Paiyo Reiyo has received a wedding invitation from a former adventuring comrade, a lass named Edda with whom you are acquainted. While impending matrimonal festivities would ordinarily be a cause for gladness, the fact that the groom-to-be is no longer among the living has left the Lalafell deeply perturbed. Paiyo Reiyo indicates that he means to consult a former comrade and fellow invitee regarding the strange affair, only to learn from you that she, too, has been dead for some time. Racked by uncertainty, he requests to see Liavinne's grave with his own eyes. Meet Paiyo Reiyo at the Church of Saint Adama Landama, and show him where your fellow Scion was laid to rest.
Arriving at the lichyard, Paiyo Reiyo is dismayed to find Liavinne's grave despoiled and her body missing. He believes that Edda is the one responsible, having lost her battle with despair in the aftermath of her fiance's death. The Lalafell departs for the Tam-Tara Deepcroft forthwith, determined to put an end to whatever madness his erstwhile comrade is about to commit. Given Edda's admiration for you, it seems likely that your presencce will prove valuable to this endeavor. Make your own way to the Deepcroft, and speak with the Wood Wailer guarding the entrance.
Huguemont informs you that a Lalafell fitting Paiyo Reiyo's description recently entered the Deepcroft, and in the company of a maiden garbed all in white. Venture into the crypt, and aid Paiyo Reiyo in ending Edda's madness.
Within the depths of Tam-Tara, you come face-to-face with Edda, and succeed in thwarting her dark ritual. Her plummet into the abyss is a sight you will not soon forget. Turn your attention now to Paiyo Reiyo.
With the unsavory affair put to rest, Paiyo Reiyo reveals that he has lost the will to continue adventuring. Before he is able to finish speaking, however, he abruptly breaks into a flurry of apologies, and flees like a man possessed. It would seem the Lalafell's troubles are not yet over...
THE NIGHTMARE'S END
Word of your exploits in the Palace of the Dead has spread, and a Wood Wailer stops you to speak of his men's praises. He also broaches the subject of a peculiar fellow down at Buscarron's Druthers. For the past several days, this drunkard has been spouting nonsense of the supernatural, and mumbling about you. Assuming you two to be friends, the Wood Wailer asks that you go to the Druthers and see what you can do to console this ale-sodden soul.
You find the gentleman in question who, failing to look up from his mug, demands you bring him another bottle of ale. However, when he hops down from his chair, you realize it is Paiyo Reiyo, whom you once rescued from the Tam-Tara Deepcroft. He tells you he has been plagued by thoughts of Edda ever since and is taken aback when you tell him of your encounter with the fallen mage in the Palace of the Dead. You hand him her engagement ring and a look of remorse passes his face. After a few moments, he then asks you to accompany him outside.
Tormented night after night by nightmares of Edda and her beloved, Paiyo Reiyo had decided to hold a small remembrance service for them, hoping to lay their spirits to rest. The problem, however, was that there were no bodies to bury ─ a problem for which he found a solution the moment he thought of Edda's ring. He plans to use their engagement rings for the service. All he requires now is Avere's ring, which just so happens to be in the river near Buscarron's Druthers.
You search along the riverbank and find a pair of rusted gauntlets. While examining them, you manage to dislodge a ring from within one. Take it to Paiyo Reiyo and see if it is what he has been searching for.
Paiyo Reiyo is beside himself with excitement when you show him the ring. He decides on a place to bury their keepsakes, eventually settling on Summerford. From there one can gaze upon all of Limsa Lominsa, the place where the two lovers first met.
Having lain the rings gently in the soil, Paiyo Reiyo offers up a prayer, hoping Edda and Avere have at last found peace in the great beyond. He thanks you and promptly takes his leave, heart unburdened and mind at ease. As you turn to follow, a soft wind blows, carrying what sounds like a whisper on the breeze. Perhaps it was your imagination. You stop to take one last look at Limsa, knowing that Edda is finally in a better place.
IT'S DEFINITELY PRIATES ※SASTASHA (HARD)
According to Bloezoeng, Commodore Reyner of the Yellowjackets has need of a capable adventurer for what promises to be a grueling task. If you would answer the call, make your way to Limsa Lominsa and present yourself before the commodore at the Coral Tower on the upper decks.
Reyner informs you that Sastasha has been overrun by an unidentified group of pirates... who may in fact be monsters. Recalling the way you once drove the Serpent Reavers from the caverns, the commodore is confident that you will be able to quell the new threat ─ whatever it is. Make your way to Sastasha in western La Noscea, and report to D'perjha, who stands guard by the entrance.
D'perjha has briefed you on the current situation. In the absence of new intelligence, you have no choice but to play it by ear. Venture into Sastasha, and eliminate the threat within.
Deep within the bowels of Sastasha, you corner the hideously transformed resurrection of Captain Madison who summons forth the Kraken to do his bidding. However, the dread pirate's dastardly plan rebounds upon him when, with a flick of its tentacle, the creature sends him flying. Setting aside this bizarre scene, you and your comrades engage the gargantuan sea beast, and succeed in vanquishing it. Your mission thus accomplished, make your way back to the outside world and report to D'perjha.
