FFXIV World Compendium - Backup

by Odisus

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Spoiler Alert!

This Sourcebook contains spoilers for Shadowbringers expansion, if you have not yet completed the Main Story I recommend playing through that first. There were some plot elements that were introduced in that expansion that changes the way we fundamentally see the lore. These spoilers also inspired me to create new ideas that GM's can use to use to tell their own version of this story.

Preface

This document was created in inspiration by SilentSoren and the original creation of Final Fantasy XIV by Square Enix. This source book is meant to be used in conjuction with the FFXIV Class Compendium made by SilentSoren and with the Dungeon and Dragons 5e Players Handbook.

To summarize we're aiming to make SilentSoren's FFXIV Companion Guide is the FFXIV x D&D Players Handbook and this book the FFXIV x D&D Dungeon Masters guide

This source book is a fan love letter, we made this because of the love of the world that Square Enix put together for Final Fantasy, I do not take credit for anything that is in this document and this is purely a fan made compilation of the lore that is already out. I will try to be accurate to the source material as much as possible out of respect of the universe that Square Enix put together, however there will be new ideas that are brought up by me that are completely optional, I will be upfront about this and will label the fan creation parts of this as such; FC stands for Fan Creation and will be used throughout the document. The implementation of the story may completely vary depending on which era this story is told from and scenarios will have different story hooks depending on GM choice so please be mindful of this.

Please support both SilentSoren and the original game Final Fantasy XIV.

Sources

  • www.finalfantasy.fandom.com/wiki
  • Encyclopedia Eorzea
  • Sync Weaver's Youtube Channel
  • In-game text
  • ffxiv.gamerescape.com
  • ffxiv.consolegameswiki.com

Feedback/Discord

We primarily use discord for feedback but you can also use the GMBinder contact button to provide me any feedback. I am open to any constructive criticism and know that I have much to learn. Our discord server is at https://discord.gg/FZ46vnkQ8Z . If you want other FFXIV x D&D communities then I highly recommend going to the FFXIV x D&D Subreddit at https://www.reddit.com/r/FFXIVxDnD

Timeline

FFXIV has a deep and rich lore that scales back for generations. This compendium is written in the perspective of recent in-game history which at the time of writing, is the expansion Shadowbringers but nothing is preventing the Game Master from taking inspiration from any point in Eorzean history. Some of my fan creation will be centered around the near future.

I do not own anything!!

Please check the legal disclaimer at the left. Anything I worked on I share openly with the public to do with the information as they please.
If I did not give credit to any works, message me immediately! You can reach me on the discord, or on reddit (remmus2k).

Special Thanks To:

  • Vivid_Steel
  • It's Naga
  • ElenoreFanGirl
  • Nate_Ranney
  • RamblaRahl
  • Avid
  • Avalon5
  • SilentSoren

Table of Contents

Introduction


In The Beginning

It all began with a crystal, a crystal so bright and full of life, it can be mistaken as the brightest star in the sky. Thus the crystal, was named after the feeling it spread, the Mother Crystal.

Mother Crystal

Her purpose is quite clear to all, to safeguard and create life and spread its warmth to all living things. She is the very producer and essence of all life. She is the mother of all and the beginning of our story.

Her Origin

From within the darkness, came a shine, that shine came forth from but a speck of matter, this matter formed to become a crystal and overtime that crystal grew. The gem started to grow a consciousness and had but one thought, life

Thus matter became real; water, earth, fire, wind, ice, and lightning. Two other attributes came to be and is the alignment of all life: Light and Darkness, Harmony and Malice, Good and Evil.

Creation of the World

When Hydaelyn grew and gain consciousness she created twelve gods that governed life. Each god was tied to an element of some form and had their own responsibility. Light came from Hydaelyn like flowing water, mountains burst from within her, waters sprung out and created oceans and rivers, winds gushed out and mixed with both earth and water, forming canyons and rain, the lands became green and then it was teeming with life. Creatures of all shapes and sizes came to be. First it was the beasts upon the land and then it was the races.

Races of The Source

These races were primiative, they were young and knew nothing of the world around them. Their curiosity took them to explore the world and thus they created civilization. There are 9 main races on The Source: Au Ra, Elezen, Garlean, Hrothgar, Hyur, Lalafell, Miqo'te, Roegadyn, and Viera. There are also countless beast tribes, humanoids that are conscious but also have more animal traits than humanoid. All of the races on The Source had the spark of ingenuity and adventure, they quickly adapted to the world around them and bent it to their will. They created inventions, learned how to thrive on the land, and make use of its fruits. However, despite the innocence that is prevalent in them, darkness, however was mysteriously present, twisting individuals to its will and created evil. This is not a product of Hydaelyn, but something else; something more malicious and devoid of love. This evil came from something that is ancient as Hydaelyn itself, a being so powerful that it matched the divinity of Hydaelyn, this being is known to some as Zodiark. For more details about each race, please see FFXIV D&D Compendium from SilentSoren


Zodiark

For there is light, so too must be darkness and for as long as creation exists the void of nothing will always persist. Zodiark is the opposite of Hydaelyn and the embodiment of darkness. At some point after the world was created, the light found the darkness and won the battle. This battle was so intense that it split the world into 13 shards, this event is called the Sundering. For now, Zodiark lies improsioned on the moon of this planet Menphina where he is biding his time while scheming and spreading his darkness to all of the worlds. His loyal agents, the Ascians, serve him and will stop at nothing to incite an event called the Rejoining which will undo the Sundering and bring all 13 shards whole again. Once this happens, Zodiark will be let free from Menphina and will be able to do whatever he pleases.

The Ascians

also referred to as Paragons and Bringers of Chaos, are a mysterious cult scattered across the 13 shards who taught the beast races of Eorzea how to summon primals from the aether. According to legend, Ascians arrive in times of need to lead those in darkness to the light of the primals. In truth, they have hidden agendas revolving around their deity Zodiark. They generally appear wearing masks and black robes and are known to possess people to further their goals. They are immortal and lived before the sundering during the times of the Ancients

The Ancients

Mysterious beings who are able to freely weave their aether into various forms of life given a defined concept. They lived in harmony with nature until a great Calamity known as the Final Days that afflicted the planet, causing the Ancients' power to run wild and create unspeakable horrors and supernatural disasters. To halt it, the Ancients combine their powers to bring forth an incarnation of the will of the Star, Zodiark, who is able to halt the calamity and restore the cycle of life. This endeavor costs the lives of the majority of the Ancients' race. As the Ancients were sacrificing themselves to Zodiark, a group disagreed and summoned Hydaelyn in order to act as Zodiark shackles, which they think had prevented the destruction of all life.

In the end, many Ancients died and left the land barren of sentient life, but there was still hope and eventually life came to be as it is now. Surprisingly, Some ancients survived and named themselves the Ascians. Zodiark promised those loyal ascians, that if they rejoin all 13 shards, and brake his shakles, he will bring back the Ancients their former glory and restore their people

The Truth

Nobody truly knows how the world was formed, The Ascians say Hydaelyn and Zodiark was made by them in order to balance creation, but the Eorzeans say that Hydaelyn, through the twelve, created all life. What is really true is really up to the DM.

Chapter 1: The Source

The Source

Hydaelyn, also known as the Source, is the primary setting of Final Fantasy XIV. It shares its name with the Mothercrystal who guides heroes that it calls upon.

This world is the original star from which Hydaelyn's thirteen reflections were sundered.

There are three main continents; Ilsabard, the continent on which the Garlean Empire was founded; Othard, a continent whose nations subjugated and absorbed into the Empire around twenty-five years prior to the game, and Aldenard, home to the realm of Eorzea and the main explorable continent of the game thus far.

Eorzea

is 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.

The Black Shroud

The Black Shroud, also known as the Twelveswood, is a large forest in central Aldenard. Within these dense woodlands lies the city-state of Gridania; well known in Eorzea for its forestry, agriculture, carpentry and leather working trades.

Thanalan

In the southern reaches of Aldenard is a large arid region called Thanalan. In it's southern most reaches lies the great Sagolli Desert and far to the east is Pagl'than, ancestral home of the Amal'jaa.

The city-state of Ul'dah is located in these deserts. It is a popular location for visitors to partake in its fighting arenas and gambling halls. The Ul'dahn culture is known for its affluence. Despite historically being claimed sovereign by the sultan, it is under the rule of the Syndicate, an elite group comprising of the six wealthiest and most influential members of society.

2
PART 1 | EORZEA

Mor Dhona

Located near the west-center of Aldenard is Mor Dhona. This area is notable for a large derelict airship dominating the landscape, the Keeper of the Lake. Since the Calamity, many large crystalline deposits can be found dotting the area, including an immense Crystal Tower. As inhospitable as it is, the region has attracted many adventurers, resulting in the creation of the burgeoning town of Revenant's Toll.

Coerthas

This mountainous region contains the city-state of Ishgard. Originally featuring a temperate climate, the Calamity resulted in a transition to severe wintry conditions which have unrelentingly persisted in the years since.

Dravania

A region to the east of Coerthas featuring a temperate climate. The Dravanian Forelands and the floating isles around the peak of the mountain Sohm-Al have long been the territory of the broods of Hraesvelgr and Nidhogg. The Dravanian Hinterlands fall outside of this area, and subsequently allowed scholars from Sharlayan to found an outpost here of the same name. Since it's abandonment, a group of goblins and adventurers have made an alliance to retake the city, dubbing the Cenotaph and area immediately surrounding it "Idyllshire".

Abalathia's Spine

The mountain range that takes ups the northern part of Aldenard and prevents access to it's northern coast. It's large peaks host the Sea of Clouds, upon which float numerous islands thanks to their concentrations of wind crystals.

Gyr Abania

In the north-east of Aldenard lies Gyr Abania, a dry and mountainous region home to the city-state of Ala Mhigo. Due to the occupation of the Garlean Empire and the construction of Baelsar's Wall they were cut off for 20 years but due to the heroics of adventurers, Ala Mhigo was liberated, and the city state has joined in an alliance with the Three Grand Companies.

Ilsabard

Little is known about Ilsabard's geography, but it is known to be cold and mountainous in the north, there are temperate plains in the south where the Seeq originate, and according to Bajsaljen the southern coast of the continent is plentiful in foggy wetlands such as Gangos. Though it was once populated by many smaller nations, most have been subjugated by Garlemald and become its territories.

  • The capital city of Garlemald itself is in the north.
  • Bozja, the homeland of the Hrothgar, is in the far southeast near the Othardian kingdom Dalmasca. In addition to Hrothgar it is also known to be home to Hyur and Roegadyn.
  • Bozja Citadel was the former capital of Bozja until it was destroyed 15 years ago years ago by Midas nan Garlond's experiments with Dalamud, in an event known as the Bozja Incident. All that is left now is Firelight's Coffin, a crystallized crater visible from the Bozjan Southern Front.
  • Gangos is a wetland on Bozja's southern coast used as the base of operations for the Bozjan Resistance.

Othard

Many parts of Othard is under control of Garlemald, 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.

Hingashi

A Far Eastern archipelago off the eastern coast of Othard, Hingashi is made up of three notable islands. It has a very strict isolationist policy and only one port, Kugane, located on Shishu, its westernmost island, is open to foreign trade. Koshu, the largest island, is the location of Bukyo, the capital of the bakufu government. The third island, Shirogane is within the domain of Kugane's bugyo and is a residential district for foreigners.

Yanxia

Through Yanxia flows the One River, upon whose shores the city-state of Doma has been built. It was occupied by Garlean rule, until it was liberated with the help of adventurers and domans under the leadership of Hien Rijin. Although it was crumbled by imperial rule, it now has a hopeful future and is in the middle of being rebuilt.

The Azim Steepe

A vast expanse of grassland that stretches across the far reaches of northern Othard, the Azim Steppe is said to be the ancestral home of the Au Ra, and remains to this day the home of the nomadic Xaela clan. Devout worshipers of the Dawn Father and the Dusk Mother─Azim and Nhaama─the Xaela are known for their unique set of beliefs. They are divided into fifty different tribes, all of which are very territorial and are engaged in a constant and fierce battle for land.

The Ruby Sea

Separating Othard and Hingashi yet ruled by neither, the Ruby Sea has, for as long as anyone can remember, been controlled by the Confederacy. To this day it remains free of any outside influence and is inhabited by a variety of peoples and beastmen, including the turtle-like Kojin. It also holds a spiraling tower Heaven-on-High, that pierces the heavens with no end on sight.

The Burn

A vast desert situated between the Tail Mountains and The Skatay Range depleted of almost all Aether in its surroundings. Hidden in its sands are several Allagan facilities, and it is later revealed that Azys Lla was originally lifted from this region. The Domans, with the help of the Garlond Ironworks and the Scions, managed to restore an aetheric barrier which prevents any movement through it, rendering it it literally impassable.

Chapter 2: The World

Dieties and Calamities

The Twelve

The Twelve are a pantheon of deities revered by the majority of Eorzea's populace. They are said to have ruled the continent and its surrounding islands until the arrival of wandering tribes. Impressed by the resilience of the primitive settlers, each of the Twelve mercifully saw fit to ensure their welfare.

Halone

Halone, the Fury, mover of glaciers and goddess of war, commands the element of ice and is tied to the First Astral Moon (first month). She is depicted as a relentless warrior holding a bronze greatshield, and her symbol is three spears. Halone is the patron of the Holy See of Ishgard, and is bitter rivals with Nophica.

Menphina

Menphina, the Lover, keeper of the once-twin and now-lone moons and the goddess of love, commands the element of ice and is associated with the First Umbral Moon (second month). She is depicted as a maid carrying a round skillet. Her symbol is the full greater moon. Menphina is the younger sister of Azeyma, and the divine lover of Oschon.

Dalamud was often referred to as "Menphina's Loyal Hound" prior to its fall; during the advent of the Seventh Umbral Era, this often changed to less flattering things like "Menphina's Bastard Hound".

Thaliak

Thaliak, the Scholar, ruler of rivers and wisdom and god of knowledge, commands the element of water and is tied to the Second Astral Moon (third month). He is depicted as a reserved scholar holding an ashen staff, and his symbol is the scroll. Thaliak is Byregot's teacher, and the father of Llymlaen. He is the patron of Sharlayan.

Nymeia

Nymeia, the Spinner, the watcher of celestial bodies and goddess of fate, commands the element of water and is associated with the Second Umbral Moon (fourth month). She is depicted as a weaver donning a white, silken veil. Her symbol is the spinning wheel. She is the elder sister of Althyk, and the master of Rhalgr.

Llymlaen

Llymlaen, the Navigator, watcher of the seas and goddess of navigation, commands the element of wind and is tied to the Third Astral Moon (fifth month). She is depicted as a strong fisherwoman holding a long-bladed harpoon, and her symbol is the wave. Llymlaen is the daughter of Thaliak and the elder sister of Nophica. Llymlaen is also the patron of Limsa Lominsa.

Oschon

Oschon, the Wanderer, ruler of the mountains and god of vagrants, commands the element of wind and is associated with the Third Umbral Moon (sixth month). He is depicted as a carefree ranger wielding a bow of yew. His symbol is the walking stick. Oschon is the brother of Nald'thal, a close companion of Halone, and the divine lover of Menphina. He is the patron of the ancient city of Nym and the Miners' Guild.

Byregot

Byregot, the Builder, purveyor of architecture and industry and god of the arts, commands the element of lightning and is tied to the Fourth Astral Moon (seventh month). He is depicted as an ardent smith holding a two-headed hammer, and his symbol is the hand. Byregot is the son of Rhalgr and the elder brother of Halone. Byregot is also Thaliak's pupil.

Rhalgr

Rhalgr, the Destroyer, breaker of worlds and god of destruction, commands the element of lightning and is tied to the Fourth Umbral Moon (eighth month). He is depicted as a magi carrying a bronze staff, and his symbol is the streaking meteor. Father of both Byregot and Halone, he is the attendant to Nymeia, and guardian deity of the now fallen nation of Ala Mhigo.

Azeyma

Azeyma, the Warden, keeper of the sun and goddess of inquiry, commands the element of fire and is tied to the Fifth Astral Moon (ninth month). She is depicted as a noble lady holding a golden fan, and her symbol is the radiant sun. She is the mother of Nophica, the elder sister of Menphina, and the daughter of Althyk.

Nald'thal

Nald'thal, the Traders, overseer of transactions and the underworld and god of commerce, commands the element of fire and is tied to the Fifth Umbral Moon (tenth month). Nald'thal is depicted as a discerning merchant holding a balance, and his symbol is the cowry, an ancient shell currency. Oschon is Nald'thal's brother. Nald'thal is actually the single manifestation of the twins Nald and Thal.

Nophica

Nophica, the Matron, tender of soils and harvests and goddess of abundance, commands the element of earth and is tied to the Sixth Astral Moon (eleventh month). She is depicted as a jubilant farmer holding a steel scythe, and her symbol is the spring leaf. Daughter of Azeyma, Nophica is the younger sister of Llymlaen, and the bitter rival of Halone. Nophica is also the patron of Gridania.

Althyk

Althyk, the Keeper, the surveyor of change and god of space and time, commands the element of earth and is associated with the Sixth Umbral Moon (twelfth month). He is depicted as an austere emperor wielding a mythril greataxe. His symbol is the hourglass. He is the father of Azeyma and Menphina, and elder brother to Nymeia.

