As the story has advanced beyond the point of hiding plot twists, there are unmarked spoilers below, you have been warned.
Class/Job Questline Trainers & Antagonists
Disciples of War
The Guildmaster of the Archers' Guild, she oversees the training of would-be archers as well helping the people of Gridania as best as she can.
A Miqo'te who is a part of the Archers' Guild. She guides the player characters in their development as an archer.
- Broken Bird: Feels like an outsider not only within the guild but within Gridania. To the point where she actually considers joining up with Pawah Mujuuk.
- The Cameo: Appears in a cinematic of the Remembrance Ceremony at Mih Khetto's Amphitheatre in Gridania.
- Conflicting Loyalty: She has trouble accepting her "New Family" in the guild due to fear of dishonoring her old family.
- Despair Event Horizon: Nearly crosses it when she actually decides to join with Pawah. Pawah attacking the player character is the only thing that stops her.
- Dork in a Sweater: The 2018 Hatching Tide event has her wearing an egg shaped cap as part of the agreement to help the event holder find the stolen eggs. If you have met Leih already, she'll recognize who the Warrior of Light is and asks them to keep the embarrassing hat as a secret between them. Naturally, the hat doesn't dilute her archery skills.
- HeelFace Revolving Door: Homecoming has her originally leaving the guild and join up with Pawah and her fellow Keepers of the Moon. But when the latter tries to kill you, she steps in to defend you, ruining her only chance to be with her people. Later at the Bannock, she attacks you in a rage (unable to understand how one can live as an outsider in Gridania) before you subdue her. She then sees that her place is with the guild.
- Hidden Depths: Leih appears to be a friendly, helpful member of the guild. But as the Archer storyline continues on, she is revealed to have her own problems.
- Raven Hair, Ivory Skin
Once of the Gods' Quiver, he serves as a member of the Archers' Guild who is rather critical of his fellow members.
- The Cameo: Appears in a cinematic as the player character prepares to leave as the Elder Seedseer's Envoy via Airship.
- Establishing Character Moment: His first appearance in the storyline is basically giving the player character a "The Reason You Suck" Speech and stating that it would be best for his/her membership to the guild to be revoked.
- The Friend Nobody Likes: Not hard to see why...
- Fantastic Racism: Towards "outsiders" (that is to say, anyone who is not a Gridanian-born Wildwood), whose "parody" of the noble tradition of archery he is outraged by. At one point he even calls Leih a savage.
- Jerkass: And that's putting it lightly. Though he soon becomes a...
- My Greatest Failure: He fell for a Wounded Gazelle Gambit by Pawah Mujuuk and let her get away, which is what led him to leaving the Gods' Quiver. Ironically, he decides to leave the guild to focus on capturing her.
- Our Elezen Are Better: When it comes to archery. Anyone else is just setting back "their art" to the Dark Ages.
- Stern Teacher: He'd rather not teach you to begin with, but his lessons are always sharp, to the point, and rife with Accentuating the Negative.
- You Can Always Tell a Liar: Covers his mouth with his hand when he lies.
Epithet: Jehantel the Godsbow
- Achilles in His Tent: Played With. When he fights alongside the player character, he is unable to attack to the point where he leaves him/her to fend for him/herself. In the final mission, he still isn't able to attack but seeing the possibility of losing another companion is what drives him to use his bow once again.
- ...And That Little Girl Was Me: "The Ballad of the Vainglorious Fool" is a song about his younger self. Namely about how he fell for a diversion attack by some Ixal and chasing after them alone to win personal fame and glory, allowed for the real attack that led to the deaths of his entire squad. And that if he had stayed with his allies like he should've they could've turned the tide of battle and won.
- The Bard: Became this after leaving the Gods' Quiver.
- Broken Ace: The reason he refuses to teach archery skills, and instead focusing on bardic music and lore, is not some sort of Secret Test of Character, but because he feels he has no right to do so after his vain glory-seeking actions led to the deaths of his comrades. Instead, he rather teach potential bards the importance of putting the greater good of your allies first, before your desires for fame and fortune.
- Heroic BSoD: Been in one for years, as he hasn't been able to wield a bow in battle since the death of his allies to the Ixal.
- It's All My Fault/My Greatest Failure: His concern for personal gain and glory is what led to his allies being killed in battle with the Ixal.
- Morality Ballad: He sings for the player "The Ballad of the Vainglorious Fool", which tells of a Gods' Quiver archer who possessed unmatched skill, but was also very conceited, and whose search for personal glory ultimately got his allies slaughtered. The archer in question was himself.
- Named Weapon: He carries the Artemis Bow, a bow designed to become a lyre on command.
- Old Master: A wise, elder Elezen
- Red Baron: He is known as the Godsbow.
- Renowned Selective Mentor: Archers all over the Twelveswood and beyond have tried to study under Jehantel, but he refuses to teach anyone archery. It was the Warrior of Light's genuine interest in poetry and song that starts their journey of Bardic training.
- Retired Badass: Retired from both the Gods' Quiver, and archery in general. See above spoilers for why.
Epithet: Sanson the Straight
A captain of the Order of the Twin Adder, he seeks to form a new unit and to find a legendary song known as the Ballad of Oblivion to that end.
- Blade on a Stick: Carries a Serpent issued lance into battle.
- Character Development: Throughout the 3.0 Questline he will frequently express doubt over Guydelot's commitment to their cause, and the methods he uses in service to it. By the time of 4.0, he calls Nourval on expressing similar doubts, having learned to trust in his subordinate.
- Determinator: Sanson will go to any lengths to obtain the Ballad of Oblivion, regardless of where he has to go to find it.
- Hidden Depths: The journal he always scribbles in is thought to be his field reports on the quest for the Ballad. It turns out it's filled to the brim with songs and verse, proving to Guydelot that Sanson truly believes in the power of song and is a bard in spirit.
- Like an Old Married Couple: An NPC points out that Sanson and Guydelot have this dynamic, bickering like...an old couple.
- My God, What Have I Done?:
- The Level 54 quest has him find a lead on the Ballad, a woman with a song that sends souls to the heaven, when he finds out that the song in question is not the ballad, but a requiem, he lowers his head in shame and then invokes Due to the Dead with a salute.
- This is also his reaction when he realizes that the song he was searching for doesn't exist and exactly what was sealed in the Sea of Clouds.
Epithet: Guydelot the Spent
A troublemaker bard who was sent by the Gold Bulls to accompany Sanson in finding the Ballad of Oblivion, much to the latter's chagrin.
- Achilles in His Tent: He leaves after an argument with Sanson and calling out his seeing song as a tool. He refused to rejoin out of shame of this argument until Ligeia is released.
- The Bard: One of the few genuine Bards, and a fellow student of Jehantel.
- Chivalrous Pervert: Sanson accuses Guydelot of wasting a lot of their time in Ishgard on singing for women and being a general flirt. Guydelot has only shown respect for women however and delivers an important message to an Ishgardian knight on behalf of the knight's wife.
- The Lancer: Acts as this to Sanson. Ironically, Sanson is the one using a lance.
A Siren that was sealed in a rock in the Sea of Clouds, she is the inspiration of the legend of the Ballad of Oblivion.
- Enthralling Siren: The only one other than the last boss of Pharos Sirius.
- Final Boss: Of the Bard Questline in Heavensward.
- Rhymes on a Dime: Ligeia only ever sings to communicate, so all of her dialogue is in verse.
- Sealed Evil in a Can: She was sealed inside a rock to quell the destruction she can bring.
- A Sinister Clue: Ligeia plays her lyre with her left hand, a sign of her true wickedness.
- Walking Spoiler: Due to being the Final Boss of the Bard's questline, and no mention of her being made until Sanson unsealed her.
- Yandere: She constantly professes her love for Sanson after he frees her from the sealing stone. She apparently loved the moogle clan of the Sea of Clouds, but felt shunned by them and so wiped them out.
Epithet: Nourval of the Branching Path
A young Elezen looking for a diary related to the Autumn War, which happens to be in Gyr Abania. He enlists the help of the Wo L, Sanson and Guydelot to retrieve it.
- Awful Truth: The diary the group is looking for contains compromising information regarding the Autumn War that could sour the relations between Gridania and Ala Mhigo.
- Bad Liar: From second one his request, he has knowledge of daming information when it comes to the relationship between Gridania and Ala Mhigo, but will only reveal it if they bring him along, is sketchy as hell, and it doesn't help at all that he keeps being a bother to the quest is it any wonder then that the group suspects him immediately, or that he turns out to be the Big Bad?
- Big Bad: He is the villain of the 60-70 Bard questline.
- Blade on a Stick: wields a spear
- The Millstone: despite being the one who instigated the search for the diary, his actions keep hampering the quests. There's a reason for that...
- The Mole: Somebody has been giving away the patrol paths of Alliance soldiers to bandits. This is his doing.
- Revenge: The reason for his actions. The Mhigans poisoned his ancestor, a famous Gridanian general, during the Autumn War. He wants to reveal the truth to sour the relationship between Gridania and Ala Mhigo
- Walking Spoiler: A great deal about him is a rather big reveal.
Master of the Lancers' Guild.
A sinister Duskwight lancer who appears to challenge the students of the Lancers' Guild.
- Alas, Poor Villain: Ywain expresses sadness at his death, claiming that had life not dealt Foulques such a cruel hand, he might have been one of the greatest lancers in the Guild.
- Arrogant Kung-Fu Guy: His way is the best way and everyone else is wrong.
- Back from the Dead: His shade can be fought as a mini-boss in the Palace of the Dead.
- Blood Knight: Foulques believes that true courage can only be found by flinging oneself headlong into mortal peril.
- Combat Pragmatist: His 'trials' usually involve pitting the unwitting student against a large horde of ravenous monsters, under the pretence that an unfair fight brings out the best in those with potential. He also pulls this in your final confrontation with him, summoning a group of shadow warriors to fight alongside him.
- Disney Villain Death: Falls off a cliff at the end the quest line.
- Fantastic Racism: The reason his old guild mates used him as a scapegoat; they knew his background as a Duskwight would make no-one blink any eyelids if he was revealed as a thief. Foulques has been embittered about it to this very day.
- Hot-Blooded: His view of bravery is just charge and don't care about if you die.
- Ignored Epiphany: Ywain sets up a scenario that not only teaches you, but Foulques the true meaning of bravery. Despite being humiliated and humbled by the experience, Foulques simply falls deeper into madness and goes back to his previous methods, only worse.
- Jerk with a Heart of Jerk: His penultimate appearance has him humbled and forced to contemplate whether his actions are the right way to go about it. He looks like he's almost considering it...then when he appears in the final quest, he's only doubled-down on his previous methods and even commits murder on the Wood Wailers who come to arrest him.
- Roaring Rampage of Revenge: His true reason for his vendetta against the guild: he was exiled for stealing from their coffers and betrayed by those who aided him in the heist. As a result, he's sworn revenge against the guild and sets to see it undone for their perceived wrongdoings.
- Sanity Slippage: After he gets humbled by Ywain; instead of taking the guild master's lessons on board, Foulques only goes deeper into madness, giving into the rage that drove him against the guild in the first place and acting even worse than before.
- Sink-or-Swim Mentor: He seeks to strengthen the player character...by tossing them into battle against powerful monsters and stacking the deck against them by using blinding potions and the like on the player.
- The Only One Allowed to Defeat You: His attitude toward the player character, who he considers the only worthy cadet in the Lancers' Guild. Sure enough, it comes down to a one-on-one duel.
- Tragic Villain: He was once a member of the Guild, and decided, along with several close compatriots, to rob the Guild's coffers — the low wages paid by the Wailers come up several times as a source of unrest. Unable to bear the guilt for long, Foulques convinced his friends to confess along with him — only for them to hold their tongues at the last moment and point the finger solely at him. Thanks to the Fantastic Racism directed at the Duskwight Elezen, he made an easy scapegoat. Escaping his dungeon cell, he wandered the world, searching for the true meaning of courage and becoming a Death Seeker in the process. Ultimately, he's unable even to understand the lessons that would have led to his redemption.
- White Hair, Black Heart: Dark gray skin and white hair. Foulques' design fully embraces the drow aspect of the Duskwight.
Epithet: Alberic Quickwater
- A Pupil of Mine, Until He Turned to Evil: The mentor in regards to Estinien Zigzagged as he was not really evil, but then becomes corrupted then is saved.
- My Greatest Failure: Failed to save Estinien's home village some years ago from the dragons. During his battle with Nidhogg, Alberic was almost enthralled by the dragon. Purging himself of the Dragon's Eye's power to prevent this, he drove Nidhogg back, but it was all he could do to save Estinien as the horde of dragons accompanying Nidhogg laid waste to Ferndale.
- One-Man Army: Why does an Azure Dragoon normally only face off against dragons alone? Normally the Dragon's Eye only ever awakens to one person at a time, making them destined to become a Dragoon. Alberic was the last one before Estinien, and eventually, the player.
- Retired Badass: A Dragoon is expected to fight dragons alone, and win. More to the point, Ser Alberic was the Azure Dragoon of the last generation, the best of the best among the Dragoons.
- Sink-or-Swim Mentor: He frequently makes you go kill some dragon-like creature for his tests.
Voiced by: Kenji Hamada (JP), Robert Vernon (ENG), Emmanuel Bonami (FR), Michael Pink (DE)
Epithet: The Azure Dragoon
An Azure Dragoon of Ishgard, who apparently has gone rogue, and stolen a treasure from the Kingdom. It's soon revealed however that Estinien is actually doing this to protect Ishgard, as the treasure in question, the Dragon's Eye, having been pried from the ancient dragon Nidhogg is still spiritually linked to the dragon. He plans on using this link to draw Nidhogg away from any populated areas.
In 2.5 part 2, Estinien reappears in the main scenario after having apparently won the mental battle with Nidhogg, leaving him sane and on Ishgard's side, but with a direct link to the elder wyrm's mind, allowing him to counter the dragon's plans.
Heavensward significantly fleshes Estinien out, as he is one of the major characters in the story, and winds up traveling alongside the Warrior of Light for a good portion of the story. His travels to parley with the dragons forces him to have to seriously rethink the history that he has learned as an Ishgardian citizen.
In Stormblood while the Warrior of Light and the Scions of the Seventh Dawn are in Doma he somehow during his travels learns of Shinryu. Knowing that Shinryu is a primal summoned with the last of the power held within Nidhogg's eyes, Estinien manages to find both the impact site of Omega and locate Shinryu. Feeling as though he is obligated to deal with the final lingering ghost of Nidhogg once and for all, he discreetly aids the Warrior of Light and the Scions from the shadows.
- And I Must Scream: Was subjected to this when Nidhogg took over his body. Towards the end of 3.3 after Nidhogg is severely weakened by the Warrior of Light, Estinien wrestles control from the wyrm long enough to beg for his comrades to kill him in order to slay the dragon once and for all. Luckily, another plan was used to expel Nidhogg without harming Estinien.
- Artifact of Doom: The Dragon's Eye. Pried from an evil dragon's own skull? Check. Possesses immense power and grants it to those it deems worthy? Check. Attracts its original owner back to you? Check. Provides a direct link for said evil dragon to influence who ever possesses it, and possibly corrupt those who lack the will to resist, thus enthralling them to his service? Check.
- Ascended Extra: Goes from being a minor sidequest character in A Realm Reborn to a major participant in Heavensward
- Badass Baritone: Given a voice actor in Heavensward and thus a deep commanding voice.
- Baleful Polymorph: Transforms into Nidhogg during Heavensward thanks to a combination of still wearing his damaged armor splattered with Nidhogg's blood, holding both of Nidhogg's eyes, and letting his guard down. This despite having been warned multiple times by various Non Player Characters about it.
- Big Damn Heroes: Just as Elidibus readied to strike down the Warrior of Light while they were incapacitated, Estinien dove in and fought off the Ascian in Garlean form so that the Warrior could be taken to safety.
- Blade on a Stick: Uses a copy of the Gae Bolg lance/halberd. After he is possessed by Nidhogg's spirit, it's appearance is altered, with parts of it becoming blood red and the formerly straight-pointed spearhead morphed into a jagged blade, reminiscent of a claw.
- Blood Knight: On top of being revenge-driven, he seems to thoroughly enjoy killing dragons. This is made especially apparent during his fight against Nidhogg, in which he is seen smiling while gouging the wyrm's eye.
- Blood-Splattered Warrior: Promises to stain his armor crimson in Nidhogg's blood as they continue on in the adventure. He makes good on this promise after delivering the killing blow to the wyrm. Unfortunately he never changed his armor, leaving him vulnerable to Blood Magic. He gives it up after Nidhogg is defeated for good, wearing simple clothes in the end of 3.3, and later a copy of the level 70 artifact set in Stormblood.
- Dark Is Not Evil: His Drachen armor is notably a lot more black then the one player gets. But is shown to be actually a fairly decent guy. Zigzags however in the level 50 job quest, when he's been corrupted by the power of Nidhogg's eye, turning his lance against the player and Alberic, then returns to being an ally in the main story of 2.4 through Heavensward.
- Deadpan Snarker: Has a very dry sense of humor, often with a biting remark towards someone in the group.
- Doomed Home Town: Ferndale.
- Expy: Of Kain Highwind from Final Fantasy IV. Becomes more apparent in 2.55's Before the Fall Part 2, when he makes an appearance, and to those who have completed the level 50 Dragoon quest, stating he has managed to regain control of his senses from Nidhogg.
- Eyes Do Not Belong There: The end of 3.2 reveals him to have both of Nidhogg's eyes in both of his arms as they pulsate and twitch about.
- Fire-Forged Friends: Once upon a time, he and Aymeric were in the same regiment of Temple Knights, and the lone survivors of an attempt to slay a dragon. While Aymeric planned to head to Ishgard, Estinien insisted upon finishing the job. It would have cost him his life, had Aymeric not changed his mind, saving his life with a well-timed arrow to the dragon's head. While ever the lone wolf, Estinien all the same came to respect the Knight Commander to-be.
- In addition, should the player have completed the dragoon class to level 50, Estinien will refer to them in the Japanese audio as Kyoudai which literally translates to "Brother".
- He comes to share the same sentiment for Alphinaud over the course of Heavensward though he only expresses it when alone and overlooking Omega's landing site in Stormblood.
- Four-Philosophy Ensemble: Forms one with the player (Apathetic), Alphinaud (Realist), and Ysayle (Optimist) when they travel through Dravania in Heavensward. Estinien is the Cynic, unable to see the good in many of the dragons and not very hopeful for peace between his people and theirs.
- Helmets Are Hardly Heroic: Averts this in A Realm Reborn and most of Heavensward, wearing a full set of drachen armor with helmet, but plays it straight from the end of 3.3 through to his appearances in Stormblood.
- Heroic Sacrifice: Subverted at the end of 3.3. He asks the Warrior of Light to slay him so that Nidhogg would die with him, but the Warrior of Light and Alphinaud choose to rip Nidhogg's eyes out instead, which expels the dragon from Estinien's body and saves the dragoon in the process.
- I Call It "Vera": Refers to his transformed Gae Bolg as "Nidhogg" during the events of Stormblood. In the chapter From Azure Ashes in the Tales from the Storm side story, he names his new armor "Iceheart" in honor of Ysayle.
- In a Single Bound: The power of a Dragoon's jump shouldn't be a surprise to anyone but when he destroys the Garlean cannon posted at Castrum Abania in Stormblood the power of the jump he uses can only be described as "Dragonfire Dive on crack". It appears that he might be channeling the lingering power of Nidhogg to achieve such power.
- Irony: He transforms into Nidhogg during Heavensward, doing the same thing his ancestors did that started the war (obtaining a dragon's eye).
- Jumped at the Call: In Stormblood when he tracks down Omega's landing site in Gyr Abania he muses to himself that even now, despite having left his life as the Azure Dragoon behind, he still feels obligated to see to it that Shinryu, the final lingering phantom of Nidhogg, is destroyed.
- Just a Kid: He is one of the few characters who actually acknowledges Alphinaud's age. Perhaps it is due to him not seeing all of Alphinaud's successes, but he is able to see his shortcomings that are born of his youth and he refuses to let Alphinaud come along to the assault on Nidhogg's hideout. As he makes clear shortly after that he isn't blind to Alphinaud's talent and potential, he just feels he is too young and inexperienced, but with time will be a master commander.
- Long-Haired Pretty Boy: After he is freed from Nidhogg's possession, he is shown to have hair down past his shoulders and having quite a handsome face to boot.
- Meaningful Name: His last name Wyrmblood becomes very meaningful once it's revealed that he (and by extension most of Ishgard) have dragon's blood in their veins.
- My Country, Right or Wrong: Even when presented with evidence that Ishgard isn't as righteous and holy as it may think it is, and truths of the past, he is still willing to fight on its behalf. As he puts it, what ever crime Ishgard committed in the past to Dragonkind, doesn't excuse the dragons for wantonly attacking and killing innocents of today.
- Mystical White Hair: An included screenshot from the side story Tales from the Dragonsong War: Through Fire and Blood and in-game in 3.3 show that he has this.
- Not So Different: After slaying Nidhogg, he realizes that the two of them were more similar than he imagined. Seeking vengeance for the crimes committed against their loved ones. In 3.3, while he is recovering from his injuries and having Nidhogg's presence pulled from every fiber of his being, he further elaborates that he bore witness and constantly felt Nidhogg's vast grief and anger at Ishgard's betrayal a thousand years ago. He even states the only difference between him and Nidhogg in the end, is that Estinien had friends and mentors to help him realize that going down the path of unrelenting vengeance would be a mistake.
- Pet the Dog: He is kinder to Aliphinaud than he generally is to anyone else, good naturedly ribbing him about his generally sheltered life and being worried about him when he goes out alone to get firewood. He's also one of the few that acknowledges that despite everything Alphinaud has done, he's still just a boy and worries about that.
- Retirony: His relief at his lifelong quest for vengeance being nearly over, the only task left being to seal Nidhogg's eyes away somewhere far from reach, was just the moment of weakness the dark wyrm needed to revive himself; using Estinien's own body.
- Took a Level in Kindness: For most of ARR and Heavensward he had a tendency to come across as a grumpy, brooding, and single-minded prick. After being possessed by Nidhoog, freed from his influence, and his decision to leave Ishgard and find himself again he's mellowed out considerably by the time of the final Dragoon quest in Stormblood and is show to be, for lack of a better word, finally happy with his life.
- Touched by Vorlons: While is power is not terribly unusual when compared to the player character his time transformed into Nidhogg seems to have affected him in such a way that it allows him to channel the power of the wyrm. When he powers up it takes the form of black and red fire like Nidhogg's aura. It's never explained in the main story, but during the final Dragoon job quest of Stormblood he explains that his possession and subsequent freedom from Nidhogg has taught him to safely harness the power of the dragon within him.
- What the Hell, Hero?: During the final Job quest in A Realm Reborn, before Alberic gets a chance to talk to Estinien about the truth over what happened the day Nidhogg destroyed Ferndale, Nidhogg does so via the Dragon's Eye, painting Alberic's actions as cowardice. It sadly causes Estinien to hit the Despair Event Horizon at top speed. This in turn causes him to have a FaceHeel Turn for real this time, and join Nidhogg, to punish his adoptive father figure, and seals his decision when the player steps forward to defend Alberic.
- Worthy Opponent: A bit all over the place. At first, he regards the player as merely a sell sword, questioning if Ishgard's has lost it's independent pride. However, when the Dragon's Eye power stirs in the presence of the player, he's forced to reconsider, and meets Alberic and the player to explain his plan, and that if the Eye is awakening to the player, this means there will be more than one Azure Dragoon, and pushes to train the player to become one. When he falls to grief and despair at the truth of Ferndale's destruction and Nidhogg starts taking over his mind, he notes he's disappointed that the player stands against him
- In 2.55 part Two, after he makes his reappearance in the main story line, he tells any player who has completed the Level 50 Dragoon quest to stay their hand, as he's not appeared there as an enemy, but an ally. He even corrects Aymeric's claim that he's the finest Azure Dragoon, by noting that there is instead two Azure Dragoons in the room that everyone is meeting to discuss the defense of Ishgard, flat out calling the Player/Warrior of Light his equal.
