Eastern Thanalan is a location in Final Fantasy XIV.
- 1 Story
- 2 Locations
- 3 Places of interest
- 4 Activities
- 5 Enemies
- 6 Musical themes
- 7 Gallery
Eastern Thanalan becomes a focal point after joining the Scions of the Seventh Dawn, in which the Adventurer and Thancred investigate disappearances of refugees. This is learned to be caused by Ungust posing as a priest to in order to traffick them to the Amalj'aa. Due to treachery by him and a corrupt Brass Blade, the Adventurer is captured and brought before the primal Ifrit, who slays the Lord of the Inferno in combat.
Later, after the raid on the Waking Sands, the Adventurer is directed to the Church of Saint Adama Landama to seek refuge with Father Iliud.
Geographically, Eastern Thanalan is much less arid than the rest of the region, and even exhibits a surprising amount of heavy rain. The amount of plant life is noticeably higher as well. The center of the zone contains a huge north-to-south chasm thanks to the Calamity, which can only be crossed via Highbridge.
There only Aetheryte is at Camp Drybone.
Eastern Thanalan contains the following areas:
- Drybone - The main savannah in the northeast.
- Sandgate – Barren direct canyons in the south.
- Wellwick Wood - A woodland area near the border to Black Shroud.
- The Burning Wall - A remote eastern canyon containing crystal deposits and winding walkways.
Named for the nearby ponds, this dugout settlement facilitates the lichyards of the Church of Saint Adama Landama, and contains an inn with the inappropriate name of "Eternal Rest." Since the Calamity, it has become home to an increasing number of refugees.
Formerly a major waypoint for caravans traveling between Ul'dah and Gridania, it became much important due to the changes of routes with the creation of Highbridge. Rumors of untapped mythril deposits in the nearby hills have prevented the town from completely dying out.
A large bridge and settlement built over the immense chasm formed twain through the center. The discovery of ruins within the opened earth has drawn many researchers, in addition to caravaners. Unfortunately, it has also been plagued with frequent raids by a Qiqirn camp on the Amalj'aa payroll.
The Central Shroud's climate may exhibit any of the following weather conditions:
Places of interest
The Church of Saint Adama Landama
This church presides over a major lichyard in the Thanalan region.
The Invisible City
These Belah'dian ruins were unearthed by Bahamut's fury in the Calamity, and would likely not have been discovered otherwise. Scholars speculate they may be the tomb complex of Lalafuto IV.
The Lonely Giant
The corpse of a goobbue believed to have been fleeing from the fires of the Calamity, before dying of exhaustion. Many exotic plants are seen growing around the body.
These proving grounds have long been used for gladiator sport by Ul'dah, but it was abandoned in the aftermath of the Calamity and now mainly contains captive creatures.
A shrine to Thal, god of traders, along the road in Wellwick Wood. Due to its remote location, only the devout make pilgrimages.
The Burning Wall
Before the Calamity, the Burning Wall was an unscalable cliff named for its signature glow at sunset. Since then, the cliff had been destroyed by a fragment of Dalamud, and massive orange corrupted crystal formations have sprouted in its wake, giving new meaning to its name.
|Originally a holy place for the first Lalafell arrived in Eorzea, the twisting labyrinth of natural caverns which wind through this massive mesa was transformed by the Gladiators' Guild into a series of training pits, animal pens, and holding cells to accommodate the ever-growing popularity of Ul'dah's Coliseum. After the Calamity, however, the location was abandoned─those remaining in the pens, left for dead. Not all of them, however, met that fate, and now the tunnels are rife with those who survived...as well as the tormented spirits of those who did not.|
|Halatali! The very name turns some spines to water and others to steel. Lurid marks of the recent lawlessness yet remain, but daily the drudges conquer halls slick with ichor and doorways festooned with things not for gentle eyes. No less deadly for its newly restored order, the fabled training grounds yearn for new blood─perhaps to brighten the freshly scrubbed walls of its vast chambers.|
|Owing to a betrayal, you have been captured by the Amalj'aa and taken to their stronghold of Zanr'ak, there to be given as an offering to the primal Ifrit. If you are to survive this fiery encounter with the Lord of the Inferno, you and your comrades must fight with no less than every onze of your strength. Should you fall, your souls shall burn for eternity...|
|Left to starve in their abandoned training grounds, the fighting beasts of Halatali have survived on the flesh of the unprepared these past five years. Some have prospered more than others in the abattoir gloom; the hydra reposes fat and malignant, an apt pupil for your yet unfinished relic. Seek out this foul orphan of the Calamity, and let the bards sing of it.