Eorzean Calendar

The Eorzean Calendar's year consist of the moon, Menphina, revolving around Hydaelyn's two astral and umbral poles while fluctuating between each of the six elements. In this, the year can be said to be the length of twelve moons.

There are twelve months total, consisting of 32 days each

Month Element Name
1 Ice First Astral Moon (Halone)
2 Ice First Umbral Moon (Menphina)
3 Water Second Astral Moon (Thaliak)
4 Water Second Umbral Moon (Nymeia)
5 Air Third Astral Moon (Llymlaen)
6 Air Third Umbral Moon (Oschon)
7 Thunder Fourth Astral Moon (Byregot)
8 Thunder Fourth Umbral Moon (Rhalgr)
9 Fire Fifth Astral Moon (Azeyma)
10 Fire Fifth Umbral Moon (Nald'thal)
11 Earth Sixth Astral Moon (Nophica)
12 Earth Sixth Umbral Moon (Althyk)

Days of the week

There are 8 days in a week, based on the six elements along with light and dark.

Firesday --> Earthsday --> Watersday --> Windsday --> Iceday --> Lightningday --> Lightsday --> Darksday

Currency

Gil

is the currency of the entirety of the shard of Hydaleyn. There are many ways for adventurers to earn Gil, some of which involve slaying monsters, completing quests, selling items and equipment.

Cost

To keep things consistent with the D&D 5e Players Handbook, you can use its prices but convert them. Gold will take the 100s place, Silver 10s, and Copper the 1's. For example if a potion costs 50 Gold Pieces then it will equate to 5000 Gil. If an basket costs 4 SP then it will cost 40 Gil. If a pitcher of ale costs 2 CP then it will be 2 Gil and so on.

Allagan Tomestones

They are solid-state data archives used by the Allagan Empire, a civilization that thrived during the Third Astral Era, and as such are considered very valuable. There are numerous organization, scientists, and historians that would love to collect this and would reward you handsomly. Rowena is the most notable figure that collects these and would provide adventurers with magically enchanted gear in exchange for them.

Languages

Eorzea is home to many different races and cultures. Every race has their own select language and we also see languages separated by region such as seen with the Sharlayans, Dalmascan and Hingashi. Some languages are not in use except for a select few people such as seen with Ancient Sea wolf and the Ascian language. Languages are an important part in the immersive role-playing experience and a crafty story telling technique in the GMs toolbelt.

The Common Tongue "Hyur"

The most common language in Eorzea is simply known as the common tongue or referred to as "Hyur", barely half of the population of Eorzea is able to read or write. The Eorzean language is also spoken among beast tribes, although many have their own ticks and quirks about it. It has its own script that resembles latin and you can swap out latin characters with Eorzean script. Every race and culture can speak this language.

Below is the script used for this common tongue.

Other Languages

  • Padjal (“Padjali”)
  • Elezen
  • Roegadyn
  • Lalafell ("Lalafellin")
  • Miqo'te ("Huntspeak")
  • Au Ra ("Auri")
  • Amalj'aa ("Amaljic")
  • Ixal ("Ixali")
  • Sylph ("High Sylphic")
  • Sahagin ("Sahaginspeak" / "Rhotano Bloodcant")
  • Moogle ("Mooglespeak")
  • Vanu Vanu
  • Gnath & Vath ("Gnathic")
  • Goblin ("Gobbiespeak")
  • Dragons ("Dragonspeak" or sometimes referred as "Draconic")
  • Hingashi ("Hingan"/"Doman")
  • Dalmasca ("Dalmascan")
  • Sharlayan

Rare or Antiquated Languages

  • Ancient Sea Wolf
  • Ascian
  • Allagan ("High Allagan" / "Imperial Tongue")
  • Ancient Ivalice ("High Ivalician")

Calamities

A Calamity is a cataclysmic event that signals the end of an Astral Era, thus leading into a time of hardship known as an Umbral Era. Though there have been seven Calamities total in the history of Eorzea[1], most instances of "The Calamity" refer to the Seventh Umbral Calamity—the descent of Dalamud (the second moon) in the year 1572 of the Sixth Astral Era, leading to the release of Bahamut at the Battle of Carteneau.

Seventh Umbral Calamity

The Seventh Umbral Calamity, often known simply as the Calamity, ended the Sixth Astral Era. Foretold in the Divine Chronicles, the prophesied cataclysm that brought the Seventh Umbral Era was long considered apocryphal.

The Seventh Umbral Calamity was brought about by the Meteor Project of the Garlean Empire—a plan intended to bring the lesser moon Dalamud crashing down onto the realm of Eorzea.

Though the VIIth Legion was routed and Van Darnus defeated at Rivenroad, the lesser moon of Dalamud continued its descent. Archon Louisoix and the Circle of Knowing implored the people of Eorzea to pray to the Twelve, while the Eorzean Alliance gathered to meet what remained of the VIIth Legion at ground zero of Dalamud's impact: Carteneau Flats.

As the Battle of Carteneau waged, the moon broke apart to reveal the Elder Primal Bahamut. Freed from millennia of imprisonment, Bahamut razed the realm in his fury. Louisoix attempted his ritual and failed, but sent the adventurers who aided him away into an aetherial rift. Light engulfed the battlefield, ruining several landscapes.

Since then, Eorzean citizens have recovered, but the effects of the calamity still lingers in the outskirts of society.

Bahamut

Originally one of the First Brood of Midgardsormr, Bahamut perished during the twilight of the Third Astral Era while defending Meracydia from an invasion by the the reborn Allagan Emperor Xande who set about his campaign making a covenant with the Cloud of Darkness. Tiamat led her remaining children in summoning a primal in the original Bahamut's image to "resurrect" him; the summoned Bahamut, however, was nothing like the original Bahamut. Despite the new "Bahamut's" efforts, the Ascians taught Xande the means to subdue the Dreadwyrm with the Allagan machine Omega, resulting in the primal being incarcerated in an artificial satellite called Dalamud to collect solar energy for the benefit of the Allagan Empire.

To ensure the primal would remain in place, colossal neurolinks held him in restraint while captive dragons were kept aboard the space station in stasis to keep him summoned perpetually. Having embraced nihilism while brooding over his mortality, a rebellion having begun among the people, Xande tried to summon the Cloud of Darkness to Hydaelyn by channeling the amassed energy from Bahamut into Syrcus Tower. As this exceeded its capacity the excess of energy caused a devastating earthquake that ruined the Allagan civilization and ushered the Fourth Umbral Era.

Magic

The Lifestream

The Lifestream also known as spirit energy, is an ethereal substance that streams beneath the surface of the planet of Hydaleyn. All conscious life originates from the lifestream and in death all life returns to it. In several places, it makes springs that shoot from the ground and forms a crystaline structure. The places that are the most connected to the lifestream are usually near the floating crystals called Aetherytes.

Aether

Aether is the energy found throughout the world. It is source of both magic and life, and disruption in its flow is either the cause or indicator of catastrophic events, as evidenced by the Umbral Eras.

Aether is part of a series-wide trend to use a supernatural substance to explain the origins of magic, crystals, life, and other phenomena. Of these, aether is conceptually closest to the lifestream: both occur naturally in multiple degrees of density and both are poisonous at extreme levels. The Viera refer to aether as "Mist"

Aetherytes

Aetherytes are massive shards of crystallized aetheric mist, precisely cut and fused to arcane machinery. While it is not known when or by whom these devices were originally constructed, their teleportational qualities have become the backbone of everyday transportation throughout the realm, with most managed and operated by individual city-states.

Though the exact mechanism behind teleportation via Aetheryte is still largely a mystery, one theory states that when a sentient being approaches one of the portals, the aether that makes up its body resonates with the aether of the crystals, breaking down the being's mass, allowing it to temporarily return to the invisible aetheric streams that course throughout the planet. The being's soul, which cannot be broken down, then guides the particles to a predetermined destination, and upon arrival, the corresponding Aetheryte receptacle reconfigures the mist into its original form. This process takes only a matter of moments, allowing for nearly instant transportation to faraway destinations.

However, being broken down to the aetheric level can take its toll on one's body, and rest is often required after several consecutive jumps, especially as the distance becomes greater. As a precaution, most city-states strongly discourage over-teleporting, as it can lead to irreversible damage.

You can only Travel to Aetherytes that you have attuned to.

Aetheryte Attuning

Attuning to a Aetheryte is simple, one must simply touch the crystal with his or her hand and feel the crystal within themselves. It can be done with a short-rest and anyone could do it.

Aetheryte Shards

City-states all have a network of Aetheryte Shards that allows warping between key facilities in the city, at no cost.

Aetheryte travel exhuastion
Distance (days) Levels of Exhuastion
0-1 None, One level if used more than once
2-4 One level
5-10 Two levels
10-29 Three levels and roll a d20, if rolled a 15 or more then follow the table below for a handicap
30+ Four Levels, roll a d20, 15 or more results in a handicap and roll another d20 for a chance of death. 15 or more results in death
d6 Handicap Roll (for d6 days)
1 Blindness 4 Madness
2 Deafness 5-6 Nothing
3 D4 Health Reduce

If resting, you can recover levels of exhaustion, for details about exhaustion levels please see the D&D Players handbook under Appendix A: Conditions.

For madness, Please follow the Long-Term Madness table in Chapter 8 of the Dungeon Masters Guidebook

Aether Crystals

In areas where aether is over-abundant, giant crystals form from within the land. They can take an elemental aspect from any one of the six elements or can be unaspected.

Mor Dhona is a prime example of a land corrupted by aether which turned the place into a dangerous, lifeless place full of terrible beasts; this corruption manifested into colossal crystals which has taken over the landscape.

Wildlife that live near these creatures become more aggressive and dangerous and can take on the crystals element if aspected.

The elemental cycle
  • The spark of Lightning ignites when it strikes, and thus Fire is born.

  • The heat of Fire renders to ash all that it touches, and thus earth is born.

  • The density of Earth shuns Sun and harbors cold, and thus Ice is born.

  • The armor of Ice melts away, and thus water is born.

  • The moistness of Water mists and rises, and thus Wind is born.

  • The gusts and sighs of Wind gather the clouds, and thus Lightning is born.

Astral and Umbral

Eorzean scholars believe that the elements are drawn to two polarities, Astral and Umbral, which represent active and passive states of aether. Where fire-aspected aether in Astral alignment may manifest as a wildfire, fire-aspected aether in an Umbral alignment may manifest as a dry heat.

The elements most commonly found in an Umbral state are Water, Earth, and Ice, with Ice being most closely associated with stasis. Those most commonly found in an Astral state are Wind, Fire, and Lightning, with Lightning being the element most closely associated with activity. Despite this, it is possible to find any of the six elements in an Astral or Umbral alignment.

Unaspected aether (aether that has a balanced elemental aspect) can also be pulled to an Umbral or Astral state. For example, the Seventh Umbral Calamity, wrought by Bahamut's wrath, is said to have been a Calamity of all elements in an astral state.

On the First, the implications of "active" and "static" are reversed. Seeing "activity" as akin to all colors coalescing into black, active effects are identified with Darkness. Likewise, seeing "passivity" as similar to the complete absence of hue, such effects are identified with Light. This understanding is revealed to be closer to the truth, with the Source understanding the observable effect, but the First coming closer to the primordial forces at their root.

Primals

Through the Ascians' actions, certain parties like the Beast Tribes learn to use the aether to "summon" embodiments of their desires called primals. The usual primals are those revered by their respective Beast Tribes as gods and are sustained by massive amounts of aether and hoarded crystals. There are also primals summoned by a single person with a strong desire, sometimes transformed into the primal itself with gradual madness as a side-effect of prolonged use. Primals are usually tied to an element.

As disproportionately high concentrations of aether, being around a primal can be dangerous as adventurers cannot stay in their lair for too long. Those who are gifted with the echo by Hydaelyn, seem immune to this effect. In the long term primals will consume aether from their surroundings, and if left unchecked, would drain the land of aether.

Primal Tempering

Primals could take over a persons will with effects similar to mind control. Adventurers could prepare spells or potions in order to prevent this or they must make a wisdom saving throw.

FC -In a pinch, a spell caster could cast a spell with the opposite element of the primal in order to dispel the mind control but this must be done shortly after the victim is mind controlled; if a victim is mind control past one day then the only way to cure it is through a technique called untempering that is taught by very few experienced spell casters. This technique was only recently discovered and it is quite draining, thus making its services quite costly. In the each of the Three Grand Companies Capitals there should be atleast one person that can do this.

Levels of Enthrallment

On every failed wisdom saving throw, add one level of tempering, when you go up a tempering level, all previous status effects are still in effect.

Level Effect Description
1 1 Level of Exhaustion You find it harder to think and focus
2 Loss of control, after 10 minutes make a wisdom saving throw to regain control You feel an overwhelming presence that is trying to control your every action
3 Hit Points Halved Your body starts to become twisted and you adapt characteristics of the element related to the primal
4 Permanent Character Loss Your body is completely transformed and you become an Binah and servant of the related primal element

Untempering

To untemper a character there are a few ways and it depends on the campaign you are running. In current times, one could use a Porxie which are stationed in the towns across Eorzea.

FC - In some campaigns you could cast a spell of the opposite element to balance out a persons aether. This must be done within 10 minutes of the person going down a tempering level. The damage and effects of the spell being cast would continue as normal. A normal porxie could not untemper a creature that has underwent level 4 tempering; although there is a theory that a Mother Porxie can.
















Porxies

These creatures were discovered on the First shard and were created by the fey creatures of Il Mheg. They are able to absord aether and even untangible things such as dreams and nightmares. They are created out of clay and are awakened by a incantation spell. They work similarly to golems and are able to understand simple commands.

Lately they were brought over to the Source and the method of creation was passed on to Matoya and some of scholars of magic.

Game Masters can be creative with the implementation of these porxies and can be placed in locations where they fear that there may be primals involved.

Porxie Creation

The knowledge of porxie creation is quite rare, and thus expensive. In order to create a porxie you must already have a supply of clay at hand and either have the manual or be assisted by a porxie professional. A normal porxie creation would typically costs 6,500,000 Gil and takes 30 days to finish. For Mother Porxies , you will need a large energy source to activate; you would need a surplus of aether crystals, it would cost 10,000,000 Gil and takes 120 days to finish. For either of these, having a professional help you will take half the time needed to create the porxie but will typically be double the cost. Normal Porxie manuals typically cost 10 Billion Gil and Mother Porxie manuals cost 20 Billion Gil. Studying the manual back to back would typically take one long rest each day for 60 days straight, if taught by a mentor it would cost a total of 15 Billion Gil and would take half of the time required.

Mother Porxies

Mother Porxies have the ability to create more porxies. The mother porxie is much larger and needs a large supply of aether crystal in order to be created. Anytime a mother porxie creates a new porxie, it will deplete a portion of its aether crystal supply and can only create a maximum of 3 porxies per day.


Porxie

Small construct, unaligned


  • Armor Class 12
  • Hit Points 17 (2d8+6)
  • Speed 10ft., fly 40ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (0) 10 (0) 8 (-1) 13 (+1) 11 (0)

  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages Understands the language of the creator but cant speak.
  • Challenge 1/4 (50 XP)

Actions

Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.

Untemper. The porxie can balance a targets aether within 15 feet, however it requires a charge. To untemper a being that has level 3 tempering, it will consume one level 3 spell slot from an allied unit, for level 2 tempering it will consume one level 2 spell slot, and so on for level 1. It can not untemper a entralled being that has 4th level tempering. This can only be done once per day.


Mother Porxie

Giant construct, unaligned


  • Armor Class 14
  • Hit Points 122
  • Speed 10ft., fly 40ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 16 (+3) 10 (0) 13 (+1) 11 (0)

  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 13
  • Languages Understands the language of the creator but cant speak.
  • Challenge 8 (4,800 XP)

Magic Resistance. This porxie has advantage on Saving Throws against Spells and other magical Effects.

Actions

Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:10 (2d6+3) bludgeoning damage.

Create Porxie Mother porxies can create more porxies with a steady supply of aether crystals. Once this spell is cast, it will consume those resources and will leave the mother porxie exhausted. She can only create 3 porxies per day and can not cast any other spell or action once used.

Untemper (Cone). The porxie shoots out a 20 foot cone in front of it that can balance aether of all creatures inside of the cone, however it requires a charge. To untemper a being that has level 3 tempering, it will consume one level 3 spell slot from an allied unit, for level 2 tempering it will consume one level 2 spell slot, and so on for level 1. This can be done 3x per day. Unlike normal porxies, this construct can revert level 4 tempering. LVL 4 Untempering can only be done once per day

Travel

Chocobos

Despite the emergence of airships, chocobos have retained their place as a traveler's best friend. Be it as bearers of a merchant's wares, steeds for battle-bound soldiers, or an adventurer's means of locomotion; the long-legged avian creatures are still very much a common sight.

These flightless birds have sturdy legs with which to bear you across great distances swiftly. They serve not only as a form of transportation, but also as a companion that will fight alongside you.

With effort and training, they can learn to cast simple spells and some breeds can learn how to fly. They are an pricey investment but they are loyal and will stick with you for the rest of their lives.

The colors of their feathers can range depending on the food they eat but most commonly default to yellow unless if the breed is Ishgardian or Dalmalscan. They are strong enough to carry your burdens and are able to draw upon carriages.

