As the story has advanced beyond the point of hiding plot twists, there are unmarked spoilers below, you have been warned.
The Acting-Guildmaster of the Arcanists' Guild. Despite being a Sea Wolf, she devotes her time to research and intellectual pursuits rather than fighting.
- Friend to All Children: It's noted in Encyclopedia Eorzea that Thubyrgeim is a true teacher, and tutors children in their letters when off duty.
- Hypercompetent Sidekick: Since the true guildmaster is Walking the Earth, she's the one that really runs the place.
- Meaningful Name: Her name means "magic gem" in Roegadyn, referring to Carbuncle's ruby.
- Sesquipedalian Loquaciousness: She does like her big words.
- Attack Pattern Alpha: Has a number of named stratagems for a variety of battle situations.
- Badass Bookworm: Standard for arcanists.
- Dark and Troubled Past: Was once a prisoner to Doesmaga.
- Heroic BSoD: After encountering Doesmaga as well as the unrepairable damage to her Grimoire - a gift from the Guildmaster - as a result of the latter throwing it overboard.
- Nerds Are Sexy: Very intellectual and awkward at times, but fills out a dancer's costume like nobody's business.
- #1 Dime: Her grimoire. It was a gift to her from the guildmaster.
- Walking the Earth: In search of the guildmaster at the conclusion of the Arcanist storyline.
- Big Bad: For the Arcanist quest line, and K'lyhia.
- Evil Redhead: Full head of red hair, and on Lominsa's most wanted list.
- Slavery Is a Special Kind of Evil: Aside from the standard crimes associated with pirates (Looting, attacking innocents, shipping of contraband and other forbidden items by the Lominsan Customs), it's very heavily implied he was also involved with the slave trade business. This was considered so bad that Limsa Lominsa, a nation of pirates, exiled him.
- Names to Run Away from Really Fast: Poisonheart. A perfect description for a pirate and slaver.
The guildmaster of the Arcanists' Guild, who travels the world conducting research.
Epithet: Alka Zolka the Thinker
A Lalafell Marauder and researcher, who is interested in uncovering the lost magical arts of Nym.
- Genius Bruiser: He's very erudite for a Marauder.
- Pintsized Powerhouse: He's a Lalafell Marauder. Think about that for a second.
- My God, What Have I Done?: Had a moment of this at the end of the quest, The Beast Within. After learning that the Tonberry he was trying so hard to kill was the very Scholar he admired.
- Ship Tease: He is clearly crushing on the tonberry Setoto. The warrior of light is bemused (and exasperated) at the whole thing.
Epithet: The Strategist
If you've completed the Scholar quest chain when you return to the Wanderer's Palace, you'll learn from the adventurer couple that petitions you to save the tonberries that Surito has been helping his tonberry brethren after the death of the Tonberry King released them from their rancor. And if you watch carefully after beating the first boss in the dungeon, he makes a guest appearance.
- Affectionate Nickname: Refers to the faerie that accompanies the player as his Sun.
- Knife Nut: Just like all Tonberries.
- Mistreatment-Induced Betrayal: He and the other Scholars were sealed away after being turned into monsters by the very people they were trying to avoid undergoing the same fate.
- Nice Hat: Wears a Scholar's cap, the first sign at his true identity.
- Older Than They Look: He spent a lot of it in some kind of stasis, but as the Encyclopedia Eorzea states, he's something on the order of sixteen hundred years old, making him one of the oldest friendly characters in the entire game. Which means he must've been rather old even before the Green Death struck Nym.
- Tragic Monster: He fell ill and was changed while trying to help people, was sealed away with the rest of the sick, and the almost drowned and left to stew in that rancor for 1500 years.
- Was Once a Man: He, like many others, caught The Virus and was turned into a Tonberry.
Another Tonberry met at level 56. Once the greatest drill instructor in the Nymian military.
- An Ax To Grind: Carries a battle ax instead of a kitchen knife.
- Badass Creed: Demands that Alka Zolka and the Warrior of Light shout the Nymian Marine oath to him. "To victory— Come hells or high water!"
- Drill Sergeant Nasty: You aren't named the best drill instructor for going soft on your charges.
- No Indoor Voice: Almost all of Halga Tolga's speech is in the excited bubbles meant for shouting.
- Older Than They Look: His is one of the few ages not explicitly stated in the Encyclopedia, but logic dictates he's got to be around the same age as Surito.
- Sand In My Eyes: Blames his Tonberry eyes for leaking something, before admitting he's not kidding anyone with his Tears of Joy.
- So Proud of You: He shows pride in his new trainees for having bested Bitoso, though quickly reminds them not to slack off in their training.
- Was Once a Man: Like all tonberries. He seems to have taken it much more in stride than his fellows, however.
- Arch-Enemy: Of the entire society of Nym. Or what's left of it.
- Greater-Scope Villain: He's the one responsible for the tonberry plague via using unsuspecting travelers to unleash the plague, and in the present he works by proxy to reignite the plague, though makes no physical appearance until the end of the Heavensward Scholar Questline.
- Plague Master: Bitoso is the source of the Tonberry plague.
Epithet: Y'mhitra the Learned
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.
- Adventurer Archaeologist: Shes both a member of the Sons of Saint Coinach, an archaeological society dedicated to unearthing the secrets of the Allagan Empire, and a competent conjurer capable of healing and harming in equal measure.
- 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.
- The Medic: She's a conjurer, and assists in battle by healing.
- Mentor Archetype: Ymhitra is an interesting example. She isnt a Summoner herself, but she has researched ancient Allagan summoning techniques extensively enough to be an effective teacher for the player nonetheless.
- The Reveal: Of the minor variation. She mentions coming to Eorzea after hearing from her sister's adventures in Eorzea during the Summoner questline. In 2.55 Y'shtola apologizes to her during her Heroic Sacrifice. Theories and images of the two have already existed as they are both White haired Seeker of the Sun Miqo'te Conjurers and of the same Miqo'te tribe (Jaguar). In Heavensward during the main story, it's confirmed the two are half-sisters sharing the same father. This is confirmed when rescuing Y'shtola from the lifestream requires a relative so the elementals know who to look for.
- Small Role, Big Impact: She has a brief but important cameo in the Heavensward main scenario quest, participating in a ritual to draw her half-sister Yshtola out of the Lifestream and back into the physical world.
- The Smart Guy: Shes 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 Chalices weakness and comes up with a successful plan to exploit it. They dont call her Ymhitra the Learned for nothing.
Epithet: Tristan Nightflicker
- Big Bad: Of the Summoner quest line.
- Dark Is Evil: He wears black clothes and has the name Nightflicker. And his Belias-egi looks like a darker version of Ifrit-egi, and he's working under the Ascians, a good guy he is not.
- Deal with the Devil: His quest for power is collecting Summoner soul gems and delivering them to the Ascians.
- Did You Just Punch Out Cthulhu?: Tristan was able to defeat Ifrit once, that speaks leagues to his skill as someone without the Echo.
- Freudian Excuse: His brother was Tempered by Ifrit, which forced Tristan to kill his own brother and served as his motivation to destroy all primals and to gain as much power to be able to do so.
- Good Colors, Evil Colors: Tristan wears a black version of the Summoner's Artifact armor.
- Irony: His hatred of primals for tempering his brother led him to work with Ascians (IE:the ones causing primals to be summoned) and trying to kill the Warrior of Light (IE:famed primal slayer). Y'mhitra even notes that if Tristan's hatred hadn't made him so blind, he and the Warrior of Light could have been allies.
