Updated: November 5, 2025 — I’ve played Final Fantasy XIV since 2013 and I still run Beast Tribe dailies every week. They’re simple, rewarding, and often more story-driven than people give them credit for. In my experience, they’re the easiest steady source of unique mounts, minions, glamour, and small-story beats that flesh out Eorzea.
Beast Tribes are repeatable faction quests scattered across the expansions. You pick up daily quests, finish short objectives, and earn tribe currency plus reputation. Why bother? Because those currencies buy exclusive items and the reputation unlocks the final, often memorable, quests. I’ll explain how to work them efficiently, what you can realistically expect, and a few things most guides gloss over.
🐾 What Beast Tribes Do (short)
They give: reputation, tribe tokens, experience, and exclusive rewards. You don’t need to be max-level to start most of them, but some require a job or story checkpoint. This doesn’t always work the same for every tribe (depends on your niche), so check requirements before you travel.
How the system works (how and why)
The loop is: accept daily → complete objective → hand in → get tokens + rep. That’s the what. The why: tokens gate rare items so the devs can pace rewards, and reputation unlocks story beats that expand the world. Honestly, that pacing keeps the quests meaningful instead of mindless grind.
Here’s the funny part: some tribes have better currency-to-time value than the flashy ones. Watch this — push a small, efficient tribe to higher ranks first; you’ll get better rewards per day later. We found focus beats scattershot play.
Examples by expansion (concise table)
(Not exhaustive — just common, well-known tribes you’ll run into.)
| Expansion | Sample Tribes | Typical Focus |
|---|---|---|
| A Realm Reborn | Amalj’aa, Sylphs, Kobolds, Sahagin, Ixal | Combat, crafting |
| Heavensward | Vanu Vanu, Vath (dravanian tribes), Moogles | Combat, craft integration |
| Stormblood → Endwalker | Ananta, Kojin, Namazu, Pixies, Qitari, Loporrits | Mixed mechanics, narrative pushes |
Daily limits, reputation, and currency (clear)
As of November 5, 2025, players receive a daily allowance that limits how many Beast Tribe quests you can do in one day — that keeps progression steady. Each quest uses 1–3 allowances depending on complexity. Reputation ranks move you from neutral toward the top rank (Allied/Bloodsworn for some tribes). There are exceptions; some tribes gate story quests behind a quest chain instead of only rep.
Rhetorical question: want a mount in a month or in three months? Your plan changes. If you want fast progression, focus allowances on two tribes at a time. If you like variety, rotate — but that stretches the timeline for big purchases.
Rewards that matter
Mounts and minions are the headline items. Glamour sets and housing items matter to collectors. Most big rewards require max reputation and finishing the tribe’s final quest. Why? Because the final quest is the narrative reward — it ties the mechanics to a satisfying ending. (To be fair, some finales are better written than others.)
| Expansion | Mount | Tribe | Note |
|---|---|---|---|
| ARR | Cavalry Drake | Amalj’aa | Classic ARR mount |
| HW | Kongamato | Vanu Vanu | Distinct flying feel |
| SB | Mikoshi-style palanquin | Namazu | Festival vibe |
Currency and vendors — practical facts
Each tribe has its own token. Small items cost a few tokens; mounts cost hundreds. Vendors also require reputation levels to unlock items even if you’ve saved tokens. This dual gate prevents buying your way to everything immediately and keeps the relationship meaningful.
“Spend thoughtfully. Early tokens buy convenience; later tokens buy rarity.”
Tip: prioritize tokens for items you can’t get anywhere else. I’ve noticed players waste tokens on vanity consumables early and regret it later.
Smart grinding — concrete tips
- Focus on 2 tribes at once — you’ll reach higher ranks faster.
- Do geographically close tribes together to cut travel time.
- For crafters: prepare materials ahead of the day you do the dailies.
Why these work: higher-tier tribe quests give better returns, so concentrating allowances compounds gains. Also, using a job matched to the quest level saves time — and time is the real currency.
One controversial note: some endgame tribes feel padded and exist mainly for cosmetics. I think that’s intentional; it isn’t always bad, but it can feel like filler. Another hot take: older tribes sometimes have better writing than newer ones — surprising, right?
Practical tools
Use the in-game “Beast Tribe Relations” menu to track quotas and rep. Between us, make a small checklist and you’ll stop forgetting which tribe you’re saving for.
/ac "Beast Tribe Tracker" <---- example macro to remind yourself
And: do dailies during off-peak hours when possible. Less lag, fewer people competing for objectives. This is basic, but it works.
One unexpected insight
Counterintuitive but true: doing a single tribe to allied rank before touching another usually saves time. The higher-level quests improve currency efficiency, so you earn more per day later. It feels slow at first, but it pays off.
There are exceptions, and this won’t fit every player. Depends on your goals: if you only want a single minion, you might be better off spreading allowances. If you want the mount, focus.
Final practical checklist
- Check tribe requirements first (job, story node).
- Plan which rewards you want; buy rare items only after rep unlocks.
- Group nearby tribes in one run.
- Keep materials ready for crafting tribes.
- Track progress with the in-game menu daily.
Honestly, Beast Tribes are worth the few minutes they take each day. They give small, steady rewards and some of the most charming side stories in FFXIV. If you want a starting plan, pick two tribes, work them for four weeks, then reassess. That’s worked for me for years — and yes, I still get excited when a final quest surprises me!
— Mira (player since 2013)