They rose from the ashes, for the flames to devour them once more
PLOT
It has been five years since the Calamity, an apocalyptic event that left the realm known as Eorzea in shambles. Many people died in the devastation, but those who survived were determined to rebuild their homes and reconstruct what was decimated by the beast known as Bahamut. Eorzea will probably never be the same after the Calamity, but its people strive to make it a better place for themselves and the generations to come.
However, not is all what it seems. Danger once again brews in the horizon, and most are blind to signs of a new conflict. Shadows in the Garlean Empire peer at Eorzeans from over the border with dark intentions. The future is uncertain... but the noble-hearted will strive to keep their country safe. Whether or not they succeed is up to them.
SETTING
Comprised of Aldenard, the westernmost of the Three Great Continents, and its surrounding islands, the realm of Eorzea has been the cradle of several unique civilizations throughout history. Towering mountains dominate the north, their peaks forever lashed with icy winds; to the south, a bleak expanse of unforgiving desert holds sway.
Yet these inhospitable lands hold irresistible lure for man and monster alike, for wide and deep flow the currents of aether, and rich are the veins of power-infused crystal. In this harsh though vibrant region, the people of Eorzea have carved out their histories—a cycle of prosperous Astral and disastrous Umbral eras. The First Umbral Era brought an end to the age of the gods, and there have been six such eras of calamity since the First Astral Era ushered in the age of man. Each of the Umbral catastrophes has, in turn, borne the characteristics of one of the six elements. With all the elements now represented, it was believed the current Astral era would last into eternity.
Yet these inhospitable lands hold irresistible lure for man and monster alike, for wide and deep flow the currents of aether, and rich are the veins of power-infused crystal. In this harsh though vibrant region, the people of Eorzea have carved out their histories—a cycle of prosperous Astral and disastrous Umbral eras. The First Umbral Era brought an end to the age of the gods, and there have been six such eras of calamity since the First Astral Era ushered in the age of man. Each of the Umbral catastrophes has, in turn, borne the characteristics of one of the six elements. With all the elements now represented, it was believed the current Astral era would last into eternity.
The vast realm of Eorzea, comprising the continent of Aldenard and its outlying islands, has seen the rise of a civilization with peoples as diverse as its environs. Throughout its history, the landscape has played home to a number of city-states—the tenuous relations among them fluctuating between friendly and hostile.
The pantheon of the Twelve is followed devoutly by most, and doctrine holds that the past wars of the realm were the wars of the heavens, with the gods and goddesses laying their favor with nations to champion them. In this way, war spread throughout the realm, discouraging unity and peace.
As a result, years passed without the lay of the land and its borders ever being mapped in their entirety. It was not until some 70 years ago, when an intrepid soul set out to wander the land, at great peril to himself, that the first map of Eorzea was completed.
Since then, the original rendering has been amended and improved by others, and the form it takes today is used by adventurers across the realm as an indispensable guide on their travels.
For the most part Eorzea's climate ranges from temperate in the north to sub-tropical in the south, with the southernmost part of Aldenard being a harsh desert.
However, the aetherial disturbances at the start of the Seventh Umbral Era brought about a number of sudden changes to the climate in the few years since the Battle of Carteneau. For example, more rainforests have appeared in La Noscea, eastern Thanalan has begun shifting to a more semi-arid savannah biome, while Coerthas has experienced a perpetual winter.
The pantheon of the Twelve is followed devoutly by most, and doctrine holds that the past wars of the realm were the wars of the heavens, with the gods and goddesses laying their favor with nations to champion them. In this way, war spread throughout the realm, discouraging unity and peace.
As a result, years passed without the lay of the land and its borders ever being mapped in their entirety. It was not until some 70 years ago, when an intrepid soul set out to wander the land, at great peril to himself, that the first map of Eorzea was completed.
Since then, the original rendering has been amended and improved by others, and the form it takes today is used by adventurers across the realm as an indispensable guide on their travels.
For the most part Eorzea's climate ranges from temperate in the north to sub-tropical in the south, with the southernmost part of Aldenard being a harsh desert.
However, the aetherial disturbances at the start of the Seventh Umbral Era brought about a number of sudden changes to the climate in the few years since the Battle of Carteneau. For example, more rainforests have appeared in La Noscea, eastern Thanalan has begun shifting to a more semi-arid savannah biome, while Coerthas has experienced a perpetual winter.
La Noscea is home to the city-state known as Limsa Lominsa. It is a beautiful area, containing wild, rocky landscape rife with hills and plateaus.
- Limsa Lominsa: an independent marine city-state of Eorzea. Located on the southern coast of the island Vylbrand, Limsa Lominsa is a bustling port and pirate hideout. It is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader, the Admiral.
- Lower La Noscea: grasslands along the southern part of Vylbrand, with a farmstead in the Cedarwood area. Once a continuous peninsula, damage during the Calamity caused Gods' Grip to become an island, now linked by a bridge.
- Middle La Noscea: these grasslands lie along Galadion Bay across from the city-state, with an agriculture settlement at Summerford. A sheer cliff formed along the Nym River, prompting the construction of ramps.
- Western La Noscea: a stretch of coastal terrain still recovering from the Calamity. The western most area became a major stronghold for the Sahagin beast-tribe after a tidal wave devastated it. An immense lighthouse sits on the Isle of Umbra.
- Eastern La Noscea: an area divided into beachfront property on the coastline, and a rain-forest separated by hills. A Garlean outpost was secretly constructed in the area.
- Upper La Noscea: foothills surrounding Bronze Lake. The area is split into the Oakwood in the west and flooded shallows to the east.
- Outer La Noscea: these hills lie on the outskirts of Kobold territory, with their furnaces easily visible in the landscape. Ruins of the ancient city-state of Nym can be found here.
The Black Shroud is the forest region surrounding the city-state of Gridania. The forest itself is known to take the lives of anyone who does not heed the Elementals, a danger often referred to as the "woodwrath". This makes it a natural filter against those who would bear arms against Gridania, though that hasn't stopped the Ixal, Ala Mhigo, or Garlemald from trying.
- Gridania: one of the great City-States of Eorzea. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment. It is located in the midst of the Black Shroud, a dense forest also known as the Twelvewoods that serves to filter out those hostile toward the Elementals and those in cooperation with them. Gridania is by far the most unified of the city-states. Its guilds all work in cooperation with each other under the guiding hand of the leader of the Order of the Twin Adder, Rahaut Druhabanc. Gridania is overseen by Elder Seedseer Sey-U-Wakka.
- Central Shroud: woodland in the center of the forest.
- North Shroud: outskirts of the forest nearest to the highlands of Coerthas.
- East Shroud: an area of dense woodland and tangled groves. The sylph beast-tribe make their domain in the deepest reaches of the forest.
- South Shroud: wetlands extending southward from the edge of the Twelveswood.
Thanalan is a region located outside of Ul'dah. Most of its fauna are suited to the desert, including various arthropods and a strange crystalbacked creature called a Coblyn. In its center lies the city-state of Ul'dah. Many people, when they think of Thanalan both in-universe and out, are tempted to think of it as nothing but a trackless, sun-baked wasteland. This is far from the truth - while Thanalan is generally arid, it is only the Sagolii Desert proper that can be called desolate and lacking in vegetation. Much of Thanalan is more like a savanna, with somewhat sparse but active plant life which can get notably more lush near major sources of water, particularly in Western, Central and Eastern Thanalan, following the rivers. As a result, the geography varies significantly - from Central Thanalan's relatively flat plains to the towering canyons of Eastern Thanalan to the massive dunes in the Sagolii.
