I couldn't miss the chance to practice my drawing!
The breath of Bismarck. See how it swells to form a dome beneath the waves... The waters recede. The Tempest's floor is laid bare. In defiance of the blinding sky, this place holds fast to its gloom. The last refuge of he who denies the Light with every fiber of his being. You stand at the precipice, hero. Journey unto the Heart of Darkness. Finish it.
The Tempest is a sea located to the west of Norvrandt and Kholusia in Final Fantasy XIV: Shadowbringers. The Tempest was known for its rough and stormy waters that have sent many a ship to their doom, however the advent of the Flood of Light rendered the waves comparatively calm and inert. The ocean floor is littered with the remnants of these shipwrecks, as well as the long forgotten structures of a previous civilization, some of which are now home to Ondo tribes fleeing the Flood. A massive air dome created by the Fae entity Bismarck allows for air-breathers to explore.
Story[edit | edit source]
With the death of the final Lightwarden, the Warrior of Darkness finds themselves unable to contain the Primordial Light within and begins the transformation into a sin eater. The Crystal Exarch tries to sacrifice himself to save them, but he is prevented by Emet-Selch, who takes the injured sage and mocks the Warrior, before giving them 'pity' by offering a place to complete their transformation in his abode in the Tempest.
After the Warrior resolves themselves to confront Emet-Selch and rescue the Exarch, Urianger proposes to secure the aid of the Fae whale Bismarck to travel to the depths of the Tempest and create a giant dome of air to allow them to safely explore the Ascian's lair.
Locations[edit | edit source]
The Tempest can be accessed by speaking to Inewyl in Venmont Yards in Kholusia, where the player will be taken to the northern edge of the map.
Aetherytes[edit | edit source]
There are two aetherytes within the region. The first is in the Ondo Cups, while the second is at the Macarenses Angle.
Areas[edit | edit source]
- The Norvrandt Slope - The edge of the continental shelf of Norvrandt.
- Where the Dry Return - A small cave on the north of the slope so named by the Ondo for the color of the coral that grows there, reminiscent of the blood of land-dwellers.
- Walls of the Forgotten - A massive structure built by the ancients, it is almost entirely swallowed up by the ground.
- The Crock of Pearls
- The Flounders' Floor - A series of caves that are the residence to a tribe of Ondo known as the Benthos. Unlike the Ondo of the Cups, the Benthos are extremely hostile to land-dwellers due their hand in causing the Flood of Light.
- The Caliban Gorge - A deep running crevasse in the sea floor just before the waters give way to open ocean.
- The Trinculo Shelf
- The Caliban Gap - A series of tunnels running deep within the gorge.
- The Swallowed Spire - The top of a giant skyscraper, the rest buried underneath the shelf.
- Purpure - The Ondo use the shells from this place to make purple dye coveted by the Eulmorans as a symbol of nobility.
- Amaurot - A mysterious city that suddenly appeared within the depths. Compared to the ruins on the slope, the buildings here are decidedly new and vibrant.
- Achora Heights - A residential building a with a functional magically-automated elevator.
- The Polyleritae District
- The Hall of Rhetoric - A building where those with differences in opinion can freely debate their points to each other in a calm and structured manner.
- Bureau of the Architect - The administrative sector in charge of processing the patents of concepts, rejecting those that are deemed too unsafe, and storing those considered worthy additions to community life to be utilized freely by the populace.
- The Macarenses Angle - The aetheryte plaza for the city. This aetheryte is the tallest known, consisting of 4 distinct segments extending both above and below the platform.
- Bureau of the Administrator
- Bureau of the Secretariat
- The Capitol - The building in which the Convocation of Fourteen gather to discuss the management of the Star.
Settlements[edit | edit source]
The Ondo Cups[edit | edit source]
A group of ruins now inhabited by a tribe of Ondo. The ruins provided shelter from the dangers of the Tempest, and the Ondo came to believe they were guided here to act as stewards until the ancients who built them returned.
The Workbench[edit | edit source]
A facility created by Crystarium smith Grenoldt, seeking to escape from the distractions of the outside world. Although he calls the place his 'Workbench', the mundane naming is at odds with the fantastical concept of a forge constructed in the depths of the ocean.
