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No man may tread upon me, for I am the sea.
—N'bolata Tyata, 77th Admiral of Limsa Lominsa

Limsa Lominsa is an independent marine city state of Eorzea in Final Fantasy XIV. Located on the southern coast of the island Vylbrand, Limsa Lominsa is a bustling port and pirate hideout.


Limsa Lominsa

Concept art.

On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.

Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader - Admiral Merlwyb Bloefhiswyn. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.

To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda. However, even in the waters nearby the city, pirate bands run rampant, raving and pillaging. Admiral Merlwyb reinstated The Maelstrom to combine the forces of the Knights, conscripted pirates, and Adventurers into a land-and-sea army to combat the Garlean Empire.

Emporiums and servicesEdit

  • The Hyaline
  • The Seventh Sage
  • Thundersquall Thundersticks
  • Ferry Docks





Mizzenmast castle is built around the remnants of the Galadion, an old legendary battleship, and sits in the middle of the city-state. The bottom level is a fierce citadel, built to fend off invaders in the event of an attack. The middle levels feature a pub and a cozy inn, whilst the uppermost levels serve as offices of the high-ranking thalassocratic officials, including the city-state's leader, the Admiral. Limsa Lominsa's airship landing is also located near the top of the tower.

Elevators offer an alternate method of traveling up and down the tower to the broad wooden ramps that ring the outside. Only one, known as the Crow's Lift, is usable by players on a regular basis and is the only means of reaching the Airship Landing. Another is used to reach the Stateroom for quests involving the heads of the Maelstrom, but is otherwise unusable.

The StateroomEdit

FFXIV Stateroom

The Stateroom.

The stateroom is where many scenes with Admiral Merlwyb take place. It is normally closed off to players. As would be expected of a captain's quarters on a ship, it is decorated by a combination of books, guns, and a map of Eorzea.

Procession of TernsEdit

This long bridge leads to the outlying La Noscea region. At its midpoint is a defensive tower, as well as an Aethernet crystal that can be used to get inside the city granted the player has an Aetherpass.

The OctantEdit

The Octant

The Octant.

The Octant is a grand outdoor plaza situated just below the Mizzenmast. It is named for its resemblance to the revolutionary nautical instrument invented by marine scientist, "the father of modern navigation", Jovanni Gnonno. The Octant is a popular location during the day, where it is buzzing with visitors and entertainment.

Pharos PolarisEdit

Pharos Polaris

Pharos Polaris.

Pharos Polaris is a tall lighthouse built with the white chalk mined from nearby cliffs, providing safe passage through Galadion Bay. Little is known about the mysterious, pale blue light it emits from its tower.

Hawkers' AlleyEdit

Hawkers' Alley 1

Hawkers' Alley.

Merchants from all over Eorzea and beyond flock to Hawkers' Alley to peddle their tramontane wares.

Guild districtsEdit

The player character may find work by asking the Adventurer's Guild for Guildleves, decorative cards which each hold a quest for the character to complete. These include Regional Levequests, which involve combat or gathering outside town, and Local Levequests, which involve crafting. The Regional Levequests can be completed alone or with a party of other players, with everyone being able to reap the benefits of the quest. The Local Levequests can only be completed alone.

Additionally, each class's specific guild will offer three story quests for adventurer's at levels 20, 30, and 36. The exception is Naldiq and Vymelli's, which has shared quests between Blacksmith and Armorer.

The AstaliciaEdit

The Astalicia

The Astalicia.

When choosing a weapon, there are those who would turn their noses up at the axe, believing it too brutish for their delicate sensibilities. Pah! I say to them. I've never known a cloven head to complain.
—Carvallain de Gorgagne, leader of the Kraken's Arms

The Astalicia is tethered to one of Limsa Lominsa's piers. It is an old warship captained by the lord of the region's underworld, One-eyed Hyllfyr. The ship serves as a gathering place for brigands, cut-throats, assassins and petty thieves. The ship's captain branded her the Marauders' Guild, where many pirate crews look for new recruits.

In the ship's pub is a stage where "Jainelette the Honeysong" plays the first few lines of "Answers" on her Harp.

Fisherman's BottomEdit

Fisherman's Bottom

Fisherman's Bottom.

O what will it be, served up by the sea
When I cast out the net that my ma made me?
Though the knots that she knit
Are too big for the fish
I'd wager they'd catch me a fine lady!
—Wawalago Momolago, founder of Wawalago's Pullers

Several independent crews of pullers have united to form small businesses of their own, which can all been found in the Fisherman's Bottom district. The Wawalago's Pullers - one of the largest organizations in the district - have taken the name of Fishermen's Guild, offering instruction to aspiring fishermen and women.