- Ul'dah: one of the great City-States of Eorzea. Ul'dahn culture is known for its affluence, and the nation's wealth comes from its abundant mineral resources and prestigious clothcrafting industry. The city-state was once exclusively populated by Lalafell, and the royal family is of this race, but the prospect of wealth attracted all peoples from across the world. The Immortal Flames, headed by Ashen Thorn, make their home here. The Sultana, Lulusu Lusu, is the head of the city-state.
- Western Thanalan: coastal landscapes along the Strait of Merlthor.
- Central Thanalan: a rugged desert along the northwestern walls of the city-state. A rail line runs through the area to facilitate mining operations.
- Eastern Thanalan: an open savannah extending towards the Black Shroud and Paglth'an. The Calamity opened a chasm that exposed an ancient tomb.
- Southern Thanalan: a sprawling desert divided only by hills and Burnt Lizard Creek. The Amalj'aa have a stronghold deep within the desert. The U tribe of the Seekers of the Sun reside at an oasis on the edge of the Sagolii Desert.
- Northern Thanalan: barren mountains rich in ceruleum deposits. The industrial extraction of the substance has given the entire area a perpetual blue haze.
Coerthas is an area locked in a state of everlasting winter snows.
- Ishgard: more formally called The Holy See of Ishgard. One of the great city-states of Eorzea. The archbishop of the Ishgard Orthodox Church, while leading his people in the teachings of Halone, the Fury, rules also as the nation's sovereign. Ishgard is located in the harsh snow fields of Coerthas in northern Aldenard. It is also at war with the dragons of neighboring Dravania, and much of their military is made up of dragoons. They are reluctant to join the Eorzean Alliance against the Garlean Empire, as they lack the unoccupied manpower. They are the leading provider of Eorzea's chocobos.
- The Coerthas Central Highlands: these highlands lie just outside the Holy See, surrounding a mountain known as The Nail.
- The Coerthas Western Highlands: the highlands bordering Dravania, distinguished by the Twinpools: Ashpool and Banepool. The Calamity has since resulted in a severe glaciation of the area, cutting it off from the Central Highlands and freezing over all but a few pools of water.
Mor Dhona is a land endered barren and corrupt of aether during a massive battle between an army of dragons led by the Dragon King Midgardsormr and a fleet of Garlean airships that happened fifteen years ago.
Abalathia's Spine is a massive mountain range spanning the northern end of the continent of Aldenard from east to west, much of it remained inaccessible until the development of airship travel. Nestled in the mountains of Abalathia sits the Sea of Clouds. The water and wind-aspected energies of the surrounding area create a perpetual mist reminiscent of clouds, thus making the location true to its name. These same energies can be attributed to floating islands within its mist-shrouded borders. The unique climate conditions of these islands have given rise to heretofore unseen animal life. And with the advent of airship technology, Ishgard has slowly expanded into this brave new frontier.
Dravania is marked on the map in Eorzean northwest of Coerthas and directly north of Vylbrand. Like Coerthas, the region is very rugged and mountainous, though the climate appears to be milder. As its name implies, these lands are styled after the dragon kin who call their forelands home, long feared by the people of Ishgard. The hinterlands to the south bask in the beauty of the Thaliak River and fields of evergreen. They once played host to the great seat of knowledge, Sharlayan. But alas, she was abandoned in the exodus fifteen years prior. Left to wildlife roaming her once proud estates, she is resigned to slowly fade from memory.
- Idyllshire: founded by a band of treasure hunters and goblin migrants, it is located at the northern edge of the abandoned city of Sharlayan.
- The Dravanian Forelands: rugged wilderness near the base of the sacred mountain Sohm Al. Many hunters subsist on the eponymous creatures of the Chocobo Forest in the east. The Gnath beast-tribe and Dravanian Horde also have settled in the wilderness.
- The Dravanian Hinterlands: grasslands along the banks and tributaries of the Thaliak River, whose waters cascade north into the Orn Wild. The city of Sharlayan was located here until the exodus following the Garlean invasion.
- The Churning Mists: these floating islands are the domain of the Dravanian Horde. Two great wyrms roost in the grand ruins in this part of the sea of clouds.
Gyr Abania is on the eastern corner of Aldenard bordered by the Black Shroud, Xelphatol, and Garlemald. It contains the city-state of Ala Mhigo, which was conquered by the Garlean Empire.
Othard is one of the three great continents on Hydaelyn. It is from where the Au Ra hails from. Many parts of Othard are under control of the Garlean Empire, having invaded it once they began expanding out of Ilsabard. It was home to the city-state of Doma before its people rebelled against the imperial control and were forced to flee before their home was razed to the ground. The Garlean occupation has resulted in increasing numbers of displaced Au Ra seeking refuge in Eorzea.
Upon the eastern banks of Othard lies Doma, the lands from which the ninja and samurai hail. Invaded twenty-five years ago by the Garlean Empire in their relentless effort to expand their borders, this once-peaceful nation now struggles under the imperial yoke. In the wake of a recent large-scale uprising that ended in failure, a majority of the civilians have been stripped of even their most fundamental freedoms.
Upon the eastern banks of Othard lies Doma, the lands from which the ninja and samurai hail. Invaded twenty-five years ago by the Garlean Empire in their relentless effort to expand their borders, this once-peaceful nation now struggles under the imperial yoke. In the wake of a recent large-scale uprising that ended in failure, a majority of the civilians have been stripped of even their most fundamental freedoms.
Garlemald, more commonly referred to as the Garlean Empire, is located to the northeast of Eorzea. It has sought to annex the realm as one of their territories for the last fifteen years.
Imperial technology is said to be far ahead of the Eorzean city-states, specializing in magitek machinery and airships. Their magitek is powered by a substance called Ceruleum, a component mined from below the earth or obtained by draining elemental crystals; it is said that the origin of Unaspected Crystals may be simply the removal of their ceruleum.
Imperial technology is said to be far ahead of the Eorzean city-states, specializing in magitek machinery and airships. Their magitek is powered by a substance called Ceruleum, a component mined from below the earth or obtained by draining elemental crystals; it is said that the origin of Unaspected Crystals may be simply the removal of their ceruleum.
RACES
The Elezen are a characteristically tall people, long of limb and slender of build. They are slightly longer lived in comparison to the Hyur and the other common races. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honor and pride. In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present, however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.
Ultimately the Elezen diverged into the two clans that exist today. The Wildwood took to the forests to protect their homeland, while the Duskwight withdrew to caves and subterrane, opting to avoid all contact with any but their own.
- Wildwood: the forests, of which the Black Shroud is the tangled heart, have been home to the Wildwood Elezen for hundreds of years. Many of the Wildwood, however, have been drawn to the city-states they helped found, such as Ishgard and Gridania. Their fondness for law and order has contributed to a reputation for being haughty and argumentative.
There is minimal dimorphism between the two genders, though males are generally considered to be milder and more chivalrous in demeanor. Among their Duskwight brethren, Wildwood Elezen are referred to as Greens, for their love of the forest. - Duskwight: for the past several centuries, the Duskwight Elezen have lived in the woodland caverns of Eorzea. These cave-dwelling Elezen are the descendants of a branch that split from the main Wildwood clan during the founding of Gridania. The Duskwight despise the "shackles" of urban life, and it is not uncommon for this reclusive people to avoid the city-states altogether.
