Are Tia really cast out?

Let's talk about the lore snippet: "Young males are born and raised as “tia”, and must either assume the position of nunh by challenging and defeating an existing nunh in single combat, or leave the community to find a harem of his own. In particularly large tribes, multiple nunh may coexist in the same community, though such cases are rare."

Square Enix has an unfortunate habit, something that will be brought up on this page multiple times, of contradicting itself. This statement is contradicted by M'zhet rejoining the Marmot village and the presence of several Tia among the Drake tribe.

In the Celestial Dance our stance is that Tia aren't simply tossed out if they don't perform either of those tasks. This edges too uncomfortably close to certain gross tropes that we have no desire to promote.

On "Harems" and Detrimental Stereotypes

Let's address the oliphant in the room. In their infinite wisdom, Square Enix's lore team decided to employ the use of the word "harem" when it comes to a Nunh and Seeker of the Sun women. We are going to give them the benefit of the doubt here. They weren't considering the feelings of hobbyist role-players like and probably just wanted an homage to lions. Fair enough.

Unfortunately, it is all-too-often that when new players read this in Seeker of the Sun lore their minds drift toward a scene of a Nunh and a harem of many wives that only have sex or romantic relationships with him. This is a common trope present in the role-play community and is a stereotype that can be nightmarish for a number of Seeker of the Sun players that are just trying to have fun and role-play.

In the Celestial Dance Network we reject this stereotype. The term "harem" refers to a community of Seeker of the Sun women that consensually couple with the Nunh that they all have collectively endorsed together as strong breeding stock. Remember — they outnumber the Nunh.

Naming Conventions

In the mass exodus which occurred during the Fifth Umbral Era, 26 Seeker of the Sun tribes crossed the seas (which had frozen solid as a result of the Calamity) to Eorzea in search of food and warmer climates. The names of these tribes contained many sounds which were difficult to represent with the existing Eorzean alphabet; but the fact that there were the same exact number of tribes as letters in the Eorzean alphabet was taken as a sign that they were destined to make the new realm their home, and so assigned each tribe with a letter/sound that was closest to its name. Over time, this resulted in the changing of the pronunciation to more closely resemble the pronunciation of the Eorzean letter than that of the original word.

The first name is always proceeded by a letter representing their tribe. The tribe names are originally based on traditional beastkin, scalekin, or cloudkin totems, which are said to protect the tribe.

A: Antelope (pronunciation: short Ah)
B: Boar (short Bee)
C: Coeurl (short Ka)
D: Dodo (short Deh)
E: Eft (short Eh)
F: Bear (short F)
G: Gryphon (short, hard Goo)
H: Gigantoad (short Hah)
I: Buffalo (short Ee)
J: Jackal (short Jah)
K: Hipparion (short Koo)
L: Viper (short Lee)
M: Marmot (short Meh)
N: Aldgoat (short N)
O: Mole (short Oh)
P: Basilisk (short Peh)
Q: Puk (short Key)
R: Raptor (short Ruh)
S: Zu (short Soo)
T: Condor (short Tuh)
U: Drake (Ooh)
V: Vulture (short Vah)
W: Wolf (whort Wah)
X: Lynx (short She)
Y: Jaguar (short Yah)
Z: Ziz (short Zoh)

Pronunciation-wise, other than the tribe pronunciations listed above, names follow common English phonics. Though followed by an apostrophe, the tribe sound is usually flows into the name.

The first name Y’shtola would be pronounced “yash-TOE-lah” not “ya. shtoe-lah."

• N’bolata Raha
• A’zumyn Bhen
• H’amneko Odh
• J’nangho Tyaka

In colloquial speech amongst close friends and companions, sometimes the tribe letter will be dropped from the first name.

F’lhammin ➨ Lhammin

The extra aitches we see in names such as “Bhee,” “Kuzh,” and “Pahsh” represent a slight hissing/spitting sound that is made when the name is pronounced by the cat-like Miqo’te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches end up going silent when read (Bee, Kooz, Pash).

Females ♀️
A female first name will always begin with the letter representing her tribe, followed by an apostrophe, and then her given (last) name. Her last name is the first name of the tribe’s breeding male (nunh) who sired her.

"R'sushmo Rhiki" would be Sushmo of the Raptors, sired by R’rhiki Nunh.

Males ♂️

Most males have simple, one or two syllable names. Males do not take family names, as they are each considered the ‘origins’ of new families. In place of a family name, they are given a title that denotes their tribe, and their position within it. For a male Seeker of the Sun, there are only two positions available—breeding males (nunh – pronounced ‘noon’) and all others (tia – pronounced ‘tea-ah’). All males are born as tia. At any time in their lives, a tia can challenge the tribe nunh to battle. If the tia is victorious, he takes the nunh’s place as tribe breeding male (until he is challenged and defeated), and the nunh becomes a tia once again (if he survives the ordeal). This is done to ensure that the tribe’s offspring are of the finest stock. Depending on its size, a tribe may have multiple nunh (a ratio of one nunh per ten to fifty females is average).

There is only one other way a tia can become a nunh, and that is to leave his tribe, and start his own. This, of course, requires several females to accomplish, and most female Seekers of the Sun are rarely impressed by a male who cannot defeat a nunh.

Nunh status does not equate to leadership within a tribe, and in fact, very few nunh ever become leaders.

Limsa: S- 20% | K- <10%
Ul’dah: S- 10% | K- <10%
Gridania: S- <10% | K- 10%
Ishgard: S- <10% | K- <10%
Ala Mhigo: S- 10% | K- <10%
Sharlayan: Unavailable

Notable Traits

Shorter, fluffier tail. A keen sense of smell, exceptional balance, powerful legs, wiry strength, and immense stamina.

“The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. Though relatively few in Eorzea, a small number of them have been accepted into everyday life by the other races in the port city of Limsa Lominsa. Others are known to make their home in the region of the Sagolii Desert.”

  Lodestone — Seeker of the Sun

“The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. They are perhaps known best for their striking eyes - the result of their vertically aligned pupils and faintly colored irises. It is also not uncommon for their eyes to be disparately colored from birth, a trait considered auspicious amongst their kind. The Seekers are widely regarded as quick-witted and prone to action, and many exhibit a tendency to bore easily.”

Lodestone 1.0 — Seeker of the Sun

The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, keeper of the sun, and goddess of inquiry.

They are perhaps known best for their striking eyes—the result of their vertically aligned pupils and faintly colored irises. It is also not uncommon for their eyes to be disparately colored from birth, a trait considered auspicious amongst their kind.

Seeker tribes can be found throughout Eorzea, with large concentrations appearing near Limsa Lominsa and the Sagolii Desert.