- Vengeance Feels Empty: He realizes after slaying Nidhogg that vengeance did not satisfy him like he thought it would. He fully realizes this in the end of 3.3 after being saved and wishes to retire from his duty, craving rest instead of vengeance.
- Walking the Earth: What he decides to do after the Dragonsong War ends, giving up his title of Azure Dragoon. He quietly leaves his infirmary bed without informing anyone. His first stop is a visit to the Helix in Azys Lla to lay a bouquet of Nymeia lilies in remembrance of Ysayle. In Tales from the Storm, he also lays down a bouquet of flowers in Sohr Khai in honor of Ratatoskr as a way of apologizing for his and his ancestor's involvement in the Dragonsong War.
- He seemingly ends his wandering in Stormblood to hunt down Shinryu, destroy it, and the last lingering ghost of Nidhogg with it. To do so he discreetly helps the Scions, the Resistance, and the Eorzean Alliance from behind the scenes, never revealing himself.
- He also comes back for the conclusion of Stormblood's Dragoon story and show to be very content with his life wandering from place to place helping people.
Epithet: Heustienne Truethrust
Another Elezen Dragoon of Ishgard, who previously was one of the Dragoons who oversaw the Player's Dragoon training. Heustienne takes over as the Dragoon's Job "trainer" for the 50+ Dragoon quests in Heavenswardnote . However, unlike other Job trainers she is actually the student, learning under the player's teachings and studying the player's techniques as the Warrior of Light has taken the Dragoon style, and adapted it to combat against more than just dragons, but foes and beasts of all shapes and sizes, and is now pioneering new techniques. However, she is always pushing her self to her limits, and often places herself at the forefront of any danger, with part of the quest line teaching her to rely more on her allies.
- Always Someone Better: She trained alongside Estinien back in her early years, working just as hard as he did trying to be worthy of becoming the Azure Dragoon. Unfortunately for her, the eye reacted to Estinien and not her.
- Ancestral Weapon: Her adoptive father gives her the lance he was gifted for service to Ishgard by the Holy See, "Peregrine". This is also a nod to Final Fantasy XI as Peregrine is a lance that Dragoons gain there as part of their first Artifact Gear set, during the mid-levels.
- Ascended Meme: Of the "loldragoon/loldrg" meme regarding bad dragoon players, and worked into the story. She doesn't work well with her allies, preferring an all out assault with little regard to her safety, which puts her and others in danger. Her use of the Jump action at the wrong time, ends up getting her removed from battle. By level 60 she's learned her lesson, and with her new dragon blood enhanced powers, provide much better aid in battle. This includes use of Elusive jump to dodge Graoully's attacks, and a super-powered form of Life Surge and Marauder's Bloodbath ability that restores thousands of HP per hit for both her and the Warrior of Light.
- Attack! Attack! Attack!: What her standard plan is during early 50 to 60 quests. Just charge headlong into the dragon horde, and slay as many as possible.
- Baleful Polymorph: During her capture at the hands of the heretics, she was forced to drink dragon's blood, which thanks to Ishgard's hidden heritage, typically causes one to transform into a dragon. By the time the Warrior of Light, and Ser Alberic catch up to her, she mentions she's already barely suppressed one transformation, but can not return back to Ishgard. Doing so would immediately have herself branded a heretic by the inquisition, and by extension, lead them to strip her adoptive father's rights and holdings from him.
- Faking the Dead: She makes this request when the player character rescues her from captivity of the heretics. Her reason's aren't given at first, but are revealed in a latter quest. Check the spoiler above to find out why.
- Happily Adopted: Similar to Alberic and Estinien, she was a survivor of a dragon attack and adopted by Montorgains, a retired, but well respected member of the rank and file Dragoons of Ishgard. He is always worried about her safety, and her habit of rushing into battle with little regard to safety. Heustienne always says that she will be careful, but continues to charge right into the thick of danger. Its hinted that because she was a "low-born" who was adopted by a "high-born", that she feels like she has to work twice as hard to prove her self thanks to Ishgards Honor Before Reason habits.
- Hot-Blooded: She's always feels like she has to prove her self in some way, be it to her own adoptive father, or her self in defeating the Dragon hordes.
- Knight Errant: Becomes this at the end of the 50-60 Dragoon quest line. Having gained some measure of control over the power of the dragon blood she was forced to drink, she decides she will spend time Walking the Earth as an adventurer herself, slaying dragons that threaten Ishgard and seeking to further control the power which now flows through her veins without letting it dominate her and transform her.
- Leeroy Jenkins: By the mid-point of the quest line, she tries to perform a dragoon jump on Graoully, the leader of a horde of dragons. The dragon simply carries her away, forcing her to cling to her spear she drove into the dragon, and flies into the wilderness before shaking her off, right into the midst of some heretics and is captured by them.
A young Dragonling of Hraesvelgr's brood, Orn Khai sends a missive to the player character through Huestienne to discuss with them the desire to find his father's consort, the dragon Faunehm, who fled to distant lands at her mate's request rather than fight in the dragonsong war. He joins the player character for their 60+ quests.
- Big Eater: Often times he'll excuse himself to set up an ambush for the latest target by going to hunt something for bait, usually mentioning something about having a few bites himself. He even eats an entire twenty foot long sea serpent, and leaves only the scraps for the player. Though he still finds the idea of swallowing prey whole and alive to be barbaric and unbecoming of dragons.
- Comically Missing the Point: He doesn't ever quite seem to realize that people, especially once your trip takes you eastward, aren't accustomed to the presence of dragons. He's incredibly thankful when the owner of Kugane's inn lets him stay for free, not quite piecing together the half-panicked innkeeper wants him to stay because he believes he's lucky. He also doesn't seem to understand why all the Xaela children in Reunion are more focused on poking and tugging at him than they are answering his questions.
- Good Colors, Evil Colors: Like the highest ranking dragons in Hraesvelgr's brood, he's a beautiful shade of silver, just like his father.
- Human Mail: How Alberic gets him to the Near East without attracting attention; by packing him in a crate with ice crystals to force him to hibernate and smuggle him to the Bokairo Inn in Kugane. Unfortunately the bit about forcing hibernation turns out to be misinformation left over from the war, leaving a grumpy, cold and hungry Orn Khai when the player finally breaks him free.
- Meaningful Name: His name in Dravanian, according to him, translates to "One born of Sorrow", voicing his sire's sadness at his departed mate when he had Orn Khai by himself instead of with Faunehm.
- Older Than They Look: Looks like he's maybe a few years old at the most, but mentions later on that he's in his 40s, part of dragons being so Long-Lived means that he's both older than the Warrior of Light probably is while being visually and mentally younger.
- Screw This, I'm Outta Here!: Beats a hasty retreat when Vedrfolnir and Faunehm begin to get affectionate. Apparently even dragons can get repulsed by their parents being sappy and cuddly.
An older dragon of Nidhogg's horde, Faunehm left at the pleading of her beloved to not join her father's rampages. Finding her is Orn Khai's purpose and a majority of the player character's level 70 quest series.
- Dark Is Not Evil: The reason she went insane is because despite being a black-scaled nightmare of a Dragon with powerful dark magic, she had no personal grievances against humanity and loved Vedrfolnir more, and didn't want to take part in her father's vengeance. Once her sanity is restored, she's perfectly polite and thankful to the player character and Orn Khai, and absolutely thrilled to be reunited with her lover.
- Go Mad from the Isolation: When you eventually find her, she's been terrorizing the Azim Steppes as a feral beast. Having no other dragons to speak to has left her to stew in the last moments of resisting Nidhogg's Compelling Voice for centuries, reducing her to a mindless beast. When Orn Khai's song causes her to pause in her attack, all she can do is pitifully whimper out a cry for her beloved and voice her desire to not harm mortals before sinking back into her crazed state.
- "I Know You're in There Somewhere" Fight: What Orn Khai attempts to do the first time, but sadly it just results in her attacking him and overpowering the player character, forcing a retreat. When Estinien shows up, he tells Orn Khai to sing to her as a command to bring her back to his senses while they weaken her enough for his voice to reach. It still fails, but does alert Vedrfolnir to their position, whose much more powerful song finally brings Faunehm back to sanity.
- Palette Swap: Shares the same model and mechanics as Tioman, Nidhogg's mate fought in Sohm Al.
- Sickeningly Sweethearts: She quickly gets affectionate with Vedrfolnir after regaining her sanity, leaving Orn Khai deeply embarrassed and eager to leave them alone.
- Star-Crossed Lovers: With Vedrfolnir of Hraesvelgr's brood. When Ratataskr was slain and Nidhogg began his vengeance, he didn't feel Nidhogg's song while she did. Ultimately torn between her lover's wishes to not get involved but unable to resist his call, she fled eastward to distance herself from her sire's call to war, waiting for the day the war ended.
- Would Hurt a Child: The first sign that she's out of control is that her first action is to strike Orn Khai with dark magic.
- Tragic Monster: One of the only dragons of Nidhogg's brood we see who actively refused to take part in the Dragonsong War and fled for far off lands to avoid his Compelling Voice, only to ultimately go insane in the process of resisting it, turning into another dragon attacking anything that crossed her path. Estinien outright refuses to kill her unless left with no choice, as he knows this kind of pain well due to his time spent as Nidhogg's host.
Leader of the Marauder's guild.
- An Axe to Grind: As a Marauder, of course.
- Badass Arm-Fold: Does this a lot.
- Everybody Knew Already: When the "Familiar Marauder" reveals himself to be Wyrnzoen in Stormblood, he is shocked to find that the Warrior of Light isn't even remotely surprised.
- Facial Markings: Two large white lines under his eyes.
- Retired Badass: Wyrnzoen was once a captain of the Yellowjackets, but a knee injury forced him to retire from the front lines.
- Secret Test of Character: Or rather, he tries to keep it a secret. Upon sending the Warrior of Light on a minor mission, he and many of his fellow guild mates disguise themselves to fight the Warrior and test his strength. The Warrior and Solkwyb see right through the ploy, but Solkwyb bids the Warrior to play along.
Epithet: Solkwyb the Enlightened
- Eyepatch of Power: A capable conjurer who wears an eyepatch over her left eye.
- Only Sane Man: Gives off this vibe in regards to Wyrnzoen.
- The Medic: Keeps you alive throughout many of your trials as a Marauder, and even accompanies you for your trial as a Warrior.
- Smoking Is Cool: She smokes a long pipe.
- Paper-Thin Disguise: When you face the Masked Marauder's minions. Lampshaded as he is labeled as "Someone Familiar."
Epithet: The Northerner
A Hellsguard Roegadyn from the volcanic homelands. He has traveled to Eorzea to decipher scrolls of the Warrior heritage. He also protects Wineport from any monster attacks. Seeing the Player's skill, he begins your training in the ways of the Warrior.
- Achilles in His Tent: His going off to sulk due to losing a fight or control of his Inner Beast is practically a Running Gag.
- An Axe to Grind: Wields his own Bravura in battle.
- Get a Hold of Yourself, Man!: At one point asks the player to slap him to get over his own doubts, which the player complies to.
- Heroic BSoD: He remains largely in a funk through the level 50-60 portions of the Warrior quests for fear of losing control of the Inner Beast and attacking others again.
- Love at First Punch: Falls hard for Dorgono upon seeing her succumb to her Inner Beast, and when she sends him flying, he has this to say:"She swings like a dream..."
- Crush Filter: The whole scene has shaded pink borders and sparkles.
- Love Epiphany: Curious Gorge falls and falls hard for Dorgono upon meeting her, but because he spent most of his life dedicated to becoming a Warrior he didn't fully understand his own feelings, and her initial spiteful attitude towards him made him hate her in equal measures. This conflict of emotions temporarily robs him of his Inner Beast, complicating things further. By the level 70 quest, Curious Gorge has everything sorted out and is ready to confess his love to Dorgono.
- Mr. Fanservice: A lot of the 50-60 quests is spent in the Hotsprings where Curious Gorge is walking around in a swimsuit.
- Pointless Bandaid: Across the bridge of his nose.
- The Power of Love: After coming terms with his feelings and admitting his love to Dorgono, he uses that love as a source of power to help overcome their opposition.
- Proud Warrior Race Guy: Curious Gorge is proud of the Warrior way, even though it has been shunned by the populous some time back.
- Red Eyes, Take Warning: When fighting and tapping into his Inner Beast.
- Shout-Out: His name is a rather peculiar one to Curious George. Don't ask him about it.
- Unfortunate Name: Immediately after introducing himself, he warns that if anyone mocks his name he's going to gut them.
- Unstoppable Rage: Curious Gorge has used his rage to control his Inner Beast, yet he learns that such a method exhausts quickly and leaves one defenseless, and indeed he loses control of himself.
Epithet: The Sleeping Volcano
Discipline: Warrior, Arcanist
- Badass Moustache: Broken mountain has a full moustache and some impressive sideburns.
- Genius Bruiser: A capable Warrior himself, and the one doing all the research into the history of their art. Fittingly he is also a very skilled Arcanist which is the most mentally demanding form of magic.
- Helmets Are Hardly Heroic: Unlike Curious Gorge, Broken Mountain's replica artifact armor lacks the helmet.
Epithet: The Bedevilled, Drgono Blueblade
- An Axe to Grind: Her tribe's schtick. The Qerels are absolute masters with the axe, she is no exception.
- Anguished Declaration of Love: After Curious Gorge loses control of his Inner Beast, Dorgono has the same love epiphany he did. She loudly declares that she loves him, loud enough to physically strike Curious Gorge with her voice alone and bring him back to his senses.
- The Berserker: She isn't in control of her Inner Beast, as the Warrior of Light and the others find out.
- Cursed with Awesome: The will of Karash/Inner Beast turns anyone not in control into a super-strong mindless berserker, Dorgono included. She and her tribe see it as a curse. The Warrior of Light, Curious Gorge and Broken Mountain, having learned to control it, see it as a blessing. Delicate to handle, but a blessing nonetheless.
- The Exile: She is a Taken, a Qerel who succumbed to the will of Karash/Inner Beast. Taken are exiled from their tribe until they learn to control their rage.
- Lady of War: As dainty and cute as any female Au Ra. She is also an axe-wielding berserker.
- Pintsized Powerhouse: As a female Au Ra, Lalafell are about the only other Spoken smaller than her. Doesn't stop her from sending three Roegadyn men (the largest of the Spoken by comparison) flying with minimal effort.
The most legendary pugilist in Ul'dah. In his retirement, he now teaches at the Pugilists' Guild.
- Dirty Old Man: He lets it slip during his introduction to the player that he's rather fond of the dancers that perform in the streets of Ul'dah. It's also revealed later on that he wishes to die surrounded by scantily clad women.
- Heroic BSoD: Once his Badass Decay has been revealed, he no longer finds himself fit to teach at the Puglists' Guild.
- I Was Quite a Looker: A brief flash shows Hamon as he was back in his prime, with a handsome face and a small goatee that would eventually become his beard.
- Lovable Sex Maniac: See above. Despite his vices, his highly boisterous and affable nature alongside his desire to see his students excel has earned him the love and respect of almost the entire Pugilists' Guild.
- Retired Badass: He earned the name "Holyfist". However, since his retirement, his skills have slipped so far he can't even defeat a marmot.
- Training Montage: A playable one, in which you spar with him.
- You Remind Me Of Myself: Mentioned a lot in regards to the player character. This becomes vital in reversing his Badass Decay as the player character spars with him to reignite his fighting spirit.
- Blah Blah Blah: Parts of his lectures on history will be riddled with this.
- The Cameo:He randomly shows up in the Dragoon Stormblood questline. As usual he proceeds to bore the Warrior of Light and their companion with a history lesson about where they are.
- Doing In the Wizard: He claim the monk's use of the chakras to merely be aether and the order's beliefs superstitious nonsense.
- Catchphrase: No qualms letting people know that they're simpletons - Including you.
- Insufferable Genius: He is a very well informed historian and a complete ass about it too.
- Hidden Depths: He had a son who died as part of the Ala Mhigan resistance, so he became a professor of ancient wars to learn from the mistakes of the past in the hopes of finding a way to end the current war with Garlemald with minimal bloodshed.
Epithet: Widargelt the Watcher
- Character Development: After he gets over his Revenge Before Reason personality he becomes a teacher of his own school of martial arts and the events of the next plot follow having to fight his Shadow Archetype.
- Hidden Backup Prince: His true identity is Prince Theodred, the last living heir of Ala Mhigo's royal family. This however is seen as a negative to potential followers because of his relation to the Mad King's failed dynasty.
- Place of Power: In order to open the Chakras he and the player must travel to and meditate at the sites of many great battles.
- Rival Dojos: The 50-60 questline revolves around the rival sects of the Monk's legacies, the Sect of Light and the Sect of Darkness.
- Revenge Before Reason: He intends on opening his Chakra to gain enough power to defeat Garlemald to save Ala Mhigo, not caring who gets hurt. It takes a defeat by the Warrior of Light and then Erik knocking some sense into him (literally) before he has a Heel Realization.
- The Greatest Style: Although the Fist of Rhalgr is considered the pinnacle of martial arts technique, because the Corpse Brigade was formed specifically by the Mad King to destroy the Monk, Widargelt and his allies begin incorporating martial arts techniques from the Ul'dah school of pugilism into their style like the Warrior of Light did.
- Well-Intentioned Extremist: All of his actions are for the sake of Ala Mhigo, even willing to sacrifice the player character to gain enough power to defeat Garlemald.
- The Worf Effect: The guy is a legitimately powerful fighter, but has the bad luck of often being on the recieving end of this to introduce the newest antagonist of the questline, often with the excuse that his techniques have no effect on said antagonists.
- Worthy Opponent: Considers that the player would be one after seeing them fight. It turns out to be a Evil Plan on his part to breed you into the worthy opponent so he can open his seventh Chakra and achieve godlike power, but you wind up being far stronger than he anticipated.
Epithet: O'tchakha of the Endless Day, D'zentsa of the Endless Night
Epithet: H'raha Tia Fistborn
Guildmaster of the Gladiators' Guild. Inherited her father's guild as well as his Hot-Blooded temperament.
- Big Damn Heroes: She and the rest of the Gladiators show up to save Aldis from execution and aid him and the Warrior of Light in the final battle against Alacran.
- Hot-Blooded: When Mylla gets angry or gets into anything, she'll be very outspoken on the subject to say the least.
- A Mother to Her Men: Though she can be strict and temperamental, Mylla places her Gladiators and their growth first and foremost, this is best shown after the disastrous first battle with Alacran, where she chews herself out for acting out so rashly and endangering her fellow Gladiators.
- Out-of-Character Moment: At the beggining of the guild missions she comes across as a capable and charismatic leader that keeps the Gladiators together, everybody respects her, especially after what she had to go through because of the fiasco with Aldis, however when both Aldis and Leavold come back she finds herself more and more frustrated and stressed, which results in a terrible decision to make the Gladiators charge at the Alacrans despite not knowing what they were going up against this ultimately serves to show how dangerous the Alacrans are and to pave the way for her and Aldis to bury the hatchet.
- Never a Self-Made Woman: Zig-zagged, on the one hand she wasn't meant to inherit the Guild, Aldis was, on the other hand she does a very good job at keeping them together and make them a trusted Guild in Ul'dah.
- The Paladin: Sort of. She's not the Paladin job trainer, but she combines sword-and-shield combat with white magic when she fights alongside you as an NPC.
- Statuesque Stunner: As a Highlander Hyur, she's pretty tall and fills out a suit of plate mail nicely.
A once famous champion of the Bloodsands coliseum, 7 years have passed since he fell from grace. These days he keeps himself busy indulging in simple pleasures, mostly ale and women.
- The Casanova
- Cool Sword: Carries a long, red-tipped serrated blade.
- Retired Badass: 7 years of forced retirement has done little to dull his skills.
- Sink-or-Swim Mentor: At one point he pits you against an assassin come to take his life as a training exercise, despite easily being skilled enough to defeat her himself.
- We Used to Be Friends: With Leavold and Mylla.
- You Can't Go Home Again: Due to rigging his duels (Which is implied to be Malicious Slander from Leavold) and thus is disgraced from the coliseum and the Gladiators' Guild.
- Big Bad: The acting head of the Alacran.
- Bond Breaker: The duel between him and Aldis is what lead to the friendship with each other(as well as with Mylla) to crumble.
- Cool Sword: The same as Aldis.
- Evil Former Friend: He and Aldis were once brothers-in-arms as gladiators.
- From Nobody to Nightmare: Turned the Alacran from gang of common thieves into the most feared criminal organization in Thanalan.]]
- The Resenter: Towards Aldis. He begged him to throw the duel, but when he didn't, he slandered him which lead to his disgrace from the Gladiators' Guild.
- Rival Turned Evil: After his loss to Aldis, he joined the Alacran in hopes to kill him.
- We Used to Be Friends: With Aldis and Mylla.
Epithet: Jenlyns Straightblade
- FaceHeel Turn: In the 2nd level 45 quest, he turns against you after Monetarist agents give him false evidence implicating you as Solkzagyl's accomplice. It takes a sound beating from you and a save from Solkzagyl himself to get him get him to calm down.
- The Paladin: Their leader, to be exact.
- Wide-Eyed Idealist: Deconstructed. His absolute faith and trust his fellow Sultansworn makes it easy for the Monetarists to control and manipulate him.
Epithet: Solkzagyl the Loyal
In 3.0's 50 to 60 quest line, Solkzagyl is continuing his Knight Errant travels, aiding those in need and seeking clues on Oathkeeper's whereabouts. He sends a secret message to Papashan, who's known about Solkzagyl's hidden quest for years, about making a major discovery into where the sword might be, but has ceased sending communications. Papashan decides to inform the Warrior of Light about this development, and upon realizing from the clues that Solkzagyl last known location was Falcon's Nest in Western Coerthas, sends the player there to investigate. However, upon arrival, the player is sadly informed by a Roegadyrn construction foreman named "Hundred Eyes" that he was ambushed by bandits a few nights before their arrival and slain, claiming that he burried Solkzagyl at the old Camp Riversmeet.
- Faking the Dead: It should probably come as little surprise that Solkzagyl turns up at the end of the Heavensward job quest line completely healthy. Apparently, as part of a plot to see if Constaint's conviction to become a Paladin was true and as a means of restoring the glory that Oathkeeper once possessed.
- Knight Errant: Appears first to the player as a "Free Paladin"note . Turns out this is half true. He's a Free Paladin, but not by willing choice. He was forced to leave the Sultansworn to protect them from slander as best he could. He now travels as a Free Paladin to protect those in need wherever they may be and to find clues on where Oathkeeper was taken.
- Non-Standard Character Design: Solkzagyl is a Seawolf Roegadyn, but has a black nose like the Hellsguard.
A young man from Ishgard, who pledged to be a squire in aid to Solkzagyl and learn how to be a Paladin.
- The Apprentice: Originally to Solkzagyl, but ends up looking up to the Warrior of Light as their true Mentor.
- The Unchosen One: He was originally picked by Solkzagyl to be a rival to the Warrior of Light in his quest to restore Oathkeeper, he takes it in stride and decides to follow up the path he chose
Guildmaster of the Rogues' Guild. A Hyuran Midlander, Jacke leads the Rogues in keeping Limsa Lominsa's underworld in check, by enforcing the core tenets of the pirates' code.
