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Characters / Final Fantasy XIV - Disciples of Magic

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This page covers the NPCs featured in the various Disciple of Magic questlines. For the Disciple of Magic classes and jobs themselves, see Caster Classes and Healer Classes.

As the story has advanced beyond the point of hiding plot twists, there are unmarked spoilers below, you have been warned.

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Arcanist

    Thubyrgeim Guldweitzwyn 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_thubyrgeim.jpg
Race: Sea Wolf Roegadyn
Discipline: Arcanist
"We must all come to accept our limitations, lest our ambitions lead us astray. However, we must not lose sight of our strengths in the process."

The acting guildmaster of the Arcanists' Guild. Despite being a Sea Wolf, she devotes her time to research and intellectual pursuits rather than fighting.


  • Cool Teacher: Thubyrgeim is always worried about the health and well-being of her guildmembers. Her job quests begin with her asking if you've been getting enough sleep, explaining that you can confide any worries to her, and asking that you eat enough to keep your mind sharp. She's never unreasonable and always polite, never turning anyone who bears an interest in arcanima away. She even lets Tataru practice with the guild despite noticing Tataru's low affinity for it.
  • 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.
  • High-Class Glass: She wears a monocle everywhere she goes, denoting her scholarly and mentorly pursuits.
  • 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: Downplayed. She speaks with a refined and scholarly tone that stands in stark contrast to her fellow Lominsans' regional accent. While she does use more complex words, she's hardly incomprehensible when compared to other scholars like Severian.

    K'lyhia 
https://static.tvtropes.org/pmwiki/pub/images/klyhia.jpg
Race: Seeker of the Sun Miqo'te
Discipline: Arcanist
Foreseer of the Arcanists' Guild, who was able to rise to her position using nothing but an initiate's grimoire.
  • 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.
  • Heroic BSoD: After encountering Doesmaga as well as the unrepairable damage to her Grimoire - a gift from the Guildmaster - as a result of the former 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.
  • Shorter Means Smarter: Not only does the brainy K'lyhia have her height set to minimum, her model is also scaled down slightly such that she is shorter than is possible for player-created miqo'te.
  • Walking the Earth: In search of the guildmaster at the conclusion of the Arcanist storyline.

    Doesmaga Poisonheart 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_doesmaga.jpg
Race: Sea Wolf Roegadyn
Discipline: Marauder
An infamous pirate and important figure in K'lyhia's past.
  • 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), he was also involved in an underground slave trade. This was considered so bad that Limsa Lominsa, a nation of pirates, exiled him.
  • Names to Run Away from Really Fast: Poisonheart. A perfect description for a pirate and slaver.

    K'rhid Tia 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_krhid.jpg
Race: Seeker of the Sun Miqo'te
Discipline: Arcanist
"Strategy is a tool used to manipulate one's situation into the desired reality."

The guildmaster of the Arcanists' Guild, who travels the world conducting research.


  • Trickster Mentor: Has the player perform a number of silly tasks in order to meet with him.
  • Wandering Wizard: He's been traveling the world for several years at the start of the questline, and only shows up for a single quest near the end. He travels to conduct research into arcanima, a school of magic that derives power from shapes and formulas most commonly drawn through aetherically conductive ink. His constant absences have also left Thubyrgeim in charge of the guild as its acting guildmaster.

Scholar

    Alka Zolka 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_alka_zolka.jpg
Race: Plainsfolk Lalafell
Epithet: Alka Zolka the Thinker
Discipline: Marauder
"I am not at all like my more muscular brethren. Rather than rush into an enemy's maw, I formulate and execute stratagems to great effect."

A Lalafell Marauder and researcher, who is interested in uncovering the lost magical arts of Nym.


  • Ascended Extra: In Endwalker, he joins the Ilsabard Contingent as one of Limsa Lominsa's representatives.
  • 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?: At the end of the level 50 quest, The Beast Within, he is horrified to learn 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.

    Tonberry Wanderer/Surito Carito 
Race: Tonberry
Epithet: The Strategist
Discipline: Scholar
A Tonberry found in the Wanderer's Palace that acts as the boss of the quest The Beast Within. He's actually a Lalafell Scholar from Nym before it fell 1500 years ago and the former owner of the Scholar Soul Crystal as well as the former partner of the faerie that came with it, Lily.

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 faerie that accompanies the player as his Sun.
  • 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.
  • Really 700 Years Old: 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.

    Halga Tolga 
Race: Tonberry
Epithet: Battleseeker Halga Tolga
Discipline: Marauder
"Realm's gone to shite if these sorry specimens're all the Royal Marines've got left. But they'll march like proper soldiers when I'm done, or my name isn't Halga Tolga!"

Another Tonberry met at level 56. Once the greatest drill instructor in the Nymian military.


  • 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.
  • Really 700 Years Old: 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.

    Setoto Seto 
Race: Tonberry
Discipline: Scholar
"Indeed! I, too, noticed that my skin once again glows a healthy shade of green!"

A Tonberry who had left the Wanderer's Palace in search of her father's belongings.


  • Humanity Ensues: It took one whole expansion for it to happen, but Surito Carito's research finally bears fruit when the experimental cure was attempted on her. The possibility of it going wrong was high, but she is successfully turned back to her lalafell self.
  • Informed Attractiveness: Alka insists she is a beautiful young woman, but due to her status as a Tonberry, the Warrior of Light has trouble telling that she's a woman at all.
  • Insecure Love Interest: She reciprocates Alka's feelings for her, but her Tonberry form keeps her from willing to act on them.
  • Really 700 Years Old: Like all Tonberries in the Wanderer's Palace, due to being in stasis. Although she's the youngest of the Tonberries that you meet, as she was less than 20 years old when she caught the Green Death.
  • Was Once a Man: Woman in this case, though it hasn't impeded Alka's feelings towards her. Averted at the end of the lv. 80 Shadowbringers quest, where she is successfully returned back to her original Lalafell form.

    Bitoso 
Race: Voidsent
An ancient Voidsent who, long ago, was summoned and trafficked into the ancient society of Nym by their sworn enemies, the society of Mhach. He succeeded in his masters' goal of bringing ruin to Nym with the Tonberry plague.
  • 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.

Summoner

    Y'mhitra Rhul 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_ymhitra.jpg
Race: Seeker of the Sun Miqo'te
Epithet: Y'mhitra the Learned
Discipline: Conjurer
"The tales my sister wove of the wild realm of Eorzea were that first encouraged me to visit. But beyond that initial curiosity, there is much in this land to interest an avid scholar."

A Conjurer and archaeologist from the Sons of Saint Coinach who seeks knowledge of the primals. She serves as the primary questgiver for the Summoner storyline.

Gee, that last name seems awfully familiar...


  • Adventurer Archaeologist: She's 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.
  • Anger Born of Worry: She has this towards her sister Y'shtola often. It's mentioned that said character's life threatening escapades often provoke some barbed words from Y'mhitra and that in one instance of two such moments occuring in close succession prompts a lengthy lecture about taking better care of herself.
  • Badass Bystander: During the first Gunbreaker instance where you have to escort a young songstress through Gridania, stopping by Apkallu Falls (where Y'mhitra hangs out) results in bandits attacking - Y'mhitra will help fight them off regardless of whether or not she knows you.
  • Batman Gambit: She lies to Dancing Wolf and the Warrior about the existence of a tome that will give the Warrior a powerful spell so the Ascian hunting them would interfere to stop the Warrior from growing more powerful. There is no such tome, but the lie lures the Ascian out of hiding into a place where he can be slain.
  • The Medic: She's a conjurer, and assists in battle by healing.
  • Mentor Archetype: Y'mhitra is an interesting example. She isn't a Summoner herself, but she has researched ancient Allagan summoning techniques extensively enough to be an effective teacher for the player nonetheless.
  • New Powers as the Plot Demands: She invokes this in the final Heavensward quest, banking on the Warrior developing the powerful spell needed to slay an Ascian mid-battle with one. When asked what her plan was if they couldn't, she says she never doubted they would rise to the occasion.
  • 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.
  • Shipper on Deck: Implicitly for the Warrior of Light and her sister Y'shtola. She urges the latter to find someone to settle down with, specifically someone that would help her stay safe, and tells the Warrior they are specially important to said person and asks them to look after her.
  • Slave to PR: A little bit. Part of what motivates her in stopping the villains of the Summoner questlines is they are using summoning magic for evil, which might turn the people against summoning and stifle her and the Warrior's efforts to revive the art.
  • 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 Y'shtola out of the Lifestream and back into the physical world.
  • The Smart Guy: She's a skilled archaeologist and has studied Allagan summoning techniques thoroughly enough to teach the Warrior of Light how to become a Summoner, despite not being one herself. In Heavensward, she also correctly deduces the Ascian of the Twelfth Chalice's weakness and comes up with a successful plan to exploit it. They don't call her "Y'mhitra the Learned" for nothing.

    Tristan Lowe 
Race: Midlander Hyur
Epithet: Tristan Nightflicker
Discipline: Summoner
Known as the Dark Summoner, his goal seems to be obtaining as many soul crystals as possible to increase his power.
  • Arc Villain: He's the antagonist of the A Realm Reborn Summoner questline, which ends in his death.
  • 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 Evoker armor.
  • Hoist by His Own Petard: After his defeat in the level 50 Summoner quest, he summons his Ifrit-Egi for a super-charged attack, but in his weakened state loses control of the spell, causing the Egi to literally blow up in his face.
  • 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: Hires a mercenary to kill the player by claiming that they have been tempered.
  • Mercy Kill: To his own tempered brother. Though how much "mercy" was in the act is up for debate, given that Tristan seemed more concerned about the perceived humiliation his brother's tempering brought to himself than his brother's condition, denouncing his brother as "weak-willed" for getting tempered in the first place.
  • Not Enough to Bury: There's nothing left of him after his final attempted attack blows up in his face.
  • 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.

    Dancing Wolf 
https://static.tvtropes.org/pmwiki/pub/images/dancing_wolf.png
Race: Hellsguard Roegadyn
Discipline: Gladiator

A Captain of the Immortal Flames, Dancing Wolf is investigating a series of attacks by a black-robed Summoner matching Tristan's description, and asks Y'mhitra 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 Tristan's commanding officer before the latter's 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 casualties—many 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 Tristan's 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 Tristan's subsequent descent into villainy. By extension, he also views the operation that lead to Tristan's 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 player's Sorcerer.
  • This Is Unforgivable!: He is angered by the Ascian of the Twelfth Chalice reanimating Tristan's brother as an undead pawn, and vows to make him pay.

    Crispin, Denise, and Jajasamu 
Race: Midlander Hyur (Crispin, Denise), Dunesfolk Lalafell (Jajasamu)
Discipline: Summoner

A trio of rookie Summoners under Dancing Wolf's command, eager to test their abilities against the Warrior as part of Principia's second test.


