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Due to the story's advancement and the fact some articles would otherwise be all white, There are Unmarked spoilers below for Shadowbringers, you have been warned.

The First is one of the thirteen worlds created by the split between Hydaelyn and Zodiark. Much like the world of Hydaelyn, the First was a world where the Warriors of Light were tasked with dispelling the forces of darkness. They had largely succeeded, but at a terrible cost: the balance between Light and Darkness has become so badly disrupted that the world is being ravaged by a Flood of Light. Here, the night has been extinguished, the skies blanketed in eternal radiant light that causes those overexposed to its glow to mutate into "sin eaters". Much of the world has been washed away in this light, with only a few scant areas remaining...

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    In General 
  • After the End: By the time the Warrior of Light shows up, the entire planet save for the region of Norvrandt has been consumed by the Flood of Light. The inhabitants live in constant fear of the violent Sin Eaters and the inevitability that the Light will eventually consume them as well.
  • Alternate Universe: Norvrandt is more or less a version of Eorzea that went through drastically different cultural evolution in the ten-thousand or so years since Hydaelyn shattered Zodiark, with each of the areas roughly being equivalent to a region in Eorzea.note 
    • Nearly all of Eorzea's "beast tribes" have a counterpart on the First that have societies completely opposite of the Source.note 
    • While not identical, the Ixal and Amaro share quite a few similarities:note 
    • There are beings in the First that have existence and power that defy all logic and reason, but unlike in the Source where such beings are pretty much only ever Primals, these sorts beings in the First are very real. Titania, the Pixie King, and Bismark, a gigantic flying whale, are just a couple of examples.
  • Bad is Good and Good is Bad: Very light shades of it. Because of the Sin Eaters' aspect to Light, the eternal daytime, and supposed "purging" of the world, Novrandt idolizes the darkness and night, even the ones that don't do it religiously outside of the Night's Blessed still grow up on tales of "The Sunless Sea" and affectionately refer to each other as "Sinners" as a greeting. This is the reason that the Warrior of Light becoming the Warrior of Darkness doesn't involve any kind of Face–Heel Turn, they remain heroic - they just shift to a more acceptable title for the world they're in. When called villains by their adversaries, the Crystal Exarch is quick to take up this title in stride and the Scions play along with it as well. Flipping terms denoting vice and virtue seem to be played with for fun to get the player immersed in the title Warrior of Darkness, even though, as usual, the player character isn't doing many anti-heroic deeds. When Urianger reveals that Astral/Assertive and Umbral/Passive on the elemental balance is actually the opposite of what their names suggest, being Dark(Astral) and Light(Umbral) respectively, it reveals that Darkness is actually a positive force for creation, subverting the long held beliefs about the inherent natures of Light/Dark that the Source believes.
  • But Thou Must!: The player isn't given much choice in the matter. In order to continue being the hero and using their gifts to save the various worlds including their own from ruination, the Warrior of Light must become the Warrior of Darkness. Although unconfirmed who it is, the singing voice commonly associated with Hydaelyn sings "And fall my friend" in one of the Crystarium's themes. If this were her, it would confirm that even she is okay with saving a world from an imbalance of light.
  • Dark Is Not Evil: The Warrior of Light from the Source takes up the role of Warrior of Darkness in Norvrandt to save the First from being consumed by the primordial Light and the Sin Eaters spawned by them.
  • Darker and Edgier: Irony of the trope name not intended. The themes of tragedy and suffering are used heavily in The First as the people are plagued by the sin eaters and all the other complications arising by an overabundance of primordial light.
  • Daylight Horror: How the nature of the Flood of Light and Sin-Eaters plaguing The First can be best described as. Due to The First being essentially locked in a permanent state of daylight, all of the violent Sin-Eater attacks, and the poor victims that they turn into Sin-Eaters, are on full display without any shadows or darkness to obscure them. The Flood itself is essentially a crystalized mass of Light aether that forms the border of what is still left of the world, with everything beyond it being just a barren white void that can't sustain any life at all.
  • Endless Daytime: The First is blanketed in eternal daylight, the sky a perpetual radiant pale pink. This isn't to say there is no "night" — environmental factors like heat and cold still cycle, for instance — only that the sky is completely blotted out. One of the first conversations you have on arriving in Norvrandt is that there hasn't been a dark night in a century.
  • Evolution: Used realistically. Whereas most plants absorb all but green light making photosynthesis efficient even in low light, many plants in The First appear purple because of the pigment anthocyanin. Anthocyanin makes photosynthesis even more effective in harsh light.
  • Five Stages of Grief: All of the major locations save the Tempest demonstrate one of these stages.
    • Il Mheg is Denial. The Fairies and other creatures of the land simply do not care about the Sin-Eaters and basically ignore them unless they cause them trouble. Their all more interested in living their lives as they did before and don't want to involve themselves in the affairs of men.
    • The Rak'tika Greatwood is Anger. The main tribes of the forest clash with each other frequently over their different religious views, and the remains of the ancient empire are hostile to most all save those who manage to gain permission. The various tribes also are hostile to outsiders.
    • Lakeland is a variation of Bargaining. The people of Lakeland are desperate to find some way of saving the world, and the Crystal Exarch is willing to do whatever it takes to stop the Sin-Eaters. The result is that they actively fight to stop it. Unlike most examples of Bargaining, this makes them heroic since they are willing to do whatever it takes to save the world.
    • Ahm Araeng is Depression. Being where the Flood of Light was stopped, the people of the land are downtrodden and living without any care to work or do much. Those on the eastern side live as much as they can by hoping traders come by, with a camp setup for those infected by Sin-Eaters where they wait to die, while those living on the western side have given up their mining trade and just live day to day.
    • Kholusia and Eulmore is Acceptance. They've given up trying to fight the Sin-Eaters and simply coexist with them, waiting for the end of the world as they live a life of luxury. Unlike most portrayals of this trope where Acceptance is framed as a good stage, here its evil because of the methods and ways they live.
  • Light Is Good: Hydaelyn's light seems to be, anyway. The Oracle of Light staved off the Flood with it, and by possessing her gift, Minfillia/Ryne is able to fix most the imbalances of those afflicted by primordial light. Her gift also serves the Warrior of Light well in fighting sin eaters. Though, if someone has absorbed too much primordial light, their soul will begin to falter under the pressure in spite of her gift. It is also revealed that Hydaelyn's might be an eldritch light processed by her influence and The First shows the nature of this multiverse's light further away from her grace, considering she is a greater primal.
  • Light Is Not Good: Nowhere is this more apparent than the First. The Flood of Light has nearly destroyed the world in its entirety and monstrous angelic entities known as Sin Eaters are preying upon its remaining inhabitants.
  • Looped Lyrics: The generic boss theme has the phrase "We fall" looped continuously for dramatic effect, accented by the same two piano keys in the background.
  • Mythology Gag: Hyurs and Hrothgars on the Source are called Humes and Ronso on the First, a nod to Final Fantasy XI and the Ivalice Alliance games for the former and Final Fantasy X for the latter.
  • Narnia Time: Time flows differently compared to the Source. While the Warriors of Darkness arrived on and left the Source only a short time ago, their return to the First was over a century ago. For those on the Source, only a few days have passed since the Scions started getting Called to the First. In the First however, a year has passed at least for each of them; Thancred, being the first one Called, has been around for five years for example. The Exarch also mentions this disalignment can be a bit erratic, sometimes it can work in the reverse order where barely a day can pass on The First and a decade will go by on the Source; this oddity resulted in Alisaie being older than Alphinaud in The First, even though they're twins and Alphinaud arrived on the First days before Alisaie was Called. Though for gameplay and story convenience's sake, the time dilation is nearly 1:1 by the time of Shadowbringers, and Tataru is surprised by how quickly you returned after defeating Emet-Selch.

Lakeland - The Crystarium

    In General
"Each stone was laid with hope; the town itself a symbol, a monument to defiance in the face of death."
A town situated at the base of a Crystal Tower, the Crystarium is a hub for adventurers and others who have banded together to fight back against the Flood of Light and deliver the First from the brink of annihilation.
  • Alternate Universe: To Mor Dhona and Revenant's Toll in the First. Both regions suffer under an extreme ecological change and constant threat of danger. Nethertheless, both have industrious and hard working people working to make the region a better place and is the central hub for the Scions.
  • How the Mighty Have Fallen: Lakeland was once the heart of the Church of the Light, the dominant religion of the First. Once the Flood began and the Sin Eaters arose, the religion fell into ruin as Sin Eaters were seen as divine retribution for the people's sins and the religion collapsed.
  • Hub City: It's the largest city that had been introduced in Final Fantasy XIV so far, and serves as your base of operations as you try to clear the First of it's excessive Light.
  • Mythology Gag: To the earliest iterations of FFXIV from well before the game actually released. Architecturally, it's a recreation of the city shown as a tech demo when the game was still in the conceptual stage in 2005. A number of the NPCs, meanwhile, are drawn from the original cinematic trailer/intro for the game from 2009, with the barkeep looking identical to the man who handed out leves in the trailer, while various NPCs say things that were said in the trailer.

    The Crystal Exarch 

The Crystal Exarch

Voiced by: Yuuma Uchida (JP), Jonathan Bailey (EN), Loïc Guingand (FR), Marcus Off (DE)
Race: Spoiler
Discipline: All-Rounder
(White Mage, Black Mage, Paladin)
"There are... things which we can ill afford to lose. And... I sensed from the first that I had a part to play in preserving them."
As open warfare with Garlemald came to a head, a mysterious voice began assaulting the minds of the Scions of the Seventh Dawn, one by one causing their souls to leave their bodies. As he contacts the Warrior of Light, he pleads that he needs their aid to save the First Shard from complete destruction and simultaneously help the Source in the process.

In Norvrandt, it was said he used his power to summon the Crystal Tower one hundred years ago just as the Flood of Light was halted, offering sanctuary to the refugees who lost everything and were hounded by the sin eaters.

  • 100% Adoration Rating: The Exarch is adored universally by the people of the Crystarium, who at times are quite vocal about their adoration. At one point in the story, you're told to talk to the citizens to gather opinions and information on him, and while they do not know the enigmatic man personally, they care for him unconditionally because of his protection and kindness.
  • The Archmage: Implied to be a result of his connection to the Crystal Tower; he notes at one point that his power wanes with distance from the Tower, rendering him nearly defenseless as far out as Eulmore, and is shown to carry a battery for his spells even just to venture into Lakeland. Amongst the spells seen in his arsenal include Fire IV, Blizzard IV, Thunder IV, Medica II, Cure II, Benediction, Rescue, Cover, Break, Vanish, and some form of short distance mass-teleportation. He's also quite skilled with glamours and illusions, even sending an image of himself all the way to Eulmore to meet with Vauthry in his place, and he can use the Tower to peer across Norvrandt, open a portal for the Warrior of Light to travel back to the Source, or even shield the entire city from Sin Eater assaults. And then there's the matter of his Calling our heroes to the First, which completely confounds Emet-Selch and can be done from all the way out in the Tempest...
  • Bad Liar: A specific case: despite his age and experience with the Crystarium populace, he is not good at hiding anything from the Warrior of Light or redirecting certain questions about himself.
  • Barrier Maiden: He is able to defend the Crystarium from sin eater attack through barriers made from the Crystal Tower's magic.
  • Big Good: Of Shadowbringers.
  • The Bus Came Back: He was last seen in a questline added in January 2015, a full four years before Shadowbringers.
  • Cruel to Be Kind: When the Warrior of Light begins turning into a Sin Eater, he steps in and claims to have been using you to collect the power needed to traverse worlds, leeching the excess Light out of you for himself. Nobody buys this "betrayal", and it's almost immediately made clear he's aware this would kill him and is trying to make a guilt-free Heroic Sacrifice by riding the Crystal Tower into the Rift to die there.
  • Determinator: He has endured one hundred and more years fighting off the end of the world in the First as well as the Source. All the while, he's waited patiently for the time to come to summon the Warrior of Light to the First, a plan that Urianger states is "an undertaking of scarce credible endurance". He can barely believe that the Exarch had kept it together for so long. In addition to this, before confessing the truth to Urianger, he's endured it all by himself, telling no one of the truth.
  • Distressed Dude: When he attempts to free the Warrior of Light from their transformation into a Sin Eater, Emet-Selch shoots him in the back and carries him off to Amaurot in the Tempest. He manages to get free before the final confrontation with Hades, even summoning Warriors of Light from other Shards as backup for the battle.
  • Dramatic Unmask: The power emanating from the Warrior of Light after consuming Innocence blows off his hood, revealing him to be G'raha Tia.
  • Earn Your Happy Ending: After spending a century fighting back against the Flood of Light and the machinations of the Ascians, being confined to the Tower in a degrading body despite wishing to journey with the Warrior of Light, he gets his wish at the end of 5.3, where his soul and memories merges with his younger self previously sealed away within the Crystal Tower on the Source, becoming the Scions' newest member. This happened after he was saved from sacrificing himself and Emet-Selch.
  • Exact Words: If the player has completed the Crystal Tower quests and asks the Exarch about G'raha Tia at the beginning of Shadowbringers, he says that "no such individual was residing in the tower when it passed into [his] care," which is entirely true — since he IS G'raha Tia, he obviously wasn't already in the tower when he got there.
  • Foreshadowing: He subtlety drops mentions of the Alexander and Omega Raids during his talk with Emet-Selch.
  • Fusion Dance: Downplayed since Both fusees are the same person, but he transfers his soul and memories into a vessel and leaves the first with the Scions, which is then fused with his sleeping younger self from the changed timeline.
  • Gameplay and Story Integration: The "Break" spell could inflict Heavy, a debuff that greatly reduced the target's mobility. During the battle of Laxan Loft, the Exarch casts "Break" on Ran'jit to prevent him from leaping after the Scions In a Single Bound.
  • Gem Tissue: His body seems to be partly made of the same aetherial crystal as the Crystal Tower. We can see that his entire right arm and a sizable part of his neck and face are all crystallized. The events of 5.3 cause it to expand. It technically kills him but he transfers his soul into Auracite at the last second, leaving his crystalized body standing by Xande's Throne as a monument
  • Goal in Life: Aside from saving the First, he lets out glimpses of this during a conversation with the Warrior of Light. It turns out at the end, that his dream is to save the Warrior of Light, spend the rest of his life traveling together with them, and be by their side. A dream that, by 5.3, he gets, no strings attached.
  • Guest-Star Party Member: He joins as an All-Rounder in the Trust system for only the first dungeon, and after finishing the Shadowbringers Main Story Quest he and Lyna are completely removed from the system while you can instead use any of the Scion characters in any Trust dungeon rather than strictly those they were there for in the story. He comes back again as an optional one-time party member if you use the Trust system for your first runs of the Grand Cosmos and Anamnesis Anyder. He can rejoin you in this capacity if you unlock the "Scenario" mode for Trusts by raising every Trust avatar to level 80, and he joins you properly as a full-fledged avatar once you complete "Reflections in Crystal".
  • Healing Hands: He is capable of using Cure, Cure II, Medica II, and Benediction.
  • Heroic Sacrifice:
    • He's a very self-sacrificing guy, and attempts this on multiple occasions:
    • He intended to do this, by taking all the light the Warrior of Light had absorbed and going into the void. However, he's shot in the back by Emet-selch before he can do this and it ultimately ends up not being necessary.
    • Ends up pulling a non-lethal but extremely costly version in 5.3, when he overexerts himself in creating a route for the Scions to return home and battling Elidibus until he ends up destroying his physical body in the First, requiring him to perform a Split-Personality Merge with his past self in the Source using one of the same spirit vessels he made for the Scions.
  • Hero-Worshipper: When not taking the Ship Tease and subtext into account, the Exarch is simply the Warrior of Light's fan, as all people from his time were, and an exceptionally exicted one at that.
  • In the Hood: The top half of the Exarch's head is hidden by his hood, keeping us from seeing his hair and eyes, though we can see that the crystallization of his body reaches up his neck and scars part of his face. Eagle-eyed players, however, may notice his nose is not part of any face available to player Hyur models, but instead to Miqo'te.
  • Jack-of-All-Stats: He's classified as an All-Rounder in the Trust system, meaning he can fill any role the player requires of him in dungeons. As a tank he is a Paladin, as DPS he's a Black Mage, and as a healer he's a White Mage.
  • Magic Misfire: Every time he attempted to summon the Warrior of Light, his aim was off and he summoned one of the Scions instead. Even when he succeeds, the Warrior arrives a few malms from where the Exarch had intended them to. Since he doesn't know how to send the Scions back, his intent was for his Heroic Sacrifice to remove their anchor to the First and send them back.
  • Martyr Without a Cause: Apparently quite a few of his plans end with "and then I die heroically, saving everyone else, and am mourned afterwards", if Alisaie and Krile's snarky comments are anything to go by. Krile in particular notes that this has been a recurring trend with him even back before the WoL met them in Mor Dhona, and both Krile and Alisaie are quite tired of it.
  • Master of All: Fighting alongside him shows he's mastered Black Magic of all elements up to rank IV, while he also throws out rank II Cures and Medicas like any White Mage without changing roles or fighting styles. He is capable of using the Rescue healer role action while simultaneously using the Cover ability for Paladins.
  • Nice Guy: Almost comically so; despite his obvious penchant for secrecy casting his end goals and methods into question, the player is constantly reminded of how kind the Exarch is, from being universally adored by the residents of the city he oversees, to raising an orphaned child on his own, to personally leaving sandwiches with a note of encouragement in the WoL's room to find when they return from their journey. He even tries to lie about his motivations for absorbing the light from the WoL at the last minute, claiming he planned to use it to escape the dying First from the beginning, in order to spare the WoL from feeling guilty about his death — a lie that's difficult for everyone to believe in part because he's just too dang nice.
  • Nice Job Breaking It, Hero!: Thancred finally looks at infiltrating Garlemald? He gets Called. Urianger and Y'shtola want to investigate and prevent the thinning of aether? Both of them get Called. The WoL and Alisaie try to drive Garlemald back from the Ghimlyt Dark permanently? Alisaie gets Called. The WoL is fighting Elidibus!Zenos? They get called mid-fight and have to be bailed out. The Exarch's penchant for Magic Misfire and comically poor timing is so great, it almost looked like he was trying to doom the Source rather than save it. Sort of justified considering that none of the other Scions were meant to be Called, just the WoL and the case with them and Elidibus was an act of desperation, since if they had won against the Ascian the Empire would have just unleashed Black Rose outright.
  • Older Than They Look: As he repeatedly reminds people, he is much older than his youthful appearance implies.
  • Paper-Thin Disguise: Provided the player has already completed the optional (later made mandatory) Crystal Tower questline, they have the dialogue option to almost immediately recognize the Crystal Exarch as G'raha Tia, though he sidesteps any such accusations until the final act of Shadowbringers. Shortly after his reveal, Emet Selch even comments on how obvious his identity was because, as pointed out in the aforementioned Crystal Tower raid, only a member of the royal Allagan bloodline can control the tower. So aside from Emet himself, the only remaining candidates are G'raha Tia and any hypothetical descendants of his.
  • Parental Substitute: He is pretty much Lyna's adoptive grandfather, having raised her ever since she lost her family as a young child.
  • Pintsized Powerhouse: He’s rather short compared to everyone else (excluding Lalafells or female Au Ra), but that doesn’t make his powers and skills any less impressive.
  • Red Eyes, Take Warning: He's a Nice Guy who's entirely on your side, but his two red eyes are a direct indicator of how dangerous he is to his enemies. They're a sign that his Allagan blood has fully awoken, giving him complete control over a magical power plant mighty enough to hop between dimensions, right off entire armies of sin eaters, and chew up and spit out the disembodied mind of Zodiark Himself.
  • Really 700 Years Old: Entire generations have come and gone since the Crystarium was made, but even the oldest claim that the Exarch looks exactly the same as he did way back when. He's implied to already have been hundreds of years old by the time the Crystarium began, having been asleep since the Crystal Tower raid and awakened by Garlond Ironworks generations later. After awakening, he bound his life-force to the Crystal Tower so he could survive the trip through time and across worlds, which as a result means he doesn't age, but also means he can't spend too long away from the tower without weakening.
  • Scatterbrained Senior: He is worried that Lyna thinks he's becoming one of these after something happened involving a fish knife.
  • Secretly Dying: The crystals that compose half of his body aren't inert - they are slowly overtaking his body, and every use of the Crystal Tower's power hastens the spread. Part of why he's so willing to perform a Heroic Sacrifice for the Warrior of Light is because he knows he doesn't have much time left. It's visibly worse in 5.3, and gets exaggerated when Elidibus steals control of the tower and kicks it into overdrive, which still takes its toll on the Exarch. It eventually gets bad enough that he's forced to abandon his physical body and undergo a Split-Personality Merge with his past self, even with no guarantee it would work.
  • Senseless Sacrifice: As the summoner of the Scions, his original plan to return them to the Source consisted of "die to remove their anchor to the First," an option he brings up again in 5.1 to Alisaie's annoyance. In 5.3, his body's destruction proves that said plan wouldn't have worked anyway.
  • Set Right What Once Went Wrong: He's a future version of G'raha Tia from a Bad Future of the Source where the Eighth Umbral Calamity killed the Warrior of Light and caused massive upheaval. Disciples of Cid awakened him from the Crystal Tower and outfitted it with the means to travel between Shards (repurposing the portal to the World of Darkness in Xande's throne), through time (by building a replica of Alexander Prime as an engine), and space (by combining said replica with data of Omega due to its ability to travel within the Interdimensional Rift) and created The Tycoon in order to prevent the Calamity from occurring and save the Warrior of Light. He's fully aware that he and the Tower could both be erased from history if successful, but in the end both are able to remain.
  • Ship Tease: A lot of his interactions with the Warrior of Light, especially in the second half of Shadowbringers, are heavily dripping with romantic subtext.
  • Single-Target Sexuality: It's made a point how the Warrior of Light is pretty much his most important person, and the subtext stays just as strong no matter what the Warrior's gender is.
  • Taken for Granite: Invoking the Crystal Tower's full power to destroy Elidibus takes everything he has left and he steps into the middle of courtyard before Xande's old throne before crystalizing completely.
  • Tender Tears: He breaks into tears if the Warrior of Light chooses to call out his name in the ending cutscene.
  • That Man Is Dead: Downplayed and ultimately Subverted. If the player has completed the Crystal Tower questline and calls him G'raha Tia after completing the main story he hesitates for a moment and says that it's been so long that he's truly come to be the Crystal Exarch even if it was just an act at first. He goes on to admit that even still when the Warrior of Light calls him by name the young man he used to be stirs and he's hit by a wave of nostalgia topping it off by saying that even though they were an inspiration back then the Warrior of Light is somehow an even bigger inspiration now. However, he still sees himself as G'raha Tia despite the time that has passed, as he is able to merge his soul with his past self without issue at the end of the Shadowbringers story, showing that he never truly let go of who he was.
  • Time Master: He called the Warrior of Light through time and space to the First and he himself is a time traveler from a Bad Future. Later this leads to Emet-Selch kidnapping him because he has pioneered a magic that even he is incapable of and then for the finale he summons seven champions from across time and space to aid the Warrior of Light in challenging Hades for the final battle.
  • Took a Level in Badass: He's led the Crystarium for decades as a revered leader, has access to magics even the Ascians don't have, and can fight alongside the Warrior of Light as well as the Scions can. The last time we saw him he was just an ambitious scholar with a special bloodline and no combat experience.
  • Unskilled, but Strong: Describes himself as such after the main story quest of Shadowbringers has run its course. He isn't technically as skilled or learned a mage as the scholarly Scions or a spellcasting Warrior of Light, but his connection to the Crystal Tower grants him access to magicks potent enough to make up the difference.
  • World's Strongest Man: Prior to the Warrior of Light and the Scions' arrival, he was this for the First, having kept the Crystarium safe for nearly a century until it became a bustling city. This is partly because of the bounties of the Crystal Tower, but also because he was from the Source's Bad Future, making his soul eight times denser than anyone else on the First.
  • You Can't Go Home Again: He reveals early on that while the Warrior of Light can simply teleport between worlds using Aetheryte, the Scions he summoned are trapped on the First and have since given up on finding a way back. After the battle with Hades, it's explained he intended for his death to release the Scions, and also shown that he can't return to the Source either, having bound himself to the Crystal Tower which is still sealed on the Source. Ultimately averted in 5.3 where he transfers his memories and souls to a portable crystal and then, with the help of the player character, merges himself with his past self on the Source and reawakens with both his old and new memories while waking up back on the Source in his younger body.