- Anti-Hero: Flat out acknowledges it, and warns a child part of a family who asks if the Rogues are like the heroes he's heard of in stories that they are most definitely not. Being a Rogue means you're working in the shadows of society, killing those who would harm the innocent or spark an all out pirate war that would leave those who have, or want nothing to do with the matter in the crossfire.
- Crouching Moron, Hidden Badass: When you first meet him, he's a walking stereotype, speaking with Cockney slang and all. The level 5 Rogue quest quickly ends doubts, when a group of pirates who broke the code, and have had their ill-gotten gains taken back to be given to the rightful owners follows the player back to the Rogue's hideout. Jacke and the guild quickly show that is the last mistake those pirates will ever make.
- Gratuitous Italian: Has a habit of interjecting "bene" ("good"), into his Cockney English when talking. It's rubbed off onto his fellow Guild members.
- Hoist by His Own Petard: He's the one who keeps talking about how important it is to uphold the Code, one rule of which is not to steal from your comrades. In the level 10 quest, he is literally hoist from the yardarm as punishment for eating V'kebbe's sandwich.
- Let's Get Dangerous!: If there is any part of the code they uphold very seriously, it's the "No harm shall come to the innocent" code. Break it, and the Rogues' Guild will mark the entire crew involved in such actions to be killed, and their ship wrecked. Justified as that particular part of the code, as well as the code in general was created when the first sailors who founded Limsa were fleeing long ago from a cruel dictatorship of a foreign land.
- Pay Evil unto Evil: Ever wonder how the pirate nation is less corrupt than Ul'dah? It's pretty much because of how he and the guild handle enforcing the pirates code and keeping the Lominsan underworld and black markets in check. Break the code, and you're likely to find a knife between your ribs, or in your back.
- Shout-Out: His name is one to Jack Sparrow.
- Slavery Is a Special Kind of Evil: One of the rules of the Code the guild enforces forbids treating people as cargo.
Epithet: The Stray
- The Cameo: She has a minor role in the Level 40 Astrologian Quest, later coming to your aid during a battle as well.
- Cat Ninja: As a Miqo'te Rogue, master of stealth and devastating ambush attacks, she's close enough.
- Curb-Stomp Battle / Little Miss Badass: Manages to single-handedly take down TWO intruders from ambush before even getting a name in the level 5 quest cutscene.
- Oh, Crap!: Has one when the guild learns that two of the three treasures stolen from a Maelstrom ship, was taken by the Bloody Executioners, namely, the much more extremely violent "Reformist" faction. So much so, that she was ready to abandon the code requiring that punishment be dealt out to those who break it, in favor of just snatching the items back. It takes Jacke and the player to remind her that they have to uphold the code, otherwise, they would be regarded as common thieves, and no better than those who break the code.
- Pirate Girl: Her former occupation before joining the Rogues' Guild.
- Stealth Expert: Is considered to be one of the best at sneaking about by Jacke. She trains the player on the use of the Rogue's Hide ability to sneak past guards for the level 10 class quest.
- Trademark Favorite Food: Bismarck Finger Sandwiches, basically egg salad tea (mini) sandwiches made at the Bismarck Culinarians' Guild and Restaurant. Nophica help you if she finds out you ate one she had delivered to her...
- The Informant: Perimu knows a circle of informants and introduces you to one or two on your quests.
- Mr. Exposition: Regarding the treasures that were stolen.
- Obfuscating Stupidity: When the Dandies attacked the Rogue's guild, Underfoot looked like was in a panic. Only when one of the goons tried to rush him did he reward them with a throwing knife in the chest.
- Pre-Asskicking One-Liner: "Underfoot is here to get underfoot!"
- Dark and Troubled Past: Hates piracy with a passion because they slaughtered her sisters, saying she'd "swore on their graves" to wipe it out completely.
- Hypocrite: Talks about how terrible it is that Limsa Lominsa is relying on what she views as a "relic" of the bygone days of outright piracy to help keep the peace, viewing Rogues as little more than violent assassins and pirates. What's the first thing she does after the player and the Guild captures a group of pirates involved in part of their challenge to remain in Limsa? Order for the execution of the pirates that have been arrested without trial. Even Jacke and the other guild members, normally ones to just rely on stabbing pirates who break the code, have a What the Hell, Hero? moment, saying that if the Yellowjackets are going to take them in, to at least give the pirates a trial.
- Jerkass with a Heart of Gold: She is prejudiced against Rogues, believing them to be no better than pirates, act very harshly and is overall insufferable, but deep down she wants to protect the citizens of Limsa Lominsa, and will actually listen to reason and cooperate with the Rogues in order to protect the city and its admiral. It is hinted that she has a change of heart about Rogues at the end of the storyline.
- Smug Snake: Oooh, is she ever. In lecturing the Rogues about how the Age of Piracy is over in Limsa, and that Rogues are uncouth assassins that shouldn't be needed anymore (and should be arrested as pirates themselves) since in her view, the Yellowjackets are much more civilized, she puts on a smile that is one of the smuggest you'll ever see in the game.
- Upper-Class Twit: Has shades of this, viewing the Yellowjackets' authority being better suited for the current Limsa society, and looks down upon the Rogues as low-born criminals. Extends to her choice of weapons as well, holding a gleaming double barrel musket pistol, while declaring that using a knife outside of the dining room or kitchen to be distasteful.
- Well-Intentioned Extremist: Her goals actually are noble, but she suffers from a bad case of Black and White Insanity, keeping her from realizing that Rogues act on behalf of the common good.
Epithet: Oboro Moonrise
- Determinator: Is introduced as such. He's been chasing after the traitors who sold out Doma, and their Shinobi's lives, willing to leave his home village and cross thousands of malms (miles) to bring them to justice.
- Distracted by the Sexy: As a callback to Tsubame doing the same below, he spends a lot of time shirtless with Jacke in Stormblood.
- Fish out of Water: Played for both comedy and drama. The comedy comes from the fact that he's so unused to Eorzea's culture it makes him stick out like a sore thumb despite trying to stay undercover. He can't even do a western style courtesy bow without grunting in pain (Though it's implied that the La Noscean climate, food, and "Stinking Horse-Birds" might be affecting his health at the time). The drama part comes from his lack of the lay of the land giving him a massive disadvantage compared to Karasu, which is one of the reasons he recruits you.
- Good Scars, Evil Scars: Has a single scar on his cheek.
- Jumped at the Call: Did so when his village's elders decided to order the mission to hunt down the traitorous ninjas who betrayed Doma.
- Magical Asian: Slightly subverted. Though he dispenses ninjutsu knowledge to the player character, he is often taken aback by how easily you can learn it. Aside from the more mystic forms of ninjutsu, most of what you learn up to level 50 is basic rogue-ery, often self learned. After that, ninja skills are generally awoken on your own, making Oboro even less relevant as a teacher and more as the one who points you in the direction of quests which inspire you to discover ninja skills.
- Pre Ass Kicking One Liner: Gives one to Karasu when Tsubame, the player and he have Karasu nearly cornered.Karasu: *Having just been cut off from escape by Tsubame entering into battle* "Look, swallow, I know you love me. But you must really learn to know when to let things go."Oboro: "I'll let my blades go into your chest and kill you, coward!"
- Solar and Lunar: Evident by his last name, the opposite of Tsubame.
- Distracted by the Sexy: Wears a bikini at the Bronze Lake hot springs to blend in and approach a pirate for information.
- Put on a Bus: She doesn't appear at all in the Heavensward 50-60 Ninja story, as after the event of the 30 to 50 quests, she returned home to report back on the mission and return Karasu's soul stone to the elders as proof of his "death" so Oboro could stay in Eorzea to learn more about it.
- The Bus Came Back: Naturally, she returns in Stormblood for the 60-70 Ninja storyline.
- Savvy Guy, Energetic Girl: Inverted. She picks up on Eorzean culture quicker than Oboro does. Additionally, she occasionally has to rein in Oboro's Fish out of Water habits when he wants to use the Eastern techniques they know, which are exotic to the realm of Eorzea and would only let them stick out like a sore thumb.
- Silk Hiding Steel: Her civilian cover is that of a La Noscean maiden who works the docks of Raincatcher's Gully and Wineport, wearing the common dress of one. When you first meet her, she has just got done dealing with three local thugs who made a mistake of trying to mug her, but claims they had gotten into a drunken brawl over which one would get her and her coin.
- Solar and Lunar: Her last name, and a theme that she shares with Oboro.
- Stealth Hi/Bye: Pulls this on the second in command of the Bloody Executioners, AND the player while you're gathering information for her and Oboro on why Karasu is targeting his Captain. Granted, he and his fellow crew members are drunk and drugged at the moment courtesy of some "Enhanced" mulled spiced wine, but even the player is shown to be slightly surprised.
Epithet: Karasu Redbeak
- Animal Motif: Bats.
- Arrogant Kung-Fu Guy: Spends most of the Ninja quest line insulting his former comrades and the players. He even goes on to give his own form of "training" to the player just after they've learned the second of Ninja's mudras because he finds Oboro's training methods as completely dull and old-fashioned, forcing Oboro and the Player into a fight for their lives against his Imperial Shadows and himself.
- Big Bad: Of the Ninja story quest. At least at first.
- The Cameo: In the 56 Ninja Quest. While he only appears as a "Black Marketeer," it becomes obvious who he is.
- Camp: Has long flowing hair, ridiculously exaggerated body movements and facial expressions, and loves to emphasize his words. When he's first introduced, the game calls him "Eccentric Easterner". According to Word of God, he's the first NPC in the game to use Motion Capture techniques, hence his liveliness.
- Disney Death: Double Subverted. After you defeat him the final time. He appears to jump off the cliff towards his death. But activates a switch with his teeth, exploding himself. At the end of the Ninja storyline, he appears to be alive.
- He pulls this again in the Stormblood storyline, and at that point it's almost a Running Gag that he survives.
- Evil Is Hammy: Along with the above, he talks and acts as though narrating a theatre play and participating in it. If it wasn't for the fact that where he goes, a trail of dead bodies usually follows, it would be amusing.
- Meaningful Name: Translated literally, Karasu means "Crow".
- Me's a Crowd: He later learns the ability to make copies of himself for combat and decoy purposes.
- The Nicknamer: Calls Oboro "dim", Tsubame "Swallow" and calls the PC a "horsebird chick" (despite the canon that the PC isn't from Eorzea).
- Doubles as a Bilingual Bonus, seeing as Oboro and Tsubame can both be literally translated into "dim" and "swallow", respectively.
- Red Is Heroic: Well, he believes he's the hero. Except, he doesn't, and uses it as a facade to hide his shame.
- That Man Is Dead: Pulls this off at the end in a fashion. While he may not have done the initial betrayal of Doma, he did however kill others in aid to the Garlean Empire, and as such can't return to Doma. So he gives Oboro and Tsubame his Ninja Soulstone to take back to Doma as proof of his "death", intending to start a new life as an adventurer.
- Trickster Mentor: To Oboro and the player. He teaches you how to use Raiton and Katon as much as Oboro does, albeit in a sink or swim deadly crash course, and encourages the former to clear his mind of all thoughts during their final battle.
- Villainous Breakdown: The second level 40 Ninja quest, Ninja Bathin' is the beginning point of one for him. Oboro, Tsubame, and the player manage to sneak past his Imperial Shadow ninjas, and his bat familiars to ambush him while he's in the middle of a mission to assassinate a pirate captain who's been causing havoc to the Imperials. His own theatrical schtick snaps, resorting to much more direct insults and threats.Karasu: "No, no, NO! This isn't how the story goes! I'm supposed to be the one that surprises you! [...] Fine! If you're so eager to dig your own graves, here's your bloody shovel!"
- Broken Pedestal: To Oboro.
- Dangerous Forbidden Technique: Possesses knowledge of the lost fourth mudra, which allows him to make duplicates of himself.
- Greater-Scope Villain: Turns out he is one for the Realm Reborn Ninja storyline.
- I Fight for the Strongest Side: His justification for betraying Doma for the Garleans, stating that the Ninja have served many masters.
- Light Is Not Good: He dresses in white Ninja garb, and has joined the Garleans.
- Underestimating Badassery: Initially writes of the player character as a "glorified sellsword." His opinion changes when he fights him/her.
- Defrosting Ice Queen: She is aloof at first, refusing to let the shinobi help her, but eventually opens up as the questline continues.
- Hostage for MacGuffin: Yuki was placed in this situation, the hostages being vassals that were looking for her and the MacGuffin being the treasures she stole back from the Truehounds.
- I Work Alone: she refuses to let Oboro and the Warrior of Light help her retrieves the treasures. This is because she doesn't want anybody else to sacrifice themselves for her sake, after being unable to prevent some of her vassals form pulling a Heroic Sacrifice.
- Knife Nut: She wields a pair of Doman short swords as ninja daggers.
- Meaningful Name: "Yuki" translated is "Snow".
- Warrior Princess: She is trained in the arts of Ninjutsu. And is the princess of the Yatsurugi clan.
- An Axe to Grind: Carries an axe, but openly admits it's mostly for show.
- Horned Humanoid: As any Au Ra. His are curved forward.
- Let's Get Dangerous!: During the level 60 Ninja quest he steps up and becomes a legitimate Marauder tank, taking on multiple pirates on his own in order to buy the Warrior of Light time to release Oboro from his restraints. Then he continues to fight both bosses Redway and Rosalinde on equal ground.
- Paper Tiger: He looks intimidating, but admits he lacks martial prowess, and at one point, took a serious injury. When push comes to shove and his master's life is on the line however he becomes a badass.
- Always Someone Better: He envies Oboro and Karasu for being favored by his master.
- Bait-and-Switch Boss: He gets killed by Rosalinde after he is defeated, forcing the player to fight her instead
- The Dragon: to Rosalinde, as the other notable antagonist in the level 50-60 quests.
- McNinja: A source of great angst to Redway, when trained under Gekkai he was constantly belittled for his lack of Doman blood.
- Screw This, I'm Outta Here!: He decides to escape after realizing that he cannot defeat Oboro and the Warrior of Light. Rosalinde has other plans.
- Revenge: Subverted. He isn't interested in avenging his fallen master.
- An Axe to Grind: Like most Lominsan pirates, she carries an axe into a fight.
- Bait-and-Switch Boss: You initially fight Redway during the Level 60 quest, but upon him realizing that he is outmatched and subsequently attempting to flee, Rosalinde kills him and fights the shinobi in his stead.
- Big Bad: Her gang was the one that stole the Yatsurugi treasures, making her this to Yuki's leg of the questline.
- Pirate Girl: The female captain of the Truehounds.
- Post-Final Boss: Rosalinde has less health and no unique mechanics that enemy Marauder NPCs don't already use, her stepping in after Redway is defeated is basically meant to give you an excuse to finish her off so there's no loose ends.
- You Said You Would Let Them Go: She offers an ultimatum to Yuki, give her the treasures or the Truehounds kill the Doman vassals that went to Eorzea looking for her, she accepts but Rosaline goes back on her word and gets her bound.
- You Have Failed Me: inflicts this to Redway after he decides to hightail it out of there.
- Distracted by the Sexy: She is on the receiving end of this, getting distracted by Jacke and Oboro in the Kugane hot springs so the player can sneak by and steal one half of the forbidden scroll from her.
- The Dragon: To Hanzo.
- Lady of War: As a tall, graceful Roegadyn Samurai.
- You Have Outlived Your Usefulness: After she is defeated in battle, Hanzo makes his first appearance and kills her.
Epithet: Hanzo the Hidden
- Big Bad: Of the Stormblood ninja questline.
- Fantastic Racism: Toward Domans. He himself is the lord of a family from Hingashi.
- Me's a Crowd: He is a master of this type of jutsu, creating multiple copies of himself.
- Size Shifter: One of his forbidden jutsu gives him the ability to grow to gigantic proportions.
- You Have Outlived Your Usefulness: Pulls this on Zakuro successfully, and he thinks he pulls it on Karasu, but he uses a mirror double and survives.
Epithet: Fray of the Onyx Shade
Discipline: Dark Knight, Conjurer
A dark knight of Ishgard whom you meet after Fray is on the losing end of a tussle with the Temple Knights, Fray initially seems to be out like a light, until you have a strange experience with Fray's soul crystal... at the end of which, Fray is standing above you, right as rain, and offers to instruct you after seeing your resonance with the Soul of the Dark Knight. Fray seems to be a bit taciturn, plain-spoken, and willing to get the job done quickly.
And, of course, none of this is true.
While Fray was once a living man and comrade to Sidurgu, what you happened upon that day was just a corpse, and the soulstone reacted to you and your curiosity. "Fray" is just a figment of your imagination, and is in fact the embodiment of all your frustration and anger at being The Hero constantly. Fray is literally you - just the you that is absolutely goddamn tired of all these people begging you for help and offering up little more than a simple thank you, or maybe even less. Fray has grown especially prominent in your mind following the trauma you suffered during Before The Fall - they mention, late in the questline, not ever being taken by surprise like that again. Your interaction with the Dark Knight soulstone simply allowed "Fray" to manifest in a significant way, and is acting as a kind of cipher to teach you the abilities and fighting styles contained within the soulstone.
Fray grows increasingly frustrated with your refusal to not simply turn away from those who beg your aid when you have your own business and your refusal to leave Eorzea to its troubles, so they eventually try to overwhelm you and commandeer your body - being literally you, they're going to become the dominant part of your personality and take the meaty bits away from Eorzea's conflicts, which they think ultimately has nothing to do with you. On being defeated, they reintegrate with your mind, reminding you that they will be there whenever you finally agree with their assessment of Eorzea.
- Ambiguous Gender: It's a bit hard to tell just what Fray is, under those robes, and the style of them doesn't particularly lean either "masculine" or "feminine". This is, of course, so that Fray's gender matches whatever the gender of your character is.
- The original, living Fray was in fact male, but you never truly interact with this person, aside from his corpse.
- Ambiguously Human: It's very, very unclear if the Fray you interact with is just entirely a figment of your imagination (whenever "Fray" speaks to someone else, it becomes clear people think you are speaking to them and hear your voice), is part of your mind animating that poor dead knight's body (there is some kind of weird transfer between the body and you at the start of the questline; at the end of the level 50 quest, Fray's body falls away as a Fray that looks like you forms in front of it, and the House Durendaire knight mentions burying your "friend" after defeating them, so evidently Fray-the-body was standing there that time), if both of the above are true at various points, or if there's even more to it.
- Fray manifests again for the level 70 Dark Knight quest with their original appearance where Sidurgu, much to his shock and confusion, can very much see them to complicate the point even more.
- Anti-Hero: Fray is willing, if begrudgingly, to help those in need and who cannot help themselves. Fray is also perfectly able and willing to rip people in half and fight the law to help people, and encourages you to do the same, stating it is the purpose of a dark knight to find justice where it cannot otherwise be found. They are your inner urge to be unchained justice in the wake of what happened to you in Ul'dah, and plans to make you a full-blown anti-hero once she decides to take over your body.
- Back for the Finale: After having remained silent for the Heavensward and most of Stormblood job quests, Fray tires of Myste's bullshit during the level 70 Dark Knight quest and manifests again to aid the Warrior of Light in defeating him. They want to help put an end to it so badly that by the end they're screaming at you in the quest log to let them out.
- Fray is far from silent if you pay attention to your quest log.
- Back-to-Back Badasses: With the Warrior of Light during the level 70 job quest.
- Big Damn Heroes: In the climax of the level 70 quest they re-appear to aid you in the fight.
- Cassandra Truth: Fray tries their damnedest to get the Warrior of Light to realize Myste is incredibly dangerous, but it doesn't click until the end, and by then they're panicking about the fact that Sid and Rielle are in mortal danger.
- Dark Is Not Evil: Played very straight, ruthlessness and all. Even near the end of the quest chain, when they claim they'll kill a bunch of innocents to prevent your arrest, they still hold back enough to merely incapacitate them. They also genuinely want what's best for you... even if that's not necessarily what's best for Eorzea.
- Dead All Along: The actual Fray was dead when you found him. What happened was that the Warrior of Light's repressed Psyche possessed the corpse and kept it moving. Once you reach the Level 50 quest, they abandon the corpse entirely.
- Deadpan Snarker: Holy shit, Fray is relentless, especially later on in the quest. Anyone acting even remotely "dumb" is likely to be a victim of one of Fray's pointed barbs. Including and especially you yourself. Yes, this means that you're putting yourself down.
- Defeat Means Friendship: When defeated during the level 50 Dark Knight quest Fray makes peace with the Warrior of Light. Later during the level 70 Dark Knight quest when they suddenly manifests to aid the Warrior of Light they makes it clear that they've buried the hatchet.Fray: No hard feelings about Whitebrim, eh? Promise not to stab you in the back. It'll be just like old times.
- Doppelgänger Attack: Fray will create copies of themself during the level 50 quest and each of them, while weaker than the main target, have their own attacks.
- Enemy Without: Was this to the Warrior of Light from the very beginning when they first met. Fray reveals themself as the Warrior of Light's inner desires to dish out justice how they see fit and answer to no one and when the Warrior of Light refuses to back down from their own heroism, Fray attacks them.
- Even Evil Has Standards: Upon reappearing in the Lv. 70 quest, Fray all but spells out that they're still not happy with their lot in life of endless "slaving and slaying". But they're even less happy about Myste embodying the Warrior of Light's guilt and trying to make them think they can't bear their own burdens. Even the Warrior of Light's dark side understands nothing will change what has happened because of them, and that the desire to prevent such tragedies from happening again is what moves them forward.
- Expy: Fray is basically the Warrior of Light's Shadow from Persona 4/Persona 2. "Fray" is you - or rather, your shadow: the repressed parts of your psyche, especially your anger and resentment about having to play the hero all the time and getting nothing but praise (at best) in return. In the end you have to accept that "Fray" is a part of you, much like the characters in the Persona franchise, even though the entire population of Whitebrim saw your dark and ugly side.
- Hearing Voices: Fray encourages this in the Warrior of Light; there's a "voice" the WoL has been hearing since touching the soul crystal, and Fray wants the WoL to examine it for wisdom. The whole situation, of course, is you hearing the voice of your own anger and frustration with the people of Eorzea, embodied in Fray - the voice you hear is the core of Fray's portion of your psyche.
- HeelFace Turn: In the level 70 Dark Knight quest, Fray, or rather the Warrior of Light's inner darkness, emerges from the Warrior of Light's soul to protect them from Myste's minions. Instead of trying to force the Warrior of Light to give in to the abyss, they support them in their darkest hour. They even outright tell Myste that while they have indeed sinned, they don't hold any regrets and they laugh at the idea of Myste even thinking that they could manipulate the Warrior of Light. Fray even apologizes to the Warrior of Light for the events at Whitebrim and promises not to stab them in the back again.
- Interface Screw: As the questline goes on, Fray essentially begins to hijack the quest log entries. When you fight them (or rather, yourself), even the quest objective gets hijacked as it says "Embrace the abyss! Set yourself free!" It isn't until you defeat them that it returns to its normal style.
Fray: I can end this charade godsdammit, I can end it! Now is the time! You need me! YOU NEED ME!
- Happens again for the level 60-70 quest logs as early as the level 63 job quest, as the player consumes the abyss left behind by Myste's simulacra. In this case, it is Fray trying to warn the Warrior of Light about Myste. By the time you're about to confront Myste they're screaming to be let out and help.
- Interface Spoiler: Using a Fantasia to change your character's gender will also affect Fray's, spoiling the big twist.
- Jerkass Has a Point: As stated above, this is pretty much the sole purpose of Fray as a character. They may be rather snarky and aggressive, but most of their criticisms are well-justified. Especially when you consider all the Dude, Where's My Respect? moments the Player Character had to deal with prior to Heavensward.
- Knight In Sour Armor: Fray might be one of the most abrasive people in Eorzea, but as a Dark Knight they are sworn to right injustice where they find it. They might complain every second of the Warrior of Light's little rescue missions during their training, but they will not once leave the Warrior or any innocents behind.
