The Dravanian Hinterlands is a location in Final Fantasy XIV: Heavensward.
- 1 Story
- 2 Locations
- 3 Places of interest
- 4 Activities
- 5 Enemies
- 6 Musical themes
- 7 Gallery
Story[edit | edit source]
Locations[edit | edit source]
The Dravanian Hinterlands lie far to the west of Coerthas and north of Vylbrand. This area is where Sharlayan built a colony, and was counted as among the city-states of Eorzea. The city was eventually evacuated fifteen years prior to the events of A Realm Reborn in response to the Garlean invasion of Eorzea, and has since been occupied by goblins and treasure hunters.
A zone connection to the Dravanian Forelands lies in the east. Once flight attunement is acquired, a shortcut to the Coerthas Western Highlands can also be found in the southeastern hills. A settlement called Idyllshire can be found by the Cenotaph in the north of the zone.
Aetherytes[edit | edit source]
There are no aetherytes in this zone. Players will have to teleport to Idyllshire instead.
Areas[edit | edit source]
The Dravanian Hinterlands contains the following areas:
- The Makers' Quarter - District in the east
- The Collectors' Quarter - District in the north
- The Answering Quarter - District in the west
- The Ruling Quarter - District in the south
Settlements[edit | edit source]
Bigwest Shortstop[edit | edit source]
A small outpost in the Collectors' Quarter, near the entrance to Idyllshire. The residents of Idyllshire monitor the activities of the Illuminati from here.
Weather[edit | edit source]
The Dravanian Hinterlands' climate may exhibit any of the following weather conditions:
Places of interest[edit | edit source]
The Arkitekhton[edit | edit source]
This facility was re-appropriated by the Illuminati as their base of operations.
Saint Mocianne's Arboretum[edit | edit source]
A wildlife and botanical refuge kept by the Sharlayans. The presence of trees and roots growing out of the structure suggests its occupants have flourished unchecked.
Matoya's Cave[edit | edit source]
A secret cave inhabited by the only resident of Sharlayan to refuse participation in the exodus: Matoya.
The Great Gubal Library[edit | edit source]
The knowledge of Sharlayan was left behind in this building to the south, most of its contents still intact.
Alexander[edit | edit source]
A steampunk citadel in the middle of the Tipped Ewer, encased by an arcane barrier. The Illuminati have summoned a primal within the hulk, causing it to gradually rise from the waters.
Activities[edit | edit source]
Duties[edit | edit source]
|Built by the learned men and women of Sharlayan, the Great Gubal Library is the grandest repository of knowledge in all of Eorzea. Lining its towering shelves are tomes beyond count, gathered from the farthest reaches of the realm. Like the city-state, however, the library was abandoned by its caretakers when they fled to their motherland in the face of Garlean invasion. And now, fifteen years since its doors were sealed, you will be the first soul to set foot within its halls. Your destination is the forbidden section deep within the library, where lies your objective: the fruits of Matoya's research on the aetheric converger.|
|Saint Mocianne's Arboretum once housed the greatest collection of flora and fauna the realm had ever known. Alas, in the wake of the exodus it was left to the elements, and the wildlife within now roams its halls unchecked and untamed. A band of treasure hunters hopes to brave this leafy labyrinth in search of a cache more valuable than gold, that could ensure Idyllshire's prosperity for years to come. But will their search of this savage garden yield fortune, or end in failure?|
|In all of creation, what greater mystery could there be than the fate of this very star? To sound the deepest depths, to study the aetherial sea itself─for these purposes and more was the Antitower built. Abandoned by her Sharlayan caretakers following the exodus, it has since been overrun by the magical guardians they left behind. Yet were one blessed with Her gift to brave these dangers and descend to the furthest reaches─to hear, feel, and think at the heart of this world─what would they find?|
|Your reputation clearly precedes you, as a mysterious client would call upon you─and you alone─for the formidable task of retrieving a particularly rare volume from the deepest, most forbidding halls of this long-abandoned storehouse of Sharlayan wisdom. Though the mind boggles to imagine what eldritch horrors and sorcerous abominations now wander its halls, one thing is certain: they are not like to take kindly to the presence of a warm-blooded would-be book burglar...|
|The sudden emergence of a mud-covered and excessively energetic korpokkur from inside the Arboretum sparks interest among a trio of Idyllshire citizens. They believe the layer of grime covering the seedkin has invigorating properties that could be used to revitalize the soil of Greengrub Mudplots. Unfortunately, hordes of aggressive plant life exposed to the substance stand between them and the information they seek. You agree to lead an expedition into the Arboretum to clear a path and thereby allow safe passage to its inner reaches.|
|The Makers' Quarter was once home to some of the finest crafters Eorzea had ever seen, but it has lain in forgotten ruin since the Sharlayan exodus. It is there, hidden amidst overgrown foliage, that the entrance to the former workshop of the Archon Matoya can be found. Seeking to create a familiar that creates familiars, you throw open the doors and step into the "moldy old hole"─the first souls to do so in decades...|
|Since the Sharlayan exodus, a structure has stood steady against the flow of the Thaliak River. Now, the Illuminati have summoned a primal around this rusting ruin─a terrible colossus of steam and metal. Steel screamed against steel when it rose from the waters, and it drank deep of the land's aether before grinding again to a halt.
