Fornax Cluster

33,700,000 LIGHT YEARS

Clusters are families of entire galaxies, that unlike real families aren’t bound together by blood, petty feuds and love, but gravity. They contain enough matter to pull even distant family members toward them — again, with gravity, not a bad conscience and wedding ceremonies like real families do. Hanging out 60 million light years away, you could call this cluster of galaxies the next neighborhood over from ours.

Final Fantasy XIV: A Realm Reborn – We Must Rebuild

Momodi of the Quicksand wants to introduce you to a certain someone at the Ul’dah Dispatch Yard.

Momodi: Well, younglin’, how are you findin’ our fine Ul’dah, then? Got your bearin’s about you yet?
Momodi: If so, mayhap it’s time you ventured beyond the city walls. The bustlin’ streets of Ul’dah are one thing, but the wilds of Thanalan─that’s another altogether.
Momodi: I know a bloke you might fancy speakin’ to, and he you. Name of Papashan. You’ll find him over at the Ul’dah Dispatch Yard. No doubt he’ll have some work for you.
Momodi: The Dispatch Yard’s over in central Thanalan. Just head out the door across the hall and you’ll see the Gate of Nald staring right back at you. Pass through it and head east. You’ll come upon it ‘fore long.
Momodi: There’s dangers beyond the wall, though. More than I’d care to count. Nothin’ too terrible, mind you, but feisty enough to attack if you draw near. Don’t say nobody cared enough to warn you.

Papashan: Well, you certainly look the part of an adventurer, my friend. Might you be the good soul Momodi advised me to expect, hm?
Papashan: I am Papashan, stationmaster of this humble Dispatch Yard.
Papashan: An empty title, I assure you. I truly am no more than a tired old Lalafell passing his final years in quiet and solitude.
Papashan: Twelve know there have been plenty of both these last five years since the Calamity struck. The devastation…was vast.
Papashan: Yet now true Ul’dahns work together, doing all in our power to rebuild what was laid to ruin. By the sweat of our brows and the love of our home, we have rebuilt Ul’dah to the grandeur and majesty that you see today.
Papashan: The railways which run through this Dispatch Yard, too, were born of the noble efforts of a great many souls.
Papashan: But there is still much work to be done. The wounds left by the Calamity run deep. Isolated areas beyond our lines of supply remain, and there are places yet wanting for relief and restoration.
Papashan: Ul’dah needs the aid of you and your brethren, friend. In fact, never has our need been more dire.
Papashan: Which brings me to the point, I suppose. I do believe I may have some work suited to one of your ability.

Virgo Supercluster

144 MILLION LIGHT YEARS

If the observable Universe is our world, the Local Group of galaxies our neighborhood, and the Milky Way our house, the Virgo Supercluster is our city. The “city” has more than 700 galaxies in 100 Local Group “neighborhoods”, and stretches 110 million light years across. To put that in perspective, if the observable Universe is a sphere with a diameter of 1 km, large enough to contain the tallest skyscrapers, the Virgo Supercluster is a sphere 1.47 m across, about the height of a child. On that scale, the Milky Way is a tiny disk 2 mm across.

Final Fantasy XIV: A Realm Reborn – Close to Home (Limsa Lominsa)

Baderon, proprietor of the Drowning Wench, wants you to perform three tasks that will help you learn the fundamentals of adventuring.