Voiced by: Yoshino Nanjo (JP), Salóme Gunnarsdóttir (EN), Camille Lamache (FR), Ruth Macke (DE)
Race: Viis
Discipline: Captain of the Guard (Dancer)
Captain of the Crystarium's guard and the right hand of the Exarch.
  • The Chains of Commanding: Experiences this after the Sin-Eater attack on Lakeland the Crystarium. She feels she failed her men with how many died during the battle while they were so close to finally being rid of the Sin-Eaters. The Warrior of Light has to step in when she collapses from pain and starts blaming herself for the fallout of the attack.
  • Establishing Character Moment: Her introduction involves her grilling the Warrior of Light about where they're from, before casually one-shotting a Sin Eater that snuck up on them. This establishes herself as a seriously loyal and skilled combatant who won't abide the Sin Eaters attacking innocents.
  • Guest-Star Party Member: Joins the heroes as a Trust ally for the first dungeon. No longer selectable once "Avatar" mode is unlocked, but raising every avatar to level 80 unlocks "Scenario" mode, allowing you to play Trust dungeons in their original form once again.
  • Happily Adopted: She's been raised by the Exarch ever since she lost her family as a child, and the two share a strong grandparent/grandchild relationship.
  • The Lancer: She's the Exarch's main confidant and his right hand.
  • Undying Loyalty: She is very loyal to the Exarch and does what he requests without issue.


Minfilia, Ryne

Voiced by: Kana Ichinose (JP), Emma Ballantine (EN), Julie Costanza (FR), Anne Düe (DE)
Click here for her appearance later in the story 
Race: Hume
Discipline: Oracle of Light (Rogue)
A mysterious girl that has been cared for by Thancred, is the Oracle of Light, a force that can stand against the forces of light that blight the First and has powers around their energies.
  • Character Development: She starts off the story being a near Empty Shell, merely following her vague goals as the Oracle of Light, and doing whatever Thancred tells her to. Over the course of the story, she begins to open up and gain more confidence in herself, a desire to do what she can to help others, and even becomes more interactive with the others. By the time she goes to accept Minfilia into herself, she tells off Ranjit, and is perfectly willing to go down fighting for the friends she has made, and the goals she has formed. Thancred outright mentions her new found resolve after this.
  • Character Select Forcing: In a case of Gameplay and Story Integration, if you use Thancred as your tank in the Trust system, you pretty much need her in your party, as without her Thancred can't use the majority of his abilities due to having been cut off from his Aether after being subjected to Flow during the Monetarist coup.
  • Cry Cute: When Thancred says he is proud of her before they part ways for good.
  • Damage-Increasing Debuff: One of Minfilia's specialties as a Trust party member is that she can use Trick Attack and inflict enemies with a powerful one.
  • Disney Death: At the climax of Shadowbringers Emet-Selch shoots Ryne clean through in the stomach with a bolt of darkness and the moment she's hit the music stops clean in its tracks as she falls to her knees. She pleads for the Warrior of Light to resist the Lightwarden's aether, arm outstretched, and falls to the ground in a way that very much suggests she's dead. She's up no worse for wear just in time to help the Scions pump the white auracite lodged in Emet-Selch's body full of aether.
  • Everyone Calls Him "Barkeep": "Minfilia" is just a title in honor of, and because of the similarities to, the original Minfilia who halted the Flood of Light. Whatever name she may have been given at birth has long since been forgotten.
  • Expository Hairstyle Change: The original Minfilia changes the girl's hair to a bright orange and her eyes to a more normal appearance when freeing her from the role of "Minfilia".
  • Hair of Gold, Heart of Gold: This look is enforced as one of the things that mark her as the Oracle of Light. When she becomes the true Oracle, her hair reverts to her natural ginger.
  • It Was a Gift: Thancred gives her his gunblade as a goodbye present when he and the rest of the Scions return to Eorzea in 5.3. She later uses it to cut through the darkness Gaia is lost in to save her when the crystal necklace gives her a path with which to do so.
  • Knife Nut: She favors a pair of Air Knives in battle as she was taught by Thancred, when her first teacher Ran'jit sees this he scoffs at the vulgarity of her weapon of choice and demands to know who taught it to her.
  • Legacy Character: She's the latest in a long line of Minfilia reincarnations, all of which were trained from an early age to fight the Sin Eaters and all of which, understandably, quickly died off.
  • Light 'em Up/Blinded by the Light: She can cast the light elemental Banish III on enemies. This spell is her equivalent to a ninja's Suiton; it hides her from the target, which allows her to use Trick Attack.
  • Locked into Strangeness: Inverted. When she awakens as the Oracle, the original Minfilia removes the strangeness, and she looks like a normal girl.
  • Magic Knight: Unlike player rogues she can cast attack magic of the light element.
  • Meaningful Rename: She's given the name Ryne by Thancred after the original Minfilia grants her her powers and allows the girl to choose her own path in life. The name means "blessing" in the Fae language.
  • Occult Blue Eyes: Minfilia's eyes are a clouded over blue with no visible pupils, which help mark her as the Oracle of Light. When she becomes the true Oracle, her eyes revert to a more natural look as a gift from the original Minfilia.
  • Primal Fear: She is so petrified of heights that she will never cross the chasm in time to destroy the Liar's Lyre in the Trust version of Dohn Mheg.
  • Reincarnation-Identifying Trait: Every Minfilia has blonde hair and the Word of the Mother's glowing sapphire eyes. When the original Minfilia gives this last reincarnation her power, she removes these traits as a sign she is no longer a Legacy Character and is free to decide her own destiny. As the Oracle of Light, she also has an immunity to Sin Eater corruption and the ability to sense their Light.
  • Replacement Goldfish: To Thancred for his own Minfilia, which fills her with sadness seeing his pain. Much of the Shadowbringers story has other characters (especially Y'shtola) call Thancred out on this, while she herself believes he hates her for not being his Minfilia. Averted later as he lets go of this and names her, giving her her own identity.
  • Super Empowering: As Thancred can no longer manipulate aether himself, she is the one who charges the cartridges for his gunblade; appropriately, if Thancred is in a party without her he cannot use skills that require aether charges.
  • Walking Spoiler: It's rather difficult to say too much about her without spoiling later parts of Shadowbringers.
  • Willing Channeler: In an attempt to recreate Shiva's memory, she decides to become the vessel to take on Shiva's form much like Ysale before her, hoping to persuade Eden to follow through by example. Unfortunately, due to inexperience, she loses control of herself, prompting the Warrior of Light to quell a rampaging Eden Shiva.

    Feo Ul 

Feo Ul

Voiced by: Minami Takahashi (JP), Olivia Morgan (EN), Clara Quilichini (FR), Nora Jokhosha (DE)
Race: Pixie
"Like the branch which sprouts from the sapling, our bond will flow unbroken from one to the other!"

A mischievous pixie who has made the Crystarium their home. Incredibly curious even by pixie standards, Feo Ul quickly bonds and makes a pact with the Warrior of Light when they arrive in the First.

  • Affectionate Nickname: Refers to the Warrior of Light as their "sapling".
  • Awesome Moment of Crowning: After the Warrior of Light defeats Titania, Feo Ul takes the fae relics and becomes the new Titania.
  • Beware the Silly Ones: They're a lot more dangerous than their lack of size and eccentric attitude might suggest:
    • Pixies are tiny, childlike pranksters with frighteningly effective magic, capable of driving people mad with illusions or simply permanently and irreversibly turning them into topiary. Feo Ul is nicer and more moral than most pixies, but is also unusually powerful and widely feared by their own kind.
    • After becoming Titania, they take this to an extreme. They're still your quirky, clingy little friend who helps you sell things at the market, but they're also a mid-tier Physical God and Reality Warper with an army of deadly fae at their beck and call, and your most powerful ally on Norvrandt.
  • Big Damn Heroes: They show up in their Titania form with a flock of fae to help protect the colossal Talos from Sin Eaters and allow the Warrior of Light to reach and defeat Vauthry.
  • The Dreaded: Though not evil by any means, after Feo Ul becomes the new Titania, the mere thought of annoying them fills their fellow pixies with dread, enough so to cause one pixie seriously warn another pixie who had previously been separate from the rest to NEVER try to claim the Warrior of Light in any way.
  • Everyone Has Standards: When dealing with their fellow pixies, Feo Ul makes clear how boring the games the fellow pixies play are as they tend to do the same "game" over and over.
  • Fanservice Pack: Feo Ul the pixie is, like most pixies, a cute little kid (or, at least, a magical being that closely resembles a cute little kid). Titania the king of Il Mheg is a supernaturally lovely adult in a flattering, form-fitting dress.
  • Fiery Redhead: Red-haired and passionate about everything. This has earned them the nickname "Madbloom" by their fellow fae.
  • Hand Wave: Initially, their purpose is to serve as a justification for how the player is able to access services that would otherwise be exclusive to the Source, like Retainers and the Delivery Moogle. When wondering about how they could still continue as companions, the new King Feo Ul happily says a "branch" of themselves will still travel with them. Upon which a smaller Feo Ul continues journeying with the Warrior of Light.
  • Jumped at the Call: The thought of being able to visit another world had Feo Ul jumping at the chance to make a pact with the Warrior of Light.
  • Large Ham: They like to exaggerate their own feelings, which usually results in them pretending to be angry and yelling.
  • Loophole Abuse: Since the Warrior of Light is not interested in being the Faerie King, they take their place as King due to the pact they share.
  • Meaningful Name: "Feo" is the fae rune for treasure or wealth and "Ul" is the rune for the moon or darkness. Considering how fond and possessive Feo Ul becomes of their sapling, the Warrior of Darkness, you could say that they are someone who treasures dakrness.
  • No Biological Sex: Like all pixies, Feo Ul is genderless and uses they/them pronouns. They briefly referred to themself as "she" when interacting with the summoning bell, but this turned out to be an error that was swiftly patched out by the localisation team.
  • Red Is Heroic: They're the only red pixie (most of the rest are green), and are the most straightforwardly heroic by far. This is emphasised when they become Titania and keep their colour scheme, as a visual indicator that the King of the Fairies is now sane (by pixie standards) and firmly on your side.
  • Statuesque Stunner: Feo Ul as Titania is, much like their predecessor, an ethereal beauty who's more primal-sized than human-sized.
  • Suddenly SHOUTING!: Their dialogue mostly consists of cooing over the Warrior of Light like an affectionate parent and then quickly shifting into angrily shouting at them as a scolding one.
  • The High Queen: They may still be a genderless Tsundere, but the new Titania fits this trope very well in most other regards. They're wise, powerful, glamorous and beautiful, and one of your most important allies.
  • Token Heroic Orc: Downplayed. Pixies aren't evil, per se, but they're amoral, hostile to outsiders, and dangerously unpredictable. For all their quirks, Feo Ul is a lot more friendly, helpful, and mature than most of their race, and a lot less casually murderous.
  • Tsundere: They get angry quite easily with their sapling not calling them, but quickly shows their affection for the WoL not long afterwards.
  • Walking Spoiler: They undergo a major change in role partway through the story that is very difficult to talk about without spoilers.

    The Zun 
A race of large, muscular reptilian humanoids living within the Crystarium. Originally a nomadic people, they were forced to settle down when the Flood came, and have become the Crystarium's livestock keepers. They are the First's equivalent to the Amalj'aa.
  • The Beastmaster: Valued in the Crystarium's society for their skill in raising and caring for livestock and mounts, especially Amaro and Chocobos. They also serve as amaro porters throughout Norvrandt.
  • Composite Character: They were nomads like the Amalj'aa on the Source and their friendly demeanor is more based on the Brotherhood of Ash Amalj'aa that were more friendly to people than their Ifrit-worshiping counterparts. Likewise, the Zun decorate their bodies with hide and bone from amaro that passed on and feel that things like steel gauntlets is unnecessary (at first) and too flashy. The Amalj'aa wear various steel accessories since they're a more of a warrior tribe and they raise drakes for battle.
  • You Can't Go Home Again: Their homeland was wiped out by the Flood of Light, thus they migrated to the Crystarium.



Race: Elf
A waitress at the Crystarium's local pub working under Glynard. She tells visitors various tales from the past as a means of entertainment.
  • The Atoner:
    • When the Warrior of Darkness refuses to kill her after she revealed her sins, she decides she can atone by telling others the tales of the Warriors of Light that made great sacrifices to become heroes that they were.
    • She also arranged for the destruction of the Cardinal Virtues behind the scenes to atone for betraying them in life.
  • Big Bad Friend: She was actually Ardbert's enemy due to her enacting the Ascians' plans on sowing chaos on the First. Once Ardbert and his group became Warriors of Light, she turns on them. She actually was friends with them, but much like when Ardbert and his friends allied with the Ascians as "Warriors of Darkness" to save the First, Cylvia was desperately trying to save her homeworld that was the Thirteenth Shard, which had been turned to the Void of Darkness due to the Ascians' screw up at trying to force a Rejoining without fully understanding the mechanics of it at the time. The way the Ascians framed it to her was that by having both a Calamity on the First as well as the defeat of five Warriors of Light, the Light Aether released in the process could reverse the Flood of Darkness.
  • Chekhov's Gunman:
    • She's hanging around at the Stairs in the Crystarium from the moment the player arrives.
    • Likewise, she appears in several of the Virtues' memories of the past, but her role is not elaborated upon until all the quests are complete.
  • The Chessmaster: She arranged for all the Virtue Hunters to hang out in one place so the Warrior of Darkness could help them put her former companions to rest.
  • Create Your Own Hero: Invoked. Remember all the hardships that made Ardbert and his friends Warriors of Light? She was behind them all and did so in the hopes of killing them afterward to help the Ascians with the Rejoining.
  • Dark Is Evil: When revealed as the "Shadowkeeper", she wears dark armor, also symbolizing her origin from the Thirteenth shard.
  • Death Seeker: She seeks to be killed as atonement for her betrayal to Ardbert and his companions.
  • Doomed Hometown: Like Unukalhai before her, she hails from the thirteenth shard, which was consumed by a flood of darkness.
  • Due to the Dead: She came out of hiding once she learned Vauthry twisted the Warriors of Light into the Cardinal Virtues, determined to put her former comrades to rest once and for all.
  • Fallen Hero: She makes it clear that she too was one of Hydaelyn's chosen by calling the Echo "Mother's blessing" and was one of the desperate final chosen ones on the Thirteenth along with Unukalhai. But where as Unukalhai was taken under the wing of Elidibus and eventually rebelled upon realizing that it was Ascian machinations that had doomed the Thirteenth in the first place, Cylva joined forces with the the original pair of Ascians in charge of preparing the First for a Rejoining in a desperate bid to possibly restore and save the souls of the Thirteenth.
  • The Man Behind the Man: As the Shadowkeeper, she orchestrated the various threats that Ardbert and his companions would overcome.
  • Manipulative Bitch: She is the one who pushed for Ardbert's party to make their sacrifices so that they could become Warriors of Light and further the Ascians' plans of a rejoining.]]
  • Mythology Gag: Her role as the unknown 6th member of Ardbert's party. In the original 1.0 trailer, there were 6 characters, the Hyur archer, his Miqo'te and male Elezen partners, then the "alternate" party that also included a Lalafell healer, a Roegadyn maurader, and a female Elezen gladiator. In the End of an Era cinematic and the A Realm Reborn cinematic, all of the characters from the 1.0 trailer return except for the female Elezen, and the Warriors of Darkness in patch 3.4 are based off those characters. So naturally the 6th member who disappeared from the legend of the First's Warriors of Light is based off the character who disappeared from the trailers.
  • Red and Black and Evil All Over: She wears a set of red-and-black Deepshadow Fending gear as the villainous Shadowkeeper.
  • Retired Badass: After being spared by the Warrior of Darkness, she returns to the Crystarium and remarks that her days of combat and adventuring are long behind her. Just putting on her old armor again after all this time almost wore her out.
  • Sixth Ranger Traitor: spoiler:She is the sixth member of Ardbert's party and reveals herself as the Shadowkeeper. Naturally, Ardbert isn't too happy to see someone he considered a friend to turn against him.
  • Strike Me Down with All of Your Hatred: She wanted Ardbert to strike her down when she lost and was devastated when he refused to. Later, she demands the Warrior of Darkness finish the job. They also refuse to kill her.
  • Walking Spoiler: Her true identity and motives blow a lot of things wide open.
  • Well-Intentioned Extremist: She was on board with the Ascians' plans in the hopes of having her homeworld restored.

    Beq Lugg 

Beq Lugg, the Seeker of Solitude

Race: Nu Mou
A reclusive Nu Mou with unparalleled knowledge of the workings of the soul, Beq Lugg has lived in isolation since the coming of the Flood. The Warrior of Light seeks them out at the Grand Cosmos in the hopes that Beq Lugg can return the Scions' souls to the Source.
  • Animate Inanimate Object: Beq Lugg has the power to bring inanimate objects to life. Every single enemy in the Grand Cosmos is animated in this fashion, from suits of armour and statues, to potted plants, to self-sweeping brooms.
  • Art Initiates Life: In the last leg of the Grand Cosmos, Beq Lugg conjures phantasms from the portraits of elven knights to attack the Warrior of Light.
  • Casting a Shadow: Beq Lugg wields dark-aspected magic in their Seeker of Solitude form.
  • Compelling Voice: Like other Nu Mou, they can't resist helping others if certain dog-like commands are said in their presence. Beq Lugg breaks down after Alphinaud and the Crystal Exarch uses said words on them, though they aren't happy about it and offer to at least listen to their plea.
  • Cthulhumanoid: As the Seeker of Solitude, Beq Lugg takes the form of a squid-faced, tentacle-fingered sorcerer. They ditch this form after the Warrior of Light overcomes the last of Beq Lugg's familiars.
  • Expy: To Matoya in the same game. Both are reclusive hermits with great magical powers that don't want anything to do with people in general. Matoya just wants to be left alone for some peace and quiet while Beq Lugg wants to isolate themselves out of guilt. Y'shtola also lampshades the similarities.
  • My Greatest Failure: Before the Flood, Beq Lugg taught soulcraft to the court mage of Voeburt—the very same court mage seen in the tank role questline, who brought about the fall of Voeburt by killing its princess. Beq Lugg went into self-imposed exile out of guilt for the role they indirectly played in this tragedy.
    • Tales From the Shadows goes even further into this: Beq Lugg's only actual friend was Pauldia, the younger princess of the kingdom. When Sauldia ascended to the throne, Pauldia was to be wed into another royal family elsewhere. Not wanting their best friend to leave, Beq Lugg performed a volatile procedure on Pauldia to greatly boost her magic potential. It was then copied by Tadric and used to turn the citizens of Voeburt into monsters. When the Warriors of Light revealed him as the perpetrator, he brainwashed Pauldia and turned her into a monster out of spite, and Cylva and Beq Lugg were forced to lock her in the castle's dungeon forever.
  • Mythology Gag: Beq Lugg's Seeker of Solitude form uses the model of a Final Fantasy XII Mindflayer or Piscodaemon. In that game, the Piscodaemon was a Nu Mou whose lust for power and mastery of dark magic corrupted him into a monstrous form. Fortunately, Beq Lugg's appearance is just an illusion and they aren't evil.


The Tycoon
Artificial Engima

A mechanical being that resembles a mix of both Alexander and Omega. It was created by the Disciples of Cid, served as the engine that would send the Exarch and the Crystal Tower through time and space and into the First, in order to prevent the Eighth Umbral Calamity and save the Warrior of Light. It is fought in The Twinning.

  • Blue Is Heroic: A hint towards its origins, the Tycoon maintains the blue and white color scheme of Garlond Ironworks.
  • Boss Subtitles: "Artificial Enigma".
  • Call-Back: It's fought in a room full of monitors that display images from the Crystal Tower on the Source, Alexander, and the Interdimensional Rift. It also uses a remix of "Locus", one of the boss themes from the Alexander raids, as its battle music.
  • Foreshadowing: It's foreshadowed during Emet-Selch and the Exarch's chat, specifically, "The great work of those [Disciples of Cid] who tamed the wings of time [Alexander], and grasped the nature of the rift [Omega]".
  • Mythology Gag: Its name may be a reference to the Tycoon family from Final Fantasy V. Most likely to Lenna's father, whose name is "Alexander Highwind Tycoon". Final Fantasy V also served as the debut of Omega.
  • Space and Time Master: Based on Garlond Ironworks' research into Space Master Omega and Time Master Alexander, the Tycoon combines both entities' abilities with the immense power source of the Crystal Tower to travel across time and space.
  • Temporal Paradox: Attempting to set foot in a time-stopped laser invokes this, causing an explosion that inflicts damage and a debuff to the whole party.
    • Incidentally, this was the reason why the Tycoon malfunctioned in the first place.
  • Time Stands Still: Does it to its own attacks to create less room for the Warriors to dodge.
  • You Have Outlived Your Usefulness: Its eventual fate. After it went haywire due to the events in Shadowbringers, the player's team have to fight and dismantle it, thereby keeping the Crystal Tower locked squarely in the First Shard.

