Saturday, August 8, 2009
FFXIV Updates... Omigah!
Then of course there is an updated set of info for the races and general history of the land of Eorzea. Intriguing that the new charcater models used on FFXIV are VERY similar to the ones used in FFXI (great idea, Square Enix!). This new guy could easily be a descendant of my charcater lol.
And here's a lovely one of a charcter wearing some heavy plate armour:
Lastly, here we have some seriously intiguing speculation done by someone on the Order of the Blue Gartr forums
:
Note: Credit for all info goes to the main official FFXIV website http://na.finalfantasyxiv.com/
Thursday, August 6, 2009
New FFXIV news and screenies!
I just found these on Order of the Blue Gartr
Also, FFIV-Online Forums had a ton of awesome screenies! All I can say is... Whoa.
And these are the 4 Jobs available at the start which can develop into other jobs it seem. Full scans can be found in here http://www.ffring.com/news/Final-Fan...aa30357c4.html
According to the article, character creation will go much further beyond slapping together race and face. Players will be able to customize a wide range of features, such as hair color & style. Exactly what else will be adjustable is unknown at this time.
There appears to be five selectable races so far, with one picture of a horned creature speculated to be a Gria-esque race. The setup looks similar as well, with male and female Hume, Elvaan and TaruTaru races, but only female Mithra and male Galka. A lot of the characteristics of the races are strikingly similar as well
The Hyuran are said to be the most prolific race of all Eorzea. This is pretty much in line with Vana'diel, as they again appear to take the role of "default race." The article says that they migrated to Eorzea in large number from neighboring islands and continents. They brought with them great technology and innovation that raised the civilization of Eorzea to new heights (quite literally, judging from the trailer). Having immigrated from a variety of lands there is great diversity to be found amongst the Hyuran in terms of language and culture. The two main classifications of Hyuran are "Midlanders" who migrated to lower areas of Eorzea, and the "Highlanders" who migrated into the hills and mountains.
The "Elvaan" of Final Fantasy XIV are called "Elzen." However, the official English spelling is not visible in the pictures. The Elzen are the anscestral race of Eorzea, and have clashed with the Hyuran in the past to defend their homeland. In addition, they are said to possess impeccible hearing, but this could just be a joke. Let us not forget the rumors of Sumo Wrestlers in Final Fantasy XI spread by those clever Japanese players. More information will be avaiable on them soon. The Elzen, that is.
Lalafell are short, munchkin-looking creatures not unlike the TaruTaru of Final Fantasy XI. They are a race of farmers who live mainly near the Southern Sea. They also boast an exceptional degree of intelligence.
The Roegadyn are a muscular race of fishermen that live near the Northern Sea. It appears that some work as hired mercenaries or bodyguards, but others lead a less noble life as pirates. A portion of their explanation is cut off, so I will get into more detail about them upon the magazine's release.
Miqo'te are cat-like people who are again known as fierce hunters. They are mainly separated into "Sunseekers" and "Moonkeepers," the latter of which are nocturnal. Together, the Miqo'te are a minority race in the land of Eorzea. It is rumored that the Miqo'te will be even more cat-like than their Mithran counterparts. More information to come once the full blurb is visible.
Jobs will work on what is called the Armory System. Judging from what we can see, the player can change the growth path of their character by equipping different weapons, and within each path are a set of classes. Again, there may be better details available on Friday, but we can still see a couple of the professions from which we will have to choose.
The path of the Fighter is for those wishing to be adept at wielding great weapons of battle. Classes that represent the way of the Fighter include Fencer and Archer.
The path of the Sorcerer is open to those who possess magical weapons imbued with fantastic power. The picture shows a staff, but it is possible there will be other weapon types available. Classes representative of the way of the Sorcerer include 呪術士 (ju-jutsu-shi), which may be a first for Final Fantasy. The upcoming Four Warriors of Light: Final Fantasy Gaiden on the Nintendo DS will also have a 呪術士 class. It can translate to a couple things, such as witch, shaman or warlock. The second class, 幻術士 (gen-jutsu-shi), literally means Illusionist, but has appeared before as Conjurer in Final Fantasy III, and Caller in Final Fantasy IV.
Now this is interesting. The article says that equipping crafting tools will put you on the path of the Crafter. This would suggest that crafting has been absorbed into the job system itself. No more mid-battle juice? Anyway, by taking a tool, such as a Blacksmith's Hammer, in hand, you are on the path of the Crafter, which contains classes such as Blacksmith and Chef (probably sans hammer).
The path of the Gatherer is activated by equipping harvesting tools. In the example picture, the horned mystery man is holding a hatchet. Classes included under Gatherer are Gardener and Fisherman.
Information gleaned from Japanese sites indicate a developer interview will accompany all these pretty pictures. It is impossible to confirm these bullet points right now, so anything listed here could change. Here are a few of the more interesting things rumored to be in this week's article:
* The difference in ability between races is said to be less severe than that of Final Fantasy XI
* Battles progress in real-time, but are not action-oriented, i.e. There is more to consider during battle that simply targeting the enemy and wailing away on it
* The Armory System allows for job changing anywhere, so inventory space is of great importance. Therefore, ways to change armor quickly and easily are being considered
* Currently investigating whether to allow all skills to be mastered, or have a see-saw style system like crafting in Final Fantasy XI
* "Guild Leave" will be a system of quests that include monster hunting, skilling up and a myriad of other activities. Players will obtain items to allow them to travel instantly to their required destination. There seems to be a lot about this system in the article as well, but we'll save that until it's fully visible.
* There will be weather effects and night/day transitions. One game day is one Earth hour.
* Final Fantasy XIV will be casual enough that even playing one hour a day is sufficient to enjoy the game.
* The game currency will be gil.
==========================
Translation by others too
*** RACES ***
Hyuran
Most prolific race in Eorzea. They migrated from nearest islands and continents, taken with them their technology. The Hyurans are split up into two big groups according to their geographic localisation: inhabitants from low-lands and high-lands. Their cultures and languages are numerous.
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 culture.
One of the Hyur's strengths is in the staggering variety of 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 among the Hyur - Highlanders, denizens of mountainous areas, and Midlanders, who reside in lower elevations.
Elzen
This race is native from Eorzea. They clashed with the Hyuran after the latter's massive migration. Their auditory ability is noteworthy. The Elezen are a traditionally nomadic people who in former times claimed sole domination over Eorzea, their presence predating that of other races. Believing this prominence to be ordained by the gods, they came to develop an esteemed 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 said that their highly sensitive ears can discern the squeak of of a field mouse at a distance of several malms.
The Elezen perceived the immigration of the Hyur as 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.
Roegadyn
Most live in the northern sea on fishing. Some of them are hired as mercenaries or bodyguards by other races, but the other ones prefer to go towards the sea and choose to become pirates. The Roegadyn are a 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, live mountain clans of reclusive Roegadyn known as the Hellsguard, said to have mastered the magical arts.
Lalafell
This race of farmers is above all settled near the southern sea. The Lalafells may appear to be small but their intelligence is superior to the other races. It seems there aren't many women. 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 build of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among 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 prosperous relations with all the other races of Eorzea.
Miqo'te
This minority race in Eorzea splits up into two big groups: sun seekers and moon guardians. Most of them are dreadful hunters. Men are extremely rare. 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 subsisted 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 olfactory sense and powerful leg musculature, results of a long evolution geared toward 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.
Differences between races is rather minor but differences between genders will be more important.
Character Customization will be more complete: possibility to change face, skin, color of eyes and hair, etc
*** AREAS ***
In the region of Eorzea, there're three big towns: Uldaha in the desert, Gridania in the forest, and Rimsa-Rominsa in the seaside. There're pirates in the latter one. Developers promise to give a story to each inhabitant of these towns. Money is gils.
The Garlean Empire, located somewhere to the east of Eorzea, launched an attack on the city-states of Eorzea using behemoth airships fifteen years prior to the events of the game.
Though the empire easily destroyed the city of Ala Mhigo and razed Eorzea's northern region, it never invaded southern Eorzea for reasons which are as yet unknown. Regardless, the empire's invasion forced the remaining city-states of Eorzea to reconsider their past enmity and form an alliance which would ultimately give rise to the profession of adventurer.
