The Celestial Dance Network is a nine-year-strong Miqo’te tribal Seeker of the Sun & traditional Keeper of the Moon role-play community. We welcome players and their characters from all data centers across FFXIV. Feel free to join our Discord.




Community Rules




Welcome!Please do not hesitate to join our Discord and create a ticket should you need clarification when it comes to any of these rules. While there are a few tenets we will not compromise on—we can only hope clarity will set you at ease and we can clear up any misunderstandings.Foremost, our role-play community theme revolves around characters that have lived their lives reverent towards Miqo’te cultural traditions. Miqo'te as a race are described as cleaving to the old way of life and proud of their traditions. We love that about their culture and find it a richly rewarding experience to role-play something outside the scope of our own personal experiences. Themes revolving around gut-wrenching dilemmas are particularly juicy bits to tackle in role-play. How much of the self is sacrificed to preserve the whole of the tribe/clan? How much of the self does one compromise on an ever-changing star?It is also our express wish to create a hub where you can roll up your sleeves and get creative with character-building with optional dabbling into clan/tribe-building. Some players will eventually opt to join a pre-established player-made group or create their own. Both choices can be immensely gratifying and we hope that you find what works best for you.City-based Miqo'te characters or characters that do not adhere to Miqo'te cultural traditions will be expected In-Character to show respect and eventually integrate. We acknowledge that each character will reintegrate at a unique pace that caters to the comfort of their player. We also acknowledge that 'Integration' itself also wears many faces—ranging from outright living within a village to sending back resources as an adventurer scouring the realms for coin or knowledge.If you, the player, have zero interest in this prospect of your character returning to minimal reverence of cultural traditions—this might not be the community for you.

📚 Quick Reference Lexicon

  • Branch: A sub-tribe. A branch refers to an offshoot of the twenty-six Seeker of the Sun tribes.

  • Clan: Generally refering to a Keeper of the Moon settlement/village/community composed of two to three families.

  • CDN/TCDN: Celestial Dance Network. The Celestial Dance Network. The name for this community.

  • Sept: AKA sub-tribe/sect. See "branch" definition above.

  • Lore-Reverence: We encourage an atmosphere where lore is not restrictive to our experience, but rather enhances it. When lore mentions the scarcity of an ultra rare ability or artifact, we believe that preserving scarcity IC will enrich the occurrence of our characters potentially encountering whatever the rare ability, artifact, or otherwise might be. Inherent racial traits, underlying cultures, and limitations are not seen as a hindrance, but rather a spice to the dish. Lore-abiding & lore-bending are both entirely subjective. What one player is comfortable with, another will easily balk at. We hold the view that neither side is wrong or right—both simply have their preferences and that is okay. Each side can co-exist and seek out like-minded groups to find their role-play fix.

    If some aspect of your character does not fit within the parameters of this page, we wish to impress upon you that whatever you do in your private time is none of our business. The staff of the Celestial Dance Network are happy to compromise. As long as you respect the tone that we wish to cultivate and separate the rule-breaking aspect of your character from our community, everything should turn out peachy.

  • We only admit players and characters above the age of eighteen.

  • Bring a strong separation of Out of Character and In-Character: As it often goes in role-play, many characters will possess opinions and stances that their players do not. Lack of ability to distinguish the two will result in removal from the community.

  • Understand that there will be potentially uncomfortable subject-matter: There will be times where your character will be forced to confront potentially triggering themes such as death, genocide, discussion of breeding males, childbirth, rape, war, violence, skinning of animals, prejudice, zealotry, and acceptance that Miqo'te society is binary—to name a scant few. These are all themes incorporated in the FFXIV storyline. In our experience most role-players include warnings and typically do not cross the line—we just wanted to give an adequate warning.

  • The Celestial Dance Network is not Party Grindr: This community does not exist as a venue to find ERP or In-Character romance. The Celestial Dance Network is currently not accepting ERP-centric characters. If you have references to an F-list or overtly sexual/solicitous phrases in your character’s search information, they are not eligible for admission.

    To be crystal clear, In-Character romantic & sexual relationships happen organically through role-play, and we're down with that. We simply don't want it to be the main focus.

  • Our community events are generally not open to the public: Respect our privacy and inform a member of staff when you intend on bringing a guest to our events. We expect guests to follow our rules.

  • Entrants must have prior role-play experience and have a grasp of basic role-play terminology: To clarify, role-players with prior experience role-playing that are new to Final Fantasy XIV are welcome. Otherwise, we do not believe that this is the best community to learn how to role-play within.

  • Utilize spellcheck and use proper grammar/punctuation/capitalization while role-playing to the best of your ability. No one is perfect and everyone has a keyboard faceroll day. We know, trust us. We just want to see effort.

  • There is no obligation to role-play with every member of the Celestial Dance Network: While we want to foster togetherness in our community, we understand that we are a large group of people who all have individual preferences for role-play. You have no obligation to pursue role-play with everyone, nor is anyone obligated to role-play with you. Everyone has personal tastes! We simply ask that you are civil with other players and treat everyone with respect.

  • Fantasia is not considered canon in this community.

  • Inform a member of staff if you intend to introduce a new character to the community.

  • Leave personal differences, beef with other players, and cross-server drama at the door.

  • This community is open to all sexualities, genders, races, religions, et cetera: If you want to start a debate on politics/religion, we recommend you find another outlet.

    Some characters may express discriminatory views In-Character, but this should not reflect the player’s views.

    Please ensure that open Out of Character communication is exercised on both ends if this happens. You have the right to redirect topics or retract your participation from your role-play scenes if this type of exchange makes you personally uncomfortable.

  • Respect Square Enix Terms of Service and the law: Do not post links to or publicly discuss third-party tools/mods. Modded screenshots are fine. Be discreet. Keep it legal, and avoid posting illegal content or soliciting or facilitating illegal or prohibited transactions. This includes RMT.

  • This not a furry convention: No cutesy purring/nyah/anime/lapsitting/spork/glomp/meow behavior. No murrpurr.

  • Be mindful when taking inspiration from other players. Browsing for inspiration is okay! Lifting concepts from other players without their consent is not.

