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<br/>'''White Wolf & Blue Badger Gates'''<br/>These gates lead south to the Black Shroud - the Blue Badger bringing adventurers further east, and the White Wolf bringing them further west.
 
<br/>'''White Wolf & Blue Badger Gates'''<br/>These gates lead south to the Black Shroud - the Blue Badger bringing adventurers further east, and the White Wolf bringing them further west.
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http://ffxiv-roleplayers.com/wikinew/index.php?title=Category:Gridanian

Revision as of 20:49, 11 March 2013

Gridania

Ffxiv gridania.jpg

"Each tree, each shrub, each leaf, each blade of grass-we treat them as our own sons and daughters. And for that, we are loved by the wood." - O-Guna-Por - Master Conjuror and Prophet


Gridania is one of the city-states in Final Fantasy XIV, located on the Aldenard continent. It is located in the midst of the Black Shroud, a dense forest also known as the Twelvewoods that serves to filter out those hostile toward the Elementals and those in cooperation with them. Gridania is by far the most unified of the city-states. Its guilds all work in cooperation with each other under the guided hand of Kan-E-Senna, who brought back the Order of the Twin Adder.

Profile

In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment.

The Gridanian emphasis on natural harmony has led to its preeminence among Eorzea's city-states in trades such as forestry, agriculture, carpentry, and leatherworking. Gridania is also home to the Wood Wailers, a militant band of polearm-wielding sentries charged with the protection of their homeland.

The favored goddess of the citizenry is Nophica, the Matron, but great faith is also placed in the wisdom of the Seedseers—young oracles who guide the nation based on the will of the forest's elementals.

The elementals in the Twelvewoods around Gridania pervade all aspects of Gridanian culture. The Gridanians respect, and even fear, the elementals for the power they wield, and appease or communicate with the elementals through festivals and ritual dance. The elementals in the woods guard and watch over observant Gridanians, and would normally control creatures of the forest and use them to attack outsiders. A sort of barrier called the Hedge prevents outsiders from being subject to this violent elemental nature, called "woodsin" or "woodwrath". The Hedge occasionally falters, however, and when it does, those affected with woodwrath need to be purified through ritual dance.



Tour of Gridania

The Carline Canopy
The Carline Canopy serves as Gridania's Adventurers' Guild. As in the other city-states, this is primarily a tavern that links to an inn. The inn here is called The Roost.

On the lower level of the Carline Canopy is an airship travel agency unique compared to the design used by the other two nations. Rather than high in the sky, the airships land low to the ground.

The Stillglade Fane
Arguably one one of the more significant Guilds in Gridania, all Conjurers, including the Padjal that guide Gridania, come here to nurture the ability to communicate with the Elementals. Cooperation with the Elementals ensures the safety of both the individual and the city-state as a whole, so it falls to the Conjurers to maintain strong ties between people and the Twelveswood.

It is possible that a growing understanding and relationship with the Elementals allowed mankind to leave the subterranean civilization of Gelmorra to found Gridania, but little is known of the transition between the two civilizations.


The Quiver's Hold
The Quiver's Hold is the Archer's Guild, training the ranged units in Gridania's armed forces. They act as scouts, as they are able to see great distances. The Wildwood Elezen in particular excel as Archers for their keen sight. They work in close cooperation with the Wood Wailers and the Conjurers. More so than the Wood Wailers, they depend heavily on the Carpenters of the Oak Atrium for arrows.


The Wailing Barracks
The Wood Wailers form the Lancer's Guild. They are the soldiers of Gridania and work in close cooperation with the Conjurers of Stillglade Fane and the Archers of the Quiver's Hold. They can serve as bodyguards, enforcers of the law, or a standing militia.


The Oak Atrium
The Oak Atrium is the Carpenter's Guild, closely associated with both the Wailing Barracks, the Quiver's Hold, and Stillglade Fane, who depend on them for weapons and arrows. The Oak Atrium also has a wooden playground in back (labeled Figaga's Gift in Eorzean). The children who play here also benefit from the wooden toys made by the Carpenters, but yearn to see the forest beyond Gridania.


The Greatloam Growery
The Greatloam Growery is the Botanist's Guild. It is first and foremost a garden for both produce and flowers. The garden itself can only be accessed during certain quests.

In addition to gardening, Botanists also act as lumberjacks that supply the Oak Atrium with wood, which is then made into things such as staves, spears, and bows for the Conjurers', Lancers', and Archers' Guilds respectively.

Gridania's relationship with the moogles, who bridge the gap between man and elemental, grants them the knowledge of what and where they can gather without angering the Twelveswood.


Atelier Fen-Yll
The Leatherworker's Guild provides the world's luxury leather items such as shoes and purses, the Fen-Yll brand being renowned across Eorzea much like "designer" products. Leatherworkers will also make armor, a much less vain endeavor.



Notable Landmarks

Aetheryte Plaza
All adventurers at some point visit the Aetheryte Plaza to align themselves to the crystal for teleportation. Unlike in the other two city-states, this Aetheryte is in a natural clearing.


Ebony and Rosewood Stalls
Ebony Stalls make up the north wing of this large building, and the Rosewood Stalls make up the south. This is where several NPCs have set up shop, selling low-grade materials and equipment to adventurers. There is also a repair NPC and a retainer bell.


Mih Khetto's Amphitheatre
Mih Khetto's Amphitheatre serves as a large all-purpose stage for events. It provides a large seating area and has the natural backdrop of a pond.


Nophica's Altar
Located just before the Stillglade Fane, there is a large rock; it is smashed into the stump of a tree. This rock now bears the mark of Nophica, part of a seemingly divine act that recently put the marks of the twelve on stones all over Eorzea.

In the middle of the clearing is a metal basin with 6 lamps around it. It is used in ceremonies and festivals to appease the Elementals, give them thanks, and beg for forgiveness. It is said there were once ceremonies to anger the Elementals, but for obvious reasons this practice has long ended.


Figaga's Gift
Figaga's Gift is a wooden playground behind the Carpenter's Guild. It has a balance beam, stepping stumps, and large puzzle spinners, among other things. In spite of this hand-crafted gift, the children want nothing more than to leave Gridania to play in the Twelveswood.


Apkallus Falls
The falls are where Louisoix once word from adventurers on their battles against the Primals. The once unadulterated sound of a gentle waterfall is now punctuated by the warped ringing of teleportation. There are benches here where adventurers can relax.


White Wolf & Blue Badger Gates
These gates lead south to the Black Shroud - the Blue Badger bringing adventurers further east, and the White Wolf bringing them further west.

http://ffxiv-roleplayers.com/wikinew/index.php?title=Category:Gridanian