D'perjha is shocked to learn that the monsters that had overrun Sastasha were none other than the Serpent Reavers. Having informed you that their bodies will be collected for analysis, the Yellowjacket bids you report to Reyner, who has since arrived in Aleport.
No sooner do you begin speaking with Reyner than the body of one of the jellyfish men arrives from Sastasha. The scholar Ceana believes that its hideous form is the result of overexposure to aether, most likely due to repeated tempering. In light of recent developments, Reyner pledges to tighten security around Aleport.
THE WRATH OF QARN ※THE SUNKEN TEMPLE OF QARN (HARD)
According to Hugubert, Amajina & Sons Mineral Concern is in urgent need of adventurers. The craggy Highlander is uncharacteristically mealymouthed about the clients, however. Speak with one of them at the Miners' Guild and get a measure of this Seserukka.
You learn that to speak with Seserukka is to hear from Popokkuli, and to speak with Popokkuli is to have an earful from Seserukka. What they demand is a rescue mission, but there is nothing simple about entering the Sunken Temple of Qarn─especially after some raiders have set off the ancient traps within. Still, the scholar Nenekko must be rescued, or her brothers will have your hide. Bibimu will allow you entry into the temple once you arrive in southern Thanalan.
From Bibimu, you learn that your two clients are the “sons” in Amajina & Sons Mineral Concern. In addition, Nenekko is a rising star in the scholarly world. With this knowledge in mind, enter the Sunken Temple of Qarn and pull off the rescue.
You return to the treacherous corridors of the Sunken Temple of Qarn, and live to tell the tale.
Nenekko proves to be an unflappable little person in very little need of rescuing. Precede her back to the Miners' Guild to set her brothers' minds at rest, and remember: non-intrusive first and systematic always.
The twins are relieved to see you and positively ecstatic to see their sister. They have loving hearts, all three, though in the twins it comes cloaked in much bluster. Nenekko's plan to sow superstitious fear should protect the ruins ─ and her team ─ from further danger created by unscrupulous raiders. What time has devoured, knowledge can recreate. And what was lost, soft eyes can find.
NOT EASY BEING GREEN ※THE WANDERER'S PALACE (HARD)
Bloezoeng is overjoyed to hear that you are the very adventurer who survived the Wanderer's Palace. He explains that a fellow in his acquaintance ─ a treasure hunter of sorts ─ has been searching for you. Go and discover why at Camp Bronze Lake in upper La Noscea.
You speak with the blundering treasure hunter and his companion. The two tell a harrowing tale, of how close they came to death within the Wanderer's Palace themselves, only to be saved by the tonberries. Their respite was short-lived, however, as a bloodthirsty band of Mamool Ja sellswords invaded not long after, slaughtering many tonberries and locking the remainder away. The treasure-hunting duo barely escaped the attack with their lives. Now, they ask that you give the mercenaries the boot, and so aid their tonberry comrades. Speak with the ferryman Abazi Charazi to gain entrance to the Wanderer's Palace.
Deciding to overlook his hatred of the tonberries, Abazi Charazi grants you passage to the Wanderer's Palace to save the beleaguered creatures from the Silverscales.
The Silverscales are now sleeping with faerie bass, so to speak, and the tonberries are rescued. Return to Camp Bronze Lake, and tell the treasure hunters of your triumph.
The treasure-hunting pair are overjoyed to hear of your success. They thank you profusely, vowing that they will do all in their power to ensure the tonberries' safety. With smiles on their lips, the two depart to live happy lives amongst their green friends.
FOR KEEP'S SAKE ※AMDAPOR KEEP (HARD)
Upon learning that it was you who purged the Lambs of Dalamud from the bowels of Amdapor Keep, Lauriane informs you there is one who would speak with you. His name is Brother Adestan, and he waits at Camp Tranquil in the South Shroud. Venture there to hear his story.
Brother Adestan reveals that he is investigating Amdapor Keep at the behest of A-Ruhn-Senna. New evil festers within the castle walls, and its source is voidsent invoked by an unknown fiend. While the mystery of the summoner can wait, the voidsent threat must be destroyed with all haste for the good of the Shroud. Adestan bids you speak with Maxinne, the guard watching over Amdapor Keep, that you might behold the terrors within for yourself.
Maxinne grants you entry to the castle, but not without a warning. The darkness inside has made the forest life turn savage and feral. It will pose a deadly challenge to you until the voidsent lord lurking at the castle's heart is defeated.
You have felled the voidsent lord, a nightmarish being seemingly garbed in harlequin's attire. Return to Camp Tranquil and tell Brother Adestan that you have had the last laugh.
After hearing of your adventure, Adestan realizes the voidsent were summoned forth not by the living, but rather by the dead. The Lambs of Dalamud's dark rites had been complete but for blood. When you purged them, their vitality ran forth over the ground, and brought their foul rituals to fruition. Adestan wonders if the voidsent drew the Lambs to Amdapor in the first place, before dismissing such theories as improbable. He nevertheless thanks you for restoring peace to the Shroud.
no subject
Date: 2019-07-08 02:39 pm (UTC)