  • This isn't a venue for advertising your personal clan/tribe. We hold the belief that the healthiest approach to joining a clan/tribe is to handle it fully IC while OOC observing to see if the clan/tribe members mesh well with your personal taste. To be clear, we do not care if a character is recruited IC or asks to join. We want to encourage a slow-burn approach.

Overall, it is our goal to encourage an atmosphere of relaxation and positive vibes. Swearing, sarcasm, dry humor, dark humor, dirty jokes, ribbing one another, light-hearted shit-posting, and spicy tom-memery are the bread and butter of this community. We understand that our rules come across as uptight and strict. We’re actually a bunch of goofballs and prefer to not take things seriously OOC and save all the juicy drama for IC.That said—this is not an echo chamber. Constructive criticism done in the spirit of civility and/or aid is encouraged. In our character building channel specifically, we discourage criticism that ends at ‘no’ unless the concept infringes on stated CDN rules, and encourage solution-oriented critique that provides other avenues to pursue an idea.We understand that “helpfulness” is subjective and what one individual believes has been of assistance might rub another the wrong way. We merely ask that you afford the benefit of the doubt unless proven otherwise.It is important to emphasize that the opinions and preferences of staff and other players will not always match up with yours. This is neither a personal attack nor reflective of CDN’s rules. Not everyone will agree—and that’s okay! It’s okay to have different boundaries and personal preferences in regards to your RP that do not match-up with our community rules, as long as you agree to abide by these tenets within the Discord and at our events. Likewise, many members of our community and even our staff members role-play lore-breaking concepts within the privacy of closed friend-groups. Candid discussion of such a nature is not a threat to our community or our rules—all we ask is that you preface it with a disclaimer that this is a concept and/or character role-played outside of the Celestial Dance Network.

Do not apply player-crafted fanon to NPCs, NPC organizations, or IC governmental bodies.

In the past, we have had experiences with players pushing fanon/player-written lore onto an established in-game NPC. You are welcome to role-play whatever you wish with consenting players behind closed doors, however, we are currently not admitting characters with player-crafted fanon insisted into their backstory or present situation. There is plenty of opportunity available to fabricate your own custom-created NPCs and attribute whatever traits you like to them.We understand you are excited to interact with canonical characters and theorize how situations would play out, but this breaks immersion for many of our members.We hope the examples below will provide some guidance for those that might need a touch more clarification.

Please Do:

  • A character that has an uncharitable view of another Keeper clan/Seeker tribe that is their opinion, albeit not reality.

Please Don't:

  • Part of the backstory of your character is that U'odh Nunh of the U tribe in the Forgotten Springs is running a sex trafficking ring.

Do not dictate the lore of an established canon Seeker or Keeper tribes/clans.

In order for players to fairly share in-game canon Seeker tribes and Keeper clans, the Celestial Dance Network has a system in place where we encourage our members to create unique sub-branches (or sects) of the twenty-six tribes or a canon Keeper family. It doesn’t matter what you ultimately decide to adopt as a term as long as the gist is conveyed. Sects, sub-branches, sub-groups, septs, splinter-tribes … all of these terms are applicable.It stands to reason, after all this time, that Miqo’te have settled across Eorzea and its surrounding islands, establishing a vast amount of different cultures and traditions. Keep in mind that most in the community have crafted their own culture, backstory, and headcanons for the branch or sect of a tribe that their character is from. In order to avoid stepping on the toes of other community members, we do not allow our members to claim the lore of an entire tribe or clan. We ask you to courteously reference your character’s people as a splinter, sect, sept, sub-group, or branch of a tribe or clan. Whichever term gets the job done (communicates non-exclusivity).We'd like to clear up some confusion floating about and remind new players that there are many Wiki/Fandom pages on out there that describe fanon lore for various canon clans/tribes. They are not canon.

Please Do:

  • A Seeker of the Sun sub-branch of the Jackal tribe called "The Jackal of the Windswept Boughs."

  • A Keeper of the Moon offshoot of the Alipoh clan that has named themselves the "Whispering Willows."

Please Don't:

  • Naming your Free Company "The Vulture Tribe."

  • Calling the clan IC "the Alipoh" without designating they are an offshoot.

Draw inspiration from real-world cultures/civilizations—do not directly rip from them.

  • The staff has neither the time nor the inclination to decide who gets to use "Jesus" or "Bast" in our open community. Do not rip off deities, figures from real-world mythology and related concepts.

  • We are currently not admitting characters with broken down real-world (and otherwise) names. Example: B'rian, T'om. This does not reflect the totemic structure of Miqo’te Seeker names: please review Miqo’te naming conventions.

  • Do not monopolize a culture to create lore for your character, clan or tribe. We do not tolerate carbon copies of real-world cultures in our community. We recommend drawing inspiration from multiple real-world cultures, or choosing very carefully and consciously what inspiration you draw, rather than lifting in bulk.

Defining Tradition

"Traditional" is highly subjective. To avoid confusion, we have decided to lay out the baseline tenets we believe traditional Miqo'te and their people adhere to. This is merely a basic general foundation—groundwork on which to build on top of. If you have any questions or concerns do not hesitate to seek clarification by filing a ticket in the Discord.


🗳️ Independent Governance
Clan/tribe must be fully independent of all governments and/or city-states. Must act as its own entity. Internal governance is at the discretion of its people.

📍 Sovereign Territory
Clan/tribe territory that has been acquired and settled on is independent of all governments and city-states. The exception to this would be nomadic, however, they must still not be beholden to a city-state or government.

🐈 Standard Physiology
All are matching standard Miqo'te appearance. (i.e. no natural fox ears, shark tails, etc). Additionally, mostly female with a vastly lower male count.

💙 Adherent to Tradition
Members of clan/tribe follow baseline cultural traditions. This includes but is not limited to being majority non-monogamous, following naming conventions, shunning unwieldy armor. See below for more information.


Seeker of the Sun

Tribe Racial Makeup
Majority Seeker of the Sun. Limited halfbloods or Seeker of the Sun, both rare.

Community Size
While there is no canon size for Seeker of the Sun tribes, we are told a typical ratio is one Nunh per ten to fifty females on average. Twenty-five on average seems small while three hundred members seems incredibly numerous by our estimation.

