Nojiro tells you of a portal in the South Shroud that has set Gridania's rumor mill to spinning. While it sounds like nothing more than a fanciful fabrication, he explains his tale comes straight from the Wood Wailers who dared to enter. As he heard it, the portal leads to a labyrinth that changes its design every time scouts enter its long-abandoned halls. Though the potential for spoils intrigues him, he finds the risk is not worth the reward.
If you should be bold enough to enter, however, he bids you speak with the Wood Wailers at the mouth of Issom-Har to learn more. You find a dutiful Wood Wailer keeping watch over the entrance to Issom-Har. He directs you to Quarrymill, where their reconnaissance team is recruiting adventurers willing to brave the depths of the ruins.
The head of the Wood Wailers' reconnaissance team explains to you their dire situation. Though they have had little success in navigating the ruins, a padjal mage in their company has devised weaponry to aid those willing to enter. With a plan of action and equipment in hand, the Wood Wailers bid you venture into the depths of the ruins to discover what secrets lie within.
HALLO HALATALI ※HALATALI
Nedrick Ironheart has told you of a training ground in eastern Thanalan known as Halatali. Find its entrance, and then speak with one Fafajoni.
You have been granted free use of the training grounds of Halatali.
BRAVING NEW DEPTHS ※SUNKEN TEMPLE OF QARN
Nedrick informs you that the Immortal Flames are recruiting adventurers to explore the Sunken Temple of Qarn. Travel to the entrance of the temple and seek out one Bibimu.
Bibimu has granted you permission to explore the Sunken Temple of Qarn. Steel yourself for the many challenges that lie in wait.
DISHONOR BEFORE DEATH ※CUTTER'S CRY
The advancing years spell the end of Sibold's annual pilgrimage to Cutter's Cry. Along with Nymeia lilies for the burial mound, the famed sellsword entrusts you with the tale of his companions' death — and of his own survival.
Time has gentled the countours of the earth raised over the dead. You place the lilies and say your young man's orisons before espying Private Norman guarding the entrance of the cave. Speak with him.
Norman affirms that the chimera still lives. The sound he bade you listen to seems to grow stronger, melding with the beat of your own heart...
FORT OF FEAR ※DZEMAEL DARKHOLD
According to Carrilaut, the unfinished home keep of House Dzemael is much troubled by the voidsent. In readiness of your acquiescence, Carrilaut has arranged for someone to meet you there. Speak to this Ophelie.
Ophelie has eagerly granted you permission to explore the Dzemael Darkhol. Take up the challenge, but remember the oath you swore on your first day as an adventurer.
GOING FOR GOLD ※AURUM VALE
According to Nedrick, an area known as the Aurum Vale might hold a suitable challenge for an adventurer of your accomplishments. The vale may be found in the southwesterly reaches of the central highlands of Coerthas. Travel there and seek out a man by the name of Willielmus.
Willielmus reluctantly grants you entry to the Aurum Vale. Take up the challenge, but be ever mindful of the lethal fumes within!
TRAUMA QUEEN ※THE WANDERER'S PALACE
Allene tells you of the Wanderer's Palace, a glittering trove of treasures uncovered by the Calamity. She burns to return there, that much is obvious. Speak with Abazi Charazi down at the docks west of Camp Bronze Lake.
Unhinged by the loss of her lover to a tonberry's blade, Allene has been luring adventurers out to the palace with a tale much embroidered. Abazi Charazi offers to take you there, if you are prepared and so inclined.
GHOSTS OF AMDAPOR ※AMDAPOR KEEP
Sensing that you may be wanting for stimulation, Nedrick Ironheart tells you of Amdapor Keep, a ruined fortress situated in the South Shroud. If you would walk its halls and delve into the past, speak with Maxinne, the Wood Wailer who stands guard at the entrance.
You learn that Amdapor Keep is overrun with the Lambs of Dalamud and the voidsent they have taken to summoning. Satisfied that you will hold your own against such foes, Maxinne grants you permission to enter.