Kholusia - Eulmore

    In General
"Once, they held fast against the madness, only to embrace the coming cataclysm and delight in the end of days."
A city where social divides are at their most egregious, the rich and influential citizens of Eulmore live a life of luxury in a massive opulent castle, whiling away their days as they await the end of the world. Those unfortunate enough to be denied entry live in ramshackle shantytowns surrounding the castle.
  • All Crimes Are Equal: And are met with either death, exile from the city off the top floor balconies (which likely ends in death), or as food for the Sin Eaters.
  • Alternate Universe: To Limsa Lominsa and Vylbrand. Like Limsa Lominsa, it is a major military power within the region. The land is hardy though not without some notable exports and there is a band of reclusive miners up within the mountains. Eulmore could even be compared to Costa Del Sol, where the wealthy and powerful can come to rest and relax in decadence.
  • Bread and Circuses: The people of Gatetown and the surrounding shantytowns are kept docile with regular provisions of "meol" (a foodstuff that vaguely resembles bread rolls), while the free citizens within Eulmore proper have their every needs tended to and want for nothing as Vauthry works hard to ensure the end of the world.
  • Dungeon Town: The quest "A Feast of Lies" has you attacking Eulmore's forces head on. The citizens are mind controlled into attacking you as well as the soldiers. You have two major boss battles inside the city itself with the second one taking place inside the aetheryte plaza. Everything returns to normal once Vauthry flees.
  • Face–Heel Turn: Eulmore was originally the lead fighters against the sin eaters. When Lord Vauthry took control and seemed able to command the sin eaters, Eulmore turned to aiding the sin eaters. When the Crystarium started making real progress against the sin eaters, Eulmore's army was sent to war against them.
  • Fat Bastard: The nobles of Eulmore have become morbidly obese as a result of their hedonistic lifestyle. Meanwhile, those not considered nobility are forced to live in a run-down slum at the foot of the noble district, scavenging through the garbage from the upper city and at the mercy of any sin eaters that wander in.
  • The Fatalist: While the citizens of Crystarium fortified their city against the light and Sin Eaters and are trying to find a way to fight back, the citizens of Eulmore believe death from the Light will get everyone sooner or later, so they decide to give in and spend the rest of their days in excess luxury.
  • Happiness in Slavery: Many of the "Bonded Citizens", those who serve the more privileged in Eulmore, adore their masters and being allowed in their "paradise". Their jobs tend to be entertaining the masters and enabling the hedonism, which they generally get to partake in, so it is justified they'd be comfortable. That is, unless they bore the masters, after which they are expelled from Eulmoran society in some way or another. The lucky ones get thrown out the highest window. Those who are "luckier" that their masters come to genuinely care for them end up offering them to Vauthry for ascension, becoming sin eaters, and later, food.
  • The Hedonist: Knowing their city could be consumed by Light at any moment, the nobles of Eulmore overindulge in luxury.
  • Human Resources: Sin Eaters exist as part of Eulmore society and are given people to feed on. Those who defy the laws of Eulmore specifically. Also done indirectly by "ascending" people into sin eaters then turning any unwanted sin eaters into meol, which is a nourishing food but is full of primordial light which over time makes the populous more susceptible to Vauthry's mind control magic.
  • Impossibly Delicious Food: As Word of God in a live letter, meol is universally delicious and tastes like a bakery smells, that great scent that makes you want to try everything in the store. It is subverted as a Poverty Food due to everyone eating it and like it and is even used for bartering by the lower class. Though, its later shown that consuming the stuff isn't such a good idea, as it's made of sin eater and corrupts the consumer with light, making them susceptible to brainwashing over the years, and potentially transforming one into a Sin Eater much farther down the line.
  • Purple Is Powerful: Eulmore's royal purple colour scheme reflects both its military might and Vauthry's claim to divine authority as an ally [and leader of the sin eaters.
  • Upper-Class Twit: They may be rich and living in luxury, but they sure as hell aren't too bright.



Voiced by: Yasuhiro Mamiya (JP), Edward Dogliani (EN), Philippe Pasquini (FR), Tino Kießling (DE)
Race: Hume
"There is no justice but mine. No future but mine. No will but mine."

The horrendously obese Lord of Eulmore, a man with the power to control the sin eaters.

  • Abusive Parents: His father emotionally abused him into developing a god complex and with his own goals of Take Over the World from the moment he was born. This caused him to grow up into the Psychopathic Manchild seen in the story.
  • Alas, Poor Villain: He's left crying and whimpering as the Warrior of Darkness stands above him, unable to understand why they look down on him with pity or how everything his father taught him could be wrong.
  • Arc Villain: Of the entire "Sin Eater" arc of "Shadowbringers". While its clear in a normal story he'd be the Big Bad, his protecting the Sin Eaters and wish to ensure his rule over the ruined world as a god, Emet-Selch's self-inclusion and the ultimate reveal of the Ascians' true motives and that Emet was behind Vauthry's birth to hasten the Eight Umbral Calamity ultimately turns him into this.
  • Ascend to a Higher Plane of Existence: He is said to "ascend" the nobility and any peasant that said noble asks him to. It is described as taking one to a paradise after a rapture-like event is invoked on them. It's later revealed ascension is him turning people into Sin Eaters, with even him undergoing the process when his mortal form tastes defeat.
  • Beastmaster: He has complete control over the Sin Eaters in his city, for he is the Lightwarden known as Innocence.
  • Bishounen Line: He may start off as a grossly overweight Gonk, but for the second phase of his boss fight he transforms into a handsome angelic being.
  • Body Horror: Certain camera angles show that he appears to have a baby-like face growing under his left arm, an early hint towards his inhuman nature.
  • Disproportionate Retribution: When a man is found to have committed "fraud", he orders the man to throw himself off a balcony. When the man refuses, he instead orders the man to cut out a chunk of his own flesh with a knife.
  • Establishing Character Moment: His very first cutscene tells you EVERYTHING you need to know about Vauthry; he ordered Kai-Shirr, whom he accused of fraud, to cut a chunk of flesh out of his own arm when he refused to throw himself off the balcony, talks at length about his Tautological Templar worldview, and after he realizes Alphinaud insulted him, he throws a very undignified tantrum in full view of his subjects, ranting and raving about how horribly Alphinaud will die (after taking so long to realize he was insulted that Alphinaud, Kai-Shirr and the Warrior of Light are already halfway out of Eulmore).
  • Evil Cannot Comprehend Good: His Fatal Flaw. Vauthry was raised from birth to believe he could become Norvrandt's salvation, and views himself as a Well-Intentioned Extremist who is the only hope for the First. When the Warrior of Darkness arrives and starts to show they can stop the Sin Eaters and Lightwardens, he is unable to understand why they would do so, and diverts time and resources to try and stop them. This is demonstrated when he is introduced, as he fails to understand why Alphinaud was so angry about Kai-Shirr hurting himself by his commands. In the end, he simply can't understand how he can be wrong, and as he lays dying, he can only question why everything he knew lead to his defeat.
  • Evil Gloating: After the Sin Eater attack on Lakeland, he personally leads an airship delegation over the survivors purely so he can gloat that the people of Lakeland have no one but themselves to blame for "defying" the Sin Eaters and that they should have joined Eulmore when they had the chance.
  • Exorcist Head: Played for Drama when Ryne realizes that Vauthry is the final Lightwarden, he turns his obese head a full 180 degrees to rant that he is "perfect".
  • Extreme Omnivore: When he "finishes his supper" of Meol, he swallows the fork it was speared on as well.
    • The feathers scattered around the room during this scene strongly suggest that, in addition to the Meol, he also consumed the still-living sin eaters that had previously been attending to him, though a few of them do show up later on.
  • Eye Beams: His auto-attack is to fire them.
  • Fat Bastard: He is the fattest man in Eulmore, so much so that he can barely stand, and he is determined to live his life of luxury, no matter the cost. Him being part sin eater very likely made him be able to grow extremely fat without the complications.
  • Growing Wings: He painfully grows a comically tiny pair after overeating some meol when the party raids his palace, and then again grows several more prior to his transformation in his boss fight.
  • A God Am I: He likens himself to a god during the parley with the Crystal Exarch. Given what he really is, this opinion's not unjustified.
  • Half-Human Hybrid: He was conceived with the Light of a Sin Eater placed in him as he resided in his mothers womb, and his docile presence was strong enough to pacify Sin Eaters with his presence alone.
  • He Was Right There All Along: The party assumes that Vauthry is hiding the Lightwarden of Kholusia so he can use it to control the Sin Eaters. In fact, Vauthry is the Lightwarden, Innocence, and controls the Sin Eaters directly.
  • I am a Humanitarian: His actions as a Sin Eater-Human hybrid mark him as a two-fold cannibal since he regularly gorges himself on Meol, which is made from ground-up Sin Eater flesh and Sin Eaters are created from various citizens in his domain including humans being transformed into Sin Eaters by his command.
  • The Immune: Due to being born half-Sin Eater, Vauthry resists the dangerous effects of light imbalance. Even after becoming a proper Sin Eater, he still retains his self and soul until he dies.
  • It's All About Me: The reason the Sin Eaters, monsters that have been plaguing Norvrant for over a hundred years - far longer than Vauthry has been alive - exist? So that everyone will flock to his "sanctuary" and kneel under what he allows his subjects... or at least, that's what he thinks.
  • Late to the Punchline: He only realizes that Alphinaud's parting line to him was an insult after they had left his chamber.
  • Magical Eyes: In the first leg of his boss fight, he uses a searing glare as his auto-attack (though not one that deals enough damage to be a Deadly Gaze.) It lets him consistently attack the tank at any range, making up for his slow movement speed.
  • The Man Behind the Man: He was the one who had the graves of the First's Warriors of Light exhumed and summoned Sin Eaters into their corpses, creating the Cardinal Virtues. This is only revealed after all four role quests are done, and likely long after Vauthry's been killed, to the point the reveal is treated as a minor afterthought.
  • Mind Control: He has charisma that makes everyone in Eulmore practically bend to his will. This is because as the most powerful Lightwarden, he can control Sin Eaters, and the people of Eulmore are fed a diet of Meol, a bread made from Sin Eater flesh.
  • Misanthrope Supreme: He holds a deeply cynical view of mankind, claiming that the people of Norvrandt are short-sighted fools who would destroy themselves in pointless resource wars without the threat of Sin Eaters to keep them in line. He uses this point to justify his rule in a conversation with the Exarch.
    "Men are fickle creatures who entertain vague ideals without the faintest notion what they cost. But a little fear can go a long way towards helping them realize what it is they truly need. Sanctuary. And they shall find none in this world, save that which I afford them. That is why the sin eaters exist. To unite the world under my dominion!"
  • Mythology Gag:
    • His face and hair bears a striking resemblance to Don Corneo from Final Fantasy VII and he too was a fat guy that enjoyed a luxurious life and ran a brothel.
    • Additionally, he bears some similarities to Queen Brahne from Final Fantasy IX. Both are morbidly obese tyrants who appear to be the Big Bad. Their plans for conquest rely on supernatural creatures: Sin Eaters for Vauthry, and Black Mages for Brahne. And finally, both turn out to be pawns for the real Big Bad.
    • Vauthry's own backstory of him being infused with the essence of an Eldritch Abomination while in his mother's womb (and with his parents' consent no less), as well as his delusions of godhood and his transformation into an angelic being during your battle with him shows some parallels to Sephiroth of all people.
  • Obviously Evil: If you lined up every main character in Shadowbringers and asked your grandmother to pick out a villain, chances are she'd land on Vauthry. One conversation with the guy is enough to tell you he's very bad news, if one look didn't do it already.
    Alphinaud: What you need is a mirror, not a painting. It will capture the horror I see before me far better than I ever could.
  • One-Winged Angel: He has yet to properly transition into a proper Lightwarden until he's defeated in his Hume form. Only then does the Light overwhelm him and he "ascends" into Innocence.
  • Psychopathic Manchild: Vauthry believes himself to be the undisputed master of Eulmore for his power over the sin eaters and behaves like a spoiled brat. He makes childish demands of everyone around him, and when he finds out he's been denied and insulted, he throws an undignified tantrum. As if he didn't look like a big baby before.
  • Pure Is Not Good: Thanks to his origin and upbringing, he's incapable of understanding the difference between "right" and "wrong" - there is only "what Vauthry wants and deserves" and "everyone else's desires, which are wrong at best and evil at worst".
  • Red Right Hand: It's subtle, but he has a literal baby face on the left side of his body, over his left breast. When he sprouts his first set of wings, the eyes open, proving that the cherubic face is in fact part of him, not merely part of his clothing.
  • Top-Heavy Guy: He basically has comically tiny legs while the rest of him is massive.
  • Tragic Monster: From the moment he was conceived, he was groomed to be a decadent world conqueror with an uncontrollable ego, just as his father and Solus schemed. Unable to understand why anything he does isn't truly righteous.
  • Unwitting Pawn: It becomes clear during the Exarch's parley with him that Vauthry is nothing but a pawn to help usher in the Eight Calamity by him being himself.
  • Villainous Breakdown: During his final battle, he keeps ranting about how much he's going to make you suffer since you won't acknowledge him for the god he is, and right before he transforms into Innocence, he's reduced to asking again and again how the hell you're still standing despite everything he's throwing at you. After he's finally defeated, his final moments are spent sobbing about how it doesn't make any sense since he's supposed to be the hero.
  • Villainous Glutton: A grossly obese, hedonistic villain. Illustrated best just before his flight from Eulmore, in which he's stuffing his face with meol and possibly his Sin Eater attendees.
  • Villain Has a Point: During his parley with the Exarch, Vauthry mocks the Exarch's hope that Norvrandt can be saved, and believes that even should the Flood be stopped, humanity would destroy themselves over what little resources remains. He's not wrong when he says that people yearns for happiness and safety now, not later. Plus, until the Warrior of Darkness arrived in the First, no options remained to actually stop the Sin Eaters and the Lightwardens, so his outlook on the world had some basis in reality.
    "You poor, deluded fool. These people care not for the morrow. They care only for the now, and the contentment that they lack. What good is a paradise to them if it is a thousand years in the making? Or even a hundred!?"
  • You Could Have Used Your Powers for Good: Alphinaud remarks several times how Vauthry could have used his power over the Sin Eaters to make Norvrandt a better place, and even quotes this trope nearly word for word when he's finally defeated.



Voiced by: Akio Nojima (JP), David Rintoul (EN), Patrice Melennec (FR), Klaus Lochtlove (DE)
Race: Hume
Discipline: Monk

The General of the Eulmoran Army, and Vauthry's right-hand man.

  • Abusive Parents: It has been his duty to raise and train the Oracle of Light but after losing as many foster daughters as he has and being infected by the Light (which tends to result in people's strongest desires getting warped into dangerous monomania), he decided to lock the current Minfilia away where she would be safe.
  • The Ace: He's able to defeat a squad of five including the Warrior of Light by himself, and is capable of seeing through invisibility magic.
  • Alas, Poor Villain: It becomes clear that Ran'Jit has been broken by a life time of fighting Sin Eaters and watching all the Minfillias he has raised as surrogates die at their hands. That Vauthry offers any alternative to the violence has him support the man wholeheartedly. His last thoughts and words are of his "daughters".
  • Badass Abnormal: He was a supremely skilled martial artist even before he inherited his familiar Gukumatz. Now, he's one of the deadliest living beings in the First.
  • Bad Boss: Kicks one of his subordinates off a cliff for attempting to strike a deal with the enemy that would have ensured mutual survival, mainly because being trapped on a narrow ledge with the single biggest threat to the sin eaters in punching distance is exactly where he wants to be.
  • Barefisted Monk: He normally fights using magically-enhanced kung fu like an ordinary FFXIV Monk, although the presence of Gukumatz more properly makes him a strange sort of Monk/Summoner hybrid, and lets him wield an impressively large scythe if he so chooses.
  • Barehanded Blade Block: He makes a habit of blocking people's weapons with his bare hands (and occasionally, his foot) throughout the main story quest. Thancred is usually on the receiving end.
  • Climax Boss: After more than half of the story being spent doing everything they can to avoid him, the player finally has a proper and final confrontation with Ran'jit in a one-on-one battle when the Scions storm Eulmore to put an end to Vauthry once and for all. This fight kicks off the beginning of the last act of the 5.0 story.
  • Despair Event Horizon: Having seen multiple Minfilias he has raised as both The Mentor and Parental Substitute die pointlessly against the Sin Eaters just to give the people hope eventually broke him, and he came to serve Vauthry and keep the current Minfilia locked up to protect her no matter what.
  • Determinator: No matter what is thrown his way, he'll always come back and will go to the ends of the world to get Minfilia back. Falling into a Bottomless Pit didn't stop him and being beaten by Thancred only forced him to retreat. It isn't until his final fight against the Warrior Of Darkness that he actually stays down for good.
  • The Dragon: To Vauthry.
  • Dragon-in-Chief: Vauthry is an unfit, unstable leader who's given to psychotic breakdowns. His broad commands are implemented by Ran'jit in a more orderly and effective way than Vauthry himself can manage.
  • Dragons Are Demonic: Despite being allied with the angelic sin eaters (and quite likely being fairly far along the path to becoming one himself), he also has a Familiar in the form of a fire-breathing serpent named Gukumatz. He can turn it into armor on himself, as well as a scythe.
  • Evil Counterpart: To Thancred. Both being a father figure to Minfilia that end up mistreating the young girl. Thancred in his obsession with the original and Ran'jit locking her away after seeing the other Minfilia's he raised die. Eventually Thancred realizes she is her own person, while Ran'jit continues to believe he knows best for her until his defeat, where he remembers the girls he raised and loved.
  • Evil Old Folks: Looks to be in his 50s or 60s and is more than willing to enforce Vauthry's will on others. He is mentioned to have been serving in his position before Vauthry came into power.
  • Familiar: Gukumatz, the badge of Eulmore's generals since time immemorial. It's a small, serpent-like dragon that can fight alongside him by spitting fire and lightning, turn itself into a weapon and armour for him, or even become a personal teleporter.
  • Good Scars, Evil Scars: Has several scars across his face.
  • Implacable Man: Invisibility glamours? Pixie tricks? A legion of amazons? A pyramid full of death traps? Ran'jit can not only No-Sell all of it, but he even beats the Warrior of Light in their first bout, and will ruthlessly chase them to every corner of Norvrandt until he has killed them and taken Minfilia back.
  • Kung-Fu Wizard: He for the most part fights with Super Strength and advanced martial arts, but will also use fire and lightning magic through his dragon familiar.
  • Last of His Kind: Ran'jit's home and culture was wiped out by the flood.
  • Mythology Gag: Like Caius Ballad of Final Fantasy XIII-2, Ran'jit was responsible for raising the reincarnation of a powerful young woman (Minfilia for Ran'jit, Yuel for Caius) to help fulfill her duty. Generations of watching their surrogate daughters die well before their time drove both men mad, leading to their antagonism with the party. Where Caius Ballad took up arms against time itself to save Yuel from her fate, Ran'jit chose to side with Vauthry and deny the most recent Minfilia the option to even have a life to lose.
    • His character as a top general, recurring hopeless boss fights where he defeats the player's party with a powerful attack, and loyalty to an evil obese member of royalty, references General Beatrix from Final Fantasy IX. He is, however, vastly more cynical than Beatrix ever was, even at her absolute lowest.
  • Never Found the Body: One NPC mentions this after his apparently final defeat in the 5.0 storyline.
  • Noble Top Enforcer: Subverted. He's introduced as a more reasonable figure than his mad lord, and he possesses some of the common qualities associated with this trope (sympathetic backstory, a firm belief that his cause is the righteous one, etc.), but by the time the story rolls around he's become a cold and cruel man enacting the will of a tyrant, having crossed the Despair Event Horizon a long time ago.
  • Odd Name Out: Ran'jit's Indian name doesn't match the European theme naming of the Humes in Norvrandt, this is because he is the survivor of a culture and region that was wiped out by the Flood of Light.
  • Old Master: An evil version of this trope. He is a master of martial arts who had fought against the Sin Eaters in an endless war for decades. His mastery of Gukumatz, a dragon familiar made out of his own aether gave him a powerful living weapon to aid him.
  • Old Soldier: The elderly general Ran'jit has served in his position for decades and there are few who can match his martial prowess even in his advanced years.
  • Secret Art: The method by which he created his familiar, Gukumatz, is described as "forbidden foreign magic, passed down from general to general."
  • Sinister Scythe: Gukumatz can turn into one of these (along with a partial suit of armour), removing his ranged options but making him even more dangerous up close.
  • Super Strength: Ran'jit is incredibly strong. This is best shown when he intercepts the Scions in Amh Araeng: while the Scions are riding on a mine trolley so heavy that only a Talos (big worker golem) can push it, Ran'jit sends both the trolley and the Talos flying with a single kick.
  • True Sight: He is able to see the Warrior of Light, Alphinaud, and Alisaie during his meeting with the Crystal Exarch, despite the trio being cloaked with invisibility magic. Later on, he arrives in Il Mheg and is able to see right through the pixies's illusions, allowing him to advance onto their land. It's not clear if it's a result of Gukumatz, his sin eater mutations, or just decades of combat experience.
  • Villain Forgot to Level Grind: In his first appearance Ran'jit takes on the hero and their allies and almost defeats them until Thancred jumps in and distracts him long enough for everyone to get away. Later he fight's again and Thancred manages to eek out a win. Finally when Ran'jit takes on the Warrior of Darkness in the siege of Eulmore he uses his full powers and is defeated by the WoD without fanfare and left to his fate.
    • Downplayed in the sense that the WoD isn't just anybody, as they have an uncanny ability to rise up, even in a short amount of time. Ran'jit is an extremely skilled individual, but he doesn't have the sheer adaptability and growth potential the WoD has.
  • Villain Teleportation: One of Gukumatz's many useful abilities, demonstrated at the end of his fight with Thancred. Ran'jit implies it was how he got out of the Bottomless Pit he fell into in Rak'tika.
  • White Hair, Black Heart: He's the aged and ruthless general of Les Collaborateurs, which would be enough to qualify him for this trope.