Starting Attributes: STR 22/DEX 23/VIT 20/INT 19/MND 19

Character Creation Flavor Text
“The Seekers of the Sun are a true miracle of evolution at work. Though lean and flexible, they possess immense strength and stamina, and excel at near any physical act─be it bounding amongst the treetops or swimming in rough waters. Above all that, their powers of expression are also second to none. Yes, Seekers of the Sun make fine study specimens─fine study specimens indeed. Still, it is the males of the race which remain a near complete mystery. An effective medicine requires detailed study of both the male and female of a species, but male Miqo'te are simply nowhere to be found. Rumors say that some reside right here in Ul'dah, but they must avoid people like the bloody plague, because I’ve yet to set eyes on a single one!”
Post-Calamity Missing Ul'dah NPC
“When the Seekers of the Sun came to Eorzea from their homelands, there were only 26 tribes. Since that time, there have been some males who, instead of defeating their tribe’s nunh and becoming a breeding male by normal means, opt to leave the tribe and form their own. However, it is rare for female Seekers of the Sun to follow these males, so these newly formed tribes almost always die out.

This does not mean that it doesn’t happen. If a male leaves to form his own tribe, he will replace the letter from his original tribe (for example, the “Y” in Y'shtola) with a new one. Since the 26 letters of the Eorzean alphabet are already taken, the new tribal prefix will be often be two letters (Ma -> Ma'shtola) which are of the tribe-forming male’s choosing (and all people in his tribe will use that same prefix). His last name will be Nunh, as he is now the new breeding male (as designated by himself) of his new tribe.

While not impossible (people can do what they want with their names), a Seeker of the Sun choosing his mother’s name to be his last, would amount to shunning his culture and adopting the rules of the Keepers of the Moon. There will be some Seekers of the Sun who will respect this, but others who frown upon it.

There are tia within the 26 existing tribes who, instead of defeating an existing nunh, prove their worth to the tribe by extending its hunting grounds. These tia will venture out into the world and claim territory of their own (by either finding somewhere unoccupied, or taking an area by force from another tribe). If they can maintain it for an extended period of time, then they become the nunh of that area, while still remaining a member of their original tribe.

This actually happens quite often. And is far more accepted than merely leaving the tribe to make one’s own (which, ultimately makes that person an outcast). This is why you will almost never see Seekers of the Sun with tribal letters beyond the original 26 (like the Ma'shtola I mentioned earlier). There are simply not that many, and those that do exist, rarely admit it, for fear of ostracism.”
Fernehalwes / Koji Fox
Dev Team — Forum Post

Miqo'te — General Lore

A race distinguished by their large, feline ears and supple tail. For reasons that are not entirely clear, female Miqo’te vastly outnumber males, a phenomenon unique among Eorzea’s races.

  • History

    The Miqo'te are descendants of a hunting people that crossed over the frozen seas to Eorzea in search of prey during the Age of Endless Frost, when famine gripped the land. Cleaving to their old way of life, they have largely accepted their status as one of Eorzea's less populous races. Fiercely territorial and proud of their traditions, it could be said that Miqo'te are unsuited to life in the city-states: Nevertheless, as natural-born hunters given to a nomadic lifestyle, many Miqo'te have achieved great success as adventurers.

  • Clans

    The Miqo'te are roughly divided into two clans: the diurnal Seekers of the Sun, and the nocturnal Keepers of the Moon. The former hunt during the light of day, while the latter prowl at night, and it is believed this stark difference in habit arose due to unique physical differences between the two. Furthermore, within each clan exist numerous tribes, each with their own unique culture, customs, and hunting methods - it can hardly be said that all Miqo'te of the same clan share a common set of beliefs.

  • Identity

    A common trait among all Miqo'te is their fierce pride for their heritage as hunters. Seeing themselves as part of the natural world itself, they prize above all the freedom of the hunt, and do not shun death when old age and infirmity sap them of the physical talents needed to pursue their quarry to their satisfaction. To the free-willed Miqo'te, other races' way of life—their wont to flock together with their own kind, to overrun nature to build cities, to seek safety and stability in laws and alliances—must seem quite curious indeed.

  • Tongue

    Despite their inherently solitary nature, the Miqo'te adopted the common tongue early on, born of a need to barter with other races to procure materials with which to craft their hunting tools and weapons. Remnants of the old tongue can be observed in the distinctive Miqo'te ‘huntspeak’ - a system of tongue-clicks and whistles used to communicate with companions while in pursuit of quarry.

  • Dress

    The agile Miqo'te value freedom of movement above all else, shunning unwieldy armor that might restrict their range of motion. Miqo'te legwear is invariably perforated with a hole through which the tail dangles free, allowing them to maintain their unerring sense of balance.

  • “As I’m sure you’ve gathered from the tail an’ ears, Q'yantaa’s a Miqo'te, and huntin’s in their blood. Could be this plan might actually work…”
    Loupard — Tailfather Quest: I Wanna Be the Hunter

"Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as most skilled with the bow."

Lodestone — Archer Class
GE: Where is Miqo’te lore at these days? There were lots of hints that Meracydia might have been involved, and those references were pruned away and now it’s all about Ilsabard. What’s the truth?

Koji: First off, you have so many eras. You talk about them coming over the land bridge, but then that’s very recent. In general, people are migrating everywhere. Think about it in terms of Earth. Where were people, and how did they move, over a thousand years? Now multiply that by six eras! Shit happens here, in Eorzea, a Calamity, it gets too hot, it gets too cold; people move away to a place that’s better. They break off there, and come back.

So the Fifth Umbral comes and ice starts appearing and disappearing all over, and you can get to and from different places that you couldn’t before, sometimes; even the southern islands where the Lalafell are from. The Miqo’te are coming back from Ilsabard and they’re coming back from Meracydia, but they got there in different time periods. They converge on places that are rich in the aether, because that’s what it’s all about. Places that have more aether are going to be more lush, be better for growing crops and surviving, and there’s going to be animals.
Fernehalwes / Koji Fox
Dev Team — Forum Post
  • ”A ... "Miqo'te," ma'am? I'm afraid I don't quite know what you mean."
    Kugane Resident — The Ananta Maid's Tail

"Ah, so you folks are called "Miqo'te!" I've seen quite a few of you around Kugane of late. And there was a man fitting that description over by the Short Pier, when I passed by not too long ago."

Kugane Resident — The Ananta Maid's Tail
"The male Miqo'te markings are a special characteristic of the race, and aren’t actually tattoos. They are born with these markings and they become deeper in color as they grow older, but similar to people who have thin and thick facial hair, there are individual differences. With that said, there are some female Miqo'te face types that do not have this, but all of the male face types do.”
ARR Player Feedback Status List


The Warden Goddess of the Sun and Inquiry

Matron Deity of Belah’dia. Elder sister of Menphina. Mother of Nophica. Daughter of Althyk.


“Azeyma is keeper of the sun and goddess of inquiry. She commands the element of Fire and is associated with the ninth moon of the Eorzean calendar. Azeyma is the daughter of Althyk, and the elder sister of Menphina. She is most often depicted as a noble lady holding a golden fan. Her symbol is the radiant sun, and may have a connection to truth as a whole, as she is said to console all who would confess to their crimes.”

