Seeker of the Sun
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Physical Attributes
Roughly a head shorter and smaller of body than the average Hyur, the Seekers are blessed with a wiry strength, surpassing agility, and the stamina to run for hours under the blazing sun - a combination of traits that makes them uncommonly suited to hunting in arid climes. As many Seekers are adept at climbing and diving, they also make for excellent sailors. Among their most striking physical features are their eyes, with their narrow, vertically-aligned pupils and faintly colored irises.
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Nomenclature
Each of the twenty-six Seeker tribes adopted a tribal name taken from one letter of the Eorzean alphabet, which—be it coincidentally, or by divine fate as the Seekers believe—contain the selfsame number of letters. In the female name R'ashaht Rhiki, the "R" represents the tribe, while "Ashaht" is the given name and "Rhiki" a patronymic taken from the breeding male. Male Seeker names contain no patronymics, and instead are appended with a title denoting their position in the tribe: "nunh" fur breeding males, or "tia" for all others.
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Culture
The Seekers of the Sun are a highly patriarchal culture, with each tribe centered around a strong breeding male (nunh) whose duty it is to form a harem and lead his people to glory and prosperity. 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.
Unsurprisingly, given their self-bestowed clan name, the Seekers of the Sun count numerous devotees of Azeyma, the Warden, among their ranks. While their overall numbers are not great, their twenty-six tribes are scattered across all reaches of the realm, with small Seeker settlements to be found from the sands of the Sagolii Desert in southern Thanalan to the jagged peaks of Gyr Abania. Yet other Seekers have settled in Limsa Lominsa, drawn to the freedom of pirate life. Many Seekers, particularly those of the younger generation, choose to set off as adventurers, perhaps heeding the same call of the wild their ancestors once heard.
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.
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.

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.


Lodestone — Seeker of the Sun

Lodestone 1.0 — Seeker 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.
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

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.”

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.
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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.
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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.
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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.
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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.
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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.

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“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

Lodestone — Archer Class
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.


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”A ... "Miqo'te," ma'am? I'm afraid I don't quite know what you mean."Kugane Resident — The Ananta Maid's Tail

Kugane Resident — The Ananta Maid's Tail


Azeyma
The Warden Goddess of the Sun and Inquiry
Matron Deity of Belah’dia. Elder sister of Menphina. Mother of Nophica. Daughter of Althyk.



Character Creation Deity Selection

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.”



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“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

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

- Fernehalwes/Koji Fox

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“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"

Swaenhylt — Obsolete/Removed NPC

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).


Allagan Azeyma Runestone


#061 Vista Record - The Sunken Temple of Qarn


Notable Seeker of the Sun NPCs & Communities
The Marmot Tribe of the Peering Stones
The Fringes — Gyr Abania
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.”



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

M'zamqo
NPC — The Fringes — M Tribe

M'rahz Nunh
NPC — The Fringes — Peering Stones M Tribe Nunh — Father of M'naago


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

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

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

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




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M’aht Nunh — Eorzea Encyclopedia II — Page 113

The Drake Tribe of the Forgotten Springs



“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!”
Riridesu
NPC — Southern Thanalan — "Minority Rapport"

Odinel
NPC — Southern Thanalan — "Minority Rapport"


U'khuba Tia
NPC — Southern Thanalan

U'khuba Tia NPC — Southern Thanalan


U'tykha Tia NPC — Southern Thanalan




Fibubb Gah
NPC — Southern Thanalan



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

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

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

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

The Jackal Tribe of Ala Ghiri
The Peaks

"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






“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



J Tribe Youngling — NPC — The Peaks

J Tribe Youngling — NPC — The Peaks
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 …”


J Tribe Youngling — NPC — The Peaks






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

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

Miscellaenous Non-Player Characters


Encyclopedia Eorzea Page 201
Miscellaneous
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Tuna Miq'abobA traditional Seeker of the Sun dish consisting of light, flaky tuna and ripe peppers on a stick, roasted to perfection.
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Eunuch CrayfishThought 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.
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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.”
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Azeyma's SleeveMany 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.
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Aloe“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.”
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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.”
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Azeyma Rose“A flowering ornamental plant said to be beloved of Azeyma, the Warden.”
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Azeyma Rose HipThe bitter fruit of an Azeyma rose.
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Azeyma Rose BouquetA stunning bouquet of roses named after Azeyma, the Warden.
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Shortbow“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
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Alchemy“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.”
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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.”
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Azeyma Rose Oil“A fragrant oil pressed from freshly harvested Azeyma rose hips.”
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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.”
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Sweetrose PerfumeA 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.

TEMPERANS — TEMPERANCE
“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

PIETIE — PIETY
“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

PROMPTITUDE
“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!

Antelope
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
Raimdelle Codex Entry
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The male antelope has distinctive stripes across his backside and a pair of prominent horns, while the female exhibits a demure, bluish coat. They are wholly herbivorous, gregarious, and extremely fleet of foot, with males of the species engaging in polygamy. They mainly inhabit grassy plains and savannahs, and are thought to communicate via the swaying of their tails. When hunting antelope, the most effective approach is to target a lone specimen, for the entire herd will attack should any of their members come to harm or danger.

Boar
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.


“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