*** TIME/WEATHER ***
Weather changes.
Day-Night cycle.
1 day Eorzea = 1 hour Earth
*** GAME SYSTEM ***
Game system is named "Armory System", it depends on character's equipment. To change play style, you need to change equipment parts: this modification is executed in real time.
For example, if you're invited to join a team of warriors to fight the enemies, you only need to wear the corresponding equipment to be ready. Once the party disbanded, you only need to change equipment to come back as a crafter, fisherman, etc.
This freedom will make the solo play easier since a warrior who wants to be cured can change into a healer himself. Thereof the number of inventory's slots is more important than FFXI. The developers thought about an easier way to change equipment.
To get more powerful in each specifications, it is advised to balance out the equipment parts between them. In FFXIV, the equipment's level is essential, even more than the character's level itself. The developers insist once again on the huge freedom of this system wherer change can be made whenever. That's probably why the name of the jobs are more neutral than FFXI. The game's team has deliberately chosen to avoid the usual job class.
*** BATTLE ***
Fights are in real-time although te developers point out they won't be the "action" type.
In FFXIV, fights won't be only target and engage the enemy! You'll need to think to other parameters but no more details yet. (the magical barrier in the trailer?)
The items' resistance will be reduced through their use.
*** GUILDS & MISSIONS ***
In FFXIV, guilds delivers licences/permits to players. These illustrated (and beautiful?) cards match with the missions the character has to fulfill. The players will be able to share these permits (having the card or not) and even decide on the number of persons who can participate to the mission.
The game will be irrevelant to the level of each players but some permits can't be obtained before a definite level. These tasks would take 30min~ to be fulfilled, even if some of them will be shorter. Of course, you can carry several permits at the same time.
Those missions will have different and various goals: monster hunting, enemies' raid, skill ups... These operations are called "etherites" (?) and will allow you to be instantly teleported to the specified area.
Guildleves
From Eorzeapedia, the free Final Fantasy XIV encyclopedia
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Guildleves refers to the new adventuring system. For information on specific leves, visit Category:Leves.
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 harvesting on private lands, the confiscation of goods, even negotiations with those considered enemies of the city-states. Guildleves also grant use of aetheryte portals, ensuring 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 weighing 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 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 ability to forge your own adventures. The possibilities are endless!"
The guildleves currently consist of valor, diligence, and constancy (See Leves).
On a forgotten page of eternity
There lies a land embraced by mighty gods
Her name...Eorzea.
As fates cross, swords will clash.
Under the eldritch veil of a crimson shadow.
Heroes of the realm, take up your blades!
To answer the call of destiny.
You must join hands...once again.
Overview
In the world of Hydaelyn, the region of Eorzea (エオルゼア) denotes the geographical region comprised of the continent of Aldenard and its 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; Gridania, nested deep 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 the things Eorzea may be said to be, hospitable is not among 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 as 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 hearkened the call--to bear witness to the epic set to unfold in this land.
Aetheryte
From Eorzeapedia, the free Final Fantasy XIV encyclopedia
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Aetheryte deviceAetheryte 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. Their existence in Eorzea seems to be what drew scores of people to settle in the hostile land in the first place.
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 predetermined 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 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.
Note: Credit for most of the FFXIV-related information goes to the main FFXIV official website
Wednesday, July 15, 2009
Tuesday, July 14, 2009
And here is Leo...
My newest sketch of Prince Luzaf
Sunday, July 5, 2009
This is how my character will be reincarnated in FFXIV
Thursday, July 2, 2009
What serenade to pick for my character when I leave Vana'diel...?
This will most likely be my farewell song for my FFXI character when I quit Vana'diel to start FFXIV. It's called Lost Butterfly by Rurutia:
For the weirdest of reasons it's a highly fitting serenade for my Elvaan Paladin, son of Lord Valaineral R Davilles and Lady Noillurie of Sand'Oria; adopted son of King Destin of House D'Oraguille, and sole Advocate to Prince Luzaf of Ephramad. I'd like to create a video & slideshow montage of my most triumphant achievements in Vanadiel and have this song play to it in the background. My initial choice had always been Brian Tyler's Imana Nushif (from the Children of Dune soundtrack)
Rurutia's sounds slightly more upbeat ad comes across more as a solemn yet gladdened celebration of his time in Vana'diel... besides, he's going to be reincarnated in an even better world (Eorzea). Yet, Imana Nushif also has a certain exotic feel to it that kind of comes in tune with my characters Aht Urghan ties (Blue Magey stuff and yada yada). Speaking of which, here's the bad-nezz himself...
Now here's what's intresting... I actually have a old piccy of my Xter with the butterfly wings obtained through an event. Like so:
Hmmmmm. Seems Rurutia will be the final pick. Well, we shall see...
Monday, June 29, 2009
Vana'diel Celestial Nights 2009
Once again this year, Square Enix brings us the Vana'diel Celestial Nights. One thing that I always wanted to do since the 2007 edition was to have a saved copy of the fascinating folklore attached to the event. Finally found a copy on ffxiclopedia and tossed it here (as per a couple friends' request).
There is a legend that tells of a river formed from the infinite stars of the night sky, kupo. Here is the story behind Celestial Nights--a festival resurrected from the mists of the ancient past.
It was a sweltering summer afternoon when the princess, weary from several days of weaving, decided to take a walk along the bank of the river to clear her mind and refresh her spirit. The rush and roar of the river was a novel delight for Amdina, who had rarely left the grounds of the Imperial palace. Frolicking in the shallows with her handmaidens and oblivious to the passage of time, the princess was startled by the sudden appearance of a magpie that came to rest on a rock before her. Amdina had often woven the illustrations of such birds into her tapestries, but she had never before beheld one in the wild. Hoping for a closer look, Amdina began to approach the magpie, but it spread its wings and launched itself into the air before she had taken a single step.
The princess watched as the magpie soared to the other side of the river and landed next to a young man fishing in the swift waters. To Amdina it seemed that the bird and the sun-browned youth were quite familiar with one another. This was the first time the sheltered princess had laid eyes upon a citizen of the eastern nation. Catching sight of Amdina, the young man smiled broadly and waved. The princess, flustered by the encounter and unable to respond, quickly turned and left the river behind her.
From that night onwards, Amdina no longer weaved her tapestries. The Emperor, concerned for his suddenly oft-sighing and reclusive daughter, summoned a multitude of esteemed physicians to examine the princess. None could discover the cause of her malaise. Only Amdina herself knew the cure for her condition--she must once again visit the banks of the river.
One evening, after feigning illness and excusing herself from dinner, Amdina slipped out of the palace alone. She hurried as quickly as her slippered feet would carry her, but by the time she reached her destination, the night sky was ablaze with stars, and by their faint light the river appeared to meander through the countryside like an immense, onyx serpent.
As she broke the surface of the water with tentative toes, Amdina understood the compulsion that had drawn her to this place. On the far bank of the river, a young man stood holding a lantern aloft, the soft glow revealing the form of a magpie by his side. It was the very same youth Amdina had encountered those many days ago.
The young man began to slowly swing the lantern in a semi-circle before him. Had he seen her? No, the distance was too great, the light of the lantern too weak. And yet Amdina waved anyway. She waved with grim determination, as if by the very force of her will she could recapture the moment she had lost the first time they met. Amdina smiled then, just as the youth had that day, turned her back to the river, and started to walk away.
A flurry of feathers brought the princess to a halt. The magpie had landed directly in her path, a piece of white cloth visible around its neck, its head cocked in an inviting manner. Amdina bent down and untied the cloth with trembling fingers. The magpie chirped in seeming satisfaction and took to the sky once more.
What the princess had taken to be cloth was actually a pure white sheet of neatly folded papyrus, the quality of which she had never seen before. Amdina carefully opened the note to find a single vertical line of elegant characters.
"A message from the youth across the river!" she thought, excitedly.
The princess returned to the palace as quietly as she had left. She then secluded herself within the library and set to work, painstakingly deciphering the note character by character. When dawn finally found her, she sat unmoving in the same chair, a single tear shining upon her cheek. Though deceptively brief, the strange message had translated into a touching declaration of love.
