This page ties in directly with Ly Ris. Please browse both for full lore!
Overview Geography Races Heritors Other x
Overview
The Seventh Shard was destroyed by the Ascians during the Seventh Umbral Calamity. Much has been lost, never again to be regained. Outlined here are the broad strokes of events which resulted in the end of the world.
Unrest and Innovation
For the Two Sister Continents, the first sign that something was amiss came not from the threat of war, but the absence of it. The Valendia Empire retreated to its current borders, abandoning the frontline and their campaign to invade Ordalia through Kthill. Reports soon came from spies and allies: Valendia had retreated to dedicate more personnel to their sudden advances in technology, with the ultimate goal of returning to the front with superior weaponry. Indeed, the reports were as terrifying as they were bizarre: not just new types of siege engines or firearms, but also soaring towers newly built of unknown stone, fabrics and weaves that could store spells or help one survive in the harshest weather, even new species being cross-bred for superior rations. But no report contained one key component: how had Valendia discovered these new ideas, let alone developed them? But before this question could be answered, the bug of discovery infested the Two Sister Continents as well.
They built their own marvels, machines and automata never before seen. Rumours spread of great geniuses, marked by hooded black robes and secretive ways, and that to apprentice to one was to be gifted with vision beyond your years. Many sought to impress these elusive figures through their skills, and soon much of society fell away in favour of this grand technological revolution.
But these innovations were not the only change on the Seventh. Something else was happening - reports came in from around the world of dormant volcanoes erupting, catastrophic storms flooding coastlines, tremors felt for weeks, and hoards of insects and beasts prowling far beyond their borders. With these added troubles, the innovation race soon became violent, first with sabotage, then with murder, as all clamoured to be the one to solve the new problems arising. Through these deaths, another startling change came to light. People would rapidly age before passing on, their bodies disappearing into dust before burial could be considered. Horrific stories of new life spawning from drops of blood and severed limbs spread across the land. Pregnancies became shorter but the babies were born older, with twins and triplets becoming commonplace like never before. Overpopulation and death walked the world, hand in hand, feeding each other strength.
Changing the Past
By the time the aetherologists realized the connection between the plundering of natural resources, the rapid flow of aether, the natural disasters, and the blacked robed figures at the centre of the web, it was too late. The Seventh had entered a state of Astral activity, and there was no stopping it. Not, at least, in the future. But if someone could travel to the past and prevent the tragedy...
With the world hurtling towards its end, the nations banded together in their final race: to send a saviour back through time armed with the knowledge of their folly. A young Gifted Heritor was chosen for her ability to use her powers to preserve and share knowledge, as well as for her studious nature and singular brilliance. Indeed, the Gria Kamari Jylland was recommended by all her peers, friends, and even strangers as the perfect candidate. Alas, her story did not end in triumph, as time ran out for the Seventh before the final preparations and calculations could be entered.
As her peers died around her, Kamari knew she was the only one who could see the time machine safely off, even if it meant her own life would not be saved. This is how her second, a Selkie named Ly Ris, ended up being forced inside the vessel, protesting the entire time. The last thing Ly Ris saw before the device activated was Kamari's grim smile as she, too, succumbed to the Astral activity.
It is the final tragedy of the Seventh that their efforts were known to the black robed figures, whose subtle touch became a closed fist as the vessel launched, dooming the Seventh to its fate. There would only be one survivor, hurtling not only through time, but space itself, ending up in another world near the brink of its own collapse...
Geography
Much like the First, the Seventh shares the same basic geography as the Source, though the politics and borders vary greatly.
Loar
The continent of Loar was a small island off the coast of Ordalia. Composed of two nations with a fierce alliance, Loar maintained its independence despite numerous attempts to absorb it. Selkies had been the most prominent race on the island for hundreds of years, and it is oft considered their homeland. Loar is sometimes referred to as the "younger" sister of the two due to its size.
Loar is the equivalent of Vylbrand on the Source.
Galerria: the northern nation of Loar. Ruled by a Selkie monarchy and known for its extensive underground palaces and rich ore deposits (O'Ghomoro).
