[SIZE="5"]Gridania + The Black Shroud[/SIZE]
Location: Eastern reaches of Aldenard continent
Guardian Deity: Nophica, the Matron, tender of soils and harvests, and goddess of abundance
Political Structure: Theocracy
Leaders: The Seedseers, young oracles who communicate with the forest`s elementals and guide the nation. Kan-E-Senna, eldest of three siblings, is head of the Seedseer Council
Economy: trades based on natural harmony - forestry, agriculture, carpentry and leatherworking.
Military: The Wood Wailers (lancers) , the God's quiver (archers), who protect the forest and act as sentries, often patrolling the woods.
-Area around Gridania is called the Twelveswood locally and the Black Shroud by outsiders
-The Hedge borders the Twelveswood. This is a wall of trees that shine and are said to be created by the conjurers. If anyone damages them it brings on the wrath of the elementals and pretty well gets them killed
source: Basewin
-The Twelveswood protects Gridania and without it Gridania wouldn't be able to survive
source: Blandie
-The Tinolqa popoto is an insanely delicious vegetable that even veggie haters will love. The plant grows just north of tranquil and is a favourite food of the opo-opo's in the area (Popoto-opotos to be specific)
source: Mestonnaux's memorandums, 'A Well-Balanced Diet' quest
-The wood wailers get rid of those who are already in the forest while the god's quiver is tasked with keeping people out of the forest
source: Wybir
**-The Sicksa is a legendary beast of Gridanian folklore. However, no one has been able to confirm its existence until recently.
source: Beli, 'The Search for Sicksa' quest
-It is Hyrstmill tradition to honour a deceased's memory with treehollow brew.
source: Eadbert (a Wood Wailer stationed at Hyrstmill), 'Last Respects' quest
-Bands of Ixal tend to wonder into the Twelveswood and attack Gridanians they come across. The God's Quiver and the Wood Wailers try to hunt them and kill them to prevent them from attacking others. They believe that by doing this they are quenching "the vengeance" of the elementals.
source: O'dhinek of the God's Quiver, 'Hunting the Hunters' quest
-When the elementals of the forest are upset ('their fury is on them') they are a danger to everyone, including gridanians.
source: O'dhinek of the God's Quiver, 'Hunting the Hunters' quest
-The Gridanians see the beast tribes as something completely opposite from them and don't believe they should every try to co-exist or understand them.
source: O'dhinek of the God's Quiver, 'Hunting the Hunters' quest
-Gridania exiles anyone who shows any sympathy or helps a beastman. For example a healer attempted to heal the wounds of an injured Ixal due to "the healers' oath". It seems as if they were exiled for the action.
source: O'dhinek of the God's Quiver, 'Hunting the Hunters' quest
-There are 3 "Seedseers" who occasionally meet in Gridania but usually spend their days in the Twelveswood listening to the elementals. RayOSenna, KanESenna, and ARuhnSenna.
source: Kinnison, Mestonaux, Moshroca, Nellaure, 'Seeing the Seers' quest
-Seers are worried that with so many new adventurers appearing in Gridania, Imperial agents could slip through the borders.
source: Sybell, 'Seeing the Seers' quest
-Seers -may- communicate with the elementals by putting their hands on the bark of the "forest giants" which are probably the largest trees.
source: Nellaure, 'Seeing the Seers' quest
-The Conjurers of Stillglade Fane occasionally hold a "rite of cleansing" which for the most part takes place at the Greatloam Growery. The magic done during this ritual diminishes the greenwrath of the elementals and allows for Gridanians to live in harmony with the Twelveswood. It also purges those attending of woodsin.
source: Mestonnaux, 'Scrubbing the Soul' quest
**-It seems that the Twelveswood is able to summon beasts or some sort of light-based being to ward off those that would damage it (not necessarily elementals).
source: Bardo, 'Scrubbing the Soul' quest
-Seems that Quarrymill doesn't want to let any sylph in. Also seems that woodwailers are kinda blind (possibly cuz of their silly masks) since the one guarding Quarrymill thought I was a sylph for a second ;x
source: Hedheue
-Some people in Gridania are Ala Mihgans and therefore not of the wood, but the elementals let them stay. However the choice as to whether or not someone can stay or go is up to the elementals.
source: Nathaniel
-Wind elementals gather in Quarrymill and make it easier for insects to fly around thus icreasing pollination
source: Evardoux
-Conjurers are the only ones who can help those who have woodsin
source: Nicia
-The Carpenter's Guild takes care of Gridania's children since their parents are usually too busy working or they have lost their parents as a result of the wood or war.
source: zuzupoja
-There is a magic tree stump in the forest, where anything that is placed on it gets fixed shortly after by the moogles
source: Sylbyrt
-Between the forest and the mountains of Ishgard are the Ixal's homelands.
source: Flavielle
-Ixals tend to kill and then run away if they are outnumbered instead of fighting
source: Flavielle
-Gridania acts as a communist-type society. Guilds give each other their goods and only take what they need. So basically everyone shares things and works together.
source: Nonco Menanco
-Some want the aetheryte technology to be used militaristically against the Ixal and Garleans
source: Sybell
-Lily Hills (the zone you can't enter in the North) is where the wealthiest in Gridania live.
source: Eldid
-Gridanians kind of think as Ul'dahns as greedy people who tend not to respect the forest
source: Mestonnaux and others in quests that make random remarks
-The moogles teach Gridanians which trees and grasses can be cut and which fruit and nuts can be picked
source: Cicely
-The Stillglade Fane (Conjurers guild) is sacred ground marked by "theSkyserpent's Egg" a stone sent to Eorzea from the heavens by Nophica the Matron
source: Khuja Zhwan
-The Sylphs conjury magic far exceeds what can be done by the Conjurers of Gridania
source: Foforyo
-moogles first taught man the language of the elementals. Only some have the gift to communicate with them and it requires a lot of training
source: Maroile
-The God's Quiver (Archer guild) seeks to punish anyone who would harm the Twelveswood
source: Nonolato
-The ruins of the deep forest (assuming the broken castle and hole thing near last hold) are the cornerstone of Gridanian history and sacred
source: Eadbert
-Hyrstmill is a haven for Gridanian warriors and they often tend the wounded (mostly archers fighting the Ixal)
source: Comoere