Grand Companies are the three main military and political groups in Final Fantasy XIV. They first appeared with A Realm Reborn (released April 27, 2013) and unlock when you reach level 20. I’ve spent years working with these systems in-game, and they shape both story and progression in clear ways.
Pick a Grand Company knowing this: it affects story beats, some rewards, and social options. Do you care about uniforms and roleplay? Choose for look and lore. Chasing small stat gains? That often won’t work the way you expect (depends on your niche). You can change companies later, but there are limits and costs—so plan.
🏛️ What the Grand Companies do
They’re more than badges. Grand Companies give you:
- Ranks and promotion goals tied to company seals.
- Exclusive cosmetic items, mounts, and some vendor-only materials.
- Squadron management if you push into officer ranks (useful for solo players).
Why follow a company? In my experience, the why matters: seals force you into repeatable activities, which helps progression and gives steady rewards. This system encourages daily habits—some players love that rhythm, others find it grindy (there are exceptions).
🎯 How to choose — quick factors
| Factor | What to ask | Impact |
|---|---|---|
| Story | Do you want Ul’dah, Limsa, or Gridania scenes? | High |
| Look | Do you like red/gold, navy, or green earthy gear? | Medium |
| Social | Are your friends in one company? | Medium |
⚔️ The three companies (short)
🔥 Immortal Flames — Ul’dah
They feel like a disciplined, city-state military tied to Ul’dah’s merchant politics. Think red and gold uniforms and a focus on order. Their storylines often wrestle with duty and political influence. Honestly, their gear glams are popular.
🌊 The Maelstrom — Limsa Lominsa
Sea-focused, practical, direct. They value action and adaptability. Equipment and motifs lean nautical. If you like adventurous, no-nonsense vibes, this is a fit.
🌲 Order of the Twin Adder — Gridania
Forest guardians who blend military life with nature-based philosophy. Their style is earth-toned and subtle. Their plots emphasize balance and long-term consequences.
📈 Ranks, seals, and what actually matters
As of 2025 the basic facts still hold: you earn company seals from deliveries, FATEs, duty roulettes, and squadron deployments. Seals buy exclusive items. The cap sits at 90,000 seals (so plan purchases).
| Rank Tier | Typical Seals | Unlocks |
|---|---|---|
| Private–Corporal | 2,000–8,000 | Basic gear, chocobo |
| Sergeant–Chief | 15,000–25,000 | Glamour, better items |
| Lieutenant | 35,000–50,000 | Squadron features |
// Example: promotion for a mid officer rank
Seals needed: ~35,000
Squadron missions: ~10
Hunting log: complete appropriate tiers
Estimated focused time: 40–60 hours
Why care about ranks? Because higher ranks unlock tools (squadron, vendor goods) that you won’t get elsewhere. That’s the practical why. But this doesn’t always work for everyone—if you only play casually, some ranks are overkill.
🎁 Best ways to earn seals
- Expert delivery missions — high seals for crafted goods.
- Supply & provisioning — daily turn-ins (steady).
- Squadron missions — decent payout if you’ve invested in NPCs.
- Company FATEs — quick, group-friendly seals.
Seal tip: spend on unique items first (glamour, mounts, rare mats). Don’t buy things you can easily farm elsewhere.
“If you want a mount, invest seals smartly; if you want bragging rights, chase ranks—and accept the grind.” — a practical player
Here’s the funny part: some players treat Grand Companies like fashion clubs, others like mini-governments. Which camp are you in?
Controversial? Sure. I’ll say it: chasing rank for basic gear is often a waste if you raid or do high-end content—many top-tier players never maxed their Grand Company ranks. Also, company choice barely changes endgame power, but it does affect roleplay and certain exclusive rewards. You might disagree—and that’s fine!
Oddly enough, switching companies later can be less painful than grinding to a very high rank in your first pick (there are transfer rules and costs). Watch this: look at what you truly want—mounts, glam, or squadron features—and make decisions from there.
Analogy time: choose a Grand Company like picking a college major—think long-term, but know people change majors. Another metaphor: it’s a uniform you wear while learning the map.
Quick advice (between us): join the company that makes you log in with a smile. I’ve noticed that enjoyment beats efficiency when it comes to long-term play.
One last stumble—oh, wait. You get it, right—play what you like, grind what you need, don’t overthink the badge.
Questions? Ask me which company suits your character concept and I’ll give a blunt, experienced answer.