Southern Thanalan is a location in Final Fantasy XIV.
It is one of the largest zones in A Realm Reborn, nearly reaching the size of Heavensward areas.
- 1 Story
- 2 Locations
- 3 Places of interest
- 4 Activities
- 5 Enemies
- 6 Musical themes
- 7 Gallery
Story[edit | edit source]
Locations[edit | edit source]
Southern Thanalan is located to the southeast of Ul'dah. It connects to Central Thanalan in the northwest and to Eastern Thanalan in the north. This zone is the mostly southernly part of Eorzea, and one of the hottest.
Aetherytes[edit | edit source]
There are two Aetherytes in the zone: at Little Ala Mhigo in the north, and Forgotten Springs in the south.
Areas[edit | edit source]
Southern Thanalan contains the following areas:
- Broken Water - Badlands in the northern part of the zone.
- The Red Labyrinth - A side canyon used to bypass Amalj'aa territory.
- Sagolii Desert – An immense dune-covered desert in the south.
- Zan'rak - An outer encampment of the Amalj'aa, in the center.
- Zahar'ak - The inner stronghold of the Amalj'aa, east-central.
Settlements[edit | edit source]
Little Ala Mhigo[edit | edit source]
These caves serve as a refuge for displaced citizens of Ala Mhigo that could not adapt to life in Ul'dah. Despite this, the resistance leader Gundobald has permitted the Flame Serpents to operate a garrison here.
Forgotten Springs[edit | edit source]
Located on the edge of the Sagolii Desert, this settlement is primarily home to the U tribe of Miqo'te, also known as "Children of the Sand."
Weather[edit | edit source]
Southern Thanalan's climate may exhibit any of the following weather conditions:
Places of interest[edit | edit source]
The Sepulchre[edit | edit source]
These caves are the lair of the Corpse Brigade, the former Ala Mhigan palace guard turned bandits.
The Sunken Temple of Qarn[edit | edit source]
These Belah'dian ruins are believed to have once been used by Belah'dian culture as a temple to worship Azeyma, the Warden. Recent research suggests the temple complex itself was originally built by an older civilization.
Nald's Reflection[edit | edit source]
A shrine to Nald, god of traders, along the road in Wellwick Wood. A tunnel leading to Minotaur Malm allows safe access to Forgotten Springs.
Minotaur Malm[edit | edit source]
Part of a cave complex leading to Forgotten Springs, the name comes from a legend of a goatherd being chased by a minotaur through the caves for a malm. While the creature has never been confirmed to exist, this hasn't stopped it from deterring the more fearful travelers.
Byregot's Strike[edit | edit source]
A mining station in the middle of the Sagolii Desert.
Zahar'ak[edit | edit source]
The main stronghold of the Amal'jaa, built into the canyons of Southern Thanalan, just north of the Sagolii Desert.
Activities[edit | edit source]
Duties[edit | edit source]
|Under the unforgiving Thanalan sun lie the ruins of an ancient temple half-devoured by the shifting sands of a timeless desert. Though used by ancient Belah'dians as a place to worship the sun goddess, Azeyma, portions of the massive underground structure appear to be far older than this Sixth Astral Era civilization. That, however, did not deter Belah'dian sultans from each adding their own chambers to the original construct in a bid to achieve immortality through creation. In the subsequent years since the fall of Belah'dia, many an adventurer has sought to explore the temple's mysteries and perhaps return with the treasure of a lost era...only to fall victim to one of the complex traps set to prevent that very thing from happening.|
|Adventurers fear not danger, scholars care not for comfort, and miners like not unturned stones. Thus was born the unlikely partnership between the Order of Nald'thal and Amajina & Sons Mineral Concern, in the wake of a certain adventurer's conquest of the Sunken Temple's notorious traps. But the dead of Qarn left many snares─more than enough for a thousand years of greed─and now, a tomb raider's fevered dream of riches has stranded the joint expedition in a place where history has a tendency to come alive...|
|While your victory over the Ultima Weapon has set off waves of celebration across the land, the jubilation is short-lived, for the beast tribes are seeking to summon their gods once more. Confirmation has arrived that the Amalj'aa have already succeeded in calling forth Ifrit, who is returned far mightier than his last incarnation owing to the vast amounts of crystals he has gorged upon. Prepare yourself for a scorching encounter.|
