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The Twelve

A pantheon of gods and goddesses that have been worshipped in Eorzea since time immemorial. They've been thought to have been simple myth or primals, as they've never been seen... Until the Warrior of Light reaches the Phantom Realm, where it turns out not only are the Twelve very much real, they're attempting to awaken and take over the world.

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    In General 
  • All Myths Are True: An actual, In-Universe component on how they work: since they're connected to the 'will of the star', they're susceptible to humanity's wishes, prayers, and stories, meaning that all myths involving them become retroactively true.
  • Ambiguous Situation: While a lot of information is given about their personality, background and powers, even by the end of the storyline there is a lot of details that are intentionally left vague, such as the interpersonal relations between the Twelve - with the answer given by the Twelve to such questions amounting to "believe what you want to believe".
  • Animorphism: Each of the gods has an animal form that they use to enter the world of mortals and observe things from a distance, since being seen in their divine form would break their code of conduct.
  • Badass Adorable: After some of their fights, they take on the forms of various animal Minions to accompany the cast in search of the information regarding their history. The result is literal gods effectively walking around as portable, talking creatures, like Azeyma as a meerkat, or Menphina as a rabbit.
  • Bait-and-Switch Boss: Just before you fight Althyk, Nymeia suddenly appears in the arena and joins him. Not only does this suddenly turn the fight into a Dual Boss, but it throws a curveball at the established pattern of four bosses per raid: there are only twelve of the... well, Twelve, of which we have already faced nine, and the Watcher is a non-combatant. With only three gods left to fight, the upcoming final raid suddenly has an empty spot...
  • But Now I Must Go: Upon defeating Eulogia in Thaleia, the Twelve bid you (and mortals everywhere) goodbye by returning to the Lifestream. However, because Twelve are influenced by the unconscious wishes and prayers of mankind, they're not entirely gone, and Oschon ultimately chooses to stay as a mortal man to continue wandering the world.
  • Clap Your Hands If You Believe: While not primals, the Twelve are still influenced by the unconscious wishes and prayers of mankind, which alters their form. Examples include Halone becoming 'more imposing' due to being worshipped as the goddess of war by Ishgard, Menphina's hound being created by the belief that the Lesser Moon Dalamud was her loyal hound, and so on. Halone even implies that the interpersonal relationships between the gods, such as her mythological rivalry with Nophica, are affected, and that the Warrior of Light is free to believe whatever details about them that they wish. G'raha Tia hypothesizes that it's a side effect of being subject to the dynamis of their believers over the course of countless years.
  • Death of the Old Gods: Invoked by the Twelve themselves - they want to die and be returned to the lifestream so that the immense amount of power they accumulated over millenias can return to Etheirys, allowing mankind to shape its own destiny.
  • Graceful Loser: Justified. They don't actually want to hurt you so much as train you, so them losing simply means that things are working as intended.
  • The Gods Must Be Lazy: The Twelve, despite being incredibly powerful, refuse to get involved with mortal events. They even point out that Louisoux's stunt fighting Bahamut wasn't them, but something akin to a Primal summoning in their image.
  • God Of Human Origin: Krile theorizes that they were Hydaelyn's collaborators turned into gods to watch over the star after the Sundering, which if true would mean they were ancients that were ascended into divine entities distinct from primals. In the final mission of the questline, Deryk explains that each of them were indeed ancients who were close friends and confidants to Venat.
  • God Is Good: They're all loving deities who wish nothing but the best for mankind; in the second part of the storyline, they don't even attempt the Jerkass God guise, since it's not who they are. Their fights against the Warrior of Light are framed more like a friendly spar (albeit one with an ulterior but benevolent motive).
  • God's Hands Are Tied: On top of their general non-interventionist code of conduct when it comes to the affairs of mortals, by their own admission they aren't omnipotent and almighty, so they can't grant the wishes of all who pray to them.
  • Hero Antagonist: There is no malice behind their actions whatsoever, and the conflict is strictly Good Versus Good. The Twelve only ask the Warrior of Light to fight against the gods instead of demanding it or forcing the Warrior's hand, and the Twelve have a benevolent reason for asking that to begin with. Albeit, it's because they want to die. By fighting the Warrior of Light and expending a huge amount of aether, it will return to Etheirys and give mankind the ability to shape their own destiny without them. Even though it's ultimately for mankind's benefit, the Twelve also admit that this is an inherently selfish motive, and that it's probably going to cause some trouble for the researchers of the world when they inevitably find out, since the Twelve have grown tired over time.
  • Humanity on Trial: The reason why they're fighting the Warrior of Light is to test the mettle of mankind; if they fail, then they have no right to control their own destiny. Or at least, that's what they initially claim. In reality they don't have plans to take over the world at all, and simply put on an act to get the Warrior of Light to fight them for an unknown ulterior motive. They, instead, want to fight to return their aether to the star so they can let it grow once more and they can rest.
  • Jerkass Gods: Subverted. The initially present themselves as such but soon reveal that was merely a front to goad the Warrior of Light into combat. They're as benevolent as the myths make them out to be (and Azeyma expresses some misgivings about the whole arrangement despite enjoying her battle), but needed to clash with mortals for reasons they do not divulge until later. They actively encourage the heroes to discover the truth of their existence themselves.
  • Kill the God: Invoked. They want the Warrior of Light to kill them, but that's because they want to return to the Lifestream, giving aether back to mankind and allowing themselves to finally rest. There's no malice at all behind their actions.
  • Masquerade: Due to their non-interventionist policy, they have kept their existance hidden for 12,000 years - mortal worship spread through 'glances' at the Twelve that happen in times of great aetheric disturbance (such as Calamities) or in the very rare case they actually do intervene. At the end of the raid, a new Masquerade forms between the Warrior of Light and the other allies of the storyline to keep secret that not only do the Twelve really exist - they are also very much dead, as doing so might cause massive societal tumult and chaos.
  • Outside-Context Problem: In a setting full of false constructed gods built from corrupted Creation Magics, the Twelve stand out due to claiming to be actual gods. They don't consume aether or enslave those in their presence like various Primals, nor work like any of the myriad species of monsters you've encountered. Even the closest parallel G'raha Tia can up with is Hydaelyn, the functional god of the star who was an exception to numerous rules herself. The final part of the storyline reveals they're closer to very powerful constructs that contain pieces of the original ancient souls within them - though their ability to absorb faith to both be empowered and chaned by them, and the amount of power they wield, make them true gods in all but origin.
  • Patron God: The Twelve are considered the patron gods of the people of Eorzea, who pray to the Twelve in their time of need. For instance, Rhalgr is said to have used a falling star as a beacon for the Ala Mhigans to find their future home. But it's subverted when the Twelve admit that they did not answer Louisoix's call for aid during the fall of Dalamud and that his invocation of their power was essentially a primal summoning fueled by the hopes of all of Eorzea for survival.
  • Personality Powers: Each of the domains of the Twelve were informed by the role Venat gave to them, which were in turn based on their past professions and talents as ancients.
  • Physical God: A full pantheon of them, each requiring a small army of powerful fighters to defeat, and each display at least some level of Reality Warper powers. If their claim of being actual gods is true, they're among the most powerful beings the Warrior of Light has ever fought.
  • Real After All:
    • Despite being mentioned ever since 1.0, the Twelve were left as background lore at most and had little to no relevance in the story. Despite being dismissed as simple myth or even as the Eorzean primals by the likes of Gaius, Endwalker reveals they existed all along, and whatever their true identity is they make it clear that they're not primals.
    • The Heavens and Hells of Eorzean mythology were believed to be the places where souls went after the body died, but the study of Aetherology discovered that there were no such 'afterlives' and that all souls go to The Lifestream upon death...and then it's revealed that they (at least the Heavens) do actually exist, and are exactly as described by Eorzean myths. Though what purpose these places serve, other than as home for the gods and their servants, is currently unknown.
  • Reality Warper: The gods' authorities allow them to morph their domains to their will. Byregot deconstructs and reconstructs the platform he faces the party on repeatedly. Nophica turns fields of wheat into enormous flowerbeds and sprawling forests and back again. Azeyma changes it from night to day upon her defeat and Althyk causes floating trees and islands to appear out of thin air.
  • Sixth Ranger: Thirteenth, rather. The Omphalos epigraph reveals that "The Twelve" were originally Hydaelyn's ancient collaborators, along with the existence of an unnamed 13th member of the pantheon. G'raha immediately deduces their identity as the Watcher on the Moon.
  • Was Once a Man: Much like how Venat became Hydaelyn, the Twelve were originally ancients, all of whom sided with her attempts to stabilize the world during the Final Days.
  • What Are You: The heroes repeatedly posit this question to the Twelve, as they claim to not be primals. Rhalgr and Byregot also stop by to impress this point at Rhalgr's Reach after G'raha brings up the idea that the Twelve are products of a primal summoning again. Despite this, they seem very similar qualities to the primals in that their forms, their realms, and even their relations with each other, are based around mortals belief in them.

