This page covers the NPCs featured in the various Disciple of War questlines. For the Disciple of War classes and jobs themselves, see The Warrior of Light.
As the story has advanced beyond the point of hiding plot twists, there are unmarked spoilers below, you have been warned.
Disciples of War
The Guildmaster of the Archers' Guild, she oversees the training of would-be archers as well helping the people of Gridania as best as she can.
- Daddy's Girl: Luciane admired her father, a leader within the God's Quiver. Imitating him is what grew her into a skilled archer.
- Dark-Skinned Blonde: She has a rather healthy tan.
- Team Mom: Notably in regard to Leih and Silvairre.
A Miqo'te who is a part of the Archers' Guild. She guides the player characters in their development as an archer.
- Broken Bird: Feels like an outsider not only within the guild but within Gridania. To the point where she actually considers joining up with Pawah Mujuuk.
- The Cameo: Appears in a cinematic of the Remembrance Ceremony at Mih Khetto's Amphitheatre in Gridania.
- Conflicting Loyalty: She has trouble accepting her "New Family" in the guild due to fear of dishonoring her old family.
- Despair Event Horizon: Nearly crosses it when she actually decides to join with Pawah. Pawah attacking the player character is the only thing that stops her.
- Dork in a Sweater: The 2018 Hatching Tide event has her wearing an egg shaped cap as part of the agreement to help the event holder find the stolen eggs. If you have met Leih already, she'll recognize who the Warrior of Light is and asks them to keep the embarrassing hat as a secret between them. Naturally, the hat doesn't dilute her archery skills.
- HeelFace Revolving Door: Homecoming has her originally leaving the guild and join up with Pawah and her fellow Keepers of the Moon. But when the latter tries to kill you, she steps in to defend you, ruining her only chance to be with her people. Later at the Bannock, she attacks you in a rage (unable to understand how one can live as an outsider in Gridania) before you subdue her. She then sees that her place is with the guild.
- Hidden Depths: Leih appears to be a friendly, helpful member of the guild. But as the Archer storyline continues on, she is revealed to have her own problems.
Once of the Gods' Quiver, he serves as a member of the Archers' Guild who is rather critical of his fellow members.
- The Cameo: Appears in a cinematic as the player character prepares to leave as the Elder Seedseer's Envoy via Airship.
- Establishing Character Moment: His first appearance in the storyline is basically giving the player character a "The Reason You Suck" Speech and stating that it would be best for his/her membership to the guild to be revoked.
- The Friend Nobody Likes: Not hard to see why...
- Fantastic Racism: Towards "outsiders" (that is to say, anyone who is not a Gridanian-born Wildwood), whose "parody" of the noble tradition of archery he is outraged by. At one point he even calls Leih a savage.
- Jerkass: And that's putting it lightly. Though he soon becomes a...
- My Greatest Failure: He fell for a Wounded Gazelle Gambit by Pawah Mujuuk and let her get away, which is what led him to leaving the Gods' Quiver. Ironically, he decides to leave the guild to focus on capturing her.
- Our Elezen Are Better: When it comes to archery. Anyone else is just setting back "their art" to the Dark Ages.
- Stern Teacher: He'd rather not teach you to begin with, but his lessons are always sharp, to the point, and rife with Accentuating the Negative.
- You Can Always Tell a Liar: Covers his mouth with his hand when he lies.
Epithet: Jehantel the Godsbow
- Achilles in His Tent: Played With. When he fights alongside the player character, he is unable to attack to the point where he leaves him/her to fend for him/herself. In the final mission, he still isn't able to attack but seeing the possibility of losing another companion is what drives him to use his bow once again.
- ...And That Little Girl Was Me: "The Ballad of the Vainglorious Fool" is a song about his younger self. Namely about how he fell for a diversion attack by some Ixal and chasing after them alone to win personal fame and glory, allowed for the real attack that led to the deaths of his entire squad. And that if he had stayed with his allies like he should've they could've turned the tide of battle and won.
- The Bard: Became this after leaving the Gods' Quiver.
- Broken Ace: The reason he refuses to teach archery skills, and instead focusing on bardic music and lore, is not some sort of Secret Test of Character, but because he feels he has no right to do so after his vain glory-seeking actions led to the deaths of his comrades. Instead, he rather teach potential bards the importance of putting the greater good of your allies first, before your desires for fame and fortune.
- Heroic BSoD: Been in one for years, as he hasn't been able to wield a bow in battle since the death of his allies to the Ixal.
- It's All My Fault/My Greatest Failure: His concern for personal gain and glory is what led to his allies being killed in battle with the Ixal.
- Morality Ballad: He sings for the player "The Ballad of the Vainglorious Fool", which tells of a Gods' Quiver archer who possessed unmatched skill, but was also very conceited, and whose search for personal glory ultimately got his allies slaughtered. The archer in question was himself.
- Named Weapon: He carries the Artemis Bow, a bow designed to become a lyre on command.
- Old Master: A wise, elder Elezen
- Red Baron: He is known as the Godsbow.
- Renowned Selective Mentor: Archers all over the Twelveswood and beyond have tried to study under Jehantel, but he refuses to teach anyone archery. It was the Warrior of Light's genuine interest in poetry and song that starts their journey of Bardic training.
- Retired Badass: Retired from both the Gods' Quiver, and archery in general. See above spoilers for why.
Epithet: Sanson the Straight
A captain of the Order of the Twin Adder, he seeks to form a new unit and to find a legendary song known as the Ballad of Oblivion to that end.
- Blade on a Stick: Carries a Serpent-issued lance into battle.
- Character Development: Throughout the 3.0 Questline he will frequently express doubt over Guydelot's commitment to their cause, and the methods he uses in service to it. By the time of 4.0, he calls Nourval on expressing similar doubts, having learned to trust in his subordinate.
- Determinator: Sanson will go to any lengths to obtain the Ballad of Oblivion, regardless of where he has to go to find it.
- Hidden Depths: The journal he always scribbles in is thought to be his field reports on the quest for the Ballad. It turns out it's filled to the brim with songs and verse, proving to Guydelot that Sanson truly believes in the power of song and is a bard in spirit.
- Like an Old Married Couple: An NPC points out that Sanson and Guydelot have this dynamic, bickering like...an old couple.
- My God, What Have I Done?:
- The Level 54 quest has him find a lead on the Ballad, a woman with a song that sends souls to the heaven, when he finds out that the song in question is not the ballad, but a requiem, he lowers his head in shame and then invokes Due to the Dead with a salute.
- This is also his reaction when he realizes that the song he was searching for doesn't exist and exactly what was sealed in the Sea of Clouds.
Epithet: Guydelot the Spent
A troublemaker bard who was sent by the Gold Bulls to accompany Sanson in finding the Ballad of Oblivion, much to the latter's chagrin.
- Achilles in His Tent: He leaves after an argument with Sanson and calling out his seeing song as a tool. He refused to rejoin out of shame of this argument until Ligeia is released.
- The Bard: One of the few genuine Bards, and a fellow student of Jehantel.
- Chivalrous Pervert: Sanson accuses Guydelot of wasting a lot of their time in Ishgard on singing for women and being a general flirt. Guydelot has only shown respect for women however and delivers an important message to an Ishgardian knight on behalf of the knight's wife.
- The Lancer: Acts as this to Sanson. Ironically, Sanson is the one using a lance.
A Siren that was sealed in a rock in the Sea of Clouds, she is the inspiration of the legend of the Ballad of Oblivion.
- Enthralling Siren: The only one other than the last boss of Pharos Sirius.
- Final Boss: Of the Bard Questline in Heavensward.
- Rhymes on a Dime: Ligeia only ever sings to communicate, so all of her dialogue is in verse.
- Sealed Evil in a Can: She was sealed inside a rock to quell the destruction she can bring.
- A Sinister Clue: Ligeia plays her lyre with her left hand, a sign of her true wickedness.
- Walking Spoiler: Due to being the Final Boss of the Bard's questline, and no mention of her being made until Sanson unsealed her.
- Yandere: She constantly professes her love for Sanson after he frees her from the sealing stone. She apparently loved the moogle clan of the Sea of Clouds, but felt shunned by them and so wiped them out.
Epithet: Nourval of the Branching Path
A young Elezen looking for a diary related to the Autumn War, which happens to be in Gyr Abania. He enlists the help of the Wo L, Sanson and Guydelot to retrieve it.
- Awful Truth: The diary the group is looking for contains compromising information regarding the Autumn War that could sour the relations between Gridania and Ala Mhigo.
- Bad Liar: From second one his request, he has knowledge of daming information when it comes to the relationship between Gridania and Ala Mhigo, but will only reveal it if they bring him along, is sketchy as hell, and it doesn't help at all that he keeps being a bother to the quest is it any wonder then that the group suspects him immediately, or that he turns out to be the Big Bad?
- Big Bad: He is the villain of the 60-70 Bard questline.
- Blade on a Stick: wields a spear
- The Millstone: despite being the one who instigated the search for the diary, his actions keep hampering the quests. There's a reason for that...
- The Mole: Somebody has been giving away the patrol paths of Alliance soldiers to bandits. This is his doing.
- Revenge: The reason for his actions. The Mhigans poisoned his ancestor, a famous Gridanian general, during the Autumn War. He wants to reveal the truth to sour the relationship between Gridania and Ala Mhigo
- Walking Spoiler: A great deal about him is a rather big reveal.
Master of the Lancers' Guild.
A sinister Duskwight lancer who appears to challenge the students of the Lancers' Guild.
- Alas, Poor Villain: Ywain expresses sadness at his death, claiming that had life not dealt Foulques such a cruel hand, he might have been one of the greatest lancers in the Guild.
- Arrogant Kung-Fu Guy: His way is the best way and everyone else is wrong.
- Back from the Dead: His shade can be fought as a mini-boss in the Palace of the Dead.
- Blood Knight: Foulques believes that true courage can only be found by flinging oneself headlong into mortal peril.
- Combat Pragmatist: His 'trials' usually involve pitting the unwitting student against a large horde of ravenous monsters, under the pretence that an unfair fight brings out the best in those with potential. He also pulls this in your final confrontation with him, summoning a group of shadow warriors to fight alongside him.
- Disney Villain Death: Falls off a cliff at the end the quest line.
- Fantastic Racism: The reason his old guild mates used him as a scapegoat; they knew his background as a Duskwight would make no-one blink any eyelids if he was revealed as a thief. Foulques has been embittered about it to this very day.
- Hot-Blooded: His view of bravery is just charge and don't care about if you die.
- Ignored Epiphany: Ywain sets up a scenario that not only teaches you, but Foulques the true meaning of bravery. Despite being humiliated and humbled by the experience, Foulques simply falls deeper into madness and goes back to his previous methods, only worse.
- Jerk with a Heart of Jerk: His penultimate appearance has him humbled and forced to contemplate whether his actions are the right way to go about it. He looks like he's almost considering it...then when he appears in the final quest, he's only doubled-down on his previous methods and even commits murder on the Wood Wailers who come to arrest him.
- Roaring Rampage of Revenge: His true reason for his vendetta against the guild: he was exiled for stealing from their coffers and betrayed by those who aided him in the heist. As a result, he's sworn revenge against the guild and sets to see it undone for their perceived wrongdoings.
- Sanity Slippage: After he gets humbled by Ywain; instead of taking the guild master's lessons on board, Foulques only goes deeper into madness, giving into the rage that drove him against the guild in the first place and acting even worse than before.
- Sink-or-Swim Mentor: He seeks to strengthen the player character...by tossing them into battle against powerful monsters and stacking the deck against them by using blinding potions and the like on the player.
- The Only One Allowed to Defeat You: His attitude toward the player character, who he considers the only worthy cadet in the Lancers' Guild. Sure enough, it comes down to a one-on-one duel.
- Tragic Villain: He was once a member of the Guild, and decided, along with several close compatriots, to rob the Guild's coffers — the low wages paid by the Wailers come up several times as a source of unrest. Unable to bear the guilt for long, Foulques convinced his friends to confess along with him — only for them to hold their tongues at the last moment and point the finger solely at him. Thanks to the Fantastic Racism directed at the Duskwight Elezen, he made an easy scapegoat. Escaping his dungeon cell, he wandered the world, searching for the true meaning of courage and becoming a Death Seeker in the process. Ultimately, he's unable even to understand the lessons that would have led to his redemption.
- White Hair, Black Heart: Dark gray skin and white hair. Foulques' design fully embraces the drow aspect of the Duskwight.
Epithet: Alberic Quickwater
- A Pupil of Mine, Until He Turned to Evil: The mentor in regards to Estinien Zigzagged as he was not really evil, but then becomes corrupted then is saved.
- My Greatest Failure: Failed to save Estinien's home village some years ago from the dragons. During his battle with Nidhogg, Alberic was almost enthralled by the dragon. Purging himself of the Dragon's Eye's power to prevent this, he drove Nidhogg back, but it was all he could do to save Estinien as the horde of dragons accompanying Nidhogg laid waste to Ferndale.
- One-Man Army: Why does an Azure Dragoon normally only face off against dragons alone? Normally the Dragon's Eye only ever awakens to one person at a time, making them destined to become a Dragoon. Alberic was the last one before Estinien, and eventually, the player.
- Retired Badass: A Dragoon is expected to fight dragons alone, and win. More to the point, Ser Alberic was the Azure Dragoon of the last generation, the best of the best among the Dragoons.
- Sink-or-Swim Mentor: He frequently makes you go kill some dragon-like creature for his tests.
Voiced by: Kenji Hamada (JP), Robert Vernon (EN), Emmanuel Bonami (FR), Michael Pink (DE)
Epithet: The Azure Dragoon
An Azure Dragoon of Ishgard, who apparently has gone rogue, and stolen a treasure from the Kingdom. It's soon revealed however that Estinien is actually doing this to protect Ishgard, as the treasure in question, the Dragon's Eye, having been pried from the ancient dragon Nidhogg is still spiritually linked to the dragon. He plans on using this link to draw Nidhogg away from any populated areas.
In 2.5 part 2, Estinien reappears in the main scenario after having apparently won the mental battle with Nidhogg, leaving him sane and on Ishgard's side, but with a direct link to the elder wyrm's mind, allowing him to counter the dragon's plans.
Heavensward significantly fleshes Estinien out, as he is one of the major characters in the story, and winds up traveling alongside the Warrior of Light for a good portion of the story. His travels to parley with the dragons forces him to have to seriously rethink the history that he has learned as an Ishgardian citizen. He also plays a supporting role in Stromblood and Shadowbringers.
