To the Thaliak River, where the melted snows of Abalathia's Spine eventually find their way by means of a thousand silver streams...
Whose waters have long since nourished the Dravanian hinterlands, and so provided for a settlement of learned souls from across the northern seas...
To the city of Sharlayan, that great seat of knowledge, now abandoned by her keepers, they came.
The Dravanian Hinterlands are a location in Final Fantasy XIV: Heavensward.
The Dravanian Hinterlands lie far to the west of Coerthas and north of Vylbrand. This area is where Sharlayan built a colony, and was counted as among the city-states of Eorzea. The city was eventually evacuated fifteen years prior to the events of A Realm Reborn in response to the Garlean invasion of Eorzea, and has since been occupied by goblins and treasure hunters.
A zone connection to the Dravanian Forelands lies in the east. Once flight attunement is acquired, a shortcut to the Coerthas Western Highlands can also be found in the southeastern hills. A settlement called Idyllshire can be found by the Cenotaph in the north of the zone.
There are no aetherytes in this zone. Players will have to teleport to Idyllshire instead.
The Dravanian Hinterlands contains the following areas:
- The Makers' Quarter - District in the east
- The Collectors' Quarter - District in the north
- The Answering Quarter - District in the west
- The Ruling Quarter - District in the south
A small outpost in the Collectors' Quarter, near the entrance to Idyllshire. The residents of Idyllshire monitor the activities of the Illuminati from here.
The Dravanian Hinterlands' climate may exhibit any of the following weather conditions:
Places of interest
This facility was re-appropriated by the Illuminati as their base of operations.
Saint Mocianne's Arboretum
A wildlife and botanical refuge kept by the Sharlayans. The presence of trees and roots growing out of the structure suggests its occupants have flourished unchecked.
A secret cave inhabited by the only resident of Sharlayan to refuse participation in the exodus: Matoya.
The Great Gubal Library
The knowledge of Sharlayan was left behind in this building to the south, most of its contents still intact.
A steampunk citadel in the middle of the Tipped Ewer, encased by an arcane barrier. The Illuminati have summoned a primal within the hulk, causing it to gradually rise from the waters.
|Built by the learned men and women of Sharlayan, the Great Gubal Library is the grandest repository of knowledge in all of Eorzea. Lining its towering shelves are tomes beyond count, gathered from the farthest reaches of the realm. Like the city-state, however, the library was abandoned by its caretakers when they fled to their motherland in the face of Garlean invasion. And now, fifteen years since its doors were sealed, you will be the first soul to set foot within its halls. Your destination is the forbidden section deep within the library, where lies your objective: the fruits of Matoya's research on the aetheric converger.|
|Saint Mocianne's Arboretum once housed the greatest collection of flora and fauna the realm had ever known. Alas, in the wake of the exodus it was left to the elements, and the wildlife within now roams its halls unchecked and untamed. A band of treasure hunters hopes to brave this leafy labyrinth in search of a cache more valuable than gold, that could ensure Idyllshire's prosperity for years to come. But will their search of this savage garden yield fortune, or end in failure?|
|In all of creation, what greater mystery could there be than the fate of this very star? To sound the deepest depths, to study the aetherial sea itself─for these purposes and more was the Antitower built. Abandoned by her Sharlayan caretakers following the exodus, it has since been overrun by the magical guardians they left behind. Yet were one blessed with Her gift to brave these dangers and descend to the furthest reaches─to hear, feel, and think at the heart of this world─what would they find?|
|Your reputation clearly precedes you, as a mysterious client would call upon you─and you alone─for the formidable task of retrieving a particularly rare volume from the deepest, most forbidding halls of this long-abandoned storehouse of Sharlayan wisdom. Though the mind boggles to imagine what eldritch horrors and sorcerous abominations now wander its halls, one thing is certain: they are not like to take kindly to the presence of a warm-blooded would-be book burglar...|
|The sudden emergence of a mud-covered and excessively energetic korpokkur from inside the Arboretum sparks interest among a trio of Idyllshire citizens. They believe the layer of grime covering the seedkin has invigorating properties that could be used to revitalize the soil of Greengrub Mudplots. Unfortunately, hordes of aggressive plant life exposed to the substance stand between them and the information they seek. You agree to lead an expedition into the Arboretum to clear a path and thereby allow safe passage to its inner reaches.|
|The Makers' Quarter was once home to some of the finest crafters Eorzea had ever seen, but it has lain in forgotten ruin since the Sharlayan exodus. It is there, hidden amidst overgrown foliage, that the entrance to the former workshop of the Archon Matoya can be found. Seeking to create a familiar that creates familiars, you throw open the doors and step into the "moldy old hole"─the first souls to do so in decades...|
|Since the Sharlayan exodus, a structure has stood steady against the flow of the Thaliak River. Now, the Illuminati have summoned a primal around this rusting ruin─a terrible colossus of steam and metal. Steel screamed against steel when it rose from the waters, and it drank deep of the land's aether before grinding again to a halt.
