he admits that his fighting ability leaves much to be desired.
  • Chronic Hero Syndrome: He feels compelled to help his fellow moogles whenever they're in need, often taking on tasks way too large for him to handle on ihs own.
  • Miles Gloriosus: Ultimately subverted. Though he might come across as this in his early quests, he acknowledges that he really wants to be able to perform heroic deeds without relying on the player. Several times when he is thanked for his deeds he openly admits that the Warrior of Light did most of the work.
  • Nice Guy: While he rarely thinks things through, he's easily one of the nicest moogles in the Churning Mists, going around and helping his fellow moogle for no reason other than he feels it's the right thing to do.

    The Sahagin 
https://static.tvtropes.org/pmwiki/pub/images/sahagin.png
A race of fish-like beastmen native to La Noscea, with their stronghold as the Sapsa Spawning Grounds. Notably, most of their number lives underwater. They are the worshipers of Leviathan.
  • Fish People: Aquatic and bipedal, with much more mobility in the water. They also have some aspects of sea turtles, as their eggs must be laid on dry land. One of the causes of the conflict with Limsa Lominsa is that the island of La Noscea is one of their egg-laying sites and the La Nosceans are encroaching on territory that the Sahagin need to survive.
  • Healing Hands: The ones who fight with conjury will use Cure to undo any damage you do to them and they may even use Stoneskin to mitigate damage.
  • Humans Are the Real Monsters: They mostly summon their god Leviathan out of self defense, because Limsa Lominsa is encroaching on their territory.
  • Making a Splash: Predictably, they use this type of magic.
  • Underwater City: They are said to have one.

    The Sylphs 
https://static.tvtropes.org/pmwiki/pub/images/sylphs.png
Sylphs who summoned Ramuh, the Lord of Levin, out of fear of the forest being invaded by the Garleans. Unfortunately, as part of the summoning process they were brainwashed like any primal follower; worse yet, they started treating everyone else as a threat to them and the forest. This has turned the once playful tricksters into cruel xenophobes willing to inflict serious harm if not death upon others, including the Gridanians and even their own untempered kind. They seek the Chosen One's pod to raise them as a conqueror of the forest. The sylphs of Little Solace refer to those branded by Ramuh as "touched ones". Their stronghold is called Larkscall, located within the Twelveswood.
  • Blatant Lies: After you corner one tempered sylph and take down the boar he summons to protect himself, he surrenders and says he's sorry for messing with you but Lord Ramuh is not here so there is most definitely no need for you and your friends to go any further at all.
  • Brainwashed and Crazy: Despite the fact that Ramuh prefers non-violence, the summoning process touched the sylphs who took part in the ritual and apparently brought out their darker sides, twisting their fear of the Garlean invasion into a hatred of all the spoken races.
  • Color-Coded for Your Convenience: Touched Sylphs are purple.
  • Fair Folk: After being Touched, they definitely become this, playing much crueler tricks than their brethren in Little Solace do.
  • Master of Illusion: During the "Defenders of Eorzea" storyline, several touched sylphs use glamours to masquerade as your fellow Scions.
  • Mr. Seahorse: Male sylphs are the ones who give birth.
  • Plant Person: They resemble flying cabbages—in both green and red/purple varieties!—and are birthed from pods that are grown like vegetables.
  • Psycho Knife Nut: While most of them prefer to fight with magic like Thunder, Paralyze, and Shock Spikes, some sylphs will also fight in melee range with knives and can use quick swipes with Fast Blade. The "psycho" part comes in because they're Brainwashed and Crazy into violent xenophobia
  • Shock and Awe: As per their allegiance to Ramuh, many of them utilize Thunder spells.
  • Strange-Syntax Speaker: Like their benign kin, they refer to people as "____ one" instead of using pronouns. This helps give away their attempts to disguise themselves as members of other races, as when they force themselves to say the words they end up stressing them unnaturally.

    The Tonberries 
While technically not a true beast tribe, these pale, diminutive creatures roam across the ruins in the outer regions of La Noscea. Many of them are driven to violence by a mysterious rancor, but those who break free of it are rather sociable.
  • Badass in Distress: Tonberries are generally one of the most feared races in the Final Fantasy series. In The Wanderer's Palace (Hard) the player must rescue them from imprisonment/extermination from a marauding band of Mamool Ja.
  • Extreme Mêlée Revenge: After the Warrior of Light defeats the Mamool Ja leader in The Wanderer's Palace (Hard), the Tonberries which were freed from their imprisonment earlier in the dungeon (who are Tonberries who have broken free from the rancor) rush the defeated beastman with their knives and deliver such a savage retaliation for the Mamool Ja's attempted extermination of the Tonberries that the sight of it causes the Warrior of Light to wince nervously.
    • Pummeling the Corpse: He doesn't explode into aether like dead dungeon bosses usually do until after the Tonberries start stabbing him. Even then, they continue to stab at something Behind the Black.
  • Fantastic Racism: Though they generally try to stay away from the spoken races due to the reputation the rancor has given them, they actually end up receiving this more from other Beast Tribes than the spoken races. The Mamool Ja try to exterminate them, believing them to be nothing more than monsters, while Limsa actually trusts the (rancor-free) tonberries enough to save them and have them train their marauders guild. Alka Zolka and Setoto even end up with feelings for one another well before the latter is cured of her tonberry form.
  • Was Once a Man: They were originally Lalafells from the ancient city of Nym. During the War of the Magi, they were placed under a curse which transformed them, extended their lifespans, and replaced most of their reason with rage and rancor. As of the Shadowbringers Scholar quests a cure is found for their condition, using a variation of the spell used by the dwarves of the First to cure the Stoneblight plague.

    The Gnath 

The Gnath

An insectoid beast tribe living in Dravania, also at war with the dragons. Their stronghold is called Lost ath Gnath.
  • Bee People: Though they appear more like beetles than bees, Gnath operate like this as a whole.
  • Boom Stick: The primary weapon among Gnath infantry, a primitive rifle head on the end of the spear, aslo called a boom stick.
  • Color-Coded for Your Convenience: Gnath wear red scarves unlike the green-clad Vath.
  • Expy: Of the Urutan-Yensa from Final Fantasy XII, which are also a race of insectoids that obey their ruler with a Hive Mind. The two races even share the similar animations.
  • Hive Mind: They are all part of the Overmind, and any Gnath who manages to break free is cast out.
  • Mythology Gag: The Gnath's boomsticks are recycled from 1.0, originally being a variety of staff intended for Arcanists (which were not released at the time, along with Musketeer). Urianger can be seen with this same type of staff strapped to his back until he switches to Astrologian gear
  • Proud Warrior Race Guy: The Gnath dedicate themselves entirely to expanding their territory and defending their home. The Onemind ensures only the warrior drones get the best food to keep them strong, and just look at their Primal.
  • Scarf of Asskicking: The only clothing Gnath wear are long scarves.
  • Utopia Justifies the Means: While the motives of the Gnath aren't explored beyond "conquer everything and expand territory" in the main story, the final quest in the Vath beast tribe expands upon what the Overmind's motives are. The Overmind believes the only way to achieve peace with its people is to make everyone obey one supreme being (the Overmind itself) by doing everything it says, eating just one kind of food, act as one, and so on. The Overmind believes individuality breeds chaos and that inviting outsiders to one's colony only furthers said chaos.
  • Verbal Tic: <Click><Click> for individual Gnath.

The Gnath Overmind

The single consciousness among the Onemind. The Overmind binds all Gnath together, but choses to operate in a personal Gnath body as well.
  • The Evils of Free Will: The Overmind believes that individuality is what leads the other races to fight amongst and destroy themselves, whereas only the Overmind can bring true unity and prosperity.
  • Fighting a Shadow: Even if you manage to kill the Overmind's current body, it will simply make one of the Onemind into its new host.
  • Hive Queen: The uniting consciousness of the Onemind.
  • Horned Humanoid: The body the Overmind uses has a large horn like a Rhinoceros Beetle.
  • Staff of Authority: The Overmind carries one at all times. It resembles the Black Mage weapon bought with Tomestones of Law.
  • Too Important to Walk: The Overmind's body is ferried everywhere by a personal insect mount.
  • Verbal Tic: <Clack><Clack>, a more gnashing sound compared to the standard <Click><Click>.

    The Vanu Vanu 
A beast tribe found on the floating continent, within the Sea of Clouds. Their stronghold is called Ok'Zundu.
  • Bird People: Like the Ixal, incapable of flight. They are much shorter and stouter..
  • Dance Battler: The Vanu Vanu are this, prefacing their battles with their Sundrop Dance. Part of the Tribe Quest's plot involves a tribe's princess who had become too intimidated to perform the dance.
  • Dancing Is Serious Business:
    • They treat the Sundrop Dance as this since it's a tradition passed down from their ancestors and it also displays one's strength. If the dancer isn't at top form, they are seen as weak. Conversely, performing this dance with skill, ferocity, and intensity is a sign that a Vanu Vanu is not to be trifled with. This is so ingrained in their culture that all of the Vanu Vanu tribes are surprised that netherlings are unfazed if not outright perplexed by the gesture when they see it for the first time.
    • Even after Nhaza'a Jaab uses Allagan tech to brainwash several members of the Gundu tribe and reduce them to their basest, most animalistic instincts, Linu Vali and the Warrior are able to shock the Gundu to their senses and put them in retreat with a perfectly synchronized "Moonlift Dance", a newly invented hybrid of the Vanu Vanu's Sundrop Dance and the Moogle Dance.
  • Dual Wielding: Knives for the melee combatants and staves for the magic based fighters.
  • Horse of a Different Color: The Vanu Vanu ride sanuwa, limbless, serpentine creatures with wings similar to dragons, to get around the Sea of Clouds. These sanuwa are also known for their powerful (and pungent) breath, which they use to chase away pests and pester rival tribes.
  • Playing with Fire: If they're not slicing you up with their knives, then they're casting Fire on you instead.
  • Proud Warrior Race Guy: A martial race that respects strength.
  • Stout Strength: Despite looking pretty fat in the gut, they're quite strong in battle.
  • Supreme Chef: The Vanu Vanu's cooking is considered universally delicious by Eorzean standards. The Gundu tribe regularly trades its signature catsfoot chew (a type of confectionery made from the catsfoot flower akin to mochi) for valuable supplies from the Ishgardians like firewood. This is especially notable considering that the Vanu Vanu regularly eat things that would make many people in real life squeamish, like the meat of chigoes and wamouracampas (types of giant insect the size of a wild boar).
  • Talks Like a Simile: They frequently use metaphors and similes in their speech. Rather than say "sorry", they offer "apologies as innumerable as the stars in the sky".
  • Third-Person Person: Vanu Vanu universally speak in the third-person, referring to themselves by their names rather than using personal pronouns.
  • Trademark Favorite Food: They have a particuilarly liking for wamouracampa meat, the flesh of the larva of the giant moth-like creatures with four wings. It's considered a delicacy in Vanu Vanu culture and is worked into stews that are also adored by the Temple Knights. Linu Vanu initially mistakes Vath Deftarm for a strange-looking wamouracampa and tries to crack him open to turn into catsfoot chew.

    The Ananta 
A race of snake-like women native to Gyr Abania. Secluded to the point that most don't know they even exist, those who do know of the Ananta know of their disdain for the Garleans and the Resistance both. There are, however, some Ananta who value freedom above all and have accordingly allied themselves with the Resistance to fight against their Garlean oppressors.
  • Aggressive Negotiations: In 4.1, when Lyse invites the various leaders of Gyr Abania’s communities to the palace so they can discuss Ala Mhigo’s future, the Qalyana accept her invitation as part of a ploy to summon Lakshmi and brainwash everyone at the conference.
  • The Chess Master: The leader of the Dreaming (Tempered) Ananta manages to effortlessly manipulate events so that a large supply of crystals are smuggled into Ala Mihgo right under the Alliance's noses so she could summon Lakshmi and temper the entire city. Only Fordola's timely appearance prevents her plan from succeeding.
  • Color-Coded for Your Convenience: The Vira tribe, who are allies of the Resistance, dress in Ala Mhigan purple. The hostile Qalyana tribe wear blue.
  • Everyone Has Standards: There are implications that even after their tempering by Lakshmi, the Qalyana have no interest in another ruler like Theodoric or Zenos. When Lyse asks if anyone wants to take the throne, or to suggest another to take it, the Qalyana representative is as silent as the others are, and when Lakshmi is summoned, the primal notably appears before the throne, rather than upon or above it.
  • The Farmer and the Viper: Somewhat literally with the Qalyana tribe. Lyse, wanting a co-equal council of the various tribes of Gyr Abania, is insistent that even the Qalyana be invited to a roundtable, against the concerns of her advisors like Raubahn and Alphinaud. The Qalyana waste no time in attempting to temper everyone there once they've enacted a Trojan Horse summoning of Lakshmi from inside the castle.
  • Meaningful Name: They are named after Ananta, a primeval being from Hindu mythology that resembles a multi-headed snake and is said to be the king of the nagas.
  • Nice Girl: Not so much with the Qalyana, but very much in play with the Vira, who are almost unanimously friendly and helpful to the player and the resistance.
  • One-Gender Race: The Ananta are an all-female race. They lay eggs without any need of a mate, and as such seem to find the idea of men being necessary for the spoken races’ reproductive processes confusing; one Ananta NPC starts to ask the player how that would work, only to decide that she would rather not know.
  • Purple Is Powerful: The Vira wear purple and are explicitly a warrior tribe, whereas the blue-clad Qalyana are jewelers.
  • Revenge: The Qalyana tribe summoning Lakshmi during a conference in Ala Mhigo is heavily implied to be an act of vengeance for the Warrior of Light accidentally causing the death of the Qalyana Broodmother's daughter and then killing Lakshmi, thereby robbing them of the power they needed to resist the Empire.
  • Snake People: The Ananta are dark skinned women with the lower half of snakes.
  • Snakes Are Sinister: Both played straight and defied: Played straight by the Qalyana, who are duplicitous thralls of Sri Lakshmi, who's very fond of tempering those not in her control, and said followers are more than willing to help her achieve that. Defied by the Vira, who are by and large one of the friendliest and trustworthy tribes the player encounters, even being equal partners to the Ala Mhigan resistance.
  • Sssnake Talk: They usssually draw out the S in their wordsss like thisss.
  • Ultimate Blacksmith: Ananta are masters of gold and jewelsmithing, using magick to weave metals and stones into unique forms. This is seen during the Velodyna Gatekeepers quests, where the Ananta stationed at Velodyna convert a stash of gold into two lifelike statues of a griffin as part of their efforts to convert the Garlean stronghold into an Ala Mhigan fortress.

    The Kojin 
A race of beastmen that resemble turtles. The Kojin live in and around the Ruby Sea, situated between Hingashi and Othard, and are skilled traders who welcome dealings with other races. They are most comfortable in the water, having settlements under the sea. They believe that their gods, the Kami, reside in all things, and collect and hoard rare items that house powerful Kami.
  • Color-Coded for Your Convenience: The Kojin are divided into two factions; The Kojin of the Blue are the ones the Warrior of Light interacts with... and are green. The Kojin of the Red, who sell themselves as mercenaries and serve the Empire, are red.
  • Fantastic Racism: Only recently played straight. This was mostly averted until the Kojin of the Red became allies with the Garleans. This act ended with distrust for all Kojin, which in turn harmed the Blue's merchant dealings with the spoken races.
  • Long-Lived: The Kojin can live incredibly long lives. In one quest, Zukin complains that a young Kojin named Itomaki is "merely seventy summers old" and gets lost because she forgets to ask for directions. As shown by the Four Lords questline, they can even live long enough to become an auspice, meaning that some Kojin can live for over a thousand years.
  • Meaningful Name: In Japanese, the word for blue is "ao", but it can also mean green, hence the friendly Kojin you meet being green but calling themselves Kojin of Blue.
  • Proud Merchant Race: They thrive on selling and trading goods with other people no matter who they are. The Kojin highly value treasures of all kinds since they hold a belief that their gods can reside in many objects. This heavily contrasts with the merchants of Ul'dah (and most merchants in general) where they thrive in trade and selling goods for the sake of profit while the Kojin trade and sell to further their own culture while interacting with other cultures.
  • Theme Naming: Most Kojin names are Japanese words that relate to the individual's occupation, such as the merchant Soroban being named after a type of abacus, while the samurai Kabuto is named after his helmet.
  • Underwater City: Well, more of an Underwater Village, but the Kojin of the Blue live in Tamamizu, a domed village at the bottom of the Ruby Sea.

Soroban

A Kojin merchant who runs into the party while they are in Kugane, saving them from being captured by Garleans or Sekiseigumi. He is encountered several times throughout the story from there on out, escorting them to the Ruby Sea, and helping them when they come to his home village of Tamamizu. He even represents the Blue Kojin who help liberate Doma. Soroban also appears as a major companion of the Four Lords side story.
  • But Now I Must Go: Once Koryu is defeated, Soroban stays behind in the Risen Temple to replace Genbu as a guardian of the temple as well as training with the other Four Lords.
  • Heroic Sacrifice: When Koryu kills Genbu, Soroban decides to sacrifice his life by summoning Genbu's soul into his body so the Four Lords can use their strength to seal Koryu, but doing so would extinguish Soroban's soul. After Koryu is defeated, the heroes mourn over Soroban's death. The scene becomes subverted when Genbu assures them that Soroban is perfectly fine and shows the Kojin is back, if slightly confused over his revival. It turns out that Soroban's training enabled him to withstand the effects of the summoning, allowing him to share his soul with Genbu in one body.
  • Sharing a Body: He is subjected to this when he summons Genbu onto himself. Soroban is not pleased to hear that he will be sharing his body with his master for the next 500 years or so.
  • Summoning Ritual: As a part of his training, Genbu instructs him to summon a Kami onto himself. He botches it by summoning a Kami that was too strong for him to handle, turning him into a giant Adamantoise for a while.
  • Training from Hell: He is subjected to this by Genbu in order to become a better guardian of the Ruby Sea. Soroban complains, but endures anyway.
  • With Great Power Comes Great Insanity: When he becomes an auspice, he transforms into a huge hulking monster that attacks Genbu and the Warrior of Light with powerful water magic. He returns to normal after being defeated.

Bunchin

The Chief of Tamamizu.

    The Namazu 
A race of short, chubby, bipedal, catfish-like creatures native to Othard. They can be found all over Othard, though most have set up small settlements around Doma, including one group who occupy a castle that was abandoned and left in ruins after its previous owners lead a failed rebellion against the empire.
  • Achievements in Ignorance: The Namazu festival is this in its entirety. Every time they make a major milestone in their festival efforts it unwittingly averts one of many fates that were would have meant their eradication. Not even the Warrior of Light themselves will ever actually know the truth, only the player.
  • Benevolent Monsters: Compared to the other beast tribes, the Namazu are pretty friendly with everyone with only a select few being hostile. The Namazu are also open to trading with other races, so naturally their relations with others are also positive. They are also the only beast tribe that haven't summoned a primal at all, but given their nature, there's no need for one.
  • Blade Spam: The "Triple Trident" attack used by hostile Namazu is a barrage of three strikes in rapid succession.
  • The Chew Toy: Both literally and metaphorically. They're dim-witted losers who are prone to a lot of amusing misfortune, not least because every other sapient race considers them to be delicious.
  • Deathbringer the Adorable: They're a Ridiculously Cute Critter race who usually serve as The Chew Toy and are named after a gigantic monster that can cause kingdom-breaking earthquakes simply by moving around.
  • Feather Fingers: The Namazu have no problems gripping, holding, and manipulating things with their fins, even calling the Warrior's fingers an impediment. They even manage to perform surprising feats of engineering and architecture, as well as fishing, holding weapons, and cooking. Encyclopedia Eorzea II reveals that the Namazu have five finger-like bones in each flipper, giving them the same dexterity as a hand inside a mitten.
  • The Friend Nobody Likes: Regardless of how any one player may feel about them, the Warrior of Light often shows indifference if not clear annoyance and disdain for Namazu. The opening questline for their dailies consists of them trying to bail on association with Gyoshin every chance they get and are clearly distressed when they're inevitably roped into it. At one point Gyoshin has to ask them to at least feign concern that the Namazu will perish in seven years if their festival does not happen. Gyodo clearly left a very terrible first impression.
  • Giant Mook: Although the typical Namazu is around Lalafell-height, the Hunt mark Gyorai Quickstrike found in Yanxia is an inexplicably enormous specimen, being tall enough to dwarf even Roegadyn players with ease. He also carries an appropriately gigantic trident.
  • Inexplicably Identical Individuals: Aside from the way they carry themselves and some tells like Gyoshin's scar, the Namazu are all largely identical in size and appearance. This nearly gets Gyoshin attacked by some angry shipwrights in Kugane who mistake him for Gyodo until the Warrior clears things up.
  • Intoxication Ensues: Apparently, ordinary old tea is an intoxicant to Namazu. This makes learning the Xaela tea ceremonies a bit troublesome for the Seven Hundred and Seventy-Seven.
  • Lethal Chef:
    • The Namazu apparently tried to make buuz from buzzfly meat in the past. The resulting product was so disgusting that the victims who consumed it couldn't move for days. The Namazu cook hired for the festival hopes that there will be "fewer casualties" this time.
    • Averted by another Namazu chef, whose cooking is to the liking of the Xaela tribes who have been helping them.
  • Meaningful Name: In Japanese mythology, the Namazu is a giant catfish that causes earthquakes.
  • Nice Guy: The Namazu as a whole (Seigetsu notwithstanding) are quite cheerful and friendly. They've never quarreled with any of the other races and never felt the need to summon a primal. A special mention goes out to the "Affable Namazu", who is unerringly chipper, polite, and friendly.
  • Plucky Comic Relief: They're silly Butt Monkeys for the most part, on the recieving end of all kinds of verbal and physical abuse. Despite this, they're a largely cheery and friendly race whose antics are Played for Laughs. Aside from Gyodo, none of the Namazu are outright hostile to the Warrior of Light.
  • Prongs of Poseidon: Fish people who wield tridents when hostile
  • Ridiculously Cute Critter: They're actually quite adorable, and even make cute squeaky noises as they walk.
  • Shock and Awe: The more aggressive ones can use this on you to inflict Paralysis.
  • That Came Out Wrong: In the quest "Amber Alert", Gyoshu asks the Warrior to tell Yamakage, "I have your daughter." This sends Yamakage into a panic, wondering what he'd done to warrant the Namazu kidnapping his daughter and holding her for ransom. As it turns out, Yamakage's daughter had gotten lost and wandered too close to the serpent-infested One River, so the Namazu had escorted her to the safety of Yuzuka Manor. What Gyoshu meant to say is that Yamakage daughter is with him and to come pick her up.
  • Verbal Tic: They tend to throw "yes, yes" at the end of each of their statements.