- And I Must Scream: Was subjected to this when Nidhogg took over his body. Towards the end of 3.3 after Nidhogg is severely weakened by the Warrior of Light, Estinien wrestles control from the wyrm long enough to beg for his comrades to kill him in order to slay the dragon once and for all. Luckily, another plan was used to expel Nidhogg without harming Estinien.
- Artifact of Doom: The Dragon's Eye. Pried from an evil dragon's own skull? Check. Possesses immense power and grants it to those it deems worthy? Check. Attracts its original owner back to you? Check. Provides a direct link for said evil dragon to influence who ever possesses it, and possibly corrupt those who lack the will to resist, thus enthralling them to his service? Check.
- Ascended Extra: Goes from being a minor sidequest character in A Realm Reborn to a major participant in Heavensward
- Badass Baritone: Given a voice actor in Heavensward and thus a deep commanding voice.
- Baleful Polymorph: Transforms into Nidhogg during Heavensward thanks to a combination of still wearing his damaged armor splattered with Nidhogg's blood, holding both of Nidhogg's eyes, and letting his guard down. This despite having been warned multiple times by various Non Player Characters about it.
- Big Damn Heroes: Just as Elidibus readied to strike down the Warrior of Light while they were incapacitated, Estinien dove in and fought off the Ascian in Garlean form so that the Warrior could be taken to safety.
- Blade on a Stick: Uses a copy of the Gae Bolg lance/halberd. After he is possessed by Nidhogg's spirit, it's appearance is altered, with parts of it becoming blood red and the formerly straight-pointed spearhead morphed into a jagged blade, reminiscent of a claw.
- Blood Knight: On top of being revenge-driven, he seems to thoroughly enjoy killing dragons. This is made especially apparent during his fight against Nidhogg, in which he is seen smiling while gouging the wyrm's eye.
- Blood-Splattered Warrior: Promises to stain his armor crimson in Nidhogg's blood as they continue on in the adventure. He makes good on this promise after delivering the killing blow to the wyrm. Unfortunately he never changed his armor, leaving him vulnerable to Blood Magic. He gives it up after Nidhogg is defeated for good, wearing simple clothes in the end of 3.3, and later a copy of the level 70 artifact set in Stormblood.
- Dark Is Not Evil: His Drachen armor is notably a lot more black then the one player gets. But is shown to be actually a fairly decent guy. Zigzags however in the level 50 job quest, when he's been corrupted by the power of Nidhogg's eye, turning his lance against the player and Alberic, then returns to being an ally in the main story of 2.4 through Heavensward.
- Deadpan Snarker: Has a very dry sense of humor, often with a biting remark towards someone in the group.
- Doomed Home Town: Ferndale.
- Expy: Of Kain Highwind from Final Fantasy IV. Becomes more apparent in 2.55's Before the Fall Part 2, when he makes an appearance, and to those who have completed the level 50 Dragoon quest, stating he has managed to regain control of his senses from Nidhogg.
- Eyes Do Not Belong There: The end of 3.2 reveals him to have both of Nidhogg's eyes in both of his arms as they pulsate and twitch about.
- Fire-Forged Friends: Once upon a time, he and Aymeric were in the same regiment of Temple Knights, and the lone survivors of an attempt to slay a dragon. While Aymeric planned to head to Ishgard, Estinien insisted upon finishing the job. It would have cost him his life, had Aymeric not changed his mind, saving his life with a well-timed arrow to the dragon's head. While ever the lone wolf, Estinien all the same came to respect the Knight Commander to-be.
- In addition, should the player have completed the dragoon class to level 50, Estinien will refer to them in the Japanese audio as Kyoudai which literally translates to "Brother".
- He comes to share the same sentiment for Alphinaud over the course of Heavensward though he only expresses it when alone and overlooking Omega's landing site in Stormblood.
- Four-Philosophy Ensemble: Forms one with the player (Apathetic), Alphinaud (Realist), and Ysayle (Optimist) when they travel through Dravania in Heavensward. Estinien is the Cynic, unable to see the good in many of the dragons and not very hopeful for peace between his people and theirs.
- Helmets Are Hardly Heroic: Averts this in A Realm Reborn and most of Heavensward, wearing a full set of drachen armor with helmet, but plays it straight from the end of 3.3 through to his appearances in Stormblood.
- Heroic Sacrifice: Subverted at the end of 3.3. He asks the Warrior of Light to slay him so that Nidhogg would die with him, but the Warrior of Light and Alphinaud choose to rip Nidhogg's eyes out instead, which expels the dragon from Estinien's body and saves the dragoon in the process.
- Hero of Another Story: After Heavensward's closure, Estinien travels the world on adventures of his own, including pilgramages to Azys Lla and Sohr Khai, where he encounters Hraesvelgr and shares kind words with the Elder Wyrm before being gifted his Trueblood armor set in the From Azure Ashes short story, then wandering around helping where he's needed behind the scenes in the fight with Garlemald. The player's own story intersects with him in the Dragoon storyline and when he saves them from Elidibus at the end of A Requiem for Heroess, but he's off on his way immediately afterwards.
- I Call It "Vera": Refers to his transformed Gae Bolg as "Nidhogg" during the events of Stormblood. In the chapter From Azure Ashes in the Tales from the Storm side story, he names his new armor "Iceheart" in honor of Ysayle.
- In a Single Bound: The power of a Dragoon's jump shouldn't be a surprise to anyone but when he destroys the Garlean cannon posted at Castrum Abania in Stormblood the power of the jump he uses can only be described as "Dragonfire Dive on crack". It appears that he might be channeling the lingering power of Nidhogg to achieve such power.
- Irony: He transforms into Nidhogg during Heavensward, doing the same thing his ancestors did that started the war (obtaining a dragon's eye).
- Jumped at the Call: In Stormblood when he tracks down Omega's landing site in Gyr Abania he muses to himself that even now, despite having left his life as the Azure Dragoon behind, he still feels obligated to see to it that Shinryu, the final lingering phantom of Nidhogg, is destroyed.
- Just a Kid: He is one of the few characters who actually acknowledges Alphinaud's age. Perhaps it is due to him not seeing all of Alphinaud's successes, but he is able to see his shortcomings that are born of his youth and he refuses to let Alphinaud come along to the assault on Nidhogg's hideout. As he makes clear shortly after that he isn't blind to Alphinaud's talent and potential, he just feels he is too young and inexperienced, but with time will be a master commander.
- Long-Haired Pretty Boy: After he is freed from Nidhogg's possession, he is shown to have hair down past his shoulders and having quite a handsome face to boot.
- Meaningful Name: His last name Wyrmblood becomes very meaningful once it's revealed that he (and by extension most of Ishgard) have dragon's blood in their veins.
- My Country, Right or Wrong: Even when presented with evidence that Ishgard isn't as righteous and holy as it may think it is, and truths of the past, he is still willing to fight on its behalf. As he puts it, what ever crime Ishgard committed in the past to Dragonkind, doesn't excuse the dragons for wantonly attacking and killing innocents of today.
- Mystical White Hair: An included screenshot from the side story Tales from the Dragonsong War: Through Fire and Blood and in-game in 3.3 show that he has this.
- Not So Different: After slaying Nidhogg, he realizes that the two of them were more similar than he imagined. Seeking vengeance for the crimes committed against their loved ones. In 3.3, while he is recovering from his injuries and having Nidhogg's presence pulled from every fiber of his being, he further elaborates that he bore witness and constantly felt Nidhogg's vast grief and anger at Ishgard's betrayal a thousand years ago. He even states the only difference between him and Nidhogg in the end, is that Estinien had friends and mentors to help him realize that going down the path of unrelenting vengeance would be a mistake.
- Pet the Dog: He is kinder to Aliphinaud than he generally is to anyone else, good naturedly ribbing him about his generally sheltered life and being worried about him when he goes out alone to get firewood. He's also one of the few that acknowledges that despite everything Alphinaud has done, he's still just a boy and worries about that.
- Retirony: His relief at his lifelong quest for vengeance being nearly over, the only task left being to seal Nidhogg's eyes away somewhere far from reach, was just the moment of weakness the dark wyrm needed to revive himself; using Estinien's own body.
- Took a Level in Badass: The man was already the strongest dragoon in the world, aside the Warrior of Light if they are one, however The ability to harness Nidhogg's dragon aether has made him a force to be reckoned with on the level of the Warrior of Light themselves. His dragonfire dive on Castrum Abania's cannon has enough force behind it to look like someone dropped a missile on it, and in 4.5 he saves the Warrior of Light by fending off the Elidibus-possessed Zenos, a combatant that easily ran roughshod over Lyse, Hien and Yugiri, and the Warrior of Light had to put everything into only temporarily putting down. All told, he's become one of the most dangerous combatants on the planet.
- Took a Level in Kindness: For most of ARR and Heavensward he had a tendency to come across as a grumpy, brooding, and single-minded prick. After being possessed by Nidhoog, freed from his influence, and his decision to leave Ishgard and find himself again he's mellowed out considerably by the time of the final Dragoon quest in Stormblood and is show to be, for lack of a better word, finally happy with his life.
- Touched by Vorlons: While is power is not terribly unusual when compared to the player character his time transformed into Nidhogg seems to have affected him in such a way that it allows him to channel the power of the wyrm. When he powers up it takes the form of black and red fire like Nidhogg's aura. It's never explained in the main story, but during the final Dragoon job quest of Stormblood he explains that his possession and subsequent freedom from Nidhogg has taught him to safely harness the power of the dragon within him.
- What the Hell, Hero?: During the final Job quest in A Realm Reborn, before Alberic gets a chance to talk to Estinien about the truth over what happened the day Nidhogg destroyed Ferndale, Nidhogg does so via the Dragon's Eye, painting Alberic's actions as cowardice. It sadly causes Estinien to hit the Despair Event Horizon at top speed. This in turn causes him to have a FaceHeel Turn for real this time, and join Nidhogg, to punish his adoptive father figure, and seals his decision when the player steps forward to defend Alberic.
- Worthy Opponent: A bit all over the place. At first, he regards the player as merely a sell sword, questioning if Ishgard's has lost it's independent pride. However, when the Dragon's Eye power stirs in the presence of the player, he's forced to reconsider, and meets Alberic and the player to explain his plan, and that if the Eye is awakening to the player, this means there will be more than one Azure Dragoon, and pushes to train the player to become one. When he falls to grief and despair at the truth of Ferndale's destruction and Nidhogg starts taking over his mind, he notes he's disappointed that the player stands against him
- In 2.55 part Two, after he makes his reappearance in the main story line, he tells any player who has completed the Level 50 Dragoon quest to stay their hand, as he's not appeared there as an enemy, but an ally. He even corrects Aymeric's claim that he's the finest Azure Dragoon, by noting that there is instead two Azure Dragoons in the room that everyone is meeting to discuss the defense of Ishgard, flat out calling the Player/Warrior of Light his equal.
- Vengeance Feels Empty: He realizes after slaying Nidhogg that vengeance did not satisfy him like he thought it would. He fully realizes this in the end of 3.3 after being saved and wishes to retire from his duty, craving rest instead of vengeance.
- Walking the Earth: What he decides to do after the Dragonsong War ends, giving up his title of Azure Dragoon. He quietly leaves his infirmary bed without informing anyone. His first stop is a visit to the Helix in Azys Lla to lay a bouquet of Nymeia lilies in remembrance of Ysayle. In Tales from the Storm, he also lays down a bouquet of flowers in Sohr Khai in honor of Ratatoskr as a way of apologizing for his and his ancestor's involvement in the Dragonsong War.
- He seemingly ends his wandering in Stormblood to hunt down Shinryu, destroy it, and the last lingering ghost of Nidhogg with it. To do so he discreetly helps the Scions, the Resistance, and the Eorzean Alliance from behind the scenes, never revealing himself.
- He also comes back for the conclusion of Stormblood's Dragoon story and show to be very content with his life wandering from place to place helping people.
Epithet: Heustienne Truethrust
Another Elezen Dragoon of Ishgard, who previously was one of the Dragoons who oversaw the Player's Dragoon training. Heustienne takes over as the Dragoon's Job "trainer" for the 50+ Dragoon quests in Heavenswardnote . However, unlike other Job trainers she is actually the student, learning under the player's teachings and studying the player's techniques as the Warrior of Light has taken the Dragoon style, and adapted it to combat against more than just dragons, but foes and beasts of all shapes and sizes, and is now pioneering new techniques. However, she is always pushing her self to her limits, and often places herself at the forefront of any danger, with part of the quest line teaching her to rely more on her allies.
- Always Someone Better: She trained alongside Estinien back in her early years, working just as hard as he did trying to be worthy of becoming the Azure Dragoon. Unfortunately for her, the eye reacted to Estinien and not her.
- Ancestral Weapon: Her adoptive father gives her the lance he was gifted for service to Ishgard by the Holy See, "Peregrine". This is also a nod to Final Fantasy XI as Peregrine is a lance that Dragoons gain there as part of their first Artifact Gear set, during the mid-levels.
- Ascended Meme: Of the "loldragoon/loldrg" meme regarding bad dragoon players, and worked into the story. She doesn't work well with her allies, preferring an all out assault with little regard to her safety, which puts her and others in danger. Her use of the Jump action at the wrong time, ends up getting her removed from battle. By level 60 she's learned her lesson, and with her new dragon blood enhanced powers, provide much better aid in battle. This includes use of Elusive jump to dodge Graoully's attacks, and a super-powered form of Life Surge and Marauder's Bloodbath ability that restores thousands of HP per hit for both her and the Warrior of Light.
- Attack! Attack! Attack!: What her standard plan is during early 50 to 60 quests. Just charge headlong into the dragon horde, and slay as many as possible.
- Baleful Polymorph: During her capture at the hands of the heretics, she was forced to drink dragon's blood, which thanks to Ishgard's hidden heritage, typically causes one to transform into a dragon. By the time the Warrior of Light, and Ser Alberic catch up to her, she mentions she's already barely suppressed one transformation, but can not return back to Ishgard. Doing so would immediately have herself branded a heretic by the inquisition, and by extension, lead them to strip her adoptive father's rights and holdings from him.
- Faking the Dead: She makes this request when the player character rescues her from captivity of the heretics. Her reason's aren't given at first, but are revealed in a latter quest. Check the spoiler above to find out why.
- Happily Adopted: Similar to Alberic and Estinien, she was a survivor of a dragon attack and adopted by Montorgains, a retired, but well respected member of the rank and file Dragoons of Ishgard. He is always worried about her safety, and her habit of rushing into battle with little regard to safety. Heustienne always says that she will be careful, but continues to charge right into the thick of danger. Its hinted that because she was a "low-born" who was adopted by a "high-born", that she feels like she has to work twice as hard to prove her self thanks to Ishgards Honor Before Reason habits.