  • Always Second Best: Jajasamu is the most accomplished and powerful of the three members of Dancing Wolf's squad of summoners. If not for the Warrior being the most powerful summoner alive, he'd be the strongest summoner in the present day. He acknowledges this and doesn't mind it, resolving to continue refining his skills while hoping to one day be able to compete with the Warrior. This even lampshaded by the title of the Level 80 Summoner Quest, "To Be Second Best".
  • 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.
  • Hidden Depths: Though Jajasamu is rather surly and immediately distrusts Fordola during her first conscripted battle with the Summoner Squad and Arenvald against Ifrit, he does worry that she and Arenvald feel obligated to help fight primals due to their resistance to tempering and wishes to make sure that they aren't feeling forced into it (though Fordola's only other choice is probably a noose all things considered).
  • Military Mage: They're a unit of Summoners within the Immortal Flames, and at least one of them — Jajasamu—holds the rank of Lieutenant.
  • Only in It for the Money: Jajasamu serves in the Immortal Flames and fights primals for the sake of getting paid, as he admits to the Warrior of Light during the level 80 quest. Given that he's an ex-mercenary and employed by the city-state whose motto is, "For Coin and Country!", it's not too surprising.
    Jajasamu: Me, I'm in it for the coin—have been ever since I sold me spells with the Company o' Heroes. Most of the soldiers I march with ain't much different. We're happy to put our lives on the line as long as there's a purse waitin' for us at the end o' the day.
  • Pint-Sized Powerhouse: Jajasamu, as a lalafell, is the shortest of the three. He's also the most powerful, as he's the only one to have beaten Titan in addition to Ifrit. Accordingly, he holds a higher rank than Crispin and Denise.
  • Retired Badass: Downplayed. Jajasamu was once a member of the Company of Heroes, making him an elite soldier among elite soldiers. But while most of his compatriots have retired to more peaceful professions as bodyguards and law enforcement (though they do see their fair share of action), Jajasamu enlisted in the Immortal Flames for the coin he'd earn from it.
  • Stripperific: They wear the Immortal Flames' Elite Casting set as their Summoner uniforms. These cover the arms and everything below the waist, but leave their chests mostly bare.

    The Ascian of the Twelfth Chalice 
Race: Ascian
Discipline: Summoner

A lesser Ascian who serves directly under Lahabrea along with his associates, the Ascians of the Twelth Sword, Staff, and Pentacle.


  • Arc Villain: Of the Heavensward Summoner quests.
  • Black Mage: As can be expected of an Ascian at this point, the Chalice 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, the Chalice is able to call down meteors during his boss fight.
  • Conservation of Ninjutsu: In the first battle with the Chalice, the Ascian first summons an Ifrit-Egi then a Titan-Egi, both reasonably tough. After they fail, he starts summoning all three Egis simultaneously, but they are each far weaker and die in a few hits.
  • The Dragon: They are direct subordinates to Lahabrea, loyal only to him.
  • Early-Bird Cameo: The Sword and Staff make their first appearance at the end of Haukke Manor in A Realm Reborn, but the group don't become a focus until Heavensward.
  • Greater-Scope Villain: The Sword and Staff appear throughout A Realm Reborn, gifting Tristan his Belias-Egi in the Summoner storyline, teaching the beast tribes the rituals for summoning the Extreme versions of their primals, and their presence at the end of Haukke Manor implies the group may have been this to Lady Amandine as well.
  • Killed Off for Real: They are slain at the end of the level 60 quest. Y'mhitra speculates that the black-masked lesser Ascians don't have the same mastery of body-snatching as their red-masked superiors and cannot possess living beings; whatever the reason, when you defeat him he's unable to abandon his body so he dies with it.
  • The Man Behind the Man: He was the one pulling Tristan's strings during the A Realm Reborn Summoner quests.
  • Necromancer: The Chalice is 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 Chalice 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. The Staff is also the one responsible for teaching Tristan how to summon Belias-Egi.

    Principia 
"Principia, at your service. I am a humble familiar, humbly familiar with the doctrine of summoning."

A talking book created by the ancient Allagans to act as both a teacher and an instruction manual for future generations of summoners. Having been awakened by the increasing frequency of primal summonings, Prin is eager to impart its knowledge unto a worthy student.


  • Animate Inanimate Object: It's 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 Pia. She chooses the former.
  • Meaningful Name: Principia is the plural form of the Latin word principium, which means "foundation"—quite 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: Prin's third test is meant to assess how prospective summoners will act in a life-or-death situation, and determine whether they're the type of person who would use a summoner's power responsibly or abuse it for personal gain.
  • Spell Book: A sentient magical book containing a wealth of information on ancient Allagan summoning techniques.

    Master Sari 
Race: Midlander Hyur
Epithet: Sari of the First Ring
Discipline: Summoner
"Ah, the 'potential' has arrived. Shall we test the limits of your power?"

A master Summoner from ancient Allag. He created Principia to ensure that the knowledge of summoning techniques could be passed down to future generations.

Despite having lived thousands of years ago, he—or someone who looks like him—suddenly appears during the player's 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 Sari's 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 can't 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 Sari's 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.
  • Mystical White Hair: A white-haired master summoner.
  • 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 Wolf's Summoner squad speculate that the Sari encountered by the Warrior of Light might be a clone of the original. It's 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 Sari's personality. The Sari you've been chasing around is an Egi avatar created in the real Sari's 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 Node's 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.

Conjurer/White Mage

    E-Sumi-Yan 
https://static.tvtropes.org/pmwiki/pub/images/e_sumi_yan_ffxiv.jpg
Race: Padjal
Discipline: White Mage
"Some burdens are too heavy to bear even for those so favored to abide."

A calm and intelligent Padjal who leads the Conjurers' Guild.


  • 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 Sylphie's mother 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.
  • 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.
  • Color-Coded Eyes: His grey colored eyes are meant to imply wisdom and mystery.
  • Demoted to Extra: 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, instead being relegated to class and job quests.
  • 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 and the player's HP.
  • Magic Staff: His conjury radical.
  • Mistaken Age: Sidurgu mistakes E-Sumi-Yan for a boy, but the Conjurer corrects the "young man" that he is several times his age.
  • The Older Immortal: He is the eldest of the living Padjal, being over two hundred years old.
  • 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.
  • 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..."

    Sylphie Webb 
https://static.tvtropes.org/pmwiki/pub/images/sylphie_ffxiv.jpg
Race: Midlander Hyur
Epithet: Sylphie Sweetwind
Discipline: Conjurer
"Never have I heard the voices of the elementals so clearly before. They want to tell me something, I just know it!"

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: She lost her healing abilities after trying and failing to cast Raise. This leads to Sylphie having to learn how to conjure the elementals in the proper way.
  • Cast from Hit Points: The inadvertent source of her healing abilities, due to her refusal to embrace nature.
  • Close to Home: Although she insists that emotions didn't sway her decision, Sylphie feels compelled to help Senche and Gatty because Senche is Secretly Dying. As someone who was also incredibly close to her mother before losing her, Sylphie wants to buy Gatty as much time as she can.
  • 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, Sylphie reluctantly learns how to conjure like she's supposed to, but finds it wonderful to hear the voice of nature. This leads to Sylphie questioning why her mother refused to learn how to conjure the normal way if it ended up being such a wonder. Sylphie 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 conjurers 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: Sylphie refuses to conjure at all after finding her mother's journal, as her mother heard the angry voices of nature and figured that mortals and nature couldn't coexist. As such, Sylphie tries to protest against the use of conjuring magic, until she witnesses conjurers 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.
  • Heroic 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 keeping her from doing that.
  • Missing Mom: Due to shunning the lessons of conjury in favor of solely focusing on healing. Her mother died trying to use healing spells without aid from the elementals, which drained her life force instead.
  • 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. If she continued to cast healing magic the way she did, she would have died the same way.

    Raya-O-Senna and A-Ruhn-Senna 
https://static.tvtropes.org/pmwiki/pub/images/raya_o_senna_ffxiv.jpg
https://static.tvtropes.org/pmwiki/pub/images/a_ruhn_senna_ffxiv.jpg
Race: Padjal
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.


  • Ascended Extra: A-Ruhn-Senna not only appears in Endwalker Main story but he’s also one of the few Job and Role quest characters to gain a voice actor.
  • Battle-Interrupting Shout: A-Ruhn does this in Endwalker when Jullus and the 1st Legion suicidally attack Lucia and the Ilsabard Contingent, who seem to be preparing to oblige them. The shout is accompanied by a blast of wind magic that forcibly separates the two, followed by him admonishing both sides as one would a child.
  • Expy: Their designs call to mind Palom and Porom from Final Fantasy IV if they were both white mages. They have the same Foolish Sibling, Responsible Sibling dynamic, with the brother as Foolish and the sister as Responsible. They have similar hairstylers to the two twins as well, and they look up to an Old Master. They also become more staunch allies to the hero after a display of power and a testament from said master.
  • Eyes Out of Sight: A-Ruhn-Senna's red hair always 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.
  • Superhero Speciation: Although the Senna siblings are all white mages, Raya-O surpasses her siblings at her ability to wield purging and cleansing white magic while having reduced ability to hear the elementals. A-Ruhn's ability to hear the elementals is the most sensitive of the three to the point of struggling to make conversation with people. Kan-E's abilities are ecliped by her younger siblings in their specialties, but she also has a keen gift of prophecy, the social skills, and the maturity necessary to lead the Seedseer Council.
  • 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. This choice leads to A-Ruhn's involvement in Endwalker.

    A-Towa-Cant 
https://static.tvtropes.org/pmwiki/pub/images/a_towa_cant_ffxiv.jpg
Race: Padjal
Epithet: The Wandering Padjal
Discipline: White Mage
The deceased master of White Magic. As a Conjurer, the Player Character is sent to assist Raya-O-Senna and A-Ruhn-Senna. In doing so, he/she stumbles across a White Mage Soul Crystal. Raya-O decides this makes you the heir to A-Towa-Cant's legacy, though A-Ruhn disagrees.

A-Towa-Cant, in life, traveled Eorzea aiding those who needed it. He eventually met his end at the hands of Kobolds after entering their territory.


  • 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.

    Eschiva Keyes 
https://static.tvtropes.org/pmwiki/pub/images/eschiva_ffxiv.jpg
Race: Midlander Hyur
Epithet: Eschiva the Aetherial
Discipline: Lancer

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.


  • 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 due to being honorbound to the forest. Eschiva says that the padjal are the ones who should be protecting the people of Twelveswood, but they've been relying on the Warrior of Light and herself to do all the heavy lifting for them. When Raya-O-Senna says that they can't leave due to their oath, Eschiva accuses them both of being Lawful Stupid, since Alaqa is corrupting nature and they won't do anything about it because it's against the rules.
  • 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.
  • Put on a Bus: Despite A-Ruhn having a minor voiced role in Endwalker as the leader of Gridania's forces in the Ilsabard Contingent, Eschiva is not present, having apparently elected to remain behind in Gridania.
  • 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.

    Alaqa 
https://static.tvtropes.org/pmwiki/pub/images/alaqa_ffxiv.jpg
Race: Xaela Au Ra
Discipline: Thaumaturge, Conjurer

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 the level 50-60 White Mage quests.


  • The Atoner: To make amends for her misdeeds with the Taint, Alaqa joined the Conjurer's Guild to learn the ways of healing.
  • 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: Invoked. The "spoils" of her research is a powerful undead dragon under her thrall. This is hinted at when the Warrior of Light and Eschiva first meet Alaqa, as they find her staring at the skeleton of a dragon and musing on how it should prove as a worthy candidate.
  • Evil Smells Bad: The narrative implies that she smells bad. Eschiva remarks on a stench upon meeting Alaqa for the first time, and the textboxes call her Malodorous Mage before the player learns what her name is. Later on, Eschiva clarifies that "the stench of death" is all around Alaqa.
  • 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. But she doesn't do any actual fighting herself.
  • Reformed Criminal: The Shadowbringers White Mage questline reveals that she has atoned for her crimes and is repaying her debt to society by taking up the arts of conjury to heal people and the forest.
  • Revenge: She spreads the taint to get revenge on the people who made her life and the life of her clan miserable.
  • 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.
  • When She Smiles: She repays her debt to society by becoming a Conjurer. She's more open than she used to be and when she saves Gatty's life, she actually smiles, which makes everyone else shocked since they never saw her smile before.

