Paladin (PLD) is a traditional sword-and-shield wielding class of holy light users in Final Fantasy, like in most settings. In FFXIV, the primary group of paladins is the Sultansworn. As the class trainer, Captain Jenlyns Aesc, explains when you first approach him:
A paladin swears allegiance to the sultanate. A paladin shall be the sword and shield of the sultanate. A paladin defends the people of the realm. Sellswords and gladiators and others of their ilk wield their blades for themselves, but a paladin serves the greater good. Do you understand me?
I also have a Dark Knight tag where I link some of these resources, thoughts, art, and summarize several of the DRK story quests to be minimally spoilery and showcase how the WoL progresses through the self-reflection these quest enforce (kinda amazing for a MMO, actually). I originally completed the lvl 30-70 quests between October-November 2017, if you check the archive.
Saladin is the Western name of Salah al-Din Yusuf ibn Ayyub, the Muslim sultan of Egypt and Syria who famously defeated a massive army of Crusaders in the Battle of Hattin and captured the city of Jerusalem in 1187. At the height of his power, he ruled a unified Muslim region stretching from Egypt to Arabia. Saladin was celebrated by Muslims and many Westerners of later generations for his political and military skills, as well as his generosity and chivalry.
Nur al-Din died in 1174, and Saladin launched a campaign to take control of the lands he had ruled. He also sought to establish his regime as a major military player capable of challenging the four Western-controlled Crusader states, which had been established after the First Crusade in 1098-99.
After nearly a decade of fighting smaller battles against the Franks (as the Crusaders from Western Europe were called), Saladin prepared to launch a full-scale attack in 1187 by assembling troops from across his realm south of Damascus and an impressive Egyptian fleet at Alexandria. His army met the Franks in a massive clash at Hattin, near Tiberias (modern-day Israel) and defeated them soundly on July 4, 1187.
Just a few months later, in March 1193, Saladin died in his beloved gardens in Damascus. Though relatively young (just 55 or 56), he was exhausted from a life spent in near continuous military campaigns. By the time of his death, he had given away much of his personal wealth to his subjects, leaving behind not even enough to pay for his own burial. The coalition of Muslim states Saladin assembled would pull apart after his death, but his descendants in the Ayyubid dynasty continued to rule in Egypt and Syria for several generations.
An evil Vizier has taken advantage of Sultan's death and capture the throne with his general's army. Play as prince of Middle East country in battle to avenge his beloved father death and glory. The Vizier soon will be crowned as Sultan and will be able to rule the Arabian city. Fight with glory your way up to battle arena and challenge the evil vizier for the title of the Sultan. Strike the royal guards in this dual sword fighting game or shoot bow arrow as real archer. Conquer the kingdom back and claim the throne as royal blood in this epic warrior revenge sword fighting game.
Revenge for your father and fight for the throne glory that is your birth right. Strike enemies with dual sword attack and longbow shooting skills. All the lord and noble families are in your support but you have to fight for your claim. Clash with barbarian horde and archer tower use strategy to defeat the pyromaniac wizards controlled by evil vizier. Play middle age era best sword fighting game in your smart phone and tablets. This winter season fight with royal guards and breach inside the Arabic castle wall to challenge the evil vizier in warrior revenge game. Fight for glory as true sultan warrior and win the crown with help of your royal knights held capture in dungeon. To rule the kingdom you have to win title of the Sultan of this Ottoman Empire. Win the survival battle in the middle age era of Ottoman Empire warrior revenge game. Exhibit best sword fight and real archer skills by shooting bow arrow. Fight with lord of war and bring peace into Arabic world as true Sultan.
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The same National Spirit can be selected by multiple Nations, but only the first Nation to take a National Spirit gets a bonus to that Domain's XP, and the bonus for other Spirits increases in turn. These bonuses can grow large if a particular Spirit is neglected and occasionally the larger rewards open the door to some different strategies.