- Hot-Blooded: She's always feels like she has to prove her self in some way, be it to her own adoptive father, or her self in defeating the Dragon hordes.
- Knight Errant: Becomes this at the end of the 50-60 Dragoon quest line. Having gained some measure of control over the power of the dragon blood she was forced to drink, she decides she will spend time Walking the Earth as an adventurer herself, slaying dragons that threaten Ishgard and seeking to further control the power which now flows through her veins without letting it dominate her and transform her.
- Leeroy Jenkins: By the mid-point of the quest line, she tries to perform a dragoon jump on Graoully, the leader of a horde of dragons. The dragon simply carries her away, forcing her to cling to her spear she drove into the dragon, and flies into the wilderness before shaking her off, right into the midst of some heretics and is captured by them.
A young Dragonling of Hraesvelgr's brood, Orn Khai sends a missive to the player character through Huestienne to discuss with them the desire to find his father's consort, the dragon Faunehm, who fled to distant lands at her mate's request rather than fight in the dragonsong war. He joins the player character for their 60+ quests.
- Big Eater: Often times he'll excuse himself to set up an ambush for the latest target by going to hunt something for bait, usually mentioning something about having a few bites himself. He even eats an entire twenty foot long sea serpent, and leaves only the scraps for the player. Though he still finds the idea of swallowing prey whole and alive to be barbaric and unbecoming of dragons.
- Comically Missing the Point: He doesn't ever quite seem to realize that people, especially once your trip takes you eastward, aren't accustomed to the presence of dragons. He's incredibly thankful when the owner of Kugane's inn lets him stay for free, not quite piecing together the half-panicked innkeeper wants him to stay because he believes he's lucky. He also doesn't seem to understand why all the Xaela children in Reunion are more focused on poking and tugging at him than they are answering his questions.
- Good Colors, Evil Colors: Like the highest ranking dragons in Hraesvelgr's brood, he's a beautiful shade of silver, just like his father.
- Human Mail: How Alberic gets him to the Near East without attracting attention; by packing him in a crate with ice crystals to force him to hibernate and smuggle him to the Bokairo Inn in Kugane. Unfortunately the bit about forcing hibernation turns out to be misinformation left over from the war, leaving a grumpy, cold and hungry Orn Khai when the player finally breaks him free.
- Meaningful Name: His name in Dravanian, according to him, translates to "One born of Sorrow", voicing his sire's sadness at his departed mate when he had Orn Khai by himself instead of with Faunehm.
- Older Than They Look: Looks like he's maybe a few years old at the most, but mentions later on that he's in his 40s, part of dragons being so Long-Lived means that he's both older than the Warrior of Light probably is while being visually and mentally younger.
- Screw This, I'm Outta Here!: Beats a hasty retreat when Vedrfolnir and Faunehm begin to get affectionate. Apparently even dragons can get repulsed by their parents being sappy and cuddly.
An older dragon of Nidhogg's horde, Faunehm left at the pleading of her beloved to not join her father's rampages. Finding her is Orn Khai's purpose and a majority of the player character's level 70 quest series.
- Dark Is Not Evil: The reason she went insane is because despite being a black-scaled nightmare of a Dragon with powerful dark magic, she had no personal grievances against humanity and loved Vedrfolnir more, and didn't want to take part in her father's vengeance. Once her sanity is restored, she's perfectly polite and thankful to the player character and Orn Khai, and absolutely thrilled to be reunited with her lover.
- Go Mad from the Isolation: When you eventually find her, she's been terrorizing the Azim Steppes as a feral beast. Having no other dragons to speak to has left her to stew in the last moments of resisting Nidhogg's Compelling Voice for centuries, reducing her to a mindless beast. When Orn Khai's song causes her to pause in her attack, all she can do is pitifully whimper out a cry for her beloved and voice her desire to not harm mortals before sinking back into her crazed state.
- "I Know You're in There Somewhere" Fight: What Orn Khai attempts to do the first time, but sadly it just results in her attacking him and overpowering the player character, forcing a retreat. When Estinien shows up, he tells Orn Khai to sing to her as a command to bring her back to his senses while they weaken her enough for his voice to reach. It still fails, but does alert Vedrfolnir to their position, whose much more powerful song finally brings Faunehm back to sanity.
- Palette Swap: Shares the same model and mechanics as Tioman, Nidhogg's mate fought in Sohm Al.
- Sickeningly Sweethearts: She quickly gets affectionate with Vedrfolnir after regaining her sanity, leaving Orn Khai deeply embarrassed and eager to leave them alone.
- Star-Crossed Lovers: With Vedrfolnir of Hraesvelgr's brood. When Ratataskr was slain and Nidhogg began his vengeance, he didn't feel Nidhogg's song while she did. Ultimately torn between her lover's wishes to not get involved but unable to resist his call, she fled eastward to distance herself from her sire's call to war, waiting for the day the war ended.
- Would Hurt a Child: The first sign that she's out of control is that her first action is to strike Orn Khai with dark magic.
- Tragic Monster: One of the only dragons of Nidhogg's brood we see who actively refused to take part in the Dragonsong War and fled for far off lands to avoid his Compelling Voice, only to ultimately go insane in the process of resisting it, turning into another dragon attacking anything that crossed her path. Estinien outright refuses to kill her unless left with no choice, as he knows this kind of pain well due to his time spent as Nidhogg's host.
Leader of the Marauder's guild.
- An Axe to Grind: As a Marauder, of course.
- Badass Arm-Fold: Does this a lot.
- Everybody Knew Already: When the "Familiar Marauder" reveals himself to be Wyrnzoen in Stormblood, he is shocked to find that the Warrior of Light isn't even remotely surprised.
- Facial Markings: Two large white lines under his eyes.
- Retired Badass: Wyrnzoen was once a captain of the Yellowjackets, but a knee injury forced him to retire from the front lines.
- Secret Test of Character: Or rather, he tries to keep it a secret. Upon sending the Warrior of Light on a minor mission, he and many of his fellow guild mates disguise themselves to fight the Warrior and test his strength. The Warrior and Solkwyb see right through the ploy, but Solkwyb bids the Warrior to play along.
Epithet: Solkwyb the Enlightened
- Eyepatch of Power: A capable conjurer who wears an eyepatch over her left eye.
- Only Sane Man: Gives off this vibe in regards to Wyrnzoen.
- The Medic: Keeps you alive throughout many of your trials as a Marauder, and even accompanies you for your trial as a Warrior.
- Smoking Is Cool: She smokes a long pipe.
- Paper-Thin Disguise: When you face the Masked Marauder's minions. Lampshaded as he is labeled as "Someone Familiar."
Epithet: The Northerner
A Hellsguard Roegadyn from the volcanic homelands. He has traveled to Eorzea to decipher scrolls of the Warrior heritage. He also protects Wineport from any monster attacks. Seeing the Player's skill, he begins your training in the ways of the Warrior.
- Achilles in His Tent: His going off to sulk due to losing a fight or control of his Inner Beast is practically a Running Gag.
- An Axe to Grind: Wields his own Bravura in battle.
- Get a Hold of Yourself, Man!: At one point asks the player to slap him to get over his own doubts, which the player complies to.
- Heroic BSoD: He remains largely in a funk through the level 50-60 portions of the Warrior quests for fear of losing control of the Inner Beast and attacking others again.
- Love at First Punch: Falls hard for Dorgono upon seeing her succumb to her Inner Beast, and when she sends him flying, he has this to say:"She swings like a dream..."
- Crush Filter: The whole scene has shaded pink borders and sparkles.
- Love Epiphany: Curious Gorge falls and falls hard for Dorgono upon meeting her, but because he spent most of his life dedicated to becoming a Warrior he didn't fully understand his own feelings, and her initial spiteful attitude towards him made him hate her in equal measures. This conflict of emotions temporarily robs him of his Inner Beast, complicating things further. By the level 70 quest, Curious Gorge has everything sorted out and is ready to confess his love to Dorgono.
- Mr. Fanservice: A lot of the 50-60 quests is spent in the Hotsprings where Curious Gorge is walking around in a swimsuit.
- Pointless Bandaid: Across the bridge of his nose.
- The Power of Love: After coming terms with his feelings and admitting his love to Dorgono, he uses that love as a source of power to help overcome their opposition.
- Proud Warrior Race Guy: Curious Gorge is proud of the Warrior way, even though it has been shunned by the populous some time back.
- Red Eyes, Take Warning: When fighting and tapping into his Inner Beast.
- Shout-Out: His name is a rather peculiar one to Curious George. Don't ask him about it.
- Unfortunate Name: Immediately after introducing himself, he warns that if anyone mocks his name he's going to gut them.
- Unstoppable Rage: Curious Gorge has used his rage to control his Inner Beast, yet he learns that such a method exhausts quickly and leaves one defenseless, and indeed he loses control of himself.
Epithet: The Sleeping Volcano
Discipline: Warrior, Arcanist
- Badass Moustache: Broken mountain has a full moustache and some impressive sideburns.
- Genius Bruiser: A capable Warrior himself, and the one doing all the research into the history of their art. Fittingly he is also a very skilled Arcanist which is the most mentally demanding form of magic.
- Helmets Are Hardly Heroic: Unlike Curious Gorge, Broken Mountain's replica artifact armor lacks the helmet.
Epithet: The Bedevilled, Drgono Blueblade
- An Axe to Grind: Her tribe's schtick. The Qerels are absolute masters with the axe, she is no exception.
- Anguished Declaration of Love: After Curious Gorge loses control of his Inner Beast, Dorgono has the same love epiphany he did. She loudly declares that she loves him, loud enough to physically strike Curious Gorge with her voice alone and bring him back to his senses.
- The Berserker: She isn't in control of her Inner Beast, as the Warrior of Light and the others find out.
- Cursed with Awesome: The will of Karash/Inner Beast turns anyone not in control into a super-strong mindless berserker, Dorgono included. She and her tribe see it as a curse. The Warrior of Light, Curious Gorge and Broken Mountain, having learned to control it, see it as a blessing. Delicate to handle, but a blessing nonetheless.
- The Exile: She is a Taken, a Qerel who succumbed to the will of Karash/Inner Beast. Taken are exiled from their tribe until they learn to control their rage.
- Lady of War: As dainty and cute as any female Au Ra. She is also an axe-wielding berserker.
- Pintsized Powerhouse: As a female Au Ra, Lalafell are about the only other Spoken smaller than her. Doesn't stop her from sending three Roegadyn men (the largest of the Spoken by comparison) flying with minimal effort.
The most legendary pugilist in Ul'dah. In his retirement, he now teaches at the Pugilists' Guild.
- Dirty Old Man: He lets it slip during his introduction to the player that he's rather fond of the dancers that perform in the streets of Ul'dah. It's also revealed later on that he wishes to die surrounded by scantily clad women.
- Heroic BSoD: Once his Badass Decay has been revealed, he no longer finds himself fit to teach at the Puglists' Guild.
- I Was Quite a Looker: A brief flash shows Hamon as he was back in his prime, with a handsome face and a small goatee that would eventually become his beard.
- Lovable Sex Maniac: See above. Despite his vices, his highly boisterous and affable nature alongside his desire to see his students excel has earned him the love and respect of almost the entire Pugilists' Guild.
- Retired Badass: He earned the name "Holyfist". However, since his retirement, his skills have slipped so far he can't even defeat a marmot.
- Training Montage: A playable one, in which you spar with him.
- You Remind Me Of Myself: Mentioned a lot in regards to the player character. This becomes vital in reversing his Badass Decay as the player character spars with him to reignite his fighting spirit.
- Blah Blah Blah: Parts of his lectures on history will be riddled with this.
- The Cameo:He randomly shows up in the Dragoon Stormblood questline. As usual he proceeds to bore the Warrior of Light and their companion with a history lesson about where they are.
- Doing In the Wizard: He claim the monk's use of the chakras to merely be aether and the order's beliefs superstitious nonsense.
- Catchphrase: No qualms letting people know that they're simpletons - Including you.
- Insufferable Genius: He is a very well informed historian and a complete ass about it too.
- Hidden Depths: He had a son who died as part of the Ala Mhigan resistance, so he became a professor of ancient wars to learn from the mistakes of the past in the hopes of finding a way to end the current war with Garlemald with minimal bloodshed.
Epithet: Widargelt the Watcher
- Character Development: After he gets over his Revenge Before Reason personality he becomes a teacher of his own school of martial arts and the events of the next plot follow having to fight his Shadow Archetype.
- Hidden Backup Prince: His true identity is Prince Theodred, the last living heir of Ala Mhigo's royal family. This however is seen as a negative to potential followers because of his relation to the Mad King's failed dynasty.
- Place of Power: In order to open the Chakras he and the player must travel to and meditate at the sites of many great battles.
- Rival Dojos: The 50-60 questline revolves around the rival sects of the Monk's legacies, the Sect of Light and the Sect of Darkness.
- Revenge Before Reason: He intends on opening his Chakra to gain enough power to defeat Garlemald to save Ala Mhigo, not caring who gets hurt. It takes a defeat by the Warrior of Light and then Erik knocking some sense into him (literally) before he has a Heel Realization.
- The Greatest Style: Although the Fist of Rhalgr is considered the pinnacle of martial arts technique, because the Corpse Brigade was formed specifically by the Mad King to destroy the Monk, Widargelt and his allies begin incorporating martial arts techniques from the Ul'dah school of pugilism into their style like the Warrior of Light did.
- Well-Intentioned Extremist: All of his actions are for the sake of Ala Mhigo, even willing to sacrifice the player character to gain enough power to defeat Garlemald.
- The Worf Effect: The guy is a legitimately powerful fighter, but has the bad luck of often being on the recieving end of this to introduce the newest antagonist of the questline, often with the excuse that his techniques have no effect on said antagonists.
- Worthy Opponent: Considers that the player would be one after seeing them fight. It turns out to be a Evil Plan on his part to breed you into the worthy opponent so he can open his seventh Chakra and achieve godlike power, but you wind up being far stronger than he anticipated.
Epithet: O'tchakha of the Endless Day, D'zentsa of the Endless Night
Epithet: H'raha Tia Fistborn
Guildmaster of the Gladiators' Guild. Inherited her father's guild as well as his Hot-Blooded temperament.
- Big Damn Heroes: She and the rest of the Gladiators show up to save Aldis from execution and aid him and the Warrior of Light in the final battle against Alacran.
- Hot-Blooded: When Mylla gets angry or gets into anything, she'll be very outspoken on the subject to say the least.
- A Mother to Her Men: Though she can be strict and temperamental, Mylla places her Gladiators and their growth first and foremost, this is best shown after the disastrous first battle with Alacran, where she chews herself out for acting out so rashly and endangering her fellow Gladiators.
