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Lakeland is a region in Final Fantasy XIV: Shadowbringers. It is the First's geographical equivalent of Mor Dhona. Prior to the Flood of Light the area was ruled over by the Elves, and the remnants of its past prosperity can be seen dotting the landscape. Lakeland is now protected by the Crystarium, which sits a short distance from the lake that gives the region its name.

Profile[]

A verdant region centered around the Source, the great lake whence it derives its name. Rich in aether, this land has long been held sacred by the elves, its original inhabitants. Nowadays, it falls under the aegis of the Crystarium, mankind’s final bastion in the war against sin eaters.

Official website description

Story[]

Locations[]

Lakeland map from FFXIV

Aetherytes[]

There are Aetherytes located in Fort Jobb and the Ostall Imperative.

Areas[]

  • Laxan Loft - An old castle located on an outcrop in the middle of Lakeland.
  • Sullen - A series of small islands that extend out into the Source.
  • The Chiliad - A range of jagged hills that surround the Crystarium.
  • The Exarch Gate - The crossroads outside the Crystarium's main entrance. Access to the rest of Lakeland is guarded by the outposts of Fort Jobb, the Ascensor Gate and the Bridges to the north, west and south respectively.
  • The Forest of the Lost Shepherd - The woods of central Lakeland.
  • The Source - The First's equivalent of Lake Silvertear, although the Source is far larger. On the far side of the Source lies The Grand Cosmos. Not to be confused with The Source, the original reflection of The Star.
  • The Thirstless Shore - The shores surrounding the Source.
  • Weathering - The northern reaches of Lakeland. Il Mheg can be accessed from here.

Settlements[]

Fort Jobb[]

The remains of a fortress in eastern Lakeland, once used by an order of knights in Lakeland's glory days. The Crystarium now uses it as an outpost. Beneath the fort lies a hall once used as a place of worship by the Church of the First Light.

The Ostall Imperative[]

An old fortress located in western Lakeland, now used by the Crystarium as an outpost. Named after the historical figure Ser Ostall, who is said to have led a heroic last stand against a horde of sin eaters while the citizens fled to safety.

Weather[]

Lakeland's climate may exhibit any of the following weather conditions:

Weather Frequency or conditions
Fair Skies Fair Skies 40%
Clear Skies Clear Skies 20%
Clouds Clouds 15%
Fog Fog 10%
Rain Rain 10%
Thunderstorms Thunderstorms 5%
Everlasting Light Everlasting Light At all times prior to completing Holminster Switch Holminster Switch.
After completing crown of the immaculate until dying gasp is completed.
Starshower Starshower After unlocking heroes' gauntlet until seat of sacrifice is completed.

Places of Interest[]

Holminster Switch[]

A village located somewhere in the woods to the northeast of Lakeland.

Laxan Loft[]

The former seat of the Elven kingdom that once ruled Lakeland ("Laxan" is the original name of Lakeland in the Elven language). It was here that the Warriors of Light had their final confrontation with the Shadowkeeper and their Elven dissident allies, and to this day the spirits of Elven knights continue to roam the castle grounds.

Radisca's Round[]

A watchtower on the road between the Crystarium and the Ostall Imperative. Named after a soldier who gave his life to delay a swarm of sin eaters.

The Isle of Ken[]

A small island a short distance out into the lake. The "island" is in fact the dormant form of the Fae entity Bismarck, and is named for the man who once lived there and befriended him.

Activities[]

Duties[]

Holmister Switch.

Holminster Switch Holminster Switch
Dungeon
Level 71
Item level 370
North Staging Point (x35 y6)

Holminster Switch─an idyllic settlement in the northern reaches of Lakeland; a tranquil village where folk spend their days raising livestock and tending crops; a ripe target for a Lightwarden and its swarm of voracious sin eaters.

Reports of bloody carnage have reached the Crystarium, and the guard has deployed in force in answer to Holminster's plea for aid. The Crystal Exarch has need of your strength, for this is no skirmish with a stray abomination─to triumph against a Warden would be to strike a telling blow in the unending war for the First's survival.

The Grand Cosmos.

grand cosmos
Dungeon
Level 80
Item level 430
Sullen (x19 y34)

Long ago, on the far shore of the Source, a great palace was built by the elves─the Grand Cosmos, an edifice of such magnitude it was said to inspire envy in both the heavens for which it was named and the flowers that pervade its boundless gardens. As with so many wonders of the world that once was, its radiance quickly faded in the wake of the Flood, its halls falling silent, the throne sitting empty. That is, until the palace was given new purpose when a mage claimed it as their sanctuary, their only company being solace, solitude, and the legion of familiars barring entrance to any foolish enough to seek an audience.