Each National Spirit is associated with a specific Domain. The Ideals of a National Spirit have their costs in the Domain type of the National Spirit (Ideals in an Exploration Domain National Spirit cost Exploration Domain XP to unlock).
The Ideals in a National Spirit are tiered, requiring unlocking an Ideal from the first tier to make those in the next tier available. At the end of every National Spirit is one final Ideal, the Legacy Ideal. Legacies give a final bonus that generally involves fulfilling prerequisites to unlock.
National Spirits and Governments each have a set of thematic Ideals that influence the growth of your Nation and the path it will take through the Ages. These are the accomplishments and capabilities that a Nation is famous for.
National Spirit Ideals remain unlocked for the length of the game. However, Government Ideals are replaced each time a new Government is obtained. Despite this, Government Ideals can be very useful, and new Governments are often worth obtaining as soon as possible to make the most use of them.
Some Bronze Age societies developed a particular affinity for the forests of their homelands. These small nations became quintessential gatherers, foraging for nearly everything they needed beneath the canopies of the woods. They learned to build their homes there as well and to move swiftly through the trees. Where others saw only an obstacle or source of materials and firewood, these cultures saw an opportunity and a way of life.
The God-King Dynasty represents the great monument builders of the ancient world. These nations, finding themselves in hilly regions with abundant limestone, became the master builders of their age. They developed advanced techniques for quarrying and construction, and erected mighty monuments and tombs, both to honor their great leaders, and to demonstrate their astounding talent to the world.
Great mounds were left by many cultures around the world, but some of the most successful, often located in grassy regions, developed a unique architectural tradition. By building burial mounds and similar structures that supported unusually high populations, the "mound builders," as they were called, developed improved farming techniques and sanitary practices that led to unusual wealth and prosperity.
Part religious festival and part athletic contest, the Olympic Games were held almost every four years for over 1,000 years, and are among the oldest traditions in human history. The nations that founded the idea and hosted these great athletic competitions were the consummate diplomats. They leveraged the goodwill of the games into becoming global cultural leaders, while also employing the savviest envoys to treat with other emerging powers.
Where other nations opted for diplomacy and cooperation, these peoples chose warfare and plunder. Their main unit of influence was that of raiders, groups of fierce warriors who delighted in attacking, looting, and razing enemy population centers for the benefit of their people. If a neighboring society had something they wanted, they would take it and destroy whatever remained.
Warrior nations made the elite soldier the centerpiece of their culture. Through years of training that began in childhood, those supremely skilled fighters were deadly on the battlefield, but even more so when defending their home territory. They could hold lines and protect their cities with a resilience and strength unmatched in that era.
From the French word Chevalier, Chivalry is a code of conduct practiced by medieval knights before being adopted by the wider gentry, and was the hallmark of nations that expanded through empowering their vassal states. These were lands of knights and castles, spreading the glory of their kingdoms and empires through gallant combat and the loyalty of their hard-working peasants.
Sometimes, faith alone could take a small nation and make it among the mightiest in the world. Unlike the military-minded Crusaders, a society of Theologians worked to spread its religion through artistic and cultural betterment, gaining an ever-growing following of adherents and administrators. The people of such a nation never lacked for spiritual fulfillment, and found it easy to make converts.
Although history has seen many great military societies, the Middle Ages saw a change in intensity. Under the leadership of a powerful and fearsome Khan, these nations conquered their neighbors largely by dint of their well-trained mounted cavalry. By befriending, absorbing, and training the surrounding tribes, the Khans could add waves of inspired warriors to their already terrifying hordes, able to overwhelm any who dared challenge them.
For some nations, the industrial revolution arrived early. Perhaps best referred to as proto-industrialists, these early adopters had an obvious leg up on their pre-industrial neighbors, knowing the real power of working with iron and other minerals. With these weapons in their economic arsenal, they could out-produce anyone, building fantastic machines for commerce and war, but most of all, for efficiency.
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