Baderon: Right, then. Let’s start ye off nice an’ easy with three tasks what’ll ‘elp ye get used to life ‘ere in Limsa.
Baderon: Firstly, if ye ‘ead down a floor then point yer nose to the west, ye’ll get an eyeful o’ the great glowin’ crystal in the middle o’ the courtyard.
Baderon: That’s an aetheryte─a device what can move ye from one place to another in the blink of an eye. Ain’t no swifter way to travel─providin’ there’s an aetheryte where ye want to go, o’ course.
Baderon: ‘Ave a chat with the Yellowjacket on guard down there an’ ye’ll be treated to a lecture on the workin’s o’ the device. ‘Fore ye do that, though, remember to touch the thing. Strange as it sounds, it won’t work till you ‘ave.
Baderon: Second on the list is the marketplace. Ye’ll find weapons and armor and all yer ‘venturin’ bits and pieces fer sale in the district what lies beyond the aetheryte.
Baderon: Don’t go throwin’ yer gil around just yet, though, or ye’ll get fleeced quicker’n ye can say, “Why’s me coinpurse so light?” ‘Ave a word with Swozblaet, instead. ‘E’s the ‘ead o’ the Merchants’ League, by the way.
Baderon: Give ‘im this old octant, an’ ‘e’ll treat ye well.
Baderon: Fer the last o’ me ‘elpful ‘ints, I suggest ye meet some fellow spell-slingers at the Arcanists’ Guild.
Baderon: I guarantee ye’ll learn a few new tricks fer yer tome if ye decide to join their crew. Murie at the front desk is the one to get ye started.
Baderon: Got all that, lass? Seein’ to them three tasks’ll take ye on a little jaunt ’round the city, an’ ‘elp ye work out where everythin’ is. Now, I’ve best be gettin’ on. Run along, eh?
Baderon: Bugger it! There I go, sendin’ ye off without tellin’ ye summat crucial. That bloody Calamity’s made a right mess o’ me memory, I swear. Well, that or the ale… Anyroad, while yer out, if ye ‘appen to pass any poor sods what look like they might need yer ‘elp, consider givin’ their tale o’ woe a listen, eh?
Baderon: Sounds like a chore, I admit, but ye never know what interestin’ opportunities could be lurkin’ out there, just waitin’ fer ye to stumble on ’em. Fer example, Niniya over yonder’s been castin’ glances at ye since ye waltzed in.
Why not lend an ear an’ see what she ‘as to say? Aye, yer like to find yerself runnin’ odd errands in the beginnin’, but once ye build a reputation as a woman folk can trust, the jobs’ll get ‘arder an’ the rewards more generous.
Baderon: If ye’ve the time, I’d also seek the advice o’ the Smith ‘ere in the Wench. The lads as bear that title ‘ave some fine advice fer them what’re just startin’ out in the profession. An’ that, my girl, is ‘ow ye go about becomin’ a legend among ‘venturers.

Skaenrael: Heading down so soon? Best you sort out your affairs here before you start gallivanting about. I’ll let you use the lift soon enough.

Niniya: Well, would you look at this─a shiny, new adventurer. Listen close, lass, I’ve some information that might just help put you on the map here in Limsa.
Niniya: I was passing through Bulwark Hall below not long ago, and saw a bunch of herbs just scattered about on the ground. Now, I’m not entirely certain, but I think they might’ve been the black market wares known as “dream flowers.”
Niniya: Limsa Lominsa is a busy port, and not all the merchants that blow in across the Strait are above board, if you know what I mean. How’d the plants end up in the Mizzenmast? Who knows─might’ve been a deal gone bad. The important thing is you make a name for yourself by handing them in.
Niniya: Speak to Skaenrael, and she’ll get you down to the first floor. Then all you have to do is pick up the herbs, and take them to Ahldskyf at the Octant. Being a worldly captain, he knows a thing or two about such shady goods.

Ahldskyf: Yes, I am Ahldskyf. You have some herbs you wish me to examine?
Ahldskyf: …Yes. As you suspected, these are the highly illegal blooms known as dream flowers. They are the prime ingredient in the creation of “somnus”─a substance whose fragrance is said to lull the sniffer’s mind into the sleep of death.
Ahldskyf: …Forgive me, I could not resist the jest! These herbs are naught more than Althyk lavender, a common enough export from Limsa Lominsa. In fact, these probably spilled from crates that were loaded onto my very own ship.
Ahldskyf: I think someone has been having a bit of fun with you, miss. But not to worry! You’ve learned a few things, and made a new acquaintance. Well met!

???: Ah, another novice adventurer. Aye, Baderon has sent more than a few of your kind this way of late.
Sundhimal: I am Sundhimal, one of the Yellowjackets tasked with keeping the peace in the city. It is also my charge to provide guidance in the use of this device. Fear not, I shall be brief.
Sundhimal: Aetherytes are crystalline structures that tap into aetherial energies. They are primarily used as a means to travel swiftly from one place to another.
Sundhimal: Return and Teleport─the most common transportation spells─make direct use of the aetherytes and their connection to the flow of aether.
Sundhimal: And as these devices are found in almost every corner of Eorzea, any adventurer worthy of the name will wish to seek out and attune herself to each one.
Sundhimal: Once you have expanded your horizons beyond the walls of the city, you will soon find yourself performing the act of attunement as a matter of course.
Sundhimal: There is, however, no need for unseemly haste. The aetherytes found in and around the city will be sufficient for the present, I assure you.
Sundhimal: Should you wish to learn more about aetherytes or transportation magic, I will be here to answer your questions.