Religion
Azeyma (and/or sun worship) worship is included, whether major or equal to other members of the Twelve/an entity. Spiritual veneration of some form, whether shallow or in-depth, towards their tribe protector-spirit totem.

Naming Conventions
Patrilineal. See Seeker of the Sun naming conventions section.

Keeper of the Moon

Clan Racial Makeup
Majority Keeper of the Moon. Limited halfbloods or Seeker of the Sun, both rare.

Community Size
Small communities of two to three families. Each family possessing few sons, as rarely are there two to three sons born to even the largest Keeper of the Moon families. Menfolk travel and serve clan interests: whether as an ambassador, tradesman, providing resources, negotiating with other clans/tribes, breeding male, et cetera.

Religion
Preservation of "Keeper of the Moon." Menphina (and/or moon) worship included, whether major or equal to other members of the Twelve/an entity. Lore states that the majority of Keeper of the Moon revere Menphina.

Naming Conventions
Matrilineal. See Keeper of the Moon naming conventions section.

Character Restrictions

The following section reviews several key role-play and character concepts that we are currently not admitting. We urge you to please seek clarification if you are unsure.


We are currently not admitting characters with the following concepts:

  • Are using non-Miqo'te models.

  • Are Female Nunh or female model Nunh.

  • Are Allagan experiments, extradimensionals, or extraterrestrial.

  • Are a primal or have the capability of tempering other characters.

  • Are non-Miqo'te species or constructs/androids - including organic or inorganic.

  • Have blatant Magitek or Allagan implants/prosthetics. Our community is low-tech.

  • Are in an incestual relationship or will be in an incestual relationship.

  • Hold the belief that tribe-born people are inherently regressive compared to city-living folk.

  • Contain a backstory where mistreatment by one gender is used as justification for the sexuality of the character.

  • Contain systematic rape or an “abusive Nunh” and/or controlling Nunh trope in their backstories or current story.

  • Are Miqo'te mixed with other Spoken (and otherwise) races. (Keeper/Seeker mix is fine.)

  • Are Voidsent, permanently possessed by Voidsent, or permanently possessed in general.

  • Are based on existing characters from licensed media who are being ‘ported’ into the FFXIV world.

  • Contain an F-list (or a version of /c/) or solicitous/overtly sexual phrases in their search information.

  • Are labeled anywhere as futa, dickgirl, shemale, cuntboy, trap, or similar transfetish tags.

  • Hold a position of exceptional ruling power in any canonical government or organization.

  • Are part of a clan/tribe native to the Far East.


Power Creep

All characters are on the same even playing ground in this community. The only exception would be common sense factors including but not limited to more experienced characters having an edge over less experienced characters.Opting to give your character ultra-rare abilities/artifacts/gifts/et cetera quite understandably can and will make some members of the community uncomfortable as they will feel they are no longer on an even playing field with you and your character. We ask that you be mindful.Below we have laid out a few reminders and related rules.

Black and White magic is incredibly difficult (Black) or nearly impossible (White) to obtain. We ask that you contain usage to private role-play with consenting players.

Faeries are difficult to obtain. Please confine them to private consenting role-play.

Summoning a Primal-Egi is a difficult feat for those without access to a contingency like the Immortal Flames. Please confine Primal-Egi summoning to private role-play.

Voidsent are not friends. A number of characters will attempt to destroy them (and any allies) on sight. Witches in FFXIV lore are considered genocidal maniacs (think the legacy of Shatotto the Black Witch/the Devil-Witch or the 'Witch of Doma' herself) and be mindful that once it has been revealed they are consorting with Voidsent, there is no almost no going back.

Keep the use of Magitek, Allagan tech, and other high-technology implements to private consenting role-play to maintain the atmosphere of Eorzean low-tech. Ceruleum is immensely difficult to obtain.

Your character possessing the echo is fine to a reasonable extent.

You're all done. If you have a ticket open, let the staff member know what your favorite food is!



Frequently Asked Questions




 01 Is it required that my character join a pre-existing clan/tribe?
Absolutely not! You are welcome to and even encouraged to create your own clan/tribe for your character.

 02 Can a clan/tribe consist of twenty NPCs and just my character?
Hell yeah. You are not obligated to join an existing tribe/clan and can simply interject a community of NPC.

 03 How do I submit lore/correct an error/report a mistake on this site?
Please feel free to join our Discord and file a ticket!



Seeker of the Sun Lore




Population Distribution

  • 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

Quick Jump Links


Notable Traits

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

  • 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.


  • 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.


  • 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.


Curious Contradictions: Are Tia really cast out of their tribe?

"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 of contradicting itself sometimes. This statement is contradicted by the story of M'zhet in-game.We take the stance that Tia contributions to their people are valued and that they are not simply tossed out if they do not strive to become Nunh.


The Great Harem Debate

Square Enix's lore team made the decision to employ the use of the word "harem" when it comes to a Nunh and Seeker of the Sun women. We would like to offer them the benefit of the doubt. It's highly likely they wanted to pay a homage to lions and it's nothing deep.A common misconception that has sprung up is that Seeker of the Sun women "belong" to the Nunh and that they only have sexual and romantic relationship with him. This is a common trope present in the role-play community and is a stereotype that can be nightmarish to encounter continually for a number of Seeker of the Sun players.For this reason this trope is not welcome in this community. We will be viewing this through a "zoological" scope: the 'harem' being a number of women among the village that wish to couple with the Nunh for children. They do not have to be sexually or romantically tied to him.Of course, Nunh are just people. They are free to pursue romantic and sexual relationship independent of their duty.Remember that Seeker of the Sun women outnumber the men and that there are many lines in the lore insinuating that he is held accountable by them.

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.

Eorzean LetterAnimal SpiritPronounciation
AAntelopeShort Ah
BBoarShort Bee
CCoeurlShort Ka
DDodoShort Deh
EEftShort Eh
FBearShort F
GGryphonShort, hard Goo
HGigantoadShort Hah
IBuffaloShort Ee
JJackalShort Jah
KHipparionShort Koo
LViperShort Lee
MMarmotShort Meh
NAldgoatShort N
OMoleShort Oh
PBasiliskShort Peh
QPukShort Key)
RRaptorShort Ruh
SZuShort Soo
TCondorShort Tuh
UDrakeOoh
VVultureShort Vah
WWolfShort Wah
XLynxShort She
YJaguarShort Yah
ZZizShort 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 ➨ LhamminThe 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).