    Blue and Red Jongleur 

The Jongleurs

Voiced by: Aiko Ninomiya (Red, JP), Yuka Keicho (Blue, JP), Beatriz Romilly (Red, EN), Rosie Jones (Blue, EN)

Race: Hume
Discipline: Red Mage (Red Jongleur),
Ninja (Blue Jongleur)
A pair of "jesters" who serve as Lord Vauthry's chamberlains, never seen apart from one another. They also take to the streets to distribute meol among the commoners and seek out talent worthy of joining them in the paradise of Eulmore.
  • The Brute: They seem to share the role of this between them. They're not involved in Ran'jit's military matters and spend their time doing grunt work for Vauthry, but are trained for battle nonetheless.
  • Crouching Moron, Hidden Badass: Their hedonistic motivation belies their competence; when fought they are reasonably dangerous opponents.
  • Flat Character: Neither one has anything in the way of a character arc or much of a personality.
  • Maybe Magic, Maybe Mundane: They have a peculiar air about them and it's implied that they know more than they let on, but nothing comes of it.
  • Mouth of Sauron: They spread Vauthry's word to the people.
  • Mythology Gag: A Gender Flip version of Zorn and Thorn from Final Fantasy IX, who were also red and blue jesters that served their ruler
  • Red Oni, Blue Oni: Averted. Despite having the colour scheme down, they seem to be of one mind and temperament.
  • Those Two Bad Guys: They're always together and quite in sync.
  • You Shall Not Pass!: They make a futile attempt to bar your way to their lord.



Voiced by: Riki Kitazawa (JP), Bruce Mackinnon (EN), Stéphane Ronchewski (FR), Mirko Böttcher (DE)
Race: Mystel

A free citizen living the good life in Eulmore. He used to run a mining business, the Daedalus Stoneworks, before retiring to a life of luxury in Eulmore with his wife, Dulia-Chai.

  • Benevolent Boss: His impromptu election as mayor of Eulmore in 5.1 leads him to assess the state of Eulmore and its neighbors, ask an old advisor for help, and even risk his own life to build a better future for all of Kholusia.
  • Dare to Be Badass: On the receiving end of this in patch 5.1, when he is tasked to prove his commitment to leading Eulmore to prosperity by neutralizing several wandering Talos on his own (though, admittedly, with a little scouting from the Warrior of Darkness).
  • Everyone Has Standards: Though he fired the previous painter he had hired to paint him and his wife and didn't make any efforts to learn of what had become of the man, he is genuinely sorry later to learn that the man had been thrown from the top of Eulmore into the ocean where he very nearly died when he was unable to secure another position and wished to leave Eulmore.
  • Fat and Skinny: The skinny to his wife's fat.
  • Gadgeteer Genius: He is able to very easily rig up dilapidated Talos's into working condition to say nothing of the one he creates to hold down Mount Gulg.
  • Happily Married: He and Dulia constantly show their love, concern, and understanding of each other.
  • Henpecked Husband: He's always bowing to his wife's whims, though he goes with whatever she wants out of love for her and she's never malicious.
  • Inferiority Superiority Complex: It's implied that he lacks confidence in himself. When the Scions prove that they can gather the people and materials needed to build the giant Talos to reach Mt. Gulg, he feels like he can't measure up to them and thinks his plan won't ever work. It becomes a critical part of the plot later on where you have to raise his spirits up so he gains enough confidence in himself to go on with the plan.
  • Logical Latecomer: When the suggestion is made to create a Talos large enough to grasp Mt. Gulg, Chai-Nuzz lists off a series of reasons it's impossible, such as manpower and materials. He is dumbfounded when the party then suggests calling upon the aid of every single group they've met on The First, of course, shedding light on just how incredible the party's feats have been.
    Chai-Nuzz: "I'm sorry—you mean to tell me that you can call on not only the people of Eulmore and the Crystarium, but the Night's Blessed, and the Mord, and even those miners!? But that's just about everyone in bally Norvrandt! Who are you people? And how did you come to have so many friends!?"
    Warrior of Darkness: (optional) "The saviors of the world."
    Chai-Nuzz: "Saviors of the world? Are you being serious? Oh gods, you are..."
  • My God, What Have I Done?: When he and the other citizens are told of Vauthry's true nature and the lies he fed everyone, he realizes how terrible he acted towards his fellow man and vows to try and make things right again.
  • Tough Love: When you have to psyche him up, his wife says he responds better to criticism and problem solving rather than praise.
  • The Power of Love: When it comes time to rally him (though a series of branching dialogue choices), choosing any option that reminds him of his love for his wife, or that he has to protect her, will raise his spirits so high that it immediately completes.
  • You Gotta Have Blue Hair: His hair is purple along with his clothes.



Voiced by: Yuka Keicho (JP), Rachel Atkins (EN), Nathalie Homs (FR), Monika Oschek (DE)
Race: Mystel

A free citizen of Eulmore and wife to Chai-Nuzz.

  • Beauty Mark: Has one on the left side of her face below her lip.
  • Big Beautiful Woman: She's a heavyset lady, but has a cute face and a just as cute demeanor.
  • Does Not Know Her Own Strength: Played for Laughs. When Chai-Nuzz returned after she thought he was missing, Dulia lifted him off his feet and broke his back wth the force of her hug. Luckily Alphinaud was there to heal him.
  • Everything's Sparkly with Jewelry: She has a necklace and a ring on every finger.
  • Fat and Skinny: The fat to her husband's skinny.
  • Happily Married: She and Chai-Nuzz constantly show their love, concern, and understanding of each other.
  • Hidden Depths: Has enough strength to nearly crush Chai with a hug, and when Chai-Nuzz decides to reopen Daedalus Stoneworks she talks about readying the ledgers and states that while she knows nothing of Talos or their inner workings, numbers are where she can player her part, implying she used to be the head accountant of a major company.
  • I'm Taking Him Home With Me!: She finds Alphinaud adorable and spends much of his short time in her employ dressing him up and doting on him rather than allowing him to do his job as a painter.
  • Nice Girl: Despite her fairly lavish manner of dress, Dulia-Chai is a genuinely kind and friendly woman.
  • Pretty in Mink: Wears a fancy fur coat.
  • Team Mom: She becomes this during the segment where everyone is building the giant Talos to help the Scions reach Mt. Gulg. She encourages everyone, comes up with an idea or two, and is overall motherly to the Warrior of Light and Alphinaud.
  • Women Prefer Strong Men: Strong-willed, in this case; she mentions the fire in Chai-Nuzz's eyes when he sets his mind to something is why she fell in love with him in the first place.



Race: Galdjent

A former advisor to Vauthry's father, he quit and left Eulmore when Vauthry took power.

  • Badass in Charge: Invokes this; he refuses to aid Chai-Nuzz until he proves his commitment by solving a problem himself.
  • Defector from Decadence: Fled Eulmore and lived in a refugee town rather than tolerate Vauthry's tyrannical rule.
  • Foil: To Ran'jit. Both are extremely competent, but while Ran'jit supported Vauthry out of grief of the countless Minfilias he sacrificed to the war against the Sineaters, Wrenden fled Eulmore rather than support his tyranny.
    • Also to Vauthry. Vauthry is a spoiled manchild and tyrant who refuses to believe he's wrong and demands complete obedience from those under him; Wrenden cares about the people under his ruler, is very knowledgeable about the problems facing them, and demands commitment from anyone he would serve.
  • The Good Chancellor: Cares deeply about Eulmore and Kholusia, grills Chai-Nuzz on his plans and commitment to his cause before agreeing to aid him, and points out many of the problems that need to be solved to create a better future for everyone.



Race: Mystel

A young Mystel desperate to find his way into Eulmore despite lacking any notable talents.

  • Costume Evolution: When he's put in charge of the Beehive, he changes to a more professional look so he can look more presentable in Eulmore's high-class environment.
  • Honest Corporate Executive: As a Custom Delivery client, he grows into this through honest business PR and marketing to bring tourism into the Beehive, to his employer's pleasant surprise.
  • Oblivious to Love: He's utterly clueless to how smitten the Drahn singer is towards him for hiring her. When his friends point it out, he can only focus on her singing skills.
  • ¡Three Amigos!: The friends he's been trying to reunite with are Anfrigg and Bosta-Zia, a male bartender and a female Beehive performer.

    The Ondo 
A race of aquatic humanoids which spend their days living in isolation at the bottom of the sea in everlasting abodes, keeping little contact with the surface. They are the First's variation of the Sahagin. Due to the darkness of the sea they have been left relatively untouched by the Sin Eaters.
  • Snake Talk: They tend to stretch their "s" on some words, though not for all of them.
  • Trademark Favorite Food: They love fruits. It's one of the few things that will get them to interact and trade with people on the surface.
  • Underwater City: Their everlasting abodes are the ruins of the ancients that once presided over the land.
  • What the Hell, Hero?: They aren't exactly pleased with the heroes removing the water in their home, endangering their pregnant clutch mother, but quickly forgive them once they start offering help and wanting to learn about their culture.

    The Dwarves
A beastman race introduced in Shadowbringers. Short humanoid creatures who are almost never seen without their face-concealing helmets and beards, they are native to the Kholusia region of Norvrandt.
  • Ambiguous Gender: It's impossible to tell the gender of a dwarf just by looking at them, due to them all having the same body type, giant beards, and face concealing headgear. Presumably their voices can give it away, but as so far all dwarven dialogue has been unvoiced, the player just has to go by what is said in dialogue. This makes it a surprise for instance when Giott's helmet comes off at the end of the Healer questline to reveal a woman, as up to that point she had been foul mouthed and alcoholic enough to make one assume she was a stereotypical male dwarf. It also didn't help that she had the male "Play Dead" animation of being face down with butt sticking up in the air in her first quest (Interestingly, to facilitate this, she actually is a male in the game files, but with a more clearly female head).
  • Catchphrase: "Lali-ho!", the proper Dwarven greeting.
  • Fantastic Racism:
    • The biggest demonstration of the point that the term "beast tribe" is really nothing more than thinly veiled racism used to justify colonialism, dwarves are considered to be such by the residents of the First, yet are nothing more than a reflection of a race that in the Source wields significant power as a Spoken race. Even more notably, the "beast tribe" idea has largely lost teeth in modern Norvrandt, and the dwarves largely go about their dwarfy business as they wish.
    • There's a further bit of aversion which gets revealed in the healer role quest: on the Source, there's something of a divide between the Plainsfolk and the Dunesfolk, due in significant part to the conflicts between Nym and Mhach in the Fifth Astral Era, and all of the many centuries of fallout from that. Dwarven "families" on the First, meanwhile, are made up of what Eorzeans would identify as both Plainsfolk and Dunesfolk, and the dwarves seem to make absolutely no distinction between the two.
  • Girls with Moustaches: As you might surmise on first meeting dwarves, and as your adventures with Giott show, beards are a unisex feature of dwarves, sported by men and women alike. They also happen to all be wholly artificial and essentially part of the customary helmet; like lalafells of the Source, dwarves au naturale have difficulty growing any substantial amount of facial hair, and helmless, the women are as fresh-faced as any lalafell.
  • Hidden Elf Village: Dwarven villages are built specifically to accommodate Dwarves. As such, the only way to enter Dwarven buildings is to either be a dwarf yourself, or a similarly-sized Lalafell. The larger races will have to settle for peaking through the windows, or using a Fantasia potion...
  • Mythology Gag:
    • The dwarves' appearance is a direct callback to earlier entries in the series, particularly Final Fantasy IV. The town of Tomra is also named after a dwarven town from IV.
    • The name of the legendary smith Watts comes from Final Fantasy Adventure.
  • Our Dwarves Are All the Same: Very classically dwarfy, if a bit short, and particularly based on the Dwarves found in Final Fantasy 1 and Final Fantasy IV. The twist comes from whom the player, and people native to Hydaelyn, would compare them to. Specifically, they are what would be called Lalafells on the Source, and their beards that they are so proud of are fake.
  • Serious Business: The horned helmets and beards they wear are part of their honor and tradition. A Dwarf must never show their face to anyone but close family members. The biggest fault they have with one of the Warriors of Light having been a Dwarf was that she brazenly showed her face to everybody. At least, that's the official line. While nobody comes out and says it, the healer role quest provides a different perspective on her exile, though one that was no less serious business.
  • Sitcom Arch-Nemesis: The Tholl and Gogg dwarves have a mutual animosity toward each other which plays out like this. Whatever drove the two tribes to hate each other is a Noodle Incident implied to be trivial. Until the Dwarf beast tribe quests reveal that the two were driven apart over how they thought automatons should be used: The Tholls wanted them to be used for manual labor, but the Goggs wished to use them to defend themselves.
  • Theme Naming: All dwarven names end with a vowel followed by a double consonant, namely T's for the dwarves of Tomra and G's for the dwarves of Komra.
  • Written by the Winners: "Winners" being "those who survived by default", but it's still effectively in play. Dwarven history says that Lamitt, the Dwarven Warrior of Light, was exiled for being a dangerous radical who went around helmless all the time. During the healer role quest, you discover this is not the case (as Lamitt was behelmed for much of her early career with Ardbert & co.), and while it is not directly stated aloud, it is heavily, heavily implied to the player through Echo flashbacks that Lamitt's real "sin" was going to find a cure for stoneblight... and succeeding, thereby putting the Tomran elders in a real jam concerning dozens to hundreds of now-saved dwarves who were understandably cross at having been abandoned when it turns out a cure was achieveable. Lamitt more or less accidentally sparked a exile dissident movement, and was essentially forced to join them in a nasty case of Dwarven Realpolitik... and then virtually all of the exiles were lost to the Flood, Lamitt included, leaving the Tomran elders to record and promulgate their own version of events with no contesting voices. It didn't help matters that the Warriors of Light were already universally reviled for their part in unleashing the Flood, making accounts of their inherent evil quite easy for modern denizens of Norvrandt to accept offhand.

    Anogg and Konogg 

Anogg and Konogg
Race: Dwarf

A pair of young dwarf siblings with a shared love of machina. Their interest in a recently-discovered "machina graveyard" leads the Warrior of Darkness into the events of YoRHa: Dark Apocalypse.

  • Brother–Sister Team
  • But Now I Must Go: With Anogg gone and all of Komra still against him after the Tower at Paradigm's Breach collapses, Konogg disappears from town, feeling it's the only choice he can take now that he has nobody else to lean on without the Warrior of Darkness.
  • But Thou Must!: The two of them love to exploit the fact that your Chronic Hero Syndrome means that the only way to proceed in any storyline they're involved with is to fulfill their requests. The way they practically gloat about it, it borders right between either being a Batman Gambit or Leaning on the Fourth Wall.
  • Colour-Coded for Your Convenience: Anogg is dressed all in white, while Konogg dresses exclusively in black. This foreshadows some of their later opinions - Anogg is more inclined to work with the white-clad 2P, while Konogg is leery of the prospect of trusting the strange android. Becomes even bigger foreshadowing when it turns out that Anogg has apparently been an android - or at least "artificial but organic" - the entire time we have known her, while Konogg is a true dwarf.
  • Dead All Along: As of the 5.4 quest, Anogg has apparently been dead for a while after she pushed Konogg out of the way of a cave in. Shortly after, Konogg found a mysterious white orb, and next to it something that looks exactly like Anogg. Konogg has apparently been in denial (or not fully aware) the entire time.
  • Dude, Where's My Respect?: The two of them are decidedly unimpressed with the Warrior of Darkness, and largely treat them as a blunt instrument to get what they want. This is frequently lampshaded in the player's dialogue choices during their quests.
  • Foolish Sibling, Responsible Sibling: Downplayed. Anogg generally favors pursuing leads with the gleeful, reckless abandon of a mad scientist, while Konogg prefers a more cautious and thoughtful approach. Despite their differences, however, siding with either of the twins inevitably ends with the same results.
  • Gadgeteer Genius: Though they share this quality with the dwarves at large, they are exceptionally good with machina. Even the dig site chief, despite his frustration with the two, admits that there are probably no better dwarves to take on the task of investigating the Copied Factory and fixing 2P.
  • Heroic BSoD: Anogg almost completely shuts down after 2P is repaired and betrays the group after the attack of the Machine Lifeforms' YoRHa.
  • Half-Identical Twins: Though it's hard to tell through their clothes, Anogg is referred to as female while Konogg is referred to as male.
  • My God, What Have I Done?: Anogg blames herself for the attack on Komra by the Machine Lifeforms' duplicate of YoRHa after 2P's manipulation, believing her impulsive nature to have finally cost her.
  • The Scapegoat: After the attack on Komra by the androids and 2P, the entire town blames the event on the twins, causing them to completely shutdown and admit it was their fault for going too far. Konogg takes it doubly hard due to Anogg going missing and another dwarf blaming him for his wife's near fatal injuries that she may never recover from.
  • Stuff Blowing Up: Their apparent specialty. In the quest to open the Copied Factory, the two use dozens of bombs to open two doors and fend off a few hostile Machines.

Ahm Araeng

    In General
"When I journeyed here, long ago, I spoke with a sun-weathered elder. He told me Ahm Araeng meant "majestic land" in the language of his people."
A desert region in the south of Norvrandt, Ahm Areang once served as the fringes of the kingdom of Nabaath Areng, before much of the kingdom was consumed by the Flood of Light. Now a mostly barren desert, Ahm Araeng plays host to the remaining citizens of Nabaath, as well as other denizens, like the mercantile and generous Mord.
  • Alternate Universe: Due to being a desert region, Ahm Areang is basically Norvrandt's version of Thanalan. Furthermore, with the Mord being merchants and masters of one of the few cities and centers of trade, they fill the same role as the Dunesfolk Lalafell. Meanwhile, having lost their kingdom (albeit to the Flood of Light rather than war), the Nabaath serve as the counterparts to the people of Ala Mhigho.

    Mord Souq 

Mord Souq

One of the few remaining and active centers of Ahm Araeng, Mord Souq is the home of the Mord, the Norvrandt counterparts to Eorzea's Kobolds, as well as anyone seeking refuge or to do trade there. They have a local tradition called the "cracking of the coinpurse", in which a new arrival gains admittance in the city by spending money at one of the local merchants', and have a saying, "there is no such thing as a thing no one needs."
  • Alliterative Name: Most Mord are named this way; ex. "Ghun Gun".
  • Composite Character: The Mord physically resemble and share the mining talent of the Kobolds, have a place in society roughly equivalent to the Dunesfolk Lalafell, and have the overall character of the more mercantile Qiqirn.
  • Exactly What It Says on the Tin: "Souq" is Mordish for "city", so Mord Souq is literally "Mord City".
  • Foreign Queasine: Among the many "delicacies" on offer from the Mord are cactus-filled bread, super-spicy lizard meat, frog skewers, and honey-dipped worms.
  • For Want of a Nail: Presumably due to not being driven to desperation by the Lominsans, the Mord are incredibly friendly and generous in the sharing of their treasures (albeit with some unsavory characters among them). In fact, the same tragedy befalling everyone else in Norvrandt has only served to give them more opportunities for prosperity due to their unique position in the region.
  • Nightmare Face: Averted. Unlike the Kobolds of Eorzea, the Mord keep their faces exposed, showing their beady red eyes and mouths full of rounded teeth.
  • One Man's Trash Is Another's Treasure: The Mord believe that everything is useful to someone, hence their motto of "there's no such thing as a thing no one needs".
  • Proud Merchant Race: The Mord pride themselves on being fair and honest merchants, though there are a few bad eggs among them.



Voiced by: Asumi Yoneyama (JP), Rosie Jones (EN), Emma Darmon (FR), Tanja Schmitz (DE)
Race: Hume

A kind-hearted caretaker working at the Inn at Journey's Head, a small sanctuary dedicated to caring for exiles whose essence is being corrupted by an abundance of Light as a result of surviving the attack of a powerful sin eater. Known simply as "the afflicted", these survivors are nevertheless doomed to eventually transform into sin eaters themselves.

  • Beware the Nice Ones: Despite her kind demeanor she's no coward and knows how to use a blade, demonstrated when she rushes and slices the wing off of a powerful sin eater threatening Halric. Unfortunately this is not enough to actually kill the monster, and saying that she pays for her bravery with her life would be putting it lightly.
  • Mercy Kill: It's mentioned she usually delivers these to the afflicted under her care by feeding them their favorite foods laced with poison before they turn into sin eaters so they do not die in pain. You also give this to her as the second boss of Holminster Switch.
  • Sacrificial Lamb: Tesleen's death and subsequent horrific transformation into a Sin Eater is what truly establishes how terrifying the Sin Eaters are.
  • Too Good for This Sinful Earth: She's the kindest and sweetest character you can imagine when you first meet her. Even in a hellish world where sin eaters kill anyone they spot and infect survivors, she does her best to maintain a positive outlook and help those who are suffering. Naturally, she dies in the most painful way possible when she was turning into a Sin Eater.
  • We Hardly Knew Ye: You only get to see and learn about her for a good thirty minutes or so before she transforms into a Sin Eater and later on is slain in the upcoming dungeon.


Race: Drahn

One of the afflicted, a young Drahn child whose condition has rendered him all but entirely unresponsive.

  • Creepy Child: He never says a word, and reacts to everything around him with a flat, emotionless stare due to the late stages of primordial light afflicting him. Even Tesleen's horrifying transformation into a Sin Eater right in front of him fails to provoke a reaction.
  • Death Seeker: Tesleen implies that he left the camp and headed directly for a Forgiven Hypocrisy/Dissonance to end his pain and just transition fully. Tesleens' final words are implied to get through to him, as he doesn't try it again.
  • Tears from a Stone: After the world is saved from the Light, Alisaie tries to heal him with the help of Beq Lugg. Although his soul will take some time to heal, her efforts pay off, as Halric manages to regain some of his sense of self. Overhelmed by emotions, he shed a single tear, calling out for his mother.
    • Meaningful Echo: Of note is is that the words he chooses - "Mother... Mother, I..." - are the exact same that Tesleen uttered in front of him before she turned into a sin eater. So it's also possible that he's lamenting her sacrifice.
  • When She Smiles: Of a sort. Once the Light is fully extinguished from the First at the end of the story, he stares into the night sky with a subtle hint of awe on his face.



Voiced by: Yasuhiro Mamiya (JP), David Menkin (EN), Nicolas Justamon (FR), Mario Klischies (DE)
Race: Ronso
Discipline: Miner/Blacksmith
"I thought to try and drown my sorrows... but somehow... the bottle's never been deep enough."

An engineer living in the small laborer community of Twine in the Hills of Amber of western Ahm Araeng, and the only person with full knowledge of the workings of the trolley the party needs to access the ruins of Nabaath Areng where the onslaught of Light was originally halted a century ago. However, the tragedies that befell his family have left him a broken man, and he now spends his days in drunken apathy.