To their Wildwood cousins they are known simply as "Greys", after their preference for darkness and stone. The cave-dwelling ways of the Duskwight persist, with some among them turning to robbery and pillaging to survive, earning them the scorn of their woodland relatives.
There are few differences between the genders, but Duskwight females are often regarded as being the more passionate and unyielding of the two.
The Hyur are said to have first traveled to Eorzea from her surrounding continents and islands. Over the course of some one thousand years and three great migratory waves, the Hyur have come to be the most populous of the civilized races in Eorzea.
Compared to the others, theirs is an average physique, both in terms of height and build. They are known for their peculiarly short, rounded ears. They are well suited for traveling long distances by foot, a trait thought to account for their swift proliferation.
The Hyur champion personal freedom and liberty, and their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage―as is their resulting lack of a unified cultural identity.
- Midlanders: The Midlander clan comprises over half of Eorzea's total Hyur population. The name derives from the clan's long tradition of settling in low-lying regions, though, in truth, Midlander lines hail from a wide variety of ancestral homelands. They have established themselves in every city throughout the realm, and can be observed leading lives as diverse as their heritage.
Trained in letters from infancy, the Midlanders are generally more educated than many of the other races and clans. Despite the fact that males tend to be slightly taller than females, there are no significant differences between the genders. - Highlanders: The Highlanders were the first of the Hyur to reach Eorzea. Their name comes from the clan's history of dominion over the mountains of Gyr Abania. Compared to their Midlander brethren, the Highlanders are noticeably larger in build and musculature. Following the fall of their ancestral homeland of Ala Mhigo, many have sought refuge in the bustling mercantile nation of Ul'dah, working as mercenaries and sellswords.
Of late, the Highlanders have become an increasingly rare sight in Eorzea, their number represented almost exclusively by those who fled Ala Mhigo.
The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance, it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy. Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to Eorzea via the burgeoning trade routes. Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Eorzea.
- Plainsfolk: from the flat landscapes of the Plainsfolk's home islands are where this Lalafellin clan takes its name. Their distinct hair coloration - a myriad of earthy and grassy tones - helps them to blend in well with their environment, acting as an effective camouflage against would-be attackers.
The Plainsfolk have settled in La Noscea and other regions where the ground is flat and easily cultivated. Though many live the life of farmers, it is not uncommon to see Plainsfolk residing in Limsa Lominsa, holding positions in the navy or working in the fisheries. They are well known for their relaxed and carefree demeanor.
They are a clever and opportunistic people, and crafty with their words. The generally accepted view of Plainsfolk is that they are a vibrant lot, with a penchant for excessive conversation. - Dunesfolk: the Dunesfolk can be found on the scorching sands of Thanalan and other such arid areas. As the founders of the merchant city of Ul'dah, they are famous for their obsession with commerce. A natural inclination to transform ideas into action has served the Dunesfolk well in their business dealings.
Perhaps the most unique characteristic of the Dunesfolk is their luminous eyes - a result of a glossy, protective layer which covers the pupil, an evolutionary response to their homeland's glaring sunlight.
They are adamant about scholasticism, placing the advancement of knowledge before all else. Other races tend to perceive male Dunesfolk as introverts who care more for books, business, and the prosperity of Ul'dah than the goings-on of the rest of the realm.
Though their presence in Eorzea is lesser than that of the other races, the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.
Adaptation to a hunting lifestyle has fashioned them with a keen sense of smell, powerful legs, and a tail which provides them with excellent balance.
- Seekers of the Sun: the self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. Though relatively few in Eorzea, a small number of them have been accepted into everyday life by the other races in the port city of Limsa Lominsa. Others are known to make their home in the region of the Sagolii Desert.
They are perhaps known best for their striking eyes - the result of their vertically aligned pupils and faintly colored irises. It is also not uncommon for their eyes to be disparately colored from birth, a trait considered auspicious amongst their kind. - Keepers of the Moon: the nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina the Lover, goddess of the moon. Their tradition of hunting in the thick woodlands of the Black Shroud have for years thrown them into conflict with the forestfolk of Gridania, who condemn them as poachers. Of late, however, many Keepers of the Moon have found some small peace with the Gridanians, and taken to living within the city.
They are distinguished from their diurnal cousins by their darker fur, larger ears, rounder eyes, more pronounced canines, and longer, skinnier tails. The ritual application of war paint to their face is still regularly practiced, as it is believed the vivid colors grant lunar powers.
The Roegadyn are easily identified by their massive, muscular frames and piercing eyes. They are the largest and most rugged of Eorzeas races. They are descended from a maritime people that roamed the northern seas, though many of their ancestors turned their longships south to brave the crossing into Eorzean waters. Often considered a barbaric race, the fiercely competitive Roegadyn are also known for their compassion and unswerving loyalty. Many of the greatest warriors in history were born of Roegadyn stock.
- Sea Wolves: Long ago, no vessel or coastal village was safe from the fury of the Sea Wolves and their maritime brand of brutality. The Sea Wolves were once feared as brutal pirates of the north seas. The mere mention of the clan was enough to strike fear into the hearts of any who drew their livelihood from the sea.
It was not until the large-scale development of Limsa Lominsa's armada that the Sea Wolves' appetite for piracy diminished. Now,they are one of the principal races of Limsa Lominsa, most often seen employed as sailors or seamen. In keeping with the old ways, the Sea Wolves bear names taken from the ancient Roegadyn language.
The Sea Wolves initially hail from the islands of the far north seas, where they still subsist as fishermen and woman. - Hellsguard: The Hellsguard are a small clan of Roegadyn with body and mind tempered by the unforgiving heat of the volcanic regions they inhabit in the north of Abalathia's Spine. Believing these mountains of flame to be gates to the underworld, their line has for centuries stood vigil to prevent the passage of souls back to the realm of the living.
As the harsh environs of their homelands produce little sustenance, the second- and third-born are often sent forth from their mountain villages, with many and more making their way to the great cities.
It is clan tradition to enter the mercenary trade; thus the Hellsguard took to giving themselves easily remembered names made up of words in the common tongue. They are a common sight on the streets of Ul'dah, earning a living as sellswords or bodyguards. This allows the young of even the largest families to surpass their elder siblings in prosperity.
The curved horns and beautifully patterned scales that characterize the Au Ra oft give rise to speculation that this Hyur-like race native to the Far Eastern continent of Othard are, in fact, the progeny of dragons. This, however, has long been disputed, with scholars citing several distinct differences in the two races as evidence of decidedly dissimilar roots - the first and foremost being the enhanced hearing and spatial recognition granted by an Au Ra's cranial projections (traits not attributed to draconian horns), and the second being the gross disproportion in body mass between Auri males and females (again, a trait widely unseen in dragons).
- Raen: Auri creation myth tells of a Dawn Father and a Dusk Mother from whom all Au Ra are descended. The Raen believe their veins to run thick with the blood of the former - their brilliant white scales and iron wills serving as proof of this divine lineage.
Unlike their sister clan, the Xaela, who bloody the land with their endless tribal conflict, the Raen have embraced a life of tranquility and solitude, long abandoning the nomadic lifestyle of their ancestors to settle the deep valleys of Othard's mountainous eastern reaches. Only on rare occasions will one emerge from the valley mists to seek adventure in realms afar. - Xaela: Auri creation myth tells of a Dawn Father and a Dusk Mother from whom all Au Ra are descended. The Xaela believe their veins to run thick with the blood of the latter - their lustrous black scales and fiery wills serving as proof of this divine lineage.
