
FFXIV Allied Society Quests Guide: Unlocks and Reputation
How FFXIV allied society dailies work: entry requirements, the 12-per-day limit, reputation ranks, leveling picks, and the rewards worth the grind.
Allied society quests are the one daily chore in FFXIV that stays worth doing for years. You run three short tasks for a friendly faction, and each one pays XP, gil, a chunk of reputation, and a token toward that group's vendor. Nineteen societies are live right now, spread across every expansion from ARR through Dawntrail, and each one tucks its own mounts, minions, and emotes behind its rank ladder.
The naming history is a small mess. These were "beast tribe quests" for a decade, became "tribal quests" in patch 6.1, and got rebranded to "allied society quests" in Dawntrail. Same system the whole way, just new labels - so an old guide rambling about beast tribes is describing exactly what you're doing today.
Unlocking Allied Society Quests
Every society opens through a one-time blue quest, and none of them show up until you've cleared the level 41 MSQ "In Pursuit of the Past". Character level doesn't bypass that. The story gate comes first, then each society's own unlock quest becomes findable. Here's the full list:
| Society | Type | Unlock quest | Look for | |---|---|---|---| | Amalj'aa (ARR) | Battle | Peace for Thanalan (43) | Swift, Ul'dah | | Sylph (ARR) | Battle | Seeking Solace (42) | Vorsaile Heuloix, New Gridania | | Kobold (ARR) | Battle | Highway Robbery (41) | Trachraet, Limsa Lominsa | | Sahagin (ARR) | Battle | They Came from the Deep (44) | R'ashaht Rhiki, Limsa Lominsa | | Ixal (ARR) | Crafting | A Bad Bladder (1) | Scarlet, New Gridania | | Vanu Vanu (HW) | Battle | Three Beaks to the Wind (50) | Sonu Vanu, Sea of Clouds | | Vath (HW) | Battle | The Naming of Vath (50) | Vath Storyteller, Dravanian Forelands | | Moogle (HW) | Crafting | Tricks and Stones (50) | Seething Stonemason, Churning Mists | | Kojin (SB) | Battle | Heaven-sent (60) | Vexed Villager, Ruby Sea | | Ananta (SB) | Battle | Brooding Broodmother (60) | M'rahz Nunh, the Fringes | | Namazu (SB) | Crafting + Gathering | One Size Fits All (60) | Seigetsu the Enlightened, Azim Steppe | | Pixie (ShB) | Battle | Manic Pixie Dream Realm (70) | Pink Pixie, the Crystarium | | Qitari (ShB) | Gathering | The Stewards of Note (70) | Concerned Mother, Rak'tika Greatwood | | Dwarf (ShB) | Crafting | It's Dwarfin' Time (70) | Affable Townsdwarf, Kholusia | | Arkasodara (EW) | Battle | Hippos Born to Run (80) | Kancana, Thavnair | | Omicron (EW) | Gathering | The Café at the End of the Universe (80) | Jammingway, Ultima Thule | | Loporrit (EW) | Crafting | Must Be Dreaming(way) (80) | Dreamingway, Old Sharlayan | | Pelupelu (DT) | Battle | An Intrepid New Enterprise (90) | Blue-garbed Pelu, Tuliyollal | | Mamool Ja (DT) | Gathering | Cultivating Hope (90) | Gotoll Ja, Yak T'el | | Yok Huy (DT) | Crafting | Frosty Neighbors (90) | Fahrafahr, Urqopacha |
The number in parentheses is the quest's level, and here's the catch: that number is not the real gate. The expansion societies all sit behind main story progress on top of it. The vath want the level 53 MSQ "Lord of the Hive", the moogles want level 56 ("He Who Would Not Be Denied") plus flying unlocked in the Churning Mists, and the vanu vanu hold out for level 57 ("A Difference of Opinion"). Stormblood's crews sit at 63 (kojin), 66 (namazu), and 67 (ananta). Shadowbringers puts the pixies at 73, qitari at 75, and dwarves at 78. All three Endwalker societies wait for "Endwalker", the expansion's level 90 finale, and the Pelupelu want "Dawntrail", the level 100 finale. Rough rule: get most of the way through an expansion's story and its societies will be waiting for you.
Sidequest chains and job requirements
A few of these blue quests hide behind chains of regular sidequests first. The moogles are the famous offender - the run-up in the Churning Mists is long. The ananta, namazu, qitari, dwarves, and Arkasodara all do a lighter version of the same thing (the namazu want two separate chains in Yanxia done before their quest appears). Annoying, but the chains pay their own XP, so it's not a total loss.
Crafting and gathering societies also check your job at the door. Ixali, moogle, dwarf, loporrit, and Yok Huy dailies are done on a crafter. Qitari, omicron, and Mamool Ja dailies are done on a gatherer. The namazu take either, which makes them the flexible pick. The Endwalker pair wants that job at level 80 before the final unlock quest will budge.
Daily Quest Limits
You get 12 quest allowances per day, and the Timers window shows how many you have left. Each society offers at most three of its dailies per day, picked at random from everything you've unlocked for it. So a full daily loop is really "up to four societies' complete sets" - most people run one or two societies and let the rest of the pool sit there.