Race: Hume
A mysterious girl clad in dark armor seemingly sent from the void that attacked Eden in the embrace of a voidsent.
  • All There in the Manual: Her name and appearance under her armor was revealed at a Fanfest long before being unmasked and introduced formally in-game.
  • Beast with a Human Face: Her dragon has an entire human face above its actual mouth.
  • BFS: As the Voidwalker, she uses a Dark Knight's greatsword, and appropriately dark magic to go with it.
  • Boss Subtitles: As the Voidwalker, she has the grandiose subtitle of "Antithesis Manifest". Her "Fairy" holds the subtitle "Antithesis Conscient."
  • Big Damn Heroes: When Ryne suffers from Power Incontinence and transforms into Eden Shiva, she teleports in before summoning a mallet to free the Warriors from their ice prisons, and then keeps Eden Shiva at bay with her powers of darkness so that the Warriors can finish the job.
  • Casting a Shadow: She wields dark magic from the void.
  • Combat Stilettos: She wears platform shoes with stiletto heels, and has no trouble jumping around in them while swinging a large hammer around. Thancred lampshades the impracticality:
    Gaia: If you insist on standing around talking, might I suggest finding a place to sit down first? My feet are killing me.
    Thancred: Then perhaps you should've chosen more sensible footwear.
  • Delayed Explosion: Her "Spell in Waiting" mechanic will set a timer on the targets, setting up the spell to finish casting after the clock runs out. It's later revealed this effect is actually a byproduct of a lack of control over her own powers.
  • Defrosting Ice Queen: She's introduced as being quite rude and haughty while also being annoyed at Ryne's attempt to befriend her. Over time, Gaia does warm up to Ryne and the two eventually become friends.
  • Draconic Abomination: As the Voidwalker raid boss, she is carried by a vaguely dragon-like voidsent that aids her in battle as both a pair of wings and an extra hand at magic.
  • Drop the Hammer: Gaia's weapon of choice when she's not casting magic. She puts it to good use breaking out the Warrior of Darkness and their allies from their ice prisons, then attempts to break Ryne free from hers. When Gaia was revealed in pre-release mateiral, much ado was made by game staff about how a Hammer isn't a weapon used by any player Class/Job (barring crafters), though it's still unknown if this has any deeper meaning.
  • Evil Counterpart: Urianger theorizes that she is the Oracle of Darkness, counterpart to Ryne the Oracle of Light; none of the characters are sure on Gaia's morals, but Ryne firmly states that while Gaia is associated with Darkness, she still is her own person. The Eden's Promise raid reveals that Gaia is an Asican, but is still a good person and is willing to go against Mitron, a fellow Ascian.
  • Foil:
    • To Ryne. While Ryne wears white and is The Ingenue whose fate and place on The First was effectively written in stone who slowly learns to put her foot down and control her own destiny, the black-wearing Gaia is a bit of a haughty brat who has effectively no idea why she's around, and scarcely anybody in Eulmore seems to know who she is. Further, she's much more pro-active about figuring out her place in things.
    • Like Ryne, she is also the reincarnation of an elevated servant of an Elder Primal, and struggles as a result of interference from a protector figure who treats her as nothing more than a Replacement Goldfish for her previous incarnation.
  • Girl with Psycho Weapon: She lampshades that a hammer is far from a characteristic weapon for a noblewoman such as herself to wield, Ryne points out that at least it matches her dress.
  • Hearing Voices: All her life, she's heard the voice of a "Fairy" which tells her how to use her power, and is the only reason she even remembers her own name. This "Fairy" turns out to be the will of Eden itself, or more accurately, the Ascian Mitron who is sealed within Eden, calling out to his partner Loghrif.
  • HP to 1: As the Oracle of Darkness, her Hell's Judgment attack drops the entire party to 1 hit point.
  • I Choose to Stay: After learning her true identity of being an Ascian, Gaia could have easily went with Mitron and joined him in his planned paradise. Gaia instead chooses to stay with Ryne and make a new future for herself.
  • Jerk with a Heart of Gold: She's haughty and blunt to the point of rudeness, but Ryne is able to coax her into being more friendly and open to her and the Warrior of Darkness through their interactions. As a result, she is still rather blunt, but more approachable.
  • Laser-Guided Amnesia: After waking from the battle on Eden's Gate: Descent, she barely remembers a thing about it. Ryne theorizes someone else took hold of her via possession. Throughout Eden's Promise, Mitron continuously inflicts this upon her in order to kill the influence of her current incarnation and elevate her Ascian identity.
  • Mythology Gag: She has many to Final Fantasy VIII.
    • She calls the mysterious voice that gives her power a "Fairy", this is what Laguna called Squall's presence junctioned to him when he felt Ellone "connect" him to the past.
    • The nature of her powers is very close to how the Sorceress power is said to work. She is also the successor to a powerful natural-born mage — an Ascian — and suffers Grand Theft Me just as Ultimecia did to many Sorceresses.
    • She quotes Ultimecia's final speech, stating "Time will not wait for her." As an Ascian, she and Mitron wish to create a world "where time has no meaning, where there is no beginning and no end".
    • She is given an inner monologue the same way Squall is, down to the dialogue box.
    • Her Laser-Guided Amnesia calls to mind the drawback of junctioning a Guardian Force.
    • In her Oracle of Darkness fight in Eden's Promise: Eternity Savage, her Leitmotif is The Extreme, the final boss theme for Ultimecia. Her Spell-In-Waiting attacks also return, and she gains a barrage of new spells, most notably Hell's Jugement and Apocalypse; the final form of Ultimecia's strongest attacks.
  • Reincarnation: She is the reincarnation of Loghrif from the Convocation of Fourteen, just like the Warrior of Light/Darkness is the reincarnation of Azem. She and Mitron had a strong bond which they hoped to persist past the sundering, however Mitron remained trapped in Eden while Loghrif was reborn physically with his intervention. 'Gaia' was her true name as an Ascian, as whispered to her by Mitron, rather than her birth name given by her Eulmoran parents.
  • The Ojou: She is a free citizen from Eulmore, and has the prissy attitude to match.
  • True Final Boss: In the Savage version of Eden's Promise, she takes her place once more as the Oracle of Darkness to cap off the Eden raid series.
  • Suddenly Voiced: She gains a voice actress in Patch 5.2, though only for certain scenes.
  • Ship Tease: She has a lot with Ryne. As a homage to the ending of Final Fantasy VIII she and Ryne take the place of a famously romantic scene between Squall and Rinoa. After delivering the progress report on the Empty following Mitron's defeat, Ryne invites the Warrior of Light and one of the scholars in Mord Souq to join them in a ride in the Skyslipper... only for Gaia to recind the offer, wanting just herself and Ryne to spend time together alone.
  • Summon Magic: Some of her attacks like Doomvoid Cleaver and Doomvoid Guillotine will summon Nyx voidsent which will damage and debuff the players when touched, and Empty Hate will summon a portal from which a Hand of Erebos can attack and knock you off the stage if your not careful.
  • Sword Beam: Her "Doomvoid" attacks fire waves of darkness from her sword in various patterns.
  • That Man Is Dead: At the end of the Eden raid series, she's rejected both her past existence as Loghrif and her current Hume identity from when she lived in Eulmore. As far as she's concerned, she's just Gaia.
  • Time Master: As the Voidwalker, she can use "Spell in Waiting" to delay the activation of her abilities. Even after she returns to her human form, she can use destructive Delayed Explosion effects and slows down Shiva's Endless Ice-Age long enough for the Warrior of Darkness to defeat her.
  • Tsundere: Justified. She's roughly the same age as Ryne and had a similar experience of having to fight at a young age, but unlike Ryne who had friends to interact with, Gaia, even with her amnesia, distinctly remembers feeling alone quite often. As a result, she isn't used to socializing with people and acts very typical for the trope since she doesn't know how else to act.
  • The Unreveal: One of the Empty researchers in Mord Souq offers to investigate Gaia's original identity in Eulmore. He finally has the answer after the raid series is over, but Gaia refuses to be informed of her past, leaving her original identity unknown.
  • Wrong Context Magic: In a world plagued by everlasting light and angelic Sin Eaters, the Voidwalker surprises by using exclusively dark-based attacks and tearing open gates to summon Voidsent; the equal and opposite of Sin Eaters. While Voidsent and dark magic are a common-enough threat on the Source, the overwhelming dominance of Light on the First combined with the greater metaphysical distance from the Void to the First means that no Voidsent are ever seen as enemies prior to the fight with the Voidwalker. This is the first major hint to her true nature.
  • You Are Too Late: Gaia's misremembering of the finale of Eden's Promise Savage is set up this way. The party succeeds in defeating Eden's Promise, but Gaia doesn't gain her memories back - instead she fully awakens to her nature as Lohgrif just in time to watch Mitron perish, causing her to fully Draw And Junction her powers as the Oracle of Darkness, gaining a new form just as dangerous as Hades.

Il Mheg

    In General
"To take back as much as is taken. To create as much as is destroyed. To give as much as is received. Such is the way of Il Mheg."

Once a prosperous mortal settlement, the land of the north was claimed and reshaped by the different fae Beastmen into their new home Il Mheg after the Flood of Light claimed their forest home and the inhabitants of the territory were taken out by the Sin Eaters or worse.

  • Alternate Universe: To Ishgard, with this one being driven home to the Warrior of Light by Ardbert. Though this is mostly in regards to the ruined civilization that was lost before the Pixies made their home here. There is a comparsion to be made with the Fae taking up stewardship of the land after the King died.
  • The Dreaded: The fae as a whole are widely feared among the mortal races of Norvrandt for their capricious nature and the unfortunate fates of many who encounter them. As such, most give Il Mheg a wide berth.
  • Equivalent Exchange: The one true law among the fae is to adhere to a balance. As such they will always try to repay a debt and make recompense for a slight when mentioned.
    Titania: To take back as much as is taken. To create as much as is destroyed. To give as much as is received. Such is the way of Il Mheg.
  • The Fair Folk: They come in many different races with their own unique alien perspective, from the child-like Pixies, the dog-like Nu Mou, the flying whale Bismark, etc., are immortal or extremely long-lived in the Amaro's case, and are united under their King Titania.
  • Meaningful Name: The name Il Mheg translates to "Kingdom of Rainbows", for if you saw it from high above, you'd see a land bathed in vibrant colors.

    The Nu Mou
A beastman race introduced for Shadowbringers. A canine-like race of fae who live in Il Mheg and had close ties with the Kingdom of Voeburt before its inhabitants fled the Flood of Light.
  • Blow You Away: Ancient Aero is the unfriendly Nu Mou's spell.
  • Compelling Voice: Because the Nu Mou have dog-like traits, they absolutely can't resist doing what someone wants them to do if they hear words like "fetch", "roll over", and "heel".
  • Closer to Earth: Unlike their fae brethren, Nu Mou lived alongside mortals in Il Mheg before the flood, and as such understand mortal concepts a lot better than their more whimsical fellows.
  • Does This Remind You of Anything?: The way they behave when they meet a group of mortals for the first time in years is eerily reminiscent of a group of recovering alcoholics being gifted a years supply of beer.
  • Color-Coded for Your Convenience: Friendly Nu Mou wear green robes while the hostile ones wear red robes.
  • Equivalent Exchange: They pride themselves on this. They want services done for them in exchange for a reward that is fitting for the task and won't skimp on the reward nor give more than what is needed. One side quest has a Nu Mou that is angry at an Amaro that ate his familiar and feels the guilty Amaro should die since a life was taken. It turns out later that the familiar is just some mundane objects given life with magic and the angered Nu Mou was treating it like family.
  • Extreme Doormat: The Nu Mou are pushovers whenever confronted by mortals who know how exploit their eagerness to help and dog-like tendencies, specifically through the use of a Trigger Phrase like 'sit' or 'beg'.
  • Furry Reminder: They look like dogs and have some dog-like tendencies as well such as being eager to please their masters and getting excited when hearing anything about "rolling over" and "fetching". The Nu Mou are still very intelligent and are always looking to barter.
  • Kill It with Fire: The hostile Nu Mou can cast Fire II.
  • Mythology Gag / Canon Immigrant: They're the same Nu Mou race found in the Ivalice Alliance games, with their designs taken from Final Fantasy Tactics Advance.
  • Throw the Book at Them: Some hostile Nu Mou will whack you with their books.

    The Pixies
A beastman race introduced in Shadowbringers. Diminutive fae with powerful magic who reside in the region of Il Mheg... which is located not on Hydaelyn, but Norvrandt, the First Shard of Hydaelyn which was created twelve thousand years ago.
  • Blue-and-Orange Morality: Pixies don't have much understanding of a mortal mindset, and that includes morality.
  • The Fair Folk: While normally keen on just playing pranks on mortals that pass through Il Mheg, the pixies can be quite vicious when they want to be. They range from wanting to play with strangers to deciding to turn them into shrubs out of spite.
  • Green Thumb: They love flowers and plants, and as such even turn mortals they like or ones that anger them into shrubs for fun. Though they have on occasion did so because they were turning into a boring Sin Eater.
  • Immortality Immorality: Zig-zagged with the Pixies. Due to living for possibly eternity, they exist only for the present to subside their own boredom with their lives by engaging in hedonistic and sometimes dangerous fun and are quite capricious, self-centered, and unpredictable in their actions as such. They don't fight for causes nor are they driven to fight for anything. However, they all abide by three sacred honorable rules of Equivalent Exchange and will do whatever they can to repay a debt.
  • Lack of Empathy: It's specifically noted in their tribe quests that pixies, by nature, tend to be unempathetic, concerned only with their own whims. As a result, many of their crueler acts don't even stem from active malice as much as them not bothering to consider that maybe the mortal they're 'playing' with doesn't want to become a topiary. Even when it comes to fellow pixies, the typical reaction to someone they know dying doesn't go much further than "Oh, that sucks. Well, moving on..."
  • Mythology Gag: They're based on the more traditional depiction of sylphs in the Final Fantasy series, as well as the creatures of the same name from Final Fantasy XI.
  • No Biological Sex: All pixies use singular they/them pronouns, and likely don't have a concept of gender at all.
  • Reincarnation: Pixies are believed to be the reborn souls of dead children whose love of fun was so strong that it imprinted on them.
  • Super Gullible: Urianger has since learned to trick the pixies into doing what he wants by pretending it would be a horrible experience for him if they did, goading them to "prank" him by doing errands for him. This results in them doing things like "Boiling water with withered leaves to make a foul liquid Urianger absolutely loathes", as in making tea. He even goes so far as pretending to gag as he consumes it to complete the ruse.
  • Suspiciously Similar Substitute: They seem to be a far more dangerous stand in for the sylphs who are conspicuously missing in the First.

    The Fuath 
A beastman race introduced in Shadowbringers. Frog-like fae who live in the waters around Il Mheg.
  • Anthropomorphic Personification: Of death by drowning. It's why they're the cruellest and most dangerous of the fae - they aren't the only ones created from the souls of the dead, but they're the only ones specifically associated with a specific kind of death, giving them a compulsion to grow their ranks by bringing it about.
  • Beware the Silly Ones: They're treacherous killers with incredibly powerful water and illusion magic... who look like tiny frogs in fancy pseudo-Victorian outfits.
  • Blue-and-Orange Morality: Like the pixies, their lack of mortal perspective can make them dangerous even when they don't mean to be. After they pass their challenge in Dohn Mheg, the Fuath decide they like the Warrior of Light so much that they attempt to keep them around by drowning them so that they too become a Fuath.
  • The Dreaded: The first rule of dealing with the Fuath is do not deal with the Fuath. They are dreaded even among the fae.
  • The Fair Folk: The Fuath are the most outright malicious of the fae, their brand of "fun" coming near exclusively at the expense of mortals' and even other fae folk's lives.
  • Frog Men: They're short, anthropomorphic frog people.
  • Half-Dressed Cartoon Animal: They wear shirts, vests, and in the case of their chieftain a hat, but no pants.
  • Making a Splash: Water-elemental frog-like beings. Most of their magic involves drowning people, as they are born from the souls of people who died of drowning. Even a puddle can be weaponized to drown people as they drag them below.
  • Master of Illusion: The Fuath have an unrivaled command over glamours. The entire dungeon of Dohn Mheg is an elaborate illusion of their weaving.
  • Moving the Goalposts: While they will hold up their end of a bargain - when given no loopholes - they're also not above tacking on extras at the last minute, with malicious intent. They also do this literally, with an illusion of the relic the Warrior of Light came to claim.
  • Reincarnation: Like the Pixies, they are believed to be souls of the dead given form. In the case of the Fuath, it's people who died by drowning.
  • Token Evil Teammate: They're the most treacherous, sadistic, and murderous of the fae, and nobody in Il Mheg likes or trusts them. The best that can be said of them is that they are still loyal to King Titania, and will defend their homeland if called, but otherwise, they're best avoided.

    Aenc Thon 
The chieftain of the Fuath, Aenc Thon confronts the Warrior of Light twice during their excursion to Dohn Mheg.
  • Baleful Polymorph: He can transform players into harmless imps and toads during his second fight. If he's low on HP when he tries to cast Changeling's Fantasia, he'll accidentally transform himself into a toad instead.
  • The Battle Didn't Count: He bursts into a puddle of water after being defeated the second time, only to reappear no worse for wear a minute later.
  • Boss Subtitles: "Lakelord".
  • Guest-Star Party Member: He’ll fight alongside you during the Il Mheg portion of The Heroes’ Gauntlet.
  • Improbable Weapon User: He attacks by whacking people with a candy cane or a violin bow, depending on which form he's in.
  • Magic Music: For his second fight, he casts most of his spells by playing a lyre. He even lampshades it at the start of the battle:
    Aenc Thon: Time for a musical interlude!
  • Master of Illusion: His "transformations" are actually glamours, as is the bottomless pit he seemingly creates.
  • Nice Hat: His feathered top hat sets him apart from other Fuath.
  • One-Winged Angel: During the second fight, he'll use "Changeling's Fantasia" to temporarily transform himself into a monstrous Shade of Fear. If the fight takes long enough, he'll attempt it a second time... with less than impressive results.
  • Recurring Boss: He's fought as both the first and last boss of Dohn Mheg.
  • Red Baron: He has a few grandiose titles for himself, such as "Lord of the Lingering Gaze" and "Lord of the Lengthsome Gait".
  • Sizeshifter: In the first battle with him he grows to several times his normal size, while in the second he takes on a form with humanoid proportions that towers over the party.

    The Amaro
A race of winged steed used as mounts across Norvrandt. Amongst their number some have awakened the dormant magic that gives them sentience, and some of this sentient flock now live alongside the Fae in their kingdom.
  • Aura Vision: One of the abilities they were bestowed with their intelligence was the ability to sense souls, though it remains mostly dormant, some can still detect abstract things about a person's soul without knowing what it means.
  • Color-Coded for Your Convenience: Friendly Amaro are colored blue/green while the the wild feral ones are colored red.
  • Furry Reminder: While the ones that have sentience are intelligent, they can't help but wiggle and chrr in delight when they are petted.
  • Praetorian Guard: Titania is always accompanied by a number of Amaro that serve as their guard when going to battle.
  • Suspiciously Similar Substitute: They share quite a number of elements with the Ixal. Both are bird-like Uplifted Animal races brought into being by an ancient empire that no longer exists in the current day, were uplifted for the purpose of convenience (The Ixals' ancestors were made to be Dumb Muscle soldiers, while Amaro are mounts and beasts of burden), and eventually gained human-level intelligence. Due to the circumstances of their existence, Ixal do not exist on the First, and Amaro do not exist on the Source.
  • Uplifted Animal: Their ancestors were intentionally made sentient by ancient mages. Though the magic has become dormant for many and left many Amaro as mere animals, every so often some are born with their sentience intact.
  • We Are as Mayflies: They live far longer than mortals do, and some of the sentient ones have had countless riders across the ages as a result.


Voiced by: Toshitugu Takashina (JP), Brian Protheroe (EN), Marc Bretonnière (FR), Thomas Dehler (DE)

An ancient fae residing within the waters of the first. This figure is none other than the one the Vanu Vanu worship.
  • Dark Is Not Evil: Contrasting his Primal counterpart, Fae Bismarck is a black whale and longs for the darkness. Though out of a desire to slumber.
  • Flying Seafood Special: Like its Primal counterpart on the Source, the fae Bismarck is able to fly.
  • Gentle Giant: An island-sized whale with the personality of a polite, friendly old man.
  • The Insomniac: He has been unable to sleep for over a hundred years since the world has been perpetually under "Twilight" since the Flood of Light.
  • Sadly Mythtaken: Excluding being whales, the Primal and Fae Bismarck have little similarity between each other. Fae Bismarck has an island of flora upon his back, is black with glowing markings, and normal fins, while the Primal is angelic, white with feathery wings, and no island upon it. It is never explained how two similar-yet-different god-like whale creatures with the same name came about on the two worlds.
  • Turtle Island: Or rather, Whale Island. Bismarck's back is covered in trees and rock formations, making it resemble an island while at rest.

The Rak'tika Greatwood

    In General
"No matter how far he goes, man cannot resist looking back on the path he has walked. The untold stories and secrets of the past can be more alluring than the promise of tomorrow. And so he braves the forests of Rak'tika in search of mystery and wonder... Of Ronka, to which all seekers of hidden truths are inevitably drawn."
The Greatwood that those who worship the dark and seeking the secrets of the past hidden within the ruins of the ancient Ronka empire.
  • Alternate Universe: To the Black Shroud and Gridania. Once there was a great civilization in the region, mirroring Amdapor in the Source. A lot of the secrecy and hiding and shadows that the Night's Blessed and the Children of the Dark do can be compared to the Gelmorrans, with the Viis settlement mirroring Gridania's desire to protect and defend the region, albeit with different focuses.
  • Casting a Shadow: Dark magic is used for religious purposes by the Night's Blessed, such as adding a mix of it with the water before people drink it. Enough that ones overflowing with light like the WoL and Minfilia have an unexpected reaction to it due to their light.
  • Dark Is Evil: The Children of the Everlasting Dark in comparison to the Night's Blessed. The Children are zealous murderers who kill with powerful poisons in the name of their worship.
  • The Fundamentalist: The members of the Children of the Everlasting Dark, an opposing sect of Dark worshipers to the Night's Blessed. They have a more Holier Than Thou attitude in regards of worship to Darkness and even failed to see the irony of siding with decadent light worshippers like Eulmore. Until night returns by the Warrior of Darkness, humbling them to the point they choose to retreat to their homes after seeing they were wrong.
  • Good Counterpart: Ronka seems to be one for Allag as vast, high-tech ancient empires that have been defunct for millennia.
  • Keeper of Forbidden Knowledge: The ancient Ronka made sure to pass down knowledge lost even to the rest of history, whether it be the Source or those who reside in the First. The Viis making sure to safeguard such knowledge even after the empire's fall or the Flood. Even preserving the historical drawings that predate the very empire of how Zodiark and Hydaelyn came to be.
  • Mayincatec: The ancient Ronkans seem to have been a Fantasy Counterpart Culture of Pre-Columbian Mesoamericans. They built step pyramids, and some of the creatures living within or around their ruins have Aztec-sounding names like Tomatl or Lozatl.
  • Mythology Gag: The Ronka Empire shares its name with an ancient civilization in Final Fantasy V that’s similarly found in ruins.
  • The Sacred Darkness: The Night's Blessed were a secretive religion born in the shadow of the Church of Light in the very heart of Lakeland itself, where the Church ruled. The worshippers of the dark would head deep into the great forest after the Flood, hiding themselves within the shade of the trees from the light to continue seeking salvation in the dark.
  • Sealed Evil in a Can: The Batsquatch encountered in the Qitana Ravel is implied to be one. It's imprisoned within an elaborate force field in the caves deep below the main part of the ruins, breaking free just as the Warrior of Light reaches it.
  • Undying Loyalty: The Viis continue to protect the secrets of the fallen Ronka Empire three thousand years after the empires fall, all done in honor of the emperor their ancestors served.


