Friday, August 7, 2009

New Info on FFXIV Main Site!!!

Hello everyone! Not even a day after the exciting news was posted in Famitsu Magazine, we get a whole new load of information on The Official FFXIV Site itself! New info regarding the races of Eorzea, the classes of Eorzea, the three main cities of Eorzea, the story behind Eorzea and the races, as well as information on the Armory System, the Guild Leves System, and even the mysterious Aetheryte crystal system.

We've also gotten some new official clarification on the names used in FFXIV, as well as some clarification on some other things as well. A few key spellings that have finally be officially released though:

Hydaelyn (The world in which Eorzea resides. Known till now as "Hiderin")
Aldenard (The Region of Eorzea and it's Surrounding Islands)
Limsa Lominsa (One of the Three Main Cities, the city by the sea)
Gridania (One of the Three Main Cities, the city in the forrest)
Ul'Dah (One of the Three Main Cities, the city in the desert)

Hyur (The Hume Race)
Miqo'Te (The Mithra Race)
Roegadyn (The Galka Race)
Elezen (The Elvaan Race)
Lalafell (The Tarutaru Race)

For Thorough Information I want everyone to please visit the Official FFXIV Site.

That being said, lets go over some of the information we've just gathered, shall we?

[Disclaimer: I do not own any of these images or articles. All images belong to Square Enix Co., LTD. As well as many of the articles. Some other articles may be fan made from third party sites]

Introduction.

"Such a marvel is proof not only that the gods exist, but that they love, and that profoundly." - Explorer and Mapmaker, Orrick Ballard.

Final Fantasy XIV takes the first intrepid steps into an unknown realm, and in doing so a new place for adventurers of all creeds to call home is born-Eorzea.

In the world of Hydaelyn, the term Eorzea denotes the geographical region comprised of the continent of Aldenard, and it's surrounding islands, as well as the civilization which spawned there.

Calling the area home are several independent city-states, the most notable being Limsa Lominsa, bustling port and pirate hub; Ul'Dah, a desert city rich in mineral wealth; Gradania, nested with within an ageless wood; and Ishgard, bastion atop the mountains.

Throughout the realm can be found climates both harsh and mild, as diverse as the skies are vast. Bleak, desolate landscapes stretch to uncharted horizons, their uninviting expanses yet to be traversed. Colossal monstrosities stalk the land, as if mountains primeval had somehow stirred and risen. Of all things Eorzea may be said to be, hospitable is not amoung them.

In the past, the city-states battled tirelessly, vying for domination and hegemony. Death-mongering beast tribes molested the land unchecked, leaving only destruction in their wake. Unseen enemies lurked beyond the borders, striking at the slightest provocation or show of weakness. The history of Eorzea is a tapestry woven of war and strife, stained with the blood of those gone before, and the tears and ash of fallen endeavor.

And yet the love the gods bear this unforgiving land endures, now and always. What is the allure of this seemingly forsaken place? With what hope and to what end do would-be inhabitants journey here to live out their days?

The answer lies with that which gives form to Hydaelyn and all myriad creation in it-crystals. The cornerstone of all things, it is these crystallized manifestations of the aether that beckon the people to come, risking all in the undertaking.

And so it is, that adventurers too have harkened the call-to bear witness to the epic set to unfold in this land. This Eorzea.


The Story.

The Age of Adventure

Men are wont to suffer
And forget wherein they've sinned
Ne'er bearkening back on tragedies past
Lest the Twelve might humble them
- Unknown


Countless moons have waxed and waned since wandering tribes from across Hydaelyn first arrived in Eorzea and settled its untamed lands. The benevolent deities who ruled the empty continent and its surrounding islands were impressed with the resilience of these primitive men and women, and in an act of mercy each saw fit to ensure their welfare.

These gods and goddesses soon came to be known as the Twelve, and the villages thrived in their light until the land was bespeckled with several independent city-states. Though, where man walks, strife follows, and for generations, these tiny nations carved out a history of blood and betrayal built upon broken oaths and the sun-bleached bones of the fallen.