Swozblaet: A fine day to you, madam! Welcome to the most replete marketplace in the grand realm of Eorzea, where every shelf groans under the weight of wonders borne from all four corners of the world!
Swozblaet: Pray browse the stalls until your eyeballs ache from ogling the overabundance of unbelievable bargains! Now, as much as I would love to elaborate upon the unrivaled quality of our merchandise, I must tend to some cargo but recently arrived at the docks─
Swozblaet: Hm? You bear a gift from Baderon? Whatever could it─ Ah! My octant! By the Navigator, I must have left it behind in the Wench─along with a week’s pay and several bells’ worth of intoxicated memories!
Swozblaet: I am most grateful to have it back! This tool is a keepsake from my days as a ship captain, you see. Needless to say, your good deed must be repaid, and what better recompense than the wisdom of a master merchant?
Swozblaet: If it is simple and sturdy adventuring equipment you seek, you need look no further than the East and West arms of Hawkers’ Alley.
Swozblaet: Lest you doubt, each gil you invest in arms and armor will be money well spent. Adventuring is, after all, a dangerous profession by its very nature.
Swozblaet: It goes without saying that Hawkers’ Alley boasts stalls specializing in the tools of every martial discipline imaginable.
Swozblaet: And within but a few steps are bazaars and apothecaries that will most amply supply all your potion and perishable needs.
Swozblaet: Our keen-eyed agents procure a frankly befuddling range of wares during their sojourns to distant shores, so it pays to become familiar with the type─and price─of the goods offered by each stall.
Swozblaet: Such knowledge will serve you well if your purse is light or your time is short.
Swozblaet: Ah, but verbal instruction of this kind will only profit you so much. Experience has ever been the surest teacher─if not the kindest. I invite you to explore the markets for yourself.

Murie: Welcome to the Arcanists’ Guild. It is here that we research and develop the field of arcanima.
Murie: Arcanima is the science of employing “arcane geometries”─intricate patterns that map the unlocked mysteries of existence─to draw forth and manipulate the body’s aetheric energies.
Murie: Ah, but if I am not mistaken, you already possess some rudimentary understanding of the craft. Shall I deepen your knowledge of our history, as well?
Murie: The roots of arcanima can be traced back to the esoteric calculations practiced by the people of the south sea isles. It was these island folk that first discovered a method to express natural phenomena in mathematical terms.
Murie: Building on this process, the existing mathematical formulae were further developed into arcane geometries─precise patterns that allowed a practitioner to weave aether into specific magical effects. The mages who invoked this new form of magic became known as “arcanists,” and the school of arcanima was born.
Murie: Many such mages, wishing to expand their understanding of the world, took to the seas aboard trading vessels. Upon their arrival in Limsa Lominsa, arcanists found themselves welcomed into the academic elite, and soon secured positions in the realms of governance and counsel.
Murie: The knowledge of an arcanist, however, is traditionally passed on from master to chosen disciple. As such, Admiral Merlwyb, counting several wielders of arcanima among her personal staff, became concerned that this exclusionary practice would lead to the eventual extinction of the art.
Murie: So, at the Admiral’s express orders, an official Arcanists’ Guild was established, and funding was provided for research and training.
Murie: The complex and demanding nature of arcanima, however, remains the greatest threat to its own future. If you would continue your study of this challenging discipline, then I must insist that you indicate your commitment to joining our guild.

Baderon: Ah, there ye are, Meredith. Enjoy yer jaunt ’round the city, did ye?
Baderon: If ye mean to base yerself in Limsa Lominsa, that won’t be the last time ye’ll visit them three places.
Baderon: An’ now ye’ve got some idea o’ what’s where, ye can start explorin’ the rest o’ the town.
Baderon: Ye’ve shown a good ear fer listenin’, lass. Stick with ol’ Baderon, an’ ye’ll go far.