The Drowning WenchEdit

Drowned Wench

The Drowning Wench.

Me da once said, if me ma 'erself was ever t' stand 'twixt 'im and a life o' 'venturin', 'e'd straightways up an' drown th' wench.
Baderon Tenfingers, Drowning Wench Proprietor

The Drowning Wench was one a run-down alehouse, before the pub proprietor decided to change the bar and the inn above to the Adventurers' Guild. It is still frequented by many patrons for its old business, but the majority of its custom is now eager adventurers seeking the quickest path to fame and fortune.

Naldiq & Vymelli'sEdit

Naldiq and Vymelli's

Naldiq & Vymelli's.

Live your life in the forges, you're bound to get burned. But let the flames temper your soul, and your will shall become hard as steel
—Mimidoa Nanadoa, Adept Blacksmith

Naldiq & Vymelli's was founded by cannonwright Theor Naldiq and shipwright Bryce Vymelli. The establishment's forges usually focus on steel plating and weaponry, but the company has since expanded to basic blades and armor, and to welcome aspiring crafters to their Blacksmiths' and Armorers' Guild.

The BismarckEdit

The Bismarck

The Bismarck.

Want a place in our cook'ouse, now do ye? Then first prove ye can not only taste with yer yapper, but with yer eyes, yer ears, an' yer 'eart!
—Lyngasth Doesfalksyn, Culinarians' Guild Master

The Bismarck is Eorzea's premiere culinary establishment, and welcomes budding chefs to join their guild in order to "climb up gilded steps to gustatory greatness!"

Coral TowerEdit

Coral Tower

Coral Tower.

The man who wields a musket is only half the man who wields a blade? Hah! So says the man with a bullet in his belly.
—Commodore Reyner Hanstred, Knights of the Barracuda

The Coral Tower serves as the official headquarters for the Knight's of the Barracuda. It boasts firing ranges and a fully-equipped barracks, all for officer's training. In an attempt to assist the Thalassocratic Navy's recruitment, and prevent those with promise from being beguiled into joining a pirate crew, the city–state has loosened enlistment regulations and opened the facilities' doors to almost anyone, using the name Musketeers' Guild to entice willing youths.


Gaol beneath the Coral Tower.

The Coral Tower also contains a Gaol, where criminals are incarcerated. During the events of the Seventh Umbral Era the Wandering Minstrel that was found in La Noscea was arrested for causing unrest. In his place, one of the Yellow Jackets appeared in Red Rooster's Stead to arrest any of the Minstrel's followers, including adventurers. The Minstrel himself teleports them to freedom shortly thereafter.

Mealvaan's GateEdit

FFXIV Arcanist NPC

An Arcanist NPC in training.

To prevent the unlawful import of hazardous materials, we inspect all cargo, crew, and passengers before granting them entry into our fine city.

Mealvaan's Gate is attached to the Ferry Docks. It acts as the custom-house for inbound and cargo. Only those with a talent for the Arcane arts are allowed into their ranks. For this reason it is also known as the Arcanists' Guild. They boast a training hall for Arcanists on the lower level, and the bottom level contains all hazardous contraband.




Because of its distance from Ul'dah, Limsa Lominsa has become sparsely populated since the game's launch. Efforts to expand Market Ward access and the addition of airships have done little to bring crowds back to the Thalassocracy, making it a quiet, low-lag place to craft until 1.23 brought a new battle activity unique the area called Skirmish.

Musical themesEdit

"Navigator's Glory - The Theme of Limsa Lominsa"
Navigator's Glory - The Theme of Limsa Lominsa

"Navigator's Glory - The Theme of Limsa Lominsa" played in all of Limsa Lominsa areas.



  • Although Arcanist was also a job in Final Fantasy Tactics A2: Grimoire of the Rift, the dummied version in XIV is more closely related to Ranger. It uses traps to manipulate the field of battle.
  • Judging by his staff, Urianger is an Arcanist. He is not from Limsa Lominsa, however.
  • In the original game opening, a group of adventurers pick up levequests labeled as originating from Limsa Lominsa, but the adventurers guild in the video has an aetheryte inside it, something not present in the game. According to a developer post in the official forums, that discrepancy happened because, originally, the Limsa Lominsa aetheryte was planned to be located inside the adventurers guild, but that idea was ultimately scrapped to avoid congestion in the area, and changing the CG at that point would take too much time.

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