Character Creation Deity Selection
“Yet Althyk would not be alone overlong, for soon from the Whorl did another step forth. Her name was Nymeia, and She was but a mewling babe who could do naught but weep, and soon Her tears had created a vast lake. Althyk, seeking companionship in the empty realm of His creation, took the young goddess under His wing and cared for Her as one would a daughter. As Nymeia grew, so, too, did their love for one another, until it could no longer be contained, culminating in a divine coupling which resulted in the birth of two holy daughters - Azeyma, the sun, and Menphina, the moon - and with their advent, was day and night conceived.”
Encyclopedia Eorzea
Page 18
“Every god and goddess of the Twelve is associated with one of the six controlling elements. When the deities deemed Their work on Eorzea complete, They proceeded to create the firmament, the result being six astrally aligned heavens aspected to each of the six elements, and a final seventh heaven to rule them all. However, a residual product of these heavens were six similarly aspected hells, ruled by an all-encompassing, umbrally aligned seventh hell. The six “lower heavens” are represented in the sky by six constellations - star formations which astrologians also perceive as gates that, when opened, can allow a person to become attuned with the heavens and manipulate their aether. These constellations revolve around the pole star which is believed to be the gate to the seventh and final heaven.

While some sects of Twelve worship have different views of the afterlife, most believe that the righteous are promised a place in the heavens while sinners are doomed to an eternity of punishing trials in the hells. A belief made popular by a famous theologian and playwright of the Sixth Astral Era states that upon an evil man’s death, he will fall to a hell that corresponds to the sins he committed in his lifetime. Once suffering an eternity in payment for those sins, he must journey through the remaining five “upper hells” and witness the sins of his brothers, before finally arriving at the gate of the seventh hell, where his heart will be weighted. If it is heavy with sorrow and repentance for what he has done, he will be sent to the heavens. But if it remains light, he will be admitted to the seventh hell where he will suffer forevermore.”
Encyclopedia Eorzea
Page 19
“In the Heaven of Fire sprawls an endless city built by Nald’thal from golden bricks fired in the heat of Azeyma’s sun. Here reside the just and the fair, the honest and the philanthropic. The Hell of Fire was formed when the rubble left after the creation of its heavenly counterpart was cast from the firmament into the dark Pit and set alight. Here burn those who wrongly judged their peers, those who tricked their customers, and those who gave and received douceurs.”
Encyclopedia Eorzea
Page 19
  • “Azeyma, the Warden. Standing in steadfast surveillance of the sun, this goddess favors inquisitive individuals. The Seekers of the Sun of the Miqo'te are among Her most fervent followers. She consoles all who would confess to their crimes.”
    Havak Alvak

"The Balance represents the heaven of fire – a realm made prosperous by the blessing of the Traders, but at the same time, one whose equilibrium is maintained by the divine judgment of Azeyma, the Warden. Azeyma’s might will empower those who would take up their blades and mete divine punishment in the name of the sun goddess."

NPC — Job Quest ⇒ Astrologian Quest — "Hanging in the Balance"

“I first talk about the Xaela and how they mainly reside as nomads in an area known as the Azim Steppe (which, in relation to Doma is to the immediate northwest). Azim is the sun deity and it is believed that it is her light and blessing that allows the grass to grow that feeds their herds. Now, astute players may recognize a similarity between Azim the sun deity and Azeyma the Warden…also connected to the sun… However, the Au Ra do not worship the Twelve…nor do most other people living outside Eorzea, as belief in the Twelve is pretty much restricted to Eorzea. That is not to say however that somewhere in the past the two gods were… (and Yoshi-P cuts me off).”

- Fernehalwes/Koji Fox
  • “Praise be to Azeyma, great Warden in the sky, beacon of righteousness! By her light, our paths are lit. By her providence, our way is known!

    I am her humble servant, Swaenhylt. For nigh on twenty years have I lived in the seclusion of Abalathia’s Spine. I come back to you now, at the turn of the tide. And yet I am taken with sadness as I gaze upon Eorzea’s children. Far too few live with fear of Azeyma’s judgment in their hearts. Still, I shall not give myself to despair. For salvation awaits us all through Azeyma, and it is to that end that she has brought you to me this day.

    Hear these souls confess their sins, and gaze long into their eyes. Then you shall know, for under the brilliant light of Azeyma’s justice, the misguided can do naught but repent.”
    Swaenhylt — NPC — Obsolete/Removed Sidequest — "Hearing Confession"

“Now is the time to offer thanks and rejoice in Azeyma’s blessings. For you have seen the deed done, and she is eternally grateful. This, she has spoken to me in your absence. Worry for the lost souls no longer. For they are returned to Azeyma’s flock, and shall henceforth be tended to by her humble servant, Swaenhylt. See how those who repent are greeted by the Warden with love, while those who wallow in their sins invite only the swift justice of her blade. This world is rife with the lies and deception of man. Yet even they will come to fall under the light of Azeyma’s brilliance. Fast approaching is the judgment of all things at the hands of Azeyma. It is my task to save as many souls as possible before that day comes.”

Swaenhylt — Obsolete/Removed NPC

“If you would have these villains brought to justice, consider making a pilgrimage to the mark of the Warden. Though I do not follow the teachings of Azeyma, it is said that to offer prayers before Her mark is to invoke Her divine judgment. Regardless of your faith, mayhap it would be worth the effort.

You have honored the dead with your pilgrimage, . Even if Azeyma did not hear your prayers, I believe that they provided comfort to your fallen brethren. Remember that although the body is but a vessel that must one day be surrendered to the Lifestream, our souls shall endure, and the righteous shall find solace in Thal’s realm.”

Eluned — NPC — Main Scenario Quest — "The Warden Works in Mysterious Ways"

Live Letter Q: Why are Meracydian ruins plastered with the mark of Azeyma, the Warden?

A: (Fernehalwes/Koji Fox)

So, as is documented in the adventure log entry for the Azys Lla’s Cathedral, the structure was an actual place of worship in Meracydia used by the followers of Sephirot, until it was picked up and moved in its entirety by the Allagans so they could study it (in particular, study the ties between faith and primal summoning). So, if it is a Meracydian structure, why does it feature stone carvings almost identical to those found in the Sunken Temple of Qarn (including the repetition of a symbol that has an uncanny resemblance to the sign of Azeyma, the Warden)? We’ve officially stated before that worship of the Twelve is something found almost solely in Eorzea. Is this proof that Meracydians also worshiped the Twelve? Or perhaps that Azeyma is a transplant from Meracydia? The answer is, in fact, neither. However, there is an interesting connection between ancient Meracydia, the Sunken Temple of Qarn, and ultimately Azeyma.

As can be seen from existing Allagan artifacts (runestones (from 1.0) inscribed with the symbols of the Twelve), Twelve worship existed in the 3rd Astral Era (before eventually losing steam amongst the Allagans as their civilization became increasingly scientifically advanced). When the Allagans first visited Meracydia, they were surprised to find a symbol almost identical to that used for Azeyma, the Warden being prominently featured in various types of architecture. Further research, however, revealed that the Meracydians they encountered did not worship Azeyma, but instead a deity named Sephirot, the Fiend, and that the symbol was being used to mean something similar, but ultimately different.

