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Characters / Final Fantasy XIV Primals And Beastmen

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Main Character Index | The Warrior of Light | Scions of the Seventh Dawn | The Eorzean Alliance | Ishgard and Dravania | Othard and Hingashi | The First | Allies | Antagonists | Ascians | Garlean Empire | Disciples of War | Disciples of Magic | Disciples of the Hand | Disciples of the Land | Primals and Beastmen | Seasonal Event NPCs

The primals are manifestations of elemental aether given physical form by the "summoning" rites performed by the beastmen who worship them as gods. In addition to being creatures of great destructive power, the primals are dangerous because they distort the natural flow of aether in the world: not only are vast quantities of aether required to summon them, but once given form the Primals will go on to instinctively seek out and gorge themselves on as much aether as they can find. Furthermore, the Primals can use a process known as "tempering" to brainwash innocent people into their lifelong subjects, whose worship in turn increases the power of the Primal. They have a weakness, however: people with the Echo, like the Warrior of Light, are immune to tempering and can stand up to the Primals, thus slaying them is the player's main job throughout the story.


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    Primals in General 
  • Brainwashing: They can do this to mortals through a process called Branding (each primal has a different term), which binds the mortals to their will, making them fanatically loyal until death releases them from service. However, in the Binding Coil of Bahamut storyline, both Louisoix and Nael are freed from their Branding, though both die shortly after.
    • It's shown that primals can even brand other primals that are tied to mortal hosts by branding the host when they are vulnerable, such as when Phoenix was enthralled by Bahamut via Bahamut branding Phoenix's host of Louisoix.
    • Different primals employ this to varying degrees: Ifrit brands everyone he comes into contact with, Ramuh will only brand people if they specifically ask him to (though the very act of his summoning had him unintentionally branding his followers), Odin will only brand one individual to make them his new host when he is defeated, and so on. Many primals are not seen branding anybody at all. Notably, anyone possessing the Echo is immune to branding, as they are effectively considered to already be "branded" by Hydaelyn.
  • Came Back Wrong: Played With. As revealed in Heavensward, Primals are nothing but an image created by the prayers of those that summon them, and typically exaggerates their personality and worst traits to the extreme. Even when the individual knew the original. However, not every primal summoned turns out to be world-destroying maniacs. A few, such as Ramuh, are not evil. And Enkidu's only purpose seemed to hang out with his old friend Gilgamesh.
  • Creation Myth: Each of the primals are featured in their own creation myth for themselves or their beastmen followers as recorded in the Encyclopedia Eorzea.
  • Elemental Embodiment: 6 of the first 7 Primals the Scions encountered correspond with one of the 6 elements. with only Good King Moggle Mog (between Garuda and Leviathan), being an exception. The order being Ifrit, Titan, Garuda, Leviathan, Ramuh, and Shiva. Bahamut, appropriately for a dragon, has many fire based attacks, though his stronger attacks are non-elemental, and Alexander is primarily affiliated with the Holy elemental. Ravana and Bismarck are aspected to two different elements each, but they don't seem to have those elements as their theme like the former group.
    • With Ravana and Bismarck, the themes are a triad of elements. In the Bismarck fight, he uses water, wind, and lightning. Ravana himself uses fire and earth, with ice represented by Shiva joining you in the battle against Ravana.
    • The Knights of the Round and Shinryu stand out in that they're affiliated with EVERY element rather than just one to three.
  • Even Evil Has Loved Ones: They genuinely, truly love their followers and even the branded are assured clothing, shelter, and adequate food and drink, with no indication that they're mistreated at all by the beastmen they're in thrall to. Even Garuda goes out of her way to protect the Ixal that summoned her and calls them "her children" with sincere care in her tone. This is one of their only sympathetic traits. The only primal to actually avert this in regards to their own worshipers is Alexander and that was mainly since he realized his worshipers were dangerously insane.
  • Evil Knock Off: What they typically act as to the individual they were based on.
  • Flowery Elizabethan English: Most of the primals speak this way, though Garuda averts the trope by speaking normally and Alexander zig-zags it by fluidly alternating between this and Robo Speak.
  • God Needs Prayer Badly: The primals are empowered by the zealous worship their followers give them and can in fact only be called to the physical plane by a combination of ritualistic prayer and crystals.
    • Heavensward showed that summoning a primal is a bit more flexible than that. Any convenient source of aetheric energy is good for summoning a primal (such as, oh let's say, the eyes of Nidhogg) - it needn't only be in crystal form. Additionally, the devotion of followers doesn't need to be directly focused towards the creation of the primal. For example, Ilberd summoned Shinryu from the fervor of the Ala Mighan resistance towards defeating the Garlean Empire. While Sephirot and Susano were summoned by faith being concentrated towards artifacts or sites of religious significance. This means that primals could theoretically be summoned from any kind of focused cause of devotion and hope. In addition some primals can find a way to sustain themselves without active prayer for example Odin leaches aether from the area and its host while concealing its true identity to prevent its destruction, and Shinryu's summoning ritual was backed by Human Sacrifice to eliminate the need for active prayer.
  • Godzilla Threshold: The summoning of a primal is about the only thing that can drive the Eorzean Alliance and Garlean Empire to work together, as they both recognize the bigger threat.
  • Harder Than Hard: The "Extreme" battles, which seem to be specifically designed to be frustrating.
  • Leitmotif: One Blood, which usually plays when the Beast Tribes begin their summoning rituals.
  • Magic Eater: The primals gorge on the aether that sustains the world. If left alone for too long, they will leave nothing but a barren wasteland in their wake. Aside from the more immediate physical and Brainwashing threats they pose, this is considered their most dangerous trait, as sustained primal summoning will eventually destroy the world.
  • Nigh-Invulnerability: No matter how many times a primal is slain, they can always return as long as they have worshippers and crystals.
  • One-Hit Kill: The mechanics and forgiveness of them vary from fight to fight, but make no mistake, if you fail to do that one mechanic right it will kill your entire party and there's not a damn thing you can do about it.
  • Physical God: What most of the primals are. They can be struck and injured, but it takes a lot of power to actually slay one.
  • Puzzle Boss: Almost all of them have some kind of mechanic you must overcome in order to survive their ultimate attacks, or risk starting from the beginning.
  • The Power of Hate: It is noted that all Primals sealed away using Allagan methods become more and more powerful as their anger grows due to being sealed and often used as a power source. They in turn are kept powered by their branded followers who are kept in a form of stasis that leaves them just conscious enough to feel endless pain and suffering at their horrifying situation, leading them to forever calling out to their trapped deity to save them.
  • Reality Warper: The mere presence of a sufficiently empowered Primal is often enough to affect the local landscape or weather to some degree around them, but more powerful ones can create alternate planes of existence or a Pocket Dimension for their battles to take place in temporarily. This tends to happen as the fight moves closer to the final phase, typically during or after they use their Signature Attack.
  • Religious and Mythological Theme Naming: Justified, not only are most of the primals named after figures of real world mythology (Alexander, Bismarck and Thordan notwithstanding), they are In-Universe mythological figures of the mythologies of the group that summons them.
  • So Last Season: The Ascians are convinced of such by the time of 3.4, they believe that the current primals are too predictable and stoppable to cause the havoc and aether drain they require for a rejoining, thus they send the Warriors of Darkness to antagonize them into summoning their primals, then curbstomp them, making them fear mankind ever more and grow even more desperate. The ultimate goal of this plan seems to be to force them to turn to "new gods"; whether that means Zodiark, a new primal for each tribe, or a singular new god powered by the prayer of EVERY tribe remains to be seen.
  • Symbiotic Possession: It is possible for mortals to summon Primals into their own being, gaining the ability to transform into the Primal on a wim while maintaining their own will, although they are still reliant on the same aetheric and faith-based fuels. Known examples of this are Ysayle becoming Shiva, Thordan VII and the Heavens' Ward becoming the Knights of the Round, Louisoix becoming Phoenix, and Yotsuyu becoming Tsukuyomi. It is also possible for the possession to be not so symbiotic, such how Odin brands mortals to act as his hosts, or even the reverse, with Zenos forcibly possessing Shinryu.
  • Tulpa: Hraesvelgyr reveals that all Primals are not summoned, but created by the imagination and willpower of those who "summon" them. If they happen to be based on a previously existing person, they are basically an Evil Knockoff to them. This is taken to another angle in 3.4 where the Kobolds were in the middle of summoning Titan, only for a Kobold child to summon him by complete accident through his emotional anguish since he saw his parents' dead bodies. This causes Titan's mind to take on the child's emotions, reducing Titan to a dangerous sobbing primal that's on a rampage.
  • Villain Song: Each of them have them, most sung from the prospective of the the Primal themselves. Ifrit, Phoenix, the Knights of the Round, Bismarck, and Susano are the only primals without lyrics in their songs, opting for Ominous Latin Chanting for the former three and a One-Woman Wail for Bismarck, while Susano is the first purely instrumental theme, to match with his fight being a party (from his perspective) as much as anything.


Lord of the Inferno
"Thy soul shall burn for eternity!"

Lord of the Inferno and the first primal players face, Ifrit is the primal of the tribal Amalj'aa lizardmen. Of the primals, Ifrit is the one to most often resort to tempering mortals as fits his sphere of Domination, making doing battle with him something the Ul'dahns dread due the heartbreak of having to kill hundreds of their own friends-turned-foes.

  • Battle Theme Music: "Primal Judgment", an orchestra piece that emphasizes the daunting power of the Lord of the Inferno, complete with Ominous Latin Chanting.
  • Big Red Devil: When taken out of the dim lighting of the Bowl of Embers (like during Minfilia's aether explanation), Ifrit is shown to have bright red plating on his body, fitting in nicely with his long horns and burning demonic visage.
  • Creation Myth: The creation myth of the Amalj'aa holds that, in the beginning, there was only Ifrit. The world he spawned was filled with beasts bereft of reason or intellect, each fighting an endless, mindless battle for survival. But there was one race of great lizards whose ferocity so pleased the Lord of the Inferno that he bequeathed unto them flickering motes shared from his own primordial flame. This sacred fire took purchase in the lizards' souls, burning away frailty and weakness, and from the ashes of their transformation stepped the first warriors of the Amalj'aa. Seven males and seven females there were, and from their joining were born seven tribes. It is told that the tribes ranged far and wide, and ruled all that walked or crawled upon the land.
  • Doppelgänger Attack: Crimson Cyclone. Ifrit will jump up and appear somewhere along the edge of the arena, before charging forward quickly in a straight line. In HM, he creates up to three of himself, where in EX it's always four Ifrits.
  • Fake Difficulty: Pretty much every player that fought Ifrit in 1.0 will tell you that the hardest part of his fight was dealing with the lag and animation lock. Both are gone in ARR, though a laggy connection can still make Ifrit much harder than he's intended to be.
  • Flat Character: Compared to the other Primals, a least. While they all have fairly fleshed-out personalities, he doesn't get much more than "wants to burn or enslave everything."
  • Foreshadowing: During the introduction of his Trial, when he realizes he cannot Temper the Warrior of Light, he muses that they must have "already been claimed by another". Now, if Solus' claim that Hydaelyn is in fact a Primal herself is true...
  • Harder Than Hard: Ifrit (Extreme) was one of the hardest fights in Legacy.
  • Hellfire: As is his signature.
  • Kneel Before Zod: His primary modus operandi is to force everyone to do this, making him one of the less sympathetic Primals.
  • Kill It with Fire: One of his quests in 1.0 was even titled "It Kills With Fire".
  • One-Hit Kill: What's that? You didn't destroy the giant flaming nail thing he summoned fast enough? Have fun getting one-shot by Hellfire. Oh and hard mode he summons four of them, and on Extreme mode, thirteen (and they now damage you when destroyed!). Until players were on average massively overgeared for Hard Mode, a limit break was mandatory to finish off the nails, and even with players highly overgeared now, a Limit Break is still basically mandatory during the later waves of nails in Extreme.
  • Playing with Fire: As usual per the series, Ifrit embodies fire.
  • Signature Attack: Hellfire. Ifrit floats in the air surrounded by three orbs of flame before a massive wave of fire expands all around him.
  • Turns Red: After losing about 25% of his HP in the max-level version of the fight. This signals the beginning of his more complex skill rotations.
  • Warmup Boss: The normal version of him introduces players to the more complicated mechanics and phases of the Primals: aside from that, he's not too hard, and even a group of first-timers shouldn't have much trouble beating him once they figure out the fight's single wipe mechanic.
  • Worthy Opponent: He will commend your strength if you manage to survive Hellfire.


Lord of Crags

"Tremble before the might of the earth!"

Lord of Crags and the second primal players fight in the story. Titan's love for his followers, the Kobolds, is equal only to his hatred of the sons of man that kill, mistreat, and drive his children from the land, breaking a treaty the Lominsans had formed with the Kobolds in the past.

  • A Father to His Men: The kobolds look up to him as a father-figure rather than just a lord-and-master and he feels likewise about them, which stands in contrast to Ifrit and his Amalj'aa servants.
  • A Lighter Shade of Black: When it comes to the Primal threat and the Beastmen tribes' Forever War with the city-states, Ifrit served as a Starter Villain who, alongside his Amalj'aa worshippers, served to as a framing device for what the Primals are and why they and their worshippers have to be stopped. Titan, by contrast, serves to turn the Beastmen/city-state feud into a more grey and ambiguous conflict, like Ramuh and the sylphs before him, as he and his Kobolds have legitimate grievances with Limsa Lominsa and it's only because of this that he even gets summoned in the first place.
  • Adaptive Armor: Eden!Titan's fight in Eden’s Gate has him wear a suit of mechanical armor. That armor can detach from Titan and transform into either a giant ATV for him to ride, or a pair of gauntlets that let him create powerful shockwaves by punching the ground.
  • Battle Theme Music: A five part battle theme, ending in his Villain Song "Under the Weight". "Landslide" for Eden!Titan in Eden's Gate: Sepulture.
  • Berserker Tears: 3.4 has Titan summoned when a Kobold child is in complete despair finding out that his parents were slain by his leader and wants his parents to wake up. The child's emotions are the catalyst to the summoning and those emotions are passed down to Titan. In the ensuing fight against him, Titan fights no differently than before, but all of his speech is replaced with the child Kobold's despair over his parents, making Titan look and sound incredibly creepy as he rages on in pure anguish.
  • Came Back Wrong: In 3.4, the Kobold child Ga Bu goes into despair when he discovers his parents sacrificed by the Patriarch. His powerful emotions unintentionally trigger a summoning of Titan, who has been imprinted by this anger and sadness until all he can do is lash out at everything around him, his own followers included.
  • Creation Myth: In the beginning, the world was a place of relentless hostility. Cold. Hard. Unforgiving. The Great Father Titan gazed upon this inhospitable land, and saw that it was in need of custodians. Thus did he mold the ground beneath him, breathing life into soil and clay, and created the race of Kobolds. But the newborn creatures were not resilient like the rock or the stone, and they could not dwell alongside the savage beasts that stalked the surface. Seeing his children's frailty, the Lord of Crags sent magma to flow through the holy mount of O'Ghomoro, the molten rivers leaving behind rich veins of ore. Thence did he teach the Kobolds the ways of mining and the secrets of smelting, and newly girt with armor and weapons of metal, the beastmen did force the beasts to flee. Greatly satisfied by the success of his guardians, Titan returned to his bed in the mountain's crater. Ere he sank beneath its boiling crust, he left the Kobolds with a promise: when his children needed him most, the smoky breath of O Ghomoro would herald his return.
  • Determinator: Even shattering his heart won't stop him from fighting.
    "To the last, I grapple with thee!"
  • Didn't Need Those Anyway!: It says something about how much he wants you dead when he can keep fighting without his heart. Before Eden!Titan becomes Titan Maximum, he sheds the armor to fuse with the mountain range, though its downplayed, as during the last phase of the fight, he summons the armor to continue fighting the Warriors.
  • Dishing Out Dirt: As usual per the series, Titan's attack are earth-based.
  • Dummied Out: He was originally going to be the first primal you did battle with in 1.0, but after the Japan earthquake he was shelved and replaced with Moggle Mog.
  • Earthy Barefoot Character: As you'd expect, he doesn't wear any shoes.
  • Evil Virtues: Genuinely loves his worshippers, and unlike Ifrit and Garuda, not particularly keen on branding unbelievers.
  • Fake Difficulty: Landslide and Weight of the Land used to (and still sometimes do) be similarly lagged like Ifrit's abilities were in 1.0. Particularly bad given that Landslide is usually a One-Hit Kill due to its knockback effect easily knocking the player out of the platform, making them fall to their deaths, outside the healers' reach. This video shows a perfect example of it.
  • Gentle Giant: Though you never really see it in the story Titan is in fact very gentle and compassionate to his worshippers. His enemies on the other hand...
  • Humans Are the Real Monsters: He expresses this belief, "humans" in this case meaning all of the Five Races. Considering that the kobolds were perfectly willing to live in peace with the people of Limsa Lominsa, and it was the latter that betrayed their agreement, it's hard to say that he doesn't have a point. He also has a sore spot about them turning to farming instead of piracy, which is also understandable, given who he is.
  • Make My Monster Grow: During the fight against Eden!Titan in Savage, he suddenly strips himself of all of his Adaptive Armor, jumps of the platform, and then fuses himself with the nearby mountain ranges to become Titan Maximum.
  • O.O.C. Is Serious Business: When summoned in 3.4, the first thing he does is attack his own beloved kobold followers, a big red flag that something is seriously wrong.
  • One-Hit Kill: He became of the most infamous bosses of FFXIV for his multiple deadly attacks:
    • So you didn't destroy Titan's heart fast enough? Enjoy getting lit up by Earthen Fury.
    • Landslide is effectively this. If you don't get out of the AOE fast enough, you're going sailing off the course and taking a dirt nap.
  • Our Giants Are Bigger: Much as always, Titan is a giant, earthy-looking character, but he doesn't quite resemble his simple rock-monster appearance from Final Fantasy XI ; if not for the visible cracks on his belly, you could believe he was a regular dark-skinned guy (albeit several storeys tall) with some rock-like limbs.
  • Ring Out: While many trial bosses feature this mechanic, none are as notorious for it as Titan, and it is his main method of wiping the party out quickly. Once the rocky barriers surrounding the battlefield are destroyed, it's very possible to suffer knockback from Titan's attacks and get shoved off the platform so that you fall to your death.
    • To make matters worse, Titan will reduce the available floor space of the arena at least twice during the fight on normal mode, or three (or more) times on higher difficulties.
  • Rock Monster: He's a giant monster made of rock, go figure.
  • Signature Attack: Earthen Fury. Titan's anger summons a Pillar of Light to engulf the battlefield.
  • Soundtrack Dissonance: Though Under the Weight is extremely fitting for a fight against the embodiment of the Earth's fury, many first time players will end up hearing the intense screaming vocals playing over the sight of their character's dead body laying at the bottom of the pit far away from the fight. Averted after patch 3.4 when the camera would move back to the arena so players who are knocked out could still watch the fight.
  • Top-Heavy Guy/Stout Strength: He has a squat, sumo wrestler-like build, albeit with more emphasis on his upper body.
  • Villain Song: "Under the Weight", the music for the last phase of Titan's battle is a very hateful rock tune with the lyrics sung from Titan's perspective, with his Kobold followers constantly chanting "Bow down overdweller!!" between his lyrics. They occasionally cap the chant with shouts of "TITAN!", "UNDER THE WEIGHT!", and "IN HELL I WAIT!". And yes, it is Awesome Music that you'd be head banging to, if it wasn't for the fact that you're busy trying to avoid getting killed by Titan.
  • Volcanic Veins: When Titan's Heart is exposed, the earthy cracks in his skin glow yellow.


Lady of the Vortex
"Sunder yourselves onto me and I will feast on your aether! None shall stand against the wind!"

Lady of the Vortex and perhaps the most bloodthirsty primal, befitting her sphere of destruction. Garuda plots from a piece of land eternally surrounded in a tornado called the Howling Eye. Her followers are the Ixal birdmen, who are the only ones she cares for and, in turn, revere her. She is the last of the primals the players fight in the main story.

  • A God Am I: She likes to fancy herself as "the only god". She intends to kill all of the other beast tribes to rob the other primals of their faith to ensure that title.
  • Ax-Crazy: When players meet her, they've dealt with three primals. Ifrit wanted everyone to bow to his will, Titan wanted to protect the kobolds, and Ramuh didn't even want to be bothered. Garuda? She wants to kill everything that isn't an Ixal and eat all the aether she can. Why? Because she's Garuda.
  • Battle Theme Music: "Fallen Angel" starts with an Ominous Pipe Organ accompanied by a One-Woman Wail. Once Garuda whispers, "now fall", the song becomes a blend of rock and symphony music.
  • Blow You Away: Her attacks are wind-based.
  • Creation Myth: Legend has it that the birdmen of the Ixal once lived on a floating continent known as Ayatlan, where they protected the further reaches of the heavens as Garuda's divine soldiers. A time came, however, when the evil that saturated the land below began to reach upwards and infect the skies above. Thence did Garuda order her minions to descend and cleanse the ground of this vile influence, bidding them to remain there as guardians that the heavens may never again be thus threatened.
  • Diminishing Villain Threat: The first time you go after her, much is made about her being the deadliest and most powerful primal, and if you count the side-story in Coerthas has the longest arc devoted to her downfall. But in the endgame hard mode she's the second primal you fight (and rather easy to boot), her power having been eclipsed by Titan, and by the time you unlock extreme modes she's the first primal you go after and considered to be easier than Titan EX by a country mile. When encountered again in Xelphatol, she's merely a minion to the final boss Tozol Huatotl.
  • Eviler Than Thou: She sees herself as superior to the other Primals and forces her Amalj'aa and kobold prisoners to summon Ifrit and Titan so she can defeat them and devour their aether. At that point, Gaius van Baelsar arrives on the scene and unleashes the Ultima Weapon on all three of them, absorbing each and every one of them.
  • Glass Cannon: Despite the difficulty spike from Ifrit's hard mode to her's, gear has advanced to the point that her hard mode almost irrelevant. This has also made it very clear that her health pool is less than Ifrit's and severely less than Titan's. A well geared group in 2.5 can kill Garuda hard mode in about two to three minutes. That same group will take approximately twice as long to kill Titan hard mode.
  • Knockback: Sorta expected, given her wind powers.
  • Laughing Mad: Nearly every single sentence out of her mouth either begins or ends with an insane cackle.
  • Leotard of Power: More like a Fur Bikini made of Fluffy Fashion Feathers.
  • Magic Eater: Implied in her dialogue. Whereas Ifrit is primarily interested in making tempered worshippers, and Titan is angry at the adventurers and Limsa Lominsa for killing his Kobold followers, Garuda primary focus is to absorb as much aether as possible so that she can become a supreme goddess. It even went so far as planning to snatch the lunar transmitter from Garlean control so that she could absorb the a massive amount of energy from Dalamud in Legacy.
  • Mercury's Wings Two smaller wings grow from Garuda's head.
  • Oh, Crap!: Once the Ultima Weapon shows up and absorbs Ifrit and Titan, completely derailing her own plan to do the same, the look on her face when Ultima turns to her is one of absolute terror.
  • Omnicidal Maniac: Her very first cutscene back in Legacy was her mercilessly attacking a Gridania village, using a tornado, even breaking the neck/spine of one such villager/guard. She gleefully kills anything that isn't A) an Ixal, or B) herself.
  • Ring Out: Not as severe as with Titan, but she can surround the outer area of the battlefield in a blue light, which damages and violently pushes players toward the center of the field if they stand in it.
  • Sequence Breaking: Before a patch that fixed this issue, it was possible to beat Garuda before she used Aerial Blast, thus avoiding her strongest move as well as the hardest parts of the fight.
  • Signature Attack: Aerial Blast. Garuda calls out a sudden gale-force wind that quickly decimates solid stone.
  • Wake-Up Call Boss:
    • During ARR's launch, Garuda had more mechanics than any boss faced at the time you fought her in the story and there was a good chance she'd rip your party to shreds at least once if you were doing it with people unfamiliar with the fight. Calling her the beginning of the end of the story wouldn't be exaggerating.
    • This repeated once you reached the endgame. "Hard" Ifrit was, frankly, a fight anyone in job-quest blues and a random weapon could complete, so long as you can managed to not stand in things and limit break the nails. Hard Garuda doubled the mechanics of an already difficult battle and sipped on rookie players as a light apéritif. Though in later patches, thanks to light farming for the Nexus upgrade and players vastly outgearing the fight in general, the average Garuda run lasts about three minutes.
  • Winged Humanoid: Garuda has six wings total. Four wings on her back, and two growing out of her head.

    Good King Moggle Mog XII 

Good King Moggle Mog XII
The Good King and his Mooglesguard
"Hearken unto me, brave Mogglesguard! These villains shall threaten you no more!"

Moggle Mog XII is a character from moogle folklore who threw a rope down to Hydaelyn for his subjects to escape the twelve when the gods began to fight amongst themselves, sacrificing himself to stay behind. The Moghome Moogles also make references to "the Good King" as well though their folklore on him remains mostly unknown. It's believed that Good King Moggle Mog's presence in Eorzea is a manifestation of the moogles' belief in a case of Your Mind Makes It Real which later ends up being the case with every primal. Unfortunately, Moggle Mog turns out to be less of a good king and more of a tyrant, corrupting the Mogglesguard and declaring his intention to purge the Twelveswood of every sentient being. (Or at least, the summoned version is; the real king was probably an okay guy.)

  • Beware the Silly Ones: Silly and oddly awesome at the same time? Yes. Very dangerous and perfectly able to mop the floor with you? Oh yes.
  • Came Back Wrong: He's not the good king moogle history paints him as. The Scions theorize this is actually intentional since it was the Ascians that taught the Mogglesguard the summoning ritual. This serves as Foreshadowing to the reveal that all primals are this trope.
  • Cast From Hitpoints: In the EX fight, Good King Moogle Mog can revive his Mooglesguard to full health at the cost of his own. This is the only way to damage him as he is invulnerable to attacks so long as his Mogglesguard are alive.
  • Damn You, Muscle Memory!: Many new players go into Thornmarch (Extreme) thinking it's the same fight as Thornmarch (Hard) with a couple of extra gimmicks, but in truth, the Extreme fight is completely different. This punctuated in the opening cutscene for Extreme where Moggle Mog is already present, unlike in Hard where the Mogglesguard summon him mid-fight.
  • Fallen Hero: As noted above, the moogles remember him as a benign and selfless ruler, and there's nothing to indicate he wasn't one. That said, by the time the player meets him something obviously went horribly wrong, because he sure isn't so benign now. Let it be said: it's a moogle who comes to you pleading to stop him in A Realm Reborn, because the moogles have learned their lesson from the first time he was summoned and don't want a reprise. The whole time, the moogle continues calling him "Good King Moggle Mog", even while explaining why you definitely have to stop him, and concludes that while he's still a great guy, he's better off staying gone.
  • Heroic Sacrifice: In his backstory, see above.
  • Killer Rabbit: He is a moogle after all. A gigantic moogle, yes, but still a moogle, ie. a very cute big ball of fur. Doesn't make him any less dangerous than any other primal.
  • Kiting: Out of the 7 Mogglesguards, only 2 of them follow a standard aggro table and can be controlled and "held" by the party's tanks, whereas the other 5 do not and will behave as they will.
  • Limit Break: Memento Moogle, a tricky attack that he pulls out when his HP his a certain threshold.
  • Large and in Charge: He towers over the Mooglesguard, who are themselves at least twice the size of regular moogles.
  • Mythology Gag / Meaningful Name: His name references the fact that it has been 12 games since Moogles were first introduced to the series.
  • Power Copying: In Thornmarch (Hard), Moggle Mog gains the abilities of his underlings as they fall.
  • Puzzle Boss: Standard Thornmarch is pretty straightforward. You gotta kill all of the moogle minions as fast as you can then kill the king. There is an ideal order to killing the moogles, but otherwise its a pretty straightforward fight. However, woe to those who think the extreme version will be the same. You have to kill the boss in a specific way, or else he will wipe the entire raid. That specific way is instead of killing all the minions, you have to lower all their health as low as possible before killing one of them. Moggle Mog will then revive the downed minion and heal all of them to full health, draining his own health in the process. But after doing so many revives, he will ult the party, killing everyone, so you have to make sure you make each revive count before bursting down the boss.
  • Ridiculously Cute Critter: You get an achievement called "Most Adorable Death Ever" for defeating him.
  • Shoot the Medic First: Well, more like shoot the medic second, as the Black Mage is usually the immediate target because of its huge AoE damage potential. Only in Thornmarch (Hard), though — the Extreme mode of the battle requires a different strategy altogether.
  • Staff of Authority: Crowned with a gold chocobo, it also serves as a Magic Staff.
  • Wolfpack Boss: He has the seven Mogglesguard moogles with him for his boss fight.
  • Villain Song: "Good King Moggle Mog", a demented sounding remix of the Moogle theme originating from Final Fantasy V. Once he's summoned, the Mogglesguard begin singing about how awesome he is, before going into short lines about themselves.