    Gatty Orwell 
https://static.tvtropes.org/pmwiki/pub/images/gatty_ffxiv.jpg
Race: Spoiler
Epithet: Gatty Deepwood
Discipline: Conjurer
"I... I'm in control now. Thank you..."

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 nearly 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.
  • The Cameo: Appears briefly alongside her mother in "The Weight of a Name" short story, where she is saved by Yda and M'naago, though she goes unnamed.
  • 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.
  • 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.
  • 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.

    Sanche Orwell 
https://static.tvtropes.org/pmwiki/pub/images/sanche_ffxiv.jpg
Race: Midlander Hyur
Discipline: Archer
Gatty's mother. She forbids her from interacting with anyone from Gridania and is very protective of her.
  • The Cameo: Appears briefly alongside Gatty in the "The Weight of a Name" short story, though she goes unnamed.
  • 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.

    Camamotz 
Race: Voidsent

  • Breaking Speech: It gives Gatty this to try and make her give it her soul, telling her she's responsible for killing her mother.
  • Dark Is Evil: Like all voidsent, it revels in its own twisted desires.
  • Final Boss: Of the Stormblood White Mage storyline.
  • This Cannot Be!: It says this after finding itself on the very well deserved receiving end of a Curbstomp Battle by four white mages!
    "Your feeble magics are...ah...AAAHH!"

Thaumaturge/Black Mage

    Cocobuki Lolobuki 
https://static.tvtropes.org/pmwiki/pub/images/cocobuki.jpg
Race: Dunesfolk Lalafell
Discipline: Thaumaturge
"Fire, lightning, blizzards, somnolence— the thaumaturge calls upon an expansive arsenal of offensive incantations to incapacitate and oblierate all manner of adversaries."

The Guildmaster of the Thaumaturges' Guild. ...Well, all five brothers are, but he's the eldest.


  • Aloof Older Brother: All of them love their youngest sibling Cocobusi, but their attempts to get him to find another path of study that won't kill him come across as patronizing and condescending. Rather than convincing Cocobusi, the brothers' behavior only magnifies Cocobusi's desire to find away around his Dream-Crushing Handicap right up to being possessed by a voidsent.
  • Big Damn Heroes: Using a fire spell, Cocobuki destroys the throwing knife Mormo intended to kill the Warrior of Light with.
  • The Cameo: The brothers show up in a late Main Scenario quest in Stormblood, using their magic as a siege weapon to break open the gates of the Ala Mhigan Quarter.
  • Cowardly Lion:
    • 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.
    • The Coco brothers all engage in fights they're absolutely sure that they can win, and even teach the same tactic to the thaumaturges that they train. So when the voidsent Mormo goes free, and their victory over her is far from certain, most of the brothers back off. Cocobuki, however, vows to fight against Mormo even though he's likely going to lose, even offering himself up as bait so that the Warrior of Light and his brothers can kill Mormo permanently. But it's only through Buki's bravery, self-sacrifice, and willingness to face her that they even get that far.
  • Dark Is Not Evil: Dresses in very dark clothing but is a good person.
  • 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.
  • Eyepatch of Power: His right eye is bandaged over.
  • In the Hood: He and his brothers wear hooded robes. To separate Buki from his brothers, Buki's robes are black; every other brother's robes are red.
  • 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 until the 2020 Rising event, though the details aren't discussed; just that Nanamo only had seven people come to her aid, with only a stained glass painting revealing the identities of Nanamo's Seven.
  • Law of Chromatic Superiority: Inverted. He is the only one wearing a black hood while his brothers each wear a red hood.
  • My Greatest Failure: Not killing Mormo when he had the perfect chance to. When Cocobuki first sees Mormo, she's at her weakest, and a prime target for his magic. But because she's possessing Buki's younger brother Cocobusi, Buki can't bring himself to attack. Later on, Buki confesses to the Warrior of Light that he knows he messed up and that more people are going to die because of his inaction, and that the guilt will shame him. It's why he feels he Must Make Amends by offering himself up as bait to Mormo so the Warrior and his brothers can finish her.
  • Smug Super: Their thaumaturgical might may be the real deal, but the Lolobuki brothers are all rather smug about their prowess and positions as the guildmasters. They help themselves to a crate of stolen ethers thay they were supposed to return to their owners. When the merchants come to bill the brothers for their actions, the Lolobukis have the gall to have the Warrior of Light put on a show of shameless weeping to guilt trip the merchants and get away with it.
  • Verbal Tic: Cocobuki usually hums before a sentence. "Hm hm hm."

    Cocobusi 
https://static.tvtropes.org/pmwiki/pub/images/cocobusi.jpg
Race: Dunesfolk Lalafell
Epithet: Chocobusi the Cross
Discipline: Alchemist
An Alchemist who desperately wants to become a Thaumaturge. However, as he does not have the aptitude for thaumaturgy, his brothers have continued to deny him.
  • 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.
  • Dream-Crushing Handicap: His life's dream is to become a powerful thaumaturge like his brothers. Unfortunately, Cocobusi was born with such low reserves of aether that he wouldn't be able to produce the simplest spells. His brothers have attempted for years to convince him to do something else out of fear for his life, but Cocobusi sees them as being patronizing and has spent his life trying to overcome said handicap.
  • I Just Want to Be Badass: Due to his inability to practice thaumaturgy, Cocobusi constantly feels like an outcast next to his brothers. He tries to get himself included by nagging his brothers to teach him, but they constantly blow him off out of fear for his life.
  • Improvised Weapon: He joins the Warrior of Light in battle using his alembic. He doesn't deal a lot of damage, but he also throws out healing potions to heal the Warrior.
  • Muggle Born of Mages: Although his brothers all demonstrate prodigious thaumaturgical might, Cocobusi was born with the barest aetheric reserves, to the point that practicing thaumaturgy is impossible for him.
  • The Resenter: Towards his brothers, who continue to deny his chance to become a Thaumaturge like them.
  • Schmuck Bait: Yes, Cocobusi, the Voidsent contained in the jar we were sent to destroy is totally one of those NICE Voidsent we hear so often about and will totally grant you a wish if you let it out.
  • Un-Sorcerer: Unlike his brothers, Cocobusi was born with such low levels of internal aether that spellweaving is impossible for him.

    Mormo 
https://static.tvtropes.org/pmwiki/pub/images/mormo_5.jpg
Race: Voidsent
A succubus sealed within an urn, which you are tasked with destroying to rid the world of her for good. However, someone gets to the urn before you, and she tricks him into Demonic Possession.
  • Demonic Possession: As powerful as she is, Mormo could only send her soul into our realm from the Void. She has to possess someone 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.
  • Succubi and Incubi: 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.
  • Verbal Tic: Mormo loves to put EMPHASIS on one word in almost every sentence.

    Lalai Lai 
https://static.tvtropes.org/pmwiki/pub/images/lalai.jpg
Race: Dunesfolk Lalafell
Epithet: Lalai Darkeyes
Discipline: Black Mage
Ququruka's apprentice. As her mentor must always meditate to commune with Nald'thal, Lalai is entrusted with guiding the Player Character on the road to Black Magic.
  • 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 the Black Mage's Wizard armor set, but is colored similarly to the classic Final Fantasy Black Mage.

    Ququruka Tataruka 
https://static.tvtropes.org/pmwiki/pub/images/ququruka.jpg
Race: Dunesfolk Lalafell
Epithet: Master Ququruka
Discipline: Black Mage
An infamous Lalafell Black Mage who had been imprisoned for over 100 years for a terrible crime he committed. Managed to escape with extreme ease, and claimed that the Gates to the Void were about to break open and unleash darkness upon the realm. He, and his assistant Lalai, recruit the Player Character skilled in the ways of the Thaumaturge to assist them in preventing this from happening by teaching them to control the power of the void.
  • The Atoner: Killed three of his friends and fellow studiers of Black Magic in a moment of greed for more power for himself. Immediately regretted it once he saw the results of it. He willingly let himself be held in Ul'dah's most notorious prison for 100 years, even though he could easily escape at a moment's notice, only using his power to recruit the descendants of his friends, an apprentice, and another Thaumaturge (the player) to correct his wrong doings when the time was right.
  • Death Glare: Pulls an extremely effective one on a member of the 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.
  • Glowing Eyes of Doom: When he wants to intimidate someone, his face becomes shrouded in darkness and his one visible eye glows a bright yellow.
  • 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.
  • Really 700 Years Old: Ququruka is 132 years old by the events of A Realm Reborn, where lalafells typically have human lifespans. While no explanation is given for his unnaturally long life, it seems likely that he was using his magic to extend his lifespan, else he'd be an extremely frail old man at best.
  • 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 descedents of his friends that he was really just using them to gather more power, so that they would have no qualms fighting him, and the demon created by his actions.

    Kazagg Chah 
Race: Amalj'aa
Epithet: Lostkin Kazagg Chah
Discipline: Black Mage
An Amalj'aa who, surprisingly, show no loyalty towards Ifrit. He guides the players through the path of the Black Mage, first by gifting them with the Gem of Shatotto. His ancestor is Kazibb Chah.

    Dozol Meloc 
Race: Ixal
Epithet: Dozal Meloc the Yea-sayer
Discipline: Black Mage
An Ixal who similarly shows no loyalty towards serving Garuda, she assists Kazagg Chah in guiding the players through the path of the Black Mage. Her ancestor is Hateli Meloc.
  • Color-Coded for Your Convenience: Her headdress is much more colorful than that of her Garuda-worshipping brethren
  • Lady Looks Like a Dude: Is apparently a female, having been referred to with female pronouns and mentioned female members of her lineage before ending with her. Her case, though, is caused by the lack of Non-Mammal Mammaries playing a part in her race.
  • White Sheep: As with Kazagg Chah, does not seem to show any loyalty towards Garuda.

    269th Order Mendicant Da Za 
Race: Kobold
Discipline: Black Mage
A Kobold who similarly shows no loyalty towards serving Titan, he also assists Kazagg Chah in guiding the players through the path of the Black Mage. His ancestor is 1st Order Chieftan Da Ga.
  • Cool Helmet: With the grill as a facemask.
  • White Sheep: Again, like Kazagg Chah, does not seem to show any loyalty towards Titan. Though he does utter "by Titan!" at one point.

    Barbatos 
Race: Voidsent

  • Final Boss: It serves as this for the A Realm Reborn Black Mage storyline.
  • Fusion Dance: It was created when Ququruka altered his spell which fused his beast tribe friends into a horrible monstrosity.
  • Sealed Evil in a Can: One that's been sealed up for 100 years that had been unwittingly opened up by the Warrior of Light, though this time they're there to permanently kill it.

