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Category:Grand Companies

The Grand Companies.png
"And though the Land is riven and the heavens torn asunder
It is from this Chaos that our bonds are given strength."

- Scarlet Lancer Field Marshal Ealdic the Pious


The Grand Companies of Eorzea are a military alliance of nations united in common cause to avert imminent catastrophe from engulfing the realm, each city-state charged with mustering its resources under the banner of an elite regiment. At their commanders' behests, the companies have begun petitioning able men and women to join their ranks regardless of birth and standing. In due time, that selfsame clarion call will sound out to those intrepid individuals known as adventurers.

Contents

Official Description

See: Grand Company Quests.

For thousands of years, Eorzea has been victim to a catastrophic cycle of destruction and rebirth that periodically envelops
the realm and threatens all who live upon her soil; each time faced with a tragedy seemingly worse than the last, however, the
peoples of Eorzea have found some way to persevere. One method, seemingly going back hundreds of generations, has been
the establishment of comprehensive command centers which combine the military, economic and technological resources of
a city-state in order to better prepare it for the coming doom. These are the Grand Companies of Eorzea.

The last recorded of emergence of the Grand Companies was nearly 1,500 years ago, at the end of the Fifth Astral Era and the
arrival of the great deluge which triggered the dark period known as the Sixth Umbral Era. It was through these companies
that the then warring city-states were able to put aside their bitter differences and join together to form an alliance and ensure
the realm survived.

With the recent attacks by the Garlean Empire seen as an imminent threat to the realm, there have been scattered talks of
restoring the Grand Companies to their former glory, but conflicting agendas on all sides have slowed progress. That is, until
the appearance of an adventurer who set in motion the wheels of hope.


Grand Companies

Limsa Lominsa's Grand Company -
The Maelstrom

At the heart of the Thalassocratic Navy lies the Lominsan Armada, composed of nine independent squadrons, the First through the Ninth. The Maelstrom is an extension of the First Squadron, expanding its role as armada flagship and granting it power to administer not only the remaining eight squadrons, but the various merchant fleets that navigate the seas off Vylbrand. With the reestablishment of the Maelstrom, the Admiral has invoked ancient maritime law, by which she promoted herself to Chief Admiral, effectively expanding her authority to cover not only state and military dealings, but grant her the power to directly command all ships in Lominsan waters, and freely punish any who disobey. Needless to say, the city-state's pirates are not about to take this encroachment on their freedom without a fight.
Gridania's Grand Company -
The Order of the Twin Adder

The Order of the Twin Adder, establishes a medium from which the Seedseerscan return from their wanderings deep within the Black Shroud and directly oversee not only the safety of Gridania's citizens, but the workings of the local guard. Both the Gods' Quiver, who defend the forest from external threats, and the Wood Wailers, who protect it from internal strife, have expressed their support of this temporary measure. There are, however, those within Gridania who would question the ability of the Seedseers, whose duties until now have been limited to various ritualistic proceedings, and doubt whether or not they are fit to lead a nation into war.




Ul'dah's Grand Company -
The Immortal Flames

Currently, the bulk of Ul'dah's military strength comes from their standing army of mercenaries and the small contingent of the palace guard known as the sultansworn. To bring order to their ranks and oversee additional wartime training, the Sultana has considered resurrecting the Immortal Flames - an elite force of battle-hardened veterans that once instilled fear in the city-state's neighboring nations during ages past. This unit would act as a core aspect of the army, essentially bolstering its power, and in effect grant more authority to the sultana and her advisors—something of which those in control of the city-state's economy—namely the Syndicate—are wary.




Company Ranks

Arduous work, stalwart dedication, and a display of unrelenting perseverance within each city-state Grand Company is never overlooked. Those who strive to continuously be the best asset for their respective army will be rewarded in the shape of rank promotion, unlocking more rewards and benefits from the Quartermaster NPC.

Company Seals

Grand Company Seals.jpeg

Company seals are the main currency used within the Grand Companies. These are used to purchase key items, medicines, weapons, and armor, some of which are unique to each company, as well as to advance in company ranks. Initially, players can hold a max of 10,000 seals, but as they progress in ranks, they can hold a maximum of 50,000 seals.

There are multiple ways to acquire Grand Company seals:



External Links

Pages in category "Grand Companies"

The following 4 pages are in this category, out of 4 total.

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