Distance to the Great Attractor

220 MILLION LIGHT YEARS

Space looks calm, but actually our own galaxy, the Milky Way, is traveling through the cosmos at 2.2 million km an hour. This is a bit of a mystery. According to our ideas about the Big Bang, everything in the Universe should be flying apart at similar speeds. If everything is moving at similar speeds, it should look like nothing is really moving at all. When some objects seem to be moving faster than others, it’s usually because clumps of matter like galaxy clusters are exerting an additional gravitational pull. But we know of nothing close to the Milky Way that explains its drift — we just know that something must be causing it. Astronomers named the mysterious clump of matter we haven’t found yet “The Great Attractor”.

Final Fantasy XIV: A Realm Reborn – Close to Home (Gridania)

Miounne, proprietress of the Carline Canopy, wants you to perform three tasks that will help you learn the fundamentals of adventuring.

Mother Miounne: Let us begin at the beginning, shall we? Now that you are a formal member of the Adventurers’ Guild, we must be sure you have a firm grasp of the fundamentals of adventuring. To that end, I have three tasks I wish you to perform.
Mother Miounne: Your first task is to visit the aetheryte. This massive crystal stands in the middle of the aetheryte plaza, not far from the Carline Canopy.
Mother Miounne: As a device that enables instantaneous transportation, the aetheryte plays a key role in the life of the ever-wandering adventurer.
Mother Miounne: Once you have located the crystal, all you need do is touch its surface. A member of the Wood Wailers will be present to offer further instruction.
Mother Miounne: For your second task, you are to visit the Archers’ Guild.
Mother Miounne: There is no better place to learn the arts of the bow. Speak with Athelyna, and she will explain the benefits of joining the guild.
Mother Miounne: For your third and final task, I would have you visit the markets at the heart of Old Gridania’s commercial district. There you shall find weapons and armor, and all the various items that an adventurer might need on his travels.
Mother Miounne: There is, however, more to the markets than buying and selling goods. Speak with Parsemontret, and listen well to his counsel.
Mother Miounne: The master merchant can be…uncooperative at times, so be sure to offer him one of my famous eel pies. Like so many men, he is much more charitable when his stomach is full. Here, I made a batch not long ago.
Mother Miounne: You have your tasks, Mortimer. May Nophica guide your path.
Mother Miounne: Ah, and one more thing: should you happen to come across any citizens in need, don’t be afraid to proffer a helping hand. I am certain they will be pleased to meet an adventurer in whom they can confide their woes.
Mother Miounne: Granted, the work they offer is unlikely to be of realm-shattering importance─but prove your worth and build a reputation, and in time folk will be more inclined to entrust you with matters of moment.
Mother Miounne: I also suggest that you lend an ear to the Smith here in the Canopy. The Smiths are trusted representatives of the Adventurers’ Guild, and are an invaluable source of advice for neophyte heroes seeking to attain greatness.

Nicia: Greetings, adventurer. I see you are faithfully following Mother Miounne’s instructions.
Nicia: Allow me to offer you a bit of instruction myself. I am Nicia of the Wood Wailers, and I know a thing or two about the aetheryte─yes, that big crystal right there.
Nicia: Aetherytes are devices that tap into aetherial energies, and are primarily used as a means to travel swiftly from one place to another.
Nicia: Return and Teleport─the most common transportation spells─make direct use of the aetherytes and their connection to the flow of aether.
Nicia: And as these devices are found in almost every corner of Eorzea, any adventurer worthy of the name will wish to seek out and attune himself to each one.
Nicia: Truly, few things in this world are so useful to an intrepid explorer.
Nicia: But you need not locate them all at once. Before rushing out into the wilds, I suggest you start with the aetherytes found here in Gridania.
Nicia: Should you wish to learn more about the aetheryte or transportation magic, I am here to answer your questions.