The original Meracydian tribe which worshipped Sephirot believed him to be a massive tree. As all plants require light to grow and thrive, it was only natural for the tribe to believe that their god also came into his power by bathing in the brilliance of the sun. The tribe recognized the importance of the sun, and thusly adorned their Sephirotic temples with their people’s symbol for it. This lead the Allagan scholars to conclude that the Meracydian symbol for the sun, and the Allagan symbol for Azeyma (goddess of the sun) must have both have the same origins, and that somewhere, countless years in the past, that symbol made its way to several different regions across the globe, the evolution of its meaning differing slightly depending on the location.

Now, as for the runic patterns seen in both the Meracydian Cathedral and the Sunken Temple of Qarn, when the Allagans lifted the Cathedral from its home in Meracydia and brought it to Azys Lla, they conducted extensive studies on the building and its architecture–much of that knowledge making its way (in limited form) to the Allagan populace (much like information on, say, the ancient Egyptians is available to anyone in rural Kentucky with a library card or Internet connection). There were even people who took to copying it in newer buildings (much like modern government buildings on Earth might use a decidedly Roman style of architecture). When the Calamity of the 3rd Astral Era hit and ushered in the 4th Umbral Era (a dark age of regression), much of that knowledge was lost, and only fragments lingered–fragments that the few remaining survivors were ill-prepared to fully comprehend. Knowledge of Sephirot? Meracydia? The Cathedral’s purpose? All were lost. What people did see was that many of the buildings that were still standing amongst the destruction wrought by the Calamity were covered in these arcane symbols. Many superstitious people took this to mean that they were some kind of wards that protected these structures (not realizing that a lot of buildings with those designs also were destroyed as well). Millennia later, when Belah'dia was founded with the Warden as its matron deity, they naturally incorporated the symbols associated with the deity (symbols taken from much older concepts–symbols tied to what appeared to be the mark of Azeyma) into the architecture of their temples–the Temple of Qarn being one of those. (It also helped that Qarn was built atop the remnants of something much, much older than the Belah'dian civilization).

🔗 Interview Source

“A small, smoothed stone featuring in its center a single carved symbol representing Azeyma the Warden.”

Allagan Azeyma Runestone
“Under the unforgiving Thanalan sun lie the ruins of an ancient temple half-devoured by the shifting sands of a timeless desert. Though used by ancient Belah'dians as a place to worship the sun goddess, Azeyma, the massive underground structure appears to be far older than this Sixth Astral Era civilization. That, however, did not deter Belah'dian sultans from each adding their own chambers to the original construct in a bid to achieve immortality through creation. In the subsequent years since the fall of Belah'dia, many an adventurer has sought to explore the temple’s mysteries and perhaps return with the treasure of a lost era… only to fall victim to one of the complex traps set to prevent that very thing from happening.”
The Sunken Temple of Qarn
Flavor Text

“Most scholars of ancient Belah'dian civilization claim this twisting labyrinth of complex chambers to be a place of worship dedicated to the sun goddess, Azeyma. Recent diggings, however, have uncovered older chambers buried beneath the new containing relics not of the Sixth Astral Era, suggesting that the temple may have been built by a different people.”

#061 Vista Record - The Sunken Temple of Qarn
“The vicegerent to the Warden was inadvertently roused by careless excavations in the Sunken Temple of Qarn. Wielding an executioner’s blade in each hand, this servant of Azeyma sentences to death all looters who would profane Her sacred halls.”
Vicegerent to the Warden
Flavor Text
“Appearing in ancient religious manuscripts as loyal servant to the sun goddess, Azeyma the Warden, this peiste is unique in that its brilliant silver scales reflect the light, making it seem that the creature is constantly emitting a radiant glow. Many a hunter has set out into the mountains in pursuit of this scalekin’s rare skin, only to succumb to the monster’s razor-sharp fangs, nail-like claws, and petrifying gaze.”
- Uraeus Skin ♦ In-game Item Drop

Notable Seeker of the Sun NPCs & Communities

The Marmot Tribe of the Peering Stones

The Fringes — Gyr Abania

“Calling the Fringes its home since eras past, the M tribe played a vital role in the struggle for Ala Mhigo’s liberation. That the tribe has survived to this day is in no small part due to the efforts and sacrifices of its members, be they great or small.

During the Age of Endless Frost, a great migratory wave saw tribes of Miqo’te cross the frozen seas to Eorzea. Following the Velodyna River northward, they finally arrived in the region now known as Gyr Abania. As the ice melted, giving way to the Fifth Astral Era, the majority of these tribes spread across the realm, but the J and M peoples alone elected to remain, the former settling in the Peaks while the latter claimed the Fringes for its hunting grounds.

Since that time, the M tribe has lived quietly in its domain east of the Velodyna, untouched by the changes that unfolded around them. They watched from afar as the city-state of Skalla rose and fell in the neighboring Lochs, and survived the floods of the Sixth Umbral Calamity and all that followed. Though they occasionally entered into alliances with other races, ever did they preserve their distinct identity and their crag-top home.

However, the tribe’s resilience would be sorely tested under imperial rule. Rendered unwelcome in their own territory, it was all they could do to eke out a living. To limit the mouths that wanted for feeding, they took the drastic action of shedding their second nunh, but this was no permanent solution to their hardships. Thus did they join hands with the Ala Mhigan Resistance, that they might reclaim the freedom to simply live their lives.”

Encyclopedia Eorzea II ♦ Page 131
"The village of the M tribe, perched high atop a crag. The position of the Peering Stones affords residents a commanding view of their entire territory, and neither trespasser nor prey may pass through unnoticed. As the Garleans deem hunting cultures savage, however, imperial rule has proven harder upon them than most."
Encyclopedia Eorzea II
Page 73

“Our father, M'rahz Nunh, is leader of the M tribe. He’s likely one of the few males you’ll ever see among us. They stay only to challenge him in a bid to claim his title of nunh. Those who fail remain as tia, or leave and attempt to create tribes of their own. Under normal circumstances, there can only be one nunh in our tribe, you see. Although there was a time our lands were vast, and two nunhs led our people.

Thanks to you and yours driving the Garleans out of Castellum Velodyna, we can finally start getting things back to the way they were. In the darker days of their occupation, it was M'rahz Nunh who inspired us, who gave us the strength to live. We owe him our lives, and we’ll gladly give them to defend him and our home. I doubt there has ever been a nunh before him so loved by his people.”

NPC — The Fringes — Sister of M'naago — "Not While Their Names Are Still Spoken"

“We’re all equal in the eyes of M'rahz Nunh. His fair-mindedness is part of what makes him so well loved among our people.”

NPC — The Fringes — M Tribe

“The fires of war spread across Gyr Abania, and soon we ourselves may be forced to enter the fray. Should it come to pass, then it will fall to me to guide my people through the flames, for I have the rare and unfortunate honor to serve not only as nunh, but as leader of my people.”