    Byregot, the Builder 

Voiced by: Takuya Nakashima (JP), Nigel Betts (EN), Raphaël Cohen (FR), Andreas Sparberg (DE)

https://static.tvtropes.org/pmwiki/pub/images/byregot_render_from_ffxiv.png
"Witness the glory of the divine!"

One of the Twelve and god of architecture and arts, Byregot takes the form of a giant Roegadyn smith wielding a divine hammer. He's associated with the element of Thunder, and in myth is the ward of Rhalgr, student of Thaliak and older brother of Halone.


  • Accent Upon The Wrong Syllable: According to official materials, "Byregot" is pronounced "Beer-go". But nowhere is this stated in-game. In Thaleia, Thaliak pronounces Byregot's name as "Bye-ree-got".
  • Floorboard Failure: One of his mechanics turns the floor into a narrow grid and places a copy of his hammer at one end of (almost) every row. The hammers will swing after a short delay, shunting their rows one space in the opposite direction. The players do not move with the floor when this happens, so anyone standing in a cell adjacent to a swinging hammer is going to drop like a rock.
  • God of Thunder: One of the two Gods of Thunder along Rhalgr, wielding golden lightning and emphasizing its aspects as a source of energy and innovation.
  • Gold and White Are Divine: His halo and his hammer both glow gold to emphasize his divine powers.
  • Ground Punch: "Byregot's Strike" has him strike the ground with his hammer to create a powerful shockwave. This can't kill players by Ring Out, as he only uses this move while there are railings around the arena, but it can push players into an electric field which inflicts an incurable Electrocution effect.
  • Hunk: Byregot is a very huge and muscular man.
  • Hypercompetent Sidekick: According to Oschon, the man who would become Byregot was a supervisor of the Bureau of the Architect who worked directly under Hythlodaeus. Because of his boss' carefree and whimsical nature, Byregot's inspiration would be forced to pick up the slack and make sure work actually got done.
  • Large Ham: Very bombastic when you fight him, bragging and taunting in near-equal measure. He's rather soft-spoken and polite after the reveal that he and the other gods were just trying to get the WoL to give it their all. His personality in the fight? All an act.
  • Patron God: He's the patron god of all types of craftsmen. One of the abilities the player crafter Jobs have access to is even called "Byregot's Blessing".
  • The Power of Creation: Comes with being the god of craftsmen, but his ancient self was a master of creation magicks specializing in inanimate things like furniture and buildings, as well as a prominent member of the Bureau of the Architect and worked under Hythlodaeus himself.
  • Thunder Hammer: Byregot, a god of lightning, uses a massive golden hammer as his weapon, which he can also use to alter the arena he's fought in and call lightning down for his attacks.
  • Reluctant Warrior: After dropping the evil god facade, he expresses regret for using his power to harm rather than build, necessary as it was.
  • Self-Duplication: His "Reproduce" ability creates five copies of himself which stand along one edge of the battlefield. These copies will send explosions of electricity traveling across the floor, with some traveling faster than others.
  • Tron Lines: His tattoos glow bright gold whenever he's about to reshape the arena.
  • Ultimate Blacksmith: As the patron deity of craftsmen across the world, it goes without saying that Byregot is a peerless smith.
  • Unusual Halo: His halo, on top of being on the back of his head rather than on top, is also made up entirely of nails.
  • Wave-Motion Gun: "Byregot's Spire" is a wide beam of lightning which inflicts high damage to everyone caught in its blast. It's made harder to avoid by the fact that he only uses it while his hammers are shifting the floor around.
  • Weapons of Their Trade: Byregot attacks with the same hammer he uses to reshape the battlefield, implying that it's the same hammer he uses for crafting.

    Rhalgr, the Destroyer 

Voiced by: Yuya Murakami (JP), Robert Vernon (EN), Nicolas Planchais (FR), Marcus Off (DE)

https://static.tvtropes.org/pmwiki/pub/images/rhalgr_render_from_ffxiv.png
"Come, show me the strength of mankind!"

One of the Twelve, Breaker of Worlds and the god of destruction. Rhalgr is the patron deity of Ala Mhigo, and takes the form of a bearded sorcerer-monk wielding a staff. In myth, he is the teacher of both Byregot and Halone, as well as the creation of Nymeia.


  • Adaptational Jerkass: An In-Universe example: the Eorzean myths depict Rhalgr as angered by his ward Byregot pursuing creation instead of destruction, constantly striking Byregot's spire with lightning out of anger. This doesn't appear to at all reflect reality, where he and Byregot seem to work just fine together and the Spire is apparently fueled by floating lightning crystals.
  • Animal Motifs: Hawks; one of his emissaries is an hawk with an anthropomorphic form, and his own Animorphism form is an hawk.
  • Bolt of Divine Retribution: Several of his attacks strike their targets with lightning, most notably his "Destructive Bolt" tankbuster.
  • Cool Old Guy: Once he and the other three are defeated, he turns out to be quite jovial and laughs heartily at how much he enjoyed the fight.
  • Destroyer Deity: "The Destroyer", "Breaker of Worlds"... Needless to say, Rhalgr fits the bill, and is associated with destructive magics and physical prowess.
  • Giant Hands of Doom: When he puts his fist through one of his portal rings, it will come out of another ring at gigantic size. The resulting punch can cover half the battlefield and send struck players flying off to their doom, or it can shatter an enormous meteor into half a dozen smaller meteorites.
  • God of Thunder: Rhalgr wields divine lightning much as Byregot does, with Rhalgr's taking on a purple hue and emphasizing its destructive power.
  • Grandpa God: He looks like a muscular old man with a bushy white beard.
  • Hunk: An older example compared to his student, Byregot, but he definitely still qualifies.
  • Irony: Rhalgr is said to summon meteors. His Ancient self actually assisted Venat in destroying a meteor that was threatening Etheirys.
  • Kung-Fu Wizard: As the god of destruction, Rhalgr is equally well-versed in the arts of casting destructive magic and punching things really hard. The monks of the Fist of Rhalgr who devote themselves to his teachings created their Supernatural Martial Arts in emulation of him.
  • Mechanically Unusual Fighter: Not so much in his attacks, but his arena. In contrast to the squares and circles a majority of bosses are fought, Rhalgr's battlefield stands out as being on the palm of his own statue's hand.note  One must pay attention to the angles his knockback attack will send them, lest they literally slip through his fingers.
  • The Mentor: In Eorzean myth, Rhalgr was a teacher to both Byregot and Halone in the ways of destruction and combat. While Byregot rejected Rhalgr's lessons to pursue creation, Halone was an excellent student and eager to slay any living thing in her path.
  • Meteor-Summoning Attack: Referencing the myth of him guiding the Ala Mhigans to their future home with a falling star, Rhalgr summons meteors for several of his attacks. These deal massive damage on impact, but for one of his attacks you are required to stand directly under the largest incoming meteor so Rhalgr's fist will punch it away instead of letting it fall on top of you. Deryk reveals that the man who would become Rhalgr was someone Venat met in her travels as Azem. Together they destroyed an enormous meteor hurtling toward the planet, thereby inspiring the myths that would lead Rhalgr to become a Destroyer God.
  • Names to Run Away from Really Fast: Deryk straight up warns you that a "god of destruction" is not to be trifled with. "The Destroyer" and "Breaker of Worlds" aren't exactly heartening either.
  • Patron God: He's the patron god of Ala Mhigo as a whole, and by the Fist of Rhalgr monks in particular.
  • Ring Out: "Rhalgr's Beacon" produces a powerful shockwave that will fling you off the battlefield unless you position yourself to hit one of the statue's upraised fingers.
  • Threshold Guardian: He refuses to face the party until they defeat his emissary first.
  • War God: While war is technically Halone's domain, destruction could certainly be said to be war-adjacent. Rhalgr's name is just as likely to be invoked in battle as Halone's, particularly by the Proud Warrior Race Ala Mhigans who worship him.
  • Weaponized Teleportation: He carries around golden portals, which he can punch through and cause the fist to come out from another portal...except several times larger.

    Azeyma, the Warden 

Voiced by: Riho Sugiyama (JP), Sheena Bhattessa (EN), Émilie Duchênoy (FR), Franziska Trunte (DE)

https://static.tvtropes.org/pmwiki/pub/images/azeyma_render_from_ffxiv.png
"A gift of flame for our children!"