Gyodo

Race: Namazu
Discipline: none
An informant and con artist in Kugane who will either aid or sucker others for money. He aids the Warrior of Light for free after their first encounter out of fear for his well being after Lyse got her hands on him the first time.
  • Con Man: He will provide false information to anyone he deems gullible enough if he can get money out of it. After several kicks from Lyse, he does his best to avoid scamming the Scions or their acquaintences. For example, he stopped attempting to con Nashu when she was searching for Hildibrand in Kugane after learning that she's friends with the Warrior of Light.
  • The Informant: One of his primary sources of income. He serves as this to many, including the Garlean Empire, and the East Aldernard Trading Company. Though when there's little threat of retaliation he may try to trick potential clients.
  • The Stool Pigeon: When he fears his life is in danger, or when the Warrior of Light is present (and by extension, people who know Lyse) he'll happily trade away honest information free of charge.

    The Lupin 
A race of beastmen native to Doma who resemble wolfmen. Many were enslaved by the Garleans and forced to fight in their army after Zenos' conquest of Doma.
  • Despair Event Horizon: Many of them were proud vassals to the Doman royal family, when Kaien was killed and Hien was believed dead, the entire race was utterly broken by it, and further broken when the Garleans forced their leader to serve them and then took him and many of their people to fight wars in other countries. The result is that a formerly proud race of wolf-people have been reduced to little more than feral bandits mugging passerby.
  • Fantastic Racism: This is noticeably averted. Besides the obvious in the Garleans, the Lupin see no segregation or racism from Domans simply for existing, being fully integrated to their societies the same as any other human, suggesting that spoken-on-beastman racism isn't as much of a phenomenon outside of Eorzea.
  • The Nose Knows: All Lupin possess a heightened sense of smell owing to their wolf-like features. This is what lets Kurobana notice that Hayabusa's rice paddies have been contaminated, as Kurobana was able to pick up a scent that a Hyur nose could not.
  • Proud Warrior Race Guy: They take pride in their battle prowess and seem to only respect those who can match their power. A sidequest has a Lupin lamenting over how he is completely weak in a fight compared to his much stronger brother and feels useless because of it.
  • Wolf Man: They’re a race of anthropomorphic wolves.

Hakuro Whitefang

Apparent leader of the Lupin and commander of the enslaved Lupin forces in the Garlean army. His faith in the rebellion died after witnessing Lord Hien's apparent death.
  • Broken Ace: When he witnessed the Garleans seemingly kill Hien during a prior rebellion, Hakuro's spirit died as well, believing that any further attempts at rebellion were doomed to fail. As such he went through life in the Garlean military commanding the other enslaved Lupin to prevent any further death for his comrades.
  • Expy: His fight is a somewhat watered down version of Gilgamesh's.
  • That Liar Lies: He remains completely unconvinced that Hien is alive and accuses the Warrior of Light of lying about the person's status. Only by besting him in combat does he listen to them.
  • Master Swordsman: He's a skilled samurai who once served as the guardian of Namai before being forcibly conscripted into the Garlean army. His attacks in battle involve sweeping displays of swordsmanship in tandem with magic to perform sweeping AOE attacks.
  • Razor Wind: Several of his attacks involve either sending out sweeping wind blades in a criss-cross pattern or summoning ghostly wolf heads to attack with wind AOE attacks.
    Hakuro: Cower before the wind!
  • Undying Loyalty: To Hien. Once the Warrior of Light convinces him that Hien is alive, his faith in the rebellion against the Garleans is rekindled and he agrees to have his forces aid the Ala Mhigans from within the Garlean stronghold.

Kurobana

Hakuro's younger brother who wasn't conscripted into the Garlean army. Unlike Hakuro, Kurobana has no talent for fighting and struggles to find his place in the village when everyone expects him to fill the role Hakuro left behind.
  • Desperately Looking for a Purpose in Life: Kurobana is desperately searching for a way to support the village his own way after repeatedly trying and failing to fulfill his brother's duties as the Namai's guardian.
  • Successful Sibling Syndrome: Kurobana is by all means a bright, friendly, and well-meaning person. But his older brother's feats of valor and strength results in the people of Namai placing the same expectations on Kurobana's shoulders. His inability to live up to said expectations gets him accused of being lazy and cowardly, which severely damages Kurobana's self-confidence.

    The Bangaa 
A race of bipedal reptile people from Dalmasca. Many were displaced by Garlean occupation.
  • Berserk Button: The term "lizard" is considered a racial slur to them. Calling them one will justifiably piss them off immediately, even if the speaker is unaware of the slur.
  • Lizard Folk: Subverted. Though they appear to be a bipedal reptilian race not unlike the Amalj'aa, the Bangaa are actually mammals. They give live birth, and their apparent scales are really patches of calloused skin. They do shed their skin, however.
  • Long-Lived: The average Bangaa lives twice as long as the average Hyur.
  • Mythology Gag: They are a direct transplant of the Bangaa race from the Ivalice Alliance games.

    The Seeq 
A race of beastmen native to Dalmasca. They resemble large humanoid pig people.
  • Mythology Gag: Like the Bangaa and the Viera, the Seeq are lifted directly from the Ivalice Alliance.
  • Pig Man: They resemble anthropomorphic pigs with prominent tusks and unusual skintones.

    The Matanga 
A race of elephant-like humanoids native to Near and Far Eastern lands.
  • Always Chaotic Evil: The Gajasura tribe are notorious for their savagery, to the point that the Xaela, born warriors of the Azim Steppe, are utterly terrified by how how bloodthirsty and violent they are. Not a single Matanga in Stormblood is met as anything but an enemy — and unlike most of the other hostile beast tribes, they aren't tempered. Endwalker introduces the friendly Arkasodara, and their tribal quests further subvert this with a group of exiled Gajasura ultimately proving able to integrate peacefully with the people of Thavnair.
  • Ascended Extra: In Stormblood, the Matanga were nothing more than generic enemies found in the Azim Steppe and in the Uznair treasure dungeons. Come Endwalker, they were the first allied beast tribe revealed.
  • Big Eater: The Matanga's large and powerful bodies require a great deal of sustenance to keep moving. One sidequest in Radz-at-Han concerns an Arkasodara who has collapsed from hunger on his way to the markets. He begs the Warrior to use his money to purchase an enormous crate of eggs before asking them to buy another crate packed with apples to sate his hunger. In the case of a Lalafell Warrior of Light, both crates need to be carried above their head as they're as large or larger than a Lalafell.
  • Cast from Calories: Their great size and strength relative to the other races means that they need a lot of food, lest they simply collapse and be rendered immobile from hunger.
  • Color-Coded for Your Convenience: The hostile Gajasura Matanga are gray. The friendly Arkasodara Matanga are blue.
  • Evil Is Bigger: The average Gajasura is near twice the size of the average Arkasodara.
  • Fantastic Racism:
    • The Matanga of the Azim Steppe are noted to have an extreme irrational hatred for Au Ra and actively go out of their way to attack and kill them. With Endwalker elaborating on their origins, this is likely a case of Misplaced Retribution, as the Gajasura were driven out of Thavnair and forced to relocate to the Steppe by an alliance between the Arkasodara and Raen settlers.
    • Since the world outside mostly knows the Matanga through the brutal and barbaric Gajasura tribe, the Arkasodara tribe occasionally faces this from outsiders, noting that it's fairly common to see foreign traiders who are understandably terrified by their presence at first.
  • Fully-Dressed Cartoon Animal: In contrast to the Gajasura, who are always seen naked, female Arkasodara wear full outfits.
  • Gentle Giant: The Arkasodara tribe helped found Hannish society. As a result, they're by in large a friendly people who want to get along with their neighbors as much as anyone else despite being larger than even male Roegadyn.
  • Half-Dressed Cartoon Animal: Male Arkasodara wear baggy pants with no top.
  • Meaningful Name: "Gajasura" translates to "elephant demon", and sure enough, most of the Gajasura are hostile as all get-out. In contrast, "Arkasodara" means "brother of the sun", and the Arkasodara are on good terms with the rest of Thanvair, which has a sizeable Raen population.
  • Super Drowning Skills: Downplayed. While they're able to keep themselves afloat, Matanga struggle to swim with any kind of grace or speed due to their enormous, lumbering bodies. Several sidequests in Thavnair involve swimming after something on an Arkasodara's behalf.

Anjana

Race: Matanga
The chief of the Gajasura, the gray-skinned Matanga that inhabit the Azim Steppe.

    The Loporrits 
A race of rabbit-like creatures who dwell on the moon's surface.
  • Always Lawful Good: The Loporrits were created by Hydaelyn out of her love for Etheirys and its inhabitants, and they share this love for it in turn.
  • Ambiguous Gender: Aside from the few Loporrits that are given defined pronouns or gender-implicit voices, it's next to impossible to ascertain the gender of each Loporrit.
  • Bridge Bunnies: The crew of the Ragnarok serve as this in a literal sense.
  • Bunny-Ears Lawyer: Accidental pun aside, they're cute, fluffy, at times silly and naive critters... and they're also freakishly Book Smart, allowing them to mantain a moon-sized (and shaped) vessel for 12,000 years with all the knowledge that entails, and are also the only beings who inherited the proper power of creation of the ancients.
  • Character Tics: Three of them. The Loporrits have a habbit of folding their own ears as a Thinking Tic, rubbing their cheeks when they're happy, and humming a Retreaux tune from Final Fantasy IV for fun.
  • Compliment Fishing: Given that they were created to serve the people of Etheirys, getting praise from mankind is the greatest honor any of the Loporrits can receive. So when the Loporrits need to rush an express order to refit their supporters into voidsent slaughter-bots in preparation for the heroes' journey into the void, Mappingway says it'd normally take "five carrots" to finish the job, but they might be able to do it in two with a little encouragement (read:compliments and praise).
  • Cuteness Proximity: Urianger ponders whether the Loporrits were created with this in mind, as a way to better facilitate cooperation between pilots and passengers. After all, "only one with a heart of stone could raise their voice in anger at a creature of such saccharinity".
  • Ditzy Genius: They're a race that can maintain a starship the size of a moon for twelve thousand years, and have taken as many steps as they can to ensure that all of the Eorzeans would be comfortable on the trip. But sadly, their understanding of Eorzea was based off of loose interpretations of Hydaelyn's requests, as well as having nothing to base their understanding of Eorzea from but books and the ancients. As such, the bunnies certainly try their hardest, but they consistently fail to measure up to what the Eorzeans would actually want. This causes no end of frustration to the Loporrits after they meet the Scions, since they can tell that the Scions don't like the accomodations, but won't say why out of politeness and not wanting to belittle the Loporrits' efforts.
  • Early-Bird Cameo: A Namingway minion was included as a bonus for anyone who bought the Encyclopedia Eorzea all the way back in Heavensward.
  • Hidden Elf Village: Understandably, very few people are going to be stumbling upon a hidden colony on the Moon. The Loporrits themselves never leave Bestway Burrow due to their duties and are almost entirely unknown to the surface world with the possible sole exception of Namingway.
  • Higher-Tech Species: Tiny as they are, loporrits are responsible for maintaining the technology on Bestways Burrow. Said technology amounts to an intergalatic ark that transports the surviving races to other stars. They also refer to the Ragnarok, the greatest spacecraft ever designed by the people of Etheirys, as a "teeny tiny toy boat" compared to the moon.
  • Leitmotif: The Hummingways' Tune from Final Fantasy IV plays whenever they're excited or start humming. The town theme from the same game also tends to play in cutscenes where they are prominent, and it's the theme for the area of the Moon where the player first meets them.
  • Massive Numbered Siblings: They all see their creator, Hydaelyn, as their mother, making the hundreds of Loporrits all siblings to one another. Oddly enough, one Loporrit trapped in Smileton insults another by saying that their mother smells like cabbage even though they have the same mother.
  • Meaningful Name: They've all named themselves after a character trait of theirs or a goal they wished to pursue. For instance, Livingway is the self-proclaimed leader of the Loporrits who oversees all of Bestway Burrow's functions in hopes that it may one day help mankind survive the end of their star. They apparently all had much longer, more complicated names in the forgotten tongue of the Ancients that no man alive can pronounce, but they renamed themselves for convenience.
  • Moon Rabbit: A literal example, being rabbit-like creatures that have a sprawling base on the moon. Interestingly, they're unaware of the existence of regular rabbits on the surface of Etheirys in the quest, "By the Muse Foresaken".
  • Mythology Gag: They're basically the Hummingways from Final Fantasy IV only with a different name. Several of the named Loporrits, including Livingway, Mappingway, Campingway, and Puddingway, are all named after the renames that Namingway took on in the 3D remake of Final Fantasy IV when he tried to find a new purpose in life.
  • Nightmare Fetishist: One Loporrit, Thrillingway, is the subject of a FATE where he asks the player to collect acidic mousse slime for him to bathe in just long enough before his fur starts to burn off. In a Loporrit Daily Tribe Quest, he asks for either shears sharp enough to cut one's fur clean off, a rope, or more highly acidic gel. His hobbies clearly disturb the other Loporrits, who are too scared to ask why he'd want these things.
  • No Biological Sex: According to Encyclopaedia Eorzea III, the Loporrits have no biological sex. They started adopting genders for themselves after because they thought it was a "charming quirk" of the people of Etheirys. Even then, the Loporrits are said to adopt traits of "one or more" genders.
  • Oh, My Gods!: They all see Hydaelyn as their mother, invoking her name as "Mother" and "Sweet Mother Hydaelyn" when alarmed or surprised.
  • Plucky Comic Relief: Their cheerful personalities, adorable Moon Rabbit appearances, and terribly outdated information on the state of mankind make them a source of comedy amidst the overall dour atmosphere of Endwalker.
  • The Power of Creation: The Loporrits are the only known species besides the Ascians who have this ability. Though Hydaelyn granted them this power with the restriction that they cannot use it to create anything with a soul or anything similar, though they have found a workaround when it was needed.
  • Really 700 Years Old: The cutesy, squeaky-voiced Loporrits are 12,000 years old. They've been constructing an ark to ferry mankind away from Etheirys since Hydaelyn sundered the worlds. The only older beings in the setting are the Ascians, Midgardsormr, Omega, Hydaelyn, and Zodiark, though it's implied that the Loporrits spent at least some of this time in a form of hibernation.
  • Ridiculously Cute Critter: They're fluffy, doe-eyed, sweet, and cheerful creatures overflowing with love and compassion for mankind. They're so cute that the Scions wonder if Hydaelyn deliberately made them that way to better endear them to the people of the star.
  • Sleepyhead: Sleepingway is prone to dozing off even while standing, complete with a snot bubble as he closes his eyes. He also happens to be an Ace Pilot who (thankfully) doesn't fall asleep on the job.
  • Stylistic Callback: The Loporrits sing the same tune the Hummingways from Final Fantasy IV do. As in EXACTLY the same, with the same chiptune/synth-esque soundfont from the earlier game. This is despite the fact the Loporrits are perfectly capable of regular speech and have spoken voiceover lines.
  • Sweet Tooth: Following the establishment of a cooking station in Hoper's Hold, Cookingway begins applying the cooking techniques of Etheirys to inspire his fellow Loporrits to take up cooking themselves. But given the Loporrits' personalities and Trademark Favorite Food, it should come as no surprise that most of them wind up ordering carrot-related sweets: carrot cake, carrot muffins, carrot pudding...
  • Trademark Favorite Food:
    • Owing to their rabbit-like appearances, carrots. It's all they ever eat and they can't fathom that the people of Etherirys could get tired of them.
    • Like his chosen name would imply, Puddingway has an obsessive love for pudding. He enters a zombie-like trance at one point when trying to find some.

Livingway

Voiced by: Aya Suzaki (JP), Bethan Cullinane (EN), Camille Lamache (FR), Ruth Macke (DE)

Race: Loporrit
The leader of the Loporrits. She ensures that the Moon and Bestways Burrow are prepared to accomidate the Etheirians for the great exodus.
  • Beware the Silly Ones: For as cute and silly as she may seem, she takes her duties very seriously and when she initially believes the Scions may end up being a threat to them, she silently plots to have them trapped in Bestways Burrow and when that fails, actually sends the Loporrits to try to swarm and overwealm them so that they wouldn't cause problems.
  • Dissonant Serenity: Livingway maintains a relatively calm but chipper demeanor even as she casually discusses complex topics, like the fact the world is going to end. Considering she's spent 12,000 years preparing her race for this very circumstance, she's had plenty of time to acclimate to the idea.
  • Embarrassing Nickname: She has a habit of comming up with these for people and things from Etheirys that she's unimpressed with, like calling one of the largest and most technologically impressive airships in the planet's history a "little toy boat". For the most part she means no malice from it.
  • Uniformity Exception: Her fur is brown in contrast to every other known Loporrit, who have fur colors that are much lighter.

Growingway

Race: Loporrit
A Loporrit who is tasked with constructing the park and residential areas of Bestways Burrow. He is one of the first Loporrits to befriend the Warrior of Light.
  • Regretful Traitor: Livingway takes advantage of the fact that the Warrior of Light befriended Growingway to have him misdirect and eventually try to imprison them. When he is forced to attack his new friend he is clearly upset with what he is forced to resort to. Thankfully the Warrior of Light doesn't take it personally and can even ask Livingway to let him know that they harbor no ill will towards him for this.


Friendly Beast Tribe Factions

    Allied Tribe Quests 

Sylvie/Silbexio

Race: Midlander Hyur Sylph
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.
  • Defrosting Ice Queen: She is initially cold and distant towards the Warrior of Light and insists that they stay away from her so that she can solve the problem herself. She warms up to them fairly quickly after seeing how strong they are and their determination to find out who has been kidnapping and killing beastmen.
  • Elemental Hair Colours: Has green hair the same colour as a sylph as a clue to her true identity.
  • 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.
  • Punny Name: Sylvie the Sylph. Get it?
  • Our Fairies Are Different: She's actually a Sylph that migrated from the Black Shroud. She uses glamours to blend in with the Ul'dahns.
  • Walking Spoiler: Since she appears only after maxing your reputation with the Amalj'a and plays a critical role to them at that point, it's difficult to list anything about her that is not a spoiler.

Shanga Meshanga

Race: Dunesfolk Lalafell
A Lalafell and head of the Ashcrown Consortium. This entrepreneur wants to foster goodwill between the beastmen and the people of Eorzea, aiding them in being self-sufficient in exchange for crystals.
  • Flat Character: He's never seen again after the Allied Tribe quests. All the player ever learns about him is that he's an Ul'dahn merchant who eschews the racist exploitation of the tribes in favor of profitable co-existence.

Nhaza'a Jaab

Race: Keeper of the Moon Miqo'te
Epithet: The Ebon Claw
Discipline: Gladiator, Machinist, Samurai

A sellsword feared as the "Ebon Claw", he'll do anything if it pays well enough. He has a penchant for attacking and exploiting the beast tribes of Hydaelyn, becoming a recurring antagonist in the Allied Tribe Quests.