M'rahz Nunh
NPC — The Fringes — Peering Stones M Tribe Nunh — Father of M'naago
“Though I, M'rahz Nunh, am known as a skilled warrior, I am no match for the maidens of my tribe. The petty squabbles among them have grown as our supply of tea flowers has waned, and if we do not replenish the tea petals soon, I fear tensions will spill over.”
Encyclopedia Eorzea II
Page 73

“In recent days, a young Seeker of the Sun has seen fit to issue me several challenges to combat. I can only assume he means to assume the role of nunh and leader of our people. Tradition dictates the strongest among us must take the position, so I gladly face any who believe they are fit to lead. The problem, however, is this challenger is decidedly weak. Yet no matter how many times I put him down, he refuses to concede. His invitations to duel were a mild annoyance at first, but I’ve come to find his single-minded determination to be intriguing. In fact, I was hoping you would consider training him. I realize how absurd it sounds to help my rival-to-be, but I am curious of his potential. There was a time when I was the weakest of the males in the M tribe. It wasn’t easy, but through rigorous training, I eventually grew to become the man you see before you. I see much of myself in that young Miqo'te. Our tribe could stand to have more like him.”

M'rahz Nunh
NPC — The Fringes — Peering Stones M Tribe Nunh — "A New Contender"

“There was a time when the M tribe was led by two Nunhs. In the common tongue it is often interpreted as chief of the tribe, but first and foremost we are a father to our people. When our hunting grounds are vast and children many, it is sometimes necessary to have a second nunh as we once did. After the Garleans invaded, however, our lands diminished as did our numbers. We agreed only a single nunh was needed.

Under normal circumstances, we would do battle, the loser abdicating their title. But his father relinquished it willingly, and left with him from the Peering Stones. We never heard from him again. M'zhet, son of M'aht. After all these years he returns. But why would his father leave him to survive on his own? His spirit burns bright as ever, but he will need more than spirit if he wishes to lead.”

M'rahz Nunh
NPC — The Fringes — Peering Stones M Tribe Nunh

“A terrible tale told to me by the Vira. Twenty years ago, a miqo'te of the M tribe traveling with child happened upon their people. He claimed to be a nunh who relinquished his title to avoid creating discord within the tribe. Though no longer one of them, he planned to watch over them from afar. One fateful day, the local wildlife were afflicted with a strange illness that drove them into a frenzy. It was as if they were possessed, forming a monstrous herd storming toward the Peering Stones. He could not stand idly by and watch his former home be destroyed. And so he chose to face the beasts alone, leaving his child in the Ananta’s care.

One after another the beasts fell as he drove them into a nearby cavern. Yet he would not escape unscathed, for one of the creatures struck him with poison that would soon turn him to stone. His limbs growing stiff, he used the last of his strength to collapse the cave entrance. The remaining crevice that would have allowed their escape was blocked by his cold, petrified flesh. That man was M'aht, your father.

There are those who called him a coward for leaving, but in truth he was the bravest among us. Be strong, M'zhet. You are your father’s son, and one day you shall make a great nunh. We are men of the M tribe, it is only natural that we might quarrel in one way or another. Now that you know the truth, what will you do now?”

M'rahz Nunh
NPC — The Fringes — Peering Stones M Tribe Nunh

“Very well. I welcome you once more as M'zhet Tia of the M tribe. Train hard, young one, and become the man I know your father believed you could be. I would also hold a memorial service to honor your father’s sacrifice. We do not have his remains, but I pray his soul will at last be at peace. Words fail to express my gratitude, adventurer. He will make a fine nunh someday. When his time comes, I hope you will offer him support again as you did this day.”

M'rahz Nunh
NPC — The Fringes — Peering Stones M Tribe Nunh
“Together with his fellow nunh, M’rahz, this Seeker of the Sun once led the people of the M Tribe. When necessity forced them to revert to single-nunh rule, rather than face his friend in a duel as tradition dictates, he relinquished his title and left the village. He took with him his beloved son, M’zhet, and the two lived in isolation in the mountains of the Fringes. Yet M’aht never forgot his people, and he continued watching over them from afar. In the course of his vigil, he caught wind of a dastardly Qalyana plot to unleash frenzied beasts upon his village. Facing the creatures alone, he succeeded in herding them inside a cave, but he could not avoid the baneful touch of their petrifying poison. With the last of his strength, he entombed the beasts in stone before turning into stone himself. He was but twenty-five.”

M’aht Nunh — Eorzea Encyclopedia II — Page 113

The Drake Tribe of the Forgotten Springs

Southern Thanalan
“In this village dwells the U tribe of Miqo’te, who live on water from the oasis and game from the Sagolii Desert. In times past, it was a stop for traders on the road to Cape Deadwind, the southernmost point of Aldenard. After continued pirate attacks sent the coastal area into decline, however, fewer and fewer travelers passed through the Springs, and now Ul’dah has all but forgotten it exists.”
Encyclopedia Eorzea ♦ Page 145
“On the second row of the stage stands life-size figurines of two archers─referenced in Thorne Dynasty records as the Twin Bows. It is said that they served as bodyguards for Princess Edvya on the strict orders of her father, the sultan. It is perhaps worth noting that despite their moniker, the two are of different races entirely. One is Hyuran, a midlander, not unlike the Royal House of Thorne which he did serve. The other is of Miqo'te blood, a Seeker of the Sun. The histories tell of how─after years of bitter struggle─the Thorne Dynasty at last succeeded in reaching across the desert and establishing trade with the U tribe, a fact which the existence of these dolls would seem to corroborate.”
Well-schooled Steward
NPC — Ul'dah - Steps of Nald — Little Ladies' Day Event NPC — Option: "Tell me about the second roll of dolls."

“I was all set to open a shop in Forgotten Springs. Would’ve been glorious. An amazing location. A string of customers lined up. A bevy of beauties about. But the nunh of the tribe, U'odh Nunh, up and forbade it. Just like that. Now, in a way, I understand it. The U kill or gather most of their own food, so they don’t need what I’m offering. But surely, the nunh has to see there’s more to his oasis than his own tribe. Prospectors, adventurers, Flames … we just don’t live or eat as they do!”

NPC — Southern Thanalan — "Minority Rapport"

“A package! Came from the Minotaur Malm, did you? Thank you most kindly. The Malm’s a poky kind of place─small as the dickens, and all manner of isolated to boot. Makes it tough to get up there and give Riridesu the custom he’s due. Right shame about the nunh’s decision. A store in the Springs would have been a kindness. It’s just a crying shame. And the worst part is there’s no changing that old Miqo'te’s mind─mostly on account of the fact he hasn’t one.”

NPC — Southern Thanalan — "Minority Rapport"
“As the time of the Choosing draws ever nearer, U'khuba Tia does not favor the notion that U'tykha Tia is seen by many as the next chief of the U tribe. He bids you speak with immigrants, and discover their hopes for Forgotten Springs.”
Quest Journal
"Survey Says"

“The law is clear─to become the nunh of the U tribe, one must defeat the current nunh. In my case, this means U'odh Nunh. However, in order to win the right to challenge U'odh, I must first triumph over U'tykha. He stands in my way, and I in his. In this manner the nunh is protected from constant challenge. But to defeat U'tykha, my arms must be impeccable; a fool he may be, but weak he is not. I shall make new arrowheads, and for that I need barbs from a yarzon.”