Weather[edit | edit source]
The Tempest's climate may exhibit any of the following weather conditions:
|Weather||Frequency or conditions|
|Everlasting Light||At all times prior to completing The Dying Gasp.|
|Starshower||After unlocking The Heroes' Gauntlet until The Seat of Sacrifice is completed.|
While the weather remains Everlasting Light, the southern portion of the Tempest remains shrouded in a deep haze, only lifting when the player is within. In all other weather conditions, the southern area of the map is visible. While the other weather conditions have little discernible visual difference from each other due to the underwater environment, certain fish found in the area can only be caught during specific weather conditions.
Places of interest[edit | edit source]
Where the Dry Return[edit | edit source]
The naturally blood-red coral of this cave grow in a way that they resemble the veins of land-dwellers, and so the Ondo have come to believe that it was a resting place for finless ones who had perished at sea. It was not until recently, however, that folk from the surface learned the reason behind the rather ominous-sounding name.
Amaurot[edit | edit source]
Once hailed as the greatest city of its time, Amaurot was where the core facilities responsible for the management of the Star were located. Governed by a convocation of fourteen of its greatest mages, it encouraged debate and the exploration of new ideas among the citizens.
Akadaemia Anyder[edit | edit source]
The foremost institution of creation magic, where mages congregate to learn and research new ways to master their art.
Activities[edit | edit source]
Duties[edit | edit source]
|To the depths of the Tempest, to the ocean floor itself, you have come to rescue the Crystal Exarch from the phantom city of Amaurot. But barring your way is the architect of this aetherial construct─Emet-Selch, the Ascian who would lead the First unto destruction. The Light within you strains at its corporeal confines, threatening to break free at any moment. Time does not favor the Warrior of Darkness. You must brave the final days of Amaurot, and confront Emet-Selch in the very midst of this recreated calamity.|
|In a quiet corner of Amaurot stands an unremarkable entrance to a most remarkable institution─the Akadaemia Anyder. Within its hallowed halls, the star's ancient overseers toil to perfect the godlike art of creation magicks, their research and experiments bringing into existence myriad forms of fantastical life. Yet even if these creations be naught but reflections of reality─mere phantasms woven from aether─the techniques which engender such miracles are a source of undeniable power. Step now across the threshold, and behold the glories of a civilization lost to the ages.|
|By Emet-Selch's own words, you are no one─nothing─your life a ghastly mockery of past perfection, utterly devoid of meaning. Yet despite his endless refutations of your worth, mankind has dreamed and struggled and survived. Even now, you fight to preserve your future, and spare two worlds from unimaginable destruction.
The moment has come to make your stand, to call upon every last reserve of strength. Fight for those who shared your journey, and for those you met along the way. Fight for those who awaited your coming across the boundaries of time and space. From distant stars yet undimmed, you are joined by seven summoned champions, for only together can you hope to prevail against the staggering might of this ancient Ascian─the immortal and implacable Hades!'
FATEs[edit | edit source]
Spawn conditions (if any)
|Where Has the Dagon||79-80||The Caliban Gorge (x22 y23)||15 minutes||Defeat the foul dagons.|
|Teushs Ooan is on the trail of the monstrous Archaeotania, but his search has been interrupted by a horde of roaming dagons. Without your help, these foul creatures will tear the intrepid Ondo limb from limb.
|Ondo of Blood||79-80||The Norvrandt Slope (x28 y12)||15 minutes||Defeat Zumshs Aath Deepdread.|
|A faction of Ondo led by Zumshs Aath Deepdread are plotting to use Archaeotania for their own nefarious purposes. Bringing down the ringleader should put paid to their wicked plans, at least for the time being.
|Lookin' Back on the Track||79-80||The Trinculo Shelf (x24 y18)||15 minutes||Protect Teushs Ooan from the deep-sea cubuses.|
|In his pursuit of the dreaded Archaeotania, Teushs Ooan has located more tracks that he believes were left by the beast. Since it is nigh on impossible to do anything in the Tempest without being swarmed by ravenous predators, the young Ondo would benefit from having someone to watch his back as he investigates the mysterious marks.
|Coral Support||79-80||The Norvrandt Slope (x35 y9)||15 minutes||Escort Teushs Ooan through Where the Dry Return.|
|Teushs Ooan aims to lure Archaeotania into the open with sanguine coral, which can be found in large quantities in a nearby cave. As one might expect, it is rife with dangerous beasts, and it falls to you to keep the reckless Ondo from becoming their next meal.