※You cannot change weapons once bound by duty. Please ensure that you have equipped your unfinished relic weapon if you are undertaking this trial in order to complete the quest “A Relic Reborn.”
|It's a frenetic free-for-all as the Mythril Cup moves to Halatali for the climactic confrontation! Rain will lash and winds will bluster in this perfect storm of a battle. When the tempest subsides, who will rise above the chaos to lay claim to the victor's spoils? Will it be the Warrior of Light, savior of Eorzea and champion of her people, or the dastardly duo of Ultros and Typhon!? All will be answered in Halatali, atop the Dragon's Neck!|
Hall of the Novice
Spawn conditions (if any)
|License to Quill||15-20||Drybone (x12 y27)||15 minutes||Defeat the steelquill tuco-tucos.|
|Tuco-tuco quills are prized for their durability, and sought by weavers across the realm to use as sewing and knitting needles. The spines of steelquill tuco-tucos, however, are a different story. When shed along the Royal Sunway, they can cause grievous injuries to chocobos and other beasts of burden who use the roads. Slay steelquill tuco-tucos, and keep the thoroughfares clear.|
|Bazaar Blood Triangle||17-22||The Golden Bazaar (x10 y16)||15 minutes||Defeat the Amalj'aa lancers and pugilists.|
|A unit of Amalj'aa raiders has forced its way into the Golden Bazaar in search of slaves and supplies. Aid the Brass Blades stationed in the hamlet in fending off the attackers.|
|Grim Undertakings||17-22||Drybone (x14 y17)||15 minutes||Defeat the Undertaker.|
|A malevolent spirit, freed from his subterranean prison when the Calamity unearthed the Invisible City, is indiscriminately attacking those who journey into the ruins in search of fortune and knowledge. Seek out the Undertaker and release his soul from the fetters of the corporeal realm.|
|Simple Minds||17-22||Drybone (x12 y19)||15 minutes||Defeat the roadblocker imps.|
|A gang of mischievous imps fancying themselves footpads has taken to assaulting travelers passing through eastern Thanalan. Chase off the voidsent and see the roads safe once more.|
|Almost Paradise||17-22||Drybone (x13 y20)||15 minutes||Defeat the dry slugs.|
|Anyone who has been to Drybone can easily see how the place earned its name. It is an unforgiving place─arid and dry beyond compare. What little water can be found in the area is so prized, men have been known to trade gold just for a sip. This is why the few springs must be protected from those who would foul them─slugs.|
|Deep in the Heart of Sagolii||17-22||Drybone (x17 y24)||15 minutes||Defeat the elder longhorn and its herd.|
|Elder longhorns are extremely territorial and will attack anything which draws too close to their dens. This is fine when those dens are at the top of unscalable peaks, but when they lie within earshot of well-traveled caravan roads, things can become quite hairy. Drive the goats back to the mountains where they belong.|
|Westward Bound||18-23||Drybone (x16 y26)||15 minutes||Defeat the Amalj'aa archers, lancers, and pugilists.|
|An Amalj'aa unit has been sighted moving west, most likely to establish a new encampment closer to Ul'dah. The safety of the city–state is at stake. Crush the beastmen and send them running back to Zanr'ak.|
|Bad Camp||18-23||Amalj'aa Encampment (x19 y27)||15 minutes||Destroy the Amalj'aa supply crates and defeat Glassjaw Nazagg Gah.|
|The Amalj'aa stationed in their eastern Thanalan encampment have begun preparing for a large-scale foray into Ul'dahn territory. Foil their plans by destroying supply crates and slaying the encampment leader, Glassjaw Nazagg Gah.