U'khuba Tia
NPC — Southern Thanalan

“I wouldn’t spend too much time with U'tykha, adventurer. His strain of foolish cheer can be catching, and I’ve found it wise to never become too happy. Happiness begets complacency, and it’s only through discontentment that one rises to become more. This brings us to the issue of which one of us will next lead our tribe. Unlike U'tykha, the matter of who becomes the next nunh is one I take most seriously. Each of us represents a distinct vision for what lies ahead. You see, I am fascinated with the future. We cannot create it─but we can be prepared for it. We can profit from it. Or we can perish by it. I need you to speak with immigrants, for they see Forgotten Springs through the eyes of opportunity, not loyalty. All the voices cry out for Forgotten Springs to open its gates. If our tribe is to prosper, we must enjoy the coin and protection of immigrants and outlanders. When I am nunh, the old ways will have to give way to the new.”

U'khuba Tia NPC — Southern Thanalan
“I am fortunate to have both U'khuba and U'tykha watching over me. We are a tribe, and what I take from others I wish to give back someday. That is what I train for now─not to win praise or escape rebuke. Different though they may be, either U'tykha or U'khuba would make a worthy nunh.”
NPC — Southern Thanalan

“You have found U'kahzuna well, you say? And she’s become an archer!? Why, that’s brilliant! I can’t believe I didn’t think of it myself. And those yarzon barb arrowheads! U'khuba spent hours shaping those. Well, well… I hate to admit it, but he is a better man than I gave him credit for. Still, he shall receive no quarter from me. I intend to lead this tribe, and it will be all the easier to beat him bloody if I keep my dislike of him intact.”

U'tykha Tia NPC — Southern Thanalan
“No escort will be necessary. I am a hunter of the U tribe─if I cannot cross the sands alone, I do not deserve to return at all.”
NPC — Southern Thanalan — Amalj'aa Quest ⇒ Amalj'aa Main Quest — "Ranger Rescue"
“A fine hunter is U’lamana, most fiiine. Not many among the U make my tail curl so.”
Ranger of the Drake
NPC — Southern Thanalan — Forgotten Springs — FATE NPC
“U'loonh? Of course I knew her─she was my blood sister. We were both daughters of the former nunh, though our mothers were not the same.”
Cool-eyed Huntress
NPC — Southern Thanalan — Amalj'aa Quest ⇒ Amalj'aa Main Quest — "Ranger Rescue"

It is said that the arms of the U tribe are passed down from one generation to the next─that these weapons are revered as highly as the teachings of their ancestors. Though we of the Brotherhood follow a different path, it is anathema to us that the honor of the Miqo'te should be so spat upon. Yes, the weapons of the Miqo'te are distinct from any the Amalj'aa would craft. I will return these treasures to their Forgotten Springs heirs, and salvage some measure of honor for my people.

Fibubb Gah
NPC — Southern Thanalan

“That was naught more than a display of brrrute force and blind courage. The nunh I once fought also believed that his strrrength would save him. He was wrong, and now I am nunh. Many years ago, I joined the Company of Heroes to hone my skills, instead of challenging my predecessor before I was ready. Even when I was young, I understood that victorrry goes to the patient, the cunning, the pragmatic. That is why I claimed my position, and it is why I still hold it. And it is why I will not help an unprrroven whelp.”

O'odh Nunh
NPC — Southern Thanalan — Main Scenario Quest

“The Children of the Sands do not offer aid to strangers. To do so is a sign of weakness. However, if you were rrrecognized as a skilled hunter in your own right, it would be permissible to assist you. A child who wishes to become a hunterrr must collect the blood of seven sundrakes. You are not a child, so you may find this to be easy. But you are not of the U tribe, so perhaps not.”

O'odh Nunh
NPC — Southern Thanalan — Main Scenario Quest

“The word of the nunh is law. Those who turn a deaf ear to the nunh, they will no longer have ears. I could order my tribe to fight for you─that would be good for you, yes. But would it be good for the U? That is my question. You have proven yourself to me, but to many of the U, you are just another outsider. If you would earn their trrrust, you will do it yourself. Speak to my tribeswomen, and hear with your own ears how they feel about you. I am firrrst and foremost nunh to my people, and their needs concern me more than yours.”

O'odh Nunh NPC — Southern Thanalan — Main Scenario Quest

“I am told that some of my tribeswomen have been ambushed and captured by the lizardmen. If the rumors are true, they bear grave wounds. The U are no strangers to death─but to die without a fair fight? That is no way for an U to die. I ask you not to rescue them─if they are truly U, their pride will not allow it. Ease their wounds with this salve, and they will take care of themselves.”

O'odh Nunh NPC — Southern Thanalan — Main Scenario Quest

The Jackal Tribe of Ala Ghiri

The Peaks

Situated along the highroad connecting Ala Mhigo to the rest of Aldenard, Ala Ghiri once served as a hub and vital waypoint for overland trade with the east. After the Garlean invasion left the majority of overland routes destroyed, that trade came to focus upon catering to the needs of the occupation force.
Encyclopedia Eorzea II ♦ Page 75

"As the ice melted, giving way to the Fifth Astral Era, the majority of tribes spread across the realm, but the J and M peoples alone elected to remain, the former settling in the Peaks while the latter claimed the Fringes for its hunting grounds."

Encyclopedia Eorzea II ♦ Page 131

“When the Garleans first took Ala Ghiri, these lands were rife with spinners for a time. Though we begged for help, our pleas fell on deaf ears. Our village is meant to be a trading hub, so you’d think they would protect such a place, but no. They would come to get deep in their cups, or take out their frustrations on whoever happened to be present at the time. If we weren’t suffering at the hands of drunken soldiers, we were fending for our lives against all manner of beast with whatever makeshift weapons we could find. There was nothing we could do but endure their mocking laughter as we struggled to survive.”
J’dyalani Abah
NPC — The Peaks
“You’ll find there are quite a number of taverns and inns here in Ala Ghiri. After all, this was originally a trading hub. The Garleans saw little need for trade, however, and used our village only for drink and debauchery. Good riddance, I say.”
NPC — The Peaks
“Even a woman in my profession has standards, you know. The imperials were nothing but brutes and pigs. You, and the good men and women of the Resistance, on the other hand, are more than welcome to partake of my services.”
NPC — The Peaks

“My coffers have been running a bit dry ever since the Garleans left. Not that I enjoyed their company, mind you. I did what I had to do to get by. The Resistance, however, is a different story. I’ll gladly offer my services to the brave men and women who fought to save our home.”

J’ghonako — NPC — The Peaks

"Try as she might, J'najaq Sunflare is struggling to fend off the bloodthirsty panteras that threaten to maim and maul the J tribe maid who has come to the river to gather water. The warrioress sees you approach and sends a pleading glance."
The Peaks - Wightrock Mouth — "Mouth For Water"
"Life in the Peaks can be downright difficult, but the people of the J tribe somehow manage with what little they have. Yet, when what little they have is constantly being stolen by a heartless brute by the name of Humbaba, that is simply salt in their wounds. The J seek a champion that might ease their pain."
The Peaks - Wightrock Mouth — "Rattle and Humbaba"

“Its name is Humbaba, and even the mighty J'moldva could not stand against it.”

