Zenos flies to the end of all creation to be with you, pours his heart out and offers you the most meaningul gift he can think of, all on a field of light framed by the stars.
It's all very romantic if you think about it :D
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Nothing romantic about being stalked tbh.
I know this headcanon is not true in the slightest, but it's been sticking in my head ever since I played the MSQ:
The title for a traitor to Garlemald is "viator". More specifically, "outcast and enemy to Garlemald", and so the title "viator" is given to mark them as a "wanderer"/"traveller", ie an exile with no home.
However, this is a post facto explanation given for internal Garlean consumption. After all, Solus was the one who came up with the list of Imperial titles, and when he had to think up a title for someone branded traitor and outcast, the first thing he thought of was "traveller", because Emet-Selch still has lingering and complicated feelings over Azem's actions and the Convocation's reactions.
And that also plays further into my earlier comments about him still having lingering feelings over Venat, and Lahabrea still feeling salty about having his concept used without his permission.
Goddess, the Unsundered sure are/were a psychological train-wreck (but then, 12000 years worth of emotional baggage would change a person I guess).
I used to think it made no sense to play through the entire story as anything other than a hyur, especially after what we learned in Shadowbringers.
But after Endwalker, my new headcanon is coming back as a cat or a bunny or whatever is exactly something Azem would do, just to troll Emet-Selch and the Unsundered. This is especially the case if you play a Lalafell.
"Ha! I kicked your ass as a potato!"
I have a headcanon that the reason you get the Wind-up Herois after beating Endwalker is because the WoL has it commissioned offscreen, considering they're probably the only person alive who has seen what Venat looked like before she became Hydaelyn. It seems like something they might do to remember her by. I also think that the reason Argos gets unlocked as a mount after Endwalker is because now that Venat is no longer around you've essentially become his new master.
Less headcanon, more salt, sorry if anyone else has mentioned this already:
The Echo is useless and actively harmful, UNLESS you have Antagonist listed anywhere on your character sheet.
My reasoning:
Every time the WoL and people allied with the WoL have Echo visions, they are immensely painful headaches. Sometimes so debilitating are these visions that they are taken advantage of by people outside of Echo-user's head.
And if an Antagonist has access to the Echo, they always have the ability to use it in ways to IMMEDIATELY counteract anything related to the protag's Echo.
Examples off the top of my head, not including the HEADACHE scenes which are just standard Echo affair:
1) Stormblood, WoL gets Yotsuyu-related Echo visions. Nearly gets hit in the face, only doesn't because Lyse is there.
2) Bozja storyline. Mikoto's future visions are nearly-useless most of the time, and the few instances she tries to take advantage of them to help the WoL and the cause of the rebellion, it goes wrong. More on that later.
3) Shadowbringers. Multiple instances of the WoL getting an Echo vision that results in somebody getting away, a Sin-Eater / Cardinal Virtue getting off scott-free, somebody getting stabbed, what have you.
4) Endwalker, Melee DPS Role Quests: Echo vision striking and putting WoL down to their knees right in the middle of a horrible combat situation.
5) Heavensward, Ysayle is the only other person with the Echo there besides you. Shiva proves to be a useless transformation at multiple instances, and the one instance of it proving capable (the pursuit by BIG fucking Garlean airship), she dies the next scene after.
Meanwhile Antagonists, include:
1) Zenos, who uses his Echo to do such things as: Possessing a Primal. Becoming an Ascian after death. Eating the Mothercrystal. Becoming a Primal and breaking his way through space-and-time through battle autism.
2) Misija, topically enough, who gets the exact same future visions as Mikoto, gets to know that Mikoto ALSO got those visions instead of something else entirely, and ALSO gets an effective and powerful Primal summoning + transformation (at least until she became a boss fight in Delibird Regibird or however you spell that instance).
3) Fordola at first, who funnily enough proves both of these points. Her first bit of Echo usage includes combat precognition, warranting an entire plot bit around the revolution of Ala Mhigo where we have to create a set of tools specifically to counteract this combat precog.