- Out-of-Character Moment: At the beggining of the guild missions she comes across as a capable and charismatic leader that keeps the Gladiators together, everybody respects her, especially after what she had to go through because of the fiasco with Aldis, however when both Aldis and Leavold come back she finds herself more and more frustrated and stressed, which results in a terrible decision to make the Gladiators charge at the Alacrans despite not knowing what they were going up against this ultimately serves to show how dangerous the Alacrans are and to pave the way for her and Aldis to bury the hatchet.
- Never a Self-Made Woman: Zig-zagged, on the one hand she wasn't meant to inherit the Guild, Aldis was, on the other hand she does a very good job at keeping them together and make them a trusted Guild in Ul'dah.
- The Paladin: Sort of. She's not the Paladin job trainer, but she combines sword-and-shield combat with white magic when she fights alongside you as an NPC.
- Statuesque Stunner: As a Highlander Hyur, she's pretty tall and fills out a suit of plate mail nicely.
A once famous champion of the Bloodsands coliseum, 7 years have passed since he fell from grace. These days he keeps himself busy indulging in simple pleasures, mostly ale and women.
- The Casanova
- Cool Sword: Carries a long, red-tipped serrated blade.
- Retired Badass: 7 years of forced retirement has done little to dull his skills.
- Sink-or-Swim Mentor: At one point he pits you against an assassin come to take his life as a training exercise, despite easily being skilled enough to defeat her himself.
- We Used to Be Friends: With Leavold and Mylla.
- You Can't Go Home Again: Due to rigging his duels (Which is implied to be Malicious Slander from Leavold) and thus is disgraced from the coliseum and the Gladiators' Guild.
- Big Bad: The acting head of the Alacran.
- Bond Breaker: The duel between him and Aldis is what lead to the friendship with each other(as well as with Mylla) to crumble.
- Cool Sword: The same as Aldis.
- Evil Former Friend: He and Aldis were once brothers-in-arms as gladiators.
- From Nobody to Nightmare: Turned the Alacran from gang of common thieves into the most feared criminal organization in Thanalan.]]
- The Resenter: Towards Aldis. He begged him to throw the duel, but when he didn't, he slandered him which lead to his disgrace from the Gladiators' Guild.
- Rival Turned Evil: After his loss to Aldis, he joined the Alacran in hopes to kill him.
- We Used to Be Friends: With Aldis and Mylla.
Epithet: Jenlyns Straightblade
- FaceHeel Turn: In the 2nd level 45 quest, he turns against you after Monetarist agents give him false evidence implicating you as Solkzagyl's accomplice. It takes a sound beating from you and a save from Solkzagyl himself to get him get him to calm down.
- The Paladin: Their leader, to be exact.
- Wide-Eyed Idealist: Deconstructed. His absolute faith and trust his fellow Sultansworn makes it easy for the Monetarists to control and manipulate him.
Epithet: Solkzagyl the Loyal
In 3.0's 50 to 60 quest line, Solkzagyl is continuing his Knight Errant travels, aiding those in need and seeking clues on Oathkeeper's whereabouts. He sends a secret message to Papashan, who's known about Solkzagyl's hidden quest for years, about making a major discovery into where the sword might be, but has ceased sending communications. Papashan decides to inform the Warrior of Light about this development, and upon realizing from the clues that Solkzagyl last known location was Falcon's Nest in Western Coerthas, sends the player there to investigate. However, upon arrival, the player is sadly informed by a Roegadyrn construction foreman named "Hundred Eyes" that he was ambushed by bandits a few nights before their arrival and slain, claiming that he burried Solkzagyl at the old Camp Riversmeet.
- Faking the Dead: It should probably come as little surprise that Solkzagyl turns up at the end of the Heavensward job quest line completely healthy. Apparently, as part of a plot to see if Constaint's conviction to become a Paladin was true and as a means of restoring the glory that Oathkeeper once possessed.
- Knight Errant: Appears first to the player as a "Free Paladin"note . Turns out this is half true. He's a Free Paladin, but not by willing choice. He was forced to leave the Sultansworn to protect them from slander as best he could. He now travels as a Free Paladin to protect those in need wherever they may be and to find clues on where Oathkeeper was taken.
- Non-Standard Character Design: Solkzagyl is a Seawolf Roegadyn, but has a black nose like the Hellsguard.
A young man from Ishgard, who pledged to be a squire in aid to Solkzagyl and learn how to be a Paladin.
- The Apprentice: Originally to Solkzagyl, but ends up looking up to the Warrior of Light as their true Mentor.
- The Unchosen One: He was originally picked by Solkzagyl to be a rival to the Warrior of Light in his quest to restore Oathkeeper, he takes it in stride and decides to follow up the path he chose
Guildmaster of the Rogues' Guild. A Hyuran Midlander, Jacke leads the Rogues in keeping Limsa Lominsa's underworld in check, by enforcing the core tenets of the pirates' code.
- Anti-Hero: Flat out acknowledges it, and warns a child part of a family who asks if the Rogues are like the heroes he's heard of in stories that they are most definitely not. Being a Rogue means you're working in the shadows of society, killing those who would harm the innocent or spark an all out pirate war that would leave those who have, or want nothing to do with the matter in the crossfire.
- Crouching Moron, Hidden Badass: When you first meet him, he's a walking stereotype, speaking with Cockney slang and all. The level 5 Rogue quest quickly ends doubts, when a group of pirates who broke the code, and have had their ill-gotten gains taken back to be given to the rightful owners follows the player back to the Rogue's hideout. Jacke and the guild quickly show that is the last mistake those pirates will ever make.
- Gratuitous Italian: Has a habit of interjecting "bene" ("good"), into his Cockney English when talking. It's rubbed off onto his fellow Guild members.
- Hoist by His Own Petard: He's the one who keeps talking about how important it is to uphold the Code, one rule of which is not to steal from your comrades. In the level 10 quest, he is literally hoist from the yardarm as punishment for eating V'kebbe's sandwich.
- Let's Get Dangerous!: If there is any part of the code they uphold very seriously, it's the "No harm shall come to the innocent" code. Break it, and the Rogues' Guild will mark the entire crew involved in such actions to be killed, and their ship wrecked. Justified as that particular part of the code, as well as the code in general was created when the first sailors who founded Limsa were fleeing long ago from a cruel dictatorship of a foreign land.
- Pay Evil unto Evil: Ever wonder how the pirate nation is less corrupt than Ul'dah? It's pretty much because of how he and the guild handle enforcing the pirates code and keeping the Lominsan underworld and black markets in check. Break the code, and you're likely to find a knife between your ribs, or in your back.
- Shout-Out: His name is one to Jack Sparrow.
- Slavery Is a Special Kind of Evil: One of the rules of the Code the guild enforces forbids treating people as cargo.
Epithet: The Stray
- The Cameo: She has a minor role in the Level 40 Astrologian Quest, later coming to your aid during a battle as well.
- Cat Ninja: As a Miqo'te Rogue, master of stealth and devastating ambush attacks, she's close enough.
- Curb-Stomp Battle / Little Miss Badass: Manages to single-handedly take down TWO intruders from ambush before even getting a name in the level 5 quest cutscene.
- Oh, Crap!: Has one when the guild learns that two of the three treasures stolen from a Maelstrom ship, was taken by the Bloody Executioners, namely, the much more extremely violent "Reformist" faction. So much so, that she was ready to abandon the code requiring that punishment be dealt out to those who break it, in favor of just snatching the items back. It takes Jacke and the player to remind her that they have to uphold the code, otherwise, they would be regarded as common thieves, and no better than those who break the code.
- Pirate Girl: Her former occupation before joining the Rogues' Guild.
- Stealth Expert: Is considered to be one of the best at sneaking about by Jacke. She trains the player on the use of the Rogue's Hide ability to sneak past guards for the level 10 class quest.
- Trademark Favorite Food: Bismarck Finger Sandwiches, basically egg salad tea (mini) sandwiches made at the Bismarck Culinarians' Guild and Restaurant. Nophica help you if she finds out you ate one she had delivered to her...
- The Informant: Perimu knows a circle of informants and introduces you to one or two on your quests.
- Mr. Exposition: Regarding the treasures that were stolen.
- Obfuscating Stupidity: When the Dandies attacked the Rogue's guild, Underfoot looked like was in a panic. Only when one of the goons tried to rush him did he reward them with a throwing knife in the chest.
- Pre-Asskicking One-Liner: "Underfoot is here to get underfoot!"
- Dark and Troubled Past: Hates piracy with a passion because they slaughtered her sisters, saying she'd "swore on their graves" to wipe it out completely.
- Hypocrite: Talks about how terrible it is that Limsa Lominsa is relying on what she views as a "relic" of the bygone days of outright piracy to help keep the peace, viewing Rogues as little more than violent assassins and pirates. What's the first thing she does after the player and the Guild captures a group of pirates involved in part of their challenge to remain in Limsa? Order for the execution of the pirates that have been arrested without trial. Even Jacke and the other guild members, normally ones to just rely on stabbing pirates who break the code, have a What the Hell, Hero? moment, saying that if the Yellowjackets are going to take them in, to at least give the pirates a trial.
- Jerkass with a Heart of Gold: She is prejudiced against Rogues, believing them to be no better than pirates, act very harshly and is overall insufferable, but deep down she wants to protect the citizens of Limsa Lominsa, and will actually listen to reason and cooperate with the Rogues in order to protect the city and its admiral. It is hinted that she has a change of heart about Rogues at the end of the storyline.
- Smug Snake: Oooh, is she ever. In lecturing the Rogues about how the Age of Piracy is over in Limsa, and that Rogues are uncouth assassins that shouldn't be needed anymore (and should be arrested as pirates themselves) since in her view, the Yellowjackets are much more civilized, she puts on a smile that is one of the smuggest you'll ever see in the game.
- Upper-Class Twit: Has shades of this, viewing the Yellowjackets' authority being better suited for the current Limsa society, and looks down upon the Rogues as low-born criminals. Extends to her choice of weapons as well, holding a gleaming double barrel musket pistol, while declaring that using a knife outside of the dining room or kitchen to be distasteful.
- Well-Intentioned Extremist: Her goals actually are noble, but she suffers from a bad case of Black and White Insanity, keeping her from realizing that Rogues act on behalf of the common good.
Epithet: Oboro Moonrise
- Determinator: Is introduced as such. He's been chasing after the traitors who sold out Doma, and their Shinobi's lives, willing to leave his home village and cross thousands of malms (miles) to bring them to justice.
- Distracted by the Sexy: As a callback to Tsubame doing the same below, he spends a lot of time shirtless with Jacke in Stormblood.
- Fish out of Water: Played for both comedy and drama. The comedy comes from the fact that he's so unused to Eorzea's culture it makes him stick out like a sore thumb despite trying to stay undercover. He can't even do a western style courtesy bow without grunting in pain (Though it's implied that the La Noscean climate, food, and "Stinking Horse-Birds" might be affecting his health at the time). The drama part comes from his lack of the lay of the land giving him a massive disadvantage compared to Karasu, which is one of the reasons he recruits you.
- Good Scars, Evil Scars: Has a single scar on his cheek.
- Jumped at the Call: Did so when his village's elders decided to order the mission to hunt down the traitorous ninjas who betrayed Doma.
- Magical Asian: Slightly subverted. Though he dispenses ninjutsu knowledge to the player character, he is often taken aback by how easily you can learn it. Aside from the more mystic forms of ninjutsu, most of what you learn up to level 50 is basic rogue-ery, often self learned. After that, ninja skills are generally awoken on your own, making Oboro even less relevant as a teacher and more as the one who points you in the direction of quests which inspire you to discover ninja skills.
- Pre Ass Kicking One Liner: Gives one to Karasu when Tsubame, the player and he have Karasu nearly cornered.Karasu: *Having just been cut off from escape by Tsubame entering into battle* "Look, swallow, I know you love me. But you must really learn to know when to let things go."Oboro: "I'll let my blades go into your chest and kill you, coward!"
- Solar and Lunar: Evident by his last name, the opposite of Tsubame.
- Distracted by the Sexy: Wears a bikini at the Bronze Lake hot springs to blend in and approach a pirate for information.
- Put on a Bus: She doesn't appear at all in the Heavensward 50-60 Ninja story, as after the event of the 30 to 50 quests, she returned home to report back on the mission and return Karasu's soul stone to the elders as proof of his "death" so Oboro could stay in Eorzea to learn more about it.
- The Bus Came Back: Naturally, she returns in Stormblood for the 60-70 Ninja storyline.
- Savvy Guy, Energetic Girl: Inverted. She picks up on Eorzean culture quicker than Oboro does. Additionally, she occasionally has to rein in Oboro's Fish out of Water habits when he wants to use the Eastern techniques they know, which are exotic to the realm of Eorzea and would only let them stick out like a sore thumb.
- Silk Hiding Steel: Her civilian cover is that of a La Noscean maiden who works the docks of Raincatcher's Gully and Wineport, wearing the common dress of one. When you first meet her, she has just got done dealing with three local thugs who made a mistake of trying to mug her, but claims they had gotten into a drunken brawl over which one would get her and her coin.
- Solar and Lunar: Her last name, and a theme that she shares with Oboro.
- Stealth Hi/Bye: Pulls this on the second in command of the Bloody Executioners, AND the player while you're gathering information for her and Oboro on why Karasu is targeting his Captain. Granted, he and his fellow crew members are drunk and drugged at the moment courtesy of some "Enhanced" mulled spiced wine, but even the player is shown to be slightly surprised.
Epithet: Karasu Redbeak
- Animal Motif: Bats.
- Arrogant Kung-Fu Guy: Spends most of the Ninja quest line insulting his former comrades and the players. He even goes on to give his own form of "training" to the player just after they've learned the second of Ninja's mudras because he finds Oboro's training methods as completely dull and old-fashioned, forcing Oboro and the Player into a fight for their lives against his Imperial Shadows and himself.
- Big Bad: Of the Ninja story quest. At least at first.
- The Cameo: In the 56 Ninja Quest. While he only appears as a "Black Marketeer," it becomes obvious who he is.
- Camp: Has long flowing hair, ridiculously exaggerated body movements and facial expressions, and loves to emphasize his words. When he's first introduced, the game calls him "Eccentric Easterner". According to Word of God, he's the first NPC in the game (since the opening scenes of 1.0) to use dedicated Motion Capture techniques, hence his liveliness.
- Disney Death: Double Subverted. After you defeat him the final time. He appears to jump off the cliff towards his death. But activates a switch with his teeth, exploding himself. At the end of the Ninja storyline, he appears to be alive.
- He pulls this again in the Stormblood storyline, and at that point it's almost a Running Gag that he survives.