  • 0% Approval Rating: No one has a good thing to say about him, given his wanton cruelty, demeaning of the beast tribes, and his reputation as an assassin. He's just fine with this. If anything, he enjoys making people hate him with his constant Kick the Dog moments.
    Baderon: [describing Nhaza'a] Smugglin', assassination, extortion—the dirtier the job, the more it titilates the man.
  • Abnormal Ammo: In the Heavensward Allied Tribe Quests, he uses an Allagan gun that fires a strange bullet that empowers is victims and blinds them with rage and fury until they become pupepts for the wielder to command.
  • Arrogant Kung-Fu Guy: He apparently hates everyone equally, calling them all weak while referring to the beastmen as "savage beasts". But he casually fights his way through the Brotherhood of Ash's finest fighters and tosses Loonh Gah behind him with barely any effort while dressed in his undies.
  • Blood Knight: More than anything, he seeks a Worthy Opponent, having faced many of Eorzea's greatest warriors without one having stricken the fear of death in him. In his own words, he wants to "Smell the sweet stench of my impending death before emerging triumphant as I always done."
  • Bullying a Dragon: A literal dragon to boot! He is the one who shot Gullinbursti with a gun that caused the dragon to go insane with rage. Even after the dragon snaps out of it and focuses his sights on Nhaza'a, the Miqo'te taunts him by saying he'll gladly brainwash him again.
  • Card-Carrying Villain: He knows he's evil and revels in it, laughing when Vath Deftarm threatens to rend the flesh from Nhaza'a's body for threatening the Warrior and Linu Vali. If anything, he gets off when people hate him.
    Nhaza'a: Ahahahahaha! Yes, yesss! Let me taste your fear and your hatred! Your rage and despair! Despise me! Abhor me! Delight me!
  • Cats Are Mean: He's a villainous Miqo'te, who are known for their feline features.
  • Combat Pragmatist: He never fights fair, preying on others when they're distracted or thrown off balance, such as waiting for the boat to rock so he can force Novv to shield his clutchling from thrown knives or appealing to Deftarm's sense of honor to get him to lower his guard.
  • 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 A Realm Reborn questline.
  • Curb-Stomp Battle: Gave one to Novv.
  • Dead Hat Shot: All that's left of him when he's dragged under by a hungry shark is his signature mask.
  • The Dreaded: His legacy is so feared it's enough to make Baderon, Limsa Lominsa's finest barkeep, quiet down to a hushed whisper.
  • Fallen Hero: Was originally an adventurer people had high hopes for, but wasn't satisfied with helping people and thrived on the "dirty jobs".
  • Flat Character: Nhaza'a has practically no depth as an antagonist beyond being a racist, dangerous mercenary who take any dirty job so long as he's paid and entertained. His role as an antagonist typically kickstarts plots that bring the tribes together in solidarity to defeat him and he never develops as a character beyond his introduction.
  • Goldfish Poop Gang: Despite being The Dreaded in-story, he never actually succeeds at any of his plots in the end, always getting defeated and forced to make a Villain: Exit, Stage Left. The Warrior never even fights him, as he's dispatched by the tribes he's tormenting.
  • Goofy Print Underwear: When confronted at the Platinum Mirage, Nhaza'a is only wearing his jewelry, mask, and coeurl print smallclothes. His return appearance in the Heavensward Allied Tribe Quests has him wearing the exact same things. Then, his second return in Stormblood starts him off at the Bokairo Hot Springs, so he's already in a bathing suit.
  • Hates Everyone Equally: He claims to disdain those weaker than he his, which he says is everyone. That being said, he openly views the Beast Tribes as nothing more than animals and refers to the Warrior of Light as "more civilized company" to them.
  • Hate Sink: He's a raging racist and an immoral assassin-for-hire who constantly tramples on people's good will for personal profit. There's absolutely nothing redeemable or likable about him and everyone calls him the scum of the earth. He seems to prefer it this way, too, outright goading his opponents to hate him when he fights them.
  • The Hedonist: As an adventurer at the top of his game, he has no want for riches or fame, and disdains love. All that interests him is pleasure, and the thrill that a Worthy Opponent might bring him.
  • Hired Guns: Willing to do any dirty job as long as he gets paid for it.
  • Karma Houdini Warranty: In the A Realm Reborn and Heavensward quests, he gets away scot-free even though his plans are foiled. Karma finally comes back to bite him when he's forced to dive into the water to dodge one of M'zhet's grenades, placing Nhaza'a squarely in the sights of a hungry shark that pulls him beneath the waves.
  • Kick the Dog: He doesn't have a shred of morals or empathy. He has no problems with kidnapping Sahagin children, stealing priceless artifacts, or dismembering and murdering other sapient creatures for a quick buck.
  • Mr. Fanservice: He's easy on the eyes as he is morally repugnant, as his up-to-no-good introductions have him in nothing but swimwear.
  • Oh, Crap!: upon realizing that the airship he "commandeered" is about to blow up. Happens again in the exact same fashion in the Heavensward Tribe Quests. And happens again in the Stormblood Tribe Quests. Except this time the explosion doesn't go off. Though moments later he is dragged underwater by a shark and not seen again.
  • Once per Episode: All his appearances follow a certain pattern:
    • He is introduced in his underwear, either lounging about, or bathing, but still easily bests the more battle-hardened of your companions at the time.
    • He is never working for his own goals, he is always under someone's employ, even if he cares nothing what their purposes are.
    • During the climax of each story, he easily outmaneuvers the assembled Tribes until a momentary distraction causes the physically-largest opponent to body-check him (or, in the case of Kabuto, actually incapacitate him with a Single-Stroke Battle).
    • He'll always escape to fight another day by falling over an edge... which reveals a ship waiting for him below.
    • The ship will then explode and send him to his doom. The Stormblood arc finally subverts this as the explosives on his ship fail to go off, and, for once, he doesn't plummet to said doom. No, he is dragged down to it by a sudden shark attack.
  • Psycho for Hire: He's a feared name in the criminal underworld for his skills as a sellsword, but it becomes increasingly clear that he does what he does because he derives joy from making others miserable.
  • Psycho Knife Nut: Along with his sword, Nhaza'a is quick with a handful of throwing knives, and he's a cruel criminal mercenary.
  • Put on a Bus: While the Stormblood arc shows him being pulled under by a shark, the end of the beast tribe arc for Endwalker has a radio mentioning a Mi'qote with an eye mask being spotted near Garlemald, indicating he may be alive after all and could return at some point.
  • Red Baron: He's feared as the "Ebon Claw".
  • Shirtless Scene: When the adventurer and his allies find him in the Platinum Mirage. And this is after the big fuss over Loonh Gah's dress code at the front door. In his return at the end of the Heavensward Allied Tribe Quests, his introduction has him shirtless again as he bathes in waters of Voor Sian Siran. And once more in Stormblood, as he starts causing trouble while bathing in the hot springs.
  • The Power of Hate: During the final A Realm Reborn Allied Tribe Quest, he believes in this when he blocks Novv's attack.
    Nhaza'a: Ahahaha! Yes, yesss! Let your hatred fuel you! Let me taste the rage that burns within you! Thrill me! Excite me! Delight me!
  • 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.
  • Uncertain Doom: How each of his final encounters end. Twice, he has been aboard an exploding airship and survived. Even being dragged underwater by a massive shark at the end of the Stormblood questline is unlikely to put him down for good.
  • Unexplained Recovery: Even though Deftarm manages to shoot down his stolen manacutter while they're several thousand meters above the ground on the floating isles of Azys Lla, a fall that should be assuredly fatal, he returns in Stormblood with nary a scratch on him. Then he survives being dragged beneath the waves by a shark.
  • The Unfought: In each of his appearances, you never get to fight him. It's usually your beastmen and non-beastmen friends that do the fighting via cutscene.
  • Villain: Exit, Stage Left: He hightails it whenever it looks like he's about to be captured and held accountable for his crimes, always seeming to have an escape plan should things go south. Though his escape plans usually go awry somehow, he always manages to show up later. Subverted in the Stormblood questline, where he dives into the water to avoid one of M'zhet's grenades, only to get spotted by a shark in the water and dragged underneath. Double Subverted when a radio broadcast in the Endwalker Allied Tribe Quests alludes to a Miqo'te matching his description.
  • We Meet Again: If you completed the Allied Tribe Quests in 2.0, he'll recognize you in the Heavensward Allied Tribe Quest.
  • Worthy Opponent: The Ebon Claw's only desire out of life is to find an opponent who can push him to his very limits.
  • Would Hit a Girl: He has no issue with attacking J'olhmyn and Alpa; the former was him knocking her away after blocking his attack while with the latter, he planned to slice her in half to fulfill his client's wishes.
  • You Could Have Used Your Powers for Good!: He's crafty, has lightning-fast reflexes, excellent planning skills, and is one of the five deadliest sellswords around. In his adventuring days, people hoped he would rise up and become one of Eorzea's heroes. Too bad he gets off on being as evil and malicious as possible on top of being a black-hearted racist.

The Laughing Alchemists

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


  • Cool Airship: a rare model from Garland Ironworks. Model 1569-II to be precise.
  • Corrupt Corporate Executive: Memeriga, who hires sellswords to kill beastmen to make an army of the dead for power
  • Fantastic Racism: The reason why they chose the beastmen for their experiments. Anyone kidnapped in the city states would attract unwanted attention, but nobody would care if a beastman or two (or a whole migration) disappears.
  • Humiliation Conga: Memeriga is in full swing of this as the Warrior of Light blows up his solid mythril cauldron and the Beast Tribe Leaders defeat his Dragon to the point he pulls a Screw This, I'm Outta Here with his personal airship which is then blown up by Gi Gu's bombs.
    "Wh-What have you done!? That cauldron was made of solid mythril! Do you have any idea how much I paid for it!? Five billion, six hundred million, eight hundred and seventy thousand gil! You'ved ruined me! Ruined meeeeeeeee!!!"
  • No Name Given: For the Laughting Alchemist. The actual Chairman however, has a name: Memeriga.
  • Laughing Mad: The titular alchemist, who does this a lot.
  • Necromancy: Their goal is to slay as many beast-men as they can and then raise them from the dead as a personal army.
  • Mad Scientist: The Laughing Alchemist gives off this vibe.
  • Red Baron: Memeriga has "The Deathmonger"
  • The Sociopath: Memeriga cares for nothing besides profit, and willing to kill and enslave using forbidden alchemy to get it.
  • Walking Spoiler: Especially considering that they don't appear until the last part of the last quest in this sidestory, itself unavailable until you max out your reputation with the beast tribes.
    • They're also a bit of a spoiler for the final part of the Hildibrand storyline, as the implication is that the "forbidden alchemy" they are resurrecting is none other than the Trader's Spurn.

Drusus mal Soranus

Race: Garlean

A member of the Garlean Empire's academy. He aims to control a dragon and other beasts to prove himself better than his peers. He is the employer of Nhaza'a Jaab, whom he hired to brainwash and capture Gullinbursti.


  • Expy: Is very similar to Nero tol Scaeva, who also aimed to rise to the top as the better student. Then subverted by the fact that Nero ends up pulling a genuine Heel–Face Turn, while Drusus doesn't even get the chance.
  • They Called Me Mad!: He seems to be more than a little bitter at the Academy for mocking his prior ambitions as such and paraphrases this line before laughing manically.
  • We Hardly Knew Ye: He's killed by Gullinbursti in no less than five minutes after he is introduced.

    Little Solace 
A small settlement in the East Shroud inhabited by untempered Sylphs. Friendly to the people of Gridania, they desire nothing more than peace, and fear that their "touched" brethren will bring the Black Shroud to ruin if left unchecked. Recent rumors have come to light that an ancient sylphic prophecy is about to occur, with the birth of a Chosen One who shall lead the sylphs into a new era. The sylphs of Little Solace wish to obtain the Chosen One's pod so they may bring peace to the forest.
  • Book Ends: They are the first benevolent beastmen you encounter, being introduced through the mains story early on, and starting the beast tribe subplot as a result (though the actual side quests don't happen until you reach 41). The Allied Beast Quests also happened because of a migration of sylphs getting massacred at Thanalan, the sole survivor being a key player and ultimately being the one you talk to to end the quest. The Ramuh portion of the Defenders of Eorzea plot arguably counts.
  • The Chosen One: The Sylphs' story quests center around a podling known as "the Chosen One" that is said to be born once every thousand years. This Sylph is magnitudes stronger than any normal Sylph and is said to crackle with the power of Ramuh himself. The Sylphs of Little Solace wish to keep this podling out of the hands of the tempered Sylphs who summoned Ramuh, lest the Chosen One bring ruin upon Gridania and the rest of Eorzea with its power.
  • Color-Coded for Your Convenience: Untempered Sylphs are green.
  • The Fair Folk: Though not malevolent like the tempered sylphs, they are still merry pranksters with Blue-and-Orange Morality.
  • In the Name of the Moon: Given by Frixio
    Frixio: This one is Frixio, elder of Little Solace. Laughing ones' crimes against little ones will not be forgiven!
  • Master of Illusion: Some of their quests involve a sylph turning you invisible so that you can sneak into the tempered ones' territory to retrieve some object.
  • The Nicknamer: Sylphs almost never use names, using descriptive terms for people such as "touched ones" for tempered sylphs or "dancing one" for the player after they learn the race's traditional greeting.
  • Third-Person Person: Sylphs refer to themselves as "this one".

Voyce / Voco, The "Heroic Chocobo"?

Race: Midlander Hyur
Discipline: Scholar
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.
  • But I Read a Book About It: He’s actually a complete novice of a scholar who fluffed up his credentials in order to get his dream of researching the sylphs he adores and thinks he already knows a good deal about. The problem is that he only knows what he read in a few bestiaries—leaving him completely unprepared for his job.
  • Butt-Monkey: The Sylphs have a low opinion of him. And he is often a target of pranks.
  • Dumber Than They Look: He claims to be a scholar (and has a book to prove it), but he has Cloudcuckoolander tendencies, and is very slow on the uptake.
  • Obfuscating Stupidity: In the final quest for the Slyphs, he dresses up in a Chocobo suit and seems to have gone bonkers by acting like a chocobo companion for the Warrior of Light. The tempered Slyphs completely believe that Voyce is an actual chocobo, which gives him enough time to sneak past them and steal the pod of the Chosen One and he then gloats how he fooled everyone.
  • 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 Warrior's response to this 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: This one has no words....
  • Stealing the Credit: His report to the Order of the Twin Adder reverses the roles you and he played during the final quest, stating that HE heroically fought the touched sylphs, and the Warrior of Light put on the silly chocobo ruse.

    The Brotherhood of Ash (Amalj'aa) 
A splinter group of the Amalj'aa race who feel their kinsmen have become weak and honorless by taking prisoners and turning them into slaves to Ifrit, who in turn grants them power. As such, they now oppose Ifrit and his worshipers, and fight to restore what they consider the proper honor of being an Amalj'aa warrior. Members of other races are free to join the tribe as long as they uphold its values, as seen with the Miqo'te Loonh Gah.
  • Ambiguous Gender: Male and female Amalj'aa do exist, but both sexes have the same body structure, making it very difficult to differentiate one Amalj'aa from the other. According to Word of God, even the Amalj'aa themselves can sometimes get confused trying to tell each other apart, but Brotherhood of Ash war leader Hamujj Gah states that gender is of little concern to them (and it is presumed that the hostile Amalj'aa follow the same belief). Unlike other beast tribes whose naming conventions help identify genders, the Amalj'aa naming convention is androgynous. However, when the Amalj'aa are in mating season, they release bodily scents that help identify each other's sex so that two Amalj'aa of the same sex don't accidentally mate.
  • Blood Knight: The Brotherhood constantly seeks to prove itself in honorable combat against worthy foes.
  • Color-Coded for Your Convenience: They wear blue rather than the red of their tempered counterparts.
  • Honor Before Reason: One of the many reasons they are severely outmatched by their Ifrit-worshiping brethren. Those who try to switch sides from Ifrit's devout to the Brotherhood of Ash are at the very least utterly humiliated, if not executed out of suspicion that they are just fair-weather allies. If one of their members has a grudge against a particular foe, they declare that others can not intervene in the matter, and that they will have to face the enemy alone.
  • In the Name of the Moon: Hamujji Gah is the first to give his speech in the alliance, which doubles as a Badass Boast.
    Hamujj Gah: I am the flame that quenches the shadow! The fist that crushes villainy! I am the warleader of the Brotherhood of Ash, Hamujj Gah, and my name shall be the last you utter with your dying screams!
  • Loophole Abuse: When Loonh Gah rushed to Zanr'ak for her vengeance, the warleader Hamujj Gah decreed they could not interfere and she was on her own. Yadovv Gah risks personal shame by sending you, who was not Amalj'aa, to save her. Hamujj Gah also "accidentally" throws his knife into Zagozz Teh's head when the latter tried to pull an I Surrender, Suckers gambit on Loonh Gah, remarking that it was unfortunate that Zagozz Teh was in the way.
  • I Was Just Passing Through: Loonh Gah defeats Zagozz Teh in single, honorable combat (with some help from the Warrior destroying the altars powering his magic), Loonh is spares him to stew in his own weakness. But when he tries to pull an I Surrender, Suckers on Loonh, Hamujj Gah "accidentally" throws a dagger into Zagozz Teh's head, remarking that it slipped from his hand while cheering for Loonh's victory.
  • Proud Warrior Race Guy: This is the very reason for their split from the other members of their race. They felt that attacking unarmed merchants and travelers, taking them as prisoners before turning them into tempered slaves to Ifrit, as well as not granting opposing warriors an honorable death in battle, was a disgrace to their kind. Conversely, seeing the Warrior's might and valor convinces Hamujj Gah, the Brotherhood's warleader, to welcome the Warrior into their ranks as an honored ally.
  • The Only Way They Will Learn: A suspiciously large number of errands involve scaring off or even setting fire to the U tribe's miqo'te warriors with a fire-breathing Drake. Since the tribe is the favorite target and source of slaves of the tempered Amalj'aa, and the U are all too happy to hunt them down in retaliation (leading to even more errands when they're predictably captured and you have to save them), the Brotherhood is keen to discourage the U from such foolish endeavors in the first place, by means of a few singed tails.
  • This Is Something He's Got to Do Himself: While the Brotherhood supports each other in battle, personal vendettas are to be settled by the aggrieved alone. So when Loonh Gah pursues Zagozz Teh deep into Zaha'rak, Yadovv Gah begs the Warrior to help her, risking personal shame in the process.

Loonh Gah/U'loonh

Race: Seeker of the Sun Miqo'te
Discipline: Archer
A Miqo'te from the Forgotten Springs who lost her mother to an attack by the Amalj'aa. After being taken in by the Brotherhood, she became a part of the clan.
  • Cool Mask: Wears one at all times and refuses to take it off, for it signifies her status as an Amalj'aa warrior. You do get to see her without her mask twice; the first one being after maxing out your reputation with the Amalj'aa and the second happening during the Friends Forever quest.
  • Defrosting Ice Queen: Loonh Gah sees you nothing more than a liability that can't keep up when you first meet her, but once she sees what you're capable of, she warms up a little bit.
  • Hates Wearing Dresses: She feels more comfortable in her minimalist clothing than wearing normal clothes.
  • I Am Not Pretty: Upon revealing her face to the Warrior of Light, she immediately hides it and runs away, feeling that they are staring at her because she is hideous. Given she grew up around Amalj'aa, she has no understanding of the beauty standards of her own race and can only think of herself as a weird-looking Amalj'aa.
  • Otherkin: At one point she says that she is "Amalj'aa within, but Miqo'te without".
  • Parental Abandonment: Loonh Gah's mother has been so thoroughly tempered by Ifrit that she does nothing but sit in a cage, cradling a rock and calling it her Little Loonh while waiting for the day her child is to be offered to the Lord of the Inferno.
  • Proud Warrior Race Girl: As is to be expected from someone raised by an actual Proud Warrior Race.
  • Raised by Natives: She grew up with the Amalj'aa for most of her life, so she is mostly accustomed to their mannerisms and culture. This comes to head in the Friends Forever quest where she has to ditch her mask and wear a dress (normally she wears nothing but a top and a thong-like garment) in order to get somewhere and she tries to back out on it by saying it would bring her disgrace and shame.