However, the fate of the land would soon change. Not fifteen years past, a new threat appeared without warning from the east. Metal-clad warriors brandishing weapons that spewed streams of fire, fleets of behemoth airships belching oily smoke that would block out the sun for days at a time...

A resistance was amassed, but to little avail, and it was not long before Ala Mhigo, once considered the most powerful of the remaining six Eorzean city-states, had fallen to the mighty Garlean Empire.

As the empire's dreadnaughts continued their march of terror across the blood-soaked fields of the north, the remaining nations put aside their differences and clandestinely joined hands to form a loose alliance to ensure they not meet the same fate, should the invaders turn theirs eyes southward.

Fortunately, the invasion never came, and just as quickly as it had arrived, the empire was gone again.

However, echoes of their grim message ran clear in the hearts of Eorzea's people - its effect on them, profound and irreversible. The realm would never be the same.

And it was thus that Eorzea slipped into the "Age of Calm", during which an uneasy peace prevailed.

To prepare for the coming storm, the first task of the newly-formed alliance was to fortify their defenses. In the previous era, few city-states maintained organized militaries, opting instead to hire the services of mercenaries and hedge knights to champion their causes. However, after the fall of Ala Mhigo, city guard units were restructured into legitimate standing armies which could be quickly called upon and mobilized if the need arose.

Unfortunately, this left a majority of the realm's hireswords with nowhere to pledge their fealty, and with their livelihood ripped out from under them, many of these men and women resorted to acts of villainy to survive. For fear of the situation worsening and the land falling into chaos, several respected leaders from around Eorzea gathered together, and formed a network of guilds to provide these lost souls with the opportunity to redeem themselves by aiding others.

Through the foresight and resolve of these leaders a new industry known as "adventuring" emerged, its advent helping usher in the current era - an era of hope in a time when the shadows of uncertainty loom ever closer.


The Armoury.

"To discern the true nature of man, one need look no further than the palm of his hand." - from The Treatise on the Principles of Self-Actualization, Rhylsygg Bhirlonsyn

The Armoury System is one of the foundations of the FINAL FANTASY XIV experience, simultaneously being both the impetus behind character development and a key factor in determining individual gameplay.

By merely equipping any of a variety of weapons or tools, players can instantly change their active skills, thus enabling them to dramatically alter their style of play as well as their character's outward appearance. To take an example, let us follow a day in the life of Leeroy.


A New Beginning




Leeroy recently chose to begin the journey down the path of Gladiator, trying his hand at the age-old art of swordplay for the first time. Even today, he woke at dawn to spend the daylight hours drilling relentlessly on the tiny wildlife just outside of town. Alas, opportunities often present themselves when least expected...

An Unheralded Invitation




Without prior notice, some friends invite Leeroy to partake in an expedition to some nearby ruins. Upon joining their ranks, however, he observes that the other party members are seasoned warriors and accomplished mages all. Dismayed yet not given to despair, Leeroy sheathes his sword and takes up his well-worn staff, assuming the role of Thaumaturge, his most advanced class. He bids farewell to the rodents and worms and races to meet his companions, basking in the confident light of his spellcasting abilities.

Disbanding Party




The party members go their separate ways following a successful outing, and while following the river back to town Leeroy is suddenly taken by the urge to fish. He secures his staff to his back in a deft, practiced motion, and on the recoil pulls out his beloved fishing rod. The gladiator and thaumaturge are now gone, and all that remains is Leeroy the fisherman. Three shining trout! Not a bad haul.

A Leeroy of All Trades




Upon arriving home, Leeroy puts aside his fishing rod and takes up his trusty hammer, blacksmithery having ever been one of his passions. He knows, as does any adventurer, that preparation is the key to any battle, and so sets to working the dents out of his armor and sharpening the edge of his blade. It's all in a day's work.

This is but a mere sample of what players can expect from the Armoury. With flexibility of gameplay and effective use of time at its core, the system is designed with emphasis on not only the in-game lifestyles of characters, but those of the players themselves as well. The Armoury awaits you!