    Zhai'a Nelhah 
https://static.tvtropes.org/pmwiki/pub/images/zhaai.jpg
Race: Keeper of the Moon Miqo'te
Epithet: Zhai'a Nelhah the White Mind
Discipline: Conjurer
A Hearer from the Conjurers Guild in Gridania. The Seedseer Council has sent him to find a man who is wielding black magic, the forbidden art of destruction, and bring him to justice for using it. He is very much concerned about the situation being worse than first thought when he realizes there are two black mages: the player, who is wielding the powers of forbidden magic, and the man he's seeking to bring to justice, for wildly attacking others with the magic without provocation.
  • 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 Jerkass 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: Very quick to condemn black magic as an out-of-control discipline of destruction that begets more and more of it. He goes back on it when he realizes that truly uncontrolled black magic burns the practitioner from the inside-out, fully realizing your level of mastery for black magic and nobility in using it.

    Waldeve 
Race: Midlander Hyur
Discipline: Black Mage
The man Zhai'a is tracking down, the leader of black mage cult known as the Defiant. He was once a conjurer of Stillglade Fane, but his lust for power led him to studying the dark arts and was eventually banished from the guild because of it. He is also in possession the Book of Thal, one of two tomes left behind by Ququruka.
  • Hoist by His Own Petard: As he gets backed into a corner from his dwindling cult numbers, he attempts to sic a chimera on you. Unfortunately, his summon turns against him and knocks him unconscious.
  • Power at a Price: His group, the Defiant, utterly burn themselves from the inside out casting black magic because they don't have the soulstones required to safely channel it.
  • Purple Is Powerful: He wears the Black Mage's Goetia armor in purple, is a practitioner of black magic, and is the leader of a cult.
  • With Us or Against Us: He tries to recruit the beast tribe black mages to join him as well as teach him the secrets of black magic. When they won't teach him, he sics his Defiant on them to which the Warrior of Light comes to the rescue.
  • The Unfought: You don't actually get to fight him; you fight the chimera he summons.

    Shatotto Shato 
Race: Mhachi Lalafell
Discipline: Black Mage
"Now that we've gotten the pleasantries out of the way, what do you say we have a little fun? Prepare to be blasted into a kazillion itty-bitty pieces!"

The mother of black magic. Shatotto was a thaumaturge from the nation of Mhach prior to the time of the War of the Magi. Among her legendary exploits include the creation of the Stardust Rod from a fragment of a comet that she blasted away from the planet with her magic, and the development of the Gem of Shatotto; the selfsame Soul Crystal the Warrior of Light now uses to safely command the power of black magic without destroying themself. Shatotto herself died long ago but, unknown to all, she hid a copy of her mind and memory away, waiting for a competent black mage to discover the secret and release her memory, allowing her to take someone as a vessel and command another as a weapon, to avert a coming catastrophe. She chooses Lalai and the Warrior of Light, respectively.


  • 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. The first thing she does after introducing herself is challenge the Warrior to a duel to see if they're powerful enough to help her forestall impending doom... though she also says that this is the most fun way to do so.
    Shatotto: More! More power! More death and destruction!
  • 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.
  • Bullying a Dragon: Gerolt claims that it was only the "proper half-wits" who would try to call someone like Shatotto "She-Devil".
  • 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.
  • Everyone Has Standards: She may be a vicious Blood Knight and an Insufferable Genius who revels in destruction, but she's well-aware of what her people did with her black magic following her death. She's ashamed of Mhach's imperialism and the horrors it wrought in its reckless zest for power. This desire for atonement is part of the reason she's so motivated to use her prowess to avert disaster.
  • Expy: Of Shantotto from Final Fantasy XI. The smugness, the insulting, the raw power, the confidence with black magic, and even the style of her hair all look very similar to the Lady of Black Magic from that game.
  • Good is Not Nice: Shatotto may be trying to prevent devastating natural disasters, but she's also egotistic to the extreme and revels in destruction and carnage. She refers to the Warrior of Light, her ostensible successor as a black mage, as a mere "puppet" for her to command.
  • 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. Shatotto repeatedly calls herself the greatest mage the world has ever known and calls the Warrior her "puppet".
  • 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.
  • Passing the Torch: At the end of the questline, Shatotto's memory magick fades and she leaves Lalai's body permanently. But she goes to rest knowing that the future of black magic as a force for good is secure in the hands of promising pupils like Lalai and the Warrior of Light.
  • Red Baron: According to Zhai'a, one of Shatotto's more charming titles was "Death's Handmaiden". Gerolt mentions she was called, "The Black Witch" and "She-Devil".
  • Sophisticated as Hell: She goes from using Magi Babble and a style of speech that wouldn't be out of place in a noble court to declaring that she'll blast the Warrior into "a kazillion itty-bitty pieces" in her introductory scene.
  • Supernatural Gold Eyes: When Shatotto is in control of Lalai, Lalai's green eyes turn gold.
  • Unseen No More: Originally a historical character mentioned in the A Realm Reborn job and Zodiac Relic quests before appearing in Heavensward.

Astrologian

    Leveva Byrde/Lord Rufin 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_leveva.jpg
Race: Midlander Hyur
Epithet: Leveva Heavensreader, Lady Leveva
Discipline: Astrologian

An Astrologian sent from Sharlayan to teach their brand of astrology to the Isgardians, in her grandfather's stead.


  • Arbitrary Skepticism: For someone who spent much of the story fighting off accusations that her astrology is heretical and impractical, she's quick to write off Kyokuho's geomancy as a bunch of "lies and falsehoods", only barely giving him and his trade the benefit of the doubt while trying to pick out the "useful" parts of his explanations. In her defense, Kyokuho finds the notion of reading the stars equally foolish.
  • 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.
  • Combat Pragmatist: Though skilled in astromancy and able to use its offensive capabilities, she's not above fighting dirty; she tricks her pursuers who are disgusing themselves as her by pretending to be one of them, and even flees an attempted assassination attempt by kicking her assailant in the groin.
  • 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.
  • Generation Xerox: Jannequinard mentions that Leveva's stubbornness, passion for astrology, and compassion remind him a lot like her father. And she has similar goals of teaching Sharlayan Astrology outside her homeland. Eventually she takes on his name.
  • Helmets Are Hardly Heroic: Unlike her grandfather, she doesn't wear her robe's pointed hat.
  • Hot-Blooded: While she keeps up a composed exterior, she's stubbornly passionate about astrology and spreading its wonders across Eorzea, to the point that she's willing to die trying to teach her craft. It's up to the Warrior, Jannequinard, and Quimperain to make sure that she isn't killed by the numerous people after her.
  • 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.
  • Married to the Job: To dissuade Kyokuho of the "ridiculous notion" that she's lonely in love, she claims to be already promised to another. She privately admits to you that this was a lie just to shut him up (there was an arranged marriage, but she assumes it's off on account of how Sharlayan now believes her to be dead), but later repeats it and clarifies that she has promised herself to the study of astrology.
  • 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.
  • Teen Genius: She's sixteen years old, and a very capable instructor of astrology.
  • 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.

    Jannequinard de Durendaire 
Race: Wildwood Elezen
Epithet: Jannequinard the Succedent
Discipline: Astrologian

Leveva's pupil, and the only Ishgardian student of Sharlayan astrology.


  • Anti-Mentor: He styles himself as a mentor to the Warrior of Light in their studies and tries to take the credit for their success. But it quickly becomes painfully clear that he has no business teaching something he barely grasps himself. Thus it largely falls to Leveva to actually teach the Warrior the ins and outs of astrology, and the Warrior accomplishes more in a few months under her tutelage than Jannequinard accomplished in fifteen years. That said, Jannequinard still has some tricks up his sleeve, such as when he teaches the Warrior how to cast Gravity.
    • Subverted in matters not related to teaching Sharlayan Astrology, however. After the reconstruction of the Firmament, Jannequinard offers to open a school for the children of Ishgardian families displaced by the Dravanian conflict, where they can learn "their numbers, letters and stars."
  • 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 Astrologian, finally gets Leveva to acknowledge him as worthy of the mantle.
  • Idle Rich: Up until he meets the Warrior of Light, Jannequinard hadn't furthered his studies in Sharlayan astrology for fifteen years, rather he would spend his days chasing women and being seen as a harmless nuisance by Ishgardian astrologers.
  • 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.
  • Really Gets Around: He's constantly carousing with women, often calling prostitutes in on lonely nights. This naturally does nothing to help his image. To some extent this is a survival mechanism, as his enemies are less likely to move against the Idle Rich guy no one expects anything from than a heretical astrologian.
  • Sad Clown: Jannequinard spends a lot of his time serving as comic relief, but it's gradually revealed that he's had a deeply sad life. Overlooked as a lesser heir to House Durendaire, Jannequinard traveled to Sharlayan in an attempt to make something of himself, where he discovered a passion for astrology with his best (and only) friend, Rufin Byrde. When Jannequinard returned to Ishgard, Rufin came with him to help spread the word of Sharlayan astrology - only to be (seemingly) murdered by the very people he was attempting to reach. With his dying breath, he asked Jannequinard to continue their mission, but Jannequinard, demoralized and presumably grieving, instead gave up almost entirely, allowing himself to disappear into the role of foppish idiot that he was clearly expected to inhabit. It was only after the arrival of the Warrior of Light and Leveva that he realized that his life could be "more than the coffin that [had] been fitted for [him]".
  • 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 third Level 50 quest, his family doesn't hold him in high regard compared to his cousins.
  • "Well Done, Son" Guy: The "Shalayan Ascending" quest reveals that his initial reason for studying astromancy was to impress his family, who prefered his older cousin. Jannequinard stopped caring when he realized that his family will never see him as anything but a loser.
  • You Were Trying Too Hard: His constant attempts to impress Leveva and the Warrior of Light go nowhere, and just make Jannequinard come across as a pompous ass who got where he is through his connections. This gets more true when he goes through a Break the Haughty moment, as the Warrior of Light gets in days what he couldn't get in years with astrology study. But thanks to some clever planning, Jannequinard ends up leading the Noble Court into a trap for the Astrologians, giving them the edge and letting them continue to spread their teachings further. Plus, Jannequinard realizes that his status as The Unfavorite will never go away, so he stops caring what his family thinks of him and becomes more committed than ever to helping Leveva and her mission. In other words, it's only when Jannequinard stopped trying to be the most impressive man in the room that he became genuinely impressive.

    Quimperain 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_quimperain_0.jpg
Race: Wildwood Elezen
Epithet: Quimperain Evertrue
Discipline: Gladiator

A Knight in Janne's employ, and thus one of the few Ishgardians sympathetic to his and Leveva's cause.


  • Bodyguarding a Badass: Leveva is more than capable of looking after herself, as shown time and time again when separated from Quimperain. It is merely the magnitude of the forces that are out to get her and the influence they wield - that is, an influential member of Sharlayan Forum itself - that requires the help of extra bodies.
  • Hypercompetent Sidekick: He's Jannequinard's manservant, but he's much better with a sword than his liege is at astrology. As a result, it largely falls to him to keep Leveva safe and operations running smoothly, though Quimperain is getting on in the years and as such is not infallible.
  • Knightly Sword and Shield: As expected of a knight, Quimperain fights with sword and shield to defend his master and allies.
  • Lady and Knight: He has this dynamic with Leveva, acting as her protector and confidant to where she trusts him more than Janne.

    Celie 
Race: Duskwight Elezen
Epithet: Celie the Pursuant
Discipline: Arcanist

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!"
  • 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.

    Forlemort 
Race: Wildwood Elezen
Discipline: Astrologian

Jannequinard's uncle and head of the Observatorium. Part of the Sharlayans' plan to get Leveva out of their way.