SIRIUS BUSINESS ※PHAROS SIRIUS
The smith Daimanda has been dispatched to Pharos Sirius to assist in the restoration effort, only to find the lighthouse infested by a siren and its fell minions. Seek further information about this troubling turn of events from the foreman Mimidoa, who bides his time in Aleport.
Master Mimidoa confirms the dire tidings and implores you to silence the siren's song, that he and his apprentice may get on with their work. Make for Pharos Sirius and speak with Davyd, a guard posted outside.
Heartened by your arrival, Davyd advises you to enter Pharos Sirius via the flood cellar so as to catch your foe off guard. Rid the lighthouse of the siren and its thralls so that the restoration effort might commence in earnest.
WHY SO SIRIUS
Diamanda is overjoyed to hear of your triumph over the siren, the brave deed having served to avenge her father and clear the way for the long-overdue restoration of Pharos Sirius. She urges you to convey the good news to Master Mimidoa in Aleport, that the two might commense their work.
Good tidings were met with grim revelations, as Master Mimidoa revealed that the crew of undead seamen in the siren's thrall were none other than the wretched remains of Diamanda's beloved brother and his loyal mates. In hearing the painful truth with that which she had long suspected, she resolves to devote herself to the restoration effort to honor the memory of her family.
OUT OF SIGHT, OUT OF MINE ※COPPERBELL MINES (HARD)
In hushed tones, Hugubert speaks of ill tidings from the mines of Copperbell. The fiendish hecatoncheires — believed to have been driven back to the umbral depths — have resurfaced, and many a roseate miner has paid the eternal price for returning to work too hastily. Your informant encourages you to speak to the Stone Torch posted outside the mines, located in western Thanalan, to see if aught can be done about the situation.
The proud Stone Torch grudgingly admits that hecatoncheires have returned to plague the mines and, what is more, have proven far too formidable an opponent for his vaunted unit. Indeed, the entire mining operation is at risk if this new threat is not dealt with, and swiftly. It would seem that Copperbell dost want for an adventurer's succor once more.
MANIAC MANOR ※HAUKKE MANOR (HARD)
Lauriane's words are concerning, indeed. If the stranger she encountered in Gridania is to be believed, Haukke Manor — once cleansed of its demons by your own hand — now houses newfound horrors. Seek out your old acquaintance Ursandel to the northwest of the Lancers' Guild and see if there is any substance to the rumors.
A visibly shaken Ursandel confesses to you that the rumors are all too true: Someone — or something — has returned to Haukke Manor, and the blood of ill-fated young maidens spills more freely than it did at the height of his lady's reign of madness. Set forth for the manor, that you might witness the horrors with your own eyes.
You have gained entrance to Haukke Manor. Lend your strength to the Wood Wailers who do battle within, and put an end to the tragic horrors of this accursed place once and for all.
ONE NIGHT IN AMDAPOR ※LOST CITY OF AMDAPOR
The magicks entombing the lost city of Amdapor have recently faded, and the darkness within grows restless. Brother E-Sumi-Yan would have you still its stirring, and in his subtlety, has sent you to consult with Seedseer Raya-O-Senna. Make your way to Camp Tranquil in the South Shroud, where the Padjal awaits.
The Seedseers Raya-O-Senna and her brother, A-Ruhn-Senna, apprise you of the darkness that has emerged within Amdapor. Suffice it to say, it falls to you to vanquish the fell presence. To venture into the lost city, speak with Alphene, the Wood Wailer stationed at the entrance in the South Shroud.
From Alphene, you learn that the great gates he guards offer a way into the lost city. By all accounts, what awaits you is hideously dangerous and likely to be revolting. Meet the corruption in Amdapor with your loins girt!
THIS TIME'S FOR FUN ※HALATALI (HARD)
According to Hugubert, the training grounds at Halatali have been reopened to challengers, and your reputation as a seasoned battler precedes you. If you would take Hugubert up on his offer, make your way back to the reinvigorated training arena and speak with its sentry, Arlh.