|Having partaken further of Ascian wisdom, the Amalj'aa have succeeded in summoning the mightiest incarnation of their god to date. Ifrit has returned amidst hellfire and brimstone, and the lizardmen bask in the heat of destruction as warriors of the Immortal Flames fall to the primal like slugs shriveling beneath the desert sun. Can a Warrior of Light prevail against such an irrepressible force?|
FATEs[edit | edit source]
Spawn conditions (if any)
|Downwind||25-30||Broken Water (x15 y15)||15 minutes||Defeat the sandskin peistes.|
|A pack of violent sandskin peistes has been drawn to Little Ala Mhigo by the stench of the latrine pits which surround the mesa caves the Ala Mhigan refugees call home. While many of the settlers can hold their own in a fight, the sheer number of peistes may prove too much for the encampment.|
|Run Like a Flame||26-31||The Red Labyrinth (x17 y17)||15 minutes||Escort the flame scout to Little Ala Mhigo.|
|A flame scout caught spying on the Amalj'aa in Zanr'ak has escaped his captors and is making way to the aetheryte in Little Ala Mhigo, so that he may relay his findings to the Hall of Flames. The Amalj'aa, however, are in close pursuit and will do anything to see that their secrets remain hidden. Protect the scout at all costs!
|The Corpse Bribe||27-32||Broken Water (x20 y8)||15 minutes||Defeat the Corpse Brigade fire- and knuckledancers.|
|Once an arm of the proud Ala Mhigan army, the Corpse Brigade has devolved into a band of bandits and petty thieves, albeit well-trained ones. Several of the former soldiers earn their keep by setting up illegal roadblocks and demanding coin for passage. Show the curs that the sultana will not allow such acts under her rule.|
|Adventures in Throat Slitting||28-33||The Sepulchre (x22 y10)||15 minutes||Defeat Milleuda the Slitter.|
|The leader of the ill-famed Corpse Brigade, Milleuda the Slitter, has finally emerged from hiding to lead her men on a raid into the nearby hills. Use the opportunity to slay the killer and bring an end to her bloody reign.
|Harder, Bigger, Faster, Stronger||28-33||Broken Water (x16 y12)||15 minutes||Defeat the augmented battle drakes.|
|After years of experimentation, Amalj'aa beast tamers have finally perfected a new breed of biologically augmented drakes and have moved to testing the creatures in the field. Use this opportunity to slay the war creatures before they are taken back to their cages.|
|Bump and Grind||28-33||The Sepulchre (x22 y10)||15 minutes||Defeat Gisfrid the Grinder.|
|The Brass Blades seek volunteers to aid them in the capture or slaying of Corpse Brigade captain Gisfrid the Grinder.|
|Soul Man||29-34||Broken Water (x24 y12)||15 minutes||Deliver golem soulstones to the Ul'dahn naturalist.|
|A naturalist from Ul'dah is seeking to discover the secrets behind the force animating the silent stone creatures guarding the ruins at the Sunken Temple of Qarn, and will pay good gil for each soulstone extracted from the hearts of the golems.
|Children of the Sands||31-36||Sagolii Desert (x14 y32)||15 minutes||Defeat the sandworms.|
|The U tribe of Forgotten Springs, also known as the Children of the Sands, has gathered for the hunt. Join the savage beauties as they test their mettle against the giant sandworms of the Sagolii.|
|Fish out of Water||31-36||Sagolii Desert (x14 y38)||15 minutes||Defeat the anglers.|
|During the Calamity, the land's aetherial balance was disturbed─the result being a myriad of unexplained phenomena which has botanists and naturalists puzzled. What the scholars can agree on, however, is that the balance must be restored, and that means eradicating the problems as they emerge─and anglers in the desert certainly can be classified as one of those problems.|
|From Point A||32-37||Byregot's Strike (x19 y35)||15 minutes||Escort the Stone Torch to Forgotten Springs.|
|Relics uncovered from the ruins at Byregot's Strike must first be cataloged in Forgotten Springs before being delivered to Arrzaneth Ossuary for further study. Escort the Stone Torch tasked with transporting the items from the dig site to the oasis, and see that she arrives safely.