  • Blackmail: After the Level 50 Astrologian quest, he's on the receiving end of it by the Astrologian Guild that he was in contact with the Sharlayans who've been trying to kidnap/kill Leveva since she got to Eorza. They hold onto that signed letter so that he never interferes in their request to speak before the Holy See about Sharlayan Astrology.
  • Enemy Mine: Assists the Sharlayan Bibliothecs for mutual benefit; they get to contain the spread of what they see as privileged teachings, while Forlemort gets Jannequinard to stop spreading 'heretical' Sharlayan astrology amongst the Ishgardian nobles.
  • Evil Uncle: Forlemort is not fond of his nephew Jannequinard due to the latter's practice of heretical Sharlayan astromancy. He even conspires against his nephew and has no qualms about having Jannequinard assassinated.
  • 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.
  • Rewarded as a Traitor Deserves: When you press him for more information after his blackmail, he realises the Sharlayans likely kept his missive rather than burning it so they could use it as blackmail if needs be.
  • The Unapologetic: He takes getting blackmailed in stride, saying that he cares not if he is unable to act against Jannequinard's interests, as there are plenty others who are willing and able to put a stop to them. He still thinks himself unequivocally right that Sharlayan astrology is blasphemous and best expunged from Ishgard, and makes no apology for plotting the assassination of his nephew, let alone his reasons for doing so.

    Sevestre 
Race: Midlander Hyur
Discipline: Astrologian

The one who sent Celie to kidnap Leveva. An influential politician of Sharlayan who leads the Bibliothecs, a faction dedicated to hoarding knowledge, he is willing to kill to keep Sharlayan wisdom out of the hands of "barbarians".


  • The Cameo: Given that he's a member of the Forum, he naturally shows up in the crowd shots of the Forum assemblies in Endwalker, though never interacts with the party directly. Unsurprisingly though, he doesn't ever raise his hand as an Aye to any votes in favor of the Scions.
  • 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 a fair portion of the Forum.
  • Evil Is Petty: In hindsight, a member of a goverment body wholly dedicated to save the people of the star should be far more preocupied with more important matters than an astrologian deciding to set up a school in another nation.
  • Fantastic Racism: He views 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 what he deems sacred knowledge..
  • Greater-Scope Villain: He's responsible for all of the conflict in the Astrologian questline, but is 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.

    Kyokuho Moribe 
Race: Eastern Hyur
Epithet: Kyokuho of Wind and Water
Discipline: Geomancer
"The energies twist together with ours like sun and moon, like darkness and light. They are as one, Master!"

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 quickly 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.
  • Pose of Supplication: He does this in the Level 80 quest when he finds out from Lady Leveva that she's already engaged.

Red Mage

    X'rhun Tia 
https://static.tvtropes.org/pmwiki/pub/images/xrhun_ffxiv.jpg
Race: Seeker of the Sun Miqo'te
Epithet: The Crimson Duelist, Deep Red X'rhun
Discipline: Red Mage
"Understand that the blade we wield is not simply a weapon: it is the focus of all our efforts to lessen strife and suffering!"

A Miqo'te hailing from Gyr Abania. The last of the Crimson Duelists who fought in the rebellion against the King of Ruin, X'rhun now opts to fight injustice wherever he travels. Rescuing a merchant's daughter from kidnappers leads to a fated meeting with the Warrior of Light, whom he finds a kindred spirit in.


  • Always Someone Better: Lambard, the Big Bad of the Level 60 questline, admits that X'rhun was always the better fighter between them. Even after Lambard underwent dark rituals to gain power beyond normal mortals, X'rhun's superior dueling skills let him bring Lambard to his knees while X'rhun only takes a scratch from their Single-Stroke Battle. Unfortunately, a single Deadly Scratch is all Lambard needs to start draining the life out of X'rhun.
  • 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.
  • Cool Old Guy: While it's not immediately apparent, X'rhun is middle-aged, having fought as part of the Ala Mhigan Resistance railing against Theodoric's tyranny. After the fall of his home and the annhilation of the Crimson Duelists, he continues to uphold the ideals of the Duelists wherever he goes.
  • Cool Teacher: X'hrun is a personable, reasonable, and caring teacher to both of his pupils, the Warrior of Light and Arya. He stakes his life for them on multiple occasions and tries to keep them out of personal matters that could put their lives in unnecessary danger.
  • Early-Bird Cameo: He first appears as in the Red Mage job reveal trailer, 6 months before Stormblood was even released.
  • Expy: He's basically one of The Three Musketeers in Final Fantasy form. A Gentleman Adventurer of the Lovable Rogue variety, in a storyline with very clear good guys and very clear bad guys, with a sword-wielding hero and a nefarious bad guy.
  • 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.
  • Freeze-Frame Bonus: Briefly reappears in a cutscene in Ala Mhigo during Endwalker.
  • Gameplay and Story Integration: Although the Red Mage job is available as soon as you hit level 50, if you first meet X'Rhun after finishing Stormblood, he will gladly acknowledge you as the liberator of Ala Mhigo, his homeland.
  • I Work Alone: Upon learning the identity of the cabal's leader, X'rhun decides not to endanger the Warrior of Light or 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.
  • One Degree of Separation: X'rhun is the man who taught Alisaie how to fight as a Red Mage.
  • Red Baron: "Deep Red" X'rhun Tia.
  • Sole Survivor: X'rhun is the only Crimson Duelist who survived the failed rebellion.
  • Wandering Wizard: He becomes a wanderer after the fall of Ala Mhigo, using his red magic to fight wrongs wherever he goes.

    Arya Gastaurknan 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_arya.jpg
Race: Midlander Hyur
Epithet: The Painter
Discipline: Thaumaturge / Red Mage
A young Hyur who joins the Adventurer and X'rhun on their quest.
  • 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's 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.
  • Dangerous Drowsiness: During her first few outings as a Red Mage, Arya quickly exhausts herself. Both she and X'rhun initially assume that it's simply a lack of experience and conditioning. The beginning of the 60-70 arc reveals that she has the same hunger for living beings' aether that Lambard did.
  • Easy Amnesia: When the Warrior of Light and X'rhun Tia meet her, Arya's lost all of her memory due to being forced to drink a memory-removing tonic. As the tonic wears off, she regains more of her memory.
  • 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 Thaumaturge in name only who has to resort to bonking enemies with her staff. 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 Arya's mind is still present and is enticing her to give in to her fate of 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.

    Lambard Calowise 
https://static.tvtropes.org/pmwiki/pub/images/lambard_ff14.png
Race: Midlander Hyur
Epithet:: Lambard the Regal
Discipline: Red Mage
"Your mortal frame brims with vital energies. An irresistible feast."

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.
  • Deadly Scratch: One scratch is all it takes for him to drain the aether from his opponent. In-battle, its a debuff that can only be removed by the player and Ayra healing themselves with Vercure, to prevent Lambard's Soulsteal attack.
  • Early-Bird Cameo: The technique by which he siphons aether from an opponent via even the smallest of cuts is highly reminiscent of Endwalker's Hesperos, another aether vampire whose Bloodrake skill can drain and corrupt the aether of his enemies and the very environment through his fencing foil.
  • 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 "delectable" and would delight in consuming them.
  • From Nobody to Nightmare:Used to be a Crimson Duelist but betrayed his comrades and became basically an aether/life draining vampire-esque... being.
  • Not Using the "Z" Word: Lambard's powers and his explanations thereof make it perfectly clear that he's 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. The the end of the questline implies that he was halfway toward becoming a voidsent, exhibiting traits like an affinity for Darkness-aspected magic and a vampiric thirst for aether.
  • 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 Alliance's activities by assassinating key individuals. The level 58 and level 60 quests involve thwarting his attempt to assassinate Jessie.
  • Small Role, Big Impact: He is actually directly responsible for spreading the art of Red Magic to Bozja, having taught it to a talented Hrothgar conscript as a gesture of good faith to The Empire who then took the practice and trained his countrymen to use in their future rebellion.
  • Smug Snake: He boasts about obtaining power greater than any black mage, white mage, or red mage could hope to wield. And yet, he's defeated by two relatively new red mages, something that Lambard finds inconcievable.
  • This Cannot Be!: He shouts this when the Warrior of Light breaks through his Voidfire attack, creating a safe space.
    "What...No! The voidfire was vulnerable!?"
    • He lets another one out again when he has 1% health left.
    "No! I sacrificed everything..."
  • 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.
  • Villainous Breakdown: As the fight nears the end at 10% health, he has gone from Smug Snake to ranting at the Warrior of Light.
    "Impossible! No mortal can rival my power!"
  • 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.

    Lilith 
Race: Voidsent

An ancient voidsent of terrible power, imprisoned for a thousand years.