    789th Order (Kobolds) 
The Kobold race live under a meritocracy of mining, where one's order is ranked by how good their work is. The Kobolds of the 789th Order have the dubious honor of being at the very bottom of the barrel amongst their kind, through a combination of bad luck, apathy, and sheer laziness. Storm Lieutenant Skaetswys and the player come across them after a failed attempt at stealing saltpeter from the Maelstrom. Skaetswys finds their behavior, especially in front of the 13th Order Fugleman Zo Ga, so utterly pathetic that she aims to toughen them up, and asks the player to assist her in doing so.
  • Bittersweet Ending: At the end of the final quest, Gi Gu finally hits the Rage Breaking Point and snaps at everyone in the area, including his beloved Bi Bi for looking down on him. As a result, though he succeeds in delivering an epic explosion-propelled beatdown on Zo Ga, Bi Bi is appalled by the things he said to her and breaks up with him because the sweet Gi Gu she knew before is apparently gone. On the positive side, though, Gi Gu says he'll use his newfound confidence to work hard and try to find a way to win her back.
  • The Dog Bites Back: Gi Gu, at the very end of the final quest, snaps after Zo Ga mocks and beats him up again in front of Bi Bi, Skaetswys, and the Warrior of Light (while also extremely annoyed at how people kept trying to fight his battles for him), which causes Gi Gu to deliver a flying rocket punch to the face after blowing up Zo Ga's base.
  • Extreme Omnivore: Bo Zu, the first of the daily quest givers you have access to with this tribe. Any quest that isn't him having a case of Tall Poppy Syndrome, or fear of one of Ba Go's "Beauties", is him trying to find some way to get food with no effort from him, or him getting into trouble thanks to his eating habits. Amongst his known taste include: Maelstrom soldiers at Camp Overlook's previous night's scraps and rotting foods, higher ranking orders' foods which have been involuntarily shared-taken, stolen, involuntarily shared with him, another 789th Kobold's plates, food storage, and utensils, and some of Ba Go's Beauties fingers, which of course puts everyone in a 5 malm radius in danger, as Ba Go tends to favor a Scorched Earth policy towards everything when his ire is provoked.
  • In the Name of the Moon: Subverted. Gi Gu had a speech along with the other Beast Tribe leaders, but forgot it.
  • Lazy Bum: Most of the order falls squarely into the trope, preferring to let other people do the work for them or just sleep all day.
  • Ragtag Bunch of Misfits: Their leader has no leadership skills or backbone, half the members prefer sleeping, doing nothing, and having someone else do all the work, and their chief explosive expert is a psychopath who only cares about his "beauties" (read: Bombs) and Stuff Blowing Up. It's little wonder that they got placed at the very bottom.
  • Reassigned to Antarctica: One of the other issues the 789th faces, is that being on the lowest rung of Kobold Society means you also get stuck with a dig site with poor pay out and junk ore, the worst equipment, poor rations, and so on, making any attempt to claw upwards doubly hard. Sure they could invent some useful machines for mining and refinement, but the only member who seeks to make really anything useful is Ba Go, and his bombs, which he uses purely for his amusement, damaging other Orders' equipment, or petty vengeance against anyone who annoys him or damages any of his "beauties", with the best of his creations being confiscated without reward by Zo Ga of the 13th to further secure his power.
  • Rocket-Powered Weapon: Gi Gu delivers a punch towards Zo Ga by propelling himself with a rocket powered Bomb (as in the live creatures that that are known for exploding).
  • Pale Females, Dark Males: Bi Bi has light pink and white fur to signify that she is a female kobold and other females introduced near the final quest share similar traits. Male kobolds have dark fur in either brown or black.
  • Self-Fulfilling Prophecy: Stick all the low-capacity kobolds in one group with no one to guide them on how to do things—especially when the only “encouragement” offered otherwise is threats of even worse treatment, and they’re assigned places considered to be lacking in good ore (because only the already-proven Orders “deserve” easy pickings) which really deprives them of a chance to prove themselves—and of course their willpower will hit negative levels. The meritocracy’s punitive nature is basically leaving the latter half of the Orders completely depressed. Bo Zu’s Tall Poppy Syndrome, for instance, may be unconsciously lashing out at Zo Ga, but he has too little self-worth to considering punching anywhere remotely that high, so the other struggling Orders get punched instead for following Zo Ga’s (alleged) ideals.
  • Stuff Blowing Up: Ba Go specializes in it and loves any excuse to blow stuff up. He gets to put it to use in the Moonfire Faire 2020 donating a Bombard to use in driving off a shark.
  • Tall Poppy Syndrome: Some of their quests involve cutting down other kobolds, so to speak. The quest-giver, Bo Zu, is even openly indignant about the idea that an order that once languished nearly as low as them could possibly attain a higher station through—gasp—hard work and dedication.
  • The Pig-Pen: During the quest chain that brings all the beastmen tribe leaders together, Gi Gu mentions how he "just bathed last year".
  • Verbal Tic: All Kobolds have a tendency to repeat and rephrase a word in their sentence—utterance, dialogue, sentence.

    Novv's Clutch (Sahagin) 

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


  • Battle Aura: Ambushed and surrounded by the current Scarlet Sea-Devil's followers, Novv sends them all fleeing in fear just by showing them his aura. A clear indicator that even if they consider him soft-hearted and past his prime, he is not to be trifled with.
  • Color-Coded for Your Convenience: Novv and his kin are white-skinned rather than any sort of blue.
  • Heel–Face Turn: Happened to Novv during his more villainous days as the deadly and feared Scarlet Sea-Devil. After returning home from a day of pillaging and killing, he discovers most of his clutch were brutally killed and their bodies were strewn on top of one another. Only a few hidden eggs remained unscathed. Novv knew his own actions led to the slaugther of his family, which has him deciding to quit his treacherous ways and taking his unborn children some place safe so he can raise them in peace. When Novv tells the story to the player character, he notes that to this day, he has still not forgiven the shorewalkers who slaughtered his children, but he also knows trying to get revenge would only perpetuate the cycle and achieve nothing. Zugg, the new Scarlet Sea-Devil, also hangs up his ways of revenge after being defeated and getting a wake up call from his father.
  • In the Name of the Moon: Like the other Tribe Leaders, Novv is given one.
    Novv: I am Novv! The ssspear from the dark depths. Clutchfather first, and warrior sssecond.
  • Like a Son/Daughter To Me: Considers the player a 'clutchmate' by the end of the Sahagin questline, and even addresses them like one of his own during the Allied Tribe Quests.
  • Pragmatic Hero: Novv has no real love for the "shorewalkers", but he believes that continued conflict will only bring ruin to both sides and thus seeks a truce or alliance for the sake of his species's future.
  • Retired Monster: Novv is eventually revealed to have been the Scarlet Sea-Devil, a reaver of terrifying renown years ago. He retired after he came home to his clutch one day to find most of it had been wiped out, crossing the Despair Event Horizon. Realising that his actions had lead to his sons' deaths and were only feeding the Cycle of Revenge, he dedicated himself to those that survived. The current Scarlet Sea-Devil is his eldest surviving son, trying to take up his father's mantle for revenge against the same incident.
  • Wouldn't Hurt a Child: They point out that both Eorzean and Sahagin culture treat children as their greatest treasures. Novv's clutch are introduced delivering a child they rescued from a shipwreck to his mother. This is also the reason Novv refuses to slay the new Scarlet Sea-Devil, Zugg, stating that a Sahagin's family blood runs deeper than any sea trench and that he could never kill his own son, even if he is the Sea-Devil.

    Ehcatl Nine (Ixal) 

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

Their quests focus mainly on crafting and can only be accepted and completed as a crafting class, though combat is often involved in obtaining materials.


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

Tataramu

https://static.tvtropes.org/pmwiki/pub/images/tataramu.png
Race: Dunesfolk Lalafell
Heir to the Highwind Skyways airship company, this Lalafell was moved by the Ehcatl Nine's dedication to their craft and wishes to aid them in the completion of the Dezul Qualan.
  • Doing It for the Art: invokedHe assists the Ixal not for money (his family is already loaded) but out of a genuine desire to see them achieve their goal, and he's not going to cut corners to do it.
  • The Face: Thanks to connections he has through his family, he quickly becomes the go-to guy for getting whatever rare and expensive materials the Ehcatl Nine might happen to need for their airship.
  • Generation Xerox: Although Tataramu seemingly has little in common with his father, multiple characters comment on how similar he is to his grandfather - even down to their both having formed lasting friendships with Ixal leaders through the construction of airships.
  • The Heart: After Tataramu's father forces him to return home, Sezul begrudingly admits that Tataramu had become the heart of the camp without anyone realizing - in his absence, airship construction has stalled, and everyone's mood is now dark and dreary.
  • Hot-Blooded: He is very passionate about airships.
  • Intergenerational Friendship: According to one of the official databooks, Sezul Totoloc is in his 40s at minimum - and while Tataramu's exact age isn't stated, he's definitely younger than that by a significant margin. This doesn't stop either of them from quickly becoming close friends though.
  • Jerkass: He comes across as incredibly unpleasant during his first cuscenes - accusing the player of stealing the materials he'd reserved, dismissing their skill as a crafter, and then storming off to confront the peaceful Ehcatl Nine under the assumption that your creation is part of a weapon. However, he undergoes a near-instant attitude shift as soon as he sees what the Ixal are actually working on - immediately begging to be brought onto the project, and remaining a loyal ally throughout the rest of the questline
  • Lonely Rich Kid: He has an obviously distant relationship with his father, and also admits that he is used to people only taking interest in him as a way to curry favor with his father's company. Not much during his story occurs to contradict this, with one of the NPCs all but explicitly admiting this is the reason they are helping him out. Considering the context, it's not shocking that he jumped ship to the Ehcatl Nine almost as soon as he got the chance.
  • Odd Friendship: Thanks to their shared passion for airships, he gets along quite well with Sezul and the other members of Ehcatl Nine. This is despite the Ixal being 7-foot semi-naked bird people with a penchant for crass humor and random threats of violence, while Tataramu remains a distinguished and refined Lalafell from the upper escelons of Ul'dah high society.
  • Rebel Prince: Despite being the increbibly wealthy sole heir to airship mega-coorperation Highwind Skyways, he is completely disinterested in the buisness side of the company. He'd much rather reject his inheritance entirely and be the one building the airships with his own two hands.
  • Rich in Dollars, Poor in Sense: For all his diplomatic intelligence and engineering ability, he certainly displays a shocking lack of common sense at times - such as when he assumes the Ehcatl Nine are a group of dangerous Ixal using airship tech to construct a war machine... and so he immediately rushes out to confront them directly (alone, unarmed, and in the middle of an unfamiliar forest). It also seemingly did not occur to him that he should let anyone know that he was okay after this confrontation - by the time the player delivers his letter to Colson, the Wood Wailers are already in a panicked state and preparing to send out armed search parties.
  • Silk Hiding Steel: Although he occasionally lets his airship obsession gets the best of him, he he generally affects the air of well dressed, softspoken and exeedingly polite young man from one of the least physically imposing races in the realm. Aside from his engineering knowledge, he provides assistance to the Ixal almost exlusively through his ability to expertly navigate an extremely difficult and potentially treachorous web of merchant connections - some of which apparently include contacts to Ishgard's criminal underworld. It's not without reason that one of the quest journals describes his demeanor being "as dainty as a phial of nightshade".
  • Spoiled Brat: He self-depreciatingly descibles himself as such, due to his sheltered position as the son of a wealthy airship tycoon. However while he does initially come off as one, his actual personality is far too polite and helpful to be considered any kind of brat. That said, shades of entitlement do still show through at times, especially when it comes to using his family's connections and resources to fund his passion projects.

    The Gundu Tribe (Vanu-Vanu) 
The Gundu are a tribe of Vanu-Vanu who serve the malicious, primal-worshipping Vundu tribe. After fleeing the Vundu's tyranny, a group of refugees led by Linu Vali plead with the Zundu for refuge. Sonu Vanu agrees to let them start a new village, Ok' Gundu Nakki, on a small tract of land just west of Ok' Zundu. The refugees then work toward turning this land into a proper home, beginning the Vanu Vanu Tribe Quests.
  • Color-Coded for Your Convenience: Played With. Unlike the other Beast Tribes (save the 789th Kobold order) they are the same colors as their tempered counterparts, the gray-blue Vundu tribe. They are instead colored differently from the other Vanu Vanu tribe allied with the Warrior of Light, the red-feathered Zundu tribe.
  • Horse of a Different Color, like most beastmen, they have their own mount, a Winged serpentine being called a Sanuwa.
  • Not Your Problem: Both tribes in the final quest ask that the Warrior of Light stand aside and watch the dance off against Gundu. They initially do so, but when it seems that the good guys are losing, the Warrior of Light jumps in and performs the Sundrop Dance themselves, which inspires the others to regain their footing and join in with spectacular results.
  • Tertiary Sexual Characteristics: Averted. All Vanu Vanu look exactly the same, regardless of their gender, but unlike some other beast tribes, Vanu Vanu do address themselves and each other with gender pronouns (They actually have specific naming conventions for each gender, males being called Vanu and females being called Vali). Linu Vali is the only exception by being smaller than a typical Vanu Vanu and wearing a headdress made out of flowers.
  • Third-Person Person: They say their own name rather than using first person pronouns.

Linu Vali

Race: Vanu Vanu
A princess and the acting leader of the Gundu tribe. She seeks to find other Gundu wanting to escape their Vundu oppressors and build a new home for them.
  • Brother–Sister Team: With Linu Vanu, after his rescue. While she hands the reins of tribe chieftain to him, it's clear that she has much of a role in leading the Gundu as he does.
  • Flowers of Femininity: Wears a flowery headdress on her head since she was a princess in her old tribe.
  • The Heart: She serves as this to her tribe by trying to keep the relationship between her people and the Zundu on good standing, trying to find materials and other items to help her village expand, and encouraging her brethren to stand up for themselves against the Vundu.
  • Insult Backfire: Upon meeting Ohl Deeh, she calls him a fledgling chick after mistaking him for a bird. An offended Ohl Deeh calls her a pudgy, portly bird, which is apparently extremely flattering to a Vanu Vanu like her, as her cheeks "burn like the fiery sunset".
  • Screw the Rules, I'm Doing What's Right!: Her and Linu Vanu both travel to Azys Lla, despite the extreme cultural taboo against setting foot there, to aid the other beast tribes.
  • When She Smiles: After you rescue her brother, she shows a pretty cute smile since she's reunited with her sibling and is also excited to introduce her brother to the Ok' Zundu tribe and her own tribe at Ok' Gundu Nakki. She also gives the same cute smile at the end of the Vanu storyline when you help her and the others scare off their enemies with the Sundrop Dance.
  • You Are in Command Now: After her father was killed by the Vundu and her brother was imprisoned, Linu Vali steps up as acting-chieftain to lead her tribe to safety. That said, she's still considered a nestling and suffers from a severe lack of confidence owing to her inexperience. She's happy to pass the role of chieftain to Linu Vanu once he's rescued from the Vundu.

Linu Vanu

Race: Vanu Vanu
Linu Vali's captured brother , and the appointed chief of Ok'Gundu Nakki after he is rescued by the Player and Linu Vali.
  • Through Their Stomachs: One of his side quests involve delivering food made by his people to the knights at Camp Cloudtop as a sign of peace between them and his people and hopes the two sides can strengthen their relationship.
  • What the Hell, Hero?: He notably calls out Sonu Vanu for buying his tribe's safety with tributes to the detriment of the other tribes, only to be on the receiving end of this from Linu Vali, who points out that the Zundu's generosity is the reason they escaped the Vundu in the first place, and why they now have a place away from their influence. He eventually apologizes for his actions and tries to find a way to make the relationship stronger with their neighbors.

    The Nonmind (Vath) 
The Gnath are insect-like beastmen linked in thought, compelled to serve only the Overmind. Should their link to him be severed, they are cast out from the colony, left to fend for themselves in the wilds. A number of these offscourings, known as the Nonmind, have built a community for their fellow exiles. What trials and tribulations must they overcome to truly separate themselves from the Onemind?
  • Color-Coded for Your Convenience: Played straight to an extent. While the friendly Vath tend to wear green in contrast to the Gnath's red both the Vath Storyteller and the hunters of Tailfeather admit that it would be extremely easy for the hunters to confuse the Vath with the Gnath.
  • Desperately Looking for a Purpose in Life: The Vath struggle to cope with their newfound independence, forced to leech off the Gnath still linked to the Onemind and the hunters in Camp Tailfeather as each member strives to find a way that they can individually contribute to the community.
  • Foreign Queasine: Appropriate given their status as bug people. Their general taste in food ranges from raw meat, to the egg sacks of Nanka's which the standard races consider revolting (these are also a favorite of the Goblins), to blacklome (manure). Played with their wine as it is a favorite among the hunters but they don't realize what it's made of.
  • Gameplay and Story Integration: Since assisting the Vath is a part of the main story of Heavensward, the player begins relations with them at Rank 3 (Friendly) rather than Rank 1 (Neutral).
  • Hearing Voices: The Vath can still hear the whispers of the Overmind. If not careful, the Vath can be pulled back into the Onemind.
  • Human Resources: They produce wine that comes from something called caelumfruit. The first step in the process is for the Vath to consume the fruit and regurgitate it to allow it to ferment.
  • Meaningful Name: The Nonmind have no names at first, like the Gnath. When a Vath finds what they believe to be their purpose in life, they name themselves after it.
  • Sense Freak: The Nonmind revel in their new individuality and senses. Taste is the biggest thing for them as they all try to discover what new foods they like.
  • Verbal Tic:
    • <Click><Click>.
    • The Vath also have a tendency to repeat themselves often. Yes, they repeat themselves quite often.

The Nameless / Vath Deftarm

Race: Gnath
A Gnath that was captured by the hunters in Camp Tailfeather for stealing food. He is offered a chance to repay his debt by gathering materials for the hunters with guidance from the Warrior of Light. Vath Deftarm is eternally thankful for the Warrior of Light's aid and vows to become an adventurer like them so that he can have a purpose in life by being useful to his tribe and other people.
  • Angst: He gets extremely anxious and worried when he has to fight, though he managed to overcome the Overmind's mind control over him to slay a Gnath that was ready to attack him.
  • "Eureka!" Moment: He tries to barter with an Ishgardian knight for some firesand, but almost cowers in fear when he is tasked with slaying some lesser dragons in exchange for the materials until he suddenly realizes that the Gnath specialize in creating an incense that can keep dragons away from the area. After the knight sees the incense in action, he's quite impressed by the beastman's idea and gives him as much firesand as he wants.
  • Face Your Fears: He quickly learns to face his fear of the dragons by talking to Vidofnir directly with the Warrior of Light by his side and asking the dragon for clay. Vidofnir tasks the Vath Deftarm with slaying one of his kind to prove that he is willing to go against his former kin by slaying one of them, to which he then learns to face his fear of having to attack someone that could easily kill him or take him back to the Overmind.
  • Hearing Voices: Due to being a Gnath, he can still hear voices of the Overmind calling out to him and it gets progressively louder the more he tries to resist until the Overmind takes full control of his body and warns him that he will die if he continues to resist.
  • Hive Mind: He sometimes spaces out due to the Overmind trying to regain control over him so that he is forced to go back to the Gnath, which are united by the Overmind. Part of his character development is overcoming the Overmind's influence so that he can be an individual with free thought.
  • Glory Seeker: He gets the wrong idea on what it means to be an adventurer by assuming it's all about glory and rewards until the Warrior of Light shows him that sometimes you have to do very mundane things like moving rocks as part of being the hero that helps people.
  • Improbable Aiming Skills: He doesn't call himself Deftarm for nothing. Every time he's purposefully fired a shot, it's hit its mark. Even a manacutter far off in the distance can be brought low in a single shot.
  • Innocently Insensitive: He's never met goblins before, and can't help but remark at how strange they look to him. The goblin he was speaking with did not take the offense lightly, though the Deftarm did apologize for his rudeness.
    • He later criticizes Linu Vali for worrying about her war dance when their lives were in danger. Linu is at least understanding of Deftarm's concerns and realizes how her priorities must appear to outsiders.
  • "I Know You're in There Somewhere" Fight: Feeling responsible for bringing the wrath of the Overmind to the colony, the Vath Deftarm decides to submit himself to the Overmind so that he can destroy the mind control from within himself. By the time the Warrior of Light arrives at the Gnath's hive, the deftarm is already under the Overmind's control. This leads to a series of "remember who you are!" from the Warrior of Light themselves, Marcechamp, Jantellot, Drydox, and the Vath Storyteller. Not only does the deftarm break free of the Overmind's control, he turns on him by firing his weapon at him, causing the Overmind to flee in fear. The deftarm's individuality wins out in the end.
  • Not So Harmless: Though most of his earlier quests show him fearing combat and trying to avoid it, he does manage to defend himself when an Illuminati Goblin attacks him on his way to Idyllshire. He also manages to kill a Gnath that was about to attack him near Anyx Trine once he overcame the Overmind's control over his body.
  • Power of Friendship: Played with.Though he manages to overcome the Overmind's will thanks to the motivational speeches from his allies, when he attributes it to this trope, they're all quick to bluntly clarify that none of them actually consider the Deftarm their friend (besides maybe Drydox), and that they're mostly helping him since the guild he runs is too beneficial to each of their communities for them to lose him. Given his struggle was to find meaning in his life, this revelation makes him just as happy.
  • Straight Man: Plays this role in the Heavensward allied beastmen scenario when he meets Mogzin and Linu Vali. Between Mogzin playing tricks and being lazy, nearly being eaten by Linu Vali, and watching her dance against a group of Vanu Vanu that were ready to kill, it's funny to see him become completely exasperated and being totally serious. He does lighten up at the end.

    Mogmenders (Moogles) 
https://static.tvtropes.org/pmwiki/pub/images/moogles.jpg
The Mogmenders are a group of Moogle craftsmen that want to fix Zenith. Unlikely other Beast Tribes, their enemies are not other moogles, but Nidhogg's Brood. They recently asked Ishgardians to teach them the arts of building, but their usual antics drove away most of their mentors. After accepting Tarresson's offer, The Mogmenders had been assigned to fix Bahrr Lehs and hone their skills before working on Zenith proper.
  • Lazy Bum: A lot of them would rather play tricks on others than to do manual labor. Tarresson and the Warrior of Light had to trick them with counterfeit kupo nuts to get their co-operation. Of course once the Mogmender's respect was gained, they prove to be quite eager and willing to work.
  • Trademark Favorite Food: Like all moogles, they are kupo for kupo nuts.

