The Crystal's Call:
Hydaelyn - a vibrant planet blessed by the Light of the Crystal. 

Amid azure seas, encompassing the westernmost of the Three Great Continents, there lies a realm embraced by gods and forged by heroes. Her name... Eorzea. 

It is here that your tale unfolds. Beckoned by the Mothercrystal - the source of all life - you must embark upon a quest to deliver the land from an eternity of Darkness.

Hydaelyn:
Since time immemorial, this verdant planet has seen the births of lives uncounted. 
But the land now bears grievous scars, and threatens to slip into a gaping maw of death and darkness.
You who would bring the light of hope to Hydaelyn...
You who would heed the whisperings of the aetheryte and take up the mantle of "adventurer."
This is your journey - a new tale to echo down the ages.

Eorzea:
Comprised of Aldenard, the westernmost of the Three Great Continents, and its surrounding islands, the realm of Eorzea has been the cradle of several unique civilizations throughout history.
Towering mountains dominate the north, their peaks forever lashed with icy winds; to the south, a bleak expanse of unforgiving desert holds sway.



Yet these inhospitable lands hold irresistible lure for man and monster alike, for wide and deep flow the currents of aether, and rich are the veins of power-infused crystal.
In this harsh though vibrant region, the people of Eorzea have carved out their histories—a cycle of prosperous Astral and disastrous Umbral eras.
The First Umbral Era brought an end to the age of the gods, and there have been six such eras of calamity since the First Astral Era ushered in the age of man.
Each of the Umbral catastrophes has, in turn, borne the characteristics of one of the six elements. With all the elements now represented, it was believed the current Astral era would last into eternity.



But in the seventh verse of the Divine Chronicles, Mezaya Thousand Eyes prophesized a less fortunate fate. The "senary sun," or Sixth Astral Era, would indeed end, and the "septenary moon," or Seventh Umbral Era, would cast its shadow upon the land.

Adventurers:
The life of an adventurer is the pursuit of fortune and the pursuit of fame. It is the devotion of oneself to seeking out danger and glory wherever they might lie. It is an endless quest taken up only by the most intrepid and dauntless of souls.



The term came into popular use among the people of Eorzea little more than a decade ago. Left idle by the onset of the Age of Calm, a leading mercenary officer gathered to his side a number of trusted companions, and together they formed a guild dedicated to the common cause of aiding the realm at large.



Outside the modest station of their humble beginnings, a simple sign hung for all to see―Adventurers' Guild.



The Adventurers' Guild has since spread, and can now be found in each of the
realm's great nations. It is here that Eorzeans come with their myriad pleas and requests, and here that adventurers heed the call, whether it be the slaying of some foul beast plaguing the countryside, or the crafting of fine wares demanding a master's touch.


What greatness lies in store for you, adventurer?

Limsa Lominsa:
On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar.

Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader, the Admiral. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.

To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda. However, even in the waters nearby the city, pirate bands run rampant, reaving and pillaging.

Hrothgar:
Hailing from the distant shores of Ilsabard, the Hrothgar are a burly people of leonine appearance. Females are staggeringly few among their population and are rarely glimpsed by the other races.



The Hrothgar's imposing countenance, not mitigated by their sharp claws and their still sharper fangs, incited panic among Eorzeans upon their arrival. As they were unable to communicate, initial interactions among the commonfolk often escalated into conflict. After the Hrothgar gained mastery over the common tongue fears allayed and, in time, they were welcome in all corners of the realm.
 

Hrothgar also make their homes in Tural, where they are known as Xbr'aal. They live in the highland areas of Yak T'el and had a history of conflict with the Mamool Ja of the lowlands, before all the peoples of Tural were united by Gulool Ja Ja eighty years ago.

Hrothgar Culture:
The Hrothgar have no particular clan distinction but are observed externally as having separated into two clans, the Helion and the Lost. In ages past, the Helions of southern Ilsabard served under a singular matriarchal rule, their lives revolving around their queen.