Blue Mage

    Martyn 
Race: Midlander Hyur
Discipline: Arcanist, Blue Mage
An odd man returning from the New World who shows up in La Noscea one day, peddling the soul crystals for a type of casting he calls "Blue Magic". He comes under scrutiny of Limsa Lominsa's Yellowjackets when several irate customers of his turn up to report him for selling them worthless rocks.
  • Always Second Best: Is this to Whastrach, on the latter's account, and he certainly shows. By the time the Warrior of Light made his debut as Azuro the Second, the WoL had effectively Surpassed the Teacher by defeating the two major adversaries that Martyn himself could not subdue.
  • All-Powerful Bystander: He's as master blue mage and a master of several other schools of magic too. While he is willing to demonstrate how blue magic works, he'd rather let people figure out the rest 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)
  • The Archmage: Martyn has actually mastered other forms of magic and is incredibly powerful.
  • Ascended Meme: When referring to his two newest recruits (a Miqo'te and a Lalafell) he says that the two have taken to Blue Magic "like cats... and popotoes to water. Not very well." A common fan nickname for Lalafells was potatoes (Martyn was using the Eorzean equivalent to the vegetable in his expression).
  • Beneath the Mask: Despite his usual exuberant demeanor, Martyn is riddled with insecurities over the fact that he continually needs the Warrior of Light to save the day despite his own status as guildmaster.
  • 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.
  • Butt-Monkey: He's been beaten up, indebted to loan sharks, is almost arrested for dealing in illegal drugs, has had his clothes stolen twice, and always gets his ass kicked by the Villain of the Week. And this is on top of blaming himself for accidentally introducing a deadly disease to the New World.
    • This trend continues well into later quests, with him being mocked by Zirnberk and Fyrgeiss, beaten and humiliated in a knockoff version of the Celestium, and made to work several odd jobs after expending all of his money looking for a new fighter to challenge the Warrior of Light.
  • Crouching Moron, Hidden Badass:
    • Despite his tendencies as a clown, a showman, and a Butt-Monkey in general, he is still a very capable fighter thanks to his mastery of Blue Magic. He is shown taking down Behemoths in the Carnivale and after their duel, Zirnberk comments that had he not upgraded his own armor beforehand, Martyn would have likely won the duel, much to his own shock as up to this point he viewed both Martyn and Blue Mages in general as nothing more than circus performers.
    • In the level 80 quest series, it's revealed Martyn is only weak because of his oath to only use Blue Magic, his Blue Magic versatility comes from years and years of mastery of other schools of magic. When forced to fight with other magic due to a ban of Blue Magic in Ishgard's arena, Martyn displays mastery of all six elements on a magnitude only seen by the strongest of magic users, on par with (and in some ways, even outdoing) Y'shtola's. Underneath that money-hungry, showboating weirdo is a legitimate Archmage on par with the most legendary of the setting's magi, when backed up by the additional powers and automata in the Masked Carnival under the guise of Goldor, Martyn proves to be one of the most dangerous human opponents the Warrior of Light's faced.
  • Cutscene Power to the Max: Cutscenes display him as being able to use the abilities of Primals somehow, including Sophia. In a strange subversion of this trope, this doesn't prevent him from being a Butt-Monkey despite his feats all occurring in cutscenes.
    • Subverted in his fight with Alaimbert in Ishgard, where he quite decisively defeats him in front of a laughing audience, stunning them all into respectful silence.
  • 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.
  • Hidden Depths: He's initially portrayed as a Snake Oil Salesman selling fake soul crystals. It turns out he's trying to introduce a previously unknown school of magic to Eorzea to raise funds and cure an illness devastating the New World. In addition, contrary to his portrayal as The Butt Monkey, Martyn is actually an extremely powerful archmage who has mastered multiple schools of magic.
  • 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.
  • I Am Not Left-Handed: Despite being trained in the art of Arcanima, Martyn deliberately restricts himself to only using Blue Magic. When he's absolutely forced to use other types of magic, he displays mastery of elemental magic and is completely capable of handily defeating one of Ishgard's Dragoons with little trouble outside of his own indecisiveness. When the Warrior of Light fights him as Goldor, he proves to be one of the toughest Masked Carnivale opponents.
  • 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.
  • Offscreen Moment of Awesome: At the beginning of the Heavensward job quests, he demonstrates his newly learned spells for you, including Quasar, which you're supposed to obtain by defeating Sophia of the Warring Triad.
    • On a similar note, Martyn also hands out totems for Force Field, a spell which is noted as being a recreation of Sephirot's magic only used in his Extreme fight, suggesting that Martyn has been battling the training programs on Azys Lla which are said to represent the Warriang Triad at the height of their power.
  • 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.
    • Later on, he charges the Warrior of Light's apprentices at much higher rate than the standard charge, on the grounds that an extra tutor doesn't come cheap. This time, it's for raising his funding for his job guild.
  • The Reveal: He's actually an incredibly talented Archmage who swore never to use any magic other than Blue Magic.
  • Stage Names: He's given the stage name "The Great Azuro" because "The Great Martyn" doesn't sound nearly as interesting. Later, he adopts the moniker of Goldor.
  • Taking You with Me: Martyn's last action in his duel against Siegfried is to cast Self-Destruct to force a draw. It doesn't work, though Siegfried forfeits his victory anyway.
  • The Worf Effect: As part of his Butt-Monkey status, it's basically his job to get beaten by the current threat to the Blue Mages' Guild, for the purpose of showing how dangerous they are and so the player is given the opportunity to fight them.
    • This is subverted in the level 80 questline. Martyn and the Warrior of Light are trying to talent scout for a new Worthy Opponent for The Great Azuro to face and end up coming up short because it's either a false flag or other less experienced Blue Mages out in the field. When they finally manage to get an opponent that presents even a slight threat (Alaimbert, a dragoon) it seems like Martyn is about to get humiliated again as Ishgard's ban on Blue Magic means he can't do anything but tumble around and dodge, and then Martyn soundly flattens him once he uses his other magic. This make Royce realize that the Worthy Opponent they were looking for is Martyn himself and he steps in as the main contender of the next Masked Carnival fight.

    Maudlin Latool Ja & Wayward Gaheel Ja 
Race: Mamool Ja
Discipline: Blue Mage
Martyn's partners in crime.
  • 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

    Royse 
Race: Highlander Hyur
The owner of the Celestium arena in Ul'dah, she hires Martyn, his assistants, and the Warrior of Light to perform in the Masked Carnivale.
  • Beware the Nice Ones: Upon learning of the person running a Masked Carnivale knockoff in Kugane, she lures the perpetrator to Ul'dah with the prospect of getting full rights to the show, then tips off the Brass Blades to his smuggling operation and has him arrested.
  • 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.

    Whastrach 
Race: Sea Wolf Roegadyn
Discipline: Arcanist, Blue Mage
Martyn's old research partner from the Arcanist guild who studied blue magic in the new world with him. Convinced that there was little practical application for the studies he quickly abandoned the practice to make a fortune.
  • Brilliant, but Lazy: In regards to Blue Magic. He's 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, being able to cast incredibly powerful spells such as Charybdis and Meteor.
  • Capitalism Is Bad: He agrees to fund Martyn's 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.
  • Cutscene Power to the Max: Cutscenes display him as being able to use the abilities of Primals somehow, though he never actually uses any of these abilities in any of the three rounds of his battle with the Warrior of Light.
  • Femme Fatalons: He has long, manicured fingernails that are painted black, and he's an untrustworthy character who has predatory business practices.
  • 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.
  • Heel–Face 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 game's 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. He's 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.

    Ceadda 
Race: Highlander Hyur
A boy from the Indigo Veil who helped translate and explain the Whalaqee language and customes for Martyn and Whastrach when they did research for the Arcanist Guild.

    P'yandih and Nutiba Buntiba 

A pair of aspiring blue mages inspired by Azuro the Second's example, they're the first to sign up for Martyn's Blue Mages' Guild. Despite being charged exorbitant fees, both blue mages stick through Martyn's training in hopes of taking the stage as an incarnation of Azuro themselves.


  • Ascended Fanboy: P'yandih and Nutiba are both huge fans of Azuro the Second and become powerful blue mages themselves. By the start of the Stormblood questline, P'yandih officially becomes Azuro the Fourth, taking centerstage in the Masked Carnivale while the Warrior and Martyn are investigating the Fukumen Fighting Festival in Kugane.
  • Those Two Guys: The two of them are never seen apart and both of them espouse their adoration for Azuro the Second. Then this dynamic is dismantled when Nutiba flees for the Far East, as he'd been blackmailed into stealing the Masked Carnivale and blue magic, bringing it to the Far East.

    Fyrgeiss Loetkilbsyn 
Race: Hellsguard Roegadyn
The chairman of Amajina & Sons Mineral Concern and member of the Ul'dah Syndicate, looking to invest his money into the Celestium thanks to Martyn's Blue Magic shows bringing in crowds. In reality, he's only interested in accruing power for his company by using the Celestium as propaganda for the Stone Torches.
  • Freudian Excuse: After defeating Siegfried in the Masked Carnivale, he explains that his cutthroat business practices concerning the Celestium were a result of him feeling that he was at risk of losing his seat on the Syndicate.
  • Hidden Depths: Encyclopaedia Eorzea notes that he has a great interest in studying ancient roegadyn history.
  • Jerkass: His interest in the Celestium is purely as a way to bring the Stone Torches into the spotlight. He gets better.
  • Not Now, Kiddo: He repeatedly brushes off Martyn's offers to showcase Blue Magic to him. It's the first hint that he doesn't have the Celestium's best interests in mind.
  • Odd Name Out: As a result of his interests in roegadyn history, Fyrgeiss and his sons have Sea Wolf names despite being Hellsguard.
  • Only in It for the Money: He attempts to buy out the Celestium for two reasons: One, it would allow him to show the wealthier citizens of Ul'dah the power of his company's army, the Stone Torches, by way of pitting them against the fiends in the arena and thus giving them a reason to hire his company over Lolorito's Brass Blades or the Sultana's Immortal Flames. Two, he could use said fiends to do grunt work for free, to save his soldiers the tedium of boring guard duty (and having to pay them).

    Zirnberk / Siegfried 
Race: Hellsguard Roegadyn
Discipline: Gladiator
Son of Fyrgeiss and a high-ranking soldier of the Stone Torches. Decked out in armor and weaponry based on Allagan and Garlean technology, he fights in the Celestium as Siegfried, named after an old hero of legend.
  • Arm Cannon: His armor has a machine gun on the left arm that fires explosive blasts of energy.
  • Accidental Misnaming: On the receiving end from Martyn, who mixes up his real and stage names, resulting in him calling the roegadyn "Zirnfried" and "Siegberk".
  • The Bus Came Back: He reappears late in Endwalker's main story to aid the Eorzean Alliance's effort to procure Allagan Adamantite.
  • Call-Back: Siegfried originally appeared in XIV as an add in Omega's Phantom Train fight. The fact that Siegfried is a folk hero explains why Omega recreated him.
  • Honor Before Reason: Despite winning his duel against Martyn by surviving his last-ditch Self-Destruct, Zirnberk very quickly realizes that the only reason he survived in the first place was because of his high-tech armor. As such, he forfeits this victory and demands a rematch against Azuro the Second (aka, you) desiring a real fight against what he now views as a Worthy Opponent.
  • Mythology Gag: His stage appearance and title of Siegfried, is a reference to the character from Final Fantasy VI, as is his association with a coliseum. The first match we see him fight is against Ultros, who had some sort of connection to Siegfried in VI.
    • In Deltascape V1.0, another Siegfried appears rarely as an incredibly weak easter egg add. Zirnbirk is much more competent, which again references VI, where it's implied the "Siegfried" you fight on the Phantom Train is an imposter, and the much stronger Siegfried in the Dragon's Neck is the real deal. Ironically, the roles are reversed here: the real Siegfried is a Joke Character, whereas the imposter is the competent one.
  • One-Handed Zweihänder: Wields a greatsword longer than he is tall in a single hand, since his gun occupies his other hand.
  • Palette Swap: He's actually one based on King Thordan.
  • Power Armor: Based on both Allagan and Garlean Magitek.
  • Spell My Name With An S: His name is spelled and pronounced "Zimberk" in Endwalker's main scenario.

    The Golden Goliath 
https://static.tvtropes.org/pmwiki/pub/images/golden_goliath_ffxiv.png
Click hereto see him as Gogo, Master of Mimicry

Race: Eastern Roegadyn
Discipline: Mimic

The champion of Kugane's Fukumen Fighting Festival, the Hingan equivalent of the Masked Carnivale. A mysterious fighter who uses an inimitable fighting style which allows him to use Blue Magic simultaneously with Black and White Magic among other skills.