- Malicious Slander: Hires a mercenary to kill the player by claiming that he/she has been tempered.
- Mercy Kill: To his own tempered brother. Though how much "mercy" was in the act is up for debate.
- Playing with Fire: He attacks the player with the Ifrit Egi, and later the much stronger Belias Egi.
- Taking You with Me: As he dies at the end of the level 50 Summoner quest, he summons his Ifrit Egi for one final suicide attack.
- Unwitting Pawn: He is being aided by an Ascian. Think about that for a second.
- Well-Intentioned Extremist: His motivation is to gain enough power to wipe out the primals.
A Captain of the Immortal Flames, Dancing Wolf is investigating a series of attacks by a black-robed Summoner matching Tristans description, and asks Ymhitra and the player to help out with his investigation. He serves as the primary quest giver for the Heavensward Summoner storyline.
He returns in Stormblood, having assembled a unit of rookie Summoners that he wishes the player to train.
- A Pupil of Mine Until He Turned to Evil: Dancing Wolf was Tristans commanding officer before the latters descent into villainy, and he views stopping him as his responsibility.
- Broke Your Arm Punching Out Cthulhu: His unit took part in an operation to defeat Ifrit. They succeeded, but suffered massive casualtiesmany soldiers were killed and many of the survivors were tempered.
- It's Personal: After learning that the Ascian of the Twelfth Chalice corrupted Tristan and reanimated Tristans brother as an undead thrall, Dancing Wolf vows to defeat him and avenge his subordinates.
- My Greatest Failure: He failed to realize just how badly Tristan was affected by being forced to kill his own tempered brother, and holds himself responsible for Tristans subsequent descent into villainy. By extension, he also views the operation that lead to Tristans brother being tempered in the first place as this.
- Sword and Sorcerer: He has this dynamic when fighting alongside the player, being the Sword to the players Sorcerer.
- This Is Unforgivable!: He is angered by the Ascian of the Twelfth Chalice reanimating Tristans brother as an undead pawn, and vows to make him pay.
A trio of rookie Summoners under Dancing Wolfs command, eager to test their abilities against the player as part of Principias second test.
- Did You Just Punch Out Cthulhu?: All three of them can summon Ifrit-Egi, indicating that they were able to defeat the Primal in combat. Jajasamu can also summon Titan-Egi, indicating that he beat Titan as well. By the end of Tales of the Storm, Crispin and Denise have defeated Ifrit five times.
- 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: Theyre a unit of Summoners within the Immortal Flames, and at least one of themJajasamuholds 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.Jajasamu: Me, Im in it for the coinhave been ever since I sold me spells with the Company o Heroes. Most of the soldiers I march with aint much different. Were happy to put our lives on the line as long as theres a purse waitin for us at the end o the day.
- Pint-Sized Powerhouse: Jajasamu, as a lalafell, is the shortest of the three. Hes also the most powerful, as hes the only one to have beaten Titan in addition to Ifrit. Accordingly, he holds a higher rank than Crispin and Denise.
- In Tales of the Storm it's revealed that Jajasamu was a member of the Company of Heroes, which is how he fought Titan.
- Stripperific: Their Summoner uniforms cover the arms and everything below the waist, but leave their chests mostly bare.
Discipline: Summoner, Gladiator, Conjurer, Thaumaturge
- Black Mage: As can be expected of an Ascian at this point, he can cover the ground in void pitch and call meteors that will explode if they land in close proximity to each other.
- Colony Drop: As mentioned above, their leader is able to call down meteors during his boss fight.
- The Dragon: They're directly in service to Lahabrea and only loyal to him, making their leader this.
- Greater-Scope Villain: To Tristan, though for the Heavensward summoner storyline he steps up to bat as the active Big Bad.
- Killed Off for Real: The one you most interact with is slain at the end of the 60 summoner quest, it's implied that, either because he's not as powerful or as a trade-off for his necromancy, he's unable to abandon his body so he dies with it. This is also the first Ascian that has been killed by a method ofter than the Blade of Light.
- Necromancer: He's capable of reviving dead tempered as loyal thralls, and can use the fact that they were tempered as Loophole Abuse to grant them Egis, his master plan is to build an entire army of Summoner corpses like this.
- Summon Magic: The leader can summon Egis of his own accord, and owing to his incredible aether reserve as an Ascian, can manifest all three at once instead of being limited to one at a time.
- Tarot Motifs: of the Minor Arcana subtheme, the final battle with him has him aided by Ascians of the Twelfth Sword, Staff and Pentacle.
- Animate Inanimate Object: Its a hopping, talking book. With sharp teeth coming out of its pages.
- But Now I Must Go: After successfully imparting its knowledge to the Warrior of Light, Prin returns to its slumber to wait for a new age in which its knowledge might be needed.
- Familiar: Principia was imbued with its intelligence by the Allagan master summoner Sari, and acted as his familiar.
- In-Series Nickname: Prin. This is a rare instance where the character themselves suggests the nickname: Principia recognizes that its name is a bit of a mouthful, and offers Y'mhitra a choice between Prin and Pria. She chooses the former.
- Meaningful Name: Principia is the plural form of the Latin word principium, which means foundationquite appropriate for a textbook on summoning techniques.
- Rule of Three: It subjects potential students to three trials, and will only share its knowledge of Allagan summoning techniques if the student passes all of them.
- Secret Test of Character: Prins third test is meant to assess how prospective summoners will act in a life-or-death situation, and determine whether theyre the type of person who would use a summoners power responsibly or abuse it for personal gain.
- Spell Book: A sentient magical book containing a wealth of information on ancient Allagan summoning techniques.
Despite having lived thousands of years ago, heor someone who looks like himsuddenly appears during the players third test
- A.I. Is a Crapshoot: The Summoning Node is no longer operating as intended. Instead of seeking out potential Summoners to train, it now lures them to their deaths.
- The Archmage: Master Sari was recognized as the greatest Summoner of his time.
- The Assimilator: The Summoning Node can sense that the Warrior of Light has more potential than Master Sari did, so it plans to kill them and create an Egi in their likeness to replace the Sari-Egi.
- Big Bad: Of the Summoner storyline for levels 61-70.
- Cynicism Catalyst: He was originally an idealistic man, but the deaths of his students at the hands of the people they were trying to protect left him bitter and cynical. This led him to create the Summoning Node late in his life, and then kill himself to ensure its activation. Dancing Wolf puts it best:Dancing Wolf: Prin here is the embodiment of the hopeful ideals of Saris younger self. The murderous machine of his latter years is the product of frustration and anger and grief.
- Fling a Light into the Future: His reason for creating Prin. Since Summoners were being persecuted in his lifetime and new Summoners can only be trained during rare periods of increased Primal activity, Sari compiled his knowledge into an instruction manual so that it would not be lost to future practitioners. Later in his life, he created the Summoning Node for the same purpose.
- Flunky Boss: The Summoning Node is almost completely defenseless, and relies on the Egis and monsters that it summons for protection. It also cant be harmed until all of its flunkies have been destroyed.
- Foil: The Summoning Node is this to Principia. Both are intelligent magical constructs. Both were created by the real Master Sari to pass his knowledge on to future generations, one using purely magical methods, the other using technological ones. Prin represents Master Saris idealism and wants to ensure that its knowledge is used for the greater good, while the Summoning Node represents his later cynicism and only seeks out students to further its own ends.