By contrast, the Lost are a nomadic clan known to undertake many trade professions, from peddlers to mercenaries. They're hesitant to take up occupations that restrict their traveling. Their cold fur is said to be a symbol of their independent nature, driving them away from the warm embrace of their queen.

Hrothgar Naming conventions:
Hrothgar forenames are based on old Slavic names, though the word "glory" in Hrothgar is "thgar" instead of slav.

Due to the unique nature of the "clan" conventions of the Hrothgar, their names were sorted by social status by scholars of other races rather than a native invention.

Male Helion surnames are based on the queen they served as, the "clans" named by scholars after the way their lives revolve around their queen, much like celestial bodies to a sun. Helion queens themselves are given the letter A as a prefix, meaning "in service of". If their queen is alive at the time of their birth or still living as acting queen, their name is to be prefixed with A. Examples include: 

- Amira 
- Azora 
- Avesna 
- Azorya 
- Astana 

As Lost do not serve a matriarch, their surnames are given the suffix "sch" meaning lost, replacing the prefix A used for Helions. Examples include: 

- Zlatasch 
- Liubasch 
- Brankasch 
- Tirasch 
- Ratyasch

Tural:
Tural is divided into Yok Tural in the south and Xak Tural in the north. The city of Tuliyollal stands on the border between the two halves of Tural, on the Yok Tural side with a bridge connecting to Xak Tural. Ruled by Gulool Ja Ja, Tuliyollal is the capital of the nation of the same name, which has trade routes with Sharlayan and Limsa Lominsa. Previously, the Mamool Ja nation of Mamook and other disparate tribes warred continuously until Gulool Ja Ja united the peoples under one nation.

For a thousand years, stories have been told of a legendary golden city hidden somewhere in Tural. It was said that the people lived there in eternal happiness, knowing neither aging nor sickness. Many have searched for the golden city over the centuries, and the stories about it have reached even the Three Great Continents in the east.

The people of Tural generally identify by their clans rather than races. Some clans have distinctly different features from their Eorzean counterparts. 

Hrothgar = Xbr'aal 
Miqo'te = Hhetsarro
Viera = Shetona
Hyur = Tonawawta
Vanu Vanu = Hanuhanu
Goblin = Moblin


However, the Turali have no name of their own for the elezen, lalafells, Au Ras and the Roegadyn as they are a rarity to be seen in Tural.

Tural uses its own currency called pel, instead of gil, though recently Turali merchants have started accepting gil from foreigners as well. Ten thousand pel is roughly equal to a million gil.

Some examples of native plant life in Tural are ogre pumpkins, ruby tomatoes, popotoes, and alligator pears. All have become staples of Eorzean diets ever since contact was made between the two continents.

Yok Tural:
Yok Tural is the southern landmass of Tural, dominated by jungles and mountains. Of the many races that make up the Turali nation, Yok Tural is the ancestral home of the Mamool Ja, Xbr'aal, Yok Huy, Pelupelu, Moblins, and Hanuhanu.

Yak T'el: 
A dense jungle located across mountains southeast of Tuliyollal. The region has many natural wellsprings of water called cenotes. The highlands that are plentiful with game are the dwelling of the Xbr'aal, while the lowlands where the dense foliage blocks sunlight is home to the Mamool Ja.

Background Story of Tural:
Mamool Ja enemies appear in Syrcus Tower, indicating that the Allagan Empire had contact with Tural thousands of years ago. It is unknown if they conquered it, or merely visited.

In the past, the Yok Huy ruled an empire in Yok Tural, based in Urqopacha. One thousand years ago the Yok Huy attempted to invade Xak Tural, spurred on by dreams of a legendary golden city.
However their soldiers were exposed to sicknesses in the north that they had no natural resistances too, and many died, forcing the Yok Huy to give up on their northern expansion, and indeed to even pull back from all of their territories besides Urqopacha itself. Over the centuries their power has waned after their retreat to their mountain homes.

For many ages Tural was attacked by the great tural vidraal Valigarmanda, a monstrous beast that left devastation in its wake whenever it appeared.