 ♀ ⠀Female Naming Conventions⠀ 
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.

⠀♂ ⠀Male Naming Conventions⠀⠀⠀⠀⠀
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.


“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."


“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 1.0Seeker of the Sun Entry


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!”

  • VavakiPost-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.”

General Miqo'te Lore

  • 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.


Curious Contradictions: Aren't Keeper of the Moon divided into 'clans'?

Yes! Keeper of the Moon are also divided into what are called "clans." For whatever unknown reason Square Enix has decided to call the two divisions in the Miqo'te race "clans" as well. To avoid confusion, we do not use this definition in this community. If you see the word "clan" written out it typically refers to Keeper of the Moon clans.


  • 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.


"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


”A ... "Miqo'te," ma'am? I'm afraid I don't quite know what you mean."

  • Kugane Resident — The Ananta Maid's Tail — Demonstrating scarcity of Miqo'te in Doma


"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 — Demonstrating scarcity of Miqo'te in Doma

Though their presence in Eorzea is lesser than that of the other races, the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.

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 EorzeaPage 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 EorzeaPage 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 EorzeaPage 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."

  • Leveva Byrde — 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).”


“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 — 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 Sidequest


“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 — 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).


“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 RecordThe 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 WardenTriple Triad 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 SkinIn-game Item Drop

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

Notable Communities & NPC

"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."Eorzea Encyclopedia IIPage 73

“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 IIPage 131


“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.”

  • M'zalikko — 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.”

  • M'zamqo — 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.”

  • M'rahz Nunh"Nunh the Wiser"


“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"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

“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.”Eorzea Encyclopedia IIPage 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 — 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!”

  • Riridesu — 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.”

  • Odinel — 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 Flavor Text — "Survey Says" Quest


“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


Curious Contradictions: Is physical combat the only way to depose a Nunh?

We will always adopt what we believe is a reasonable stance encouraging wiggle room in tribe creation for our players. Within this community we do not encourage this as being the only way. Perhaps the huntresses of another branch of the Drake created by a player prefer cunning over brawn and host games that test intelligence.The branch of the Lynx that I personally crafted host what I jokingly refer to as "the Tia Olympics." Have fun and get creative, folks!


“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.”

  • U'kahzuna — 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.”

  • U'tykha Tia — 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.”

  • U'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.”

  • U'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.”

  • U'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.”

  • U'odh Nunh — NPC — Southern Thanalan — Main Scenario Quest

"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."Eorzea Encyclopedia IIPage 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.”

  • J'nairoh — 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.”

  • J’ghonako — 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."

  • FATE — 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."

  • FATE — The Peaks - Wightrock Mouth — "Rattle and Humbaba"


"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."

  • FATE — 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


“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


“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 …”

  • J'nairoh — NPC — The Peaks



“Many of the J tribe call this place home. I shudder to think what would become of them if we fail.”

  • J’moldva — 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.”

  • J’moldva — 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.”

  • J’moldva — 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.”

  • J’moldva — 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

“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 EorzeaPage 201

Miscellaneous

Tuna Miq'abob
A traditional Seeker of the Sun dish consisting of light, flaky tuna and ripe peppers on a stick, roasted to perfection.

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.

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.”

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
“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
“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.”

Azeyma Rose
“A flowering ornamental plant said to be beloved of Azeyma, the Warden.”

Azeyma Rose Hip
The bitter fruit of an Azeyma rose.

Azeyma Rose Bouquet
A stunning bouquet of roses named after Azeyma, the Warden.

Azeyma Rose Oil
“A fragrant oil pressed from freshly harvested Azeyma rose hips.”

Sweetrose Perfume
A fragrant mist created by collecting the essential oil of Azeyma roses via an arduous distillation process.

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.”


“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.”

  • Shortbow EntryArcher 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


“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.”

  • Alvak’s Spyglass — The Mythril Eye: Much Ado About Aether


“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

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 IISaint 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 IISaint 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 IIThe Call of Saint Rhita

Totem Animals

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 EorzeaPage 277

RAIMDELLE CODEX ENTRY
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 EorzeaPage 275


Common Misconceptions Debunked

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.

 01 Seeker of the Sun women are not sex slaves to the Nunh. He does not own them and they are sexually/romantically autonomous.To be blunt, this trope has worn out its welcome. We have a zero tolerance policy for it. Within our particular community, we acknowledge that birth control exists and women can choose when to couple for a child with the Nunh.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 your typical Square Enix fashion, 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.


 02 There is no proof that Mithras are an ancestor to Miqo'te.This is a common misconception borne from the descriptions of the quite adorable in-game Wind-up Mithras minion. We personally believe this is a tongue-in-cheek playful nod to a prior title.


 03 Keeper of the Moon also have breeding males.This is a common misconception borne from the descriptions of the quite adorable in-game Wind-up Mithras minion. We personally believe this is a tongue-in-cheek playful nod to a prior title.


“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


 04 Gaelicatnip has no effect on Miqo'te.


Keeper of the Moon




Population Distribution

  • 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

Quick Jump Links


Notable Traits

Larger (compared to Seeker) ears. Slim, long tails. Pronounced canines. Matriarchal. Keen sense of smell. Exceptional balance. Keen intuition. Nocturnal prowess. Broody & reticient.

  • Physical Attributes
    Save for their longer tail, the Keepers are nearly identical to their Seeker cousins in physical stature, and can be distinguished by their fur, dark as the night fog, and the large pupils of their eyes. Though lacking the physical stamina of the Seekers, they make up for this with a fierce strength of will and unerring instincts. With their keen intuition, Keeper hunters have been known to easily snare even targets concealed in the gloom of night.

  • Nomenclature
    The Keepers of the Moon are a highly matriarchal society. This is manifested in their names, each of which begins with a matronymic. Female and male names show little distinction from each other, with both composed of short, powerful syllables. The matriarchal tendencies can also be seen in male names, which also contain a matronymic to which is appended a suffix indicating birth order. ('a for the first son, 'to for the second, 'Ii, 'sae, 'ra, 'ir, 'wo, 'ya, `zi, and 'tan for the tenth). Though these suffixes number ten, rarely are more than two or three sons born to even the largest Keeper families.