Voiced by: Itaru Yamamoto (JP), Joe Tandberg (EN), Emmanuel Gradi (FR), Tino Kießling (DE)
Race: Ronso
A kindly Ronso who leads the Night's Blessed of Slitherbough.
  • Bridal Carry: He does this to Y'shtola after Emet-selch saves her from the lifestream leading to a tender moment from the two of them.
  • Dark Is Not Evil: He is a worshiper of darkness and the night, but in a world threatened by Primordial light this is hardly a worrisome religious view.
  • High Priest: Although his actual position is not revealed he seems to be the religious leader of the Night's Blessed, and leads them in funerary ceremonies and governing although he defers to the more powerful Y'shtola while she deigns to live among them.
  • Non-Action Guy: He doesn't bear a weapon unlike most other members of his tribe and he is injured by the Children of the Everlasting Dark without much resistance on his half.
  • Running Gag: He has repeatedly attempted to get the Warrior of Light and any other present companions to sit down and try out his famous stew. Unfortunately circumstances keep arising preventing anyone from actually eating it.
  • Ship Tease: Runar has a reverence for Y'shtola that at times is indistinguishable from having a crush on her. Leaning more towards the romantic is his final scene in 5.3 when he runs up to Y'shtola and presents her a flower while begging her not to leave. She lets him down gently as of course she has to return to her body on the Source or die, but she does tell him that she plans to research a way to return to the First (since if the Warrior of Light can do it, why not her as well?) since there are so many secrets in the First to be found. She says the last bit while winking at him

     The Qitari 
A race of rat beastmen. When the Flood of Light threatened the world, the Qitari went into hiding for safety. They start to emerge again after the Warrior of Darkness fully extinguishes the corruptive light from the First. The Quitari have a long history with the ancient Ronkan empire.
  • Composite Character: They are basically a near identical copy of the Qiqirn from the Source. Unlike the Qiqirn that focus on shiny trinkets, money, and speaking in somewhat simplified/broken English, the Quitari are scholars that can speak as well as the Spoken races and are looking for a way to find their true history.

The Tempest

Race: Hume
Discipline: Blacksmith

  • Alternate Self: He's the First's version of Gerolt, which catches the Warrior of Darkness by surprise as well as them saying "I knew this was coming."
  • Heroic BSoD: When the Warrior of Darkness meets him, he's in such an utter creative funk that he feels like giving up on the trade. It's only when you give him a crystal from the Cardinal Virtues you've slain that he comes out of it, allowing him to make a monument worthy of the Ondo.
  • Ultimate Blacksmith: Just like his Source version, he's the man when it comes to being the best blacksmith in the world.

Amaurot (Unmarked Spoilers!)

    In General
"And then there was Amaurot... never was a city more magnificent. From the humblest streets to the highest spires, she fairly gleamed... Not that you would remember any of this."
A glamour of the lost, ancient city of the Ancients from before the Final Days and Sundering of their Star, located in the Tempest and recreated by Emet-Selch that serves as the final city and dungeon of Shadowbringers main storyline.
  • Apocalypse Wow: The dungeon for Amaurot has you reliving the last days of Amaurot before it was destroyed by the Terminus beasts created from the Ancients' fear. The very last part of it has an epic view from the stars, as the world is consumed by flames and meteors.
  • Benevolent Precursors: The Ancients you meet are nothing but kind to you and the party, happily answering any questions you and your party have, with one sidequest involving a toymaker who wants you to test some toys they made. When they turn deadly, they immediately apologize for that before going back to the drawing board.
  • Both Sides Have a Point: With a hint of Foreshadowing, two Ancients are discussing life, and whether they should save everyone, or accept some lives can't be saved. This foreshadows the division that would lead to create Hydaelyn AKA "accept some lives can't be saved", who would defy those who sought to "save everyone" AKA Zodiark.
  • Call-Back: The concept of the replica Amaurot is similar to the Dream Zanarkand from Final Fantasy X.
  • Foreshadowing: Is first mentioned during Emet-Selch's heart-to-heart with the Warrior of Light before the latter scales Mt Gulg.
  • Leitmotif: Full Fathom Five for the Tempest, and Neath Dark Waters for Amaurot.
  • Living Memory: The glamour is based off of Amaurot before the Terminus beasts reached and leveled it, with people talking about a mysterious noise that was destroying nearby cities, and that a "solution" was being implemented. It also becomes clear that despite their communications, they are surprisingly limited when you start telling them certain things, such as what happens in their Akadaemia, despite all the chaos, the guide does not seem to notice or just loops back to greeting them after saying that "they'll fix it."
  • Mundane Made Awesome: When you take out the giants and the magic, you're left with a surprisingly mundane world by fantasy standards. One example has you waiting in what can be best described as "utopian DMV".
  • Shout-Out: The city is inspired and named after two fictional places;
    • Rapture, from the video game Bioshock, an underwater "paradise" where people are free to choose what they want to do.
    • The capital city Amaurot in Thomas More's "Utopia," with several references to the novel located within the city. More's Amaurot is described as a place where individual wealth does not exist, and everyone contributes to society as a whole. Additionally, various locations within Amaurot are locations within More's Utopia, including Achora (Achora Heights), Polyleritae (The Polyleritae District), and Macarenses (The Macarenses Angle).
  • When All You Have Is a Hammer...: The Ancients' biggest flaw. Because so much of their lives were based around their magic, when the noise created the Terminus, everything they could use went crazy, only adding to the fire. The same could be said about Zodiark, because half the population sacrificed themselves to create a sentient will for their dying star, and then half of the survivors sacrificed themselves to create new life to fix the broken world. Those who remained were torn about whether or not to sacrifice the new life for all who died. Those who opposed the plan proceeded to do the same thing themselves, making another Primal to combat Zodiark.

Just as Beastmen's prayers gave rise to Primals, the Ancients' fear from the star's noise created the Terminus beasts, the noise manifesting their emotions against their will, which pillaged and devastated both Amaurot and the original world.
The Three Dooms are The First Beast, Terminus Bellwether, and Therion, while lesser monsters are known as Pursuer, Stalker, Sprinter, Detonator, Crier, Roiler, Shadower, Howler, Flesher, Shriver, Beholder, Twitcher, Reaper, Lacerator, Drainer, Vanquisher, Slitherer, and Idolizer.
The Terminus are set to play a further role in Endwalker, as the Final Days strike Hydaelyn once more.
  • Action Bomb: Both the Terminus Bellwether and the Terminus Detonator.
  • Animalistic Abomination: The First Beast is a giant, shaggy caterpillar with a face like a horse, multiple mouths running down its flanks, and the power to trigger earthquakes and call down meteors. The Terminus Bellwether is a cockatrice-like creature that can spawn more Terminus beasts from the terror it spreads, and blow itself up. Therion is a sphinx-like monstrosity with four faces that can fly through space and fire destructive beams of energy. Even some of the lesser Terminus beasts resemble animals with impossible powers, like the Terminus Sprinter.
  • Beast with a Human Face: Therion has four identical human faces, with glowing eyes and glowing mouths, all locked in the same expression. The Terminus Bellwether also has a human face.
  • Boss Subtitles: The end boss of the dungeon, Therion, has the subtitle "Chthonic Riddle".
  • Colony Drop: The First Beast can summon meteors to its location, as shown when it uses it to kill two Ancients running in terror; these are potent enough to wreck buildings (which you have to deal with during the fight with it). The Terminus Bellwether can also call down meteors.
  • Cosmic Horror Story: While nothing is known about the sound itself, the fact that a highly advanced civilization was brought to its knees by only a sound has shades of this. Some of the creatures spawned are downright alien and bizarre, and some of them have names appropriate to this. "Cthonic Riddle Therion" for example.
  • Damage-Increasing Debuff: Terminus Detonators inflict a stacking Fire Resistance Down debuff to their target before exploding.
  • Disaster Dominoes: The threat of the Terminus monsters would soon force the summoning of Zodiark, and everything else that would follow.
  • Flunky Boss: The Terminus Bellwether. By itself, it's not much of a threat, and it doesn't have much health for a dungeon boss. The real challenge comes from the several waves of adds that it summons to back it up.
  • The Heartless: They're physical manifestations of the ancient Ascians' worst emotions, using fear as the base for their creation, and at least one—the Terminus Bellwether—is shown to feed on the very fear it spreads.
    The beast bellows, and gives birth to terror. A terror that, in turn, gives rise to new beasts…
    As if feeding on the horror, the beast bloats… then shivers… then ruptures…
  • Meaningful Name: The word "terminus" means, "a final point in space or time; an end or extremity." Very fitting for monsters that would bring about the shattering of the world. Likewise, Therion's name means "beast" in Greek, and its title of "Chthonic Riddle" effectively means "mystery from the underworld", which accurately describes the sound that heralded the Amaurotines' apocalypse.
  • Names to Run Away from Really Fast: Their names all mean something bad, and absolutely none of them would spare the Ancients in their slaughter.
  • Nothing Is Scarier: Absolutely nothing is known about the origin of the sound itself, only that it knew where to strike to deal the most damage to the Ancients; namely their very own creation magics.
  • Psycho Prototype: In a way, the Terminus monsters served as lesser Primals, born from the Ancients' negative emotions.
  • Underground Monkey: Most of the non-boss Terminus abominations take the form of voidsent or ashkin. Stalkers are Baboulas, Detonators are Bombs, Criers are Gremlins, Roilers are Darkness Sprites, Shadowers are Zangbeto, Howlers are Vanara, Fleshers are Ogres, Shrivers are Personae, Beholders are Hecteyes, Twitchers are Mirrorknights, Reapers are Troubadors, Lacerators are Dahaks, Vanquishers are Catastrophe, Slitherers are Parthenope, and Idolizers are Calofisteri. There appears to be an implication that the relationship is in fact the other way around, with the voidsent and ashkin being some kind of "lesser" manifestation of true Terminus beasts (which also raises the spooky possibility that the sin eaters might have something to do with them too).
  • Wave-Motion Gun: Therion's Apokalypsis and Deathly Ray abilities take the form of massive, white-hot lasers.

The Warriors of Darkness

    In General 

Warriors of Darkness

Voiced by (Blaenherz/Branden): Takaya Nakashima (JP), James Goode (EN), Frederic Souterelle (FR), Heiko Gaurel (DE)

Voiced by (Lamimi/Lamitt): Runa Onodera (JP), Carina Reeves (EN), Jessica Monceau (FR), Ann Vielhaben (DE)

Voiced by (J'rhoomale/Renda-Rae): Rina Satoh (JP), Eleanor Matsura (EN), Marie Zidi (FR), Marianne Graffam (DE)

Voiced by (Naillebert/Nyelbert): Atsushi Taniguchi (JP), Nick Boultan (EN), Lionel Tua (FR), Achim Barrenstein (DE)

"Mark well our faces, Warrior of Light, for we are the Warriors of Darkness. Walkers of a different path. And we shall meet again."

A mysterious group of individuals holding the power of Echo summoned by the Ascian Elidibus and led by the warrior Arbert, a dark counterpart of some nature to the Warrior of Light. The rest of the group consists of the paladin Blanhaerz, the white mage Lamimi, the bard J'rhoomale, and the black mage Naillebert. Though they are first encountered striking down the primal Ravana much like the Warrior of Light and their companions once did, they soon make it very clear that their goals are far from aligned...

