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South Shroud (northern part).

South Shroud (southern part).

South Shroud is a location in Final Fantasy XIV.

Story[]

Locations[]

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[]

There are two Aetherytes: at Quarrymill and Camp Tranquil.

Areas[]

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[]

Buscarron's Druthers[]

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[]

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[]

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[]

The South 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%
Thunder Thunder 15%
Clouds Clouds 10%
Fog Fog 10%
Thunderstorms Thunderstorms 5%
Tension Tension Occurs when Steel Reign Steel Reign is active anywhere in the Black Shroud.

Places of Interest[]

The Thousand Maws of Toto-Rak[]

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[]

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

Taker's Rot[]

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

Amdapor Keep[]

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

The Lost City of Amdapor[]

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[]

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[]

Duties[]

The Thousand Maws of Toto-Rak.

The Thousand Maws of Toto-Rak The Thousand Maws of Toto-Rak
Dungeon
Level 24
The Thousand Maws of Toro-Rak (x19 y18)

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
Amdapor Keep (x24 y24)

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
Rootslake (x14 y30)

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
Amdapor Keep (x24 y24)

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
Rootslake (x14 y30)

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
Amdapor Keep (x24 y24)

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
Urth's Fount (x33 y23)

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
Quarrymill (x25 y20)

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
The Thousand Maws of Toro-Rak (x19 y18)

FATEs[]

Name Level Location Time limit Objective
Description
Spawn conditions (if any)
Battle FATE. Stag Parting 21-26 Upper Paths (x15 y18) 15 minutes Defeat the antelope stags.
Something has normally placid antelope stags stirred into a frenzy. Put the poor beasts down before they injure themselves or others.
Battle FATE. Kickin' it with the Kedtraps 22-27 Upper Paths (x22 y21) 15 minutes Defeat the kedtraps.
The Upper Paths have become tangled with kedtraps. Slice your way through the seedkin before they choke the life from the forest.
Defense FATE. Another Round 22-27 Buscarron's Druthers (x17 y20) 15 minutes Protect the abused adventurer from Spenser of the Bottomless Cup.
One of Buscarron's Druthers' more unruly patrons─Spenser of the Bottomless Cup─has (once again) had one too many mugs of mead, and begun fighting with another customer. Come and silence the sot.

Spawn conditions:

  • Speak with the abused adventurer.
Battle FATE. To Whom the Toll Goes 22-27 Upper Paths (x21 y20) 15 minutes Defeat the Redbelly gutters, hivekeeps, and sharpeyes.
Footpads have set up illegal checkpoints along major roadways, and are forcefully collecting coin from any who attempt to pass. Seek out these ne'er-do-wells and show them crime doesn't pay.
Boss FATE. The Hunted 23-28 Upper Paths (x19 y22) 15 minutes Defeat Sirocco.
Sirocco, a giant antelope long sought after by the Trappers' League, has been sighted in the area. Fame and fortune await those who can claim this trophy.
Battle FATE. Conspiracy Theory 24-29 Upper Paths (x16 y22) 15 minutes Defeat the Redbelly conspirators.
High-ranking members of the Redbelly Wasps have gathered in an abandoned hovel to discuss their next attack on Gridania's trade routes. See that they do not leave alive.
Battle FATE. The Negotiators 28-33 Silent Arbor (x26 y21) 15 minutes Defeat the Coeurlclaw cutters and goblin thugs.
Negotiations between goblin merchants and a gang of local poachers have turned sour. Use this opportunity to teach both bands of outlaws a lesson!

Spawn conditions:

  • Speak with the Wood Wailer Lance.
Boss FATE. The Coeurl King 29-34 Takers' Rot (x30 y19) 15 minutes Defeat the Coeurlclaw King.
A band of Miqo'te poachers has begun hunting in the Twelveswood, led by a solitary male who has crowned himself King of the Coeurlclaws. Slay the unholy sovereign and send his subjects scampering.