- Evil Is Hammy: Along with the above, he talks and acts as though narrating a theatre play and participating in it. If it wasn't for the fact that where he goes, a trail of dead bodies usually follows, it would be amusing.
- Meaningful Name: Translated literally, Karasu means "Crow".
- Me's a Crowd: He later learns the ability to make copies of himself for combat and decoy purposes.
- The Nicknamer: Calls Oboro "dim", Tsubame "Swallow" and calls the PC a "horsebird chick" (despite the canon that the PC isn't from Eorzea).
- Doubles as a Bilingual Bonus, seeing as Oboro and Tsubame can both be literally translated into "dim" and "swallow", respectively.
- Red Is Heroic: Well, he believes he's the hero. Except, he doesn't, and uses it as a facade to hide his shame.
- That Man Is Dead: Pulls this off at the end in a fashion. While he may not have done the initial betrayal of Doma, he did however kill others in aid to the Garlean Empire, and as such can't return to Doma. So he gives Oboro and Tsubame his Ninja Soulstone to take back to Doma as proof of his "death", intending to start a new life as an adventurer.
- Trickster Mentor: To Oboro and the player. He teaches you how to use Raiton and Katon as much as Oboro does, albeit in a sink or swim deadly crash course, and encourages the former to clear his mind of all thoughts during their final battle.
- Villainous Breakdown: The second level 40 Ninja quest, Ninja Bathin' is the beginning point of one for him. Oboro, Tsubame, and the player manage to sneak past his Imperial Shadow ninjas, and his bat familiars to ambush him while he's in the middle of a mission to assassinate a pirate captain who's been causing havoc to the Imperials. His own theatrical schtick snaps, resorting to much more direct insults and threats.Karasu: "No, no, NO! This isn't how the story goes! I'm supposed to be the one that surprises you! [...] Fine! If you're so eager to dig your own graves, here's your bloody shovel!"
- Wild Card: It's nigh impossible to tell in which side Karasu is, with the exception of his own, especially due to is trickery and his theatrics, no better example of this is found in the final battle against Hanzo, where the previous dragon to the Big Bad of the original Ninja Quest becomes your main ally!
- Broken Pedestal: To Oboro.
- Dangerous Forbidden Technique: Possesses knowledge of the lost fourth mudra, which allows him to make duplicates of himself.
- Greater-Scope Villain: Turns out he is one for the Realm Reborn Ninja storyline.
- I Fight for the Strongest Side: His justification for betraying Doma for the Garleans, stating that the Ninja have served many masters.
- Light Is Not Good: He dresses in white Ninja garb, and has joined the Garleans.
- Underestimating Badassery: Initially writes of the player character as a "glorified sellsword." His opinion changes when he fights him/her.
- Defrosting Ice Queen: She is aloof at first, refusing to let the shinobi help her, but eventually opens up as the questline continues.
- Hostage for MacGuffin: Yuki was placed in this situation, the hostages being vassals that were looking for her and the MacGuffin being the treasures she stole back from the Truehounds.
- I Work Alone: she refuses to let Oboro and the Warrior of Light help her retrieves the treasures. This is because she doesn't want anybody else to sacrifice themselves for her sake, after being unable to prevent some of her vassals form pulling a Heroic Sacrifice.
- Knife Nut: She wields a pair of Doman short swords as ninja daggers.
- Meaningful Name: "Yuki" translated is "Snow".
- Warrior Princess: She is trained in the arts of Ninjutsu. And is the princess of the Yatsurugi clan.
- An Axe to Grind: Carries an axe, but openly admits it's mostly for show.
- Horned Humanoid: As any Au Ra. His are curved forward.
- Let's Get Dangerous!: During the level 60 Ninja quest he steps up and becomes a legitimate Marauder tank, taking on multiple pirates on his own in order to buy the Warrior of Light time to release Oboro from his restraints. Then he continues to fight both bosses Redway and Rosalinde on equal ground.
- Paper Tiger: He looks intimidating, but admits he lacks martial prowess, and at one point, took a serious injury. When push comes to shove and his master's life is on the line however he becomes a badass.
- Always Someone Better: He envies Oboro and Karasu for being favored by his master.
- Bait-and-Switch Boss: He gets killed by Rosalinde after he is defeated, forcing the player to fight her instead
- The Dragon: to Rosalinde, as the other notable antagonist in the level 50-60 quests.
- McNinja: A source of great angst to Redway, when trained under Gekkai he was constantly belittled for his lack of Doman blood.
- Screw This, I'm Outta Here!: He decides to escape after realizing that he cannot defeat Oboro and the Warrior of Light. Rosalinde has other plans.
- Revenge: Subverted. He isn't interested in avenging his fallen master.
- An Axe to Grind: Like most Lominsan pirates, she carries an axe into a fight.
- Bait-and-Switch Boss: You initially fight Redway during the Level 60 quest, but upon him realizing that he is outmatched and subsequently attempting to flee, Rosalinde kills him and fights the shinobi in his stead.
- Big Bad: Her gang was the one that stole the Yatsurugi treasures, making her this to Yuki's leg of the questline.
- Pirate Girl: The female captain of the Truehounds.
- Post-Final Boss: Rosalinde has less health and no unique mechanics that enemy Marauder NPCs don't already use, her stepping in after Redway is defeated is basically meant to give you an excuse to finish her off so there's no loose ends.
- You Said You Would Let Them Go: She offers an ultimatum to Yuki, give her the treasures or the Truehounds kill the Doman vassals that went to Eorzea looking for her, she accepts but Rosaline goes back on her word and gets her bound.
- You Have Failed Me: inflicts this to Redway after he decides to hightail it out of there.
- Distracted by the Sexy: She is on the receiving end of this, getting distracted by Jacke and Oboro in the Kugane hot springs so the player can sneak by and steal one half of the forbidden scroll from her.
- The Dragon: To Hanzo.
- Lady of War: As a tall, graceful Roegadyn Samurai.
- You Have Outlived Your Usefulness: After she is defeated in battle, Hanzo makes his first appearance and kills her.
Epithet: Hanzo the Hidden
- Big Bad: Of the Stormblood ninja questline.
- Fantastic Racism: Toward Domans. He himself is the lord of a family from Hingashi.
- Me's a Crowd: He is a master of this type of jutsu, creating multiple copies of himself.
- Size Shifter: One of his forbidden jutsu gives him the ability to grow to gigantic proportions.
- You Have Outlived Your Usefulness: Pulls this on Zakuro successfully, and he thinks he pulls it on Karasu, but he uses a mirror double and survives.
Epithet: Fray of the Onyx Shade
Discipline: Dark Knight, Conjurer
A dark knight of Ishgard whom you meet after Fray is on the losing end of a tussle with the Temple Knights, Fray initially seems to be out like a light, until you have a strange experience with Fray's soul crystal... at the end of which, Fray is standing above you, right as rain, and offers to instruct you after seeing your resonance with the Soul of the Dark Knight. Fray seems to be a bit taciturn, plain-spoken, and willing to get the job done quickly.
And, of course, none of this is true.
While Fray was once a living man and comrade to Sidurgu, what you happened upon that day was just a corpse, and the soulstone reacted to you and your curiosity. "Fray" is just a figment of your imagination, and is in fact the embodiment of all your frustration and anger at being The Hero constantly. Fray is literally you - just the you that is absolutely goddamn tired of all these people begging you for help and offering up little more than a simple thank you, or maybe even less. Fray has grown especially prominent in your mind following the trauma you suffered during Before The Fall - they mention, late in the questline, not ever being taken by surprise like that again. Your interaction with the Dark Knight soulstone simply allowed "Fray" to manifest in a significant way, and is acting as a kind of cipher to teach you the abilities and fighting styles contained within the soulstone.
Fray grows increasingly frustrated with your refusal to not simply turn away from those who beg your aid when you have your own business and your refusal to leave Eorzea to its troubles, so they eventually try to overwhelm you and commandeer your body - being literally you, they're going to become the dominant part of your personality and take the meaty bits away from Eorzea's conflicts, which they think ultimately has nothing to do with you. On being defeated, they reintegrate with your mind, reminding you that they will be there whenever you finally agree with their assessment of Eorzea.
- Ambiguous Gender: It's a bit hard to tell just what Fray is, under those robes, and the style of them doesn't particularly lean either "masculine" or "feminine". This is, of course, so that Fray's gender matches whatever the gender of your character is.
- The original, living Fray was in fact male, but you never truly interact with this person, aside from his corpse.
- Ambiguously Human: It's very, very unclear if the Fray you interact with is just entirely a figment of your imagination (whenever "Fray" speaks to someone else, it becomes clear people think you are speaking to them and hear your voice), is part of your mind animating that poor dead knight's body (there is some kind of weird transfer between the body and you at the start of the questline; at the end of the level 50 quest, Fray's body falls away as a Fray that looks like you forms in front of it, and the House Durendaire knight mentions burying your "friend" after defeating them, so evidently Fray-the-body was standing there that time), if both of the above are true at various points, or if there's even more to it.
- Fray manifests again for the level 70 Dark Knight quest with their original appearance where Sidurgu, much to his shock and confusion, can very much see them to complicate the point even more.
- Anti-Hero: Fray is willing, if begrudgingly, to help those in need and who cannot help themselves. Fray is also perfectly able and willing to rip people in half and fight the law to help people, and encourages you to do the same, stating it is the purpose of a dark knight to find justice where it cannot otherwise be found. They are your inner urge to be unchained justice in the wake of what happened to you in Ul'dah, and plans to make you a full-blown anti-hero once she decides to take over your body.
- Back for the Finale: After having remained silent for the Heavensward and most of Stormblood job quests, Fray tires of Myste's bullshit during the level 70 Dark Knight quest and manifests again to aid the Warrior of Light in defeating him. They want to help put an end to it so badly that by the end they're screaming at you in the quest log to let them out.
- Fray is far from silent if you pay attention to your quest log.
- Back-to-Back Badasses: With the Warrior of Light during the level 70 job quest.
- Big Damn Heroes: In the climax of the level 70 quest they re-appear to aid you in the fight.
- Cassandra Truth: Fray tries their damnedest to get the Warrior of Light to realize Myste is incredibly dangerous, but it doesn't click until the end, and by then they're panicking about the fact that Sid and Rielle are in mortal danger.
- Dark Is Not Evil: Played very straight, ruthlessness and all. Even near the end of the quest chain, when they claim they'll kill a bunch of innocents to prevent your arrest, they still hold back enough to merely incapacitate them. They also genuinely want what's best for you... even if that's not necessarily what's best for Eorzea.
- Dead All Along: The actual Fray was dead when you found him. What happened was that the Warrior of Light's repressed Psyche possessed the corpse and kept it moving. Once you reach the Level 50 quest, they abandon the corpse entirely.
- Deadpan Snarker: Holy shit, Fray is relentless, especially later on in the quest. Anyone acting even remotely "dumb" is likely to be a victim of one of Fray's pointed barbs. Including and especially you yourself. Yes, this means that you're putting yourself down.
- Defeat Means Friendship: When defeated during the level 50 Dark Knight quest Fray makes peace with the Warrior of Light. Later during the level 70 Dark Knight quest when they suddenly manifests to aid the Warrior of Light they makes it clear that they've buried the hatchet.Fray: No hard feelings about Whitebrim, eh? Promise not to stab you in the back. It'll be just like old times.
- Doppelgänger Attack: Fray will create copies of themself during the level 50 quest and each of them, while weaker than the main target, have their own attacks.
- Enemy Without: Was this to the Warrior of Light from the very beginning when they first met. Fray reveals themself as the Warrior of Light's inner desires to dish out justice how they see fit and answer to no one and when the Warrior of Light refuses to back down from their own heroism, Fray attacks them.
- Even Evil Has Standards: Upon reappearing in the Lv. 70 quest, Fray all but spells out that they're still not happy with their lot in life of endless "slaving and slaying". But they're even less happy about Myste embodying the Warrior of Light's guilt and trying to make them think they can't bear their own burdens. Even the Warrior of Light's dark side understands nothing will change what has happened because of them, and that the desire to prevent such tragedies from happening again is what moves them forward.
- Expy: Fray is basically the Warrior of Light's Shadow from Persona 4/Persona 2. "Fray" is you - or rather, your shadow: the repressed parts of your psyche, especially your anger and resentment about having to play the hero all the time and getting nothing but praise (at best) in return. In the end you have to accept that "Fray" is a part of you, much like the characters in the Persona franchise, even though the entire population of Whitebrim saw your dark and ugly side.
- Hearing Voices: Fray encourages this in the Warrior of Light; there's a "voice" the WoL has been hearing since touching the soul crystal, and Fray wants the WoL to examine it for wisdom. The whole situation, of course, is you hearing the voice of your own anger and frustration with the people of Eorzea, embodied in Fray - the voice you hear is the core of Fray's portion of your psyche.
- HeelFace Turn: In the level 70 Dark Knight quest, Fray, or rather the Warrior of Light's inner darkness, emerges from the Warrior of Light's soul to protect them from Myste's minions. Instead of trying to force the Warrior of Light to give in to the abyss, they support them in their darkest hour. They even outright tell Myste that while they have indeed sinned, they don't hold any regrets and they laugh at the idea of Myste even thinking that they could manipulate the Warrior of Light. Fray even apologizes to the Warrior of Light for the events at Whitebrim and promises not to stab them in the back again.
- Interface Screw: As the questline goes on, Fray essentially begins to hijack the quest log entries. When you fight them (or rather, yourself), even the quest objective gets hijacked as it says "Embrace the abyss! Set yourself free!" It isn't until you defeat them that it returns to its normal style.
Fray: I can end this charade godsdammit, I can end it! Now is the time! You need me! YOU NEED ME!
- Happens again for the level 60-70 quest logs as early as the level 63 job quest, as the player consumes the abyss left behind by Myste's simulacra. In this case, it is Fray trying to warn the Warrior of Light about Myste. By the time you're about to confront Myste they're screaming to be let out and help.
- Interface Spoiler: Using a Fantasia to change your character's gender will also affect Fray's, spoiling the big twist.
- Jerkass Has a Point: As stated above, this is pretty much the sole purpose of Fray as a character. They may be rather snarky and aggressive, but most of their criticisms are well-justified. Especially when you consider all the Dude, Where's My Respect? moments the Player Character had to deal with prior to Heavensward.
- Knight In Sour Armor: Fray might be one of the most abrasive people in Eorzea, but as a Dark Knight they are sworn to right injustice where they find it. They might complain every second of the Warrior of Light's little rescue missions during their training, but they will not once leave the Warrior or any innocents behind.
- Lemony Narrator: Unlike before, Fray's entries in your journal regarding the 60-70 quests have a rather comedic and sarcastic air to them.