One of the Twelve, Azeyma is the goddess of inquiry and keeper of the sun, as well as the patron deity of the Seeker of the Sun Miqo'te. She takes the form of a noble lady wielding flaming fans. In myth, she is the wife of Thaliak, the mother of Llymlaen and Nophica by their coupling, the elder sister of Menphina, and the daughter of Althyk and Nymeia.


  • Blood Knight: The other gods imply that Azeyma thoroughly enjoyed her battle with the Warrior and their party despite her misgivings about the whole Jerkass Gods deceit and belittling the children she loves so much.
  • Combat Hand Fan: She uses two huge fans which she periodically ignites as her primary weapon. Rather than focus on directly striking her foes with them, she uses them to either channel or blow her flames across the battlefield, dealing massive damage to anyone who doesn't manage to get out of the way.
  • Dance Battler: Many of her attacks look like dances, and her fans, which she sometimes uses like chakrams, are very reminiscent of the fans used by the playable Dancer Job.
  • Doppleganger Attack: She can generate duplicates of herself to knock the fireballs she creates around the arena and catch players off guard.
  • Fiery Redhead: Literally. She's a goddess of fire, and has ginger hair; some of her dialogue mid-fight implies she likes the fight a bit more than she'd like to admit.
  • Fire Is Red: To contrast Nald'thal's blue and gold flames.
  • God of Fire: One of two along with Nald'thal, though her flames burn red and are associated with the sun.
  • God of Light: Of the sun variety.
  • High-Class Fan: She takes the appearance of an elegant, noble lady who wields a fan made of flames.
  • Hot Goddess: Both literally and figuratively. Azeyma is a stunningly beautiful woman with fire powers.
  • Little Bit Beastly: Subverted. Despite being the patron deity of the Seekers of the Sun, she doesn't actually look like a Miqo'te herself.
  • Patron God: She's the patron goddess of the Seeker of the Sun Miqo'te, from whom they take their clan name, as well as the now long-gone civilization of Belah'dia, progenitor of Ul'dah and Sil'dih.
  • The Power of the Sun: Azeyma is called the keeper of the sun, and most of her attacks involve creating and throwing miniature suns around.
  • Self-Duplication: She can create untargetable copies of herself during some of her attacks.
  • Significant Name Overlap: Azeyma is similar to both Azim (the Au Ra god of the sun, worshipped as the creator of the Raen and patron god of the Oronir tribe) and Azem (the Fourteenth Seat of the Convocation of Fourteen, the Traveler, whose constellar crest was the Sun). The similarity in name and theme is remarked upon by Y'shtola and Urianger after their return from The First. It turns out the Ancient that she used to be was close with both Venat and her successor as Azem, with the implication that she would have been a prime candidate for the next Azem until the Final Days happened.
  • You Remind Me of X: While she doesn't elaborate much on it, She instinctively feels nostalgia near the Warrior of Light, due to them being the reincarnation of the last Azem, who Azeyma admired and hoped to become the disciple of.

    Nald'thal, the Traders 

Voiced by: Riho Sugiyama (JP), Jay Saighal (EN), Pierre Tessier (FR), Michael Pink (DE)

https://static.tvtropes.org/pmwiki/pub/images/nald_render_from_ffxiv.png
Nald
https://static.tvtropes.org/pmwiki/pub/images/thal_render_from_ffxiv.png
Thal
Nald: I am Nald, keeper of the realm of the living.
Thal: I am Thal, keeper of the realm of the dead.
Nald'thal: Prepare to be judged, children of man.

The singular manifestation of the twin gods Nald and Thal, gods of commerce and the underworld respectively and the patron deities of Ul'dah. Individually, the Twin Gods take the form of pale-faced humanoid figures with a golden body. In myth, they are the creations and sworn brothers of Oschon, who formed them from magma to oversee the dead and grant them peace in the afterlife.


  • Abnormal Limb Rotation Range: Their torso isn't physically connected to their lower body and can flip itself vertically as the brothers alternate control over their shared body. Their arms do not rotate when the torso does, ensuring that whoever is in control of the body always has arms facing the right way.
  • The Almighty Dollar: Nald'thal, and Nald in particular, is revered as the god of commerce and transactions. Fittingly, the merchant city of Ul'dah worships Nald'thal as a whole, while the Ul'dahn Thaumaturges worship Thal in particular. Fittingly, his Ancient self was a skillful merchant.
  • The Baby of the Bunch: According to mythology, they are the youngest of the Twelve, as they were forged by Oschon to end the dispute between Halone and Nophica.
  • Balance Between Good and Evil: Enforced by their Signature Move: The players will have to collectively balance Nald'thal's scales of judgement so that they don't tip over too much towards light or dark; if they fail to balance it, everyone in the raid dies.
  • Combat Compliment: They congratulate the party for surviving their ultimate attack and declare that they will show their respect by going all out.
  • Confusion Fu:
    • Several of their attacks feature both blue and yellow effect markers. When Nald is in control, the yellow markers are dangerous, and the blue markers are harmless. When Thal is in control, the opposite is true. They can also switch control in the middle of executing these attacks, tripping up players who aren't paying attention.
    • Their "Hell of Fire" attack involves spraying an area either in front or behind them with lasers. But they can swap out in the middle of the attack, forcing players to pay attention and run to the other side lest they get a faceful of Beam Spam.
  • Conjoined Twins: Their unified manifestation Nald'thal is a magical, deific version of this trope: both twins are fully aware and can speak to each other while sharing the same body. Their Signature Move shows they can separate at will and have an individual body, but for whatever reason they seem to prefer to be together. The Omphalos Monument which states the roles of the Twelve refers to Nald'thal in the singular, indicating that their current status might be to mortal belief unconsciously changing their original form. And, indeed, his Ancient self was a single person with two very distinct personalities, to the point people called him Two-Faced.
  • Death from Above: "Wayward Souls" has Nald'thal create a stream of purple orbs that slowly descend from the ceiling, forcing players to scurry around beneath them to avoid heavily damaging explosions of various sizes.
  • Don't Fear the Reaper: Despite being the god of the underworld, Nald'thal enjoys widespread worship across Eorzea and in Ul'dah in particular. Death is often described as being sent to Thal's gilded halls, where he weighs your soul and determines if you're to be sent to the heavens or hells based on your deeds in life.
  • Eye Beams: "Hell of Fire" is a wide spray of purple beams fired from Thal's eyes. The Soul Vessels summoned during the DPS check likewise can fire red lasers from their eyes, though theirs cover a much narrower arc than Thal's do.
  • Fantasy Counterpart Myth: Nald'thal's associations with riches and the underworld make them a clear sendup to gods like Hades in Greek mythology, who was often conflated with Plutus, the personification of wealth.
  • Flaming Hair: Unlike Thal, who has silver but ultimately regular hair, Nald has flames on his head atop his multiple horns.
  • God of the Dead: Thal is believed to be the God of the Underworld, and is the patron deity of the Thaumaturgy Guild as well as being associated widely with necromancy. The second part of the storyline reveals Nald'thal as a whole was supposed to be the keeper of the underworld in the most literal of senses - as in, caverns and the subterranean, but mortal worship essentially transformed them into a god of wealth and death.
  • God of Fire: One of two along with Azeyma, though theirs are the blue flames of the Underworld and the golden flames of prosperity.
  • Gold and White Are Divine: They're a deity with white robes and a body seemingly made of gold.
  • Graceful Loser: Of a sort. When you survive Balance (see Signature Move below), they explicitly mention you being worthy, and from that point forward the entire raid has a permanent damage up that persists even through death. While the fight goes on beyond this point in the sense that the players do have to zero out their life bar, barring some massive travesty or mechanic griefing, it's only a matter of time before Nald'thal goes down.
  • Kung-Fu Wizard: They wield powerful magic in either form, though Nald mixes things up a bit with the occasional divekick and hurricane kick.
  • Leitmotif: "In The Balance", an Ul'dahn prayer to Nald'thal to invoke fortune both in this life and the next.
    Lifeblood and rubies red, precious coins cast aglow
    Four hands our fortunes mend, that want we may not know
    And when we reach our end, to scales we gladly go
    Our fates are yours to bend, to Hells and Heavens flow
  • Non-Standard Character Design: They stand out the most among the uniformly human-looking Twelve revealed so far for looking like a living piece of modern art, with alabaster faces, a body made out of brass and metallic wings, not to mention the fact that their upper and lower bodies are separated. It might be to reflect the fact that they were originally a lump of magma in myth, but Rhalgr — who is told to have once been a comet — looks outwardly human, so the true reason for their unique appearance remains unknown.
  • Oh, My Gods!: "Thal's balls" is a relatively common curse In-Universe. If Koji Fox is to be believed, the curse predates the god in a meta sense, as he specifically came up with the name Thal to rhyme with balls. Later became a Visual Pun with Nald'thal's Wayward Souls mechanic, with the giant orbs commonly referred to as Thal's Balls.
  • Patron God: They're the patron god of Ul'dah, as well as merchants, thaumaturges, morticians and necromancers.
  • Playing with Fire: As the co-rulers of the Heaven of Fire along with Azeyma, Nald and Thal can cause fiery explosions to erupt from the ground as part of their authority over the dead and the afterlife.
  • Sculpted Physique: Compared to the other members of the Twelve, Nald'thal has a mechanical appearance, possessing golden arms and a gilded, sculpted face as though they were forged rather than born. In the myths, they were forged by Oschon from the lava of a volcano to create an afterlife and thus mend the rift caused by the conflict between Nophica and Halone.
  • Signature Move: "Balance", a multi-stage Desperation Attack: First, they will withdraw from the arena and summon a divine scale as well as three soul vessels, the soul vessels will take the form of three random players and fight the party, and after they're defeated Nald'thal will initiate his judgment, forcing the players to use themselves as weights to balance the scale; finally, Nald and Thal separate from their shared body and channel their energy into a massive lantern to cast "Tipped Scales", causing a huge explosion that will instantly wipe the raid if the scales aren't balanced.
  • Stealth Pun: "Wayward Souls" rains exploding orbs down on the arena and it's specifically Thal in control during it: they're Thal's Balls.
  • Technicolor Fire: When Thal is in control, their attacks produce deep blue flame. When Nald is in control, these fires are golden instead.
  • Two Beings, One Body: They share a single body during their boss fight, with each one's head occupying one end of a floating torso. This torso flips to show which brother is currently in control of their shared body. They separate into distinct beings only when performing their Signature Move, and recombine into one once it's done.
  • Unusual Halo: Thal's halo takes the form of several giant golden candles floating near the back of his head.
  • Winged Humanoid: They have a pair of large, intricate wings growing out of their torso. When Thal is in control, these wings come out of his shoulder blades; when Nald is in control, they come out of his abs instead.
  • You Don't Look Like You: In-Universe, the depictions of Nald'thal in the Azzareth Ossuary and Thal's Respite don't depict them being mechanically conjoined in the way they're seen in Aglaia. But given how the "Myths of the Realm" series is about discovering the true nature of the Twelve, this is likely intentional.
  • Your Soul Is Mine!: The initial part of their Signature Move has Nald'thal create blank 'soul vessels' that copy the shape of three random party members, which then have to be defeated.