The voices of Idyllshire cry out, asking for aid ere their homes are crushed under the weight of iron. You must lead a band of valiant adventurers into the machina and discover how to destroy the core─lest the giant screeches again to life, and bleeds all the realm dry.
|In your last foray into the giant's mighty arm, you narrowly escaped Quickthinx Allthoughts and the Illuminati with your life. Yet in so doing, you won a cryptic name─Alexander. Whatever this may be, your path leads into the gloom of Gordias. March onwards with courage, for it is only in the darkness that you can learn how to stop the iron colossus.|
|In the Enigma Codex are writ the designs for a walking citadel. It was known as Alexander, a self-sufficient bastion for logic and reason and a beacon of knowledge for a world adrift─so says the treasure hunter Mide. The Illuminati dreamed this century-old dream, and in so doing gave form to their primal. Yet no matter how beautiful an ideal, the reality of fanatics with such power is a tarnished, ugly thing. By your hand must this threat be stopped.|
|The Illuminati would see the lofty ideals of the Enigma Codex turned into warped elitism, and have their primal play host to their chosen few. From within its walls, they would control the world with cold logic, and crush opposition with a fist of iron. With your eyes opened to the goblin scholars' true ambitions, you must make your way farther past the pumping pistons and grinding gears of the colossus. Can you and your comrades destroy the core therein, or will you fall and so allow your foes to wreak ruin across the realm?|
|Although you succeeded in destroying the core of Gordias, it seems that was only a temporary measure. The walking fortress has stirred once more, and its left arm now rests on the banks of the Thaliak. The entrance lies open and unguarded, suggesting the goblins inside are as surprised as you. Take advantage of your enemy's unreadiness and face the Illuminati threat once more─hopefully for the last time.|
|Upon returning from Midas, you learn that Mide surrendered the precious fragment of the Enigma Codex to the Illuminati, and that she was in fact a surviving member of a group of Au Ra that failed to summon Alexander three years ago. Although there is certainly more to the apparent treachery than meets the eye, there is no time for doubt. Your offensive against the Illuminati must continue!|
|You press further into the depths of the primal, and return to be greeted by Mide, who confesses that while the story of her past is true, the "fragment" she handed over to the Illuminati was nothing more than a useless rock. Not all is well, however, as Wedge informs you of Roundrox's capture by the Illuminati. Your objective is now clear─press further into Midas, and rescue the innocent goblin from her captors!|
|You have delved into the deepest parts of Midas, and its power source lies but a short distance ahead. For the sake of Idyllshire, and Roundrox, you must disable the core before Alexander awakes to wreak havoc on the realm. Your allies stand at the ready─steel yourself to break through the Illuminati's last line of defense.|
|Raised from the waters by the thrice-mad Illuminati, the steel colossus Alexander yet towers over the Thaliak, bleeding the hinterlands dry with a thirst for aether that will not be slaked. The time has come for action. As Y'shtola and Master Matoya seek to magically sever the primal's death grip on the land, you will take to the skies with Cid in hopes of securing an ingress through the colossus's mighty pate. The realm itself cries out for succor─will you rise to answer its call?|
|History itself stands in the balance as the steel colossus is revealed to have the inconceivable power to transport its occupants through time and space, a power which the Illuminati are all too eager to use to rewrite the past and remake the future in their own twisted image. With time quite literally of the essence, you must find passage to the very heart of the colossus, where the unfortunate Roundrox─the key to Quickthinx's dark plot─is being held captive. Once more unto the breach, Warrior of Light!|
|Heeding Roundrox's innocent words, Alexander spreads forth its wings of time, swooping you and your bewildered companions three years into the past. There, you witness with your own eyes─and, in a shocking turn of events, help to bring about by your own hand─the tragedy that befell Mide and her companions that fateful day. Is time truly naught but a circle─the past, present, and future long since preordained─as the mad goblin prophet would have you believe? In the face of daunting odds, you press onward, that you might yet seize control of your own destiny.|
Alexander - The Soul of the Creator
