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The North Shroud.

North Shroud is a location in Final Fantasy XIV.

Part of it serves as a starting zone for players who begin in Gridania.

Story[]

Locations[]

The North Shroud is situated in the northwestern reaches of the Black Shroud, just west of Gridania proper.

This zone connects to Central Shroud through Alder Springs in the south, and to the Coerthas Central Highlands far in the west. The Yellow Serpent Gate connects to Old Gridania.

Aetherytes[]

Fallgourd Float.

The only Aetheryte is located at Fallgourd Float, roughly at the center of the map.

Areas[]

Central Shroud contains the following areas:

  • Treespeak - Low level area in the east, next to Gridania.
  • Peacegarden – Northeastern section.
  • Alder springs – A rugged area to the west devoid of living trees.
  • Proud Creek - Northern section with high-level enemies.

Settlements[]

Hyrstmill[]

A hamlet tucked away in Peacegarden.

Fallgourd Float[]

A village built over Proud Creek.

Weather[]

The East Shroud's climate may exhibit any of the following weather conditions:

Weather Frequency or conditions
Clear Skies Clear Skies 30%
Fair Skies Fair Skies 30%
Rain Rain 15%
Clouds Clouds 10%
Fog Fog 10%
Showers Showers 5%
Tension Tension Occurs when Steel Reign Steel Reign is active anywhere in the Black Shroud.

Places of interest[]

Treespeak Stables[]

A chocobo ranch located just outside the Yellow Serpent Gate.

Gelmorra Ruins[]

Finder's Bluff[]

A mining camp set up in the hills southwest of Fallgourd Float.

The Fallen Neurolink[]

This colossal Allagan device fell from Dalamud when it broke apart as Bahamut broke free of his bindings. Measuring hundreds of yalms across, this was one of five such restraints used on the Elder Primal, and now remains permanently embedded in the Black Shroud's landscape.

Ixali Logging Grounds[]

Situated on the shore of Lake Tahtotl, the Ixal continually take lumber from the outskirts of the Black Shroud (and certainly without permission). The lumber is eventually transported via balloncraft to their homeland in the mountains.

Activities[]

Duties[]

The Second Coil of Bahamut - Turn 1.

The Second Coil of Bahamut - Turn 1 The Second Coil of Bahamut - Turn 1
Raid
Level 50
Item level 90
Fallgourd Float (x20 y27)

Your foray into the caverns beneath Castrum Occidens has led you to an unexpected revelation: the incomplete form of Bahamut, harbinger of the Calamity, slumbers deep within earth. Though seemingly a prisoner, the elder primal is gradually being regenerated by the massive, Ragnarok-class internment hulks that surround the unmoving entity. Alisaie reasons that if Bahamut's full restoration is to be prevented, then all three coils sustaining and repairing the dreadful being must be deactivated. Filled with new determination, you assemble a group of courageous comrades and set your sights on the fragment of Dalamud found in the North Shroud.
The Second Coil of Bahamut - Turn 2.

The Second Coil of Bahamut - Turn 2 The Second Coil of Bahamut - Turn 2
Raid
Level 50
Item level 95
Fallgourd Float (x20 y27)

After battling your way through to the base of the colossal fragment that impales the ground in Alder Springs, your party enters the structure through an opening in its outer shell. The sight that greets you is of an endless procession of azure-lit passages, within which can be glimpsed the grotesque silhouettes of chimerical monstrosities.
The Second Coil of Bahamut - Turn 3.

The Second Coil of Bahamut - Turn 3 The Second Coil of Bahamut - Turn 3
Raid
Level 50
Item level 100
Fallgourd Float (x20 y27)

Your party activates the coil's lift-like mechanism, and, at a depth of 3,256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.
The Second Coil of Bahamut - Turn 4.

The Second Coil of Bahamut - Turn 4 The Second Coil of Bahamut - Turn 4
Raid
Level 50
Item level 105
Fallgourd Float (x20 y27)

At a depth of 6,329 yalms, your exhausted yet determined fellowship enters the hulk's operations deck. An impossible scene unfolds before you, the surreal landscape bathed in a crimson glare and holding the promise of epic conflict...

FATEs[]

