The Grand Companies Of Eorzea, Garlean Empire, And Free Company

Eorzea Time
 
 
 
言語: JP EN FR DE
日本語版のFFXIVPRO利用したい場合は、上記の"JP"を設定して、又はjp.ffxivpro.comを直接に利用してもいいです
users online
フォーラム » FFXIV » News » The Grand Companies of Eorzea, Garlean Empire, and Free Company
The Grand Companies of Eorzea, Garlean Empire, and Free Company
VIP
Offline
サーバ: Excalibur
Game: FFXIV
user: Kalila
Posts: 11
By Kalila Violette 2013-09-15 12:25:27  


And though the Land is riven and the Heavens torn asunder
It is from this Chaos that our bonds are given strength.

Scarlet Lancer Field Marshal Ealdic the Pious

For thousands of years, Eorzea has been victim to a catastrophic cycle of destruction and rebirth that periodically envelops the realm and threatens all who live upon her soil; each time faced with a tragedy seemingly worse than the last, however, the peoples of Eorzea have found some way to persevere. One method, seemingly going back hundreds of generations, has been the establishment of comprehensive command centers which combine the military, economic, and technological resources of a city-state in order to better prepare it for the coming doom. These are the Grand Companies of Eorzea.

The last recorded emergence of the Grand Companies was nearly 1,500 years ago, at the end of the Fifth Astral Era and the arrival of the great deluge which triggered the dark period known as the Sixth Umbral Era. It was through these companies that the then warring city-states were able to put aside their bitter differences and join together to form an alliance and ensure the realm survived.

As the Sixth Astral Era drew to a close, three city-states of Limsa Lominsa, Gridania, and Ul'dah once again revived the Grand Companies—a final attempt to forestall the coming of the Seventh Umbral Era. With a number of remarkably talented adventurers among their ranks, they stood fast against the beast tribes and the savage might of the primals, as well as the the Garlean Empire, the invaders from the north.

Despite their valiant attempts, however, the Calamity could not be avoided, and the lesser moon Dalamud descended upon the Carteneau Flats. From its core emerged the elder primal Bahamut, who rained fire upon the realm. So it was that the Seventh Umbral Era began.
Five years on from the devastation, aided by adventurers, the Grand Companies of Eorzea now strive to raise the realm from the ashes.











As it has been since the ill-fated Galadion grounded off the coast of Vylbrand countless generations past, the leader of Limsa Lominsa has borne the title Admiral, for she not only commands the thalassocracy, but also the armada that defends it. Merlwyb Bloefhiswyn is the latest to take the city-state's helm, and she brings with her an impressive list of laurels, such as the discovery of a safe route across the Indigo Deep to the recently discovered western continent, and the unprecedented sinking of an "invincible" fleet dispatched by the northern nations beyond the Bloodbrine Sea.

She is honest and steadfast in her ways, but at the same time can prove stubborn and uncompromising. And though once a pirate of high standing herself, upon becoming Admiral, she has gone out of her way to impose strict regulations on piracy within the thalassocracy, drawing the ire of nearly every brigand crew hailing out of Limsa Lominsa. Her reinstatement of the Maelstrom, and the power it is granted over the city-state's privately owned vessels, is viewed as but another measure to tighten her grip on the nation.

Motto: Impossible is a word coined by the weak.
Weapons: Death Penalty and Annihilator─two muskets rumored to have once been wielded by the infamous pirate king, Mistbeard.













Eldest of three siblings of Padjali ancestry, Kan-E serves as head of the Seedseer Council─the central governing body presiding over affairs within the city-state of Gridania. As is common amongst those born of the prestigious Senna line, Kan-E was blessed by the Twelve with the gift of prophecy, her visions hauntingly clear and detailed. Before reaching her sixth nameday, she had already predicted a devastating fire and a locust infestation, earning her remarkably early admission to Stillglade Fane. After becoming a Sister of the Twelveswood, it was not long before she had risen to Elder Seedseer and left Gridania to live in the forest with her siblings, where she served the city-state by communing with the elementals, maintaining the delicate balance betwixt man and nature.

As the number of rumors regarding unnatural phenomena began to swell, however, Kan-E was left with no choice but to return to the city-state and *** her options. So it was that she decreed the reinstatement of the Order of the Twin Adder. A woman who has earned the respect of her people by always letting her actions speak as loud as her words, her affable demeanor belies the brave heart which beats beneath her tiny breast.

Motto: No road is closed to those true of heart.
Weapon: Claustrum─a legendary staff carved from the branch of a tree said to have survived the sixth Umbral Era.














Using winnings amassed during his reign as gladiator champion, Raubahn Aldynn, the "Bull of Ala Mhigo," purchased the Coliseum in Ul'dah, and by doing so earned himself a place amongst the infamous Syndicate. However, unlike other Syndicate members who, blinded by their wealth, fancy themselves the true leaders of the city-state, Raubahn has remained faithful to the sultanate's nobility, openly pledging his allegiance to the sultana. This is why, after a long hiatus, the ever-popular warrior returned to aid the young ruler in readying the city-state for the end of the Sixth Astral Era, and the dark days that would follow.