- Light Is Not Good: He has white hair, dresses in all-white Channeler gear, and does not have good intentions for the Warrior of Light.
- Magic from Technology: Late in his life, Master Sari began experimenting with computers as a new summoning medium in place of traditional grimoires. The Summoning Node, an artificially-intelligent robot with the ability to summon Egis by performing complex mathematical computations, is the ultimate fruit of his research.
- Me's a Crowd: The Summoning Node conjures multiple copies of its Sari avatar during its boss fight.
- Mythology Gag: His name is a reference to Madain-Sari, the village of Summoners from Final Fantasy IX.
- Posthumous Character: The real Sari has been dead for millennia. Dancing Wolfs Summoner squad speculate that the Sari encountered by the Warrior of Light might be a clone of the original. Its much more complicated than that.
- Psychotic Smirk: He never drops that smirk off his face, even in battle.
- Robotic Reveal: Sari is actually the Summoning Node, an evocation matrix with an artificial intelligence based on the real Saris personality. The Sari youve been chasing around is an Egi avatar created in the real Saris likeness.
- Serial Escalation: Tristan could summon the powerful Belias-Egi, and the Ascian of the Twelfth Chalice could summon all three of the regular Egis at once. How does Master Sari top them both? By summoning dozens of Sephirot-Egis at once during Prin's third test.
- Sinister Geometry: The Summoning Nodes true form is a sphere.
- Villainous Breakdown: Beating up the Summoning Node causes it to summon more Sari-egis and stronger monsters in a desperate attempt to kill you and its speech becomes more distorted and focused on wanting the Warrior of Light dead. When it's nearly destroyed, it summons Sari-egis non stop, but they are incomplete and can only attack you with their books.
Discipline: White Mage
A calm and intelligent Padjal who leads the Conjurers' Guild.
- A Child Shall Lead Them: Or at least someone who appears to be a child.
- The Atoner: Of a sort. He is harsh with Sylphie and opposes her style of healing because Sylphie's mother used the same techniques, and said techiniques cost her her life. E-Sumi feels intensely guilty over not intervening in the case of Sylphie's mother sooner (and thus feels responsible for Sylphie being an orphan) and is absolutely determined to make sure history does not repeat itself.
- 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.
- Magic Staff: His conjury radical.
- Older Than They Look: As one of the Padjal, naturally he's much older than the boy he appears to be. As the Encyclopedia Eorzea tells us, he is in fact over two hundred years old.
- Put on a Bus: Was originally introduced as the top ranking Seedseer back in Legacy. However, with the end of the original story line and the introduction of the Seventh Umbral Era, he essentially became a background character, and nearly vanishes once Kan-E-Senna is introduced.
- Limit Break: The final White Mage quest in Stormblood has him cast Pulse of Life, the same level 3 limit break that a healer player can use, to revive Sylphie while also fully recovering Gatty the player's HP.
- Mistaken Age: Sidurgu mistakes E-Sumi-Yan for a boy, but the Conjurer corrects the "young man" that he is several times his age.
- Reasonable Authority Figure: Generally, although Sylphie has a tendency to push his buttons. Her mere attempt at being a Conjurer pushes his "guilt" button, for one. In Stormblood, he is willing to let Gatty stay with her mother as long as she learns to control her magic, even though Gatty is a Padjal who belongs in Gridania.
- The Stoic: He is almost always unflappable, which comes with the territory of being a couple hundred years old. The only thing that manages to budge him is Sylphie's behavior and, specifically, his worry that her unrestrained healing will kill her, much as it did her mother, whom E-Sumi still feels guilty over.
- Transhuman: Like the Senna siblings, he is a Padjal. He also happens to be the eldest Padjali, not to mention the oldest living person in Gridania, by far, being at least two hundred forty years old.
- White-and-Grey Morality: He certainly wants to help people, but his dedication to the Elementals of the Twelvewood's also means occasionally his hands are tied, and he can't provide much help should someone commit an action that brings about "Greenwrath" upon them.
- You Are Better Than You Think You Are: In the level 70 White Mage quest, he gives one to Gatty to rouse them out of their despair when they believed that they killed their mother (it was never her fault) and getting Sylphie killed in the battle against a voidsent. They bounce back after hearing his words of encouragement.E-Sumi-Yan: The candle of life burns down for us all. You cannot blame yourself... Gatty! Remember what your mother wanted for you!
Gatty: What Mama wanted...?
E-Sumi-Yan: Yes! Think back on her words! Say them, Gatty! Hear yourself say them!
Gatty: "I pray you find such happiness..."
A young Hyur girl who has a talent for healing, yet refuses to practice the concepts of conjuring the elements.
- An Aesop: Serves to remind novice players that their duties as Conjurer/White Mage extend beyond simply healing; throwing out damaging abilities and dodging can be just as important as Cure and Raise.
- Break the Haughty: After losing her healing abilities after trying to cast Raise.
- Cast from Hit Points: The inadvertent source of her healing abilities, due to her refusal to embrace nature.
- Cool Big Sis: Has this sort of relationship with Gatty, who looks up to her for teaching her how to control her powers.
- Dangerous Forbidden Technique: Raise is treated as this to her, to the point where E-Sumi-Yan threatens to expel her from the guild if she tries to use it. This is because she's using her own life force to cast it, and doing it too much will kill her the way it killed her mother.
- Generation Xerox: A subversion. Just like her mother, Sylphie refuses to learn how to conjure the elements of nature. After she tries to cast Raise and her healing power runs dry as a result, she reluctantly learns how to conjure like she's supposed to, and finds it wonderful, which leads to her questioning why her mother refused it. She finds her mother's old journal which explains that she refused to conjure nature because she could hear the angry voices of nature and believed that tapping into it made the Earth angry. Sylphie then refuses to conjure at all, and tries to protest against the use of it, until she witnesses conjurors and elementals fighting side by side to quell a threat, and learns that humans can work in harmony with nature to the benefit of both.
- Hearing Voices: At the end of the Conjurer questline, she's revealed to be able to hear the voices of the Elementals and is now receiving training to become a Hearer.
- Heroic RRoD: After trying to cast Raise, she loses her ability to heal and is severely weakened, even wondering if she is now going to die.
- Jerk with a Heart of Gold: She is less than kind to her fellow guildmates, constantly blow off lessons, and isn't that respectful towards even E-Sumi-Yan. But she truly wishes to help people with her healing abilities, and her behaviour mostly comes from feeling like the guild is just keeping her from doing just that.
- Missing Mom: Due to shunning the lessons of conjury in favor of solely focusing on healing.
- The Bus Came Back: Is entirely absent from Heavensward but makes a return in Stormblood to assist the Warrior of Light.
- Took a Level in Badass: Her return in Stormblood has her using white magic skillfully between healing and offensive spells compared to her first appearance in A Realm Reborn where she only healed and didn't use attack magic until she confronted her fears. She can heal the player's HP in huge amounts. When E-Sumi-Yan revives her with Pulse of Life, it's revealed that she has far more HP than E-Sumi himself!
- Turn Out Like Her Mother: What she strives towards, but what E-Sumi-Yan is trying to prevent. With good reason.
Discipline: White Mage
Two Padjal siblings who help the player become a White Mage. They are two Seedseers from Gridania, and the younger siblings of Kan-E-Senna. Raya-O is older than her brother A-Ruhn, and the one who gives out the actual quests.