Lord of the Whorl
"You challenge me with trickery? Fools! Your mortal contrivances cannot quell the raging sea!"

Lord of the Whorl and the primal of the Sahagins, Leviathan seeks to sink the isle of Vylbrand to wipe out the humanity that has defied him, and to ensure a stable spawning ground for his people. Like Ifrit, Leviathan is one of the primals prone to tempering but is the only primal to have thralls of untempered human worshippers; pirates known as the Serpent Reavers who refused to settle down and become farmers or privateers, continuing their piracy with the aid of the Sahagin. Tempered Reavers are known as the Drowned and are implied to be granted underwater breathing, but become an Empty Shell in the process. Leviathan is regarded as the most terrible primal aside from Garuda due to the fact that he's nigh-omnipotent so long as he's in the open ocean.

  • Battle Theme Music: Which like most of the primals, change with each phase of the fight. The fight begins with a traditional Japanese taiko drums, chimes, and flute instrumental piece. However, after Leviathan performs his signature Tidal Wave attack, it switches to a guitar and steel percussive rock theme, with his Sahagin followers providing the lyrics in the form of a prayer to the Lord of the Whorl. The latter lyrics give warning to the Sahagin's enemies and victims that the sudden calming of the seas is merely the silence before their deity's fury is unleashed. "Blinding Indigo" for Eden!Leviathan in Eden's Gate: Inundation.
  • Boss Arena Urgency: Eden!Leviathan’s “Undersea Quake” attack destroys half the floor, leaving the party with much less room to dodge “Temporary Current” or spread out for “Tsunami”. Fortunately, Ryne will restore the missing sections of the floor after a minute or two.
  • Clipped-Wing Angel: Of a sort. Since Leviathan is the god of water and possesses absolute control the only way players can fight him with even a chance of winning is by using an aetherial dampener to limit his powers. Even still, he remains a major threat, and he makes attempts to sap the dampener of its powers in turn during the battle.
  • Cognizant Limbs: His head and tail are separate targets; both share the same HP pool, but the head reflects ranged attacks while the tail reflects magic.
  • Composite Character: When the Warrior of Light does his own summoning of Leviathan during the Eden raid, Urianger comments that their version ended up being an amalgamation of Leviathan and other water aspected creatures they fought. This results in the new Leviathan having 2 heads and Shinryu's version of Tidal Wave among other changes.
  • Creation Myth: In the tales passed down from clutchfather to spawnling, it is told that all was once a parched wasteland devoid of ocean or sea. The gods saw how the star's denizens did thirst, and thus entreated Leviathan to cover the world with water. The Lord of the Whorl answered, laboring to bring forth mighty floods, but even as the hollows of the land filled up with seas, so were the last drops of his essence drained away. When they beheld their dying savior, the newly invigorated ocean-dwellers despaired at his fate, and at the cost of their own lives sought to stem his ebbing vitality. His strength thus restored, Leviathan, mourning the sea creatures that had perished in his name, bestowed a divine boon upon those that remained. Certain of the fish underwent a transformation, gaining arms and legs and the gift of higher reason. Leviathan named these chosen few "Sahagin" and warned that the blessing of limbs carried with it a price: ever after must they return to the land to lay their eggs. Then did the deity unleash upon an island a crashing tidal wave, scouring away the unclean soil and preparing for his children their sacred spawning grounds. Though Leviathan soon vanished into the murky depths, the Sahagin have ever since shown their gratitude with yearly offerings of sacrifice.
  • Dummied Out: Leviathan was intended to make an appearance in Legacy (and his model could even be found in the data files), but in the wake of the earthquake-tsunami disaster he was shelved completely and not even "replaced" like Titan was. He does, however, appear in Realm Reborn as of Patch 2.2.
  • Foreshadowing: When he gets summoned, the first thing Leviathan does is absorbing the soul of the Sahagin priest that was bodyjacking his minions with his Echo abilities, permanently killing him. This is the same method Thordan's primal form in Heavensward does towards Lahabrea, which kills the Ascian off for good.
  • I'm a Humanitarian: He's not above devouring those who stand against him.
  • Just Shoot Him: A firm practitioner of this, Leviathan simply capsizes and drowns/eats anyone that comes to fight him since he only fights in the open sea and his enemies are guaranteed to come after him in boats. Defeating him in the past took luring him into an inlet where he couldn't harness his full might, and fighting him now requires the use of a corrupted crystal to dampen his spells.
  • Knockback: Eden!Leviathan’s “Tsunami” attack marks two players with “Surging Tsunami”, delayed shockwaves that push all other players away from them. Since the arena has no walls, this can easily lead to a Ring Out. It also has Shinryu’s version of “Tidal Wave”, which knocks the whole party away from one side of the arena.
  • Kraken and Leviathan: He is a Leviathan at least.
  • Making a Splash: He manipulates water much as he always has throughout the series, though with far more nuance than mere tidal waves this time.
  • Multiple Head Case: The version summoned by the Warrior of Light during the Eden raid has two heads.
  • One-Hit Kill: If you don't kill certain adds fast enough the elemental converter won't be strong enough to protect you from Leviathan's Tidal Wave attack.
  • Ring Out: Similar to Titan, but only in the Extreme Mode of his fight and far more manageable. The railings surrounding the boat are removed and it's very possible to get knocked into the water and drown from a few of Leviathan's attacks.
  • Sea Monster: Of the giant sea serpent variety.
  • Shared Life Meter: Leviathan consists of fighting his head and his tail. The DPS have to attack a certain one depending on if they're ranged or melee fighters. Attacking one drains the same health pool regardless.
  • Signature Attack: Tidal Wave. Leviathan floods the very air with water and swims around his prey, before crushing them under the tide.
  • Tail Slap: Since the tail counts as its own enemy, this naturally comprises its main form of attack.
  • Throat Light: The backs of Eden!Leviathan’s mouths glow bright blue whenever it’s charging up one of its deadlier attacks.
  • You Have Failed Me: Sastasha Hard mode reveals that Leviathan didn't take the Serpent Reavers' failure very well. Their punishment was being overexposed to his aether until they mutated into fish men abominations.



Voiced by: Kazuhiko Kishino (JP), Bob Johnson (EN), Benoit Allemane (FR), Tito Schmitz (DE)
Lord of Levin
"Thou art brave, Bringer of Light. Yet bravery alone shall not convince me of thy worth!"

Lord of Levin (lightning) and the primal of the kind yet alien Sylph tribe. Ramuh stands as a paragon of the primals as he doesn't actively seek conquest and even when summoned is described as being calm and pragmatic. He was called by the Sylph during the first Garlean invasion and hasn't been summoned since, and does not want to be unless the forest and his people are put in danger.

  • Badass Beard: GOOD GRIEF. His body mass seems to be halfway comprised of his facial hair alone.
  • Badass Long Robe: As a Primal, Ramuh's fighting skills are not in question, nor is the long dark violet wizard robe he's adorned in.
  • Bald of Awesome: Despite being a Primal, he's not evil.
  • Battle Theme Music: "Thunder Rolls". Reflecting his kinder nature, Ramuh's song is a soft-spoken chant about how he's testing you to see if humanity still has enough good left in it to be spared. The very last chorus is spoken louder and the lyrics imply that you pass.
  • Bolt of Divine Retribution
  • Cool Old Guy: This rather than Evil Old Folks because, as has already been said, he's not like other Primals.
  • Creation Myth: Sylph tales speak of men as greedy, thoughtless creatures who brought destruction to the forest with axe and torch. Unable to flee from the bite of steal or the lick of flame, the root-bound trees had no recourse but to beseech the gods for succor. It was Ramuh, a deity of man, who heard their agonized pleas, and thence sent his levinbolts to strike budding fruits from ancient branches. Born of lightning and bless with secrets, the sylphs awoke from charred husks to serve as the forest's protectors.
  • Dark Is Not Evil: This is made apparent in the main storyline when the people of Gridania hear that Ifrit and Titan were already summoned and come to fear that Ramuh will be next. The Sylphs assure everyone that Ramuh is not evil and only wishes to protect his territory, and even give you his crystal so you don't have to fight him. Despite being a primal, Ramuh is described as being fair, serene, and kind. He's only ever been summoned once when the Sylph were facing the possibility of genocide at the hands of the Garleans and is otherwise content to stay as loose aether. Even his sphere is rather noble (reconciliation), as opposed to others like Ifrit's sphere of domination or Garuda's sphere of destruction. The player's eventual encounter with him in 2.3 proves his temperament to be just that. He fights the player not for defying him, but as a challenge to prove to him that there's some good to be found in mankind.
  • Death Seeker: Sort of. In 2.3, Ramuh challenges you directly because of his knowledge of your victories over the other primals. He asks that you prove yourself as a Warrior of Light because he realizes his very presence drains life from the world and wants to return to raw aether, as the situation he was summoned under wasn't nearly as dire as the Garlean invasion.
  • Expy: Since learning of the true nature of Primals, Eorzean scholars in Encyclopedia Eorzea speculate that Ramuh is the Sylphs' interpretation of Rhalgr the Destroyer, one of the Twelve worshiped by the Eorzean spoken.
  • Graceful Loser: Ramuh is quite satisfied with the results of his battle with the player and entrusts Eorzea's future to them.
  • High Collar of Doom: The edges of his color raise up noticeably, with a third smaller point at the back of his head.
  • Humans Are the Real Monsters: His attitude in 2.3. He feels that all humans, Garlean or Eorzean, only cause strife and destruction which is why his Sylphs called upon him. He fights the player to prove if there's some good in their kind.
  • Magic Staff: Ramuh always has his staff on hand. Oddly enough, the weapon his Extreme fight drops that best resembles his staff is a Conjurer's staff, though given both he and the Conjurer class are native to the Twelveswood and Gridana, this actually makes some sense.
  • Power Floats: Ramuh never touches the ground.
  • Reasonable Authority Figure: Compared to the rest of the Primals, Ramuh is definitely one of these. A fight with him is inevitable, yes, but not for the same reasons as the other Primals.
  • Red Baron: Apart from "the Lord of Levin", Urianger in an optional dialogue will tell you Ramuh's guise as an elderly sage created a myth of the "old man of the woods".
  • Reluctant Monster: As any that summon him are tempered despite the fact that he does not intentionally do so, Ramuh prefers not to be summoned unless there is a clear and present danger to the Black Shroud.
  • Shock and Awe: As usual per the series, Ramuh's element is thunder.
  • Signature Attack Judgment Bolt. Ramuh casts his judgment and calls down enough lightning to blind the field.
  • Token Good Teammate: Among the mono-elemental primals. Being much more civil and with his fight being a test of the Warrior's worthiness. And the only reason he even tempered the Sylphs is because 'they'' asked him to.
  • Wizard Beard: See Badass Beard. Also note that the beard fits a sagely character like Ramuh.



Voiced by: Maaya Uchida (JP), Siobhan Hewlett (EN), Laurence Crouzet (FR), Sonja Firker (DE)
Lady of Frost
"Embrace the serenity... Renounce the hatreds that consume you... And scatter them like dust in the wind..."

Lady of Frost. Originally, she was a historical figure from Ishgard's scripture who was the "Patron Saint" of the heretics who sided with the dragons in the never ending Ishgardian-Dravanian war. It is said she committed the ultimate sin and slept with a dragon. While there is no doubt she was a real person, much information on her history is missing or covered up.

  • An Ice Person: As usual, Shiva is the primal of ice, granting her very powerful ice-based powers, such as her Signature Attack, Diamond Dust.
  • An Ice Suit: Her suit is revealing quite a lot of skin, and all of the weapons she summons are made of ice.
  • Badass Finger Snap: She freezes the party frozen solid during Diamond Dust this way, followed by a heel click which shatters the ice.
  • Battle Theme Music: "Oblivion". The first segment is an orchestral piece with a wailing choir. After she uses Diamond Dust, her lyrical song kicks in to a rock anthem. And from what can be gained from the lyrics, appears to be sung from the perspective of Iceheart, about how she's grown tired of the Ishgardian - Heretic war, and everyone she knows fearing death. And that she's willing to give up her life and become a dealer of death herself to end the conflict by becoming Shiva. It ends with her talking about how she's still in control after summoning the power of a primal to her self, and that she's ready to walk the path she's chosen, regardless of consequences, even if it leads to her own oblivion.
  • Came Back Wrong: Played with. The Shiva of legend was simply an Elezen, the primal Shiva however is an ice elemental lady. Hraesvelgr would later confirm that the Primal Shiva is nothing more than a reflection of what Ysale believed Shiva was and nothing more. That said, as mentioned below, Shiva is not evil by nature.
  • Composite Character: Scholars of Eorzea believe that since all Ishgardians are taught of and worship the ice aspected Halone, elements of the goddess were subconsciously imprinted onto the Primal Shiva by the harriers who summoned her with Ysale.
  • Cool Crown: Her hair gives this illusion, spiked like a crown made of icicles.
  • Dark Is Not Evil: Similar to Ramuh in that Shiva is not evil by nature. The legends of her center around her struggle for peace between her people and dragons. However, because she's a Primal, her being summoned would still mean terrible things for everyone.
  • '80s Hair: Business in the front and party at the back!
  • Heroic Sacrifice: How the real Shiva died. Specifically, owing to the Mayfly–December Romance between her and Hraesvelgr, she requested that he devour her so their souls would be forever intertwined. This love and sacrifice shamed both Elezen and Dravanian, leading to centuries of peace.
  • Interspecies Romance: Her main claim to infamy was being both willing and able to have sex with dragons; it falls here instead of Bestiality Is Depraved because dragons have at least equal intellect to the spoken races. It is eventually revealed that the dragon she consorted with was Hraesvelgr, who loved her in kind. Though given that she was a normal Elezen and he was an elder Wyrm, the odds of them actually consummating is logistically impossible, so that part was most likely the Ishgardians demonizing her.
  • Leotard of Power: To go with her '80s Hair.
  • Pointy Ears: Which makes sense, as Shiva was once an Elezen woman.
  • Spiky Hair: Part of her hair is in fact frozen into long spines jutting up from her scalp.
  • Real-Time Weapon Change: When fighting Shiva, she will alternate between the use of a sword and shield of ice which buff her defenses and make her HP regenerate quicker, and a frost brand (a type of staff) that will amplify her damage dealt.
  • Signature Attack: Diamond Dust. Shiva glides around her target leaving a trail of glittering ice behind her. With a snap of her fingers, her victim is frozen solid. Stomping her heel shatters the ice for the coup de gras.
  • Spontaneous Weapon Creation: Creates a sword, staff, and bow from ice in this way, altering her attack patterns and capabilities based on which one she is currently using.
  • Worf Had the Flu: When Ysayle calls upon Shiva to battle Ravana, she is soundly trounced, attributing it to a lack of crystals to match the rival Primal.



The Dark Divinity
"Mine obsidian blade shalt split atwain the threads of thy future... Whilst its crimson fuller shalt channel the lifeblood of thy past!"

Shrouded in Myth, the Dark Divinity Odin was a primal warrior sealed away by an Allagan hero several centuries ago for reasons lost to history. With Midgardsormr's death, Odin broke free of his seal and now wanders the Twelveswood on his nightmarish steed Sleipnir, seeking worthy warriors to clash blades with.

  • A God Am I: Odin puts a fun spin on this trope as the battle with him rages on.
    Odin: "Here I stand—a god amongst men. Yet here I remain—a mere man amongst gods."
  • Battle Theme Music: The Corpse Hall
  • Black Knight: The reason Odin is called the Dark Divinity.
  • Casting a Shadow: All of his magical attacks are dark magic.
  • Cool Sword: Zantetsuken as usual has a slick new design.
  • Cool Horse: Sleipnir, of course.
  • Grand Theft Me: Odin's way of staying alive despite having no active worshipers summoning him involves this.
  • Helmets Are Hardly Heroic: Although Odin wears his helm in promotional material and in the Trail version of his fight, a change was made in the Fate version of the Odin fight to remove the helm so that the players can see who Odin is now possessing.
  • Invincible Villain: Due to his Grand Theft Me nature, with Zantetsuken constantly taking new hosts, no one has yet found a way to truly vanquish Odin in spite of his many defeats. Zantetsuken itself appears to be indestructible despite many attempts to destroy it, and even when sealed away it inevitably succeeds in tempering somebody to steal it so he can manifest again. He is the only primal to remain at large, and seemingly has for his entire existence, with no end in sight.
  • One-Hit Kill: Near the end of all FATE battles with Odin, around 10% health remaining, he will start charging Zantetsuken at a slow but steady pace, with a range encompassing the entire FATE area. Unlike other attacks where it would be most prudent to get out of the way, however, this is your cue to attack him with everything you've got. If you fail, he'll wallop you and every other person fighting him for 99999 damage(!), taunt you, and leave.
  • Signature Move: Zantetsuken and Shin-Zantetsuken. Zantetsuken, if it finishes casting, rushes a Diagonal Cut across the screen, killing anyone involved in active combat with Odin. Shin-Zantetsuken, used in his trial, is the same but much more theatrical; the screen is blocked by a red mist that solidifies while a black seal with the Japanese character for Zantetsuken appears and spins. Once the seal stops spinning, it glows red as Odin cuts the entire screen and the symbol diagonally, killing everyone.
  • Sinister Scimitar: Zantetsuken is once again a curved blade.
  • Mounted Combat: Odin is always seen riding Slephnir, never off.
  • Rearing Horse: Best seen in the Answers video.
  • Size Shifter: Slephnir is as aetherical as Odin himself. This lets Slephnir control his corporeal form and adjust his size to accommodate any rider.
  • Worthy Opponent: Considers the players to be as such, if the quote above didn't tip you off.
  • Voluntary Shapeshifting: On occasion he'll appear as the last player who got a killing blow on him regardless of race or gender, possibly as a sign of affection for the one who defeated him. The name of the player in question is also displayed underneath his own, to make their identity clear. As it turns out, it is not a form of Voluntary Shapeshifting but Grand Theft Me.
  • Was Once a Man: According to Word of God, Odin was a hero who came from the North to Urth's Fount to help the people there fight off the Allagan Empire. When Odin wielded the Zantetsuken, he succumbed to its powers and became a primal.
  • Weapon Wields You: Zantetsuken contains the essence of Odin himself, when defeated the sword will Sunder Odin's killer and then absorb aether from the environment and when it is fully charged call the one who killed Odin to itself and turn them into Odin's new host.


The Dreadwyrm
One of the most powerful known primals when the adventurer began their journey, Bahamut is an ancient dragon Elder Primal sealed away in the artificial moon Dalamud by the Allagan Empire in days long past. He manipulated Nael van Darnus into bringing down the moon so that the dragon god could break free of his duress and have his vengeance by nearly eradicating the planet. The player characters and Louisoix attempt to re-seal him in a new Dalamud by gathering the entire Twelve together, but Bahamut doesn't have any of it and breaks free just as the new seal is complete, and lashes out with a massive Teraflare, resulting in what would later be called the Calamity. The only reason Eorzea continues to exist is because Louisoix sends the heroes to the future, and a blinding light takes Bahamut away in the middle of his rampage afterwards.

The Elder Primal is later found to have been re-sealed in the Binding Coil of Bahamut, three series of dungeons that act to keep Bahamut held fast. The player goes through the three Coils, fighting Nael deus Darnus again in the second and finding Louisoix again in the third, who has become the primal Phoenix and serves Bahamut. The party defeats Louisoix and brings him back to his senses, and the Archon aids the party in proceeding onto Bahamut himself, whom they fight in his true aetherial form in the aether realm as Bahamut Prime.

  • Adaptational Villainy: Compared to some of his other incarnations, this version of Bahamut seems to be an absolute bastard. He routinely tempers people, including Louisoix, is happy to use mortals as pawns to further his plans, is just as happy to abandon his pawns when they're no longer of use, will retain a bit of them for use even after death, and has no problem with killing every living thing in the Eorzean realm. Even the Bahamuts in IX and XI had external reasons for being antagonists. To be fair, though, if you were trapped inside a moon for some several thousand years, you'd be a little bit pissed off too. Heavensward reveals that this was deliberate on the part of the Ascians, and the original Bahamut was presumably much nicer.
  • And I Must Scream: Bahamut's imprisonment in Dalamund was particularly nasty. His restraints served two purposes; to trap and hold Bahamut, and to feed him, sustaining him with aether and a substitute for prayer. To paraphrase the summary, Bahamut was trapped as a living core never allowed to die, or to truly live, simply to be.
  • Back from the Dead: The original Bahamut was killed by the Allagan Empire. Tiamat used a form of dark magic to resurrect him as a Primal. The Ascians were the ones who taught her said magic.
  • Breath Weapon: A white-blue flame that hits in a cone in front of him.
  • Came Back Wrong: When Tiamat tried to bring Bahamut back to life, she wound up bringing back what was essentially a cruel and twisted mockery of her brother instead of the real thing.
  • Enigmatic Empowering Entity: For Nael.
  • Fantastic Nuke: Launches one at the end of the ending video, that the player will assume to be his Signature Attack: Mega Flare. Turns out that wasn't just Megaflare. That was TERAFLARE, which he has no problems with using again on a countdown during his final battle.
  • Giant Flyer: For his fully manifested form anyway, a full party of eight adventurers wouldn't even be considered a dime in the palm of his hand. The battle against Twintania in the first Binding Coil literally takes place on Bahamut's hand.
  • Golden Super Mode: Bahamut Prime turns gold as he “unleashes his inner rage” in the final phase of The Unending Coil of Bahamut. He also gains a buff called "Lohs Daih", where it is stated that Bahamut's insanity went through the roof. Considering how it didn't take long for his enrage timer to run out, it's a surprisingly apt description.
  • Harder Than Hard: Patch 4.15 added Bahamut (Ultimate) designed to be the hardest challenge even compared to the Extreme and Savage fights. 4.2 limited the item level cap to retain its intended difficulty as player gear got better.
  • Leitmotif: It seems to be "Answers" itself. The song is first used in End of an Era, Bahamut's first appearance, a remix is used for the Binding Coil soundtrack, and the original song is used for the Bahamut Prime boss battle.
  • Our Dragons Are Different: Bahamut is bipedal, with a tremendous wingspan and relatively small arms.
  • Macross Missile Massacre: Bahamut's Megaflare spell is cast as several hundred lasers which he can direct.
  • Mass Empowering Event: Bahamut's rampage infused every living soul in Eorzea with a small bit of his aether. A trained Summoner is able to access his power to perform the Dreadwyrm Trance even if they haven't personally faced the Primal because of this.
  • Mickey Mousing: In the final phase of the battle with Bahamut Prime, when the crescendo of Answers plays, Bahamut's attacks are in roughly in time with the music, like using his Ahk Morne blitz during the "Hear. Feel. Think." Chorus, and a Gigaflare during the part of the song where the singer pleads "Tell us why, given life, we are meant to die, helpless in our cries!" This helps make it clear that Answers is every bit about the tragedy of Bahamut and Merycidia as it is Eorzea and Man.
  • Mook Maker: Has several "X of Meracydia" abilities that spawn a varying amount of specialized dragons. One is even vital to surviving his ultimate attack.
  • Non-Elemental: But of course has the appearance of fire.
  • Powered by a Forsaken Child: Bahamut hasn't dissolved back into aether because his draconic followers are kept in a state of torment to sustain his corporeal form.
  • Religious and Mythological Theme Naming: Arabian mythology. Par for the course as both a Primal and the member of the First Brood. The use of Arabric names instead of Norse (besides being iconic) distinguishes him and Tiamat from the leaders of the Dravanian Horde
  • Roaring Rampage of Revenge: Bahamut's undying rage after being sealed inside of Dalamud for thousands of years is so unquenchable that, when he finally breaks free, he spends every waking moment causing mass destruction on everything that lives, and will doing whatever he has to to cling to life just to carry it out. It's so palpable that not only does he decimate a second sealing attempt, but even when his physical form is obliterated by Louisoix's final attack, he still survives by feeding on the aether he left behind and then enthralls him out of pure spite. Even as he's being reconstructed in the Binding Coil, his inert top half can still fire full-on Megaflares from its crystal heart, which is exactly what happens when the Warrior of Light reaches him.
  • Sealed Evil in a Can: Was sealed within Dalamud. Then it broke out. Then he was somehow put in a new can in the form of the Binding Coil of Bahamut, made dormant, and began to revert back to aether...but he's starting to awaken again.
  • Signature Attack: That which laid waste to all of Eorzea, Teraflare.
  • Tragic Monster: As you learn in the Final Coil; Bahamut was the primal of Meracydian dragons, a culture separate from Dravania. Ancient Allag, in their ever-increasing lust for power launched a Curb-Stomp Battle against Meracydia and forced them to summon Bahamut to save them, which was exactly what the Allagans wanted. They trapped Bahamut in the Binding Coils inside Dalamud, along with thousands of dragons, and put them in jars to keep them alive but in constant agony so their cries for help sustain Bahamut's form. Several thousand years of imprisonment, torture, and the inability to save his people despite their constant screams drove Bahamut so irreversibly insane that when Dalamud fell he was little more than a mindless beast out to make the entire world suffer as he had. Even Alisaie admits that, on some level, justice is really more on Bahamut's side. Heavensward also reveals that the original Bahamut was the brother of Tiamat and the two of them had loved and cared for each other until the Allagan Empire killed him. Bahamut's death caused Tiamat, in a moment of weakness, to consort with the Ascians on how to bring Bahamut back. What Tiamat summoned was the primal version of her brother instead of the real thing and to make matters worse, the Ascians taught the Allagan Empire how to capture Bahamut, which would sow the seeds for the Calamity that Eorzea would endure many generations later.
  • The Unfought: Of course, fighting him when we first see him would have been suicide, considering you are the size of an ant compared to him. But this is completely averted as of the Final Coil of Bahamut, where players finally get a proper boss fight with Bahamut Prime, who is a human-size version of him.
  • Total Party Kill: His strongest attack, Teraflare, which does this to the entire party if they don't stand in the neurolink rings dropped by the Storm of Meracydia add before the three second mark on the countdown during the actual battle. Even with that protection, some parties may also need a tank limit break to comfortably survive. He also has his enrage timer, but see Unstoppable Rage for that.
    • Bahamut will start with this in The Unending Coil of Bahamut if the party doesn't deploy a tank limit break when he arrives in a mini-Dalamud. Furthermore, when Bahamut casts Teraflare, the neurolink rings will disappear, the party is paralyzed and the limit break gauge are reset, preventing you from surviving it. Phoenix resurrected your party immediately after this, if your party successfully defeated Nael and Twintania before Aethertrail Attunement gauge reaches 100.
  • Unstoppable Rage: Like any good MMO boss, as Bahamut Prime he has a 14-minute enrage timer. When the battle hits that mark, he starts spamming Gigaflare until the party is dead.
    • This enrage timer is even shorter in The Unending Coil of Bahamut during the final phase, lasting for approximately 3 minutes. After the sixth Morn Afah is cast, Bahamut Prime would keep spamming it for lethal damage to everyone it hits until the party is dead, leading to a DPS race to shave off the last 10% of Bahamut Prime's HP before it wipes everyone out.



A being introduced in the Summoner job storyline, summoned by Tristan, though an auracite spawned Pseudo-Primal version does appear in the Return to Ivalice raid series.
  • Dark Is Evil: While Belias has only shown up in egi form so far, that egi appears as a twisted, dark-purple-and-black version of the Ifrit egi.
  • Playing with Fire
  • Mythology Gag: In the Ivalice games, he was effectively a stand in for Ifrit. His Egi form resembles a massive version of the Ifrit-Egi and the pseudo-primal version of him uses Iftit's Hellfire mechanic.
  • Sorting Algorithm of Evil: Is called an "elder primal" by the Ascian who gives Tristan the knowledge to summon it, and the egi of it is vastly more powerful than an Ifrit-egi. Additionally, Belias is slated to appear as one of the bosses in the Ridorana Lighthouse for the Return to Ivalice ark, fighting alongside his own Egis to confirm it is, or is at least based on, the same Belias. Though the Espers/Lucavi appearing in the Ivalice Raid are neither primal nor voidsent, their nature as corrupted manifestations of one's desires make then similar to primals.


