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

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

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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 
    • 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.
  • 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.
  • Endless Daytime: There is no night in the First. The world is blanketed in eternal daylight, the sky a perpetual radiant pale pink.
  • 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 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.
  • 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.
  • Narnia Time: Time flows differently compared to the Source. For those on the Source, only a few days have passed since they 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 Alisae being older than Alphinaud in The First, even though they're twins and Alphinaud arrived on the first days before Alisae was Called. Though for gameplay and story convniences' sake, the time dilation is nearly 1:1 by the time of Shadowbringers.
  • Never Trust a Trailer: In the first trailer, the Midlander fights a rather one-sided fight against a Sin Eater, where he frantically swaps jobs but fails to do anything until he is engulfed in a purple energy and blows the sin eater away after emerging as a dark knight which also parts the sky, implying that he used the power of darkness to fight back against the primordial light. At least in the 5.0 main story, this couldn't be further from how it works. The Warrior of Light uses their gift to absorb and contain the Lightwardens' light, and by virtue of bringing back the night sky are they deemed the Warrior of Darkness. Not once do they forsake the light. It was admitted later in a live letter that the trailer was only a proof of concept and subject to change in the final product. However, we do get references to the trailer, such as fighting a scaled down version of the trailer sin eater as one of the bosses of the first Shadowbringers dungeon, gremlins who talk smack about the futility of fighting back in the same dungeon and Emet-Selch later says the trailer gremlin's lines almost word for word.

Lakeland - The Crystarium

    In General 
https://static.tvtropes.org/pmwiki/pub/images/the_crystarium.jpg
"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.
  • 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 / G'raha Tia

Voiced by: Yuuma Uchida (JP), Jonathan Bailey (EN), Loïc Guingand (FR), Marcus Off (DE)

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_crystal_exarch.jpg
Race: Spoiler
Discipline: 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.
  • Adorkable: He can be this especially when it involves the Warrior of Light.
  • The Archmage: Implied to be a result of his connection to the Crystal Tower. Amongst the spells seen in his arsenal include Fire IV, Blizzard IV, Thunder IV, Medica II, Cure, Rescue, and Cover. He's also quite skilled with glamours and illusions, able to render people invisible to all but the Sin Eaters, and he can use the Tower's viewing screen to peer across the First. And then there's the matter of his summoning our heroes to Norvrandt in the first place...
  • 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.
  • Foreshadowing: He subtlety drops mentions of the Alexander and Omega Raids during his talk with Emet-Selch.
  • 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 sizeable part of his neck and face are all crystallized.
  • 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.
  • 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.
  • Healing Hands: He is capable of using Cure, Cure II, Medica II, and Benediction.
  • Heroic Sacrifice: 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.
  • 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.
  • 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.
  • 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 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.
    • About 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.
  • 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.
  • 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 / Single-Target Sexuality: A lot of his interactions with the Warrior of Light, especially in the second half of Shadowbringers, are heavily dripping with romantic subtext. It's also 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.
  • 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. 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.
  • 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.
  • 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.

    Lyna 

Lyna

Voiced by: Yoshino Nanjo (JP), Salóme Gunnarsdóttir (EN), Camille Lamache (FR), Ruth Macke (DE)

Race: Viis
Discipline: Dancer (Captain of the Guard)
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 but by the end of the expansion will be removed from it.
  • 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.
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    "Minfilia" 

Minfilia, Ryne

Voiced by: Kana Ichinose (JP), Emma Ballantine (EN), Julie Costanza (FR), Anne Düe (DE)

https://static.tvtropes.org/pmwiki/pub/images/ffxivfirstminfilia.jpg
Click here for her appearance later in the story 
Race: Hume
Discipline: Rogue (Oracle of Light)
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.
  • 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.
  • 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.
  • Knife Nut: She favors a pair of Air Knives in battle as she was taught by Thancred, when her first teacher Ran'jit see's 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, all of which were trained from an early age to fight the Sin Eaters and all of which, understandably, quickly die off.
  • Light 'em Up: She can cast the light elemental Banish III on enemies, this spell is her equivalent to a ninja's Suiton which allows her to use Trick Attack on enemies.
  • 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 Lyre's Lute 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, as well as an immunity to Sin Eater corruption and the ability to sense their Light. When the original Minfilia gives the 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.
  • 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 own identity.
  • Super Empowering: She is the one who charges the bullets Thancred uses as a Gunbreaker with aether, 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.

    Feo Ul 

Feo Ul

Voiced by: Minami Takahashi (JP), Olivia Morgan (EN), Clara Quilichini (FR), Nora Jokhosha (DE)

https://static.tvtropes.org/pmwiki/pub/images/feo_ul.jpg
Race: Pixie
Discipline: n/a
"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.
  • 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.
  • 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.
  • 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.
  • No Biological Sex: Like all pixies, Feo Ul is genderless. The occasionally used female pronouns 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.
  • 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.
  • 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.