Mogzin

Race: Moogle
Leader of the Mogmenders, and by extension the one leading the restoration of the plaza and Zenith.
  • Character Development: While he is the most talented craftsman among the moogles of the Churning Mists, he suffers from the same Lazy Bum tendencies as his fellow moogles, only ever using his talents to prank others rather than do anything constructive with them. It's only after he's pranked in turn by Tarresson that he begins to develop an actual work ethic and starts seeing further possiblities for his work.
  • Chekhov's Gun: At the beginning of the Heavensward Allied Tribe Quests, he unveils his latest creation. a floating puppet almost indistinguishable from himself, as part of a prank he pulls on Deftarm. In the finale of the questline, it serves as a distraction for the brainwashed Gullinbursti, getting roasted in the real Mogzin's place and giving the heroes an opening to free Gullinbursti from the Allagan mind control he's been subjected to.
  • Non-Action Guy: He's a craftsman. Doesn't stop him from helping out in combat anyway.

Tarresson de Dzemael

Race: Wildwood Elezen
Discipline: Stonemason

A stonemason from Ishgard who took up the restoration projects at the Mists after nine of his students were driven away by the Moogles' pranks.


  • Badass Creed: "By the hundredth blow." A house motto meaning that only constant effort will yield true rewards.
  • Cool Old Guy: Tarresson is warm, jovial, and endlessly patient, entreating with the Mogmenders and beating them at their own games after nine other craftsmen threw in the towel. He pushes Mogzin to become a more dutiful and skillful crafter while understanding the needs of the moogles and dragons.
  • Guile Hero: Not one to fall for the moogles' tricks as so many other stonemasons, Tarresson instead gets the Mogmenders' cooperation through a trick of his own involving fake kupo nuts. He also flatters both the moogles and the dragons to remain in their good graces and subtly nudge them into helping with the project.
  • Like a Son to Me: He treats the dragonlings and moogles working to restore Bahrr Lehs like his own grandchildren, doting upon them while also encouraging them to pursue their talents. He even directly calls them as such accidentally after the Allied Tribe Quests. This is at least partially because of his own guilt over not being able to pass his skills as a craftsman to his children and grandchildren due to being bound by his duties as the head of House Dzemael.
  • My Greatest Failure: One of his greatest regrets is being bound to his position as count of House Dzemael, forcing him to abandon his trade to fight for his family's prestige. This also means that he was never able to pass his skills onto his children. He considers training the Mogmenders a kind of atonement for this.
  • Trade Your Passion for Glory: He was forced to give up his craft for years upon becoming the head of House Dzemael. Forced to toil with quill and parchment for the glory and prestige of his house, he wasn't able to use his skills or teach his children anything of craftsmanship.
  • True Craftsman: He hails from a family that is well known for their work with Stonemasonry and took up the task of helping restore Zenith after his pupils quit. Turns out that the family, the High House Dzemael started out as dedicated craftsmen before moving to stonework
  • Token Good Teammate: As of his appearance, he's the only major member of House Dzemael who isn't a complete bastard to the Warrior of Light. Especially noticeable to those who did the Machinist questline and the Scholasticate questline.

Ohl Deeh

Race: Dragon
A young dragonet living at Zenith who wishes to aid the Mogmenders with their restoration of the plaza.
  • Plucky Boy: What he lacks in size and strength the little dragon more than makes up for in enthusiasm and determination.
  • Time Dissonance: Comes with the territory of being a member of a species that can live for thousands of years. Ohl Deeh treats the length of a few centuries as though it were the passing of a week or two from a mortal perspective. He finally comes to realize the issue when he's told that Mogzin won't live long enough to hear him roar as a grown dragon, and he makes a serious oath to work hard so his friend can hear it within his lifetime.
  • You Are Fat: When he meets Linu Vali for the first time, he bluntly tells her that she's the pudgiest bird he had ever met in his whole life. Linu Vali actually blushes and thanks Ohl Deeh for the comment, meaning she either didn't know it was an insult or she's actually proud of her stature.

Gullinbursti

Race: Dragon
A large dragon who struck an ultimatum with the Mogmenders, asking them to craft a fountain or else he will raze the plaza to the ground.
  • Badass in Distress: Heavensward's Allied Beast Quests revolve around rescuing Gullinbursti from being enslaved by the same technology that controlled Twintania.
  • Compassionate Critic: Despite his Brutal Honesty and grumpy attitude, he really does want to see the fountain project succeed with everyone giving it their all to recreate it. The reason he is always ready to burn the foundation to the ground is due to how it reminds him of the time where man and dragon used to live together in peace. If the fountain can't recapture that moment perfectly, then it's trash that should be burned so he won't have to remember the past. Even when the fountain is completed, he is satisfied, but isn't exactly beaming with praise. After the fountain gets that last missing piece in place, the dragon is fully content with the work put in and gives the Warrior of Light and the moogles the praise they worked for.
  • Cynicism Catalyst: He lost his belief in friendship between man and dragon (destroying the original fountain in the process) after his mother Ratatoskr was killed by King Thordan and the Knights Twelve a thousand years ago.
  • Meaningful Name: Named after a boar in Norse mythology who was created by blacksmiths as a gift to Freyr. True to his name, Guillinbursti holds a vested interest in the Mogmenders' work and is a crafter himself, having helped construct the original plaza before the Dragonsong War began.

    The Divine Circle (Kojin) 
After defeating the Imperials within the Ruby Sea, the Red Kojin have lost their major source of treasure and have demanded that the Kojin of the Blue become mercenaries and raiders as well to make up the loss. When the Blue rejected the demand, the Red closed off their Treasure Vault to the Blue, forcing them to create their own Treasure Vault. By divine decree, a team of treasure hunters is formed with the Warrior of Light in their ranks.

Kabuto Ironshell

Race: Kojin
Discipline: Samurai

A kojin that is second in command of the Divine Circle. He prefers to work alone so that he is not a burden on anyone.


  • Cassandra Truth: Played With. Kabuto wonders why no one believes him about Tsukumo walking and talking in the doll and fears he is going crazy. The elder confirms with everyone else that he did not see or hear Tsukumo, but he believes what Kabuto says since he too had a similar experience in the past where no one believed what he saw either. You can also choose to have the Warrior of Light either confirm that they never saw or heard Tsukumo or side with Kabuto.
  • Character Development: Goes from being a loner to a more confident leader that can accept help from others.
  • I Work Alone: He doesn't want to work with anyone since he feels like his brethren will slow him down and he also doesn't want to be a burden on them. The quests involving him have him gradually step out of that mindset.
  • The Quiet One: Kabuto is often described as being a Kojin of few words. Tsukumo remarks that he was surprised to meet anyone who spoke less than Kabuto when they meet the Qestir.

Tsukumo

A kami inhabiting a doll. He gives Kabuto the much needed pep talk and advice to shape him up in becoming a leader of the Divine Circle.


  • Always with You: When Kabuto is seemingly losing against the Red's general, he merges his spirit with Kabuto's while saying the trope name.
  • Distressed Dude: Is kidnapped by the Kojin of the Red.
  • Invisible to Normals: The final kojin quest reveals that only the Warrior of Light and Kabuto were see him move and speak. The kojin elder speculates that Tsukumo most likely only chose to reveal himself to Kabuto in order to help him become a refined leader of his tribe while the Warrior of Light would aid him.
  • Race-Name Basis: Your introduction with him has him calling you by a certain name depending on your race, which he drops once he learns of your name:
    • Fleshy one: Hyur
    • Long neck: Elezen
    • Fluffy tail: Miqo'te
    • Muscular arms: Roegadyn and Hrothgar
    • Short legs: Lalafell
    • With the horns: Au Ra
    • Funny ears: Viera
  • Sliding Scale of Living Toys: Of the "I've got no strings" variety. He inhabits the body of a mammet and everyone can see it. When his power is weakening, his speech is affected (lOkInG LiKe ThIs) as if a toy's batteries were running low. It's later revealed that only Kabuto and the Warrior of Light were actually able to see him walking and talking. Everyone else assumed the two were just talking to a mammet.

    The Velodyna Gatekeepers (Ananta) 
With the Garleans driven from Gyr Abania, the Ala Mhigan alliance now seeks to rebuild what they lost. The Vira Ananta who had joined with the resistance efforts have taken it upon themselves to repurpose the Imperial outpost of Castellum Velodyna into a beacon of unity. However, some of the alliance wants to have the base destroyed instead, seeing it as an icon of suffering under the Garleans for twenty years.

Alpa

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_alpa.jpg
Race: Ananta
Epiteph: Gatekeeper Alpa
Discipline: Goldsmith, Conjurer

A young Ananta overseeing the conversion of Velodyna. She is next in line to become broodmother of the Vira Ananta, a position that would take her away from her work.


  • Accidental Pervert: Apparently stripped her second-in-command, J'olhmyn, after misinterpreting an itchy back to mean she was molting.
  • Blow You Away: Fights by casting Aero.
  • Comically Missing the Point: Thanks to her being a bit too Literal-Minded at times, she misses a lot of social cues and norms, such as mistaking J'olhmyn's itchy back for molting and thinking she hasn't grown much (physically) when her mother says she has grown up (mentally). Even her own mother says that her daughter misses the point in a lot of things so much that it's a quirk of hers.
  • Damsel in Distress: She is kidnapped by Nhaza'a Jaab as part of Kageyama's scheme to pass her off as a mermaid.
  • Fantastic Racism: Is on the receiving end of this during her trip to Kugane, as several locals mistake her for a mermaid and a few of the hot springs patrons are disgusted by her presence as a result. She's incensed by this, but doesn't linger much on it.
  • Healing Hands: She is capable of casting Cure II.
  • Heart Is an Awesome Power: She's not a combatant herself, and is more skilled in the traditional Ananta arts of goldsmithing and jewel crafting. Which becomes key during the Allied Tribe Quest climax in thwarting Kageyama's escape.
  • Humans Through Alien Eyes: Part of the reason why she enlists the player's aid. Most of the Reputation Up quests involve her assuming that Ananta and spoken biology work the same way and having to be corrected by J'olhmyn or the Warrior of Light.
  • Interspecies Friendship: She's good friends with her second-in-command J'olhmyn, a Miqo'te.
  • Lethal Chef: Alpa isn't much of a cook, at least for food eaten by the Spoken. J'olhmyn once said Alpa's cooking "looks like it's been scraped off a tavern floor."
  • Literal-Minded: Alpa tends to take things at face value. When her mother remarks on how much she's grown, Alpa reacts with confusion, saying that she's still the same length as before.
  • Made of Iron: Willingly takes a powerful wind buffet from a griffin for the sole purpose of seeing said griffin in that pose. The griffin's owner compares the force of the attack to that of a hurricane. She takes it three times, because she blinked the first two times.
  • Non-Action Guy: According to the others around her, she's a lousy combatant. She makes up for this with her youthful optimism, willingness to compromise and learn, and her skills as both a healer and a goldsmith.
  • Rebellious Princess: Averted. She has no qualms about becoming broodmother; she just wants to complete her work first.
  • White Mage: Where she lacks in traditional Ananta combat styles, she makes up for in white magic, with skills in both healing and wind magic.
  • You Just Had to Say It: When things at the castrum go along really well, J'olhym assumes everything will work out unless some unforeseen catastrophe occurs. Not even a second later, someone comes running in screaming that a catastrophe had occurred. Alpa blames J'olhmyn for making it happen.

J'olhmyn

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_johlmyn.jpg
Race: Seeker of the Sun Miqo'te
Epiteph: J'olmyn of Earth and Wind
Discipline: Lancer

Alpa's second in command and representative of Ala Mhigo within the Gatekeepers.


  • Cloudcuckoolander's Minder: To Alpa. She often has to keep Alpa on task and explain why ideas she has may not be practical, such as providing beds made for serpentine Ananta in lodgings meant for bipedal humanoids. Their guest hadn't realized there even was a bed in his room.
  • Dude, Not Funny!: Was not amused by M'zhet sneaking up on her while wearing the mask that was worn by Nhaza'a Jaab since she was nearly killed by the guy. She promptly knocks him out cold before joining the others in the hot spring.
  • The Lancer: Both figuratively (to Alpa) and literally (wields a trident). She's there specifically to keep the young Ananta on task and offer advice for matters Alpa lacks experience in.
  • Not So Above It All: When the outpost has a man who is apparently very ill, M'zhet says he is really just love sick, and possibly in love with J'olhmyn, she flat out denies it since she is a soldier and doesn't have time for anything like romance. When it turns out the man really was lovesick, she looks excited when she thinks he means he was in love with her, only to be disappointed when it turns out he meant the doctor who cured him of his actual illness.

Giff

Race: Midlander Hyur

The captain of Ala Mhigo's griffin riders, who is in support of destroying Velodyna.


  • The Beastmaster: He's a griffin tamer and commands a squad of them.
  • Jerk with a Heart of Gold: Despite being quite vocally for destroying the castellum, he allows Alpa and the player access to one of his griffins for the project, though only as a favor to the latter and he isn't shy about voicing his displeasure. Once he sees the twin statues that Alpa had made, he's won over, and asks for him and his riders to be allowed to join the Gatekeepers.

Gales

Race: Highlander Hyur

A former innkeeper from Ala Ghiri who is recruited to run a rest-stop in Veldonya.


  • Caustic Critic: When put to task, he is relentless in his duties as a manager. Luckily, Alpa turns out to be quite receptive to his (often loudly, angrily shouted) advice.
  • Jaded Washout: Subverted. He feels that he's washed up and useless after Ala Mhigo is finally freed, as he can't ever hold down a job. His personality while on the job makes it clear why this is the case, but he is in fact a skilled innkeeper.
  • Mood-Swinger: He has two settings: Depressed over failures in both his professional and personal lives, and Gordon Ramsay.

M'zhet Tia

Race: Seeker of the Sun Miqo'te
Epithet: Indominable M'zhet Tia
Discipline: Gladiator
"Is that the sound of damsels in distress? Fear no! Your cries of despair will not go unanswered! For the future nunh of the M Tribe, M'zhet Tia, has arrived!"

An estranged Tia from the M tribe of Ala Mhigo. Many years ago, his father was Nunh of the M tribe, until he left the tribe and left M'zhet with the Ananta tribe and disappeared. M'zhet was convinced his father abandoned him and fled like a coward for losing his Nunh position, so he plans to become Nunh himself to show that he isn't a weakling unlike his dad. Unfortunately for him, he really is a weakling. It turns out the story with his father is more complicated than he knew however.


  • Boisterous Weakling: He really really wants to become Nunh of the M tribe and regularly challenges the current Nunh to duels for the position. He is also really weak and gets trounced every time. When said Nunh asks the Warrior of Light to train M'zet (he liked M'zet's dedication and wanted to know if there was any hidden qualities he may have), M'zet's first response is to attack the hero. In the first instance of this in the entire game, he gets beaten up by the Warrior of Light off screen.
  • Butt-Monkey: He takes a lot of punishment to say the least. None of it keeps him down for long though. He is the only character to get beaten down off screen by the Warrior of Light. Nobody else in the entire game can say the same thing. And the Warrior of Light casually makes fun of him during the quest where he tries to show everyone that love can overcome illness and injury.
  • Disappeared Dad: His desire to become a Nunh stems from his father, who was a Nunh, disappearing after losing his position as Nunh, leaving M'zhet to think his father was a dirty coward. It turns out his father left his position to avoid conflicts in the tribe, and didn't simply run away after leaving M'zhet with the Ananta. He went to stop a herd of corrupted animals from spreading their disease to the rest of the area and died in the process.
  • Dumbass Has a Point: During one of the Ananta Tribe Quests, there is a man who is ill and unable to leave his bed. M'zhet immediately decides that he is clearly lovesick, to the bewilderment of Alpa, J'Olhmyn, and the Warrior of Light. He takes them on a short adventure to prove that love can heal all wounds which involves having the Warrior of Light throw explosives at him. The whole adventure ends up rather pointless and Alpa, J'Olhmyn and the Warrior of Light decide to go get a proper doctor as they should have at the start who whips up a cure for the ill man. Then it turns out the man really WAS lovesick for the doctor, and runs off after her to profess his love for her.
  • Everyone Can See It: During the allied beastmen story, It's clear that he is crushing on J'olhmyn. The Warrior of Light apparently even gives him a bit of romantic advice after he is unable to look at her straight (due to her being in a bathing suit).
    M'zhet: "Just compliment her like a normal person?" It's my first time seeing her wear anything but armor! What do you want from me?
  • Expy: Of Red XIII oddly enough. Like Red XIII, he resented his late father for his supposed cowardice, only to be told of how his father sacrificed himself to protect his home. Now M'zet works to honor his memory.
  • Iconic Item: His Mark XLII grenades. Nearly any quest involving him will have him request that you pelt him with them—after he's assured you that he has removed some of the gunpowder to make them less deadly, of course. It always turns out that he forgot to do so but still somehow survives.
  • Iron Butt Monkey: He gets the Warrior of Light to throw live grenades used previously to demolish broken down magitech lying around for parts at him. He is clearly in pain, but he gets up minutes later without looking any worse for wear. This is brought back later on in the Allied Tribe Quests where you use grenades on him again because he won't regain consciousness after being knocked out.
  • Odd Friendship: He bonds quickly with Gale over their respective failures with romance.
  • Please Put Some Clothes On: When he sees J'olhmyn in nothing but a bikini, he constantly turns his head away in order to not gawk at her and then asks her to put some clothes on before they chase after the bad guy they're looking for.

    The Seven Hundred Seventy-Seven (Namazu) 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_namazu.jpg
After receiving a series of cryptic dreams from his ancestors, Gyoshin was given a dire warning of the Namazu's destruction. Destruction that could only be averted by holding a seven-year-long festival in the Azim Steppe. After gaining the permission of the Mol, the Namazu began fixing up the dilapidated pavilions of Dhoro Iloh to serve as the site for this festival.
  • Butterfly of Doom: Inverted. Though nobody ever learns this in-character, every time you complete a quest to rank up your reputation, the thing they add to the festival somehow averts a disaster that would have exterminated the Namazu. For example, when they begin catching and providing offerings of large fish to their ancestors' god, they unknowingly keep the numbers of the fish who prey on their own food source in check and prevent mass starvation. Whenever a Bad Future vision is thus burned away, it is specifically stated that, "Many would have died."
  • The Friend Nobody Likes: Throughout the quest line, it becomes blatantly apparent that the only reason the Xaela tribes tolerate the Namazu is because they have the Warrior of Light vouching for them. Even the Mol, who rented their structures to them in the first place, see the Namazu as annoying at best and delicious at worst.
  • Lucky Seven: The festival is to be held for seven years, and is required to attract 777 participants. If they fail in this, it is said the entire Namazu race would be wiped from the face of Hydaelyn.
  • Verbal Tic: They tend to repeat their affirmations. Yes, yes!

Seigetsu the Enlightened

Race: Namazu

A knowledgeable Namazu who has spent a long time reading the tomes in Yuzuka Manor.


  • Accent Slip-Up: He always speaks in an academic and formal manner with tons of Sesquipedalian Loquaciousness, but he can be seen slipping into the Verbal Tic like the rest of his kin when he gets angry or upset.
  • Bad Boss: He doesn't have much compassion for the various Namazu running around trying to get the festival together, considering them to be mere underlings rather than equals. In one quest, he mentions that he plans to drink all of a very special tea and only leave the dregs for everyone else. When he sees that the Warrior of Light is clearly disgusted, he notes that in feudal societies, the lords always get the best while the plebians get the leftovers, making it clear how he considers himself compared to the rest of the 777.
  • Clint Squint: Instead of being glassy eyed or having dead staring eyes, his eyes are in a perpetual squint.
  • Do Not Call Me "Paul": His real name is Gyofun. He refuses to go by his Namazu name. According to the second volume of the Encyclopedia Eorzea, Gyofun roughly means "fish droppings" and of course Seigetsu was teased about it.
  • The Friend Nobody Likes: Other Namazu describe him as pompous and unpleasant at best. Unsurprising given that he's prone to berating them behind their backs.
  • Insufferable Genius: He's well-read and has an excellent memory that lets him rattle off oddly specific facts from obscure texts he's consumed in the past. He also believes this makes him superior to his brethren. The other Namazu frequently mention that he's unbearable to listen to.
  • Non-Standard Character Design: The only Namazu who doesn't have a wide, googly-eyed stare. He's also the only one to have blue eyes while everyone else in his tribe has black eyes.
  • Noodle Implements: He described a ritual with a bunch of random sounding objects that he admits he has no idea of their significance but does it anyway because he believes it's a part of being cultured.
  • Odd Name Out: The only Namazu whose name doesn't begin with "Gyo". Justified as he specifically took a Hingan name, believing traditional Namazu names to be primitive.
  • Sesquipedalian Loquaciousness: Believing himself particularly cultured and well-read, he will deliver entire paragraphs of exposition when a single sentence would suffice. He is often called out on this, usually by Gyoshin, whose requests that he condense his explanations to "three sentences or less" are half for Gyoshin's benefit, and half deliberate snark.
  • Smug Smiler: He's always got a smug grin on his face while bragging about how much smarter he is than his kin.
  • Three-Point Landing: He makes a grand declaration and jumps down from a gate and manages a three-point fin landing. The other Namazu are either accustomed or fail to notice his overdramatics.
  • Who Writes This Crap?!: He's aware of the episodic nature of Gyoshin's visions and projects and vehemently complains about it.
    Seigetsu: And now we must endure several sentences' worth of warnings regarding the inevitable annihilation of the Namazu, correct? Entirely lacking in plot development, each iteration of this story is no different from the last. Were this a work of fiction, I would hurl it into the nearest river!

