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єяα ☉ ωαrrισr σf ℓιghт ([personal profile] astralera) wrote in [community profile] theunendingjourney 2019-07-08 01:47 pm (UTC)

INTO A COPPER HELL
It would seem that a horde of hecatoncheires has been wreaking havoc in the depths of Copperbell Mines. So that mining operations may resume, Papashan bids you subdue the hulking creatures. In preparation for the mission, the stationmaster suggests that you speak with Painted Mesa, an employee of Amajina & Sons Mineral Concern.

You learn from Painted Mesa that Copperbell Mines were reopened in order to meet the pressing demand for building materials created in the wake of the Calamity. Without a steady supply, Ul'dah's nascent recovery may slow to a standstill. Make your way to the mines, and report to the Stone Torch who stands guard at the entrance.

You've been granted permission to enter the mines. Make your way through the tunnels, putting down any hecatoncheires you encounter.

※Copperbell Mines dungeon.

You have succeeded in subduing the hecatoncheires. Report back to Painted Mesa at the Quicksand.

Your conversation with Painted Mesa is cut short by a shrill cry. Rushing to the origin of the exclamation, you find a woman being harassed by ruffians, and hurl yourself in harm's way to protect her. Immediately thereafter, Thancred arrives.

After praising your courage, Thancred reveals that he belongs to an order called the Scions of the Seventh Dawn, and invites you to join them. But who exactly are these Scions, and what is their agenda? Perhaps Momodi can shed some light on these questions.

In the course of your travels, you have crossed paths with myriad individuals, some of whom you have positively influenced. One such individual is the young conjurer Edda, who reveals that you have inspired her to embark upon a new journey as an adventurer. You sense that you, too, must soon embark upon a new journey of your own. Speak with Momodi again when you have resolved to take the first step.


THE SCIONS OF THE SEVENTH DAWN
Momodi reveals to you that the Scions of the Seventh Dawn is an order which seeks to combat the various problems that plague Eorzea. Its members are always looking for capable individuals to recruit to their cause, and it appears your recent exploits have drawn their attention. The Scions are headquartered in a place called the Waking Sands, situated at Vesper Bay in western Thanalan. Make your way there and present yourself to the guardsman.

At the entrance to the Waking Sands, you find not a guardsman but a bubbly clerk named Tataru, who informs you that the Antecedent awaits within. Let Tataru know when you are ready to be shown through.

You meet with Minfilia, the leader of the Scions of the Seventh Dawn, who tells you about your power ─ the Echo ─ and how it is the key to solving the primal problem. At the end of a lengthy exposition, Minfilia implores you lend your strength to their cause, and in good faith entrusts you with the order's password: “wild rose.”


A WILD ROSE BY ANY OTHER NAME
Taken by an inexplicable urge to be witty, you incorporate the order's password, "wild rose," into a poetic verse by way of agreeing to help. Minfilia has the grace to play along with your silliness, and welcomes you to the Scions. She introduces you to its core members: the scholars of Sharlayan, some of whom you have already met. Without further ado, you are assigned your first task - an investigation of two primal-related crimes in Ul'dah. Speak with Thancred, the debonair minstrel, to learn the details of your mission.

Thancred believes that the caravan robbery and the abductions are connected, and suggests that you first look into the missing persons. Make your way to Camp Drybone in eastern Thanalan, and seek the cooperation of a man named Isembard.

Arriving at Camp Drybone, you speak with Isembard, who offers you his full cooperation in the investigation.


UNSOLVED MYSTERY
Isembard informs you that the Amalj'aa have butchered a number of commonfolk, and asks that you retrieve the ripe corpses so that he may see them properly interred.

You have recovered the remains of the fallen. Take them back to Isembard at Camp Drybone.

Outward appearances being what they are, it is impossible that the Amalj'aa have been acting alone in the recent wave of disappearances. Isembard cannot help but wonder if another conspirator has had a hand in these troubling incidents.


WHAT POOR PEOPLE THINK
Isembard has told you of someone who knows the most about the commonfolk and their ways. Seek out Ungust and show him the note Isembard has given you.

Ungust tells you that the commonfolk are as vigilant a folk as any, and more than most. Speak with them yourself to see if he speaks the truth.
In their terror, the commonfolk tell you little of use. Go speak with Ungust once more.

Ungust seems unconcerned about the growing list of missing people around Drybone. Report back to Isembard to see if he has any ideas on how to proceed.

Isembard believes that perhaps the people are holding their tongues because they have come to trust only in their gods.


A PROPER BURIAL
Isembard has asked that you visit the Church of Saint Adama Landama to inter a corpse he has prepared for burial, and to speak to the priests about the missing commonfolk. Seek out Marques in the lichyard.

Marques has directed you to an empty grave atop the nearby ridge. Bear the embalmed corpse to the gravesite.

You have gently placed the embalmed body at the foot of the grave. Perform one final duty for the deceased and provide him a proper burial.
You have interred the dearly departed as Isembard requested. Return to Marques and tell him the deed is done.

Marques admits to knowing little of the commonfolk. He suggests you speak to Sister Ourcen within the church.

Sister Ourcen informs you that while the commonfolk confide a great many things in her, she has not heard anything that might help your investigation. Return to Camp Drybone and speak to Isembard once more.

Upon your return to Isembard at Camp Drybone, the ever-dashing Thancred appears to greet you. To Isembard's dismay, he suspects that the only person who could take the vigilant commonfolk by surprise is the very Sister Ourcen who takes their confession. Isembard, however, is not so easily convinced.