- Meaningful Name: In spades. Fray is the representation of your frayed nerves, morality and sanity in the wake of the trauma you experienced at the end of the ARR main story.
- Possessing a Dead Body: The Fray the Warrior of Light first meets is a fresh corpse. Fray's dark knight soul crystal draws the Warrior's inner darkness into the body and animates it, creating the Fray who begins your training in the art of the abyss.
- Pre Ass Kicking One Liner: "...Justice demands no less."/"I tire of this charade." Which is said is entirely dependent on The Warrior of Light's response during the dialogue during the Level 70 job quest.
- Rage Breaking Point: The level 45 quest is the one where Fray finally stops barely restraining their annoyance at being called upon to solve all the problems of Eorzea. Upon recovering some supplies for a merchant in Moraby Bay in Lower La Noscea, he complains about all the Qiqirn blood splattered over his goods. The blood of the Qirqin bandits that mugged him in the first place, and the dozen and a half or so of which, you just got done slaying. The merchant decides that you should pay for the damages, but out of "generosity" due to the circumstances, he'll only ask that you pay for 50% of the goods. Fray or rather, you, finally snaps at him for being such an Ungrateful Bastard. Fray gives right there and then a "Reason You Suck" Speech to pretty much all of Eorzea. And given their choice of words how the other characters there react, is pretty much a dead give away also to Fray's true identity.
- "The Reason You Suck" Speech:Fray/Warrior Of Light: Fifty percent? FIFTY PERCENT!? I slaughter a gang of Qiqirn bandits for your precious goods and this is the thanks I receive!? You spineless sack of shite. I kill your enemies. I fetch your things. I do what you people can't or won't do yourselves. You're helpless. Weak. All you do is want and need. I should've left you all to drown in Leviathan's tidal wave. At least then I would've been spared your constant bloody whining. Do not speak to me of this ever again."
- Red Eyes, Take Warning: Fray's eyes shine red when warning you about the dangers of using too much of the power of darkness all at once. They do so again when Fray reveals themself in full as you.
- Screw Destiny: When reaching level 45, looking up the completed quest entry during Fray's Interface Screw shows that they, or rather you, are willing to abandon the Scions, the Alliance, and even Hydaelyn herself just to be able to live free and do what you want to do. This never goes through though.
- Shapeshifter Default Form: As seen in the level 50 Dark Knight quest "Our Answer", their true shape is the same as the Warrior of Light's, as they are an aspect of the Warrior of Light's own mind. However, in the level 70 Dark Knight quest "Our Compromise", they appear once again in the form of Fray Myste, suggesting that, true form or not, Fray's shape is one that they have come to prefer.
- Super-Powered Evil Side: Of you, the Warrior of Light! As mentioned in other spoilers, Fray is a manifestation of all of your frustrations at Eorzea's problems and how it's come back to bite you, or feelings that you are receiving little more than empty thanks from people, thanks to your first interaction with the Dark Knight Soul Crystal. How the people will never do things for themselves. How the very guards and soldiers of the realm who are supposed to be defending it, fail to do so time and time again. How whenever there's a problem, from Primal, to missing paperwork, it's you the leaders of the realm call on. If only you weren't so willing to accept every single side quest, or play by the rules all the time. If only you'd be willing to charge directly at the problem, and be rid of it once and for all, and let the realm sort out the consequences. If only you would be willing to tap just a little bit more into powers others fear to touch... you could solve everything.
- Split-Personality Merge: Once defeated, Fray simply promises that, should you ever desire to let them take the reins again, they'll be happy to oblige, but ceases trying to do so forcefully.
- At the end of Shadowbringers the merge is complete. Finding closure allows for Fray to fade away entirely, but not before leaving a note in your journal that perhaps something may bring them back once more and that, no, your new "trick" isn't really them.
- Tomato in the Mirror: Boy, everyone else is really bothered by how short-tempered the Warrior of Light seems lately... and, um... is the WoL talking to themselves?... It then gets especially confusing when Fray manifests as your esteem, and you literally fight yourself in full view of half of House Durendaire. Even Fray points out how ridiculous it must look.
- Walking Spoiler: Holy moly. Basically everything about their true nature spoils the entire questline. The worst part of it is, the reveal doesn't come in full until late in their section of the Dark Knight line, so the spoilers have to be marked, to boot.
- Wham Line: Fray's line about Leviathan, which was an event they were definitely not present for.
- White Mage: Wields a Conjurer's staff and provides you with healing support during the various instanced battles during the job quests. A few throwaway lines from Sidurgu and Rielle imply that the original Fray was a Conjurer at some point in the past prior to becoming a Dark Knight, and that he taught Rielle most of what she knows about Conjury.
- "World of Cardboard" Speech: Delivers one to Myste, telling the child to take the whole guilt trip charade and stuff it during the level 70 quest.Myste: Woe betide the man who stands opposed to the Weapon of Light, for death will be his reward. Death for him and his kin and all that he holds dear. Woe betide the man who stands with the Weapon of Light, for death will be his reward. Death for him and his kin and all that he holds dear. Like sands through the hourglass, everything we fight so desperately to protect slips through our fingers...and what remains...what remains...Is us. Only us, and the memory of our sin. To walk this path is to suffer. To sacrifice...
Fray/Warrior of Light: (Listen to my voice. Listen to our heartbeat...) ...Justice demands no less/I tire of this charade. (A trio of Abyssal Drain spells fire off, instantly destroying Myste's simulacras of Ilberd, Livia sas Junius, and Rhitahtyn sas Arvina.)
Fray: Serve... Save... Slave... Slay... I've sins aplenty, aye, but regrets? Not so much. And if he/she wouldn't listen to me, the embodiment of good sense and pragmatism, then what hope could you possibly have? A house divided cannot stand, you know. This childish rebellion ends now.
Sidurgu: What in the seven hells is this!?
Fray: ...A compromise, I suppose? Our dear friend here refused to let me take the reins, but I wasn't about to stand idly by while that imbecile tries to do...whatever it was he was trying to do. (to the Warrior of Light) No hard feelings about Whitebrim, eh? Promise not to stab you in the back. It'll be just like old times.
Myste: No... No... This is wrong... This is all wrong... I offer you peace! Restitution! A chance to make amends! Do not think you are above it! Do not think that a reckoning will be postponed indefinitely!
Fray: When it comes, I shall welcome it with open arms...But today will not be the day, and you will not be the judge!
Epithet: Sidurgu of the Obsidian Heart
Discipline: Dark Knight
- Berserk Button: Threatening to bring harm to Rielle is a fast way to get Sidurgu to come after you with his massive sword, which the moogles found out the hard way when they had pretended to kidnap the girl.
- Moogles in general just piss him off after the 50-60 story quest. During the level 65 quest when three tried to sneak up on him for a prank he beat them half to death and didn't have a hint of remorse. When he's injured during the same quest he asks the Warrior of Light to punch a moogle in the face for him. And if talked to again after that he makes it clear he wasn't kidding.
- BFS: Wields a Deathbringer sword.
- Blood Knight: He claims to be very extreme in protecting Rielle from the Temple Knights for her safety, but his actual behavior seems to lean more towards looking for any Temple Knights in general just so he can kill them after everything they put him through. Rielle eventually calls Sidurgu out on this, getting him to dial down his aggressiveness and actually listening to what Rielle wants.
- But Thou Must!: When you first encounter Sidurgu for the Stormblood Dark Knight missions, telling him "If I must forsake the abyss to serve the Light, then so be it." ends the mission right there. You have to restart the mission and tell him "So long as innocents suffer, I will not forsake the abyss."
- Character Development: After his Heel Realization below, he has started to try to make his priority actually protecting those in need rather than simply using them as a means to the end of indulging in his vendetta against Ishgard's knights.
- Child Hater: Well hater is a strong word, but he is clearly not thrilled when he has to take care of both Rielle and Myste between the Dark Knight class quests. Babysitting as he puts it.
- Dark and Troubled Past: His Au Ra clan came to Ishgard when he was a boy, fleeing Doma from the Garleans. When Ishgardians mistook them for Dravanians, they protected themselves but spared the Ishgardian knights. Those knights repaid them by returning with reinforcements and slaughtering everyone. Sidurgu watched as both of his parents were executed before nearly suffering the same fate. Saved at the last moment by a dark knight, he became that knight's deciple and dedicated his life towards revenge on the Ishgardian knights.
- Grumpy Bear: He complains about basically everything and always seems annoyed. To be fair he does get put in situations that he has no desire to be in rather frequently, such as dealing with moogles.
- Healing Potion: He uses an Aguae Vitae on you when assisting in battle since he does not use healing magic.
- Heel Realization: After Rielle's What the Hell, Hero?, Sidurgu admits that even though he does care about her, he was using her as an excuse to continue his vendetta against Ishgard and she was second in priority to him.
- Hidden in Plain Sight: Sidurgu is a dark knight who has killed countless Ishgardian knights. His charge is a girl being hunted down by said knights. Where do they stay between events? The inn that is right across the street from the knights' garrison, of course. It takes until the very end of the level 56 quest before anyone notices.
- Horned Humanoid: As an Au Ra. His horns point straight down.
- In-Series Nickname: Rielle often calls him "Sid".
- Mercy Kill: Strikes down Rielle's mother after seeing that she's gone insane and that she would continue to hunt down her own child in the name of Halone.
- Pragmatic Hero: Believes being a Dark Knight means becoming this; defend the weak at all costs while saying screw you to the law, moral code, and any imposed honor, even if it makes you a pariah in everyone's eyes. After meeting with him for the first time in Ishgard, Sidurgu tells you that showing mercy to the enemy is a grave mistake and you must prepare to kill them to save your own skin.
- Promotion to Parent: In Shadowbringers he can relate to what he hears of Thancred's personal struggles. Rielle, for her part, seems quickly irritated by associating Sid with "father".
- Properly Paranoid: The moment he meets Myste, Sid is on edge and never really trusts the boy or what he requests, despite Rielle's insistence that Myste is a good person. Myste's page reveals that Sid had the right of it from the start.
- Red Oni, Blue Oni: Was the Red Oni to Fray's Blue Oni when the two were students together. Their master likened them to a smouldering campfire and a frozen lake respectively.
- Secret Test of Character: He and the Player are put through one by the Moogles for the level 58 quest, when the Moghom Moogle Guards "kidnaps" Rielle, to see if he is truely fighting others because he wants to protect and cares for Rielle, or if because as Rielle suspects, she, and Sidurgu's oath to "protect the weak from the corrupt" are really a convenient fig leaf for his Roaring Rampage of Revenge against the Temple Knights for what they did to the Au Ra refugees. Turns out, both theories are right.
- Sugar-and-Ice Personality: Sidurgu is very cold and distant, but he very clearly cares about Rielle. He always reinforces that he'll protect her and asks about her wellbeing, while looking away from her and crossing his arms over his chest.
- Student and Master Team: Sidurgu's quests are essentially a spin on the classic student/mentor relationship, where the Warrior of Light brings their own very recent experience in controlling their own emotions to the table, and is thus helping Sidurgu come to terms with his own anger and rage at the Temple Knights, culminating in the Secret Test of Character, whilst Sidurgu teaches the Warrior various new techniques.
- Take Up My Sword: Non-fatal example. When Fray manifests to help the Warrior of Light defeat Myste, after his initial but intense shock of seeing Fray again, Sidurgu throws his sword to them without any hesitation.Sidurgu: A dark knight needs a sword. Take mine.
- Virtue Is Weakness: Holds this view when it comes to dealing with the corrupt elements of Ishgard. His first meeting with the Warrior of Light is mere minutes after the events where the Warrior of Light regains control of the "Fray" portion of their mind and soul, where a corrupt Temple Knight lies to them to lure them out to the wilderness to murder the Warrior of Light for the use of the Dark Knight's powers, calling the WoL a "demon". The Warrior of Light spares the leader of the group, but Sidurgu hunts the knight down off screen and kills him. Sidurgu explains that no such mercy was granted to his people when Ishgard killed innocent Au Ras, thinking they were heretics who drank dragon's blood, when they were really refugees fleeing from the Garlean Empire.
- What Kind of Lame Power Is Heart, Anyway?: Played with. After being on the receiving end of the Moogles of the Churning Mists Secret Test of Character and informed via a musical number that he needs to temper the power of darkness with the power of love and wanting to truly protect someone to make the most of his Dark Knight power, he's absolutely flabbergasted, thinking that the moogles would instead teach him and the player a new technique. He's doesn't verbally agree with the moogle's assessment and feels it was a waste of time, but it does give Riele a chance to call him out on his behavior, which he does acknowledge that she's right, and his mistake. He does come around... grudgingly, to admit that the moogles might have the right of it.
Epithet: Rielle the Voiceless
- Abusive Parents: Her father was a Heretic who drank dragons blood during his years with Ystride, and thus used Rielle as part of his plans to sow chaos in Ishgard. Her mother, being a fanatic religious zealot to the more corrupt elements of the Templar order and Ishgard faith, sees her daughter no longer as one, but as a monstrous "thing" to be kept locked up in a cell like a caged animal, or slain.
- Calling the Old Man Out: Calls out her mother Ystride for going from the loving mother she knew, into the crazed psychopath that keeps calling her own daughter a "monster", "thing" or "it", and that she was never a heretic to begin with, instead, forced to bear the sins of her father's actions. As Rielle makes quite apparent, she always was faithful to the Halonic faith. When it becomes apparent that her mother will never stop seeking to kill her daughter and has lost her sanity to hatred, Rielle gives Siduguru the go ahead to put an end to her mother's madness, while reciting the Halonic last rites for Ystride.
- Dark Secret: Her secret is the reason why the Temple Knights want to kill her so badly. Her father was a heretic spy whose transformation into a dragon was apparently decades in the making, during which he married Ystride and sired Rielle. Due to the bloody history between dragons and Ishgard, any native of Ishgard that drinks dragon blood can transform into a dragon (which, while true, is much more complicated than any of the Ishgardians realize at the time). Rielle is physically fine as she inherited this power rather than actually drink dragon blood herself, but the Temple Knights don't want to take any chances of having someone transform into a dragon in the middle of the city. To make matters worse, her own mother sides with the knights and aids them with hunting her own daughter down. Rielle doesn't tell Sidurgu or the Warrior of Light about her secret until a dying dragon reveals the truth to them.
- Healing Hands: Uses Conjury arts in battle and heals you with Cure spells.
- The Quiet One: While she does speak, Rielle is very wary of you at first and her nameplate is "Rielle the Voiceless". She does eventually open up. By the Stormblood questline, she is rather talkative and cheerful, playfully pushing Sidurgu's buttons now and again.