  • Culture
    In contrast to the Seekers of the Sun, with their male-dominated tribes and harems, the fundamental unit of Keeper of the Moon society is the family, centered around a strong mother figure and her children. Keepers are known to form small communities composed of two or three families who hunt together. They are also known for decorating their faces with war paint before going on the hunt, a tradition symbolizing their readiness and resolve to strain their hands with blood, as well sending a message to their gods that they are prepared to serve them as warriors in the afterlife should they fall.

    As might be surmised from their self-chosen name, the majority of the Keepers of the Moon are devout followers of Menphina. They reside and hunt freely in the Shroud, where for many years they came in conflict with the people of Gridania, who saw the Keepers as little more than poachers. In recent years, however, the two sides have reconciled their differences, and today many Keepers hunt in accordance with rules set by the Trappers’ League, bartering the furs and meats they procure for agricultural goods and essential commodities. Others, however, refuse to bend to these rules, poaching the woods and laying waste to the natural environment as they see fit.

Naming Conventions

The Keepers of the Moon lead more solitary lives, rarely forming communities of more than two or three families. Therefore, a tribal letter is not assigned to the names. The matriarchal strength is further displayed by the fact that female first names are short, one/two syllable constructions that closely resemble names used by male Seekers of the Sun.Unpronounced aitches are also present in the names.- Okhi Nbolo
- Cemi Jinjahl
- Gota Jaab
- Sizha Epocan

⠀♂ ⠀Male Naming Conventions⠀⠀⠀⠀⠀
More evidence of how important the mother is to the Keepers of the Moon can be seen when looking at the names given to males. In addition to taking the mother’s surname, males also take the mother’s forename, adding a suffix (separated by an apostrophe) to the end to designate the order in which they were born.
First son: 'a
Second son: 'to
Third son: 'li
Fourth son: 'sae
Fifth son: 'ra
Sixth son: 'ir
Seventh son: 'wo
Eighth son: 'ya
Ninth son: 'zi
Tenth son: 'tan
- Okhi’a Nbolo
- Cemi’to Jinjahl
- Gota’li Jaab
- Sizha’sae Epocan
Though there are ten suffixes listed above, rarely do even the largest Keeper of the Moon families have more than two or three sons. This is not by choice. Nature merely sees to it that more females are born to this race.

⠀♀ ⠀Female Naming Conventions⠀⠀⠀⠀⠀
Unlike the Seekers of the Sun, the Keepers of the Moon is a highly matriarchal society, with family names passed down from the mother, not the father. It is said that some of these surnames have survived since the First Astral Era.

Canon Keeper of the Moon Family Names
Aliapoh, Amariyo, Anbolho, Awandah, Bajhiri, Betwanhe, Binbotaj, Burwani, Chalahko, Chelewae, Dakwhil, Dolabnha, Elakha, Entialpoh, Epocan, Fashonti, Gamduhla, Ganajai, Garanjy, Jaab, Jakkya, Jawantal, Jinjahl, Jomalah, Kaatapoh, Khamazom, Khetto, Lanbatal, Lihzeh, Lyehga, Maimhov, Mewrilah, Mhakaracca, Molkoh, Molkot, Moshantu, Moshroca, Moui, Mujuuk, Nbolo, Nelhah, Panipahr, Polaali, Quowaital, Rabntah, Relenah, Tayuun, Wahcondalo, Wilzuun, Wolndara, Zhwan


"There are many Keeper of the Moon family names that have been passed down through the generations. The ones you see in-game represent some of the more prominent families that once crossed the frozen seas into Eorzea in search for prey. That does not mean that these are all the names available. There are some families who have chosen to live more secluded lives, and simply have not made an appearance in-game yet. There are also the families who remained in their homeland, or emigrated to lands other than Eorzea. So, when creating a character, you are free to take the surname of an existing family, and inherit their history, or choose a yet-to-be-released surname, and build a new history."


Q19: In the naming conventions of the Keepers of the Moon it is stated that some of the family surnames “have survived since the First Astral Era”. Can you tell us more about that? Have some of the surnames been passed down, or are some related to the Ancients from before the Sundering?Yoshida: “Everyone’s so good at researching things. Sharp observations.”Oda: “Those people who remembered the battle between Hydaelyn and Zodiark, they were the people who also founded those clans. The words may not have made clear sense to them anymore, but (their descendants) felt it was important and passed the words and names from generation to generation.”


"The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina the Lover, goddess of the moon. Their tradition of hunting in the thick woodlands of the Black Shroud have for years thrown them into conflict with the forestfolk of Gridania, who condemn them as poachers. Of late, however, many Keepers of the Moon have found some small peace with the Gridanians, and taken to living within the city."


"The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina the Lover, goddess of the moon. They are distinguishable from their diurnal cousins by their darker fur, larger ears, rounder eyes, more pronounced canines, and longer, skinnier tails. The ritual application of war paint to the face is still regularly practiced, as it is believed the vivid colors grant lunar powers. The Keepers are known for their reticent and brooding personalities, but are also respected and sometimes feared for their tenacity."

  • 1.0 LodestoneKeeper of the Moon


“The Keepers of the Moon are the more numerous of the two Miqo'te clans you will see here in Gridania. Even so, their kind are few enough, as many and more care not for life in the city. They have the characteristic feline eyes and long swaying tails and I daresay that in comparison to the Seekers of the Sun, they tend to be a bit more reticent and reserved. Time was, our own Gods’ Quiver used to clash with the Keepers that were out hunting in the Twelveswood. But these days we deal with them friendly enough, trading what crops and hides are to be had.”

  • ProsperlainMissing Calamity NPC


"We Keepers of the Moon have a long history of decorating our faces with colorful paint before going into battle. We do this not only to honor the traditions of our clan, but to also let the gods know that we are prepared to serve them as warriors in the afterlife, should we fall at the hands of our enemies. The paint we use is taken from the inedible red berries of a herb known as ‘soldier’s sore’ that can be found growing in the South Shroud. My unit is willing to pay handsomely for any who can harvest the fruit and deliver it to our barracks."