- Blinding Bangs: A-Ruhn-Senna's red hair completely hides his eyes.
- Foolish Sibling, Responsible Sibling: A-Ruhn as the foolish and Raya-O as the responsible. Kan-E is more responsible than them both, however, because even Raya-O tends to bicker sometimes.
- Friend to All Living Things: Comes with being White Mages. They're also close with the Moogles of the Twelveswood.
- Jerkass: A-Ruhn, at first, to the player. He warms up later.
- Magic Staff: As a focus for their magic.
- Nature Hero: They're Seedseers who can divine the will of the elementals, like their sister.
- Older Than They Look: Not as extreme as some fellow Padjal, but Raya-O just hit twenty-one as ARR starts, and A-Ruhn is 18. They're both, needless to say, a bit short compared to normal Hyur of their age.
- Reasonable Authority Figure: Raya-O is this towards Alaqa after her plans are thwarted. Raya-O reminds Alaqa that she must pay for her crimes against the Twelveswood, but she can become a better person and will be given the support she needs. Speaking to Raya-O after the scene has her revealing that Alaqa is slowly opening up to her.
- Sibling Team: They're both powerful White Mages and often aid the player in battle and purifying the Twelveswood.
- White Mage: Both of them, like their elder sister.
- Walking the Earth: A-Ruhn at the end of the level 60 White Mage quest realizes that he cannot help the forest by just staying there and he must wander the world like A-Towa had done if he truly wishes to help everyone. Raya-O stays in the Twelveswood to continue her duties.
Epithet: The Wandering Padjal
Discipline: White Mage
A-Towa-Cant, in life, traveled Eorzea aiding those who needed it. He eventually met his end at the hands of Kobolds after entering their territory.
- The Cavalry: Just when things are bleak and the Player Character and the Sennas are about to be overwhelmed by wildlife affected by the anger of the forest itself as they attempt to perform a necessary ritual to calm the Twelveshroud's Elementals, he comes back from the afterlife to provide some much needed support.
- Named Weapon: Thyrus, his Conjury implement. Conjury tools apparently need to be made of wood, but Thyrus is unique in that it's made of petrified wood.
- Older Than They Look: An example up there with E-Sumi; even before his death, the man was pushing two hundred, and still looked pretty youthful, although his hair had gone silvery (which may be a mark of an older padjal).
- Posthumous Character: Is only known by what you learn of his life while learning the ways of the White Mage. His spirit appears during the calming ritual to aid you in fending off the enraged wildlife, after which he apparently departs for the afterlife.
- Walking the Earth: Likely the first among all Padjal, A-Towa did not stay in the Shroud, but traveled the land offering help wherever he could. The Heavensward continuation explains part of that mission was fighting back the Taint.
Epithet: Eschiva the Aetherial
A female Hyur who appears in Heavensward during the White Mage quest line. Eschiva's grandfather was a retainer for the elder seedseer A-Towa-Cant, who accompanied the padjal in his journey across the realm. By the time of the present day, the man had passed on, but Eschiva took up his task of tending A-Towa-Cant's grave. When the taint spreads again, she goes with the Warrior of Light to find the source.
- Blade on a Stick: She's a Lancer, it comes with the territory.
- Brutal Honesty: She doesn't hold back in telling the Seedseers that people don't look up to them as much because of their hesitation to leave the Twelveswood, as the padjal are the ones who should be protecting the people of Twelveswood but they've been relying on the Warrior of Light and her.
- Declaration of Protection: Once the matter of the corruption is resolved, Eschiva announces she will be escorting A-Ruhn-Senna on a pilgrimage across the realm, like her grandfather once did for A-Towa-Cant.
- What the Hell, Hero?: She calls out the Seedseers on their insistence of remaining in the Twelveswood when they are needed elsewhere. These words cause Raya-O-Senna and A-Ruhn-Senna to reconsider their stances and agree to leave the forest to help out. This also causes A-Ruhn to follow in A-Towa's footsteps by wandering around Eorzea to help people in need and purge whatever corruption that threatens the Twelveswood. Eschiva is delighted to hear A-Ruhn step up and decides to accompany him in his journey like her great-grandfather had done with A-Towa.
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 White Mages past level 50.
- 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: the "spoils" of her research, a powerful undead dragon under her thrall.
- Freudian Excuse: She aims to spread the taint and corruption everywhere just because she was persecuted for what she is. She claims the taint was just an experiment, but as you thwart her every move, she proceeds to say said experiments are a part of her revenge scheme.
- Horned Humanoid: An Au Ra with black curved horns.
- Non-Action Big Bad: When you encounter her for the final time, she sics a zombie dragon and skeletons on you and she doesn't do any actual fighting herself.
- Reformed Criminal: Shadowbringers reveals that they have atoned for their crimes and are repaying their debts 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.
A mysterious child with strange powers found in the East End with her mother during the events of Stormblood. They live in a house within Bittermill away from civilization.
- Angst Nuke: In the level 70 White Mage quest, she's already torn up over the death of her mother and blames herself for it. When a voidsent kills Sylphie during the fight, Gatty blames herself for that as well, which causes her to let out a scream that inflicts massive damage to the player and E-Sumi-Yan while pushing them back several yalms.
- 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.
- Nice Hat: She wears a very large beret type hat. This is to cover her horns and hide the fact that she's a Padjal.
- Older Than They Look: While this isn't the case yet, this is ultimately Gatty's fate due to being a Padjal, and it likely isn't long before she stops physically aging if she hasn't already.
- When She Smiles: She is always filled with worry over her mother and almost never smiles. She starts to smile again when Sylphie puts her fears at ease, but she doesn't really get to smile fully until she gets over the death of her mother by remembering her final words to her.
- Walking Spoiler: Her true nature and the source of her powers is the reason why most of her tropes are in spoilers.
- White Magic: She can use it, but doesn't understand how to control it. The final quest has her using it masterfully to aid you.
- 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.
The Guildmaster of the Thaumaturges' Guild. ...Well, all five brothers are, but he's the eldest.
- Big Damn Heroes: Using a fire spell, Cocobuki destroys the throwing knife Mormo intended to kill the Warrior of Light with.
- The Cameo: 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 Ala Mhigo city.
- 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.
- 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.
- Hero of Another Story: In the immediate aftermath of Bahamut's destruction, rioting broke out in the streets. Nanamo, who was praying to Nald'Thal in the Thaumaturge's guild requests aid from the guild to help calm the rioters down. Of all the members of the guild, only Cocobuki and his brothers stepped up to help. Using their magic, they were able to grab the attention of all the rioters so Nanamo could speak to all of them. For their help, they were put in charge of the Thaumaturge's Guild. None of this is actually stated in game, but in a supplementary story.
- Law of Chromatic Superiority: Inverted. He is the only one wearing a black hood while his brothers each wear a red hood.
- Verbal Tic: Cocobuki usually hums before a sentence. "Hm hm hm."
Epithet: The Cross
- Black Sheep: Feels that he is this.
- Chekhov's Skill: Is mentioned early on to have been working on a potion to increase his aether reserves so that he can become a Thaumaturge. The incomplete potion is enough to save Cocobuki's life when his body has been drained of aether.
- Demonic Possession: By Mormo.
- I Just Want to Be Badass: At least to the point of convincing his brothers to train him.
- Improvised Weapon: He joins the PC in battle using his alembic.