The five ARR societies play by older, weirder rules. Every rank adds a new quest giver to the camp, and each giver offers their own three quests per day. One giver at Neutral, a second at Recognized, and it keeps stacking from there. A ranked-up ARR society can happily eat six, nine, or more of your 12 allowances, every single day, if you let it.
The rank-up day bonus
There's a same-day bonus too. On the day you finish a rank-up quest, that society hands out three extra dailies, that day only. It's the one moment a modern society goes past three. No bonus set appears at Sworn, with two exceptions - the moogles and namazu gain a giver at that rank, so they get the extra three. Using the bonus on every rank-up day trims roughly a day off the grind per rank, which adds up when you're staring down a month of dailies.
Reset timing
Allowances refresh at the daily reset: 3 p.m. GMT, which is 10 a.m. US Eastern in winter and 11 a.m. during daylight saving. One handy quirk - a quest turned in after reset doesn't burn one of the new day's 12 allowances, so plenty of players grab three quests before reset and cash them in after. You do have to finish or abandon anything you're still holding before you can accept new ones, so don't leave a half-done quest sitting there forever.
Speed-wise, a set of three runs about 15 minutes for most societies, give or take 5-10 depending on what rolled. The occasional ARR quest wants a drop from a specific FATE, and waiting on that FATE can double your time. Small fix: those drops can be farmed without the quest active, so you can stockpile them ahead of time and grab the quest whenever.
Reputation Rank Progression
Every daily pays reputation points on top of the XP. Points fill a bar for your current rank, the bar caps out, and overflow from the finishing quest is just gone. Once the bar's full, a one-time rank-up quest shows up from the society's leader. Finish it, the story moves forward, and the next rank's bar opens. You can't grind past a capped bar, so the rank-up quests pace the whole thing.
| Rank | Name | Points to fill | |---|---|---| | 1 | Neutral | 150 | | 2 | Recognized | 360 | | 3 | Friendly | 510 | | 4 | Trusted | 720 | | 5 | Respected | 990 | | 6 | Honored | 1,320 | | 7 | Sworn | 1,730 | | 8 | Bloodsworn | no bar - you land here by finishing the Sworn rank-up quest |
Two big wrinkles on that table. First, where you start depends on the society: the ARR five, the moogles, and the vanu vanu begin at Neutral, while the vath and everything from Stormblood onward skip to Friendly. Second, the ARR societies call rank 8 "Allied" instead of Bloodsworn, and their points run out earlier - the four ARR combat tribes stop earning rep at Trusted, the ixal at Sworn.
Points per quest vary a lot by family. The ARR combat tribes pay 10, then 14, then 20 as their ranks climb. The ixali slide from 20 up to 50. Moogles and vanu vanu pay a flat 50 a quest, the vath a fat 70 (best rate in the game), and everything from the kojin onward a flat 60.
Quick worked example so the numbers feel real. Your pixie grind starts at Friendly, which needs 510 points. At 60 points a quest, three dailies a day, that's 180 a day - so three days to fill the bar and unlock the Trusted rank-up quest. Same shape the whole way up: 720 for Trusted, 990 for Respected, 1,320 for Honored, 1,730 for Sworn. Add it up and the whole pixie ladder is 89 quests, which is why the whole thing takes about a month.
How long the climb takes
Plan on about a month per society. A pixie or Pelupelu run works out to 89 quests, roughly 27 days if you use the rank-up-day bonus. Skip the bonus and most modern societies land closer to 29-31 days, with the moogles and vanu vanu dragging out to about 41. The ARR combat tribes top out at Trusted in around 23 days, and the ixal crawl to Sworn in about 37. Slow, but it's 10 minutes a day, not a raid schedule.
The final rank
Modern societies stop earning points at Bloodsworn - the bar literally reads 0/0. The true finish line, Allied (rank 9), comes from each expansion's intersocietal quest chain: a short finale storyline that only opens once every society in that expansion is Bloodsworn. Heavensward, Stormblood, Endwalker, and Dawntrail all have one (Dawntrail's landed in patch 7.55 as a pair of wrap-up quests). Shadowbringers never got one, so Bloodsworn is genuinely the ceiling there. ARR works the same way at rank 8 - max all five societies, then the ARR intersocietal chain promotes them to Allied.
You can watch all of this in the Character menu under the Reputation tab. The game calls it "Societal Relations" now, same screen.
Choosing Quests for Leveling
The whole trick is matching the society to your level band, because each one only pays real XP inside its own expansion's range:
| Your level | Battle dailies | Crafting | Gathering | |---|---|---|---| | 41-50 | Amalj'aa, Sylph, Kobold, Sahagin | Ixal | - | | 50-60 | Vanu Vanu, Vath | Moogle | - | | 60-70 | Kojin, Ananta | Namazu | Namazu | | 70-80 | Pixie | Dwarf | Qitari | | 80-90 | Arkasodara | Loporrit | Omicron | | 90-100 | Pelupelu | Yok Huy | Mamool Ja |
From Heavensward on, these quests use quest sync - battles scale to whatever job you brought, at any level inside the band. Cross past the band's top end, though, and the XP collapses to almost nothing. Pixie quests are gold at 74 and scraps at 84. Slide down the table as you level and you're always getting paid properly.