FATEs[]

Name Level Location Time limit Objective
Description
Spawn conditions (if any)
Battle FATE. Looming Nightshade 71-75 Hare Among Giants (x8 y9) 15 minutes Defeat Nightshade.
Nightshade has begun preparations to establish a stronghold in ruins nearby the Crystarium. The self-styled renegades are far too volatile to be considered anything but an active threat, and Crystarium forces require assistance in discouraging this endeavor.
Battle FATE. Creeping Nightshade 71-75 Mortal Irons (x10 y22) 15 minutes Defeat Nightshade.
Nightshade has begun preparations to establish a stronghold in ruins nearby the Crystarium. The self-styled renegades are far too volatile to be considered anything but an active threat, and Crystarium forces require assistance in discouraging this ambition.
Boss FATE. Draconian Measures 71-75 Northern Staging Point (x34 y9) 15 minutes Defeat Ophion.
Scouts have watched the approach of Ophion─he who respects no territorial bounds and brooks no rivals─with great concern. With him now in such proximity, the Crystarium guard has no choice but to strike first, lest the city become his next bloody hunting ground.
Battle FATE. Cry Not Wolf 71-75 The Forest of the Lost Shepherd (x19 y21) 15 minutes Defeat the warg betrayers.
Though the wargs born to serve the Shadowkeeper's fell purpose have long since cast off the chains of that fate, they resent what remains of mankind quite as much as did their erstwhile master, and are eyeing the Forest of the Lost Shepherd as a venue to vent their ire.
Item FATE. Pick-up Sticks 71-75 The Forest of the Lost Shepherd (x21 y24) 15 minutes Deliver lengths of Lakeland lumber to the Crystarium botanist.
The efforts of a logger come to harvest timber for vital construction in the Crystarium have been stymied by territorial triffids. For an experienced hero, however, retrieving the fallen lumber should be as child's play.

Spawn conditions:

  • Speak with the Crystarium botanist.
Defense FATE. Flowering Nightshade 71-75 The Forest of the Lost Shepherd (x24 y26) 15 minutes Protect the Crystarium botanist from Nightshade.
For those whose modus operandi is active immorality, the more innocent the victim, the better─which is perhaps why Nightshade renegades see fit to harry a hapless botanist. As said botanist would likely prefer to remain in one piece, additional assistance would not go amiss.

Spawn conditions:

Defense FATE. Subtle Nightshade 71-75 Weathering (x25 y12) 15 minutes Help the Jobb guards defeat Nightshade.
Disguised as humble merchants in need of succor, Nightshade instigators have lured Crystarium guards into a snare that will, like as not, turn deadly without outside intervention.

Spawn conditions:

  • Speak with the artless dodger.
Battle FATE. Toxic Nightshade 71-75 The Stay (x17 y11) 15 minutes Defeat Nightshade.
Nightshade has ensconced itself at the Stay, now preparing to stage a full-scale insurrection against the “fool's prison” which they consider the Crystarium to be. Assist the city guard in quelling its ambitions before its violence can take hold.

Spawn conditions:

Battle FATE. Deadly Nightshade 71-75 The Stay (x17 y11) 15 minutes Defeat Nightshade and the warg betrayers.
In its newfound duress, Nightshade has turned to forbidden magicks to impress wargs into its service. The renegades' goal, however, remains as it always has been─to sow blood and chaos.

Spawn conditions:

Defense FATE. Economic Peril 71-75 Weathering (x25 y12) 15 minutes Protect the wounded merchant from the empty-bellied dracones.
An unfortunate reality of trade is the need to convey goods through the wilds between settlements. An even more unfortunate one is that merchants set about doing so make appealing snacks for ravenous dracones.