  • The Alcoholic: Blanhaerz loves a strong drink. He eventually developed a taste for more expensive liquors and would drink away his party's profits were it not for Lamimi's interference.
  • All Love Is Unrequited: Lamimi actually has desires for Arbert, but refuses to act on them to keep from damaging the team.
  • Alternate Self: Aside from Ardbert, which is explained in his own entry, it's heavily implied that Nyelbert's soul is shared with Unukalhai from the Thirteenth.
  • Alternate Universe: Early on, it's merely implied this is their origin. After witnessing their defeat of Ravana, and battling them themselves, Alphinaud and Y'shtola both comment on how practiced the group seemed; and how unlikely it is that they wouldn't have heard of and recruited such a mighty and skilled team of God-Slayers before. 3.4 is the first reveal of there being fourteen parallel Hydaelyns (the "Source" and thirteen reflections "shards"), and the Warriors of Darkness being from the "First", or the first shard. They started out as random adventurers just like the protagonist before becoming Warriors of Light themselves, but upon destroying all Darkness in their world, it began to be devoured by uncontested Light, destroying everything. As such, they renounced Hydaelyn and became the Warriors of Darkness, desperate to restore the balance to the First to save their home. The promo material for Shadowbringers makes this all explicit. It's later revealed that Sixth Ranger Traitor Cylva in fact hails from another alternate dimension on top of this. While she fought with the others on The First, she came from The Thirteenth, otherwise known as The Void.
  • And Now for Someone Completely Different: The Warriors of Darkness become playable during certain duties in the Shadowbringers role quests, thanks to the power of the Echo.
  • The Atoner: Cylva, as revealed in the role quest obtainable after completing every other role quest.
  • Balance Between Good and Evil: Light and Darkness in this case. The Ascians make it sound like too much light will disrupt the world and their cause, as a result, they seek out the Warrior in order to have him bring balance. Turns out they're absolutely right, if the balance between Light and Dark gets too bad then the dominant force will destroy the world, as the Light did to their home.
  • Berserk Button: When Lamitt first saved Ardbert's life, he mistook her for a man because of the Dwarven helm and beard. She was so insulted that he thought her a man that she threatened to kill him herself.
  • Big Damn Heroes: When Renda-Rae went to hunt Balam-Quitz alone to avenge her fallen partners, it nearly killed her too until Ardbert and the others arrived to save her and finish the job.
  • Culture Clash: There's some implication, both in Encyclopedia Eorzea 1 and in some game cutscenes, that part of their evident sourness (aside from all the other stuff) is that they're experiencing some culture shock compared to where they're from. Lamimi would almost certainly be getting the worst of it, since the Lalafells of the Source live nothing like the Dwarves of the First; among many other things, Lamimi has to forego her traditional helmet entirely in order to even blend in.
    • In addition, each of the Warriors of Darkness had to use aliases in Eorzea, as their real names don't fit Eorzean naming customs. Arbert's true name is Ardbert, Lamimi's is Lamitt, Blaenherz's is Branden, Naillebert's is Nyelbert, and J'rhoomale's is Renda-Rae.
  • Curb-Stomp Battle: 3.1 shows the Warrior of Darkness single-handedly taking down Ravana with little effort. 3.4 has this happen in the fight against them where they always get revived because of the Echo and the Warrior eventually uses Holmgang on the Warrior of Light and their companions, effectively having them trapped and would have killed them if it wasn't for Urianger stepping in at the last minute to save the day. The tables are then flipped with Alisaie using her blade of light to completely wreck the Warrior of Darkness and his party, though they survive anyway.
  • Dark Is Evil: Among their ranks is a Black Mage and the whole group is decked out in black. Though they're not as evil as they first appear.
  • Dark and Troubled Past: Even before they accidentally caused the end of their world through a Flood of Light, each and everyone of them and a difficult past that they had to overcome.
    • Lamitt tried to, and succeeded in, saving the stone-blighted Dwarfs, only to be banished along with the cured Dwarfs out of political convenience than any taboo she broke. The cured becoming Sin Eaters only made things worse.
    • Branden was a loyal knight, only to be banished. It's then revealed that he was framed by the castle's court wizard, who later turned the princess he was in love with into a monster he had to put down.
    • Nyelbert was a part of a Super Breeding Program, and lost his friend Taynor to a black hole the latter created. He spent years trying to find a way to save him, only to be forced to abandon him to do the right thing.
    • Renda-Rae lost her friends to a fearsome monster, and nearly lost her only life while trying to track it down, only being saved by the help of the other Warriors.
      • Its latter revealed that the mastermind behind their woes was in fact their sixth member, Cyella AKA Cylva the Shadowbringer, having done so by order of the Ascians to turn them into heroes to manipulate. However, even she had her own troubled past, her world, the Thirteenth, turned into the Void, and was convinced by creating and sacrificing Warriors of Light, that her world would be restored. She's spared, but watched as the friends she made sacrifice themselves to save the First from the Flood, and has lived in shame since.
  • Deader Than Dead: To make their way to the Source, they had to sacrifice their bodies to do so. The result is that while they are "alive" in the Source, they are essentially ghosts. When they return to the First with Minfilia, all but Ardbert then offer up their souls so she can halt the Flood. Ardbert persists for another century before joining his soul with the WoL. The Role Quests introduced in Shadowbringers are you essentially following in their footsteps a bit by interacting with either people who might have known them, or were investigating them, with the player even temporarily playing as them thanks to an Echo induced flashback. Each questline also happens to involve putting down a Sineater born from each of their corpses, adding another layer of this trope.
  • Dishing Out Dirt: Lamimi will use Stone III against you.
  • Early-Bird Cameo: Very early, and even before they were used as the Warriors of Darkness. Each of them has been used in character art for their classes (Ardbert for Warrior, Branden for Paladin, Renda-Rae for Bard, Lamitt for White Mage and Nyelbert for Black Mage), and were even seen fighting in the final battle as Legacy came to an end.
  • Evil Counterpart: To the Warrior of Light through Ardbert, the Hyur Warrior.
  • Evil Costume Switch: In an echo flashback, they were shown in the normal color scheme of their artifact gear slaying an Ascian. In the present, not only are they are working with the Ascians, they are wearing a version of their gear that is as black as night.
  • Evil Wears Black: The whole group has their gear dyed in black.
  • The Exile: Because Lamitt's quest to cure her sister and others of the stoneblight broke so many dwarven traditions, the elders ordered her exiled from her people. Lamitt faced the punishment with dignity, casting aside her helmet and beard for the first time.
  • Faith–Heel Turn: After Hydaelyn had seemingly forsaken them after destroying all Darkness, causing all light to consume their world, they denounced her and joined up with Ascians in a desperate attempt to restore their world.
  • Fallen Hero: An echo flashback you share upon meeting him shows that he and his group were also once Warriors of Light, and seemingly even used the Blade of Light to slay an Ascian. Their gear are also shown in their default color palettes while their present selves are decked out in black.
  • Famed in Story: Even before becoming a true Warrior of Light, Renda-Rae was celebrated as the greatest hunter of her time, inspiring generations of bounty hunters to follow in her footsteps.
  • Fire-Forged Friends: Ardbert and Naillebert started out as rivals who took the same mercenary contract or so the latter claimed, in truth seeking an aether-consuming crystal held by the monster they were hunting. Circumstances forced the two to fight for their lives by working together, which caused them to come to respect one another and Naillebert becoming one of Ardbert's companions.
  • Five-Token Band: They represent each of the five launch races, each member mirroring a character who showed up in the original 1.0 cinematic intro.
  • Foreshadowing: The quest "Shadows of the First" is ostensibly named for Xelphatol, the "First Mountain" of the Ixal that is unlocked as a dungeon during the quest, but it carries a double meaning, as the Warriors of Darkness are featured in the banner for the quest and are encountered at the end of it, where we would learn they hail from the world of the First.
  • Gone Horribly Right: They were led to believe that the Ascians and the darkness they brought were pure evil and had to be stopped at all costs. Beating the darkness completely meant light was unopposed and thus it flooded the world with pure light that is destroying the world anyway.
  • Good Colors, Evil Colors: Every single member wears a replica of the first artifact gear set, but dyed pitch black.
  • Heroic Sacrifice: Even with Minfilia's help, the Warriors of Darkness had to give what was left of their aether to stem the Flood of Light. They dissipated to nothing, leaving only Ardbert behind as a spirit to wander the First.
  • Historical Villain Upgrade: They are well known to be the ones who caused the world to flood with light by slaying their shards Ascians and those who spread any darkness. As a result they are vilified for what they did, known as the villainous Warriors of Light. Seems they cannot catch a break no matter what.
  • Interspecies Romance: It doesn't come out in their appearance during Heavensward itself (Lamimi's actual speaking role is incredibly brief), but the first lore book states that Lamimi has intensely romantic feelings for Ardbert, but hasn't expressed them in full because this is hardly the time for romantic distractions, especially with them being technically dead. A bit of later hindsight makes this even more surprising: on the First, "Dwarves" (aka Lalafells to us) are actually considered a beast tribe, not Spoken, and even their falling-in together for adventure was a bit remarkable (it hinged on Lamitt having left Tomra, without permission, in search of a cure for stoneblight to help her sister, and even behelmed, this was still itself breaking a taboo); while it's never directly addressed, from what we see of the Dwarven elders, a full-blown romance between Ardbert and Lamiit would almost certainly be so taboo as to collectively blow off the elders' whiskers, and despite having accepted her new reality as a non-conformist dwarf, it does seem like just admitting her feelings was a step slightly too far even for Lamitt. All this said, at the end of the healer role quest, Lamitt does at last openly admit her feelings for Ardbert before departing for the hereafter.
  • Kick the Dog: The Ranger J'rhoomale nearly killed Alisaie with a poisoned arrow. She regularly brings up this fact to her twin with a cruel smile on her face.
  • Know When to Fold Them: Lamimi gives Ardbert a look, wordlessly telling him they need to leave once Thancred joins the fight.
  • Light Is Not Good: Being fallen Warriors of Light aside, the Lalafell and the Roegadyn Warriors of Darkness are respectively a White Mage and a Paladin, two classes typically associated with Light (and both jobs having access to Light spells, such as Holy and Flash).
  • Legendary Weapon: All of them wield Relic Atma weapons.
  • Memory Jar: At the finale of each role quest, their sin eater counterparts drop a crystal, which reveals the character's memories via a ghostly shade. It acts like a recorded message, thus no one can interact with them.
  • Meaningful Name: The Cardinal Virtues all have Greek names that loosely translate to a trait each of the respective Warriors represents: Dikaiosyne is "Righteousness", Sophrosyne is "Temperance", Andreia is "Bravery" and Phronesis is "Practical Wisdom".
  • The Mentor: Blanhaerz was a seasoned adventurer when Ardbert was first getting his start. Blanhaerz gave Ardbert counsel, and eventually, the two became inseparable.
  • Mercy Kill: The Warriors of Darkness are trying to trigger a Rejoining, an event that would cause their world to be consumed as aether by the Source world. The Warriors see this as preferable to the Flood of Light, because at least then the souls of everyone in their world would continue the cycle of life, rather than be trapped in purgatory. In Shadowbringers, Ardbert bitterly regrets this, because he realized he was playing right into the Ascians' hands and that they'd arranged the entire thing.
  • Mirror Boss: The whole group fights exactly the same way the player does in 3.4 if they're a Warrior, Paladin, White Mage, Black Mage, or Bard. Even defeating them is only temporary since the power of the Echo revives them and grants them higher strength and HP just like the player does if they suffer a defeat.
  • My Greatest Failure: Nyelbert blamed himself for what happened to his friend Taynor when they were children, and spent the rest of his life trying to free Taynor from the void. Failing to do so was his greatest regret.
  • Mythology Gag: Notable separate from the big ol' page because it's a gag internal to XIV itself - at one point during the stint as Warriors of Darkness on the Source, Lamimi inbues one of J'rhoomale's arrows with fire. This is something the Lamimi-equivalent character in the 1.0 intro cinematic did for the PC stand-in, and that happened because one of the big features of Conjurer in its original design was going to be granting elemental imbues to fellow party members. This survived in development for a long time but didn't make it into the game as it launched and was never a true player ability; Lamimi using it is the first time it's actually been seen.
  • The Needs of the Many: Nyelbert had a chance to save his friend Taynor from the interdimensional rift, but gave it up when he realized that the method involved would have doomed countless innocent lives. This personal sacrifice set him on the path to becoming a Warrior of Light.
  • Nice Job Breaking It, Hero!: 3.4 reveals that the warriors, like the Warrior of Light, had fought against every form of darkness that appeared and fought the evil back again and again until nothing else remained. Their victory caused light to flood the world and is slowly destroying it. Turns out that every world needs a balance of light and dark in order to exist. Whoops.
  • No Good Deed Goes Unpunished:
    • Despite defeating all of Hydaelyn's enemies in their world and claiming peace, the First was then ravaged by a Flood of Light that threatened a Fate Worse than Death. As Ardbert says, they did everything right, and still lost.
    • Lamitt faced numerous trials to search the world for a way to cure her sister and many other dwarves of a terrible sickness called stoneblight and succeeded. But to do so, she had to willingly commit many dwarven taboos, which resulted in the village elders scorning and exiling her.
  • Playing with Fire: Naillebert is very fond of using Flare. In the cut scene before the battle begins, Lamimi uses a spell to enhance the Bard's arrows with fire (itself a very deft Mythology Gag to the 1.0 cinematic intro).
  • The Psycho Rangers: An Alternate Universe counterpart to the Warrior of Light and the Scions.
  • Punch-Clock Villain: Unlike the other Ascians, the Warrior of Darkness does not personally get involved with conflicts or schemes, and is joining the conflict as the balance of Light and Dark is being thrown out of whack, they're even introduced meddling with the Ascians' plans by striking down Ravana. Despite this, the Warrior is later seen together with Elidibus, chatting with Urianger in the Great Gubal Library. As it turns out, the defeating the primals is part of the Ascians' plans to drive the beastmen tribes ever further into desperation and despair, until eventually broken, the tribes turn to worshiping a new god. The Warriors of Darkness however, are doing it solely in desperation of saving their world, The First, from becoming a Void of Light, much like how the Thirteenth world become the Void of Darkness.
  • The Quiet One: Naillebert is described in Encyclopedia Eorzea as a man of few words. In game he's only ever talked twice.
  • Regenerating Mana: In the role quests, Nyelbert's version of "Blizzard III" restores half his maximum MP whenever he casts it.
  • Remember the New Guy?: The Echo flashbacks in Shadowbringers reveals there was a sixth member of the Warriors of Light. A female elf gladiator named Cylva. No explanation was given as to what befell her before the Warriors of Light defeated the Ascian and unintentionally triggered the Flood of Light. Her circumstances are revealed in the combined role quest obtained after clearing all the other role quests.
  • Rescue Romance: Lamimi and Ardbert first met when Lamimi found Ardbert wounded from battle. She healed him and quickly fell in love with him, though she keeps her feelings to herself to avoid potential awkwardness, especially considering in the First, she is technically from a beast tribe.
  • Retired Badass: Spared by Ardbert after revealing her betrayal, Cylva spent the next century doing very little in the wake of the Flood of Light. By the time you meet her as the barmaid Cyella, the one-time Warrior of Darkness remarks it's exhausting to wear her old armor or lift her sword, and is certain any 'recruit' to the Crystarium Guard could lay her out flat.
  • Rogue Protagonist: An Echo flashback reveals that the Warrior of Darkness and his party used to be on the side of the light, but why they switched sides remained a mystery until 3.4 where they reveal that they came from another world that was destroyed when it was flooded with light.
  • Secret Identity: Near the beginning of Shadowbringers, the Warrior of Darkness reveals they all went by pseudonyms while in the Source. On the First, Arbert was originally named Ardbert, Blaenherz was Branden, Naillebert was Nyelbert, Lamimi was Lamitt, and J'rhoomale was Renda-Rae. Ardbert admits the use of a pseudonym in his case seemed foolish in hindsight.
  • Sensory Overload: Renda-Rae's hypersensitive hearing became her failing when hunting the terrible monster Balam-Quitz. As her friends moved to corner the beast for her, it let out an ear-piercing cry that left her completely paralyzed and helpless as Balam-Quitz killed her friends.
  • Sixth Ranger: The Lorebooks reveals J'rhoomale as this. Unlike Lamimi, Blaenherz and Naillbert, she was encountered by chance. Shadowbringers reveals that there was an actual Sixth Ranger, Cylva. She was also a Sixth Ranger Traitor, as revealed in the combined role quests.
  • Slasher Smile: Blanhaerz is fond of this expression. He grins as he tries to kill Y'shtola and again when reporting to the Warrior after witnessing the death of Nidhogg.
  • Sour Outside, Sad Inside: They act, on the Source, like complete psychotic jerks that try to kill the Warrior of Light and their companions several times for reasons only known to them. When said reasons come pouring out after Alphinaud figures out how they sacrificed their bodies to break boundaries and travel between worlds (thanks to the Echo), the Warrior becomes angered and upset at how he and his friends did everything that was asked of them to be a hero and they still failed, having nothing to show for it other than their world being consumed by excess light. The other companions can only shed a few tears as their leader reveals the group's story, feeling completely sad that the world they once loved would soon be no more. Only after Hydaelyn regains her strength and has Minfilia save the world consumed by light does the Warrior of Darkness drops his jerkass attitude and warns the Warrior of Light to not make the same mistakes as he had done.
  • Staking the Loved One: Branden was forced to kill Princess Sauldia, whom he'd grown close to, after her treacherous court mage transformed her into a Voidsent in a final act of spite. In doing so, Branden obtained his Crystal of Light.
  • Stepford Smiler: Renda-Rae was considered a breath of fresh air to the others, someone who knew to enjoy the moment and liven up the room. She always kept to herself the pain of losing those closest to her on that disastrous hunt.
  • Super Breeding Program: Nyelbert is the result of several generations of selective breeding by a convocation of mages, with the goal of creating a mage that can open gates to the Void. His friend Taynor is from this program as well.
  • Team Mom: The Lorebook reveals that Lamimi is this to the group.
  • Tragic Hero: As it turns out, they never were villains. They gave everything to help protect their world, did everything right. And in the end their world is still facing destruction, because their actions brought the Flood of Light upon the First. In a desperate attempt to save their world they even sacrificed themselves, using their Crystals of Light much like the Ascians' Crystals of Darkness. Dying to transcend their mortal flesh so that they might travel to the Source, the world of the Player Character. And that they joined the Ascians in some hope they could save their world. As Ardbert the Warrior explains all they have done and all they are willing to do, even dying again, just to save their home, his voice is trembling while his fellow friends and adventurers are visibly crying.
  • Unwitting Instigator of Doom: As Ardbert states, they only ever wanted to save people. Instead, their actions were so effective, they eliminated ALL darkness in the First, and let the light run rampant unchecked. Not only that, but they had a direct hand in instigating the Flood, as it was Ardbert's Blade of Light he used to destroy the Ascians that manifested into Eden and triggered the cosumption of the world.
  • What You Are in the Dark: When Ardbert first teamed up with him, Nyelbert was after an aether-leeching crystal possessed by the monster they were hunting. He'd intended to use the power it had absorbed to open a voidgate and free his childhood friend Taynor from the interdimensional rift, but doing so would have collapsed the mountain and doomed everyone in the region. Ultimately, Nyelbert couldn't bring himself to condemn innocent people for the sake of his friend, and he shattered the crystal, returning its stolen aether to the land.
  • Well-Intentioned Extremist: They know well and good that worlds consumed by Darkness turn into a hostile nightmare realm that births monsters and is inhabitable to mortal life. However, they've seen first hand that at least an afterlife continues to exist in Darkness-scourged worlds, whereas the destruction caused by the Flood of Light leaves nothing, not even a lifestream for the souls it destroys, it's complete Cessation of Existence. Hence their mentality; drown the other worlds in Darkness so Zodiark wins, at least that way they'll be able to live happily in the afterlife instead of lose everything they are including their very souls.
  • You Can't Go Home Again: Lamitt willingly broke her village's taboo by revealing her face in order to help cure her friends of their disease. She was then exiled for her disregard of her village's traditions. At the final healer role quest, her memory reveals that she does not regret leaving her home behind in order to protect her world, but it still hurt her a lot knowing that she can no longer return home.



Voiced by: Junichi Suwabe (JP), Joe Dempsie (EN), Mathias Kozlowski (FR), Tobias Schulze (DE)
Race: Hume
Discipline: Warrior

"Me, I'm no saint or savior—just another sinner."

The leader of the Warriors of Darkness. Upon traveling to the Source, he took the alias Arbert to better blend in with Eorzea.

  • A Boy and His X: He had an Amaro mount he once rode across the First. Said mount, Seto, awakened to his sentience and fondly recalls Ardbert, even separating from Spoken society because of how they continued to insult Ardbert and ignore all the good deeds he had done.
  • Alternate Self: Shadowbringers reveals that he has the same soul as the Warrior of Light, Ardbert being the shard of their soul living in the First, which is also why the Warrior of Light is the only one who can see him as a ghost. Before the split of the world, they were one entity, who also happened to be a very important Ascian. At the end of the Shadowbringers MSQ, Ardbert willingly merges with the Warrior of Light, rejoining another part of their soul together with them. In doing so he repairs the damage to the Warrior of Light's soul and grants them the fortitude to not only contain the excess Light of the Wardens but burn it off by shaping it into a blade of light powerful enough to destroy Emet-Selch.
  • An Ax To Grind: The apparent leader of the Warriors of Darkness is a Warrior, wielding a copy of the Bravura Atma named in the lore book as the "Bravura of Darkness."
  • And I Must Scream: After returning to the First with Minfilia, most of the Warriors of Darkness were absorbed by the light in their attempts to help Minfilia stem the tide of light. Ardbert alone was left. And as a spirit, he found himself unable to interact with anything or be seen or heard by anyone. Over the course of a century, he slowly lost his sanity until he was little more than a mindless revenant. However, somehow the Warrior of Light's arrival within the First restored Ardbert's mind, helped by the fact that the Warrior of Light is the first person who has been able to see and hear Ardbert since his return. Ardbert is confused by this but simply chalks it up to the fact that since you both have the Echo, it must be some sort of link. The late reveal that he is an Alternate Self to the Warrior of Light implies this occurred because he technically had a physical form, so his Alternate Self arriving in the First linked them together.
  • Beard of Evil: Ardbert, unlike his cutscene counterpart, has a Mirror Spock-esque goatee. Crosses into Beard of Sorrow upon learning his true motivations; flashbacks to his time as a Warrior of Light show him to have been clean-shaven.
  • Chronic Hero Syndrome: An old friend of Ardbert described him as a trusting soul, constantly being drawn into the troubles of others. He never thought twice when he saw someone in need and always tried to help.
  • Fusion Dance: Just before the collective Light of the Lightwardens turns the Warrior into a monster, Ardbert allows himself to fuse with them to contain it for the final fight against Emet-Selch/Hades. This allows them to channel all the Light into an axe to slay Emet-Selch with, thus curing the Warrior of the Light.
  • Go Mad from the Isolation: Ardbert has been alone for a hundred years after his comrades sacrificed themselves to aid Minfilia in stopping the Flood. While he could still see people as a ghost, he couldn't interact with any of them. He basically went insane until the Warrior of Light arrived on the First and was able to see and hear him, to which his senses became sharp again.
  • Heel–Face Turn: He initially acts as the antagonist towards the Warrior of Light during Heavensward, under the belief that killing them would restore balance to the First. After everyone meets with Hydaelyn, they agree that there is another way to save the First and Ardbert warns the Warrior of Light to not make the same mistakes like he had. By Shadowbringers, he's fully on the Warrior of Light's side and acts as his confidant in between major quests. At the very end of the story, he merges his soul with the Warrior of Light's to help them gain control over their excess light and give them power to defeat Hades.
  • Ink-Suit Actor: Ardbert resembles his voice actor Joe Dempsie in his portrayal of Gendry from Game of Thrones. Such a resemblance is purely coincidental as Ardbert's design is based on the default design for a male Midlander Hyur used in promotional material, which was created far before Dempsie was cast.
  • Jade-Colored Glasses: Unintentionally causing the Flood of Light and wandering the world as a spirit left Ardbert a broken man. He sees no hope for the First, claiming that the world has grown weary of "heroes".
  • Nice Job Breaking It, Hero!: The Eden quests reveal it was actually Ardbert who created Eden and thus brought about the Flood of Light. When he struck down Mitron and Logrihf - i.e. The Shadowkeeper - the Blade of Light he used to do so was manifested by a will that wanted to eliminate the Darkness so strongly, that it created the first Sin Eater.
  • Pre-Mortem One-Liner: In an Echo flashback, we see Ardbert preparing a Blade of Light to slay an Ascian, and the foes have words for each other.
    Black-robed Ascian: Fools playing at heroes, all of you. Is this how you believe you can save your world?
    Ardbert: We can and we will, Ascian! You shall see—or perhaps you will not!
  • Rage Against the Heavens: When Hydaelyn offers to stem the Flood of Light destroying the Warriors of Darkness' world, Ardbert snaps at her for only now answering their prayers and attacks Minfilia. Ardbert only stops when Minfilia reveals that much like Zodiark; Hydaelyn needs someone to act in her stead in order for her to do anything about the rampant light.
  • Reincarnation: As the Warrior of Light's Alternate Self, Ardbert is like them a reincarnation of Azem from the Convocation of Fourteen.
  • Self-Deprecation: When you see him again in the First, he admits his alias of "Arbert" in Eorzea was a pretty daft one, all things considered.
  • Significant Wardrobe Shift: In the ending sequence, when Ardbert's spirit meets up with his companions again he has switched his Fighter's set to its usual colors rather then the black version that he had been sporting and has cleaned the blood off of his axe for good measure.
  • Spanner in the Works: Ends up being this to Emet-Selch's Evil Plan of having the Warrior of Light become the Prime Lightwarden of all of Norvrandt, which will cause the Eight Umbral Calamity. As Ardbert was the Alternate Self of the Warrior, his Fusion Dance with them stops the Light from corrupting them long enough for the fight against Hades to restore them to before. Which might be why Minfilia told Ardbert to stay as a ghost.
  • We Will Meet Again: After being driven off by Thancred, the group decides to retreat for now and Ardbert vows that they will face off against the Warrior of Light again in the future.

Sin Eaters

    In General 
When the Flood of Light nearly consumed the First, every mortal life that the Flood claimed was reborn as a Sin Eater who now plague the world in the Flood's absence.
  • Angelic Abomination: They have an overtly angelic motif, especially with the ones that bear white feathery wings, but can be as monstrous as the Voidsent.
  • Animalistic Abomination: Animals that become Sin Eaters usually look like white versions of their normal selves with no other angelic traits, but they are no less monstrous or unnatural than any other Sin Eater. The Lightwarden Eros takes the cake, being a Cerberus with the head of a mandrill for its middle head.
  • Body Surf: If a Lightwarden Sin Eater is slain, its primordial Light will immediately jump to the nearest creature and transform it into a new Lightwarden. The Warrior of Light is the only person who can absorb a Lightwarden's aether without being corrupted this way. Well... kinda, at least.
  • Body Horror: The Sin Eaters made from the spoken races typically wind up horrifically twisted in one way or another. Only the Cardinal Virtues seem to avert this trend, and that might be because the Virtues were dead when their bodies were infused with Sin Eaters. Even Vauthry's transformation into an angelically beautiful being is horrifying to watch. Of note, during Tesleen's transformation, while you can't see much of it, the sounds coming out of her "cocoon" are sickening.
  • Breath Weapon: Some Sin Eaters, like the Forgiven Violence type, can attack by spitting or exhaling Light energy at their enemies. The Lightwarden Eros can breathe fire from its middle head and lightning from its left and right heads.
  • The Corruption:
    • Sin Eaters with the "Touch" infect their victims with a primordial Light that disrupts the aetheric balance of the soul. Even if a person survives being attacked, that Light will slowly eat away at them from the inside and they will eventually turn into a new Sin Eater.
    • Prolonged exposure to the Empty and its nothingness will slowly turn individuals into Sin Eaters. Though it takes days of exposure before such light begins to slowly imbalance ones aether.
    • Even with the Echo and the Blessing of Light, the Warrior of Light is slowly changed by the Light they consume from the Wardens. After consuming Innocence, they are at risk of becoming the Lightwarden for all of Norvrandt.
  • Dark Mistress: The Forgiven Obscenity, said to be Vauthry's 'favorite', is given the title "Consort of Sin", implying that she was his personal mistress.
  • Early-Bird Cameo: The Winged Lion and the Kuribu in The Lost City of Amdapor (Hard), introduced in Heavensward, are retroactively implied to have been Sin Eaters rather than magicked statues, though likely modified by the White Mages to serve their biddings and protect the city.
  • Elite Mook: The Forgiven Dissonance/Hypocrisy Sin Eaters that the Kuribu is based on act as officers commanding the lower ranks for their Lightwarden, leading organized assaults on enemies and even targeting populations for a mass burst in Sin Eater numbers via their preferred method of transforming people.
  • Fighting from the Inside: Tesleen barely seems to retain some of her personality immediately after turning, and when fought as a mini-boss, she likewise tries to speak. This indicates that when someone first turns, somewhere deep inside, the person they once were is struggling to remain. However, it's only a matter of time before even that faint light is extinguished.
  • Foil: To the Voidsent. Both are the unfortunate souls twisted by the Floods that claimed their worlds, who become aether starved and attack others to feed. While Voidsent are aspected to Darkness, are demonic in nature, and originated from the Thirteenth Shard, the Sin Eaters are Light-aspected, angelic in nature, and hail from the First Shard. Voidsent retain their personalities and humanity, but taken to extremes as they satisfy all their desires, while Sin Eaters suffer Death of Personality and act on the most primitive of instincts. Voidsent scheme to get more power and move up the hierarchy, while Sin Eater are content serving their superiors even if it doesn't satisfy their base urges.
  • Gold and White Are Divine: Most Sin Eaters are some variant of white. Higher ranked ones like the Lightwardens may also include some other colors, gold specifically, to reflect their even more holy nature.
  • Light 'em Up: Naturally the sin eaters can weaponize light aspected magic in various ways.
  • Light Is Not Good: The Sin Eaters are angelic monsters aspected to Light, killing anyone not of their number.
  • Magic Eater: Like the Primals and Voidsent, Sin Eaters are starved of aether and consume it to sustain themselves, primarily targeting the aether of living beings.
  • Mainlining the Monster: It is later revealed that the meol given out to the poor in Eulmore is made from Sin Eaters. Partially counts as Human Resources due to their origins.
  • Our Angels Are Different: They are angels in all but name. Even then, some like Kuribu (Cherub) are named directly after angels. A number of the lyrics for boss songs directly call them as such.
  • Painful Transformation: Those who are quickly overtaken tend to scream in agony before the Light fully overtakes them. The ones that don't have already suffered Death of Personality or don't talk much to begin with - and even then, the Warrior of Light's facial expressions clearly show their immense pain.
  • Resurrective Immortality: When a Lightwarden dies, its aether doesn't return to the land as it should. Instead, the aether moves to the nearest host and corrupts them into a replacement.
  • Spear Counterpart: The helmeted version of Forgiven Hypocrisy is suggested to be former men, contrasting the helmetless females that serve as midbosses.
  • Theme Naming: Lesser Sin Eaters are usually named after sins, vices, and other negative character traits for which they've supposedly been forgiven. This results in names like "Forgiven Contrition" and "Forgiven Hypocrisy". Several Lightwardens, meanwhile, take their names from The Four Loves: Philia, Eros, and Storge. note 
    • Many of the larger Sin Eaters fought as dungeon bosses use spells that are named after various devices of torture. Thumbscrew, The Tickler, Head Crusher, Intestenal Crank, Heretic's Fork... Thankfully, the name of the spell usually has nothing to do with what the spell actually does.
  • Transformation Horror: The transformation from human to Sin-Eater is a horrific process, as poor Tesleen could attest.
  • Was Once a Man: Every Sin Eater was a person or animal that was either caught up in the Flood of Light before it was halted, or was corrupted by the Sin Eaters.
  • Zombie Apocalypse: What they essentially are; those infected with the rampant Light of Sin Eaters, likely because Sin Eaters attacked them, become gradually overwhelmed and killed by it. Upon their death by Light or Sin Eater, the Light becomes a cocoon which remakes them as a mindless Sin Eater version of themselves to continue the cycle.