Primal of Rebirth

A radiant firebird that some claim to have seen visions of during the Calamity. Once the Warrior of Light and Alisaie travel to the 3rd internment hull of the Binding Coils, they find Louisoux and discover that he invoked apotheosis and became the Primal Phoenix, using the aether and prayers of the people of Eorzea in a desperate attack to stop the Calamity. As Phoenix, he defeated Bahamut and prevented the Calamity, but wound up becoming his Dragon up until the Warrior of Light defeats him.

For more information on this character, See Louisoux's entry in the Scions of the Seventh Dawn page.

  • Promoted to Playable: Not directly, but much like Bahamut before him, Shadowbringers allows the Summoner to summon Demi-Phoenix after summoning Demi-Bahamut as early as level 72, though Demi-Phoenix doesn't manifest its full power until its summoner reached Level 80.
  • The Cavalry: In The Unending Coil of Bahamut, Phoenix will revive the entire party after the party is wiped out by Bahamut's Teraflare. It also grants Phoenix's Blessing, which doubles the damage dealt by the entire party. Maintaining this buff is necessary throughout the fight to meet the DPS check in the final phase, since the golden Bahamut has a very short enrage timer for its health.
  • Walking Spoiler: It's impossible to go into any story details at all about this primal without giving away the huge twist of the Binding Coils storyline.


The Creator
"You who would inherit the future... You have proven yourself... worthy!"

The primal of the Goblin Illuminati, Alexander is a seemingly immobile fortress sealed within a powerful magic barrier while he slowly gathers the massive amount of aether required to move his gargantuan form. Players enter into his body for Heavensward's answer to the Binding Coil. As the raid goes on, the Scions learn not only that Alexander is powerful enough to rival Bahamut at full power, but that his very existence puts a catastrophic drain on the aether of both the region he was spawned and the planet itself. And that's not even getting onto his other abilities.

  • Artifact of Doom: Though Alexander's body can be controlled via the Enigma Codex, he is still a living god-like being. Anyone who pushes their luck a bit too much with him will either be killed or consumed by the primal. Quickthinx was aware of this, which is why he originally kidnapped Roundrox to use the Codex, rather than doing it himself at first.
  • Battleship Raid: Considering the fact that Alexander is a living fortress, it would be impractical to fight an iron building head-on. The party is therefore forced to enter it and destroy Alexander from within. Each part of the raid is a section of Alexander itself showing firsthand just how massive he is.
  • Battle Theme Music: Four in total (6 counting the ones specific to certain guardians). The first, Locus, is a techno rave sounding song, the lyrics from who is presumably a goblin talking about getting Alexander up and running. The final segment boss's theme, Metal, is a much more hateful industrial rock song from the Illuminati leader chanting death threats towards the party which some in-game dialogue suggests is based on a traditional Goblin war chant. Finally Alexander Prime has two more, starting with an instrumental remix of Metal and Locus for the first phase. Finally, there's Rise for the final form, an industrial rock piece with rapid fire vocals from the Goblins celebrating that Alexander is now fully operational and are prepared to rise up above the other races as the dominant species, inviting their chosen followers to rise up with them as Alexander annihilates the Uplanders.
  • Big Fancy Castle: As per tradition, Alexander's takes the shape of a large castle, this time sitting in a lake dwarfing the forest around it.
  • Christianity: Aside from time, this seems to be Alexander's biggest motif. His second form resembles an angel, many of his attacks are based on Christian concepts and themes. Three in particular which stand out are Divine Judgment, his ultimate which obliterates the unworthy in a blinding blast of divine light, Sacrament, a Wave Motion Gun which fires holy light from Alexander's body in a cross-shaped pattern, and Communion, an attack which is named after the Christian sacrament in which one receives the body and blood of Christ. Said attack affects the target with the bleeding debuff.
  • Creation Myth: Zig-Zagged. Unlike every other primal up to Heavensward, Alexander isn't based on any faith, companions (Bahamut, Enkidu), or hero kings (Mog, Thordan, Bahamut again). Instead he is the physical manifestation of Quickthinx Allthought's visions of a "perfect" world and the means to achieve it. However, after the Raid series is complete, a Sharlayan journal which Y'shtola gifts to Backrix details the origin of the Au Ra tribe who initially tried to summon him and reveals that Alexander was responsible for the creation of their civilization by reincarnating Mide and her loved one as children in the past.
  • Foreshadowing:
    • Before facing Alexander Prime, the Warrior of Light, along with Cid, Biggs and Wedge, gets trapped in a Time Stands Still bubble, sitting ducks for a Wave Motion Gun of doom, only to be unexpectedly freed and able to escape the laser. It turns out that the Warriors of Light freed themselves during the battle. This Stable Time Loop along with what Alexander says to start this phase is the first hint of Alexander's true motives.
    Alexander: My faithful, to the past with you, to free these ones from the prison of time.
    • That he wants to cease his own existence due to him being detrimental to both Hydaelyn and his wishes of utopia puts the "Sins/Burdens of the Father/Son" names in a different light.
    • The description for Soul of the Creator includes the line "Who will be judged worthy of inheriting the future, and who will be cast aside as a forgotten afterthought to history?" referring to the struggle between the Warrior of Light and Quickthinx Allthoughts. During the battle Alexander states "You who would inherit the future... You have proven yourself... worthy!" when the Warrior survives Divine Judgment. This might be a subtle hint of Alexander killing Quickthinx afterwards.
  • From Nobody to Nightmare: The Goblin Illuminati used to be silly FillerVillains having an honest-to-goodness war about cheese with the benevolent goblins. This turns on its head frighteningly fast when they become the focus of Heavensward's raid tier by summoning Alexander. Not to mention illuminating the darker implications of aforementioned Cheese War.
  • Gone Horribly Wrong: The initial attempt to summon him 3 years prior ended with all but one of the summoners killed or consumed by the Primal.
    • Unlike every other primal, Alexander isn't based on a group's faith, god, saint, companion or hero-king. He's instead the physical manifestation of Quickthinx's vision of a perfect future and the means to achieve it. So when Alexander ends up trying to achieve an actual perfect world rather than Quickthinx's twisted version of one the primal kills the goblin to preserve such a future.
  • Good Wings, Evil Wings: His final form sprouts angelic wings, possibly foreshadowing his true colors.
  • Heroic Sacrifice: Alexander views all possible timelines and determines that even if he were to go back in time and change history for the better, such as fighting off Bahamut to stop the Calamity, his own existence would eventually create a worse ruin for Eorzea. Judging himself to be an immeasurable threat, Alexander locks himself outside time and space once free from Quickthinx's influence, choosing to cease his own existence in order to help create a perfect world.
  • Humongous Mecha: By summoning Alexander's essence into sunken Sharlayan ruins, Alexander moves and operates like a giant machine.
    • It is revealed by Mide that Alexander is the ruin, and was originally a project to allow scholars, scientists, and other knowledge seekers to safely travel the world, documenting history and collecting knowledge as well as spreading it, in the safety of a moving fortress. However, the project was abandoned. The Illuminati goblins moved into the region, and found the ruins of the project. It's also revealed that Alexander is not a "true" primal, but rather a "Technical" primal, much like Good King Moggle Mog and Enkidu. Rather than praying to a god of any sort, the goblins instead prayed/wished for the idea to work in a similar fashion to summoning a primal to make the machinery work. However, Alexander Prime appears to exist as a primal in its own right, using the fortress as a vessel.
  • Interface Spoiler: Since players have to share the same area regardless of their progression in the story Square had to place objects where Alexander would eventually occupy. As a result, the geography of the Dravanian Hinterlands spoils not just that there will be at least 3 segments of the Alexander raids, but also where he will move to as several rock formations are the exact shape of Alexander's arms and "head".
  • It Can Think: Alexander is not just a machine meant to be used by anyone who finds it, but a fully conscious being who honestly wants what's best for Eorzea; even if what's best is his own demise.
  • Leitmotif: Locus serves as the boss music of the first raid boss and its melody and lyrics are often remixed into boss themes for other raid bosses. Ultimately its orchestral remix serves as the boss theme for the first phase of Alexander's battle.
  • Light 'em Up: Alexander Prime attacks with divine, holy-elemental abilities such as Divine Judgment, Sacrament, Communion, and Mega Holy.
  • Light Is Not Good: A massive steel god with an angelic motif, various religious themed attacks, and helping the goblin Illuminati reshape the world to their twisted view. Ultimately subverted. See Spanner in the Works below.
  • Limit Break: Divine Judgment.
  • Living Structure Monster: He is a god in the shape of a castle. Alexander Prime explicitly refers to the fortress as his body.
  • Magic Eater: Probably one of the worst among the Primals. He is so large and complex that it is estimated the Dravanian Hinterlands (where he spawned) will be barren and lifeless, drained of all aether, in a matter of moons.
    • To make matters worse, that's the estimate if he just simply stays in place as he currently is. The mere act of summoning him, and his first movement of raising his right arm up and slamming it down onto the shore, drained such a significant amount of aether that it's mentioned that the aetheric balance in the region is dangerously low and can't deal with another incident like that. A second major movement like that will drain it barren.
    • And topping it off, thanks to an artifact in its heart, Alexander rapidly drains aether, not just from the Hinterlands, but from Hydaelyn itself.
  • Misblamed: Late in Stormblood's story, Matoya comments that the main reason she didn't bother investigating the thinning of the the planet's aether was that she simply assumed the effects she was seeing were simply the lingering effects of Alexander's summoning.
  • Religious and Mythological Theme Naming: Most of his attacks are named after concepts from Christianity (Communion, Sacrament, Divine Judgment, etc.).
  • Mecha: A majority of Alexander's bosses are variants of the Mecha genre, with only 3 bosses in the entire Alexander raid not being related to machinery or mechs. Notably they also cover different genres of mecha from: The Oppressor being a giant Walking Tank, to Cruise Chaser being a Transforming Mecha, and Brute Justice covering both the Combining Mecha and the Sentai trope.
  • Mythology Gag: Alexander Prime's final form sprouts the massive angelic wings from his Final Fantasy IX incarnation.
  • No Place for Me There: Alexander has seen every possibility, but all lead to him starting a Calamity one way or another. As a result he sees himself as a threat to the realm and sets up the events of the raid to ensure his own demise, knowing that he himself cannot live in a perfect world.
  • The Omniscient: Because Alexander has the ability to time travel, the Illuminati use the primal as a way to read the future to undo any damage the Warrior of Light caused. Alexander himself is also this after it's revealed that he was able to see every single possible outcome when he tried to create a perfect world, but it always ended with him causing a calamity because of his nature as a primal. Ergo, the only solution was to remove himself from time and space. While Alexander can see different timelines and know what can happen, he cannot read the Warrior of Light's future and is unsure what said future is in store for them. Regardless of not being able to see their future, he believes in the Warrior of Light and their ability to bring a good future to all.
  • Signature Attack: Two.
    • Temporal Stasis, which causes time to freeze briefly as Alexander repositions himself and prepares a more devastating attack on the frozen heroes.
    • Divine Judgment, in which Alexander's main body rises from the abyss and begins a 10 second countdown before firing devastating beams of holy light from its eyes.
  • Spanner in the Works: Quickthinx's cat Shanoa was actually created and sent by Alexander himself to help stop the Illuminati's mad plans of conquest.
  • Sophisticated as Hell: Alexander Prime alternates between talking like a machine and talking like a godlike being... sometimes in the same sentence.
    Alexander Prime: (While summoning Alexander) Commencing spacetime interference... O fortress that is mine own body, heed my call!
  • Stable Time Loop: Alexander engineered three.
    • The first turned out to be it summoning itself, along with being the origin of both Shanoa and the book Quickthinx got his knowledge from. Roundrox used the Enigma Codex to send Alexander back in time, taking herself, the party, Present!Mide and the Illuminati with the machine. The Illuminati goblins shot Past!Mide's fellow researchers. During the shooting, the cat Backrix named "Schrodinger" knocked into him and caused both herself and Backrix's journal to fall off the robot.
    • The second occurs after the group defeats the Cruise Chaser. Quickthinx puts them into an area of paused time and was about to kill them before they even knew what was happening. Alexander sends 4 adds to lure the Warriors' future counterparts to intervene, ensuring their own survival and that of Cid, Biggs, and Wedge.
    • After Alexander has safely removed himself from time and space, he sends Mide and her lover back in time to be reborn as children, forming the society which created him in the first place so that the events could be carried out and resolved as he had seen. As Backrix summarizes it, Alexander was created by their society, yet their society was in turn created by Alexander.
  • Things Man Was Not Meant to Know: Originally a hilarious excuse for the Goblin Illuminati's cheese war, it takes on a much darker connotation when Alexander is summoned. An offhand line from Mide reveals the cheese recipe came from the Enigma Codex, a vast collection of all the things the ancient Scholars of Sharlayan learned and studied (which just happened to include culinary arts); it was through this that they learned of the Alexander Project, and after some Ascian meddling brought the primal Alexander into being. The Illuminati are also not keen on letting a single scrap of information from the Codex slip out, hence the cheese war.
  • Temporal Paradox: Should the party fail to destroy the adds in the past during the fight against Alexander Prime, it kills your past self and causes a paradox by instantly killing the entire party. Alexander isn't trying to cause the paradox, but sends your party members in the past to help prevent the paradox in order create a stable time loop.
  • Theme Naming: His attacks are mostly derived from Christian concepts while his summoned minions all reference Alexander the Great (The General's Wings/Might, Arrhidaeus).
  • Time Master: The end of the Midas quest chain reveals that time was frozen while the Warrior of Light and his party were inside the primal. When Cid reads the primal's aether readings, he sees the aether going in reverse and back into the primal itself. The group quickly speculates that the Illuminati are using the Codex and Alexander's power of time manipulation to not only undo any damages that the Warrior of Light had done, but they also gained the ability to see into the future so they can perfectly read their every move. Should the final core be activated, Alexander can travel through space and time and devastate anything it comes across. In his fight, Alexander frequently stops time, locking the party in place.
  • Time Stands Still: Alexander Prime does this to your party by stopping time for everything but itself. This also works to the player's benefit since any buffs that were in place will have their duration frozen in time while its effects still apply.
  • Token Good Teammate: Both for the Illuminati and among the primals in general. Alexander's primary wish truly is to create a perfect world for people to live in and once he deemed himself a disastrous threat to such a world, he actively worked toward setting up his own downfall at the hands of the Warrior of Light. Even Ramuh didn't go that far.
  • Total Party Kill: Two. First there's Divine Judgment, which is guaranteed to wipe the party if his summoned minion's aren't killed off before he begins the countdown. Even then, the attack is so powerful that the party will require a tank limit break to survive the blast. When he reaches his enrage, Alexander fires a second Divine Judgment, this time with absolutely no chance of survival, even with the limit break. The second is Cast Judgment, in which he creates a time paradox which kills the party in the past. Players must disrupt the temporal stasis in order to prevent this from happening.
  • Walking Wasteland: Because of his Magic Eater status, Alexander's every movement will surely bleed the land dry and leave a barren wasteland faster than any other Primal. This is actually beneficial to the Illuminati. They plan to rule over the Heaven inside of Alexander while anyone who refuses to submit will be left with the Hell outside.
  • Wave Motion Gun: Sacrament, which is a Wave Motion Gun that fires in four directions, hitting those unlucky enough to get hit by it with both decreased defense and lower damage. It's also the most common attack he uses when stopping time.


A recurring mini-boss who continually upgrades itself and ambushes the party in each segment of Alexander.
  • Bait-and-Switch Boss: In Alexander: Breath of the Creator, the party is initially ambushed by Faust-Z at the beginning. Said battle is significantly easier than his prior appearances and can be cleared with little trouble. However, halfway through the fight with the Refurbisher which immediately follows, Faust reappears as Full Metal Faust, providing a much bigger challenge than Z.
  • Beef Gate
  • I'm Melting!: Killed off for good when its final form is knocked offline and melted in molten steel.
  • Wake-Up Call Boss: The first obstacle encountered in each Alexander segment, Faust serves as a timed DPS rush in all of his appearances, which usually sets the expected pace for the rest of the endgame raid segment. Unprepared or ill equipped teams will be ripped to shreds if they aren't fast enough.

The Manipulator

The guardian of Alexander's Gordian core. As its name implies, it is the primary creator and controller of the Panzer, Straf, and Sturm Dolls encountered throughout the Gordian segment.
  • Drone Deployer: Creates and deploys the mechanical Dolls which guard Alexander's interior. Its destruction causes the production of them to end.
  • Robot Master: It controls all the mechanical "doll" minions it creates. Destroying the Manipulator prevents the dolls from functioning as they no longer receive orders (save a small handful directly controlled by Quickthinx).
  • Serial Escalation: Its destruction is what motivates the Illuminati to create Brute Justice.

Brute Justice

The guardian of Alexander's Midan core. Comprised of 5 smaller mechanical guardians fused into one.
  • Battle Theme Music: Metal - Brute Justice Mode! A jazzy techno arrange of Metal and Locus that wouldn't sound out of place in a sentai show, with the Metal taking precedence and Locus pounding in the background, accentuating itself whenever the boss uses its stronger attacks.
  • Beam Spam: Apocalyptic Ray, several small lasers rapid-fired in a large cone in front of Brute Justice.
  • Combining Mecha: Brute Justice is comprised of five other Goblin robots; Onslaughter, Blaster, Vortexer, Swindler, and Brawler.
  • Doppelgänger Attack: Blaster can create white copies of itself which rush in a straight line attack.
  • Elemental Powers: Vortexer is able to manipulate Wind, Ice, Water, and Magma when fighting.
  • Diving Kick: Justice Kick, which Brute Justice lands with the impact of a meteor.
  • Goomba Stomp: Super Jump, where Brute Justice targets a specific party member to leap onto from a distance.
  • Macross Missile Massacre: Brute Justice has several missiles atop its head, which it can rain down on the battlefield freely.
  • Mickey Mousing: Less drastic than Bahamut Prime, but still there, this is especially clear because the attack where he splits into the individual mechs and runs through their mechanics will only start when the chorus does.
  • Playing with Fire: Brute Justice has a built in flamethrower that sprays in a cone AOE.
  • Power Gives You Wings: In the Savage version of the fight, Brute Justice will enter its own Super Mode, glowing brightly and sprouting large mechanical wings.
  • Power Glows: In the Savage version of the fights, all of the Brute Justice robots will glow neon bright when using even more power than before.
  • Rocket Punch: Double Rocket Punch, which both Tanks need to share to minimize the damage.
  • Shout-Out:
    • The Brute Justice fight is one giant Shout-Out to Toku style entertainment. The music sounds like something from an older Sentai series, the Brute Justice is a giant Combining Mecha with various attacks themed to the genre, and even its death fits the theme as it slowly collapses to the ground before exploding.
    • The English names for the robots are a Shout-Out to Transformers, specifically the Combaticons. Each robot's name is a Combaticon name plus an "-er", the name Brute Justice evokes the Combaticons' combined form of Bruticus, and each one fits the same position as their namesake when combined. (For example, both Onslaught and Onslaughter form the torso and "head" of Bruticus and Brute Justice.)
  • This Is a Drill: Brawler has a drill attack that does more damage the closer its target is to Brawler.
  • Unflinching Walk: After defeating the boss, the party turns its back to Brute Justice after he collapses to look at the camera just before the boss explodes, performing their usual cheer before ending with a collective Badass Arm-Fold. Subverted in the Savage mode, where the party tries to do this but the explosion knocks them on their ass.
  • Wave Motion Gun: Brawler has two, depending on how many cannons it uses. A single blast is meant for one Tank, while two must be shared by the entire party to negate damage. Onslaughter has the blue Mega Beam, which becomes even larger when used by Brute Justice.

Cruise Chaser
Designation: Blassty
The guardian of Alexander's main core. A transforming airship.
  • Battle Theme Music: Exponential Entropy.
  • Blow You Away: Propellor Wind, which causes confusion like the 9 equivalent if the party doesn't take shelter.
  • Expy: Is very blatantly based on the Final Fantasy IX summon Ark in every way except name. Even his attack visuals resemble those from the Ark summon.
  • HP to 1: Photon causes the entire party's HP to drop to 1% of their total HP.
  • Limit Break: Eternal Darkness.
  • Mythology Gag: The phase involving the Lapis Lazuli is also another reference to Final Fantasy IX where the Lapis items from that game powered up Ark's attack and it applies in the fight against him here as well.
  • Shout-Out: Aside from the obvious Ark parallels, Cruise Chaser's name is a reference to a 1986 SquareSoft game called Cruise Chaser Blassty. It even states that its designation is "Blassty" at the beginning of the fight. This is fitting as the original summon from IX was created as a shout out to that title.
  • Signature Attack: Eternal Darkness.
  • Transforming Mecha: Cruise Chaser can turn from a humanoid robot into a high speed airship.


Lord of the Mists
Lord of the Mists. Worshiped by the Vanu Vanu, Bismarck the White swims through the Sea of Clouds as a great feathered whale. Bismarck's recent summoning by the Vundu tribe of Vanu Vanu caused the Beast Tribe to become ever more hostile to the Ishgardians outposted on the isle. Though the Vundu revere their god, the peaceful Zundu curse the beast for His regular consumption of the islands that make up the Sea.
  • Attack Its Weak Point: Breaking off a couple of Bismarck's spines reveals Bismarck's weak point, which shares the health bar with him. The catch is that Bismarck himself can't be targeted and the weak point can only be hit when he's chained to the island.
  • Battle Theme Music: Both of Bismarck's theme are lyricless songs, the first a techno arrangment of beeps and boops, the second phase, however, is a very soothing One-Woman Wail fitting for the stormcloud Bismarck has summoned for the second phase.
  • Beef Gate: Bismarck's entire boss fight is one big DPS check. If you don't clear out his Vanu flunkies fast enough, he'll keep spawning more and more until you're overwhelmed. If you don't clear out the Sanuwa flunkies fast enough, Bismarck will oneshot you. If you can't defeat Bismarck himself fast enough, he'll destroy the island and immediately end the duty in failure.
  • Big Eater: He is shown eating islands in the Sea of Clouds. It's revealed this is how he regains his strength when he is wounded, as the islands themselves are suspended by aetheric crystals.
  • Came Back Wrong: Similar to Good King Moggle Mog XII. Bismarck, according to Vanu Vanu legend, was a kind and loving ruler who guided the Vanu Vanu to the Sea of Clouds and made it their new home. The Bismarck that players encounter doesn't fit the one told in the legend.
  • Clipped-Wing Angel: Similar to Leviathan, the heroes have to go out of their way to even stand a chance of fighting Bismarck. By using "an appetizing island" as bait, with two Dragonkillers to reel Bismarck in and a shield generator to prevent Bismarck from utterly destroying the island.
  • Creation Myth: Bismarck is the center figure in the creation myth of the Sea of Clouds. Bismarck was born a whale, pure white unlike His black brethren. They were so jealous of Bismarck's beauty that they killed Him. The gods took pity on Bismarck and raised Him to the heavens reborn. Homesick for the ocean He was born in, Bismarck opened His mouth and spewed forth the mists and islands that would become the Sea of Clouds, and raised the Vanu Vanu to live with Him in His paradise.
  • Elemental Powers: Here, Bismark has access to three types.
    • Blow You Away: The Most prominent of his elements. And supplemented by his Vanu Vanu followers who assist him, frequently using knockback attacks, or twisters to send players flying up into the air.
    • Making a Splash: Can summon Water Elementals, and use some Water attacks. Can combine occasionally with his wind attacks for a dual elemental attack. He also summons two serpentine like adds, one is aspected in water, and the other in wind, make an appearance.
    • Shock and Awe: During the final phase of the fight, Bismark summons a storm, and has lightning bolts strike the floating island where the players are, dealing damage to the party.
  • Evil Albino: According to the myth, Bismarck was born albino while his siblings were naturally black in color.
  • Flunky Boss: You barely fight Bismarck directly. He will cast spells on your party from a distance while you deal with adds.
  • Flying Seafood Special: An enormous feathered whale with fins more like wings.
  • Gold and White Are Divine: Bismarck's body is primarily white with various gold highlights, and as a Primal is worshiped by a beast tribe.
  • Limit Break: Breach Blast, which he charges up while you're dealing with the Sanuwa adds. Fail to defeat them in time and he oneshots the party. It also does additional damage if the party isn't crowded together in the centre of the island.
  • Magic Eater: Cid estimates that the amount of aether required to sustain Bismark would be roughly 4 times the amount that Leviathan needed.
  • More Teeth than the Osmond Family: He is much more ferocious looking compared to his other previous incarnations in the series.
  • Mythology Gag: To Sin from Final Fantasy X. Like with Sin, Bismarck can only be attacked directly by drawing him closer to you and both battles take place high in the sky. They also both share the whale motif.
  • Non-Standard Game Over: The battle takes place on a small floating island which has its own health bar; if the island goes, so does the party. Many have compared this fight to the Jhen/Dah'ren Mohran battles from Monster Hunter which use a similar mechanic.
  • Real After All: Bismark is based on a real creature in the world. Shadowbringers reveals the Bismark of myth still lives on in the First, and surprisingly, is part of a species belonging to the Fae races. The top half of his body has become an island overflowing with flora.
  • Red Baron: Apart from Lord of the Mists, the Vanu also call their god "the White". All of the equipment related to Bismarck also replace his title of Lord of the Mists with Lord of the Expanse.
  • Silent Antagonist: Compared to the other primals, Bismarck never speaks and it is unknown if He can even speak at all.
  • Signature Attack: Breach Blast. Bismarck opens his mouth and spews rushing water onto his opponents.
  • Swallowed Whole: If the party suffers the Non-Standard Game Over listed above, this is their fate at Bismarck's hands.
  • Time-Limit Boss: Twofold, not including the quest timer. You must defeat Bismarck before he deplete's the island's HP, and you must also defeat his Sanuwa flunkies before they disappear. Fail either and you lose.
  • Weather Manipulation: Thunderstorms, powerful gusts and heavy rain at the very least.


Lord of the Hive
"Rejoice in the glory of combat!"

Lord of the Hive. Ravana, fourfold master of the blade, is the God and General of the Gnath, taking the form of a gigantic four-armed insectoid-humanoid. Always territorial, the Gnath were one day emboldened when they successfully slayed a wounded dragon who had crashed into their colony. Believing this a sign that they could overcome the Dravanians, the Gnath used the Ascian teachings to summon Ravana to lead their expansion to claim the dragons' land as their new territory. Since the conflict prevents the Warrior of Light from continuing their mission, they and Iceheart challenge Ravana himself to combat to cease the attack on the dragons.