The voices of Idyllshire cry out, asking for aid ere their homes are crushed under the weight of iron. You must lead a band of valiant adventurers into the machina and discover how to destroy the core─lest the giant screeches again to life, and bleeds all the realm dry.
|In your last foray into the giant's mighty arm, you narrowly escaped Quickthinx Allthoughts and the Illuminati with your life. Yet in so doing, you won a cryptic name─Alexander. Whatever this may be, your path leads into the gloom of Gordias. March onwards with courage, for it is only in the darkness that you can learn how to stop the iron colossus.|
|In the Enigma Codex are writ the designs for a walking citadel. It was known as Alexander, a self-sufficient bastion for logic and reason and a beacon of knowledge for a world adrift─so says the treasure hunter Mide. The Illuminati dreamed this century-old dream, and in so doing gave form to their primal. Yet no matter how beautiful an ideal, the reality of fanatics with such power is a tarnished, ugly thing. By your hand must this threat be stopped.|
|The Illuminati would see the lofty ideals of the Enigma Codex turned into warped elitism, and have their primal play host to their chosen few. From within its walls, they would control the world with cold logic, and crush opposition with a fist of iron. With your eyes opened to the goblin scholars' true ambitions, you must make your way farther past the pumping pistons and grinding gears of the colossus. Can you and your comrades destroy the core therein, or will you fall and so allow your foes to wreak ruin across the realm?|
|Although you succeeded in destroying the core of Gordias, it seems that was only a temporary measure. The walking fortress has stirred once more, and its left arm now rests on the banks of the Thaliak. The entrance lies open and unguarded, suggesting the goblins inside are as surprised as you. Take advantage of your enemy's unreadiness and face the Illuminati threat once more─hopefully for the last time.|
|Upon returning from Midas, you learn that Mide surrendered the precious fragment of the Enigma Codex to the Illuminati, and that she was in fact a surviving member of a group of Au Ra that failed to summon Alexander three years ago. Although there is certainly more to the apparent treachery than meets the eye, there is no time for doubt. Your offensive against the Illuminati must continue!|
|You press further into the depths of the primal, and return to be greeted by Mide, who confesses that while the story of her past is true, the "fragment" she handed over to the Illuminati was nothing more than a useless rock. Not all is well, however, as Wedge informs you of Roundrox's capture by the Illuminati. Your objective is now clear─press further into Midas, and rescue the innocent goblin from her captors!|
|You have delved into the deepest parts of Midas, and its power source lies but a short distance ahead. For the sake of Idyllshire, and Roundrox, you must disable the core before Alexander awakes to wreak havoc on the realm. Your allies stand at the ready─steel yourself to break through the Illuminati's last line of defense.|
|Raised from the waters by the thrice-mad Illuminati, the steel colossus Alexander yet towers over the Thaliak, bleeding the hinterlands dry with a thirst for aether that will not be slaked. The time has come for action. As Y'shtola and Master Matoya seek to magically sever the primal's death grip on the land, you will take to the skies with Cid in hopes of securing an ingress through the colossus's mighty pate. The realm itself cries out for succor─will you rise to answer its call?|
|History itself stands in the balance as the steel colossus is revealed to have the inconceivable power to transport its occupants through time and space, a power which the Illuminati are all too eager to use to rewrite the past and remake the future in their own twisted image. With time quite literally of the essence, you must find passage to the very heart of the colossus, where the unfortunate Roundrox─the key to Quickthinx's dark plot─is being held captive. Once more unto the breach, Warrior of Light!|
|Heeding Roundrox's innocent words, Alexander spreads forth its wings of time, swooping you and your bewildered companions three years into the past. There, you witness with your own eyes─and, in a shocking turn of events, help to bring about by your own hand─the tragedy that befell Mide and her companions that fateful day. Is time truly naught but a circle─the past, present, and future long since preordained─as the mad goblin prophet would have you believe? In the face of daunting odds, you press onward, that you might yet seize control of your own destiny.|
Alexander - The Soul of the Creator
|As the crystalline heart of the primal swells ever greater, its thirst for power unquenchable, your only hope lies in calling upon the knowledge of the Enigma Codex to cut off the flow of aether to the colossus's core. So it is that you and your companions must make a final, brave foray into the belly of the great steel beast. Yet your path will not be an easy one, for the Illuminati mastermind Quickthinx has promised that your next journey to the core will be your last. Who will be judged worthy of inheriting the future, and who will be cast aside as a forgotten afterthought to history? Your final confrontation with the Illuminati is at hand!|
Stone, Sky, Sea
|“They who fight with strength of stone unyielding, breathe deep of boundless sky and embrace serenity of rolling sea, against them none can stand.”
Embrace the esoterics of foreign masters and destroy the striking dummy within the time limit!
FATEs[edit | edit source]
Temple Leves[edit | edit source]
Other[edit | edit source]
Enemies[edit | edit source]
Musical themes[edit | edit source]
"Missing Pages" plays in the Dravanian Hinterlands during the day, while "The Silent Regard of Stars" plays at night. "Safety in Numbers" plays in the Bigwest Shortstop. "The Mushroomery", an arrangement of "Matoya's Cave" from Final Fantasy, plays inside Matoya's cave.
Gallery[edit | edit source]