South Shroud (northern part).

South Shroud (southern part).

South Shroud is a location in Final Fantasy XIV.

Story[edit | edit source]

Locations[edit | edit source]

The South Shroud lies along the southern border of the Twelveswood.

This zone connects to Central Shroud along the road north of Buscarron's Druthers, to East Shroud through Mun-Tuy Cellars, and to Eastern Thanalan by following the road south of Camp Tranquil.

Aetherytes[edit | edit source]

There are two Aetherytes: at Quarrymill and Camp Tranquil.

Areas[edit | edit source]

The Silent Arbor.

South Shroud contains the following areas:

  • Upper Paths - The northwestern roads around Buscarron's Druthers.
  • Silent Arbor – The northeastern forest near Quarrymill.
  • Rootslake – A swampland to the south.
  • Lower Paths - The southern most point of the Twelveswood.
  • Snakemolt - A winding corridor that passes by Amdapor Keep.
  • Urth's Gift - A secluded marsh to the east.

Settlements[edit | edit source]

Buscarron's Druthers[edit | edit source]

Buscarron's Druthers.

A tavern and hamlet run by former Wood Wailer, Buscarron, for travelers in South Shroud. Triple Triad is permitted within the establishment.

Quarrymill[edit | edit source]

Quarrymill.

A village originally built by the first settlers to emerge from Gelmorra in order to quarry stones for construction of their new city, Gridania. It's notable for being the main hub of levequests for crafters/gathers in the 20s.

Camp Tranquil[edit | edit source]

Camp Tranquil.

This camp is used by the Wood Wailers to guard the border between the Black Shroud and Thanalan. It is situated on several large platforms connected by bridges.

Weather[edit | edit source]

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

  • FFXIV Weather Clear icon.png Clear Skies
  • FFXIV Weather Clouds icon.png Clouds
  • FFXIV Weather Fair icon.png Fair Skies
  • FFXIV Weather Fog icon.png Fog
  • FFXIV Weather Rain icon.png Rain
  • FFXIV Weather Thunder icon.png Thunder
  • FFXIV Weather Thunderstorm icon.png Thunderstorm
  • FFXIV Weather Tension icon.png Tension (only when Odin is roaming the Black Shroud)

Places of Interest[edit | edit source]

The Thousand Maws of Toto-Rak[edit | edit source]

A gaol named for a man-eating beast of Padjal folklore. These natural caverns were used to incarcerate the worst of Gridania's criminals until recently, when it was abandoned in favor of a new gaol closer to the city-state. It has since been claimed by wildlife.

Redbelly Hive[edit | edit source]

Originally a settlement called Boughbury, it has since become a stronghold for the Redbelly bandits.

Taker's Rot[edit | edit source]

This remote enclave is home to a group of mi'qote poachers known as the Coeurlclaws.

Amdapor Keep[edit | edit source]

A citadel constructed by the old Amdapori civilization. It has since been occupied by the Lambs of Dalamud.

The Lost City of Amdapor[edit | edit source]

The original city-state of Amdapor. Until the Calamity, the Elementals had quarantined the ancient capital away from the current denizens of Twelveswood.

Urth's Fount[edit | edit source]

In ancient times, a heroine named Urth sealed away the primal Odin in this crystal structure. That elder primal has since gotten free, having been seen walking the Twelveswood atop his dark steed.

Activities[edit | edit source]

Duties[edit | edit source]

The Thousand Maws of Toto-Rak.

The Thousand Maws of Toto-Rak The Thousand Maws of Toto-Rak
Dungeon
Level 24
Entrance found at coordinates (19, 18).

Named after a man-eating creature from Padjali folklore, the Thousand Maws of Toto-Rak was built on the site of a natural cave system beneath Silent Arbor. Until recently, it held all of Gridania's foulest criminals, from arsonists to poachers, but the completion of a new gaol closer to the city heralded its abandonment.
Amdapor Keep.

Amdapor Keep Amdapor Keep
Dungeon
Level 50
Item level 45
Entrance found at coordinates (24, 24).

Once, the lost civilization of Amdapor thrived in the Twelveswood, her citizens wielders of powerful, yet forbidden magicks which could be used to alter the very fabric of existence. However, as is oft the case with peoples who fancy themselves gods, the self-assuring hubris of the Amdapori eventually became their downfall, and as quickly as they rose to power, did they disappear from the world. For generations, this relic of their once-mighty civilization has remained hidden in plain sight─cloaked by the elementals who sought only to prevent newer generations from stumbling across the ancient Amdapori magicks. That is, until the Lambs of Dalamud─a dark cult who worships the now-fallen lesser moon as a god─dispelled the elementals' glamour by means unknown, and claimed the keep as their own. Now the crazed followers use its ancient chambers to perform blood sacrifices in an effort to resurrect their evil lord.
The Lost City of Amdapor.

The Lost City of Amdapor The Lost City of Amdapor
Dungeon
Level 50
Item level 55
Entrance found at coordinates (14, 30).