  • Pimoh Nelhah"Moon in Rouge"


“Can you believe the nerve, this goblin fisherman said I wouldn’t be able to outfish him even if he were blindfolded! Well, I took the bet, of course! We Keepers of the Moon do not take insults lying down, especially if they’re true! Since he won’t be able to see a thing, you can prove him wrong.”

  • Daca Jinjahl"Blind Ambition"


"The men of the Keepers of the Moon live a wanderer’s life, for they are at their best in small doses. Women and children keep the hearth, ply various trades, and accept game and visits from the menfolk."

  • Masha Mhakaracca — Member of the Songbirds


“Oh … it’s you. Tell me, do you ever think about home? Do you ever wish you could go back? Mine was just another poor village in the Twelveswood. The fields were more stone than soil, and merchants hardly ever bothered to visit. We didn’t have a lot… but we didn’t need it. And then the Calamity came. I remember running, and the screams… It was so loud …so unbearably loud… And then I was here, in a strange city, surrounded by more people than I’d ever seen, and I didn’t know any of them.But I knew how to hunt. I was always good at hunting, and the guild gave me a place to get better. At least I thought I had gotten better. She … Pawah Mujuuk… she was so much more… I’ve been thinking, that maybe this is a sign. Maybe Silvairre is right, and this guild─this city─is no place for an outsider like me. And so I’ve decided to leave. Forgive me if this is too selfish a request, but before I go, I would like to meet with you one last time. Alone, in the South Shroud. These … Gridanians would not understand.”

  • Leih Aliapoh

General Miqo'te Lore

  • 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.


Curious Contradictions: Aren't Keeper of the Moon divided into 'clans'?

Yes! Keeper of the Moon are also divided into what are called "clans." For whatever unknown reason Square Enix has decided to call the two divisions in the Miqo'te race "clans" as well. To avoid confusion, we do not use this definition in this community. If you see the word "clan" written out it typically refers to Keeper of the Moon clans.


  • 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.


"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


”A ... "Miqo'te," ma'am? I'm afraid I don't quite know what you mean."

  • Kugane Resident — The Ananta Maid's Tail — Demonstrating scarcity of Miqo'te in Doma.


"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 — Demonstrating scarcity of Miqo'te in Doma.

Though their presence in Eorzea is lesser than that of the other races, the Miqo'te are easily distinguished by their large, projecting ears and restless, feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era, traversing frozen seas in pursuit of the wildlife upon which they subsisted. Instinctual territoriality causes many among them to lead solitary lifestyles. Males in particular are said to shy from contact with others.

🌈 The More You Know!
The "twin moons" these lore snippets reference are "Greater Moon Menphina" and "Lesser Moon Dalamud." During the recent Calamity Dalamud swelled red and released an ancient elder primal imprisoned within. It is no more.

“Dalamud has long had a place in Eorzean mythos. Before its fall, the lesser moon was widely believed to be the loyal hound of the goddess Menphina, and as such appeared in many religious works of art. Needless to say, discovery of the moon’s true origin forced many of the realm’s more devout denizens to question their faith.”

  • Encyclopedia EorzeaPage 41


“Menphina, the Lover. Monitoring multiple moons─well, two─this divinity is dotingly disposed. She is the preferred personage of the Keepers of the Moon. If your love life is lacking, you might consider calling on Her cooperation.”

  • Havak AlvakMythril Eye Reporter


“For those who are unfamiliar, legend holds that the greater and lesser moons are respectively the goddess Menphina and her loyal hound, Dalamud. Since time immemorial, the two have been engaged in an unending dance across the heavens.”

  • Dalamud NighThe Raven: Gridanian Tabloid


“Ever since Dalamud began taking on a crimson hue, countless theories have been in circulation seeking to explain the anomaly. A great many believe that Menphina’s hound is bathed in the blood of a vile fiend who had designs upon his mistress’s life, even as others swear that the changes portend the Seventh Umbral Era.”

  • Dalamud NighThe Raven: Gridanian Tabloid


“Those who have an interest in astrology will know Dalamud to be the celestial body that orbits the moon in perpetual dance. For others the name will recall childhood tales of the loyal hound of the moon goddess Menphina, who would put to flight in a flurry of torn flesh and gushing blood those who meant his mistress harm.”

  • The Curse of DalamudThe Raven: Gridanian Tabloid


“When night falls and I can no longer work the vineyards, I oft gaze up at the moons and follow their celestial dance across the heavens. It is commonly held that the larger of the two is the embodiment of Menphina, the Lover. The legends surrounding the smaller moon vary, though. While there are some who believe it to be Menphina’s daughter, others swear that it is her lantern. However, the most popular tale tells us the moon is actually Menphina’s loyal hound, Dalamud, ever vigilant in his watch over the goddess. Grapes picked on the mornings when Dalamud’s eyes shine brightest are said to produce the finest of wines, which is why many of us here in this hamlet rise before the cock’s call and check the skies before attending to the day’s tasks.”

  • I'nairoh — Missing NPC — Defunct Pre-Calamity Limsan Quest — "Moonstruck"


“Legend holds that Dalamud is the loyal hound of the goddess Menphina. In art and literature, he is ever depicted protecting his mistress from vile fiends. One cannot help but wonder, what becomes of the goddess if Her defender should leave Her side?”

  • O-App-Pesi


“Words may be wind, but wind reaches all, and the hushed winds that have reached the Herald tell us that the chocolates are now being prepared at the Bismarck. Some say that the gourmets there have learned something of the divine concoctions made by the maiden servants of Menphina, goddess of love. Still others claim that a rare and valuable spice extracted from Meracydian gold is used in the baking. All that can be said for sure is that a truly unique and amazing recipe has been devised.”

  • The Bonds of LoveThe Harbor Herald: Limsan Tabloid


“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 — Creation — 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 — Hells and Heavens — Page 19


“In the center of this heaven rises a lofty palace of ice - ice made of frozen moonbeams and carved with the Fury’s own spear. Here reside epic heroes and gallant knights, the benevolent and the faithful. From Halone’s gelid palace do piercing icicles plummet to the Pit, creating the Hell of Ice. Here suffer cowards, deserters, and adulterers.”