    Nophica, The Matron 

Voiced by: Yo Taichi(JP), Robyn Addison (EN), Sabrina Marchese (FR), Doreaux Zwetkow (DE)

https://static.tvtropes.org/pmwiki/pub/images/nophica_from_final_fantasy_xiv_render.png
"Good children... Be strong for what awaits..."

The goddess of harvest and abundance, as well as the patron deity of Gridania. According to myth she's the daughter of Azeyma, the younger sister of Llymlaen, and the bitter rival of Halone.


  • Beware the Nice Ones: She's known for being benevolent and kindhearted, but when Halone started to destroy her creations for sport, Nophica became so wrathful that she rivaled the War Goddess. It required the intervention of Oschon as well as the creation of Nald'thal and the afterlife for her to finally calm down and settle her grudge against Halone.
  • Buxom Beauty Standard: She's a Hot Goddess whose more notable and lauded physical trait is her bountiful breasts. Her chest is apparently so famous that swearing by them ("Nophica's tits!" or "Matron's teats!") is common In-Universe, at least on Gridania.
  • Cleavage Window: Her dress is partially open on the front, allowing her large bust to be seen easily.
  • Caring Gardener: As the goddess of the harvest, Nophica cares for all life and is the patron goddess of Gridania and the Twelveswood. She's kind and motherly to her children and even the elementals listen to her and want her to hear their thoughts. As an ancient she had the greatest garden of Etheirys, with plants coming from all corners of the star. Notably, she took care of it the traditional way rather than relying on magic.
  • Dishing Out Dirt: As co-ruler of the Heaven of Earth and goddess of the harvest, Nophica commands authority over the earth itself, causing craggy spires to burst from the ground to damage her foes.
  • Earth Mother: As the Matron, she is one of two gods of earth alongside Althyk, the goddess of harvest and abundance, and has the figure to boot. During the introductory cutscene to the Euphrosyne raid, Nophica slashes her scythe to instantly clear out a field to make it better to fight in.
  • Fertility God: The Matron is the goddess of Nature, the Harvest, and Fertility, encouraging life to grow in all its forms.
  • Flowers of Femininity: She's a feminine harvest goddess who can create fields of flowers on a whim with her Green Thumb powers.
  • Green Thumb: Nophica's mastery over earth extends to that which grows from its soil, attacking with flower petals and thorn vines.
  • Hot Goddess: She's one of the most outwardly attractive of the Twelve, taking the form of a curvy ginger-haired young woman wearing a simple yet very revealing green dress.
  • Mama Bear: She sees living beings as her children, and the basis of her rivalry with Halone was her being furious over Halone's wars causing needless harm to her creations. She only calmed down once Oschon and Nald'thal created an afterlife so that her creations would be cared for.
  • Ms. Fanservice: She's a beautiful woman with a curvaceous figure and clothing that exposes her cleavage and legs. She''s famous for her beauty even In-Universe, and Snoegeim gets Wingding Eyes upon first seeing her.
  • Oh, My Gods!: Much like "Thal's balls" is a common In-Universe curse in Ul'dah, "Matron's teats" is a recurring curse In-Universe around citizens of New Gridania.
  • Patron God: She's the patron goddess of Gridania, as well as farmers and botanists.
  • Power Floats: When she physically manifests, she floats just above the ground.
  • Redhead In Green: She's a redhead who wears a light green dress, giving her a Red/Green Contrast to fit with her being a Fertility Goddess.
  • The Rival: In the pantheon, she's supposedly a rival to Halone, on account of the Fury's lust for combat causing too much destruction. It's unknown how much animosity the two have with each other, both having agreed to a truce and are at least on speaking terms. Conversations with Halone imply that they aren't against each other, though Halone says that the mortals can believe what they want to about the gods and their relationships.
  • Sinister Scythe: Her signature weapon is a large farming scythe, befitting her role as a goddess of harvest.
  • World Tree: According to the Astrologian quest lore, she's the one that has sown the seed of the Bole, a massive tree that is said to be where all life begins. This tree is in the background of the Euphrosyne raid's opening area.

    Althyk, The Keeper 

Voiced by: Takanori Hoshino (JP), Joseph Capp (EN), Fred Colas (FR), Michael Pink (DE)

https://static.tvtropes.org/pmwiki/pub/images/althyk_from_final_fantasy_xiv_render.png
"Time marches to my whim!"

The god of space and time and recorder of change, often depicted as an austere emperor wielding a greataxe. He is the father of Azeyma and Menphina, and elder brother to Nymeia.


  • Ambiguously Related: Althyk's domain includes time, which wouldn't draw too much attention if not for the fact that you can meet a researcher named Alkaios in Elpis during a sidequest chain who is said to specialize in time magic. Notably he has a sister named Maira who shares a line word for word with one of Nymeia's, with only the subject changed. Deryk's words about the man Althyk use to be all but confirm that he was indeed Alkaios. See Nymeia's entry below for more details.
  • Badass Cape: He has a long purple cape to signify his depiction as an emperor. He doesn't technically even wear it, it just floats behind him, held up by hovering clips in the form of his symbol.
  • Combination Attack: If you take too long to defeat either Althyk or Nymeia, they'll cast Neikos, an unavoidable attack that pulls all players into a black hole and kills everyone instantly.
  • Dishing Out Dirt: Downplayed, but Althyk is one of two gods of earth alongside Nophica. While he focuses more on time and space magicks, there are earth magicks in his repertoire as well.
  • Divine Incest: According to myth, at least. Both he and Nymeia were birthed from the 'primordial whorl', and so are technically brother and sister; this didn't stop them from procreating, resulting in both Azeyma and Menphina.
  • Dual Boss: He's battled in the Euphrosyne raid alongside his sister, Nymeia. Althyk can cause her effects and curses to speed up before they take effect, causing them to happen much quicker.
  • Father Time: Althyk is the god of time and is depicted as a man with a white beard and with the hourglass as his symbol. Unlike other depictions of Father Time who are robed sages carrying a scythe, Althyk is a mighty emperor in armor carrying a mythril greataxe.
  • Gravity Is Purple: Appropriate for a Gravity Master, Althyk wears primarily purple.
  • Gravity Master: If one considers gravity as the curvature of spacetime, it is then only appropriate that the god of time and space is a master of gravity as well. In Althyk's boss fight, he will create fields of increased gravity with "Axioma". These inflict Heavy and render anyone standing in them vulnerable to the magic damage he and Nymeia are pushing out. In addition, the party has to stand in these gravity wells to avoid getting thrown into the air by "Inexorable Pull".
  • Healing Hands: Althyk can reverse time to undo damage done to Nymeia.
  • Mounted Combat: Althyk rides into battle atop a black horse with a white mane.
  • Patron God: As expected of the god of time, Althyk is a patron to historians. Surprisingly, he is also the patron of Bards, as it is the stories of history that Bards sing of to empower their allies.
  • Space Master: Space is one of Althyk's domains, and he rearranges the terrain in the Heaven of Earth at will to guide the party to him, but is demonstrated during his encounter moreso as Gravity Mastery.
  • Time Master: One of his domains is time itself, and demonstrates it by accelerating time, such as speeding up Nymeia's card timers to make them apply faster.
  • Time-Limit Boss: Either he or his sister must be defeated within eight minutes of the battle starting, or they wipe the party. While Enrage timers are common in Savage raids, Althyk and Nymeia are unique in being the only Alliance Raid bosses to have one. The timer is shown as a buff Nymeia applies to herself and Althyk using her power over fate; when the timer expires, a fated victory comes to pass for the two gods by wiping everyone out.
  • Top God: Downplayed, as the Twelve are all depicted as more or less equal with no hierarchy, but Althyk is the closest equivalent to one: he's the oldest one according to myth, being the first one birthed from the Whorl, is associated with the broad concepts of space and time itself and is depicted as an emperor in Eorzean worship. This is reflected when the Twelve return to the Lifestream, as Althyk is the one to give them the go-ahead before they all say their final farewells.
  • Wife Husbandry: If the myth is true (and due to how the Twelve works, it is and isn't at the same time) then he initially raised a newborn Nymeia as if she was his daughter, but when she grew older their relationship turned romantic, though it's not portrayed as planned or one-sided.