- Parental Abandonment: After Rielle's father was discovered to be a heretic and she'd inherited draconic power from him, her mother throws her in a cell and refuses to address her by name or even a gender pronoun by calling her an "it". Because Rielle's mother is extremely devout to Halone, she seeks out to kill her own daughter in the name of the goddess. Rielle always hoped that her mother would come to her senses and love her again as she did in the past, but sadly, this would never happen.
- Precocious Crush: Implied in Shadowbringers. She's quick to remind Sid that love is necessary for a Dark Knight, and quickly becomes angered when he compares the two of them to Thancred and Minfilia/Ryne's Father/Daughter relationship, storming off when he amends it to Master/Servant or former-Knight/Noblewoman. Talking with her afterwards she expresses annoyance at being considered a child by him and that she's overdue for a growth spurt.
- What the Hell, Hero?: She gives Sidurgu a pretty big one near the end of the Heavensward questline. After he yells at her for not telling them the inquisitor leading the search for her was her own mother, saying that she, Rielle, is the reason Fray is dead, Rielle tells him to stop acting like he's fighting Ishgard for her. She tells him she doesn't enjoy seeing him return day after day injured and drenched in blood and doesn't enjoy having to heal him up time and time again. And she tells him maybe he should find another maiden to justify his vendetta againat Ishgard with because he clearly cares more about that than he does about her. Sidurgu, for his part, accepts that she is right about him.
Epithet: Ystride the Godhand
- Ax-Crazy: While she puts up a calm facade during your initial confrontations with her, by the time of the final trial by combat it quickly becomes apparent just how utterly deranged she is.
- Dishing Out Dirt: She'll cast Stone and Stone II on you in battle.
- Fantastic Racism: Ishgardians are well known for their bigotry against Dravanians and their sympathizers, but Ystride takes the cake in this regard, for wishing death on her own daughter simply for inheriting the power of dragon blood, and willing to fulfill it with her own hands.
- Flunky Boss: She'll send out several waves of Temple Knights after you, Sidurgu, and Rielle before eventually joining the battle herself.
- Go Mad from the Revelation: It's implied that between her husband's heresy and trying to kill her when he transformed, and discovering Rielle's power caused Ystride to snap and throw her daughter in jail (and eventually deciding to kill her after Sidurgu rescued her) while claiming that the Fury wills it. Rielle mentions that Ystride used to care for her and love her like any mother would, which makes the history between them all the more tragic.
- Go Out with a Smile: Gives off a rather creepy smile before Sidurgu kills her.
- Gory Discretion Shot: Sidurgu's blade can be heard upon impact as the game cuts to black to hide the killing blow.
- I Have No Daughter: Is the mother of Rielle, but refuses to acknowledge her as such. Not only she refuses to address her daugther by name, but she won't even use gender pronouns and prefers to use "it" instead. She sees Rielle as a demon because of the dragon blood inside her.
- "It" Is Dehumanizing: Her pronouns of choice when referring to her daughter, Rielle, are rather telling.
- Heel Realization: Maybe has one. When she sees that Rielle is praying to Halone for her soul despite having the blood of Dravanians and thus being a heretic to Ystride, her face softens and she looks surprised. However, we don't know what is going through her head as this happens moments before Sidurgu kills her.
- Knight Templar: A rather nasty one where she teams up with the Temple Knights to hunt down Rielle, who is only a child, in the name of Halone. She firmly believes what she is doing is the right thing to do and she refuses to listen to anyone who doesn't agree with her.
- Offing the Offspring: She certainly wants to do this to Rielle.
- Revive Kills Zombie: Her manifestation in the level 70 Dark Knight quest has her casting Cure and Cure II on you for damage instead of healing.
- That Thing Is Not My Child!: Because Rielle has draconic power in her body, she dismisses her as a demon and doesn't want to be associated with her.
- The Fundamentalist: She is very devout to Halone and that faith manifests as a monomaniacal desire to kill Rielle, a child who is her own daughter, because she inherited draconic power from her father, and refers to her as an "It". Any appeal to reason with Ystride falls on deaf pointed ears.
- Villainous Breakdown: She grows increasingly frustrated and feral as the 50-60 questline goes on and her plans are continuously foiled. By the time of the final battle, she's completely lost it and spends the entire battle screaming at you to just die and spewing raving "prayers" to Halone.
- Would Hurt a Child: Has no qualms with killing Rielle. Even if she is her flesh and blood.
Epithet: Myste the Delusionist
He has the power to create simulacra of the dead, by using memories to shape ambient aether into physical bodies. These copies look, feel, and sound like the original people, but ultimately are constrained by the knowledge and mindset of the people whose memories Myste draws upon, and do not actually contain the soul or memories of those who have died. Myste wants to use these copies to help grieving or otherwise hurt individuals find a measure of peace by having one last conversation with the fallen. Myste's chance encounter with the Warrior of Light gave him an opportunity to perform this act of healing five times, at which point the Warrior of Light's soul crystal will be restored, and they can go their separate ways.
And of course, it isn't quite that simple.
It's revealed at the end of the questline that Myste, like the phantom of Fray, is the Warrior of Light's emotional pain given form by their soulstone. While Fray was the embodiment of the Warrior of Light's rage at their never-ending battle and the less-than-grateful people they fought it for, Myste is from the opposite end of the scale, embodying their sorrow and desire for forgiveness for all the people who suffer and die because of that battle. Their ultimate plan is to make a "world without death" that involves using his simulacrums as replacements for those unfortunate souls to absolve their guilt, and when the Warrior of Light refuses to give up fighting to protect people in spite of the suffering, Myste revolts against them.
- Ambiguously Human: From the get-go, things don't add up regarding his origins. In the end, all we can really say is that he definitely has something to do with the Warrior of Light's self and soulstone, but exactly what or how are never given definitive answers.
- Apologizes a Lot: Myste always feels responsible for whatever hardship he comes across to the point that "forgive me" might as well be his Catchphrase.
- Bad Powers, Good People: His powers necessitate draining aether from the surroundings, sometimes to lethal degrees for wild animals, but he only wishes to help people.
- Broken Aesop: His message about how everyone who fights near the Warrior of Light dies might be a bit more clear if he didn't summon the Heaven's Ward, who were demonstrated to be dangerously overzealous; the Warriors of Darkness, whom the Warrior of Light never actually "killed"; two Imperial commanders who, while noble, were direct threats to the peace of the world (And not to mention that Livia was the direct cause of the first major tragedy and anguish in ARR); and freaking Ilberd, who was the direct cause of an inordinate amount of mental anguish for over three years before his death at Baelsar's Wall. On the other hand, Myste also notes that everyone who fights the Warrior of Light dies as well. To Myste, death and misery follows in the wake of the Warrior of Light, and marks both the suffering of their allies and enemies as sins to bear. Justified, as he isn't exactly born from a rational part of the Warrior of Light's brain.
- Dude Looks Like a Lady: Oh lord, yes. How any characters in-game recognize him as male is baffling.
- This was more than likely intentional. While Fray's form was taken from the original Fray, Myste draws from both Haurchefant and Ysayle. Both being ambiguous allows for them to pass as a part of a Warrior of Light of either gender. In fact, his model is a combination of a child Haurchefant, used as artwork in an official short story, along with Ysayle's hair. This was confirmed in the second lorebook, where it is indeed written his appearance is made of a combination of those two. And it's all but stated that he specifically represents the Warrior of Light's grief over the loss of Haurchefant, which might be why his traits are more dominant (the model is his child form, with his hair and eye color, while Ysayle only contributed the hairstyle.
- Enemy Without: Heavily implied to be the Warrior of Light's emotional anguish made manifest, in a similar manner that Fray is their pragmatism and temper. However, unlike Fray, Myste definitely is seen independently from the Warrior of Light. But like Fray, he eventually revolts against the Warrior of Light in a violent clash.
- Flunky Boss: He never once enters combat directly. During his fight with the Warrior, he'll summon a multitude of memories from both the Heavens' Ward and Warriors of Darkness. When the Warrior of Light is finally given the chance to attack Myste, he falls in a single stroke to the Souleater attack.
- Heroic BSoD: Arguable if this is a blue screen, a villainous breakdown, or a mix of both, but the moment Fray manifests and joins the Warrior of Light to battle Myste all he can do his tremble in terror and summon shades until he exhausts his power summoning the Warrior of Darkness and Sir Zephirin leaving himself vulnerable to Soul Eater when they're defeated.
- Interface Spoiler: People who own and read a copy of Encyclopaedia Eorzea, thus knowing the last name of the original Fray was "Myste", will immediately know something is very amiss with the entire 60-70 Dark Knight scenario.
- A female Warrior of Light will be tipped off at any point Fray takes over the 60-70 journal entries as it will stop referring to Myste with male pronouns and instead use female ones.
- Lost Lenore: Never stated outright, but between his hair color, race, and some very choice words during his ultimate departure and end of the quest, it's heavily hinted at that he was made manifest, ultimately, by the Warrior of Light's anguish over the loss of Haurchefant.
- Notably, Myste also has the same hairstyle as Ysayle. He overwise shares the same model as child Haurchefant in the short stories. The conversation with Count Edmont just after his departure, as well as many dialogues and journal entries during the quest line also explicitly tie Myste to Haurchefant.
- Master of Illusion: Myste's signature power is to create a replica of someone's loved ones through manipulating aether, using that living person's memories of them. Because of their origin, they are filtered through their source's subconscious, and may differ from the actual deceased person based on the source's relationship with them - this also means they only know what the living person knows, even if the living person only knows it subconsciously. However, most of them at least tend to be fairly accurate depictions. The also do not last, as they require the loved one's memories to sustain them, and they cannot travel too far from that person.
- Shapeshifter Guilt Trip: During the final battle in the level 70 Dark Knight quest, Myste summons a multitude of figures from the Warrior of Light's past (imperials, the Heavens' Ward, and the Warriors of Darkness among them), all of whom represent a particularly deadly battle or a painful memory, and all of whom died either in battle with the Warrior of Light, or shortly thereafter. Myste's final two guardians are Arbert (a reminder of where the hero's path leads), and Ser Zephirin (Haurchefant's murderer, who almost exclusively attacks with the same spear of light that killed Haurchefant). Myste's goal with these shades appears to be to display the Warrior of Light's many sins, and break their will to resist Myste's plan for a world without death.
- So Last Season: When Fray returns, they openly mock Myste for trying to steer the Warrior of Light from their path, stating that if not even they could do it, Myste's chances are even worse.
- Walking Spoiler: In keeping tradition with Fray, talking about Myste in any definitive sense is hard without blowing the (admittedly heavily hinted) fact that he is yet another portion of the Warrior of Light made manifest.
Epithet: Ompagne Deepblack
Discipline: Dark Knight
The master of Sidurgu and Fray. Formerly a commander in the Temple Knights, he led countless battles in the Dragonsong War, and raised and lost countless young soldiers in those same fights. Eventually resigning from the Knights, Ompagne eventually took in Sid and Fray as his wards, training them in the ways of the Abyss. Myste brings Sid's memories of Ompagne into existence in the Churning Mist. The shade of Ompagne challenges Sid and the Warrior of Light to a final test, a duel against him, to see their growth.
- The Atoner: One of the reasons he became a dark knight and took in Sid and Fray was to atone for all of the lives lost under his command.
- Badass Beard: Ompagne has a full beard the same purple shade as his hair.
- BFS Ompagne carries the level 70 dark knight blade.
- Covered in Scars: His face shows several scars telling a long carrier as a knight.
- The Mentor: He is the dark knight who raised Fray and Sidurgu and trained them in the arts.
- A Million Is a Statistic: Ompagne had trained and lost so many soldiers in his career that one day he realized he couldn't remember the face of the first young man who died in his service. That was the day he retired from the Temple Knights.
- Not Afraid to Die: One of his lessons points out that unlike most men, dark knights do not fear death, since they've stared into the abyss and suffered greatly already.
- Sink-or-Swim Mentor: Sid remarks that Ompagne was never one to hold back during lessons. During the trial, several times he nearly kills Rielle and Sid.
- So Proud of You: He shows nothing but pride for Sid and for the Warrior of Light, saying that Fray would be proud of them as well.
- Vitriolic Best Buds: Ompagne cares about Sid greatly, but isn't afraid to call him out for being, among other things, "a chocobo's arse".
- Wolfpack Boss: Ompagne can summon dark sprites to fight on his behalf.
- You Gotta Have Blue Hair: His hair seems to be naturally purple.
Epithet: Stephanivien Brightsun
Son of the head of House Haillenarte, one of Ishgard's 4 great houses, and chief at the Skysteel Manufactory, which maintains much of Ishgard's anti-dragon weaponry. In recent times, he's pioneered a new firearm, and specialized devices which operate via a user's own aether to fire lightning-aspected shots, and is inventing new devices quickly.
- Benevolent Boss: Stephanivien is willing to hire anyone who can work in the Skysteel Manufactory and treats them as equals. His men and women come first, and in turn he's earned many of his Machinists' loyalty.
- "Billy Elliot" Plot: Stephanvien's story has strong shades of this with his to prove the worth of the manufactory to the his very father who wishes he would become a knight like his siblings.
- Determinator: Despite the odds always being stacked against him, he never gives up and presses on.
- Gadgeteer Genius: Most of the technology used by the Machinists are invented by him or at least reverse engineered from Garlean technology.
- Hair of Gold, Heart of Gold: Stephanivien has blond hair and acts as a Benevolent Boss in the Manufactory.
- Just Think of the Potential: Stephanvien's goals are to empower the common man with his inventions to strengthen all of Isghard against dragon attack instead of relying on sword and lance alone.
- The Scrounger: Stephanivien has you salvage him parts of half ruined Garlean Magitek in order to reverse engineer and mass produce them himself.
- Sheltered Aristocrat: An interesting twist. His father doesn't like it that he's focused on working in a forge, which Count Haillenarte feels is beneath a noble's station. Instead, he want's his son to take up a sword or lance and fight on the front lines for honor and a display of presence for their family's house symbols. Stephanivien however, feels that he's better off creating new weaponry to help defend Ishgard, but has little knowledge of how things are outside of the city proper, let alone outside of Coerthas, thinking traveling through La Noscea will be a mere walk in the gardens.
Stephanivien's assistant, and first trainee under Rostnstahl. Joye's name comes from the fact that she has very wild personality changes between timid, shy, and soft-spoken maiden, and a foul-mouthed, swearing, hot-blooded markswoman with an itchy trigger finger, complete with appearance changes.
- Drill Sergeant Nasty: According to the others, Joye took up Rostnstahl's method of teaching when she was named the new instructor.
- Firing in the Air a Lot: Does this as part of her animation for going into her split personality.
- Groin Attack: Threatens this against Rostnsthal. After shooting his gun out of his hand, she tells him "Next time I'll aim for the shaft 'twixt your thighs!"