Targ: the southern nation of Loar. Ruled by a council of three who represent the Targ guilds: shipbuilding, agriculture, and fishing (La Noscea).
Ordalia
The continent of Ordalia was a large landmass, known for its expansive forest stretching through the interior. Divided into seven nations, it was often at war with itself, though more recent years have seen many conflicts put aside to address the impending invasion from the north. Ordalia is known as the "older" sister contient.
Ordalia is the equivalent of Aldenard on the Source.
Graszton: a Clavat stronghold, this desert boasts many oases and the largest population in Ordalia. Ruled by one of three great Houses in rotation (Thanalan and Paglth'an).
Aldanna: this swampy nation is sparsely populated for its size, and home to many strange occurences. A coalition of Yukes and Mysidi investigate its mysteries (Mor Dhona).
Zedlei: first of the three great forested nations. Zedlei is a land of scholars and contains the two greatest universities in all Ordalia, both of which are inside large, hollowed trees. Ancestral home of the Gria (The Black Shroud).
Flourgis: the second great forested nation. Second only to Graszton in population, Flourgis is a large, sprawling nation that thrives in the canopy as much as it does on solid ground. Ancestral home of the Mysidi (Coerthas).
Morabella: the final great forested nation, Morabella is the sole remnant of a once continent-wide Lilty empire. Its clear waters and soaring plateau are known worldwide for their beauty (Dravania and Idyllshire).
Tramdine: sacred homeland of the Helgas and a religious state, Tramdine does not involve itself in politics. The largest temple sits high on Mt. Bur-Omisace and is a famous pilgrimage site (Xelphatol).
Kthill: too arid for farming, the people of Kthill have long made a living off entertainment, including large gladiator arenas and concert venues (Gyr Abania).
Other Continents
The Valendia Empire: once a myriad of small, warring clans, the contient of Valendia was united a hundred years ago by The Mother, who used an army of automata to subject the others to her rule. Valendia is the equivalent of Ilsabard on the Source.
Kerwon: far to the east, the continent of Kerwon has little to do with the machinations of Valendia, or the goings-on of the Two Sisters. Ancestral home of the Rev. The equivalent of Othard on the Source.
Selkies
Selkies are the Seventh's equivalent of the Source's Miqo'te. They are notable for their larger, fluffier, more canine-like ears, and the lack of difference in features that Seekers and Keepers possess.
About the Race
The Selkies have inhabited the island continent of Loar for centuries, and have earned a reputation as a passionate and tricksome people. Expert seafarers, the Selkies are as at home on a deck as on land, thanks to their canine and feline features that give them perfect balance and incredible agility. In the past, many turned to piracy and thievery to make a quick profit, and though that has changed in recent years with the rise of industry, mistrust of Selkies remains prominent across Ordalia. This has made Selkies protective of their own families, knowing how easily strangers can turn against them.
The Canus: Also known as the Wolves, the Canus are Selkies who trace their ancestry back through Targ. Much like how wolves prowl the land, it is said these Selkie prowled the surface of the water, hunting in packs and preying on the weak. Community is everything to the Canus, and this fierce loyalty is only matched by their wariness of strangers, who they would rather observe from a distance.
The Isuru: Also known as the Sharks, these Selkies trace their ancestry through the nation of Galerria. As sharks swim underwater, the Isuru lurk underground, building their vast and beautiful empire. They are generally seen as more snappish and confrontational than Canus, with an unrelenting determination to succeed.
Notable for all Selkies is that their hair colour can only be grey or blue. They see this as a mark of pride, and proof of their connection to the sea and stormy weather. There is still quite a range of colours, as these blues and greys vary in saturation and brightness, from the palest white to deep navy. All possess slit, catlike pupils.
The Gria
Gria are the Seventh's equivalent of the Source's Au Ra. The most notable difference is the small wings Gria sport on their backs and their lack of height difference, with all Gria being small of stature.