|Blood, Augur, Hex, Magicks||32-37||Sagolii Desert (x26 y34)||15 minutes||Defeat Blackbile Maladd Chah.|
|The Immortal Flames have pinpointed the whereabouts of one Blackbile Maladd Chah─an Amalj'aa hexweaver thought to be behind the assassinations of several high-ranking flame officials. Track down the terrible warlock and send him back to the Lifestream.|
|Revenge of the Worms||32-37||Forgotten Springs (x14 y30)||15 minutes||Defeat Ulhuadshi and the sandworms.|
|At a glance, sandworms seem little more than mindless minions of the desert, but it is now believed that each worm is bound to the others in their community, forming a sort of “hive mind” which recognizes when one part of the group has been injured or killed. This hive mind is now guiding a swarm of the worms towards Forgotten Springs to exact revenge on the U tribe.|
|Heroes of the 2nd||45-50||Zanr'ak (x21 y16)||10 minutes||Defeat the Amalj'aa archers.|
|The Immortal Flames 2nd Main Brigade is moving to assault an Amalj'aa strongpoint and seeks reinforcements to help prevent its ranks from being flanked by the enemy.|
|Taken||45-50||Zanr'ak (x18 y19)||10 minutes||Defeat the tempered champions, gladiators, and orators.|
|Several residents of Little Ala Mhigo have been abducted by a party of tempered servants of Ifrit. Slay the assailants and save the victims before the Lord of the Inferno adds new souls to his ever-growing army.|
|Bigger than Life||46-50||Zanr'ak (x20 y21)||15 minutes||Defeat Aspidochelone.|
|Naturalists claim that it can take almost four score summers for an adamantoise to grow to full size. If that is to be believed, then one can only imagine how many summers it took for Aspidochelone to achieve its colossal mass...or how much it had to consume.|
|Call Me, Mayhaps||46-50||Zanr'ak (x21 y19)||15 minutes||Defeat the Amalj'aa and destroy the glowing cresset.|
|A nearby party of Amalj'aa is attempting an Ifrit summoning. Slay the invokers and destroy the glowing cresset used in the rite before the primal's aether finishes gathering.
|Book of Pride||46-50||Zanr'ak (x21 y19)||15 minutes||Defeat Bibireze Greysteel.|
|Bibireze Greysteel and his men believed they could defeat Ifrit. They were wrong, and their hubris cost them their minds. The tempered heroes now wander the deserts of southern Thanalan doing the Lord of the Inferno's bidding. Free these lost souls to the Lifestream.|
|Tempered, Tempered||46-50||Zanr'ak (x16 y23)||15 minutes||Defeat the tempered champions, gladiators, and orators.|
|Instead of killing his victims, Ifrit will “temper” them, burning away their wills, rendering them mindless servants to the Lord of the Inferno. As a primal is only as powerful as the number of its followers, returning the souls of the tempered to the Lifestream effectively weakens the demigods.|
|Full of Rigor Mortis||46-50||Zanr'ak (x19 y26)||15 minutes||Defeat the iron tortoises.|
|To survive, an iron tortoise must consume three times its weight every sennight. These dining habits can put a tax on local foliage, and transform a lush oasis into a barren wasteland in a matter of moons. To prevent the further desertification of southern Thanalan, the iron tortoise population must be thinned.|
|Fallen Corpses Writhe in Style||46-50||Zanr'ak (x16 y25)||15 minutes||Defeat the dapper zombies.|
|A band of zombies has been exhibiting uncharacteristically civilized behavior of late, which has greatly unnerved the people of Thanalan. Dispatch the dapper undead for the benefit of the living.|
|Diamond in the Rough||48-51||Zanr'ak Encampment (x18 y24)||15 minutes||Defeat Diamondjaw Nezedd Gah.|
|A great Ul'dahn general once said, “There is no need for defense when one is always on the offensive.” Assault the Zanr'ak encampment and slay the commanding officer Diamondjaw Nezedd Gah before he gathers his troops to march on Little Ala Mhigo.