- Lemony Narrator: Unlike before, Fray's entries in your journal regarding the 60-70 quests have a rather comedic and sarcastic air to them.
- Meaningful Name: In spades. Fray is the representation of your frayed nerves, morality and sanity in the wake of the trauma you experienced at the end of the ARR main story.
- Pre Ass Kicking One Liner: "...Justice demands no less."/"I tire of this charade." Which is said is entirely dependent on The Warrior of Light's response during the dialogue during the Level 70 job quest.
- Rage Breaking Point: The level 45 quest is the one where Fray finally stops barely restraining their annoyance at being called upon to solve all the problems of Eorzea. Upon recovering some supplies for a merchant in Moraby Bay in Lower La Noscea, he complains about all the Qiqirn blood splattered over his goods. The blood of the Qirqin bandits that mugged him in the first place, and the dozen and a half or so of which, you just got done slaying. The merchant decides that you should pay for the damages, but out of "generosity" due to the circumstances, he'll only ask that you pay for 50% of the goods. Fray or rather, you, finally snaps at him for being such an Ungrateful Bastard. Fray gives right there and then a "Reason You Suck" Speech to pretty much all of Eorzea. And given their choice of words how the other characters there react, is pretty much a dead give away also to Fray's true identity.
- "The Reason You Suck" Speech:Fray/Warrior Of Light: Fifty percent? FIFTY PERCENT!? I slaughter a gang of Qiqirn bandits for your precious goods and this is the thanks I receive!? You spineless sack of shite. I kill your enemies. I fetch your things. I do what you people can't or won't do yourselves. You're helpless. Weak. All you do is want and need. I should've left you all to drown in Leviathan's tidal wave. At least then I would've been spared your constant bloody whining. Do not speak to me of this ever again."
- Red Eyes, Take Warning: Fray's eyes shine red when warning you about the dangers of using too much of the power of darkness all at once. They do so again when Fray reveals themself in full as you.
- Screw Destiny: When reaching level 45, looking up the completed quest entry during Fray's Interface Screw shows that they, or rather you, are willing to abandon the Scions, the Alliance, and even Hydaelyn herself just to be able to live free and do what you want to do. This never goes through though.
- Shapeshifter Default Form: As seen in the level 50 Dark Knight quest "Our Answer", their true shape is the same as the Warrior of Light's, as they are an aspect of the Warrior of Light's own mind. However, in the level 70 Dark Knight quest "Our Compromise", they appear once again in the form of Fray Myste, suggesting that, true form or not, Fray's shape is one that they have come to prefer.
- Super-Powered Evil Side: Of you, the Warrior of Light! As mentioned in other spoilers, Fray is a manifestation of all of your frustrations at Eorzea's problems and how it's come back to bite you, or feelings that you are receiving little more than empty thanks from people, thanks to your first interaction with the Dark Knight Soul Crystal. How the people will never do things for themselves. How the very guards and soldiers of the realm who are supposed to be defending it, fail to do so time and time again. How whenever there's a problem, from Primal, to missing paperwork, it's you the leaders of the realm call on. If only you weren't so willing to accept every single side quest, or play by the rules all the time. If only you'd be willing to charge directly at the problem, and be rid of it once and for all, and let the realm sort out the consequences. If only you would be willing to tap just a little bit more into powers others fear to touch... you could solve everything.
- Split-Personality Merge: Once defeated, Fray simply promises that, should you ever desire to let them take the reins again, they'll be happy to oblige, but ceases trying to do so forcefully.
- Tomato in the Mirror: Boy, everyone else is really bothered by how short-tempered the Warrior of Light seems lately... and, um... is the WoL talking to themselves?... It then gets especially confusing when Fray manifests as your esteem, and you literally fight yourself in full view of half of House Durendaire. Even Fray points out how ridiculous it must look.
- Walking Spoiler: Holy moly. Basically everything about their true nature spoils the entire questline. The worst part of it is, the reveal doesn't come in full until late in their section of the Dark Knight line, so the spoilers have to be marked, to boot.
- Wham Line: Fray's line about Leviathan, which was an event they were definitely not present for.
- White Mage: Wields a Conjurer's staff and provides you with healing support during the various instanced battles during the job quests. A few throwaway lines from Sidurgu and Rielle imply that the original Fray was a Conjurer at some point in the past prior to becoming a Dark Knight, and that he taught Rielle most of what she knows about Conjury.
- "World of Cardboard" Speech: Delivers one to Myste, telling the child to take the whole guilt trip charade and stuff it during the level 70 quest.Myste: Woe betide the man who stands opposed to the Weapon of Light, for death will be his reward. Death for him and his kin and all that he holds dear. Woe betide the man who stands with the Weapon of Light, for death will be his reward. Death for him and his kin and all that he holds dear. Like sands through the hourglass, everything we fight so desperately to protect slips through our fingers...and what remains...what remains...Is us. Only us, and the memory of our sin. To walk this path is to suffer. To sacrifice...
Fray/Warrior of Light: (Listen to my voice. Listen to our heartbeat...) ...Justice demands no less/I tire of this charade. (A trio of Abyssal Drain spells fire off, instantly destroying Myste's simulacras of Ilberd, Livia sas Junius, and Rhitahtyn sas Arvina.)
Fray: Serve... Save... Slave... Slay... I've sins aplenty, aye, but regrets? Not so much. And if he/she wouldn't listen to me, the embodiment of good sense and pragmatism, then what hope could you possibly have? A house divided cannot stand, you know. This childish rebellion ends now.
Sidurgu: What in the seven hells is this!?
Fray: ...A compromise, I suppose? Our dear friend here refused to let me take the reins, but I wasn't about to stand idly by while that imbecile tries to do...whatever it was he was trying to do. (to the Warrior of Light) No hard feelings about Whitebrim, eh? Promise not to stab you in the back. It'll be just like old times.
Myste: No... No... This is wrong... This is all wrong... I offer you peace! Restitution! A chance to make amends! Do not think you are above it! Do not think that a reckoning will be postponed indefinitely!
Fray: When it comes, I shall welcome it with open arms...But today will not be the day, and you will not be the judge!
Epithet: Sidurgu of the Obsidian Heart
Discipline: Dark Knight
- Berserk Button: Threatening to bring harm to Rielle is a fast way to get Sidurgu to come after you with his massive sword, which the moogles found out the hard way when they had pretended to kidnap the girl.
- Moogles in general just piss him off after the 50-60 story quest. During the level 65 quest when three tried to sneak up on him for a prank he beat them half to death and didn't have a hint of remorse. When he's injured during the same quest he asks the Warrior of Light to punch a moogle in the face for him. And if talked to again after that he makes it clear he wasn't kidding.
- BFS: Wields a Deathbringer sword.
- Blood Knight: He claims to be very extreme in protecting Rielle from the Temple Knights for her safety, but his actual behavior seems to lean more towards looking for any Temple Knights in general just so he can kill them after everything they put him through. Rielle eventually calls Sidurgu out on this, getting him to dial down his aggressiveness and actually listening to what Rielle wants.
- But Thou Must!: When you first encounter Sidurgu for the Stormblood Dark Knight missions, telling him "If I must forsake the abyss to serve the Light, then so be it." ends the mission right there. You have to restart the mission and tell him "So long as innocents suffer, I will not forsake the abyss."
- Character Development: After his Heel Realization below, he has started to try to make his priority actually protecting those in need rather than simply using them as a means to the end of indulging in his vendetta against Ishgard's knights.
- Child Hater: Well hater is a strong word, but he is clearly not thrilled when he has to take care of both Rielle and Myste between the Dark Knight class quests. Babysitting as he puts it.
- Dark and Troubled Past: His Au Ra clan came to Ishgard when he was a boy, fleeing Doma from the Garleans. When Ishgardians mistook them for Dravanians, they protected themselves but spared the Ishgardian knights. Those knights repaid them by returning with reinforcements and slaughtering everyone. Sidurgu watched as both of his parents were executed before nearly suffering the same fate. Saved at the last moment by a dark knight, he became that knight's deciple and dedicated his life towards revenge on the Ishgardian knights.
- Grumpy Bear: He complains about basically everything and always seems annoyed. To be fair he does get put in situations that he has no desire to be in rather frequently, such as dealing with moogles.
- Healing Potion: He uses an Aguae Vitae on you when assisting in battle since he does not use healing magic.
- Heel Realization: After Rielle's What the Hell, Hero?, Sidurgu admits that even though he does care about her, he was using her as an excuse to continue his vendetta against Ishgard and she was second in priority to him.
- Hidden in Plain Sight: Sidurgu is a dark knight who has killed countless Ishgardian knights. His charge is a girl being hunted down by said knights. Where do they stay between events? The inn that is right across the street from the knights' garrison, of course. It takes until the very end of the level 56 quest before anyone notices.
- Horned Humanoid: As an Au Ra. His horns point straight down.
- In-Series Nickname: Rielle often calls him "Sid".
- Mercy Kill: Strikes down Rielle's mother after seeing that she's gone insane and that she would continue to hunt down her own child in the name of Halone.
- Pragmatic Hero: Believes being a Dark Knight means becoming this; defend the weak at all costs while saying screw you to the law, moral code, and any imposed honor, even if it makes you a pariah in everyone's eyes. After meeting with him for the first time in Ishgard, Sidurgu tells you that showing mercy to the enemy is a grave mistake and you must prepare to kill them to save your own skin.
- Properly Paranoid: The moment he meets Myste, Sid is on edge and never really trusts the boy or what he requests, despite Rielle's insistence that Myste is a good person. Myste's page reveals that Sid had the right of it from the start.
- Red Oni, Blue Oni: Was the Red Oni to Fray's Blue Oni when the two were students together. Their master likened them to a smouldering campfire and a frozen lake respectively.
- Secret Test of Character: He and the Player are put through one by the Moogles for the level 58 quest, when the Moghom Moogle Guards "kidnaps" Rielle, to see if he is truely fighting others because he wants to protect and cares for Rielle, or if because as Rielle suspects, she, and Sidurgu's oath to "protect the weak from the corrupt" are really a convenient fig leaf for his Roaring Rampage of Revenge against the Temple Knights for what they did to the Au Ra refugees. Turns out, both theories are right.
- Sugar-and-Ice Personality: Sidurgu is very cold and distant, but he very clearly cares about Rielle. He always reinforces that he'll protect her and asks about her wellbeing, while looking away from her and crossing his arms over his chest.
- Student and Master Team: Sidurgu's quests are essentially a spin on the classic student/mentor relationship, where the Warrior of Light brings their own very recent experience in controlling their own emotions to the table, and is thus helping Sidurgu come to terms with his own anger and rage at the Temple Knights, culminating in the Secret Test of Character, whilst Sidurgu teaches the Warrior various new techniques.
- Take Up My Sword: Non-fatal example. When Fray manifests to help the Warrior of Light defeat Myste, after his initial but intense shock of seeing Fray again, Sidurgu throws his sword to them without any hesitation.Sidurgu: A dark knight needs a sword. Take mine.
- Virtue Is Weakness: Holds this view when it comes to dealing with the corrupt elements of Ishgard. His first meeting with the Warrior of Light is mere minutes after the events where the Warrior of Light regains control of the "Fray" portion of their mind and soul, where a corrupt Temple Knight lies to them to lure them out to the wilderness to murder the Warrior of Light for the use of the Dark Knight's powers, calling the WoL a "demon". The Warrior of Light spares the leader of the group, but Sidurgu hunts the knight down off screen and kills him. Sidurgu explains that no such mercy was granted to his people when Ishgard killed innocent Au Ras, thinking they were heretics who drank dragon's blood, when they were really refugees fleeing from the Garlean Empire.
- What Kind of Lame Power Is Heart, Anyway?: Played with. After being on the receiving end of the Moogles of the Churning Mists Secret Test of Character and informed via a musical number that he needs to temper the power of darkness with the power of love and wanting to truly protect someone to make the most of his Dark Knight power, he's absolutely flabbergasted, thinking that the moogles would instead teach him and the player a new technique. He's doesn't verbally agree with the moogle's assessment and feels it was a waste of time, but it does give Riele a chance to call him out on his behavior, which he does acknowledge that she's right, and his mistake. He does come around... grudgingly, to admit that the moogles might have the right of it.
Epithet: Rielle the Voiceless
- Abusive Parents: Her father was a Heretic who drank dragons blood during his years with Ystride, and thus used Rielle as part of his plans to sow chaos in Ishgard. Her mother, being a fanatic religious zealot to the more corrupt elements of the Templar order and Ishgard faith, sees her daughter no longer as one, but as a monstrous "thing" to be kept locked up in a cell like a caged animal, or slain.
- Calling the Old Man Out: Calls out her mother Ystride for going from the loving mother she knew, into the crazed psychopath that keeps calling her own daughter a "monster", "thing" or "it", and that she was never a heretic to begin with, instead, forced to bear the sins of her father's actions. As Rielle makes quite apparent, she always was faithful to the Halonic faith. When it becomes apparent that her mother will never stop seeking to kill her daughter and has lost her sanity to hatred, Rielle gives Siduguru the go ahead to put an end to her mother's madness, while reciting the Halonic last rites for Ystride.
- Dark Secret: Her secret is the reason why the Temple Knights want to kill her so badly. Her father was a heretic spy whose transformation into a dragon was apparently decades in the making, during which he married Ystride and sired Rielle. Due to the bloody history between dragons and Ishgard, any native of Ishgard that drinks dragon blood can transform into a dragon (which, while true, is much more complicated than any of the Ishgardians realize at the time). Rielle is physically fine as she inherited this power rather than actually drink dragon blood herself, but the Temple Knights don't want to take any chances of having someone transform into a dragon in the middle of the city. To make matters worse, her own mother sides with the knights and aids them with hunting her own daughter down. Rielle doesn't tell Sidurgu or the Warrior of Light about her secret until a dying dragon reveals the truth to them.
- Healing Hands: Uses Conjury arts in battle and heals you with Cure spells.
- The Quiet One: While she does speak, Rielle is very wary of you at first and her nameplate is "Rielle the Voiceless". She does eventually open up. By the Stormblood questline, she is rather talkative and cheerful, playfully pushing Sidurgu's buttons now and again.
- Parental Abandonment: After Rielle's father was discovered to be a heretic and she'd inherited draconic power from him, her mother throws her in a cell and refuses to address her by name or even a gender pronoun by calling her an "it". Because Rielle's mother is extremely devout to Halone, she seeks out to kill her own daughter in the name of the goddess. Rielle always hoped that her mother would come to her senses and love her again as she did in the past, but sadly, this would never happen.
- What the Hell, Hero?: She gives Sidurgu a pretty big one near the end of the Heavensward questline. After he yells at her for not telling them the inquisitor leading the search for her was her own mother, saying that she, Rielle, is the reason Fray is dead, Rielle tells him to stop acting like he's fighting Ishgard for her. She tells him she doesn't enjoy seeing him return day after day injured and drenched in blood and doesn't enjoy having to heal him up time and time again. And she tells him maybe he should find another maiden to justify his vendetta againat Ishgard with because he clearly cares more about that than he does about her. Sidurgu, for his part, accepts that she is right about him.
Epithet: Ystride the Godhand
- Dishing Out Dirt: She'll cast Stone and Stone II on you in battle.
- Fantastic Racism: Ishgardians are well known for their bigotry against Dravanians and their sympathizers, but Ystride takes the cake in this regard, for wishing death on her own daughter simply for inheriting the power of dragon blood, and willing to fulfill it with her own hands.
- Flunky Boss: She'll send out several waves of Temple Knights after you, Sidurgu, and Rielle before eventually joining the battle herself.
- Go Mad from the Revelation: It's implied that between her husband's heresy and trying to kill her when he transformed, and discovering Rielle's power caused Ystride to snap and throw her daughter in jail (and eventually deciding to kill her after Sidurgu rescued her) while claiming that the Fury wills it. Rielle mentions that Ystride used to care for her and love her like any mother would, which makes the history between them all the more tragic.
- Go Out with a Smile: Gives off a rather creepy smile before Sidurgu kills her.
- Gory Discretion Shot: Sidurgu's blade can be heard upon impact as the game cuts to black to hide the killing blow.
- I Have No Daughter: Is the mother of Rielle, but refuses to acknowledge her as such. Not only she refuses to address her daugther by name, but she won't even use gender pronouns and prefers to use "it" instead. She sees Rielle as a demon because of the dragon blood inside her.
- "It" Is Dehumanizing: Her pronouns of choice when referring to her daughter, Rielle, are rather telling.
- Heel Realization: Maybe has one. When she sees that Rielle is praying to Halone for her soul despite having the blood of Dravanians and thus being a heretic to Ystride, her face softens and she looks surprised. However, we don't know what is going through her head as this happens moments before Sidurgu kills her.
- Knight Templar: A rather nasty one where she teams up with the Temple Knights to hunt down Rielle, who is only a child, in the name of Halone. She firmly believes what she is doing is the right thing to do and she refuses to listen to anyone who doesn't agree with her.
- Offing the Offspring: She certainly wants to do this to Rielle.
- Revive Kills Zombie: Her manifestation in the level 70 Dark Knight quest has her casting Cure and Cure II on you for damage instead of healing.
- That Thing Is Not My Child!: Because Rielle has draconic power in her body, she dismisses her as a demon and doesn't want to be associated with her.
- The Fundamentalist: She is very devout to Halone and that faith manifests as a monomaniacal desire to kill Rielle, a child who is her own daughter, because she inherited draconic power from her father, and refers to her as an "It". Any appeal to reason with Ystride falls on deaf pointed ears.
- Would Hurt a Child: Has no qualms with killing Rielle. Even if she is her flesh and blood.
Epithet: Myste the Delusionist
He has the power to create simulacra of the dead, by using memories to shape ambient aether into physical bodies. These copies look, feel, and sound like the original people, but ultimately are constrained by the knowledge and mindset of the people whose memories Myste draws upon, and do not actually contain the soul or memories of those who have died. Myste wants to use these copies to help grieving or otherwise hurt individuals find a measure of peace by having one last conversation with the fallen. Myste's chance encounter with the Warrior of Light gave him an opportunity to perform this act of healing five times, at which point the Warrior of Light's soul crystal will be restored, and they can go their separate ways.
And of course, it isn't quite that simple.
It's revealed at the end of the questline that Myste, like the phantom of Fray, is the Warrior of Light's emotional pain given form by their soulstone. While Fray was the embodiment of the Warrior of Light's rage at their never-ending battle and the less-than-grateful people they fought it for, Myste is from the opposite end of the scale, embodying their sorrow and desire for forgiveness for all the people who suffer and die because of that battle. Their ultimate plan is to make a "world without death" that involves using his simulacrums as replacements for those unfortunate souls to absolve their guilt, and when the Warrior of Light refuses to give up fighting to protect people in spite of the suffering, Myste revolts against them.
- Ambiguously Human: From the get-go, things don't add up regarding his origins. In the end, all we can really say is that he definitely has something to do with the Warrior of Light's self and soulstone, but exactly what or how are never given definitive answers.
- Apologizes a Lot: Myste always feels responsible for whatever hardship he comes across to the point that "forgive me" might as well be his Catchphrase.
- Bad Powers, Good People: His powers necessitate draining aether from the surroundings, sometimes to lethal degrees for wild animals, but he only wishes to help people.
- Broken Aesop: His message about how everyone who fights near the Warrior of Light dies might be a bit more clear if he didn't summon the Heaven's Ward, who were demonstrated to be dangerously overzealous; the Warriors of Darkness, whom the Warrior of Light never actually "killed"; two Imperial commanders who, while noble, were direct threats to the peace of the world (And not to mention that Livia was the direct cause of the first major tragedy and anguish in ARR); and freaking Ilberd, who was the direct cause of an inordinate amount of mental anguish for over three years before his death at Baelsar's Wall. On the other hand, Myste also notes that everyone who fights the Warrior of Light dies as well. To Myste, death and misery follows in the wake of the Warrior of Light, and marks both the suffering of their allies and enemies as sins to bear.
- Dude Looks Like a Lady: Oh lord, yes. How any characters in-game recognize him as male is baffling.
- This was more than likely intentional. While Fray's form was taken from the original Fray, Myste draws from both Haurchefant and Ysayle. Both being ambiguous allows for them to pass as a part of a Warrior of Light of either gender. In fact, his model is a combination of a child Haurchefant, used as artwork in an official short story, along with Ysayle's hair. This was confirmed in the second lorebook, where it is indeed written his appearance is made of a combination of those two. And it's all but stated that he specifically represents the Warrior of Light's grief over the loss of Haurchefant, which might be why his traits are more dominant (the model is his child form, with his hair and eye color, while Ysayle only contributed the hairstyle.
- Enemy Without: Heavily implied to be the Warrior of Light's emotional anguish made manifest, in a similar manner that Fray is their pragmatism and temper. However, unlike Fray, Myste definitely is seen independently from the Warrior of Light. But like Fray, he eventually revolts against the Warrior of Light in a violent clash.
- Flunky Boss: He never once enters combat directly. During his fight with the Warrior, he'll summon a multitude of memories from both the Heavens' Ward and Warriors of Darkness. When the Warrior of Light is finally given the chance to attack Myste, he falls in a single stroke to the Souleater attack.
- Heroic BSoD: Arguable if this is a blue screen, a villainous breakdown, or a mix of both, but the moment Fray manifests and joins the Warrior of Light to battle Myste all he can do his tremble in terror and summon shades until he exhausts his power summoning the Warrior of Darkness and Sir Zephirin leaving himself vulnerable to Soul Eater when they're defeated.
- Interface Spoiler: People who own and read a copy of Encyclopaedia Eorzea, thus knowing the last name of the original Fray was "Myste", will immediately know something is very amiss with the entire 60-70 Dark Knight scenario.
- A female Warrior of Light will be tipped off at any point Fray takes over the 60-70 journal entries as it will stop referring to Myste with male pronouns and instead use female ones.
- Lost Lenore: Never stated outright, but between his hair color, race, and some very choice words during his ultimate departure and end of the quest, it's heavily hinted at that he was made manifest, ultimately, by the Warrior of Light's anguish over the loss of Haurchefant.
- Notably, Myste also has the same hairstyle as Ysayle. He overwise shares the same model as child Haurchefant in the short stories. The conversation with Count Edmont just after his departure, as well as many dialogues and journal entries during the quest line also explicitly tie Myste to Haurchefant.
- Master of Illusion: Myste's signature power is to create a replica of someone's loved ones through manipulating aether, using that living person's memories of them. Because of their origin, they are filtered through their source's subconscious, and may differ from the actual deceased person based on the source's relationship with them - this also means they only know what the living person knows, even if the living person only knows it subconsciously. However, most of them at least tend to be fairly accurate depictions. The also do not last, as they require the loved one's memories to sustain them, and they cannot travel too far from that person.
- Shapeshifter Guilt Trip: During the final battle in the level 70 Dark Knight quest, Myste summons a multitude of figures from the Warrior of Light's past (imperials, the Heavens' Ward, and the Warriors of Darkness among them), all of whom represent a particularly deadly battle or a painful memory, and all of whom died either in battle with the Warrior of Light, or shortly thereafter. Myste's final two guardians are Arbert (a reminder of where the hero's path leads), and Ser Zephirin (Haurchefant's murderer, who almost exclusively attacks with the same spear of light that killed Haurchefant). Myste's goal with these shades appears to be to display the Warrior of Light's many sins, and break their will to resist Myste's plan for a world without death.
- So Last Season: When Fray returns, they openly mock Myste for trying to steer the Warrior of Light from their path, stating that if not even they could do it, Myste's chances are even worse.
- Walking Spoiler: In keeping tradition with Fray, talking about Myste in any definitive sense is hard without blowing the (admittedly heavily hinted) fact that he is yet another portion of the Warrior of Light made manifest.