About the Race
Originally hailing from the aether-rich land of Zedlei Forest, the Gria are now a common sight across Loar and Ordalia. Covered in scales and adorned with small wings to match their small stature, they appear to have inspired the tales of dragons, mythical creatures with immense aetheric and physical power. While open to sharing their knowledge and power, there are some secrets the Gria keep close to their chests, and for this reason they see betrayal as the ultimate crime.
Cannol Clan: Though fewer in number than their sister clan, Cannol Gria are well regarded as scholars, as their written and oral records stretch further back than any other race. Many Cannol are also hailed as oracles and can seemingly predict the future. The Cannol have dark scales and wings, with long tails.
Mayhew Clan: The more adventurous and populous clan, many Mayhew Gria have made a name for themselves as mercenaries, fighters, and entertainers. Their discipline and strict code of honour make them ideal bodyguards and friends - as long as you don't double-cross them. Mayhew have light scales and wings, and their tails are short and nub-like.Gria skintones run the full gambit of natural colours, along with pinks and reds. Both clans have a plethora of scales on their bodies, covering far more of themselves than their bare skin. Their leathery wings remain small through life, and they are only capable of flying short distances - for the most part, wings are used to enhance leaps and jumps, not to sustain flight or hover. Their eyes feature large, dark pupils, and thin rings of colour that glow.
Heritors
On the Seventh, the term for those blessed with the Echo was "Gifted". These Gifted realized that their shared power allowed them a unique opportunity to teach each other through it, and thus the art of the Heritor was born. Heritors are Gifted who manipulate aether around them to create powerful weapons or weave spells, taught entirely through the Echo and passed down from one generation to the next. Heritors have different 'modes', each named after the individual who perfected the technique in question, and swap between them to access those skills. This means they cannot access multiple 'modes' and abilities at once; for a Heritor, changing 'modes' is equivalent to changing 'job stones' on The Source.
It is important to note that while only Gifted can become Heritors, not all the skills they learn have to come from other Gifted. Indeed, so long as the Gifted in question was close to someone in life, or has access to a plethora of their experiences through the Echo, the skill can be refined and taught as a 'mode'. This meant that many Heritors would gravitate to places of importance, hoping to find individuals to study and skills to preserve, often without regard to the circumstances those skills were used in. This is also how the art avoided destruction: so long as another Gifted was born who could find a memory of a Heritor, another Heritor could be born.
Modes
The closest comparable job for each mode is listed in brackets at the end.
The Seventh
What Ly Ris brought with her from her home.
Ritz: a white-haired Mysidi duelist & Heritor whose rapier was as sharp as her tongue. She used her connection to the elements to devestate her foes (Red Mage).
Lezaford: known as the Runemaster, this Rev Gifted was one of the first Heritors. Though a powerful mage, he was best known for mapping the stars (Astrologian).
Babus: the loyal fey advisor to an ancient Lilty Prince. Their adorable apperance belied their sharp mind and tactical genius (Scholar).
Remedi: a Clavat Queen also known as 'The Mother' who created an army of aether-infused automata in order to take over the continent of Valendia (Summoner).
The First
Developed by Ly Ris on the First.
Theo: it is rare to meet a real life hero. Ly Ris is honoured to walk beside this Viera Warrior of Light and learn the power of song from him (Bard).
The Source
Developed by Ly Ris on the Source.
Fray: A spirit haunting every shadow in Ishgard that Kamari's Echo finds right away. Wielding a heavy blade in the name of justice, no matter the cost (Dark Knight).
Adelaide: idk what job this is yet but i can't skip Adelle the OG Heritor (Job)
Other
Race Names
A comparative list of names on the Seventh versus the Source.
- Gria = Au Ra
- Selkie = Miqo'te
- Clavat = Hyur
- Rev = Roegadyn
- Lilty = Lalafell
- Mysidi = Viera
- Helgas = Elezen
- Yuke = Hrothgar
These are taken from other Ivalice titles and the Crystal Chronicles series, except Mysidi, which I took from the Mysidian Rabbit. I am well aware some of these line up better than others but until FFXIV introduces a race of ghost-bird people wearing helmets, there really won't be any proper comparison for Yukes, and I couldn't leave them out!