  • Encyclopedia Eorzea — The Hell and Heaven of Ice — Page 19


“The Spear is the gate to the sixth heaven, where the Fury resides in a palace of ice carved by her own spear – ice formed of moonbeams collected by the Lover, Menphina. The Spear fills us not only with the power to overcome our enemies, but also the compassion that is necessary to grant those same enemies mercy.”

  • Leveva Byrde — NPC — Job Quest ⇒ Astrologian Quest — "Spearheading Initiatives"


“Before we set forth on this task, I wish to teach you of a second set of stars─the nocturnal sect. The nocturnal sect contains those celestial bodies ruled by the two moons. I say two, because since the dawn of astrology, disciples of our field have used Dalamud in their readings. Now, even after the false moon’s fall, its position…or should I say, its absence, yet has influence over our fates. Whereas the sun and the diurnal stars represent the self, expression, the active─and the moon and the nocturnal stars represent the unconscious, the passive─Dalamud represents, and still does represent the uncontrollable. Its power has the ability to quicken the senses, as well as provide added protection from the unknown─things beneficial when pursuing one’s fate.”

  • Leveva Byrde — NPC — Job Quest ⇒ Astrologian Quest — "Loved by the Sun"


“Now, you do know that the moon is the embodiment of the goddess Menphina, yes? Well, the smaller celestial body that keeps an eternal vigil over her is Dalamud, her loyal hound. Great changes are afoot, however, and I fear they are not for the better. Dalamud has taken on a vivid crimson hue of late, you see, as if he were drenched in blood. Has an enemy of the goddess made an attempt on her life, that her hound Dalamud should be forced to spill blood in her defense? The affairs of the gods may be beyond our knowing, but this much is clear: something wicked this way comes.”

  • Joldewin — Missing Calamity NPC — "Hunter's Moon"


“Oh? You’ve not heard of Dalamud? He is the faithful hound who forever attends to his mistress Menphina, whom you may know as the goddess who appearrrs to us mortals as the moon. There are some who would have us believe that Menphina and Dalamud are just rocks, the latter in orbit around the former, but such talk is outright sacrilege! If you require proof of his true form, you need only turn your eyes towards the night sky. The crimson hue that veils him of late—it is the lifeblood of the wicked creature that sought to harrrm his mistress, whom Dalamud bravely vanquished. This is an ill omen, I tell you. It’s only a matter of time before the same evil befalls us—before we, too, are made to bathe in blood.”

  • E’qawhau — Missing Calamity NPC — "Hunter's Moon"


Great monuments to the Calamity's coming, Dalamud's Talons are relatively small formations of corrupted crystal. People have given them their fearsome name as they are thought to resemble the mighty claws of Menphina's loyal hound.

  • Encyclopedia EorzeaPage 146

Notable NPC & Communities

Unfortunately, Square Enix has not provided Keeper of the Moon role-players with a “proper” in-game clans for them to enjoy through questlines and side stories. Curiously enough, some of the organizations and NPCs deviate from the in-game lore, especially the Coeurlclaw.

The Coeurlclaw

“A band of Miqo'te poachers has begun hunting in the Twelveswood, led by a solitary male who has crowned himself King of the Coeurlclaws. Slay the unholy sovereign and send his subjects scampering.”

  • South Shroud FATE Flavor TextThe Coeurl King


“Takers’ Rot serves as a lair to a band of Miqo’te poachers calling themselves the Coeurlclaws. For Gridanians, who see these criminals as rotten to the core, the hideout’s name also serves as a curse upon the heads of these lawless hunters.”

  • Encyclopedia EorzeaPage 126


“Die wailing, little lancer. We recognize no laws─neither of men nor of elementals. What we want, we take. That is freedom. That is our way.”

  • Sharp-eyed Keeper


"That man, the one who calls himself the king of the Coeurlclaws. King Poach, growing fat on stolen game, stolen family … The men of the Keepers of the Moon live a wanderer’s life, for they are at their best in small doses. Women and children keep the hearth, ply various trades, and accept game and visits from the menfolk.But King Poach denies women this gods-given rule over matters of family. He forces women to live with him, forbids them to see their sisters, mothers, aunts. Most unnaturally, they lie with him and him alone! He calls this abomination of a family the Coeurlclaws, and thumbs his nose at the elementals’ will. He goads his poachers to slay a Wailer, to bind them to the gang… So terrible are their crimes that all Keepers of the Moon feel the suspicion and fear cast their way.”

  • Muah Lihzeh — NPC — Side Story Quest ⇒ Delivery Moogle Quest — "The Past Is a Story We Never Tell"


“Constructed by Highwind Skyways to serve as a landing for cargo airships, this location was quickly abandoned when the imperial presence in the area became too large to ignore. Now the site is used as a makeshift market where bandits and poachers peddle their ill-gotten wares far from the eyes of the law.”

  • Eorzea Encyclopedia


“Keepers of the Moon, eh? If it were up to me, I’d hang every one of you, let the Twelve sort out the ‘Claws from the rest. Now, stand with your feet apart …”

  • Wood Wailer


“That may be, but I have shed blood defending our borders─unlike you, savage.”

  • Silvairre — Class Quest ⇒ Archer Quest — "To Catch a Poacher"


“‘Savage’!? You know nothing about me, you bigoted son of a─”

  • Leih Aliapoh — Class Quest ⇒ Archer Quest — "To Catch a Poacher"


"Poachers throughout the Twelveswood use bone whistles like this one to communicate. With it, I believe we can lure Pawah out of hiding─assuming she has not moved on."

  • Silvairre — Class Quest ⇒ Archer Quest — "The One That Got Away"


“The abandoned airship landing to the south has become a haven for poachers. Oh, we’ve tried to drive them off, and succeeded more often than not. But even should they scatter, in time they slink back to take shelter once more. It’s like trying to catch greased marmots.”

  • Fiolinne — NPC — South Shroud


“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


“Since the Calamity, the Trappers’ League, in conjunction with Stillglade Fane and the Wood Wailers, has established a comprehensive set of guidelines regulating hunting in the Twelveswood in order to see diminished beastkin populations return to their Sixth Astral Era size. One of the animals covered in this edict is the antelope– the guidelines specifically stating that the slaying of any stag or doe under the age of three summers is strictly prohibited. The notorious band of poachers known as the Coeurlclaws, however, have little respect for Gridania’s laws, and will often kill any and all creatures who enter their territory. To see that young antelopes are spared this fate, the Trappers’ League seeks volunteers to help guide wayward does and stags away from the poachers’ demesne.”