Epithet: Ompagne Deepblack
Discipline: Dark Knight
The master of Sidurgu and Fray. Formerly a commander in the Temple Knights, he led countless battles in the Dragonsong War, and raised and lost countless young soldiers in those same fights. Eventually resigning from the Knights, Ompagne eventually took in Sid and Fray as his wards, training them in the ways of the Abyss. Myste brings Sid's memories of Ompagne into existence in the Churning Mist. The shade of Ompagne challenges Sid and the Warrior of Light to a final test, a duel against him, to see their growth.
- The Atoner: One of the reasons he became a dark knight and took in Sid and Fray was to atone for all of the lives lost under his command.
- Badass Beard: Ompagne has a full beard the same purple shade as his hair.
- BFS Ompagne carries the level 70 dark knight blade.
- Covered in Scars: His face shows several scars telling a long carrier as a knight.
- The Mentor: He is the dark knight who raised Fray and Sidurgu and trained them in the arts.
- A Million Is a Statistic: Ompagne had trained and lost so many soldiers in his career that one day he realized he couldn't remember the face of the first young man who died in his service. That was the day he retired from the Temple Knights.
- Not Afraid to Die: One of his lessons points out that unlike most men, dark knights do not fear death, since they've stared into the abyss and suffered greatly already.
- Sink-or-Swim Mentor: Sid remarks that Ompagne was never one to hold back during lessons. During the trial, several times he nearly kills Rielle and Sid.
- So Proud of You: He shows nothing but pride for Sid and for the Warrior of Light, saying that Fray would be proud of them as well.
- Vitriolic Best Buds: Ompagne cares about Sid greatly, but isn't afraid to call him out for being, among other things, "a chocobo's arse".
- Wolfpack Boss: Ompagne can summon dark sprites to fight on his behalf.
- You Gotta Have Blue Hair: His hair seems to be naturally purple.
Epithet: Stephanivien Brightsun
Son of the head of House Haillenarte, one of Ishgard's 4 great houses, and chief at the Skysteel Manufactory, which maintains much of Ishgard's anti-dragon weaponry. In recent times, he's pioneered a new firearm, and specialized devices which operate via a user's own aether to fire lightning-aspected shots, and is inventing new devices quickly.
- Benevolent Boss: Stephanivien is willing to hire anyone who can work in the Skysteel Manufactory and treats them as equals. His men and women come first, and in turn he's earned many of his Machinists' loyalty.
- "Billy Elliot" Plot: Stephanvien's story has strong shades of this with his to prove the worth of the manufactory to the his very father who wishes he would become a knight like his siblings.
- Determinator: Despite the odds always being stacked against him, he never gives up and presses on.
- Gadgeteer Genius: Most of the technology used by the Machinists are invented by him or at least reverse engineered from Garlean technology.
- Hair of Gold, Heart of Gold: Stephanivien has blond hair and acts as a Benevolent Boss in the Manufactory.
- Just Think of the Potential: Stephanvien's goals are to empower the common man with his inventions to strengthen all of Isghard against dragon attack instead of relying on sword and lance alone.
- The Scrounger: Stephanivien has you salvage him parts of half ruined Garlean Magitek in order to reverse engineer and mass produce them himself.
- Sheltered Aristocrat: An interesting twist. His father doesn't like it that he's focused on working in a forge, which Count Haillenarte feels is beneath a noble's station. Instead, he want's his son to take up a sword or lance and fight on the front lines for honor and a display of presence for their family's house symbols. Stephanivien however, feels that he's better off creating new weaponry to help defend Ishgard, but has little knowledge of how things are outside of the city proper, let alone outside of Coerthas, thinking traveling through La Noscea will be a mere walk in the gardens.
Stephanivien's assistant, and first trainee under Rostnstahl. Joye's name comes from the fact that she has very wild personality changes between timid, shy, and soft-spoken maiden, and a foul-mouthed, swearing, hot-blooded markswoman with an itchy trigger finger, complete with appearance changes.
- Drill Sergeant Nasty: According to the others, Joye took up Rostnstahl's method of teaching when she was named the new instructor.
- Firing in the Air a Lot: Does this as part of her animation for going into her split personality.
- Groin Attack: Threatens this against Rostnsthal. After shooting his gun out of his hand, she tells him "Next time I'll aim for the shaft 'twixt your thighs!"
- I Just Want to Be Normal: Joye, during the quest, claims that she wants a simple life that doesn't cause trouble for anyone who showed her kindness. It's a lie. Her father was kidnapped and held hostage so that she would leave the Machinists. She loves being one.
- Let's Get Dangerous!: Her Split Personality takes over whenever she has to use her gun.
- Ninja Maid: She was originally a servant in the Haillenarte manor before being recruited by Stephanivien.
- Put on a Bus: The beginning of the Stormblood questline has Stephanivien mention that due to the current pressing nature of events happening to the east, Joyce and a number of the most skilled machinists have been called to serve the Eorzean Alliance, and is therefore unable to help train Hilda's city watch and militia duty.
- Unequal Pairing: Its strongly implied that she is in love with her lord and employer Stephanivien.
- Sir Swears-a-Lot: Part of her split personality, and justified, as Stephanivien notes that her list of swearing and slang comes courtesy of Rostnstahl's training, due to him being an ex-pirate.
- Slipknot Ponytail: The moment she lets her other side come out, her hair comes down.
- Split Personality: Courtesy of Rostnstahl's training, Joye switches between the soft spoken assistant!Joye with her hair tied in Girlish Pigtails, and the hot-blooded, curses like a sailor, and guns blazing markswoman!Joye, who's in control when Letting Her Hair Down, complete with a small explosion and puff of smoke inbetween changes.
- Youthful Freckles: Joye is a young woman with noticeable freckles around her eyes.
Epithet: Rostnstahl the Reborn
Discipline: Machinst, Marauder
A former pirate, hailing from Limsa Lominsa, he was hired by Stephanivien to provide training to new machinist into how to fire a gun, without the trainees shooting their own foots off. Newly minted machinist first meet him when Stephanivien tries to convince him to return to Skysteel Manufactory, as Rostnstahl was paid by some mysterious person to leave them.
- An Ax To Grind: He carries a Marauder's ax when not firing his pistol.
- The Bus Came Back: Appeared in the Limsa Lominsa storyline for Legacy, assisting the Player Character and Y'shtola.
- But Now I Must Go: At the end of the level 60 quest, Rostnstahl feels he's fulfilled his contract and takes his leave from the Manufactory, naming Joye the new firearm instructor in his place.
- How the Mighty Have Fallen: Once upon a time he was Merlwyb's rival for the seat of Limsa Lominsa's Admiral.
- Meaningful Name: In the Roegadyn tongue, his name means "Rusted Steel". Before the Calamity, he went by Stahlmann, which means "Steel Man". He's gotten rusty with age.
- The Musketeer: A variant with an axe and gun rather than a sword and gun.
- Not in My Contract: Often pulls this one when the Manufactory is forced into fights, as he was only hired as a marksmanship instructor.
- Not in This for Your Revolution: He's not so much interested as helping the prosperity of Skysteel as he is interested in lining his own wallet, and several times he attempts to quit the guild when a heftier offer comes in or when his contract expires. At the end of the quests he decides to stay to teach the new generation of gunslingers in the Machinists- for a hefty price, of course.
- Playing Both Sides: We find out that Ishgardian nobles had paid Rostnstahl a large sum of gil to take Stephanivien's offer as master of arms to sabotage his Machinist dream. Rostnstahl took both sets of coffers, but ended up siding with the Manufactory in the end.
- Sword and Gun: Rostnstahl's unique in that he's shown using both his ax and pistol at once. He has his ax in his right hand and his pistol in his left.
- Training from Hell:
- Before he's even willing to teach you properly, and to see if training you for real is even worth his time, he puts the player on a trial by fire which includes them facing against hostile golems, bombs, tigers, and other wildlife of Outer La Noscea, before a fight against himself.
- It's made clear that his training is also what caused Joye to develop her Split Personality, and expanded her list of inventive swears and curses.
A lord of House Dzamael, Tedalgrinche is as Fundamentalist as an Ishgardian noble can get and in particular despises Stephanivian and Skysteel manufacturers for both mixing Highborne and Lowborne and arming the smallfolk with weapons.
- Aristocrats Are Evil: Spoiled, smug, unpleasant, and willing to resort to less-than-legal means to get his way.
- Big Bad: He makes himself the villain through his dogged attempts to discredit or destroy Skysteel due to what he perceives as an affront to Ishgardian culture. In fact, he'd been sabotaging the manufactory before he was even formally introduced, being the one who tried to pay Rostnsthal to abandon them, and sending saboteurs one after another.
- HeelFace Turn: The story ends with him begrudgingly admitting Skysteel's worth as fighters in the war and ceasing all sabotage, least of all because Stephanivien went out of his way to send Machnists to protect him when he was wide open to be killed off, despite that would get him to cease being an issue.
- I Have Your Wife: Kidnaps Joye's father to get her to quit Skysteel.
- Interservice Rivalry: He has one with the Machinists because of his New Technology Is Evil mentality.
- Smug Snake: Insufferably sure of himself and cocky, when he's first introduced his name is event "Pretentious Nobleman".
A elderly master swordsman skilled in the use of the katana, Musosai has travelled from his homelands to Eorzea, at first appearing as the latest rising star of the Blood Sands of Ul'dah's gladiatorial combat. In reality, he is there seeking a new pupil, one not weighed down by the ancient traditions of his homeland, but also shares his drive in defeating evil and corruption where ever it may appear.
- Actually, I Am Him: Its revealed during the first level 60 quest, that Musosai is Kogarashi. His first pupil went rogue and went on a murder-spree and under Hingan law regarding samurai, the master is considered to be guilty of any crime their pupil commits, due to them having taught the pupil the techniques of the sword. For the crimes his pupil committed, Musosai was expected to commit Seppuku to save his honor. Distraught over it all, fled Hingashi for Eorzea, hoping to find a new and far more honorable pupil to take up his legacy. While initially assumed Kogarashi was his real name and Musosai an alias, interactions with Hingan NPCs after his death reveal that Musosai was his real name used in day-to-day interactions, while Kogarashi was an alias he used traveling Hingashi righting wrongs as as a vigilante. He likely reversed this upon arriving in Eorzea to further obstuficate his identity.
- Badass Grandpa: Musosai is a skilled veteran samurai who can cut weapons clean in half and defeat opponents with only his voice. However, he does freely admit to be past his prime and can tire easier than he used to.
- Catchphrase: When he finds a heinous criminal, Musosai claims "such evil cannot be suffered" and marks them for death.
- Curb-Stomp Battle: Happens once off screen, and twice witnessed and participated in by the player during the level 50 quests. A gladiator who failed his Hidden Purpose Test immediately interrupts your own for a rematch, claiming it was because of Musosai's test involved using such thin swords. Musosai just very quickly slices the Gladiator's own thicker western-style sword in two. The same gladiator comes back again at the end of your duel with Musosai with some henchmen, with player first dispatching all the henchmen with ease, and very quickly reduce the gladiator to a nervous wreck to the point that he launches a final desperate charge at Musosai. The elderly Samurai just simply dodges most of the attacks with ease or only Scratch Damage, before just simply unleashing a Kiai to end the fight.
- Go Out with a Smile: After the Warrior of Light excised his evil as Musosai did for Momozigo, Musosai succumbs to his wounds and illness being at peace.
- Hidden Purpose Test: His reasoning for participating in gladiatorial duels that requires both combatants to use a katana. He's actually trying to find a new student to teach his skills and philosophies to, and the duels offer him a way to judge his potential students skill at arms and their personal character.
- Kiai: After having twice defeated a disgraced gladiator in battle, he doesn't even bother drawing his weapon and defeats the gladiator a third time by simply unleashing a ki shout which blast the gladiator away and knocks him out.
- The Last Dance: It becomes apparent throughout the questline that Musosai is well into the twilight of his years and is overexerting himself. But he's determined to cut down unrepentant villains and capture a fugitive of Higashi named Kogarashi, as well as pass on his legacy to a worthy pupil. By the end of the level 58 quest he collapses and is noted by others to be gravely ill. By level 60, he's dying, but is able to stand by using potent far eastern medicines to maintain enough vitality for one final duel.
- Malaproper: Musosai doesn't have a perfect grasp of the Eorzean language and continuously uses the wrong words for location names (calling the Brume the "Bloom" for example).
- A Pupil of Mine, Until He Turned to Evil: His first pupil, Ugetsu. Ultimately, Ugetsu's actions and bloody uprising forced Musosai/Kogarashi into exile.
- Sink-or-Swim Mentor: His preferred method of training is to simply declare an opponent well within the player's capabilities, step back, and let you handle it. He expresses profound disappointment should you fail any trial battle to perceived weaker opponents.
- Suicide by Cop: Because he can't bring himself to commit Seppuku as he should, he grooms the Warrior of Light into a righteous samurai so that they can kill him and rid the world of his evil. When the Warrior refuses to kill him, Musosai attacks to force their hand.
- This Is Unforgivable!: Once Musosai begins declaring the suspect of any of his investigations as a fiend or worse, it means he's found them guilty without chance of redemption for their actions.
- Weapon Tombstone: Momozigo buries Musosai near Vesper bay with his katana serving as the headstone.
Discipline: N/A (Talent/Booking Agent)
- Big Damn Heroes: He shows up in the level 70 Samurai quest to call out the Sekiseigumi for their refusal to see Makoto's perspective, and successfully convinces them to join her in the final battle against Ugetsu.
- Combat Commentator: He offically acts as the comentator for Musosai's duels in the colleseum, giving the whole event the air of a professional wrestling match.
- Go and Sin No More: After Musosai learns of Momozigo's crime and catching up to the Lalafell, he symbolically cuts away the evil by slashing well clear of Momozigo, while telling him that his crime is forgivable if he repays what is owed and to not commit the same mistake again.
- Knowledge Broker: Momozigo's duty is to gather information in the city states to find what evil Musosai is looking for.
- "The Reason You Suck" Speech: He angrily calls out the remaining Sekiseigumi for refusing to see past Makoto's connection with Ugetsu, emphasizing the point that she clearly opposes him and is fighting him to redeem herself. Fortunately, his words do get through to them.
- You Are What You Hate: Hates criminals, especially the most vile and unrepentant kind the quest deals with. But upon arrival in Gridania, he very quickly panics and flees, as there is an outstanding warrant for his arrest for embezzlement for keeping the funds from a cancelled musical performance rather than refunding the money. And after having witnessed how Musosai handled a serial killer before hand, he's terrified that he'll be executed for his crimes as well.
- Cain and Abel: The Abel to Ugetsu's Cain.
- Do Not Call Me "Paul": Her birth name is Kagetsu. However due to Ugetsu's rebellion marking everyone related to him for death, she was forced to change her name to Makoto.
- That Man Is Dead: Her past identity as Kagetsu, and likewise regarding Ugetsu as her formerly friendly brother. All because Ugetsu's rebellion led to their parents to be executed as traitors of Hingashi, and nearly her as well if she had not escaped the capital for Kugane and taken up the new identity of Makoto upon her arrival.
- Big Damn Heroes: Arrives in the nick of time with the still-loyal Sekiseigumi to assist Makoto and the player against Shiden and the traitorous Sekiseigumi.
- Driven to Suicide: Makoto is given a rumor that he committed seppuku out of shame, which turns out to be untrue when he pulls a Big Damn Heroes against Shiden and the traitorous Sekiseigumi.
- Blood Knight: Ugetsu revels and idolizes warfare and eagerly seeks to plunge Hingashi back into a warring states era.
- Cain and Abel: He is the Cain to Makoto's Abel.
- The Revolution Will Not Be Civilized: Aside from a few honorable duels, he uses spies, inflammatory speeches, and messy assassinations to bring down the establishment.
Disciples of Magic
The Acting-Guildmaster of the Arcanists' Guild. Despite being a Sea Wolf, she devotes her time to research and intellectual pursuits rather than fighting.
- Friend to All Children: It's noted in Encyclopedia Eorzea that Thubyrgeim is a true teacher, and tutors children in their letters when off duty.
- Hypercompetent Sidekick: Since the true guildmaster is Walking the Earth, she's the one that really runs the place.
- Meaningful Name: Her name means "magic gem" in Roegadyn, referring to Carbuncle's ruby.
- Sesquipedalian Loquaciousness: She does like her big words.
- Attack Pattern Alpha: Has a number of named stratagems for a variety of battle situations.
- Badass Bookworm: Standard for arcanists.
- Dark and Troubled Past: Was once a prisoner to Doesmaga.
- Glasses Girl
- Heroic BSoD: After encountering Doesmaga as well as the unrepairable damage to her Grimoire - a gift from the Guildmaster - as a result of the latter throwing it overboard.
- Nerds Are Sexy: Very intellectual and awkward at times, but fills out a dancer's costume like nobody's business.
- #1 Dime: Her grimoire. It was a gift to her from the guildmaster.
- Rose-Haired Girl
- Walking the Earth: In search of the guildmaster at the conclusion of the Arcanist storyline.
- Big Bad: For the Arcanist quest line, and K'lyhia.
- Evil Redhead: Full head of red hair, and on Lominsa's most wanted list.
- Slavery Is a Special Kind of Evil: Aside from the standard crimes associated with pirates (Looting, attacking innocents, shipping of contraband and other forbidden items by the Lominsan Customs), it's very heavily implied he was also involved with the slave trade business. This was considered so bad that Limsa Lominsa, a nation of pirates, exiled him.
- Names to Run Away from Really Fast
Epithet: Alka Zolka the Thinker
- Genius Bruiser: He's very erudite for a Marauder.
- Pintsized Powerhouse: He's a Lalafell Marauder. Think about that for a second.
- My God, What Have I Done?: Had a moment of this at the end of the quest, The Beast Within. After learning that the Tonberry he was trying so hard to kill was the very Scholar he admired.
- Ship Tease: He is clearly crushing on the tonberry Setoto. The warrior of light is bemused (and exasperated) at the whole thing.
Epithet: The Strategist
If you've completed the Scholar quest chain when you return to the Wanderer's Palace, you'll learn from the adventurer couple that petitions you to save the tonberries that Surito has been helping his tonberry brethren after the death of the Tonberry King released them from their rancor. And if you watch carefully after beating the first boss in the dungeon, he makes a guest appearance.
- Affectionate Nickname: Refers to the Fairy that accompanies the player as his Sun.
- Knife Nut: Just like all Tonberries.
- Mistreatment-Induced Betrayal: He and the other Scholars were sealed away after being turned into monsters by the very people they were trying to avoid undergoing the same fate.
- Nice Hat: Wears a Scholar's cap, the first sign at his true identity.
- Older Than They Look: He spent a lot of it in some kind of stasis, but as the Encyclopedia Eorzea states, he's something on the order of sixteen hundred years old, making him one of the oldest friendly characters in the entire game. Which means he must've been rather old even before the Green Death struck Nym.
- Tragic Monster: He fell ill and was changed while trying to help people, was sealed away with the rest of the sick, and the almost drowned and left to stew in that rancor for 1500 years.
- Was Once a Man: He, like many others, caught The Virus and was turned into a Tonberry.
- An Ax To Grind: Carries a battle ax instead of a kitchen knife.
- Badass Creed: Demands that Alka Zolka and the Warrior of Light shout the Nymian Marine oath to him. "To victory— Come hells or high water!"
- Drill Sergeant Nasty: You aren't named the best drill instructor for going soft on your charges.
- No Indoor Voice: Almost all of Halga Tolga's speech is in the excited bubbles meant for shouting.
- Older Than They Look: His is one of the few ages not explicitly stated in the Encyclopedia, but logic dictates he's got to be around the same age as Surito.
- Sand In My Eyes: Blames his Tonberry eyes for leaking something, before admitting he's not kidding anyone with his Tears of Joy.
- So Proud of You: He shows pride in his new trainees for having bested Bitoso, though quickly reminds them not to slack off in their training.
- Was Once a Man: Like all tonberries. He seems to have taken it much more in stride than his fellows, however.
- Arch-Enemy: Of the entire society of Nym. Or what's left of it.
- Greater-Scope Villain: He's the one responsible for the tonberry plague via using unsuspecting travelers to unleash the plague, and in the present he works by proxy to reignite the plague, though makes no physical appearance until the end of the Heavensward Scholar Questline.
- Plague Master: Bitoso is the source of the Tonberry plague.
Epithet: Y'mhitra the Learned
- Adventurer Archaeologist: Shes both a member of the Sons of Saint Coinach, an archaeological society dedicated to unearthing the secrets of the Allagan Empire, and a competent conjurer capable of healing and harming in equal measure.
- The Medic: She's a conjurer, and assists in battle by healing.
- The Reveal: Of the minor variation. She mentions coming to Eorzea after hearing from her sister's adventures in Eorzea during the Summoner questline. In 2.55 Y'shtola apologizes to her during her Heroic Sacrifice. Theories and images of the two have already existed as they are both White haired Seeker of the Sun Miqo'te Conjurers and of the same Miqo'te tribe (Jaguar). In Heavensward during the main story, it's confirmed the two are half-sisters sharing the same father. This is confirmed when rescuing Y'shtola from the lifestream requires a relative so the elementals know who to look for.
- Small Role, Big Impact: She has a brief but important cameo in the Heavensward main scenario quest, participating in a ritual to draw her half-sister Yshtola out of the Lifestream and back into the physical world.
Epithet: Tristan Nightflicker
- Big Bad: Of the Summoner quest line.
- Dark Is Evil: He wears black clothes and has the name Nightflicker. And his Belias-egi looks like a darker version of Ifrit-egi, and he's working under the Ascians, a good guy he is not.
- Deal with the Devil: His quest for power is collecting Summoner soul gems and delivering them to the Ascians.
- Did You Just Punch Out Cthulhu?: Tristan was able to defeat Ifrit once, that speaks leagues to his skill as someone without the Echo.
- Freudian Excuse: His brother was Tempered by Ifrit, which forced Tristan to kill his own brother and served as his motivation to destroy all primals and to gain as much power to be able to do so.
- Good Colors, Evil Colors: Tristan wears a black version of the Summoner's Artifact armor.
- Irony: His hatred of primals for tempering his brother led him to work with Ascians (IE:the ones causing primals to be summoned) and trying to kill the Warrior of Light (IE:famed primal slayer). Y'mhitra even notes that if Tristan's hatred hadn't made him so blind, he and the Warrior of Light could have been allies.
- Malicious Slander/Wounded Gazelle Gambit: Hires a mercenary to kill the player by claiming that he/she has been tempered.
- Mercy Kill: To his own tempered brother. Though how much "mercy" was in the act is up for debate.
- Playing with Fire: He attacks the player with the Ifrit Egi, and later the much stronger Belias Egi.
- Unwitting Pawn: He is being aided by an Ascian. Think about that for a second.
- Well-Intentioned Extremist: His motivation is to gain enough power to wipe out the primals.
A Captain of the Immortal Flames, Dancing Wolf is investigating a series of attacks by a black-robed Summoner matching Tristans description, and asks Ymhitra and the player to help out with his investigation. He serves as the primary quest giver for the Heavensward Summoner storyline.
He returns in Stormblood, having assembled a unit of rookie Summoners that he wishes the player to train.
- A Pupil of Mine, Until He Turned to Evil: Dancing Wolf was Tristans commanding officer before the latters descent into villainy, and he views stopping him as his responsibility.
- Broke Your Arm Punching Out Cthulhu: His unit took part in an operation to defeat Ifrit. They succeeded, but suffered massive casualtiesmany soldiers were killed and many of the survivors were tempered.
- It's Personal: After learning that the Ascian of the Twelfth Chalice corrupted Tristan and reanimated Tristans brother as an undead thrall, Dancing Wolf vows to defeat him and avenge his subordinates.