Unlike their sister clan, the Raen, who lead solitary lives hidden behind the savage peaks of Othard's eastern reaches, the Xaela are free spirits who roam the vast western steppe in close-knit tribes hunting, gathering and warring as their ancestors have for countless generations.
CLASSES
Classes are important aspects of the roleplay. There are four subcategories of classes: Disciples of War, Disciples of Magic, Disciples of the Hand, and Disciples of the Land. Below, you will find the available classes of the roleplay. It is recommended that a character is primarily a Disciple of War or Disciple of Magic in order for them to survive in the vicious lands.
Marauders are combat specialists whose weapon of choice is the greataxe—a fearsome arm long associated with Eorzea's pirates. Their approach to battle is one of brute force, as they rely on pure strength and good steel to crush enemies and sunder weapons. They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land or to turn the tide of battle between warring nations. Skilled marauders have been known to take on entire packs of slavering beasts and emerge with little more than a few scrapes and bruises. Marauders are strong heroes who bear greataxes to crush their enemies. This class approaches defending allies by trusting in steel and ferocity, and will do all they can to protect their comrades. The marauder can specialize into warrior, a tanking job.
Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single- or double-edged, straight or curved. Tracing their roots to the Coliseum, where the roar of the crowd reigns supreme, these melee combatants have learned to seamlessly flow between attack and defense in a dance that delights the eye. Making use of their skill with the shield, gladiators can also draw the attention and attacks of an enemy upon themselves, thereby protecting their comrades from harm. Gladiators choose to protect their allies, shielding them from harm. They also use their holy power to draw all enemies to them and encourage allies to battle forward. The gladiator can specialize into paladin, a tanking job.
The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though pugilists command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential. Their preference for fighting at close quarters makes negotiating distances an absolute necessity. Many among them accomplish this by avoiding burdensome armor, allowing for maximum mobility while they move in for the kill. Armed with claws and knuckles, pugilists are trained to engage in one-on-one melee fights. They excel at martial arts with intense training in many aspects, making up for a dangerous opponent. The pugilist can specialize into monk, a damage-dealing job.
The lancer is a master of polearms—weapons which have evolved from humble hunting tools. In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. The lancer's weaponry has since expanded to include other lethal implements such as the halberd and trident. While it is no easy task to wield a polearm as if it were an extension of one's body, those who master the lancing arts come to be as a raging storm before their enemies, capable of delivering a barrage of devastating thrusts and slashes. Lancers are agile fighters who strive to keep balance between a flurry of attacks and the weight of their armor. Through the art of wielding polearms, the lancer can build a strong offensive against foes. The lancer can specialize into dragoon, a damage-dealing job.
With a bow in hand and a quiver on his back, the archer strikes at the enemy from afar. In Eorzea, two schools of archery have risen to prominence: that of the longbow sentries of the Elezen military, and that of the shortbow hunters among the Miqo'te. Archers constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows, as well as the nature of the shaft, point, and fletching best suited to their foe. It is said that master archers are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted. Archers are light-footed hunters who deal precise damage from afar. This class stacks up critical-damage buffs and chain hard-hitting attacks, rendering an intense pressure on enemies. The archer can specialize into bard, a damage-dealing job.
These agile fighters pride themselves on their skills with knives and daggers to make quick work of enemies. Lurking in the shadows, adhering to no laws but their own, rogues punish the wicked, pilfering their ill-gotten gains and delivering them to the downtrodden masses. Thought by many to be mere common criminals, some would say they play an unseen hand in maintaining order in the buccaneer's haven of Limsa Lominsa. Rogues choose to live in subterfurge and trickery, but don't belittle their strength: as swift as the wind, rogues can land a precise, deadly hit capable of killing their enemy faster than they can realize. This assassin also employs poison and venom to their weapons in order to weaken their prey. The rogue can specialize into ninja, a damage-dealing job.
Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers. Conjurers are healers of nature who calls upon the land to aid them in battle. Using water magical spells, conjurers can support their allies in battle, while also providing some minor damage with earth and wind. The conjurer can specialize into white mage, a healing job.
In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection. To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium—a natural stone imbued with magical properties. Thus armed, the thaumaturge is capable of wreaking considerable havoc via ruinous spells and curses. Thaumaturges are mages specialized in dark magic. Their affinity with dark arts allow them to cast strong spells to inflict damage either on an opponent or a group of enemies. Using destructive spells also drains their magical endurance, and to maintain stability they have to shift between fire and ice. The thaumaturge can specialize into black mage, a damage dealing job.
Adepts of the art of arcanum derive their might from symbols of power born of geometric techniques hailing from across the southern seas. Held within occult grimoires, these symbols lend shape to the arcanist's aether, thereby allowing him to produce myriad powerful spells. Using the selfsame symbols to unlock the latent power contained within gemstones, arcanists are also able to summon forth the familiar known as Carbuncle to carry out their bidding. Arcanists have chosen the path to study the arcane arts. Through the affinity with arcanism they can bring forth minor primals to aid them in battle, while conjuring curses and venom to assault their enemies. The arcanist is a rather unique class in that they may specialize into one of two jobs: summoner (a damage-dealing job) or scholar (a healing job).
Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous waters─from curative concoctions to potent potables. The Ul'dahn school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well.
Armorers treat and work the malleable metals of Eorzea into all forms of armor. By binding together sheet, stud, and link, they are able to produce garb of plate and chain that has saved the lives of countless adventurers. Though the armor trade once fell within the realm of blacksmithing, advancements in both metallurgical techniques and material refinement led to its necessary specialization, and it is now recognized as an official profession by all nations.
It is in the fires and on the anvils of blacksmiths that weapons and tools of metal are crafted. Their work is in demand far and wide, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp. Limsa Lominsa has been renowned for its blacksmithing tradition since antiquity, though the advanced metallurgical techniques passed on today bear little resemblance to the simple practices of ancient times. The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious smiths.
The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, from the implements of war to the tools of various trades. The greatest advancements in the craft have been made in the Twelveswood, home to the highest quality timber in Eorzea. Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous waterwheels erected throughout their city.
Culinarians preside over the world of cuisine, preparing every known consumable in Eorzea. Armed with a cornucopia of ingredients from across the realm, and versed in methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield. Of all the city-states of Eorzea, Limsa Lominsa boasts the richest culinary tradition, a product of its proximity to fertile lands and plentiful seas, and its standing as the realm's foremost trading port.
Goldsmiths work precious metals and stones into a multitude of accessories that appeal to the Eorzean aesthetic. Their wide-ranging finery, painstakingly fashioned from delicate metals and gemstones, can be see adorning the ears, fingers, and necks of the distinguished everywhere. Ul'dahn goldsmiths always have a ready supply of raw materials, owing to the vast mineral resources of Thanalan. Due to the high value of these resources, however, most artisans also make it their business to stay abreast of market trends.
Leatherworkers are craftsmen who refine the hides, pelts, and furs of Eorzea's wildlife into garments to be worn from head to toe. Foremost among their creations are leather protectives, which are more substantial than cloth, but lighter and more pliable than chain or plate. The Elezen have long been known for their skill in leatherworking, yet for centuries their techniques were heavily guarded. Once they agreed to share their wealth of knowledge, the quality of Gridanian leather goods improved significantly, creating an increased demand for the superior products.
