Thavnair, home to city-state Radz-at-Han. Rising from the southeast waters of the Bounty, this isle of plenty served as the battleground for a conflict between two peoples. Their cultures bled into one another until a unique amalgamation was distilled from the chaos, in a process not unlike their precious alchemy. Once solidified as a single nation, an adamant stance of neutrality would hold invaders at bay. For a time. Now across this vibrant isle creeps a fog of malice. What choice do you have...what chance...against such an insidious foe?
Thavnair [ˈθæv.nɛər] is an island just south of the coast of Ilsabard and home to the city-state of Radz-at-Han. It is also known as the Near East. It was often mentioned in earlier parts of the game, and was made a visitable location in Final Fantasy XIV: Endwalker.
Profile[]
In the Bounty's southeastern waters lies the isle of Thavnair, where tropical coastline soon gives way to dense rainforest─though the intense heat and sweltering humidity remain much the same. The region is known as a rich source of the magically infused stone giantsgall, and the distinctive violet glow from its rocky outcrops lingers in the memories of visitors long after they depart its shores.
Official website description
Story[]
An alchemist by the name of Nidhana requests the aid of the Students of Baldesion in a matter of utmost importance. Scions of the Seventh Dawn; Thancred Waters, Urianger Augurelt, Estinien Varlineau and the Warrior of Light make the journey to Thavnair via the use of an experimental aetheryte to give aid under the Students' name.
Locations[]
Aetherytes[]
There are three aetherytes in Thavnair:
- Yedlihmad
- The Great Work
- Palaka's Stand
Areas[]
- Saltwind's Welcome
- Ussaqeyiq
- Tebqeyiq
- Jnanamandapa
- The Perfumed Rise
- Hamsa Hatchery
- Giantsgall Grounds
- Kadjaya's Footsteps
- The Shroud of the Samgha - Dense jungle vegetation grows wild and unchecked across a wide band of Thavnair's inland region. Amongst the trees, however, can be found a sprinkling of shrines and temples dedicated to the pantheon of locally worshipped gods─holy sites where once resided the ranks of the faithful.
- The Wakeful Torana - The only bridge leading to Radz-at-Han.
- Pavana's Remorse
- Agama Temple
- The Font of Maya
- Purusa
- The Burning Field
- Night's Watch
Settlements[]
Yedlihmad[]
[ˈjɛd.lɪˌmɑːd] Meaning “new harbor” in a language brought to the island's shores by mainland settlers, Yedlihmad is Thavnair's main port town. Owing to the shallow waters surrounding the island, however, larger trading vessels are forced to anchor at Alnair, and ferry over to the harbor in smaller boats before making their way to Radz–at–Han.
Akyaali[]
[ækˈjɑː.li] A small fishing village of the west coast of Thavnair.
The Great Work[]
Even in Thavnair, the birthplace of alchemy, the practitioners of House Daemir are renowned for the craft of their concoctions. It was they who founded the settlement of the Great Work, and to this day, many talented alchemists choose to reside here and carry on the family's peerless endeavors.
Palaka's Stand[]
A settlement where the keepers of the temples that dot the Shroud of the Samgha reside, alongside their families.
Svarna[]
A stretch of land in Saltwind's Welcome owned by Yedlihmad merchant Kancana and lent out to the displaced Hippor Riders of Vanaspati to serve as the base of operations in aid of their new courier trade.
Places of interest[]
Hamsa Hatchery[]
Hatcheries such as this were once used to breed Hamsa, a species of flightless bird believed to be a distant cousin of the chocobo. Hamsa serve both as mount and food staple to the people of Thavnair due to their sturdiness and reproduction rate. However the appearance of the Tower of Zot and the fiends within has resulted in many hatcheries being abandoned, and the hamsa fleeing into the wild.
Giantsgall Grounds[]
Quarried here by the wagonload, the purple-streaked stone known as “giantsgall” is one of Thavnair's most coveted exports. Incredibly dense and possessed of high aetherial conductivity, it is prized not only as a building material, but also as a component in the crafting of unyielding arms and armor, and the brewing of alchemical concoctions.
Kadjaya's Footsteps[]
Known as the mother of the Kriegstanz, Kadjaya is honored in both name and form at this open-air stage for dancers. Those who carry on her legacy perform here beneath her stone-carved likeness, strutting and twirling for the glory of their gods and ancestors.