Chocobos seem to have a sixth sense in regards to natural disasters or danger. Scholars speculate that this is because they are in-tune with aether and the world around them which explains why they are able to cast magic.

Chocobo Armor (Barding)

Grand Companies have crafted armor for chocobos for when they charge into battle or when they assist you. You can purchase armor, but because they are custom crafted for chocobos, they are usually triple the cost and on average takes 9+d6 days to make. If one has high rank in a Grand Company they can provide a discount and in some rare cases provide it for free. Most armor types available for players have chocobo variants.

If a chocobo wears barding that they are not proficient in, they will move at half speed and disadvantage on saving throws.

Chocobo Training

Professional trainers take time to train a chocobo. If a party member wishes to train it, they themselves must have the animal handling skill and double the amount of days required. They can only be taught per one long rest and will need a days break in between sessions. Adventurers that are trying to teach a chocobo a spell must know the spell and the players spell slot will be used. For the extra days it takes to train it, add 50 Gil per extra day.

Damalscan chocobos learn level 2 and 3 spells 5 days quicker.
If an exemplary Eorzean chocobo (yellow) has a longer wingspan, has the strength, and the discretion of the GM, then that chocobo can learn to fly. For this circumstance, an additional d12 is added for the amount of days and increase the cost by 1,000 gil x the d12 result.

Days Training Base Cost
7+d8 Cantrips 1000
12+d10 Level 1 spells 5,000
20+d10 Level 2 spells 50,000
20+d20 Level 3 spells 70,000
14+d12 Wearing barding 10,000
20+d12 Heavy Armor barding 70,000
20+d12 Flying Ishgardian Breed Only 100,000
Chocobo Leveling

Chocobos are imprinted to one person specially. If that person levels up past level 4 and rolls for additional hit die; then the chocobo can also roll a d10 and add that value to the chocobos hit points.
When the imprinted partner reaches levels 4,8,12,16, and 19, the chocobo abilities and capabilities will grow. Please refer to the leveling bonuses table specific to your chocobo breed each time you reach those milestones.

If a chocobo is abandoned, or has spent too much time apart of its owner, they will level normally and will need to reach those levels on their own.

  • Credit to Avalon5

Chocobo Breeds

The three most common breeds are Ishgardian (Black), Dalmascan (Amber or Red), and Eorzean (Yellow). Ishgardian Chocobos have a more muscular build and have a longer wingspan, Dalmascan Chocobos are more slender and intelligent, and Eorzean chocobos are somewhere in the middle. Ishgardian chocobos are more likely to be able to fly, Dalmascan chocobos has access to a larger spell pool, and the Eorzean chocobo has the potential for either or has access to neither (depending on the GM). Of those three, the Eorzean chocobo is the most common.

You can have a chocobo of any breed and dye them to any color

Chocobo Spells

Although they can cast magic, they are not as intelligent as a humanoid. Since they are excellent mimickers they can cast only simple spells; which makes their spell selection limited. DM's can use their discretion as to which spells are learnable but it must be taught after a long period of time. Its spell casting modifier is WIS.

Spells in red are only available to Dalmascan chocobos. Spells that are in gray are not available to Ishgardian chocobos but are still available to the other two breeds.

Cantrips

  • Blade Ward - Gust - Primal Savagery - Sacred Flame - Shocking Grasp - Vicious Mockery

Level 1

  • Absorb Elements - Catapult - Cure Wounds - Detect Evil and Good - Detect Magic - Divine Favor - Expeditious Retreat - Gift of Alacrity - Guiding Bolt - Heroism - Shield - Zephyr Strike

Level 2

  • Calm Emotions - Earthbind - Lesser Restoration - Magic Weapon - Prayer of Healing - Scorching Ray

Level 3

  • Crusader's Mantle - Protection from Energy - Pulse Wave - ChocoMedica (Mass Healing Word) - Meteor (Fireball)

Red - Dalmascan Only
Gray - Ishgardian Exclude

Chocobo Dyeing

You can change the color of the feathers of your chocobo by providing it special snacks. Your chocobo physical features, stats and breed will stay the same but the color would change.

Item Cost Effect
Han Lemon Restores feathers to their original hue 10,000 Gil
Xelphatol Apple Deepens the red hues of feathers 2,000 Gil
Doman Plum Lightens the red hues of feathers 1,000 Gil
Mamook Pear Deepens the green hues of feathers 2,300 Gil
Valfruit Lightens the green hues of feathers 1,500 Gil
O'Ghomoro Berries Deepens the blue hues of feathers 1,300 Gil
Cieldalaes Pineapple Lightens the blue hues of feathers 1,700 Gil
Simplified Dyeing Tooltip

In order to lessen the load on the GM and to speed up gameplay, here is an oversimplified dyeing guide.

Dalamud Red = 5 x Xelphatol Apple

Othard Blue = 5 x O'Ghomoro Berries

Plum Purple = 4 x O'Ghomoro Berries, 2 x Xelphatol Apple, 2 x Mamook Pear

Lime Green = 5 x Mamook Pear

Pumpkin Orange = 2 x Xelphatol Apple, 1 x Mamook Pear, 1 x O'Ghomoro Berries

Rose Pink = 2 x Valfruit, 2 x Doman Plum. 1 x O'Ghomoro Berry

You can even go to a website like https://ffxivchocobo.com/ and just reduce the number of fruits by over half.

Eorzean (Yellow) Chocobo

By far the most common type of chocobo. These birds are well-rounded and suited to all types of tasks. They are not as tough as an Ishgardian chocobo, but they are stronger than an Dalmalscan. They are not as intelligent as an Dalmalscan but can outwit an Ishgardian. They can not fly like an Ishgardian could, however there are outliers that can. They have a wide range of spells and are a great companion.

They typically cost 9,000 Gil


Eorzean Chocobo

Large beast, unaligned


  • Armor Class 12
  • Hit Points 19 (3d10+3)
  • Speed 60ft

STR DEX CON INT WIS CHA
15(+2) 17(+3) 13(+1) 4(-3) 12(+1) 10(0)

  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a yellow chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +5 to hit, reach 5 ft, one target Hit: 8 (1d10+3) piercing damage

ChocoCure - Bonus Action - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Gets one free charge per day.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

White Chocobo

Slender, Elegant, Graceful, this breed of chocobo also has an pleasant aroma to them. This is the rarest breed of chocobo. Noblemen and kings flaunt their wealth by owning one of these. Some breeders try to "make forgeries" in order to cheat people by taking a standard Eorzean chocobo and dyeing them white, but a well trained eye (or nose) can spot it by making either an Animal Handling check or rolling Insight on the seller. Despite being somewhat slender, their strength is similar to the common Eorzean chocobo. For spells and leveling bonuses, please use the same tables as the Eorzean chocobo.

They typicaly cost 90,000 Gil

Eorzean Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +5 / +3 13 / 12(+1) +5 / 1d10+3
4th +6 / +4 14 / 13(+1) +6 / 1d10+4
8th +7 / +5 15 / 14(+2) +7 / 1d10+5
12th +8 / +6 16 / 15(+2) +8 / 1d10+6
16th +9 / +7 17 / 16(+3) +9 / 1d10+7
19th +10 / +8 18 / 17(+3) +10 / 1d10+8
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
1st 1 0
4th 1 1 1
8th 2 2 2
12th 2 3 2 1
16th 3 6 3 2 1
19th 3 9 3 3 2

Dalmascan (Amber/Red) Chocobo

A more slender, and intelligent chocobo. This chocobo breed is known to be more proficient in spellcasting. Their wings are weaker so it is very unlikely to be able to fly.

Due to their increased intelligence, they can be stubborn as a mule and can hold grudges. These chocobos are located in the Dalmasca region and some are imported into the Thanalan region by wealthy individuals at a increased cost.

They typically cost 8,700 Gil in the Othard continent but are slightly harder to find depending on location so the price can vary. They are usually double the cost in the Thanalan region.

Dalmascan Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +4 / +3 13 / 13(+1) +4 / 1d10+2
4th +5 / +4 14 / 14(+2) +5 / 1d10+3
8th +6 / +5 15 / 15(+2) +6 / 1d10+4
12th +7 / +6 16 / 16(+3) +7 / 1d10+5
16th +8 / +7 17 / 17(+3) +8 / 1d10+6
19th +9 / +8 18 / 18(+4) +9 / 1d10+7
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
1st 1 1 1
4th 2 2 2
8th 3 3 2 1
12th 3 5 2 2 1
16th 4 8 3 3 2
19th 5 11 5 3 3

Sharlayan (Green) Chocobo

These chocobo are rare and are found near Sharlayan. They share a similar build and capability for magic as a Dalmascan would.

They typicaly cost 14,000 Gil


Dalmascan Chocobo

Large beast, unaligned


  • Armor Class 11
  • Hit Points 17 (3d10+1)
  • Speed 60ft

STR DEX CON INT WIS CHA
14(+2) 17(+3) 13(+1) 4(-3) 13(+1) 10(0)

  • Skills Athletics +4, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a yellow chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +4 to hit, reach 5 ft, one target Hit: 7 (1d10+2) piercing damage

ChocoCure - Bonus Action - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Gets one free charge per day.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

Eorzean (Yellow) Chocobo

By far the most common type of chocobo. These birds are well-rounded and suited to all types of tasks. They are not as tough as an Ishgardian chocobo, but they are stronger than an Dalmalscan. They are not as intelligent as an Dalmalscan but can outwit an Ishgardian. They can not fly like an Ishgardian could, however there are outliers that can. They have a wide range of spells and are a great companion.

They typically cost 9,000 Gil


Eorzean Chocobo

Large beast, unaligned


  • Armor Class 12
  • Hit Points 19 (3d10+3)
  • Speed 60ft

STR DEX CON INT WIS CHA
15(+2) 17(+3) 13(+1) 4(-3) 12(+1) 10(0)

  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a yellow chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +5 to hit, reach 5 ft, one target Hit: 8 (1d10+3) piercing damage

ChocoCure - Bonus Action - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Gets one free charge per day.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

White Chocobo

Slender, Elegant, Graceful, this breed of chocobo also has an pleasant aroma to them. This is the rarest breed of chocobo. Noblemen and kings flaunt their wealth by owning one of these. Some breeders try to "make forgeries" in order to cheat people by taking a standard Eorzean chocobo and dyeing them, but a well trained eye (or nose) can spot it by making either an Animal Handling check or rolling Insight on the seller. Despite being somewhat slender, their strength is similar to the common Eorzean chocobo. For spells and leveling bonuses, please use the same tables as the Eorzean chocobo.

They typicaly cost 90,000 Gil

Eorzean Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +5 / +3 13 / 12(+1) +5 / 1d10+3
4th +6 / +4 14 / 13(+1) +6 / 1d10+4
8th +7 / +5 15 / 14(+2) +7 / 1d10+5
12th +8 / +6 16 / 15(+2) +8 / 1d10+6
16th +9 / +7 17 / 16(+3) +9 / 1d10+7
19th +10 / +8 18 / 17(+3) +10 / 1d10+8
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
1st 1 0
4th 1 1 1
8th 2 2 2
12th 2 3 2 1
16th 3 6 3 2 1
19th 3 9 3 3 2

World Scale

It is not stated anywhere exactly how large the world of Hydaelyn is, my best guess would be the size of the earth; however I believe that would cause airship travel to be much faster than whats listed in the airship travel table. I personally do not recommend to approach airship travel in terms of realism but rather what would be fun for your players or offer the best narrative. Would it be more fun to explore a large world full of wonders and adventure or would it be much more convenient for your players to zip across entire continents in a matter of days? Or would you want a balance of both? This airship table is designed with a massive scale in mind but the scale of the world is always up to the GM, its YOUR game. You could have npcs offer their private Aether Streamers that are much faster than the usual passenger airship in rare circumstances, or perhaps they could catch a ride on a slow cargo ship for a discount. This table below is only a suggestion and you can always alter it to the way you feel is right or the most fun for your players.

World Size

I am basing the world size on Earth. To walk from San Fransisco nonstop it would be 958 hours without rest. If you divide that up and walk 8 hours a day, it would take 119 days. If you would take a horse or chocobo it would cut that time in half which would be 60 days. A normal passenger airship (Schooner) would be the same speed as a chocobo, however, it has the benefit of not having to rest so you would end up covering double the amount of days. That means it would take an Schooner Airship 30 days from San Francisco to New York. In Eorzea Limsa Lominsa is the westmost city in Aldenard and Ala Mhigo the east most, so it would take a common passenger airship 30 days to travel between those two cities.

Airships

Airships are miracles of the Eorzean skyscape—flying vessels born from the ingenuity and ambition behind the Garlean Empire's most advanced technologies. The airships of the realm's free nations most commonly achieve flight by either one of two means—large balloons of hide and cloth filled with gases less dense than the surrounding air, or wings of magitek making, made to beat by powerful ceruleum-burning engines. Despite whatever technological simliarities they may share, however, the realm's vessels are easily distinguishable on sight from the enormous and sinister juggernauts of Garlemald—armored monstrosities designed for the sole purpose of destruction.

By pioneering the sky routes between the realm's major cities and establishing regular flights along them, Highwind Skyways, an institution founded by the exorbitantly wealthy aristocrat and adventurer Tatanora, is now slowly but surely making commercial flight an ordinary aspect of everyday life in Eorzea. Even so, only a few airships are permitted to take flight at any given time, for the Garlean Empire is always watching, ready to strike at the first sight of an enemy vessel.

They are currently only located in the major cities such as Gridania, Ul'dah, Limsa Lominsa, Ishgard, and now Ala Mhigo. However its current leader Tatabaru is looking into expanding his business and is now selling his airships to businesses, free companies, and adventurers with a lot of gil.

Cost Item Speed
3,000,000 Aether Streamer 8 mph
300,000 Cruiser 1 mph
1,000,000 Schooner 4 mph
5,000 Wide Manacutter 12 mph
1,000,000 Soaring Barge 2 mph
2,500,000 Eorzean Warship 3 1/2 mph
Airship travel speed
Airship Travel - Schooner
Gil Travel Days
210 Ishgard to/from Idyllshire 7
220 Ishgard to/from Gridania 8
430 Gridania to/from Ala'Mhigo 12
470 Limsa to/from Gridania 13
500 Ul'dah to/from Limsa 14
750 Gridania to/from Ul'dah 26
770 Ala'Mhigo to/from Ishgard 26
810 Ul'dah to/from Ala'Mhigo 28
830 Limsa to/from Ala'Mhigo 30
860 Ul'dah to/from Ishgard 33
4000 Kugane to/from Ala'Mhigo 68

Chapter 3: The City States

The Three Grand Companies

Order of the Twin Adder

The Order of the Twin Adder, one of the three Grand Companies of Eorzea located within the Adders' Nest in Gridania, establishes a medium from which the Seedseers can return from their wanderings deep within the Black Shroud and directly oversee not only the safety of Gridania's citizens, but the workings of the local guard.

Both the Gods' Quiver, who defend the forest from external threats, and the Wood Wailers, who protect it from internal strife, have expressed their support of this temporary measure.

There are, however, those within Gridania who would question the ability of the Seedseers, whose duties until now have been limited to various ritualistic proceedings, and doubt whether or not they are fit to lead a nation into war.

Capital: Gridania

Gridania is located in the east of the Aldenard continent, within dense woodlands and coursing rivers. It is well known in Eorzea for its forestry, agriculture, carpentry and leather working trades - a product of Gridania's emphasis on harmony with nature and the forest's Elementals.

The Maelstrom

At the heart of the Thalassocratic Navy lies the Lominsan Armada, composed of nine independent squadrons, the First through the Ninth. The Maelstrom is an extension of the First Squadron, expanding its role as armada flagship and granting it power to administer not only the remaining eight squadrons, but the various merchant fleets that navigate the seas off Vylbrand.

With the reestablishment of the Maelstrom, the Admiral has also begun the move to invoke ancient maritime law, by which she would promote herself to Chief Admiral, effectively expanding her authority to cover not only state and military dealings, but grant her the power to directly command all ships in Lominsan waters, and freely punish any who disobey. Needless to say, the city-state's pirates are not about to take this encroachment on their freedom without a fight.

Capital: Limsa Lominsa

Located on the southern coast of the island Vylbrand, Limsa Lominsa is spread out across numerous surrounding islands, all connected by bridges. The marine city-state is a thalassocracy, currently under the power of the ruling party and its leader, the Admiral. Limsa Lominsa's economy is driven by shipbuilding, fishing and blacksmithing, but largely by the lucrative shipping industry.

The Immortal Flames

Currently, the bulk of Ul'dah's military strength comes from their standing army of mercenaries and the small contingent of the palace guard known as the Sultansworn. To bring order to their ranks and oversee additional wartime training, the Sultana has considered resurrecting the Immortal Flames-an elite force of battle-hardened veterans that once instilled fear in the city-state's neighboring nations during ages past.

This unit would act as a core aspect of the army, essentially bolstering its power, and in effect grant more authority to the Sultana and her advisers--something of which those in control of the city-state's economy--namely the Syndicate--are wary.

Capital: Ul'dah

The city-state of Ul'dah is located in the deserts of southern Aldenard. It is a popular location for visitors to partake in its fighting arenas and gambling halls. The Ul'dahn culture is known for its affluence. Despite historically being claimed sovereign by the sultan, it is under the rule of the Syndicate, an elite group comprising of the six wealthiest and most influential members of society.