    Nymeia, The Spinner 

Voiced by: Yuu Asakawa (JP), Bethan Cullinane (EN), Margaux Laplace (FR), Noémie Causse (DE)

https://static.tvtropes.org/pmwiki/pub/images/nymeia_from_final_fantasy_xiv_render.png
"I will spin your fates."

The goddess of fate and celestial bodies, taking the form of a young woman wearing a white veil. She is the mother of Azeyma and Menphina and younger sister to Althyk.


  • Ambiguously Related:
    • One of her lines is word-for-word identical to the line of an Elpis researcher by the name of Maira, who has a brother named Alkaios who specializes in time magic, during a sidequest, with only the subject name changing. The fact the Warrior of Light feels familiar and the way the sentences are almost exactly the same, as well as Oschon describing her Ancient self working in Elpis and starting the tradition of offering flowers to the dead, all but confirm she is indeed Maira:
      Maira: Oh, Alkaios, must you always be so formal? Although he has trouble expressing it, I assure you, my brother is absolutely giddy with joy.
      Nymeia: Oh, Althyk, must you always be so formal? Although he has trouble expressing it, I assure you, my brother is absolutely giddy with joy.
    • The sidequest chain that Kleon and Maira are in involves the Warrior of Light suggesting "helpful" modifications to overly-docile and defenseless creations in Elpis. Notably, the creations are heavily implied to be ancestors to the Gigantoad and the Behemoth; these two creations are part of the trash mobs you fight right before Althyk and Nymeia's boss arena.
  • Cards of Power: She'll "deal" cards to all players that will be either upright or reversed. If upright, they'll have a certain affect and if reversed, it will have the opposite effect.
  • Charm Person: One of her cards causes players to be seduced by her and be stunned; if it's the upright love card, those who look at her will be seduced. If it's reversed, it'll seduce those who aren't looking at her.
  • Divine Incest: According to myth, at least. Both she and Althyk were birthed from the 'primordial whorl', and so are technically brother and sister; this didn't stop them from procreating, resulting in both Azeyma and Menphina.
  • Dual Boss: Is fought alongside her brother Althyk in the Heaven of Earth, despite being a Water goddess herself.
  • Friend to All Children: The Starlight Celebration, the Ishgardian holiday where "the Saint of Nymeia" and his little helpers distribute gifts to children on the coldest week of the year, is celebrated in her name. The saint and his helpers are also said to carry the prayers of children across the realm to Nymeia, just as the original Saint of Nymeia answered the prayers of thousands of orphaned children who would have frozen to death in the Coerthan winter.
  • Healing Hands: Nymeia can alter fate to undo damage done to Althyk.
  • Hot Goddess: Being the mother of Azeyma and Menphina, it's only fitting that she's just as gorgeous as her daughters. And although she dresses more modestly than either of them, her robes leave very little about her figure to the imagination.
  • Kick Chick: Her auto attacks take the form of low, sweeping kicks, which are apparently powerful enough to rip through space-time just like her brother's axe.
  • Lady Luck: As the goddess of fate, represented in the tarot cards she bestows and her spinning wheel.
  • Making a Splash: One of two gods of water alongside Thaliak, though she is instead fought in the Heaven of Earth. In her Dual Boss fight with Althyk, she conjures cascading waves of water that will push the party right off the stage for a Ring Out if they don't get out of the way in time.
  • Off the Rails: She unexpectedly shows up in the Heaven of Earth to fight you alongside Althyk, much sooner than the order shown in their wheel of symbols.
  • Patron God: Of weavers and gamblers. A Triple Triad Tournament format, the Spinner's Pull, is named after her. Sharlayan Astrologians also invoke the power of the stars and her concept of fate when casting their magicks.
  • Ring Out:
    • "Hydrothymos" has her conjure a cascading wave of water that spreads out from one part of the arena. Failing to dodge the AOE by moving into the spot where the attack just went off will result in players getting shoved off the arena to their doom.
    • "Hydrostasis" creates three geysers that inflict massive knockback, requiring the party to determine the order in which these geysers will go off to position themselves and avoid getting thrown off the platform. This is further complicated by Althyk, who will accelerate time to change the order in which the geysers go off.
  • Sibling Team: Combined with Battle Couple, she fights together with Althyk.
  • Space Is an Ocean: Her dominion over water might seem strange in accompaniment to her other domains, until one considers that space is often referred to as the "Sea of Stars" in this setting.
  • Star Power: Downplayed in favor of focusing on her domain of fate, but Nymeia is also the goddess of celestial bodies, ie. stars. She uses tarot cards similar to those used by Astrologians and is said to write every man's fate in the stars.
    Nymeia: Bow to the stars on high!
  • Time-Limit Boss: Either she or her brother must be defeated within eight minutes or they wipe the party. While Enrage timers are common in Savage raids, Althyk and Nymeia are unique in being the only Alliance Raid bosses to have one. The timer is shown as a buff Nymeia applies to herself and Althyk using her power over fate; when the timer expires, a fated victory comes to pass for the two gods.

    Halone, The Fury 

Voiced by: Mutsumi Tamura (JP), Bethan Cullinane (EN), Laurence Porteil (FR), Anika Lehmann (DE)

https://static.tvtropes.org/pmwiki/pub/images/halone_from_final_fantasy_xiv_render.png
"I, the Fury, shall test your strength of spirit!"

The goddess of ice, war, and justice and the patron deity of Ishgard, she is depicted as a relentless warrior holding a bronze greatshield. According to myth, she is bitter rivals with Nophica.