The Font of Maya[]
This temple was once the abode of an order of Arkasodara ascetics who sought the divine enlightenment of maya. Abandoned for a stronghold deeper in the jungle, the structure now sits derelict and half-submerged in rainwater.
Khadga[]
Perhaps the most noticeable landmark in Thavnair besides the city of Radz-at-Han itself is this mountain spur jutting over the west coast into the Bounty. The path to the mountain is treacherous and fraught with peril, but for those who brave the ascent awaits a view unlike any other.
Activities[]
Duties[]
The Tower of Zot |
Vrtra, great wyrm of the first brood and the hidden satrap of Radz–at–Han, has bid the Scions cross to Narunnair and mount a foray into the tiny island's unnatural spire─a Telophoroi structure known by the locals as the Tower of Zot. Your companions join you on the journey, protective talismans in hand, prepared to face whatever unnamed horrors await you within. Come what may, you cannot allow Nidhana and her kin to perish in the grip of dark magicks and darker designs... |
Vanaspati |
The skies over Thavnair are aflame, and panic spreads through the populace like wildfire. One by one, civilians are twisted into grotesque fiends, hells-bent on slaughtering everything in sight. The deadliest of these creatures leads its newly spawned kin through the jungle, towards a number of smaller settlements, and as such, Ahewann has dispatched his Radiant Host to forestall the carnage. Though Vrtra, too, lends his strength to the cause, even that may prove insufficient, and thus do the Scions enter the fray. |
Alzadaal's Legacy |
Since the days of old, the imagination of the Thavnairian people has been captured by a persistent legend—the promise that somewhere, beneath the shimmering expanse of the Bounty, lies hidden the treasure vault of Alzadaal III. Yet how might one claim the fabled satrap's hoard where so many other reckless souls have tried and fallen? Will Estinien's dubious map lead you true to the rumored isle and its moldering ruins? Whatever peril waits ahead, it is certain to be an adventure! |
Mount Ordeals |
Though seemingly impossible, Vrtra senses the presence of Azdaja in the Source, prompting you to travel north to bitterly cold Garlemald. In the mountains do you do battle with Cagnazzo, but though you prevail, your victory proves hollow. The archfiend of fire, Rubicante, seizes on your absence from Radz-at-Han and moves to destroy the voidgate in Alzadaal's Legacy. When confronted at the base of Khadga, he issues you a challenge─and thus do you make for the summit to extinguish the flame of the voidsent's ambition. |
FATEs[]
Name | Level | Location | Time limit | Objective |
---|---|---|---|---|
Description Spawn conditions (if any) | ||||
Full Petal Alchemist: Perilous Pickings | 80-84 | The Perfumed Rise (x21.5, y11.1) | 15 minutes | Gather Vihara blossoms. |
The alchemist Sajabaht requires specimens of a rare plant known as the vihara blossom for her latest experiment─and in great quantities, at that. Brave the hostile environs to procure what she seeks.
Spawn conditions:
| ||||
Full Petal Alchemist: Risky Return | 80-84 | The Perfumed Rise (x14.1, y17) | 15 minutes | Slay the rasayanas. |
On the way home from picking flowers, the alchemist Sajabaht was accosted by fiends lured by the sweet smell of the blossoms. Fend off the vicious rasayana so that the woman might return home in peace.