Other City States

Ishgard

The Holy See of Ishgard is found in the central region of Abalathia's Spine, the highlands of Coerthas. The archbishop of the Ishgardian Orthodox Church rules as the nation's sovereign. For a thousand years, they have waged war with the great wyrm Nidhogg and his Dravanian Horde.

Ala Mhigo

This city-state is located in the region of Gyr Abania, situated upon the eastern highlands of Aldenard. Though this aggressive nation frequently sought to conquer its neighbors in the west, at the same time it repelled countless invasions from the east in Ilsebard. In the past it succumbed to incursions from the mighty Garlean Empire, it recently has obtained new found peace as it is rebuilding itself into an democratic republic.

Sharlayan

Though not truly a city-state in the strictest sense, the same-named colony of Sharlayan in the Dravanian hinterlands came to be considered among the great city-states as it grew into a major city of learning. However, when Ala Mhigo fell to Garlemald, the Sharlayans decided to return to their northern homeland in a mass exodus, leaving the city abandoned.

City of Gridania

Located in the midst of the Black Shroud, a dense forest also known as the Twelveswoods that serves to filter out those hostile to the elements and those in coorperation 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 Kan-E-Senna, who brought back the Order of the Twin Adder.

Landmarks

Gridania is separated by two sections. The Old and New.

New Gridania

Contains the Aetheryte Plaza on a raised platform. Chocobo stables are located between this plaza and the Carline Canopy.

  • Carline Canopy - A tavern and Adventurer's Guild run by Mother Miounne. Adventurers in Gridania can find work through her. Inn and Levequest services are also available. Airship docks are located in the back of the establishment.

  • Carpenters Guild - Responsible for Gridania's timber industry, Carpenters can study their craft in this hall.

  • Quivers Hold - These barracks are in the eastern vale which serves as the Archers' Guild.

  • Adder's Nest - The headquarters of the Order of the Twin Adder located in the north side of town.

  • Gates - Blue Badger Gate is located in the south, this exit leads to the Jadeite Thick in the Central Shroud. White Wolf Gate is located at the western end, leading to Sorrel Haven in the Central Shroud.

Old Gridania

  • Shaded Bower - The main commercial hub of Gridania, several NPC merchants have assorted basic goods and players can hire the services of retainers that can sell goods on their behalf.

  • Wailing Barracks - These barracks are the home of the Wood Wailers, who operate the Lancers' Guild here , outside is the Westshore Pier , which offers ferry services to the East Shroud.

  • Guilds - Both the Leatherworkers' Guild (near the Shaded Bower) and the Botanists' guild (western end) are located here.

  • Mih Khetto's Amphitheatre - A large area that becomes the venue for many events held in Gridania.

  • Nophica's Altar - An altar dedicated to Nophica, the Matron, it serves as the entrance to the Lotus Stand which is Gridania's seat of power, only those with permission may enter. Kan-E-Senna is usually seen here.

  • Yellow Serpent Gate - The main point of entry to/from the North Shroud.

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PART 1 | GRIDANIA

Gridanian Factions

Order of the Twin Adder

The Order of the Twin Adder is one of the three Grand Companies in Eorzea, located within the Adders' Nest in Gridania. The Elder Seedseer Kan-E-Senna is the leader of the clan while Nophica, the Matron is the favored goddess.

Players may pledge themselves to the Order of the Twin Adder as part of the Yellow Serpents division. Their uniforms are distinguished by their bright yellow pigment. It is the main seat of power in Gridania

Notable Members

  • Elder Seedseer Kan-E-Senna
  • Seedseer Raya-O-Senna
  • Seedseer A-Ruhn-Senna
  • Grand Marshal Swethryk Brookstone
  • High Commander Vorsaile Heuloix

Wood Wailers

The Wood Wailers originate in a group of young spearmen, who assembled under the auspices of Captain Josselin shortly after the founding of Gridania. This, the first company of Wailers, was tasked with defending the Twelveswood—per the woodland city-state's covenant with the elementals. Since then, the Wailers have protected the forest from internal strife, and become masters of the spear. They keep the peace from garrisons in Gridania proper to posts in its hamlets and watchtowers scattered throughout the Black Shroud. For good measure, they also dispatch patrols in the woods.

Wailers' masks signify that they will do their utmost to protect the forest and its inhabitants—even at the risk of incurring the wrath of the elementals if needs be. The elementals, however, distinguish between men not by their faces, but rather by the appearance of their souls. As such, there is little scholarly consensus over whether the masks have any effect whatsoever.

The Wailers' headquarters are located at the Wailing Barracks, which they share with the Lancers' Guild.

Gods' Quiver

Compared to the Wailers, the Quivermen have a short history. Established in 1363, the Gods' Quiver were a response to the Ixali attack a year earlier—a means of ensuring the Shroud never again be caught unprepared for foreign attack. Presently, the force consists of twelve units, with exactly one hundred fifty men apiece, and their ranks are filled primarily with archers. They are Gridania's eyes, watching for any trace of outside incursion from the watchspires throughout the Black Shroud. Most often, this threat comes in the form of Ixal, and Quivermen train long and hard to repel the beastmen raiders and their war balloons.

Unlike the Wood Wailers, men and women of the Gods' Quiver do not remain stationed forever in a single garrison. Instead, they rotate between posts, to learn the terrain and thereby ready themselves to challenge foes anywhere in the Twelveswood. They are headquartered at Quiver's Hold, which they share with the Archers' Guild.

Hearers

The Hearers are a group of Conjurers who have the ability to communicate with the elementals of the Twelveswood. Their purpose is to convey the will of the elementals to the people of Gridania. They are commonly found throughout the Twelveswood, and are distinguishable by their purple robes and hats.

- Seedseers

Amongst Gridania's conjurers, those elite few who can sense the voices of the elementals are known as Hearers. As leaders to these Hearers, Seedseers are reportedly the mightiest men and women of their age, and called to duty by the great one—eldest of the Twelveswood's ruling spirits. As one might expect, almost all Seedseers are Padjal—attuned as they are to the will of the elementals. While it is rare for more than one Seedseer to exist in any given period,, history holds numerous exceptions to this rule. In the present day, for instance, Gridania has three Seedseers: Kan-E, Raya-O, and A-Ruhn, all siblings of the Senna line.

- Seedseer Council

The Seedseer Council is a forum for Hearers to share what they have learned from the elementals, and decide matters of state. In effect, the Council is the highest power in the land, and the arbiter of Gridanian law. One must wonder, therefore, why they conduct their business at the Lotus Stand, an outside area with no roof. Scholars contend that this is for the benefit of the elementals, so they may watch the proceedings. While decisions are put to a vote, policies sometimes reflect the will of the elementals more strongly than the opinions of the Hearers.

Following the Calamity, however, this system has changed. Faced with the challenges of the Garlean Empire and rebuilding, Gridania could scarcely afford time spent in a debate. Thus, the Council has vested full power in Kan-E-Senna until such a time as the danger has passed.

Merchants and Guilds

Leatherworkers' Guild

For many years, the Trappers' League has kept a close eye on hunters in the Black Shroud. Thus, in spite of the Twelveswood's seeming abundance, animal hides are scarce and valuable. A group of artisans formed the Leatherworkers' Guild to ensure the fair and impartial distribution of those leathers. They practice their trade with thanks ever in their minds, and gratitude for the animals whose lives they must take for their materials. As a consequence, the guild is careful to reduce waste to the bare minimum as they craft long-lasting, durable goods. This rigid creed has resulted in the realm-renowned Fen-Yll name, a brand synonymous with the highest quality work of the best craftsmen. Thus, the guild is located within Atelier Fen-Yll.

Botanists' Guild

The Botanists' Guild can trace its roots to an organization formed in Gridania's infancy. To gather the forest's bounty, men needed the permission of the elementals—and asking questions necessitated the presence of a Hearer. Before long, a group had formed around these intermediaries so as to understand the elementals' intent. In time, these men and women created the Botanists' Guild.

In many ways, the guild remains unchanged by time: it still abides by a plan drawn up by Hearers, and havests flora with the greatest of care. Botanists are also shepherds of the forest, planting saplings in the place of trees they fell, and have taken to tending gardens in the city and surrounding villages.

Carpenters' Guild

Home to the Carpenters' Guild, the Oak Atrium houses both sawmill and workshop. Drawing from the power of Figaga's Gift, the sawmill slices through timber with astounding speed, much to the satisfaction of Gridanian workers. To say that carpentry arose with the founding of Gridania is no understatement. After gaining the elementals' permission to fell trees, citizens have used wood in all aspects of life—to build their city, their houses, their tools, and the weapons with which they defend the forest. In time, they also harnessed the power of waterwheels for milling lumber, which allowed for carpentry to grow in scale and efficiency. In fact, the loose association of woodworkers that formed to manage the watermills eventually solidified in the Carpenters' Guild. Thereafter, the guild has acquired its materials from the woodcutters of the Botanists' Guild, and transformed them into all manner of wonders.

Notable NPCs

Kan-E-Senna

She is the eldest of three Padjal siblings, her sister being Raya-O-Senna, and her brother being A-Ruhn-Senna. She was admitted into the Conjurer's guild Stillglade Fane before her sixth nameday for predicting devastating fires and locust infestations.

After becoming Elder Seedseer she left Gridania to live with her siblings, aiding them in maintaining peaceful relations between the Elementals and mankind. She returned to Gridania in reaction to the increasing number of natural anomalies, and reinstated the Order of the Twin Adder to ready the forest city-state for what lies ahead.

As Gridania is geographically closest to Garlemald, as well as adjacent to Mor Dhona, it is considered the first line of defense against the threats of both. It was Kan-E-Senna who first sent word to the other Grand Companies to request the reformation of the Eorzean Alliance.

The Black Shroud

also known as the Twelveswood, or Tinolqa to the Ixal, is a region in Central Aldenard. It 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.

It is connected to Thanalan to the south, Mor Dhona to the southwest, and Coerthas to the northwest. A large wall currently blocks off neighboring Gyr Abania in the east.

Central Shroud

Central Shroud, as the name implies, lies at the heart of the Black Shroud. It is situated to the south of the city-state of Gridania, on the other side of the Jadeite Flood.

This zone connects to East Shroud through Greentear, to North Shroud through the Standing Corses, and to South Shroud through Bentbranch. The Blue Badger Gate and White Wolf Gate connect to New Gridania.

Places of Interest in Central Shroud

Settlements

Bentbranch Meadows Situated on a wooden causeway, this trading post houses a major chocobo ranch.


The Bannock The training grounds for the Order of the Twin Adder.

Other Locations in Central Shroud

Spirithold A structure initially built in the days of Gelmorra, Spirithold has found new use as a prison to hold enemies of the forest while they await judgment - though whether the same can be said after the Calamity is unclear. Some also refer to the crumbling ruin as Warren's Hold, after the cells' first gaoler.


Tam-Tara Deepcroft These catacombs have long been tombs of the Gelmorran nobility. But these days, it has been infested by the Lambs of Dalamud.


The Mirror Planks Located along the Mirror lake, this pier contains ferry services to Lavender Beds.


The Guardian Tree Also known as Everscade, this ancient tree is said to be oldest arbor in all of the Black Shroud. It is sacred to the Gridanians, being home to an elder elemental that watches over the forest.


Haukke Manor This mansion in Sorrel Haven was formerly owned by the Seedseers as a place of respite, but was generally viewed as a symbol of excess by Gridanians. Public opinion eventually swayed them to sell it to a Duskwight noblewoman named Amandine.

Spiggan Dig

A dig into the crater located at the Standing Corses. What exactly the spriggans are digging for is a mystery.

Threats and Random Encounters

Random Encounters
d8 Result
1 (1d4) Rosebuds
2 (1d6) Spriggans
3 Traveling Merchant
4 A road blockage
5
6
7
8 (1d4) Bandits

City of Limsa Lominsa

On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.

Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader—Admiral Merlwyb Bloefhiswyn. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.

To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda, but even in the waters nearby the city, pirate bands run rampant, raving and pillaging. Admiral Merlwyb reinstated The Maelstrom to combine the forces of the Knights, conscripted pirates, and adventurers into a land-and-sea army to combat the Garlean Empire and the encroaching Sahagin of the Indigo Deep.

Landmarks

Limsa is separated by two sections. The Upper Decks and The Lower Decks.

The Upper Decks

  • The Drowning Wench - A tavern and Adventurer's Guild, run by Baderon. Players can rest here by using their Inn services and have a drink. Levequest services are also available. A lift near this inn can transport players to the Bulwark or the Airship Decks.
  • The Seventh Sage - An importer carrying exotic goods, all privateered by Carvallain and his Kraken's Arms at the expense of Garlean vessels.
  • The Bismarck - this establishment is one of the finest restaurants in Eorzea. It is also the home of the Culinarians' Guild, under guidance of Lyngsath.
  • Coral Tower - This tower on the north end is the barracks and training facility for the Yellowjackets, the city-state's guard. They operate both the Marauders' Guild and a gunnery range.
  • The Aftcastle - A town square near the Tempest Gate leading to Lower La Noscea. A Delivery Moogle and a Linkshell Distributor can be found here.

The Lower Decks

  • Bulwark - An enclosure located by the Zephyr Gate leading to Middle La Noscea. A lift can transport adventurers to the Drowning Wench or the Airship Decks. A more secure lift also provides access to the Admiral's office in the Command Room.
  • The Octant - This open square is where the city-state's Aetheryte Crystal is located. Usually you see miscellaneous street performers, musicians, crafters, and vendors that occupy this space.
  • Hawker's Alley - The main commercial hub of Limsa Lominsa, several NPC merchants have assorted basics. In addition, Market boards and retainer Summoning Bells are also available for players here.
  • Mealvaan's Gate - The customs and excise agency for the city-state, which also functions as the Arcanists Guild under acting guildmaster Thubyrgeim. A ferry located to the west of this facility can take players to Vesper Bay in Western Thanalan.
  • Fisherman's Bottom - These wharfs contain both the Fisherman's Guild as well as a ferry that can take players to certain ports in La Noscea.
  • The Astalacia - Registered as a trade vessel hailing from foreign waters, this battle-scarred warship captained by the lord of the region's underworld, One-eyed Hyllfyr, serves as a gathering place for brigands, cut-throats, and the purveyors of sundry other breeds of villainy. It is here that the city-state's many pirate crews find new recruits to join their ranks.

Chapter 4: Adventures


In Eorzea there are endless oppurtunities for adventure. We will be featuring some of the peoples works and adventures with a quick summary. You can also rework current D&D adventures and place it in a FFXIV setting. The majorty of this chapter is Fan Creation FC.

Reworked D&D Adventures

In this section we will be looking at ways of implementing adventures from Adventure Books to make the GM's job easy. We will be placing the adventures in the right setting, location, and with replacing mobs to those that are most relevant. This is categorized per adventure book and below that would be a chapter from that book. GM's can always use their discretion to what makes the most sense.

Tales of the Yawning Portal

This Adventure book includes 7 deadly dungeons.

The Sunless Citadel

Consider replacing the citadel with Pharos Sirius , which is located in Western LaNoscea. Adventurers can take a fishing boat to Pharos Siruis which is a few miles away. There is mention of an ancient calamity that struck this citadel which is the giant crystal shard that struct this lighthouse.

Pharos Siruis

A lighthouse pivotal to the navigation surrounding La Noscea, the city-state of Limsa Lominsa has paid highly to the towering structure in both creation and maintenance. And what a creation to behold, as the lighthouse can be classified as a La Noscean grand castle of splendor design with its graceful architecture and white-marble walls. However, during the Seventh Umbral Era, the lighthouse was struck with a gigantic crystal shard from the fallen moon Dalamud, which subsequently render the lighthouse unusable and broken—the yellow-orange crystals that now scatter all over the lighthouse have been known to corrupt any entity that is near it for extended periods of time. Worse, pirate rumors have echoed of poor souls being lured to the crystal-struck tower by voices of the Siren, which have subsequently taken up residence in the lighthouse after it's unwanted infusion of aethereal energies from the large crystal shard that pierces the lighthouse walls.

It is said that all men who enters the Isle of Umbra can hear the alluring voice of the Siren, yet the shipwrecks nearby indicates that it is not of good song. Due to many fallen ships and eeriness of the Isle, the lighthouse was abandoned and/or avoided by both pirates and the Limsa Lominsa officials, however it isn't forgotten. Several maintenance workers are sent to the lighthouse in an attempt to restore the lighthouse to it's former glory, but none of them ever returned. It is for this reason that the adventurer and their friends are requested by workers of Limsa Lominsa to clear the dangerous marvel of La Noscea of it's corrupted inhabitants as well as the Siren herself so that the seas of western Vylbrand may be safe to traverse once again.

Monsters

Originally there was a pirate ship that got shipwrecked by a Siren. The Captain was named Symond the Unsinkable. Him and his men became enthralled by the siren and turned into her servant. His first officer Guolwilf caught wind of this enthrallment and created his own group that is set there to rescue or finish off the pirates that are too far gone. Guolwilf is neither evil or good and will ambush the party for golf if he so desires.