- My Greatest Failure: He failed to realize just how badly Tristan was affected by being forced to kill his own tempered brother, and holds himself responsible for Tristans subsequent descent into villainy. By extension, he also views the operation that lead to Tristans brother being tempered in the first place as this.
- Sword and Sorcerer: He has this dynamic when fighting alongside the player, being the Sword to the players Sorcerer.
- This Is Unforgivable!: He is angered by the Ascian of the Twelfth Chalice reanimating Tristans brother as an undead pawn, and vows to make him pay.
A trio of rookie Summoners under Dancing Wolfs command, eager to test their abilities against the player as part of Principias second test.
- Did You Just Punch Out Cthulhu?: All three of them can summon Ifrit-Egi, indicating that they were able to defeat the Primal in combat. Jajasamu can also summon Titan-Egi, indicating that he beat Titan as well. By the end of Tales of the Storm, Crispin and Denise have defeated Ifrit five times.
- Military Mage: Theyre a unit of Summoners within the Immortal Flames, and at least one of themJajasamuholds the rank of Lieutenant.
- Pint-Sized Powerhouse: Jajasamu, as a lalafell, is the shortest of the three. Hes also the most powerful, as hes the only one to have beaten Titan in addition to Ifrit. Accordingly, he holds a higher rank than Crispin and Denise.
- In Tales of the Storm it's revealed that Jajasamu was a member of the Company of Heroes, which is how he fought Titan.
- Stripperific: Their Summoner uniforms cover the arms and everything below the waist, but leave their chests mostly bare.
Discipline: Summoner, Gladiator, Conjurer, Thaumaturge
- Black Mage: As can be expected of an Ascian at this point, he can cover the ground in void pitch and call meteors that will explode if they land in close proximity to each other.
- Colony Drop: As mentioned above, their leader is able to call down meteors during his boss fight.
- The Dragon: They're directly in service to Lahabrea and only loyal to him, making their leader this.
- Greater-Scope Villain: To Tristan, though for the Heavensward summoner storyline he steps up to bat as the active Big Bad.
- Killed Off for Real: The one you most interact with is slain at the end of the 60 summoner quest, it's implied that, either because he's not as powerful or as a trade-off for his necromancy, he's unable to abandon his body so he dies with it. This is also the first Ascian that has been killed by a method ofter than the Blade of Light.
- Necromancer: He's capable of reviving dead tempered as loyal thralls, and can use the fact that they were tempered as Loophole Abuse to grant them Egis, his master plan is to build an entire army of Summoner corpses like this.
- Summon Magic: The leader can summon Egis of his own accord, and owing to his incredible aether reserve as an Ascian, can manifest all three at once instead of being limited to one at a time.
- Tarot Motifs: of the Minor Arcana subtheme, the final battle with him has him aided by Ascians of the Twelfth Sword, Staff and Pentacle.
- Animate Inanimate Object: Its a hopping, talking book. With sharp teeth coming out of its pages.
- But Now I Must Go: After successfully imparting its knowledge to the Warrior of Light, Prin returns to its slumber to wait for a new age in which its knowledge might be needed.
- Familiar: Principia was imbued with its intelligence by the Allagan master summoner Sari, and acted as his familiar.
- In-Series Nickname: Prin. This is a rare instance where the character themselves suggests the nickname: Principia recognizes that its name is a bit of a mouthful, and offers Y'mhitra a choice between Prin and Pria. She chooses the former.
- Meaningful Name: Principia is the plural form of the Latin word principium, which means foundationquite appropriate for a textbook on summoning techniques.
- Rule of Three: It subjects potential students to three trials, and will only share its knowledge of Allagan summoning techniques if the student passes all of them.
- Secret Test of Character: Prins third test is meant to assess how prospective summoners will act in a life-or-death situation, and determine whether theyre the type of person who would use a summoners power responsibly or abuse it for personal gain.
- Spell Book: A sentient magical book containing a wealth of information on ancient Allagan summoning techniques.
Despite having lived thousands of years ago, heor someone who looks like himsuddenly appears during the players third test
- A.I. Is a Crapshoot: The Summoning Node is no longer operating as intended. Instead of seeking out potential Summoners to train, it now lures them to their deaths.
- The Archmage: Master Sari was recognized as the greatest Summoner of his time.
- The Assimilator: The Summoning Node can sense that the Warrior of Light has more potential than Master Sari did, so it plans to kill them and create an Egi in their likeness to replace the Sari-Egi.
- Big Bad: Of the Summoner storyline for levels 61-70.
- Cynicism Catalyst: He was originally an idealistic man, but the deaths of his students at the hands of the people they were trying to protect left him bitter and cynical. This led him to create the Summoning Node late in his life, and then kill himself to ensure its activation. Dancing Wolf puts it best:Dancing Wolf: Prin here is the embodiment of the hopeful ideals of Saris younger self. The murderous machine of his latter years is the product of frustration and anger and grief.
- Fling a Light into the Future: His reason for creating Prin. Since Summoners were being persecuted in his lifetime and new Summoners can only be trained during rare periods of increased Primal activity, Sari compiled his knowledge into an instruction manual so that it would not be lost to future practitioners. Later in his life, he created the Summoning Node for the same purpose.
- Flunky Boss: The Summoning Node is almost completely defenseless, and relies on the Egis and monsters that it summons for protection. It also cant be harmed until all of its flunkies have been destroyed.
- Foil: The Summoning Node is this to Principia. Both are intelligent magical constructs. Both were created by the real Master Sari to pass his knowledge on to future generations, one using purely magical methods, the other using technological ones. Prin represents Master Saris idealism and wants to ensure that its knowledge is used for the greater good, while the Summoning Node represents his later cynicism and only seeks out students to further its own ends.
- Light Is Not Good: He has white hair, dresses in all-white Channeler gear, and does not have good intentions for the Warrior of Light.
- Magic from Technology: Late in his life, Master Sari began experimenting with computers as a new summoning medium in place of traditional grimoires. The Summoning Node, an artificially-intelligent robot with the ability to summon Egis by performing complex mathematical computations, is the ultimate fruit of his research.
- Me's a Crowd: The Summoning Node conjures multiple copies of its Sari avatar during its boss fight.
- Mythology Gag: His name is a reference to Madain-Sari, the village of Summoners from Final Fantasy IX.
- Posthumous Character: The real Sari has been dead for millennia. Dancing Wolfs Summoner squad speculate that the Sari encountered by the Warrior of Light might be a clone of the original. Its much more complicated than that.
- Psychotic Smirk: He never drops that smirk off his face, even in battle.
- Robotic Reveal: Sari is actually the Summoning Node, an evocation matrix with an artificial intelligence based on the real Saris personality. The Sari youve been chasing around is an Egi avatar created in the real Saris likeness.
- Serial Escalation: Tristan could summon the powerful Belias-Egi, and the Ascian of the Twelfth Chalice could summon all three of the regular Egis at once. How does Master Sari top them both? By summoning dozens of Sephirot-Egis at once during Prin's third test.
- Sinister Geometry: The Summoning Nodes true form is a sphere.
- Villainous Breakdown: Beating up the Summoning Node causes it to summon more Sari-egis and stronger monsters in a desperate attempt to kill you and its speech becomes more distorted and focused on wanting the Warrior of Light dead. When it's nearly destroyed, it summons Sari-egis non stop, but they are incomplete and can only attack you with their books.
Discipline: White Mage
A calm and intelligent Padjal who leads the Conjurers' Guild.
- A Child Shall Lead Them: Or at least someone who appears to be a child.
- The Atoner: Of a sort. He is harsh with Sylphie and opposes her style of healing because Sylphie's mother used the same techniques, and said techiniques cost her her life. E-Sumi feels intensely guilty over not intervening in the case of Sylphie's mother sooner (and thus feels responsible for Sylphie being an orphan) and is absolutely determined to make sure history does not repeat itself.
- Grey Eyes: Of the wise and mysterious variant.
- Magic Staff: His conjury radical.
- Older Than They Look: As one of the Padjal, naturally he's much older than the boy he appears to be. As the Encyclopedia Eorzea tells us, he is in fact over two hundred years old.
- Put on a Bus: Was originally introduced as the top ranking Seedseer back in Legacy. However, with the end of the original story line and the introduction of the Seventh Umbral Era, he essentially became a background character, and nearly vanishes once Kan-E-Senna is introduced.
- The Bus Came Back:
- Becomes guildmaster of the Conjurers' Guild in A Realm Reborn.
- Also returns in the "Kindred Spirits" Dark Knight quest. He is the one who figures out that Rielle has dragon's blood within her, making her spiritual presence far older than her body.
- Comes back for the second half of the White Mage quests in Stormblood to keep an eye on Sylphie, who is assisting the Warrior of Light in looking out for a child in the East End.
- The Bus Came Back:
- Limit Break: The final White Mage quest in Stormblood has him cast Pulse of Life, the same level 3 limit break that a healer player can use, to revive Sylphie while also fully recovering Gatty the player's HP.
- Mistaken Age: Sidurgu mistakes E-Sumi-Yan for a boy, but the Conjurer corrects the "young man" that he is several times his age.
- Reasonable Authority Figure: Generally, although Sylphie has a tendency to push his buttons. Her mere attempt at being a Conjurer pushes his "guilt" button, for one. In Stormblood, he is willing to let Gatty stay with her mother as long as she learns to control her magic, even though Gatty is a Padjal who belongs in Gridania.
- The Stoic: He is almost always unflappable, which comes with the territory of being a couple hundred years old. The only thing that manages to budge him is Sylphie's behavior and, specifically, his worry that her unrestrained healing will kill her, much as it did her mother, whom E-Sumi still feels guilty over.
- Transhuman: Like the Senna siblings, he is a Padjal. He also happens to be the eldest Padjali, not to mention the oldest living person in Gridania, by far, being at least two hundred forty years old.
- White and Grey Morality: He certainly wants to help people, but his dedication to the Elementals of the Twelvewood's also means occasionally his hands are tied, and he can't provide much help should someone commit an action that brings about "Greenwrath" upon them.
- You Are Better Than You Think You Are: In the level 70 White Mage quest, he gives one to Gatty to rouse them out of their despair when they believed that they killed their mother (it was never her fault) and getting Sylphie killed in the battle against a voidsent. They bounce back after hearing his words of encouragement.E-Sumi-Yan: The candle of life burns down for us all. You cannot blame yourself... Gatty! Remember what your mother wanted for you!
Gatty: What Mama wanted...?
E-Sumi-Yan: Yes! Think back on her words! Say them, Gatty! Hear yourself say them!
Gatty: "I pray you find such happiness..."
A young Hyur girl who has a talent for healing, yet refuses to practice the concepts of conjuring the elements.
- An Aesop: Serves to remind novice players that their duties as Conjurer/White Mage extend beyond simply healing; throwing out damaging abilities and dodging can be just as important as Cure and Raise.
- Break the Haughty: After losing her healing abilities after trying to cast Raise.
- Cast from Hit Points: The inadvertent source of her healing abilities, due to her refusal to embrace nature.
- Cool Big Sis: Has this sort of relationship with Gatty, who looks up to her for teaching her how to control her powers.
- Dangerous Forbidden Technique: Raise is treated as this to her, to the point where E-Sumi-Yan threatens to expel her from the guild if she tries to use it. This is because she's using her own life force to cast it, and doing it too much will kill her the way it killed her mother.
- Generation Xerox: A subversion. Just like her mother, Sylphie refuses to learn how to conjure the elements of nature. After she tries to cast Raise and her healing power runs dry as a result, she reluctantly learns how to conjure like she's supposed to, and finds it wonderful, which leads to her questioning why her mother refused it. She finds her mother's old journal which explains that she refused to conjure nature because she could hear the angry voices of nature and believed that tapping into it made the Earth angry. Sylphie then refuses to conjure at all, and tries to protest against the use of it, until she witnesses conjurors and elementals fighting side by side to quell a threat, and learns that humans can work in harmony with nature to the benefit of both.
- Hearing Voices: At the end of the Conjurer questline, she's revealed to be able to hear the voices of the Elementals and is now receiving training to become a Hearer.
- Heroic BSoD/RROD: After trying to cast Raise, she loses her ability to heal and is severely weakened, even wondering if she is now going to die.
- Jerk with a Heart of Gold: She is less than kind to her fellow guildmates, constantly blow off lessons, and isn't that respectful towards even E-Sumi-Yan. But she truly wishes to help people with her healing abilities, and her behaviour mostly comes from feeling like the guild is just keeping her from doing just that.
- Missing Mom: Due to shunning the lessons of conjury in favor of solely focusing on healing.
- The Bus Came Back: Is entirely absent from Heavensward but makes a return in Stormblood to assist the Warrior of Light.
- Took a Level in Badass: Her return in Stormblood has her using white magic skillfully between healing and offensive spells compared to her first appearance in A Realm Reborn where she only healed and didn't use attack magic until she confronted her fears. She can heal the player's HP in huge amounts. When E-Sumi-Yan revives her with Pulse of Life, it's revealed that she has far more HP than E-Sumi himself!
- Turn Out Like Her Mother: What she strives towards, but what E-Sumi-Yan is trying to prevent. With good reason.
Discipline: White Mage
Two Padjal siblings who help the player become a White Mage. They are two Seedseers from Gridania, and the younger siblings of Kan-E-Senna. Raya-O is older than her brother A-Ruhn, and the one who gives out the actual quests.
- Blinding Bangs: A-Ruhn-Senna's red hair completely hides his eyes.
- Foolish Sibling, Responsible Sibling: A-Ruhn as the foolish and Raya-O as the responsible. Kan-E is more responsible than them both, however, because even Raya-O tends to bicker sometimes.
- Friend to All Living Things: Comes with being White Mages. They're also close with the Moogles of the Twelveswood.
- Jerkass: A-Ruhn, at first, to the player. He warms up later.
- Magic Staff: As a focus for their magic.
- Nature Hero: They're Seedseers who can divine the will of the elementals, like their sister.
- Older Than They Look: Not as extreme as some fellow Padjal, but Raya-O just hit twenty-one as ARR starts, and A-Ruhn is 18. They're both, needless to say, a bit short compared to normal Hyur of their age.
- Reasonable Authority Figure: Raya-O is this towards Alaqa after her plans are thwarted. Raya-O reminds Alaqa that she must pay for her crimes against the Twelveswood, but she can become a better person and will be given the support she needs. Speaking to Raya-O after the scene has her revealing that Alaqa is slowly opening up to her.
- Sibling Team: They're both powerful White Mages and often aid the player in battle and purifying the Twelveswood.
- White Mage: Both of them, like their elder sister.
- Walking the Earth: A-Ruhn at the end of the level 60 White Mage quest realizes that he cannot help the forest by just staying there and he must wander the world like A-Towa had done if he truly wishes to help everyone. Raya-O stays in the Twelveswood to continue her duties.
Epithet: The Wandering Padjal
Discipline: White Mage
A-Towa-Cant, in life, traveled Eorzea aiding those who needed it. He eventually met his end at the hands of Kobolds after entering their territory.
- The Cavalry: Just when things are bleak and the Player Character and the Sennas are about to be overwhelmed by wildlife affected by the anger of the forest itself as they attempt to perform a necessary ritual to calm the Twelveshroud's Elementals, he comes back from the afterlife to provide some much needed support.
- Named Weapon: Thyrus, his Conjury implement. Conjury tools apparently need to be made of wood, but Thyrus is unique in that it's made of petrified wood.
- Older Than They Look: An example up there with E-Sumi; even before his death, the man was pushing two hundred, and still looked pretty youthful, although his hair had gone silvery (which may be a mark of an older padjal).
- Posthumous Character: Is only known by what you learn of his life while learning the ways of the White Mage. His spirit appears during the calming ritual to aid you in fending off the enraged wildlife, after which he apparently departs for the afterlife.
- Walking the Earth: Likely the first among all Padjal, A-Towa did not stay in the Shroud, but traveled the land offering help wherever he could. The Heavensward continuation explains part of that mission was fighting back the Taint.
Epithet: Eschiva the Aetherial
A female Hyur who appears in Heavensward during the White Mage quest line. Eschiva's grandfather was a retainer for the elder seedseer A-Towa-Cant, who accompanied the padjal in his journey across the realm. By the time of the present day, the man had passed on, but Eschiva took up his task of tending A-Towa-Cant's grave. When the taint spreads again, she goes with the Warrior of Light to find the source.
- Blade on a Stick: She's a Lancer, it comes with the territory.
- Brutal Honesty: She doesn't hold back in telling the Seedseers that people don't look up to them as much because of their hesitation to leave the Twelveswood, as the padjal are the ones who should be protecting the people of Twelveswood but they've been relying on the Warrior of Light and her.
- Declaration of Protection: Once the matter of the corruption is resolved, Eschiva announces she will be escorting A-Ruhn-Senna on a pilgrimage across the realm, like her grandfather once did for A-Towa-Cant.
- What the Hell, Hero?: She calls out the Seedseers on their insistence of remaining in the Twelveswood when they are needed elsewhere. These words cause Raya-O-Senna and A-Ruhn-Senna to reconsider their stances and agree to leave the forest to help out. This also causes A-Ruhn to follow in A-Towa's footsteps by wandering around Eorzea to help people in need and purge whatever corruption that threatens the Twelveswood. Eschiva is delighted to hear A-Ruhn step up and decides to accompany him in his journey like her great-grandfather had done with A-Towa.
A female Xalea Au Ra who appears in Heavensward. Alaqa is a mysterious stranger who has some sort of connection to the rise of the foul taint that is plaguing the Twelveswood and putting Gridania in danger. People that go near Alaqa feel some sort of dark dread that sends chills down their spines. She serves as the Big Bad for White Mages past level 50.
- Dark Magical Girl: Her robe is all in black and she uses a mysterious power that puts the forest of Gridania in danger. She's also the opposite of Raya-O-Senna and A-Ruhn-Senna; while the siblings' duty is to purify all sources of corruption so the forest isn't in any pain, Alaqa tries to spread the corruption to cause pain and suffering to everyone. She does all this because she and her people were persecuted relentlessly, leaving her all alone.
- Dracolich: the "spoils" of her research, a powerful undead dragon under her thrall.
- Freudian Excuse: She aims to spread the taint and corruption everywhere just because she was persecuted for what she is. She claims the taint was just an experiment, but as you thwart her every move, she proceeds to say said experiments are a part of her revenge scheme.
- Horned Humanoid: An Au Ra with black curved horns.
- Non-Action Big Bad: When you encounter her for the final time, she sics a zombie dragon and skeletons on you and she doesn't do any actual fighting herself.
- Revenge: She spreads the taint to get revenge on the people who made her life and the life of her clan miserable.
- The Atoner: After being defeated, she is put into jail for her crimes. She slowly starts to come around and begins to atone for her actions thanks to Raya-O-Senna visiting her and talking to her so that she doesn't feel alone.
- Then Let Me Be Evil: She decided to become hateful after everyone (most likely from Ishgard) put her and her people through hell, figuring that if no one could give her a chance, then no one should have any chance in life.
- The Quiet One: She's not one for idle/small talk and she displays very little emotions, but after her plans get thwarted multiple times, she starts to grow angry.
A mysterious child with strange powers found in the East End with her mother during the events of Stormblood. They live in a house within Bittermill away from civilization.
- Angst Nuke: In the level 70 White Mage quest, she's already torn up over the death of her mother and blames herself for it. When a voidsent kills Sylphie during the fight, Gatty blames herself for that as well, which causes her to let out a scream that inflicts massive damage to the player and E-Sumi-Yan while pushing them back several yalms.
- Dishing Out Dirt: Once she gets over her despair in the final quest, she begins to fight back against the voidsent with her Stone spell.
- Early-Bird Cameo: In the ''Tales from the Storm, Gatty makes a minor appearance way before she's properly introduced in the White Mage quests in the game. She is found by M'naago, who takes her back to her mother.
- The Hermit: Lives alone in a forest with her mother and avoids people. Her interactions with Sylphie has her open up a bit.
- Heroic BSoD: She's already a nervous wreck over her mother's health, but she's pushed over the edge when a voidsent taunts her by blaming her for her mother's death. This causes her to scream out in anguish, which has her aether spiking through the roof and thus making her a tasty meal for the voidsent that taunted her. Gatty is completely unresponsive (she only screams again when the voidsent kills Sylphie during the battle since she blames herself for her death as well) while the player fights the voidsent off. It takes some encouragement from E-Sumi-Yan to drag her out of her despair and giving her the courage to fight.
- Horned Humanoid: She's a Padjal, which isn't revealed until she loses her hat.
- Healing Hands: In the final quest, she'll start casting powerful Cure spells on you if needed.
- It's All My Fault: A powerful voidsent taunts her over her mother's death and says it's her fault because she dragged her sick mother around everywhere they went. When Sylphie is defeated by the voidsent in battle, Gatty goes into an even deeper despair as she blames herself for letting Sylphie get killed (E-Sumi-Yan manages to revive her thankfully). It takes Sylphie, E-Sumi-Yan, and the Warrior of Light to convince her that she is not at fault for what happened to her mother.
- Magic Is a Monster Magnet: Her aether, and by extension, her magic, attracts powerful voidsent because her powerful emotions (fear, sadness, etc) magnifies her powers and that makes her a huge magnet to the voidsent seeking to feast on her aether.
- Nice Hat: She wears a very large beret type hat. This is to cover her horns and hide the fact that she's a Padjal.
- Older Than They Look: While this isn't the case yet, this is ultimately Gatty's fate due to being a Padjal, and it likely isn't long before she stops physically aging if she hasn't already.
- When She Smiles: She is always filled with worry over her mother and almost never smiles. She starts to smile again when Sylphie puts her fears at ease, but she doesn't really get to smile fully until she gets over the death of her mother by remembering her final words to her.
- Walking Spoiler: Her true nature and the source of her powers is the reason why most of her tropes are in spoilers.
- White Magic: She can use it, but doesn't understand how to control it. The final quest has her using it masterfully to aid you.
- Mama Bear: Is very protective of her daughter and is willing to kill anyone who threatens her. This is due to Gatty actually being a Padjal, which she would be required to go live in Gridania in order to fulfil her duty. She had lost her husband already and the idea of losing her child too pushed her into isolationism in order to protect her.
- The Hermit: Lives alone with Gatty and doesn't want other people talking to them or herself.
- The Disease That Shall Not Be Named: She has some sort of heart condition that causes her to keel over in pain until it subsides, which is either a minor form of a heart attack or clotting in her heat's bloodstream but the specifics are never given. Her condition worsens over time and Sylphie knows that Sanche's time is running out. The final White Mage quest has her succumbing to her illness and it's implied that the voidsent was the one who inflicted the illness in order to feed on Sanche's aether after her death and get Gatty to lose control of herself so that her aether can be eaten as well.
- Secretly Dying: Her heart condition worsens over time and she knows that nothing can be done for her. She tries to shrug it off whenever her condition acts up in order to not let Gatty worry over her.
- When She Smiles: As she is dying, she makes a pained smile to thank everyone for helping her despite her initial misjudgement.
The Guildmaster of the Thaumaturges' Guild. ...Well, all five brothers are, but he's the eldest.
- Big Damn Heroes: Using a fire spell, Cocobuki destroys the throwing knife Mormo intended to kill the Warrior of Light with.
- The Cameo: They show up in the Main Story quest, using their magic as a siege weapon to break open the gates of Ala Mhigo city.
- Cowardly Lion/Dirty Coward: The main tactic of the Thaumaturge is to attack and then run away the moment things becoming disadvantageous to them. After Cocobusi's possession, the brothers work to overcome their cowardliness that resulted from their lessons in order to rescue him.