  • Battle Theme Music: A two-stage theme, the first stage is a mix between a chant from his followers and a waltz played by a solo violin. Phase 2, however, is a mix between an Opera and a war chant, speaking of Ravana's unceasing love for battle and conquest.
  • BFS: Several.
  • Big Creepy-Crawlies: Ravana like his subjects is a gigantic insectoid creature, closely resembling a beetle.
  • Blood Knight: Just look at his quote. If that doesn't drive the point home, there's the lyrics to his theme "Unbending Steel". To say he loves to fight would almost be an understatement.
  • Dark Is Not Evil: A proud warrior and conqueror covered in black, and perhaps one of the most honorable Primals after Ramuh. Ravana does not actively hate or oppose the other races besides the Gnath's ongoing conquest against the dragons. In fact, he even offers to aid the Ishgardians in their war against the Dravanian Horde when he initially mistakes the Warrior of Light's intentions for meeting him. Once defeated, he faces his loss with grace and upholds his vow to cease his conquest.
  • Doppelgänger Attack: Similar to Ifrit.
  • Graceful Loser: He seems to take his defeat well in comparison to other primals who give a This Cannot Be! when defeated. Ysayle acknowledges that there is a sense of honor beneath his savagery.
  • I Gave My Word: He keeps his promise to the Warrior of Light to end his conquest when defeated, and continues to hold this promise when he's re-summoned for extreme mode, choosing to wait for your rematch and see if you continue to be powerful enough to stop him.
  • Limit Break: Bloody Fuller, where he tosses the party into the air and slashes at them wildly. The attack is preceded with butterfly adds that summon extra swords if not killed in time, and each sword decreases your defense as well as doing damage; too many swords and the party gets mowed down.
  • Multi-Armed and Dangerous: All the better to Multi Wield its BFSes.
  • Original Generation: Ravana is the first primal to not be based off of a summoned creature from the other games in the series, and is a newcomer to the franchise as a whole.
    • The only other appearance a creature named "Ravana" has ever made in anything vaguely FF-related is in Vagrant Story, and that was as a non-plot-critical enemy with a completely different design.
    • However, Ravana definitely fits in with the nature of the summons as a creature from public domain. Specifically, his namesake Demon King Ravana from Hindu Mythology, who was blessed by Shiva to be unkillable by God or Demon, but vulnerable to death at the hands of a mortal (leading the Big Good Vishnu to reincarnate himself as the hero Rama). This is actually a bit of a spoiler for how his role in the story ends, as he completely Worfs Shiva, only to be slain by the mortal Warrior of Light.
  • Red Baron: Master of the Sacred Blades, Wrath of the Colony, Lord of the Hive.
  • Ring Out: If tanked too close to the wall in phase one, plus when phase 2 begins, segments of the arena's wall start breaking off bit by bit until they're completely gone, making it possible for some of Ravana's attacks that possess knockback to send players over.
  • Samurai: Although Ravana is a big bug, he has multiple samurai-esque flairs in his design. One of the key pieces of concept art for him is even styled like an ukiyo-e woodblock painting.
    • This also comes across a little oddly, as despite the samurai-esque stylings of his combat and visual appearance, he otherwise is rather faithful to his real-world Indian & Sri Lankan roots, complete with all his attack names being in Hindi. His swords are also of a more middle-eastern style, being rather talwar-esque.
  • Signature Attack: Chandrahas. Ravana will suspend fighters in midair and draw his great swords. Joining them at the hilt, Ravana spins his blades around to lay waste.
  • Something About a Rose: Ravana's boss theme mentions a rose several times as a shorthand for the beauty and violence of combat, as well, two of his attacks are named Rose of Conquest and Rose of Hatred.
  • Stance System: Ravana will regularly change his battle stance in combat.
    • Katanas Are Just Better: His default stance, holding the four swords He is seen with. Blue in color.
    • BFS: The attack stance, where Ravana trades His four katana for two great swords. Ravana does more damage in this stance and has access to His powerful Slaughter techniques. Red in color.
    • Bare-Fisted Monk: A defensive stance where Ravana fights unarmed. He is capable of powerful shockwave attacks that can potentially blow players off stage. Green in color.
  • Suddenly Voiced: He's the first primal to have voice acting in the middle of their trial (though Gilgamesh, who isn't a Primal, has voice acting in his first trial)
  • Villain Song: Unbending Steel. It's sung in the Mongolian throat-singing style and is all about how much Ravana loves war and massacre.
  • Worthy Opponent: Comes to see the Warrior of Light as this after being defeated. After he's been revived for his Extreme mode, it's noted he hasn't begun his conquest again, but is waiting patiently for his rematch.


"Nay, no mere friend, but rather the primal Enkidu!"
"Is that my cue... old friend?"

A green, vaguely gargoyle like Primal accidentally summoned by Gilgamesh's wish to be reunited with his companion.

  • Affectionate Nickname: Refers to Gilgamesh as "old friend".
  • Bait-and-Switch Boss: He's disposed of within the first half of the rematch with Gilgamesh, and not very hard to take down either. This is probably because, impressive as Gilgamesh summoning him at all was, there weren't many crystals or much prayer put into his form, so he's not as powerful as an actively worshiped primal. The Encyclopedia Eorzea also theorizes that his weakness could be the result of Gilgamesh's memories of his original companion affecting the summoning, including his memories of the original's limitations.
  • Blow You Away: Capable of creating tornadoes.
  • Dark Is Not Evil: Despite being a Primal, Enkidu is actually quite friendly and unlike all of the other primals, acts more like a companion/servant to Gilgamesh rather than a god. Gilgamesh does note that this Enkidu does seem a bit more battle ready than he has remembered.
  • Knight of Cerebus: Though the last part of the Hildibrand chain was darker in general, Enkidu brings another disturbing revelation regarding the primals as a whole: if the wish and desire is strong enough, it's possible for a single person to wish a primal into being. The Sultansworn with you when you learn this is absolutely horrified at this prospect.
  • Power Copying: Like Gilgamesh, Enkidu utilizes Blue Magic. Blue Mages can even learn Missile and White Wind from him.
  • Shoot the Medic First: Whenever Gilgamesh's HP drops too low, Enkidu will cast White Wind on him. Due to how the spell works, taking Gilgamesh out first is nearly impossible.
  • Winged Humanoid: Has a bipedal body at the least.

    Knights of the Round 

Knights of the Round
King Thordan and his Knights Twelve
"No matter. If you believe your cause just, I call upon you to defend it with your life!"

The revived Thordan I and the Knights Twelve, manifested by Thordan VII and the Heavens' Ward. Through the combined power of Nidhogg's eye, the Warring Triad's combined aether, and a millennia of fervent worship from the theocracy of Ishgard, Thordan and the Knights end up becoming the most powerful primal to date, seeking to convert all, man or dragon, into their vision of pure order and peace.

  • A God Am I: Thordan VII seeks to become a God-King by becoming a primal of Thordan I.
  • Bash Brothers: Ser Adelphel and Ser Janlenoux are brothers in arms, and can even share their Sword Oath and Shield Oath buffs with one another.
  • Calling Your Attacks: Thordan calls Ultimate End, but only in the Japanese audio.
  • Combination Attack: Ultimate End. Incidentally, there is a combination attack within that combination attack that is especially devastating on the tank.
  • Cool Sword: Wields a sword created from Nidhogg's eye and Haldrath's corpse.
  • Dark Is Evil: Thordan I wears a black suit of armor.
  • Elemental Powers: Most of the Knights demonstrate some elemental magicks.
  • Final Boss: Of Heavensward's main story.
  • Final-Exam Boss: The Knights of the Round battle recycles many mechanics from not just Heavensward, but also other fights like Shiva, Xande, and Ifrit.
  • Foreshadowing: A cutscene mid-way through Heavensward shows Archbishop Thordan VII and the 12 members of the Heaven's Ward sitting at a round table.
  • Historical Hero Upgrade: The Ishgard version of how the Dragonsong war started depicts him and his knights as righteous heroes trying to stop the evil Nidhogg. The truth is that they were the villains of the situation, killing Ratatoskr for the sake of having the power of a dragon's eye and leading Nidhogg to become a hate-fueled monster.
  • Kick the Son of a Bitch: Thordan VII's first action upon becoming a primal is to end Lahabrea's life permanently, by consuming his very soul to empower himself.
  • Knockback: Ser Grinnaux's "Faith Unmoving", a blue blast of energy that throws everyone a fair distance away from him.
  • Large and in Charge: Thordan I is taller than the Knights Twelve. According to the dev blogs this reflects the fact that Thordan is the only one of the thirteen who's actually a Primal while the Knights of the Round are simply blessed by him.
  • Light Is Not Good: Use attacks like "Holiest of Holy" and "Light of Ascalon."
  • Limit Break: Ultimate End, which charges while you're dealing with his knights; if he maxes it out, it's a One-Hit Kill to your party. If you manage to stop it in time, you'll survive the attack and Thordan will be left with a permanent Damage Down debuff to signify how the move had weakened him.
  • Named Weapon: King Thordan's sword, Ascalon. Named after the dragon slaying weapon of Saint George.
    • Every one of the Knights has a named signature weapon
      • The three lance users- Vellguine, Ignasse, and Paulecrain- wield The Destroyer's Stead, Hordebane, and Winter respectively.
      • The three axe users- Grinnaux, Gerrique, and Hermenost- wield Stampede, Bloody Anne, and Greycloud respectively.
      • The two sword and shield users- Adelphel and Janlenoux- wield Radiance and Ultimum respectively
      • The one Greatsword wielder, Zephirin- wields Shattered Heart
      • The two Conjurers- Noudenet and Haumeric- wield Imagination and Worm of the Dell respectively
      • The one Thaumaturge, Charibert, wields Widowbreaker
  • Order Versus Chaos: Seeks to create and rule the world via absolute order and remove chaos.
  • Overly Long Fighting Animation: Played with. Rather than forcing you to sit back and watch Ultimate End, the portion of the attack that is a direct shout out to VII's summon animation is instead an endurance round against the Heavens' Ward that's roughly three times longer than the original animation.
  • Purple Is Powerful: In the Minstrel's Ballad: Thordan's Reign, after casting Ultimate End, Thordan empowers himself further causing his body to glow purple to continue the fight.
  • Red Eyes, Take Warning: Thordan I has glowing red eyes.
  • Signature Attack: Ultimate End. At least half the fight is the party trying to defend themselves from this attack before Thordan finishes it with a Limit Break.
  • Speak Ill of the Dead: In the Japanese text for Thordan Extreme has Ser Zephirin openly mock Haurchefaunt's memory, and even in the English version he still makes a single scathing comment about him. Given that he's the one who's a DPS race, it was probably intentional to make you want to beat him down as much as possible.
  • Token Good Teammate: While still willing to follow Thordan to the end, Ser Haumeric earnestly believes he is righteous, and detests sadists like Ser Charibert.
  • True Companions: Supplementary material revealed that several of them are close friends with intertwining backstories, and many of the others are bound by bonds of brotherhood and mutual respect. Averted only by Haumeric and Charibert; the former holds the latter in contempt for his sadistic personality. In the game, the group is of one mind and they lay down their lives for Thordan's sake.
  • 13 Is Unlucky: Twelve knights and their king equals thirteen Primals. Trouble for both the Warrior of Light and all of Eorzea.
  • Unexpected Character: Unlike Ravana, Bismarck, and Alexander (who wasn't even in the initial release), the Knights weren't featured in any promotional material for Heavensward, and many didn't even consider them as potential primals due to there being 13 of them and them being particularly over the top even by Final Fantasy standards. Many players didn't even realize just who they were fighting until they started casting Ultimate End.
  • Villainous Breakdown: Thordan's reaction upon seeing that you've survived Ultimate End is pretty much this, followed by a whole lot of wild flailing instead of the composed swordsmanship he had been demonstrating earlier, at which point the rest of the fight becomes a formality.
  • Visionary Villain: Thordan seeks to unite the world under his rule and bring eternal peace. Of course, his method is to rule it as a tyrannical "God-King" whose existence drains the land of Aether.
  • Weapon of Choice: All of the knights are armed.

    The Warring Triad 

Warring Triad

Ancient Primals or "Eikons" (a term the Allagan empire used for any powerful supernatural beings) who wreaked untold destruction on the Empire before finally being subdued by Omega. The Triad are locked away on Azys Lla, where they have remained dormant for over five thousand years.
  • Battle Theme Music: So far, all their battles begin with a remix of Final Fantasy VI's alternate boss theme (the one which was shared with the Triad and the Ultima/Atma Weapon).
  • Divine Conflict: The Triad fought against each other in addition to the Allagans.
  • Sealed Evil in a Can: The three are some of the first Primals the Allagans sealed after being taught how by the Ascians. Due to Knights of the Round attempting to drain their power, the three are beginning to awaken.
  • Mythology Gag: Their names originated from when Nomura originally designed the Warring Triad back in Final Fantasy 6. Though they never showed up in the games, he had titled them Sephirot (Fiend), Zurvan (Demon), and Sophia (Goddess)
  • Power Limiter: Each fight begins with them managing to break their seals; however millienia of slumber and being sealed has made them weaker. Notably Allagan technology has virtual duplicates which fight at full strength; and are extremely difficult compared to their real counterparts.

The Fiend
"I am the end and the beginning! By my touch shall your wretched lives be blessed!"

The first of the Warring Triad which the Warrior of Light battles. He was the guardian deity of a treelike race in Mercydia whom summoned him to repel the Allagan Empire's conquest of the region.

  • Battle Theme Music: Fiend, an industrial rock piece which consists of Sephirot himself is singing about his might and the duality of nature while demanding you say his name.
  • Blow You Away: After growing to a massive size, Sephirot's gains an attack called Malkuth, in which his breath alone is strong enough to blow the party away and summon a wind elemental known as the Storm of Words.
  • Catchphrase: "I am the end and the beginning!" Which is not only in the above quote, but as part of his battle music even.
  • Dishing Out Dirt: Can create pillars of rock and minions of stone.
  • Green Thumb: Sephirot's power comes from his connection to nature. Trees litter the battle field and grass grows under his power.
  • Light 'em Up: His ultimate attack, Ein Soph Ohr, or "Limitless Light".
  • Light Is Not Good: He has powers relating to light and nature, but is a terrifying demon that would cause a massive catastrophe if left uncontained.
  • Make My Monster Grow: In the second half of the fight, Sephirot grows into a towering giant. According to Unukalhai's journal, his signature ability is the power to make any living thing (himself included) grow to gigantic proportions. The journal suggests that he grew even bigger back when he was first summoned to attack Allag.
  • Multi-Armed and Dangerous: He has 6 arms.
  • Mythology Gag: After the first stage of his fight when he falls from the platform, his giant hand coming back up onto the platform heavily resembles the same action done by the final boss of Final Fantasy X, Braska's Final Aeon.
    • His backstory very closely resembles that of Exdeath, the primary antagonist of Final Fantasy V (a tree given life and immeasurable magical power through some form of strong emotions filling it (the hatred and desire for vengeance from executed criminals in Exdeath's case, and the prayers and desperation in Sephirot's case). In a sense, Sephirot can be viewed as a Good Counterpart to Exdeath.
    • While most of his abilities in battle are new to Final Fantasy XIV, he still retains his two Signature Attacks from Final Fantasy VI: Fiendish Rage (and the Targeting that telegraphs it), and Force Field.
    • The achievement for defeating Sephirot in Extreme mode is called "Veni, Veni, Venias," which are lyrics from "One-Winged Angel,", Sephiroth's theme from Final Fantasy VII.
  • Red Eyes, Take Warning: Pure red, and they glow when he picks up the pace.
  • Ring Out: In the second phase of the fight, you can fall to your death into some... green liquid. Sephirot's Pillar of Mercy punches will push you all around to try and throw you off.
    • He will also occasionally try to sweep the party away with his enormous arms. The only way to avoid this is to use the whirlwind left behind by a dead Storm Of Words to be propelled into the air.
  • Signature Attack: Ein Soph Ohr. After falling off the platform into the pit below, Sephirot emerges again, many times his initial size. Plants grow upon the battlefield, just before a massive pillar of light rocks the arena and rips apart the top layer of the battlefield.
  • This Cannot Be!: Upon defeat, he says this as he fades away.
"I am the incarnation of life! I cannot perish...cannot wither..."
  • Kabbalah: Sephirot, as his name would suggest, references names of concepts from Kabbalah in his battle. Many of his attacks and minions use the names of the ten Sephirot (such as Binah, Chokhmah, Chesed, and Malkuth) and he has abilities referencing the concepts of Ein, Ein Soph, and Ein Soph Ohr. His affinity for plant life comes from a very literal interpretation of the Sephirot as the "tree of life".
  • Villain Song: "Fiend", an industrial rock piece full of oppositions, contradictions and paradoxes in its lyrics, to emphasize Sephirot's Yin-Yang Bomb powers. To the same effect, about half of the lyrics are quiet, almost whispered, while the other half are screamed. It happens to sound rather similar to Powerman 5000 song "When Worlds Collide" (to the point that the band called it a ripoff).
  • When Trees Attack: Once, Sephirot was the very first sacred tree. The prayer for salvation and worship turned it into the Eikon he is now.
  • Winged Humanoid: Has relatively small and vestigial wings growing out of his back.
  • What Are You: After growing massive and unleashing a devastating attack on the party, he is quite surprised to see the Warrior of Light and their companions survive.
    Sephirot: You have dimmed my boundless light. What power of death do you mortals wield...?
  • Yin-Yang Bomb: He seems to wield the power of life and death at once. In one of his attacks, he creates two different orbs beneath his hands. As they erupt, they cover half the field in explosive plant overgrowth, and the other in dark energy.

The Goddess
"I would know the weight of your souls."

The second of the Warring Triad which the Warrior of Light battles. Said to grace her many worshipers with graceful equilibrium, she now stirs from her imprisonment to bring equal ruin to Eorzea in retribution.

  • Battle Theme Music: "Equilibrium" sings of a girl who kills her abusive mother at Sophia's urging before Sophia also urges her to kill herself to bring balance for what she did.
  • Black and White Insanity: Sophia believes that there must be balance between what is good and evil, to the point where she will do good if there is too much evil and will do evil if there is too much good. For instance, in her theme song, as noted above, when one of her worshipers cries out to her for help, she tells the worshiper to kill her abusive mother to bring balance. However, after doing so, she tells the worshiper to kill herself as she is now unbalanced by the murder of her mother, despite said murder being Sophia's idea.
  • Blow You Away: A short-range AOE version of Aero II.
  • Curse: Her Cloudy Heavens spell afflicts the entire party with a curse that will transform each party member into a zombie when they die, and will kill them automatically after 60 seconds.
    Even in death, there is no release.
  • Enemy Mine: She intended to release Zurvan, whom she fought bloody battles against, from his restraints to combat their common enemy in Allag.
  • Fantastic Racism: Averted in that her scale motif represents how all races are perfectly equal in her eyes, and then subverted in the implication that they found equality in slavery to her.
  • Fish out of Temporal Water: Her servants are unaware of how much time has passed since their imprisonment and mistake the Scions for soldiers of ancient Allag.
  • Gold and White Are Divine: She mainly features this color scheme, fitting for the Triad titled "The Goddess."
  • Light Is Not Good: Much of her appearance and power are light-themed, yet she is an aether-draining Eikon who only seeks vengeance. Even in the past she ruled over Meracydian societies with "gilded chains of harmony" - peace by means of slavery.
  • Me's a Crowd: Savage difficulty introduces "Aion Telos" enemies, which are clones of Sophia that will Alpha Strike with her own AOEs.
  • Mythology Gag: A signature motif of Sophia's power are a pair of scales, not unlike Exodus of Final Fantasy XII.
    • In battle, as in Final Fantasy VI, her repertoire includes lightning spells, the Colony Drop spell Quasar, and the zombification curse Cloudy Heaven.
  • Gnosticism: The origin of her name. In battle, she can summon 3 thralls known as Deimiurges. In Gnosticism, the Demiurge was a creation of Sophia's, who believed himself to be the one true God. One attack the Demiurge thralls can use in battle is named Divine Spark, said in Gnosticism to be a gift from Sophia, which allows humanity to grasp the nature of reality.
  • Prophecies Rhyme All the Time: The First Demiurge leaves the Scions with a prophecy just before taking his leave, detailing Sophia's goal.
    "With scales in hands, the Goddess shall arise
    and righteously cast off Her cursed pall.
    That She with wrathful wyrmking at Her side,
    might judge and thence bring balance unto all."
  • Ring Out: The main danger in her boss fight. After using her signature attack and dropping her giant scales on the arena, the platform loses its protective railing, and Sophia will regularly tip the scales to throw the party one direction or another attempting to drop players to their doom. Savage mode augments this with many, many Aero III casts to eject people from the arena if they are hit in a bad position. Mercifully unlike other examples in the game however, players don't remain out of the fight permanently after falling and can be revived.
  • Shock and Awe: The cone AOE Thunder II and the large circular AOE Thunder III.
  • Signature Attack: Scales of Wisdom. Sophia draws her scales out of the floor, and transforms the battlefield itself into a giant pair of scales. She tips the scales twice, to measure the weight of the party's souls, and then fills the arena with blinding light, killing everyone whose weight tipped the scales too far.
    • And of course her Cloudy Heavens attack returns from Final Fantasy 6, having more or less the same effect is had in its original appearance. If it isn't cleansed in time, the entire party will be zombified and will be unable to position themselves to survive Scales of Wisdom.
  • Stripperiffic: She wears little more than a strip of cloth around her bosom and waist.
  • The Last of These Is Not Like the Others: She is the only female primal who is not referred to as "The Lady" in her title.
  • Trojan Prisoner: Before Sophia was captured, she devised a plan between her followers and rebels within the Allagan Empire. If Sophia and her followers were captured and imprisoned, the Rebels left an intentional weakness in her confinement to be exploited later. When freed within the very heart of the Empire, Sophia would have freed Bahamut and brought judgment down on everyone's heads. The plan failed however because those same rebels were discovered early by the Empire and executed, though the flaw in Sophia's prison remained undiscovered.
  • Villain Song: "Equilibrium", a song that tells the tale of how a daughter suffering tragedy prays to Sophia for guidance and the message her Goddess sends her.
  • Villain Team-Up: She intended to release Bahamut from Dalamud so that they may rain down judgement on the land together.
    • It's later revealed that she intended to do the same with Zurvan as well.
  • Wave Motion Gun: The floating head familiar Sophia calls the "Daughter" can attack separately from Sophia to fire three large lasers across the field.
  • White Hair, Black Heart: Sophia's white hair doesn't detract from her self-serving nature.
  • Wolfpack Boss: Sophia is joined in battle by three of her servants who were imprisoned along with her. They appear as an Elezen gladiator, a Hyur conjuror, and a Roegadyn lancer, but with onyx black skin and shining golden hair.

The Demon
"Bow to mine infallible judgment!"

The god of a race of centaurs from ancient Mercydia. Nicknamed The Demon for his grim visage and for the inevitability of his victory over all other gods in the eyes of his worshipers.

  • Badass Boast: Delivers one as he cuts his restraints apart and emerges in his full glory.
    "Mine age of slumber is at an end. A thousand thousand suns may set, but the insult of my imprisonment hath been etched upon mine eternal memory. I am come to mete out justice. To bestow the blessings of victory unending. I am Zurvan. He who standeth above all other gods. He who shall bring slaughter and ruin!"
  • Blade on a Stick: Wields a halberd.
  • Boss Arena Urgency: His attacks will break away parts of the floor until the party is left with a small fragment to stand on. Anyone who isn't fast enough may fall to their doom with the floor.
  • Divine Conflict: Aside from his conflicts with Sephirot and Sofia, Zurvan's role in his worshipers' pantheon was to punish wicked or unjust deities.
  • The Fourth Wall Will Not Protect You: Zurvan's assault on the PC during Ahura Mazda ends when he shatters the icicle they're trapped, the actual attack that deals the majority of the damage is him attacking your monitor/television and cutting the screen in half with a Diagonal Cut.
  • I Am Not Left-Handed: Unlike Sephirot and Sofia, this battle begins with Zurvan still in his restraints.
  • An Ice Person: Zurvan can freeze the air around him and spew massive spikes of clear ice all around him.
  • Multiple Head Case: Zurvan has a face growing from his lower body, just underneath his humanoid top half's waistline.
  • Mythology Gag: In battle, he can use many of the attacks he had in Final Fantasy VI, including Metal Cutter, Flare Star, Wave Cannon, Southern Cross, and what was his Signature Attack from that game: Tyrfing.
  • Our Centaurs Are Different: Zurvan appears to be an almost reptilian centaur with functioning hands as his forelegs. His followers are also a race of centaurs.
  • Playing with Fire Zurvan's rage allows him to sear everything.
  • Power Glows: After using Ahura Mazda, Zurvan's entire body glows bright red.
  • Red Baron: The Demon.
  • Rhymes on a Dime: Occasionally Zurvan will give a short rhyme, though it isn't as consistant as other trope examples.
  • Signature Attack: Ahura Mazda. Zurvan soars beyond the boundaries of the battlefield. He uses the power of ice to freeze the battleground, and everyone upon it, into a sheet of ice in the shape of a snowflake. After a few moments, Zurvan returns, and shatters the ice with a swipe of his halberd.
    • Tyrfing also returns from Zurvan's prior appearances.
  • Suddenly Voiced: After using Purge, Zurvan will suddenly have voice acting as opposed to just text speech like his first phase.
  • Top God: In his worshipers' eyes, Zurvan stands above all other gods.
  • Winged Humanoid: Once free, Zuran sprouts a total of four wings to keep himself aloft.
  • Zoroastrianism The origin of his name.


The Lord of Revel
"How our hearts sing in the chaos! Wild and pure and forever free!"

Unlike other Beastmen, the Kojin don't worship a single god, but the thousands of thousands of gods known as the Kami, who inhabit all things great and small. Some Kami however, favor more exquisite and priceless treasures as their vesseles, which the Kojin of Red and Blue keep in their vault for safekeeping. When the three greatest of the Kojin's treasures are united, a sword, a mirror, and a jewel, the Kami rejoice and take physical form as Susano to enjoy the revelry.

  • Battle in the Rain: A rainstorm breaks out when Susano takes physical form, so naturally the entire battle is fought in the rain. The storm intensifies once Susano enters his third and final phase.
  • Battle Theme Music: "Revalation", a three part instrumental. The first part is lievly and festive, reflecting how Susano sees the fight as celebration. The second part is slow and ominous, the dread of his ultimate attack. The third phase is combines the two, making a fast paced tune stressing that Susano must be stopped.
  • BFS: His sword, Ame-no-Murakumo. At first it starts off relatively small in proportion to its wielder, but when Susano enlarges himself, the sword grows to the size of an office building. After Susano shrinks down to his normal size, Ame-no-Murakumo becomes a One-Handed Zweihänder.
  • Big Fun: As large as he is, Susano's a very fun loving individual(s) befitting his title as the Lord of Revel. His whole battle is in his mind a game to rejoice and his tone is always jovial and full of laughter.
  • Blade Lock: An interesting case where it's essentially a Blade Lock of eight people against one, giant sword. During the second phase of his battle Susano will try to bring down a giant blade upon the platform onto the party. To avoid being wiped out, one of the tanks must perform a quick time event to hold the sword back while everyone else wails on it.
  • Combat Compliment: If the party survives Susano's ultimate attack, Susano will salute your resiliancy.
  • Didn't See That Coming: Susano's summoning was completely by accident. The original plan was to distract the Red Kojin by stirring up trouble in their treasure vault, and the treasure the Scions brought with them was something of a good luck charm entrusted by the Blue Kojin. Scions, Red Kojin and Blue Kojin alike are flabbergasted when simply bringing the three sacred treasures into the same room (one of which was the Scions' charm) was enough to summon Susano on the spot.
    Alisaie: "That...that was not part of the plan! A Kojin primal was most definitely not part of the plan!"
  • Elemental Rock–Paper–Scissors: Susano alternates Water- and Lightning-based attacks. Getting hit by a Water attack reduces your Lightning resistance for the follow-up.
  • Elemental Shape Shifter: Susano can turn himself into water. Using the surrounding water of the Vault, he briefly becomes a giant version of himself composed of water to swing his now giant sword before changing back.
  • Graceful Loser: He isn't mad at all when you defeat him. He even thanks you for the battle since he found the whole thing to be a blast.
  • Limit Break / Signature Attack: Ame-no-Murakumo. Susano, having created a giant copy of himself from water, brings his colossal sword down on the battlefield with enough force to leave a permanent crack in the floor. Towering waves erupt from the point of impact, and the entire screen turns white as dozens of lightning bolts strike the surrounding pool.
  • Making a Splash: "The seas part for we alone!"
  • Many Spirits Inside of One: Susano is comprised of at least three Kami joined together into a single form. Susano always refers to himself as "we".
  • Named Weapon: Susano's unique sword Ame-no-Murakumo, one of the Kojin's most sacred treasures.
  • Nice Job Breaking It, Hero!: Susano comes into being because the Warrior of Light brings the last of the three most sacred treasures into the Kojin vault, making Susano's Kami whole again.
  • One-Hit Kill: Anyone standing directly under his sword when he finishes casting Ame No Murakumo will die once the blade descends. If the Murakumo isn't successfully deflected twice beforehand, it destroys the whole arena for a Total Party Kill.
  • Punch-Clock Villain: Similar to Ramuh, Susano bears no ill will to the Scions, and even finds their diversion funny. He only fights for the Kojin's side because he recognizes them as his loyal followers. He doesn't even Brand anyone!
  • Shell Game: One of his attacks will trap a random player within a stone shell, summon two more shells, and then shuffle them around. The party needs to destroy the correct shell before it implodes, killing the trapped player.
  • Shinto: His existence results from the Kojin's Shintoist beliefs that the Kami exist in objects and beings. Much like Sephirot, his existence was less from an actual summoning and more because of the Kojin actively prayed to their religious artifacts until their faith and the treasures' aether concentration gave the primal life.
  • Shock and Awe: He can summon storm clouds that will shoot lightning bolts in the party's direction, and his Ukehi spell rains unavoidable lightning down on the entire battlefield.