Reskin the Kobolds to be Guolwilfs pirates. Reskin the Goblins to be Symonds corrupted pirates. Reskin the Dragonpriest to an aether-corrupted pirate lord. Reskin the white dragon wyrmling to be Tyrant which is a dungeon boss of Pharos Siruis. Replace the Goblin Chief with Captain Symond. The Twig monsters can be aether corrupted crystalized

Replacements and/or ideas
  • Aleport or Swiftperch are two major settlements in Western La Noscea; either of these can replace Oakhurst and is a predominate Roegadyn population with some Lalafel or Hume; you can replace dwarves or elves with these other races.
  • Novv's nursery is another Oakhurst option. You can replace Oakhurst with this and humans with Sahagin; if this is after Shadowbringers there can be some Roegadyn that migrated there as allies.
  • Draconic inscriptions or writing will be replaced with Ancient Sea Wolf
  • The Siren from the ingame dungeon has charmed Captain Symond and his pirates. His pirates has set traps throughout the citadel and likewise the other pirates have set traps for the enthralled.
  • You can replace the dragon statue with the god of Llymlaen who is one of the twelve and the goddess of navigation.
  • Replace the Gnome Erky Timbers to be a lalafel that was captured before the shipwreck due to him being a wealthy merchant
  • Replace the The Gulthias Tree with Dalamud's shard, which is a giant crystal that looks like it struck the tower.
  • Reskin Belak with the Siren
Dalamud's Shard

A giant crystal that struck the lighthouse during the Seventh Umbral Calamity. The lighthouse used to use a stockpile of lighting crystals which is used as energy source to power the beaming light, when the shard struck the lighthouse it energized the shard with primal energy. The core of the shard lies at the top of the tower

Core of Dalamud's Shard

At the top of the tower lies the core of the shard, the core has an opening where a person could fit inside, The Siren would inject herself in to provide her a temporary surge of power. The Core has AC10 and 35 hit points It is immune to necrotic, poison, psychic damage, and it has resistance to piercing damage. The core has vulnerability to earth damage.
Crystal Thralls. If a humanoid is charmed by The Siren or if they touch the tower , over the next 24 hours the victim will get a strong desire to return to the crystal to absorbed by it. Once the victim is completely absorbed into the crystal, the victim becomes a Thrall to The Siren, and is expelled over the course of 1 hour. Dalmud's Shard can have only four thralls at any one time. A victim’s skin is becomes yellowish, transparent, and crystal-like. A thrall is totally corrupted, becoming neutral evil. Such a creature exists only to serve The Siren. It possesses all of its former abilities and gains the following traits:
Crystalskin. The thrall’s AC can’t be lower than 16.
Crystal Thrall If the core is destroyed, the thrall dies 24 hours later, if The Siren dies the thrall is pacified and will wander until a lightning aspected Primal lay claims to it.

The Siren

FC - The lighthouse keeper who used to be called Krysrael is a Roegadyn thaumature who was struck by the shard. Instead of dying, she found herself infused with lightning energy and the ability to control those who go near the tower. Her goal is to create more servants so that she could experiment with life. Prior to being the keeper, she was outcasted by the Thaumaturge guild for experimenting with infusing life with elemental energy; this is shunned because it could create tempering and is playing with primal energy. Since she didn't technically break any rules, she was exiled to be the lighthouse keeper and put her skills to use the lightning shards to power the lighthouse.

Interaction with The Siren

When the characters arrive, The Siren will loudly announce, “Lay down your arms, I wish to speak to you for a moment” If the characters engage her in conversation, she can share the following information:

Dialogue
  • Who are you and what are you doing?

“I used to be called Krysrael, who was outcasted by the Thaummaturge's guild. I was kicked out for experimental with the imbalance of aether. My research allowed users to be blessed with body augmentations. As punishment, I was sent to work on this lighthouse away from the world to leave it powered on and functional. During the Seventh umbral era, this tower was struct with a giant piece of Dalamuds shard and when I woke up, I was blessed with this new body of mine. Now I am using Dalamud's shard as a conduit for my research.”

  • What is Dalamud's Shard?

“Look around you, this giant crystal that pierced this lighthouse grants me its power to pull any lightning aether from the tower and allow me to alter ones Aetherical Balance. Anyone who submits to me will fall into bliss and would be made anew overtime. It’s beautiful, no? If you give yourselves up and worship me, I will bless you with a new form such as mine. ”

  • What’s with the pirates?

“When I was experimenting with the Shard, Captain Symond was lured to me. I discovered that when I grant others with lightning Aether, it allowed the person to be suggested by other lightning aspected creatures beings such as myself. I do not know how I still retain my will, but now that I am in control of myself; I am able to control others exposed to lightning aether”

  • What’s going on with the crystal?

“In every person there are 6 elements; Lightning, Earth, Air, Fire, Wind, Ice, and Water. and two Aspects: Light, and Darkness. This crystal here is Lightning aspected. When a creature or person is exposed to this crystal too long, it will shape both their body and will to the Lightning Aspect. If a lightning aspected Primal would suddenly arrive they would be able to claim anyone that is lightning aspected. I suppose that would either mean that I am a primal or that I am somehow able to influence anyone blessed by this tower.”

  • Why are you talking to us?

“I want you to experience the bliss that this tower can grant you. Lay down your arms, let me embrace you, and I can form yourself a new body that your mortality could never achieve”

The Forge of Fury

Appendix A: Mob Stats

Fiends and Voidsent

Ahriman

One of better known voidsent, Ahriman prowls Eorzea's landscape. Known members of the genus include Ahriman and Smolenkos. They are proficient in magic and possess a paralyzing gaze.


Greater Ahriman

Large fiend, neutral evil -Credit to Avid


  • Armor Class 17 (Natural Armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 25 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 21 (+5) 19 (+4) 10 (0) 12 (+1) 18 (+4)

  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Petrified
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Eorzean, speaks telepathically.
  • Challenge 10 (9600 XP) Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 3) piercing damage.

Multiattack. The monster can use it's bite 3 times in the same turn.

Umbral Storm. (Recharge 5-6) The Ahriman can unleash a blinding lightning burst against a group of targets within 50 feet in a 20-ft.-radius burst. Creatures within the area of effect take 8d6 points of lightning damage and are inflicted with the Blind status for 1d4+1 rounds. A successful Reflex (DC 16) halves the damage and negates the status effect.

Petrifying Gaze. The Ahriman channels energy through its eyes choosing one to three targets it can see within 120 feet of it and casts Petrification Ray. The targeted creature must make a DC 16 DEX saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.. Can only cast 3x per day

Blinding Ray The Ahriman blasts a cone in front of him for 20 feet which will cast the Blindness spell except it affects all within the cone- Note: they can not cast deafness (Basic Rules 219) (CON 14 Saving Throw)


Lesser Ahriman

Medium fiend, neutral evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 13 (3d4 + 6)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)

  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Petrified
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understands Eorzean, but can't speak.
  • Challenge 1 (200 XP) Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6 + 1) piercing damage.

Blizzard. The Ahriman casts the Ice Knife spell (EEp157) (DC 12 Saving Throw).

Gaze. The Ahriman channels energy through its eyes and casts the Hold Person spell (BasicRules 251) (DC 14 Saving Throw).

Bombs

  • Entire section is credit to Nate_Ranney

A bomb's temper is as hot as the arid lands which they tend to inhabit. Upon seeing an enemy, they will indiscriminately start belching out flames. While a bomb may start out around 1 fulm – not much bigger than a Hyur's head – witnesses have claimed to see them grow to the size of a small mountain in their rage. Legend even tells of a town completely blown away by a single Bomb!


Bomb

Small elemental (Voidsent), neutral evil


  • Armor Class 11
  • Hit Points 22 (5d6 + 5)
  • Speed fly 30 ft. (Hover)

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

  • Damage Vulnerabilities cold
  • Damage Immunities fire,
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Ignited Illumination : As a bonus action, the bomb can set itself ablaze or extinguish its flames. While ablaze, the bomb sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Detonator (Recharge 6) : The bomb erupts in a 15-foot radius of fire centered on it. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Bombs are the weakest of the genus of bombs native to the void, and also the least dangerous to deal with. They resemble little floating balls of fire, as if about to explode at any moment.


Grenade

Small elemental (Voidsent), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 37(6d8 + 1)
  • Speed fly 30 ft. (Hover)

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 10 (+0)

  • Damage Vulnerabilities cold
  • Damage Immunities fire,
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages --
  • Challenge 2 (450 XP)

Ignited Illumination : As a bonus action, the Grenade can set itself ablaze or extinguish its flames. While ablaze, the grenade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Self Destruct When an attack drops a Grenade down to below 5 hit points or lower but not 0, the bomb begins to swell in size. On its next turn, it explodes in a fiery death. All creatures within a 20-foot radius of the Grenade must succeed on a DC 14 Dexterity Saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage plus 2 (1d4) fire damage.

Detonator (Recharge 6) : The Grenade erupts in a 15-foot radius of fire centered on it. Each creature in that area must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Natural Creatures

Cactuar

  • Credit to Vivid_Steel

Cactuars are mobile succulents native to Thanalan. They are generally docile unless provoked and are known for their distinctive pose when they stop moving. When threatened, cactuars can spray their spines at predators although they're just as apt to flee. Rumors speak of intelligent cactuars and of cuttings intelligent to follow the adventurer tending to them.


Cactuar

Small plant, unaligned


  • Armor Class 15
  • Hit Points 4d6+4 (17)
  • Speed 30ft

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (0) 4 (-3) 16 (+3) 3 (-4)

  • Skills Perception +5
  • Senses passive perception 15
  • Challenge 1/2 (100xp)

Spines. Creatures that make unarmed or melee attacks must succeed on a dexterity saving throw (DC 10) or take 1 piercing damage from the Cactuar's spines.

Actions

100 Needle The cactuar sprays spines in every direction. Every creature within 10 fulms of the cactuar must make a dexterity saving throw (DC 13). A creature takes 2d6 piercing damage on a failed save or half as much on a successful save. Strike Melee Attack +5, Reach 5ft, one target. Hit 5 1d6+2 piercing damage


Spriggan

Small humanoid, neutral evil


  • Armor Class 15 (Tough Fur)
  • Hit Points 7 (2d6)
  • Speed 30ft

STR DEX CON INT WIS CHA
8(-1) 14(+2) 10(+0) 10(+0) 8(-1) 8(-1)

  • Skills Stealth +6
  • Senses Darkvision 60ft., passive Perception 9
  • Languages Common, Spriggish
  • Challenge 1/4 (50 XP)

Nimble Escape. The spriggan can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Sharp Gem. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d6+2) slashing damage

Diamond Dust. Ranged Magic Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6+2) piercing damage



























Malboro

Large plant, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 20ft

STR DEX CON INT WIS CHA
18(+4) 12(+1) 20(+5) 3(-4) 16(+3) 6(-2)

  • Saving Throws Con +9
  • Skills Perception +7
  • Damage Vulnerabilities fire
  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, paralyzed, poisoned
  • Senses blindsight 120ft.(blind beyond this radius); passive Perception 17
  • Challenge 9 (5,000 XP)

Stench. Any creature that starts its turn within 10 feet of the malboro must succeed on a DC 17 Constitution saving throw or >be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the malboro’s stench for 24 >hours.

Actions

Multiattack. The malboro makes three attacks: two with its tentacles and one with its bite.

Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 4) piercing damage plus 9 (2d8) poison damage.

Tentacle. Melee Weapon Attack:+7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. Bad Breath (Recharge 5-6). The malboro exhales a cloud of nauseating gas in a 40-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a successful one. On a failed save, a creature is also poisoned for 1 minute. While poisoned in this way, a creature takes 5 (1d8) poison damage at the start of each of its turns and must spend its action retching and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that do not need to breathe or are immune to poison automatically succeed on this saving throw.


Solitary Sprouts. If anything good can be said about malboros, it is the fact that they are solitary by nature. Malboros are territorial creatures, and will drive off or kill others of their kind. They also view shambling mounds as rivals and will try to eliminate any that encroach upon their territory.

Ravenous Horrors. A malboro does not photosynthesize like a normal plant, instead deriving all its nutrients from the creatures it devours. During daylight hours it will seek out and consume any animal smaller than itself, digesting them within its disgusting maw. At night the malboro plants its tentacles into the ground and becomes dormant.

Goobbue

  • Credit to Avid

A goobbue is a lumbering beast that has a symbiotic relationship with the moss and lichen growing atop its head. This growth provides the creature with a measure of camouflage, and, in return, the goobbue keeps the vegetation moist during the drier seasons with water scooped up in its hands. Though seemingly placid, the goobbue is a relentless predator, snatching up anything that skitters or crawls and shoveling it into its cavernous mouth. On average, Goobbue stand at about 20 fulms, or 6 meters tall. They typically live in the La Noscea and Thanalan territories


Goobbue

Large giant, unaligned - Credit to Avid


  • Armor Class 15 (Natural Armor)
  • Hit Points 84 (8d10+40)
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

  • Skills Perception +2
  • Damage Resistances Bludgeoning
  • Senses Passive Perception 12
  • Challenge 3 (700xp)

Keen Smell The Goobue has advantage on Wisdom (Perception) checks that rely on smell

Mosseater (2 uses/day) The Goobue can choose to eat the moss off it's back to regain 10 hitpoints at the start of its turn. If it has suffered Fire or Acid damage, this trait does not function until the Goobue takes a short or long rest.

Actions

Multiattack The Goobue attacks twice with it's slam

Slam Melee Attack: +3, Reach 5ft/10ft, One target
The Goobue slams down it's arms and the target must make a Strength save (DC 12) to not be knocked prone.

Moldy Sneeze (Recharge 5-6)
Melee Attack +3, Reach 20ft cone Hit: 13 (2d8+4) Poison damage
The Goobue lets out a mighty sneeze in a 20ft cone in front of itself and players in range must make a Constitution save (DC 14). On a failed save, players are poisoned and have disadvantage on Attack Rolls and Ability Checks. Players can make an additional CON save at the end of their turn to remove the poison.
On a successful save, players take half damage and are not poisoned.


Coblyn

Small creature, unaligned - Credit to Avid


  • Armor Class 16 (Natural Armor)
  • Hit Points 22 (4d8+4)
  • Speed 20ft

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth +4
  • Senses Passive Perception 9
  • Challenge 1/4 (50xp)

Actions

Shatter (Recharge 5-6) Melee Weapon Attack: +0, Reach 10ft radius
Hit: 6 (1d8+2) Thunder damage
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throq (DC 10). Take half damage on a successful save. A creature made of inorganic material such as stone, crystal, or metal had disadvantage on this saving throw.

Bite Melee Attack +2, Reach 5ft, One target
Hit 4 (1d4+2) Piercing damage

Elementals

 - Credit to Nate_Ranney
Elementals are essentially spirits by another name and appear to be made of pure aether. They are found across Eorzea but are most prominent in The Black Shroud, a forest said to be created for them specifically by Nophica. They are revered by the citizenry of Gridania and it is by their grace that the city-state continues to exist. The seedseers maintain communication to them to this effect.
Some elementals may appear corrupt and others appear as mischievous sprites. It is these forms of lesser elementals that are most commonly engaged in combat.


Elemental Sprite

Small elemental, unaligned - Credit to Nate_Ranney


  • Armor Class 11
  • Hit Points 12 (6d4)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 4 (-3) 12 (+1) 11 (+0)

  • Damage Resistances Respective of it's Elemental infusion type
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

  • Senses darkvision 60 ft., passive Perception 12
  • Languages --
  • Challenge 1/4 (50 XP)

Elemental Infusion The Elemental Sprite has damage resistance equal to it's respective type, and it's slam attack deals an additional 2 points damage depending on it's type:

Earth Sprite: Force Damage

Fire Sprite: Fire Damage

Ice Sprite: Cold damage

Lightning Sprite: Lightning Damage

Water Sprite: Acid Damage

Wind Sprite: Thunder Damage

Innate Spellcasting. : The Elemental Sprite can innately cast the following spells, depending on it's type, requiring no material components. Its innate spellcasting ability is Wisdom (spell save DC 11).

Earth Sprite, 2/day: Earth Tremor

Fire Sprite, 2/day: Chromatic Orb (fire)

Ice Sprite, 2/day: Chromatic Orb (cold)

Lightning Sprite, 2/day: Chromatic Orb (Lightning)

Water Sprite, 2/day: Chromatic Orb (Acid)

Wind Sprite, 2/day: Chromatic Orb (Thunder)

Actions

Slam : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) + 2 Elemental Infusion damage.

Pieste

 - Credit to Nate_Ranney
The peiste and it's cousin the basilisk is a large scalekin common to most regions of Aldenard. As is the case with many others in the scalekin family, peistes are swift to respond to any percieved intrusion of their territory with unrestrained ferocity. Doubtless owing to their size and savagery, these creatures are oft depicted in religious allegory as the incarnation of evil, most notably in the famous tale, "Saint Daniffen and the Basilisk."


Peiste

Medium monstrosity, unaligned - Credit to Nate_Ranney


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages ---
  • Challenge 3 (700 XP)

Cold Gaze : If a creature starts its turn within 30 feet of the peiste and the two of them can see each other, the peiste can force the creature to make a DC 12 Constitution saving throw if the peiste isn't incapacitated. On a failed save, the creature is paralyzed for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.


Coeurl

Medium Beast, unaligned - Credit to Nate_Ranney


  • Armor Class 13
  • Hit Points 43 (5d4 + 12)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+3) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages --
  • Challenge 2 (450 XP)

Keen Smell. The Coeurl has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the Coeurl moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 saving throw or be knocked prone. If the targt is prone, the panther can make one bite attack against against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) piercing damage

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage.