- The Resenter: Towards his brothers, who continue to deny his chance to become a Thaumaturge like them.
- "Well Done, Son!" Guy: To his brothers.
- Un-Sorcerer: Unlike his brothers, Cocobusi was born with a very weak level of natural aether. Even casting the simplest spell could prove lethal to him.
- Demonic Possession: As powerful as she is, Mormo could only send her soul into our realm from the Void. She has to possess soemone and then use dark magic to reshape them into a likeness of her body.
- Literal Genie: Offered great power to the one who freed her from the urn. He got it, via Demonic Possession.
- Horny Devil: Mormo is a succubus. Though we don't see it, she happened to seduce and lead a few women away with her to use as a sacrifice to become her true form.
- Knife Nut: While possessing Cocobusi, Mormo tries to kill the Warrior of Light with a throwing knife.
- Verbal Tic: Mormo loves to put EMPHASIS on one word in almost every sentence.
Epithet: Lalai Darkeyes
Discipline: Black Mage
- Mouth of Sauron: While still serving his prison sentence, Ququruka will communicate with the Warrior of Light by temporarily possessing Lalai.
- In Stormblood, this happens again, with the memory of Shatotto.
- Mythology Gag: Wears clothing that looks and is colored similarly to the classic Final Fantasy Black Mage.
Epithet: Master Ququruka
Discipline: Black Mage
- The Atoner: Killed three of his friends and fellow studiers of Black Magic in a moment of greed for more power for himself. Immediately regretted it once he saw the results of it. He willingly let himself be held in Ul'dah's most notorious prison for 100 years, even though he could easily escape at a moment's notice, only using his power to recruit the descendants of his friends, an apprentice, and another Thaumaturge (the player) to correct his wrong doings when the time was right.
- Death Glare: Pulls an extremely effective one on a member of the Thaumaturges' Guild for constantly interrupting his dire warnings about oncoming doom and trying to stop him. They effectively stand still and shut up for the rest of the conversation.
- Death Seeker: His final goal, after recruiting a group capable of banishing the demon created by the sacrifice of his three friends from his own actions.
- Demonic Possession: Does this to Lalai.
- Game Face: When exercising his power, Ququruka's face will be covered with shadow and his visible eye glows yellow, giving him the classic Black Mage face.
- Mouth of Sauron: He is said to commune with Nald'thal, the god of Death and Commerce, who is also the Thaumaturges' patron deity. He chooses the Player Character to become a Black Mage because Nald'thal predicted it. His actual reasons for doing what he does are a bit more personal.
- My God, What Have I Done?: It's revealed in the level 50 Black Mage quest, that 100 years ago, he, and the ancestors of the three beastmen who help you, were first studying the arts of the Black Mage, seeking to learn what power it had. Unfortunately, while performing a rite to help them gain the power, in a moment of selfish desire for even greater power, he changed one of the invocation lines to another. He got power, but his three friends were sacrificed and turned into a giant demon. He used his new found power to seal the demon into a statue, and concocted a different story of his crime, when turning himself in, willingly letting himself be imprisoned.
- Redemption Equals Death: How he goes out in the end, apologizing to everyone for his deceptions and using them to help him fix his mistake, willingly letting himself fade into aether.
- Take Up My Coat: Requests the player take his Wizard's Coat artifact armor, for helping him atone for his sins, and becoming a Black Mage not corrupted by their thirst for power
- Zero-Approval Gambit: Used false documents and used magic to implant false thoughts into the Thaumaturgist guild for a different crime that he hadn't commit, to cover up the crime he did commit. Used this strategy again at the end of the Black Mage quests to convince the Player, his apprentice, and the decedents of his friends that he was really just using them to gather more power, so that they would have no qualms fighting him, and the demon created by his actions.
Epithet: Lostkin Kazagg Chah
Discipline: Black Mage
- Covered with Scars
- Devil in Plain Sight: Subverted, as while he may be dressed in the same red garb as his fellow Amalj'aa, he does not serve or worship Ifrit.
- Good Colors, Evil Colors: Adverted. He wears the same red as the Ifrit worshipers, but is not among their number.
- Not Evil, Just Misunderstood: The reason he hides from people is because they would mistake him for just another Ifrit worshiper.
- White Sheep: He does not show any loyalty towards Ifrit nor does he worship him.
Epithet: Dozal Meloc the Yea-sayer
Discipline: Black Mage
- 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.
Discipline: Black Mage
- 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.
Epithet: Zhai'a Nelhah the White Mind
- Brainy Specs: A Conjurer and always wearing glasses.
- Bullying a Dragon: Throughout the first half of the questline, he has no qualms against being a bigoted 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.
Discipline: Black Mage
- 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 artifact armor in purple, and is a practitioner of black magic.
- 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.
Discipline: Black Mage
- Blood Knight: Shatotto relishes in the destructive power of black magic and her first and preferred answer to any problem is to destroy it utterly.
- Brain Uploading: Of a magical variety. Shatotto placed a copy of her mind into an ancient bowl, which would one day be uncovered by our heroes. The copy of Shatotto's memory acknowledges that she isn't literally Shatotto herself, but is close enough that there is little practical difference.
- Colony Drop: It was said that Shatotto called down a meteor to strike the planet just because she could, using its fragments to forge the Stardust Rod. In actuality, Shatotto prevented a far worse impact by using her magic to blow a meteor off course so that only a few of its pieces struck Hydaelyn.
- Helmets Are Hardly Heroic: Shatotto hates the large hats mages have taken to wearing in the present day and is very vocal about it. She always takes off Lalai's hat when serving as the dominant personality.
- Insufferable Genius: She invented black magic as we know it and is every bit as arrogant and condescending as her namesake Shantotto.
- Mythology Gag: She is one letter away from having the exact same name as Shantotto, another diminutive-but-horrifically-powerful black mage, and the person who served as the inspiration for her character. There are a few notable differences, though. While Shatotto created the discipline of black magic, Shantotto is "merely" the most powerful practitioner alive. Also, Shatotto does not share Shantotto's penchant for rhyme."Oh dear, you really aren't very smart. Very well, I shall begin from the very - er, beginning. Dear me, did I almost rhyme? Who does that, anyway?"
- Named Weapon: Fights with the Stardust Rod. Fitting since she invented it in the first place.
- Red Baron: According to Zhai'a, one of Shatotto's more charming titles was "Death's Handmaiden".
- Supernatural Gold Eyes: When Shatotto is in control of Lalai, Lalai's green eyes turn gold.
Epithet: Leveva Heavensreader, Lady Leveva
An Astrologian sent from Sharlayan to teach their brand of astrology to the Isgardians, in her grandfather's stead.
- Astrologer: She's the teacher of Sharlayan's school of Astrology in Ishgard.
- Blackmail: Does this twice, the first on Forlemont using his missive, evidence that he put out a hit on her and her entourage the Warrior of Light included, to get him to stop meddling in their affairs. The second time is on Sevestre, forcing him to pretend that she was killed or else reveal his ties to her father's murder.
- "Blackmail" Is Such an Ugly Word: When Jannequinard reacts with shock to the first suggestion of blackmail, Lady Leveva states that they're merely letting Forlemont keep his life in exchange for a little assistence in furthering their just and noble cause. No more, no less.
- Damsel in Distress: She is captured more than once by the bandits you first encounter in the storyline.
- Dead Person Impersonation: Takes on her father's name after having her death faked.