Weavers create fiber and fabric from base materials before using them to sew and stitch the vast array of garments worn by all. From fiber to thread, thread to cloth, cloth to dress, the path of these artisans literally weaves its way from basic beginnings to extravagant ends. Just as the Spinner, Nymeia, spins the fates of all Eorzeans, the warp and weft of a weaver's work, too, have been known to alter the course of destinies both large and small. This holds truest in the city-state of Ul’dah, where appearances are considered akin to reality, and where master weavers wield tremendous influence.
The botanist's profession encompasses the procurement of resources from all forms of plant life. This includes harvesting vegetables and grains, tending fruit-bearing trees, cultivating fibrous plants, logging timber, and more. Botanists also endeavor to educate others about the need to maintain a symbiotic relationship with Eorzea's plants, rather than carelessly stripping them of their useful parts. Owing to their intimacy with nature, botanists are known to revere Nophica, the goddess of abundance.
Fishers are the harvesters of the realm's marine and freshwater animal resources. The trade rose to prominence in the nation of Limsa Lominsa, owing to the plentiful waters upon and around Vylbrand island. Be it from the shore of a sea, the bank of a river, or the deck of a boat, Eorzea's anglers must constantly account for a wide range of factors to optimize their success, including season, time, place, tools, and bait.
Miners are responsible for the excavation and handling of Eorzea's mineral wealth, be it ores, fossils, precious stones, or otherwise. To fully master the advanced techniques developed by the great mining nation of Ul'dah, they undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large-scale civil engineering. Many miners subscribe to the theory of continental drift, and take for their patron deity Oschon the Wanderer.
JOBS
Imbued with the echoes of an antecedent aether bound within its corporeal realm, there are few artifacts such as the Soul Crystal that have withstood the tribulation of time. These stones house an immeasurable trove of knowledge imparted from their previous owners, allowing their successors to tap into this aetherial imprint; the very foundation of what is known as a "Job". Many of these Soul Crystals linger close to extinction, and often, those who pursue these guarded secrets have reasons of their own, be it for study or for malevolence.
As the Soul Crystal is the very embodiment of the ideals and beliefs of its designated Job, one should know that simply unearthing and possessing a Soul Crystal does not mean that one may willfully tap into its aetherial imprint and become its Job immediately. Its beholder must be selected by the Soul Crystal itself, and if the many aspects that make up an individual do not align with the Job's ideals and beliefs, they will be rejected by the Soul Crystal. For the following Jobs, these moral incompatibilities include:
Whether or not one's philosophies align with their Soul Crystal, the complication of their rarity, reputation, and the preexisting conditions of the Job itself may cause one crystal to be more sparse than others. The following list will show these in a theorized order of their rarity and complications based on the game's existing lore:
As an afterword, I do realize that there are a whole lot of absolutes being listed here, but this is more of a reference for everyone to see just how rare/powerful a Job truly is from the prespective of characters who are not Warriors of Light. Even if one or a few of our characters are chosen as WoLs, one should certainly not expect to hold a large array of Jobs at their disposal.
This is more of a write-up to reason that one should not expect a very rare Soul Crystal to simply turn up by coincidence, or say, simply write that a character just somehow manages to loot one from a dead body. It's also to show that the Soul Crystal of a Job such as the Warrior or Summoner/Scholar has an astronomically higher chance of turning up before the likes of, say, a Ninja or White Mage.
That being said, there is a astounding difference between the strength of a class compared to a Job. A very powerful Thaumaturge can shake the heavens, but a Black Mage can call down entire meteors. You could more than likely compare a Monk to Super Saiyans from Dragon Ball.
The Warrior of Light in the game was always the exception to all of these Job-related complications, but never the actual rule. Though, this is not to discourage potential characters with a class that may lead into a Job in one of the higher tiers, as there will also be exceptions for some of our characters just as there were the for in-game Warrior of Light.
As the Soul Crystal is the very embodiment of the ideals and beliefs of its designated Job, one should know that simply unearthing and possessing a Soul Crystal does not mean that one may willfully tap into its aetherial imprint and become its Job immediately. Its beholder must be selected by the Soul Crystal itself, and if the many aspects that make up an individual do not align with the Job's ideals and beliefs, they will be rejected by the Soul Crystal. For the following Jobs, these moral incompatibilities include:
- A Paladin's Soul Crystal will not answer to one who breaks his/her Oath, or one who is inclined to be a liar, coward, or hypocrite.
- Inhibition and uptight qualities directly conflict with the Dark Knight's emphasis of freedom and choice.
- A Conjurer requires a soul that truly resonates and nurtures nature to even be considered for a White Mage's Soul Crystal from nature itself.
- One who is arrogant enough to be unable to put their master's needs over their own could not become a Ninja. It is also known that if they are not bound into a manner of servitude under a lord or lady, their Soul Crystal will not allow them to grow as a Ninja.
Whether or not one's philosophies align with their Soul Crystal, the complication of their rarity, reputation, and the preexisting conditions of the Job itself may cause one crystal to be more sparse than others. The following list will show these in a theorized order of their rarity and complications based on the game's existing lore:
Machinist: With the Holy See of Ishgard desperately clamoring for a capable means of waging war against the Dravanians, Ishgard wields technology alongside her dragoons, enlisting the machinations of the Skysteel Manufactory. Stephanivien de Haillenarte seems perfectly content with granting any willing Ishgardian or accomplished adventurer a Machnist's Soul Crystal. It would seem that the only difficulties lie in the fact that, as its Soul Crystal does contain any knowledge to accelerate learning, one would learn at an average pace; that, and being allowed into Foundation as an outsider in the first place.
These crystals are technically available to people of any background, but generally require the character to attain a high level of military success within their given city-state.
Paladin: Being sworn into the Sultansworn of Ul'dah was once the only way of obtaining a Paladin's Soul Crystal; however, as of recently, there are now 'free paladins' who were worthy of being bestowed a crystal, but not sworn into the duty of the Sultana. Obtaining the approval of the Sultansworn likely involves making a good impression on them, and as their organization is Royalist, any typical self-serving or Monetarist-like showing is unlikely to sway their decision in one's favor.
Warrior: The Maelstrom have formed a provisional unit of elite troops who are being trained in the ways of the Abalathian Warriors. A decorated position within the Maelstrom is required before one may be considered for training; alternatively, one must have originated from one of the scattered Hellsguard tribes of Abalanthia's Spine.
Bard: With the Order of the Twin Adders considering the integration of Bards and their battlesongs into their company's regular army, their association would likely be the most reliable method to come into contact with a Bard's Soul Crystal. However, battlesong is a lost art, and there is no guaranteed route of obtaining a crystal.
Samurai: Almost exclusively residing on the Far Eastern continent of Othard, the Samurai found in the port city of Kugane serve as peacekeepers known as the Sekiseigumi. With the Garlean occupation of Doma, it is unknown exactly how many samurai have traveled to Eorzea as refugees. In the past, a certain degree of social standing was required to learn the art of the katana, but as this Soul Crystal does not originate from Eorzea, it is more likely that an individual of Doman/Hingashi origin would be bestowed a crystal upon proving themselves worthy.