The Lightwarden of Lakeland. The manacles which encircle its four limbs were whispered to be remnants of its mortal life—an elf, once held prisoner within the Hour of Certain Durance. Meaning "Brotherly love," Philia was the name bitterly bestowed upon the eater after it descended upon its home village and devoured its former neighbors.
  • Chain Pain: It uses its chains to whip half the battlefield for its Left and Right Knout attacks.
  • Chained by Fashion: Chains levitate from its four limbs, a remnant of its previous life as a prisoner.
  • Dishing Out Dirt: Its "Fierce Beating" attack makes rows of stalagmites erupt from the ground.
  • Multi-Armed and Dangerous: In place of legs, Philia has two additional massive arms which it uses to crawl around and crush anything before it.
  • Overly Long Tongue: Its blue tongue waves in the air past its jagged maw.


Voiced by: Yuna Kamakura (JP), Robyn Addison (EN), Jessica Barrier (FR), Tanja Schmitz (DE)
"Come and play! For the night is bright, and you can sleep when you're dead!"

The King of the Pixies, Titania, was a living being that rules over the various fae tribes of Il Mheg and fought against the Sin Eaters in the past. Unfortunately, in striking down the resident Lightwarden, they were left at the mercy of its aether and has become a Lightwarden themselves, and thus had to be sealed away until the day someone could slay them.

  • Battle Theme Music: "What Angel Wakes Me", a dissonantly chipper tune reflecting Titania's elation to be able to "play" once more.
  • Came Back Wrong: Unlike most Sin Eaters, Titania's will was so strong that they retained their appearance and some figments of personality after their transformation. Sadly, that's all they retained; their mind and soul are long gone, and they are otherwise the same as any other Sin Eater.
    • Happens again in the Pixie Beast Tribe quests, where Titania is reborn as An Lad, a pixie who spreads nightmares around to children in a desperate attempt to make friends.
  • Green Thumb: They can make spiked roots sprout from the ground, and make plant monsters grow to gigantic size.
  • King Mook: Resembles a larger, more extravagant Pixie. Since they're named after the fairy queen from A Midsummer Night's Dream, this isn't too surprising.
  • Make My Monster Grow: After the party kills them, Titania will resurrect their tree minions and make them grow to gigantic size. They even quote the Trope Namer when they do so.
  • Mind Rape: Their introduction has them hit everyone in Il Mheg with a static vision, ranting about how unfair their imprisonment is and how bored they are, and asks to play with them. It's... quite unsettling.
  • No Biological Sex: Like all Pixies, they are referred to with singular they/them pronouns, and likely have no gender at all.
  • Odd Name Out: The only Lightwarden not named for something virtuous like The Four Loves — while they fell to The Corruption the same as anyone else who slays one, they were powerful enough that instead of being overtaken entirely, they turned into a Sin Eater while retaining their sense of self. Given the blatant gap in the Theme Naming, one can presume that until then, the Lightwarden had been known as Agape.
  • Royal "We": Being the ruling monarch of Il Mheg, Titania addresses themself as "we". Feo Ul takes up the habit after becoming the next Titania.
  • Sealed Evil in a Can: They are sealed in the castle of Il Mheg. Curiously it's the player who has to open the can in this case: their seal is working perfectly fine aside from the occasional psychic rant, but they are still a Lightwarden and upset the aetherial balance just by existing, and so the Warrior of Light has to destroy them anyway.
  • She Is the King: Titania's voice and mannerisms are decidedly feminine, though they are referred to as a king. It is later revealed when Feo Ul takes on the mantle that "king" and "Titania" are titles given to the fae ruler of Il Mheg, rather than being indicative of gender. It turns out that the fae of the area looked up to the Voeburite king who used to reside in the castle before the Flood of Light, so they took on his title after he died and the castle was abandoned.
  • Shout-Out: To A Midsummer Night's Dream. Not only are they based on the fairy queen from that play, but the minions they summon—Puck, Peaseblossom and Mustardseed—take their names from other fairies in the play.
  • Signature Move: "Being Mortal". After summoning, and later enlarging, their plant familiars, Titania dances through the air releasing all of the power of nature.
  • Suspiciously Similar Substitute: In terms of gameplay, Titania is pretty much a substitute for a pixie Primal. They have their own Trial (The Dancing Plague) and theme instead of sharing "Insatiable" with the other bosses, and are a important figure from the Pixies' culture.
  • When Trees Attack: They summon three tree monsters to back them up during their add phase.
  • You Kill It, You Bought It: It is the duty and honor of the one who relieves the king from their throne to take their place as the new Titania. Through your pact, Feo Ul takes the Warrior of Light's intended place and becomes King.


The Lightwarden of the Rak'tika Greatwood. A chimeric monstrosity, Eros was thought to be the amalgamation of several unfortunate creatures that were caught up and fused together by the Flood of Light. The meaning of its name—"romantic love"—is a mocking play upon the intimate and uncontrolled embrace which resulted in its present appearance.
  • Breath Weapon: The center head can breathe a gout of fire, the two side heads can breathe lightning, and the snake head on its tail spits poison.
  • Fusion Dance: Eros was created when the primordial light of the previous Lightwarden infected dozens of animals within the Greatwood, and forced all of them together into one abomination. Eros shows physical traits of wolves, apes, snakes, and even birds.
  • Multiple Head Case: Eros has four heads. Two like dogs, a live snake for a tail, and a central head like a mandrill.
  • Mythology Gag: It's basically the light version of Cerebus, who was a creature of darkness fought in the World of Darkness raid. Eros also bears similar attacks, with its charge attack "Hound out of Heaven" being a contrast to its dark counterpart's "Hound out of Hell" attack.



The Lightwarden of Amh Araeng. Believed to have arisen from the corrupted essence of a sprite or faerie, the entity named for "familial love" made its lair in Malikah's Well. Legends tell that Storge feasted upon the memories infused within its domain—upon a queen's adulation for her departed king.
  • Angelic Abomination: One of the more alien of the Sin Eaters, Storge's "body" is a disk carved with a face on either side and a collection of wings that float and rearrange themselves at its whim.
  • Beam Spam: Storge wings are used to shoot beams of light.
  • Razor Wings: Storge wields its wings like sharp blades, slicing and stabbing with them.


"I see now... This is the passion of my ascension... Very well, I shall embrace this trial!"
Innocence sits at the top of the hierarchy of Sin Eaters—the beings that emerged from the Flood to plague what remains of mankind. Beyond that, its nature and purpose remain shrouded in mystery.
  • Ambiguous Innocence: He literally embodies this trope, by way of a Meaningful Name — unlike most of the other Sin Eaters, which have "Forgiven" in their names, Vauthry was born as a human/Sin Eater hybrid, and in the twisted terminology of the Sin Eaters, he has no sins to be forgiven of, therefore he is innocent. He was raised from birth to believe that he was special and justified, and thus that any act or decision he made was correct. To his dying breath, he never understands why these "villains" are against him, why his "goodness" can't thwart them, or where he went wrong in any capacity. None of this is his "fault", but that doesn't make him any less culpable.
  • The Anti-Christ: Though his association with light is more Christ-like, Vauthry is born half man, half angel being, whose seed was planted into the mother by killing an angelic being by one who spreads darkness. Despite his otherworldly charisma, he is wrathful and unbecoming towards anyone who would oppose him or his order.
  • Archangel Michael: Innocence borrows heavily from depictions of Michael, as a beautiful angel armed with weapons. Even its signature attack, "Flaming Sword", comes from Michael's association with divine fire. There are also similarities, thematically and morally, to Lucifer, as Innocence is corrupt and self righteous being of light, and is ultimately challenged by a champion representing the will of the deity of light.
  • Battle Theme Music: "Insanity", a sweeping, almost tyrannical orchestral piece symbolizing its desire to smother the world with Light, punctuated by the chorus from Shadowbringers to symbolize the Warrior of Darkness railing against that tyranny. However, it's repeated so much that it's less like the Warrior of Darkness's theme, and more like the Sin Eaters and the very Light itself's Madness Mantra.
  • Body Horror: Vauthry's transformation involves the angelically beautiful body of Innocence ripping a hole in Vauthry's back, wings poking through, before bursting out of Vauthry's contorting and rippling obese body.
  • Bolt of Divine Retribution: Its tankbuster, "Righteous Bolt", strikes its target with a bolt of holy lightning for massive damage.
  • Damage-Increasing Debuff: Some of its attacks can inflict Physical Vulnerability Up. The add phase that occurs while Innocence charges up "Flaming Sword" is very dangerous in this regard, as the adds, if not killed quickly enough, will inflict a stacking Slashing Vulnerability Up debuff to the whole party. If the stacks get too high, "Flaming Sword" will kill everyone but the party Tanks even if its gauge wasn't full.
  • Face of an Angel, Mind of a Demon: Innocence has the beauty of an archangel, but retains Vauthry's selfishness and self-righteousness.
  • Famous Last Words: "Help me, damn you... I am... your god..."
  • A God Am I: Innocence flat-out states that because he is both man and Sin Eater that he is a god, who is "supposed" to look down on everyone else.
  • Hand Blast: Its basic auto-attack is a blast of light fired from its palm.
  • Holy Hand Grenade: Wields an arsenal of Light-elemental attacks with holy-sounding names like "Righteous Bolt", "Beatific Vision", "Soul and Body", and "God Ray".
  • Light Is Not Good: Personified. As leader of the Sin Eaters, Innocence thinks itself above all others and that it is their right to enforce their will. Its tyrannical nature is bellied by its glorious, angelic appearance.
  • Limit Break: Shadowreaver, an attack where Innocence has swords float in the background and charges while summoning five Sin Eaters to protect him. Once time is up, hi'll summon even more swords before having all of the crash into the ground and explode.
  • Painful Transformation: Vauthry is in apparent agony in the moments leading up to his transformation, but unsure why until after the fact.
  • Power Echoes: Innocence speech echoes like metal, denoting its otherworldly form and power.
  • Razor Wings: Its wings are swords.
  • Sequential Boss: It starts the fight in Vauthry's form and remains that way until its health gets low, at which point Vauthry undergoes a Painful Transformation into its true form. The transformation fully replenishes Innocence's health and gives it a completely different set of attacks. Averted in the Extreme version of the fight where it starts right up at the Innocence form.
  • Signature Move: "Flaming Sword", where it stabs dozens of energy swords into the platform, all of which explode.
  • Storm of Blades: It can fire the swords that make up its wings like projectiles in various spreads and patterns. "Flaming Sword" rains several dozen of them down on the battlefield.
  • Suspiciously Similar Substitute: Pretty much this version of a Primal, in this case for the Sin Eaters themselves. He has his own Trial (Crown Of The Immaculate) and theme, and serves as the "God King" that his kingdom of Eaters and people adore, sitting on top of the Eater hierarchy. He even has his own version of "Tempering."
  • This Cannot Be!: Downplayed. It reacts with subdued disbelief when the party defeats it:
    "But… I am all-powerful…"
  • Vocal Dissonance: He has a rather pretty face and appearance but retains Vauthry's deep booming voice which is actually amplified in this form.
  • Why Won't You Die?: Before his transformation, he shouts this at the Warrior of Darkness.
    "Damn you... Why do you not fall? Why? WHYYY?!"

Keeper of Knowledge 

The first Sin Eater, Eden is pure light made manifest and led the Flood of Light as it covered the First. Only by Minfilia's arrival and halting the Flood was Eden stopped, where it has now resided in isolation in the vast Empty.

  • Almighty Idiot: It has no rhyme or reason for seemingly causing the Flood of Light. It was only acting on the one thing it knew: spreading light. It is Ryne's hope to teach Eden to foster life and balance rather than only cause an imbalance of light, revealed through the course of Eden's Gate. She is very successful at stabilizing The Empty using Eden's terraforming over the course of Eden's Verse.
    • It's later shown that this is the result of the consciousness that once controlled the body that became Eden was effectively imprisoned by the overwhelming light. When the party attempts to bring out Darkness aspected aether to try to counter to overwhelming light the original being's consciousness starts to break free.
  • Anthropomorphic Personification: Eden a manifestation of the pure Light itself making it and the Flood one and the same in function as the source of the Flood's Light.
    • After the reveal that Eden is a Sin Eater born from the corrupted body of an Ascian, it is revealed that that the creature's birth was tied to Ardbert's desire to banish darkness from the First, twisting Mitron's body into a personification of this wish and unwittingly unleashing the Flood.
  • Badass Cape: Has one in both Prime and actual forms.
  • Beam Spam: "Pure Beam" has Eden Prime fire several waves of laser beams from eight wormholes scattered around the arena, with each beam being aimed at a different party member.
  • Blade on a Stick: Eden Prime wields an ornate spear, as do its Guardian of Paradise flunkies.
  • Boss Subtitles: Eden Prime bears the moniker Keeper of Knowledge.
  • Colony Drop: "Paradise Lost" has Eden Prime drop several waves of meteors on the arena, which it always uses at the same time as "Pure Beam" above.
  • Final Boss: Inverted at first, since you actually fight Eden Prime in the very first part of the raid, in stark contrast of Bahamut and Alexander whose Prime versions are fought in the last part of the raid. Ultimately become Book-Ends as Ryne lost control over Eden and it spawned Eden's Promise as the final boss.
  • Hijacking Cthulhu: After defeating Eden Prime, Ryne uses her power to force control over Eden, the first step in the plan to restore the Empty to life. Ryne has plans to eventually train Eden to take care of the The Empty by itself.
  • Hostile Terraforming: It converted the First into a dominion of pure light via the Flood.
  • Humanoid Abomination: Its humanoid form as Eden Prime serves to contrast how alien it is even compared to other Sin Eaters, as it is the manifestation of pure Light and is able to survive even in the aether-starved Empty, unlike all other Sin Eaters that have to feed on living aether to even survive. The fact that it's so different from "other Sin Eaters", however, is the first big clue that not all may be as it seems.
  • Meaningful Name: Ryne names it Eden, the fae word for "utopia", because of the group's hope of using Eden to restore life to the Empty.
  • Mythology Gag: Its name, appearance, and Signature Attack are all taken straight from the Guardian Force Eden in Final Fantasy VIII.
  • Not Quite Dead: Eden went dormant after being "silenced" by Minfilia during the Flood. The Scion crew initially think it's dead, but it becomes clear it isn't. The bigger question that players will note as time goes on is how alive it is in the first place.
    • After summoning a dark aspected Primal, the consciousness of the original being that became Eden begins to awaken as well.
  • Overly Long Fighting Animation: Eternal Breath's animation takes about forty-five seconds to play out from start to finish.
  • Signature Attack: Eternal Breath. After trapping the party in a magic circle and covering a nearby planet with Instant Runes, Eden shoots the party out of that planet and into the heart of another galaxy, destroying it. At which point... you are deposited back on the boss platform, in classic PS1-era FF style.
  • Sword Beam: "Pure Light" has Eden Prime warp to a corner and swing its spear to unleash a deadly shockwave, striking everything except a small safe spot right behind the boss. It will charge up this attack at the same time that "Pure Beam" and "Paradise Lost" are going off.

Cardinal Virtues

    In General 
When the Warriors of Darkness forsake their bodies to travel across the Shards to the Source, their empty husks became filled with Light, and gave way to powerful Sin Eaters known as the Cardinal Virtues. They travel across the land and collectively serve as the main antagonists of the Role Quests within the First.
  • Battle Aura: An off white cloud of power burns from the Virtues' bodies.
  • Black Eyes of Crazy: The red of their eyes and the white of their flesh is broken up by pure black, a reflection of their dangerous behavior.
  • The Cardinal Virtues: Four sin eaters that represent the pinnacle of Light's "salvation", they're named for the virtues in the original Greek — Phronesis, prudence; Andreia, courage; Dikaiosyne, justice; and Sophrosyne, temperance.
  • Dying as Yourself: After a Cardinal Virtue is slain, the soul of who they once were appears to recount their final thoughts before disappearing for good.
  • Ghost Memory: Although they are now Sin Eaters, some remnant of their past lives influences the Virtue's behavior which drives them to take actions that deviate from the base instincts of other Sin Eaters.
  • Humanoid Abomination: They're powerful Sin Eaters wearing the skin of the Warriors of Darkness, with only unnaturally pale skin, snow-white hair, black irises with red eyes, and constantly gives of an aura of light to showoff their unnaturalness.
  • Idiosyncrazy: Due to acting upon the Warriors of Darkness's memories, they all have a single minded obsession.
    • Andreia: Obsession with hunting the most dangerous and power monsters, to the point that she tries to remake her old team through corpses.
    • Phronesis: Creating "hollows" in the deserts of Amh Araeng so to find a friend who fell into one of their own creation.
    • Dikaiosyne: Hunting down the Orthus treasures across all of Norvrandt because they all belong to a princess he served, and is honoring his duty by reclaiming and guarding them.
    • Sophrosyne: Reviving specific slain Sin Eaters because they were originally sick but no one wanted to deal with them.
  • My Rules Are Not Your Rules: As Granson puts its, despite all the Lightwardens being dead, the Virtues still live, showing that they are something much worse than regular Sin Eaters, as well as the fact they all have actual classes and will use them in battle.
  • Psycho Rangers: Even worse then their alive counterparts, as they are literal monsters wearing skin.
  • Red Eyes, Take Warning: Unlike other Sin Eaters who usually have Blank White Eyes, the Virtues have blood-red eyes akin to Voidsent.
  • Religious and Mythological Theme Naming: The Cardinal Virtues take their names from the four cardinal virtues of Christian theology.
  • Theme Naming: The Cardinal Virtues are named after Plato's cardinal virtues: Andreia (Manly spirit/Courage), Dikaiosyne (Sense of Justice), Phronesis (Prudence and practical wisdom), Sophrosyne (Temperance and sense of restraint)
  • Tragic Monster: All of them are acting on the final regrets of the Warrior of Darkness they were born from, which always come off as being sympathetic, but warped by their madness.
  • The Unfought: Only Ardbert's corpse isn't fought. Because its currently being used by someone else. Namely, Elidibus.
  • Villain Teleportation: One of the main reasons nobody's killed them yet is that they're capable of teleporting, and will disappear whenever they've completed whatever their goal is. This may or may not be related to the fact that all of them were created from people with the Echo.
  • White Hair, Black Heart: Their hair's all blank white, only to showcase their inhuman nature.
The twisted version of the Ranger of Darkness Renda-Rae. Everything she "hunts" rises from the dead and becomes Sin Eaters.
  • Big Bad: For the Physical DPS role questline in Shadowbringers.
  • Putting the Band Back Together: A rather dark take, as Renda-Rae's memories causes her to seek out and "hunt" people to remake her old team.
  • From Bad to Worse: The wild animals Andreia hunts were already a serious danger to the inhabitants of the First, but Andreia's hunting of the beasts turns an already powerful animal into a powerful Sin Eater actively out to end all life on the First.
  • Kick the Son of a Bitch: Ends up "hunting" a jerk bounty hunter who was an ex-associate of Lue-Reeq, who only used him for his money. When he tries to kill Andreia for the bounty, he and his cohorts are "hunted," so that she could use their corpses to remake her team.
  • Rain of Arrows: Arrow of Fortitude, which is the same attack as the Bard's Sagittarius Arrow. She can also use a weaker version that targets you directly.
  • Sensory Overload: Lue-Reeq devises a plan to exploit Andreia's hypersensitive hearing the way Balam-Quitz did to Renda-Rae. He built custom arrows that create a loud noise to temporarily disable Andreia during the final battle with her.

The twisted version of the Magus of Darkness Nyelbert. It wanders the deserts of Amh Araeng, endlessly conjuring "hollows" that suck in anything which draws near.
  • Almighty Idiot: Phronesis commands incredibly powerful black magic and can instinctively conjure black holes to defend itself from attack, but it acts purely on instinct and is otherwise just as mindless as any other Sin Eater. It turns out, it's been trying to rescue his friend Taynor from Nyelbert's past, but as a Sin Eater, it doesn't even realize that he's already been saved, even when Taynor is speaking and pleading directly to him.
  • Big Bad: For the Magical DPS role questline in Shadowbringers.
  • Black Mage: What his former self was.
  • Fire, Ice, Lightning: Can use Sanctified Fire, Sanctified Fire III, Sanctified Fire IV, Sanctified Flare, Sanctified Blizzard III, Sanctified Blizzard IV, and Sanctified Thunder III.
  • Space Master: It has the power to conjure small black holes, which the locals have dubbed "hollows". This is an ability Nyelbert was selectively bred and trained from birth to do, as was his friend Taynor.
  • Tragic Monster: It walks around creating black holes because his former self's biggest wish was to rescue his childhood friend, Taynor, who got sucked into one. However since Phronesis is a mindless beast it can't recognize Taynor when he reappears and it has to be put down to stop spreading more black holes all over the land.

The twisted version of the Knight of Darkness Branden. A year ago, it attacked a town by the name of Wright, earning the hatred of a hunter named Granson, turning his lover into a Sin Eater while taking a bracelet called the "Fangs of Orthus".
  • Big Bad: For the Tank Role questline in Shadowbringers.
  • Duty That Transcends Death: Dikaiosyne's reason for wandering across Norvrandt is to reclaim and protect the sacred artifacts that belong to Sauldia's royal family, which were stolen by an expatiation team a year ago, causing him to go on a rampage. After slaying him, the Warrior of Light and Granson decide to hide the Orthus treasures somewhere no one will find them, to honor Branden's wish and duty.
  • Light 'em Up: Sanctified Holy, Sanctified Holy II, and Brand of Sin. He can also summon Brightspheres that can shoot beams of light.
  • Damage-Sponge Boss: Out of all the Cardinal Virtues, he has the most HP. Justified since he is a tank class.

The twisted version of the Devout of Darkness Lamitt. It goes around and revives specifically slain Sin Eaters.
  • Big Bad: For the Healer role questline in Shadowbringers.
  • Blow You Away: Is capable of casting Sanctified Aero II. She can also cast a stronger version that blasts wind in every direction.
  • Dishing Out Dirt: Sanctified Stone III is her main attack spell. She also can use a stronger version that deals massive damage unless the damage can be shared with others.
  • Faceless Goons: Turns out to be key to its reasoning, and its defeat. Sophrosyne is attempting to heal the helmetless Dwarves that Lamitt cured, even now as Sin Eaters. However, her disappointment towards the Dwarven elders who cast them out prevents her Sin Eater from healing any Sin Eaters who wear a Dwarven helmet — even herself.
  • Healing Hands: Will heal herself and her fellow Sin Eaters with Sanctified Cure II.
  • Light 'em Up: Sanctified Holy.
  • No Cure for Evil: Sophrosyne is dangerous because she averts this rule among the Sin Eaters. She is traveling Norvrandt, raising slain Sin Eaters back to life when healing magic shouldn't be able to affect them at all. In battle, she can also heal and revive herself.
  • White Mage: What her class is.

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