The Lady of Bliss
"Ressst your weary sssouls in my bosom. Partake of my life and my love... I shall free you from your hate!"

The primal of the Ananta who resembles a beautiful woman with a serpentine body concealed beneath her elegant blue dress. Rather than fight against the Empire, the Qalyana faction of the Ananta swore fielty and kept to their own. When the Alliance and Resistance pushed the attack, the Empire demanded a hostage of the Qalyana to ensure they weren't backstabbed. At the worst time, one Imperial cut down the hostage. In her despair for losing her daughter, the Qalyana broodmother called on her faith and brought Sri Lakshmi into existence.

Due to the tragedy with which Lakshmi was first summoned from, she's a primal that's as prone to branding mortals as Ifrit and Leviathan. Her thralls are called "The Dreamers", and subject themselves to a willing Lotus-Eater Machine to hide from the pain the world made them suffer except when enacting Lakshmi's will, which in 4.1 includes a plot that results in her being summoned in the middle of a peace conference with the Resistance's leaders there in an attempt to bring everyone into her fold.

  • Adaptational Badass: All of her prior incarnations were strictly support or healing based summons. In Stormblood she's a boss with offensive capabilities.
  • All or Nothing: A lot of her attacks work with this mindset. Either they will completely cripple, if not outright kill, their intended targets, or they will do nothing. The most extreme case is her limit break as it's instant death for anyone who didn't get a Vril to protect themselves from the attack while those who have Vril activated will be fully healed by the attack.
  • Anti-Villain: As mentioned under Evil Cannot Comprehend Good, she genuinely does not understand why people would accept living with pain in their lives and wants to temper mortals to ease their suffering. Unfortunately, tempering people against their will isn't exactly something most can live with, and her attitude towards those who disagree pushes her into villainy.
  • Battle Aura: After surviving Alluring Embrace, Lakshmi will burst with a dark blue aura called Chanchala.
  • Evil Cannot Comprehend Good: Lakshmi can't understand why people would choose freedom of will and all the ugliness of reality over surrendering to her blissful dream. She seems genuinely hurt by it at times, but usually declares that those who won't embrace her gift will simply die.
  • Flower Motifs: She’s heavily associated with lotus blossoms, from the design on the floor of her arena, to the lotus ornaments floating on either side of her, to the aesthetic of some of her attacks and even the markers which hover over her targets’ heads during those attacks.
  • For Want of a Nail: As it turns out, interpretations of Lakshmi differ among different tribes of Ananta. The warrior tribe Vira see Lakshmi as a symbol of freedom whereas the jeweler tribe Qalyana see her as a symbol of transient beauty. Had the Qalyana shared their sisters' views of Sri Lakshmi, conflict with the primal might have been avoided.
  • Healing Shiv: Alluring Embrace will heal players protected by Vril.
  • Hinduism: The origin of her name. Much of her appearance and trappings fit the general aesthetic of a Hindu goddess, and several of her attacks reference Hindu concepts and practices, such as her Stotram spell.
  • Holy Halo: She has a large gold ornament resembling a mix of a halo and a sunburst floating behind her, and it glows with a nimbus of light during some of her attacks.
  • Holy Hand Grenade: Many of her attacks are light-based and reference concepts like grace, beauty, and hymns and mantras.
  • Impossibly Cool Clothes/Pimped-Out Dress: In keeping with her Hindu motif, Lakshmi wears a blue sari with a lot of very elaborate gold trimming, and enough yards of fabric to conceal her serpentine lower body. And that’s not getting into all the jewelry and gold that she also wears.
  • Light Is Not Good: Lakshmi is dressed in blues and golds with many powers revolving around light. Despite her mythology as a giving person, the Lady of Bliss demands servitude of those she would enthrall in her dream just as most other primals would.
  • Literal Genie: When an Ananta loses her child to the empire, she begs for her child to be brought back to life. Lakshmi gave her exactly what she wished for, and nothing more, which means the child came back without their soul. Lakshmi explains that the child's soul was long gone already.
  • Lotus-Eater Machine: Apparently the primary form of the "bliss" Lakshmi offers to others, a form of tempering in which her victims are given a beautiful dream to drown out reality.
  • One-Hit Kill: Lakshmi doesn't mess around. Most of her attacks are an all-or-nothing "you are unfazed/you die" dichotomy.
  • Overly Long Fighting Animation: Her Alluring Embrace Signature Attack takes almost twenty seconds to complete from start to finish, and is so cinematic that it actually changes the game’s aspect ratio to widescreen for the duration.
  • Power Floats: She constantly levitates above the ground.
  • Puzzle Boss: Her whole fight revolves around having collected "Vril" to fend off her Limit Break and various Chanchala-boosted attacks, one Vril per attack. Not activating a Vril at the right time or failing to collect one leaves you at the mercy of some very awful debuffs, assuming you don't just die instantly.
  • Signature Attack: Alluring Embrace. Lakshmi, having created a towering projection of herself, exhales a cloud of mist that compels the entire party to dance mindlessly. Then she slowly embraces the party, gathering their energy within her arms, forming a ball of light that explodes like a supernova as she brings it to her chest.
  • Sssnake Talk: Like her Ananta worshippersss, Lakshmi ssstretchesss out the letter Sss while talking.
    ”Ressst your weary sssouls within my bosom.”
    “Sssurrender to blisss…”
    • Oddly enough, while the Ananta still have a verbal tic in Japanese, Lakshmi does not and speaks much like Sophia does.
  • Turns Red: Well, blue. Her Chanchala Battle Aura increases the damage and detrimental status effects of her spellcasts.
  • Villain Song: "Beauty's Wicked Wiles", sung by the Ananta enthralled by Sri Lakshmi's dream who entice the adventurers to give in to the bliss of the dream.


The Draconic God of Vengeance
"An ending to mark a new beginning..."

A primal whose summoning ritual was shown towards the end of Heavensward. The primal was spawned when Illberd secretly had his own followers slaughtered during the assault of Baelsar's Wall, causing them to desperately pray to Rhalgr for salvation, then committed suicide after channeling the aether in Nidhogg's eyes to complete the ritual.

Though hinted at being a Primal version of Rhalgr, when it broke free it was revealed to be a new Dreadwyrm even more destructive than Bahamut. Dubbed Shinryu by the Domans after a figure from their mythology, the new Dreadwyrm engaged Omega over Baelsar's Wall, causing massive destruction in their clash before they mutually shot each other down somewhere in Ala Mhigo.

  • Appropriated Appellation: Its name came from the Domans whispering the name of a dragon from their own mythology who supposedly greatly resembles the primal. The Alliance and the Garleans both decided the name was fitting and stuck with it.
  • All Your Powers Combined: Has access to the powers and abilities of almost every other Primal encountered before him. Including Ifrit, Titan, Garuda, Leviathan, Ramuh, Shiva, Bahamut, and the Knights of the Round.
  • Attack Its Weak Point: Shinryu’s tail becomes vulnerable for a few seconds whenever he does his Tail Slap attack, and successfully “killing” it will deal a massive amount of damage to the Primal.
  • Battle Theme Music: Scale and Steel which plays for his fight against Omega and later reused for the first phase of his fight against the Warrior of Light. The Worm's Tail for the second phase of the fight.
  • Beam-O-War: With Omega. It ends with both of them being knocked out.
  • Broke Your Arm Punching Out Cthulhu: Ironically not the Cthulhu in question: that honor goes to Omega, who manages to ensnare Shinryu before they blasted off to Ala Mhigo, essentially leaving it giftwrapped for Zenos to capture and subsequently control. Granted he did effectively serve this role towards Omega in return by having the machine deactivated until the end of Stormblood's story.
  • Boss Arena Urgency: In his final phase, Shinryu will smash the floor with his tail at regular intervals. The middle segment is invincible, but the outer segments of the floor can only take two hits from his tail before shattering, leaving the party with less room to evade Shinryu’s attacks as the fight goes on.
    • The Extreme mode fight ups the difficulty by not only making the center tile destructible, but by making the entire platform collapse should it be destroyed.
  • Cognizant Limbs: Shinryu’s wings can fire off their own attacks and spells independently of the main body. They can't be targeted, so there's no way to stop them.
  • Conflict Killer: Following Ilberd's False Flag Operation on Baelsar's Wall that summoned the primal, the threat of an all-out assault from the wall on the Eorzean Alliance after the Garleans recovered wasn't so much a question of "if" rather than "when," which loomed over the Alliance like a raincloud because the Wall stationed an absolutely massive Garlean force. This quickly turns on its head when Shinryu breaks free, after which its ensuing battle with Omega ravages the Wall so badly that by the time it's over, the Alliance can simply march in and clean up what's left.
  • Colossus Climb: The final phase of Shinryu's Extreme fight involves first using his tail as a bridge and later requires the party to climb up to the beast's back to avoid being killed.
  • Desperation Attack: Not from the primal itself, but the very threat of it on the Gridanian border makes the Alliance desperate enough to resort to activating Omega to combat it.
  • Evil Knock Off: Of Midgardsormr. While initially believed to be a unique creation, and named after a figure from Doman mythology, after watching the Warrior of Light fight Omega's reconstruction of Midgardsormr in his prime, Cid notes that Shinryu and this version of Midgardsormr were eerily similar. Omega itself seems to share this sentiment, as it explains that Alphascape!Midgardsormr is "not the faded specter that you know, or a mortal-conjured simulacrum," and the connection is further made with Alphascape!Midgardsormr's use of Protostar, Shinryu's signature attack. It's possible that, seeking to inflict an even larger Calamity than what had been wrought by Bahamut, Ilberd's final thoughts strayed to the only dragon greater than the Dreadwyrm.
  • Final Boss: Of Stormblood's main story.
  • Final Boss, New Dimension: Shinryu transitions to its second phase by breaking the arena the party is standing on, dragging them impossibly high to an ethereal dimension with mountains made of what looks like crystals.
  • Human Sacrifice: As Papalymo observes, the many deaths during the battle at Baelsar's Wall was the last step in triggering the primal's summoning ritual. Illberd set up the summoning this way so that it could retain its form without the need for active worship.
  • Ironic Echo: When Zenos takes over Shinryu with the Resonance, he repeats Illberd's "An ending to mark a new beginning..." line which was originally referring to Illberd's hopes that the dragon would either get the alliance active or that it would kill the Garleans (including Zenos) by itself.
  • Irony: Illberd summoned him to fight against the empire with all of his hate. Zenos, who is a high ranking commander with the empire, captured the primal, fuses with him, and takes control from within to fight for the empire when he goes to fight the Warrior of Light.
  • Level in Reverse: Shinryu Extreme begins where the normal mode fight ended and ends where the normal mode began.
  • Limit Break: In addition to the obligatory DPS check to avoid a One-Hit Kill attack that all Primals share, Shinryu also has a unique mechanic, meaning that throughout the fight Shinryu's attacks will build up Corrupted Aether. When the gauge is full Shinryu will unleash one of several powerful attacks that each require a different strategy to mitigate, including the infamous Tidal Wave.
  • Made of Evil: Because of the unique summoning methods employed in its creation, Shinryu has no real consciousness to speak of and exists as a creature of pure rage and violence.
  • Making a Splash: Creates a tidal wave to flood Baelsar's Wall while fighting Omega. Also opens its boss battle with the attack.
  • Mythology Gag: His first attack used against Omega is Tidal Wave, much like all of his boss appearances in the franchise where he opens he opens the fight by casting Tidal Wave. He does the same when the Warrior of Light confronts him in Stormblood.
    • Yoshida has gone on record stating that Shinryu coming out of nowhere in both Heavensward and Stormblood was because Shinryu pops out of a chest with no warning in Final Fantasy V and that always took him by surprise and caused him to get a game over.
  • Pint-Sized Powerhouse: While not exactly small, Shinryu is significantly smaller than the moon-sized Bahamut, and his raw destructive power completely and totally eclipses his predecessor's.
  • Reincarnation: Of Nidhogg, arguably. Shinryu was summoned with the dying prayers of Ilberd's men and the immense amounts of aether still contained within Nidhogg's eyes. This resulted in a draconic primal and nightmarish engine of hatred, destruction, and revenge just like Nidhogg himself. At the very least Estinien sees him as one final phantom of Nidhogg and hunts down its landing site after the battle with Omega while the Warrior of Light and the Scions of the Seventh Dawn are in Doma.
  • Ring Out: In addition to the Boss Arena Urgency above, Shinryu uses a few direct methods to ring out the opponent throughout the fight. Of note is its infamous Tidal Wave attack, which if a party member isn't standing on the edge of the arena where it starts up they will fall off the arena. In addition during the second phase of the fight it will occasionally fly across the arena, knocking whoever it hits far back.
  • Sealed Evil in a Can: Before the primal can take physical shape, Papalymo seals its essence with the same spell Louisoix attempted to use on Bahamut. It eventually breaks free from Papalymo's spell, only to get caught in a stasis trap by Omega, where it remains until freed by Zenos.
  • Serial Escalation: Was capable of matching Omega in terms of power. To put this in perspective, Omega was able to defeat and capture Bahamut and all 3 of the Warring Triad eikons at full power. Shinryu was able to defeat Omega (albeit via a Double Knockout). Lore wise, it is the strongest entity the heroes had ever faced until that point, and the only reason the world avoided another Bahamut-level Calamity is because of Omega sealing it away long enough for the heroes to defeat it in their first encounter with it.
  • Shock and Awe: Can control storms and summon lightning bolts.
  • Signature Attack: Protostar, a wide range Breath Weapon of destructive green energy.
  • Villain Ball: Shinryu's first act upon being freed from Omega's cage is to try enthralling the Warrior of Light and Zenos. The Warrior of Light has the Echo, and Zenos has an artificial version of the Echo, so both of them are immune. It would've been better off just blasting them on sight. Of course, it likely has no idea who they are so debatably Justified.


The Lady of the Moon
"I shall plunge all I despise into darkness! And within that black abyss, even your light shall flicker and fail."

A primal that appears in the middle of 4.3's story, Tsukuyomi comes into play when Yotsuyu uses the Kojin's mirror given to her by Asahi, alongside the supply of crystals he had snuck into Castrum Fluminis. With the return of Yotsuyu's memories, she declares her intention to bring Doma under her heel once more, and transforms into the primal.

  • Battle Theme Music: Her battle theme is "Wayward Daughter", a sorrowful hard rock song with Japanese lyrics highlighting how Yotsuyu has hit her absolute nadir, in addition to English lyrics, inspired by Asahi's machinations, coaxing her to despair.
  • Big Damn Heroes: She does this to herself in an interesting way during phase 2. When the specter of Zenos prepares to strike her down to further feed her malice, she subconsciously summons a specter of Gosetsu to leap in and protect her from the blow.
  • Combat Hand Fan: She carries a fan with her and striking you with it is her basic attack. She can also send out more fans to attack in a large circles with her Dancing Fan attack.
  • Does Not Like Shoes: Unlike Yotsuyu, who wore large sandals that made her taller, Tsukuyomi is barefoot.
  • Duality Motif: Half of her body is colored black while the other is white representing the moon phases.
  • Dual Wielding: In her final phase, Tsukuyomi draws a black sword and a white sword to savagely attack with.
  • Little Bit Beastly: She has rabbit-like ears to call to the image of the Moon Rabbit.
  • Lunacy: She is the god of the moon after all, so she incorporates lunar themes into her attacks. During her fight, she creates two zones that inflict either Moonlit or Moonshadowed. Players must be careful not to stand in one zone for too long, or else they'll be afflicted with incurable Doom if they accumulate 5 stacks of the debuff. It's even worse in Extreme version, since the zones will be fashioned after multiple moon phases including a new moon, which means all players will suffer unavoidable Moonshadow debuffs which is potentially lethal to those who weren't in Moonlit debuff beforehand.
  • Fashionable Asymmetry: While her right side has the look of a traditional kimono, her left resembles the spider lily.
  • Flower Motif: She has a spider lily motif, an autumn flower symbolically linked to death, lost memories and abandonment. The magical explosion of her Nightbloom attack even resemble the petals of a spider lily.
  • Multi-Melee Master: She pulls out many different weapons depending on the phase of the fight, starting with a fan and pipe, a spear, a gun and dual swords.
  • The Night That Never Ends: Her goal is to plunge Doma in an eternal night so that they can suffer in darkness without cease.
  • Occult Blue Eyes: Yotsuyu’s normally golden eyes turn blue when she becomes Tsukuyomi, and they visibly glow during her transformation as shown in the picture above.
  • Power Dyes Your Hair: Tsukuyomi has hair that is black on one half of her head and white on the other. After she is defeated and reverts to Yotsuyu, her hair becomes completely white until the last of Tsukuyomi's power leaves her and her hair reverts to black.
  • The Power of Hate: During her second phase, she summons specters of the people that showed contempt towards her (her foster parents, the people of Doma, Garlean soldiers, Asahi, and Zenos), and urges them to attack her to increase her suffering. They must all be cut down before her suffering can reach the maximum, or her Signature Attack will kill everyone in the party instantly.
  • Power Incontinence: She briefly reverts back to Yotsuyu after trying to use her Signature Move without ample preparation. The basis of her second phase is summoning specters to recharge herself via The Power of Hate.
  • Pre-Asskicking One-Liner: She gets two. One when you initially pull her...
    "Oh... It's going to be a long night."
    • And one after you survive her Nightbloom attack and it transitions to the final phase.
    "In darkness blooms the spider lily..."
    • Before casting Supreme Selonomancy.
    "Suffused with night, I shall prevail!"
  • Primal Stance: In her last phase, instead of floating upright in her refined manner, Tsukuyomi hunches over while brandishing two swords to hack away at her enemies viciously.
  • Signature Attack: Nightbloom. Gathering all of the suffering she has accumulated, Tsukuyomi unleashes it in a massive explosion of darkness.
  • Super Smoke: Tsukuyomi has an attack where she creates two clouds of pipe smoke which if allowed to make contact with one another will deal a large burst of damage.
  • Transformation Trinket: One of the keys to her summoning is a hand mirror revealed to be a Kojin artifact which acts as a focus for the summoning as the Three Sacred Treasures did for Susano.
  • Tulpa: A more pragmatic version unlike the rest of the examples in the game; rather than Tsukuyomi be a worshiped entity brought to life by crystals, Yotsuyu instead seems to have envisioned what she would be like as the Moon Goddess. The result is basically Yotsuyu undergoing Clothes Make the Superman and Power Dyes Your Hair, and her personality is completely unchanged.
  • Two-Faced: The left half of Tsukuyomi’s body is chalk white while her right half is jet black, in keeping with her lunar theme and her Duality Motif. The Extreme version of her trial has her eventually switch between full white and full black, which determines where her attacks will land.
  • Villain Song: "Wayward Daughter", hauntingly beautiful song sung in Japanese about Yotsuyu's pain and desire.
  • Yin-Yang Bomb: She uses both light and darkness in her attacks representing the full moon and new moon.

An extremely dangerous primal bound within the Forbidden Land of Eureka. Able to create anything out of aether, sapping the life of Hydaelyn to do so.
  • Almighty Idiot: Galuf's notes on Eureka talk about it as if it were an extremely powerful artifact rather than a living thing, and it can apparently only create things when commanded by its master. It is also unable to do anything without an avatar to act through, and it is unable to tell when someone is only pretending to be tempered, both of which are exploited by Ejika.
  • Greater-Scope Villain: It's implied to be the creator of Odin's Zantetsuken.
  • Sinister Geometry: Eureka itself is nothing more than a rather large, ornate cube. This means it can't move on its own and is forced to act through avatars it creates.
  • Story-Breaker Power: It can create literally anything from aether. Galuf theorizes that if given the command, Eureka could potentially create an entirely new Mothercrystal, which would use up so much of Hydaelyn's aether as to cause a Calamity.
    • It also managed to pull the entire Isle of Val out of the Lifestream on its own, though this used up almost all of its power.


    Beastmen in General 
  • Call a Rabbit a "Smeerp": Most of the Beastmen have their own term for the collective spoken races not counted as Beastmen.
    • Kobolds use the phrase "Overdweller" since Kobolds are mostly subterranean.
    • Sahagin use the phrase "Shorewalker" since we live on land.
    • Sylphs have several nicknames for others, but "Walking ones" is the most common.
    • Goblins use the phrase "Uplander" for the spoken.
    • Vanu Vanu use the phrase "Netherlings" since they live within the high altitudes of the Sea of Clouds.
    • Gnath use the phrase "Fleshings" since they're a race of insects and the spoken races are made up of flesh.
    • The legless Ananta call us "Striders".
    • The Kojin call the others "Shell-less" since clearly we lack their shells.
  • Fantasy Axis of Evil: Most of the antagonistic races form this, even if there are far more than five.
    • The Savage: Amalj'aa as a Proud Warrior Race Guy type, Sahagin as a more aquatic version, Ixal as a feathered type. Mamool Ja, a race of mercenaries that doesn't populate Eorzea as much, also fits. The Vanu Vanu, added in Heavensward, also fit the Proud Warrior Race Guy aesthetic.
    • Eldritch: The Voidsent, occupying another realm most of the time but often bleeding into Eorzea.
    • Humanoid: Goblins, by far the most populated Beast Tribe and located all throughout Eorzea. Many of them have peaceful relations with the six races. Outside of Beast Tribes, the Garleans also count, being physiologically different from Hyur. The Kojin from Stormblood are this as well. The Blue Kojin are a mercantile faction that can freely walk in Kugane city, while the Red Kojin act as mercenaries and threw their lot in with the Garleans.
    • The Fallen: The Touched Sylphs fit this as The Fair Folk type, since regular Sylphs are friendly to Gridania. These Sylphs were tempered by their god Ramuh and now play foul tricks on people. The Tonberries also fit, despite technically not being a Beast Tribe since they were once normal Lalafell from the ancient city-state of Nym who suffered the effects of a plague sent by the nation of Mhach during the War of the Magi and are now filled with rancor towards the other races. Duskwight Elezen are also viewed this way by the other six races sometimes, despite being one of the playable races, possibly due to being Eorzea's version of dark elves.
    • Crafty: Kobolds and Qiqirn, both smaller than the other races. The former has unparalleled skill in alchemy and metallurgy and the latter are usually rogueish and tricky merchants. The Gnath added in Heavensward also fit, due to their Hive Mind and Zerg Rush tactics. Stormblood's Ananta are also this; their pursuit of beauty has given them unparalleled skill with gem-craft.
  • Fantastic Racism:
    • All of the beast tribes, friendly or not, are subject to this in varying degrees. Only Limsa Lominsa allows them into the city at all, though only goblins, qiqirn, and one Mamool Ja are seen. The Lone exception to this are Moogles, who are treated as neither spoken nor beastman. That is when they're visable; While the Warrior of Light is immune thanks to the echo, most moogles hide themselves with magic and can't be seen by your average person, and this goes double for any outside the Black Shroud. This causes many to believe them as nothing more then a myth. When they do appear, they're treated with respect.
    • It has been revealed that there is nothing that truly separates beastmen from the spoken races, with the racism in Eorzea having been fueled by various interests (often Lalafellin or Garlean in the modern era) seeking to benefit from conflict by making a false distinction between them. The "Five Races" term was even coined by said spoken races to make themselves out as superior to the other spoken races, beastmen and playable races Au Ra, Viera, etc. alike. This gets especially ironic given who one of the "beast races" of Norvrandt are.

    The Amalj'aa 
A beastman race inhabiting the Thanalan region, particularly their strongholds within Zan'rak and Zahar'ak. They are the worshipers of Ifrit.
  • Desert Bandits: Several of them act this way to Ul'dah.
  • Kill It with Water: The friendlier faction of Amalj'aa, the Brotherhood of Ash, reveal that water causes them extreme discomfort and they almost never need to hydrate themselves. That being said, on certain quests for the Brotherhood of Ash, the Ifrit worshipping Amalj'aa either react in disgust, promising to get revenge on you, or beg you to stop when you dump water on them after giving them a beatdown.
  • Lizard Folk: They're a vaguely reptilian species.
  • Playing with Fire: The spells and elemental attacks they use tend to be this.
  • Pūnct'uatìon Sh'akër: From their name to their strongholds.
  • Oh, Crap!: When they witness Ifrit failing to brainwash the Warrior of Light, they are so afraid that they start to slowly back away from them.
  • Reptiles Are Abhorrent: It even extends to their mounts, the cavalry drakes.
  • Slavery Is a Special Kind of Evil: The Amalj'aa are notorious for constantly kidnapping people to be tempered by Ifrit. These thralls are used as extra muscle in their armies or as servants. One Amalj'aa even refers to a Mi'qote as one of "the slave race".
  • Top-Heavy Guy: They are very bulky from the waist up and are very tall.
  • Weapon of Choice: Amalj'aa are commonly armed with spears, knuckle dusters, thaumaturge staffs or bows.

    The Kobolds 
A race of mole-like people residing in La Noscea, particularly on the northern side of the region within O'Ghomoro, their mountain and volcanic Underground City. They are the worshipers of Titan.
  • Dishing Out Dirt: Their main attack spells tend to be this element.
  • Having a Blast: They love using explosives for their mining and as an attack.
  • Mole Men: As expected.
  • Mole Miner: Unsurprisingly, they're excellent miners, alchemists, metalworkers.
  • Verbal Tic: All Kobolds will rephrase then repeat their words—statements, chatter, words.
  • Weapon of Choice: Kobolds tend to carry axes, daggers, or conjurer's wands.

Ga Bu

A young koboldling who flees the mountain when the Kobold Patriarch decides to summon Titan once again - but this time by strengthening him with kobold sacrifices, including Ga Bu's parents. He rushes to Camp Overlook to ask the Maelstrom for help, but is too afraid to approach them.
  • Break the Cutie: He's a cute little kobold who just wants to be happy with his family. And then he finds that they have been sacrificed to Titan...
  • Heroic RRoD: After finding the corpses of his parents, slain by another kobold's hands, Ga Bu's rage and pain summons Titan and leaves him feeling blank and emotionless, making the Maelstrom officer believe he is tempered. Later, he thanks Alisaie for her support, showing that there is hope for him yet.
  • Put on a Bus: He is taken into protective custody of the Maelstrom after the events of 3.4 where he's being looked after.
    • The Bus Came Back: In 4.4, Alisaie brings the Warrior of Light to see him at the Maelstrom's headquarters. Unfortunately, he still isn't very talkative.

    The Ixal 
A beastman tribe made up of flightless birds that inhabit the Twelveswood. They have a beastman stronghold in Natalan, part of Coerthas, but most of their numbers are strongly implied to come from the region of Xelphatol, in the Abalathian Spine. They are the worshipers of Garuda.
  • Artificial Human: Heavily implied that they were created centuries ago by the Allagan Empire For Science! as a biological chimeric weapon. The "floating continent" they believe they fell from in their mythology is likely Azys Lla. In the Fractal Continuum, a twisted museum of Allagan experiments, you can encounter creatures that heavily resemble the Ixal - possibly an earlier prototype.
    • The Chimera section of the Encyclopedia Eorzea lore book outright confirms that said experiments are the evolutionary ancestor of the Ixal. It also notes that none of the Ixal tribes are aware of this detail of their origin. The hard mode version of the Fractal Continuum has an Ixal from Ehcatl Nine tribe explore the dungeon and make several discoveries; the whole facility is familiar to him, none of the creatures attack him (to which he wonders if they mistake him for one of their kind), and he finds what appears to be a super muscular Ixal in a test tube. Sezoul, after being told the whole story about their origins, doesn't seem to be too bothered by the revelation. In fact, seeing as Azys Lla isn't the paradise they were searching for Sezoul suggest they just find another one.
  • Blow You Away: Like their deity Garuda, they primarily use wind magic.
  • Bird People: Bipedal, though without wings and unable to fly.
  • Feather Fingers: They have these because of their lack of wings.
  • Right-Hand Attack Dog: The Ixal raise wolves or dogs as sentries or hunting companions.
  • Shield Bash: The Ixal that uses shields will use them to smack you in the face to inflict Stun.
  • Strange-Syntax Speaker: Talk like Yoda, they do!
  • Weapon of Choice: Ixal often carry spears, axes, conjuror's wands, or sword and shield combos.

    The Goblins 
The most widespread of the beast races, found in every corner of Eorzea. A sect of the antagonistic goblins make up the Illuminati, a group that goes to any lengths necessary to attain lost technology and a special cheese recipe.

For more information on the Illuminati, see Final Fantasy XIV Antagonists.