Amdina now left the palace every night to exchange poems with her newfound companion, the ever-present magpie bearing their thoughts and feelings across the waters of the river. At first they wrote in their mother tongues, and then eventually in the language of the other...
But this gentle expression of budding love would come to an abrupt end. The Emperor, suspicious of Amdina's sudden and enthusiastic return to weaving, wrung the secret of the matter from her handmaidens. Further investigation led the Emperor to an astonishing fact: the youth with whom his daughter exchanged poems of devotion was none other than Prince Yahiko--the royal son of a rival nation's ruler and a fierce opponent on the battlefield.
Consumed with rage, the Emperor confined the princess inside the highest tower of the palace and put forth his terms: if she could weave one hundred tapestries worthy of purchase by the nobles of the empire, he would permit her to once again visit the banks of the river...
"He will be awaiting me this day, as he has waited on every other," she thought with desperation, and began weaving tapestries in frenzied haste.
But the tragedy did not end along with Amdina's life. Several months later, the Emperor's army had invaded the nation to the east--Amdina's father had convinced himself of his enemy's responsibility for her death. Prince Yahiko was part of the force that rode forth to meet this invasion, but he was slain by a stray arrow that found its way past his shield. His mind was not on the battle, but filled with thoughts of his lost love...
When the citizens learned of the events surrounding the prince's death, they expressed their grief by decorating bamboo stalks with poems written on colored strips of paper and planting them along the river. The people of the western nation, upon seeing the actions of their neighbors, began to imitate the custom. Before long, both banks of the river were covered in seemingly endless rows of decorated bamboo. The love and loss of the young couple had united the two nations in an outpouring of mutual grief.
Rumors of the event along the river soon reached the western court. Incensed that his people should participate in the customs of his enemy, the Emperor mounted his chocobo and galloped towards the border to witness the madness firsthand. The scene that greeted the Emperor left him awestruck--the great stalks of bamboo on either bank had bowed under the weight of their messages and appeared to form a bridge between the two nations.
Humbled and shamed, Amdina's father at last dispatched a messenger of peace to the ruler of the eastern court. With the consent of both countries, a day was set aside every year when citizens could freely cross the river and renew the bonds that had been forged in shared tragedy.
In the years to come, the river in the tale slowly became the legendary celestial river now famous in lands across the world, kupo. No one can say for sure where that mighty river, and the nations that bordered its waters, actually existed, kupo. The only thing that remains is the custom of summer "Celestial Nights" when people write poems to distant loved ones and tie them to bamboo stalks that symbolically span the river in the sky.
The M.H.M.U. has enlisted the cooperation of the nomad moogles in an attempt to recreate this heartwarming tradition, kupo. We hope this event will give you a moment away from your adventures to remember old friends, and even create the opportunity to reunite dear companions, kupo!
Wednesday, June 24, 2009
How San'd'Oria would take over Vana'diel...
To set out my arguements in a concise manner, I will first of all list the things that Sandoria possesses; and then explain how they all blend together to create a formidable kingdom that is not to be toyed with in the advent of a full-blown War. Most of the information I gleaned are directly from information I came across while doing several Sandy quests/missions, and also from talking to NPCs all over Vana'diel. Believe me, having done about 95% of the Sandy quests and all the sandy missions, I uncovered an overwhelming understanding of the Elvaan.
Let us begin by examining the geographical advantages that Sandy has... it is landlocked, has quite a few secret underground tunnels that lead to advantageous locations, and is blessed with an adundance of very fertile lands. The surrounding regions that directly lead into Sandy also have "bottle neck" entrances, which (as any military strategist will tell you) can be a huge plus during battles. Also carefully note the thick forests of Jugnar Forest, Ronfaurre, and La Thienne Plateau... that means an abundant supply of lumbar; an important point that I will return to later.
Now, let's examine the government (the Monarchy) of Sandy... for those players who are non-citizens or those Sand'Orians who have yet to complete the sandy missions; I will tell you this much without spoiling the story: Sandy is now under superb leadership under a King that truely understands the international politics post-war/preasent-day Vana'diel. In simple words, the throne is as secure as it will ever be plus we are fully reunited with Tavnazia. In addition, the bravery of the two princes (especially Trion) has seriously weakened the Orcish threat... when you succeed with Sandy mission 9-2, you will see exactly how. Therefore, we are pretty much safe from Orc-beastmen insurgents from either Davoi or Fort Ghelspa.
Thirdly, let's look at the chivalry nature of the Elvaan... mind you, not only does the word describe the bravery, courtesy, honor, and gallantry of the two Orders of Elvaan knights; but it also goes further to explain the riding prowess of these warriors. Just for quick reference, a chivalric order is a body of armored mounted warriors serving a king/lord... and the existing illustrations of the War-King Acheufagais R D'Oraguille clearly underlines this. Therefore, be correct in assuming that the Elvaan knights are arguably the best land-ridden forces in Vana'diel (and unless you wanna decieve yourself, we look and ride the best while in a chocobo saddle).
Fourth point, let us examine the magicracy Order of the Elvaan... it seems several people have convinently forgotten that the Priests of the Church of Altana are not to be messed with. It's not coincidence that every single teleport quest/scroll are initiated by Elvaan priests scattered across the globe... and might I add that these priests are already in excellent position to act as spies on behalf of the Sandorian government. The Priests are all White-Mages (as well as Prince Pieuje who likely be almost as powerful, if not AS powerful as the Papsque). Note further that Sandoria definitely has Red-Mages (Lady Curilla's deceased father was a powerful one as well).
Fifth point, Sandy has a recovering economy... and the only reason why it was a decline in the past was because the people where to busy fighting Orcish raids to really focus on sustaining agriculture. As such, the two Princes (mainly Pieuje) shrewdly commissioned an extra Auction House in Port Sandy so as to greatly boost economic trade. The royal family were also smart enough to let the Tenshodo branch of sandy to continue conducting their business at the port.
Sixth point... The city is a fortress (twice over), and it's walls are unbreachable. Yes, I say again "unbreachable". It is not an unknown fact that the main capital city of Sandy actually has an "invisible triangular protective arcana shell" that has it's bases in Cape Terrighan, Beaudecine, and Batallia Downs. If you are a sandorian and have done mission 7-8, you will know more about this. It is a shell of ancient arcana that was put in place by the Dragon King to protect all future generations of Elvaan (I will need to go and double-verify this because it's a while since I re-read my past missions... but I do believe it was Ranperre that put the "wards" in place)
Seventh point... the Elvaan have a very decent number of exceptional generals and commanders; something that is very important in any war. Need me to name them? Trion, Rahal, Excenmille, Curilla, Exoroche, Louvarance, and Cyranuce M Cutauleon (now deceased). While the younger Prince (Pieuje) is not considered a warrior type of leader (in the past, I even thought of him as a total wuss); he nonetheless possesses a very keen sense of cunning and makes up for his lack of prowess on the battlefield by being a shrewd thinker.
So... how do all these points blend into one another?
If there was a war, expect the royal family to cleverly ally with Windy mainly because, believe it or not, the Elvaan have a grudging respect for the tarus after the massacre of Sauromaugne Campaign. And even though they deeply resented the tarus for sending the three mages to do a "middle of the night ambush" while the Elvaan knights were asleep, they eventually accepted that they brought it upon themselves... and their unflinching support to Windy during the Great War clearly showed that all was forgiven (500 knights willingly gave their lives in garlaige citadel while trying to help many Taru's escape thru the tunnels).
Next, where could the battles hold? The average Elvaan is a keen battle-strategist... and every military startegist knows that one method of enacting a resounding victory is to pick a venue for the battle that will be advantageous to his/her troops. Well in that case, we can expect the Elvaan to lure the Humes into La Thienne for swift decimation. The Ordelle caves were mapped by the Elvaan Lord Ordelle and rumour has it that the true original version of the map is in safe keeping at the palace... I think it was this version used by the "lost-in-time" knight in the "A Timely visit" quest. The number of Elvaan quests that take place in Ordelles caves is enough to convince anyone that La Thienne is a military base-point for sandy... heck, they do their training drills there. And with Selbina still a major trading point for exporting food (and most likely weaponry, supplies etc); it's a sure thing that the "Assassination Crew" of the royal family will do gueriella assult on the Bastokian ground troops as they make their way from Konstat Highlands to Selbina to La Thienne.