Born in magic, the ancient city of Amdapor lived in splendor and died in agony. As the Fifth Astral Era gave way to the Sixth Umbral and the ensuing catastrophe, the agent of Amdapor's destruction slept. Now, the seal that has held so long is softening like windfallen fruit─and what blind worms writhe underneath the skin of the dead city?
Amdapor Keep (Hard).

Amdapor Keep (Hard) Amdapor Keep (Hard)
Dungeon
Level 50
Item level 90
Entrance found at coordinates (24, 24).

Though purging the Lambs of Dalamud brought a hard-earned peace unto Amdapor Keep, some mysterious fiend has completed the cultists' rites and ushered shadows back into the ruins. Voidsent now revel anew within these walls, their wickedness warping the flora and transforming kindly woodland creatures to bloodthirsty beasts. For the sake of the Twelveswood and the elementals who keep watch over it, you must cleanse the evil from the keep, and sweep away all traces of the cultists.
The Lost City of Amdapor (Hard).

The Lost City of Amdapor (Hard) The Lost City of Amdapor (Hard)
Dungeon
Level 60
Item level 180
Entrance found at coordinates (14, 30).

Following the defeat of Diabolos, the unnatural pall choking the crumbling city of Amdapor was lifted, and tranquility restored to the Twelveswood. Or so it had seemed. When the Hearers entered the ruins, however, they had scarce begun consigning the stones to the forest when their elemental allies fled in a sudden panic. By the spirits' agitated whispers did the Seedseers learn that a daunting and hostile presence yet lingered within Amdapor's moldering walls.

Unable to complete their ritual of cleansing, once more have the Padjals called upon your aid. Once more must you delve deep inside the ancient city's husk, and purge its withered heart of an unknown evil...

Battle in the Big Keep.

Battle in the Big Keep Battle in the Big Keep
Trial
Level 50
Item level 90
Entrance found at coordinates (24, 24).

How many realms has he traversed, and how many rivals has he felled? Gilgamesh journeys ever onward in his unending quest for the strongest of weapons. But the road is long and lonesome, and a painted rooster─loyal and noble as the bird may be─can bring a man only so much comfort in the darkest and most trying of times. So it was that Gilgamesh turned to the heavens, pleading to be reunited with a long-lost companion. Be it by fortune or fate, his prayers were heard, and the stage for the final confrontation is set. To the victor goes the Treaty-Blade!
Urth's Fount.

Urth's Fount Urth's Fount
Trial
Level 50
Item level 95
Entrance found at coordinates (33, 23).

In the moons following the Calamity, myriad rumors of ghastly creatures stalking the Twelveswood began spreading across the realm like wildfire. While most of the rumors have since been deemed unfounded, there is one series of events that has remained difficult to cast off as merely the ravings of broken-minded smallfolk: that concerning the supposed Dark Rider of the Shroud. After several deaths attributed to this mysterious figure, Seedseer O-App-Pesi sought communion with the spirits of the Twelveswood, only to learn that the rider was none other than the elder primal Odin. Slain in the Third Astral Era by an Allagan hero, why and how the primal has returned to Eorzea remains a mystery─one now in the capable hands of Eorzea's adventurers.
The Palace of the Dead.

The Palace of the Dead The Palace of the Dead
Deep Dungeon
Level 1
Entry found by speaking with the Wood Wailer Expeditionary Captain at coordinates (25, 20).

In the subterranean city of Gelmorra, deep within a forgotten corner of Issom-Har, stout-hearted explorers have uncovered the entrance to a labyrinthine dungeon. Those who set foot inside its maddening halls find their vigor drained by an irresistible fog of innervation, and repeated excursions have failed to map its seemingly inconstant architecture. After hearing chilling accounts of spectral denizens, locals took to whispering of a “Palace of the Dead,” and the Wood Wailers now seek the assistance of adventurers in laying bare its haunted secrets...
Hall of the Novice.

Hall of the Novice Hall of the Novice
Level 15
Entry found by speaking with the Smith at coordinates (19, 18).

FATEs[edit | edit source]

Other[edit | edit source]

Enemies[edit | edit source]

  • Antelope Doe
  • Antelope Stag
  • Couerlclaw Hunter
  • Couerlclaw Poacher
  • Goblin Thug
  • Kedtrap
  • Qiqirn Beater
  • Redbelly Larcener
  • Redbelly Lookout
  • Redbelly Sharpeye
  • River Yarzon
  • Bark Eft
  • Midland Condor
  • Hoverfly Swarm
  • Adamantoise
  • Revenant
  • Stroper
  • Deepvoid Deathmouse
  • Lesser Kalong
  • Wild Hog
  • Ked
  • Water Sprite
  • Monarch Ogrefly (B-Rank Elite Mark)
  • Ghede-Ti-Malice (A-Rank Elite Mark)
  • Mindflayer (S-Rank Elite Mark)

Musical themes[edit | edit source]

"Greenwrath" plays during daytime in most areas of the South Shroud. Portions of "Serenity" play in Buscarron's Druthers, Camp Tranquil and Quarrymill.

"The Land Bends" plays during standard enemy encounters in the South Shroud.

Gallery[edit | edit source]

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