- As told in one of the Tales from the Calamity, despite their generally cowardly nature the 5 Lolobuki brothers were the only thaumaturges that answered Nanamo's call to help stop rioting in Ul'Dah immediately after the Calamity. Their bravery there was what led Cocobuki to be named Guildmaster of the guild, especially since it came to light that the previous guildmaster was corrupt and cowardly, willing to incinerate scared citizens trying to enter the guild during said riots.
- Dark Is Not Evil: Dresses in very dark clothing but is a good person.
- Eyepatch of Power: Of the bandage kind.
- In the Hood: Like his brothers.
- Hero of Another Story: In the immediate aftermath of Bahamut's destruction, rioting broke out in the streets. Nanamo, who was praying to Nald'Thal in the Thaumaturge's guild requests aid from the guild to help calm the rioters down. Of all the members of the guild, only Cocobuki and his brothers stepped up to help. Using their magic, they were able to grab the attention of all the rioters so Nanamo could speak to all of them. For their help, they were put in charge of the Thaumaturge's Guild. None of this is actually stated in game, but in a supplementary story.
- Law of Chromatic Superiority: Inverted. He is the only one wearing a black hood while his brothers each wear a red hood.
- Verbal Tic: Cocobuki usually hums before a sentence. "Hm hm hm."
- Black Sheep: Feels that he is this.
- Chekhov's Skill: Is mentioned early on to have been working on a potion to increase his aether reserves so that he can become a Thaumaturge. The incomplete potion is enough to save Cocobuki's life when his body has been drained of aether.
- Demonic Possession: By Mormo.
- I Just Want to Be Badass: At least to the point of convincing his brothers to train him.
- Improvised Weapon: He joins the PC in battle using his alembic.
- The Resenter: Towards his brothers, who continue to deny his chance to become a Thaumaturge like them.
- "Well Done, Son!" Guy: To his brothers.
- Un Sorcorer: Unlike his brothers, Cocobusi was born with a very weak level of natural aether. Even casting the simplest spell could prove lethal to him.
- Demonic Possession: As powerful as she is, Mormo could only send her soul into our realm from the Void. She has to possess soemone and then use dark magic to reshape them into a likeness of her body.
- Literal Genie: Offered great power to the one who freed her from the urn. He got it, via Demonic Possession.
- Horny Devil: Mormo is a succubus. Though we don't see it, she happened to seduce and lead a few women away with her to use as a sacrifice to become her true form.
- Knife Nut: While possessing Cocobusi, Mormo tries to kill the Warrior of Light with a throwing knife.
- Verbal Tic: Mormo loves to put EMPHASIS on one word in almost every sentence.
Epithet: Lalai Darkeyes
Discipline: Black Mage
- Mouth of Sauron: While still serving his prison sentence, Ququruka will communicate with the Warrior of Light by temporarily possessing Lalai.
- In Stormblood, this happens again, with the memory of Shatotto.
- Mythology Gag: Wears clothing that looks and is colored similarly to the classic Final Fantasy Black Mage.
Epithet: Master Ququruka
Discipline: Black Mage
- The Atoner: Killed three of his friends and fellow studiers of Black Magic in a moment of greed for more power for himself. Immediately regretted it once he saw the results of it. He willingly let himself be held in Ul'dah's most notorious prison for 100 years, even though he could easily escape at a moment's notice, only using his power to recruit the descendants of his friends, an apprentice, and another Thaumaturge (the player) to correct his wrong doings when the time was right.
- Death Glare: Pulls an extremely effective one on a member of the Thaumaturges' Guild for constantly interrupting his dire warnings about oncoming doom and trying to stop him. They effectively stand still and shut up for the rest of the conversation.
- Death Seeker: His final goal, after recruiting a group capable of banishing the demon created by the sacrifice of his three friends from his own actions.
- Demonic Possession: Does this to Lalai.
- Game Face: When exercising his power, Ququruka's face will be covered with shadow and his visible eye glows yellow, giving him the classic Black Mage face.
- Mouth of Sauron: He is said to commune with Nald'thal, the god of Death and Commerce, who is also the Thaumaturges' patron deity. He chooses the Player Character to become a Black Mage because Nald'thal predicted it. His actual reasons for doing what he does are a bit more personal.
- My God, What Have I Done?: It's revealed in the level 50 Black Mage quest, that 100 years ago, he, and the ancestors of the three beastmen who help you, were first studying the arts of the Black Mage, seeking to learn what power it had. Unfortunately, while performing a rite to help them gain the power, in a moment of selfish desire for even greater power, he changed one of the invocation lines to another. He got power, but his three friends were sacrificed and turned into a giant demon. He used his new found power to seal the demon into a statue, and concocted a different story of his crime, when turning himself in, willingly letting himself be imprisoned.
- Redemption Equals Death: How he goes out in the end, apologizing to everyone for his deceptions and using them to help him fix his mistake, willingly letting himself fade into aether.
- Take Up My Coat: Requests the player take his Wizard's Coat artifact armor, for helping him atone for his sins, and becoming a Black Mage not corrupted by their thirst for power
- Zero-Approval Gambit: Used false documents and used magic to implant false thoughts into the Thaumaturgist guild for a different crime that he hadn't commit, to cover up the crime he did commit. Used this strategy again at the end of the Black Mage quests to convince the Player, his apprentice, and the decedents of his friends that he was really just using them to gather more power, so that they would have no qualms fighting him, and the demon created by his actions.
Discipline: Black Mage
- Covered with Scars
- Devil in Plain Sight: Subverted, as while he may be dressed in the same red garb as his fellow Amalj'aa, he does not serve or worship Ifrit.
- Good Colors, Evil Colors: Adverted. He wears the same red as the Ifrit worshipers, but is not among their number.
- Not Evil, Just Misunderstood: The reason he hides from people is because they would mistake him for just another Ifrit worshiper.
- White Sheep: He does not show any loyalty towards Ifrit nor does he worship him.
Discipline: Black Mage
- Color-Coded for Your Convenience: Her headdress is much more colorful than that of her Garuda-worshipping brethren
- Viewer Gender Confusion: Despite having no visible feminine traits, she has been referred to with female pronouns and mentioned female members of her lineage before ending with her.
- White Sheep: As with Kazagg Chah, does not seem to show any loyalty towards Garuda.
Discipline: Black Mage
Epithet: Zhai'a Nelhah the White Mind
- Brainy Specs: A Conjurer and always wearing glasses.
- Bullying a Dragon: Throughout the first half of the questline, he has no qualms against being a bigoted Jerk Ass to you even though you know the highly destructive and forbidden art of Black Magic, which, theoretically, could make you one of the most powerful mortals in all of Eorzea lore-wise. And let's not even get into the Player Character's backstory from the 2.0-2.5 Main Scenario storylines...
- Hypocrite: He's quick to condemn the Player and Lalai for their knowledge of Black Magic, using the War of the Magi as an example of the destruction it can cause, though Lalai notes immediately after he leaves that the war didn't get catastrophic enough to cause an Umbral era until White Magic became involved too, something Zhai'a doesn't seem to acknowledge.
- Ship Tease: Is implied to have something of a crush on Lalai. The player is even given several options to tease him about it.
- The Fundamentalist
Discipline: Black Mage
- Blood Knight: Shatotto relishes in the destructive power of black magic and her first and preferred answer to any problem is to destroy it utterly.
- Brain Uploading: Of a magical variety. Shatotto placed a copy of her mind into an ancient bowl, which would one day be uncovered by our heroes. The copy of Shatotto's memory acknowledges that she isn't literally Shatotto herself, but is close enough that there is little practical difference.
- Colony Drop: It was said that Shatotto called down a meteor to strike the planet just because she could, using its fragments to forge the Stardust Rod. In actuality, Shatotto prevented a far worse impact by using her magic to blow a meteor off course so that only a few of its pieces struck Hydaelyn.
- Helmets Are Hardly Heroic: Shatotto hates the large hats mages have taken to wearing in the present day and is very vocal about it. She always takes off Lalai's hat when serving as the dominant personality.
- Insufferable Genius: She invented black magic as we know it and is every bit as arrogant and condescending as her namesake Shantotto.
- Mythology Gag: She is one letter away from having the exact same name as Shantotto, another diminutive-but-horrifically-powerful black mage, and the person who served as the inspiration for her character. There are a few notable differences, though. While Shatotto created the discipline of black magic, Shantotto is "merely" the most powerful practitioner alive. Also, Shatotto does not share Shantotto's penchant for rhyme."Oh dear, you really aren't very smart. Very well, I shall begin from the very - er, beginning. Dear me, did I almost rhyme? Who does that, anyway?"
- Named Weapon: Fights with the Stardust Rod. Fitting since she invented it in the first place.
- Red Baron: According to Zhai'a, one of Shatotto's more charming titles was "Death's Handmaiden".
- Supernatural Gold Eyes: When Shatotto is in control of Lalai, Lalai's green eyes turn gold.
Epithet: Leveva Heavensreader, Lady Leveva
An Astrologian sent from Sharlayan to teach their brand of astrology to the Isgardians, in her grandfather's stead.
- Astrologer: She's the teacher of Sharlayan's school of Astrology in Ishgard.
- Blackmail: Does this twice, the first on Forlemont using his missive, evidence that he put out a hit on her and her entourage the Warrior of Light included, to get him to stop meddling in their affairs. The second time is on Sevestre, forcing him to pretend that she was killed or else reveal his ties to her father's murder.
- "Blackmail" Is Such an Ugly Word: When Jannequinard reacts with shock to the first suggestion of blackmail, Lady Leveva states that they're merely letting Forlemont keep his life in exchange for a little assistence in furthering their just and noble cause. No more, no less.
- Damsel in Distress: She is captured more than once by the bandits you first encounter in the storyline.
- Dead Person Impersonation: Takes on her father's name after having her death faked.
- Death Faked for You: She blackmails Sevestre into lying that she has been killed so that Sharlayan will not go after her anymore.
- Helmets Are Hardly Heroic: Unlike her grandfather, she doesn't wear her robe's pointed hat.
- Important Haircut: Gives herself one at the end of the quest line.
- Information Wants to Be Free: Thinks fate demands the knowledge of astromancy be spread beyond Sharlayan's borders. Her father had similar goals.
- Generation Xerox: Jannequinard mentions that she reminds him a lot like her father. And she has similar goals of teaching Sharlayan Astrology outside her homeland. Eventually she takes on his name.
- Non-Indicative Name: Her name is rather Lalafellin, though she is a Midlander Hyur.
- Paper-Thin Disguise: The members of Ishgard's Astrologians are quick to do some Lampshade Hanging about Leveva's "disguise" after the Level 60 quest. Simply cutting one's hair and declaring herself "Lord Rufin" does not change the fact that she still has bright purple/pink hair, and that they know her well enough that they keep instinctively calling her Leveva. Not to mention her attire and voice still makes it obvious its her.
- "The Reason You Suck" Speech: Leveva doesn't mince words with Jannequinard over his lack of progression in astrology over the twenty years since he had started.
- Star Power: As befits the job, she sends the Warrior of Light to gaze upon certain constellations, to open the gates and synchronize their aether with the constellations.
- Tell Me About My Father: Asks this of Janne when she learns he was her father's friend.
- Walking the Earth: After faking her death, "Lord Rufin" travels through Ishgard and Dravania using astrology to heal the wounded and spread its good name.
- You Gotta Have Blue Hair: Her hair is rose pink, though she doesn't fall into the archetype of Rose-Haired Sweetie.
Epithet: Jannequinard the Succedent
Leveva's pupil, and the only Ishgardian student of Sharlayan astrology.
- Break the Haughty: Once Leveva arrives and the player character gets involved, he gets mercilessly taunted for being bad at Astrology and his slow growth despite the length of time he had to learn. This combined with the Warrior of Light appearing and suddenly blowing through in days what he's been stuck on for years forces him to re-examine his life.
- Character Development: Starts off as a Small Name, Big Ego, gets destroyed for it, then realizes that while he can't help by being as good as Astrologian as the PC, there is one thing he's very good at, politics. Thanks to this, he ultimately gets the Noble court to walk right into Leveva's hands and help Sharlayan Astrology spread despite them trying to pull a Reassigned to Antarctica on them, this, combined with his actual growth as an Astrologist, finally gets Leveva to acknowledge him as worthy of the mantle.
- Nice Guy: He does have a bit of an ego, but he only wants to make certain that the wonders of astrology spread to help others, like his Only Friend Rufin wanted. He's just blocked at every turn because he ultimately has no power to change things until the others get involved.
- Rich Idiot with No Day Job: Up until he meets the Warrior of Light, Jannequinard hadn't furthered his studies in Sharlayan astrology for twenty years, rather he would spend his days chasing women and being seen as a harmless nuisance by Ishgardian astrologers.
- Small Name, Big Ego: Initially, he seems to be under the impression that just knowing Sharlayan astrology makes him some great person, though when Leveva arrives she quickly demolishes him by pointing out that he had done nothing to advance Astrology's cause and, despite having decades, hadn't opened a single gate to advance his learning.
- The Unfavorite: Judging from Forlemort's comments as well as what Jannequinard himself says at the end of the 3rd Level 50 quest, his family doesn't hold him in high regard compared to his older brother.
- "Well Done, Son!" Guy: The "Shalayan Ascending" quest reveals that his initial reason for studying astromancy was to impress his father, who only cared about his older brother. Jannequinard stopped caring when he realized that he will never see him as anything but a loser.
A Knight in Janne's employ, and thus one of the few Ishgardians sympathetic to his and Leveva's cause.
- Lady and Knight: He has this dynamic with Leveva, acting as her protector and confidant to where she trusts him more than Janne.
A mysterious bandit leader seeking to kidnap Leveva. She is actually another Sharlayan who arrived to take Leveva back home to face trial for illegally spreading knowledge of astromancy.
- Deus ex Machina: Lampshaded by her during the Level 40 quests, when not only does the info she have leave out the fact of a second Astrologian (The player) also being part of Leveva's party in Limsa Lominsa, but the fact that members of both the Rogues' and Marauders' Guilds note as well as Commodore Reyner of Limsa Lominsa's Navy and the Yellow Jackets all provide The Cavalry to rescue Leveva, Quimperain, and the Player Character.Pirate Captain!Celie: "First maniacal marauders, then feline fishers, and now the commodore of the swivin' Thalassocratic Navy. How many more gods is this machine going to drop on me? Until next time, Lady Leveva!"
- The Heavy: Her attempts at kidnapping and later murdering Leveva drive the plot of the questline. Her employer is not even known until after she is killed.
- Foreshadowing: When you first face her in the starting Astrologian quest, if you observe her you'll notice she's a very rare enemy arcanist. Arcanima is a very mentally demanding form of magic, hence why most NPC arcanists outside the Arcanist questline are originally from Sharlayan.
- Master of Disguise: She has impersonated a pirate captain and a Temple Knight, both times convincingly enough to enable her to kidnap Leveva. She also has other warriors masquerade as Knights, Serpent Reavers, and Leveva herself to aid her.
- Tattooed Crook: Celie has some distinctive face tattoos. She even mocks you and the others for failing to recognize her with such an obvious tell.
Jannequinard's uncle and head of the Observatorium. Part of the Sharlayans' plan to get Leveva out of their way.
- The Fundamentalist: Par for the course for Ishgardians. He is unwilling to see Astrology as anything more than a way to track the dragons' movements, and the only reason he even helped his nephew and Leveva hold an audience with the Vault is because he knows that the clergy will see Sharlayan's methods as too heretical. He also signed a missive with Celie to assassinate Leveva. He notes that there are other people willing to stop Leveva and can do so without him.
The one who sent Celie to kidnap Leveva. An influential politician of Sharlayan who prefers to keep all their knowledge away from "barbarians" and willing to kill to keep it that way.
- Corrupt Politician: Had Leveva's father killed for spreading Sharlayan knowledge, used that to keep it within boundaries and destroyed any evidence he could find tying him to the murder. Additionally, it's mentioned that the group he leads have blackmailed and schemed their way to the point where their members make up the greater part of the Sharyalan senate, effectively making him the leader of the entire society.
- Fantastic Racism: He deems any non-Sharlayan as a savage to not be granted the time of day and treats them learning of Sharlayan knowledge as a crime against nature, That's why he had Leveva's father killed, and attempts to do the same to her once she becomes an issue.
- The Fundamentalist: Leveva described him as a "conservative fundamentalist" and he deems those outside Sharlayan unworthy of such sacred knowledge..
- Greater-Scope Villain: For the questline, only seen in the last few missions after his employee Celie is killed.
- I Have Your Wife: Since Sharlayan was able to capture Leveva's grandfather, his life currently rests in Sevestre's hands. He uses this leverage to force Leveva to surrender to him.
- Time Master: He knows the powerful Celestial Stasis spell which brings time to a complete halt, and is the strongest spell an Astrologian can learn.
- Walking Spoiler: His presence and role are not apparent until the player's Astrologian level is 56.
Epithet: Kyokuho of Wind and Water
A native of Hingashi who has traveled to Eorzea to learn of Sharlayan astromancy. By trade, he is a geomancer, a mage who communes with earth, air, and water to divine paths of fortune and prosperity.
- Cassandra Truth: For trying to warn fellow geomancers about the weakening barrier protecting Kugane from vengeful spirits, these geomancers branded him a liar and ridicule him.
- Chick Magnet: Upon arriving at the Astrologicum, Kyokuho quickly steals the hearts of most of the women inside.
- Facial Markings: Kyokuho wears red marks around his eyes.
- Famous Ancestor: The great-grandson of Grandmaster Kazan, the geomancer who created the barrier that protects Kugane and brings it prosperity and brought geomancy to the public eye.
- Fatal Flaw: As pointed out by those around him, Kyokuho gets so worked up trying to work on a complicated solution to his problems that he fails to see the simple solution in front of him.
- Instant Expert: Compared to Jannequinard and the Warrior of Light, Kyokuho takes to astromancy remarkably quick and opens four of the six heavens in the time it takes the player to go from level 60 to 63, or one moon/month according to optional dialogue from Jannequinard.
- Magic Wand: Kyokuho wears a one-handed wand on his hip to channel his geomancy which, in gameplay, functions like conjury.
- Motor Mouth: Kyokuho has a bad habit of running his mouth for much longer than is necessary.
Epithet: The Crimson Duelist, Deep Red X'rhun
Discipline: Red Mage
- Big Damn Heroes: X'rhun joins the fight in the Stormblood Benchmark by killing an Iron Giant before it could attack the Warrior of Light.
- But Now I Must Go: X'rhun continues his pilgrimage across Eorzea once the level 70 job quest ends encouraging the Warrior of Light to continue to hone their skills on their on and for Arya to begin making a real foundation in black and white magic now that she can no longer rely on her voidsent blood.
- Early-Bird Cameo: He first appears as in the Red Mage job reveal trailer, 6 months before Stormblood was even released.
- Face of a Thug: X'rhun has a harsh and prominent brow, giving him a near-permanent scowl, but he is dedicated to protecting those who can't protect themselves. Arya admits that she initially saw him as intense and intimidating before learning what a good man he is.
- I Work Alone: Upon learning the identity of the cabal's leader, X'rhun decides not to endanger the Warrior of Light Arya in what has become a matter of revenge. He's unable to go through with this plan however as the Warrior plainly tells him they will be assisting.
- The Mentor: Not just to the Warrior, but to Alisaie and Arya as well. It was from Alisaie that he learned of the Warrior of Light.
- Sole Survivor: X'rhun is the only Crimson Duelist who survived the failed rebellion.
Epithet: The Painter
Discipline: Thaumaturge / Red Mage
- All There in the Manual: Her last name is only made known through the second volume of Encyclopaedia Eorzea.
- Big Brother Worship: A more toned down version of the trope than normal but Arya takes to the Warrior of Light very, very quickly, a likely result of her amnesia. When she meets X'rhun for the first time shortly after her first reaction is to run and hide her savior. After she decides to become a Red Mage she wants nothing more than to catch up to the Warrior of Light. It's very clear that she looks up to them immensely.
- Brought Down to Normal: Banishing Lilith back to the Void during the level 70 quest purges Arya of her voidsent blood and the proficiency at black magic that came with it. She takes this very much in stride thinking it a chance to actually build up her own foundation in magic. Seeing as she'd been struggling with white magic anyway and red magic requires a fair balance of the two it will likely work out of her.
- Girl in a Box: The Adventurer finds her trapped in a crate.
- Grew a Spine: Overcomes her fears to help the Adventurer and X'rhun. And again when she resists Lilith's attempts to steal her body at the end of the level 70 quest.
- Laser-Guided Amnesia: Arya's memory is largely clouded upon meeting her. X'rhun deduces that the cabal that kidnapped her had exposed her to an incense known to addle the mind in preparation for making her one of their puppets.
- Took a Level in Badass :She starts off as a Black Mage that can't even cast a spell and resorts to bonking enemies with her staff instead. Because she's not used to battle, she stays behind X'rhun and the Warrior of Light to rely on their power instead. She eventually conjures a Fire spell with great force, saving X'rhun and the Warrior of Light from Lambard. Instead of being left behind, she chooses to become a Red Mage. She also volunteers to serve as a decoy to protect a Cabal target.
- The Power of Friendship: In the level 70 quest after Lilith is defeated, Lilith's essence within Ayra's mind is still present and is enticing her to give in to her fate at being Lilith's slave. Right when she's about to surrender herself, she remembers the Warrior of Light and X'rhun and vows to keep living in order to make new memories with them. She then banishes Lilith in a blinding light and wakes up.
- She Cleans Up Nicely: Arya was already a beautiful young woman when she first met the Warrior of Light but during the level 60 red mage quest she sheds her trainee Red Mage gear in favor of buying herself some slicker threads appropriate to the job.
- Why Did It Have to Be Snakes?: Arya is afraid of ghosts and other supernatural things. She's quaking in her sandals the entire time she's on the Isle of Umbra.
Epithet:: Lambard the Regal
Discipline: Red Mage
Leader of the Cabal hired to assassinate anyone assisting the Ala Mhigan Resistance.
- Assassination Attempt: He was planning to kill Jessie from the Garlond Ironworks since he knew that her company was rebelling against The Empire and was aiding the Ala Mhigan resistance. If Jessie was killed, her ideas to create technology to resist the empire would die with her as well as the rebellion.
- Big Bad: As leader of the Cabal, he serves as the Big Bad of the level 50-60 Red Mage questline.
- Empty Shell: Those in the cabal whom Lambard has branded with his magic become mindless puppets that only exist as an extension of his will.
- Evil Former Friend: Was formerly a Crimson Duelist and one of X'ruhn's allies.
- Evil Tastes Good: Upon meeting the Warrior of Light, Lambard describes them as "delectible" and would delight in consuming them.
- Expy: Takes a few cues from Alucard from Castlevania Sympthony Of The Night. Not only he is pretty much a vampire, but his Soulsteal attack is a direct nod to Alucard's Soulsteal; both absorb HP from their victims.
- From Nobody to Nightmare: Use to be a Crimson Duelist but betrayed his comrades and became basically an aether/life draining vampire-esque... being.
- Not Using the "Z" Word: Lambards powers and his explanations thereof make it perfectly clear that hes some kind of vampire, but neither he nor anyone else actually identifies him as such.
- Our Vampires Are Different: He only needs to 'leave a scratch' in order to drain people of their physical energy. He also creates minions out of people he's forced amnesia upon and drained the life out of.
- Playing with Fire: He makes use of various fire spells while fighting the player. Dark Fire III creates a series of fiery explosions that track the player, and Bleeding Flame summons a cluster of Voidfire spheres that explode after a significant delay, engulfing the entire battlefield.
- Power Dyes Your Hair: When he starts using the full breadth of his wicked powers, his hair changes from blonde to striking crimson.
- Professional Killer: He and his Cabal are professional assassins hired by the Empire to disrupt the Eorzean Alliances activities by assassinating key individuals. The level 58 and level 60 quests involve thwarting his attempt to assassinate Jessie.