Bastok has airships you say? Heh... one of the crucial items that Cid needs for building the ships is a certain Teak wood found in Carpenter's landing. No, this is no joke... go do the quest and find out for yourselves... the kind of Lumbar that cid needs to construct his precious airships can only be found while riding the barge in Carpenter's Landing. Naturally, Sandy will close this spot off to cripple supplies that Bastok needs for airship-building (Count Teulleume (sp) will be happy to make sure of that... if he doesn't, the Knights Mistalle will).
And while that happens, the government will be using their Dragoons (headed by none other than Excenmille) to further cripple and possibly destroy the few airships that Bastok will dare to send to Sandy. Perhaps you haven't noticed, but the airships are bulky crafts that are difficult to manuver... easy pickings for the more agile and swifter Dragoons.
Another spot that the Elvaan will drag the Humes to battle will be the Northern regions. We practically wrote the book on mapping the northern lands... and if you don't know, know this now: it was Lord Excenmille's forces that mapped out AND located the strategic areas in the Xacarbard area... a crucial move that helped the allied forces push their way to the Shadow Lord's castle; and which ultimately aided Volkar and the others to secure victory. And please don't forget the Raugemont Pass maps that lead thru beaudacine into batallia downs... there are RK guards stationed there in front of the huge red gate... that's another matter I will get to later on. So; Louvarance of the Knights Mistalle, and Lord Excenmille know that area perfectly... and all the other maps of the surrounding area is possessed by none other than the late Queen's gardener. Now go figure...
... and remember that the Elvaan, having being more adaptive to the slightly colder tempratures of the northern Quon continent are more resilient to the climate. Do I foresee another massacre for the Humes in the icy wastelands? Looks very probable.
Then add in the fact that it's extremely hard to attack the city itself either physically or thru arcana (because of the protective shell around it)... and of course, we still have the Lightbringer, the spirit of Ranperre, and... if my calculations are right... his fully grown dragon who might just happen to be Vthra. Whoa now... and I'm still not done.
Knowing the scheming mind of the Princes, do I foresee them moving a few elite troops through Selbina -> Gustav Tunnel -> Cape terrigan -> Kuftal Tunnel -> Rabao (where they will rest up and restock supplies) before then going through Quicksand caves -> Korroloka tunnel -> Bastok Mines? Launching an attack on the humes through this route is very possible and it will be nice to cripple the excavating process of the mines in that area wile they are at it. If the Elvaan don't wish to enact a full scale attack through this route, they can at least send spies through here to spread disinformation amoung the Galka... the very same Galka who just happen to have their main residential area in the bastok mines area. Heck, perhaps that's what the sandorian emissary priest (convinently hidden in his quiet room) is really doing in Bastok... I won't put the Papsque and Pieuje beyond this kinda tactics.
Couple this with the full alligence we now have with Tavnazia... let's not forget that they have Prishe, Umama, Despialogue (sp?), and Crown Prince Rouchefogne(sp) who is very much alive and will possibly have some powers of some sort. Oh wait... did I mention the baddest of them all, the illustrious Aldo? His friendship to Prishe, his allegience to his homeland Tavnazia, and the fact that he's a powerbroker in Jeuno will ensure that he uses his Tenshodo to gather info on how to secure armed airships for sandy. Sandoria's alliance with Windy will also bring in the formidable Mithran chieftainess and even possibly the Mithran tribes of the Khazam continent (a move that should please Gilgamesh since he is on great terms with the Mithras of Khazam). And a close relationship with the Norg tenshodo means that the warriors of sandy will have easy access to the secrets of the Ninja ways.
Whoa... and I still haven't listed what Trion (Paladin bad-boy), Curilla (Paladin bad-girl?), Rahal, the Red Mages, and the Altana priests can do on the battlefield while Excenmille's troops burn every blue Bastokian flag from the skies. The bottle-neck entrances to the zones near their capital city will be a great advantage to the Elvaan. Picture this...Humes forced to bunch together due to the mountainous terrain flanking them (which will seriously hamper Bastok's ability to set up "scores" of their cowardly cannons in a wide line). Simply have the Dragoons pick them from above with their wyverns, lances, and throwing weapons... I'm too sure that their swift and agile maneuverings in the skies will prevent the Humes from being able to accurately target their cannons onto the Dragoons. Not to mention that it will be a comical sight to watch the Bastokians fumble to fire off shots at their enemies only to blast themselves with "friendly fire". Indeed, it's a huge possibility.
And let's not forget how viciously Excenmille will fight... he was already a legend right from the days of the Great war. I might have to go and double-check from the story-bards in sandy if he still has his wyvern (I can't fully remember but I'm quite positive he does)... nonetheless, even if he doesn't he definitely still has his dragoon abilities. His presence alone on the battlefield will be a huge morale for the other few dragoons that the Elvaan have (namely YOU the player). Then you have valiant Prince Trion and his regiment of Paladins (yes indeed, paladins... all of whom have their gear custom-made and initialled with their personal names). Perhaps you don't know how much Trion enjoys battle...he's so war-oriented that he's actually the reason why Ballista was re-introduced, espeacially after he and Excenmille had a discussion about how to maintain great morale amoungst their troops both at home an abroad.
At Trion's side is also his trusted Captain Exoroche... ever seen the PLD AF quests? It took one single slice of his sword for him to defeat his opponent (ironically, it was a Hume). Let's not forget the aggressive General Rahal and the RKs, all of whom are very adept at gathering information (this is proven in the DRG AF quests and a few other sandy-related quests). It's interesting to note that these are also hardened knights who regularly play Ballista as if it's their early morning pre-breakfast warm-ups. And Curilla... her savage Blade WS is so perfected that she actually once shattered another great warrior's sword.
And of course there is a steady supply of food sustaining the forces... any tactician will tell you that a good army runs on a ful stomach. Ever wondered how Julius Caesar conquered parts of Europe so fast? It was not only because he had great strategists in his camp... but because his army was excellently fed. The Elvaan forces having a steady supply of food (as opposed to bastok who have to buy their food from... where else... Sandy) is another huge advantage. Then you also have them as swift riders on chocobos, ground shock-troops pumped up with Haste and subbing Nin, priests casting Holy and Banish, Trion and Curilla tossing Savage Blade, RDMs providing Refresh and thunder III on troublesome spots...
The possibilities...
Like I said, it's all just hypotherical... and I'll have to think it further if Sandy and Windy don't ally up. Okay, let's say they don't ally up: first and foremost it will be difficult for the Taru's to initiate a war with the Elvaan, mainly because they are a peaceloving people. And even if they did want to display a course of agreesion, they would do so with their Summoners and their Black Mages, right? Well, I'm certain that the Elvaan have remedies for that as well... because, one; the avatars of the summoners can't be used to attack other children of altana. So that drowns the theory of using Fenrir on Sandy's capital... and even if the avatsrs did attack other children of Altana, I'm quite certain that the protective wards of the city will hold up against fenrir's 2-hour.
Next, the Taru Blackmages... that threoy that Lady Shantotto can (at will) toss a curse onto the Elvaan populance all the way from her rocking chair at Windy is just wastage of mana energy. Have you all forgotten about the priest in the sandy cathedral who knows how to remove "god-level" curses from cursed items? Last time I checked, he's the only one in Vana'diel who can uncurse god-fighting items with their corresponding abjurations. Therefore I think it's safe to assume that removing lvl 75 blackmage curse will be child's play for him.
'Sides, there is a whole cohort of white-mage-oriented priests that will effortlessly remove curses cast upon the Elvaan. And as for those other Taru blackmages who wish to engage the Elvaan on the battlefield, I believe that there are several kinds of weapons that have silence as their latent power. Arrows, lances, swords... name it... I'm quite certain that the priests will devise a way to imbue the Elvaan troops' weapons with silence latency.
Don't get me wrong, I deeply respect Ajido for his great skill with ancient magic... but it can only go so far when faced with a good number of the sandy priests.... afterall, his mp has to run out soon enough, no?
