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Today's Document
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@vividreminisce
My entry for the FFXIV EU Fanfest Fan Contest
I have been selected as a finalist with this illustration aahhhhh
you can vote here for your favourite entries here
“Lord Hien and Commander Hext have taken their troops to provide support, but we don’t know how long they can hold out.”
I like when the game acknowledges the magic inherent to the world, and takes that into account for the NPCs as well as the players. Yes, Teleport is a handy way for PCs to get around, but it’s mentioned in character several times in game, with comments about people using the aetherytes, or Thancred losing his ability to do something “so simple” as Teleport (simple for a Sharlayan Archon, anyway).
While we’ve lost the detailed explanations and mechanics of Anima from 1.0, it has come up at least once in dialogue from Alphinaud that I recall. It’s not something everyone can do, but it still works when considering troop movements, as Hien leaves with the Scions, and Yugiri gathers Teleport-capable warriors to get to Ala Mhigo faster.
The world is a lot bigger than what can be shown in game, and timelines are left vague on purpose, but reminders that Teleport is an actual in-universe convenience used to move quickly between points (and why certain important characters are used as messengers, like Lyse being sent to Doma in 4.4 by the Alliance Council) really helps link gameplay and lore, and is a handy tool for writing fanfiction and roleplay scenarios.
a story about grief
song: world spins madly on by the weepies
quick masks practice! 1.5hr each~ 🧡🖤
mirkemenagerie update
Lore Index
I’ve had my own lore compilations thread on the RPC for some time, and now I’m porting the Index over to @mirkemenagerie. So you will now be able to scroll through an itemized list of my lore posts here:
While still finding all lore-related reblogs under the Lore Tag here:
Hope you all like the changes!
Mirke’s Menagerie Lore Index
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Aether & Magic
Everything You Could Ever Want To Know About Aether & Magic
Magical and Non-magical Healing Lore
Undead Lore, Ashkin and Necromancy
Voidsent Summoning Lore
Linkpearl Lore
The War of the Magi
Deities & Primals
Halone Lore
Menphina Lore
Thaliak Lore
Nymeia Lore
Llymlaen Lore
Oschon Lore
Byregot Lore
Rhalgr Lore
Azeyma Lore
Nald’thal Lore
Nophica Lore
Althyk Lore
Far Eastern Kami Lore
Mol’s Elder Gods Lore
Tempering Lore
Races of Man & Beastmen
Languages and Accents Lore
Spoken Terminology and Origin of Beastman Slur
Interracial and Inter-clan Heritage
Lalafell Lore
Viera Lore
Miqo’te Lore
Miqo’te Purring/Rolling R’s
Hellsguard and Roegadyn Lore
Highlander Lore
Xaela-Raen Relations
Hrothgar Lore
The Ashcrown Consortium
The Qiqirn
Guilds, Classes, & Jobs
Soul Crystals & Roleplay
Spiritbinding and Soul Crystal Lore with Links to Job Lore Compilations
Red Mage Lore
Bard Lore
Monk Lore
Black Magic Lore
Sultansworn and Paladin Lore
Dark Knight Lore
A Warrior’s Axe
Ul’dah, the Jewel of the Desert
Ul’dahn Law, Brass Blades, Stone Torches, and Immortal Flames Lore
Highbridge Executions?