Aware that he would more than likely receive little cooperation from his fellow Syndicate members—as ever too occupied with their in-fighting to see that which truly threatens Ul'dah—Raubahn sought the revival of the Immortal Flames, which under his lead would help protect the sultana and her nation, while sating his thirst for revenge on the Garlean Empire.

Motto: The line between victory and defeat is drawn by the swift and trod by the dead.
Weapons: Tizona─a cursed blade taken from the hands of a former rival after defeating him on the bloodsands.











/


Legatus of the VIIth Legion dispatched to the western front, van Darnus boasts distinguished parentage in his sire, a founding figure of the Garlean Empire. A ruthless man who has risen to infamy even among his own people, he draws no distinction betwixt friend and foe when met with dissent. Tales are oft told in hushed whispers of van Darnus’s swift rise to power upon the abrupt death by illness of his sire, whose body had no sooner grown cold than his closest aides were put to death.

The White Raven seems a man well-suited to such dark rumors, for it was his pet project, "Meteor," that plunged Eorzea into the Seventh Umbral Era...

Motto: Opposition must needs be put down with fire and steel.
Weapon: Bradamante—a gunhalberd said to be named for a warrior maiden he slew.




Legatus of the VIIth Legion presently dispatched to the western front, van Darnus boasts distinguished parentage in his sire, a founding figure of the Garlean Empire. A ruthless man who has risen to infamy even among his own people, he draws no distinction betwixt friend and foe when met with dissent. Tales are oft told in hushed whispers of van Darnus’s swift rise to power upon the abrupt death by illness of his sire, whose body had no sooner grown cold than his closest aides were put to death.

The White Raven seems a man well-suited to such dark rumors, for it is his pet project, "Meteor," that will herald Eorzea's inevitable plunge into the Seventh Umbral Era...

Motto: Opposition must needs be put down with fire and steel.
Weapon: Bradamante—a gunhalberd said to be named for a warrior maiden he slew.




Born of distinguished lineage in the Garlemald Republic, Solus zos Galvus began his military career at a young age. After a string of impressive victories on the field of battle, however, he soon attained the rank of Legatus, and proceeded to integrate machina technology into the army's regular rank and file. With single-minded determination, Galvus transformed his fledgling nation into a formidable military power.

His actions garnered the undivided support of the citizenry, and catapulted him into the position of Dictator, supreme commander of Garlemald. In the years that followed, Garlean forces conquered all the lands of the north and hammered them into a single entity. Galvus then instituted an imperial regime to govern their new territories, conferring upon himself the title of "Emperor."
The eastern nations were the first to feel the newborn empire's mighty fist. It was during this campaign that the emperor witnessed firsthand the destruction wrought by the primals—an experience that led to an imperial mandate for their annihilation.

Now an old man of more than eighty winters, Galvus yet rules as emperor, but court rumors speak of frail health and frequent illness.








What Is a Free Company?

The Grand Companies of the Eorzean alliance suffered grave losses at the Battle of Carteneau. But nothing could have prepared them for the calamitous arrival of the Seventh Umbral Era. Dalamud's decscent upon the battlefield triggered the release of Bahamut, an elder primal seething with rage from aeons of imprisonment.

Bahamut's wrath cost the Grand Companies countless troops, and of those who survived, many reportedly deserted the battle field. When the dust of the Calamity had settled, it became apparent that consolidating the strength of the Grand Companies was imperative. The resurgence of the Garlean threat could not be ignored; the Grand Companies needed to replenish their troops to ensure the safety of the realm.

And so, in an effort to bolster their forces and encourage the cooperation of adventurers, the Eorzean Alliance sanctioned the creation of free companies—mercenary groups that would serve as an extension of the Grand Companies.

Both established and operated by adventurers, these new organizations require little if any contribution from the Grand Companies to sustain them. Moreover, their contracts are formed on an individual basis, making the assembly of troops against opposing threats swift and efficient.

By the decree of the council of the Alliance leadership, adventurers are now free to lend their aid to any Grand Company, transferring their allegiance as they please, and as a result, provide the Alliance with the manpower it needs. As the forces that threaten Eorzea continue to grow, the policies of this new system will allow adventurers to undertake such duties as transcend political boundaries.

Each free company can only be affiliated with a single Grand Company, that each organizaiton might have a better measure of the manpower at its disposal.



What are the benefits of a Free Company?

Free companies are adventurer-run organizations which allow their members to pool resources, be it items or gil, to accomplish feats that would be difficult or impossible for a single individual.

To form a free company, a player must first submit a free company petition after acquiring signatures from three other players. The player who submits the petition will become master of the free company, and can invite additional players to join.

Upon forming a free company, members will be granted access to a company chest, which can be used to store items and gear to be shared with all members. Furthermore, by increasing your free company's rank, you can create a company crest, as well as use a number of company actions to the benefit of your members.

Free companies will also be allowed to purchase estates upon which to establish headquarters. They can also participate in a number of events such as large-scale player-versus-player combat.
[+]