Again, like I said earlier... the possibilities...
But whatever the case, and any which way you look at it; it's a very grave error to dismiss Sandy as a walk over. You'll be truely amazed.
Long Live King Destin and may Altana continue to bless the ever-sustaining might of the Elvaan... San d'Oria indeed grows from strength to strength.
Vana'diel Etiquette for Beginners...
Lion... first came across her during the rank 3 missions and I fell in love with her ever since. She's freaking beautiful, incredibly sekzie (god, I love that mane of hair), and keenly smart. When you do more of the Zilart missions you get to understand what a gem she truely is. Hoping madly to see more of her in the update... ya, a man can hope, can't he?
Princess Cladie... epitome of a true princess. She's lovely, carries herself like a true noble and deeply (very deeply) follows her heart to do what's right. If you are from Sandy, you get to eventually understand just how hard she works to sustain peace.
Prince Trion... the one NPC that I will follow into the fiercest battle without a moment's hesitation. Though he seems to be very tempremental, impatient and massively arrogant; he is simply bad @$$ when it comes to fighting skills. As his story progresses, you will find that he is the real representation of what a D'Oraguille should be. You actually get to see him mature into the most honorable, most fearless, and most selfless person in the kingdom. Also has a very eloquent way with words, which is why the Royal Knights adore him to no ends. Now, only if he and Curilla can get their love-story going...
Alberiche and Exoroche... any Paladin that went thru the PLD AF hell will come to understand the intense loyalty between this father and son combo. Fathers can be coldly hard on their sons for a just reason...
Aldo... ambitious courage sums it all. Watched his family and beautiful homeland get destroyed; and within 20 years hussled his way to sheer success through every means available to him. Dood... can you even begin to imagine what he had to go through to become the leader of the Tenshodo (Jeuno-branch)? Huge respect there.
And speaking of Pirates:
Gilgamesh... the highly resourceful leader of the Norg Tenshodo; if he can't get it for ya, he'll at least tell ya where to find it. His gear is awesome and if my character could age, I woulda liked him to look just like Gilgamesh.
Mamaulabion... that crazy lisp is literally a nightmare to read (my eyes hurt for months afterwards)...but dam he's hillarious.
The Zilart boys, especially Eald'narche:
How can one freaking midget just wake up one morning and think he can be Master of the Universe? After he massacred me in ZM17 (4 times now and counting) I got to see why. Heck, if I could wield that much power, I'd do the same... honestly.
Maat... yes indeed, I will mention and list Maat. OMG, I hated this old fool like a plague during my genkai runs. For all those times he almost made me smash my screen, I gotta hand it to him... he taught me patience.
Kurou Morou... watching him and his counterpart next door bicker at each other is a great laugh. Being Sandorian, he was one of the very first tarutaru npcs I ever met. It was my first time in Jeuno as a lvl 20 WAR; and talking with him in Lower jeuno and the little Taru npc in Upper jeuno (the one practicing to join the Ducal Guards) made me generate a huge liking for their race. Meeting Shatotto and Hakkaru Rinkuru in Windy finally convinced me that my mules definitely had to be Taru.
Two of Swords... the Cardian in Lower Jeuno who just wanted his dedicated loyalty to be appreciated, nothing more.
***Edited so as to add Zeid and Excenmille:
Zeid... for his sheer loyalty to his best friend to the very end (name omitted to prevent major spoiler); and for his true adventurous spirit which makes him a living legend (till this day) in Bastok.
Lord Excenmille... Crimson gear, and a proud pose that seems to say: "Better have something smart to say or I will decimate ya". As you go thru more sandy quests, you find out he's one of Sandy's greatest heroes and a respected noble who is truely loyal to King Destin and Prince Trion. Whenever I lose in ballista, I actually prevent myself from talking to him cuz he'll sneer at me ...and to quote (as best as I can remember off the top of my head):
Loss to Bastok: "How dare you lose to the Humes and their Galka pets?"
Loss to Windy: "How dare you lose to the Tarus and their Mithran kittens?")
However a win at Ballista will make him praise you and liken you to a certain legendary hero that all Sandorians rever till this day.
The original concept art for the Elvaan...
Wow... I was just going thru my email when a friend sent me the link to Elmer's site. Interesting images (but I naturally lifted posted only the Elvaan one here). I'll head over there later and read up more on what Vana'diel could have really looked like.
Things I would've liked to see in FFXI...
Yeah, the Odin armour... shame I can't find one with an Elvaan wearing it --only found one with a Hume female. But still, it's pretty spectacular ehhh?
For weapons:
Gimme Archduke Kam'lanaut's blade and shield that he used in the ZM8 battle and I'm all good as a PLD. It takes a little while to bring the wuss down, so I'm guessing his gear has a ridiculous amount of VIT on it. The blade gleams like ethereally polished steel, and his shield kinda "floats" over his forearm (here). And trust me; in the battle, it actually rotates constantly... it's just bad @ss. (No spoilers intended)
Gear-wise:
The Arc Angels entire gear (or some similar god-like gear) should and MUST become available... nuff said. I don't care if I have to find a lvl 100 +10 smith to synth the set for me for 10 mil gil; or if I have to quest for several weeks for the pieces... me wants it. And the AA Hume's dual swords, plus the AA Elvaan's chopper? (Yes, please)
Steed:
I've been riding chocobo's since FFVII...and even though the fun remains priceless in FFXI, I would love it if the SE programmers will let us rent (or even better, breed-to-own) a Hippogryph. If anyone hasn't seen a Hippogryph, try to complete CoP 2-3 and 2-4 so as to gain Riverne access... won't wanna spoil the surprise for ya.
Residence:
A larger Mog House will be nice... Lion has been complaining that she needs more space for a kitchen. Since she makes me the very best Tavnazian Salad and Shallopes Tropicale in Vana'diel, I totally agree with her.
NPCs:
Off the top of my head, m'lord Prince Trion needs to get outta his IM set... these days, I feel somewhat embarassed to stroll into the palace in my Adaman gear and see Trion still doning lvl 50 gear. Understandbly, when FFXI first started, the level limit was 50, hence the highest ranking NPCs mostly wore items of that level. However, after 2 major expansions, the programmers gotta find a way to update these "old" yet timeless characters.
Storyline:
Two exploring adventurers wander around in Ordelle Caves after their sucessful grab of Stromper from the Gil-sellers. Feeling elated with their drop, they decided to tour their surroundings in greater detail...and eventually end up in the Strange Apparatus room.
PL1: "What the hell is this place and what is that thing?"
PL2: "How the hell should I know? Some say it's a wacky slot machine"
/em PL1 bursts out laughing beside PL2
The above is just an example of how there are several things within the Vana'diel storyline that many of us wish could be explained. Me personally, I wanna know what those strange apparatus places stand for... which means I'll possibly go through another rigourous three months just to complete a few prerequisite quests that end up only explaining a minor "hint".
Joy oh joy.
Prince Luzaf Cael Ephramadhi
(Credit goes entirely to Final Fantasy MUX for creating the original bio, background and general wiki information for one of my favourite FFXI characters. I just needed to post this on here because of a couple requests and also so that when FFXIV arrives, I have a vague template on which to build my charcater on).
Luzaf Cael Ephramadhi grew up the only child of Ephramad's royal family, and as a result, he was often spoiled in his youth. But in all truth, the finer trappings of royal life didn't keep his attention the same way the sea and the tall ships of Ephramad's royal navy did. Something about these ships always captivated him, and learning everything he could about them became a lifelong obsession. The social obligations and things that came with being the Crown Prince quite often came second, if it could be helped.
Along with his love of ships, Luzaf developed an appreciation for the arts. Before long, he had his hands full in dividing his time among all of his passions, his duty, and the rest of his education, including swordplay and marksmanship, both of which he took to with a natural ease. All of this on top of being a Prince, he didn't have many friends in his youth, but he didn't seem to mind. Those that he did become acquainted with, however, were treated to the company of a well-mannered, soft-spoken gentleman, with hardly an ill word for anyone, and as much of a love for his people and Kingdom as he had for his interests.