The only reason the Echo existed was for exposition dialogue and flashback sequences. Every other time it's invoked, and even instances where it's used to give only exposition, it comes at a cost. It's frankly a liability, and it doesn't surprise me that after Venat "teaches" the WoL how to "use" their Echo in Elpis (a scene that infuriated me to no end), we get NO other instances of the Echo throughout the entire rest of Endwalker.
tldr plot device make upsetti spaghetti
To tie up the point I was making on Fordola before I realized I was running out of text space due to unhinged rambling and ranting:
Fordola began with her combat precognition Echo, and after she was imprisoned and slowly started becoming a side-protagonist, she never uses it or seems like she has access to it anymore. And in exchange, gets a non-stop influx of negative emotions and memories from everyone around her.
Not true, at least, outside the EW main scenario - the EW role quests feature at least one Echo scene in them (at least, the tank one does - it's how the WoL determines the identity of the Blasphemy they're hunting as formerly a padjal).
Also Fordola's Resonance power is equally a hinderance/curse as it is a help - she doesn't even experience actual visions like the WoL does, only snippets of memory as still images shuffling quickly and uncontrollably like a broken Powerpoint presentation (she also seems to get some emotional feedback from the target as well, as when she experiences the WoL's memories, she's reduced to a quivering heap wailing "HOW ARE YOU STILL HERE? AFTER ALL THE TRAUMA AND DESPAIR YOU'VE EXPERIENCED??"). Ardbert and his friends (when they're the Warriors of Darkness) also clearly suffer discomfort when they experience the same Echo vision as the WoL in the first encounter with them.
So it is definetely a curse as well as a blessing, but I disagree that it's better or more powerful for the few antagonists that can use it (rememeber, the Echo is simply a sliver of the Creation magic/aetherial manipulation powers the Ancients possessed, watered down by the Sundering - every Echo user is the reincarnation of an Ancient/possesses an Ancient's soul, other than Zenos and Fordola whose powers were bastardized copies of Krile's Echo - the later I actually have a theory about why the Resonance worked with them, is because they were both unwoken Echo users themselves anyway, as in, they're both reincarnated Ancients too - it's why Zenos kept having dreams of the Final Days of Amaurot even long before he got the Resonant procedure.).
But that's enough thread derailing from me. :P
You would think the WoL would be more inclined to try and get a handle on their echo, seeing as the Ascians and Zenos have repeatedly told us we kinda suck at using it.
Even if you didn't believe those guys, when Venat teaches you that neat 'reading the land' trick you'd think the first thing you'd do after would be to sit her down and ask her how to solve the migraine and falling over mid-battle issues you've been having.
I'm starting to think our WoL likes the headaches and not being able to control them... >.<
I do question just how much the Garleans managed to glean about the Echo from the Resonant research.
It's implied all of the data from their various projects was being relayed back to the capital, so perhaps there's still some secrets to be found there...assuming someone else hasn't made it off with it already.
True, if we presume they only really had krile wouldnt most of the data relate to Krile's iteration of the echo?
It could simply be that to control it is a form of meditation, where you know what you want to see and must open yourself to it with the land answering you. However, peering into somebody's soul may in fact be more difficult and taxing, and thus requires the "opening" of the individual thinking of the memories and the WoL wondering just what caused whatever is happening.
Thing is, 1.0 actually indeed had you learning to control the Echo at will - the first thing Minfilia does upon joining the Path of the Twelve in 1.0 (Minfilia's predecessor organization to the Scions), was that she asked you to "use the power of the Echo" as a test to see if you were truly awoken to it or not, and from then on, at points in the story the game would actually prompt you to "Use the power of the Echo?" in order to trigger an Echo vision. This was changed (and possibly retconned) in ARR however where Minfilia actually laments "it's a shame we cannot use the Echo whenever we wish", which made me facepalm when I heard her say that, and Echo visions occur automatically without any input from the player.