While ancient epics and historical tomes in the Three Great Continents of Aldenard, Ilsabard, and Othard alluded to the continent's existence, as recently as eighty years ago the residents of those continents debated whether the New World really existed. In 1497 of the Sixth Astral Era, a Roegadyn adventurer named Ketenramm the Blue from Limsa Lominsa rediscovered the New World after sailing west across the Indigo Deep for two months. Though he attempted to name it "Ketenland", the New World is the name used by most in the Three Great Continents today.

Upon discovering the continent, Ketenramm and his crew spent several months exploring the inland and came across the nation of the Mamool Ja. Ketenramm presented gifts from Eorzea to the Mamool Ja's leader, who permitted them to roam his nation during their stay. Ketenramm and his crew mapped the land and gathered various root vegetables and seeds such as ogre pumpkins, ruby tomatoes, popotoes, and alligator pears, which they brought back with them to Eorzea.

For ages, the various peoples of Tural fought each other. It was not until only eighty years ago that they were united under the Dawnservant Gulool Ja Ja, who established the multiethnic nation of Tuliyollal. Ketenramm was one of Gulool Ja Ja's allies in his adventure to unite Tural. In addition to uniting the people of Tural, Gulool Ja Ja and his party also defeated Valigarmanda and sealed it away in ice.

After Ketenramm's return in the year 1500 of Sixth Astral Era, word of Ketenramm's discovery spread throughout the city-state and more and more Lominsans set out to seek glory and riches in the New World, ushering in a golden age of exploration. These voyages were hampered by shipwrecks and ambushes by the Sahagin. In 1555, Merlwyb Bloefhiswyn led the League of Lost Bastards on an expedition to the New World. After her year-long expedition, she returned to Limsa Lominsa having discovered a safe passage to the New World.

About twenty years ago, Galuf Baldesion was invited to Tural by Gulool Ja Ja to investigate its legendary golden city.

Character:
Name: Nata Svanasch (The name Svanasch is a mix of her mother's name [Svana from Asvana] and ["sch" from the Lost's naming convention].)
Age: 27
Gender: Female
Race: Hrothgar or Xbr'aal as it known in Tural.
Personality: Tomboy and aventurous. Hates dealing with paperwork and want to be free to explore the world. Wants to live a life of freedom.
Hair: Black Long Hair with a single braid in it.
Fur/Skin Color: Black with Gray leopard spots on the thick fur of her shoulders and a few thick fur patches on her arms, legs and tail. (Such combination of fur color and paturn is rare among Helion)
Eye Color: Red.
Tribal Markings: Red Face Tribal Markings.
Scars: None.
Former Clan Type: Helion (While she lived with her tribe).
Current Clan Type: Lost (After she left her Tribe).
Mother's Name: Asvana
Tribe: She belongs to a random Xbr'aal Tribe. You can choose it's name, just make it seems like a tribe from the Aztec, Maya or Inca times.
Accent: A mix of Aztec, Maya and Inca.

Background Story: Nata was the princess of her tribe. After her mother passed away, Nata refused to accept her mother's mantle and become the new Monarch. She told everyone during the ceremony "I wasn't made to rule! I can not live up to mi mother's legacy and none else can! We all know I was not made to rule, but to soar free through the lands. As such, I'll be leaving de tribe not as simply Nata, but as Nata Svanasch in honor of mi mother." Days later, she dissapeared with only rumors slowly appearing throughout the years of her good dids around Tural. After a few years training the art of the double-handed war axe and doing odd jobs here and there through Tural, she toke a ride in a merchant boat that would leave Tural and her people. After a year of nothing but sea and now being 27 summers old, land was finally in sight... La Noscea. Once she landed in Limsa Lominsa, she immidately went to apply to become an Adventurer at the Adventurers' Guild to earn some money and a few days later into the Marauders' Guild to learn more ways to use her axe. And so begins her journey as an adventurer in Eorzea. What adventures await, only Hydaelyn knows.

With the previous information, write a better background story for my character. With many ups and downs before she became an adventurer. Improve her speech and give it a mix of Aztec, Maya and Inca accent.