The Order of Nald’thal
The Platinum Mirage and Pugilists’ Guild
Street Names and Districts in Ul'dah
Limsa Lominsa, the Navigator’s Veil
Lominsan Law, Yellowjacket, Cuda, Pirate, and Maelstrom Lore
Limsa Lominsa’s Government
Limsa’s Gun Control Laws
Arcanist & Mealvaan’s Gate Lore
Mistbeard Lore
Sastasha & Mistbeard Cove
Carvallain & Astalicia Lore
The Company of Heroes
Gridania, the Sylvan City-state
Gridanian Law, Wood Wailers, Gods’ Quiver, and Twin Adder Lore
Elementals, Conjury & Hearers, Hedge, Greenwrath, Wildling Lore
Padjal Lore
Tam-Tara Deepcroft
Mun-Tuy Beans
The Holy See of Ishgard
Ishgardian Heresy Lore
Dragon Blood Lore
Chocobo Lore
House Dzemael’s Roegadyn Knights
Sharlayan, the Old World
Nyunkrepf and Sharlayan’s Founding
Sharlayan Lore Compilation
Great Gubal Library Texts, Boy and the Dragon Gay Story
Saint Mocianne’s Arboretum
Ala Mhigo
Expanded Ala Mhigan Lore Part I: History and Culture of Ala Mhigo
Expanded Ala Mhigan Lore Part II: People of Ala Mhigo
Expanded Ala Mhigan Lore Part III: Common Misconceptions about Ala Mhigo
Garlemald
Sins of Garlemald: The Rise of an Empire
Sins of Garlemald: The Fall of an Empire
The Near East (Ilsabard & Thavnair)
The Near East and Thavnair Lore
The Far East (Othard & Hingashi)
The Kingdom of Dalmasca & the Royal City of Rabanastre
Far Eastern Geomancy
The Confederacy and the Ruby Tithe
Doma, Raen, Ninja Lore Compilation
Far Eastern Lalafell Lore
Far Eastern Miqo’te Lore
Ancient Allag
The Allagan Empire, Meteor Project, and Summoning
Meracydia, the Southern Continent
Meracydia Lore
Mamook, the New World
New World Lore
Miscellaneous
1.0 Archive
Levequest Lore
Fishing Lore
The Great Continents Map Labelled
Time Passage 4.0 - What year is it?
Towns Changed by the Calamity
The Adventurers’ Guild & Eorzea’s Forty Saints
Commoners’ Opinions of Adventurers and the City-states
Commoners’ Opinions of Adventurers and the City-states Pt2
Airship, Ceruleum, Highwind Skyways, and Garlond Ironworks Lore
The Prophet Urianger & The Seventh Umbral Era
The Rising & Foundation Day
All Saints’ Wake
Starlight, Winters’ Knell, and Heavensturn Lore
Formal Education in Eorzea
Orphanages in Hydaelyn
Sex Workers, Pleasure Barges, Pillowhouses
Hydaelyn Alcohol List
Diseases in Hydaelyn
Drugs in Eorzea
Areas with Harsh Winters in Hydaelyn
Eorzean Map Poem by Roddard Ironheart
Eorzea’s Rivers Lore
Eorzean Explosives and Firesand Lore
Zer'maat Five Lore
Paissa Lore
Are Fantasias Canon?
PAX West 2017 Lore Panel Notes
2018 Las Vegas Fanfest Lore Panel Q&A
The First: Norvrandt
The Crystarium, Lakeland, and the Church of Light
Eulmore, Kholusia, Sin Eaters, and the Oracle of Light
Nabaath Areng, Amh Araeng, and Daedalus Stoneworks
Voeburt, Il Mheg, the Fae, and Titania
Ronka, Rak’tika Greatwood, and the Night’s Blessed
The Tempest, Amaurot, the Ancients, and Ascians
Keep reading
More Teleportation: Anima Mechanics
@windupsanson asked on the teleport post:
#what Anima mechanics of 1.0?????
Some of the 1.0 players may want to chime in on anything I get wrong or miss.
@mirkemenagerie as usual is a good place to find lore and references, and in a 2011 forum post by Community Rep Camate, we have this for 1.0 lore:
Why doesn’t everyone use aetherytes? To traverse the Lifestream safely with Teleport and Return requires a great deal of spiritual energy, known as anima. While many individuals, such as adventurers, possess the fortitude to endure such travel, some individuals do not. What’s more, even if one has the ability to use aetherytes, the frequency with which one can do so varies. In essence, for some, the recast time for these spells can be far longer than for an adventurer. As a result, only a fraction of the populace can utilize aetherial travel habitually, which is why chocobos, airships, and other forms of transportation still play a major role in Eorzea.