I suspect the meta reason for the change though was the... disturbing implications having such a power to use whenever you wish would have, namely, being able to influence someone's soul and actually peek into, and interfere with, their memories would come across as basically mind rape, even if it was for benign purposes. Having no control over it would soften this image somewhat, making not just the person whose memories are being shown but the Echo user themself as a victim of circumstance.
Either way, we've gotten way off track here.
It is possible to use the Echo to read memories at will, and we learn as much on Elpis:
'There are two ways to see the past. The first entails peering through the walls of the soul in the moment a subject is recalling a memory. The second requires no subject, and is instead a process of piecing together an event from ripples left in the ambient aether. As memories are etched upon the aether of the soul, so too are they etched upon the aether of the world. In this way can history be preserved. Such memories are given to fading, however, and can prove challenging to visit.'
That's likely why you can't really lie in Amaurotian society. Any 'memory' that you verbally report can be cross-matched against the aetheric signature on your soul when you recall it to confirm its validity. And even if you don't say anything, the memory of the world itself is a witness. Granted, it's not completely foolproof if you have a means of altering memories, but I got the impression from Emet's remarks that Kairos' functionality wasn't strictly in line with the rules.
Narratively, though, it's primarily there to help you empathize with various characters and understand their motivations, much like your typical manga flashback.
Here are some of my crazy personal headcanons that I thought would make more sense :D
- Some extreme and savage encounters are canon while others are a combination of normal and their harder difficulty with few normal-difficulty encounters being canon. For example, I consider Thordan ex, Hades ex, Zodiark ex, Exdeath savage, and Kefka savage to be the canon over their normal counterparts.
Meanwhile, I consider Shinryu, Innocence, ShB WoL canon encounters to be a combination between the extreme and normal difficulty
And then we have O12N, Bahamut, Ultima weapon encounters are canon as they're in normal (No Omega didn't transform into some abomination and Bahamut didn't become super Sayan)
- Instead of being one consistent job. My WoL label himself as an adventurer who keeps learning and trying out new jobs whenever possible. As a result, my WoL is an all-rounder who uses every job actions and even enhances some actions further based on the knowledge gained from other jobs.
- Azem's crystal does not summon random guys out of nowhere, but instead, it gives me the advantage I need. For example, against Meteion it summoned a solid ground for me to stand and move freely on while also enhancing my abilities. Against Zodiark, it summoned seven solid clones of me to fight. Against ShB WoL, it just freed me from the rift.
Perhaps not a headcanon so much as it is a theory, but with all the myriads of...questionable experiments the Garleans were conducting in the research facility beneath the imperial palace, I'd be surprised if tampering with the void wasn't one of them given their people's history with the Reaper job, and perhaps that has something to do with both how Zenos got his avatar and why the tower is still radiating that unpleasant aura.
I suppose mine is that Etheirys will eventually return to being whole without Hydaelyn. It may take thousands upon thousands of years, but I believe that the sundering will naturally correct itself over time. The only exception is the 13th, but I'll be surprised if we don't handle that situation before the end of the game's run.
This honestly makes really wonder if/how they'll touch on the reflections other then the 13th going into the future, because while they can't reasonably devote an entire expansion to each, having them all of them relegated to a single expansion where we perhaps need to somehow "reinforce" the boundaries keeping them from rejoining with the Source in order to prevent disastrous consequences for all would feel similarly awkward after how the First was handled.
There's a lot that the writers could do with them, depending on how Y'shtola's shard travel plotline develops. The reason why the First provided content for only one expansion was because it was largely destroyed by the Ascians, with Norvrandt being effectively just a parallel universe version of Eorzea (i.e. Limsa/Eulmore, Amh Araeng/Thanalan, Rak'tika/Twelveswood, Il Mheg/Coerthas, Lakeland/Mor Dhona). If you have a largely intact shard with multiple connection points to the source, you functionally have a Link to the Past style Light/Dark World approach to travel and bypass barriers/obstacles that you may encounter in your journey (you've doubled the size of the world map, but you don't have to reveal the entire landmass and explore it all at once). A smaller shard could easily be used as the basis for side content, be it a Relic storyline or Deep Dungeon. They don't have to show their hand until they're ready to play it.