|As the crystalline heart of the primal swells ever greater, its thirst for power unquenchable, your only hope lies in calling upon the knowledge of the Enigma Codex to cut off the flow of aether to the colossus's core. So it is that you and your companions must make a final, brave foray into the belly of the great steel beast. Yet your path will not be an easy one, for the Illuminati mastermind Quickthinx has promised that your next journey to the core will be your last. Who will be judged worthy of inheriting the future, and who will be cast aside as a forgotten afterthought to history? Your final confrontation with the Illuminati is at hand!|
Stone, Sky, Sea
|“They who fight with strength of stone unyielding, breathe deep of boundless sky and embrace serenity of rolling sea, against them none can stand.”
Embrace the esoterics of foreign masters and destroy the striking dummy within the time limit!
Spawn conditions (if any)
|Metal Gears Rising||58-62||The Arkhitekton (x32 y24)||15 minutes||Deliver Illuminati whizzlepops to Slicktrix the Gobnaminous.|
|Rumors of a new “whizzlepop” gear being developed by the diabolical Illuminati have Idyllshire inhabitants worried for their well-being. All they need do now is acquire several whizzlepops from Illuminati members to find out exactly what the contraptions are and if there actually is any cause for concern.
|Metal Gears Revengeance||58-62||The Arkhitekton (x32 y22)||15 minutes||Defeat the Illuminati revengers|
|Seeking retribution for whizzlepops fizzled, a party of Illuminati revengers has been dispatched into the Arkhitekton. Slay the gate-crashing goblins and put an end to their virulent vendetta.
|Metal Gears Revengeance 2||58-62||The Arkhitekton (x31 y22)||30 minutes||Defeat the jangletype magitek vangob G-III.|
|The old adage that revenge is a dish best served cold unfortunately does not translate well into gobbiespeak, and the Illuminati have deployed a massive magitek vangob, seeking further revenge for the quashing of their first (failed) attempt at revenge.
|Tarantula Hawk, Pro Stinger||58-62||The Ruling Quarter (x34 y30)||15 minutes||Defeat the tarantula hawks.|
|A lack of tarantulas in the Dravanian hinterlands has tarantula hawks seeking other potential victims to serve as nourishment for their larvae. Exterminate the swarm before they set their compound eyes on puppies or kittens or baby Lalafells.|
|Wild Wilde Death||58-62||The Makers' Quarter (x33 y27)||15 minutes||Defeat the wildebeests and wild ratels.|
|What does one do when two breeds of pests known for destroying crops and raiding pens are found fighting each other for territorial dominance? Why, use the opportunity to slay both, what else?|
|Gets the Red Out||58-62||The Makers' Quarter (x37 y22)||15 minutes||Defeat Epaphus.|
|Thought to have been bred by a Sharlayan alchemist who was working on an improved recipe for eye drops, Epaphus was abandoned by his master during the exodus which emptied the northwestern city–state, leaving the beast to wreak havoc on the lives of those few who remained.|
|Olympus Has Pollen||58-62||The Makers' Quarter (x23 y25)||15 minutes||Defeat the narbroois.|
|Despite their heavy-duty masks, the good goblins of Idyllshire have recently been plagued with watery eyes and sniffly snouts─the culprit believed to be the pollen of the narbroois. Until the beastmen can retool their masks to filter this irksome irritant, a bounty has been placed on the seedkin's heads.|
|Feed Me, See More||58-62||The Makers' Quarter (x36 y24)||15 minutes||Defeat Ruginis.|
|While most of Eorzea's carnivorous plants are immobile, limiting the danger they pose to other creatures, narbroois are not bound to the soil, making them possible threats to the realm's inhabitants─Ruginis being the biggest...and hungriest threat of all.|
|Pop Goes the Whizzle||58-62||The Collectors' Quarter (x22 y18)||15 minutes||Protect the Illuminati whizzlepops from the espertype magitek vangobs G-III and goblin gliders.|
|After failing to revenge the failed attempt at revenging the theft of their whizzlepops, the Illuminati have given up on revenge and simply decided that if they can't have the items, no one can, sending a small army to destroy them. Help the goblins of Idyllshire protect the whizzlepops, if only to simply spite the Illuminati.|
|Revenge of the Vengeful Revengeance||58-62||The Collectors' Quarter (x22 y18)||15 minutes||Defeat Moundrinx Eightclinks.|
|Unable to exact revenge, exact revenge for an inability to exact revenge, or destroy crates because of an inability to exact revenge for an inability to exact revenge, the Illuminati have dispatched the highly decorated Moundrinx Eightclinks in a last-ditch effort to prove they are not nearly as incompetent as everyone now thinks.