  • An Ice Person: One of two goddesses of ice alongside Menphina. Her spears and palace are said to have been forged from Menphina's frozen moonbeams. In battle, she summons a rain of ice spears, makes ice floes appear across the ground in wide patterns, and can freeze her opponents solid with an ice wave.
  • Barbarian Long Hair: She's a powerful war goddess, and her hair is long enough to look like a long cape.
  • Blade Spam: Thousandfold Thrust. Halone furiously lashes out with her spear in rapid thrusts that cover half the arena.
  • Blind Justice: Justice is one of Halone's domains, with Ishgardians praying to her to cast down the wicked and raise up the righteous during legal proceedings. While Halone was not depicted as being blind in prior artwork or Ishgard's statues of her, when encountered by players her helm completely covers her eyes, which remain unseen. Meanwhile, Ishgard's justice system is infamously overzealous to say the least, with countless innocents being condemned by inquisitors in blind pursuit of heresy in her name.
  • Blood Knight: As the battle rages on, Halone gets more excited, wishing the battle could last forever with everyone caught in the fervor. Makes sense, since she's the god of war. According to myth, the rift between her and Nophica began when Halone went on a journey with Oschon and made sport of killing every single beast she laid eyes on solely to devise new combat techniques. That particular tale may be based on her ancient self's hobby of ridding Etheirys of dangerous creations.
  • Elemental Hair Colors: As the mover of glaciers, Halone has snow white hair with blue tips, symbolizing her associations with ice and snow.
  • Eye-Obscuring Hat: What Halone's eyes look like isn't shown, because her helmet obscures the top part of her face.
  • God of Order: As the goddess of justice, worship of her figures heavily into Ishgard's ideals of law and order. As an ancient, she was a strong contender for the seat of Pashtarot, whose duty was the preservation of discipline and order.
  • Hot Goddess: Although her face isn't shown in full, what little can be seen from under her armor makes it clear that she's just as attractive as her alleged rival, Nophica.
  • Javelin Thrower: Halone is symbolized by the three spears she throws as javelins against her foes. In her boss fight, her DPS check begins with her throwing three enormous spears made of ice that land in three different positions on the arena. The alliances will then have to split into three groups to destroy these spears before Halone can charge up enough to wipe the raid. She will also bombard the battlefield with frozen spears from above and horizontal flurries that cover entire rows of the stage.
  • Morph Weapon: Fitting her status as a master of weapons, her shield can also morph into a sword.
  • Patron God: She's the patron goddess of Ishgard. Stands out from the other city-state patron deities thanks to Ishgard's zealotry, the city-state being a theocracy devoted to the worship of Halone.
  • The Rival: In the pantheon, she is supposedly a rival to Nophica. Their domains of war and life, ice, and fertility are diametrically opposed. According to myth, the two of them despise each other after Halone committed wanton slaughter to develop new fighting techniques and ignored the Matron's revenge-driven challenges. While the two are on speaking terms, it's uncertain how much animosity is lingering between the two despite the truce. Halone herself talks about the rivalry as if she's only heard about it secondhand from the stories mortals tell, though she also says that mortals can believe what they want to about the gods.
  • Shout-Out:
    • Her outfit, from the winged helmet to the ornate armored dress, are a dead ringer for the design of the Valkyries in Valkyrie Profile.
    • Her Signature Attack, a vertical sword slice that hits the ground, creating a massive Sword Beam of light, is very reminiscent of Saber's Excalibur from Fate/stay night.
  • Signature Move: Fury's Aegis. After channeling her frost, Halone converts her shield into a greatsword, furiously attacking the party with many swings before charging up one final strike invocative of King Thordan's Ultimate End.
  • Sword Beam: As the final attack during Fury's Aegis, Halone raises her sword up with both hands and charges it with power before unleashing it in a massive downwards slash.
  • Took a Level in Badass: According to Menphina, Halone got a lot more 'imposing' in the span of the current millenium, coinciding with the period the Ishgardian Orthodox Church began worshipping her as a goddess of war.
  • Valkyries: Shout-Out aside, her design is influenced by the broader concept of valkyries, being a war goddess complete with winged helmet.
  • War God: Halone is a warrior-goddess first and foremost, with even her garb resembling one of a Valkyrie. The gods note that Halone hasn't always been this way, and has become more warlike recently as a result of Ishgard's faith in her during the Dragonsong War.

    Menphina, the Lover 

Voiced by: Ai Kayano (JP), Cassie Layton (EN), Melissa Berard (FR), Sonja Firker (DE)

https://static.tvtropes.org/pmwiki/pub/images/menphina_from_final_fantasy_xiv_render.png
"Love moves me to act."

The goddess of Love and patron deity of the Keepers of the Moon Miqo'te. Menphina takes the form of a petite, winged maiden. According to myth, she is the younger sister of Azeyma, and the divine lover of Oschon.


  • An Ice Person: One of two goddesses of ice alongside Halone. According to the Astrologian questline, she provided the ice that make up Halone's ice palace with the power of the moon.
  • The Baby of the Bunch: Due to her youthful appearance and innocent personality, the other gods consider her akin to everyone's younger sister. Of the ancients who became the Twelve, she was the youngest and actually Thaliak's student at Akadaemia Anyder.
  • Badass Adorable: Menphina appears as a cute and beautiful young maiden who often speaks of love, and is every bit as capable of a fighter as the rest of the gods.
  • Canine Companion: Her loyal hound Dalamud, a gigantic wolf-dog that helps her in the fight.
  • Canis Major: Dalamud is larger than any member of the Twelve, letting him easily carry Menphina on his forepaw.
  • The Dividual: At least from a mechanical perspective: while they may appear to be separate, Menphina and Dalamud use a single model in their encounter, allowing their animations to be perfectly in sync with each other.
  • Diving Kick: Moonset. Menphina coats her legs in ice and dives down to leave a glacial crash where she lands.
  • Elemental Hair Colors: Menphina's hair is teal, the same color as the ice she generates and uses to build the Heaven of Ice.
  • Final Boss: Of Euphrosyne, the second raid of the Myths of the Realm series.
  • God of the Moon: Being the keeper of the moon, she also derives her powers from it. The Sixth Heaven according to Astrologian lore is a palace built from the ice drawn from her moonbeams. Naturally, she utilizes her moon powers in her fight. Appropriately, her ancient self is said to have been the one who came up with the incantation to seal Zodiark in the moon.
  • Hard Light: The Heaven of Ice is said to have been carved from frozen moonbeams created by Menphina and cut into shape by Halone. The party enters the goddesses' palace by riding a trail of moonlight patterned into a snowflake-shaped slide.
  • Hot Goddess: Downplayed heavily; despite being the goddess of love herself, her youthful appearance is more typically cute than attractive.
  • Leitmotif: "Dedicated to Moonlight", a jubilant prayer to the maiden goddess, sung from the perspective of a young woman going through what seems to be a coming-of-age ceremony.
  • Love Goddess: She's the goddess of love, and sounds positively enamored with the very concept of it. Rather than being associated solely with romantic or carnal love, Menphina seems to embody all aspects of it. Fittingly, she's one of the kindest and most amiable of the Twelve, claiming to love all her children.
  • Lunacy: As the goddess of the moon, Menphina can weaponize the moon's light in combat, creating copies of the moon that burst with power once they fully wax.
  • Minored In Ass Kicking: As the goddess of love, combat is just about the farthest thing away from her domain. But Menphina assures the party that they'll find her no less capable in battle than the rest of the Twelve, serving as the final boss of the Euphryosyne raid.
  • Moon Rabbit: Fitting for the goddess of the moon, Menphina's prefered disguise in the mortal realm is a brown rabbit.
  • Mounted Combat: After summoning Dalamud, Menphina fights while seated on his raised forepaw.
  • Older Than They Look: A given since the Twelve are all Really 700 Years Old, if not older, but Menphina's case deserves special mention. According to myth, she is chronologically the fourth of the Twelve to have come into existence, making her older than the visibly wizened Rhalgr despite having the appearance of a girl in her late teens.
  • Patron God: She the patron goddess of the Keepers of the Moon Miqo'te, as well as the Lambs of Dalamud cult before it shifted its focus to Dalamud.
  • Reluctant Warrior: Fittingly, she states that fighting is one of the few things she does not love.
  • Signature Move: Rise of the Twin Moons. After drawing power from ceremonial pillars, Menphina summons her loyal hound Dalamud and together they fill the arena with a massive burst of moonlight.
  • Sinister Scythe: Dalamud can form a sickle of ice over one of his forepaws, letting him cleave through half the arena.
  • Solar and Lunar: Has this dynamic with her sister Azeyma, the keeper of the sun. The two even have the opposing elements, ice and fire, and opposite aspects, Umbral and Astral respectively.
  • Teen Genius: Oschon reveals that the woman who became the basis for Menphina was a prodigious member of the Words of Lahabrea with an innate gift for creation magicks. It was she who devised the sealing spell and the brands that would contain the fragments of the sundered Zodiark.
  • Visual Innuendo: Downplayed, but she's a goddess of love, and her disguised form is a bunny - likely because of their most well known trait. Though more likely it is a reference to the Moon Rabbit.
  • Visual Pun: Dalamud can form a curved blade of frost on his forepaw, an ice sickle (icicle).

    Thaliak, the Scholar 

Voiced by: Katsuyuki Konishi (JP), James Day (EN), Boris de Mourzitch (FR), Patrick Keller (DE)

https://static.tvtropes.org/pmwiki/pub/images/thaliak_from_final_fantasy_xiv_render.png
"Join me in deepest knowledge."

The god of knowledge and patron deity of Sharlayan. Thaliak takes the form of a reserved scholar. According to myth, he is Byregot's teacher, lover of Azeyma and father of Llymlaen and Nophica.