Athelyna: Greetings, friend. You have found your way to the Archers’ Guild. Do you seek to uncover the secrets of our art?
Athelyna: Ah, now that I think on it, you have the look of one who has received Mother Miounne’s “gentle” instruction. Very well, I shall give you a brief introduction to archery and the Archers’ Guild.
Athelyna: The skills practiced by our archers allow them to gauge an enemy’s weaknesses from afar, and turn the tide of a battle with a single, well-placed arrow. Should you join us, you will be taught to do the same.
Athelyna: Archery as practiced in Gridania was born of two distinct styles of bowmanship.
Athelyna: The first was devised by the longbow sentries of the Elezen who once ruled the lowlands, while the second belonged to the shortbow hunters of the formerly nomadic Miqo’te. As you will doubtless be aware, both races ultimately came to call the Twelveswood home.
Athelyna: Though the two peoples began as rivals, they gradually learned to live together in harmony. During this time, they learned from one another, their two schools of archery intermingling to give birth to the art as it is known today.
Athelyna: For a time, the bow was used primarily for hunting. But as the hunters vied with one another to prove who was the better shot, there emerged a group of archers whose ultimate goal lay not in the practical pursuit of prey, but in perfection.
Athelyna: Thus was the Archers’ Guild born from the ranks of the Trappers’ League.
Athelyna: It is the way of the guild to promote greatness in archery through friendly competition. And the results of our methods can be seen in the vaunted archers of the Gods’ Quiver, many of whom spent their formative years loosing arrows at the guild’s practice butts.
Athelyna: I hope this gives you a better idea of who we are, and what we do here. Oho, did I see the spark of ambition flare within your eyes?
Athelyna: If you wish to draw a string with the finest archers in Eorzea, look no further than the Archers’ Guild.
Athelyna: Before you can enlist, however, you must gain the approval of the guildmaster. Once you are ready to proceed, speak with me again and we can begin seeing about your enrollment.

Parsemontret: By what right does a fledgling adventurer presume to address Parsemontret, master of the markets?
Parsemontret: You think you can stroll in here, bold as you please, and demand my hard-earned knowledge? Hah! A merchant does naught for naught, especially when dealing with would-be heroes.
Parsemontret: If, on the other hand, you had some tasty “morsel” to curry my favor, then I might reconsider your request.
Parsemontret: Come now, this whole encounter reeks of Miounne’s handiwork─and more specifically her baking. Don’t look so surprised, son─I smelled that eel pie of yours a malm away. Hand it over!
Parsemontret: Mmm, that flaky crust…just divine. Very well, I am a man of my word. Pay close attention, for I shall only explain this once.
Parsemontret: The aspiring adventurer need look no further than the Rosewood and Ebony Stalls. Both are but a short stroll from where we stand.
Parsemontret: If you mean to do battle, you’d best be prepared with a quality set of weapons and armor.
Parsemontret: Such goods are the province of the Rosewood Stalls, directly south of here. You will be pleased to learn that the merchants of Gridania are exceedingly particular when it comes to craftsmanship, so you needn’t fear defective straps and the like.
Parsemontret: If it is potions and paraphernalia you seek, head north to the Ebony Stalls.
Parsemontret: The shelves there are lavishly stocked by widely traveled Ul’dahn merchants, and I may truly say that I have seen things amongst their myriad wares that I scarce knew existed.
Parsemontret: Do you follow me thus far? The first step in any purchase is to select the stalls that meet your needs. Then you may concern yourself with price and profit.
Parsemontret: There is little more I can teach you with mere words. Go, peruse the stalls, and see for yourself what wares they offer. There is no substitute for firsthand experience, after all, and I am weary of talking…unless you have another eel pie?

Mother Miounne: The conquering hero returns. You have completed my little tasks, I trust?
Mother Miounne: The three locations you visited will feature prominently in your life as an adventurer─it is best you grow familiar with them as soon as possible.
Mother Miounne: And you took the time to listen to the woes of the citizenry? I cannot emphasize enough how important it is to lend your talents to one and all, no matter how trivial the matter may seem.
Mother Miounne: I am thankful that you are an obliging sort, Mortimer. It is adventurers like you who will win the hearts of the locals and pave the way for those who follow. I pray Gridania can rely on your aid in its struggles to come.

The Great Nothing

330 MILLION LIGHT YEARS

“The Great Nothing” is an enormous sphere in the Universe famous for containing a very sparse number of galaxies — space’s version of the Australian Outback.

No one knows for sure why the Great Nothing exists. The most fun (totally unfounded) hypothesis is that perhaps the void is created by an expanding Kardashev III scale civilization that has been around long enough to conquer a major region of the Universe and capture the energy of its galaxies.