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The hulking Amalj'aa are a race of nomadic beastmen who inhabit the grasslands of Paglth'an, where they subsist by hunting the native wildlife. These worshippers of the primal Ifrit believe that the region of Thanalan has been purified by sacred flame. In their efforts to reclaim this holy land, Amalj'aa warriors have clashed time and again with the forces of the sultanate of Ul'dah.

Online Description

Amalj'aa are a race of lizard-like beastmen in Final Fantasy XIV who worship Ifrit whom they often summon as a primal. They are found mainly in Paglth'an, being a nomadic people surrounding the settlement of Zolm'ak, but have expanded into Thanalan, with their stronghold of Zahar'ak being located in Southern Thanalan.

In the First, the Amalj'aa are known as the Zun. Originally a nomadic race, they were forced to settle in the Crystarium due to their home being wiped out by the Flood of Light. The Zun are valued in the Crystarium's society for their skill in raising livestock and domestication of amaro and chocobos.

Profile[]

The Amalj'aa are tall with a muscular physique, and have a martial culture. Fitting their worship of Ifrit, enemy Amalj'aa specialize in fire-based skills, such as Enfire. They possess general knowledge of metalworking, and have been known to tame fire drakes.

As the primary focus of their Thanalan population is the summoning and empowerment of their patron primal, they often come into conflict with the other races of Eorzea, and are long standing enemies of the city state of Ul'dah. They frequently attack travelers and trading caravans, both to steal the large amount of crystals needed for their rituals, as well as to gain captives for Ifrit to "temper", permanently making them loyal servants to Ifrit and the Amalj'aa. These rituals are conducted at the Bowl of Embers.

Unlike the Amalj'aa who wear steel into battle, the Zun of the First wear the bones and hide of amaro that passed on.

Brotherhood of Ash[]

Separate from the main Amalj'aa force in Thanalan is a small splinter group known as the Brotherhood of Ash. Unlike the rest of their race, the Brotherhood is a society of honorable warriors. Their leader, Hamujj Gah, claims that all of Amalj'aa society was originally like theirs, before the reliance on Ifrit worship (or, more specifically, Ifrit's relentless tempering of his adherents) corrupted the rest of the race.

The Brotherhood considers the main Amalj'aa forces to be their sworn enemies. Unlike their kin, the Brotherhood are relatively friendly, if somewhat distant, towards members of other Eorzean races, and have been known to ally with them against their common foe. Recently, they have also developed relations with the friendly factions of Ixal, Sahagin, Sylph, and Kobold, creating what they refer to as "The Beastman Alliance".

While the Brotherhood of Ash is mainly made up of Amalj'aa, they do not seem to be opposed to welcoming other races into their ranks. Loonh Gah was a Miqo'te born in the U Tribe, but after being one of the few survivors of a Amalj'aa caravan raid as a child, she was found by the Brotherhood of Ash and raised as one of their own. She now embodies the values of the Brotherhood of Ash and prefers being among them than other people.

Gameplay[]

Amalj'aa Archer from FFXIV
Amalj'aa Lancer from FFXIV
Amalj'aa Pugilist from FFXIV
Amalj'aa Thaumaturge from FFXIV

Amalj'aa can be encountered as enemies primarily in Eastern and Southern Thanalan. They use the Archer, Lancer, Pugilist, or Thaumaturge disciplines, though with unique spins. Archers, Pugilists, and Thaumaturges have the Devastate ability, which deals damage in a line before the user; Archers, Pugilists, and Lancers can use Enfire to augment their auto-attacks with additional fire damage; and Thaumaturges can use Blaze Spikes to inflict fire damage on opponents who strike them.

The Brotherhood of Ash is a faction players can gain reputation with by completing their repeatable quests. Brotherhood quests range from level 43 to 48, and can be useful for leveling in this range. The Wind-up Amalj'aa and Wind-up Founder minions and Cavalry Drake mount are unique rewards players can obtain at high reputation levels.

History[]

Hundreds of years prior to the Warrior of Light's arrival at Ul'dah, the Amalj'aa lived amicably among the Lalafells of the city-state and were considered stalwart allies in wiping out the zombies that emerged from the ruins of Sil'dih.

At the time of the Warrior of Light's arrival, relations between Amalj'aa and Ul'dah have soured. The Lalafell business leaders have taken to derogatorily referring to the Amalj'aa as "beasts" and portrayed them as "inferior" to justify raiding Amalj'aa caravans. The Amalj'aa, meanwhile, wish to zealously spread their belief in Ifrit and kidnap Eorzeans to temper them into Ifrit's minions. The Amalj'aa would come into conflict with the Warrior of Light. While they successfully captured them, they were taken aback at their apparent immunity to tempering and were forced to retreat after the Warrior slayed Ifrit.

Some Amalj'aa were eventually kidnapped by the Ixal and their primal, Garuda, who tortured the captives into summoning Ifrit in a failed attempt to absorb their strength.

Following Eorzea's victory of the XIVth Imperial Legion, the Amalj'aa resumed attempting to zealously spread Ifrit's influence, though the Warrior of Light defeated the primal each time it returned. A splinter group known as the Brotherhood of Ash also emerged to help fight the more "dishonorable" Amalj'aa living Zah'harak.

Final Fantasy XIV: Shadowbringers[]

The Amalj'aa of the First, referred to as the Zun, lived alongside the citizens of the First in equal relations. The only known population lived in the Crystarium, operating small shops and the amaro stables.

After the Scions of the Seventh Dawn members returned from the First, they learned that each city-state was renewing efforts to erase the racial prejudices and sought a lasting peace with the tribes. This effort was bolstered with Alisaie's creation of a cure for tempering. Peace talks were threatened when the Garleans began kidnapping Amalj'aa, and the Amalj'aa were left to believe the Ul'dahns were the culprit. The real perpetrator was discovered but the kidnapped Amalj'aas were forcibly tempered into becoming servants of the empire and summon a corrupted version of Ifrit. The Amalj'aa eventually resumed peace talks and joined the Grand Company of Eorzea in their battle at Carteneau.

Final Fantasy XIV: Endwalker[]

The Amalj'aa sent a representative to Old Sharlayan to assist the Warrior of Light and the Scions in traveling to Ultima Thule.

Other appearances[]

Final Fantasy Record Keeper[]

FFRK Amalj'aa Lancer FFXIV

The Amalj'aa appears as an enemy. While named simply "Amalj'aa", its appearance is derived from the Amalj'aa Lancer.

Final Fantasy Trading Card Game[]

Amalj'aaTribe TCG

The Amalj'aa appear in Final Fantasy Trading Card Game with a Fire-elemental card.

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