On his twenty-first birthday, Luzaf was gifted with his very own ship. It was ornately detailed, finely appointed within, and had two tall masts bearing pristine white square-rigged sails. The body of the vessel what darkly tinted, almost black, yet the trim and designs running just beneath the edges of the deck were etched in gleaming gold, and this included the Ephramadian dolphin crest near the bow. He was immediately enamored, and certain that he had received no finer gift. The ship would become known as the Ebony Queen.
Luzaf left his home in his twenty-third year, and sailed abroad. He spent six months studying in distant lands, learning from craftsmen and studying the designs of many sea-faring vessels, as was part of his passion. It was during his return trip to Ephramad that he got word of Aht Urghan's crushing assault on his home. With an alliance to the Mamool Ja, the Empire had razed Ephramad in a short eight days, and by the time the letter found its way into his hands, a fortnight had already passed since the war began. The Prince was left grief-struck, stunned, and enraged.
He changed course to the Arrapago Islands, and there he gathered what remained of Ephramad's once mighty naval fleet and established a provisional government. He would not be content to sit back and allow Aht Urghan to have its way, ruling the better part of Aradjiah, and the sea. He would do everything within his power to drive the Empire back to land, reclaim the Cyan Deep, and rebuild Ephramad. But in order to accomplish this, one first had to turn the tide.
The rise of the Corsairs came in the form of sustained guerrilla-like attacks on the Empire, their ships stalking the dark of night and lashing out at enemy forces, led by Luzaf's own Ebony Queen, which had been redesigned for war and aptly renamed the Black Coffin. A name which would, in the end, prove to be an ironic truth and a self-fulfilling prophecy.
Luzaf's persistence, his actions, and his success in combat earned him the title of Luzaf the Blackheart. Though for what it implies, one could wonder at the accuracy of such a title. Although many Imperials lost their lives to his Corsairs, it was very rare that any of his foes were left to suffer, or were thought to have been tortured. Whether they deserved it or not for their transgressions against his people, his enemies most often met a quick, merciful end.
Such attacks over time proved to be drastically successful, and the Corsairs had very nearly reclaimed the sea as their domain, yet the tide of conflict changed again when the Imperial Army became wise to the tactics and location of the Ephramadian rebels.
A plan was devised by the army, and after one skirmish ended on open water, the Corsairs were followed home, and set upon by Lamiae while they rested the night in Periqia. These Lamiae, under the control of the Imperial Army, were too much for the Corsairs to handle, especially having been caught off guard. Their numbers were swiftly cut down, their ships were destroyed, all save for one.
Luzaf made one final address to his closest friends and crew:
"All who lack courage are free to leave this ship for solid earth. There is no glory or honor in this battle, and it will rage on until you have gained or lost all you have ever desired.
"Yet I have faith that even without our king, you shall achieve honor through your companions. Even should you end up in an early grave, your friends will pass on the tales of your glory until time's end."
The Black Coffin, in a bid for escape, pulled from its moorings and turned to open water. It was Luzaf's hope that having more open space would give him and his crew a fighting chance for survival, but even his grand ship could only take just so much damage from the Imperial war galleys lying in wait among the waves. And though he and the crew of the Black Coffin are said to have fought valiantly, and with everything they could muster given the odds, Luzaf's defeat had come. A powerful cannon blast to the hull forced the Black Coffin to list violently and send the Admiral Prince overboard.
And in his last moments of mortal life, as his ship sank beneath the waves, he called out, "Great Odin, guardian of the Kingdom of Ephramad. I beseech thee... If it is but one swing of my blade, grant me the chance for revenge."
As his eyes darkened and senses faded, all feeling fled from his body save for the chill of the sea around him, and in his vision the hazy image of an armored figure in a horned helm, wielding a polearm in one hand, and sitting astride a mighty steed. Odin had answered his plea. In Luzaf's ears, like thunder, the Dark Lord's words rolled:
"When the Age of Judgment draws near, I shall grant thy wish... But once thy revenge is complete, thou shalt destroy mine enemy... Alexander."
The exact depth of these words were afforded no time to consider. They would follow the Crown Prince of Ephramad into an oblivion of 200 years.
It might as well have been a dream. He awoke on the deck of the Black Coffin, the vessel afloat as though it hadn't given in to the sea. And his crew... they were all present and accounted for, but something was unusual. Though all were present, aware, and awaiting his order, all of them were mere shades of their former selves. This was when reality struck him. It was no dream. Luzaf hadn't imagined the loss of his comrades, his ship, or his own life, anymore than he had imagined the apparition of Odin that had come to him.
Surely, he thought, it must be the time foretold by Lord Odin. It was time to begin his war anew against the Empire, time to strike them down and fulfill the anger which had merely slept in him for the past two centuries. Luzaf knew what had to be done, though it wasn't by his own effort that he came to a plan. Odin had sent one of his lesser servants, an imp, to assist the re-risen Prince, and to see the bargain with Odin to fruition.
Fate began to move forward, guided by Luzaf's hand, and himself controlled indirectly by the unseen puppet strings drawn from his wrath by his dark lord. Eagerly, he ventured into Halvung and Mamook, bargaining and dealing with Trolls and Mamool Ja alike, all in an effort to assassinate the Empress or seize the two automatons which would prove invaluable in manipulating, and preferably destroying, the legendary Colossus Alexander. And Luzaf very nearly succeeded. It was by chance that both puppets fell into his hands, thanks to one of the Mamool Ja, followed soon after by their mistress Aphmau.
With puppets and Puppetmaster in his clutches, Luzaf returned to the Black Coffin and set sail for Periqia, the once hideout of the Corsairs, now home to ghost stories and a ship graveyard. He was sure that the Empress would reveal herself in some way, or that her forces would spread themselves thin while searching for Aphmau, thereby leaving Nashmeira vulnerable. He found his captives to be quite cooperative, even strangely polite company considering their situation. Even his crew seemed to want to accommodate them and see to their comfort, much to the Admiral's surprise.
Their approach to Periqia wasn't as easy as it could have been. The shriek of whistles, used by the Imperial Army to control the Lamiae that had not yet broken free of the Empire's control, echoed through the dank mist. He remembered the sound well, and it dredged up some very vivid and unpleasant memories from the night his rebel forces were crushed. In the presence of such abominations, Imperial alchemists, and the Empire's Grand Vizier, Luzaf learned the true identity of his captive.
Realizing who stood right in front of him, Luzaf was prepared to make good on the chance Odin had given him. He could kill not one, but two members of the Imperial family at once, avenging his home, his people, and his comrades. What a wonderful, unprecedented opportunity. The same wrath that brought him into his pact filled him again, consumed him, and flowed outward taking on the form of the Dark Rider himself. It took a single blast of dark energy from Odin's hand to remove the Lamiae from existence, injure the alchemists controlling them, and knock the Grand Vizier prone.
Fortunately, that was all that happened.
It may have been Aphmau calling out to Luzaf which prevented matters from getting worse. Perhaps, through his anger and Odin's grip he was able to recall the girl's kindness prior to their arrival in Periqia. What was it that she had said that had got him wondering? She said something about the ghosts of Corsair's, his old comrades, wandering the Reef in loneliness and dwelling on fonder memories. Her compassion, gentleness, and her forgiveness. She spoke of hope, as well, something he had long forgotten. No... this little Empress was nothing like her predecessors. She didn't deserve to die at his hands.
He struggled, but regained control through sheer force of will, his own versus that of the Dark Rider. Luzaf let go of his rage, and the tendrils of shadow around him subsided, leaving no trace of the other apparition that had just been there, hovering behind him.
When he awoke again, he was no longer on the cold, unforgiving rocks of Periqia. He was on the deck of the Black Coffin, adrift at sea... this time with no crew, living or dead, and no sign of Aphmau or her automatons. Had she been captured? And if so, why had he not been taken into custody as well, or even sent back to the underworld after failing at his bid for vengeance?
Personality
Over all, Luzaf's pride is not akin to arrogance, unlike so many of his distant brethren in the western lands of Vana'diel, though so much of it can be attributed to his upbringing as the Crown Prince of the Kingdom of Ephramad. His pride is for his people, his first care is for their well-being. Or it was at one time, before the then Emperor of Aht Urghan took that away, all within a week. His love for his home and his people became such a weight on his soul that it turned to rage, and hatred of the Empire.