And the pay is solid for the effort. A pixie daily inside the 70-80 band pays 270,000-337,716 XP. A Pelupelu daily inside 90-100 pays 1,864,800-2,468,088. Call it five minutes a quest, three quests a society, and that's a real dent in a level every day for free.
One rule to respect: Heavensward-onward quests lock to the job that accepted them. You can't swap mid-quest or hand one in as a different class, so log the job you're actually leveling before you pick up. ARR dailies don't sync at all - each quest has a fixed level, so the XP matches the quest, decent in the 41-50 stretch and thin after. Nobody grinds Amalj'aa quests for XP at 90; they grind them for the mount.
For crafters and gatherers
For Disciples of the Hand and Land, society dailies are pretty much the best leveling tool there is. Crafter and gatherer XP sources are thin compared to battle jobs, and these quests are fast, free, and come with a story. A crafter can ride the ixali through the ARR levels, hand off to the moogles for 50-60, namazu for 60-70, dwarves for 70-80, loporrits for 80-90, and Yok Huy for 90-100. Gatherers get the namazu, qitari, omicrons, and Mamool Ja. Between the two tracks, a fresh crafter-gatherer pair can be carried from beginner to endgame almost entirely on dailies.
Don't agonize over which three quests the game rolls for you, either. Within a society, every daily at a given rank pays the same reputation and the same XP band, so the random pick doesn't matter. Take all three, knock them out, move on. And since 12 allowances covers four full sets, a job you're pushing only "costs" three of them - spend the other nine on whatever rep grind has a reward you actually want. Unused allowances evaporate at reset, so there's zero reason to hoard.
A sample daily loop
So what does this look like in practice? Say you're a level 76 Sage with a level 75 Botanist on the side. After reset, port to Il Mheg, grab the pixie's three quests on Sage, knock them out (15 minutes-ish), and that's your battle XP sorted for the day. Swing by Rak'tika next, take the qitari's three on Botanist for gathering XP. That's six allowances spent. The last six can go toward whatever you're chasing - maybe the ananta, where the XP is garbage at your level but the Marid mount at Sworn is the whole point, since rank is the real currency here. Total time, an hour or less for all four sets, and every job you touched gained something. Compare that to queueing dungeons on a DPS at prime time and the appeal is obvious.
Rewards Worth Tracking
Every daily pays out XP, gil, reputation, and one of that society's tokens - Fae Fancies for the pixies, Pelu Pelplumes for the Pelupelu, and so on. Tomestones ride along too: 15 Allagan Tomestones of Poetics per pixie quest, and 5 Allagan Tomestones of Mnemonics per Pelupelu quest at the current endgame. Bonus items and Ventures show up as extras now and then.
Each camp runs a token vendor, and what you can buy is gated by rank. Pixie prices make the pattern easy to see: the Stuffed Porxie minion at Respected for 5 Fae Fancies, the Wind-up Pixie minion at Honored for 8, and the Portly Porxie mount horn at Sworn for 18. Cheap, honestly - the rank is the wall, not the price tag.
The headline grinds
Mounts are why most people start caring. ARR hands out the Cavalry Drake, Laurel Goobbue, Bomb Palanquin, and Cavalry Elbst at Trusted, with the Direwolf waiting on the ixal at Sworn. Heavensward sells the Sanuwa, Kongamato, and Cloud Mallow at Sworn. The ananta cover both ends with the Marid at Sworn and the True Griffin at Bloodsworn. From there it's the Portly Porxie (pixie), Rolling Tankard (dwarf), Great Vessel of Ronka (qitari), Hippo Cart (Arkasodara), Miw Miisv (omicron), and Moon-hopper (loporrit), mostly at Sworn. Dawntrail adds the Pelubill Calot at Bloodsworn, plus the Tiika Selvaas and Vurgar the Loyal at Sworn.
Emotes hide all over the ladders: the vanu vanu Sundrop Dance at Honored, the namazu Yol Dance at Honored, the Moogle Dance at Sworn, the dwarf Lali Hop and loporrit Ear Wiggle at Bloodsworn, ananta's Charmed at Respected, and the kojin Ritual Prayer at Bloodsworn. Orchestrion rolls, framer's kits for housing, and Triple Triad cards (Gajasura, N-7000, Blue Leafkin, and Fahrafahr among them) round out the vendors. The intersocietal finales pay their own one-time rewards on top of all that, and the ARR version even sprinkles exclusive minions across the Allied rank - the Wind-up Founder, Wind-up Violet, and Wind-up Sea Devil only exist for people who max all five ARR societies.
Last bit of math, because it saves stress: the tokens are never the bottleneck, the reputation is. Do all three pixie dailies every day and you'll hit Sworn around day 17 with roughly 50 Fae Fancies banked. The Portly Porxie horn costs 18, the Wind-up Pixie 8 - buy both on rank-up day and still have change. Pick the reward you want first, let the rank ladder set the pace, and the currency takes care of itself.