Spawn conditions:

Item FATE. Hide and Seek 29-34 Silent Arbor (x29 y21) 15 minutes Deliver poached hides to the Wood Wailer lance.
The Twelveswood has become a breeding ground for poachers. Slay the lawless fiends, retrieve the hides of their innocent victims, and deliver them to the Wood Wailer.

Spawn conditions:

Item FATE. Robbin' Goblins 29-34 Goblins' Meet (x27 y21) 15 minutes Deliver stolen crates to the crestfallen merchant.
Goblin robbers have attacked a merchant en route to Gridania. Cut down the culprits and reclaim the lost crates!

Spawn conditions:

  • Speak with the crestfallen merchant.
Battle FATE. To Train a Tortoise 30-35 Rootslake (x16 y26) 15 minutes Defeat the Redbelly lookouts and sharpeyes.
The ragtag band of cutthroats and thieves known collectively as the Redbelly Wasps have got it in their heads that an adamantoise might be trained to crush their enemies, and now they dart about Rootslake poking and prodding the otherwise peaceful giants into a frenzy. Cuff the troublemakers before the entire area is overrun with angry adamantoises.
Battle FATE. Fate Is a Fecal Mistress 31-36 Rootslake (x15 y30) 15 minutes Defeat the stropers.
The countless steaming pools of fecal ooze left by the stropers who have invaded Rootslake since its waters were drained are making those stationed at the nearby camp sick and unfit to fight. Help is sought in clearing the area of the vined creatures in a last-ditch effort to clear the air.
Battle FATE. Breaching the Hive 32-37 Redbelly Hive (x22 y17) 30 minutes Destroy the hive gates.
Infiltrate Redbelly Hive by defeating the gatewatches and opening the gates.

Spawn conditions:

Boss FATE. Clearing the Hive 32-37 Redbelly Hive (x22 y17) 15 minutes Defeat Severaint Seven Splinter and Shredder.
Make haste to the heart of Redbelly Hive and defeat the bandit leader Severaint Seven Splinter.

Spawn conditions:

Defense FATE. Defending the Hive 32-37 Redbelly Hive (x22 y17) 30 minutes Protect the hive gates from the Redbelly chanters, gutters, and sharpeyes.
Join forces with the Wood Wailers to defend Redbelly Hive from the bandits who seek to reclaim it.

Spawn conditions:

  • Redbelly Hive must be under control of the Wood Wailers, which can occur by completing Clearing the Hive Clearing the Hive, and maintained by completing this FATE and Keeping the Hive Keeping the Hive.
Defense FATE. Keeping the Hive 32-37 Redbelly Hive (x22 y17) 30 minutes Protect the hive gates from the Redbelly larceners.
Defend Redbelly Hive while demoralizing the remaining Redbellies by slaying their larceners.

Spawn conditions:

Boss FATE. A Tale of Two-tails 32-37 Lower Paths (x15 y33) 15 minutes Defeat Yabi Two-tails.
The Sixth Astral Era airship landing ruins have been transformed by poachers into a black market. Seek out and slay their ringleader, Yabi Two-tails.
Battle FATE. Rogue on the Water 33-38 Rootslake (x19 y29) 15 minutes Defeat the water sprites.
Once a vast lake, home to myriad wavekin, the water of Rootslake has been sucked nigh dry by rogue sprites. Cull the creatures and restore the area's aetherial balance.
Battle FATE. Eft for Dead 34-39 Rootslake (x21 y29) 15 minutes Defeat the black efts.
Black efts from the east have begun taking over Rootslake, forcing out other species native to the area. Help cull their population before it's too late.
Boss FATE. What Gored Before 46-50 Urth's Gift (x32 y25) 15 minutes Defeat Phaia.
Trained for boar fighting by a sylph elder, Phaia had not fought two battles before turning on his master and consuming him in a single bite. Now the former champion of the boar pits roams free in the wood, goring those foolish enough to stand in his way.
Boss FATE. Steel Reign 50-70 Lower Paths (x16 y33)
Upper Paths (x18 y23, x20 y20)
Urth's Fount (x33 y23)
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[]

  • 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[]

"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[]

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