- Turns Red: A dark crimson aura surrounds him as his powers begin to manifest, when using his full power or his aetheric hunger becomes strong, his hair also turns crimson red.
- Unwitting Pawn: The level 60-70 quests make it clear that Lambard was just a pawn in Lilith's much bigger game and was blissfully ignorant of that fact.
- Vampiric Draining: If he so much as nicks you with his rapier, he can violently drain the aether from your body. This actually becomes a gameplay mechanic: if the player is not at full health when Lambard finishes casting Soulsteal, the player will take a fair amount of damage and Lambard will regain hit points equal to the damage inflicted.
- Would Hurt a Child: On at least two occasions he has used children to lure and kill their influential parents. And then killed them both.
An ancient voidsent of terrible power, imprisoned for a thousand years.
- The Chessmaster: Claims to have spent the last thousand years influencing her "blood-gifted" in order to create the perfect vessel.
- Grand Theft Me: Has spent the last thousand years plotting it.
- Greater-Scope Villain: For the 50-60 quests.
- In the Blood: Can control anyone descended from the mage who first ingested her blood. Such as Lambard...or Arya.
- Sealed Evil in a Can: Lilith's original summoner trapped her in one, because his power would vanish should Lilith return to the Void.
- Universal Poison: Her attacks can inflict this, hence the game literally yelling "STOCK SOME ANTIDOTES" at you.
- The Man Behind the Man: The Voidsent Behind the Man: Lambard's power came from the fact that he was descended from the mage who summoned Lilith and drank her blood.
Discipline: Arcanist, Blue Mage
- All-Powerful Bystander: He's practically a master of Blue Magic and is willing to demonstrate how they work, but when it comes to actually teaching people how and where to acquire said Blue Magic, he rather let people figure it out on their own. The "training" sessions that he sends the Warrior of Light on are nothing more than having them use their newly acquired spell on someone.
- All There in the Manual: In-universe. Martyn wrote a book detailing the Blue Magic that can be learned from various locales, though it's a bit lacking: His book doesn't explain what the spells are, doesn't list the creatures that possess said magic, and despite giving locations, the book only gives one per spell, even if multiple locations exist (such as Plaincracker being labeled with Copperbell Mines (Hard), even though enemies in several low-level areas of the world can also use it)
- Blatant Lies: After some loansharks force Martyn to give everything he has including all of his clothes save his underwear to them, he tells the Warrior of Light at least he still has his dignity. This is followed by an extended shot of him walking back to Ul'Dah still in nothing but his underwear.
- Engineered Heroics: His assistants are a pair of Mamool Ja who pretend to menace the crowds he pitches to, so he can demonstrate Blue Magic to them.
- Honest John's Dealership: Gaudy outfit? Check. Selling something to the masses that has dubious uses and at a high price? Check. Due to the Yellowjackets receiving complaints from citizens about being ripped off and Martyn not bothering to explain the risks of learning Blue Magic, the Warrior of Light is tasked with trying out the new job themselves to make sure that it actually works. In the end, Martyn is banned from selling his soul crystals in La Noscea. The soulstones he is selling do work, but Martyn did not really bother to properly explain how they actually work to his customers.
- It's All My Fault: He feels partially responsible for introducing a sickness to the New World that is slowly killing the population. Overall, said sickness came from Eorzeans that traveled to the New World and while it's no more harmful than a common cold to Eorzeans, it's completely deadly to the people of the New World since they never had it.
- Only in It for the Money: Everything he does, he does for money. He refuses to perform Blue Magic to entertain a crowd until it's noted that he'll be paid for doing so. Likewise, he refuses to mentor the Warrior of Light on Blue Magic until money becomes involved. And even once he does start mentoring, he uses their training to make a quick buck. Around the level 30 job quest, it's revealed that he's been hung up on money due to needing expensive medicine to help the sick in the New World.
- Stage Names: He's given the stage name "The Great Azuro" because "The Great Martyn" doesn't sound nearly as interesting.
Discipline: Blue Mage
- Butt-Monkey: Any time a character needs to show off a Blue Magic spell, these two usually end up being the training dummies. When the Warrior of Light trains for the Carnivale, they accidentally miss their intended target with Glower and ends up hitting one of them by accident.
- Loophole Abuse: Royse is able to get them into Ul'dah despite the city's ban on beastmen, because the law in question doesn't say anything about Mamool Ja specifically.
- Mythology Gag: Their association with Blue Magic is likely a reference to how Mamool Ja were the only beastmen capable of using it in Final Fantasy XI.
- Third-Person Person: Both of them speak like this.
- Those Two Guys
- Nice Girl: She is willing to pay Martyn well for both his performances and to tutor the Warrior of Light. When she hears Martyn's reason for buying illegal contraband, she immediately offers to help him obtain it legally.
Discipline: Arcanist, Blue Mage
- Brilliant, but Lazy: In regards to Blue Magic. Hes an even greater Blue Mage than Martyn, but never really practiced the art since he views it as outdated and little more than a cute diversion. Despite this, he proves to be a very formidable boss in the Masked Carnival.
- Capitalism Is Bad: He agrees to fund Martyns cure for the new world so that he could exploit the dying natives to gain access to the massive ceruleum reserves under their sacred grounds.
- Graceful Loser: Despite his behavior beforehand, upon losing his challenge in the Masked Carnivale, he will gracefully honor the terms and congratulate the Warrior of Light on their talents.
- HeelFace Turn: His defeat in the Grand Carnivale helps him remember that he is a businessman and not a monster, agreeing to honor his agreement and find more humane ways to earn his profits.
- Hypocrite: Ostensibly, Whastrach wants to help the Eorzean Alliance in developing and fueling better weapons technology to resist the Garlean invasion with (and turn a tidy profit for himself in the process, of course). The bad part is, he's copying the Garleans' MO almost line-by-line: forcibly seizing the Whalaqee peoples' land and resources, denouncing their religion and traditions as "primitive superstition", and even planning to "recruit" them for his ventures, with the justification that he's "improving their society".
- Jerk with a Heart of Jerk: When you first meet him, he seems like a stuck up man who only cares about the profits he can make. When he finds out that Martyn has injured himself from overwork in the Grand Carnivale trying to make money to help the Whalaqee people, he says Martyn should have come to him since he also studied under the Whalaqee. He makes a deal with Martyn to use his funds to help make medicine for the Whalaqee, which surprises but cheers up Martyn. And then Whastrach uses said medicine to try to blackmail the Whalaqee for the resources in their land. You do eventually knock some sense into Whastrach causing him to realize that he had been acting like a monster.
- Mythology Gag: His stage name and flamboyant costume for the Masked Carnivale reference a boss from Final Fantasy V, Azulmagia, a demonic wizard with access to most of the games Blue Magic spells.
- Older Is Better: Averted. Whastrach Is a very staunch believer that the old ways are nothing more than distractions and superstitious which get in the way of progress.
- Only in It for the Money: His worldviews seems to revolve around getting ahead and making a profit. When the studies of Blue Magic appeared to be a dead end, he immediately abandoned it. His reasons for helping Martyn to treat the dying people of the New World was primarily to hold the cure hostage in exchange for ceruleum.
- Stage Name: After he agrees to take part in the Masked Carnivale, The Evil Warlock, Azulmagia. Hes less than thrilled with being billed as the villain but has fun with it nonetheless.
- Ungrateful Bastard: He exploits the dying people of the New World after they gave him a home and aided in his studies of their magic and culture.
Disciples of the Hand
An Elezen male who is the Guildmaster of the Carpenters' Guild in Gridania. Well respected, and friendly to most people.
- Ambiguously Gay: Has a very strong emotional attachment to Gairhard, and has a minor breakdown when the two men argue.
- Friend to All Children: He's particularly caring for the orphans who play in the area next to the guild, has the player help hand out toys to them, and check on how they are doing with their studies and practices in various guild and side quests.
- Important Haircut: One of the Postman quests reveals that he had once lost faith in himself and his craft, and let his hair grow out obscuring his vision in despair. The famed barber restored his self confidence, and in a flash gave him a new haircut to let him see properly. He's worn his hair in that style ever since.
- Multiple-Choice Past: During the side quest to gain the Harvest Dance emote, it's implied that he may have at one point been a ship builder in Limsa Lominsa, due to his singing of a builder's sea shanty during the quest.
- Stern Teacher: He is described as being quite strict, but unlike some other guildmasters, he doesn't hesitate to commend his students when they do their work well.
An intense and emotional captain in the Order of the Twin Adder who has a long history with Beatin.
- A Father to His Men: More than once, Beatin orders you to make expensive and high-quality equipment to fill an order for Gairhard. Each time, Gairhard states it's for his squad members to help keep them alive. No expense is too great.
- Security Blanket: Gairhard treasures the first bow Beatin ever made him — but it's a maple longbow, one of the weakest weapons in the game and on its last legs to boot. It broke in the middle of a battle with the Ixals, forcing him into hiding in Level 50 quest.
A Midlander Hyur male and guildmaster of the Blacksmiths' Guild. Skilled in his art, but unfortunately, known to be a heavy drinker and frequent visitor to Limsa Lominsa's Drowning Wench.
- The Alcoholic: Is known to hit the bottle rather heavily.Brithael: "If ye hadn't come along when ye did an' helped us turn things around with yer quality smithin', I reckon I'd be another workless drunk drownin' me sorrows at the Wench. Instead, I'm a happily employed drunk celebratin' me successes at the Wench!"
- Brilliant, but Lazy: By all means, he's a good Guild leader. Not overly bearing, and assigning jobs appropriately to members, so that newer and average skill members are given the common assignments (I.E. making knives, nails, ingots, and more basic weaponry and tools) to get training, while highly skilled members (Read: the player character), get the VIP commissions. The problem is, Brithael counts success in bottles of ale from the Drowning Wench tavern, which leads to things such as drunken bets of the reputation of the guild and shop to make high-quality equipment, or find himself a bit too hungover complete with a splitting headache to do his own work.
- No Guy Wants to Be Chased: His reaction to frequent love-letters from Sekka after her stay with their guild is to drop to his knees in despair; utterly uninterested in her affections, but too fearful of her father's wrath should he either reject or reciprocate them. And here he'd been hoping his days would be peaceful after retiring from sailing...
- Amazon Chaser: Is infamously known to give gifts of finely made equipment to the female gladiators.
- Because You Were Nice to Me: Her crush on Brithael first manifests after he defends her dream from her overbearing father.
- "Well Done, Daughter!" Girl: She is positively desperate for her father's approval that he might take her on as an apprentice. This is actually what's holding her back, as she's more focused on gaining his approval than actually being a good swordsmith.
A female Miqo'te and guildmaster of the Armorers' Guild. Cares a lot for her students and is willing to share everything about the trade.
- Cool Shades
- Foil: to Blansytr. He thinks that H'naanza's students will never progress and is very cynical, and also wants only experienced Armorers to do commissions, while H'naanza has faith in her students and states that if Blansytr had his way, the art will become esoteric and lost to history.
- Non-Standard Character Design: She's a Seeker of the Sun, yet her pale skin makes her appear to be a Keeper of the Moon.
- Break the Haughty: The Heavensward 50+ Questline is pretty well composed of repeated hits to his ego.
- Caustic Critic: Justified, since the craft is making armor and a shoddy job could end up costing someone their life.
- The Cynic: Has little faith in H'naanza's students (bar a certain and recent exception) and thinks that her idealism will ruin the guild's reputation and get someone killed.
- The Rival: To H'naanza and eventually the player.
- Worthy Opponent: Sees the player as this after they create better armor.
The recently-appointed Guildmaster of the Goldsmiths' Guild. She's a little eccentric, but nonetheless talented at her craft.
- Break the Haughty: He eats a little humble pie after the player supplies silver for his repair job.
- Caustic Critic: His defining trait is that he endlessly compares current goldsmiths' works to his old masters' works. Unlike all of the other caustics critics in the crafter questlines however, Gigi's criticism is Played for Laughs because his inevitable insult often Crosses the Line Twice.
- Damned by Faint Praise: Manages to Invert this. His initial criticism ("Not fit to make a chamberpot" "an affront to the gods themselves") is so ridiculously over-the-top that "I've seen worse" is treated as high praise.
- Deadpan Snarker: All the time.
- Flawed Prototype: The Reveal at the end of the 2.0 questline is that Gigi is actually "Mnejing", the first Mammet ever made. While Serendipity naturally finds this amazing, she decides against informing Gigi himself so his ego doesn't inflate any further.
- The Fog of Ages: Gigi has been around since the founding days of the Goldsmith's Guild and remembers the triumphs of every Guildmaster that ran it. Unfortunately, his age has caused his systems and his sanity to break down.
- Hidden Depths: For being a such a smart-ass, he has a strong sense of justice. He spots the questline's antagonist long before anyone else and readily tries to attack him when said antagonist holds someone at gunpoint.
- Insufferable Genius: His wealth of goldsmithing knowledge from previous guildmasters is indispensible, but it gave him an ego as big as all outdoors.
- Insulted Awake: The level 50 quest tasks you with creating a high quality Black Pearl Ring for what turns out to be a thief. After some events, Gigi has been incapacitated, and your character gets the bright idea of using the ring to revive him. As Serendipity points out afterward, it makes absolutely no sense in terms of mammet construction, and your character doesn't actually know anything about how they work, but it revives him anyway because he couldn't bear having your creation in his body.Serendipity: "In spite of your reckless attempt to repair him, there was no permanent damage. Indeed, when you began fumbling around with his components and attempted to shove that ring inside him, I was absolutely terrified! Thankfully, through sheer strength of will, Gigi overcame his injuries. And it's all thanks to your ring. In Gigi's eyes, your ring was so poorly wrought that it filled him with an overwhelming disgust. You reminded him of his purpose by creating focus for his grand disdain, and in so doing you helped him to regain his senses! Isn't that wonderful? [...] Anyway, please accept my sincerest thanks. And though Gigi would be loath it admit it, I'm sure that deep down he's grateful to you as well. Oh, in the future, please don't attempt to repair a mammet until you have at least learned the basics of their construction!"
- Mechanical Lifeform
- Wanton Cruelty to the Common Comma: His dialogue is rendered in alternating caps with the spaces replaced by a symbol, emphasizing his robotic nature as well as how broken down he is.
Seeker of the Sun Miqo'te (J'khebica), Ananta (Kanchana)
- Always Identical Twins: Wido and Hal. The two are only distinguishable because Wido wears a red shirt and white pants, while Hal wears a blue shirt and black pants.
- Blind Without 'Em: J'khebica. Subverted as she's blind with 'em, too. The level 65 quest is dedicated to making her a pair of glasses that actually work for her.
- Those Two Guys: Wido and Hal.
The Guildmaster of the Leatherworkers' Guild, and Fen-Yll Fineries. A strict, no-nonsense woman, famed for threatening to flay the skin of those who waste her time, and use it as leather.
- Damned by Faint Praise: Tells the player that the order of Hard Leather she just demanded will see good use... as practice material for amateurs, and mocks them in a rather hilarious manner for thinking it could possibly be good enough to be sold. She points out that trusting the player to make practice material for amateurs shows that she no longer considers them an amateur, but even that is pretty faint praise.
- Deadpan Snarker: Boy, is she ever. Geva takes no crap from anyone.
- Good Parents: According to Encyclopedia Eorzea, Geva is a kind and loving mother of two at home, not that you'd ever see this side of her in game.
- Jerkass: And how. It takes a number of quests for her to even say the player's own work is good to be sold, criticizing you all the way. Asking her simple questions, has her threatening to fire you from the guild altogether. Justified however, as she has very good reasons for being so demanding. The misuse and waste of leather could lead to over-hunting and poaching, and risk enraging the Elementals of the Black Shroud. There's also the good reputation of Fen-Yll Fineries to uphold. And like Blanstyr, Geva recognizes insufficiently good armor or weapons can get people killed. Indeed, many of the quests where she lectures most about the importance of good work involve combat gear.
- Jerk with a Heart of Gold: That said, she isn't completely mean, as she recognizes from the start that the player does have the potential to be proficient in their work, and like all the other guildmasters, she starts warming up to you considerably after you start creating items of exceptional quality. She also happily agrees to accompany Mother Miounne to enjoy the Hatching-tide festivities, not to mention her being a very loving mother in Good Parents above.
- Mistaken Identity: Famed for her Geva pattern leather. Unfamiliar customers think this means the leather has some fancy design or pattern stamped or cut into it. In reality, it's a cutting technique that Geva pioneered to reduce waste of leather, without sacrificing quality.
- Sink-or-Swim Mentor: Implied to be this. Those who fail to meet her standards are kicked out, or quit the guild. This comes back to bite her, and the guild in the rear latter on, when due to a large number of the members quitting, the guild falls severely behind on work orders.
A Hellsguard Roegadyn and Guildmaster of the Weavers' Guild. A man of high fashion, his exacting standards ensure that the guild's customers receive only the finest clothing. Is totally not Masked Rose in the Gold Saucer. Nope.
- Paper-Thin Disguise: No, Masked Rose in the Gold Saucer is totally not Redolent Rose in disguise, why would you ask that? Serendipity even lampshades that she's seen him before.
- Serious Business: He demands that new recruits to the guild be prepared to suffer for their art.
- Sharp-Dressed Man: Very gentlemanly in appearance.
- Younger Than They Look: As large and burly as any Roegadyn, Encyclopedia Eorzea reveals Big Rose is only twenty six years old.
- Affectionate Nickname: Wawarukka and Redolent Rose have been friends for some time, and Wawarukka refers to him as "Big Rose".
- He Cleans Up Nicely: Though he doesn't agree at first. When Kokomo sees him in the outfit you make for him at the end of the quest line, she doesn't even recognize him.
- I Want My Beloved to Be Happy: He's resolves to let Kokomo marry a more fitting groom when he sees her with him. At first, but see Took a Level in Badass below.
- Rummage Sale Reject: His choice in clothing tends to clash with whatever item the player makes for him, to Redolent Rose's dismay. His first suit looks like something straight out of a pirate movie and his second outfit (suggested by his friends) has less of a theme.
- Took a Level in Badass dashes in the way of the jerk ass groom-to-be that was about to slap Kokomo, and even scares him off afterward.
- Damsel in Distress: At the end of the quest line.
- My Beloved Smother: Kokomo's father is rather controlling of her, and often has her in a new gown to show off for one event or another.
- Satellite Love Interest: She's mostly there to add something resembling a constant story to the Weaver quest chain.
- Shout-Out: Her name might possibly be derived from The Beach Boys song "Kokomo".
- Jerkass: What little we see of him is his being a smug jerk.
- Politically Incorrect Villain: Demands that Kokomo look at him when he gossips bad naturedly to her, and prepares to slap her for not doing so.
- Smug Snake: See Jerkass above. The smirk on his face is dropped maybe once.
- Would Hit a Girl: Though Wawarukka stops him.
Guildmaster of the Alchemists' Guild, he toils in his lab day and night, working towards a hidden goal...
- Back from the Dead: His goal is to revive W'nahja.
- Evil Laugh: He appears during the 2016 Starlight Celebration, and yes, his laugh is the evil "Mwahahaha!"
- Insufferable Genius: He's the Alchemist Guildmaster for a reason, no question, but he's a very abrasive person who'd rather not have to talk to anyone and focus solely on his work.
- Somebody Else's Problem: His attitude towards the requests that the guild receives. To the point where the guild gets so filled with unfinished requests that he tasks the player to fulfill them so that he wouldn't be bugged about them.
- The Infiltration: She infiltrated the Velvet Hands, a group of thieves, on behalf of the Sultansworn.
- Secret Test of Character: She was the one who ordered Severian to make the Blinding Potions while masked as a bandit to see if he would actually do it despite it being clearly a dubious request. The fact that he actually took the commission despite it being so shady (or more accurately passing the job to you) makes it clear to her that his obsession with reviving her dead sister has gotten to the point of having no restraint or self-control, a far-cry from how he used to be.
A Roegadyn and guildmaster of the Culinarians' Guild. Head chef of Limsa Lominsa's famous Bismarck restaurant.
- A Father to His Men: He genuinely does want what's best for his cooks, even if the chefs themselves are more worried about getting orders completed. Many quests involve helping overworked staff get themselves a bite to eat.
- Doing It for the Art: He's also far less concerned with the Bismark's reputation or profit than with ensuring there's a place for people to learn the culinary arts.
- Meaningful Name: His name means "Long Knife" in the old roegadyn tongue.
Disciples of the Land
Guildmaster of the Miners' Guild.
- Deceptive Disciple: Deep Canyon believes her to be this, slandering him so that she would inherit the guild instead of him. However, this is far from the truth, quite the opposite in fact.
- Self-Made Woman: Not many Ala Mhigan refugees get to the kind of position she has in Ul'dah.
- Sweet Tooth: Says herself she's "fond of the odd sweet or three".
- Becoming the Boast: A variant, his father has been tampering with records to inflate his accomplishments, so rather than let such lies stand he does everything he can to achieve the feats his father made up on his behalf. This does not work out well.
- Break the Haughty: After losing to the player character three times as well as his father's tampering the record books to inflate his accomplishments to a point he can't keep up with. Even referring himself as Brass - Pretty to behold, but worth little.
- Even Jerks Have Standards: He cannot condone his father tampering with the records to raise his standing to the point where he frantically tries to legitimize them. In fact, he is the one who turns him in.
- Generation Xerox: Seems to resent the Player Character as much as his father resents Aldalberta. He comes around.
- Jerk with a Heart of Gold: Starts as antagonistic towards the player, but not even he can allow his father tampering with the guild records.
- The Rival: At first, but then sees the player as a...
- Laser-Guided Karma: His tampering of the guild records, out of misguided revenge towards Adalberta, is what nearly costs him his job.
- Poor Communication Kills: Believed that Adalberta spoke to the previous Guildmaster to discredit him when in actuality she was speaking against herself inheriting the guild.
- Revenge by Proxy: Deep Canyon wants Wide Gulley to inherit the guild after ruining Adalberta's reputation. Then the player's character comes along and starts out-performing him...
- The Resenter: Towards Adalberta, who he believes conspired against him to inherit the guild for herself.
- A Father to His Men: He wants to help raise the standing for his group and give them all a better life, but he's careful to always keep everyone's safety in mind, even if they have to trek deep into hostile territory.
- The Nicknamer: Assigns one to everyone under his command. Including you. Since you're the actual mining specialist of the group, he decides Professor is a suitable title.
- Rugged Scar: Several are visible on his face, likely the result of many years of mercenary work.
- Dark Secret: He was originally a member of the Illuminati, but left once their methods became fanatical and xenophobic.
- Only Sane Man: Often has to provide a middle ground solution when his colleagues disagree on how the Gobroller should be built. When one says the controls should be built for the average Eorzean, and the other believes they should be sized for Goblins, Stickqix offers up the suggestion to make the controls adjustable.
- Ooh, Me Accent's Slipping: He's learned to speak the common tongue fluently, though he lapses back into Goblin Buffy Speak when he gets agitated.
- Poor Communication Kills: Inverted. Him leaving without informing his colleagues of where he's going inspires them to finally stop infighting and finish the Gobroller.
The master of the Botanist's guild.
- Actual Pacifist: Fufucha despises warfare. This causes her no end of turmoil as so many orders from her guild are supplies to be used in Gridania's continuous conflict with the Ixal.
The leader of the Fisherman's guild.
- Added Alliterative Appeal: Truly, you'd become weary watching for a window where one of his worldly weavings of wordplay wasn't like this.
- Brilliant, but Lazy: He undoubtedly has the talent required of a Guildmaster, but is far too busy spending his days fishing and womanizing to bother with actually running the guild.
- Obsessed with Food: The only thing he knows more about than fish is all the delicious ways that they can be prepared for dinner.