J Tribe Youngling — NPC — The Peaks

“My sister!? Oh no, have I been gone that long? I know she worries, but if I’m to improve with a lance I need to practice. I’ve actually been doing this longer than she thinks. We obviously couldn’t handle weapons when the Garleans were still about, but I was quite fierce with a broomstick. I worked at it every day. My mother would always boast about my aunt being the greatest lancer in all the realm. If I were that strong, then maybe… maybe I could have saved her.”

J Tribe Youngling — NPC — The Peaks
“My sister’s returned home! Thank you so much for finding her. She told me about her plans, wanting to follow in the footsteps of our aunt. The Hellfire Phoenix, they called her. Before I was born, she lead others away from Gyr Abania to escape subjugation by the Garleans. From what I’ve heard she was incredibly brave, with a strong sense of justice.

If my mother hadn’t been pregnant with me, she likely would have left with her. I sometimes wonder if she regretted not going. Now it seems my sister may someday leave as well. And someday I’ll have tales to tell my children of their aunt’s adventures in a distant land. Just like my mother …”
NPC — The Peaks

“You were amazing back there. It reminded me of all those stories about my aunt. A shame not all of the J tribe think so highly of her. They say she abandoned her home and the tribe, but I don’t believe she would do such a thing. Not if there was another way.”

J Tribe Youngling — NPC — The Peaks
“Many of the J tribe call this place home. I shudder to think what would become of them if we fail.”
NPC — The Peaks
“Long ago did I resolve never again to take up sword or spear - at first for sport, and then entirely. But a chance encounter with young Arenvald served to remind me that not all battles are as empty as those fought upon the bloodsands.”
NPC — The Peaks
“I set out on this journey with a single goal, and it has been achieved. Once more do I put up my spear, this time for good, I think. Arenvald and the other young ones can carry on in my stead. Now that freedom is won, we’d be fools to let it slip through our fingers. Though mayhap not on the front lines, I will lend what support I can to our Ala Mhigan brothers and sisters.”
NPC — The Peaks
“It pains me to see the young ones suffer so. While 'tis true that we are hardened by adversity, such a weight is heavier than anyone has any right to bear.”
NPC — The Peaks

“Years ago, the first Ala Mhigan to fight at the Coliseum advanced very far. Almost won the title of champion, even. But she was defeated, and suffered grievous wounds. She left Ul'dah soon after. But she left something great in her wake. Since then, there have been a number of Ala Mhigans who have claimed victories, even in the events. And each time one does, the money won goes to aid those Ala Mhigans fleeing their homes - fleeing for their lives. Our aim of taking back our lands from the Garleans has not been forgotten. We are simply going about it in a different way.”

Ala Mhigan Challenger NPC — Pre-Calamity/Removed — Thrill of the Fight

“Many of our young have no memory of their homeland. But those such as J'moldva who endured the greatest hardships could never forget. Never … ”

Malicious Miqo'te — NPC — Pre-Calamity/Removed

Miscellaenous Non-Player Characters

“G’raha Tia’s bloodline can be traced back to the Third Astral Era, and a figure whose true name has been lost to the ages. Known only as ‘Desch,’ Seekers of the Sun such as he were but a minor clan from the outskirts of Ilsabard. During the height of the Allagan Empire, Desch was conscripted into the imperial army alongside his few brethren. The Miqo’te somehow gained the trust of princess Salina, and, as the era drew to a close, was entrusted with her blood and the secrets necessary to control the Crystal Tower. He survived the Fourth Umbral Calamity, and members of his family have since carried the royal line of Allag. With the passing of the ages, the ties to Desch and the emperor grew thin, with only one child in every generation born with the telltale Royal Eye. G’raha was shunned because of it, and began to study in Sharlayan to learn the origin of the trait, armed with naught save the many stories he inherited from his forebears. It was this study that saw him admitted to the Students of Baldesion.”

Encyclopedia Eorzea Page 201


  • TunaMiqabobIcon
    Tuna Miq'abob
    A traditional Seeker of the Sun dish consisting of light, flaky tuna and ripe peppers on a stick, roasted to perfection.
  • EunuchCrayfish-100x100
    Eunuch Crayfish
    Thought to be born of blood spilled by Azeyma, the Warden, the grip of this tiny freshwater crustacean’s claw is so strong, it has been the end of many a Lalafell’s fingers … and more. Take care when handling.
  • TheWardensWand_Icon-100x100
    The Warden's Wand
    “There is an age-old Lalafellin fairie tale which tells the story of a trader eel who swam so far upstream that he eventually arrived at the very gates of the goddess Azeyma’s palace. So impressed was the Warden with the wavekin’s perseverance, that She gifted him with a cloak woven from rays of the sun.”
  • AzeymasSleeveIcon
    Azeyma's Sleeve
    Many artist’s impressions of Azeyma depict Her with flowing, bell-adorned sleeves, not unlike the elegant silhouette of this wavekin. Its beautiful trailing fins are said to conjure images of the sun goddess’s flowing robes. Catching one is believed to bring great fortune, provided that it is immediately returned to the waves. Failure to do so will conversely result in the angler and seven generations of their offspring being horribly cursed.
  • Aloe_Icon-100x100
    “A thick spiny-leaved cactus indigenous to the southern continent of Meracydia. The Miqo’te are known to treat severe burns with the cool gel-like substance found inside the leaves.”
  • Sesame_Seeds_Icon-100x100
    Sesame Seeds
    “A tiny seed rich in aromatic oil, sesame is native to Meracydia, and thought to have first been brought to Eorzea by migrating Miqo’te.”
  • AzeymaRoseIcon-100x100
    Azeyma Rose
    “A flowering ornamental plant said to be beloved of Azeyma, the Warden.”
  • Azeyma_Rose_Hip_Icon
    Azeyma Rose Hip
    The bitter fruit of an Azeyma rose.
  • Azeyma_Rose_Bouquet_Icon
    Azeyma Rose Bouquet
    A stunning bouquet of roses named after Azeyma, the Warden.
    “Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo’te are widely regarded as most skilled with the bow.”
    – Archer Lodestone

    “Though lacking in range, the shortbow is well suited for hunting within a forest’s tangle of roots and boughs. It has long been prized by Miqo’te tribes for its speed and versatility, allowing for precision whether it be while in pursuit of fleeing quarry, or perched atop unstable limbs waiting for a target.”
    – Encyclopedia Eorzea II
    “The craft’s establishment as a tradition in Eorzea dates only to recent history. It was born primarily of ancient techniques and knowledge brought from the Near East, but has come to contain elements of Lalafellin herbalism and Miqo’te occultism as well.”
  • MythrileyeEmblem-150x149
    Alvak’s Spyglass - The Mythril Eye: Much Ado About Aether
    “According to ancient Miqo’te mystics, aetheric energy permeates all creation even as it exists in its own distinct dimension, parted from the physical plane. If Eorzea might be compared to a colossal creature, aether would be the lifeblood that courses through its veins, supplying it with sustenance.”
  • AzeymaRoseOilIcon
    Azeyma Rose Oil
    “A fragrant oil pressed from freshly harvested Azeyma rose hips.”
  • AzeymasCandleIcon
    Azeyma’s Candle
    “A firework designed and manufactured by the Cascadiers, named to honor the most radiant of the Twelve. It is loaded with Bombard ash.”
  • Sweetrose_Perfume_Icon
    Sweetrose Perfume
    A fragrant mist created by collecting the essential oil of Azeyma roses via an arduous distillation process.

