Credit where credit is due. FFXIV's latest Variant Dungeon, Merchant's Tale, came out this week in Patch 7.45. There's been a lot of well-deserved criticism levied towards it already, because some of the most prominently marketed aspects of this new release - the gear, some of the bosses, etc. -- have been Orientalist caricatures that are demeaning, racist, and frankly rather disappointing. It's obvious why this is (sex sells and Disney's Aladdin sells; hence the "exotic" belly dancer gear, the blue genie of the lamp, the flying carpets, etc.), and I won't rehash those points here because that isn't the focus of this post.
The point is this: there's been some actual research & work that's gone into Merchant's Tale, and those facets should be recognized and praised and discussed, even as we are justly and rightfully denouncing the aforementioned Orientalism. I'm an Iranian-American; I may not be the best person to speak on this on account of how I am diaspora, but my grasp of Farsi/Persian and my cultural upbringing gives me enough background to recognize the work that Creative Unit 3 did put into this latest release. It's my personal belief that we should be encouraging more and better representation, not less and worse, and until matters & industries & reach improve enough that we can enjoy homegrown representation developed in the countries best suited to represent themselves, we ought to give companies feedback to encourage them to do better (hire natives and first language speakers, do their research, understand what not to do, etc.) rather than to become entirely avoidant ("why bother with representing this culture when we'll only get slammed for it") or, worse, to start disregarding our feedback entirely in favor of what sells best. There's enough good representation in Merchant's Tale that it's worth not losing sight of it, and I'm going to be covering all of those things in this post.
Be warned: spoilers await you.
Finally, before we start: please pray for the people of Iran.
The Framework
The first thing about Merchant's Tale to reckon with is that it isn't current-day Corvos, which is to say that it isn't FFXIV's closest analogue to the Middle East. It's Corvos as depicted by a fictional collection of stories. Sound familiar?
The tale in question also suffers from having countless versions:
One aspect of the story is about as traditional as it gets in folklore. A young man winning the heart and hand of a woman:
If there's any doubt as to what's happening here, the reward for unlocking all thirteen routes of Merchant's Tale is an eye mask that looks like sleepwear. Something you'd wear to bed.
And, of course, there's both the genie and the flying carpet(s) which call to mind Disney's Aladdin, based on Aladdin, a tale that originates in a certain collection of folktales. I'm not including the picture of the genie here, you've all seen it, but we will revisit the carpet later.
FFXIV's Merchant's Tale appears to be based on, or heavily influenced by, One Thousand and One Nights, a collection of mostly Middle Eastern stories. I say mostly because some are mostly inventions added to the collection at later times by Westerners. The prime example of this is Aladdin; look that up if you'd like more details.
The majority of stories found within One Thousand & One Nights aren't very well known in the public zeitgeist, and we can probably attribute a great deal of that to vast gulfs in culture and sensibilities (old vs. modern). The most common and universal aspect of the collection, however, is the framing device: the stories contained in the collection are presented as stories told by Sahrzahd (commonly known as Scheherazade) to her husband the king starting on the night of their marriage. She regales him with these stories throughout the night, and ends mid-tale each time come sunrise; intrigued and possessed by the need to know how each story ends, the king always delays her execution (long story, you can look it up) until the next day.
You could say that these are bedtime stories she tells him, which makes the Comfortable Eye Mask reward rather fitting; by the end of the collection, the king withdraws the planned execution of Sahrzahd, having learned a great deal of wisdom from her stories, and spares her life. This brings the tales to the end and, presumably, a return to normalcy... and a normal sleep schedule. Which again, a fitting parallel for the reward: once you've experienced all the stories within Merchant's Tale, you too get to sleep.
It's a shame that Square Enix appears to have based so much of this content on One Thousand and One Nights. There are less well-known works rife with potential for creative storytelling (Shahnameh is right there, Yoshida) but it's clear that they went this route because it's familiar enough to a general audience and popular enough that it will generate excitement. In short, it's not as risky and more of a sure bet.
This is important context moving forward, though, as we'll see.
Firouzeh: Turquoise in Abundance
One of the things which struck me about Merchant's Tale, as far back as late 2025 when Creative Unit 3 began showing it off, was the abundance of turquoise. You see it everywhere: a sky blue or robin egg blue color which makes everything in the content pop.
For those who aren't aware: turquoise (firouzeh, in Farsi/Spanish) has the English name it does because the French got their pierre turqueise (Turkish Stone) from the Ottomans... who in turn got it from the Persians, who were mining it and using it extensively in many walks of life!