They'd likely have an expansion for each Shard, and I have a feeling you're right on the money for what we'll have to do. Hydaelyn Sundered the world and Zodiark altered the aethercurrents...since Zodiark being gone currently has the Aethercurrents repairing themselves back into their original state (as shown by the FSH Studium questline), then Hydaelyn being gone means there's nothing keeping the shards separated anymore, they're going to combine. Probably not today or tomorrow, but over time they will...and with possibly the biggest Calamity the world will have ever seen.
In one such scenario, The First and 13th will likely have to be repaired before anything is done. A task easily done due to the excess energy in both. The First has too much light, not enough darkness. The 13th has too much darkness, not enough light...have their energies bleed into each other just enough, and they'll stabilize themselves.
Given that there seems to be a connection between the Lifestream of the Source and the shards due to Hydaelyn being able to return some departed souls from the First, I wonder if it's the primary force that exerts the "pull" on the shards whenever a rejoining happens. Perhaps the "stakes" mentioned in the Golden Dhyata's prophecy could be referring to stifling if not severing that connection so that the shards can exist independently with no risk of being rejoined..
I also suppose the game could reasonably give each shard an expansion assuming it runs long enough. If we're looking at the remaining regions of the Source, there's at least three more expansions to be had there alone between Ilsabard, Meracydia, and the New World. Nagxia, Rabanastre, and Hingashi also account for enough landmass together to be future expansion material as well.
Oh, I do like that as the eventual capstone expansion a la Rhapsodies of Vana'diel with a callback to the first major arc (after we've had whatever the next ten years plans are, which I hope are focused on the present day) to be a return to the Shards and hoping through the other remaining worlds with the goal of saving them. The idea of Rejoining the Shards is counter to every single action that the WoL has taken and framed to be, reversing the goals and triumphs of Shadowbringers and Endwalker, whereas "save the rest of the shards so that they permanently may have the freedom to continue on forward and grow without fear of becoming devoured by their parent world" to fit in with the themes of XIV. On the small scale, I find the championing of the idea of the WoL going around "collecting" the heroes of the other Shards to claim their fragments of Azem for a power upgrade both ...bizarre and unappealing, to put it gently. If we do ever go to another Shard and meet another WoL that has an Azem spard, my greatest disappointment would be if they kill that character off like Ardbert. Undoing the Sundering is something I cannot understand the game ever arguing for - but Stabilizing it makes sense. And that said Stabilizing would work as something touched on in 6.1 with the Studium Quests and a lecture or two involving Y'shtola, then put on the back burner with a handwave of 'we the Scions have done what we can/the natural process will work itself out/this is something that a hypothetical sequel generation deals with' and then bringing back the phenomenon and exploring the fate of the Shards and working to save them several expansions later. It fits with how they leave story hooks open but allow for another plot to be the immediate focus.
I think the First only worked because it was on the precipice, 9/10 of it had been consumed by the flood so only Norvrandt was left. There's no reason that we know of why the remaining shards (excepting the 13th) wouldn't be full planets and players would rightfully wonder why we could only visit one continent. It's possible one (or more) of them could've obliterated itself similar to any of the worlds in Ultima Thule, but that's not dissimilar from what happened on the First so it'd still feel like a repeat of sorts. Were one embroiled in a world war it could not be safe for us to leave our destination, but they're wanting to move away from war stories (probably for the best).
Personally, I'd rather everything became whole again but I've never liked the sundering, which was compounded given the context of EW. The possibility that everything will eventually right itself brings me a measure of peace. At the very least, my 'crazy personal headcanon' is my WoL merges with all their other shards before returning to the aetherial sea so they can be fully cleansed as Azem and rejoin all their old friends.