Luzaf is actually slow to anger in most other matters, yet he is not without his vices and occasional bouts of selfishness. These can sometimes be powerful motivators which can drive his need to see justice done, or a goal met. Such negatives can lead to some very risky decisions, such as bargaining with potential enemies (or death itself), but in his mind the ends will usually justify the means.
By his true nature, he carries himself as a gentleman, protective and loyal to those he calls friends and who have earned his trust, and able to inspire those under his confident and capable leadership. He is not beyond heroics and self-sacrifice if a situation calls for it, but he is more likely to try negotiating his way out of a situation before it comes down to combat.
If slighted by someone familiar to him, or if his trust is rightfully earned by someone he would normally be at odds with, he may try too hard to seem angry or put off, even looking for reasons to remain so, but he will eventually get over it and come around. He can be forgiving in spite of himself.
One major driving factor in Luzaf's personality, and how he deals with others, is how he perceives honor. This, to him, is a matter of black and white. Once he gives his word to someone, he will follow through and do everything in his power to uphold it, for better or for worse.
This may be due largely to Odin's influence, but breaking one's word, and succumbing to personal dishonor is a display of weakness in spirit. Giving Luzaf your word and then breaking it is something he takes as a grave insult, and he might not be so forgiving. Odin chooses the strongest to dwell in the halls of Valhalla. Dishonor and weakness are punishable.
The Prince
This is one of the two sides of Luzaf that people see most often. He carries himself with dignity, he is calm, polite, and every bit the gentleman. Under the surface, he is a spoiled man with a lingering craving for luxury and finer things, and this often manifests itself in the kind of company he keeps, or the material items he surrounds himself with. There is a certain selfishness to this side which he will now and then seek to indulge, and these personal desires can sometimes put him at odds with others. Moreover, he wants to protect what he has, and he will take measures to ensure that little or no harm comes to those he cares for.
The Admiral
Aside from the Prince, this facet of Luzaf also comes through quite often. In most cases, this is the most formal side of his psyche, demanding respect, and expecting his orders to be heard as well as heeded. This is the strategist, the leader, the thinker, rather than the romantic artist or materialist. If he has a goal to accomplish, this is the side to expect more often than not, but there are times when the Admiral will mix with the Prince, or the Blackheart, and the transition is barely noticeable.
The Blackheart
This is the side of Luzaf which no one should ever hope to encounter. It is a rare thing to see this side, and it's seldom pleasant. The Blackheart is an angry person who doesn't care who you are. All he needs to know is that you're guilty of some crime or injustice against a person, or people, he holds dear. The line between Justice and Revenge becomes blurred to the point where the two are indistinguishable. The Prince becomes all but non-existant at this point, and acts of chaos, deceit, theft, and killing could be considered viable and wholly justified in his mind. Once the Blackheart is brought to the surface, it can be very difficult to deter him from this darker path.
Quirks
Artistic knack. He's just as comfortable seeing to the smooth-runnings of a ship as he is with a paint brush and palette in hand. He's also been known to whittle chunks of wood down with a sharp knife until they resemble people and creatures, though perhaps his favorite art takes far more care and patience. How many people do you know who can construct an elaborately detailed ship inside a glass bottle?
He hates hats. Sure, he'll wear one now and then with the appropriate amount of plumage, but most of the time, he can't be bothered with them. They mess with his hair.
The hair flip. Whether or not he's conscious of this action, Luzaf has a habit of reaching up to one stray curl of bangs and flicking it out of the way, only to have it spring right back into place and stay there until the next dramatically appropriate moment.
Ambidextrous. Luzaf can use both hands with equal efficiency, everything from writing and crafting, to handling his weapons.
Mmmm...hookah. Since his arrival in the Converged world, Luzaf came across a hookah in South Figaro's markets. Having purchased it and brought it aboard his ship, he can now indulge one of his few vices and have a smoke now and then.
Technologically Impaired. Take a man who is not only worlds, but centuries out of place, and you will see someone who, despite all of his confidence in other situations, has not the first clue about "modern" technology. Give him a piece of paper or a business card with a PHS number on it, and he's more likely to pace around, reading the numbers aloud as though he's reciting a spell. And with the more dramatic flair, the more likely it is to work, right? Put him in front of a computer, and he will stare blankly, perhaps press a few random buttons, but he will eventually give up and walk away in frustration. And he keeps hearing about this thing called television. Just what is that, anyway?
Powers
• Wild Card - In a pinch situation, Luzaf draws six cards from his coat, shuffles, and chooses one at random. Each card represents a different effect, and the effect can land on himself one one of his allies... again, at random. Due to the irritable and fickle nature of chance, Luzaf cannot tempt Fate with this ability more than once every two IC days. The cards and results are as follows:
I - Erase effect. One negative status ailment is removed.
II - Increases the power of one person's spell for a single casting. i.e. Fire becomes Fira, or Cure becomes Cura, for that ONE CASTING ONLY.
III - Give someone immediate access to their Weapon Skill/Limit Break/Overdrive.
IV - Grant one person a Reflect effect for a single round.
V - Refills one person's MP.
VI - Grant one person a Regen effect for one round.
• Phantom Roll - They say numbers have power. Luzaf rolls a die, and depending on what number comes up, the effect of a given roll can be marginal, or twice what it would normally be. Certain dice have a lucky number which will double the given effect's potency. Likewise, each die also has an inherent "unlucky" number, which will minimize a roll's effect on Luzaf and his allies. Rolling a 1 will also produce a minimal effect if he doesn't try to Double-Up. Effects will wear off after three rounds.
Available Dice: Ninja Dice, Hunter's Dice, Chaos Dice, Magus' Dice. Effects are listed below.
-Ninja Dice: A successful roll grants an evasion boost for Luzaf and a few allies. Lucky# 4, Unlucky# 8
-Hunter's Dice: A successful roll grants an Accuracy/Ranged Accuracy boost to Luzaf and a few allies. Lucky# 4, Unlucky# 8
-Chaos Roll: A successful roll grants an Attack/Ranged Attack boost to Luzaf and a few allies. Lucky# 4, Unlucky# 8
-Magus' Roll: A successful roll grants a Magic Defense boost to Luzaf and a few allies. Lucky# 2, Unlucky# 6
• Double-Up - If for some reason a roll falls below a "lucky" number, the corsair has the option of making a second roll. However, this ability poses great risk as it can make or break the worth of any roll. Say, for example, Luzaf rolls a 2 on a Ninja Roll. He can choose to roll again in hopes of getting another 2, bringing the cumulative total to 4 for the lucky number and doubling the Evasion boost effect. Rolling a 2 on the first try, and then a 6 on the second scores a total of 8, the Ninja rolls unlucky number.
-Busting a Phantom Roll - Exceeding a total of 11 means Luzaf and his allies lose the effect they've just received on the initial roll. This also means Luzaf receives a negative penalty. For example, Busting a Ninja Roll means Luzaf suffers a temporary Evasion deficiency which can last four rounds. He'll be easier to hit, as a result. His allies suffer no penalty from a Bust.
• Weapon Skill: Elysium Gale - Usable only when Luzaf uses his cutlass and dagger as his primary weapons in combat. This skill hurls two glowing arcs of energy at his target, the first produced from an upward cross-swing of his dagger, the second from a rising sweep of his cutlass. The attack is also accompanied by a powerful rush of wind which may knock his enemy prone.
...And here comes Aion
Will there be a "sky" continent in FFXIV?
My First Day in Vava'diel...
First post on my new blog and it's a one hell of a nostalgic rant of a post. Like, totally.
Just gonna take a trip down memory lane to the time I started playing FFXI and use it as a springboard to what I expect of FFXIV. Quick pause: The image above is what I sometimes wish my personal chocobo could look like (credit goes to friend of mine who sent me this sometime ago so she could make fun of my beloved Red, San'd'Orian breed Destrier "Obsidian-Empress". Meh, yup she got me on that one.)