Charged Whisker (5-6) The Coeurl unleashes a reserve of charged up electricity from the two long whiskers on it's head in a 15 foot radius centered around it. Each creature in that area except the coeurl must make a DC 12 Constitution saving throw or take 1d8 lightning damage and be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Land Jellyfish

Small beast, Unaligned - Credit to Nate_Ranney


  • Armor Class 13
  • Hit Points 7 (2d4 + 2)
  • Speed 0ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 1 (-5) 10 (0) 1 (-5)

  • Skills Perception +10, Stealth +10
  • Senses Blindsight 40 ft, passive Perception 20
  • Languages --
  • Challenge 1/8 (25 XP)

Amphibious. The Jellyfish can breath both air and water.

Transparent. Even when the jellyfish is in plain sight, it takes a successful DC 12 Wisdom (Perception) check to spot the creature if it has neither moved nor attacked. A target that tries to enter the jellyfish's space while unaware of the creature takes 4 (1d4+2) lightning damage and is surprised by the creature.

Amorphous. The jellyfish can move through a space as narrow as 1 inch wide without squeezing.

Actions

Irritating Tendrils Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4) lightning damage. If it's target is medium or smaller, the target must succceed on a DC 11 Constitution saving throw, or the target is stunned until the end of its next turn.

Beast Tribes of Eorzea

The entire Amal'Jaa section is thanks to /u/Nate_Canney

Amal'jaa

The hulking Amalj'aa are a race of nomadic beastmen who inhabit the grasslands of Paglth'an, where they subsist by hunting the native wildlife. These worshippers of the primal Ifrit believe that the region of Thanalan has been purified by sacred flame. In their efforts to reclaim this holy land, Amalj'aa warriors have clashed time and again with the forces of the sultanate of Ul'dah.


Amalj'aa Halberdier

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 10 (0)

  • Skills Acrobatics +5, Athletics +4 Survival +5,
  • Damage Resistances Fire
  • Senses passive Perception 11;
  • Languages Amaljic,
  • Challenge 3 (750 XP)

Actions

Multiattack : The Amalj'aa makes two melee attacks: one with it's halberd and one with it's haymaker.

Halberd : Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice. If the amalj'aa rolls a 1 or 2 on the damage dice, it can choose to reroll the dice, and must use the new roll.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Halberdiers are masters of the polearm among the Amalj'aa and make up a solid portion of the Roh caste among the nomadic tribes.


Amalj'aa Ranger

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 10 (0)

  • Skills Acrobatics +5, Athletics +4, Survival +5, Percetion +3
  • Damage Resistances Fire
  • Senses passive Perception 11;
  • Languages Amaljic,
  • Challenge 2 (450 XP)

Archer's Eye (3/Day) As a bonus action, the amaj'aa can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions

Multiattack : The amalj'aa makes two attacks with it's longbow.

Longbow : ranged Weapon Attack: +5 to hit, reach 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Haymaker : Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Rangers take up positions among both the Roh caste and Boh castes of the Amalj'aa serving as both hunters and warriors depending on the situation.

1

Amalj'aa Thaumaturge

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 13 (natural armor)
  • Hit Points 33 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (0)

  • Saves Intelligence +5, Wisdom +3
  • Skills Arcana +5 , Athletics +3, Religion +5
  • Damage Resistances Fire
  • Senses passive Perception 13;
  • Languages Amaljic,
  • Challenge 3 (700 XP)

Unstable Aether (5/Day) When the Amalj'aa Thaumaturge cast's a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Spellcasting The Thaumaturge is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following Black Mage spells prepared:

Cantrips (at will) : create bonfire, fire bolt, mage hand, thaumaturgy

1st level (4 slots): chromatic orb, shield, sleep, witch bolt

2nd level (3 slots): Aganazzar's scorcher, blindness/deafness, heat metal, scorching ray, Snilloc's snowball swarm

3rd level (2 slots): call lightning, counterspell, fireball, hold person, sleet storm

Actions

Staff : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 1) bludgeoning damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 1) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Amalj'aa Thaumaturges are the shock troops of any Amaljic warband. While they can cast lightning and ice spells as easily as fire spells, they vastly prefer fire spells to show their dedication to Lord Ifrit's cleansing flames. When not trying to kill, they generally try to imcompasitate their foes to later be used as slaves or to be branded by Lord Ifrit in their next summoning.


Amalj'aa Bruiser

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 17
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 8 (-1) 15 (+2) 10 (0)

  • Skills Acrobatics +4, Athletics +5 Survival +4,
  • Damage Resistances Fire
  • Senses passive Perception 14;
  • Languages Amaljic,
  • Challenge 4 (1,100 XP)

Stunning Strike (Recharge 5–6). When the amalj'aa hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the amalj'aa’s next turn.

Unarmored Defense. While the Pugilist is wearing no armor and wielding no shield, it's AC includes its Wisdom modifier.

Actions

Multiattack : The Amalj'aa makes three melee attacks: two with it's unarmed strike and one with it's haymaker.

Unarmed Strike : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Reactions

Deflect Missile In response to being hit by a ranged weapon attack, the amalj'aa deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

Of all the Amalj'aa warriors, their bruiser's are some of their most effective combatants. Preferring to use their fists, over other weapons, Bruisers, or sometimes known as pugilists, can turn the tide in a raid effectively if their opponents find themselves more competent in combat than the standard merchant and Brass Blade.

2


Zahar'ak Fortune-Teller

Medium humanoid (Amalj'aa), Lawful Evil


  • Armor Class 15
  • Hit Points 68 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 18 (+4) 16 (+3) 15 (+2)

  • Saves Intelligence +5, Wisdom +7
  • Skills Arcana +8,Perception +7, Religion +8
  • Damage Resistances Fire
  • Condition Immunities Fear
  • Senses passive Perception 18;
  • Languages Common, Amaljic
  • Challenge 6 ( 2,300​ XP)

Innate Spellcasting The Zahar'ak Fortune-teller's spellcasting ability is wisdom. The Zahar'ak Fortune-teller can innately cast the following spells, requiring no material components:

At will: True Strike

2/day each: Augery, Fortune's Favor, Healing Word

1/day each: Commune, Diviniation

Spellcasting: The Zahar'ak Fortune-teller is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Fortuneteller has the following Black Mage spells prepared:

Cantrips (at will): absorb elements, create bonfire, fire bolt, thaumaturgy

1st level (4 slots): Burning Hands, magic missile, shield, sleep,

2nd level (3 slots):blindness/deafness, dragon's breath, heat metal, scorching ray,

3rd level (3 slots): counterspell, dispel magic, fireball, hold person

4th level (3 slots) : arcane eye, *dimension fire shield, wall of fire

5th level (1 slot): Destructive Wave,

Unstable Aether (6/Day) When the Fortune-teller cast's a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls.

Wildfire Idol : The Zahar'ak Fortune-teller, and all allies within 30 feet of the Zahar'ak Fortune-teller have advantage on saving throws and are immune to the fear condition, and their weapon attacks deal an additional 1d4 damage on their melee or ranged weapon attacks.


Actions

Staff : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2 (1d4) fire damage. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Haymaker : Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and 2 (1d4) fire damage. and the target must make a DC 13 Strength saving throw or be pushed up to 10 feet away from the amalj’aa and knocked prone. If the Amalj'aa scores a critical hit, it rolls the damage dice three times, instead of twice.

Amalj'aa Fortune-tellers are the spiritual leaders of their tribe and an invigorating presense on the battlefield thanks to their Wildfire Idols that only they can use, as well as being experienced divinators blessed by Ifrit, enabling them some presense of control over the battlefield.

Beasts of the Beastmen: Drakes


Most of the beast tribes have a creature of their tribe with which they use as mounts, attack animals, or livestock. For the Amalj'aa it is the drakes. Less intelligent and deadly than the true dragons of Midgardsormr's line, but still deadly in their own right, Red Guard Drakes are the Amalj'aa's favored creature for obvious reasons. Training a drake is a long and arduous process that begins the moment the scalekin hatches. Never allowed to see its mother, the creature is raised solely in the presence of a drake whisperer while being weaned on the incendiary glands of aged battle drakes to ensure it is both submissive and deadly.

Variant: Drake Whistles


Some amalj'aa carry a bone whistle that calls a trained red guard drake. Should an amalj'aa that own's one of these whistles,blow this whistle, their guard drake will arrive at the end of their next turn. Guard Drakes in Hydaelyn are similar to the ones seen in other settings, but though they have the same statistics as those seen in VGtM (page 158), they instead have the same growth rate as a dog, can reproduce with other drakes of the same color, and have the their own breath weapon of their chromatic counterpart. This change does not alter the Challenge Rating of the Drake.

To do so, add the breath weapon from the stats of a dragon wyrmling of the corresponding color with the following changes:


Saving Throw DC: The save DC is 13 across all colors.


Damage The damage dice is reduced by half (rounded down).

3

Red Guard Drake (Hydaelyn variant)

Medium dragon, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., climb 30 ft.,

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

  • Skills Perception +2
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands draconic and amaljic, but can't speak
  • Challenge 2 (450 XP)

Actions

Multiattack. The drake makes two attacks: one with it's bite, and one with it's tail

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Tail Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.

Fire Breath (Recharge 5-6) : The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.

The Primals

Creatures created out of excess aether, desperation, and prayer. Their never ending appetite for aether will make them stop at nothing to claim others for power.
They typically mimic mythological figures of a society and gain some of their attributes.

Primal Tempering

Every primal can attempt to temper any target by using an action. Once this ability is resisted by a target twice, then they can not make another attempt at the same target unless if the primal makes a long rest. Some primals can target groups.



Ifrit, Prince of the Inferno

Huge Elemental, Lawful Evil - Credit to SilentSoren


  • Armor Class 16 (Natural Armor)
  • Hit Points 191 (17d12+68)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 18 (+4) 12 (+1) 14 (+2) 18 (+4)

  • Saving Throws Strength + 7, Wisdom +5, Charisma +7
  • Skills Perception +5
  • Damage Immunities Fire
  • Condition Immunities charmed, exhaustion
  • Senses Passive Perception 12
  • Languages Common, Ignan
  • Challenge 8 (3900 XP)

Crimson Cyclone. If Ifrit moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 5 (1d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Nimble Beast. Ifrit's movement is unaffected by difficult terrain.

Actions

Multiattack. Ifrit makes up to three Claw attacks or two Flame Burst attacks.

Claw. Melee Weapon Attack: +7 to hit, 10ft., one target. 14 (1d8+4) slashing damage and 1d8 fire damage.

Flame Burst. Ranged Weapon Attack: +7 to hit, 60ft., one target. 18 (2d12+4) fire damage

Eruption (Recharge 5-6). Ifrit selects a point within 30ft. of him and causes the ground to explode with fiery aether in a 20ft. radius. All creatures in the affected area must make a DC 15 Dexterity saving throw, taking 8d6 fire damage on a failure and half as much on a success. The affected area becomes difficult terrain, a creature takes 2d4 fire damage for every 5ft. of distance they travel through the terrain. The terrain remains in this state for 1d4 rounds.


Bonus Actions

Searing Wind. Ifrit forcefully releases heat from his body for a brief moment, dealing 5 (1d10) fire damage to all creatures within 10ft. of him.


Reactions

Vulcan Burst. When a creature enters melee range of Ifrit's Claw attack, Ifrit may release a forceful heatwave from his body, impacting all creatures within a 20ft. radius of him. Each creature must make a DC 15 Strength saving throw, taking 2d6 Fire damage and being pushed back 20ft. on a failure, and taking half the damage without being pushed back on a success.


Primal Actions

1. Infernal Nail. Ifrit summons a standard of crystalized fire-aspected aether at a position within 30ft. he can see. The nail begins to rapidly heat up, exploding in 2d4 rounds unless it is destroyed. When it explodes in a raging torrent of fiery aether, all creatures in a 40ft. radius must make a DC 15 Dexterity saving throw, taking 12d6 fire damage on a failure, and half as much on a success. The Infernal Nail has an AC of 14 and 50 Hit Points.

2. Incinerate. Ifrit releases a 15ft. cone of scorching flames from his mouth. Each creature in the affected area must make a DC 15 Dexterity saving throw, taking #d8 Fire damage on a failure and half as much on a success.

3. Hellfire. Ifrit allows the fiery aether of his body to burn out of control. All creatures in a 30ft. radius must make a DC 15 Dexterity saving throw, taking 6d10 fire damage on a failure, and half as much on a success.

4. Smoldering. Ifrit's body takes a moment to restoke its flames. His body hardens, gaining a +3 bonus to his AC until he starts his next turn.

5. Primal Tempering. Ifrit attempts to temper those around him. Each creature of Ifrit's choice that is within 120 feet of the Ifrit must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Ifrit's Primal Tempering for the next 24 hours.Ifrit can only use Primal Tempering once per round.



Ifrit, Lord of the Inferno

Huge elemental, chaotic evil - Credit to Avalon5


  • Armor Class 17 (natural armor)
  • Hit Points 237 (19d12 + 114)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 23 (+6) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +4, Con +11, Wis +6, Cha +10
  • Skills Intimidation +10, Perception +11
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Ignan
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Infernal Nail (1/day). Whenever Ifrit's health reaches 50%(118 hp) or lower he automatically summons a standard of crystalized fire-aspected aether in an open space within 30 ft. of himself that he can see. The nail begins to rapidly heat up, exploding on Initiative count 0 of the 6th round after it is summon unless destroyed. When it explodes in a raging torrent of fiery aether, all creatures in a 120 ft. spherical radius of it take 12d6 fire damage. The Infernal Nail has an AC of 14, 50 hit Points and automatically success any saving throws. The Infernal Nail is immune to damage from Ifrit.

Actions

Multiattack. The Ifrit, Lord of the Inferno makes one incinerate attack and two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage plus 8 (1d4 + 6) fire damage.

Incinerate. The Ifrit exhales a torrent of scorching flames in a 15-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 15 (2d8 + 6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Vulcan Burst. Once per round, when a creature damages Ifrit, he may realese a forceful heatwave from its body. Each creature within 20 ft. of Ifrit must succeed on a DC 20 Dexterity saving throw, taking 13 (2d6 + 6) fire damage and be knocked back 20 ft. and taking half the damage without being knocked back on a success.

Legendary Actions

Ifrit, lord of the inferno can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ifrit, lord of the inferno regains spent legendary actions at the start of its turn.

Claw Attack. Ifrit makes a claw attack.

Incinerate Attack. Ifrit makes an Incinerate attack.

Primal Tempering. Ifrit attempts to temper those around him. Each creature of Ifrit's choice that is within 120 feet of the Ifrit must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Ifrit's Primal Tempering for the next 24 hours.Ifrit can only use Primal Tempering once per round.

Hellfire (Costs 2 Actions). Ifrit allows the firey aether of his body to burn out of control expanding out of him in a 60-foot sphere. Each creature in that area must make a DC 20 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Ifrit can only use Hellfire after his health has reached 50%(118 hp) or lower. Ifrit can only use Hellfire once a day.

Lair Actions

When fighting inside its lair, Ifrit, lord of the inferno can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Ifrit, lord of the inferno can take one lair action to cause one of the following effects:

  • Eruption. A 20 ft. radius under one of Ifrit's enemies glows in a concentration of fire-aspected aether. On Initiative count 0 the radius erupts in a 40 ft. high, 20 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

  • Radiant Plume (Inner). The fire-aspected aether surrounding Ifrit gathers in the center of the lair inside a 60 ft. radius. On Initiative count 0 the radius erupts in a 40 ft. high, 60 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

  • Radiant Plume (Outer). The fire-aspected aether surrounding Ifrit gathers in the outer rim of the lair outside a 60 ft. radius. On Initiative count 0 the outside of the radius erupts in a 40 ft. high, 60 ft. radius eruption of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Ifrit, lord of the inferno only uses Eruption while over 50% of its health (118 hp). Otherwise he alternates between Radiant Plume (Inner) and Radiant Plume (Outer).



Ifrit, Lord of the Inferno (Hard)

Huge elemental, chaotic evil - Credit to Avalon5


  • Armor Class 19 (natural armor)
  • Hit Points 294 (19d12 + 171)
  • Speed 50 ft., climb 50 ft.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 29 (+9) 16 (+3) 13 (+1) 21 (+5)
  • Saving Throws Dex +6, Con +15, Wis +7, Cha +11
  • Skills Intimidation +11, Perception +13
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Ignan
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Sear. Whenever Ifrit's health reaches 75%(220 hp) or lower an aura of flickeringfire-aspected aether radiates from its body. A creature that touches Ifrit or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Crimson Replica. Any time that Ifrit takes the Crimson Cyclone legendary action and leaps in a random direction, if he is at 75%(220 hp) health or less a translucent copy of Ifrit jumps the same distance to a position either left or right 10 ft. adjacent form the original. the copy Dashes back to Ifrit at the end of the turn after he returns to his original position replicating the effect. if Ifrit is at 50%(147 hp) health or less Crimson replica generates a second copy of Ifrit that takes the opposite adjacent space and dashes back to Ifrit at the end of the turn after the first copy.