Miqo'te Saints

But wait. How and by who are these saints canonized?

“Marked by great deeds or purity of virtue, the lives of the saints have long been immortalized in story or song. The tale told in one hamlet, however, contradicted the telling in another, and even the validity of the sainthood itself was often only recognized by certain social institutions. Thus it was that some five-hundred years ago, Archon Loetstym Merlzirnsyn of Sharlayan sought to redress these inconsistencies by collecting scattered anecdotes from across the realm, and unifying the results in his hagiographic compilation, the Saints of Eorzea. Based upon his definitive work, his successors went on to establish the ‘Council of Loetstym’ in a move to formalize the process of canonization. Once every seven years, its members convene in the Sharlayan motherland to pore over potential cases, and cast votes to elevate new candidates to sainthood.

The figures thus recognized by the council become a ubiquitous sight in Eorzean society. They might appear as the subjects of theatrical productions or children’s picture books, but perhaps the most common saintly encounter for adventurers is found in the stained-crystal illustrations of leve plates. As seen below, each leve plate features the depiction of a scene from a chosen saint’s life, titled with a word which encapsulates the personage’s most prominent virtue.”

- Encyclopedia Eorzea - The Council of Loetstym, page 26.

We hope this gives you an idea of whether or not your Miqo'te and their people recognize these saints.


“The Astalicia drifted on the empty sea, her rudder shattered by a sea serpent’s tail. Not a shadow of land could be seen on the sun-flooded horizon, and even the crew’s veterans were gripped by tendrils of despair. The captain put on a brave face, but it was only Ascya, the cook’s apprentice, whose calm was unfeigned. After hearing the ship’s navigator estimate three weeks until the current washed them up on the nearest shore, she drafted a plan to conserve their remaining rations. The sailors cajoled and threatened. The captain shouted orders. But she refused to dole out more food than was scheduled, never leaving her vigil beside the mean barrel. Praised for rescuing her entire crew with her temperance, Ascya was raised up as a saint blessed by Llymlaen.”

- Encyclopedia Eorzea II - Saint Ascya’s Mead


“Year after year, the brass loaches in the lake grew fewer and fewer in number. When the wise woman Dhyata came at the request of troubled fishermen, she needed but one glance at their catch to discern the source of their woes - in their nets wriggled not only the grown loaches but also the young and egg-swollen females as well. After lecturing her audience on the gods’ miracle of life, the sage snapped a branch to a certain length to show the size of fish they should keep, and forbade them from casting nets during the spawning season. The fishermen obediently followed her instructions, and within a few short summers the surface of the lake fairly churned with feeding loaches, so complete was their recovery. Revered for her lessons on life’s sanctity, the pious Dhyata was raised up as a saint blessed by Llymlaen.”

- Encyclopedia Eorzea II - Saint Dhyata & the Lake of Plenty


“Flanked by two elder siblings, the huntress Rhita set off in pursuit of the slavers who had taken her younger sister. They tracked their quarry to the coast, just in time to spy the villains preparing to load their ‘cargo’ onto a waiting galley. The descent to the beach, however, suddenly shifted from gentle slope to precipitous drop, and there was no time to scout a less perilous path down. Eyes rolling in fear, the antelopes the women rode balked at the cliff’s edge. At this, Rhita let out a piercing war cry, spurring the mounts into a headlong rush down the rocky face to the sands below. The slavers crumbled before the unexpected charge, and the sisters returned home triumphant, their rescued sibling in tow. Praised for her swift judgement and prompt action, Rhita was raised up as a saint blessed of Althyk.”

- Encyclopedia Eorzea II - The Call of Saint Rhita

Totem Animals

This section is a work in progress!


Prefix Pronunciation: Short Ah.

These herbivorous creatures mainly inhabit grassy plains and savannahs, and are extremely fleet of foot. The male antelope sports distinctive stripes across his rump and a pair of prominent horns, while the female exhibits a demure, bluish coat. According to the writing of the Raimdelle Codex, antelopes communicate via the swaying of their tails. Sadly, however, the precise meanings of their various caudal gyrations remains a mystery.

- Encyclopedia Eorzea, page 277


Prefix Pronunciation: Short Bee.

Inhabiting both mountainous and forested regions, boars are creatures of indiscriminate appetite that feed on anything from tubers and mushrooms to crabs and carrion. As they mature, the skin on their heads takes on a horn-like hardness which serves to protect them during their bone-shattering charges. Few are the predators willing to risk such injury for a meal of boar meat.

- Encyclopedia Eorzea, page 275

Common Misconceptions

In this section it is our hope to disperse some common misconceptions, misbeliefs, and harmful stereotypes that can be irritating for us as Miqo’te role-players to face. Some of these are outright toxic and a detriment to our role-play experience. 

We ask you to be mindful of these misconceptions and keep them firmly out of our community.

This is quite possibly the most detrimental stereotype to the enjoyment of role-playing a Seeker of the Sun character.

In the Forgotten Springs one of the Drake tribe women lounging in the water offers a quest to you, the player, that involves frightening off peeping toms. At the end of the quest she demonstrates that she, in a SE way, is interested in sexual attention or even outright sex itself.

M'rahz Nunh, the in-game Nunh of the Marmot tribe, demonstrates vivid self-awareness that he is no match for the women and cannot control them.

When one is in the Forgotten Springs, there is a chance of happening upon a conversation between two NPC Seeker women. One of them asks the other when her next coupling is. We can extrapolate this means laying with the Nunh to conceive a child. It comes across as light-hearted and casual.

Finally, this trope is disgusting. One male exerting control over a community of women and systematically raping them is not a trope that we as players welcome into our role-play. While we do not shy from darker themes, this is over the line.

This is a common misconception borne from the descriptions of an in-game Minion.

Keyword here is supposed. We personally believe this is a tongue-in-cheek playful nod to a prior game from SE.

“The Keepers of the Moon who make Quarrymill their home have recently been troubled by Taker’s Rot poachers who litter the area with their deadly iron leg traps. Three young women and a breeding male have already had to have their legs amputated after suffering wounds from these deadly hunting instruments. To ensure the clan suffers no further causalities, the Trappers’ League has put a call out to local adventurers to assist in the search and disposal of hidden traps.” - South Shroud 2.0 Levequest