Gyorei

Race: Namazu
Discipline: Weaver

A handy Namazu who has taken the role of crafting festival attire for all 777 of its participants.


  • All Love Is Unrequited: She has a crush on Gyoshin, but as she notes, he's too dimwitted to even notice it.
  • Childhood Friends: With Gyoshin, whom she worries about quite often due to him being klutzy enough to get himself hurt frequently.
  • Damsel in Distress: During the Allied Tribe Quests, she is kidnapped and nearly filletted by Nhaza'a Jaab as part of his employer's plot.
  • The Generic Guy: Has no features that make her stand out from other Namazu.
  • The Heart: She's the one to bring some clear-mindedness with her inputs when other Namazu get too heated on how to solve a problem. The lore book also points out that she was the only one to tend to Gyoshin's head injury from a fallen vase because everyone else was too busy laughing at him.
  • Only Sane Woman: The most level-headed of the trio of Namazu heading the festival. While Seigetsu and Gyoshin argue over which one of them should be sacrificed in a wicker man, Gyorei points out that the sacrifice doesn't need to be a living thing. This lets her act as a voice of reason and a mediator between the two to curb their worst impulses.

Gyoshin

Race: Namazu

The Namazu who received the dire warning after being hit over the head with a vase.


  • Childhood Friends: With Gyorei.
  • Crouching Moron, Hidden Badass: In a non-action sense. He seems as much of an idiotic doofus as all the Namazu are, but he is actually a rather skilled craftsman when it comes down to it. He's also capable of surprising feats of speed and can be Hot-Blooded enough to threaten others with being a Human Sacrifice if it means saving the Namazu.
  • Dreaming of Things to Come: When he falls asleep or is knocked unconscious, he has a dream of his ancestor who warns him of the coming disaster to the Namazu race in seven years' time unless they hold the seven-year long festival. Notably, in the short story "A World Forsaken" that takes place in the Bad Future of the Eighth Umbral Calamity, he states that the Calamity never occurred in his visions of the future, indicating that this was perhaps a false future in which they lived and helping motivate the Garlond Ironworks to rewrite history.
  • Genius Ditz: He's spacey, slow-witted, and has to ask Seigetsu to condense his explanations to three sentences or less. There's also no better craftsman among the Namazu. He handles everything from tents and decorations to ceremonial altars to ornate mikoshi with little difficulty once he has the materials.
  • Man on Fire: In the quest to rank up your reputation to level 7, he gets knocked into a lit torch trying to save a tome from suffering the same fate. The book is saved, but he catches on fire and runs around in a panic until he is doused with water. He's entirely burnt to a crisp, but instantly recovers moments later.
  • Mistaken Identity: When he travels to Kugane with the Warrior of Light, a gang of men mistake him for Gyodo and threaten to beat him to death for swindling them. They back off after they learn that they got the wrong person and apologize.
  • Running Gag: He's shoved into the Warrior of Light's bag for easy transport no less than three times over the course of the quest line, all while complaining about how messy it is and how many pointy implements there are. He throws up in it during the last trip, much to the Warrior's despair.
  • Suspiciously Specific Denial: After you attempt to leave him floundering where you found him, he gets up and gets mad at you for assuming he's going to force you to undertake a series of arduous tasks when he only plans to make you do one. This, naturally, doesn't come to pass as it is the first quest of the Namazu Tribe Quests and takes a minimum of a month in real time to complete.
  • "X" Marks the Hero: Stands out from the other Namazu by having a large X-shaped scar on his head. Parodied, as Gyoshin got the scar from the vase that fell on him.

    The Dreamspinners (Pixies) 
Witnessing the children of the Crystarium complain about their nightmares, the pixie Tyr Beq became determined to restore the Garden of Dreams, Lyhe Mheg, to return pleasant dreams to mortals. To this end they enlist the Warrior of Light to undo the work of the mysterious pixie An Lad, who has been conjuring nightmares for an unknown purpose.

Tyr Beq

Race: Pixie
Epithet: The Weaver
"As a fellow pixie, I can't let them suffer anymore. I can't let them stay in that dark, lonely place."

The pink-tinted leader of the Dreamspinners.


  • All of the Other Reindeer: Tyr Beq believed their obsession with dreams alienated them from their brethren. This turns out to be wholly untrue, however. The residents of Il Mheg know them as a beloved friend of Titania, no matter how eccentric they may be. It was through this realization that they learn An Lad needed someone to accept them, no matter who they are.
  • Blow You Away: They can cast wind spells in battle.
  • Dream Weaver: By manifesting the subject of a child's nightmares (and having you kill it), Tyr Beq is able to alter the dream.
  • Enlightened Self-Interest. Their reason for trying to end the childrens' nightmares is entirely selfish, as An Lad's actions have reduced the once vibrant Lyhe Mheg into a boring, bare plain filled with fog. This gets significantly more complex when you learn that Tyr Beq created Lyhe Mheg with a dear, departed friend before the latter's coronation, meaning that it's also a Tragic Keepsake of sorts.
  • Living Dream: Capable of taking the contents of a dream and manifesting them as creatures in reality.
  • O.O.C. Is Serious Business: Though played for a joke, when An Lad innocently suggests that they turn the Warrior of Light into a bush person so that they never leave, Tyr Beq suddenly gets very serious and tells An Lad to not even think about doing that. With Tyr Beq later talking about how jealous they are that the Warrior of Light belongs to Feo Ul, they are no doubt worried how the new King of Il Mheg would react to their lovely sapling being turned into a bush.
  • Tragic Keepsake: As you progress in the story, Tyr Beq reveals that they created Lyhe Mheg with a dear, departed friend. As such, not only do they care for it to amuse themselves, but also to preserve the memory of that friend.
  • We Used to Be Friends: With the previous Titania before they became a Lightwarden.

Ezel II

Race: Porxie
A self-aware porxie familiar who was bestowed sapience by their late master.

An Lad

Race: Pixie
A mysterious white-colored pixie who has been plaguing the children of Norvrandt with nightmares.
  • Dream Weaver: Is able to manipulate dreams directly rather than subtly influence them like other pixies. Something Tyr Beq notes only Titania was able to do previously.
  • Enemy Without: An Lad's depression over only knowing how to create nightmares feeds a nightmare of their own. This gets to the point that An Lad is in danger of denying their own existence and disappearing, and the energy of the nightmare invades Lyhe Mheg. The nightmare manifests as an ahriman named Destrudo, after the psychological term for destructive urges. Destrudo feeds An Lad's depression, constantly telling them that they are a plague who nobody can love and nobody will help. Slaying Destrudo helps to ease An Lad's mind, preventing them from disappearing.
  • I Just Want to Have Friends: They constantly angst over no one wanting to be their friend due to their powers that produces nightmares. They eventually do become friends with Ezel II, Tyr Beq, and the Warrior of Light once they overcome their self esteem issues.
  • Foreshadowing: Their powers, color, hairstyle, NPC commentary, and fragmented memories heavily implies they are a reincarnated Titania.
  • When She Smiles: Once their personal nightmare is vanquished, they becomes happy and is able to have fun.

    The Stewards of Note (Qitari) 
Formerly servants of Ronka, the Qitari of Rak'tika Greatwood have been the scribes of Ronkan knowledge for ages. When the Flood of Light came, they hid in the deepest shadows of the woods. With the night sky returned, they have begun to migrate back to the open Greatwood to reclaim their legacy... at the behest of the Great Serpent of Ronka.
  • Ascended Meme: La-hee! Originally, the phrase "la-hee" was just a gibberish lyric in the Rak'tika Greatwood's daytime theme, but the beast tribe gives it an actual meaning as an ancient Ronkan greeting.
  • Multiple-Choice Past: Literally! After every expedition, Qitarl and Chaqurl find damaged reliefs that show the Qitari's past with other various races, but due to the damage it's ambiguous what they are exactly showing. Qitarl always has a cynical view of what it means while Chaqurl has an idealistic view, and each time they ask you to decide which one you think is more likely And somehow your choice ends up always being right according to the documents they find after the fact.
  • Proud Scholar Race: By their own admission, the Qitari are absolutely helpless when it comes to combat. However, due to their short lifespans, they are meticulous in writing things down for future generations. It's for this reason that the Ronkans recruited them as scribes.
  • Remember the New Guy?: Nothing in the main Shadowbringers story hinted to their existence, and the location where they set up their camp flat out didn't exist until they were added to the game. An area of the Qitana Ravel is called the "Qitari Dissent", but aside from bearing their name has no relation to them in any way.
  • Short-Lived Organism: Even moreso than their Source counterparts — a Qitari is lucky if they reach the ripe old age of twenty.

Qitarl Natl and Chaqurl Qhotl

Race: Qitari
A father-son duo guided to Fanow by a Serpent of Ronka. After clearing up a misunderstanding with the Viis, the two set up the excavation camp of Hopl's Stopple around the entrance to a lost underground Ronkan tunnel in the hopes of discovering knowledge of the past.
  • Adorably Precocious Child: Chaqurl. He's three years old, is tiny even in comparison to the other Qitari, and he has a habit of mixing up the syllables of words. He's also part of a vanguard that was sent into a dangerous tunnel system and assists the other Qitari in their archaeological expeditions.
  • Sliding Scale of Idealism vs. Cynicism: Each of the rank up quests involve the Qitari discovering a damaged mural depicting the Qitari with another race. The cynical Qitarl places his belief in the harsh reality that there were hostilities between the Qitari and the other races, while the idealistic Chaqurl believes that the Qitari were able to befriend the other races. The player is given the choice of which interpretation of history to go with, which changes how the Qitari restore the murals and how the rest of the storyline plays out.

The Great Serpents of Ronka

"Scree!"
A species of chubby snake-like creatures that are believed by some to be avatars of the gods of ancient Ronka sent to guide the mortal races.
  • Alternate Character Interpretation: In-universe, during the quest, "What Ails the Forest," one of the last stelae found of the great serpents is that they either found the cure to the plague that the forest faced both in the past and present, or is responsible for it.
  • But Now I Must Go: Plenty of characters believe they disappear the moment their task is finished. However in Quinfort's case, the serpent that appeared before him was simply out of sight and decided to join the protagonist.
  • Ridiculously Cute Critter: They're short, fat snakes with beady eyes and Cute Little Fangs that move around by bouncing.
  • Maybe Magic, Maybe Mundane: There are characters who believe that they are divine avatars but otherwise act like just another sentient animal. Quinfort believes a scar on a serpent was the location of an anomaly that would bring ruin to the Greatwood and is proven correct when they arrive there. It is unknown what their true nature is.
  • Mythology Gag: They're a reference to the Archaeoaevis boss of Final Fantasy V, which was a winged serpent that guarded the Ronkan Ruins of that game. A vision of the Archaeoaevis is seen in the quest, "Glory Be to the Scree" as seen in Quinfort's dreams.
  • Silly Animal Sound: Scree!
  • Tsuchinoko: They have the appearance of a pudgy snake that sqeaks instead of hiss and are known to be elusive.

    Watts's Anvil (Dwarves) 
Inspired by the Warrior of Light, the dwarf Ronitt made his way to the Crystarium to make a name for himself. Hearing the plight of caravans being attacked by sin eaters, Ronitt has devoted himself to creating the Rolling Tankard, based on antique blueprints left by his ancestor, the great dwarven blacksmith Watts.
  • Animal Motifs: Frogs. Dwarven automatons are based on them, as is the currency of the Anvil, Hammered Frogments.
  • Functional Addict: Despite being too young to drink, many of the dwarves at Watts's Anvil happily get themselves blind drunk and even open a tavern to get sloshed. This (mostly) doesn't impede their tank-building efforts.
  • Gargle Blaster:
    • The dwarves like their liquor hard. As in "pure ethanol that can be burned to power a tank" hard. One of their cocktail recipes compares its taste to being punched in the face by a dwarf, while another one says that going blind from it is just part of the fun. But they're also tasty enough for the dwarves open a tavern that earns a neat profit, indicating that the people of Lakeland enjoy them.
      How to Drink Ludicrously Strong Alcohol and Not Die: While you may be thinking that drinking undiluted ethanol is a perfectly valid way to imbibe this beverage, the burned throat of the author would attest otherwise.
    • The dwarves' strongest drink is "nitrobrew", an alcoholic beverage that also works as an effective paint stripper and can knock out a bison with a single serving. The older dwarves like Xamott find it irresistable, but it only works to slow him down for 30 minutes.
  • Harmless Electrocution: The quest, "A Crude Awakening" has Ronitt design an "Unfailing Eye Opener" for you to build and use on a drowsy dwarf. For smithing jobs, the Eye-Opener is essentially a shock prod that zaps the poor dwarf to wakefulness with enough voltage to make them feel numb. It also awakens the test subject in... another way...
  • Kids Raiding the Wine Cabinet: Or making their own as it were. The lead dwarves are ambiguously teenagers, as Ronitt is told that he is too young to be drinking by his clan leader at one point. But in Lakeland, far away from their homes, one of the first things he and his friends do is build a big distillery. It's to produce ethanol to fuel their tanks but they also drink a lot of it themselves.
  • Punny Name:
    • The Rolling Tankard is named after the drinkware taverns serve their alcohol with.
    • The currency they use, Hammered Frogments, are a twofer. Aside from the obvious of being shaped like frogs, while it's safe to assume the tokens were literally beaten into shape with a hammer, "hammered" can also mean "extremely drunk".
  • Tank Goodness: The Rolling Tankard is a tank, with a crystal-powered cannon for blasting ahrimans to bits, arms for strangling hobgoblins, and thrusters on the bottom for flight.

Ronitt

Race: Dwarf
Discipline: Blacksmith
Descendent of Watts, Ronitt of the Tholl dwarves has been allowed by the Crystalline Mean to set up a workshop in Lakeland. Enlisting his fellow dwarves, as well as the Warrior of Light, Ronitt seeks material to perfect the Rolling Tankard.
  • Ancestral Weapon: Er, tool. Ronitt's hammer is a family heirloom once held by the legendary blacksmith Watts. The lead-up to the dwarves' questline begins when he misplaces it, resulting in his mother enlisting the Warrior to help him find it.
  • Calling Me a Logarithm: During "Tanks for the Memories," the capstone quest for going from Sworn to Bloodsworn with the Dwarves, he has this to say being pretty sure Ozogg insulted him.
    Ronitt: Who does she think she is, calling me a "mewling whelp"?! I don't know what that means, but I assume it's an insult!
  • Color-Coded for Your Convenience: Ronitt dyes his clothing blue and beard brown to set himself apart from other dwarves and to emulate his ancestor.
  • Defrosting Ice King: He isn't cold exactly, more socially awkward, but he is rather unsociable the first time you meet him. After you help him find confidence to open up to the others in his village, by the next time you see him he's much more friendly and open.
  • Determinator: Stubbornness is one of Ronitt's strengths. Even when some of the dwarves flee back to Tomra out of fear of retribution, Ronitt refuses to go back on his word and goes so far as to build an entire factory to automate his building process.
  • Didn't Think This Through:
    • Once the Warrior starts to get through to him, Ronitt decides that he needs to practice his greeting before trying it out on his fellow dwarves. Rather than practicing with the Warrior, Ronitt decides that it'd be best to practice with a roughly person-shaped monster. He winds up trying to greet a Talos, whom he soon insults once his shyness gets the better of him. Cue an Oh, Crap! as he flees for the hills.
    • With Beardtide approaching, Ronitt begins to panic when some of the dwarves flee for Tomra out of fear of getting chewed out by their village chief. Then he comes up with the idea of building an automated assembly line to help him build the rest of the tanks. But the narration points out that time probably would have been better spent just finishing the tanks by hand. Sure enough, he's only finished four tanks by the fateful day, forcing the Warrior and the Ozogg to stall for time by putting Xamott to sleep with an especially strong Gargle Blaster.
      "With the day of reckoning looming ever closer, Ronitt has decided that it would be quicker to construct an entire factory, complete with workers, than build four tanks identical to the one he's already completed, but Ronitt's mind moves in mysterious ways. For what Ronitt lacks in time management he makes up for with sheer stubbornness in the face of overwhelming odds."
  • Gadgeteer Genius: He's one by dwarf standards, being a descendant of Watts.
  • I Just Want to Have Friends: While he's seemingly averse to the idea at first, Ronitt's shyness has left him desperately lonely. He cherishes the Warrior as his first friend and curses his own inability to give a dwarven "Lali-ho!" when it comes so naturally to everyone else.
  • Nice Guy: Lack of social skills aside, he continues to be friendly even when being insulted by Ozogg, and the thought of selling Rolling Tankards hadn't even crossed his mind until a prospective client was interested in buying one; he'd been planning to just give them away.
  • No Social Skills: Before unlocking the Dwarf Tribe Quests, his quest chain involves getting him to give out his first proper Lali-ho. The problem is that he covers up his shyness with a flurry of colorful insults.
  • Sensory Overload: Having never gone much farther than his village before he first met you, and then not much further than the town at the bottom of the cliff from his village, at one point he strikes out on his own to try to find you at the Crystarium. However, the Crystarium has a MUCH higher population than either his village or the nearby town so when you do find him, he's huddled up and crying from being lost among the crowd with no idea where he's going.
  • Teen Genius: He's old enough to swear but too young to drink by the word of the older dwarves, placing him squarely in this age bracket. He also happens to be one of the brightest young Tholls who sets out to complete his ancestor's design for a tank, a vehicle far beyond any non-Allagan tech in the First.

Ozogg

Race: Dwarf
A Gogg dwarf from the village of Komra, claiming to also be a descendant of Watts, she challenges Ronitt to a test of engineering skill. When Ronitt wishes to complete his project before accepting the challenge, she offers her services to expedite the process.
  • The Alcoholic: While all dwarves are to an extent, she's the one who has the Warrior of Light construct brewing vats for the Anvil with the intention of the grog brewed within be used as payment.
  • Already Done for You: When the Tholl dwarves ask what she is going to do in order to fix their problems regarding fuel for the Rolling Tankard, Ozogg reveals that the brewery that she had just made wasn't just for making ale, but was also for refining ethanol to be used as fuel.
  • Defector from Decadence: Once Glagg and Xamott enforce an ultimatum on the tank's production, not helped by Ronitt's overconfident declaration, she wanders off alone and reveals to the player that she wouldn't care if she did get the boot from Komra, as she planned to leave anyway. She's happier working at Watts' Anvil than back at what's supposed to be her home. Even though the banishment never happens, she exiles herself by removing her helmet.
  • Forgotten First Meeting: She actually first met Ronitt when he was very young on the outskirts of their villages. Compared to being constantly ordered to make stuff to support her village, having the chance to trade ideas and build something for the sake of it was an unforgettably refreshing experience for her. As such, she's actually completely on board with helping Ronitt and came up with the contest as a pretext to work alongside him without suffering from the racism between their tribes. He doesn't remember her because of how young he was, but he does have a hazy recollection of playing with a Gogg girl who gave him a coin that he used to open Xamott's safe.
  • Jerk with a Heart of Gold: While prone to insulting the Tholls, she does give respect where it's due and seems to genuinely want to help people.
  • Wrench Wench: She's the only explicitly female member of the crew at Watt's Anvil and an essential engineer in the project to roll out the Rolling Tankards.

    The Hippo Riders (Arkasodara) 

A group of young hunter-gatherer Arkasodara displaced from their home in Vanaspati by the events of Endwalker. They developed hippo carts to race across Thavnair for fun, creating an enormous ruckus after they were forced to move closer to Yedlihmad. Although the Hippo Riders are thuggish at a glance, Kancana and the Warrior of Light believe that they can repurpose their talents to work as delivery drivers to earn a living and acceptance from their peers.