|Ratel and Hum||58-62||The Makers' Quarter (x37 y26)||15 minutes||Defeat the ratels.|
|Drawn to the waste piles of Bigwest Shortstop, a pack of diseased ratels has descended from the surrounding mountains to feed. As even a single bite will bring on a dread fever, it is crucial that the beasts be put down swiftly and without mercy.|
|Dobharch Did It for the Best||58-62||The Makers' Quarter (x28 y26)||15 minutes||Defeat Dobharch.|
|Drawn to the dying screams of her children, Dobharch─ratel matron─has come seeking payment in blood for the lives lost in the previous day's culling.|
|Infant Vangob||58-62||The Makers' Quarter (x26 y23)||15 minutes||Defeat the espertype magitek vangobs G-III.|
|Trouble with the jangletype vangob (namely that its jangling would give away its position to the enemy) has prompted the Illuminati to develop a new model of vangob─the espertype, supposedly capable of anticipating the movements of its targets. Destroy the prototypes before the goblins can begin mass production.|
|On Melancholic Hill||58-62||The Answering Quarter (x11 y23)||15 minutes||Defeat Melancholic Moira.|
|What tragic event brought unbalance to poor Moira's humours, resulting in an excess of black bile is unknown. What is known is that the overgrown morbol has already devoured three goblins, four Lalafells, and a rolanberry cake baked to celebrate the nameday of Idyllshire's oldest resident. The seedkin must be stopped before any more pastry is lost.|
|Sun Bear, Sun Bear, What Do You Eat||58-62||The Answering Quarter (x16 y22)||15 minutes||Defeat the sun bears.|
|It is said that once a sun bear acquires a taste for the flesh of man, it will eat nothing else. Two missing Miqo'te lovers who were last seen in the Answering Quarter─an area now overrun with violent sun bears─suggest that taste has already been acquired.|
|The Bear Up There||58-62||The Answering Quarter (x7 y20)||15 minutes||Defeat Dubhe.|
|Dravanian folklore tells of a mighty Hellsguard forty hands tall who wrestled with Dubhe─the deadliest sun bear on all Abalathia's Spine. Nothing more is mentioned of the Roegadyn, but Dubhe still terrorizes the land today.|
|The Birds and the Bears||58-62||The Ruling Quarter (x14 y29)||15 minutes||Defeat the sun bears.|
|Sun bears will often raid the nests of cockatrices looking for eggs to crack open and devour. This practice, obviously, is not looked kindly upon by mother cockatrices who will furiously defend their broods to the death. Bears weakened from cockatrice attacks, however, make easy prey for adventurers looking to earn a little extra coin.|
|Toss 'Em Back||58-62||Quickspill Delta (x11 y31)||15 minutes||Defeat the opkens.|
|A school of migrating opken have infested the waters of the Dravanian hinterlands, eating anything and everything the wavekin can fit their maws about, including fish harvested by the goblins of Idyllshire. Seek out the scaled abominations and send them back to the sea.|
|Tome Raider||58-62||The Answering Quarter (x13 y23)||15 minutes||Deliver torn folios to Browfix Turnalot.|
|On his way back home from the Great Gubal Library, a school of opken attacked young Browfix Turnalot, ripping from his grasp the ancient folios he had collected from the abandoned house of tomes. Browfix seeks assistance in retrieving what he rightfully stole.
