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
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
A tavern and hamlet run by former Wood Wailer, Buscarron, for travelers in South Shroud. Triple Triad is permitted within the establishment.
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
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 | 30% |
Fair Skies | 30% |
Thunder | 15% |
Clouds | 10% |
Fog | 10% |
Thunderstorms | 5% |
Tension | Occurs when 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
thousand maws of toto-rak | |
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 | |
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. | |
lost city of amdapor | |
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 | |
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. | |
lost city of amdapor hard | |
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 | |
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 | |
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. | |
palace of the dead | |
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 |
FATEs
Name | Level | Location | Time limit | Objective |
---|---|---|---|---|
Description Spawn conditions (if any) | ||||
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. | ||||
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. | ||||
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:
| ||||
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. | ||||
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. | ||||
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. | ||||
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:
| ||||
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:
| ||||
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:
| ||||
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:
| ||||
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. | ||||
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. | ||||
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:
| ||||
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:
| ||||
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:
| ||||
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:
| ||||
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. | ||||
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. | ||||
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. | ||||
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. | ||||
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:
|
Other
Encounters
Enemies
Enemy | Pic | Level | HP | Abilities | Drops | Areas |
---|---|---|---|---|---|---|
Adamantoise | 31-33 | 877-1055 | Attack, Tortoise Stomp | Lower Paths | ||
Antelope Doe | 20-23 | 413-532 | Attack, Stampede | Antelope Shank Beast Sinew |
Upper Paths | |
Antelope Stag | 25-28 | 594-714 | Attack, Big Horn | Antelope Horn Beast Sinew |
Silent Arbor | |
Bark Eft | 23 | 532 | Attack, Stagnant Spray | Animal Skin | Upper Paths | |
Bigmouth Orobon | 31 | 887 | Attack, Gnaw | Orobon Liver | Lower Paths | |
Coeurlclaw Cutter | 29-32 | 750-965 | Attack, Fast Blade, Fight or Flight, Rampart, Shield Bash | Gil | Lower Paths Silent Arbor | |
Coeurlclaw Hunter | 29-32 | 750-965 | Attack, Hawk's Eye, Heavy Shot, Raging Strikes, Venomous Bite | Gil | Lower Paths Silent Arbor | |
Coeurlclaw Poacher | 29-32 | 750-965 | Attack, Feint, Heartstopper, True Thrust | Gil | Lower Paths Silent Arbor | |
Deepvoid Deathmouse | 35-37 | 1220-1409 | Attack, Somersault Slash | Animal Skin | Silent Arbor Snakemolt | |
Goblin Thug | 28 | 714 | Attack, Bomb Toss, Firecracker Shower | Silent Arbor | ||
Hoverfly Swarm | 10-14 | 192-293 | Attack | Beastkin Blood | Lower Paths | |
Ked | 47 | 2314 | Attack, Shock Spikes, Thunderstrike | Urth's Gift | ||
Kedtrap | 21-24 | 458-568 | Attack, Seedvolley, Sour Sough | Blue Landtrap Leaf | Upper Paths | |
Lesser Kalong | 35-47 | 1220-2314 | Attack, Blood Drain | Bat Fang Bat Wing Spoken Blood |
Silent Arbor Snakemolt Urth's Gift | |
Midland Condor | 30-32 | 780-965 | Attack, Peck, Wing Cutter | Lower Paths | ||
Overgrown Offering | 22 | 493 | Acid Mist, Attack | Upper Paths | ||
Qiqirn Beater | 20 | 413 | Attack, Faze | Upper Paths | ||
Redbelly Larcener | 24-27 | 568-677 | Attack, Featherfoot, Footwork, Second Wind, Triple Threat | Gil | Silent Arbor Upper Paths | |
Redbelly Lookout | 24-27 | 568-677 | Attack, Fast Blade, Fight or Flight, Rampart, Shield Bash | Gil | Silent Arbor Upper Paths | |
Redbelly Sharpeye | 24-27 | 568-677 | Attack, Hawk's Eye, Heavy Shot, Raging Strikes, Venomous Bite | Gil | Silent Arbor Upper Paths | |
Revenant | 33 | 1055 | Attack, Malice | Lower Paths | ||
River Yarzon | 25 | 594 | Attack, Snap Jaw | Blue Yarzon Leg | Silent Arbor | |
Scarred Antelope | 23 | 3192 | Attack, Stampede | Antelope Shank Beast Sinew |
Upper Paths | |
Smallmouth Orobon | 21 | 458 | Attack, Gnaw | Upper Paths | ||
Stroper | 34 | 1142 | Attack, Bad Breath | Morbol Vine | Lower Paths | |
Treant | 36-39 | 1306-1587 | Arboreal Storm, Attack, Canopy | Treant Sap | Snakemolt | |
Water Sprite | 25-50 | 594-2589 | Water | Water Crystal | Silent Arbor Urth's Gift | |
Wild Hog | 45-46 | 2112-2180 | Attack, Bellowing Grunt, Reckless Charge | Boar Hide | Urth's Gift | |
Will-o'-the-wisp | 38 | 1515 | Fire | Snakemolt | ||
Wind Sprite | 21-24 | 413-568 | Aero | Wind Shard | Silent Arbor Upper Paths |
Allies
Enemy | Pic | Level | HP | Abilities | Areas | ||
---|---|---|---|---|---|---|---|
Disorderly Adventurer (pugilist) |
35 | 6100 | Attack, Featherfoot, Footwork, Second Wind, Triple Threat | Upper Paths | |||
Disorderly Adventurer (gladiator) |
35 | 6100 | Attack, Fast Blade, Fight or Flight, Rampart, Shield Bash | Upper Paths | |||
Disorderly Adventurer (marauder) |
35 | 6100 | Attack, Barbaric Surge, Overpower | Upper Paths | |||
Wood Wailer Sentry | 35-36 | 6100-6530 | Attack, Feint, Heartstopper, True Thrust | Lower Paths Silent Arbor |
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