  • Badass Driver: Some of the Hippo Riders are able to drive their hippos up and down sheer cliffs with little in the way of slopes or footholds for the hippos to climb onto, leaving it a mystery on how exactly they do it.
  • Bruiser with a Soft Center: One sidequest involves helping out a stoic, well-spoken member of the Hippo Riders who is more than capable of handling himself in a scrap. But when he doesn't return home from a delivery, the Warrior ventures out to find him defending a baby kacchapa from some local beasts. He thanks the Warrior for their assistance before seeing off the kacchapa as it returns to the wild.
  • Delinquent: The Hippo Riders are the Thavnairian equivalent of a biker gang without the violence. They speak in a rougher, slang-ridden accent separate from the rest of Hannish society, and rampaged up and down the roads to and from Yedlihmad after they were forced to move there. Their refugee status and insensitivity hasn't won them many favors from their neighbors, but they genuinely mean well.
  • Gentle Giant: Like most Arkasodara, the Hippo Riders don't mean any harm and just want to race. Trna and the others jump at the chance to contribute to and be a part of Thavnairian society while continuing to race their beloved hippos.
  • Horse of a Different Color: Due to the Arkasodara's enormous size and weight, horses and chocobos can't cut it for the Hippo Riders. After much trial and error, the Riders discovered that they could domesticate hippos to pull them along in carts. As per Trna's own word, they're extremely quick, faster than even most chocobo carriages, but lack for stamina, requiring the rider to pace their hippo to avoid tiring it out. Also a case of Shown Their Work, as hippos can sprint at 30 km/h for short distances.
  • Invading Refugees: They were forced to move from Vanaspati to the Thavnairian mainland following the Final Days' destruction of their home. Scared, bereft of purpose and a place of belonging, many of the Riders wanted to continue their old racing habits as a source of comfort and normality, much to the alarm of the residents of Yedlihmad and Palaka's Stand. Trna tries to get them to hang up their racing wheels to try and curry favor with their irate neighbors until Kancana and the Warrior come up with the idea of using their skills as delivery drivers. Acala and his much more violent fellow refugees were exiled from their tribe for only being as large and strong as an Arkasodara, arriving in Thavnair and stealing hippos from the Riders in hopes of conquering it to secure a home for his people.
  • Nervous Wreck: One sidequest involves a Hippo Rider who refuses to return home out of fright when he heard muttering about the Matangas' gods in the jungle. The Warrior has to dress up as one of the Manusya in hopes of finding and scaring off whoever spooked the Rider, who only returns home after the alleged threat is sent packing.
  • Ragtag Bunch of Misfits: Prior to Endwalker, the Hippo Riders were a group of Arkasodara who simply didn't fit in with the rest of society, taking to hunter-gathering in the jungles of Vanaspati and coming up with their own unique mode of transportation in their hippo carts. After being forced to move near Yedlihmad, their hippo carts cause chaos on the streets and roads, leading to resentment and fear.
  • Speed Demon: The Hippo Riders got their start for one reason and one reason only: to go fast. While chocobos aren't able to pull their weight, hippos are more than capable of kicking up dust clouds while pulling the Matanga along. Even with all of his misgivings and pessimism about the Hippo Riders' turn to delivery work, Maru is happy so long as he keeps getting to drive his cart.
  • Sure, Let's Go with That: While making their first delivery with the Warrior's aid, an alchemist of the Great Work mistakes the Hippo Rider's races for urgent delivery routes, assuaging his fears about their activities. Trna decides to just roll with it as part of the getting the Riders' business off the ground.

Trna

Race: Arkasodara Matanga

The de facto "Boss" of the Hippo Riders. She's a burly and surly Matanga who nevertheless looks out for her fellow Riders while wanting the best for them.


  • Big Sister Instinct: All of the Hippo Riders look up to her as the "Boss". While she gives the other Riders an earful for causing trouble, it's only because she's concerned about their future now that they've lost their home. She in turn looks up to the Warrior and Kancana for giving them a chance to turn their fortunes around. Trna even calls the Warrior "Boss" as a sign of respect.
  • Color-Coded for Your Convenience: She's distinguished from other female Arkasodara by her bright red clothes in contrast to the usual orange or the purple worn by Nidhana.
  • Cynic–Idealist Duo: Trna is the more optimistic one between her and Maru, with quest descriptions describing her optimism as "boundless". Her energy and compassion drives the Hippo Riders forward while Maru's more dour perspective keeps them grounded.
  • Establishing Character Moment: She's introduced lying in wait with a bowl of fruits to bring the hurtling hippos to a halt. When the Warrior finds her, she brusquely asks them to mind their own business until she learns that the Warrior is looking for the hippos. Afterward, she gives her fellow Riders an earful for causing so much of a ruckus when they're already in hot water as is. She then politely begs forgiveness from Kancana and is sheepish but hopeful about the idea of becoming delivery drivers. Her introductory scenes show both the command she has over the Hippo Riders as well as her heartfelt concern for them along with her worries about their place in the world with the loss of their home.
  • Face of a Thug: She's a surly, hulking Matanga and also a caring person who wants the Hippo Riders to find a place in their new home.
  • "Not So Different" Remark: After spending much of her young adult life as an outcast with her fellow Hippo Riders, Trna says that misfit or not, she isn't that much different from anyone else and can turn her life around if she tries. This is also the reason why she tries to solve the invading Gajasura refugee problem peacefully, as she knows what it's like to not feel wanted and the burden of leading her fellows to safety like Acala.
  • Slow and Steady Wins the Race: She takes great care not to push her hippo too hard, saving that spurt of speed when it really counts. This knowledge becomes key to beating Acala in a hippo race. Acala may have taken the early lead, but in doing so he exhausts his hippo's stamina and narrowly squanders his victory when Trna throws the rainbow gulal.

Maru

Race: Arkasodara Matanga

Trna's Number Two and the primary questgiver for the Hippo Riders. He's significantly more dour than his Boss, though he nevertheless gives his all for the Hippo Riders.


  • Big Eater: He loves food and fantasizes about it when the Hippo Riders decide to specialize in providing fresh meals throughout Thavnair. He's the first to come up with the idea of setting up a kitchen to be self-sufficient and waxes poetic about a summer's tandoor in his downtime. Lampshaded by Trna.
    Trna: I think the key to happiness may be findin' a person who looks at you the same way Maru looks at our new kitchen.
  • Cynic–Idealist Duo: Maru is the more cynical between him and Trna, often giving more pessimistic but sometimes realistic views of the Hippo Riders' business. His observations keep Trna's optimism grounded as the Hippo Riders work to get their foot in the door.
  • Shrinking Violet: He's a good deal shyer and more insecure than Trna. Several of quests have him ask the Warrior to act as a middleman because he's afraid of what the locals or visitors might think if he comes charging in with a hippo cart.
  • Supreme Chef: Implied. Trna says that with Maru at the helm of the kitchen, the meals the Hippo Riders are preparing are guaranteed to be fresh, delicious, and prepared with love. Sure enough, business spikes when Maru's tandoor hits the markets, to the point that the Riders' hippos are starting to feel overworked.

Kancana

Race: Arkasodara Matanga

A native of Yedlihmad who specializes in finding the right jobs for the right people. The Warrior meets her while helping a terrified Ogul find enough work to go home to the Azim Steppe. Kancana later leases the abandoned trading post of Svarna to the Hippo Riders to help give them a place in Hannish society.


  • Benevolent Boss: She's a talent specialist and job headhunter by trade who helps people find work with fair wages. She's understanding of Ogul's fear of the Matanga and does not begrudge her for it, instead trying her best to help Ogul find work and overcome her fears. When Ogul's coinpurse is stolen from her, Kancana insists on taking Ogul in for the night until she can find it.
  • Gentle Giant: Like most Arkasodara, Kancana is nothing but polite and friendly, basing her business model around using her connections to help other people find work.

Ogul Khatayin

Race: Xaela Au Ra
Discipline: Samurai

A warrior of the Khatayin tribe of the Azim Steppe. She was inspired by tales of the Warrior's bravery and strength in the Naadam to embark on her own hero's journey of adventure and discovery. Unfortunately for her, she decided to embark for Yedlihmad, a trading post populated by Matanga, her greatest fear. She begs the Warrior's aid in getting enough money to leave and go home, promising to give half the reward to them.


  • Ascended Fangirl: Ogul set out to become an adventurer in hopes of learning how to become as brave and strong as the Warrior of Light. She'd be over the moon to work alongside them if not for her paralyzing fear of Matanga. She's quick to praise them after seeing them in action and looks to them for guidance.
  • Big Brother Mentor: After busting the Arkasodara man forcing Racashir to steal for him, Ogul takes Racashir under her wing as an apprentice, hoping to show him how to be as brave as she learned to be from the Warrior of Light.
  • Hot-Blooded: When she has her fears under control, Ogul is as proud and boastful as any other Xaela warrior, declaring herself the equal of the Dragonslayer, Chakha Zoh. She's so energetic that when she's tasked with bringing supplies to Palaka's Stand, she rushes off without the supplies she's supposed to carry after dispatching of some beasts, forcing Racashir to grab them and race after her.
  • Katanas Are Just Better: She was inspired to take up the katana after watching the Sekiseigumi while visiting Kugane.
  • "Not So Different" Remark: Ogul's fear of the Arkasodara gradually wanes over the course of her questline, particularly when she notices the similarities between Arkasodara customs and that of her own tribe, such as not being wasteful with her kills and making use of every part of the animal.
  • Paper-Thin Disguise: Ogul manages to fool a Gajasura named Acala, who had just stolen a hippo cart from one of the Hippo Riders, into believing that she was one of the Manusya just by wearing a Gaja costume on her head. Both Trna and Maru are shocked that it worked, as Ogul had done nothing to hide the rest of her distinctly Xaela outfit and appearance.
  • Why Did It Have to Be Snakes?: Having grown up on tales of the Gajasura tribe's savagery, Ogul is paralyzed when she realizes that Yedlihmad is filled with Matanga. She understands on a rational level that the Arkasodara are an entirely separate and friendly tribe, but still can't shake her fears until the Warrior helps her interact with them and slowly realize that they're not so different from herself.

Acala

A member of the Gajasura tribe sent to conquer Yedlihmad for his people. To this end, he and his fellow Gajasura hijack one of the Riders' hippo carts. But things aren't quite as simple as they seem on the surface...


  • All of the Other Reindeer: As it turns out, Acala and his compatriots were cast out of their tribe, as they were mocked for only being as large and strong as the Arkasodara that the Gajasura despise.
  • Large Runt: Despite being Gajasura, Acala and the other members of his party are only about as large as Arkasodara. While huge by the standards of mankind, they're still tiny when compared to their fellow Gajasura, who are practically double Acala's height.
  • You No Take Candle: As a Gajasura Matanga, Acala and his fellows speak in a broken version of the common tongue, reflecting the Gajasura's primitive and savage lifestyle. When the Warrior of Light returns during the allied tribal quests, Acala and the other Gajasura have gotten much better at speaking the common language, save for minor problems with first-person pronouns.

    The Last Dregs (Omicrons) Unmarked Spoilers for Endwalker 
With the Omicrons left lost and confused by Stigma-1's final command to "live", unit N-7000 was convinced by the loporrit Jammingway to open a cafe at the end of the universe within the Nekropolis of Ultima Thule. To rediscover hope, the Omicrons have begun resurrecting various beings based on data from the Dead Ends. On top of that, a new star has mysteriously popped into existence, and seems to be the perfect place for the Omicrons to begin growing what they need to run their cafe.
  • The Comically Serious: The Omicrons staffing the Last Dregs treat their responsibilities as a new kind of mission in correlation with the directive to "live". Because of this, they take to it awkwardly but with complete seriousness appropriate for a military operation. Jammingway constantly has to rein in Stigma-4's tendency to go overboard, such as suggesting a powerful chemical weapon capable of destroying all organic life found in soil in response to a weed problem.
  • Emotions vs. Stoicism: A major conflict the Omicrons grapple with is understanding their renewed ability to feel emotions when they've spent their lives abiding by the cold, calculating logic of a machine. N-7000 and Stigma-4 are repeatedly surprised by the Last Dregs's continued success when their projections indicated catestrophic failure. They're especially shocked by their patron's ability to forgive and overcome their differences with their second chance at life, particularly when their mortal enemies, the dragons, are involved.
  • Epic Fail: The first two beings the Omicrons bring back to life are Karellians of opposing factions, which results in them both immediately pointing their guns at each other. Then after Jammingway manages to get them to calm down and talk to each other, the Omicrons serve them carrots of happiness (which they don't like), followed by oil lubricant (which they can't eat), the two get into a firefight with the Gordhonan Guardian serving as a security guard. It gets so bad that Stigma-4 (who is a former combat-focused AI) has to call for backup to get things under control.
  • Lighter and Softer / Denser and Wackier: To both Omega & the Omicrons, as well as Ultima Thule itself. Omega and its race were a horrific force in the main narrative, responsible for purging countless stars and their peoples, and the Cybernetics Eat Your Soul aspect was particularly terrifying; meanwhile Ultima Thule was the emotionally-charged finale to the Endwalker narrative and was an intense rollercoaster. In comparison, the Last Dregs' events play the Omicron's search for meaning and inability to comprehend organics for mostly-lighthearted humor, and the various nightmares of Ultima Thule are slowly subverted as the tribe progresses, and the various restored peoples' from Ultima Thule and the Dead Ends begin to overcome their despair and find reasons to live again. As a result, the tribe ends up serving as both a foil to the Ultima Thule arc, as well as an excellent epilogue for it.
  • One-Note Cook: Due to Jammingway's preferences, much of the Last Dreg's initial menu consists of carrot-based products like carrot juice and carrot cake. The restaurant gradually expands its menu to accommodate the requests of its patrons, such as including salads, fish, and soup.
  • Retired Monster: Once intergalactic conquerors who destroyed innumerable civilizations in their quest to become the strongest race in the universe, the Omicrons are using their second chance at life to run a cafe at Jammingway's behest. All things considered, they seem to enjoy it, with one of the baristas grumbling about how it hasn't gotten an apron worthy of its station yet.
  • Restaurant-Owning Episode: The goal of the Last Dregs is to restore civilizations lost to despair and promote hope through the joy of sharing food and cultural exchange. This is despite the fact that Jammingway and N-7000 have never run a restaurant before (indeed, as a robot, N-7000 can't even taste food and must work off a database of "flavorsome" compounds).

N-7000

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_n_7000.png
Race: Omicron

A mlitary and operations specialist stationed at Base Omicron, N-7000 realizes that Stigma-4 is preparing to launch a full-scale Alien Invasion of Etheirys. It warns the Warrior and Jammingway of this and helps them avert the invasion by convincing Stigma-4 that such a move would result in the annihilation of the Omicrons. Following this, Jammingway convinces N-7000 to find a new, peaceful purpose as co-manager of the Last Dregs, a cafe at the edge of the universe.


  • The Cynic: As a denizen of a race that once succumbed to despair, N-7000 is generally pessimistic when things aren't going the way they should in contrast to Jammingway's idealism. When the Ea and Niburuns fail to show interest in the Last Dregs, N-7000 is quick to remark that any further expansion of Elysion is nigh-impossible. Despite this, N-7000 continues to support Jammingway's endeavors.
  • Deadpan Snarker: N-7000 is very quick to point out flaws in Jammingway's ideas in this manner. It isn't averse to pointing this at others either, such as the Ea's jypocrisy in calling Jammingway's argument "primitive" and "charmingly irrational" when the Warrior is able to convince the allegedly perfectly logical Ea with nothing more than the promise of a new experience.
    N-7000: <whirr> This unit does not disagree with the assessment of organic life-forms as “primitive,” though it is rich in irony given the irrationality on display at present.
  • Explosive Overclocking: Near the end of the questline, N-7000 uses all of its processors to try and understand what the feeling of happiness is and why it desires to live despite such a thing being inefficient. Stigma-4 states that this state is highly dangerous, as N-7000 is overheating to the point of a potential meltdown, requiring refrigeration fluid to bring its temperature down to safe levels.
  • My God, What Have I Done?: When the time comes to bring the dragons to the Last Dregs, N-7000 is understandably apprehensive given that its race is what drove the dragons to near-extinction and devastated their star. N-7000 repeatedly asks if the dragons would like to take revenge on it and is thoroughly baffled when the dragons tell it that they've become so deadened to any feeling at all that such Vengeance Feels Empty. The implication here is that N-7000 has realized the gravity of its decisions as part of the Omicrons's conquest and feels awful for them.
  • Now What?: With the Omicrons' conquest ended, N-7000 believes there's no reason for it to remain operational. Even after bonding with Jammingway, N-7000 continues to ponder the meaning of its continued existence while struggling to justify it on a purely logical level. By tapping into its buried emotions and learning what it means to be happy, N-7000 finally rediscovers its reason for being and is ultimately the one to snap the Nibirun out of their nadir.
  • Smug Super: N-7000 is extremely proud of its civilization's technology, mocking Jammingway's probe as "primitive" and deigning to speak on a level that less-developed races might understand.
  • Sore Loser: In the Endwalker Allied Tribe Quests, the Hippo Riders, Last Dregs, and the Dreaming Ways all decide to host a race at the end of the universe to be broadcast across the cosmos. N-7000 smugly declares that the Omicrons will definitely win thanks to their tailor-made racing machine, V1C70RY. But to N-7000's alarm, V1C70RY is blasted out of the race early on by a Miw Miisv's electric blast. An indignant and frustrated N-7000 tells you after the race that it's already preparing the production of an Omega unit for the next race and to prepare for your defeat.
  • Straight Man and Wise Guy: The unerringly logical straight man to Jammingway's joyful and idealistic wise guy.
  • Took a Level in Cheerfulness: Over the course of the questline, N-7000 begins to understand joy and hope for the future by watching the reactions of the civilizations of Ultima Thule. By the end, it's N-7000, not Jammingway, who explains the value of hope and continuing to persevere to the Nibirun. N-7000 even begins to crack jokes while demonstrating mirth and excitement in its dialogue.
  • Too Spicy for Yog-Sothoth: Played for Laughs. N-7000 is quick to denouce organics for their frailty of body and mind, but the Ea's Constantly Curious nature is too much for even it, and it's ready to snap after "only" a few tens of thousands of the Ea's hundreds of thousands of questions.
  • Uniformity Exception: Jammingway gives N-7000 a pair of robotic rabbit ears to set it apart from the other Omicron units. Partially because Jammingway wanted a way to show that it's the manager of the cafe, but also so he know which Omicron is going to be the one insulting them.
  • Vitriolic Best Buds: Over the course of the questline, Jammingway and N-7000 are constantly throwing insults at each other. And yet, when N-7000 wonders if it and the other recreated civilizations can even be classified as "living", Jammingway cuts the Omicron's existential crisis short by telling it that they're alive as any other. In a rare moment of sentimentality, N-7000 sincerely thanks Jammingway for his support.
    N-7000: This unit finds the eminently killable life-form's outlook to be intolerably naive.
    Jammingway: I'll show you “eminently killable,” you...weird-looking fork!
  • What Is This Feeling?: Being robotic, N-7000 has no programming protocol for emotions. However, from all the time and work put into The Last Dregs, N-7000 is starting to acknowledge and develop the feeling of happiness, but is alarmed that trying to understand it would cause a critical overflow in programming and lead to a shutdown.

Jammingway

https://static.tvtropes.org/pmwiki/pub/images/jammingway.png
Race: Loporrit

The communications officer aboard the Ragnarok. Jammingway sent a probe to Ultima Thule that was discovered by N-7000, who helped them avert an impending invasion of Etheirys by Stigma-4. Jammingway then comes up with the idea of having the Omicrons restore the civilizations lost to the Final Days and have them convene at a new cafe, the Last Dregs, to bring them hope and joy again.


  • Innocently Insensitive: Jammingway shares his fellows' love for carrots and can't imagine why anyone would want to eat anything else until the Karellians refuse the carrots of happiness. His Wide-Eyed Idealist mindset can also prove grating to others, asking if the clearly distressed Grebuloffs are okay when N-7000 points out that they're obviously not.
  • Leaning on the Fourth Wall: Following the completion of the Omicron quests, Jammingway tells the Warrior of Light that they're welcome back anytime as they and N-7000 will be here forever, a tongue-in-cheek reference to how NPCs tend to not move after their storylines are complete.
  • Straight Man and Wise Guy: Jammingway's joyful and idealistic demeanor makes them the wise guy to N-7000's straight man.
  • Trademark Favorite Food: Like his fellow Loporrits, Jammingway lives to eat carrots of happiness and is baffled when the Karellians despise them. They even try to exploit Elysion's dynamis-derived nature to try to wish for a wealth of them (though it doesn't work, to their dismay.)
    N-7000: It appears that "gluttony" does not constitute an emotion.
  • Vitriolic Best Buds: Over the course of the questline, Jammingway and N-7000 are constantly throwing insults at each other. And yet, when N-7000 wonders if it and the other recreated civilizations can even be classified as "living", Jammingway cuts the Omicron's existential crisis short by telling it that they're alive as any other. In a rare moment of sentimentality, N-7000 sincerely thanks Jammingway for their support. Even then, they continue to snipe at each other when things seem to be going wrong, with Jammingway calling N-7000 "buttons for brains" when it seems like all of their customers have left the Last Dregs.
  • Wide-Eyed Idealist: Like the other Loporrits, Jammingway is full of nothing but wide-eyed joy. He's inspired by the mission of the Last Stand in Sharlayan to create the Last Dregs in Ultima Thule to bring happiness and hope to the civilizations lost to despair. He's so upbeat that he struggles to comprehend the depths of the Grebuloffs's homesickness and grief, needing N-7000 to point out that the Grebuloffs are obviously not okay.

Stigma-4

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_stigma_4.png
Race: Omicron

A long-defunct strategic matrix shocked awake by Sir's command to "live", Stigma-4 defaults to its normal protocols and immediately begins constructing an invasion force aimed at Etheirys. With the help of N-7000, the Warrior of Light and Jammingway manage to convince Stigma-4 to stand down. With the founding of the Last Dregs, Stigma-4 becomes the primary questgiver for the Omicron Tribe Quests.