  • Buffy Speak: Their language seems to be full of this. Examples include calling money "jinglyshine", mouths "tongueflaps" and the Vath "Walkiebugs". A goblin in the Stormblood Miner quests averts this by speaking perfect English and says he spent a long time learning how to do so in order to conduct better business. That being said, he sometimes slips back to the Buffy speak when under duress and then correcting himself after.
  • Expy: Their appearances are taken right from Final Fantasy XI.
  • Gas Mask Mooks: Not a single goblin has been seen without their gas masks.
  • Meaningful Name: The group that serves as antagonists are called "The Illuminati", which comes from an organization in Bavaria that became one of the most popular subjects of Conspiracy Theories, painting them as a shadowy cabal that seeks to Take Over the World, as well as hiding information they don't want to reach the public. Likewise, the Goblin Illuminati has plans of a similar bent and a desire not to let anything in the Enigma Codex, not even a cheese recipe, escape their clutches. Outside the conspiracy angle, the term also means "Enlightened", which can refer to them being on par with Sharlayan with their knowledge and the hoarding thereof, or their plans to create a Utopia for themselves using Alexander.
    • Goblins in general have names based on attributes they are known for.
  • The Engineer: Their race as a whole is this, being capable of producing all kinds of technology.
  • Theme Naming: The goblins always put "Gob" somewhere in the names of their machinery.
  • Steam Punk: They all generally have this theme going.
  • Trademark Favorite Food: Thanks to the Vath, Nanka Eggs.
  • Weapon of Choice: Many goblins prefer to fight with swords, guns, and bombs.

Brayflox Alltalks

Race: Goblin
Discipline: Gladiator
Foremost member of the Goblin beast tribe and a former member of the Company of Heroes who defeated Titan. She is always on the run from the goblin Illuminati but willing to offer a helping hand to the player whenever they cross paths.
  • Ambiguous Gender: At first, due to occasional translation errors. Though she looks like every other goblin, it's confirmed she's a girl.
  • Annoying Video Game Helper: In the second boss fight of Brayflox's Longstop, she tries to help you fight a drake by handing you a bomb... which can explode and harm the player. The common strategy is to run from her, but it is possible to position yourself so that you harm the drake without taking any damage yourself. Later patches fixed this so that her bombs no longer harm the players.
  • Did You Just Punch Out Cthulhu?: Yes, she did help the Company of Heroes defeat Titan and Leviathan.
  • Heroes Prefer Swords: She's a gladiator.
  • Token Non-Human: Of the Company of Heroes, before they disbanded. This makes her the only beastman to participate in the defeat of a Primal (prior to Alexander).

Slowfix Cointoss

Race: Goblin
Discipline: N/A
The founder of Idyllshire and the father of Roundrox. He wishes to turn Idyllshire into a free nation where all of its citizens are free to do as they choose.
  • Because You Were Nice to Me: He offers Hildebrand Manderville free permanent residence in Idyllshire because Hildebrand aided him against bandits years ago.
  • The Gambling Addict: According to the Encyclopedia Eorzea, when his attention isn't needed for maintaining Idyllshire, he enjoys partaking in a wide variety of games of chance with goblins and uplanders.
  • Meaningful Name: His first name references how his attitude towards regulations makes him slow to fix some of Idyllshire's problems, while his last name references his gambling addiction.
  • Sliding Scale of Libertarianism and Authoritarianism: His and Dripwix's conflicting mindsets in leading Idyllshire. Slowfix believes in letting everyone be free in a rule free environment. Dripwix believes in strict and precise regulations to maintain order. In the end, both of them end up causing problems and confusion for Idyllshire's citizens as they both lean too far towards their respective extreme.
  • Wide-Eyed Idealist: As mentioned above, he wishes to create a perfectly free nation for all races. Unfortunately he initially doesn't believe in imposing rules and regulations, which leads to confusion among many of its citizens.


Race: Goblin
Discipline: N/A
A goblin scholar who assists Cid with the Alexander crisis. Keeps a detailed record of the events of their journey.
  • Apocalyptic Log: Quickthinx's book which gives him knowledge of future events is none other than a time displaced version the same journal Backrix was using to write down detailed logs of the heroes actions during the Alexander storyline.
  • Token Non-Human: After Roundrox is kidnapped, he joins in the invasion of Alexander's body, making him the only beastman on the invasion team until Roundrox is freed.

Roundrox Mazenot

Race: Goblin
Discipline: N/A
The daughter of Slowfix. She hoards various trinkets in the camp just outside Idyllshire. Her dream is to create an entire city of trinkets for all races to enjoy, beastman or Uplander.
  • Token Non-Human: The first goblin to actively take part in the invasion of Alexander's body.
  • Wide-Eyed Idealist: When you first meet her. This trait is the main reason she is able to read the Enigma Codex. After the events of the Alexander raid, she sees the dangers of clinging blindly to idealism and starts to grow out of this, causing her to lose her ability to read the Codex.


Race: Goblin
Discipline: N/A
A goblin who rents out tools in Idyllshire. She's also responsible for maintaining trade relations between Idyllshire and the Vath.
  • Do Well, but Not Perfect: A goblin that she sends out on gathering duties is utterly terrified of the dangerous tasks she is given compared to her usual work within the city. Said goblin recruits the Warrior of Light to help her finish quickly. Unfortunately, the Warrior of Light does so good of a job that Drydox becomes convinced that the poor goblin is a natural for gathering missions and shifts her to the duties full time.
  • Trademark Favorite Food: She became hooked on Nanka Eggs ever since the Vath Deftarm shared some with her

    The Mamool Ja 
A race of beastmen who are new arrivals to Eorzea from the New World, mostly inhabiting the La Noscea region in small numbers almost exclusively as mercenaries. Their primal, if they have one, is unknown.
  • Everything's Better with Dinosaurs: They use dinosaur-like creatures as mounts, as shown in the Wanderer's Palace hard mode dungeon.
  • Expy: Their appearance and tendencies are taken right from Final Fantasy XI as a Mythology Gag. Adding to this, the region they originate from is also where Blue Magic comes from, much like the Mamool Ja from XI.
  • Multiple Head Case: Their most powerful leaders tend to have two heads, one specializing in martial skill, the other specializing in magic.
  • Weapon of Choice: Spears, staves, swords and shields.

    The Qiqirn 
A diminutive race of rat-like beastmen who are almost as widespread as the goblins, though they aren't native to Eorzea.
  • Expy: Like the Mamool Ja and goblins, their appearance and tendencies are taken exactly from Final Fantasy XI. Stormblood introduces Flesheater Qiqirn, who share the same base but have much different textures than anything they had in XI.
  • I'm a Humanitarian: Some of the Qiqirn you see around Thanalan, one FATE boss in particular, is mentioned to have a taste for human flesh. In Stormblood, it's revealed an entire, massive tribe of Qiqirn that have settled in the Peaks absolutely adore spoken flesh and will go out of their way to hunt people down.
  • In the Hood: All of them are seen wearing hoods. The Maneater Qiqirn have hoods so thick it masks their faces in shadow.
  • Proud Merchant Race Guy: All of them have a keen eye for money and "shinies."
  • Took a Level in Badass: The Qiqirn in Gyr Abania are a significantly larger threat than the ones met previously, as these ones are known to kidnap people and eat their flesh.
  • Trademark Favorite Food: Eggs among all qiqirn.
  • You Dirty Rat!: They are often associated with rats.

    The Moogles 
Cute, furry creatures capable of flight and unique magic that mainly inhabit the Twelveswood. They're a peaceful race on friendly terms with Gridania and the elementals, but when the Garleans invaded some of them summoned their King out of fear. They are rarely referred to as a beast tribe, and don't even have a stronghold of their own. Heavensward reveals that the ancestral home of the moogles, the floating continent in the Churning Mists, still has moogles living up there in a place called Moghome.
  • Badass Adorable: Many of them are capable of powerful magic and combat abilities.
  • Color-Coded for Your Convenience: The Moogles that live in the Twelveswood have white fur, black wings, and orange pom-poms, while the ones in the Churning Mists have cream-colored fur, red wings, and pink pom-poms.
    • Dalmascan Moogles have white fur, black wings, and pom-poms of various colors (So far, one with a white pom and one with a blue pom)
  • Dumbass Has a Point: Well not quite dumbass, but they aren't as insightful or clever as they think they are. That said, they do help Sidurgu from the Dark Knight questline realize his biggest flaw. It doesn't change his hatred of their prankster ways, and he beats some half to death who tried to play a prank on him without remorse. And it's played for comedy.
  • The Fair Folk: They are invisible to most normal people and mostly keep to themselves. However, they are very blithe creatures who will play pranks on the occasional person that wanders near their domain, especially the moogles at Moghome. They also tend to act like they are very wise and intelligent, but they somewhat overestimate themselves in that regard.
  • Invisible to Normals: They possess magic to hide themselves, which only certain people have the ability to see through.
  • The Medic: On the few occasions you fight alongside a moogle, particularly Kuplo Kopp, they tend to use healing magic.
  • Mythology Gag: The moogles as a whole, but Moglin, the Chief of Moghome, stands out for being a Shout-Out to Final Fantasy Type-0. Moglin was the name of the moogle that was part of Class Zero. The moogles even reference a legendary moogle Dragoon from Final Fantasy VI named Mog.
  • Ridiculously Cute Critter: In grand Final Fantasy tradition.
  • Theme Naming: The moogles of Gridania Forest all have names built around "Kupo". The moogles of Moghome all have names with "Mog" in them.
  • Trademark Favorite Food: Kupo nuts, to the point that it's their currency for item exchange.
  • Verbal Tic: They tend to end their sentences with "Kupo", kupo.

Kuplo Kopp

Race: Moogle
Discipline: N/A
The first moogle that players who start in Gridania meet. He generally represents the Moogles as a whole whenever they come up in the story [[spoiler: and even comes along to Moghome when it is discovered there are other Moogles up on the Floating Continent.
  • The Medic: As mentioned above, the few occasions he helps you in battle he uses conjury to heal you.


Race: Moogle
Discipline: N/A
The chief of the Moogles of Moghome.
  • Adipose Rex: Though neither he nor King Mog are described as fat, the other moogles imply that they think he is this.
  • Badass Boast: He says this when fought in Sohr Kai.
    "I'm not the chief because I'm biggest, kupo! It's because I'm the baddest!"
  • Large and in Charge: He's basically King Mog with a wreath on his head instead of an elaborate crown.
  • Secret Test of Character: Well, it sort of fails as far as the "secret" part goes, but he challenges the player with his Pomguard as the first boss of Sohr Kai.


Race: Moogle
Discipline: ???
A moogle who wishes to become a soldier in the Pomguard and recruits the Warrior of Light to aid him in his quest for glory and reputation.
  • Miles Gloriosus: Ultimately subverted. Though he might come across as this in his early quests, he acknowledges that he really wants to be able to perform heroic deeds without relying on the player. Several times when he is thanked for his deeds he openly admits that the Warrior of Light did most of the work.

    The Sahagin 
A race of fish-like beastmen native to La Noscea, with their stronghold as the Sapsa Spawning Grounds. Notably, most of their number lives underwater.
  • Fish People: Aquatic and bipedal, with much more mobility in the water.
  • Healing Hands: The ones who fight with conjury will use Cure to undo any damage you done to them and they may even use Stoneskin to mitigate damage.
  • Humans Are the Real Monsters: They mostly summon their god Leviathan out of self defense, because Limsa Lominsa is encroaching on their territory.
  • Making a Splash: Predictably, they use this type of magic.
  • Underwater City: They are said to have one.
  • Weapon of Choice: Sahagin will fight with conjuror's staffs or spears when not fighting bare handed.

    The Sylphs 
Sylphs who summoned Ramuh, the Lord of Levin, out of fear of the forest being invaded by the Garleans. Unfortunately, as part of the summoning process they were brainwashed like any primal follower; worse yet, they started treating everyone else as a threat to them and the forest. This has turned the once playful tricksters into cruel xenophobes willing to inflict serious harm if not death upon others, including the Gridanians and even their own untempered kind. They seek the Chosen One's pod to raise them as a conqueror of the forest. Those branded by Ramuh are referred to as "Touched" in the English translation. Their stronghold is called Larkscall, located within the Twelveswood.
  • Blatant Lies: After you corner one tempered sylph and take down the boar he summons to protect himself, he surrenders and says he's sorry for messing with you but Lord Ramuh is not here so there is most definitely no need for you and your friends to go any further at all.
  • Brainwashed and Crazy: Despite the fact that Ramuh prefers non-violence, the summoning process touched the sylphs who took part in the ritual and apparently brought out their darker sides, twisting their fear of the Garlean invasion into a hatred of all the spoken races.
  • Completely Missing the Point: Ramuh's sphere is reconciliation and the Touched still follow this. However, because the branding process twists their minds, their way of reconciling with their Untouched bretheren is to kidnap them so they can be touched, instead of just living in peace with them.
  • Color-Coded for Your Convenience: Touched Sylphs are purple.
  • Fair Folk: After being Touched, they definitely become this, playing much crueler tricks than their brethren in Little Solace do.
  • Knife Nut: While most of them prefer to fight with magic like Thunder, Paralyze, and Shock Spikes, some sylphs will also fight in melee range with knives and can use quick swipes with Fast Blade.
  • Master of Illusion: During the "Defenders of Eorzea" storyline, several touched sylphs use glamours to masquerade as your fellow Scions.
  • Shock and Awe: As per their allegiance to Ramuh, many of them utilize Thunder spells.
  • Strange-Syntax Speaker: Like their benign kin, they refer to people as "____ one" instead of using pronouns. This helps give away their attempts to disguise themselves as members of other races, as when they force themselves to say the words they end up stressing them unnaturally.

    The Tonberries 
While technically not a true beast tribe, these pale, diminutive creatures roam across the ruins in the outer regions of La Noscea. Many of them are driven to violence by a mysterious rancor, but those who break free of it are rather sociable.
  • Badass in Distress: Tonberries are generally one of the most feared races in the Final Fantasy series. In The Wanderer's Palace (Hard) the player must rescue them from imprisonment/extermination from a marauding band of Mamool Ja.
  • Extreme Mêlée Revenge: After the Warrior of Light defeats the Mamool Ja leader in The Wanderer's Palace (Hard), the Tonberries which were freed from their imprisonment earlier in the dungeon (who are Tonberries who have broken free from the rancor) rush the defeated beastman with their knives and deliver such a savage retaliation for the Mamool Ja's attempted extermination of the Tonberries that the sight of it causes the Warrior of Light to wince nervously.
    • Pummeling the Corpse: He doesn't explode into aether like dead dungeon bosses usually do until after the Tonberries start stabbing him. Even then, they continue to stab at something Behind the Black.
  • Fantastic Racism: Though they generally try to stay away from the spoken races due to the reputation the rancor has given them, they actually end up receiving this more from other Beast Tribes than the spoken races. The Mamol Ja try to exterminate them, believing them to be nothing more than monsters, while Limsa actually trusts the (rancor-free) tonberries enough to save them and have them train their marauders guild.
  • Was Once a Man: They were originally Lalafells from the ancient city of Nym. During the War of the Magi, they were placed under a curse which transformed them, extended their lifespans, and replaced most of their reason with rage and rancor.
  • Weapon of Choice: Knives. Though a few of the reformed ones wield axes. Presumably Scholar Codexes at some point.

    The Dragon Hordes 

The Dravanian Horde

Dragons that live in the region west of Coerthas. For longer than most can remember, they have been at war with Ishgard over a betrayal that one (Ishgard's King Thordan I to be precise) committed against the other during a time of peace between the two. Most of them originate from either Nidhogg's brood or Hraesvelgr's. For more information on both broods, see Final Fantasy XIV Ishgard And Dravania.

The Meracydian Horde

Dragons that live in the southern continent of Meracydia. Most of the Meracydians encountered in the story have been trapped in Eorzea or Dalamud for thousands of years, and it is unknown that dragons still live in the south. They all originate from Bahamut and Tiamat.


Discipline: N/A
One of Midgardsormer's first brood and Bahamut's lover. Both she and her brother Bahamut traveled to Meracydia and lived there together. After the fall of Allag, she spends the remainder of her life sealed in Azys Lla.
  • The Atoner: She has chosen to remain imprisoned on Azys Lla until the end of the world as atonement for reviving Bahamut.
  • Brother–Sister Incest: With Bahamut, of the "Adam and Eve" variety. Nearly all of the countless dragons living in Meracydia were born from their union, and the two genuinely loved one another.
  • Dark Is Not Evil: She's a dark scaled dragon with red eyes, but is not malevolent.
  • Deal with the Devil: In a moment of weakness she agreed to the Ascians plan to revive her brother. Only after his revival as a Primal did she see that he was nothing but a mockery of the brother she loved.
  • Guilt Complex: Completely blames herself for bringing back her brother in a bastardized form and has held onto her guilt for over five thousand years.
  • Leave Me Alone!: She'll sometimes converse with the Warrior of Light if they visit her, and helps guide Ohl Deeh in the Heavensward Allied Beast Quests so that he doesn't face a similar tragedy that she had, but she'll soon demand that they leave her alone so that she may resume her penance.
  • My God, What Have I Done?: She was the one who summoned the Primal version of Bahamut.
  • Not So Different: After learning of Nidhogg's death and the end of the Dragonsong War, she admits that had Ancient Allag not destroyed itself through their own hubris, she would likely have gone on a similar vengeance fueled rampage. With them gone, she finally reflected on her own sins rather than those committed by the Allagans leading to her seeking penance rather than vengence.
  • Religious and Mythological Theme Naming: Babylonian myth, the Odd Name Out as she did not influence Ishgard's history unlike her brothers. Her lover Bahamut shares a similar distinction.
  • Sealed Good in a Can: Was imprisoned on Azys Lla by the Allagan Empire.
  • Self-Restraint: It's hinted that she could free herself from her bindings with little effort, but refuses to do so out of penance.

    The Gnath 

The Gnath

An insectoid beast tribe living in Dravania, also at war with the dragons. Their stronghold is called Lost ath Gnath.
  • Bee People: Though they appear more like beetles than bees, Gnath operate like this as a whole.
  • Boom Stick: The primary weapon among Gnath infantry, a primitive rifle head on the end of the spear, aslo called a boom stick.
  • Color-Coded for Your Convenience: Gnath wear red scarves unlike the green-clad Vath.
  • Expy: Of the Urutan-Yensa from Final Fantasy XII, which are also a race of insectoids that obey their ruler with a Hive Mind. The two races even share the similar animations.
  • Hive Mind: They are all part of the Overmind, and any Gnath who manages to break free is cast out.
  • Proud Warrior Race Guy: The Gnath dedicate themselves entirely to expanding their territory and defending their home. The Onemind ensures only the warrior drones get the best food to keep them strong, and just look at their Primal.
  • Scarf Of Asskicking: The only clothing Gnath wear are long scarves.
  • Utopia Justifies the Means: While the motives of the Gnath aren't explored beyond "conquer everything and expand territory" in the main story, the final quest in the Vath beast tribe expands upon what the Overmind's motives are. The Overmind believes the only way to achieve peace with its people is to make everyone obey one supreme being (the Overmind itself) by doing everything it says, eating just one kind of food, act as one, and so on. The Overmind believes individuality breeds chaos and that inviting outsiders to one's colony only furthers said chaos.
  • Verbal Tic: <Click><Click> for individual Gnath.
  • Weapon of Choice: Their Boom Sticks.

The Gnath Overmind

The single consciousness among the Onemind. The Overmind binds all Gnath together, but choses to operate in a personal Gnath body as well.
  • The Evils of Free Will: The Overmind believes that individuality is what leads the other races to fight amongst and destroy themselves, where as only the Overmind can bring true unity and prosperity.
  • Fighting a Shadow: Even if you manage to kill the Overmind's current body, it will simply make one of the Onemind into its new host.
  • Hive Queen: The uniting consciousness of the Onemind.
  • Horned Humanoid: The body the Overmind uses has a large horn like a Rhinoceros Beetle.
  • Staff of Authority: The Overmind carries one at all times. It resembles the Black Mage weapon bought with Tomestones of Law.
  • Too Important to Walk: The Overmind's body is ferried everywhere by a personal insect mount.
  • Verbal Tic: <Clack><Clack>, a more gnashing sound compared to the standard <Click><Click>.

    The Vanu Vanu 
A beast tribe found on the floating continent, within the Sea of Clouds. Their stronghold is called Ok'Zundu.

    The Ananta 
A race of snake-like women native to Gyr Abania. Secluded to the point that most don't know they even exist, those who do know of the Ananta know of their disdain for the Garleans and the Resistance both. Most Ananta tribes value freedom, however, and several have allied themselves with the Resistance to fight against their Garlean oppressors, while others choose to just isolate themselves further.
  • Aggressive Negotiations: In 4.1, when Lyse invites the various leaders of Gyr Abania’s communities to the palace so they can discuss Ala Mhigo’s future, the Qalyana accept her invitation as part of a ploy to summon Lakshmi and brainwash everyone at the conference.
  • The Chess Master: The leader of the Dreaming (Tempered) Ananta manages to effortlessly manipulate events so that a large supply of crystals are smuggled into Ala Mihgo right under the Alliance's noses so she could summon Lakshmi and temper the entire city. Only Fordola's timely appearance prevents her plan from succeeding.
  • Meaningful Name: They are named after Ananta Shesha, a multi-headed serpent in Hinduism that circles the world.
  • One-Gender Race: The Ananta are an all-female race, and they reproduce through unspecified means. They seem to find the idea of men being necessary for the spoken races’ reproductive processes confusing; one Ananta NPC starts to ask the player how that would work, only to decide that she would rather not know.
  • Purple Is Powerful: The Ananta in league with the Resistance wear the Ala Mhigan colors.
  • Revenge: The Qalyana Tribe summoning Lakshmi during a conference in Ala Mhigo is heavily implied to be an act of vengeance for the Warrior of Light accidentally causing the death of the Qalyana Broodmother's daughter and then killing Lakshmi, thereby robbing them of the power they needed to resist the Empire.
  • Snake People: The Ananta are dark skinned women with the lower half of snakes.
  • Sssnake Talk: They usssually draw out the S in their wordsss like thisss.
  • Ultimate Blacksmith: Ananta are apparently masters of gold and jewelsmithing, using magick to weave the metals and stones into unique forms.

    The Kojin 
A race of beastmen that resemble turtles. The Kojin live in and around the Ruby Sea, situated between Hingashi and Othard, and are skilled traders who welcome dealings with other races. They are most comfortable in the water, having settlements under the sea. They believe that their gods, the Kami, reside in all things, and collect and hoard rare items that house powerful Kami.
  • Color-Coded for Your Convenience: The Kojin are divided into two factions; The Kojin of Blue are the ones the Warrior of Light interacts with... and are green. The Kojin of Red, who sell themselves as mercenaries and serve the Empire, are red.
  • Fantastic Racism: Only recently played straight. This was mostly averted until the Kojin of Red became allies with the Garleans. This act ended with distrust for all Kojin, which in turn harmed the Blue's merchant dealings with the spoken races.
  • Meaningful Name: In Japanese, the word for blue is "ao", but it can also mean green. Hence the friendly Kojin you meet being green but calling themselves Kojin of Blue.
  • Proud Merchant Race: They thrive on selling and trading goods with other people no matter who they are. The Kojin highly value treasures of all kinds since they hold a belief that their gods can reside in many objects. This heavily contrasts with the merchants of Ul'dah (and most merchants in general) where they thrive in trade and selling goods for the sake of profit while the Kojin trade and sell to further their own culture while interacting with other cultures.
  • Turtle Power: Being a race of turtle beings, this is a given.
  • Underwater City: Well, more of an Underwater Village, but the Kojin of Blue live in Tamamizu, a domed village at the bottom of the Ruby Sea.


A Kojin merchant who runs into the party while they are in Kugane, saving them from being captured by Garleans or Sekiseigumi. He is encountered several times throughout the story from there on out, escorting them to the Ruby Sea, and helping them when they come to his home village of Tamamizu. He even represents the Blue Kojin who help liberate Doma. Soroban also appears as one of the main players of the Four Lords side story.
  • But Now I Must Go: Once Koryu is defeated, Soroban stays behind in the Risen Temple to replace Genbu as a guardian of the temple as well as training with the other Four Lords.
  • Heroic Sacrifice: When Koryu kills Genbu, Sorooban decides to sacrifice his life by summoning Genbu's soul into his body so the Four Lords can use their strength to seal Koryu, but doing so would extinguish Soroban's soul. After Koryu is defeated, the heroes mourn over Soroban's death. The scene becomes subverted when Genbu assures them that Soroban is perfectly fine and shows the Kojin is back, if slightly confused over his revival. It turns out that Soroban's training enabled him to withstand the effects of the summoning, allowing him to share his soul with Genbu in one body.
  • Sharing a Body: He is subjected to this when he summons Genbu onto himself. Soroban is not pleased to hear that he will be sharing his body with his master for the next 500 years or so.
  • Summoning Ritual: As a part of his training, Genbu instructs him to summon a Kami onto himself. He botches it by summoning a Kami that was too strong for him to handle, turning him into a giant Adamantoise for a while.
  • Training from Hell: He is subjected to this by Genbu in order to become a better guardian of the Ruby Sea. Soroban complains, but endures anyway.
  • With Great Power Comes Great Insanity: When he becomes an auspice, he transforms into a huge hulking monster that attacks Genbu and the Warrior of Light with powerful water magic. He returns to normal after being defeated.


The Chief of Tamamizu.

    The Namazu 
A race of short, chubby, bipedal, catfish-like creatures native to Othard. They can be found all over Othard, though most have set up small settlements around Doma, including one group who occupy a castle that was abandoned and left in ruins after its previous owners lead a failed rebellion against the empire.
  • Achievements in Ignorance: The Namazu festival is this in its entirety. Every time they make a major milestone in their festival efforts it unwittingly averts one of many fates that were would have meant their eradication. Not even the Warrior of Light themselves will ever actually know the truth, only the player.
  • Benevolent Monsters: Compared to the other beast tribes, the Namazu are pretty friendly with everyone with only a select few being hostile. The Namazu are also open to trading with other races, so naturally their relations with others are also positive. They are also the only beast tribe that haven't summoned a primal at all, but given their nature, there's no need for one.
  • Blade on a Stick: The hostile Namazu will attack you with their tridents.
  • Intoxication Ensues: Apparently, ordinary old tea is an intoxicant to Namazu. This makes learning the Xaela tea ceremonies a bit troublesome for the Seven Hundred and Seventy-Seven.
  • Meaningful Name: In Japanese mythology, the Namazu is a giant catfish that causes earthquakes.
  • Ridiculously Cute Critter: They're actually quite adorable, and even make cute squeaky noises as they walk.
  • Shock and Awe: The more aggressive ones can use this on you to inflict Paralysis.
  • The Friend Nobody Likes: Regardless of how any one player may feel about them the Warrior of Light often shows indifference if not clear annoyance and disdain for Namazu. The opening quest line for their dailies consists of them trying to bail on association with Gyoshin every chance they get and are clearly distressed when they're inevitably roped into it. At one point Gyoshin has to ask them to at least feign concern that the Namazu will perish in seven years if their festival does not happen. Gyodo clearly left a very terrible first impression.


Race: Namazu
Discipline: none
An informant and con artist in Kugane who will either aid or sucker others for money. He aids the Warrior of Light for free after their first encounter out of fear for his well being after Lyse got her hands on him the first time.
  • Con Man: He will provide false information to anyone he deems gullible enough if he can get money out of it. After several kicks from Lyse, he does his best to avoid scamming the Scions or their acquaintences. For example, he stopped attempting to con Nashu when she was searching for Hildebrand in Kugane after learning that she's friends with the Warrior of Light.
  • The Informant: One of his primary sources of income. He serves as this to many, including the Garlean Empire, and the East Aldernad Trading Company. Though when there's little threat of retaliation he may try to trick potential clients.
  • The Stool Pigeon: When he fears his life is in danger, or when the Warrior of Light is present (and by extension, people who know Lyse) he'll happily trade away honest information free of charge.