- Death Faked for You: She blackmails Sevestre into lying that she has been killed so that Sharlayan will not go after her anymore.
- Helmets Are Hardly Heroic: Unlike her grandfather, she doesn't wear her robe's pointed hat.
- Important Haircut: Gives herself one at the end of the quest line.
- Information Wants to Be Free: Thinks fate demands the knowledge of astromancy be spread beyond Sharlayan's borders. Her father had similar goals.
- Generation Xerox: Jannequinard mentions that she reminds him a lot like her father. And she has similar goals of teaching Sharlayan Astrology outside her homeland. Eventually she takes on his name.
- 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.
- Non-Indicative Name: Her name is rather Lalafellin, though she is a Midlander Hyur.
- Paper-Thin Disguise: The members of Ishgard's Astrologians are quick to do some Lampshade Hanging about Leveva's "disguise" after the Level 60 quest. Simply cutting one's hair and declaring herself "Lord Rufin" does not change the fact that she still has bright purple/pink hair, and that they know her well enough that they keep instinctively calling her Leveva. Not to mention her attire and voice still makes it obvious its her.
- "The Reason You Suck" Speech: Leveva doesn't mince words with Jannequinard over his lack of progression in astrology over the twenty years since he had started.
- Star Power: As befits the job, she sends the Warrior of Light to gaze upon certain constellations, to open the gates and synchronize their aether with the constellations.
- Tell Me About My Father: Asks this of Janne when she learns he was her father's friend.
- Walking the Earth: After faking her death, "Lord Rufin" travels through Ishgard and Dravania using astrology to heal the wounded and spread its good name.
- You Gotta Have Blue Hair: Her hair is rose pink, though she doesn't fall into the archetype of Rose-Haired Sweetie.
Epithet: Jannequinard the Succedent
Leveva's pupil, and the only Ishgardian student of Sharlayan astrology.
- Break the Haughty: Once Leveva arrives and the player character gets involved, he gets mercilessly taunted for being bad at Astrology and his slow growth despite the length of time he had to learn. This combined with the Warrior of Light appearing and suddenly blowing through in days what he's been stuck on for years forces him to re-examine his life.
- Character Development: Starts off as a Small Name, Big Ego, gets destroyed for it, then realizes that while he can't help by being as good as Astrologian as the PC, there is one thing he's very good at, politics. Thanks to this, he ultimately gets the Noble court to walk right into Leveva's hands and help Sharlayan Astrology spread despite them trying to pull a Reassigned to Antarctica on them, this, combined with his actual growth as an Astrologist, finally gets Leveva to acknowledge him as worthy of the mantle.
- Nice Guy: He does have a bit of an ego, but he only wants to make certain that the wonders of astrology spread to help others, like his Only Friend Rufin wanted. He's just blocked at every turn because he ultimately has no power to change things until the others get involved.
- Rich Idiot with No Day Job: Up until he meets the Warrior of Light, Jannequinard hadn't furthered his studies in Sharlayan astrology for twenty years, rather he would spend his days chasing women and being seen as a harmless nuisance by Ishgardian astrologers.
- Small Name, Big Ego: Initially, he seems to be under the impression that just knowing Sharlayan astrology makes him some great person, though when Leveva arrives she quickly demolishes him by pointing out that he had done nothing to advance Astrology's cause and, despite having decades, hadn't opened a single gate to advance his learning.
- The Unfavorite: Judging from Forlemort's comments as well as what Jannequinard himself says at the end of the 3rd Level 50 quest, his family doesn't hold him in high regard compared to his older brother.
- "Well Done, Son!" Guy: The "Shalayan Ascending" quest reveals that his initial reason for studying astromancy was to impress his father, who only cared about his older brother. Jannequinard stopped caring when he realized that he will never see him as anything but a loser.
A Knight in Janne's employ, and thus one of the few Ishgardians sympathetic to his and Leveva's cause.
- Lady and Knight: He has this dynamic with Leveva, acting as her protector and confidant to where she trusts him more than Janne.
A mysterious bandit leader seeking to kidnap Leveva. She is actually another Sharlayan who arrived to take Leveva back home to face trial for illegally spreading knowledge of astromancy.
- Deus ex Machina: Lampshaded by her during the Level 40 quests, when not only does the info she have leave out the fact of a second Astrologian (The player) also being part of Leveva's party in Limsa Lominsa, but the fact that members of both the Rogues' and Marauders' Guilds note as well as Commodore Reyner of Limsa Lominsa's Navy and the Yellow Jackets all provide The Cavalry to rescue Leveva, Quimperain, and the Player Character.Pirate Captain!Celie: "First maniacal marauders, then feline fishers, and now the commodore of the swivin' Thalassocratic Navy. How many more gods is this machine going to drop on me? Until next time, Lady Leveva!"
- Foreshadowing: When you first face her in the starting Astrologian quest, if you observe her you'll notice she's a very rare enemy arcanist. Arcanima is a very mentally demanding form of magic, hence why most NPC arcanists outside the Arcanist questline are originally from Sharlayan.
- Master of Disguise: She has impersonated a pirate captain and a Temple Knight, both times convincingly enough to enable her to kidnap Leveva. She also has other warriors masquerade as Knights, Serpent Reavers, and Leveva herself to aid her.
- Tattooed Crook: Celie has some distinctive face tattoos. She even mocks you and the others for failing to recognize her with such an obvious tell.
Jannequinard's uncle and head of the Observatorium. Part of the Sharlayans' plan to get Leveva out of their way.
- 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.
- The Fundamentalist: Par for the course for Ishgardians. He is unwilling to see Astrology as anything more than a way to track the dragons' movements, and the only reason he even helped his nephew and Leveva hold an audience with the Vault is because he knows that the clergy will see Sharlayan's methods as too heretical. He also signed a missive with Celie to assassinate Leveva. He notes that there are other people willing to stop Leveva and can do so without him.
The one who sent Celie to kidnap Leveva. An influential politician of Sharlayan who prefers to keep all their knowledge away from "barbarians" and willing to kill to keep it that way.
- Corrupt Politician: Had Leveva's father killed for spreading Sharlayan knowledge, used that to keep it within boundaries and destroyed any evidence he could find tying him to the murder. Additionally, it's mentioned that the group he leads have blackmailed and schemed their way to the point where their members make up the greater part of the Sharyalan senate, effectively making him the leader of the entire society.
- Fantastic Racism: He deems any non-Sharlayan as a savage to not be granted the time of day and treats them learning of Sharlayan knowledge as a crime against nature, That's why he had Leveva's father killed, and attempts to do the same to her once she becomes an issue.
- The Fundamentalist: Leveva described him as a "conservative fundamentalist" and he deems those outside Sharlayan unworthy of such sacred knowledge..
- Greater-Scope Villain: For the questline, only seen in the last few missions after his employee Celie is killed.
- I Have Your Wife: Since Sharlayan was able to capture Leveva's grandfather, his life currently rests in Sevestre's hands. He uses this leverage to force Leveva to surrender to him.
- Time Master: He knows the powerful Celestial Stasis spell which brings time to a complete halt, and is the strongest spell an Astrologian can learn.
- Walking Spoiler: His presence and role are not apparent until the player's Astrologian level is 56.
Epithet: Kyokuho of Wind and Water
A native of Hingashi who has traveled to Eorzea to learn of Sharlayan astromancy. By trade, he is a geomancer, a mage who communes with earth, air, and water to divine paths of fortune and prosperity.