Paladin: Being sworn into the Sultansworn of Ul'dah was once the only way of obtaining a Paladin's Soul Crystal; however, as of recently, there are now 'free paladins' who were worthy of being bestowed a crystal, but not sworn into the duty of the Sultana. Obtaining the approval of the Sultansworn likely involves making a good impression on them, and as their organization is Royalist, any typical self-serving or Monetarist-like showing is unlikely to sway their decision in one's favor.
Warrior: The Maelstrom have formed a provisional unit of elite troops who are being trained in the ways of the Abalathian Warriors. A decorated position within the Maelstrom is required before one may be considered for training; alternatively, one must have originated from one of the scattered Hellsguard tribes of Abalanthia's Spine.
Bard: With the Order of the Twin Adders considering the integration of Bards and their battlesongs into their company's regular army, their association would likely be the most reliable method to come into contact with a Bard's Soul Crystal. However, battlesong is a lost art, and there is no guaranteed route of obtaining a crystal.
Samurai: Almost exclusively residing on the Far Eastern continent of Othard, the Samurai found in the port city of Kugane serve as peacekeepers known as the Sekiseigumi. With the Garlean occupation of Doma, it is unknown exactly how many samurai have traveled to Eorzea as refugees. In the past, a certain degree of social standing was required to learn the art of the katana, but as this Soul Crystal does not originate from Eorzea, it is more likely that an individual of Doman/Hingashi origin would be bestowed a crystal upon proving themselves worthy.
These crystals are rare; they are usually tied to forgotten or persecuted arts from ages past, and searching for them is like looking for a needle in a haystack. While these disciplines may be dangerous when uncovered, they are not common enough to be explicitly outlawed by the Eorzean Alliance.
Dark Knight: The Dark Arts exercised by the Dark Knight to wage their vendetta against the Holy See of Ishgard are illegal within all of its territories, and while they are not technically illegal elsewhere, they would appear to be questionable at best by the average witness. An order of dark knights does seem to exist, albeit loosely; there is very little formal organization to it, and to seek a dark knight out directly would be one's funeral. More reliable would be to wait for them to notice you through acts of vigilante justice within Ishgard's territories, although the scattered nature of other dark knights would make such hopes very improbable. Furthermore, it is the act of controlling the Soul Crystal itself, and to not be consumed by it, that is a true challenge in itself.
Scholar: Commonly excavated from the Nymian ruins on the island of Vylbrand, the tablets which accompany a Scholar's Soul Crystal are not written in a modern language, and require translation with the guidance of a dedicated archaeologist or tonberry. Otherwise, it is very unlikely that one would make any sense of the Scholar discipline. In addition to this, finding a crystal is a troubling manner on its own; even when searching for one with purpose is an endeavor that requires connections, money, time, luck in large quantities, or a combination of all.
Summoner: Most often found in excavation of the late Allag ruins such as those around the Crystal Tower, this other study primarily focuses on the cycle of creation, existence, and ruination of Primals. The Sons of Saint Coinach and related Sharlayan scholars guard these Soul Crystals closely, only granting them to promising students of arcanima who are recorded as having survived an encounter with a manifestation of Ifrit, Titan, or Garuda. As one must possess a base of skill in arcanima, it is surviving the defeat of a Primal with their mind still intact that proves trialing; while rare, it is possible to withstand the influence without the Echo. Additionally, because the egi summoning take on a very similar appearance to an actual Primal, a Summoner may face questions from authorities should they conduct their work in public.
Red Mage: Created as a boundary between the halonic white magic and the chaotic black magic, the formation of red magic draws upon the aether of the individual rather than that of the elementals or the land. As such, red magic is technically legal, and the true difficulty lies in its scarcity; it is more or less ancient information that has only been passed down to a select few of each generation. The faded teachings are thought to be lost with the collapse of the Crimson Duelists, a collective group of red mages from Gyr Abania who were embroiled in civil war against the tyranny of King Theodoric. A Soul Crystal would be more likely found from the remains of a former Red Mage itself, although there have been rumors of sighting a survivor wandering Eorzea.
Dark Knight: The Dark Arts exercised by the Dark Knight to wage their vendetta against the Holy See of Ishgard are illegal within all of its territories, and while they are not technically illegal elsewhere, they would appear to be questionable at best by the average witness. An order of dark knights does seem to exist, albeit loosely; there is very little formal organization to it, and to seek a dark knight out directly would be one's funeral. More reliable would be to wait for them to notice you through acts of vigilante justice within Ishgard's territories, although the scattered nature of other dark knights would make such hopes very improbable. Furthermore, it is the act of controlling the Soul Crystal itself, and to not be consumed by it, that is a true challenge in itself.
Scholar: Commonly excavated from the Nymian ruins on the island of Vylbrand, the tablets which accompany a Scholar's Soul Crystal are not written in a modern language, and require translation with the guidance of a dedicated archaeologist or tonberry. Otherwise, it is very unlikely that one would make any sense of the Scholar discipline. In addition to this, finding a crystal is a troubling manner on its own; even when searching for one with purpose is an endeavor that requires connections, money, time, luck in large quantities, or a combination of all.
Summoner: Most often found in excavation of the late Allag ruins such as those around the Crystal Tower, this other study primarily focuses on the cycle of creation, existence, and ruination of Primals. The Sons of Saint Coinach and related Sharlayan scholars guard these Soul Crystals closely, only granting them to promising students of arcanima who are recorded as having survived an encounter with a manifestation of Ifrit, Titan, or Garuda. As one must possess a base of skill in arcanima, it is surviving the defeat of a Primal with their mind still intact that proves trialing; while rare, it is possible to withstand the influence without the Echo. Additionally, because the egi summoning take on a very similar appearance to an actual Primal, a Summoner may face questions from authorities should they conduct their work in public.
Red Mage: Created as a boundary between the halonic white magic and the chaotic black magic, the formation of red magic draws upon the aether of the individual rather than that of the elementals or the land. As such, red magic is technically legal, and the true difficulty lies in its scarcity; it is more or less ancient information that has only been passed down to a select few of each generation. The faded teachings are thought to be lost with the collapse of the Crimson Duelists, a collective group of red mages from Gyr Abania who were embroiled in civil war against the tyranny of King Theodoric. A Soul Crystal would be more likely found from the remains of a former Red Mage itself, although there have been rumors of sighting a survivor wandering Eorzea.
These disciplines are usually only available to decorated citizens of a specific nation, namely members of elite military units to specific, non-Alliance nations. They are generally not open to outsiders.
Astrologian: Another wonder originating from Sharlayan, astromancy has been a discipline that the Sharlayans kept to themselves, refusing to teach to foreign students. As they have maintained an isolationist stance on this knowledge and forbade the teaching of disciplines that could be utilized in war, one of Sharlayan citizenship by birth would seem the only possibility of coming into contact with its Soul Crystal.
Dragoon: A paragon to the timeless chronicle of mankind and dragonkind, the Order of the Knights Dragoon are a division of Ishgard's Temple Knights who engage their foe on the frontline. While the path of the dragoon is open to lowborn and highborn alike, it is a highly competitive method of ascending the ranks into knighthood. To even be considered for training, one must have slain a true, full-grown dragon in combat; lesser dragonkin, such as aevis, are not counted. Yet another barrier to outsiders, besides Ishgard's xenophobia, is that the "Inner Dragon" harnessed for a Dragoon's Jump and other such skills is a uniquely Ishgardian trait, one that sets Ishgardians apart from their own sub-species. If your character has no Ishgardian blood, they can not master the path of the Dragoon.