  • South Shroud 2.0 Levequest


“Have to sneak around a bit, 'case that wasn’t clear. The king’s law says we’ve no family outside the forest. But I guess that’s almost true for me anyway, if Ma’s gone. What do you think a young girl had to do, huh? To feed a bedridden ma and a sister barely out of swaddlin’ clothes? Bad things, adventurer. Bad for me─then bad for them. I was beautiful. Then I was brutal. Like a beast. A Wailer caught me at my… trade. Pink-cheeked little miss! All she saw was a thieving strumpet to drag before the Hearers. So… I took the roses from her cheeks. Made them bloom on her fine green doublet.'Twas worth it, for Ma never knew what I was. But I couldn’t go home that day, nor never since. I hid in the forests, near starved. A city girl don’t know how to hunt. And then… then he found me─the king. I’d killed a Wood Wailer and that was a ticket into the Coeurlclaw poachers, you see. And my beauty pleases His Highness. A man is a man, in alleys or glades, eh?”

  • Urha Lihzeh — Side Story Quest ⇒ Delivery Moogle Quest — "The Past Is a Story We Never Tell"

The Pawah Mujuuk Gang

“I know that she is the most infamous poacher ever to walk the Twelveswood. A born leader, deadly with the bow, she formed her own gang of Miqo'te hunters. She was apprehended once, and would have been brought to justice…had she not tricked a foolish young sentry into releasing her, before vanishing without a trace. Pawah Mujuuk is a savage and utterly amoral poacher whose actions, however indirectly, threaten the city’s well-being. But what would a vagrant like you know of duty to one’s homeland? No more than she, I suspect.”

  • Silvairre — Class Quest ⇒ Archer Quest — "The One That Got Away"


Tsk-tsk. That was a piss-poor showin’, sister. An’ ye call yerself a Keeper? A hunter with no fangs ain’t nothin’ but prey.”

  • Pawah Mujuuk the Ghost — Class Quest ⇒ Archer Quest — "To Catch a Poacher"


“Waste o’ bloody time! A Keeper what’s lost her nerve’s about as much use to me as a glass bow. But there’s no sport in killin’ captured prey. I’d better not see neither o’ ye again, 'cause if I do, I’ll show ye what happens to prey what’s daft enough to get caught twice. Away, sisters! Away!”

  • Pawah Mujuuk the Ghost — Class Quest ⇒ Archer Quest — "To Catch a Poacher"


“Poachers throughout the Twelveswood use bone whistles like this one to communicate. With it, I believe we can lure Pawah out of hiding─assuming she has not moved on.”

  • Silvairre — Class Quest ⇒ Archer Quest — "The One That Got Away"


“Ever since I met Pawah, I’ve been at a loss. But I realize now that my place isn’t at the guild… with the Gridanians. They’ll never accept me. This is where I belong, with my people, carrying on our traditions. Our archery─not Gridania’s. It’s all I have left. So I’m going with Pawah.”

  • Leih Aliapoh — Class Quest ⇒ Archer Quest — "Homecoming"

Miscellaneous

Meat Miq'abob
“A traditional Keeper of the Moon dish consisting of tender dodo meat and ripe ruby tomatoes on a stick, roasted to perfection.”

Salmon Meuniere
“A traditional Keeper of the Moon dish consisting of a thick fillet of salmon breaded with flour and friend in rich butter and savory spices.”

Thunderbolt Sculpin
“A rare freshwater fish decorated with a thunderbolt-like pattern down its back. The Keepers of the Moon who inhabit the Black Shroud will eat one of these before a big hunt, claiming that it grants them speed and strength.”

Fullmoon Sardine
A tiny saltwater fish native to the waters of Vylbrand. Unlike other wavekin, they feed only at night, their activity increasing as Menphina waxes.

Navigator’s Brand
Cousin to the Navigator’s dagger, fishers believe that this wavekin was the blade that Llymlaen threw at Oschon in Her fury at having Her naked form espied. The incident led to the latter taking Menphina as His lover.


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.”

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.”

Moon Daisy
“Moon daisies are often hung to rafters, trees, or other elevated locations to represent the celestial body when performing holy rituals to the goddess Menphina during daylight hours.”

Moon Nut
The ghostly white shell which encases this walnut is reminiscent of the celestial body of its namesake.

Dalamud Nut
The shell which encases this walnut is reminiscent of the (now fallen) lesser moon of its namesake.


“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.”

  • Shortbow EntryArcher 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


“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.”

  • Alvak’s Spyglass — The Mythril Eye: Much Ado About Aether

Menphina's Earring
Increases EXP earned by 30% when level 80 and below. Attributes and item level vary according to class/job and current level when equipped.

Moonlet
A lovely pearl earring reminiscent of the moon.

This moonlet commemorates the Hunter's Moon seasonal event of yesteryear. A luminescent pearl adorned with a small red pendant, the piece brings to mind Dalamud as it once escorted the moon across the starlit heavens of Eorzea. Mystical, simple, and elegant, it is the perfect accessory for the adult ensemble.


“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

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 IISaint 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 IISaint 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 IIThe Call of Saint Rhita

Common Misconceptions Debunked

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.

 01 Seeker of the Sun women are not sex slaves to the Nunh. He does not own them and they are sexually/romantically autonomous.To be blunt, this trope has worn out its welcome. We have a zero tolerance policy for it. Within our particular community, we acknowledge that birth control exists and women can choose when to couple for a child with the Nunh.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 your typical Square Enix fashion, 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.


 02 There is no proof that Mithras are an ancestor to Miqo'te.This is a common misconception borne from the descriptions of the quite adorable in-game Wind-up Mithras minion. We personally believe this is a tongue-in-cheek playful nod to a prior title.


 03 Keeper of the Moon also have breeding males.
This is a common misconception borne from the descriptions of the quite adorable in-game Wind-up Mithras minion. We personally believe this is a tongue-in-cheek playful nod to a prior title.


“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

  • South Shroud 2.0 Levequest


 04 Gaelicatnip has no effect on Miqo'te.