  • Final Boss: Of the Stigma Dreamscape, a dungeon consisting of Stigma-4's digitized subconscious as the Warrior of Light and their party seeks to convince it that an invasion of Etheirys isn't worth it by beating the Omicron into submission.
  • Heroic Comedic Sociopath: When the Karellian farm is faced with a weed infestation, Stigma-4 advocates for the use of a powerful chemical weapon that would annihilate any traces of organic life in the soil. Jammingway is understandably averse to this and advocates for the creation of a much weaker pesticide. Stigma-4 remains baffled at this "inefficient" solution but decides that arguing with Jammingway would be even more taxing. After you come back with the necessary ingredient, Stigma-4 continues to insist that its chemical weapon is on the table. All of this is Played for Laughs.
  • Humans Through Alien Eyes: Given the Omicrons' roboticization and computerized logic, Stigma-4 struggles to wrap its metaphorical head around the complexities of having a flesh and blood body. It's irritated by the "programming error" called "emotions" that stirs up conflict between people and is frustrated by the differing preferences of different races, wishing people's digestive systems were standardized so it wouldn't have to worry about taste preferences.
  • Insufferable Genius: Due to its role as a strategic matrix, Stigma-4 possesses mind-boggling processing power. In one quest, it has to search though thousands of databases and billions of entries for a potential solution to the process at hand. It then calls this a "trifling task" and produces a solution in moments. However, Stigma-4's intelligence as a part of a Higher-Tech Species makes it insufferably arrogant, referring to less advanced species as "plebeians" and repeatedly talking down to the Warrior of Light and Jammingway.
  • Oculothorax: Like Sir/Stigma-1, Stigma-4's main body is a floating mechanical eyeball similar to the one in Omega's digital landscape.
  • Reformed, but Not Tamed: Even after it agrees to call off its invasion of Etheirys and to help out the Last Dregs, Stigma-4 still ultimately believes that Violence Really Is the Answer for most problems and its solutions for the various problems that arise around the Dregs involve liberal violence.
  • Sesquipedalian Loquaciousness: Owing to its vast intelligence and network of databases, Stigma-4 is prone to using highly specific and technical vocabulary when simpler terms would suffice.
    Stigma-4: However, the infantile nature of the Miw Miisv begets a necessity for emollient ministrations to be applied to said comestibles before consumption. Rapid blinking detected. Reiterating in layman's terms: the Miw Miisv are babies and thus require soft food.
  • Smug Super: Stigma-4 is even more stuck-up than N-7000, referring to other lifeforms as "plebeians" and mocking Jammingway's insistence on "natural" water for the Last Dregs as it's only "technically nontoxic" when compared to the water synthesized by Omicron technology.note 
  • Sour Supporter: Its predilection for violence and constant insults toward Jammingway aside, Stigma-4 does its level best to assist the Last Dregs however possible as part of fulfilling Sir's last directive to "live". In the quest "A Brewing Reputation", it declares that it will not rest until every lifeform in existence knows the Last Dregs's name even as it refers to Jammingway as the "interminably shrill manager".
  • There's No Kill like Overkill: Stigma-4 has a problem with applying overwhelming force to most problems. When confronted with a weed infestation, Stigma-4 proposed using a chemical weapon to destroy all life in the soil. It also proposes drying a wet Jammingway with military-grade lasers.

The Miw Miisv

A brand new species spawned into existence from the Ea's influence on the dynamis of Elysion, resembling jellyfish with halos similar to the Ea.

  • Celestial Body: They give this impression, as the interior of the Miw Miisv's jellyfish-like body is filled with lights that resemble distant stars and nebulae.
  • Creating Life Is Awesome: Born from the Ea's new hopes for the future, a future that this culture had completely given up as pointless and meaningless, the Miw Miisv are incredibly important to the Ea, who immediately appoint themselves as guardians and caretakers of their "children." Jammingway and N-7000 find their creation remarkable and the cafe management takes the Ea's "child-rearing" mission as seriously as any other.
  • Creating Life Is Unforeseen: The Miw Miisv are creatures entirely borne out of dynamis, a result of Jammingway, N-7000, and the Warrior of Light rekindling the Ea's hope for the universe's future. While previous efforts had seen brand landmasses sprout out of the dynamis in Elysion, complete with long-extinct species belonging to their original worlds (such as the sea life in the Grebulon star) the Miw Miisv's creation, especially as entities the universe had never seen before, was entirely unexpected by anyone in the Last Dregs' management staff.
  • Electric Jellyfish: They're capable of discharging electricity from their bodies. Unfortunately for the Warrior of Light, the interior of the Miw Miisv's body will also conduct electricity while "riding" them, but they don't seem hurt beyond the temporary electrocution spasms.
  • Lightning Can Do Anything: Their electrical discharge is capable of powering Omicron machinery, and several Ea actively seek to be electrocuted by them just to experience the sensation. An overly curious Grebuloff will chase a Miw Miisv around the cafe begging for "just one lick," implying that it would feel like licking a battery.
  • Ridiculously Cute Critter: In-universe, it's noted that fawning over the Miw Miisv as they float around is a common pasttime among visitors to the Last Dregs.
  • Shout-Out: Flying, energy-based space-borne, infant jellyfish with four grasping protrusions on their underbelly, and who make cutesy baby sounds? They would make great playmates for Baby Metroids.

    The Dreaming Ways (Loporrits) Unmarked Spoilers for Endwalker 
https://static.tvtropes.org/pmwiki/pub/images/the_dreaming_ways.png

With the Final Days averted and the moon no longer needed as an escape vessel, many Loporrits are at a loss on what to do next now that their life work has been rendered naught. Thus does Dreamingway seek out the Warrior of Light, hoping to use their crafting knowledge to create a venue where Loporrits may come to find a new dream to follow.


  • Dancing Is Serious Business: In the quest, "Dancing King", a Loporrit named "Shakingway" insists on becoming the king of dance and challenges the Warrior to a dancing contest. Unfortunately for him, the Warrior trounces him every time, but he always swears to return for his revenge and prove himself worthy of his name. Managingway believes that Shakingway is simply in need of a playmate.
  • Desperately Looking for a Purpose in Life: With the Final Days averted, many of the Loporrits fall into listless depression with the knowledge that their thousands of years of hard work has gone up in smoke. Dreamingway hopes to reignite their spirit by helping them find new reasons to go on and new passions to explore.
  • Eccentric Artist: Sparkingway is considered a genius among the Loporrits who take up painting after a creative mural is erected in Hoper's Hold. But she's so passionate about her creative pursuits that she insists on getting "explosive" bursts of inspiration. And by "explosive", she means having grenades filled with "carrotsine" lobbed at her so she can find her muse in the fiery blasts. Luckily, she's only lightly singed and rushes off to start her newest work.
  • Large Ham: The Smoldering Loporrit encountered in "Art is an Explosion!" is incredibly enthusiastic about mashing the mushrooms that grow on the Moon's surface. They take such glee in their calling that they border on Ax-Crazy. Managingway is disturbed and concerned, but ultimately finds this Way harmless so long as their passion is pointed at mushrooms.
    Smoldering Loporrit: Do you have it? My instruments of havoc? Yes...yes! You have done me a great service, comrade. The creativity burns within me─a star of rampant smashing! I will grind that fungi to the finest powder─vaporize its every spore! For it is not for vengeance nor ambition that I fight─it is for art. Art, I say! The battle has begun! Hyahahahahahaha!
  • Muscle Angst: The Gaining Loporrit encountered in the quest "Sets, Reps, and Loporrits" is taken with the powerful physiques of the Roegadyn and aspires to have a Heroic Build to be proud of. As such, they're constantly doing jumping jacks and you can bring them exercise equipment like barbells and resistance cables to aid in their bodybuilding pursuits.
  • Noodle Implements: Hare-raising Thrills has the player craft for Thrillingway: either a super sharp pair of shears, highly acidic gel, or a strong rope for binding "a friend" with. Keepingway, the one who gives you the "Occult Paraphernalia Materials" mentions that they don't want to know what Thrillingway is planning to do with whatever you craft for them.
  • Now What?: The main theme of the questline. Since the Loporrits spent a good part of 10,000 years prepping the moon as an escape vessel, and Hydaelyn didn't have a backup plan in the event the Final Days were actually stopped, many of them have fallen into depression and boredom now that they have nothing to do.
    Listless Loporrit: Why do I seem so sad? Oh, I don't know, perhaps because my entire life's work was all for naught? What a question... What's so wrong with moon living, huh!? We worked so hard to make sure you would be comfortable here, and it's gone entirely to waste. Do you want to live here? No, I didn't think so...
  • Overworked Sleep: In "Lunar Beats for Hopping", you encounter multiple Loporrits who are dozing off while standing off due to being so inspired to explore their newfound interests that they've been forgetting to sleep and rest. Managingway has you revitalize them with some music from the Moon Hopper, which gets some back to work while others find the energy to return their hibernation chambers and recover.
  • Punny Name: The tribal currency, Loporrit Carats. "Carat" refers to units of measure for both the weight of precious stones and the purity of gold, appropriate for a currency. But it's also a homophone of "carrot", which to no one's surprise is what they're shaped like.
  • "Well Done, Son" Guy: One Lopporit encountered in the quest, "Lunar Beats for Hopping" admits to having a "sycophantic desire to be recognized" and works day in and day out with hardly a wink of sleep in hopes of getting praised by Inventingway. It's gotten so bad that the "Weary Loporrit's" hands are violently shaking. After you revitalize them with some music, the Loporrit runs off to curry favor with their boss while cheerfully admitting their crippling fear of failure.

Dreamingway

https://static.tvtropes.org/pmwiki/pub/images/dreamingway.png
"Surely there's a dream out there for everybody... Thank you for helping to make mine a reality. But we're just getting started! There are still plenty of dreams out there to make space for, and Loporrits to lure into our helpful clutches!"

The leader of the Dreaming Ways. A Loporrit once burdened with the feeling that he was utterly average and unremarkable among Loporrits. A chance encounter with the Warrior of Light lets him realize his dream of bringing music to others. He then enlists the Warrior's help in helping the Loporrits, now bereft of purpose with their exodus canceled, find their own dreams.


  • Cool Shades: Is given these by Managingway because they look cool and as Uniformity Exception to make Dreamingway stand out among the rest of the Ways.
  • "Do It Yourself" Theme Tune: When Hoper's Hold opens, Dreamingway proudly declares that its theme song, "Dreamwalker", a techno-remix of Endwalker's main theme, was composed by himself.
  • Pursue the Dream Job: The lead-in to the Loporrit Tribe Quests follows Dreamingway as he tries to discover what it is he wants for himself aside from being a just another Loporrit. When the Warrior gives him the idea to pursue music, Dreamingway is ecstatic and immediately begins gathering other Loporrits to start humming together. Following this, he starts composing music, writing the music played on the dance floor in Hoper's Hold.
  • Ridiculously Average Guy: Subverted. Dreamingway believed this of himself, having no notable traits among his brethren aside from significantly better hearing. Then the Warrior helps him discover his passion for music, upon which Dreamingway launches a new initiative to help his fellow Loporrits find their own dreams.
  • Uniformity Exception: He's the only Loporrit with a pair of shades, both because they look cool and so that he's easily recognizable among a sea of nearly identical Loporrits.

Managingway

The brains of the operation. Managingway has a passion for all things logistical and analytical. They act as the primary questgiver for the Loporrit Tribe Quests.


  • Benevolent Boss: One of their goals is to make sure that all Loporrits are happy and healthy. They get upset when they see other Loporrits working themselves to the bone to try to achieve their new dreams, asking the Warrior to revitalize them with some music from the Moon Hopper.
  • Clock King: Managingway's life's purpose is to organize everything into tidy lists, charts, and tables to make sure all plans go off without a hitch. They're able to secure anything and everything almost always on time.
  • The Reliable One: Of the Dreaming Ways, Managingway is the troubleshooter who dispatches the Warrior to help with hiccups in the Dreaming Ways' efforts to help the Loporrits find new purpose. They're also responsible for all of the major organizational and administrative tasks while Dreamingway is on the ground coming up with new ideas.

Coiningway

The Dreaming Ways' financier. Coiningway has dreams of turning the moon into an economic powerhouse, using the Dreaming Ways' mission as a basis to jumpstart an economy with Loporrit Carats as the currency. They act as the shopkeeper for the Dreaming Ways.


  • Crazy-Prepared: They deliberately make Loporrit Carats as difficult to produce as possible to prevent Counterfeit Cash.
  • Friendly Shopkeeper: Coiningway may be in it for the money, but they make sure to provide useful goods for a fair price. Most notably, they sell Gripgel, a component necessary for Endwalker's best crafting gear, at the low price of 1 Loporrit Carat when you'd otherwise spend 500 White Scrips to buy them from Rowena.
  • Only in It for the Money: Coiningway makes it clear from the start that the Dreaming Ways are a means for them to achieve their own dreams of starting an economy on the moon. That said, they devote themselves tirelessly to their work and makes sure that the Ways all have reasons to continue chasing their dreams by distributing carats to be spent at their new attractions like Cookingway's kitchen. By the end of the questline, Coiningway is over the moon to be invited to a meeting of Sharlayan economists to discuss quarterly trends.

Inventingway

A Loporrit with a passion for inventing new machines and the designer for the often-aggressive supporters that prowl Bestway Burrows.


  • Awesome, but Impractical: Most of Inventingway's creations are awesome to behold... and also terribly specific and weird in their functions. For instance, Inventingway's idea to improve the carrot creation stations is to give one limbs and have it dance around to "improve sprinkler efficacy". Managingway laments that they've yet to find a use for any of Inventingway's creations.
  • Didn't See That Coming: His supporter units are, in theory, perfect helpers to the people of Etheirys. In practice, they were programmed with the expectation that people would be the size of the ancients. So when the Scions come knocking, the supporters can't recognize them as people and move to attack them as foreign invaders. Inventingway tried to fix this bug, but got placed on repair duties before he could, leading to the hostile supporter units prowling the Carrotorium and Greatest Endsvale.
  • Gadgeteer Genius: He's a technical whiz with too many ideas for his former practical position in repair work and maintenance. He invented the (unfortunately murderous) supporter units found throughout Bestway Burrows and instantly agrees to join the Dreaming Ways at Hoper's Hold for the chance to make whatever his heart desires. He later refits a moon hopper to serve as a high-speed racing machine capable of competing with Omicron tech and Ra-La, a death deity that a Nibirun transformed into to participate in the Hyper Hustle.
  • Hot-Blooded: He's incredibly passionate about putting new machines together. Learning that the Dreaming Ways will let him build whatever he desires so long as it helps others has him Suddenly Shouting, "This is the greatest day of my life!!!" He's so loud that both the Warrior and Dreamingway take a step back.

Cookingway

The Loporrit who was once in charge of providing sustenance for the people of Etheirys when the time came for the great exodus. With said exodus canceled indefinitely, Cookingway decides to head down to Sharlayan to study the cuisine of the star and improve his own skills.


  • One-Note Cook:
    • Cookingway has spent thousands of years perfecting the most delicious, nutritious (and freakishly large) carrots. Biting into them is indeed delightful, but that's all the Loporrits ever eat. It never occurs to them that the people they're supposed to be caring for could possibly get tired of eating nothing but raw carrots until the Scions show up on their door. Indeed, one of the first things Urianger says after returning to Sharlayan from his stay on the moon is that the sight of other vegetables growing brings a tear to his eye.
    • Following the events of Endwalker, Cookingway tries to subvert this by studying the cuisine of Etheirys and is happy to apply his newfound knowledge as part of the Dreaming Ways. But the Loporrits wind up ordering mostly carrot-related sweets anyways, Double Subverting this trope. Then it's triple-subverted when Cookingway comes up with ideas like "carrot steak", turning the Loporrits' carrots into a meat-like dish unlike any they've had before. This is also lampshaded by Cookingway himself at the end of the Loporrit quests.
      Cookingway: I must confess─I worry that my inclinations still tend too heavily toward carrots. Yet I can hardly ask this lot for other ideas...
  • Sweet Baker: Cookingway is a sweet, enthusiastic Loporrit eager to serve food to others and give them seconds and thirds. After being recruited to head the Dreaming Ways' new cooking station, Cookingway and his new recruits wind up whipping up a variety of sweets for their brethren, including carrot muffins and carrot cake.
  • Team Chef: As his name implies, Cookingway is this for all the Loporrits, having been in charge of feeding all of the moon's inhabitants for thousands of years. But he doesn't refine his skills beyond cultivating the most delicious carrots until the Final Days are halted for good, giving him a chance to explore his passion through the cuisine of Etheirys. He's happy to lead scores of other Loporrits to share in his love for cooking.

Counselingway/Talkingway

An ashen-furred red eyed Loporrit who watches Dreamingway and the Warrior of Light from afar, sneering at their attempts of giving everyone a dream to follow. The reasoning behind their motives and dour attitudes are known only to them.
  • Astonishingly Appropriate Appearance: Their clothes aside, compared to the vast majority of Loporrits who are white furred with blue eyes, they are dark furred with blood red eyes. Combined with the dark clothing they wear, it is very clear from a glance that they are rather depressed compared to the other Loporitts. But they presumably were still ashen furred and red eyed even when they had purpose before the aversion of the Final Days and they remain so after gaining new purpose, so it's apparently fully coincidental in canon.
  • Big Sleep: Counselingway repeatedly petitions to be allowed to return to their hibernation chamber indefinitely after they're deprived of purpose by the Endsinger's defeat. Livingway refuses and implores Dreamingway and the Warrior of Light to help Counselingway out of their depression.
  • Despair Event Horizon: They were given the task of guiding the people of Etheirys once they were brought to the moon since they would be confused and disoriented with their new home. Thanks to the Warrior of Light and the Scions saving the universe, Counselingway is left without a purpose and they feel that their existence is also pointless. While other Loporrits share their mindset, Counselingway is the only one who repeatedly asks Livingway to be put back into hibernation. Once they make their presence known, pulling Counselingway back from the brink along with the other purposeless Loporrits becomes the focus of the quests.
  • The Eeyore: When they're not expressing how pointless it is for everyone to have fun, they're usually spouting a very dour attitude on life in general and never expressing any happiness.
  • Heal the Cutie: After spending the quests purposeless and wishing nothing more than to return to hibernation, the Dreaming Ways finally manage to inspire hope in Counselingway by inviting them to host a new radio channel through which the Loporrits can lend their expertise. The idea of helping the people of Etheirys remotely is a dream come true for Counselingway, who gradually gets over their fears before finishing the broadcast with Tears of Joy. By the end of the Tribe Quests, they've rejoined their fellow Loporrits and can be seen laughing and happily chatting with them.
  • Hope Is Scary: Counselingway is astonished when Dreamingway and the Warrior bring up the idea of opening a radio channel so the Loporrits can contact the people of Etheirys. Counselingway reacts with both excitement and trepidation at the idea that they can funnel their skills into a new purpose. Once they're invited to host the Dreaming Ways' inaugural broadcast, Counselingway starts nervously, unsure if the people of Etheirys will hear them. But in the end, they continue on with Tears of Joy, as they'll be satisfied if they can help even one person listening in from thousands of malms away.
  • Irony: Counselingway made it their life purpose to help the people of Etheirys acclimate to the moon by listening to their woes and providing them with succor and guidance. With the Final Days averted, Counselingway is the one who falls into depression and is in dire need of guidance now that they're bereft of purpose.
  • The Killjoy: Oh boy are they ever. Nearly everything that comes out of their mouth is some form of "stop being so cheerful and having fun because it's pointless and annoying." Dreamingway even lampshades it, saying that they're "absolutely adorable until they open their mouth."
  • Meaningful Rename: At the end of the Loporrit Tribe Quests, Counselingway takes on a new name, Talkingway, thanks to their new purpose as the head of the Loporrits' radio show and a friendly voice for all of Etheirys to hear.
  • Paint It Black: In contrast to their fellow Loporrits whose outfits are primarily blue and white, Counselingway's clothes are black and gray, which reflects on their negative outlook on their life.
  • Red Eyes, Take Warning: Downplayed. While Counselingway isn't inherently harmful to the other Loporrits, they represent the many Loporrits who have fallen into depression after their life's work is rendered useless. Counselingway's despair is so profound their their Innocent Blue Eyes have turned a ruby red.
  • Significant Wardrobe Shift: After regaining a purpose by hosting a radio show to provide counsel, weather reports, and other helpful advice to the people of Etheirys, Counselingway joins the Dreaming Ways and wears the group's signature yellow T-shirt. This reflects Counselingway's renewed sense of hope and meaning as they wish to help even one person on Etheirys.
  • That Man Is Dead: They hate being referred to by their name since it reminded them of the old life they had. Even when their name is revealed, their name card in the text box still refers to them as an "Ashen-furred Loporrit". Even when they do eventually come around, their name tag doesn't change, and Dreamingway calls them "not-Counselingway". Following their Meaningful Rename, they're referred to as Talkingway instead of their previous epithet, reflecting how they've found new purpose.
    Ashen-furred Loporrit: Do not call me that. 'Tis a relic of a life I care not to remember.
  • There Are No Therapists: Discussed. Counselingway took on their name and role when they realized that the people of Etheirys would be distraught to abandon their homes and everything they know in the wake of the Final Days. They devoted themselves tirelessly to care for the people of Etheirys, only for all their efforts to go to waste when the exodus is canceled by the Endsinger's defeat. Shocked and saddened by their complete loss of purpose, they fall into such despair that their fur turns black.
  • When They Smile: Once they are given a purpose again (to communicate to the people of Etheirys via radio), they finally smile and even well up.

Top