Disciplines.

"Every soul must needs have a code, a purpose, to guide them. Else chaos would consume us all." - from The Determination of Being, Guillaurmand de Padellaint

In general, there is a fourfold classification of adventurers based on the disciplinary paths to which they devote themselves:

Disciples of War: Masters of arms who live for the call of combat. Disciples of Magic: Erudite researchers of all this esoteric. Disciples of the Land: Gatherers of material resources and students of the natural order. Disciples of the Hand: Crafters who invest their creative ingenuity in synthesis and industry.

Players may opt to specialize in one discipline, excelling in a single skill, or they may take a more general approach, making free use of the Armoury. The choice is yours.


Guildleves.

"Whither doth a man walk if another taketh the road from under his feet?" - Pandelion Brontard at the 14th Meeting of the Allied Council of Eorzean Nations.

Guildleves are small, rectangular plates made of stained crystal set into a frame of precious metal, each depicting a virtuous deed of one of Eorzea's patron saints, also known as "guardians." When issuing tasks or quests, guilds will often provide adventurers with these plates, allowing their bearers "leave" to take whatever steps necessary to complete the jobs, including entry into normally restricted areas, hunting or harvest on private lands, the confiscation of goods, even negotiations with those considered enemies of the city-states. Guildleves also grand use of Aethertye Portals, ensuing quick travel about the region.

Upon assessing an adventurer's skills, a guildmaster will provide a selection of several different leves, taken from the guild's stock. After weighting risks against rewards, fame against fortune, adventurers may then select the leves that they feel best suit their needs.

Of course, there are no regulations stating that the tasks must be completed alone. Adventurers are free to call on their companions to join them, as only one leve is required to take advantage of the benefits and privileges provided to its bearer. By coordinating the leves of multiple party members, adventurers can even plan grand campaigns built around several different quests.

Whether you have an hour or a whole day, are alone or with friends, seeking battle or bounty, guildleves give you the avility to forge your own adventures. The possibilities are endless!


Valor



Portrays the scene of Saint Daniffen and the Basilisk. Muster the courage to stand against those who would threaten the weak.

Diligence





Portrays the scene of Saint Tother the Ratcatcher. Earn the gratitude of your peers by humbly accepting the tasks that others shun, and working earnestly to complete them.

Constancy




Portrays the scene of Saint Moergynn and the Edgeless Blade. Focus your passion upon a single task, wielding your talents to aid those in need.



Aetheryte.



Aetheryte is the name given to 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, which in turn results in a complete breakdown of 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 pre-determined destination, and upon arrival, the corresponding aetheryte receptacle reconfigures the mist back into its original form. This whole process takes only a matter of moments, allowing for nearly instant transportation to faraway desitinations.

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 if the distance becomes greater. As a precaution, most city-states strongly discourage over-teleporting, as it can lead to irreversible damage.


The Three Main Cities.

Not a lot of info has been posted as of yet about the three main cities. But we have some things to go off of. It seems as though the three main cities are the three starter cities. There is Ul'Dah located in the desert, Gridania located in the forest, and Limsa Lominsa located near the sea. The site, and several articles have mentioned though, that these will not be the only three main cities. There has been mention of two other cities so far as well. "Ishgard" which rests atop the mountains, and Ala Mhigo, which seems to have once been the largest city, or the capital.

The information goes on to explain that there are many vast regions outside of Eorzea, including their own city-states as well. From what I gather I would say that Ishgard is probably FFXIV's version of Jeuno. A central hub. As for Ala Mhigo, it could be one of several things. It could be a end game area, a end game hub, ruins, or some where you only visit in stories. You might not even visit it, as such with Tavnazia in FFXI.

As of now, not much is known of Ul'Dah or Gridania. But we did get a bit of info on Limsa Lominsa, I'll quote the information on Limsa Lominsa directly from the official site.