Arlh informs you that the former deathtrap is now a well-oiled dungeon. While there are myriad calls on your talents, you cannot deny the appeal of proving yourself in Halatali.
CURDS AND SLAY ※BRAYFLOX'S LONGSTOP (HARD)
Your wanderings have led you into the company of one Bloezoeng, a local chef in the Seventh Heaven. As it turns out, you and he share a mutual acquaintance: Dyrstweitz, the owner of the Flying Shark in Costa del Sol. Dyrstweitz, it would seem, has sent out a call for help on behalf of his own friend, Wheiskaet. For friendship's sake, seek out Wheiskaet in eastern La Noscea to see what is troubling him.
Wheiskaet has pointed you in the direction of yet another old acquaintance, Brayflox Alltalks from the Company of Heroes. Proceed to Brayflox's Longstop, and assist the goblin in any way you are able.
You speak with Brayflox and discover that her camp is under attack by the Illuminati, a secretive fraternity of goblin scholars. This enigmatic band may well have good reasons for their assault, but in the name of friendship, you must brush such doubts aside as you prepare to stand with Brayflox.
KING OF THE HULL※HULLBREAKER ISLE
Bloezoeng informs you that an old friend, a Lominsan of no small repute, desires your services for a highly confidential task. If you would learn more, make your way to the seaside city–state's upper decks and seek out a man named Denston.
Your client turns out to be none other than the Maelstrom's second–in–command, Storm Marshal Eynzahr Slafyrsyn. Following a lesson in maritime history and natural phenomena, the man tasks you with going to Hullbreaker Isle in order to retrieve a golden coffer which belonged to the pirate king Mistbeard. See to your preparations, then speak with Denston at the Moraby Drydocks to be ferried over to the isle.
Denston stands ready to bear you and your comrades over to Hullbreaker Isle. After arriving, fight your way to the wreck of the Haar, and obtain Mistbeard's coffer.
Following a briny encounter with a tentacled seabeast, you come into possession of Mistbeard's coffer. Take your prize back to the upper decks of Limsa Lominsa and present it to Denston.
No sooner do you deliver the coffer to Denston than Eynzahr appears. The storm marshal unlocks the coffer to produce a mask bearing a menacing visage, which he explains has been worn by all the individuals who have borne the name Mistbeard. The legendary pirate, it would seem, is not one man, but many. Eynzahr goes on to say that the current Mistbeard will be the last, having chosen to consign himself and his predecessors to the pages of history ─ all for the sake of one woman and her dream of a brighter future for Limsa Lominsa...
BLOOD FOR STONE ※THE STONE VIGIL (HARD)
According to Failicie, Lord Drillemont prepares to retake the Stone Vigil, and begs the presence of the adventurer who once walked its dragon-haunted galleries. Take yourself to Whitebrim Front and hear what Drillemont has to say.
Lord Drillemont receives you with every courtesy. So unused are you to such deference from the mistrustful masters of Ishgard that you enjoy it rather less than you thought. By contrast, storming the Stone Vigil by air sounds quite comfortable indeed. Join Nathelain near the Vigil in the Coerthas central highlands and await the airship.
The feat of one can buoy the spirits of many, and Ser Nathelain tells you that you were the one, and shall be again today. Fight your way through the Stone Vigil, and reclaim the ancient fortress from the Dravanian Horde.
The battle is done. After six years and countless lives, Ishgard has won back the Stone Vigil. Who would have thought the rocks to have had so much blood in them? You would do well to dismiss such dark thoughts and go seek out Lord Drillemont instead.
Lord Drillemont proves to be no stranger to dark thoughts. While others rejoice, he sees that this victory is hollow unless the fortress can be rebuilt with alacrity. In the grim set of his jaw, you read an unspoken thought ─ what was retaken can be lost again, for a ruin is hard to hold...
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