  • All Your Powers Combined: He will copy the abilities of many different fighters in the Carnivale, including Ultros, Papa Humbaba, Durinn, and even Sigfried.
  • Anti-Villain: Though he fights on behalf of the storyline's antagonist, he isn't a bad individual. He is simply a performer who is fighting to protect his show and continue to provide entertainment to his audience. After he is defeated, Gogo will even request that his show be officially absorbed into the Masked Carnivale as a Kugane branch so that he may continue to entertain there, and of course he doesn't miss the chance to put on a show for the fans in Ul'dah as well.
  • Awesome by Analysis:
    • He learned how to turn his mimicry into a martial art when defending himself against an angry samurai who was attacking him by instantly copying his fighting style and forcing his attacker on the defensive.
    • Despite Martyn's insistence that he wouldn't have much experience with developing strategies for the abilities he copies, Gogo manages to develop some truly devastating combos for attacks he only just finished learning when visiting Ul'dah, such as chaining Ultros' Imp spell into Durinn's Doom spells leaving the player completely powerless to heal back to full health before the incurable debuff kicks in.
  • Beware the Nice Ones: Out of the ring, the Golden Goliath is a kind, humble, and thoughtful man who sends his earnings back home to help his friends and family. In the ring, he's a fearsome combatant whose talents let him curb-stomp a master blue mage like Martyn and make him a Worthy Opponent for the Warrior of Light.
  • The Cameo: Briefly appears in the Dawntrail Teaser Trailer in his Gogo persona, walking behind G'raha before he bites in a tacos. The New World is the birthplace of Blue Magic...
  • Circus Brat: He learned and practiced his talents when performing in a circus.
  • Fighting Clown: When taking on the persona of "Gogo, Master of Mimicry", Gogo prances about like a clown even while flinging incredibly dangerous spell combos at you.
  • Final-Exam Boss: He copies the abilities of several past bosses in the Carnivale as well as raid bosses like Exdeath and Alte Roite. Aside from that, the mechanics of his fight end up forcing the player to pull things from their entire spellbook to try to fid effective counters making Gogo a Final Exam Boss, not only for the Carnivale or the level 70 Blue Mage questline, but one for the class as a whole.
  • The Gift: His ability to mimic the skills and magic of others with a glance is a talent unique to him and him alone. This is why he calls his fighting style "inimitable" even by master blue mages like Martyn and the Warrior of Light, the latter of whom is infamous among their friends for being an Instant Expert themselves.
  • Martial Arts and Crafts: The Golden Goliath was originally naught more than a performer from Namai who loved to use his talent for perfectly mimicking the movements and voices of others as a form of entertainment for friends and onlookers. But he realized that he could use his skills in combat after he was attacked by an angry samurai. After Kageyama started the Fukumen Fighting Festival, Gogo joined to help earn money to send back home, becoming its champion thanks to his ability to mimic blue, white, and black magic with a glance.
  • Power Copying: As a Mimic rather than a Blue Mage. Though he did copy some Blue Magic as well.
  • Punch-Clock Villain: He bears absolutely no ill will toward Martyn or the Warrior of Light. The Golden Goliath only opposes them because his paycheck is on the line, as his performances in the Fukumen Fighting Festival help him send money back home to Namai.
  • Sheathe Your Sword: Much like the original Gogos from Final Fantasy V and Final Fantasy VI, youre supposed to take no action when he attempts to mimic you. Unlike the originals, he will still continue to fight afterwards, opting to mimic other fighters of the coliseum instead.
  • Shout-Out: Based on the character of the same name from Final Fantasy 5 and 6. He later dresses up as his namesakes.
  • Stage Names: The Golden Goliath and later Gogo, the Master of Mimicry.
  • Steven Ulysses Perhero: His stage name provides and early hint to his true identity, Golden Goliath.
  • Unskilled, but Strong: He is a powerful mage and fighter and his abilities grant him near instantaneous mastery of a skill simply by glancing at it. However, Martyn points out that trained sorcerers would have a slight edge over him as they would have better experience with strategy for their talents.
  • Walking Spoiler: It's impossible to say anything beyond his first stage name without spoiling key details from the level 60-70 Blue Mage questline.
  • Walking the Earth: After his defeat, the Warrior of Light convinces Gogo to do this eventually. Though he notes that he wishes to train first to prepare as well as continuing to entertain crowds with his mimicry in the meantime.
  • Worthy Opponent: He and the Warrior of Light both respect each other as a worthy foe in the art of blue magic, facing off with clear excitement on their faces.

Sage

    Lalah Jinjahl 
Race: Keeper of the Moon Miqo'te
Epithet: Lalah Jinjahl the Studious
Discipline: Gladiator
An emissary from Sharlayan who has been tasked with hunting down a fugitive whom she believes to be using somanoutics illegally. She recruits the Warrior of Light in her mission when the soulstone she holds resonates with them.
  • Attention Deficit... Ooh, Shiny!: As she comes from Sharlayan, she is easily impressed by all the sights Eorzea has to offer, and tends to get distracted admiring them before snapping out of it.
  • Ensign Newbie: Sharlayan doesn't really have a military in the formal sense, but a warrior-emissary like Lalah is roughly their equivalent of a commissioned officer in rank and responsibility. She's on her first assignment outside her homeland, and is very much feeling the pressure.
  • Genius Bruiser: She is a Sharlayan scholar, and is no slouch with her sword.
  • Lady of War: A work in progress. She's both a naive and easily flustered Ensign Newbie and an elegant, dignified, and capable warrior-scholar who's clearly got a bright future ahead of her. She's not quite a true example yet, but she's very obviously going to end up as one.
  • My God, What Have I Done?: When Lalah realizes that she's been protecting Faldrinet, who was actually the real villain Guildivain, and that Loifa was innocent in her mother's death, she's filled with immense guilt.
  • You Killed My Mother: Her other reason for hunting down Loifa is also because she believes he killed her mother and stole her soulstone. In reality, her mother was an innocent bystander when one of Loifa's friends lost control due to Guildivain's experiments, and in her dying breath, entrusted her soulstone to Loifa.
  • You Monster!: She is rightfully furious when she learns of Guildivain's crimes, and calls him disgusting to his face when fighting him.

    Loifa 
https://static.tvtropes.org/pmwiki/pub/images/lofa.png
Race: Veena Viera
Epithet: Loifa Brighteye
Discipline: Sage
A viera fugitive who was found in Sharlayan using somanoutics illegally, leading Lalah Jinjahl to hunt him down.
  • Arc Villain: He is presented as this early on in the Sage questline, being a fugitive who's been causing trouble with his somanoutics. It's subverted later on, as while he can be quite wrathful, he's not actually a bad person.
  • Dark and Troubled Past: Loifa was born with a lung disease that worsened as he grew up. Loifa would later be taken in by Guildivain, who claimed he could improve his health, only to be subject to a series of gruesome experiments to fortify his aether which claimed many lives. Loifa, Ancel, and Mahaud were the only ones that survived, and escaped his grasp. Guildivain, however, took on the name of Faldrinet, and also started pursuing them to reclaim his test subjects.
  • Early-Bird Cameo: His boss battle features Endwalker's Mid Dungeon Boss Theme, a full expansion earlier than players would ordinarily hear it should they level their Warrior of Light from the ground up and access the Sage job at level 70.
  • Eerie Pale-Skinned Brunette: Loifa is very pale most likely a combination of having been a sickly child and the experiments that he was put through and has light brown hair.
  • Good All Along: All he's been trying to do is hunt down the man responsible for torturing him and his friends and bring him to justice. He also obtained his soulstone from Lalah's dying mother when she entrusted it to him after he desperately tried to save her.
  • Hidden Depths: Initially comes across as quite antagonistic and cruel but it turns out he's actually quite gentle and friendly when he lets his guard down.
  • I Work Alone: The male viera propensity for solitude gets ribbed at a few times. Turns out, he has a very good reason for his lack of friendliness though.
  • Meaningful Name: His surname 'Brighteye' may be a distant reference to the rabbit Brighteyes from Watership Down.
  • Light 'em Up: As a sage, Loifa can use his lasers to heal and protect, as well as destroy.
  • Poor Communication Kills: When the truth is revealed, Lalah admits she was wrong to judge him for his actions, but Loifa also admits that had he actually explained himself properly, the conflict early on could have been avoided.
  • Thou Shalt Not Kill: In the final Sage quest, he ultimately decides not to kill Guildivain despite all that he's done, as he swore an oath to only use his somanoutics to save lives, not take them. He instead leaves him in Lalah's custody to be taken back to Sharlayan to stand trial for his crimes.
  • Wake-Up Call Boss: His boss battle early on in the Sage storyline can be difficult for players new to the Healer role, let alone the Sage job. While being expected to maintain and restore Lalah's health, as well as do damage, the player character must also avoid Loifa and his friend's constant, widespread AOE attacks with narrow safe spaces.
  • Walking Spoiler: There is much more to this viera boy than meets the eye.

    Faldrinet 
Race: Wildwood Elezen
Epithet: Guildivain of the Tainted Edge

A doctor from Sharlayan who came to Eorzea to spread his knowledge and help others. In truth, he is actually Guildivain, a deranged Mad Scientist who experimented on many innocent lives in his attempt to fortify their capacity for aether. He is the true villain of the Sage questline.


  • Big Bad: He is the real villain of the Sage questline, after Loifa is revealed to be Good All Along.
  • Bitch in Sheep's Clothing: He presents himself as a dedicated and caring doctor who has been harassed by the fugitives Lalah is hunting down. In reality, he's an insane criminal who inflicted horrific pain on said fugitives, and they just want revenge for what he did to them.
  • Deadly Doctor: In his boss battle, he uses his somanoutics and various doctor's tools to a very deadly degree. Hell, one of his abilities is Craniotomy.
  • Disappointed in You: In his notes that he added to his late wife Hatia's diary, he states this at learning that her Sage soul crystal chose the Warrior of Light, a "wandering vagabond" in his opinion, over him. Also in part because the knowledge gives him a brief What Have I Become? moment and a sign that Hatia's spirit does not approve of his ways.
  • Evilutionary Biologist: He and his late wife Hatia were once Sharlayan Sages who made researching and curing rare and deadly diseases and illnesses their priority. Sadly, Hatia herself was eventually diagnosed with an incurable disease, but spent her last days doing everything she could to still help others. Guildivain instead became distraught and insane, regarding their prior work together as a failure and adopted a view that the problem was the fraility of mortal bodies. He then began testing dangerous and forbidden research on unwitting patients to try and "evolve" humanity.
  • Freudian Excuse Is No Excuse: After he is arrested, Lalah finds that he started his experiments in an attempt to save his deceased wife. Loifa dismisses this, however, stating that it doesn't excuse him of all the innocent lives he cruelly took in the process.
  • Mad Scientist: He took in Loifa, claiming he could cure his lung condition, only to subject him and many other innocent people in his cruel experiments. He later kidnaps Mahaud and Ancel and experiments on them again, leading the Warrior of Light, Lalah, and Loifa, to jump in and rescue them.
  • Mask of Sanity: Faldrinet presents himself as a noble and dedicated doctor who just wants to help others. As Guildivain, he is completely insane and treats people as mere test subjects.
  • One-Winged Angel: When confronted for the final battle, he injects himself with a serum that transforms him into a giant, monstrous humanoid with bladed arms and legs. He turns back to normal upon being defeated.
  • Walking Spoiler: There is much more to Faldrinet than meets the eye.

Role Quests (Magic DPS)

    Cerigg Morpurse 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_cerigg.jpg
Race: Hume
Epithet: Steelarm Cerigg
Discipline: Archer
"I'm a bounty hunter, not a phooka herder."

Quest giver for the Shadowbringers Magical DPS Role quests, a bounty hunter who is looking for a powerful mage to assist him in destroying the Cardinal Virtue Phronesis.


  • Bounty Hunter: Is after Phronesis for the money.
  • Guest-Star Party Member: He fights alongside you during the Lakeland portion of The Heroes' Gauntlet.
  • Nice Guy: Compared to all of the other Shadowbringers Role Quest companions, Cerigg stands out as being the most well-adjusted, nicest, and most reasonable of them all. He doesn't have Lue-Reeq's lack of social skills, Granson's rage and angst, or Giott's rowdiness and alcoholism. He may be in it for the money, but he isn't one to leave an amnesiac boy alone in the world and becomes a Parental Substitute for him.
  • Only in It for the Money: Subverted. Cerigg is after Phronesis for the reward money at first, but after meeting Taynor, he develops a soft spot for the boy and his motivation shifts to helping Taynor come to terms with his past. He ultimately gives most of the reward money to Taynor so the boy can make a new life for himself.
  • Parental Substitute: To Taynor alongside the Warrior of Light. He effectively adopts Taynor at the end of the level 80 quest, taking him on as his partner.
  • The Straight and Arrow Path: He's an Archer by trade, but takes a more supportive role through frequent uses of potions and Refresh to keep you topped up.
  • Support Party Member: During combat, he'll use potions on you to restore your HP, cast Refresh to regenerate your MP, and poison the enemy with Venomous Bite. While not incapable of dealing damage, he deals far less than you do.
  • Supporting Protagonist: Despite being the giver of the quests, his story is less about him and more about Taynor, as there's not much of a personal stake for him in hunting Phronesis. He does serve as a supporting parental figure for the boy, at least.