    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.
  • 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.
  • Non-Mammalian Hair: Unlike the Amalj'aa, the Zun have white fur on various parts of their bodies.

    Cyella 

Cyella, Cylva

Race: Elf
Discipline: Gladiator
A waitress at the Crystarium's local pub working under Glynard. She tells visitors various tales from the past as a means of entertainment. She's also known as Cylva, or the Shadowkeeper, where her goal was to groom Ardbert's group as potential Warriors of Light and defeat them to further the Ascians' plans of a Rejoining. While she is known as Cylva, her true name is unknown.
  • 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.
    • Zigzagged. 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.
  • 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.
  • 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.
  • Manipulative Bastard: 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.
    • She also 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.
  • Sixth Ranger Traitor: 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.
  • Villains Want Mercy: Subverted. 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.

Kholusia - Eulmore

    In General 
https://static.tvtropes.org/pmwiki/pub/images/eulmore.jpg
"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.
  • Spoiled Sweet: Many of Eulmore's inhabitants are extremely kind to everyone, even their servants. Much of this is due to all of them being Conditioned to Accept Horror and completely hopeless of any way of living outside Vauthry's. Dulia-Chai is an exemplary example of this. Her husband is less so. When they learn Vauthry was a Sin-Eater and mind controlled them to attack people, they are all overcome with guilt for it and realize they were terrible people, even asking to help the Scions if possible.
  • Upper-Class Twit: They may be rich and living in luxury, but they sure as hell aren't too bright.

    Vauthry 

Vauthry

Voiced by: Yasuhiro Mamiya (JP), Edward Dogliani (EN), Philippe Pasquini (FR), Tino Kießling (DE)

https://static.tvtropes.org/pmwiki/pub/images/vauthry.jpg
Race: Hume
Discipline: n/a
"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.


  • A God Am I: He likens himself to a god during a conversation with the Crystal Exarch. Given what he really is, this opinion’s not unjustified.
  • 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. Grooming him into the manchild seen in the story.
  • Alas, Poor Villain: He's left crying and whimpering as the Warrior of Light stands above him, unable to understand why they look down on him with pity or how everything his father taught him could be wrong.
  • 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. 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 a man 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 Alphinaud and the PC are able to get clear of Eulmore).
  • 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.
  • 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.
  • 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: Vauthry is the last Lightwarden, Innocence, and until then, the party thought that Vauthry was hiding the last Lightwarden.
  • The Heavy: Of Shadowbringers. Vauthry’s forces hound the Scions of the Seventh Dawn for most of the expansion, trying to prevent them from killing the Lightwardens and restoring night to Norvrandt, and the climax is kicked off when the Scions decide to storm Eulmore and end Vauthry’s corrupt reign. However, he is merely an Unwitting Pawn of the real Big Bad, Emet-Selch.
  • 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.
  • Late to the Punchline: He only realizes that Alphinaud's parting line to him was an insult after they had left his chamber.
  • 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 9, both are morbidly obese tyrants who appear to be the Big Bad, their plan 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.
  • 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 diffference 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.
  • Villainous Glutton: A grossly obese, hedonistic villain. Illustrated best just before his flight from Eulmore, in which he's stuffing his face with meol.
  • 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.
  • Why Won't You Die?: Just prior to his transformation into Innocence, he starts raving at the Warrior of Light, unable to believe they're still standing despite the godlike power he wields.

    Ran'jit 

Ran'jit

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

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_ranjit.jpg
Race: Hume
Discipline: n/a

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 fight, desire to kidnap a young female member of the heroes, in a misguided attempt to protect her, 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 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. Fittingly, they're one of the first obstacles you and Alphinaud overcome when storming Eulmore.
  • 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.

    Chai-Nuzz 

Chai-Nuzz

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

https://static.tvtropes.org/pmwiki/pub/images/chainuzz.jpg
Race: Mystel
Discipline: n/a

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.


  • 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.
  • 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.
  • 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 then 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.

    Dulia-Chai 

Dulia-Chai

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

https://static.tvtropes.org/pmwiki/pub/images/duliachai.jpg
Race: Mystel
Discipline: n/a

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.
  • 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.
  • 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 then 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.
  • Spoiled Sweet: She's clearly grown accustomed to a decadent, luxurious lifestyle, and tends to talk down to others, as one would to a child. But nothing she says or does is deliberately malicious.
  • 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.