- Cassandra Truth: For trying to warn fellow geomancers about the weakening barrier protecting Kugane from vengeful spirits, these geomancers branded him a liar and ridicule him.
- Chick Magnet: Upon arriving at the Astrologicum, Kyokuho quickly steals the hearts of most of the women inside.
- Facial Markings: Kyokuho wears red marks around his eyes.
- Famous Ancestor: The great-grandson of Grandmaster Kazan, the geomancer who created the barrier that protects Kugane and brings it prosperity and brought geomancy to the public eye.
- Fatal Flaw: As pointed out by those around him, Kyokuho gets so worked up trying to work on a complicated solution to his problems that he fails to see the simple solution in front of him.
- Instant Expert: Compared to Jannequinard and the Warrior of Light, Kyokuho takes to astromancy remarkably quick and opens four of the six heavens in the time it takes the player to go from level 60 to 63, or one moon/month according to optional dialogue from Jannequinard.
- Magic Wand: Kyokuho wears a one-handed wand on his hip to channel his geomancy which, in gameplay, functions like conjury.
- Motor Mouth: Kyokuho has a bad habit of running his mouth for much longer than is necessary.
Epithet: The Crimson Duelist, Deep Red X'rhun
Discipline: Red Mage
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.
- Big Damn Heroes: X'rhun joins the fight in the Stormblood Benchmark by killing an Iron Giant before it could attack the Warrior of Light.
- But Now I Must Go: X'rhun continues his pilgrimage across Eorzea once the level 70 job quest ends encouraging the Warrior of Light to continue to hone their skills on their on and for Arya to begin making a real foundation in black and white magic now that she can no longer rely on her voidsent blood.
- Early-Bird Cameo: He first appears as in the Red Mage job reveal trailer, 6 months before Stormblood was even released.
- Face of a Thug: X'rhun has a harsh and prominent brow, giving him a near-permanent scowl, but he is dedicated to protecting those who can't protect themselves. Arya admits that she initially saw him as intense and intimidating before learning what a good man he is.
- I Work Alone: Upon learning the identity of the cabal's leader, X'rhun decides not to endanger the Warrior of Light Arya in what has become a matter of revenge. He's unable to go through with this plan however as the Warrior plainly tells him they will be assisting.
- The Mentor: Not just to the Warrior, but to Alisaie and Arya as well. It was from Alisaie that he learned of the Warrior of Light.
- Sole Survivor: X'rhun is the only Crimson Duelist who survived the failed rebellion.
Epithet: The Painter
Discipline: Thaumaturge / Red Mage
- All There in the Manual: Her last name is only made known through the second volume of Encyclopaedia Eorzea.
- Big Brother Worship: A more toned down version of the trope than normal but Arya takes to the Warrior of Light very, very quickly, a likely result of her amnesia. When she meets X'rhun for the first time shortly after her first reaction is to run and hide her savior. After she decides to become a Red Mage she wants nothing more than to catch up to the Warrior of Light. It's very clear that she looks up to them immensely.
- Brought Down to Normal: Banishing Lilith back to the Void during the level 70 quest purges Arya of her voidsent blood and the proficiency at black magic that came with it. She takes this very much in stride thinking it'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.
- Girl in a Box: The Adventurer finds her trapped in a crate.
- Grew a Spine: Overcomes her fears to help the Adventurer and X'rhun. And again when she resists Lilith's attempts to steal her body at the end of the level 70 quest.
- Laser-Guided Amnesia: Arya's memory is largely clouded upon meeting her. X'rhun deduces that the cabal that kidnapped her had exposed her to an incense known to addle the mind in preparation for making her one of their puppets.
- Took a Level in Badass :She starts off as a Black Mage that can't even cast a spell and resorts to bonking enemies with her staff instead. Because she's not used to battle, she stays behind X'rhun and the Warrior of Light to rely on their power instead. She eventually conjures a Fire spell with great force, saving X'rhun and the Warrior of Light from Lambard. Instead of being left behind, she chooses to become a Red Mage. She also volunteers to serve as a decoy to protect a Cabal target.
- The Power of Friendship: In the level 70 quest after Lilith is defeated, Lilith's essence within Ayra's mind is still present and is enticing her to give in to her fate at being Lilith's slave. Right when she's about to surrender herself, she remembers the Warrior of Light and X'rhun and vows to keep living in order to make new memories with them. She then banishes Lilith in a blinding light and wakes up.
- She Cleans Up Nicely: Arya was already a beautiful young woman when she first met the Warrior of Light but during the level 60 red mage quest she sheds her trainee Red Mage gear in favor of buying herself some slicker threads appropriate to the job.
- Why Did It Have to Be Snakes?: Arya is afraid of ghosts and other supernatural things. She's quaking in her sandals the entire time she's on the Isle of Umbra.
Epithet:: Lambard the Regal
Discipline: Red Mage
Leader of the Cabal hired to assassinate anyone assisting the Ala Mhigan Resistance.
- Assassination Attempt: He was planning to kill Jessie from the Garlond Ironworks since he knew that her company was rebelling against The Empire and was aiding the Ala Mhigan resistance. If Jessie was killed, her ideas to create technology to resist the empire would die with her as well as the rebellion.
- Big Bad: As leader of the Cabal, he serves as the Big Bad of the level 50-60 Red Mage questline.
- Empty Shell: Those in the cabal whom Lambard has branded with his magic become mindless puppets that only exist as an extension of his will.
- Evil Former Friend: Was formerly a Crimson Duelist and one of X'ruhn's allies.
- Evil Tastes Good: Upon meeting the Warrior of Light, Lambard describes them as "delectible" and would delight in consuming them.
- Expy: Takes a few cues from Alucard from Castlevania Sympthony Of The Night. Not only he is pretty much a vampire, but his Soulsteal attack is a direct nod to Alucard's Soulsteal; both absorb HP from their victims.
- From Nobody to Nightmare: Use to be a Crimson Duelist but betrayed his comrades and became basically an aether/life draining vampire-esque... being.
- Not Using the "Z" Word: Lambards powers and his explanations thereof make it perfectly clear that hes some kind of vampire, but neither he nor anyone else actually identifies him as such.
- Our Vampires Are Different: He only needs to 'leave a scratch' in order to drain people of their physical energy. He also creates minions out of people he's forced amnesia upon and drained the life out of.
- Playing with Fire: He makes use of various fire spells while fighting the player. Dark Fire III creates a series of fiery explosions that track the player, and Bleeding Flame summons a cluster of Voidfire spheres that explode after a significant delay, engulfing the entire battlefield.
- Power Dyes Your Hair: When he starts using the full breadth of his wicked powers, his hair changes from blonde to striking crimson.
- Professional Killer: He and his Cabal are professional assassins hired by the Empire to disrupt the Eorzean Alliances activities by assassinating key individuals. The level 58 and level 60 quests involve thwarting his attempt to assassinate Jessie.
- 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!?"
"No! I sacrificed everything..."
- He lets another one out again when he has 1% health left.
- 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.
An ancient voidsent of terrible power, imprisoned for a thousand years.
- The Chessmaster: Claims to have spent the last thousand years influencing her "blood-gifted" in order to create the perfect vessel.
- Grand Theft Me: Has spent the last thousand years plotting it. And gets close to succeeding with Arya's body.
- Greater-Scope Villain: For the 50-60 quests.