Infernal Nails (1/day). Whenever Ifrit's health reaches 50%(147 hp) or lower he automatically summons 4 standards of crystalized fire-aspected aether in a cross pattern within the edge of a 30 ft. area around himself. The nails begins to rapidly heat up, exploding on Initiative count 0 of the 6th round after they are summon unless destroyed. When a nail explodes in a raging torrent of fiery aether, all creatures in a 120 ft. spherical radius of it take 20d6 fire damage. The Infernal Nail has an AC of 14, 50 hit Points, and automatically success any saving throws. The Infernal Nails are immune to damage from Ifrit or other Infernal Nails.

Actions

Multiattack. The Ifrit, Lord of the Inferno (Hard) makes one incinerate attack and two claw attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 16 (2d6 + 9) fire damage.

Incinerate. The Ifrit exhales a torrent of scorching flames in a 15-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 18 (2d8 + 9) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Vulcan Burst. Once per round, when a creature damages Ifrit, he may realese a forceful heatwave from its body. Each creature within 20 ft. of Ifrit must succeed on a DC 21 Dexterity saving throw, taking 16 (2d6 + 9) fire damage and be knocked back 20 ft. and taking half the damage without being knocked back on a success.

Legendary Actions

Ifrit, lord of the inferno can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ifrit, lord of the inferno regains spent legendary actions at the start of its turn.

Claw Attack.. Ifrit makes a claw attack.

Incinerate Attack. Ifrit makes an Incinerate attack.

Primal Tempering. Ifrit attempts to temper those around him. Each creature of Ifrit's choice that is within 120 feet of the Ifrit must succeed on a DC 19 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Ifrit's Primal Tempering for the next 24 hours. Ifrit can only use Primal Tempering once per round.

Crimson Cyclone. Ifrit leaps up to its full movement in a random direction. at the end of the next creature's turn in the Initiative order Ifrit dashes back to its original position leaving a trail of fiery aether behind. Each creature that Ifrit passes over must make a DC 21 Dexterity saving throw, taking 23 (4d6 + 9) fire damage on a failed save, or half as much damage on a successful one. This movement does not generates an attack of opportunity. Ifrit can only do this once per round.

Hellfire (Costs 2 Actions). Ifrit allows the firey aether of his body to burn out of control expanding out of him in a 60-foot sphere. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Ifrit can only use Hellfire after his health has reached 50%(118 hp) or lower.Ifrit can only use Hellfire once a day.

Lair Actions

When fighting inside its lair, Ifrit, lord of the inferno can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Ifrit, lord of the inferno can take one lair action to cause one of the following effects:

  • Eruption. A 20 ft. radius under Three of Ifrit's enemies glows in a concentration of fire-aspected aether. On Initiative count 0 the radius erupts in a 40 ft. high, 20 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

  • Radiant Plume (Inner). The fire-aspected aether surrounding Ifrit gathers in the center of the lair inside a 60 ft. radius. On Initiative count 0 the radius erupts in a 40 ft. high, 60 ft. radius pilar of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

  • Radiant Plume (Outer). The fire-aspected aether surrounding Ifrit gathers in the outer rim of the lair outside a 60 ft. radius. On Initiative count 0 the outside of the radius erupts in a 40 ft. high, 60 ft. radius eruption of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

  • Radiant Plume (Final). The fire-aspected aether surrounding Ifrit gathers all over the lair outside a 30 ft. radius of Ifrit. On Initiative count 0 the outside of the radius erupts in a 40 ft. high eruption of Fiery aether. any creature in the eruption area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Ifrit, lord of the inferno only uses Eruption while over 75% of its health (220 hp). Otherwise he alternates between Radiant Plume (Inner), Radiant Plume (Outer) and Radiant Plume (Final) one after the other.



Titan, Lord of Crags

Huge Elemental, Neutral Good - Credit to SilentSoren


  • Armor Class 17 (Natural Armor)
  • Hit Points 238 (17d12+117)
  • Speed 25ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 24 (+7) 10 (+0) 16 (+3) 12 (+1)

  • Saving Throws Strength +8, Constitution +10, Wisdom +7, Charisma +4
  • Skills Perception +5
  • Damage Resistance Slashing, Bludgeoning, Piercing damage from non-magical weapons
  • Condition Immunities charmed, exhaustion
  • Senses Passive Perception 13, Tremorsense 30ft.
  • Languages Languages
  • Challenge 8 (3900 XP)

Crushing Steps. Titans's movement is unaffected by difficult terrain.

Actions

Multiattack. Titan makes up to three Fist attacks or select two targets for Weight of the Land.

Fist. Melee Weapon Attack: +7 to hit, 10ft., one target. 9 (1d8+5) bludgeoning damage.

Weight of the Land. Titan stirs the sand beneath a creature he sees within 40ft. of him. The target creature must make a DC 15 Dexterity saving throw, taking 2d10 bludgeoning damage on a failure, and half as much on a success.

Landslide (Recharge 6). Titan strikes the ground with his fist with great force, sending a cascading seismic wave in a 60ft. long, 10ft. wide line. All creatures in the affected area must make a DC 15 Dexterity saving throw taking 8d6 bludgeoning damage and being pushed back 40ft on a failure, and half as much damage on a success and are not pushed back. If a creature pushed back in this way collides with an object or creature, both creatures or objects take 1d6 bludgeoning damage for every 5ft. that the creature traveled.


Bonus Actions

Tumult. Titan slams his foot sending out a seismic wave. All creatures in a 20ft. radius must make a DC ## Dexterity check or take 7 (1d12) bludgeoning damage and be knocked prone. On a success, creatures take half the damage and are not knocked prone.


Reactions

Mountain Buster. When Titan is struck with a melee weapon attack, he may choose to kick up the land beneath himself towards the attacker in a 15ft. cone. All creatures in the affected area must make a DC 15 Dexterity saving throw, taking 2d10 bludgeoning damage. The affected area becomes difficult terrain.


Primal Actions

1. Geocrush. Titan magnetizes his body allowing him to leap high into the air and slam down into a point within 20ft. of his starting position. All creatures within a 20ft. radius of his landing location must make a DC 15 Dexterity saving throw or take 3d10 bludgeoning damage. The affected area becomes difficult terrain.

2. Earthen Gaol. Titan selects a creature within 30ft. of him and magnetizes the land around them, causing it to form a coffin of earth and stone around them. The creature must make a DC 15 Strength saving throw or become sealed inside. While sealed the creature is restrained and blinded. The creature benefits from full cover while trapped inside the Gaol. The only way for the creature to be freed from the Earthen Gaol is to destroy it. The Gaol has 50 hit points and an AC of 13.

3.Gemstone Heart. The gemstone in Titan's chest begins to glow brightly and his body begins encased in a veil. This veil grants Titan 70 temporary hit points. This may be done only once a day.

4.Earthen Fury. Titan unleashes the power of his Gemstone Heart, the energy exploding off his body in a 30ft. radius. Each creature in range makes a Constitution saving throw, taking 1d12 bludgeon damage for every 10 temporary hit points Titan has at the time of using this feature.



Titan, Lord of Crags

Huge elemental, Chaotic Neutral - Credit to Avalon5


  • Armor Class 20 (natural armor)
  • Hit Points 192 (11d20 + 77)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 24 (+7) 9 (-1) 21 (+5) 18 (+4)

  • Saving Throws Wis +10, Cha +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities paralyzed, petrified, poisoned, prone
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
  • Languages Common, Draconic, Terran
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/day). If Titan, Lord of Crags fails a saving throw, it can choose to succeed instead.

Magic Weapons. Titan, Lord of Crags's weapon attacks are magical.

Titan's Heart (1/day). Whenever Titan's health reaches 50%(96 hp) the gemstone in Titan's chest begins to glow brightly with earthen aether, his body is encased in a golden veil that makes Titan immune to all damage until Titan's Heart is destroy. Titan' Heart is affixed at the center of it chest, It has an AC of 14, 70 hit Points and it's immune to damage from Titan.

Earthen Fury. Either on the 6th turn (at initiative count 0) of the activation of Titan's Heart or when the Heart is destroyed, the leftover aether of the Heart Explodes outwards in a 120 ft. radius. Each creature inside the radius takes 22(4d10) bludgeoning damage plus three times the left over health from Titan's Heart. After Earthen Fury, Titan's Heart is destroyed.

Actions

Multiattack. Titan, Lord of Crags makes two Fist attacks. if available, it can use Ground Smash in place of one of these attacks.

Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Rock Buster (Recharge 5–6). Titan makes one fist attack. On a hit, the target takes an extra 22 (4d10) thunder damage.

Tumult (Recharge 6). Titan stomps the ground with its foot causing an earth tremor in and pelting with rocks a 30 ft. radius circle centered on itself. Each creature in that area must make a DC 23 Dexterity saving throw. A creature takes 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

Geocrush. Titan jumps upwards into the air leaving the battlefield for the rest of the turn. On initiative count 0 Titan smashes down on the center of the battlefield creating a massive shock wave of earthen aether. Each creature within 60 ft. of Titan must succeed on a DC 23 Constitution saving throw or take 22(4d10) bludgeoning damage, as well as 22 (4d10) thunder damage, and be knocked back 30 ft. away from Titan. A creature that succeeds on its saving throw takes half as much damage. Titan can only use Geocrush twice during an encounter, once when his health reaches 75%(163 hp) or lower and a second time when his health reaches 50%(96 hp) or less.

Legendary Actions

The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

Fist. Titan makes one fist attack

Rock Buster (Costs 2 Actions). Titan uses rock buster with out its recharge.

Primal Tempering. Titan attempts to temper those around him. Each creature of Titan's choice that is within 120 feet of him must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Titan's Primal Tempering for the next 24 hours. Titan can only use Primal Tempering once per round.

Landslide. Titan strikes the ground with his fist with great force, sending a cascading seismic wave in a 60ft. long, 10ft. wide line. All creatures in the affected area must make a DC 23 Dexterity saving throw taking 22 (4d10) bludgeoning damage and being pushed back 40ft on a failure, and half as much damage on a success and are not pushed back. Titan can only use landslide once per round.

Lair Actions

When fighting inside its lair, Titan, lord of crags can invoke the ambient magic to take lair actions, He only does this after his health reaches 50%(96 hp). On initiative count 20 (losing initiative ties), Titan, lord of crags can take one lair action to cause one of the following effects:

  • Weight of the Land. A 20 ft. radius under two of Titan's enemies glows in a concentration of earthen aether. On Initiative count 0 the radius explodes. Each creature inside the radius must make a DC 15 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.

  • Granite Gaol. The earthen aether surrounding Titan graters around one of its enemies to imprison them in a coffin of earth and stone. That creature must make a DC 15 Strength saving throw or become sealed inside. Until the Gaol is destroyed, the creature is considered restrained, blinded and gets the benefits of full cover while inside. The Gaol Has 20 hp and an AC of 10.

The titan, lord of crags can't use the same effect two rounds in a row.



Garuda, Lady of the Vortex

Huge humanoid, Chaotic Neutral - Credit to Avalon5


  • Armor Class 18 (natural armor)
  • Hit Points 210 (20d12 + 80)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 24 (+7) 19 (+4) 10 (+0) 21 (+5) 18 (+4)

  • Saving Throws Dex +12, Wis +10, Cha +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, thunder
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses passive Perception 15
  • Languages Auran, Common
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/day). If Garuda fails a saving throw, it can choose to succeed instead.

Magic Weapons. Garuda's weapon attacks are magical.

Flyby. Garuda doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Aerial Blast. Whenever Garudas's health reaches 50% (105 hp) she intimidatingly teleports to the center of the battlefield. At initiative count 0 a Cyclone of pure wind aspected aether burst outwards form her in a 120 ft sphere. Each creature inside the radius takes 18 (4d8) bludgeoning damage plus the combined missing health of the 4 stone pillars as force damage. Garuda is temporally restrained and immune to damage from the moment she teleports until the end of the turn. After Aerial Blast all remaining pillars crumble into dust.

Eye of the Storm. The volatile aether released from Aerial Blast stabilizes into a destructive wall around the center on the battlefield leaving only the inside of a 30 ft. radius intact for as long as Garuda remains. Any creature that starts its turn outside the range takes 13 (3d8) bludgeoning damage. While Eye of the storm is active Garuda will teleport to the center of the battlefield when using Mistral song and will face the either the northern and southern edges of the Battlefield. additionally every time Garuda uses Razor plume they appear evenly distributed 5 ft. around her.

Actions

Multiattack. Garuda makes three Kick attacks. If available, it can use Whirlwind Blast in place of one of these attacks.

Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Downburst (Recharge 5–6). Garuda makes one Kick attack. On a hit, the target takes an extra 18 (4d8) force damage.

Wicked Wheel (Recharge 6). All other creatures within 15 ft. of Garuda must each make a DC 18 Dexterity saving throw, taking 20 (3d8 + 7) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

Mistral Shriek. Whenever Garuda teleports she releases a burst of windy aether. All other creatures within 15 ft. of Garuda must each make a DC 18 Dexterity saving throw, taking 20 (3d8 + 7) bludgeoning damage on a failed save, or half as much damage on a successful one. Garuda can only use this reaction while Eye of the storm is active.

Legendary Actions

Garuda, lady of the vortex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Garuda, lady of the vortex regains spent legendary actions at the start of its turn.

Kick. Garuda makes a Kick attack.

Friction. Garuda releases a concentration of wind aspected aeter at an enemy. the target and each creature within 5 feet of it must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) bludgeoning damage.

Downburst (Costs 2 Actions). Garuda makes a Downburst attack with out its recharge.

Primal Tempering. Garuda attempts to temper those around him. Each creature of Garuda's choice that is within 120 feet of him must succeed on a DC 18 Wisdom saving throw or gain one level of Enthrallment. If a creature's saving throw is successful two times during the same encounter, the creature is immune to the Garuda's Primal Tempering for the next 24 hours. Garuda can only use Primal Tempering once per round.

Slipstream. A blast of windy aether leaves Garuda's hand and travels towards in a 30ft. long and 5 ft. wide line. the first creature in the must make a DC 18 Dexterity saving throw, taking 16 (2d8 + 7) bludgeoning damage on a failed save and being stunned till the end of the turn, or half as much damage on a successful one and not being stunned. Garuda can only use slipstream once per turn.

Lair Actions

When fighting inside its lair, Garuda, lady of the vortex can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Garuda, lady of the vortex can take one lair action to cause one of the following effects:

  • Fair Combat. in a show of sportsmanship Garuda, Lady of the Vortex uses the aether surrounding her to raise 4 pillars of stone at the corners of a 30 ft. cube surrounding the center of the battlefield. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. Each pillar has 5 AC and 50 hit points. When reduced to 0 hit points, a pillar crumbles into harmless dust. Fair Combat its always the first Lair action that Garuda takes and can only be taken once per combat.

  • Mistral Song. Garuda teleports to the edge of the battlefield and on initiative count 0 releases a blast of Airy aether in a line that is 120 ft. long and 20 feet wide. Objects in that area take 18 (2d10 + 7) thunder damage. Each creature there must succeed on a DC 19 Dexterity saving throw or take 62 (10d10 + 7) thunder damage. Every time Garuda uses Mistral Song she alternates between the northern and southern edges of the Battlefield.

  • Razor Plumes. Garuda concentrates the air aspected aether surrounding her into 6 razor plumes. the razor plumes concentrates their attacks on nearby structures if their are not attacked by other creatures. Every time Garuda uses Razor plume they appear evenly distributed, either 5 ft. around her or 60 ft around the center of the battlefield.alternating witch with every use of Razor Plume.

Garuda, lady of the vortex can't use the same effect two rounds in a row.


Razor Plume

Small elemental, chaotic neutral - Credit to Avalon5


  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsight 60 ft., passive Perception 10
  • Languages understands Auran
  • Challenge 12 (100 XP)

Death Burst. When the Razor Plume dies, it explodes in a burst of Windy aether. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one.

Siege Monster. The Razor Plume deals double damage to objects and structures.

Actions

Wind Blast. Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 1015 ft., one target. Hit 11 (2d8 + 2) thunder damage.

Appendix B: Backgrounds and Patrons

Player Backgrounds

Eorzean Adventurer

  • Credit to RamblaRahl

The Adventurers' Guild is a supranational organization that organized and protects the interests of Eorzea's adventurers. Each city hosts its own branch of the Guild, where recently arrived adventurers are required to register. The Guild also serves as in intermediary between adventurers and the local population, documenting requests for assistance from the citizenry and assigning them to adventurers possessed of the necessary skills via Levequests.

Free Company Associate

Aswell as being an adventurer, they could also be apart of an adventuring Free Company. Free company associates can sometime have deals with an affiliated merchant or discounts with previous clients. Some wealthy Free Companies have airships and boats.

Feature: Guild Accommodations

While in good standing with the Adventurer's Guild you have a discounted rate at any Chocobo Porter, and are granted knowledge of secret guild charted travel routes between destinations, many quicker and others safer. If a city hosts a branch of the Guild you may seek room and board in their tavern & inn at no cost, so long as you are in good standing with the Guild.


  • Skill Proficiencies: Investigation
  • Language: Moogle
  • Tool Proficiencies: Cartographer's tools
  • Equipment: A set of traveler's clothes, the leveplate from your first levequest, an Allagan bronze piece.

Hearer

  • Credit to Vivid_Steel

You realized at a young age that you were open to the whisperings of the elementals. You've heard everything from their rage to their pleasure as the cycles of nature ebbed and flowed. This gift was recognized by those around you, who nurtured and encouraged it as you grew up in hopes that you would become a leader in Gridanian society.