|Men Who See Goats||19-24||Drybone (x17 y29)||15 minutes||Defeat the myotragus billies.|
|Packs of wild myotragus have left their mountain homes to forage in the lowlands. The beastkin are known to eat anything and everything, and if not stopped and driven back to the crags, they will more than likely consume what precious little foliage remains in Thanalan.|
|Attack on Highbridge: Prelude||26-31||Wellwick Wood (x22 y21)||15 minutes||Help the Brass Blades defeat the Qiqirn roerunners.|
|Qiqirn bandits have launched a surprise assault on Highbridge. Join forces with the remaining Brass Blades and defend the landmark with your lives!|
|Attack on Highbridge: Act I||26-31||Highbridge (x22 y21)||15 minutes||Protect Highbridge from the Qiqirn roerunners and traffickers.|
|Qiqirn bandits have launched a surprise assault on Highbridge. Fend off the attackers while ensuring the safety of the village residents and their supplies.
|Attack on Highbridge: Act II||26-31||Highbridge (x22 y21)||15 minutes||Protect Highbridge from Gilphincher Zuzuroon.|
|Qiqirn bandit leader Gilpincher Zuzuroon has joined the fray. Continue your efforts to fend off the attack while protecting the village residents and their supplies.
|Attack on Highbridge: Act III||26-31||Wellwick Wood (x23 y23)||15 minutes||Defeat Nayokk Roh.|
|It turns out the Qiqirn bandits were hired by the Amalj'aa to kidnap Highbridge residents and deliver them to the Bowl of Embers for tempering. Slay the Amalj'aa leader Nayokk Roh and end this madness.
|Attack on Highbridge: Denouement||26-31||Wellwick Wood (x23 y23)||60 minutes||Defeat Nayokk Roh.|
|Join the Brass Blades in rescuing the Highbridge residents kidnapped by the Qiqirn bandits and slay the mastermind behind this dark design─Nayokk Roh.
|Desert Rose||26-31||Wellwick Wood (x27 y17)||15 minutes||Defeat the kedtraps.|
|Riding on the dry north winds out of the Black Shroud, kedtrap seeds have taken root in Thanalan. Without any natural predators, the seedkin are free to roam the desert unchecked, consuming everything in their path. The creatures must be tended to before they render the desert even more deserted than it already is!|
|Manifest Destiny||27-32||Wellwick Wood (x25 y20)||15 minutes||Defeat the Amalj'aa bruisers, lancers, and rangers.|
|Amalj'aa lancers approach from the east! Engage the beastmen before they can reach Highbridge.|
|Spare the Hair||29-34||Wellwick Wood (x26 y21)||15 minutes||Defeat Gossamer.|
|An old wives' tale states that if the monster Gossamer comes to you in your sleep, you will awake as bald as a melon. Middle-aged men across the realm, unite─for the bane must be quelled!|
|A Man Rides Through||40-45||The Burning Wall (x29 y23)||15 minutes||Defeat the mirrorknights.|
|A strange armored figure was recently seen emerging from a fallen piece of Dalamud. Proceed with caution. The creature could be hostile.|
|Quartz Coupling||42-47||The Burning Wall (x25 y24)||15 minutes||Defeat the quartz doblyns.|
|After years of searching, doblyn breeding grounds have finally been discovered in eastern Thanalan. Now that we know where they mate, we can stop them from reproducing and save countless tonzes of ore from needless consumption.|
|Bad Hair Day||42-47||The Burning Wall (x27 y24)||15 minutes||Defeat Aeetes.|
|Countless vials of snurble and phurble blood have transformed what was once a man into a mad tangle of golden fur. Put poor Aeetes out of his misery.|
|The Big Bagoly Theory||42-47||The Burning Wall (x30 y25)||15 minutes||Defeat Bagoly.|
|After showing absolutely no signs that they were any more than twisted masses of metal, debris fallen from Dalamud five summers past is coming to life and brutally attacking those unfortunate enough to come across the inorganic creatures. One of these “mirrorknights,” as the people call them, has been sighted destroying a farmstead nearby.|
- Myotragus Billy
- Myotragus Nanny
- Blowfly Swarm
- Rotting Corpse
- Rotting Noble
- Vandalous Imp
- Amalj'aa Hunter
- Amalj'aa Javelinier
- Amalj'aa Bruiser
- Amalj'aa Ranger
- Chasm Buzzard
- Bumble Beetle
- Axe Beak
- Bandit Archer
- Bandit Mage
- Bandit Trapper
- Qiqirn Roerunner
- Quartz Doblyn
- Golden Fleece
- Gatling (B-Rank Elite Mark)
- Maahes (A-Rank Elite Mark)
- Lamperouge (S-Rank Elite Mark)