    Taynor Lakplowe 
https://static.tvtropes.org/pmwiki/pub/images/405px_taynor.png
Race: Elf
Discipline: Thaumaturge
"Clearly, I still have much to learn about this world..."

A mysterious boy that the Warrior of Light pulls out of a black hole conjured by Phronesis. Though he has no memory of his past, his great magical power is undeniable.


  • Best Friend: He and Nyelbert were born to and raised by the same congregation of mages as part of a Super Breeding Program to create children powerful enough to open a hole to the Void so they can contract with and control voidsent much like Mhach on the Source. They were so close that when Taynor was sucked into a hollow, Nyelbert spent every remaining day of his life looking for a means to find and free him.
  • Child Mage: He's quite young, but possesses great magical power and proves to be a skilled mage.
  • Deadpan Snarker: Should you complete all the role quests in Shadowbringers, Taynor asks Cerigg to show some restraint at the bar, as he's not going to drag Cerigg back to his room again. In the same conversation, Giott says that they once ended up outside the Crystarium with nary a gil to their name, blaming it on the elusive Shadowkeeper. Taynor then says it probably has to do with how Giott can outdrink a small army.
  • Fish out of Temporal Water: Taynor was stuck in that black hole for a long time, and even without his amnesia, he's deeply confused and unsettled by the state of the world at first.
  • Gone Horribly Right: Taynor's first attempt to conjure a black hole went a little too well, and it sucked him into the rift between worlds, where he stays until the Warrior of Light frees him more than a century later.
  • Heroic RRoD: He may be a powerful mage, but he's still a child. During the final confrontation with Phronesis, Taynor becomes exhausted after sealing only a couple of rifts.
  • Identity Amnesia: He doesn't remember anything about himself when the Warrior of Light first meets him, though he starts to regain his memories over the course of the quest line.
  • Purple Is Powerful: His eyes are a light shade of violet to show he has incredible power.
  • Significant Wardrobe Shift: Taynor normally wears humble, somewhat baggy clothes. In the level 78 quest he obtains a sleeker and fancier black costume, symbolizing the return of his memories and his growing confidence and resolve.
  • Space Master: He has the same ability to conjure black holes that Phronesis does, enabling him to counter and dispel the Sin Eater's hollows.
  • Super Breeding Program: He and Nyelbert were born into a mage Consortium that had spent generations using selective breeding to produce children with enough raw aether and magical talent to open rifts between worlds.
  • Wacky Parent, Serious Child: After Cerigg becomes a Parental Substitute to Taynor, it's Taynor who tends to clean up after Cerigg's messes, particularly after Cerigg has a few too many drinks.
  • Year Outside, Hour Inside: Over a century has passed since he was trapped in the void, but Taynor doesn't look any older than he was when he fell in.

    Vartinoix 
Race: Wildwood Elezen
A bishop of the Holy See. With the archbishop's seat vacant ever since the demise of Thordan, Bishop Vartinoix is currently the highest religious authority in Ishgard.
  • Bitch in Sheep's Clothing: Vartinoix comes off as a decent person when he's first introduced, humbly thanking Aymeric and the Warrior of Light for keeping Ishgard safe from the Blasphemies. Clem speaks highly of his character, and even the music paints him in a positive light. Then you find out that he's plotting to restore the church to power by summoning the Knights of the Round. When called on this, Vartinoix shows his true colors as a very angry man who hates Aymeric for separating church and state, leaving much of the clergy feeling lost and powerless.
  • Cutscene Boss: The player does not get to fight Vartinoix after he turns, as Aymeric immediately cuts him down with a single attack.
  • Imperfect Ritual: He tried to summon the Knights of the Round using the notes found in Archbishop Thordan's journals as instructions. He carried it out in the same place (Azys Lla) with the same implement (the sword Ascalon), but because the Warring Triad has long since been destroyed and Ascalon no longer has the eye of Nidhogg attached to it, Vartinoix had far less aether to put into the summoning than the archbishop did. As such, the ritual transforms King Thordan's would-be vessel into a deeply confused but otherwise normal man instead of the godlike primal that Vartinoix wanted.
  • "It" Is Dehumanizing: In an Echo flashback, he contemptuously refers to the newly created Vaindreau as an "it" and a "failure without use or value".
  • Motive Rant: Once the Warrior of Light exposes his crimes, Vartinoix goes on a hateful rant against Aymeric for upending Ishgardian society, turning the people against the church and making the clergy feel like pariahs in their own homeland. His screed culminates in a transformation into a Blasphemy.
    Vartinoix: I have dedicated my life to the church! Conducted my affairs in accordance with the scriptures, and taught others to do likewise! But you took it all from us! Tore down everything that defined us! You cannot know how it feels to have your very existence rejected! To be forsaken by your community—to be denied by your society! Well, I deny you and this justice! I deny an Ishgard where the church has no place! I refuse to accept it, do you hear me!? I refuse to accept it!
  • Scaled Up: His Blasphemy form is an emaciated, demonic-looking dragon with mottled red-and-black flesh.
  • Villain Has a Point: While his actions are reprehensible, Vartenoix isn't wrong when he says Aymeric's reforms did not take the clergy into account during the turbulent transition period. Aymeric admits this and calls for a meeting to both address grievances with the clergy, hear out the clergy's concerns, and rewrite church doctrine to better fit the current Ishgard.
  • Villainous Legacy: His plan is to restore Isghard's faith in the church by summoning King Thordan and the Knights Twelve, exactly as Archbishop Thordan did. Vartinoix acknowledges that he is carrying on the archbishop's legacy in an Echo flashback.

Role Quests (Healer)

    Giott 
https://static.tvtropes.org/pmwiki/pub/images/giott.jpg
Race: Dwarf
Epithet: Giott the Aleforged
Discipline: Warrior
"Anyway, you get the idea. I drink a lot, I kill stuff. You have to admit that it's an effective strategy."

Quest giver for the Healer Role quests. A dwarf who is looking for a healer for assistance in destroying the Cardinal Virtue Sophrosyne in order to restore their village's honor.


  • The Alcoholic: Giott lives for the drink. You'll always find them throwing back flagons by the dozen, and they always talk about drinking. This continues even after her self-imposed exile. In fact, she's overjoyed to discover that she can drink more without her helmet and beard getting in the way. Giott takes drinking so seriously that she considers being served non-alcoholic drinks an attempt to poison her.
  • Awful Truth: By the end of the quest line, Giott is forced to confront a pretty heavy one: her own great-grandfather exiled Lamitt and the cured stoneblight victims far more out of political convenience than any particular taboo they broke, and exile was Lamitt's reward for what rightly should've been one of the greatest acts of heroism in dwarven history.
  • Awesome, but Impractical: Giott's hammer, the Ol' Barrel, is hollow and has hard liquor stored inside for an emergency drink. The sloshing liquid makes the hammer very unbalanced and difficult to wield, which is why Giott's quick to abandon it and start punching instead.
  • Crazy Enough to Work: Giott theorizes that Sophrosyne is resurrecting other Sin Eaters because she sees them as helmetless Dwarves. For the final battle, she brings several helmets with her and tasks the Warrior of Light with putting the Eaters to sleep so she can put the helmets on them. Sure enough, it works and Sophrosyne refuses to raise them from that point on.
  • Dramatic Unmask: In two ways: it's the moment that Giott realizes there's a need to break tradition in order to help people, and it's the first time it's revealed to the player that she is indeed a woman, as none of the role quests are voiced and the quest journal always refers to her by her name or as "dwarf" up until that point.
  • Enhanced Punch: In the Heroes' Gauntlet, she demonstrates a proper dwarven decking, punching a Nigh-Invulnerable spectral paladin so hard that it not only stuns him out of Passage of Arms, but nearly kills him in a single hit from full HP. Hildibrand was also on the receiving end, though he was launched into a cliff wall and survives.
  • Functional Addict: Giott's skills as a warrior aren't dulled by alcohol, no matter how many kinds of booze they consume.
    Giott: It's like this—you pick the right booze for the job. You've got your ale for before and after physical fights, of course, but you've also got mead for reading, wine for singing, and your hard liquor for when you need to tell some hobson to stick his head back in the forge.
  • Flowery Insult: Giott's fond of doling these out.
  • Hard-Drinking Party Girl: To the point where not drinking is an indicator that something is seriously wrong. Taynor says Giott can outdrink a small army and considers a small order to be six or seven mugs of ale.
  • Humongous-Headed Hammer: Wields a goodly dwarf-sized warhammer. And by "dwarf-sized" we mean "the size of an actual dwarf". Encyclopedia Eorzea reveals that it doubles as a portable keg of ale, bringing a whole new meaning to Giott's epithet of "Aleforged".
  • Guest-Star Party Member: She fights alongside you during the Lakeland portion of The Heroes’ Gauntlet.
  • The Lad-ette: Giott is in fact a girl. She's just as rowdy and booze-loving as any of the other dwarves.
  • My God, What Have I Done?: By the final healer quest, they learn of all the hardships Lamitt had to face trying to find a cure and then being exiled for her troubles. They're completely wrought with guilt from insulting them previously and tries to apologize.
  • Mythology Gag: Giott is, naturally, named after the dwarven king from Final Fantasy IV. This is, of course, used to play with the player's expectations concerning her Dramatic Unmask.
  • Never Gets Drunk: Despite drinking copious amounts of ale before and after a quest, they never seem to get anywhere close to being tipsy. It's implied that most, if not all, Dwarves on the First drink just as much and it takes a lot for them to get drunk. Even their battle title refers to their drinking!
  • O.O.C. Is Serious Business: Giott is so shaken after learning about Lamitt's exile for saving so many lives the level 80 quest notes that Giott isn't drinking.
  • Samus Is a Girl: Giott's gender is not alluded to until the final quest, where she takes off her helmet and reveals herself to be female.
  • Screw the Rules, I'm Doing What's Right!: During the level 80 role quest, she removes her helmet in front of the Warrior of Light in order to neutralize Sophrosyne. In Dwarven society, this is a major taboo that would likely have gotten her exiled had anyone else been around. She even declares herself that she's an exile over it, without even consulting the Tomran elders (though one can infer she's less fond of them for certain reasons by that point).
  • Shipper on Deck: If you choose them as one of the guests wanting to visit you near the end of "Echoes of a Fallen Star" story, they are extremely upset that Elidibus is using Arbert's body as a puppet and they keep referring to Ardbert as "Lamitt's Ardbert".
  • Vitriolic Best Buds: By the end of the quest chain, the Warrior of Light is able to dish out insults towards Giott as much as the dwarf does to them. Giott laughs and grows to like the Warrior for finally using "friendly insults".
  • Your Mom: Giott's triads of insults often include the target's mother, often comparing said mother to a hobgoblin.

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