Monk: Brothers and sisters of the Fist of Rhalgr who were all but massacred by King Theodoric twenty years past, survivors are few and far between if any. Outsiders are extremely unlikely to come by its Soul Crystal, and even if one was found, the chances of resonating with the crystal's essence enough to active it is slim to none.
Ninja: Much like their counterpart, the Samurai, the Ninja hails from the Far Eastern continent of Othard. It is not clear on what form of social standing one must possess in order to train as a shinobi, but it is very clear that the training requires single-minded dedication to its fullest potential. As this Soul Crystal does not originate from Eorzea, it is more likely that an individual of Doman/Hingashi origin be bestowed a crystal upon ascending the ranks of the military, gaining respect of their superiors, and earning their surname upon mastering ninjutsu.
Astrologian: Another wonder originating from Sharlayan, astromancy has been a discipline that the Sharlayans kept to themselves, refusing to teach to foreign students. As they have maintained an isolationist stance on this knowledge and forbade the teaching of disciplines that could be utilized in war, one of Sharlayan citizenship by birth would seem the only possibility of coming into contact with its Soul Crystal.
Dragoon: A paragon to the timeless chronicle of mankind and dragonkind, the Order of the Knights Dragoon are a division of Ishgard's Temple Knights who engage their foe on the frontline. While the path of the dragoon is open to lowborn and highborn alike, it is a highly competitive method of ascending the ranks into knighthood. To even be considered for training, one must have slain a true, full-grown dragon in combat; lesser dragonkin, such as aevis, are not counted. Yet another barrier to outsiders, besides Ishgard's xenophobia, is that the "Inner Dragon" harnessed for a Dragoon's Jump and other such skills is a uniquely Ishgardian trait, one that sets Ishgardians apart from their own sub-species. If your character has no Ishgardian blood, they can not master the path of the Dragoon.
Monk: Brothers and sisters of the Fist of Rhalgr who were all but massacred by King Theodoric twenty years past, survivors are few and far between if any. Outsiders are extremely unlikely to come by its Soul Crystal, and even if one was found, the chances of resonating with the crystal's essence enough to active it is slim to none.
Ninja: Much like their counterpart, the Samurai, the Ninja hails from the Far Eastern continent of Othard. It is not clear on what form of social standing one must possess in order to train as a shinobi, but it is very clear that the training requires single-minded dedication to its fullest potential. As this Soul Crystal does not originate from Eorzea, it is more likely that an individual of Doman/Hingashi origin be bestowed a crystal upon ascending the ranks of the military, gaining respect of their superiors, and earning their surname upon mastering ninjutsu.
Those in possession and/or practice of these arts without permission from the authorities will be marked for death.
White Mage: Like its brother counterpart, white magic draws aether from the surrounding world in a unique way. It has a bloody history like such, and as a result, its power was taken away from the races of man by the Elementals of the Black Shroud. The Padjali are the only individuals to retain this sacred magic, but a ceremony where a decorated Hearer and/or high-ranking Conjurer may be chosen by the Padjal and the Elementals to take the white. This kind of sanction is incredibly rare, and by consensus, it can be counted on one hand. Any caster attempting it without sanction may very well be killed; by the vengeful elementals, or the persecuting Gridanians.
Black Mage: With no other intention in its conception besides pure destruction, it is no wonder that black magic is highly illegal across the world, coupled with the fact that it is easily detected due to the method in which it draws aether for a spell. The only realistic manner of uncovering a Black Mage's Soul Crystal is illegally excavating the Mhachi ruins, but as these crystals are in high demand by outlaws with a lust for power, they have been known to circulate in trade across black markets. Attempting to cast black magic without a soul crystal is lethal, and those who choose to don the black must not only be prepared to live outside of the law, but to defend themselves from anything and everything.
White Mage: Like its brother counterpart, white magic draws aether from the surrounding world in a unique way. It has a bloody history like such, and as a result, its power was taken away from the races of man by the Elementals of the Black Shroud. The Padjali are the only individuals to retain this sacred magic, but a ceremony where a decorated Hearer and/or high-ranking Conjurer may be chosen by the Padjal and the Elementals to take the white. This kind of sanction is incredibly rare, and by consensus, it can be counted on one hand. Any caster attempting it without sanction may very well be killed; by the vengeful elementals, or the persecuting Gridanians.
Black Mage: With no other intention in its conception besides pure destruction, it is no wonder that black magic is highly illegal across the world, coupled with the fact that it is easily detected due to the method in which it draws aether for a spell. The only realistic manner of uncovering a Black Mage's Soul Crystal is illegally excavating the Mhachi ruins, but as these crystals are in high demand by outlaws with a lust for power, they have been known to circulate in trade across black markets. Attempting to cast black magic without a soul crystal is lethal, and those who choose to don the black must not only be prepared to live outside of the law, but to defend themselves from anything and everything.
As an afterword, I do realize that there are a whole lot of absolutes being listed here, but this is more of a reference for everyone to see just how rare/powerful a Job truly is from the prespective of characters who are not Warriors of Light. Even if one or a few of our characters are chosen as WoLs, one should certainly not expect to hold a large array of Jobs at their disposal.
This is more of a write-up to reason that one should not expect a very rare Soul Crystal to simply turn up by coincidence, or say, simply write that a character just somehow manages to loot one from a dead body. It's also to show that the Soul Crystal of a Job such as the Warrior or Summoner/Scholar has an astronomically higher chance of turning up before the likes of, say, a Ninja or White Mage.
That being said, there is a astounding difference between the strength of a class compared to a Job. A very powerful Thaumaturge can shake the heavens, but a Black Mage can call down entire meteors. You could more than likely compare a Monk to Super Saiyans from Dragon Ball.
The Warrior of Light in the game was always the exception to all of these Job-related complications, but never the actual rule. Though, this is not to discourage potential characters with a class that may lead into a Job in one of the higher tiers, as there will also be exceptions for some of our characters just as there were the for in-game Warrior of Light.
On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield. In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the frontlines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day. Warriors are savage mercenaries born from beastmastery. Wielding greataxes they can unleash magnificent damage to block enemies from reaching their brothers-in-arms, while excelling in the art of causing pain.
For centuries, the elite of the Sultansworn have served as personal bodyguards to the royal family of Ul'dah. Known as paladins, these men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense. Clad in brilliant silver armor, they charge fearlessly into battle, ever ready to lay down their lives for their liege. To be a paladin is to protect, and those who choose to walk this path will become the iron foundation upon which the party's defense is built. Paladins are stalwart defenders who seek to protect their comrades. These loyal guardians are skilled with sword and shield, channeling upon holy power to stand as unbreakable walls for their allies, and symbolizes hope among their people.
Though now under Garlean rule, the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks—ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen. The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer—that they devoted their lives of worship. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats. Monks are hand-to-hand fighters. Their moves include all sorts of fastly-sequenced physical combos, with a flurry of punches and kicks which build up even greater strength as they unlock their inner chakra.
Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon; they are fierce combatants who draw their battling techniques from Ishgard's long conflict against dragons. The dragoons' abilities includes a series of aerial moves and precise blows which pierce through enemies.
The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions. In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death. Bards inspire allies to battle forward with melodies of soothing, strengthening or healing properties. Born as archers, these minstrels learned how to evoke magicks to empower their allies' spirits, greatly boosting their prowess in battle.
Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate the vital energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. Master the arts of the ninja and learn to bend the tide of battle to your will. Ninjas further develop the art of assassination inherent to rogues. Even deadlier, they learn the secret arts of ninjutsu to turn the wide of the fight when their prey less expect.
The pious Ishgardian clergy guide the flock, and the devout knights protect the weak. Yet even the holiest of men succumb to the darkest of temptations. None dare to administer justice to these sacrosanct elite residing outside the reach of the law. Who, then, defends the feeble from the transgressions of those meant to guide and protect them? A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. Pariahs in their own land, they are known by many as “dark knights.” These sentinels bear no shields declaring their allegiance. Instead, their greatswords act as beacons to guide the meek through darkness. Dark Knights are sentinels of justice who allowed darkness to embody their resolve. These dark, yet valiant knights bask in the darkness to empower themselves seeking to deliver justice and protection to the people of Ishgard.
The war with Dravania rages on, brutal and unrelenting. With no end in sight, the Holy See grows desperate. As her dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect her sons and daughters. Great cannons and ballistas now line the city walls, plucking dragons from the sky. The Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them―the machinist. Machinists are mechanicians specialized into building all sorts of mechanical equipment to use in battle. Their prowess excelled in such a way that they're ranked amongst the defense bodies of Ishgard, and join the fray along knights to defend their homeland with their turrets, cannons, and many other deadly inventions.
Far across the rolling waves, towards the rising sun, there lies the island nation of Hingashi. In the distant past, the realm's great lords vied for supremacy over its sea-girt confines in a long and bloody conflict. And taking to battle in their lieges' names were noble swordsmen whose art was forged in the crucible of war: the samurai. Eventually, the nation was unified under one banner, and these warriors came to wield their katana not upon fields as part of an army, but upon streets as protectors of the peace. But as a neglected blade grows dull with rust, so too do men forget their purpose. Amidst waning memories of the old ways, a determined few hold fast to their convictions, hands by katana grips, awaiting the moment for steel to sing. Samurais trust in sharp steel in battle. These fierce honorable men and women wield their katanas, weaving through moves of past eras to strive and kill before the enemy strikes their people.
White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals. Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself. White Mages are menders who bring light to the hurt, and vigor to the weak. In the midst of war, battles, and catastrophes, white mages come to move their allies forward with the touch of divine light.
In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin. Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will. Black Mages extrapolate the dark arts of black magic, granting themselves a wide range of destructive spells. From eras past, black mages have since sharpened their skills to employ even greater power, assaulting a large number of enemies and hindering their movement.
The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival. In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals' essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages. Summoners are mystical mages who have harnessed the lost art of invoking primals. Through this ancient knowledge, summoners can bend primals to their will and use them to sic and destroy their enemies; the proximity to this forbidden arts enabled them to manifest a small but equally vile version of Bahamut itself.
In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym's scholars that allowed their mundane army of mariners to throw back would-be conquerers time and again. These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures' magicks to heal the wounded and bolster the strength of their allies. Scholars manifest their spells through earth and air, but their unique maneuver and experise allow them to conjure forth faeries to help in battle. Only the scholars may command their conjured faeries to cast healing abilities and restore their fellows in battle.
Ever has man coveted knowledge, and none more so than that of his fate. Thus did he labor to master the skill of foresight—but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens. Though this gift is known today as astrology, the people of Sharalyan saw fit to not only read the stars, but to write their movements as well. By attuning their aetherial energies to that of constellations, they learned to wield magicks with heretofore unseen properties. Thus was astromancy born—a new form of magick which grants its users power over fate. Employing a star globe and divining deck in their miraculous deeds, fortune always smiles upon these masters of arcana. Astrologians look upon the stars to foresee the coming seasons and use their magic to employ spells. By attuning to the constellations, astrologians can draw cards to unveil mystical magicks to aid their allies in battle.
On the eastern edge of Abalathia's Spine lies the mountainous region of Gyr Abania. It is in these elevated lands that people took shelter, when a burning star guided them away from the Sixth Umbral Calamity's treacherous floodwaters. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor. These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction. Red Mages were born out of a long conflict between the nations of Mhach and Amdapor. These fierce mages combine black and white magic to twist the battlefield, and strive where others otherwise would fail. Armed with rapiers and a magicked crystal medium, red mages are fit for quick combos of magic spells and steel-enfused blows.
RULES & REGULATIONS
- General RPG rules apply.
- Sexual content must be taken elsewhere.
- The main characters will have the power of the Echo, but this does not make them Warriors of Light. Warriors of Light will be selected later down the line.
- There will be a posting cycle in effect. Give others a chance to post before you post again.
- Characters begin with Classes, not Jobs.
- Players may format the character sheet however they wish and make it as fancy-looking as they want, as long as they fill out all of the sections and have it make sense. Just don't burn everyone's eyes out, please.
CHARACTER SKELETON
Appearance Picture (optional but highly recommended, can be a character created through the actual game's character creation, or character art from some other source; if using an in-game character, they should be appropriately equipped for their class, and the picture should only consist of the character's face and/or body.)
Birth Name (first and last; unless an exception is made, characters must follow the naming conventions of their race):
Nickname (optional; can range from a shorter version of a name, to an alternative alias):
Title(s) (if they hold an official title of nobility, a military rank, or etc. Examples include Admiral, Ser, or of the Vengeful Lance. These will generally be scarce at the start, and earned throughout the adventure):
Race (playable races from in-game):
Clan (such as Midlander or Seeker of the Sun):
Age (self-explanatory, minimum age is seventeen):
Birthplace (where they were born; be as specific as possible):
Occupation (what keeps them fed, could also include a disciple of the land/hand if that is their occupation):
Class (disciple of war/magic classes, not a job):
Gender (male or female please!):
Deity (if any; click this if you need a list)
Sexual Orientation (nothing overly-complicated):
Appearance (mandatory without a picture but otherwise optional; any additional details may go here, such as their height and weight, scars, etc, this may be edited as the story progresses):
Personality (how your character acts, portrays the world, etc, this may be edited as the story progresses):
Biography (from birth to their current livelihood; be realistic, and not over the top!):
Other Information (optional; could include their hobbies, pet peeves, etc):
Birth Name (first and last; unless an exception is made, characters must follow the naming conventions of their race):
Nickname (optional; can range from a shorter version of a name, to an alternative alias):
Title(s) (if they hold an official title of nobility, a military rank, or etc. Examples include Admiral, Ser, or of the Vengeful Lance. These will generally be scarce at the start, and earned throughout the adventure):
Race (playable races from in-game):
Clan (such as Midlander or Seeker of the Sun):
Age (self-explanatory, minimum age is seventeen):
Birthplace (where they were born; be as specific as possible):
Occupation (what keeps them fed, could also include a disciple of the land/hand if that is their occupation):
Class (disciple of war/magic classes, not a job):
Gender (male or female please!):
Deity (if any; click this if you need a list)
Sexual Orientation (nothing overly-complicated):
Appearance (mandatory without a picture but otherwise optional; any additional details may go here, such as their height and weight, scars, etc, this may be edited as the story progresses):
Personality (how your character acts, portrays the world, etc, this may be edited as the story progresses):
Biography (from birth to their current livelihood; be realistic, and not over the top!):
Other Information (optional; could include their hobbies, pet peeves, etc):