Name Level Location Time limit Objective
Description
Spawn conditions (if any)
Boss FATE. Dschubba Snacks 3-8 Treespeak (x25 y28) 15 minutes Defeat Dschubba.
Every few moons, a miteling hatches that is several times more violent than his brethren. This creature is known by the local smallfolk as Dschubba. Slay the vilekin before it has the chance to reach adulthood.
Battle FATE. Breaking Bud 3-8 Treespeak (x25 y28) 15 minutes Defeat the opo-opos.
Troublemaking opo-opos have expanded their territory slightly too close to Blessed Bud. Bloody their noses a bit to ensure they keep their distance.
Battle FATE. No Birds Allowed 5-10 Treespeak (x27 y23) 15 minutes Defeat the Ixali boldwings, swiftbeaks, and swordfighters.
Ixali scouts have been spotted near Treespeak. Locate the invaders and drive them from the forest...by any means necessary!
Defense FATE. The Magical Fruit 7-12 Hyrstmill (x28 y20) 15 minutes Protect the Mun-Tuy sacks from the North Shroud opo-opos.
Opo-opos in search of Mun-Tuy beans have begun raiding Hyrstmill storehouses. Slay the beastkin and prevent any sacks of beans from being stolen.
Boss FATE. Micromanaging 8-13 Peacegarden (x26 y21) 15 minutes Defeat Curupira.
Curupira─an especially savage microchu─is on the loose and must be reduced to mulch, lest it be allowed to roam the forest freely, feeding on cuddly woodland creatures and Lalafellin children.
Defense FATE. The Big Issue 25-30 Alder Springs (x23 y26) 15 minutes Protect the guild-issue supplies from the Ixali boldwings, swiftbeaks, and swordfighters.
A band of Ixali raiders has attacked a Wood Wailer caravan carrying supplies to outlying camps. Drive back the beastmen while ensuring they do not make off with any plunder.
Battle FATE. It Ziz What It Is 27-32 Alder Springs (x18 y26) 15 minutes Defeat the ziz.
Giant carnivorous scalekin known as ziz have wandered near Fallgourd Float in search of fresh meat. Slay the creatures before anyone becomes supper.
Battle FATE. Hare Today 27-32 Alder Springs (x14 y25) 15 minutes Defeat the Shroud hares.
Shroud hares are devouring the young trees of Alder Springs. Throw a little salt into their plans before the damage is beyond repair.
Item FATE. That Which Binds Us 28-33 Alder Springs (x17 y28) 15 minutes Deliver golem fragments to the shifty-eyed prospector.
A local prospector believes that a high mineral content in the stones which make up golems may be what holds the creatures together, and will reward anyone who helps him prove his theory.

Spawn conditions:

  • Speak with the shifty-eyed prospector.
Battle FATE. Waiting for a Moon to Fall 28-33 Alder Springs (x15 y31) 15 minutes Defeat the lunar golems.
Remnants of Dalamud fallen from the celestial satellite have been reanimated by some sinister force, and now roam the region in the form of powerful golems. Destroy the soulkin before they wreak their havoc on the forest.
Battle FATE. Don't Disturb This Grove 37-42 Proud Creek (x22 y22) 15 minutes Defeat the Ixali boundwings, fearcallers, and windtalons.
Gods' Quiver outrunners have spotted several Ixal felling trees within the sacred boundary of the Hedge. Adventurers nearby are asked to drive the beastmen back north out of the Twelveswood.
Boss FATE. Smells Like Tree Spirit 37-42 Gelmorra Ruins (x23 y25) 15 minutes Defeat the Great Oak.
Angered at the needless felling of his brethren, the Great Oak has lifted his roots from the Twelveswood floor and has set out to exact revenge...on anything without roots.
Battle FATE. Air Supply 47-50 Ixali Logging Grounds (x19 y19) 15 minutes Defeat the Ixali swiftbeaks and destroy the airstones.
The Gods' Quiver seeks volunteers to join a raid of the Ixali logging grounds, the main targets being not the Ixal themselves, but the airstones the swiftbeaks use to give their war balloons flight.
Boss FATE. Rude Awakening 48-51 Proud Creek (x21 y19) 15 minutes Defeat Daedalus.
Damage wrought by the Calamity has freed frightening apparitions long bound to the forest for terrible deeds committed in ages past. A vengeful spirit given the name Daedalus is one such prisoner. Send the silent knight back to his eternal prison beneath the loam.
Boss FATE. Steel Reign 50-70 Alder Springs (x16 y27)
Proud Creek (x22 y22, x25 y24)
Does not appear on the map.
30 minutes Defeat Odin.
Atop his mighty steed, clad in armor darker than the void, the elder primal Odin has returned to Eorzea to exact his brutal judgment upon the realm.

Spawn conditions:

  • 36 hour spawn window begins after server reset or after 36 hours have passed since last appearance.
  • Changes weather in the entire Black Shroud to Tension Tension while active.

Other[]

Enemies[]

  • Little Ladybug
  • Ground Squirrel
  • Miteling
  • Midge Swarm
  • Opo-opo
  • Ixali Dulltalon
  • Ixali Lostwing
  • Ixali Slowbeak
  • Microchu
  • Banemite
  • Balloon
  • Clay Golem
  • Shroud Hare
  • Yarzon Scavenger
  • Ziz
  • Ixali Deftalon
  • Ixali Lightwing
  • Ixali Straightbeak
  • Dryad
  • Dullahan
  • Lesser Kalong
  • Plasmoid
  • Ixali Boldwing
  • Ixali Swiftbeak
  • Ixali Windtalon
  • Watchwolf
  • Phecda (B-Rank Elite Mark)
  • Girtab (A-Rank Elite Mark)
  • Thousand-Cast Theda (S-Rank Elite Mark)

Musical themes[]

Gallery[]

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