    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?: Due to the heroes removing the water in their home, which also endangers their pregnant clutch mother, they aren't too happy with what was done, but they 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, are native to the Kholusia region of Norvrandt. And yet, if a native of Hydaelyn were to see them without the helm or beard, they would be in for an extreme shock.
  • 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...
  • 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.
  • 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.
  • 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 inferred 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.

Ahm Araeng

    In General 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_ahm_araeng.jpg
"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 Qi Qirn.
  • Foreign Queasine: Among the many "delicacies" on offer from the Mord are cactus-filled bread, super-spicy lizard meat, 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 so 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.

    Tesleen 

Tesleen

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

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_tesleen.jpg
Race: Hume
Discipline: n/a

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.
  • 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 most kind 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.

    Halric 

Halric

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_halric.jpg
Race: Drahn
Discipline: n/a

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.
  • 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.

    Magnus 

Magnus

Voiced by: Yasuhiro Mamiya (JP), David Menkin (EN), Nicolas Justamon (FR), Mario Klischies (DE)

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_magnus.jpg
Race: Ronso
Discipline: n/a
"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.


     Gaia 
Race: Hume
Discipline: Dark Knight
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 in 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: 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”.
  • Casting a Shadow: She wields dark magic from the void.
  • 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.
  • Draconic Abomination: As the Voidwalker raidboss, 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.
  • Evil Counterpart: Urianger theorizes that she is the Oracle of Darkness, counterpart to Ryne the Oracle of Light; whether Dark Is Not Evil is in effect here remains to be seen.
  • 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.
  • 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 means that no Voidsent are ever seen as enemies prior to the fight with the Voidwalker.

Il Mheg

    In General 
https://static.tvtropes.org/pmwiki/pub/images/il_mheg.jpg
"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 stwardship of the land after the the King died.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_nu_mou.jpg
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.
  • 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.
  • 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.
  • 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 
https://static.tvtropes.org/pmwiki/pub/images/pixies.jpg
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: While normally keen on just playing pranks on mortals that pass through Il Mheg, they 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. Gowever they all abide by three sacred honorable rules of Equivalent Exchange and will do whatever they can to repay a debt.
  • 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: Believed on the First to be the reborn souls of dead children. Their love of fun being so strong it imprinted on them.

    The Fuath 
A beastman race introduced in Shadowbringers. Frog-like fae who live in the waters around Il Mheg.
  • Blue and Orange Morality: The most inherently dangerous of the fae encountered, even if they don't intend to be. After passing their challenge in Dohn Mheg, they attempt to keep the Warrior of Light with them by attempting to drown them.
  • The Dreaded: The first rule of dealing with the Fuath is do not deal with the Fuath.
  • 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.
  • 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.
  • Shapeshifting: Capable of changing both size and shape, appearing as simply larger than usual, or in humanoid forms.

    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”.
  • 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!
  • 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 twice in the same dungeon.
  • Red Baron: He has a few grandiose titles for himself, such as “Lord of the Lingering Gaze” and “Lord of the Lengthsome Gait”.

    The Amaro 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_amaro.jpg
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.
  • 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.
  • 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.

    Bismarck 

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.
  • 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.

The Rak'tika Greatwood

    In General 
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 civilzation 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, albiet 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 worshippers 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.
  • 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.

    Runar 

Voiced by: Itaru Yamamoto (JP), Joe Tandberg (EN), Emmanuel Gradi (FR), Tino Kießling (DE)

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_runar.jpg
Race: Ronso
Discipline: n/a
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.

Amaurot (Spoliers!)

    In General 
A glamour of the lost, ancient city of the Acisans, recreated by Emet-Selch and 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.
    Terminus 
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 Bellweather, and Therion, while lesser monsters are known as Pursuer, Stalker, Sprinter, Detonator, Crier, Roller, Shadower, Howler, Flesher, Shriver, Beholder, Twitcher, Reaper, Lacerator, Drainer, Vanquisher, Slitherer, and Idolizer.
  • Action Bomb: Both the Bellwether Terminus 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.
  • Boss Subtitles: The end boss of the dungeon, Therion, has the subtitle "Cthonic 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. The Terminus Bellwether can also call down meteors.
  • Damage-Increasing Debuff: Terminus Detonators inflict a stacking Fire Resistance Down debuff to their target before exploding. At the maximum five stacks, the explosion becomes a One-Hit Kill.
  • Disaster Dominoes: The threat of the Terminus monster 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.
  • Names To Run Away From Real Fast: Their names all mean something bad, and absolutely none of them would spare the Ancients in their slaughter.
  • Psycho Prototype: In a way, the Terminus monsters served as lesser Primals, born from the Ancients negative emotions. Primals are just like that, beings created from emotions from Beastmen.