|An Inconvenient Truth||48-51||Zahar'ak (x23 y21)||15 minutes||Defeat the Gore Horde lancers.|
|A unit of well-trained Amalj'aa known as the Gore Horde has been dispatched from their homeland Paglth'an with a single purpose─to lay waste to close-lying Ul'dahn settlements. Intercept the unit and wet the sands with beastman blood.|
|Future Shock||48-51||Zanr'ak (x22 y25)||15 minutes||Defeat the Amalj'aa shamans.|
|An extremely superstitious lot, the Amalj'aa will, before every march into enemy territory, augur the outcome of the forthcoming battles at the Zanr'ak altar. These bloody ceremonies offer us an opportune time to strike the beastmen unawares. They will never see us coming...or will they!?|
|He's a Firestarter||48-51||Zahar'ak (x32 y19)||15 minutes||Defeat Flamecrest Afajj Koh.|
|Flamecrest Afajj Koh, one of Ifrit's foremost priests, has come to Zahar'ak to personally preside over the summoning of his lord. Eliminate the influential Amalj'aa, lest the land be given to the flames.|
|Return to Cinder||49-52||Zanr'ak Altar (x24 y26)||15 minutes||Defeat Cindersoot Pegujj Chah.|
|The Zanr'ak altar is used to augur the outcome of future battles between the Amalj'aa and Ul'dah, and it is Cindersoot Pegujj Chah who throws the bones. Slay the mesmerizer and see that his fortune-telling days come to a bloody end.|
|Hunters and the Hunted||49-52||Zanr'ak (x23 y27)||15 minutes||Defeat the Amalj'aa thaumaturges.|
|A party of Amalj'aa warriors has gone foraging into Ul'dahn territory, raiding granaries and claiming livestock. Intercept the beastmen and beat them back to their mountain stronghold.|
|Gyve Talk||49-52||Zahar'ak (x29 y19)||15 minutes||Defeat the Zahar'ak stalwarts.|
|The Amalj'aa of Zahar'ak have begun gathering troops outside the 1st Gyve in preparation for what can only be a march into Ul'dahn territory. Break their ranks and send the beastmen scattering.|
|Spark off the Bench||49-52||Zahar'ak (x32 y19)||15 minutes||Defeat Whitespark Hepugg Roh.|
|Whitespark Hepugg Roh─an eagle-eyed Amalj'aa archer with the strength to pierce three Immortal Flames with a single arrow─has been sighted lurking nearby. Hunt down the named fiend and see that his sharpshooting days are through.|
|Quenching the Flame||49-52||Zahar'ak (x34 y21)||10 minutes||Defeat the Flamefang commander and elites.|
|Members of the notorious Flamefang Amalj'aa have assembled in Zahar'ak in preparation for their next raid. Now is the time to strike a blow against these fanatical servants of Ifrit. Defeat the Flamefang commander and his elite minions.|
Other[edit | edit source]
Enemies[edit | edit source]
- Potter's Wasp Swarm
- Sandskin Peiste
- Corpse Brigade Firedancer
- Corpse Brigade Knuckledancer
- Corpse Brigade Pikedancer
- Fallen Mage
- Fallen Soldier
- Sandstone Golem
- Amalj'aa Bruiser
- Amalj'aa Seer
- Fire Sprite
- Russet Yarzon
- Smoke Bomb
- Fallen Pikeman
- Fallen Wizard
- Amalj'aa Divinator
- Amalj'aa Halberdier
- Amalj'aa Sniper
- Tempered Champion
- Tempered Gladiator
- Tempered Orator
- Bronze Tortoise
- Iron Tortoise
- Amalj'aa Archer
- Amalj'aa Brigand
- Amalj'aa Lancer
- Amalj'aa Pugilist
- Amalj'aa Scavenger
- Amalj'aa Thaumaturge
- Zahar'ak Battle Drake
- Zahar'ak Archer
- Zahar'ak Lancer
- Zahar'ak Pugilist
- Zahar'ak Thaumaturge
- Wildfire Sprite
- Albin the Ashen (B-Rank Elite Mark)
- Zanig'oh (A-Rank Elite Mark)
- Nunyunwi (S-Rank Elite Mark)