  • Doppleganger Attack: He will create a duplicate of himself that rushes to one side of the stage to manipulate the river below it. The party has to follow his duplicate to that side of the stage, lest they be swept right off by the coming river current.
  • Formulaic Magic: His "Tetraktys" ability reshapes the battlefield into a mathematical figure of the same name and makes its component triangles light up with harmful energies, all while turning the surrounding environment into a starry void filled with floating equations.
  • God of Knowledge: His position in the pantheon. Thaliak possesses the Ewer, from which all knowledge is said to pour forth as a literal river. His role as a god of knowledge is reflected in gameplay, where he assails the party with magic based on geometry and mathematical formulas in addition to blasting them with water.
  • Instant Runes: "Hieroglyphika" covers most of the battlefield with a grid of square-shaped runes that will erupt into pillars of light after a short delay.
  • Long-Haired Pretty Boy: He has really long blond hair, and is by far the most fair-faced of the male gods.
  • Making a Splash: As one of two gods of water alongside Nymeia, he uses water in his main repertoire of attacks, and is the bearer of the Ewer, from which all knowledge is said to flow forth as a mighty river.
  • Mother Nature, Father Science: The Father Science to Nophica's Mother Nature, with a scholarly and math-heavy presentation.
  • Omnidisciplinary Scientist: His ancient self was said to be one of these, with there being no phenomena presented to him in which he was not well-versed.
  • Patron God: He's the patron god of Sharlayan, a nation of scholars that value knowledge, and the hoarding of it, above all else.
  • The Professor: Befitting the god of knowledge, his ancient self was the director of Akadaemia Anyder, Amaurot's most hallowed school.

    Llymlaen, the Navigator 

Voiced by: Hiromi Hirata (JP), Jaye Jacobs (EN), Anaïs Delva (FR), Ruth Macke (DE)

https://static.tvtropes.org/pmwiki/pub/images/llymlaen_from_final_fantasy_xiv_render.png
"I'll teach you the ways of navigation!"

The watcher of the seas and goddess of navigators, depicted as a strong fisherwoman holding a long-bladed harpoon. According to myth, she is the daughter of Thaliak and Azeyma and the elder sister of Nophica.


  • Advancing Wall of Doom: Partway through her boss fight, she will part the seas and toss the entire party across the long corridor she creates. The party then has to run back into range to fight her as the water rushes back in to fill the gap. She complicates subsequent uses of this attack by having water flow from the sides to hit the party and then having Perykos and Thalaos rush down the corridor.
  • The Beastmaster: Summons Perykos and Thalaos, the two giant sea serpents of myth, to aid her partway through the fight. Unlike most cases in this game, they're not targetable adds, but instead assist in her various attacks.
  • Blood Knight: Llymlaen seems to be the most battle-hungry of the Twelve next to Halone. She continually goads the party to do even better and shows delight as her health is depleted.
    Llymlaen: You're bloody brilliant, you are!
  • Blow You Away: Despite being the goddess of the sea, she is actually one of the two wind gods alongside Oschon, with her winds being those that may safely guide sailors on their journey or whip the ocean in a storm. She uses her powers to hurl the party across the stage, potentially sending them into the damage waves encircling the arena. She will also send the party down a hall of her making, where they'll have to dodge incoming projectiles as an Advancing Wall of Doom behind the party threatens to swallow it up.
  • Death from Above: Her "Torrential Tridents" attack has her bring down six copies of her trident from the sky. These tridents each emit a huge electric pulse in the same order that they fell, forcing the party to move around the arena to avoid getting hit.
  • Easter Egg: Llymlaen has a secret attack, "Navigator's Dagger", that she only uses if a player uses the Blow Kiss or Hug emote on her. She will tell them, "Oi, cut it out, you!", and toss a dagger that deals massive, unblockable damage to the offending player. This is a reference to the in-story myth that Llymlaen retliated against Oschon peeping on her in the bath by throwing a dagger at him, and the two fish named for this myth.
  • Elemental Hair Colors: Zigzagged. Llymlaen's blue hair is incongruous with her being a goddess of wind, as the element is strongly associated with green in Eorzea. However, it fits her associations with the sea as the bringer of storms and tides.
  • Gameplay and Story Integration: She's the goddess of navigators and many of her attacks involve having the party dodge a rapid series of wide-range attacks, thereby "navigating" her trial. This is perhaps best shown by her "Surging Wave" attack, which throws the party to the end of a corridor she creates, forcing it to run back toward her while dodging flurries of incoming projectiles as an Advancing Wall of Doom closes in behind players.
  • The Great Flood: According to Eorzean myth, the world's oceans were filled by Llymlaen's twin serpents, Perykos and Thalaos. When she was satisfied with the water level, she sealed them both away to prevent them from further filling the seas. Her followers believe that Perykos and Thalaos will break free at the end of days to finish flooding the world. Hence Limsa Lominsa's motto: "Till Sea Swallows All".
  • The Great Serpent: According to Eorzean myth, Llymlaen created two immense sea serpents named Perykos and Thalaos at the dawn of time to help her expand the oceans. They make an appearance during her boss fight in Thaleia, assisting her with various attacks.
  • The Lad-ette: Unlike the other members of the Twelve, who are irrepressibly polite and genteel, Llymlaen is as rowdy as the Lominsan sailors who call her their patron. She asks the party if they have the stones to face her and remarks that it's "about bloody time" that the heroes showed up to meet her. The member of the ancients she was based on was similarly curt and rude, once throwing a knife at someone who was interrupting her research into ocean life.
  • Lady Swears-a-Lot: The other gods hardly ever use curse words, which makes Llymlaen stand out as a result when she asks if the Warrior of Light has "the stones" to face her and uses the phrase "about bloody time" when the heroes showed up to meet her. However, considering that she's the patron god of sailors — a group of people well-known for their "colorful" language use — it ties into the Twelve being influenced by the prayers of those who worship them.
  • Lord of the Ocean: While she's a wind goddess, her worshipers depict her as this, in hopes that her winds give sailors safe passage in their voyages.
  • Making a Splash: Although she's not one of the rulers of the Heaven of Water, Llymlaen's role as a patron of sailors and goddess of the waves grants her great control over water. She's fought within an arena she creates by parting the seas and brings the water crashing down on the party with every thrust of her trident.
  • Patron God: She's the patron goddess of Limsa Lominsa, a maritime nation of full of Born Under the Sail pirates. They pray to her for safe passage through the roughest storms.
  • Parting the Sea: Llymlaen battles the party in an arena on the ocean floor she creates by parting the seas with her trident. One of her attacks involves hurling the party backwards into a corridor she creates by splitting the sea. The water will then rush back in as an Advancing Wall of Doom as Llymlaen impedes the players' advance with projectiles.
    Llymlaen: My trident parts the very seas!
  • Pervert Revenge Mode: According to the lore behind the Navigator's Brand big fish, she threw a knife at Oschon when he peeped on Llymlaen in the nude. She can inflict the same punishment on the players if they dare to make flirtatious advances on her as an Easter Egg — using the Hug, Dote, or Blow Kiss emotes on Llymlaen will have her throw a dagger at the offending player as an Unblockable Attack.
    Llymlaen: Oi, cut it out, you!
  • Prongs of Poseidon: Llymlaen wields a fisherman's trident in combat, cleaving large swathes of the arena with it and using it to manipulate and part the seas at will.
  • Shock and Awe: While nominally a goddess of wind, Llymlaen also makes use of lightning magic, as Lord of the Ocean and the storms that frequent it.
  • You Don't Look Like You: Statues of Llymlaen in Limsa Lominsa and Aleport depict her as a mermaid. The one encountered in Thaleia instead has a frilled Battle Ballgown reminscent of fish scales.

    Oschon, the Wanderer 

Voiced by: Masakazu Nishida (JP), Joe Dempsie (EN), Yann Sundberg (FR), Felix Isenbügel(DE)

https://static.tvtropes.org/pmwiki/pub/images/oschon_from_final_fantasy_xiv_render.png
"May the wind ever be at your back."

The god of mountains and vagrants, taking the form of a red-haired ranger with a yew bow. According to myth, he is the brother of Nald'thal, a close companion of Halone, and the lover of Menphina.