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)

https://static.tvtropes.org/pmwiki/pub/images/warriors_of_darkness.jpg
Race: Galdjent (Blaenherz/Branden), Dwarf (Lamimi/Lamitt), Mystel (J'rhoomale/Renda-Rae), Elf (Naillebert/Nyelbert)
Discipline: Knight (Blaenherz/Branden), Devout (Lamimi/Lamitt), Ranger (J'rhoomale/Renda-Rae), Magus (Naillebert/Nyelbert)

"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 Asican Elidibus and led by the 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 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 reflection "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.
  • 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 Wo L. The Role Quests introduced in Shadowbringers are you essentially following in their footsteps a bit by interacting with the either people who might of 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.
  • Evil Counterpart: To the Warrior of Light through Arbert, 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: Arbert 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 Arbert'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.
  • 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 Arbert, 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 Arbert 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 Arbert was first getting his start. Blanhaerz gave Arbert 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 Arbert 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 Arbert first met when Lamimi found Arbert 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 Arbert 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.
  • 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.

    Ardbert 

Ardbert

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.
  • 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.
  • Earn Your Happy Ending: With the eternal Light purged from the First, he finally joins the rest of his companions in the afterlife, now at peace because their world is now safe.
  • 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.
  • 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".
  • 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.
  • 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.
  • 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.
  • 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 
  • 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.

    Philia 

Philia

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.
  • Chained by Fashion: Chains levitate from its four limbs, a remnant of its previous life as a prisoner.
  • 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.

    Titania 

Voiced by: Yuna Kamakura (JP), Robyn Addison (EN), Jessica Barrier (FR), Tanja Schmitz (DE)

https://static.tvtropes.org/pmwiki/pub/images/titania_3.jpg
"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 themself, 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.
  • 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.
  • 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.
  • 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.

    Eros 

Eros

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_eros.jpg
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.

    Storge 

Storge

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.

    Innocence 

Innocence

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_innocence_9.jpg
"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.
  • Power Echoes: Innocence speech echoes like metal, denoting its otherworldy 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.
  • This Cannot Be!: Downplayed. It reacts with subdued disbelief when the party defeats it:
    “But… I am all-powerful…”

    Eden 
https://static.tvtropes.org/pmwiki/pub/images/ffxiv_eden.jpg
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.
  • Anthropomorphic Personification: Eden is the manifestation of the pure Light itself and rather than a creature transformed by the Light, making it and the Flood one and the same in function as the source of the Flood's Light. At least... this is what the party initially believes. While it is definitely the instigator of the Flood, and while your Scion buddies haven't directly commented on it yet, there are a number of details during Eden's Gate that begin to cast serious doubt on this interpretation of the entity and call into question what Eden really is.
  • 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, 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. Whether this is actually a Final Boss Preview is up in the air.
  • 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.
  • 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.
  • 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.
  • 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, 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 specifically slain Sin Eaters because they where 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 someone 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're 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)
  • The Unfought: Only Ardbert's corpse isn't fought.
  • 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.
    Andreia 
The twisted version of the Ranger of Darkness Renda-Rae. Everything she "hunts" rises from the dead and becomes Sin Eaters. She is currently trying to remake her old team by using the corpses of people she's killed.
  • 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.
    Phronesis 
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. It turns out, it's trying to rescue a boy from Nyelbert's youth, who fell into a "hollow" of their own creation... A hundred years ago.
  • 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 a boy from Nyelbert's past, but as a Sin Eater, it doesn't even realize that he's already been saved, even when said boy is speaking and pleading directly to him.
  • Big Bad: For the Magical DPS role questline in Shadowbringers.
  • Black Mage: What his class is.
  • Fire, Ice, Lightning: Can use Sanctified Fire, Sanctified Fire III, Sanctified IV, Sanctified Flare, Sanctified Blizzard III, Sanctified Blizzard IV, and Sanctified Thunder III.
  • Not-So-Well-Intentioned Extremist: Even though the black holes it creates drains the land of everything, it because it acting upon Nyelbert's wish of rescuing his friend. Unfortunately, it loses its "well intentions" because he's already been saved by the time of the Role Quest.
  • 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.
    Dikaiosyne 
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". It's later revealed that the reason he attacked her, and is searching for the "Eyes of Orthus," is because 100 years ago, they all belonged to a princess that he served named Sauldia, whom he was forced to kill due to being corrupted by a traitorous court mage's last ditch spell before dying. As such, Dikaiosyne seeks to "honor" that duty by protecting the artifacts, no matter the cost.
  • 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.

    Sophrosyne 
The twisted version of the Devout of Darkness Lamitt. It goes around and revives specifically slain Sin Eaters. It's later revealed that the reason she keeps reviving specific Sin Eaters is because they're the Dwarves that she helped cure of their petrification and later died in the Flood.
  • 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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