    The Lupin 
A race of beastmen native to Doma who resemble wolfmen. Many were enslaved by the Garleans and forced to fight in their army after Zenos' conquest of Doma.
  • Despair Event Horizon: Many of them were proud vassals to the Doman royal family, when Kaien was killed and Hien was believed dead, the entire race was utterly broken by it, and further broken when the Garleans forced their leader to serve them and then took him and many of their people to fight wars in other countries. The result is that a formerly proud race of wolf-people have been reduced to little more than feral bandits mugging passerby.
  • Fantastic Racism: This is noticeably averted. Besides the obvious in the Garleans, the Lupin see no segregation or racism from Domans simply for existing, being fully integrated to their societies the same as any other human, suggesting that spoken-on-beastman racism isn't as much of a phenomenon outside of Eorzea.
  • Proud Warrior Race Guy: They take pride in their battle prowess and seem to only respect those who can match their power. A sidequest has a Lupin lamenting over how he is completely weak in a fight compared to his much stronger brother and feels useless because of it.
  • Wolf Man: They’re a race of anthropomorphic wolves.

Hakuro Whitefang

Apparent leader of the Lupin and commander of the enslaved Lupin forces in the Garlean army. His faith in the rebellion died after witnessing Lord Hien's apparent death.
  • Broken Ace: When he witnessed the Garleans seemingly kill Hien during a prior rebellion, Hakuro's spirit died as well, believing that any further attempts at rebellion were doomed to fail. As such he went through life in the Garlean military commanding the other enslaved Lupin to prevent any further death for his comrades.
  • Expy: His fight is a somewhat watered down version of Gilgamesh's.
  • That Liar Lies: He remains completely unconvinced that Hien is alive and accuses the Warrior of Light of lying about the person's status. Only by besting him in combat does he listen to them.
  • Undying Loyalty: To Hien. Once the Warrior of Light convinces him that Hien is alive, his faith in the rebellion against the Garleans is rekindled and he agrees to have his forces aid the Ala Mhigans from within the Garlean stronghold.

Friendly Beast Tribe Factions

    The Sylphs of Little Solace 
Untempered Sylphs who the player initially talks to as part of the main story. Friendly to the people of Gridania, they desire nothing more than peace, and fear that their "touched" brethren will bring the Black Shroud to ruin if left unchecked. Recent rumors have come to light that an ancient sylphic prophecy is about to occur, with the birth of a Chosen One who shall lead the sylphs into a new era. The sylphs of Little Solace wish to obtain the Chosen One's pod so they may bring peace to the forest.
  • Book-Ends: They are the first benevolent beastmen you encounter, being introduced through the mains story early on, and starting the beast tribe subplot as a result (though the actual side quests don't happen until you reach 41). The Allied Beast Quests also happened because of a migration of sylphs getting massacred at Thanalan, the sole survivor being a key player and ultimately being the one you talk to to end the quest. The Ramuh portion of the Defenders of Eorzea plot arguably counts.
  • Color-Coded for Your Convenience: Untempered Sylphs are green.
  • The Fair Folk: Though not malevolent like the tempered sylphs, they are still merry pranksters with Blue and Orange Morality.
  • In the Name of the Moon: Given by Frixio
    Frixio: This one is Frixio, elder of Little Solace. Laughing ones' crimes against little ones will not be forgiven!
  • Master of Illusion: Some of their quests involve a sylph turning you invisible so that you can sneak into the tempered ones' territory to retrieve some object.
  • The Nicknamer: Sylphs almost never use names, using descriptive terms for people such as "touched ones" for tempered sylphs or "dancing one" for the player after they learn the race's traditional greeting.
  • Third-Person Person: Sylphs refer to themselves as "this one".

Voyce / Voco, The "Heroic Chocobo"?

Race: Midlander Hyur
Discipline: Scholar
A scholar from the Twin Adders of Gridania. Sadly, a bumbling, short sighted, idiotic one who causes no small mount of exasperation amongst the sylphs of Little Solace.
  • Butt-Monkey: The Sylphs have a low opinion of him. And he is often a target of pranks.
  • Ditzy Genius: He claims to be a scholar (and has a book to prove it), but he has Cloudcuckoolander tendencies, and is very slow on the uptake.
  • Obfuscating Stupidity: In the final quest for the Slyphs, he dresses up in a Chocobo suit and seems to have gone bonkers by acting like a Chocobo companion for the Warrior of Light. The tempered Slyphs completely believe that Voyce is an actual Chocobo, which gives him enough time to sneak past them and steal the pod of the Chosen One and he then gloats how he fooled everyone.
  • Refuge in Audacity: Dresses up as a Chocobo, and actually manages to sneak past some Tempered Sylphs to steal the Chosen one's podling, simply by doing a Chicken walk, flapping his arms, and shouting "Kweh! Kweh Kweh!!" a lot. The player's own character own response is a blatant "you've got to be kidding me" look.
  • Sanity Slippage: After having been captured once by the Tempered Sylphs, routinely insulted for being so stupid by the Sylphs of Little Solace for always being a few steps behind everyone else as to what's happening, not to mention being the target of their pranks, he finally seems to snap in the last major quest in the Sylphs story line, runs off, only to come back after donning a Chocobo Suit, and declaring himself to be the player's loyal companion, "Voco, the Heroic Chocobo", joining you on your attempt to recover the stolen pod of the Chosen One
    Omnixio, the Sylph: This one has no words....
  • Stealing the Credit: His report to the Order of the Twin Adder reverses the roles you and he played during the final quest, stating that HE heroically fought the touched sylphs, and the Warrior of Light put on the silly chocobo ruse.

     The Brotherhood of Ash (Amalj'aa) 
A splinter group of the Amalj'aa race who feel their kinsmen have become weak and honorless by taking prisoners and turning them into slaves to Ifrit, who in turn grants them power. As such, they now oppose Ifrit and his worshipers, and fight to restore what they consider the proper honor of being an Amalj'aa warrior. Members of other races are free to join the tribe as long as they uphold its values, as seen with the Miqo'te Loonh Gah.
  • Ambiguous Gender: Male and female Amalj'aa do exist, but both sexes have the same body structure, making it very difficult to differentiate one Amalj'aa from the other. According to Word of God, even the Amalj'aa themselves can sometimes get confused trying to tell each other apart, but Brotherhood of Ash war leader Hamujj Gah states that gender is of little concern to them (and it is presumed that the hostile Amalj'aa follow the same belief). Unlike other beast tribes whose naming conventions help identify genders, the Amalj'aa naming convention is androgynous. However, when the Amalj'aa are in mating season, they release bodily scents that help identify each other's sex so that two Amalj'aa of the same sex don't accidentally mate.
  • Color-Coded for Your Convenience: They wear blue rather than the red of their tempered counterparts.
  • Honor Before Reason: One of the many reasons they are severely outmatched by their Ifrit-worshiping brethren. Those who try to switch sides from Ifrit's devout to the Brotherhood of Ash are at the very least utterly humiliated, if not executed out of suspicion that they are just fair-weather allies. If one of their members has a grudge against a particular foe, they declare that others can not intervene in the matter, and that they will have to face the enemy alone.
  • In the Name of the Moon: Hamujji Gah is the first to give his speech in the alliance, which doubles as a Badass Boast.
    Hamujji Gah: I am the flame that quenches the shadow! The fist that crushes villainy! I am the warleader of the Brotherhood of Ash, Hamujji Gah, and my name shall be the last you utter with your dying screams!
  • Loophole Abuse: When Loonh Gah rushed to Zanr'ak for her vengeance, the warleader Hamujj Gah decreed they could not interfere and she was on her own. Yadovv Gah risks personal shame by sending you, who was not Amalj'aa, to save her.
  • Not So Different: Listen to them talk about achieving victory by putting honor first, conquests, and refusing to use the power of gods or primals, and they start sounding a whole lot like Gaius.
  • Proud Warrior Race Guy: This is the very reason for their split from the other members of their race. They felt that attacking unarmed merchants and travelers, taking them as prisoners before turning them into tempered slaves to Ifrit, as well as not granting opposing warriors an honorable death in battle, was a disgrace to their kind.

Loonh Gah/U'loonh

Race: Seeker of the Sun Miqo'te
Discipline: Archer
A Miqo'te from the Forgotten Springs who lost her mother to an attack by the Amalj'aa. After being taken in by the Brotherhood, she became a part of the clan.
  • Cool Mask: Wears one at all times and refuses to take it off, for it signifies her status as an Amalj'aa warrior. You do get to see her without her mask twice; the first one being after maxing out your reputation with the Amalj'aa and the second happening during the Friends Forever quest.
  • Defrosting Ice Queen: Loonh Gah sees you nothing more than a liability that can't keep up when you first meet her, but once she sees what you're capable of, she warms up a little bit.
  • Otherkin: At one point she says that she is "Amalj'aa within, but Miqo'te without".
  • Proud Warrior Race Girl: As is to be expected from someone raised by an actual Proud Warrior Race.
  • Raised by Natives: She grew up with the Amalj'aa for most of her life, so she is mostly accustomed to their mannerisms and culture. This comes to head in the Friends Forever quest where she has to ditch her mask and wear a dress (normally she wears nothing but a top and a thong-like garment) in order to get somewhere and she tries to back out on it by saying it would bring her disgrace and shame.

     789th Order (Kobolds) 
The Kobold race live under a meritocracy of mining, where one's order is ranked by how good their work is. The Kobolds of the 789th Order have the dubious honor of being at the very bottom of the barrel amongst their kind, through a combination of bad luck, apathy, and sheer laziness. Storm Lieutenant Skaetswys and the player come across them after a failed attempt at stealing saltpeter from the Maelstrom. Skaetswys finds their behavior, especially in front of the 13th Order Fugleman Zo Ga, so utterly pathetic that she aims to toughen them up, and asks the player to assist her in doing so.
  • Bittersweet Ending: At the end of the final quest, Gi Gu finally hits the Rage Breaking Point and snaps at everyone in the area, including his beloved Bi Bi for looking down on him. As a result, though he succeeds in delivering an epic explosion-propelled beatdown on Zo Ga, Bi Bi is appalled by the things he said to her and breaks up with him because the sweet Gi Gu she knew before is apparently gone. On the positive side, though, Gi Gu says he'll use his newfound confidence to work hard and try to find a way to win her back.
  • The Dog Bites Back: Gi Gu, at the very end of the final quest, snaps after Zo Ga mocks and beats him up again in front of Bi Bi, Skaetswys, and the Warrior of Light (while also extremely annoyed at how people kept trying to fight his battles for him), which causes Gi Gu to deliver a flying rocket punch to the face after blowing up Zo Ga's base.
  • Extreme Omnivore: Bo Zu, the first of the daily quest givers you have access to with this tribe. Any quest that isn't him having a case of Tall Poppy Syndrome, or fear of one of Ba Go's "Beauties", is him trying to find some way to get food with no effort from him, or him getting into trouble thanks to his eating habits. Amongst his known taste include: Maelstrom soldiers at Camp Overlook's previous night's scraps and rotting foods, higher ranking orders' foods which have been involuntarily shared-taken, stolen, involuntarily shared with him, another 789th Kobold's plates, food storage, and utensils, and some of Ba Go's Beauties fingers, which of course puts everyone in a 5 malm radius in danger, as Ba Go tends to favor a Scorched Earth policy towards everything when his ire is provoked.
  • In the Name of the Moon: Subverted. Gi Gu had a speech along with the other Beast Tribe leaders, but forgot it.
  • Lazy Bum: Most of the order falls squarely into the trope, preferring to let other people do the work for them or just sleep all day.
  • Ragtag Bunch of Misfits: Their leader has no leadership skills or backbone, half the members prefer sleeping, doing nothing, and having someone else do all the work, and their chief explosive expert is a psychopath who only cares about his "beauties" (read: Bombs) and Stuff Blowing Up. It's little wonder that they got placed at the very bottom.
  • Reassigned to Antarctica: One of the other issues the 789th faces, is that being on the lowest rung of Kobold Society means you also get stuck with a dig site with poor pay out and junk ore, the worst equipment, poor rations, and so on, making any attempt to claw upwards doubly hard. Sure they could invent some useful machines for mining and refinement, but the only member who seeks to make really anything useful is Ba Go, and his bombs, which he uses purely for his amusement, damaging other Orders' equipment, or petty vengeance against anyone who annoys him or damages any of his "beauties", with the best of his creations being confiscated without reward by Zo Ga of the 13th to further secure his power.
  • Rocket-Powered Weapon: Gi Gu delivers a punch towards Zo Ga by propelling himself with a rocket powered Bomb (as in the live creatures that that are known for exploding).
  • Pale Females, Dark Males: Bi Bi has light pink and white fur to signify that she is a female kobold and other females introduced near the final quest share similar traits. Male kobolds have dark fur in either brown or black.
  • Tall Poppy Syndrome: Some of their quests involve cutting down other kobolds, so to speak. The quest-giver, Bo Zu, is even openly indignant about the idea that an order that once languished nearly as low as them could possibly attain a higher station through—gasp—hard work and dedication.
  • The Pig Pen: During the quest chain that brings all the beastmen tribe leaders together, Gi Gu mentions how he "just bathed last year".
  • Verbal Tic: All Kobolds have a tendency to repeat and rephrase a word in their sentence—utterance, dialogue, sentence.

     Novv's Clutch (Sahagin) 

A small band of Sahagin made up of Clutchfather Novv and his children, they seek peace with the "shorewalkers" of Limsa Lominsa. After they return a Hyur boy rescued from a Sahagin attack at sea, the player returns a pendant of Novv's, who in turn enlists them to help undermine the influence of the Coral Tridents, a violent faction who carried out the attack and are gearing up for war with the Maelstrom.

  • Battle Aura: Ambushed and surrounded by the current Scarlet Sea-Devil's followers, Novv sends them all fleeing in fear just by showing them his aura. A clear indicator that even if they consider him soft-hearted and past his prime, he is not to be trifled with.
  • Color-Coded for Your Convenience: Novv and his kin are white-skinned rather than any sort of blue.
  • Heel–Face Turn: Happened to Novv during his more villainous days as the deadly and feared Scarlet Sea-Devil. After returning home from a day of pillaging and killing, he discovers most of his clutch were brutally killed and their bodies were strewn on top of one another. Only a few hidden eggs remained unscathed. Novv knew his own actions led to the slaugther of his family, which has him deciding to quit his treacherous ways and taking his unborn children some place safe so he can raise them in peace. When Novv tells the story to the player character, he notes that to this day, he has still not forgiven the shorewalkers who slaughtered his children, but he also knows trying to get revenge would only perpetuate the cycle and achieve nothing. Zugg, the new Scarlet Sea-Devil, also hangs up his ways of revenge after being defeated and getting a wake up call from his father.
  • In the Name of the Moon: Like the other Tribe Leaders, Novv is given one.
    Novv: I am Novv! The ssspear from the dark depths, Clutchfather first, and warrior sssecond.
  • Like a Son/Daughter To Me: Considers the player a 'clutchmate' by the end of the Sahagin questline, and even addresses them like one of his own during the Allied Beast Tribe questline.
  • Pragmatic Hero: Novv has no real love for the "shorewalkers", but he believes that continued conflict will only bring ruin to both sides and thus seeks a truce or alliance for the sake of his species's future.
  • Retired Monster: Novv is eventually revealed to have been the Scarlet Sea-Devil, a reaver of terrifying renown years ago. He retired after he came home to his clutch one day to find most of it had been wiped out, crossing the Despair Event Horizon. Realising that his actions had lead to his sons' deaths and were only feeding the Cycle of Revenge, he dedicated himself to those that survived. The current Scarlet Sea-Devil is his eldest surviving son, trying to take up his father's mantle for revenge against the same incident.
  • Wouldn't Hurt a Child: They point out that both Eorzean and Sahagin culture treat children as their greatest treasures. Novv's clutch are introduced delivering a child they rescued from a shipwreck to his mother. This is also the reason Novv refuses to slay the new Scarlet Sea-Devil, Zugg, stating that a Sahagin's family blood runs deeper than any sea trench and that he could never kill his own son, even if he is the Sea-Devil.

     Ehcatl Nine (Ixal) 

A group of Ixal crafters who want nothing to do with their people's worship of Garuda or the war against Gridania, believing the whole thing to be a waste of time and life. They hide themselves away from both sides in order to build the Dezul Qualan, a new type of hybrid airship. The player comes across them investigating a crashed Ixal dirigible after an attack on E-Tatt's Spire.

Their quests focus mainly on crafting and can only be accepted and completed as a crafting class, though combat is often involved in obtaining materials.

  • Cluster Neuker Bomb: A major verbal tic of theirs. Given its similarities and its use to express disdain of some sort, it strongly implies this is a case of Getting Crap Past the Radar and letting the Ehcatl Nine swear up a storm.
    • Potentially also a Bilingual Bonus, given the word's meaning in Dutch is exactly what you'd think it is.
  • Color-Coded for Your Convenience: The Ehcatl Nine are parrot-green with rainbow feathers, a marked contrast to the brown Garuda worshipers.
  • Defector from Decadence: Much like the Brotherhood of Ash, the Ehcatl Nine are disdainful of their fellow Ixal's blind worship of Garuda, believing that her "gifts" and protection are nothing more than a leash to secure their continued worship, and she will never truly give them their wings back. Likewise, as noted above, they view the whole conflict between Gridania and the Ixal as a waste of time. The Dezul Qualan is their attempt to escape from all this, and prove to their kin that they must put forth their own effort to gain the ability to fly again.
  • Fantastic Racism: Facing this from both sides of the Gridania-Ixal Conflict, and the spoken races at large. There was a time, long ago, where the spoken races, and the Ixal who lived in the Black Shroud did get along. but the Ixal offended the Elementals (it's implied they were over-logging and clear cutting forests, which in a nature spirit filled location was just plain Tempting Fate), and were stripped of their wings, leaving only but a few scant feathers on their bodies now. This in turn, caused the spoken races to shun the Ixal for this. Rather than repent for their actions they instead turned to belief in Garuda, who promised them a return to flight if they worshiped her and fought the spoken races, so that she might feast upon their aether. So, the Ehcatl Nine are hated and despised by their brethren for turning their backs on their goddess and being willing to work with humanity, while humanity despises them for the savagery the other Ixal have committed against them.
    • Additionally, when Eorzea was first exploring flight, the Highwind Skyways founder, Tataramu's grandfather, decided it best to go to the chief experts of flight at the time, the Ixal, namely Dezul Qualan, who was also interested purely in the joy of wanting to fly, and pioneered hot air balloons, and developed a close friendship between the both of them. Unfortunately, when Tatamu's father sought to monopolize on flight technology to gain power in Ul'dah, besides immediately striking deals with a newly arrived Cid Garlond, he Unpersoned Dezul and the Ixal who helped get Highwind Skyway's ideas flying, and their first successes, feeling that rumors would be spread against the company. He has absolutely no respect for the Ehcatl Nine, holding them simply as savages.
  • In the Name of the Moon: Sezul Totoloc has a brief one of his own.
    Sezul: Squawwwrk! Sezul Totoloc of Ehactl Nine, I am! How to count, Ehcatl Nine know not. How to fight, Ehcatl Nine know well. Forfeit, your life is!
  • Legacy Vessel Naming/Dead Guy Junior: Dezul Qualan was the name of Sezul Totoloc's now-deceased mentor.
  • Magitek: They seek to build a unique hybrid airship that combines traditional Ixali dirigible construction with modern magitek technology.
  • Nonindicative Name: There's more than nine of them. Sezul Totoloc remarks that the name sounded more impressive than the "Ehcatl Twenty-or-so".
  • Sand In My Eyes: Sezul Totoloc, the Ehcatl leader, pulls this off twice over Tataramu's ideals being so passionate like his and worrying over his wellbeing. When Tataramu reveals how his grandfather and Sezul's elder worked on an hybrid airship and wishes to continue the work their elders began on, Sezul tries to hold back his joy and claims there was dust in his eye. After Tataramu returns from his controlling father later on, Sezul's eyes well up, blaming it on the humidity and insisting that he totally was not crying tears of joy.
  • Suspiciously Specific Denial: When you rescue Tataramu from his overly controlling father and return to Sezul Totoloc, the leader does a pretty bad job hiding his joy.
    Tataramu: Chief Totoloc! Your designer has returned!
    Sezul Totoloc: ...
    Tataramu: ...Sezul?
    Sezul Totoloc: ...Squaaawk! Fogged up for no reason, goggles did! Not tears of joy, no! Humidity!
  • Verbal Tic: They pepper their speech with various bird noises, just as the hostile Ixal do.
  • You No Take Candle: Like all Ixal, the Ehcatl Nine speak with a very odd grammar structure. Put verbs before subjects, they do.


Race: Dunesfolk Lalafell
Discipline: N/A
Heir to the Highwind Skyways airship company, this Lalafell was moved by the Ehcatl Nine's dedication to their craft and wishes to aid them in the completion of the Dezul Qualan.
  • Hot-Blooded: He is very passionate about airships.
  • Doing It for the Art: invokedHe assists the Ixal not for money (his family is already loaded) but out of a genuine desire to see them achieve their goal, and he's not going to cut corners to do it.
  • Jerkass: Certainly at first. He accuses the player of stealing materials he'd reserved and dismisses their skill as a crafter (the part in question is meant to be very specialised work)... until he actually sees the finished product and starts enquiring as to who needs it. Then he storms off to find the Ixal, believing them to be building a new airborne weapon. It's only when Sezul interrupts his rant and shows him the plans for the Dezul Qualan that he calms down and offers help.
  • Spoiled Brat: Despite being the son of a very wealthy airship tycoon, Tataramu averts this completely, doing his damned best to get involved within the workings of an airship and build one with his own hands rather than having other people doing the work for him. However, he calls himself a spoiled brat because of how his father wants him to be in regards to the business.

     Allied Beastmen Quests 


Race: Sylph
Discipline: N/A
A mysterious green-haired girl that the player encounters while investigating the beast-men kidnappings. There seems to be more to her than meets the eye. Actually a Sylph that migrated to Thanalan, looking for the people that attacked her group and killed them
  • Defrosting Ice Queen: She is initially cold and distant towards the Warrior of Light and insists that they stay away from her so that she can solve the problem herself. She warms up to them fairly quickly after seeing how strong they are and their determination to find out who has been kidnapping and killing beastmen.
  • Last of Her Kind: she didn't come to Thanalan alone. She was part of a group of sylphs that migrated there, only for said group to be slain for Memeriga's plot
  • Our Fairies Are Different: She's actually a Sylph that migrated from the Black Shroud. She uses glamours to blend in with the Ul'dahns.
  • Walking Spoiler: Since she appears only after maxing your reputation with all of the beastmen tribes and plays a critical role to them at that point, it's difficult to list anything about her that is not a spoiler.
  • You Gotta Have Blue Hair: Green actually. As green as the sylphs.

Shanga Meshanga

Race: Dunesfolk Lalafell
Discipline: N/A
A Lalafell and head of the Ashcrown Consortium. This entrepreneur wants to foster goodwill between the beastmen and the people of Eorzea. And thus aid them in being self sufficient in exchange for crystals.

Nhaza'a Jaab

Race: Keeper of the Moon Miqo'te
Epithet: The Ebon Claw
Discipline: Gladiator, Machinist, Samuari
A sellsword that is responsible for kidnapping multiple beastmen for reasons unknown.
  • Abnormal Ammo: In the Heavensward allied beast quest, he uses an Allagan gun that fires a strange bullet that causes its victims to become powerful and blinded by rage and fury.
  • Blood Knight: In his own words he wants to "Smell the sweet stench of my impending death before emerging triumphant as I always done."
  • Bullying a Dragon: A literal dragon to boot! He is the one who shot Gullinbursti with a gun that caused the dragon to go insane with rage. Even after the dragon snaps out of it and focuses his sights on Nhaza'a, the miqo'te taunts him by saying he'll gladly brainwash him again.
  • Cool Mask: His Sable Death Mask; a half mask with his eye looking like a Electronic Red Eye. You get to take if after clearing the questline.
  • Curb-Stomp Battle: Gave one to Novv.
  • Fallen Hero: Was originally an adventurer people had high hopes for, but wasn't satisfied with helping people and thrived on the "dirty jobs".
  • Goofy Print Underwear: When confronted at the Platinum Mirage, Nhaza'a is only wearing his jewelry, mask, and coreul print smallclothes. His return appearance in the Heavensward allied beastmen quest has him wearing the exact same things.
  • Hates Everyone Equally: He claims to disdain those weaker than he his, which he says is everyone. That being said, he openly views the Beast Tribes as nothing more than animals and refers to the Warrior of Light as "more civilized company" to them.
  • Hired Guns: Willing to do any dirty job as long as he gets paid for it.
  • Knife Nut: Along with his sword, Nhaza'a is quick with a handful of throwing knives.
  • Oh, Crap!: upon realizing that the airship he "commandeered" is about to blow up. Happens again in the exact same fashion in the Heavensward beastmen quest. And happens again in the Stormblood beastmen quest. Except this time the explosion doesn't go off. Though moments later he is dragged underwater by a shark and not seen again.
  • Red Baron: The Ebon Claw.
  • Shirtless Scene: When the adventurer and his allies find him in the Platinum Mirage. And this is after the big fuss over Loonh Gah's dress code at the front door. In his return at the end of the Heavensward allied beastmen quest, his introduction has him shirtless again as he bathes in waters of Voor Sian Siran.
  • The Sociopath: He cares not what befalls the people and beastmen he kidnaps nor does he care for Memeriga's plan. In fact he hates everyone weaker than he is.
  • The Unfought: In each of his appearances, you never get to fight him. It's usually your beastmen friends (and non beastmen) that do the fighting via cut scene.
  • We Meet Again: If you completed the allied beastmen quest in 2.0, he'll recognize you in the Heavensward allied beastmen quest.
  • Worthy Opponent: The Ebon Claw's only desire out of life is to find an opponent who can push him to his very limits.
  • Would Hit a Girl: He has no issue with attacking J'olhmyn and Alpa; the former was him knocking her away after blocking his attack while with the latter, he planned to slice her in half to fulfill his client's wishes.

The Laughing Alchemists

A company that operates in Ul'dah. They are connected to purchases of alchemical reagents for forbidden arts.

  • Cool Airship: a rare model from Garland Ironworks. Model 1569-II to be precise.
  • Corrupt Corporate Executive: Memeriga, who hires sellswords to kill beastmen to make an army of the dead for power
  • Fantastic Racism: The reason why they chose the beastmen for their experiments. Anyone kidnapped in the city states would attract unwanted attention, but nobody would care if a beastman or two (or a whole migration) disappears.
  • No Name Given: For the Laughting Alchemist. The actual Chairman however, has a name: Memeriga.
  • Laughing Mad: The titular alchemist, who does this a lot.
  • Necromancy: Their goal is to slay as many beast-men as they can and then raise them from the dead as a personal army.
  • Mad Scientist: The Laughing Alchemist gives off this vibe.
  • Red Baron: Memeriga has "The Deathmonger"
  • The Sociopath: Memeriga cares for nothing besides profit, and willing to kill and enslave using forbidden alchemy to get it.
  • Walking Spoiler: Especially considering that they don't appear until the last part of the last quest in this sidestory, itself unavailable until you max out your reputation with the beast tribes.
    • They're also a bit of a spoiler for the final part of the Hildibrand storyline, as the implication is that the "forbidden alchemy" they are resurrecting is none other than the Trader's Spurn.

Drusus mal Soranus

Race: Garlean
Discipline: N/A

A member of the Garlean Empire's academy. He aims to control a dragon and other beasts to prove himself better than his peers. He is the employer of Nhaza'a Jaab, whom he hired to brainwash and capture Gullinbursti.

  • Expy: Is very similar to Nero tol Scaeva, who also aimed to rise to the top as the better student.
  • They Called Me Mad!: He seems to be more than a little bitter at the Academy for mocking his prior ambitions as such and paraphrases this line before laughing manically.
  • We Hardly Knew Ye: He's killed by Gullinbursti in no less than 5 minutes after he is introduced.

     The Gundu Tribe (Vanu-Vanu) 
The Gundu are a tribe of Vanu-Vanu who serve the malicious, primal-worshipping Vundu tribe. The Gundu you interact with for the beast tribe dailies are a group of refugees who defected from the Vundu because of their cruelty and slave driving all the other tribes, and seek to make a new home in a small tract of land just short of the Zundu tribe, the other friendly Vanu-Vanu who are introduced over the course of the main story.