Only if they all happened at once and assuming there are no mitigation efforts that can be made. I don't know what a rejoining without having to polarize a shard looks like either, maybe it's not as violent as what the Ascians were having to do.
When Elidibus got trapped in the Crystal Tower on the First, he was affected by the residual after-effects of the Crystal Tower having crossed space and time.
This helped him gain some understanding of how to manipulate the workings of the Crystal Tower to send us into Elpis, using his own aether as fuel for the time and space manipulation required. Therefore, Elidibus's aether was scattered across the timestream and across dimensions just as the Crystal Tower was, and this is why we get the Warrior Of Light armour set while running Labyrinth Of The Ancients.
I've been chewing over a bit of a theory lately to explain the connection between Azem, Azeyma and Azim, and my headcanon is that after the Sundering, the newly Sundered Azem held onto the scraps of memory that remained and continued to be the 'protector of man', acting as something of a knight errant around the world looking out for their fellow Sundered (and the new life born after), a warden of the people so to speak. Eventually though, their now finite lifespan caught up to them and forced them to pass on their mask, and their weapon, onto the next generation, training an 'apprentice' of sorts, with the apprentice becoming the new Azem on the previous one's deathbed.
Over time and several generations, each successive Azem continued to protect the people, but the story of their origin started to muddle and wane as such stories do with each retelling. The turning point was when a male au ra (or an early ancestor of the au ra), became the new Azem, and decided to further travel to what is now known as Othard, and ended up inadvertently founding xaela culture, only to perish there in unknown circumstances, thus also losing Azem's mask and weapon.
Hence, the 'order' Azem founded disappeared, and the tattered remnants of their memory gradually shifted into what became Azeyma the Warden, goddess of the sun (due to a tattered recollection of Azem's sun symbol of their seat on the Convocation), and that successive generations could no longer even remember what gender Azem had been originally, thus deifying Azem as a goddess of the sun, regardless of whether Azem was a woman originally or not. And in the East the ancestors of the xaela recalled Azem as 'Azim the Dawn Father', the one who created their culture, remembering them as a male au ra without knowing where the name originated from, and naming the lands they dwelled in accordingly. And this has continued into the present day.
A coda to this is due to both Ascian meddling and also Hydaelyn starting to guide things as the First Calamity approached, Azem's role as protector was replaced by the first Warrior of Light (who, of course, was Azem's first reincarnation). That point I'm still working futher details out though (like, how Azem's soul fragments on the Shards carried on), but I'll work them out eventually! :D
And of course, this whole theory is so full of holes and almost definetely isn't what SE has probably thought of (and the upcoming Myths of the Realm raid is all but certainly going to completely destroy this headcanon), but I like this idea anyway (especially in the abscence of anything else to explain the connection, until the aforementioned raid is added). Thus, feel free to sink it with criticism! :D
I always thought that it would be either Elidibus or Emet who made the Warrior of Light set in there for being sentimental. Not due to this. Since one of my headcannons is Emet throughout time has been trying to not only find the barrer of Azem's soul, but also try and indirectly try and stir up their memories if they saw hints about their past self. For even though they had our memory crystal he didn't seem to want to force those memories onto us? Meanwhile Elidibus might have forgotten Azem's name and what they looked like but remembered the armor they must have worn at some point. Along with he holding its wearer in high regard at some point.
Azem was actually better at teleportation magic than combat magic. The WoL's ability to teleport themselves endlessly is the remnant of Azem's specialty/talent for teleportation magic.
I don't remember anything about Azem and teleportation magic. Where was this?
until further updates say otherwise i think we can safely say azeyma isnt linked to azem.
Right, just realised what thread this was...
The biggest reach of a headcanon I have is that Fantasias do exist, but they're both rare and extremely easy to fake, which leads to most people not thinking they're real. After all, the item description says it looks and tastes like water; how the hell are you gonna be able to prove it's legit outside of trying it yourself?