|Low Coral Fiber||79-80||Where the Dry Return (x36 y5)||15 minutes||Deliver pieces of sanguine coral to Teushs Ooan.|
|Having arrived at the inner reaches of the cave, Teushs Ooan prepares to gather sanguine coral. The presence of carnivorous clionids makes the task a rather dangerous one, so he suggests that someone more battle savvy go in his stead.
|Nothing Like a Trappin' Life||79-80||The Caliban Gorge (x21 y24)||30 minutes||Defeat the wroth hydrozoan and dread servants.|
|In the midst of setting a trap for Archaeotania, Teushs Ooan is set upon by the underlings of the infamous Zumshs Aath Deepdread. Hopelessly outnumbered and outmatched, the brave young Ondo will surely perish unless someone can come to his aid.
|The Devil in the Deep Blue Sea||79-80||The Norvrandt Slope (x18 y11)||15 minutes||Defeat Halimede.|
|Of all the flesh-eating clionids of the Tempest, Halimede is one of the most feared. She is known for lulling her prey into a false sense of security with her soft whimpering, before drawing close and skinning them alive.|
|The Seashells He Sells||79-80||The Caliban Gorge (x29 y29)||15 minutes||Escort Mewshs Laan into Purpure.|
|Mewshs Laan is hoping to gather shells in Purpure, and as luck would have it, the cavern he has chosen is full of predatory nauplii. Unless he is accompanied by a capable bodyguard, he is sure to be torn to shreds by the highly aggressive gastropods.
|Pearls Apart||79-80||The Crock of Pearls (x39 y18)||15 minutes||Deliver alonso pearls to the Ondo spearfisher.|
|The clutchmother has once again lived up to her name by producing the latest in a long line of Ondo. To celebrate the occasion, her people hope to present her with the finest pearls the Tempest has to offer, though their skill in gathering them leaves much to be desired, and they would benefit from your assistance.
|My Friend's Enemy is Anemone of Mine||79-80||The Norvrandt Slope (x33 y10)||15 minutes||Defeat the deep-sea anemones.|
|A horde of deep-sea anemones has been devouring every morsel of sea life they can fit into their maws, which does not sit well with the inhabitants of the Cups, who are being deprived of their usual fare. The sooner this nuisance is eradicated, the sooner the locals can return to eating normally. Normally by Ondo standards, at any rate.|
|The Nets Best Thing||79-80||The Caliban Gorge (x18 y17)||15 minutes||Defeat the danbania netcutters.|
|Few denizens of the deep are more of a nuisance than the aptly named danbania netcutters. Ondo fishers would go to great lengths to rid themselves of these aquatic menaces, including requesting the aid of outsiders.|
|Hydrozoan of the Enders||79-80||The Caliban Gorge (x12 y14)||15 minutes||Defeat the wandering hydrozoans.|
|Many Ondo believe that hydrozoans are the reincarnations of those who have drowned at sea. While this may be naught more than superstition, the fact that these hideous creatures pose a threat to ocean-dwellers great and small cannot be denied, and keeping their numbers low is essential to maintaining the natural balance of the Tempest.|
|A Lot to Swallow||79-80||The Norvrandt Slope (x36 y13)||15 minutes||Defeat the wild swallows.|
|The Ondo have kept swallows as a form of aquatic livestock for many generations, and feed them constantly to ensure they grow as large as possible. However, several have escaped and returned to the wild and are now playing havoc with the food chain by devouring far more than their fair share.|
|Natural Prawn Killers||79-80||The Norvrandt Slope (x28 y16)||15 minutes||Defeat the spawning mantis shrimps.|
|Mantis shrimp have gathered en masse to spawn the next generation of voracious predators. Should their brood be allowed to infest the Tempest, they would devour everything in their path, like a swarm of aquatic locusts.|
|The Head, the Tail, the Whole Damned Thing||80-80||The Swallow Spire (x27 y26)
Does not appear on the map.
|30 minutes||Defeat Archaeotania.|
|Drawn by the scent of sanguine coral, Archaeotania finally shows itself. The time has come to end its reign of terror once and for all.