Spawn conditions:

  • Speak with the Jobb guard.
Battle FATE. Don't Feed the Gremlins 71-75 The Forest of the Lost Shepherd (x32 y17) 15 minutes Defeat the gremlin shouters.
There is some debate as to whether gremlins truly believe the vitriol they spew, or simply get satisfaction from riling their victims. In either case, it's common knowledge that the best option is not to engage─but pummeling them is by far the more satisfying one.
Boss FATE. A Beast among Men 71-75 The Forest of the Lost Shepherd (x14 y18) 15 minutes Defeat Lugarhoo.
Once upon a time, Lugarhoo traded obedience to the Shadowkeeper for the power to rend his foes with tooth and claw. Now freed from that pact, it may appear that little remains of the elf he once was─but, in truth, the thirst for violence was always at the heart of him.
Battle FATE. Little Gate of Horrors 71-75 The Forest of the Lost Shepherd (x28 y22) 15 minutes Defeat the budding ya-te-vemos.
Most varieties of plant, when in bloom, tend toward fevered pollination. Annoying, to be sure, but no true threat. The ya-te-veo, on the other hand─the ya-te-veo gets hungry.
Defense FATE. Behind Anemone Lines 71-75 The Thirstless Shore (x21 y27) 15 minutes Protect the fish basket from the malodorous anemones.
Though little in this world smells worse than sun-ripened fish, sun-ripened fish that's spent any amount of time near malodorous anemones certainly qualifies. Those who would prefer not to have their noses opened to a whole new world of stench had best assist the local fisher in rescuing his catch before it's too late.
Boss FATE. Calm a Chameleon 71-75 The Thirstless Shore (x21 y27) 15 minutes Defeat Nussknacker.
Though the fisher's catch has been preserved in an at least semi-edible state, it unfortunately transpires that violence against anemones causes them to release foul pheromones in even greater quantities. Nussknacker does not appear best pleased by this befouling of its territory.

Spawn conditions:

Others[]

Enemies[]

Elite Marks[]

Mark Hunt Description
B Itzpapalotl
Itzpapalotl
"The guard have their work cut out for them keeping the local fauna in check, but they manage well all things considered. However, there's one mark that continues to be a nuisance. The Ronka called it Itzpapalotl, a moth or some such that feasts on the blood of the living. You might scoff at the thought that a moth could be so dangerous, but know this: that moth once attacked a Crystarium outpost and claimed the lives of several good men and women. Do not underestimate the moth."
B La Velue
La Velue
“La Velue's a right bastard of a wolverine. Been reported attacking smallfolk and devouring livestock, and on the occasions some of the guard were able to respond, he made short work and a quick meal of them too. Understand he's not some rabid, uncontrollable beast, though. He's quick and cunning─able to size up an opponent and go to ground if he thinks he's overmatched. More than a few foolish Nutters made the mistake of pursuing him like any other common prey... and paid the ultimate price for it. One of them was the fiancée of a friend of mine. Vengeance was sworn, as you'd expect, but I'd rather have you spare him the trouble."
A Nariphon
Nariphon
“Ever heard the tale of Nariphon? No? It's quite well known. Depends on who you ask, perhaps, but I'd like to think so. It's a favorite of mine... I mean, it's a story about fair maidens growing on trees! As in you could walk right up to it and pluck 'em from the branches. Tell me that's not the stuff of dreams! On the other hand, every naturalist you ask will swear that it was nothing of the sort. That it was people spying upon a tribe of cannibals in the middle of their dinner who convinced themselves they couldn't possibly be seeing what they saw. Me, I prefer the tree explanation myself, but...”
A Nuckelavee
Nuckelavee
“The Kingdom of Rainbows is filled to the brim with fae folk who delight in tormenting us poor mortals, often in ways that result in our demise. Well enough, I suppose, so long as they stick to their territory, but lately there's been talk of some coming into Lakeland. Don't believe me? Then how else can you explain the otherworldly horse seen loitering by the shore, attempting to lure curious folk into the water? 'Tis none other than Nuckelavee. A Fuath wielding glamours, most like, though none can say for certain. What I can say for certain, though, is that if you killed the devil we'd all be better for it.”
S Tyger
Tyger
“Sightings of this particular mark are first recorded in the days following the Flood of Light. When the doors of the tower that stands at the center of the Crystarium first opened, it is written that the Tyger came barreling forth like a shot from a cannon. But despite its grand entrance, it behaved little different than any other wild beast, devouring livestock and attacking hapless travelers. It rather likes meat, though it has a clear preference for poultry by all accounts. I can't say I entirely trust the accounts of its origin, but given its unusual appearance, I would be not at all surprised if it was indeed a creature come from another world.”

Creation and development[]

Musical Themes[]

"The Source" plays at all times in Lakeland while Everlasting Light is in effect. After the night sky is restored, "The Source" continues to play during daytime, while "Unchanging, Everchanging" plays at night.

"Rencounter" plays during all standard enemy encounters in Lakeland.

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Gallery[]

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