  • Aloof Archer: Downplayed. He's much less joyous than the other members of the Twelve and can come across as distant or even cynical at times. Despite this, his love for the people of Etheirys is just as profound as the others and he is the only one of the Twelve who can't bring himself to leave Etheirys behind. He's also the only archer among the Twelve and fights in a much trickier manner than his fellows.
  • Bizarre and Improbable Ballistics: His arrows can curve in blatantly impossible ways for some of his attacks.
  • Blow You Away: The second of two wind gods alongside Llymlaen, his winds being those of the mountains and representing the freedom of the vagrant. In a replication of Eorzean creation myth, Oschon's winds are so powerful that they make the mountains "breathe", causing them to shoot up and collapse in rapid succession.
  • Building Swing: Oschon will use his climbing ropes to swing around the arena, modifying what direction his next attack will be fired from. Arrows helpfully point out where the next attack will originate from, but the whole party will have to move accordingly to avoid eating a barrage of arrows.
  • The Drifter: Oschon is said to wander the world in solitude, observing the people of Eorzea while cloaked in a human guise. This is later revealed to be true, as Deryk is none other than Oschon's mortal disguise.
  • God Was My Co-Pilot: He takes the form of the explorer Deryk and allies himself with the Warrior of Light and the others during the Myth of the Realms raid series.
  • High-Altitude Battle: While transitioning into the second phase of his fight, Deryk will knock the entire party skyward before creating a platform under their feet. Below the party is the tops of mountains as Oschon grows to an enormous size to continue his battle with the players.
  • Hooks and Crooks: Other than his bow, his other main tool is a pair of climbing hooks - in the first phase, he'll simply use them to swing around the arena, in the second phase his now gigantic hooks will instead strike the arena and rip out the ground from under players not in a safe spot.
  • I Choose to Stay: He ultimately decides to remain behind and live out the rest of his days as a mortal while the rest of The Twelve fade into the Lifestream.
  • Implied Love Interest: When talking with Menphina in an optional dialogue before the final raid, she neither confirms nor denies that she and Oschon are actually lovers as myth says, leaving it open to interpretation as most other relations between the Twelve are.
  • Mortality Ensues: He loses both his divinity and his powers in exchange for remaining behind in the living world.
  • Multishot: He has multiple attacks where he fires dozens of arrows at once in broad arcs.
  • Patron God: He's the patron god of vagrants, wanderers, and adventurers. As the Warrior of Light is an adventurer by trade, this effectively makes him a default patron to the player character, even if they might have chosen someone else in character creation. Also of the fallen nation of Nym, with their most prominent ruin, the Wanderer's Palace, being named for him. Bards also have a song named after him called the Wanderer's Minuet.
  • Pre-Final Boss: The last of the Twelve to be fought and the penultimate opponent of the overall storyline.
  • Rain of Arrows: Oschon's specialty, whose swathes of arrows can make a Bard jealous. They get increasingly intense in his second phase, where they're not only bigger, but he can also carpet bomb the arena with arrows.
  • Ring Out: "Downhill" will generate horizontal knockback from the center of the arena in his second phase. Any players too close to the edge when this attack goes off will be shoved right off the platform.
  • Sequential Boss: First fights you like his brethren, but partway through the fight he grows to massive size with a new healthbar for an entirely new phase
  • The Team Normal: Deryk describes the ancient who became Oschon as this compared to the rest of the ancients that became the Twelve. Whereas the others were all prodigies and most held high stations, Oschon was merely a traveller who befriended Venat over discussions about what it means to be free.
  • Unusual Halo: His halo is a ring of visible wind which floats behind his torso.

    The Final Inscription (Major Unmarked Spoilers

The Thirteenth God, the Watcher

He who is unnamed shall watch unflinching. His duty: to stand guard over his charge, always and unto the end.
An unnamed and heretofore unknown deity, his existence has only been recently discovered within a passing mention on the very last line of the Omphalos epigraph. Other than the fact that he is counted amongst the Twelve as their thirteenth member, absolutely nothing about him is known.
  • The Ghost: Has made no appearance and has never been mentioned so far, leaving everything about him aside from his gender and apparent duty a complete mystery.
  • The Nameless: Does not, apparently, have a name.
  • One Extra Member: Is the thirteenth god of the Twelve.
  • Sole Survivor: The Watcher is the only member of the Twelve to remain after the rest gave up their godhood and returned to The Lifestream, though Oschon chose to stay as a mortal.
  • The Unfought: Unlike the rest of the twelve, we never fight him.
  • Walking Spoiler: The fact that there are actually thirteen gods among the Twelve is something that has never once been stated in the game's twelve years (and counting!) of history. Granted, it's not as groundbreaking as a few other revelations are, since the Twelve have never received much characterization before their raid series, but it does shed light on just who the Twelve are and what their purpose is.
  • The Watcher: His duty is apparently to stand guard over something, always and unto the end, but what that something is is not made clear. Because of the similarity in their duties and going off of Krile's theory that the Twelve are the reincarnations of Venat's faction, G'raha postulates that the unnamed thirteenth god and the Watcher in Mare Lamentorum have some sort of connection. 6.5 confirms the Watcher and the thirteenth god are one and the same.

    The Might of the Gods (Major Unmarked Spoilers

Eulogia

https://static.tvtropes.org/pmwiki/pub/images/eulogia_from_final_fantasy_xiv_render.png
"'Tis time, beloved children. Time to bid farewell to we relics of the past."
The final opponent of Thaleia, and thus the Myths of the Realm story arc, is all of the Twelve fused into one being.
  • All Your Powers Combined: They use attacks from every previous encounter you've seen thus far in the Myths of the Realm raid, requiring you to remember how the attacks work to avoid getting hit. They also have an attack called "Eudaimon Eorzea", used after the first time they use "The Whorl", in which they pelt the entire arena with the different elemental affinities from each of the Twelve.note 
  • Baddie Flattery: They compliment the Warrior of Light's power, determination, and resolve. It's not only done from how they've been fighting thus far, but because they're so close to giving the Twelve what they want.
  • Breaking Old Trends: They're the first final boss of an alliance raid series since the Cloud of Darkness all the way back in A Realm Reborn to not be a Sequential Boss, with the Pre-Final Boss Oschon filling that niche instead.
  • Died Happily Ever After: Eulogia, and thus the Twelve, all die by returning to the Lifestream. But they do so while smiling, since they can part the world on their own terms, return their aether to the world around them, and genuinely thank the Warrior of Light for showing them what they were capable of. Oschon, however, chooses to stay at the last moment, realizing that he's grown too attached to the world and its people to say goodbye just yet.
  • Disappears into Light: After the Fusion Dance ends, Eulogia disappears, allowing the Twelve to regain their forms before saying their own goodbyes to the Warrior of Light and to the world.
  • Final Boss: Of the "Myths of the Realm" storyline in Endwalker.
  • Final-Exam Boss: Eulogia will use versions of attacks from all of the fights preceding them after using "The Whorl", from Byregot's strike to Oschon's arrows, forcing the party to remember how those mechanics works and keep up with the souped up versions being thrown at them.
  • Fusion Dance: The Twelve fuse into Eulogia for the final battle, but un-fuse once the battle is over.
  • Good Counterpart: To the Ascian Primes. Both are fusions of the Ancients, although the Ascians are aligned with Zodiark, while the Twelve are allies of Hydaelyn aka Venat.
  • Kill the God: Invoked. Eulogia is all of the Twelve combined into one, and yet they're fighting the Warrior of Light so they can have one final test to see if mankind truly has the strength to no longer need their presence.
  • Master of None: While they're able to use mechanics from all of the Twelve, each individual mechanic is a lot simpler than when used by the singular god - they make up for this by chaining them all one after the other with very little time to breathe.
  • Meaningful Name: "Eulogia" has a double meaning: its literal definition is the ancient Greek word for 'blessing' - Eulogia, and its departure, is the final blessing of the Twelve to Etheirys and mankind. Its also the root word of Eulogy, a tribute to the dead, and Eulogia is The Last Dance of the Twelve.
  • Miles to Go Before I Sleep: Fighting the Warrior of Light is the last thing they want to do before they depart for the Lifestream. In doing so, this will disperse a lot of their aether across the land, as well as prove that mankind has the will and the strength to no longer need the Twelve to watch over them anymore.
  • Non-Malicious Monster: They want you to kill them, but they do so in battle to disperse their aether among the land, allow the Twelve to rest, and allow mankind to set its own course without them.
  • Otherworldly and Sexually Ambiguous: Considering that this being is twelve spirits fused into one, some of which are male and some of which are female, it's hard to say exactly what Eulogia's gender is. In any case, Eulogia as a being never has their gender referred to In-Universe.
  • Rummage Sale Reject: Their outfit has bits and pieces of every one of the Twelve's outfits, resulting in a very complicated set of armor on Eulogia.
  • Signature Move: Eudaimon Eorzea. After altering the battlefield with The Whorl, and using attacks from each god, Eulogia charges up a final attack using power from each god. As the attack charges, attacks pulse from each god's symbol, using their powers, in order of the ring surrounding the arena note . Finally, the energy explodes in a burst of light, and the battlefield returns to normal.
  • Thanatos Gambit: By fighting the Warrior of Light and expending a tremendous amount of aether in doing so, the Twelve spread it across the land. This, in turn, also shows the Twelve the strength of mankind and how they're no longer needed, so they leave Etheirys behind as a result by heading into the Lifestream and losing consciousness of themselves.
  • Voice of the Legion: All twelve gods speak at the same time whenever Eulogia does, resulting in a reverberating echo to their speech.

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