Today we use gil for teleportation; the network was damaged significantly in the Calamity, and the guards by every aetheryte are actually collecting the fee to use it so the city-states can recoup the cost of rebuilding, and then continued maintenance.
But in 1.0, they used the Anima system, and you can see it noted in the chatlogs in some of the 1.0 videos from that time when players are teleporting for quests.
Anima was a magic resource players had, in a finite amount, and that replenished very slowly. There was an anima cost to teleport wherever one needed to go, and it was possible to run out of anima if you bounced around too much.
This is why alternative methods of travel, such as chocobo porters, airships, and ferries exist. They were carried over to 2.0 as cheaper/free alternate methods of travel if one is low on gil.
Anima is still mentioned by some characters now and then, as the specific ability to focus one's aether to be able to teleport:
Nicia: “As Return merely involves allowing the body to be drawn back to the strongest aetherial beacon - one’s home point - it is fairly easy to execute and requires very little spiritual exertion. Usually, a few moments of rest is all that is needed before it is safe to attempt another jump. Teleportation, on the other hand, comes with a greater price. A great deal of spiritual energy known as ‘anima’ is required to fight the natural flow of the Lifestream and guide one’s body and soul to a comparatively weak aetherial beacon. If one’s body lacks sufficient anima, teleporting to a location may prove impossible. Luckily for most of us, anima is restored quickly and should not prohibit regular travel.
And
Ludovraint: “Through meditation, you can further attune yourself to an aetheryte crystal, reducing the amount of anima required to travel to that location. Setting ‘favored’ destinations in this manner can be especially beneficial when your adventuring requires traveling to the same location multiple times. We do, however, ask that all adventurers pay a small fee of 500 gil before meditating. These proceeds help to fund camp upkeep and pay the salaries of the men and women who patrol the area.”
Even in Stormblood:
Alphinaud: “Alisaie and I have been hard at work attempting to restore the aetheryte here to its former glory…and I am pleased to inform you that we succeeded! Suffice it to say, it should prove a boon for travel─well, for those replete with anima like you, at least…”
And
Alphinaud: “This aetheryte is perhaps the most strategically important landmark here, as it can serve as a gateway for attuned troops with sufficient anima. Such tactics are not without their risks, however… Were the imperials to discover that the aetheryte was being used in such a fashion, they might turn their artillery upon us─destroying the beacon and the better part of the district, at the cost of countless civilian lives…”
Anima is now treated as more of a synonym for aether and its uses (as well as the HW relic weapon and minion, and not to mention a certain primal in EW). It's possible, in my opinion, that the Watsonian lore reason for the change could be that the Seventh Umbral Calamity made anima use easier, to where it's less of a concern or at least no different than other uses of one's aetheric abilities. Given what we know of the Rejoinings, I think it makes some degree of sense.
The Doylist reasoning, of course, is it's a depreciated mechanic that was removed for ease of development and play, a gil sink being far more reasonable and simpler than yet another resource with a singular function.
I also tend to headcanon most people actually have to use the aetherytes to move to and fro, and teleporting from a random field location can be harder/take more anima. Hence us seeing our comrades walk away instead of a teleport animation, or Ysayle actually walking up and using the aethryte in Snowcloak while destroying the beacon on the other end (to avoid the situation Alphinaud describes with the Doman aetherytes during the rebellions there).
Though we do of course see some folks teleport directly; a retainer will when helping them out to unlock your own retainer ventures, and of course Lamitt leads the entire squad of Warriors of Darkness out of Ravana's arena; a feat that had to take a LOT of anima, but as a magic-using Warrior of Light, she has plenty.
Anyway, that's what I know and can find quickly about the use of anima and teleportation, and how it was eased off to make teleportation more convenient in the game's relaunch.
halmarut
i miss him
halmarut
doodle
big ol eyes
caught him mid blink looking like ❓
oguwi
mimi
wol question was do u think g’raha can princess carry your wol (sorry to g’raha but he cannot)
mimi
he’s having fun