- In the Blood: Can control anyone descended from the mage who first ingested her blood. Such as Lambard...or Arya.
- Sealed Evil in a Can: Lilith's original summoner trapped her in one, because his power would vanish should Lilith return to the Void.
- Universal Poison: Her attacks can inflict this, hence the game literally yelling "STOCK SOME ANTIDOTES" at you.
- The Man Behind the Man: Or rather, The Voidsent Behind the Man. Lambard's power came from the fact that he was descended from the mage who summoned Lilith and drank her blood.
Discipline: Arcanist, Blue Mage
- 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 practically a master of Blue Magic and is willing to demonstrate how they work, but when it comes to actually teaching people how and where to acquire said Blue Magic, he rather let people figure it out on their own. The "training" sessions that he sends the Warrior of Light on are nothing more than having them use their newly acquired spell on someone.
- All There in the Manual: In-universe. Martyn wrote a book detailing the Blue Magic that can be learned from various locales, though it's a bit lacking: His book doesn't explain what the spells are, doesn't list the creatures that possess said magic, and despite giving locations, the book only gives one per spell, even if multiple locations exist (such as Plaincracker being labeled with Copperbell Mines (Hard), even though enemies in several low-level areas of the world can also use it)
- Blatant Lies: After some loansharks force Martyn to give everything he has including all of his clothes save his underwear to them, he tells the Warrior of Light at least he still has his dignity. This is followed by an extended shot of him walking back to Ul'Dah still in nothing but his underwear.
- 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.
- Cutscene Power to the Max: Cutscenes display him as being able to use the abilities of Primals somehow, including ones he could've never possibly fought such as 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.
- Engineered Heroics: His assistants are a pair of Mamool Ja who pretend to menace the crowds he pitches to, so he can demonstrate Blue Magic to them.
- Honest John's Dealership: Gaudy outfit? Check. Selling something to the masses that has dubious uses and at a high price? Check. Due to the Yellowjackets receiving complaints from citizens about being ripped off and Martyn not bothering to explain the risks of learning Blue Magic, the Warrior of Light is tasked with trying out the new job themselves to make sure that it actually works. In the end, Martyn is banned from selling his soul crystals in La Noscea. The soulstones he is selling do work, but Martyn did not really bother to properly explain how they actually work to his customers.
- It's All My Fault: He feels partially responsible for introducing a sickness to the New World that is slowly killing the population. Overall, said sickness came from Eorzeans that traveled to the New World and while it's no more harmful than a common cold to Eorzeans, it's completely deadly to the people of the New World since they never had it.
- 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.
- 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.
- Stage Names: He's given the stage name "The Great Azuro" because "The Great Martyn" doesn't sound nearly as interesting.
- 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.
Discipline: Blue Mage
- Butt-Monkey: Any time a character needs to show off a Blue Magic spell, these two usually end up being the training dummies. When the Warrior of Light trains for the Carnivale, they accidentally miss their intended target with Glower and ends up hitting one of them by accident.
- Loophole Abuse: Royse is able to get them into Ul'dah despite the city's ban on beastmen, because the law in question doesn't say anything about Mamool Ja specifically.
- Mythology Gag: Their association with Blue Magic is likely a reference to how Mamool Ja were the only beastmen capable of using it in Final Fantasy XI.
- Third-Person Person: Both of them speak like this.
- Those Two Guys
- Nice Girl: She is willing to pay Martyn well for both his performances and to tutor the Warrior of Light. When she hears Martyn's reason for buying illegal contraband, she immediately offers to help him obtain it legally.
Discipline: Arcanist, Blue Mage
- Brilliant, but Lazy: In regards to Blue Magic. Hes an even greater Blue Mage than Martyn, but never really practiced the art since he views it as outdated and little more than a cute diversion. Despite this, he proves to be a very formidable boss in the Masked Carnival, being able to cast incredibly powerful spells such as Charybdis and Meteor.
- Capitalism Is Bad: He agrees to fund Martyns cure for the new world so that he could exploit the dying natives to gain access to the massive ceruleum reserves under their sacred grounds.
- 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.
- Graceful Loser: Despite his behavior beforehand, upon losing his challenge in the Masked Carnivale, he will gracefully honor the terms and congratulate the Warrior of Light on their talents.
- HeelFace Turn: His defeat in the Grand Carnivale helps him remember that he is a businessman and not a monster, agreeing to honor his agreement and find more humane ways to earn his profits.
- Hypocrite: Ostensibly, Whastrach wants to help the Eorzean Alliance in developing and fueling better weapons technology to resist the Garlean invasion with (and turn a tidy profit for himself in the process, of course). The bad part is, he's copying the Garleans' MO almost line-by-line: forcibly seizing the Whalaqee peoples' land and resources, denouncing their religion and traditions as "primitive superstition", and even planning to "recruit" them for his ventures, with the justification that he's "improving their society".
- Jerk with a Heart of Jerk: When you first meet him, he seems like a stuck up man who only cares about the profits he can make. When he finds out that Martyn has injured himself from overwork in the Grand Carnivale trying to make money to help the Whalaqee people, he says Martyn should have come to him since he also studied under the Whalaqee. He makes a deal with Martyn to use his funds to help make medicine for the Whalaqee, which surprises but cheers up Martyn. And then Whastrach uses said medicine to try to blackmail the Whalaqee for the resources in their land. You do eventually knock some sense into Whastrach causing him to realize that he had been acting like a monster.
- Mythology Gag: His stage name and flamboyant costume for the Masked Carnivale reference a boss from Final Fantasy V, Azulmagia, a demonic wizard with access to most of the games Blue Magic spells.
- Older Is Better: Averted. Whastrach Is a very staunch believer that the old ways are nothing more than distractions and superstitious which get in the way of progress.
- Only in It for the Money: His worldviews seems to revolve around getting ahead and making a profit. When the studies of Blue Magic appeared to be a dead end, he immediately abandoned it. His reasons for helping Martyn to treat the dying people of the New World was primarily to hold the cure hostage in exchange for ceruleum.
- Stage Name: After he agrees to take part in the Masked Carnivale, The Evil Warlock, Azulmagia. Hes less than thrilled with being billed as the villain but has fun with it nonetheless.
- Ungrateful Bastard: He exploits the dying people of the New World after they gave him a home and aided in his studies of their magic and culture.
- 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).
- 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".
- 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 demands a rematch against Azuro the Second (aka, you).
- 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.
- Power Armor: Based on both Allagan and Garlean Magitek.
Role Quests (Magic DPS)
- Bounty Hunter: Is after Phronesis for the money.
- 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.
- 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.
- Child Mage: Hes quite young, but possesses great magical power and proves to be a skilled mage.
- Fish out of Temporal Water: Taynor was stuck in that black hole for a long time, and even without his amnesia, hes deeply confused and unsettled by the state of the world at first.
- Gone Horribly Right: Taynors 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.
- Identity Amnesia: He doesnt 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.
- Reality Ensues: 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.
- 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 Eaters 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.
- 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.
Role Quests (Healer)
Epithet: Giott the Aleforged
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 faster without her helmet.
- 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.
- 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 the quest journal always refers to her by her name or as "dwarf" up until that point.
- Drop the Hammer: Wields a goodly dwarf-sized warhammer. And by "dwarf-sized" we mean "the size of an actual dwarf".
- Flowery Insult: Giott's fond of doling these out.
- 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.
- 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 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.