Anyway, I actually started deleting a couple of my mules today on PlayOnline & FFXI Content ID page (it's the first stage of me fully quitting ffxi for the third and last time). While deleting them, there is a page on the Content ID area that shows you the dates you purchased all your additional Xters etc. I had just scrolled down to the last Xter on the list which is my main and my very first Character; and stared for a long time at the date: April 4th, 2004. The day I started playing my very first MMORPG.
And the memories just started flooding back; how I saw the advert on TV for ffxi and headed out to Best Buy the next day to get the whole ps2 bundle (they had a whole special eye-catching display stand for FFXI). Got home, spent well over an hour configuring the whole setup, connected to PlayOnline and then saw that the system had selected Garuda server for me. Then spent almost half an hour trying to decide what kinda Elvaan I wanted to be... and then connected into North Sandy.
I too, was in complete and utter awe. It was visual overload for me for the next three hours.
There were all these other people running round with names above their heads. There were NPCs that actually had very engaging dialogues. There were these awesome looking buildings. There were consistent chatlines flooding my screen (I had NO idea what chat filters were at the time, so you can imagine). I didn't even make it into the next zone (Port Sandy) until like an hour later because I had no idea how to pop open my map and therefore kept going round in circles speaking to various NPCs over and over again. And even then, I found port sandy only by sheer luck (I had zoned thru that archway and remember feeling that panicked anxiety when the screen went black with "downloading" at the bottom corner of the screen. I thought I had messed up somehow and was hoping there wasn't some button on my gamepad that I had to press. (Yes, please laugh at me cuz right now even I am laughing at me for those memories).
More exploration of port sandy ensued and then I saw an airship land... and I was like "Whoaaaaa!". Then I had to log cuz I had to turn in an overdue assignment to my professor in the morning plus I had my parttime job. Next day when I did manage to log in, I saw a Galka Monk in full AF standing beside me and I was thrilled when he tried to answer my questions in English (he was of course Japanese). By my third or fourth day, I had bought the Brady's Guide (I'm still demanding a refund from the publishers, dammit!) and I had one of those "Aha" moments when I found out stuff like crystals could stack.
Over the next few more days, I explored more of this new and fascinating world: I saw DRK AF for the first time and drooled; I saw carby for the first time in Ronfaure and joined a bunch of new players who kept running after this strange creature with a bluish glow. I got to level 5 and met my real first friend (a TaruTaru named Leverate), and with another new Elvaan friend named Jobrant (my second friend in ffxi) we took it upon ourselves to protect the campfire spots in Ronfaure from the Orcs and Gobs. We took this task so seriously that even as at yestarday, I still went back there on my level 75 Paladain to perform this duty for a few minutes. For some very crazy reason, this trivial, unremarkable, obscure duty still marks itself as one of my greatest and important achievements in ffxi. Yep, till this very day.
Anywayz, I got to Level 7 and tried on my white and grey Leather armour set, of which I was exceptionally proud of. I became even more proud when I hit level 10 and myself plus our group of now eight new friends all scraped gil together so we could all wear the reddish scale armour (just so that we could now look awesome like the npc guards). Heck, and when my friend's wife insisted that we all got matching berets to go with our new scale armour (were they like 300 gil each at the time?) we all jumped at the idea. And by Altana, how we all laughed so hard at being totally owned when we braved Ghelspa Outpost.
Heh, and I remember yelling "OMG!" at my screen the first time I saw how much exp could be earned within a full party at the Dunes (ummm, when you aren't dying of course). And who can forget finally making it to jeuno for the first time? I still remember waiting in front of the palace at level 20, waiting for my friends to log on so we could attempt our (second or third?) hike to jeuno and suddenly a group of level 55-ish to 60-ish japanese players offered to take us. They all subbed /whm so they could cast inv and sneak on us, and thus was my first experience of an alliance. They were so organized, paired each one of us with one "protector" (I was paired with a level 55 THF/WHM named Jein) and away we went. Dam, the excitement of finally making it thru Jugner and Batallia was a headrush!). BTW, making it to jeuno was another bout of information overload: everybody was like level 50+ and almost everybody was in AF. To my friends and I, all these players seemed like demigods. It was just sick!
Ahhh yes, more reminiscing: Getting the Chocobo licence was like getting your real driver's licence and I rode to Bastok and Windy for the first time. I got my first advanced job (which was actually Dragoon). Then I did some Sandy missions and was so impressed with Prince Trion's character that I wanted to become a Paladin so I could help protect San'd'Oria just like him, so I unlocked Paladin and began leveling it. I got my airship licence and spent a small fortune once again visiting all the cities. I did more missions and quests, some of which struck a chord in you so strongly that you wanted to help other people get through them JUST so they could experience the story as well. I did my first limit quest and had a blast marvelling at the horrendous drop rates for exoray and the almighty "paper". I did the second limit quest in Xarcabard with the help of none other than the great Pikko... she had been sending shouts in Lower Jeuno for people to join up so that she, Parsival and some other higher level players could help out people who needed to kill those bloody tigers. From that day on, I always knelt to her anytime I saw her in town.
Life continued, I got stronger, I did more quests, I explored more places, I met more people, I got into two very fun linkshells and one of the shells used to meet near Maat in Ru'Lude Gardens. And don't even get me started on the hillarious jokes so many people on the server had about why so many players liked to hang out in the Archduke's bedroom. Then there were the dozens upon dozens of dancing Tarus in Lower Jeuno that always brought life to my screen (I really do miss having like twenty Taru players mob you for gil after they had performed a routine). Oh yeah, and when you got bored in Port Jeuno, you put "/follow" on Red Ghost (the Galkan Jeunoan Ducal Guard) and join like 30-40 players who would be marching behind him. And naturally, there was always a serious scramble by players for doing the "lighting the lamps" quest in Lower Jeuno.
I got Rank 10, I joined my first HNMLS and I think somewhere inbetween I saw the "greed" emerge in some of my later friends. Some quit and some become excessively arrogant. I shrugged and played on... but now it became harder and harder to find exp parties and statics were not as reliable as they should've been. The game suddenly wasn't fun anymore: it had become heavily materialistic and a scramble for who could get their hands on the best stuff. No sense of loyalty, no sense of true friendship, and definitely no sense of honor when I saw the first wave of RMT swarm thru the game. Besides, almost all my original friends had quit or no longer played regularly, so what was the point? So I quit for several long months, thinking "Yeah, I've played heavily for over a year, let's quit for a while". So I tried Lineage II.
I think I came back about six weeks after Treasures release but the game had lost it's magic. I leveled Blue Mage for a bit, did Dynamis just because I wanted my PLD to be (how should I put this?)... "fulfilled"... in being fully clad in AFv2; and then did a few bits and ends. However, nothing I did could bring back the magic. I found myself sitting at the palace gates more and more often cuz that's where my old friends and I used to hang out. Yeah, I'd help a few new players with their missions, give advice and once in a while do an avatar run. When I get tired of that, I ride out to the campfire spots in Ronfaure, kill gobs and Orcs for like 10 minutes in memory of Jobrant and Leverate, then OP warp to do "Mob-Police" in Qufim... but I'd still be bored and wouldn't really have any sense of fun.
Eventually, I quit again but this time my playtimes were much more erractic than just staying away for months unend. WoTG brought me back full time and I was excited about that expansion, but when I found out that there was no Tavnazia, I felt a weird sort of quiet disappointment with Square Enix. And I've been considering quitting for good but would like to play on because I actually want to see how the Crystal War story unfolds. More often than not, these days when I do log on, I'm half-heartedly doing Campaign, playing the AH, and just going for extended afks in front of the palace in Sandy (yeah same spot, yet again huh?).
And now with FFXIV coming, I realize that I'm truly done with ffxi and it's time to gradually start "liquidating" my assets. Heck, right now I've recently chosen to start wearing the starter's gear on my main (maybe just so one last time, I can recapture that magic sense of wonder I felt when I first arrived in Vana'diel). I couldn't agree more with all of you that there's a certain "something" about ffxi being your first mmorpg that no other mmorpg will ever surpass. However, here's hoping (seriously hoping) that we can all recapture at least some of that awe we first felt when we walked into Vanadiel when Haiderin opens it's doors to us.
I'd like to believe there will be a campfire somewhere in Eorzea for all of us to defend.
*Heh, toldja this would be a very nostalgic rant. *