Feature: Wood's Will Be Done

Whereever you go, you catch snippets of the chatter of the elementals. This information provides insight on their mood as well as current events in the region. Because of the gulf between the perceptions of the elementals and mortals, the elementals speak the truth but the information is often cryptic and couched in figurative language. An elemental speaking of a broken stream could be referencing either a corrupted aether current or a contaminated waterway.

This ability commands respect from those, such as the Twin Adders and Wood Wailers, who put stock in the words of the elementals. These parties will mildly inconvenience themselves to help you as long as you do not abuse your authority or openly harm the environment. They will not risk their lives or break the law to help you.


  • Skill Proficiencies: Insight, Nature
  • Languages: One of your choice
  • Tool Proficiencies: Herbalism Kit
  • Equipment: A set of purple robes and a matching hat, a quarterstaff, a trinket representing your connection to nature, an herbalism kit, and a belt pouch containing 2000 gil.

Resistance Fighter

  • Credit to RamblaRahl

The tales of uprisings are many. Though malms apart, these supressed souls find kinship, having once put all on the line for the chance of freedom, only to experience such utter devastation. Many are resolved to keep their heads low lest further transgressions result in extreme action against them or their loved ones. Others grit their teeth, patiently awaiting the spark of hope that will finally help them shake the chains off their oppressors. Yet there are some few that are whispered of; those that soldier ever on, who wage their war still. These few are the Resistance Fighters.

Tales of Resistance

Of the loyal guard, who formed resistance groups during the inital phases of occupation only to see their capitol city vaporized before they could fulfill their dreams of defiance.

Tales of Revolution

Of the Highland clans, who rebelled against their mad tyrant in a bloody civil war, only for a greater force to steal their victory by conquering their weakend state.

Tales of Renegades

Branded heretics, resolute individuals were ostracized from their homeland for seeking a better life and end of war by denying false teachings, and now fight an uphill battle to better a home that casts them as enemies.

Tales of Rebellion

Far to the east, those who lept at a chance opportunity to see their people free, only for their attempt to be swiftly and harshly crushed when the thing they waged their hopes on proved fleeting.

Feature: Rabble-Rouser

You are adept in using rhetoric to stir the hearts of your fellow people. From bare facts, utter exaggerations to flat out lies. from fearmongering and scapegoating to inspiring and uplifting, you know how to work the audience to shape their perceptions, drive their actions and achieve your goal.


  • Skill Proficiencies: Insight, Deception
  • Language: Choose one between Garlean or Draconic
  • Tool Proficiencies: Disguise Kit
  • Equipment: "The old colors", a secretly preserved remnant of their nation's original flag.

Old World Scholar

  • Credit to It's Naga

The Isle of Val is the southernmost territory of Sharlayan in the Old World, and is home to the Studium and its Students of Baldesion.
Here is was that you and other young scholars would bury yourselves in your chosen studies in the ambition that your research would have a hand in charting the course of history.
Choose one specialization that you majored in during your studies at the Studium

d10 Specialization
1 Aetherology
2 Ancient Allag
3 Archaeology & History
4 Culinary Stydues
5 Deific Beings & Tempering
6 Flora & Fauna
7 Geography & Cultures
8 Medicine & Chiruregery
9 The Void

Feature: Student of Baldesion

You are very knowledgeable in your chosen field of study, and dedicated enough that you still carry your years of accumulated knowledge. When making any knowledge roll related to your specialization, you may peruse through your writings and add 1d6 to the result. Additionally, should you fail to meet the required DC check on knowledge rolls related to your specialization, you often know where and from whom you may obtain the information. Usually, this information will be found in a library, scholarly organization, or a learned person or creature.


  • Skill Proficiencies: (Choose two) Arcana, History, Medicine, Nature, and Investigation
  • Languages: One of your choice
  • Tool Proficiencies: One of your choice
  • Equipment: A set of fine clothes, a personalized tome containing your research, a writers' kit, and a purse containing 1000 gil.

Inquisitor of the Holy See

  • Credit to It's Naga

Lawful alignment only


Halone. The Fury, mover of glaciers and the goddess of war. Over many years your days were spent seated between the pews of Saint Reymanaud's Cathedral in prayer, and your nights among the many bookshelves of Saint Endalim's Scholasticate in study. The Tribunal found your mind pure and your actions just, and so you have been tasked with spreading the word of Halone. Eliminate those who would oppose Her, and redeem those who abandoned Her.

Feature: Halone's Doctrine

As an inquisitor of the Holy See, you have the authority to arrest criminals and those who may be guilty of heresy. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. Should you pass judgment, you may have the accused sent to the The Supreme Sacred Tribunal of Halonic Inquisitory Doctrine for assessment. Here the accused may face an assortment of judgments such as adjudication, repentance, trial by combat, imprisonment, or execution via Witchdrop. You are required to be in attendance for trials and sentencing for all those you apprehend, and at the GM's discretion, your authority will vary depending on your proximity to Ishgard. Additionally, if you abuse your power, your superiors may strip it from you.


  • Skill Proficiencies: Investigation, Religon
  • Language: Draconic
  • Tool Proficiencies: One set of artisans' tools of your choice.
  • Equipment: A set of fine clothes, a copy of the Enchiridion, an insignia of rank, a holy symbol of Halone, and a purse containing 1500 gil.

Resonant Experiment

  • Credit to It's Naga

For many years, the Garlean scientist Aulus mal Asina sought to overcome his peoples’ inherent inability to wield aether. When the Empire cast doubt on his ambitions, it was none other than Zenos yae Galvus who came to the scientist’s aid, providing the necessary funding to have the project realized. The Resonatium was constructed in the mountains of Ala Mhigo and with the capture of Krile Baldesion during the attack on Rhalgr’s Reach, mal Asina succeeded in creating a template of her Echo and implanting it into new test subjects. Whether you volunteered for this dangerous procedure or were forced against your will, there is no denying your newfound gifts. While you may not be blessed by either Hydaelyn or Zodiark, whether that matters is up to you.

Feature: Eye of Resonance

You have been blessed not by divine intervention of eikons, but by the ingenuity of Garlemald. You are now Resonant, and thus acquire The Echo feat. You may cast the Cause Fear spell. The spell recharges after a short rest. Casting a spell or cantrip activates your Eye of Resonance. In one of your eyes (your choice), the sclera turns black and the iris emits an ominous red glow, providing 5ft of dim light in front of you. You may otherwise activate or deactivate this ability at will. You are granted 3 Resonance points. During combat, whenever an enemy you can see makes an attack roll, ability check, or saving throw that affects you, you may spend one Resonance point to roll an additional d20. You can only spend your Resonance points after they roll the die, but before the outcome is determined. You then choose which of the d20s is used. Expended Resonance points are regained when you finish a long rest.

Unfortunately, your Resonance is imperfect, and the procedure has made you extremely sensitive to concentrated aether. Whenever you are subject to a spell attack that targets only you, make a Constitution or Wisdom saving throw to resist becoming incapacitated, in addition to any other effects. The DC equals 10 or half the damage you take, whichever number is higher. On a failed save, you suffer a debilitating reaction and are incapacitated for 1d4 turns.

You cannot acquire the Lucky feat upon selecting this background.


  • Skill Proficiencies: Arcana, Intimidation
  • Tool Proficiencies: One of your choice.
  • Languages: None
  • Equipment: None

Warlock Patrons

Patron: Moogle Lord

  • Credit to ElenoreFanGirl

A Moogle King or Queen has taken an interest in you and wants to be your patron. The reasons why a Moogle Lord would be a patron vary from boredom, mischief, or an actual desire to have a non Moogle champion. Though most scholars wonder what lore or secrets what a Moogle would hold.

Moogle Lord Expanded Spell list

  • 1st Level Faerie Fire, Goodberry
  • 2nd Level Invisibility, Misty Step
  • 3rd Level Fly, Nondetection
  • 4th Level Greater Invisibility, Hallucinatory Terrain
  • 5th Level Creation, Mislead

Pact of the Tome:

Your Book of Shadow has a Moogle motif and every time you open or close it the word "Kupo" is uttered.

Pact of the Blade:

Your blade has a Moogle motif and every time you draw or sheathe the blade the word "Kupo" is uttered.

Pact of the Chain:

You have an actual Moogle as a "familiar". Depending on the Moogle's mood you may have to either/or bribe, cajole, or otherwise coerce them to do anything.

Appendix C:Items

Gold Needle

Healing, consumable

Credit: Final Fantasy Wiki and AlessioCali fron Scars of Twelveswood Adventure book

The properties of this solid-gold needle include curing petrification and pricking fingers.


Can be used to cure petrifaction on an affected creature. If the victim itself owns one at the moment of being petrified, it can use a reaction before the effect takes place to activate it.

Phoenix Down

Healing, consumable



















Credit: Final Fantasy Wiki

This feather allows the ressuruction of someone who was recently brought to death or is on the brink of death.


Casts Revivify upon use. You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Ether

Potion, rarity varies - Credit to Vivid_Steel

Ether is the aetheric essences of elemental crystals that have been extracted through alchemical means. Consuming ether replenishes the natural aetheric stores of spellcasters, allowing them to work magic beyond the limits of their personal reserves. As an action, you can drink ether and regain an expended spell slot. If the expended slot is higher level than the ether replenishes, then it is the maximum level the ether can replenish. For example, if you drink a Mega-Ether and the spell slot is of 4th Level or higher, the new slot is 3rd Level. Once you have drank ether, you cannot benefit from drinking ether again until you have taken a long rest.

Ether Rarity Max Spell Slot
Ether Common 1
Hi-Ether Common 2
Mega-Ether Uncommon 3
X-Ether Rare 4
Max-Ether Very Rare 5
Super-Ether Legendary 6

Magical Items

Soul Crystal

Wondrous item, very rare (requires attunement) Credit to Vivid_Steel


A soul crystal is a crystal of concentrated aether no larger than a few ilms that contains the knowledge of all of its forbears. Soul crystals are unique to classes and only a character can only attune to a soul crystal of a class they have levels in and can only be attuned to one soul crystal at a time. Soul crystals are a closely guarded prize that are often passed from master to pupil. Soul crystals act as a nexus of aether that can be drawn on at will. While this soul crystal is on your person, you can cast 1 of its spells without material components using the spell's normal casting time. Once the soul crystal has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. If this is not applicable, the spell save DC is 16 and the spell attack bonus is +8.

Class Spells
Arcanist Identify, Detect Thoughts, Counterspell
Astrologian Bless, Augury, Clairvoyance
Bard Ensnaring Strike, Enhance Ability, Flame Arrows
Black Mage Chaos Bolt, Aganazzar’s Scorcher, Fireball
Blue Mage Beast Bond, Alter Self, Slow
Dancer Heroism, Calm Emotions, Blink
Dark Knight Cause Fear, Darkness, Bestow Curse
Dragoon Jump, Dragon's Breath, Fly
Gunbreaker Absorb Elements, Heat Metal, Beacon of Hope
Machinist Alarm, Pyrotechnics, Lightning Bolt
Monk Expeditious Retreat, Blur, Haste
Paladin Command, Zone of Truth, Aura of Vitality
Red Mage Detect Magic, Lesser Restoration, Dispel Magic
Rogue Charm Person, Pass Without Trace, Gaseous Form
Samurai Shield of Faith, Branding Smite, Elemental Weapon
Warrior Compelled Duel, Wrathful Smite, Protection from Energy
White Mage Animal Friendship, Barkskin, Wind Wall

Additionally, the soul crystal is inscribed with the knowledge of those who held the crystal before. Once per week, you can spend a long rest communing with the spirits of your predecessors through the soul crystal, casting the spell Legend Lore without material components. Additionally, your predecessors' exploits grant you preternatural resilience. You gain a +1 bonus to AC and saving throws while the soul crystal is on your person.

Glamor Prism

Wonderous item, common - Credit to Vivid_Steel

A glamour prism is a crystalline prism that has been enchanted to project the image of one thing onto another. A glamour prism can be used to make a set of leather armor look like a summer dress or like a set of magitek armor. You can use an action to glamor the image of an item in your possession onto another item in your possession, consuming the glamour prism in the process. The items must be similar in nature and shape to one another. The objects must be similar in type to one another. Clothing can be made to look like armor, an arcane book can made to look like a cookbook, but a cloak could not be made to look like a book. The objects cannot be more than 6 fulms in any dimension. The changes wrought by this item fail to hold up to physical inspection. If someone attempts to touch the glamored object, their hand will go through the illusion and feel the item underneath. Once glamored, the illusion can only be removed through using another glamour prism to apply a different glamor, using a glamour dispeller, or casting Dispel Magic on the object.

Glamor Dispeller

Wondrous item, uncommon - Credit to Vivid_Steel

Similar to a glamour prism, this prism has been enchanted to remove glamors. You can use an action to dispel the glamor on an object if that glamor was placed using a glamor prism, consuming the dispeller in the process. If the object has an illusion school spell of second level or lower on it, the illusion is dispelled and the dispeller is consumed. If the glamour dispeller is used on an object that has not been glamored with a glamour prism and isn't under the effect of an illusion school spell, then the action fails and the dispeller is not consumed.

Appendix D: Weapons and Armor

Cloth Armor

  • Credit to ElenoreFanGirl

These robes/outfits were made using sewing techniques and chemical treatments. These are treated as non-magical unless otherwise noted.


Adventuring robe/outfit (typical Eorzean) AC 11 Adventuring robe/outfit (high-end Eorzean/Ishgardian/Doman) AC 12
Adventuring robe/outfit (Garlean Magitek) AC 13 Adventuring robe/outfit (Allag Magitek) AC 14


Elementally Aspected Weapons

Weapon, rare (requires attunement) - credit to Vivid_Steel

This weapon is coursing with aether aligned with one of the six elements. Such weapons are often forged in battles against primals and are not easily manufactured and even less easily given up. If it is an appropriate weapon for the class, it can be used as a spellcasting focus. You can use a bonus action to cause this weapon to seethe with elementally aspected aether, shedding 10 fulms of bright light and 10 more fulms of dim light. The damage from the weapon becomes magical for the purposes of overcoming damage resistance. While the weapon is seething with aether, it deals an extra 2d6 of force damage. Any spell cast that is of the same element as the weapon and uses it as a spellcasting focus deals an extra 2d6 of the corresponding type of damage. These effects end when you use a bonus action to stop them.

Element Title
Lightning Thunder . . .
Fire Hellfire . . .
Earth . . . of Crags
Ice Hailstorm . . .
Water Torrent . . .
Air Slipstream . . .

Appendix E: Custom Spells, Races, and Feats

Protect (mage armor variant for White Mage)

  • Credit to ElenoreFanGirl

1st level adjuration

Casting time: 1 Action

Range: Touch

Components: V, S, M (a piece of crystal or small stone)

Duration: 8 Hours

Touching a creature wearing no armor outside of cloth armor and a hexagonal protective magical force surrounds them until the spell ends. The target's AC is 15 plus its Dexterity modifier. The spell ends when target dons non-cloth armor or if dismiss it as an action.

Stone (White Mage Cantrip)

  • Credit to ElenoreFanGirl

Evocation cantrip

Casting Time: 1 Action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You send a hunk of stone at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. This spell increases damage by 1d8 when you reach 5th level (2d8), 10th level (3d8), and 15th level (4d8).

Aero

  • Credit to ElenoreFanGirl

2nd level Evocation

Casting Time: 1 Action

Range: 100 feet

Components: V, S

Duration: Instantaneous

You send a small ball of aetherlcaly charged air at a creature or object. The air buffets the target with great force. Make a ranged spell attack against the target. On a hit, the target takes 2d6 slashing damage and it takes an additional 1d4 slashing damage at the start of its turn for the next three rounds.

At Higher Levels: When you cast this spell at spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 2nd.

Elemental Swap (feat)

  • Credit to ElenoreFanGirl

With the appropriate elemental shard, crystal, or cluster you can change the element type of a spell you are casting.

The crystal cost is as follows;

0-3rd Level Spells 1 shard

4th-7th Level Spells 1 crystal

8th-9th Level Spells 1 cluster

If you cast a spell at a higher spell slot than the original spell you must pay that tier's cost.

Example: Rukako is about to cast Fireball but she doesn't want to destroy the room and any loot in the process, so she takes an air shard and casts the spell. The shard is consumed and the element is changed from fire to air. The Airball does thunder damage instead of fire damage.

Later Rukako and her party run a large group of skeletons. Once again Rukako casts Fireball but she wants to use a 5th level spell slot so she uses an Earth crystal. The fire changed to Earth as the crystal is consumed and the Earthball shatters in the middle of the group hitting the skeletons with bludgeoning damage.

Custom Races


Half Elezen

Took out Fey Ancestry and replaced it with Superb Hearing ElenoreFanGirl

Feats

Player Feat: The Echo

  • GM Discretion Only

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Additionally, you have immunity to Tempering. Allies within 20ft of you have advantage on saving throws against the Tempering condition, and as a bonus action on your turn you can extend your immunity to three creatures within this range until the start of your next turn.

You can select this feat multiple times. Each time you do so, you gain an additional d20 roll.

If your player race is Garlean, you can now wield magic like any Eorzean.

Credit to Hyperionides


Player Feat: Dual Wielder

Added pistols ElenoreFanGirl

 

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