Limsa Lominsa is located off the southern coast of the island of Vylbrand, under the shadow of ancient cliffs craved by the relentless Rhotano Sea. The city is actually placed on many different islands or sea stacks. Bridge span across each island that and earned its name "The Navigator's Veil" which bard describe what they had witnessed from afar. Llymlaen is the goddess that is said to have blessed Limsa Lominsa because she took pity on the sailors of a great armada that had to flee from battle. The rocks destroyed their ships and with no way to get anywhere and no home to go to they settled in the islands using the vessels that they had to begin construction. The people of Limsa Lominsa did not forget their old ways, but mearly gathered strenghth to rebuild and adventure out again. This lead their influnce spreading throughout the seas and began rulling the 5 seas of Eorzea. This legends formed the backbone of their society and their leader is referred to as Admiral.


The shipping industry is key to Limsa Lominsa financial success. Knights of the Barracuda secure the safety of mariners and ensure the safety and reliability of shipping route's. However, piracy, reaving and pillaging still runs rampant and other nations believe that the Knights of the Barracuda are actually working with local bandit pirates and make profit off unwary travelers.









The Races.

I don't have much to comment on this as of now, aside from what I have already said, aside from a few silly puns Square Enix made. So I will just quote the official site on the descriptions of each race.

The Hyur (Hume)



Boasting the largest population in Eorzea, the Hyur came from neighboring continents and islands in three great migratory waves. With them they brought a sophisticated technology and complex ethos tempered by the breadth of the outside world. They rapidly became a driving force behind cultural progress, and are now widely attributed with spearheading advances in Eorzean civilization.

One of the Hyur's strengths is in the staggering variety of the languages and social institutions they exhibit. This is said to account for their firm conviction in individual freedoms, though it also results in a relative lack of solidarity and group cohesion.

Two distinct groups now exist amoung the Hyur-Highlanders, denizens of mountainous areas, and Midlanders, who reside in the lower elevations.


The Elezen (Elvaan)



The Elezen are a traditionally nomadic people who in their former times claimed the sole dominion over Eorzea, their prescence predating that of the other races. Believing this prominence to be ordained by the gods, they came to develop an steemed sense of honor and pride.

Their characteristically tall, slim physiques and elongated limbs are part of a successful adaptation to the land's various environments. Indeed, it is daid their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several malms.

The Elezen perceived the immigration of the Hyur as a tantamount to invasion, and as a result the two share a past plagued by warfare. At present, however, they can be seen coexisting peacefully, the exception being the reclusive Duskwight Elezen.


The Lalafell (Tarutaru)



The Lalafell were originally a group of agriculturalists inhabiting the fertile islands of the south seas. With the introduction of transmarine commerce, they soon found their way to Eorzea via trade routes. They are now one of the more populous races and are well established throughout the region, though they remain averse to cold climates.

The short, rotund builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many amoung them are also known for possessing highly developed and cunning intellects.

The Lalafell place a great deal of significance on familial bonds, but are by no means unfriendly to outsiders. This is evidenced by the fact that they continue to share the prosperous relations with all of the other races of Eorzea.

The Roegadyn (Galka)



The Roegadyn are maritime people whose largest concentrations are found in the northern seas, by way of which they came to Eorzea.

They possess enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, though tender, introspective individuals can also be found.

Roegadyn in and around the Limsa Lominsa area are typically seamen putting in at port, but many have also settled permanently, becoming mercenaries, bodyguards, or even pirates by trade. Far away, deep in the mountains of Ul'Dah, love mountain clans of reclusive Roegadyn known as the Hellsguard, said to have mastered the magical arts.


The Miqo'Te (Mithra)



During the age of Endless Frost, as the seas turned to ice and passage over them became possible, Eorzea saw an influx of foreign fauna to her shores. This in turn brought the hunting tribes which subsited upon them, the modern descendants of whom are today known as the Miqo'Te.

Since then, the Miqo'Te have diverged into two physically distinguishable groups--the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon. Both groups share a superb oldfactory sense and powerful leg musculature, results of a long evolution geared towards hunting and predation.

Comparatively few in number, they maintain an insular group mentality, tending to avoid contact with the other races. Many individuals lead isolated lifestyles, even when residing in the more populous cities.

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