- I Just Want to Be Normal: Joye, during the quest, claims that she wants a simple life that doesn't cause trouble for anyone who showed her kindness. It's a lie. Her father was kidnapped and held hostage so that she would leave the Machinists. She loves being one.
- Let's Get Dangerous!: Her Split Personality takes over whenever she has to use her gun.
- Ninja Maid: She was originally a servant in the Haillenarte manor before being recruited by Stephanivien.
- Put on a Bus: The beginning of the Stormblood questline has Stephanivien mention that due to the current pressing nature of events happening to the east, Joyce and a number of the most skilled machinists have been called to serve the Eorzean Alliance, and is therefore unable to help train Hilda's city watch and militia duty.
- Unequal Pairing: Its strongly implied that she is in love with her lord and employer Stephanivien.
- Sir Swears-a-Lot: Part of her split personality, and justified, as Stephanivien notes that her list of swearing and slang comes courtesy of Rostnstahl's training, due to him being an ex-pirate.
- Slipknot Ponytail: The moment she lets her other side come out, her hair comes down.
- Split Personality: Courtesy of Rostnstahl's training, Joye switches between the soft spoken assistant!Joye with her hair tied in Girlish Pigtails, and the hot-blooded, curses like a sailor, and guns blazing markswoman!Joye, who's in control when Letting Her Hair Down, complete with a small explosion and puff of smoke inbetween changes.
- Youthful Freckles: Joye is a young woman with noticeable freckles around her eyes.
Epithet: Rostnstahl the Reborn
Discipline: Machinst, Marauder
A former pirate, hailing from Limsa Lominsa, he was hired by Stephanivien to provide training to new machinist into how to fire a gun, without the trainees shooting their own foots off. Newly minted machinist first meet him when Stephanivien tries to convince him to return to Skysteel Manufactory, as Rostnstahl was paid by some mysterious person to leave them.
- An Ax To Grind: He carries a Marauder's ax when not firing his pistol.
- The Bus Came Back: Appeared in the Limsa Lominsa storyline for Legacy, assisting the Player Character and Y'shtola.
- But Now I Must Go: At the end of the level 60 quest, Rostnstahl feels he's fulfilled his contract and takes his leave from the Manufactory, naming Joye the new firearm instructor in his place.
- How the Mighty Have Fallen: Once upon a time he was Merlwyb's rival for the seat of Limsa Lominsa's Admiral.
- Meaningful Name: In the Roegadyn tongue, his name means "Rusted Steel". Before the Calamity, he went by Stahlmann, which means "Steel Man". He's gotten rusty with age.
- The Musketeer: A variant with an axe and gun rather than a sword and gun.
- Not in My Contract: Often pulls this one when the Manufactory is forced into fights, as he was only hired as a marksmanship instructor.
- Not in This for Your Revolution: He's not so much interested as helping the prosperity of Skysteel as he is interested in lining his own wallet, and several times he attempts to quit the guild when a heftier offer comes in or when his contract expires. At the end of the quests he decides to stay to teach the new generation of gunslingers in the Machinists- for a hefty price, of course.
- Playing Both Sides: We find out that Ishgardian nobles had paid Rostnstahl a large sum of gil to take Stephanivien's offer as master of arms to sabotage his Machinist dream. Rostnstahl took both sets of coffers, but ended up siding with the Manufactory in the end.
- Sword and Gun: Rostnstahl's unique in that he's shown using both his ax and pistol at once. He has his ax in his right hand and his pistol in his left.
- Training from Hell:
- Before he's even willing to teach you properly, and to see if training you for real is even worth his time, he puts the player on a trial by fire which includes them facing against hostile golems, bombs, tigers, and other wildlife of Outer La Noscea, before a fight against himself.
- It's made clear that his training is also what caused Joye to develop her Split Personality, and expanded her list of inventive swears and curses.
A lord of House Dzamael, Tedalgrinche is as Fundamentalist as an Ishgardian noble can get and in particular despises Stephanivian and Skysteel manufacturers for both mixing Highborne and Lowborne and arming the smallfolk with weapons.
- Aristocrats Are Evil: Spoiled, smug, unpleasant, and willing to resort to less-than-legal means to get his way.
- Big Bad: He makes himself the villain through his dogged attempts to discredit or destroy Skysteel due to what he perceives as an affront to Ishgardian culture. In fact, he'd been sabotaging the manufactory before he was even formally introduced, being the one who tried to pay Rostnsthal to abandon them, and sending saboteurs one after another.
- HeelFace Turn: The story ends with him begrudgingly admitting Skysteel's worth as fighters in the war and ceasing all sabotage, least of all because Stephanivien went out of his way to send Machnists to protect him when he was wide open to be killed off, despite that would get him to cease being an issue.
- I Have Your Wife: Kidnaps Joye's father to get her to quit Skysteel.
- Interservice Rivalry: He has one with the Machinists because of his New Technology Is Evil mentality.
- Smug Snake: Insufferably sure of himself and cocky, when he's first introduced his name is event "Pretentious Nobleman".
A elderly master swordsman skilled in the use of the katana, Musosai has travelled from his homelands to Eorzea, at first appearing as the latest rising star of the Blood Sands of Ul'dah's gladiatorial combat. In reality, he is there seeking a new pupil, one not weighed down by the ancient traditions of his homeland, but also shares his drive in defeating evil and corruption where ever it may appear.
- Actually, I Am Him: Its revealed during the first level 60 quest, that Musosai is Kogarashi. His first pupil went rogue and went on a murder-spree and under Hingan law regarding samurai, the master is considered to be guilty of any crime their pupil commits, due to them having taught the pupil the techniques of the sword. For the crimes his pupil committed, Musosai was expected to commit Seppuku to save his honor. Distraught over it all, fled Hingashi for Eorzea, hoping to find a new and far more honorable pupil to take up his legacy. While initially assumed Kogarashi was his real name and Musosai an alias, interactions with Hingan NPCs after his death reveal that Musosai was his real name used in day-to-day interactions, while Kogarashi was an alias he used traveling Hingashi righting wrongs as as a vigilante. He likely reversed this upon arriving in Eorzea to further obstuficate his identity.
- Badass Grandpa: Musosai is a skilled veteran samurai who can cut weapons clean in half and defeat opponents with only his voice. However, he does freely admit to be past his prime and can tire easier than he used to.
- Catchphrase: When he finds a heinous criminal, Musosai claims "such evil cannot be suffered" and marks them for death.
- Curb-Stomp Battle: Happens once off screen, and twice witnessed and participated in by the player during the level 50 quests. A gladiator who failed his Hidden Purpose Test immediately interrupts your own for a rematch, claiming it was because of Musosai's test involved using such thin swords. Musosai just very quickly slices the Gladiator's own thicker western-style sword in two. The same gladiator comes back again at the end of your duel with Musosai with some henchmen, with player first dispatching all the henchmen with ease, and very quickly reduce the gladiator to a nervous wreck to the point that he launches a final desperate charge at Musosai. The elderly Samurai just simply dodges most of the attacks with ease or only Scratch Damage, before just simply unleashing a Kiai to end the fight.
- Go Out with a Smile: After the Warrior of Light excised his evil as Musosai did for Momozigo, Musosai succumbs to his wounds and illness being at peace.
- Hidden Purpose Test: His reasoning for participating in gladiatorial duels that requires both combatants to use a katana. He's actually trying to find a new student to teach his skills and philosophies to, and the duels offer him a way to judge his potential students skill at arms and their personal character.
- Kiai: After having twice defeated a disgraced gladiator in battle, he doesn't even bother drawing his weapon and defeats the gladiator a third time by simply unleashing a ki shout which blast the gladiator away and knocks him out.
- The Last Dance: It becomes apparent throughout the questline that Musosai is well into the twilight of his years and is overexerting himself. But he's determined to cut down unrepentant villains and capture a fugitive of Higashi named Kogarashi, as well as pass on his legacy to a worthy pupil. By the end of the level 58 quest he collapses and is noted by others to be gravely ill. By level 60, he's dying, but is able to stand by using potent far eastern medicines to maintain enough vitality for one final duel.
- Malaproper: Musosai doesn't have a perfect grasp of the Eorzean language and continuously uses the wrong words for location names (calling the Brume the "Bloom" for example).
- A Pupil of Mine, Until He Turned to Evil: His first pupil, Ugetsu. Ultimately, Ugetsu's actions and bloody uprising forced Musosai/Kogarashi into exile.
- Sink-or-Swim Mentor: His preferred method of training is to simply declare an opponent well within the player's capabilities, step back, and let you handle it. He expresses profound disappointment should you fail any trial battle to perceived weaker opponents.
- Suicide by Cop: Because he can't bring himself to commit Seppuku as he should, he grooms the Warrior of Light into a righteous samurai so that they can kill him and rid the world of his evil. When the Warrior refuses to kill him, Musosai attacks to force their hand.
- This Is Unforgivable!: Once Musosai begins declaring the suspect of any of his investigations as a fiend or worse, it means he's found them guilty without chance of redemption for their actions.
- Weapon Tombstone: Momozigo buries Musosai near Vesper bay with his katana serving as the headstone.
Discipline: N/A (Talent/Booking Agent)
- Big Damn Heroes: He shows up in the level 70 Samurai quest to call out the Sekiseigumi for their refusal to see Makoto's perspective, and successfully convinces them to join her in the final battle against Ugetsu.
- Combat Commentator: He offically acts as the comentator for Musosai's duels in the colleseum, giving the whole event the air of a professional wrestling match.
- Go and Sin No More: After Musosai learns of Momozigo's crime and catching up to the Lalafell, he symbolically cuts away the evil by slashing well clear of Momozigo, while telling him that his crime is forgivable if he repays what is owed and to not commit the same mistake again.
- Knowledge Broker: Momozigo's duty is to gather information in the city states to find what evil Musosai is looking for.
- "The Reason You Suck" Speech: He angrily calls out the remaining Sekiseigumi for refusing to see past Makoto's connection with Ugetsu, emphasizing the point that she clearly opposes him and is fighting him to redeem herself. Fortunately, his words do get through to them.
- You Are What You Hate: Hates criminals, especially the most vile and unrepentant kind the quest deals with. But upon arrival in Gridania, he very quickly panics and flees, as there is an outstanding warrant for his arrest for embezzlement for keeping the funds from a cancelled musical performance rather than refunding the money. And after having witnessed how Musosai handled a serial killer before hand, he's terrified that he'll be executed for his crimes as well.
- Cain and Abel: The Abel to Ugetsu's Cain.
- Do Not Call Me "Paul": Her birth name is Kagetsu. However due to Ugetsu's rebellion marking everyone related to him for death, she was forced to change her name to Makoto.
- That Man Is Dead: Her past identity as Kagetsu, and likewise regarding Ugetsu as her formerly friendly brother. All because Ugetsu's rebellion led to their parents to be executed as traitors of Hingashi, and nearly her as well if she had not escaped the capital for Kugane and taken up the new identity of Makoto upon her arrival.
- Big Damn Heroes: Arrives in the nick of time with the still-loyal Sekiseigumi to assist Makoto and the player against Shiden and the traitorous Sekiseigumi.
- Driven to Suicide: Makoto is given a rumor that he committed seppuku out of shame, which turns out to be untrue when he pulls a Big Damn Heroes against Shiden and the traitorous Sekiseigumi.
- Blood Knight: Ugetsu revels and idolizes warfare and eagerly seeks to plunge Hingashi back into a warring states era.
- Cain and Abel: He is the Cain to Makoto's Abel.
- The Revolution Will Not Be Civilized: Aside from a few honorable duels, he uses spies, inflammatory speeches, and messy assassinations to bring down the establishment.
Epithet: Radovan the Undaunted
- Cold-Blooded Torture: Radovan suffers shocks that leave him unable to fight due to the torture he recieved at the hands of the Garleans, who according to him did it whenever it pleased them and please them it did.
- I Have Your Wife: He was forced into service to the Empire because they held his family hostage.
- My Greatest Failure: He holds deep regret for failing to protect his queen and family.
- Hope Spot: Was this toward Radovan when he escaped imprisonment and found that his family was dead. Radovan was near to taking his own life until Sophie helped him find a new purpose.
- Big Freaking Gun: He wields a type of Garlean gunblade with a size comparable to a Dark Knight's greatsword.
- Big Bad: Of the 60-70 gunbreaker quest line.
- Cold-Blooded Torture: On the giving end of this, not just toward Radovan in the past, but to the prisoners that serve under him. He forces the Alaudae to wear shock collars just like Radovan once did, which proves to be useful prior to the final confrontation to even the odds.
- Glory Seeker: With his exploits as the leader of the Alaudae, Vitus had already achieved enough notoriety to be considered equal or greater to Gaius van Baelsar in terms of power and skill. Upon crossing paths with the Warrior of Light, his motive immediately changes from "hunt down the defected Garlean scientist" to "capture/kill the Warrior of Light and obtain even greater notoriety."
- Career-Ending Injury: Perhaps not ending, but she suffered an injury during the voyage to Eorzea that currently prevents her from dancing, which is why she reaches out to the Warrior of Light to learn Dancing and join their troupe.
Discipline: Dark Knight
- Bounty Hunter: Is after Dikaiosyne for revenge.
- The Friend Nobody Likes: One of the bartenders in the Crystarium admits he only puts up with Lue-Reeq because he's loaded, and it's mentioned that several of his "friends" in his childhood only cared about his money.
- Parental Neglect: His parents were always able to lavish him with wealth and opportunity, but never gave him much in the way of attention or love.
- Parental Substitute: The Hume Olvara, a former bounty hunter and Reeq's wet nurse, was more of a parent to Reeq than either of his biological parents. Even when he outgrew her services and she was forced to leave Eulmore for Gatetown, she still loves and cares for her "Little Reeq".
- Poor Communication Kills: After the Warrior of Light gets their second Echo vision of Renda-Rae's past, Lue-Reeq assumes that they're doing it on purpose to let Andreia get away and angrily "fires" them.
- Royals Who Actually Do Something: He's a free citizen of Eulmore, but became a bounty hunter when he got bored of the lifestyle.
- Too Dumb to Live: After arguing with the Warrior of Light, he attempts to fight Andreia. Alone. Thankfully, he survives.
- Uncle Pennybags: Gil is no object for Lue-Reeq. He promises ample compensation for helping him hunt Andreia, pays to have others supply him with bait for beast hunting, then treats you to a lavish feast for proving your worth to him, that is until he stops taking money from his parents, determined to finish the hunt on his own merits.
- Upper-Class Twit: Is a bounty hunter, but he isn't very good at it. He gets better by the time he faces Andreia.