Spawn conditions:
| ||||
When Gaja Go Gaga | 80-84 | Saltwind's Welcome (x17.8, y27.7) | 15 minutes | Slay wrathful gajas. |
A herd of rampaging gaja are causing trouble for merchants seeking to haul their goods up and down the highroad. Dispatch the creatures so that trade may flourish once more. | ||||
Shiver and Shock | 80-84 | Tebqeyiq (x20.3, y38.4) | 15 minutes | Slay yumemi |
Two species of giant snail hailing from the Far East were released into the wild and have been reproducing at a frightening speed. Dispatch the creatures and restore the ecosystem to its natural order. | ||||
The Accursed Kanabhuti | 80-84 | The Perfumed Rise (x17.9, y19.7) | 15 minutes | Defeat Kanabhuti. |
A particularly large pisaca known for terrorizing the area has been transformed into an even more eldritch horror. Take up arms and end Kanabhuti's reign of terror. | ||||
I Am the Valras | 81-85 | Saltwind's Welcome (x14.7, y31.3) | 15 minutes | Slay sharptooth valras. |
A huddle of vicious valras have assembled on the Akyaali coast, causing no end of consternation to would-be beachgoers. Fell the massive creatures and try not to get caught with your knickers down in the process. | ||||
Of Claws and Gall | 81-85 | The Perfumed Rise (x16.7, y9) | 15 minutes | Slay Vanaspati ink claws. |
The Giantsgall Grounds are being assailed by a pack of ravening ink claws that migrated from Vanaspati. Let them know they are less than welcome here. | ||||
The Little Nanka That Could | 81-85 | The Perfumed Rise (x8.2, y15.4) | 15 minutes | Defend the wee nanka. |
The gentle-hearted son of a fisherman hatched and raised a tiny nanka, which the boy would now see returned to the wild. Defend the wee creature as it bravely makes for the ocean. | ||||
Peek-a-Bhujamga | 85-89 | The Shroud of the Samgha (x27.8, y10.6) | 15 minutes | Slay poisonous bhujamga. |
It's all fun and games until someone wanders into poisonous bhujamga territory, as a group of children accidentally did while playing in the jungle. The vicious reptiles must be put down lest the little ones come to harm. | ||||
Stalkers in the Shroud | 85-89 | The Shroud of the Samgha (30.8-19.4) | 15 minutes | Slay killer ghusaya. |
Guhasaya with a taste for man-flesh have been sighted near a settlement. The brazen creatures must have the fear of men struck back into them. | ||||
Swipe Eft | 81-85 | The Shroud of the Samgha (x30.2, y25.7) | 15 minutes | Slay Vanaspati efts. |
A recent explosion in the Vanaspati eft population has seen a swarm of the creatures migrating downriver, where they are not welcome. Their numbers must be thinned out. | ||||
Mesmerizing Moths | 81-85 | The Shroud of the Samgha (x26.5, y14.7) | 15 minutes | Slay illumoths. |
A swarm of illumoths bred for their enchanted scales has escaped captivity. They must be put down before they can bewitch the locals─or be used as an excuse for indiscreet behavior. | ||||
Return of the Tyrant | 81-85 | The Shroud of the Samgha (x24.9, y20) | 15 minutes | Defeat Valin. |
Valin, the ill-tempered baboon king said to have been banished by Saint Agama, has returned to continue its rampage. The tyrant must be deposed once more if peace is to reign in the jungle. | ||||
Monkeys on Your Back | 81-85 | The Shroud of the Samgha (x24.9, y27.1) | 15 minutes | Slay salivating hanuman langurs. |
A maiden out gathering herbs has attracted the attention of the worst sort of hanuman langurs─salivating ones. The mischief-makers must be driven off if the maiden is to obtain what she needs to treat her wounded father.
Spawn conditions:
| ||||
Devout Pilgrims vs. the Jungle Lizards | 81-85 | Purusa (x34.3, y27.5) | 15 minutes | Defend Rashvaaz from jungle lizards. |
Separated from his fellows, a pilgrim has run afoul of hungry jungle lizards. Though the man's faith is strong, so too are the lizard's snapping jaws, and a helping hand would not go astray. | ||||
Devout Pilgrims vs. the Apalala | 81-85 | The Shroud of the Samgha (x23, y23.3) | 15 minutes | Slay apalala. |
A band of pilgrims cannot reach their destination on account of deadly apalala having moved in. Fervently do they pray for the way to be cleared─and a good old-fashioned culling should do the trick.
Spawn conditions:
| ||||
Devout Pilgrims vs. Daivadipa | 90 | Jnanamandapa (x9.3, y37.7)) Does not appear on the map. |
30 minutes | Defeat Daivadipa. |
Hearing the prayers of pilgrims, a deity has descended─albeit a false one from the Tower of Zot. This pretender to the name of Daivadipa must be consigned to the aether whence it came.
Spawn conditions:
|
Musical themes[]
"Divine Words" is the regular field theme during the daytime, while the night theme is "Prayers Repeated". When Thavnair is under calamity of the Final Days, "As the Sky Burns" plays for the duration of its arc in the Endwalker main scenario quests, followed by "Unspoken" after its arc completes but for the rest of Endwalker.
"Hippo Ridin'" plays in Svarna once daily tribe quests are unlocked.