I never thought I'd see so much blue! I immediately got my hopes up that perhaps this meant that the content was geared a little bit more my way than usual, in terms of representation, than I was accustomed to expecting from the hodge-podge Orientalist melting-pot depictions we are accustomed to seeing from the West where all of the various MENA/SWANA cultures get jumbled up together into a nonsensical ball of disappointment. I was not disappointed.
No sooner does the Warrior of Light agree to accompany Y'nazqha the gleaner into this enchanted storybook than we get dropped into this gorgeous room, which is also bluer than I could dare hope or dream of.
Small side: Y'nazqha doesn't get the Story-Lover's gear treatment, but instead gets enchanted into the far more respectable Gemrise set from Dawntrail...
...which unfortunately does not offset Creative Unit 3 choosing to dress the tale's maiden in the oft-criticized Story-spinner's set:
It's not great, folks. There are so many culturally significant and appropriate and BEAUTIFUl dresses, outfits, and more for ladies from across countless cultures that Square Enix could be putting into the game.
Anyway, back to the blue. I ran into an immediate issue with my shaders, which -- to their credit -- Square did warn us about. I made some adjustments later, but you may see some slight differences in tone, hue, and warmth as a result between a number of these pictures. But the big takeaway is this: that interior is GORGEOUS. Somebody did the fuckin' work. In fact, they did so much goddamned work that two details immediately jumped at me.
First: the carpets have tassels and the seats are traditionally low to the floor, as is the furniture. Small asks, often lost in the wash when it comes to video games.
More importantly, however, I found myself asking, "Where is the samovar?" I could see the cup and pot on the table. I could see the kettle on the stove.
And that's when it clicked: the Middle East, Iran/Persia specifically, would not have had samovars at the time that this "ancient folklore" takes place. We only got them fairly recently, within the past few hundred years, from Russia. Square Enix paid enough attention to realize that there shouldn't be a samovar here.
Truly, they paid a good deal of attention throughout. The bazaar which you pass through? Carpets and rugs. Carpets and rugs galore. We're not done with carpets yet. Thankfully, none of these fly. I cannot stress enough just how much my family loves carpets, and all of the Iranians and Iranian-Americans with whom I'm familiar love carpets.
We'll touch more on aesthetic as we go, but it's time to discuss another important area in which the team paid attention to detail: language.
Farsi, Also Known as Persian
As it so happened, the first run I experienced with strangers took us down the bazaar and to the Anchorite at Corvos. This is a coastal beach section, and I'm not in a position to comment on the aesthetics here, having never had the opportunity to visit Iran; may I do so within my lifetime, inshallah! What surprised me, however, was the name of the final boss awaiting us at the end of that route.
Darya the Sea-Maid is presented as a mermaid with fairy-like wings, which is delightful enough on its own... but darya is Farsi for "ocean," and Farsi itself is a very poetic language. "Ocean, the Maid of the Sea" might sound repetitive to Western ears, but Darya khedmatkar-i darya has a certain charm to it that I cannot stop thinking about. It's lovely, truly.
Darya being a siren and being so focused on song & dance is also a delight, because song and prayer and our voices and our movement are so important in Iranian and Persian culture (I list both because there is a difference, we won't get into it here; may Iranians not of Persian background forgive me this trespass). We live, enthusiastically, and we enjoy and celebrate living.
While we're here, Darya also touches on faith and on fate. Something to keep in mind for later.
Finishing that first run was important, because Nazqha herself points out that the fiction we're exploring is not at all a one-to-one representation of true history:
We're not done, not by a long shot. Watch this post for more, because I've hit the 30-image limit on this post and there's so much more to cover. Reblogs appreciated, of course, but I do recommend holding them until I've gotten through everything. Please do note that I won't be reblogging or responding to any comments or tags or notes or reblogs until I'm completely finished, which may take several more posts.
Three vanilla gpose ideas for now or later. Make as much or as little with them as you'd like. Tag your posts #xiv patch day prompts and #vanilla gpose.
You are welcome to use these prompts anytime, not just on patch day, but please use the tags for vanilla shots only--no mods, shaders, or edits. Happy patch day, and happy posing!
Landscape. Don't want to pose your character vanilla? No problem. Go visit one of your favorite maps and take some time to appreciate the scenery.
Filter. With the intensity slider, the vanilla gpose filters can do so much more for your shots. Pick a filter you've never used and experiment with it.
Emote + Context. Context creates meaning. A tried and true emote can become something new, depending on your character's surroundings, positioning, and where you choose to freeze the animation. Try taking an old emote to a new place and see what you can create with it.