Later another group of Friendly Vanu Vanu arrive and with the help of the Gundu chief, start a nearby village, these are the representatives for the new Beast Tribe quests for the Vanu Vanu

  • Color-Coded for Your Convenience: Played With. Unlike the other Beast Tribes (save the 789th Kobold order) they are the same colors as their tempered counterparts, the gray-blue Vundu tribe. They are instead colored differently from the other Vanu Vanu tribe allied with the Warrior of Light, the red-feathered Zundu tribe.
  • Dance Battler: The Vanu Vanu are this, prefacing their battles with their Sundrop Dance. Part of the Beast tribe quest's plot involves a tribe's princess who had become too intimidated to perform the dance.
  • Dancing Is Serious Business: They treat the Sundrop Dance as this since it's a tradition passed down from their ancestors and it also displays one's strength. If the dancer isn't at top form, they are seen as weak.
  • Horse of a Different Color, like most beastmen, they have their own mount, a Winged serpentine being called a Sanuwa.
  • Not Your Problem: Both tribes in the final quest ask that the Warrior of Light stand aside and watch the dance off against Gundu. They initially do so, but when it seems that the good guys are losing, the Warrior of Light jumps in and performs the Sundrop Dance themselves, which inspires the others to regain their footing and join in with spectauclar results.
  • Tertiary Sexual Characteristics: Averted. All Vanu Vanu look exactly the same, regardless of their gender, but unlike some other beast tribes, Vanu Vanu do address themselves and each other with gender pronouns (They actually have specific naming conventions for each gender, males being called Vanu and females being called Vali). Linu Vali is the only exception by being smaller than a typical Vanu Vanu and wearing a headdress made out of flowers.
  • Third-Person Person: They say their own name rather than using first person pronouns.

Linu Vali

Race: Vanu Vanu
Discipline: N/A
A princess and the acting leader of the Gundu tribe. She seeks to find other Gundu wanting to escape their Vundu oppressors and build a new home for them.
  • Brother-Sister Team: With Linu Vanu, after his rescue.
  • Flower in Her Hair: Wears a flowery headdress on her head since she was a princess in her old tribe.
  • The Chick: She serves as this to her tribe by trying to keep the relationship between her people and the Zundu on good standing, trying to find materials and other items to help her village expand, and encouraging her brethren to stand up for themselves against the Vundu.
  • Screw the Rules, I'm Doing What's Right!: Her and Linu Vanu both travel to Azys La, despite the extreme cultural taboo against setting foot there, to aid the other beast tribes.
  • When She Smiles: After you rescue her brother, she shows a pretty cute smile since she's reunited with her sibling and is also excited to introduce her brother to the Ok' Zundu tribe and her own tribe at Ok' Gundu Nakki. She also gives the same cute smile at the end of the Vanu storyline when you help her and the others scare off their enemies with the Sundrop Dance.

Linu Vanu

Race: Vanu Vanu
Discipline: N/A
Linu Vali's captured brother, and the appointed chief of Ok'Gundu Nakki after he is rescued by the Player and Linu Vali.
  • Through Their Stomachs: One of his side quests involve delivering food made by his people to the knights at Camp Cloudtop as a sign of peace between them and his people and hopes the two sides can strengthen their relationship.
  • What the Hell, Hero?: He notably calls out Sonu Vanu for buying his tribe's safety with tributes to the detriment of the other tribes, only to be on the receiving end of this from Linu Vali, who points out that the Zundu's generosity is the reason they escaped the Vundu in the first place, and why they now have a place away from their influence. He eventually apologizes for his actions and tries to find a way to make the relationship stronger with their neighbors.

     The Nonmind (Vath) 
The Gnath are insect-like beastmen linked in thought, compelled to serve only the Overmind. Should their link to him be severed, they are cast out from the colony, left to fend for themselves in the wilds. A number of these offscourings, known as the Nonmind, have built a community for their fellow exiles. What trials and tribulations must they overcome to truly separate themselves from the Onemind?
  • Color-Coded for Your Convenience: Played straight to an extent. While the friendly Vath tend to wear green in contrast to the Gnath's red both the Vath Storyteller and the hunters of Tailfeather admit that it would be extremely easy for the hunters to confuse the Vath with the Gnath.
  • Desperately Looking for a Purpose in Life: The Vath struggle to cope with their newfound independence, forced to leech off the Gnath still linked to the Onemind and the hunters in Camp Tailfeather as each member strives to find a way that they can individually contribute to the community.
  • Foreign Queasine: Appropriate given their status as bug people. Their general taste in food ranges from raw meat, to the egg sacks of Nanka's which the standard races consider revolting (these are also a favorite of the Goblins), to blacklome (manure).
  • Gameplay and Story Integration: Since assisting the Vath is a part of the main story of Heavensward, the player begins relations with them at Rank 3 (Friendly) rather than Rank 1 (Neutral).
  • Hearing Voices: The Vath can still hear the whispers of the Overmind. If not careful, the Vath can be pulled back into the Onemind.
  • Meaningful Name: The Nonmind have no names at first, like the Gnath. When a Vath finds what they believe to be their purpose in life, they name themselves after it.
  • Sense Freak: The Nonmind revel in their new individuality and senses. Taste is the biggest thing for them as they all try to discover what new foods they like.
  • Verbal Tic: <Click><Click>.
    • The Vath also have a tendency to repeat themselves often. Yes, they repeat themselves quite often.

The Nameless / Vath Deftarm

Race: Gnath
Discipline: N/A
A Gnath that was captured by the hunters in Camp Tailfeather for stealing food. He is offered a chance to repay his debt by gathering materials for the hunters with guidance from the Warrior of Light. Vath Deftarm is eternally thankful for the Warrior of Light's aid and vows to become an adventurer like them so that he can have a purpose in life by being useful to his tribe and other people.
  • Adorkable: Once he is rescued by the Warrior of Light, he is immediately inspired by their heroic deeds and vows to be an adventurer like them with great excitement and ambition, even though they don't quite fully grasp the concept on what adventures do. He even comes up with the idea to build an Adventurer's Guild at their home camp so that they can trade with other people and assist them with their problems. The Storyteller tells you that Deftarm seems to light up whenever the Warrior of Light is around. Despite being a beastman, seeing him trying to be helpful and heroic like the Warrior of Light is quite endearing.
  • Angst: He gets extremely anxious and worried when he has to fight, though he managed to overcome the Overmind's mind control over him to slay a Gnath that was ready to attack him.
  • Eureka Moment: He tries to barter with an Ishgardian knight for some firesand, but almost cowers in fear when he is tasked with slaying some lesser dragons in exchange for the materials until he suddenly realizes that the Gnath specialize in creating an incense that can keep dragons away from the area. After the knight sees the incense in action, he's quite impressed by the beastman's idea and gives him as much firesand as he wants.
  • Face Your Fears: He quickly learns to face his fear of the dragons by talking to Vidofnir directly with the Warrior of Light by his side and asking the dragon for clay. Vidofnir tasks the Vath Deftarm with slaying one of his kind to prove that he is willing to go against his former kin by slaying one of them, to which he then learns to face his fear of having to attack someone that could easily kill him or take him back to the Overmind.
  • Hearing Voices: Due to being a Gnath, he can still hear voices of the Overmind calling out to him and it gets progressively louder the more he tries to resist until the Overmind takes full control of his body and warns him that he will die if he continues to resist.
  • Hive Mind: He sometimes spaces out due to the Overmind trying to regain control over him so that he is forced to go back to the Gnath, which are united by the Overmind. Part of his character development is overcoming the Overmind's influence so that he can be an individual with free thought.
  • Glory Seeker: He gets the wrong idea on what it means to be an adventurer by assuming it's all about glory and rewards until the Warrior of Light shows him that sometimes you have to do very mundane things like moving rocks as part of being the hero that helps people.
  • Innocently Insensitive: He's never met goblins before, and can't help but remark at how strange they look to him. The goblin he was speaking with did not take the offense lightly, though the Deftarm did apologize for his rudeness.
    • He later criticizes Linu Vali for worrying about her war dance when their lives were in danger. Linu is at least understanding of Deftarm's concerns and realizes how her priorities must appear to outsiders.
  • "I Know You're in There Somewhere" Fight: Feeling responsible for bringing the wrath of the Overmind to the colony, the Vath Deftarm decides to submit himself to the Overmind so that he can destroy the mind control from within himself. By the time the Warrior of Light arrives at the Gnath's hive, the deftarm is already under the Overmind's control. This leads to a series of "remember who you are!" from the Warrior of Light themselves, Marcechamp, Jantellot, Drydox, and the Vath Storyteller. Not only does the deftarm break free of the Overmind's control, he turns on him by firing his weapon at him, causing the Overmind to flee in fear. The deftarm's individuality wins out in the end.
  • Not So Harmless: Though most of his earlier quests show him fearing combat and trying to avoid it, he does manage to defend himself when an Illuminati Goblin attacks him on his way to Idyllshire. He also manages to kill a Gnath that was about to attack him near Anyx Trine once he overcame the Overmind's control over his body.
  • Power of Friendship: Played with.Though he manages to overcome the Overmind's will thanks to the motivational speeches from his allies, when he attributes it to this trope, they're all quick to bluntly clarify that none of them actually consider the Deftarm their friend (besides maybe Drydox), and that they're mostly helping him since the guild he runs is too beneficial to each of their communities for them to lose him. Given his struggle was to find meaning in his life, this revelation makes him just as happy.
  • Straight Man: Plays this role in the Heavensward allied beastmen scenario when he meets Mogzin and Linu Vali. Between Mogzin playing tricks and being lazy, nearly being eaten by Linu Vali, and watching her dance against a group of Vanu Vanu that were ready to kill, it's funny to see him become completely exasperated and being totally serious. He does lighten up at the end.

     Mogmenders (Moogles)
The Mogmenders are a group of Moogle craftsmen that want to fix Zenith. Unlikely other Beast Tribes, their enemies are not other moogles, but Nidhogg's Brood. They recently asked Ishgardians to teach them the arts of building, but their usual antics drove away most of their mentors. After accepting Tarresson's offer, The Mogmenders had been assigned to fix Bahrr Lehs and hone their skills before working on Zenith proper.
  • Lazy Bum: A lot of them would rather play tricks on others than to do manual labor. Tarresson and the Warrior of Light had to trick them with counterfeit kupo nuts to get their co-operation. Of course once the Mogmender's respect was gained, they prove to be quite eager and willing to work.
  • Trademark Favorite Food: Like all moogles, they are kupo for kupo nuts.


Race: Moogle
Discipline: N/A
Leader of the Mogmenders, and by extension the one leading the restoration of the plaza and Zenith.

Tarresson de Dzemael

Race: Wildwood Elezen
Discipline: N/A
A Stonemason from Ishgard who took up the restoration projects at the Mists after 9 of his students were driven away by the Moogles' pranks.
  • Badass Creed: "By the hundredth blow." A house motto meaning that only constant effort will yield true rewards.
  • Guile Hero: Not one to fall for the moogles' tricks as so many other stonemasons, Tarresson instead gets the Mogmenders' cooperation through a trick of his own involving fake kupo nuts.
  • True Craftsman: He hails from a family that is well known for their work with Stonemasonry and took up the task of helping restore Zenith after his pupils quit. Turns out that the family, the High House Dzemael started out as dedicated craftsmen before moving to stonework
  • Token Good Teammate: As of his appearance, he's the only major member of House Dzemael who isn't a complete bastard to the Warrior of Light. Especially noticeable to those who did the Machinist questline and the Scholasticate questline.

Ohl Deeh

Race: Dragon
Discipline: N/A
A young dragonet living at Zenith who wishes to aid the Mogmenders with their restoration of the plaza.
  • Plucky Boy: What he lacks in size and strength the little dragon more than makes up for in enthusiasm and determination.
  • Time Dissonance: Comes with the territory of being a member of a species that can live for thousands of years. Ohl Deeh treats the length of a few centuries with an air of casualty comparable to the passing of a week or two from a mortal perspective.
  • You Are Fat: When he meets Linu Vali for the first time, he bluntly tells her that she's the pudgiest bird he had ever met in his whole life. Linu Vali actually blushes and thanks Ohl Deeh for the comment, meaning she either didn't know it was an insult or she's actually proud of her stature.


Race: Dragon
Discipline: N/A
A large dragon who struck an ultimatum with the Mogmenders, asking them to craft a fountain or else he will raze the plaza to the ground.
  • Badass in Distress: Heavensward's Allied Beast Quests revolve around rescuing Gullinbursti from being enslaved by the same technology that controlled Twintania.
  • Compassionate Critic: Despite his Brutal Honesty and grumpy attitude, he really does want to see the fountain project succeed with everyone giving it their all to recreate it. The reason he is always ready to burn the foundation to the ground is due to how it reminds him of the time where man and dragon used to live together in peace. If the fountain can't recapture that moment perfectly, then it's trash that should be burned so he won't have to remember the past. Even when the fountain is completed, he is satisfied, but isn't exactly beaming with praise. After the fountain gets that last missing piece in place, the dragon is fully content with the work put in and gives the Warrior of Light and the moogles the praise they worked for.
  • Cynicism Catalyst: He lost his belief in friendship between man and dragon (destroying the original fountain in the process) after his mother Ratatoskr was killed by King Thordan and the Knights Twelve a thousand years ago.
  • Meaningful Name: Named after a boar in Norse mythology who was created by blacksmiths as a gift to Freyr.

    The Divine Circle (Kojin) 
After defeating the Imperials within the Ruby Sea, the Red Kojin have lost their major source of treasure and have demanded that the Kojin of the Blue become mercenaries and raiders as well to make up the loss. When the Blue rejected the demand, the Red closed off their Treasure Vault to the Blue, forcing them to create their own Treasure Vault. By divine decree, a team of treasure hunters is formed with the Warrior of Light in their ranks.

Kabuto Ironshell

Race: Kojin
Discipline: Samurai

A kojin that is second in command of the Divine Circle. He prefers to work alone so that he is not a burden on anyone.

  • Cassandra Truth: Played With. Kabuto wonders why no one believes him about Tsukumo walking and talking in the doll and fears he is going crazy. The elder confirms with everyone else that he did not see or hear Tsukumo, but he believes what Kabuto says since he too had a similar experience in the past where no one believed what he saw either. You can also choose to have the Warrior of Light either confirm that they never saw or heard Tsukumo or side with Kabuto.
  • Character Development: Goes from being a loner to a more confident leader that can accept help from others.
  • I Work Alone: He doesn't want to work with anyone since he feels like his brethren will slow him down and he also doesn't want to be a burden on them. The quests involving him have him gradually step out of that mindset.
  • The Quiet One: Kabuto is often described as being a Kojin of few words. Tsukumo remarks that he was surprised to meet anyone who spoke less than Kabuto when they meet the Qestir.


Race: N/A
Discipline: N/A

A kami inhabiting a doll. He gives Kabuto the much needed pep talk and advice to shape him up in becoming a leader of the Divine Circle.

  • Always with You: When Kabuto is seemingly losing against the Red's general, he merges his spirit with Kabuto's while saying the trope name.
  • Distressed Dude: Is kidnapped by the Kojin of the Red.
  • Invisible to Normals: The final kojin quest reveals that only the Warrior of Light and Kabuto were see him move and speak. The kojin elder speculates that Tsukumo most likely only chose to reveal himself to Kabuto in order to help him become a refined leader of his tribe while the Warrior of Light would aid him.
  • Race Name Basis: Your introduction with him has him calling you by a certain name depending on your race, which he drops once he learns of your name:
    • Fleshy one: Hyur
    • Long neck: Elezen
    • Fluffy tail: Miqo'te
    • Muscular arms: Roegadyn
    • Short legs: Lalafell
    • With the horns: Au Ra
  • Sliding Scale of Living Toys: Of the "I've got no strings" variety. He inhabits the body of a mammet and everyone can see it. When his power is weakening, his speech is affected (lOkInG LiKe ThIs) as if a toy's batteries were running low. It's later revealed that only Kabuto and the Warrior of Light were actually able to see him walking and talking. Everyone else assumed the two were just talking to a mammet.

    The Velodyna Gatekeepers (Ananta) 
With the Garleans driven from Gyr Abania, the Ala Mhigan alliance now seeks to rebuild what they lost. The Vira Ananta who had joined with the resistance efforts have taken it upon themselves to repurpose the Imperial outpost of Castellum Velodyna into a beacon of unity. However, some of the alliance wants to have the base destroyed instead, seeing it as an icon of suffering under the Garleans for twenty years.

Race: Ananta
Epiteph: Gatekeeper Alpa
Discipline: Goldsmith

A young Ananta overseeing the conversion of Velodyna. She is next in line to become broodmother of the Vira Ananta, a position that would take her away from her work.

  • Accidental Pervert: Apparently stripped her second in command, J'olhmyn, after misinterpreting an itchy back to mean she was molting.
  • Blow You Away: Fights by casting Aero.
  • Comically Missing the Point: Thanks to her being a bit too Literal-Minded at times, she misses a lot of social cues and norms, such as mistaking J'olhmyn's itchy back for molting and thinking she hasn't grown much (physically) when her mother says she has grown up (mentally). Even her own mother says that her daughter misses the point in a lot of things so much that it's a quirk of hers.
  • Healing Hands: She is capable of casting Cure II.
  • Humans Through Alien Eyes: Part of the reason why she enlists the player's aid. Most of the Reputation Up quests involve her assuming that Ananta and spoken biology work the same way and having to be corrected by J'olhmyn or the Warrior of Light.
  • Literal-Minded: Alpa tends to take things at face value. When one of her own remarks how much she's grown, Alpa remarks that she's still the same length as before.
  • Made of Iron: Willingly takes a powerful wind buffet from a griffin for the sole purpose of seeing said griffin in that pose. Three times, because she blinked the first two times.
  • Rebellious Princess: Averted. She has no qualms about becoming broodmother; she just wants to complete her work first.
  • You Just Had to Say It: When things at the castrum go along really well, J'olhym assumes everything will work out unless some unforeseen catastrophe occurs. Not even a second later, someone comes running in screaming that a catastrophe had occurred. Alpa blames J'olhmyn for making it happen.

Race: Seeker of the Sun Miqo'te
Epiteph: J'olmyn of Earth and Wind
Discipline: Lancer

Alpa's second in command and representative of Ala Mhigo within the Gatekeepers.

  • Cloudcuckoolander's Minder: To Alpa
  • Dude, Not Funny!: Was not amused by M'zhet sneaking up on her while wearing the mask that was worn by Nhaza'a Jaab since she was nearly killed by the guy. She promptly knocks him out cold before joining the others in the hot spring.
  • The Lancer: Both figuratively (to Alpa) and literally (wields a trident).
  • Not So Above It All: When the outpost has a man who is apparently very ill, M'zhet says he is really just love sick, and possibly in love with J'olhmyn, she flat out denies it since she is a soldier and doesn't have time for anything like romance. When it turns out the man really was lovesick, she looks excited when she thinks he means he was in love with her, only to be disappointed when it turns out he meant the doctor who cured him of his actual illness.
  • Prongs of Poseidon: Type 3.


Race: Midlander Hyur
Discipline: N/A

The captain of Ala Mhigo's griffin riders. A man in support of destroying Velodyne.

  • The Beastmaster: Commands a squad of them, as well.
  • Jerk with a Heart of Gold: Despite being quite blatantly for destroying Velodyne, he allows Alpa and the player access to one of his griffins for the project, though he isn't shy about voicing his displeasure. Once he sees the twin statues that Alpa had made, he's won over, asking for him and his riders to be allowed to join the Gatekeepers.


Race: Highlander Hyur
Discipline: N/A

A former innkeeper from Ala Ghiri who is recruited to run a rest-stop in Veldonya.

  • Caustic Critic: When put to task, he is relentless in his duties as a manager. Luckily, Alpa turns out to be quite receptive to his (often loudly, angrily shouted) advice.
  • Mood-Swinger: He has two settings: Depressed over failures in both his professional and personal lives, and Gordon Ramsay.


Race: Seeker of the Sun Miqo'te
Discipline: Gladiator

An estranged Tia from the M tribe of Ala Mhigo. Many years ago, his father was Nunh of the M tribe, until he left the tribe and left M'zhet with the Ananta tribe and disappeared. M'zhet was convinced his father abandoned him and fled like a coward for losing his Nunh position, so he plans to become Nunh himself to show that he isn't a weakling unlike his dad. Unfortunately for him, he really is a weakling. It turns out the story with his father is more complicated than he knew however.

  • Boisterous Weakling: He really really wants to become Nunh of the M tribe and regularly challenges the current Nunh to duels for the position. He is also really weak and gets trounced every time. When said Nunh asks the Warrior of Light to train M'zet (he liked M'zet's dedication and wanted to know if there was any hidden qualities he may have), M'zet's first response is to attack the hero. In the first instance of this in the entire game, he gets beaten up by the Warrior of Light off screen.
  • Butt-Monkey: He takes a lot of punishment to say the least. None of it keeps him down for long though.
    • He is the only character to get beaten down off screen by the Warrior of Light. Nobody else in the entire game can say the same thing. And the Warrior of Light casually makes fun of him during the quest where he tries to show everyone that love can overcome illness and injury.
  • Disappeared Dad: His desire to become a Nunh stems from his father, who was a Nunh, disappearing after losing his position as Nunh, leaving M'zhet to think his father was a dirty coward. It turns out his father left his position to avoid conflicts in the tribe, and didn't simply run away after leaving M'zhet with the Ananta. He went to stop a herd of corrupted animals from spreading their disease to the rest of the area and died in the process.
  • Dumbass Has a Point: During one of the Ananta beast tribe quests, there is a man who is ill and unable to leave his bed. M'zhet immediately decides that he is clearly love sick, to the bewilderment of Alpa, J'Olhmyn, and the Warrior of Light. He takes them on a short adventure to prove that love can heal all wounds which involves having the Warrior of Light throw explosives at him. The whole adventure ends up rather pointless and Alpa, J'Olhmyn and the Warrior of Light decide to go get a proper doctor as they should have at the start who whips up a cure for the ill man. Then it turns out the man really WAS love sick for the doctor, and runs off after her to profess his love for her.
  • Everyone Can See It: During the allied beastmen story, It's clear that he is crushing on J'olhmyn. The Warrior of Light apparently even gives him a bit of romantic advice after he is unable to look at her straight (due to her being in a bathing suit).
    M'zhet: ""Just compliment her like a normal person"? It's my first time seeing her wear anything but armor! What do you want from me?"
  • Expy: Of Red XIII oddly enough. Though he is a much bigger Butt-Monkey.
  • Iron Butt Monkey: He gets the Warrior of Light to throw live grenades used previously to demolish broken down magitech lying around for parts at him. He is clearly in pain, but he gets up minutes later without looking any worse for wear. This is brought back later on in the allied beastmen quest where you use grenades on him again because he won't regain consciousness after being knocked out.
  • Odd Friendship: He bonds quickly with Gale over their respective failures with romance.
  • Please Put Some Clothes On: When he sees J'olhmyn in nothing but a bikini, he constantly turns his head away in order to not gawk at her and then asks her to put some clothes on before they chase after the bad guy they're looking for.

    The Seven Hundred Seventy-Seven (Namazu) 
After receiving a series of cryptic dreams from his ancestors, Gyoshin was given a dire warning of the Namazu's destruction. Destruction that could only be averted by holding a seven year festival in the Azim Steppe. Gaining permission by the Mol Au Ra, the Namazu began fixing up the dilapidated pavilions of Mol Iloh.
  • For Want of a Nail: Though nobody ever learns this in-character (with the possible exception of the Warrior of Light, if the Flash Forwards are Echo visions), every time you complete a quest to rank up your reputation, the thing they add to the festival somehow averts a disaster that would have exterminated the Namazu. For example, when they begin catching and providing offerings of large fish to their ancestors' god, they unknowingly keep the numbers of the fish who prey on their own food source in check and prevent mass starvation.
  • The Friend Nobody Likes: Throughout the quest line, it becomes blatantly apparent that the only reason the Xaela tribes tolerate the Namazu is because they have the Warrior of Light vouching for them. Even the Mol, who rented their structures to them in the first place, see the Namazu as annoying at worst and delicious at best.
  • Lucky Seven: The festival is to be held for seven years, and is required to attract 777 participants. If they fail in this, it is said the entire Namazu race would be wiped from the face of Hydaelyn.
  • The Last of These Is Not Like the Others: Thus far, they're the only friendly Beast Tribe from a race not associated with a Primal. Though their belief in the kami suggests that they likely do worship Susano and Tsukuyomi.
  • Verbal Tic: They tend to repeat their affirmations. Yes, yes!

Seigetsu the Enlightened

Race: Namazu
Discipline: N/A

A knowledgeable Namazu who has spent a long time reading the tomes in Yuzuka Manor.

  • Bad Boss: He doesn't have much compassion for the various Namazu running around trying to get the festival together, considering them to be mere underlings rather than equals. In one quest, he mentions that he plans to drink all of a very special tea and only leave the dregs for everyone else. When he sees that the Warrior of Light is clearly disgusted, he notes that in feudal societies, the lords always get the best while the plebians get the leftovers, making it clear how he considers himself compared to the rest of the 777.
  • Clint Squint: Instead of being glassy eyed or having dead staring eyes, his eyes are in a perpetual squint.
  • Do Not Call Me "Paul": His real name is Gyofun. He refuses to go by his Namazu name. According to the second volume of the Encyclopedia Eorzea, Gyofun roughly means "fish droppings" and of course Seigetsu was teased about it.
  • The Friend Nobody Likes: Other Namazu describe him as pompous and unpleasant at best. Unsurprising given that he's prone to berating them behind their backs.
  • Non-Standard Character Design: The only Namazu who doesn't have a wide, googly-eyed stare. He's also the only one to have blue eyes while everyone else in his tribe have black eyes.
  • Ooh, Me Accent's Slipping: He always speaks very proper and intellectual, but he can be seen slipping into the Verbal Tic like the rest of his kin when he gets angry or upset.
  • Odd Name Out: The only Namazu whose name doesn't begin with "Gyo". Justified as he specifically took a Hingan name, believing traditional Namazu names to be primitive.
  • Smug Smiler: He's always got a smug grin on his face as well as always bragging about how much smarter he is compared to his fellow kin.
  • Three-Point Landing: He makes a grand declaration and jumps down from a gate and manages a three point fin landing. None of the Namazu seem to notice or are accustomed to his overdramatics.


Race: Namazu
Discipline: Weaver

A handy Namazu who has taken the role of crafting festival attire for all 777 of its participants.

  • All Love Is Unrequited: She has a crush on Gyoshin, but as she notes, he's too dim witted to even notice it.
  • Childhood Friends: With Gyoshin, whom she worries about quite often due to him being klutzy enough to get himself hurt frequently.
  • The Generic Guy: Has no features that make her stand out from other Namazu.
  • The Heart: Not only she's the only known female in the game, she's also the one to bring some clear mindedness with her inputs when other Namazu get too heated on how to solve a problem. The lore book also points out that she was the only one to tend to Gyoshin's head injury from a fallen vase because everyone else was too busy laughing at him.
  • Only Sane Man: The most level-headed of the three. While Seigetsu and Gyoshin argue over which one of them should be sacrificed in a wicker man, Gyorei points out that the sacrifice doesn't need to be a living thing.


Race: Namazu
Discipline: N/A

The Namazu who received the dire warning after being hit over the head with a vase.

  • Childhood Friends: With Gyorei.
  • Crouching Moron, Hidden Badass: In a non-action sense. He seems as much of an idiotic doofus as all the Namazu are, but he is actually a rather skilled craftsman when it comes down to it.
  • Dreaming of Things to Come: When he falls asleep or is knocked unconscious, he has a dream of his ancestor who warns him of the coming disaster to the Namazu race in seven years' time unless they hold the seven-year long festival.
  • Mistaken Identity: When he travels to Kugane with the Warrior of Light, a gang of men mistaken him for Gyodo and threaten to beat him to death for swindling them. They back off after they learn that they got the wrong person and apologize.
  • Namazu on Fire: In the quest to rank up your reputation to level 7, he gets knocked into a lit torch trying to save a tome from suffering the same fate. The book is saved, but he catches on fire and runs around in a panic until he is doused with water. He's entirely burnt to a crisp, but instantly recovers moments later.
  • Running Gag: He's shoved into a bag for easy transportation no less than three times over the course of the quest line. He throws up in it during the last trip, much to the Warrior of Light's despair.
  • Suspiciously Specific Denial: After you attempt to leave him floundering where you found him, he gets up and gets mad at you for assuming he's going to force you to undertake a series of arduous tasks when he only plans to make you do one. This, naturally, doesn't come to pass as it is the first quest of the Namazu beast tribe and takes a minimum of a month real time to complete.
  • "X" Marks the Hero: Stands out from the other Namazu by having a large X-shaped scar on his head. Parodied, as Gyoshin got the scar from the vase that fell on him.


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