Others[edit | edit source]
The blacksmith Grenoldt will give the player level 80 artifact gear and weapons for any job they have reached level 80 with and completed the corresponding level 80 role quest for. Players can also reclaim any piece of artifact gear they have misplaced.
Enemies[edit | edit source]
- Benthos Diviner
- Benthos Grappler
- Benthos Harpooner
- Blue Swimmer
- Deep-sea Leech
- Greater Amphisbaena
- Mantis Shrimp
- Sea Gelatin
- Tempest Swallow
Elite Marks[edit | edit source]
|"Before the Flood, the Ondo had turned up all kinds of ruins deep in the ocean. Some of them saw deeper meaning it─religious meaning. But like the Church of the First Light and many other traditions, much of that was lost with the coming of the White. Apparently one of those defunct traditions worshipped a great crab, Deacon. Perfection incarnate that surpassed man and Ondo alike, a venerated being that would guide the faithful unto glory everlasting. For a holy symbol he was awfully clever, too. Would stumble about like a drunken sailor and lure would-be predators to come close enough for him to reach out and crush 'em with his mighty claws. Aye, he's definitely smarter than the average crab."|
Gilshs Aath Swiftclaw
|“Gilshs Aath Swiftclaw is one of those benthos bastards. A master fisherman who works both the shallows and the depths, bringing in his catch with his bare hands. You're probably wondering why someone saw fit to put a bounty on a fisherman, eh? Well, that'd be because this one uses other fishermen as bait. Other Ondo and poor fools he's dragged from Eulmoran boats, all in service to some long-forgotten god."|
|“If you've been down to the ocean floor, you might've seen the dagons wandering about. They're a nuisance to be sure, and not at all a pleasure to look upon. Well, there's this Ondo legend about something even worse born of a dagon, a temperamental fiend that sows chaos if angered, but invites calm if appeased. Baal, they call him, and under normal circumstances they might simply try to keep a wide berth... Unfortunately, it seems it's a little too late for that. And now the fabled cleansing hour is at hand, when all creatures of the sea must bow to Baal or be destroyed. Neither option is ideal, so we'd all very much appreciate it if you could go and kill the damned thing.”|
|“Doubtless you've noticed the wrecks on the shore and at the bottom of the Tempest. Eulmore's a city on the sea, and like most such cities it's seen countless ships come and go over the years and decades. Accidents happen. A few merchant vessels sink, and it's a small tragedy, aye. But a royal flagship carrying a foreign queen? That's another story. This one had no shortage of unfinished business, which is probably why her soul lingered where she died, her regret festering and twisting her goodly nature... They say Rusalka's bewitching beauty and hypnotic voice guided a hundred ships to their watery graves. She's got far fewer to prey on now, though, so I wouldn't be surprised if she sets her sights on anyone and everyone wandering the Tempest floor...”|
|“Gunitt was like most other dwarves of Kholusia─tough, hardworking, tiny. By all accounts he was content with his lot, until one day he spied a Galdjent three times his size strolling through the market, and decided he'd make himself tall or die trying. So he travels the world, amasses all kinds of treasure, then pays a visit to a Nu Mou hermit who claims he can make his dreams come true, and would you believe it? Gunitt gets his wish! But then, in his greed, he steals the treasure sack off the table and runs off before the hermit can protest. 'Course he was a damn fool to try, cause the hermit gets their own back in the end. Curses Gunitt and transforms him into a twisted fiend for his avarice. Also sank his ship while he was making his escape for good measure. And so Gunitt was consigned to the bottom of the sea where he has wandered to this day. They say his covetous nature still rules him, as when the denizens of the depths attempt to consume their prey, he will appear to steal it out from under them.”|
Musical themes[edit | edit source]
"Full Fathom Five" plays while the player is within the Norvrandt Slope and the Caliban Gorge. When the player enters the Amaurot region on the map "Neath Dark Waters" plays instead.
"No Greater Sorrow" plays while in the Ondo Cups.
The Shadowbringers default overworld combat theme "Rencounter" does not play in this zone regardless of settings. This was done to preserve the atmosphere of the story at the point the player first reaches the zone.
Etymology[edit | edit source]
The Tempest also takes its name from William Shakespeare's play of the same name, with two areas in the region, the Caliban Gorge/Gap and the Trinculo Shelf, taking their names from characters in the play. The names of the region's two musical themes come from passages within the play as well.