|Out of the Woodwork||58-62||The Answering Quarter (x10 y25)||15 minutes||Defeat the crawlers.|
|Crawlers have infested Saint Mocianne's Arboretum and are transforming the entire building into a giant cocoon from which more crawlers will eventually emerge. Squash the vilekin...and don't forget to wipe your buskins on the grass.|
|Silkworm||58-62||The Answering Quarter (x15 y19)||15 minutes||Defeat Habetrot.|
|The cyclopean crawler Habetrot is a weaver most wicked, and will spin his silk about anything that moves, including his own kin. It is high time the vilekin's threads were snapped.|
|Makes the Very Best...Nests||59-63||The Ruling Quarter (x26 y35)||15 minutes||Defeat the damselflies.|
|The absence of bibliothecaries in the Great Gubal Library since the Sharlayan's mass exodus back to their homeland has allowed all manner of vilekin─including the damselfly─to use the remaining tomes as nests. Exterminate the pests so that further damage to the library might be lessened.|
|Morbol Man||59-63||Quickspill Delta (x13 y31)||15 minutes||Defeat the great morbols.|
|Seedlings forgotten in Saint Mocianne's Arboretum have since grown into ferocious great morbols. If that was not enough, southerlies off Mount Gubal carry the stench from their maws directly into Idyllshire where the unmasked residents are doomed to suffer until the winds change...or kind adventurers lend a helping hand.|
|Poroggo Stuck||59-63||Quickspill Delta (x10 y31)||15 minutes||Escort Maro Roggo to Matoya's Cave.|
|Sent on an errand by her master to fetch eye of newt and toe of frog, Maro Roggo finds herself unable to return with the items, for the road home is now bristling with blood-lusting beasts. Escort the poor poroggo safely back to her master and receive a hefty reward.
|Frog Days of Summer||59-63||The Ruling Quarter (x20 y37)||15 minutes||Defeat the poroggos.|
|When abandoning their Eorzean settlement, the Sharlayans left more than their tomes and their tuffets, they left their poroggo familiars, who now, after waiting patiently for their masters to return home, have decided it is time to release nigh on twenty summers of pent-up rage.|
|Cockatrice Block||59-63||The Ruling Quarter (x26 y38)||15 minutes||Defeat the cockatrices.|
|Several domesticated cockatrices have escaped from their coop and taken up residence in the Great Gubal Library, tearing apart priceless tomes to create makeshift nests atop guano-striped bookshelves. The cloudkin will, however, emerge to hunt, offering a rare opportunity for capture.|
|Come Shells or High Water||59-63||Quickspill Delta (x15 y33)||15 minutes||Defeat the bifericeras.|
|Without any natural predators in the Dravanian hinterlands, the population of bifericeras introduced to the area by goblins for harvesting has increased exponentially. The residents of Idyllshire are seeking brave men and women to cull their numbers.|
|Toad Alone||59-63||Quickspill Delta (x11 y34)||15 minutes||Defeat Bero Roggo.|
|Poor Bero Roggo is just one of many poroggo familiars abandoned by their masters when the Sharlayan exodus took place. Bero, however, never forgot the pain of waking up alone, and has since sworn revenge on anyone who even reminds him of his former life.|
|How Do You Feed a Hungry Manlike Monster||59-63||The Ruling Quarter (x15 y37)||15 minutes||Defeat the oplo opken.|
|A remarkably ravenous breed of opken, the oplo opken will devour upwards of a hundred fish a day to fill their seemingly bottomless bellies, moving on once an area has been gutted. Though they appear manlike, the opken are more monster than man─the end of a blade the only reason they will heed.|
"Missing Pages" plays in the Dravanian Hinterlands during the day, while "The Silent Regard of Stars" plays at night. "Safety in Numbers" plays in the Bigwest Shortstop. "The Mushroomery", an arrangement of "Matoya's Cave" from Final Fantasy, plays inside Matoya's cave.