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Owing to the schemes in the shadows of Ul'dah, the Scions of the Seventh Dawn have been scattered, and the Warrior of Light has been forced to flee north.
Though granted shelter by Lord Hauchefant, our heroes must press on to Ishgard. But what trials await in this reclusive nation, locked in a never-ending struggle with the dragons?
Come what may, they must not falter, lest the light of hope be forever extinguished
Better known as Iceheart, Ysayle stands as the leader of the heretics- those who have pledged their allegiance to the dragons. Denouncing the teachings of the Holy See, she means to put an end to the Dragonsong War
A man of Ishgard, and Lord Commander of the Temple Knights. Though not of noble birth, by virtue of his countless accomplishments, he rose in rank and achieved his current station. As the war against dragonkind rages on, he risks life and limb to protect his people.
Count Edmont de Fortemps:
Lord of House Fortemps, one of Ishgard’s foremost noble families. Unlike his insular peers, Count Edmont is quite welcoming of foreigners, willing to aid those with just intentions
The current Azure Dragoon, and the mightiest hero of Ishgard. Bearer of the Eye, an ancient relic plucked from the great wyrm Nidhogg, he wields the power of dragons. Long absent from his post, he has returned to Ishgard to drive back the ancient enemy of his people
Archbishop Thordan VII:
As the spiritual leader of the reclusive nation of Ishgard, he is an unquestionable object of veneration. He also holds the highest seat of political authority in the Holy See.
In the central region of Abalathia’s Spine, the great mountain range that spans Aldenard from east to west, can be found the forbidding highlands of Coerthas and the Holy See of Ishgard. The archbishop of the church, while leading his people in the teachings of Halone, the Fury, rules also as the nation’s sovereign.
Ishgard’s formidible army of knights wages constant battle against its mortal enemies, the dragons. Faced with ever more aggresive attacks from its serpentine foes, as well as an unprecidented spell of bitter cold, the theorcracy’s days are dark indeed.
Matters have grown so grave as to prompt the archbishop and his advisors to consider throwing open the heretofore sealed gates of Ishgard and calling for outside aid.
To the west of Abalathia’s Spine lies the rugged mountainous region of Dravania.
As the name implies, these lands are styled after the dragonkin who call her forelands home, long feared by the people of Ishgard.
The hinterlands to the south bask in the beauty of the Thaliak River and fields of evergreen. They once played host to the great seat of knowledge, Sharlayan. But alas, she was abandoned in the exodus fifteen years prior. Left to the wildlife roaming her once proud estates, she is resigned to slowly fade into memory.
Nestled in the mountains of Abalalthia sits the Sea of Clouds.
The water and wind aspected energies of the surrounding area create a perpetual mist reminiscent of clouds, thus making the location true to its name.
These same energies can be attributed to floating islands within its mist-shrouded borders.
The unique climate conditions of these islands have given rise to heretofore unseen animal life. And with the advent of airship technology, Ishgard has slowly expanded into this brave new frontier
Ruler of the clouds, worshipped by the Vanu Vanu.
Folklore tells of a legendary white whale said to swim in the Sea of Clouds as if they were the waters of the Rhotano. According to Vanu legend, however, Bismarck led their ancestors to the floating islands. With waves of fury he purges his domain of those that would do his followers harm.
This avian beast tribe resides upon floating islands dotting the Sea of Clouds.
Prior to the advent of airship technology, man only dared to dream of reaching these islands in the sky. And so, for a time, the Vanu Vanu were unknown to the rest of the world. Times have changed, however, and now they must adapt as outsiders encroach upon their home.
Fourfold master of the blade, savior of the insect-like Gnath tribe.
A warrior and conqueror, Ravana respects strength and abhors weakness. He revels in battle with worthy opponents, and is known to wield the legendary Chandrahas blades.
A tribe of insect-like beastmen known to inhabit the southern region of the Dravanian forelands. Having made remarkable advances in alchemy and metallurgy, these hunters have developed incense which deters Dravanian intruders, thus preserving Gnath territory. They are said to share a collective mind, linking them in spirit to their leader.