FOR THE CHILDREN
Isembard refuses to believe that Sister Ourcen is behind the mysterious disappearances at Camp Drybone. To this end, he bids you speak with one of her favored children in the Golden Bazaar in order to learn more of her activities.
Upon arriving in the Golden Bazaar, you are told that Sister Ourcen left some time ago to search for the child's lost treasure. Fearing for her safety, the child pleads with you to go and find her.

You have rescued Ourcen from a grisly fate at the hands of rotting pikemen. After expressing her gratitude, she takes her leave and returns to the Golden Bazaar. Make your way back to Camp Drybone and tell Isembard all that transpired.

After risking life and limb to recover the orphan's memento, Isembard is more convinced than ever that Sister Ourcen is not in any way responsible for the vanishings.


AMALJ'AA WRONG PLACES
Thancred has been searching for you, and bids you meet him near the Amalj'aa encampment to the southeast of Camp Drybone.

You meet Thancred outside the nearby Amalj'aa encampment. He asks that you enter and search for evidence of their involvement in the vanishings at Camp Drybone.

You have found a suspicious leaflet. Return to Thancred and show it to him.

The leaflet does not appear to have been written by a member of the Order. Show it to Sister Ourcen at the inn at Camp Drybone to see if she can provide any insight.

Sister Ourcen confirms that the leaflet is not of the Order's making, and goes on to tell you that the church was recently plagued by a rash of missing garments. Speak with Thancred to determine your next course of action.

Thancred believes it likely that the culprit behind the vanishings is posing as a priest of the Order. Warn Isembard of this potential danger.

Isembard resolves to stay vigilant in light of the new information. Thancred, meanwhile, has withdrawn to consider the situation more carefully. What course of action might the Sharlayan bard come up with?


DRESSED TO DECEIVE
Thancred suggests that the two of you pose as impoverished souls in order to ensnare the false priest. By way of laying the foundation for this plan, you must first make it known that vagrants have newly arrived at Camp Drybone. Don a weathered shepherd's tunic and a pair of weathered shepherd's slops, and beg the residents of the camp for work.

You have made a sufficient nuisance of yourself to draw the attention of the false priest. Report back to Thancred.

It would seem that the poor have established a commune by a pond north of Sandgate, to the east of Camp Drybone. Owing to its isolation, Thancred believes it an ideal place for kidnappers to do their work. Don your disguise once more, and rendezvous with Thancred at said pond.

The false priest turns out to be none other than Ungust, the obnoxious merchant whom you first found preying upon a refugee woman at the Hourglass. The man reveals that he has been abducting people at the behest of the Amalj'aa. Take this knowledge back to Minfilia, who awaits at the Waking Sands in Vesper Bay.

Praising your investigative work, Minfilia tells you that an encounter with the Amalj'aa is inevitable. Be prepared to answer the call to arms when the time comes.


LIFE, MATERIA AND EVERYTHING
Minfilia would like you to meet a goblin scholar named Mutamix, whom she says introduced a revolutionary new method of gear enhancement to Eorzea. Make your way to the goblin's encampment at the Bonfire in central Thanalan, and present to him Minfilia's dagger.

Arriving at the Bonfire, you are treated to a zany display by Mutamix and his students. Upon learning your identity, Mutamix proceeds to teach you the basics of materia, a type of crystal which can be melded to items to enhance their powers. Assuming you understood correctly, only experienced Disciples of the Hand are capable of attaching these crystals. Take yourself back to the Waking Sands, and present to Minfilia her materia-enhanced dagger.

Minfilia impresses upon you the importance of being well equipped for battle, and explains that materia is an effective way to get the most out of your gear. Put this knowledge to good use as you undertake your future missions.


LORD OF THE INFERNO
In order to learn the whereabouts of the abductees, the Immortal Flames have devised a plan to capture Amalj'aa, using the false priest, Ungust, as bait. Minfilia bids you partake in the operation as the Scions' representative. Take yourself to Camp Drybone, and there merge with the Immortal Flames.

You have been briefed regarding the operation. It is anticipated that the Amalj'aa will offer fierce resistance, and you are urged to spare no preparations. Once you are ready, proceed to the Invisible City, and lie in wait at the designated location.

To your great dismay, you are betrayed by one of your own, and end up being captured by the Amalj'aa. After an indeterminate amount of time, you awaken within an Amalj'aa stronghold in the company of your fellow captives. Speak with them to ascertain the situation.
It appears the Amalj'aa mean to make an offering of you and your companions to Ifrit. If it must end, let it be with weapon in hand. Wait for the right moment, and strike back at the Amalj'aa.

Having failed to make you his minion, Ifrit attempts to exterminate you, but against all odds you succeed in overcoming the god-like being. It would appear that he and his kind have the power to bind mortals to their will, yet for reasons yet unknown you are immune to this influence. There will be time enough to learn the truth of things later. For now, make your way back to Camp Drybone, and speak with Thancred.
Having lavished you with praise, Thancred takes his leave to return to the Waking Sands. Minfilia will be eager to hear back from you as well. Report to her at the earliest opportunity.

At the Waking Sands, Minfilia and Thancred take turns bombarding you with information, explaining to you how the crystal robbery and the abductions served to advanced Ifrit's cause. Thancred then reveals a disturbing truth: in order to prevent Ifrit from gaining strength, his “tempered” victims are put to death. Even as this revelation casts a shadow over your victory, you find yourself more determined than ever to do your part as a Scion.


A HERO IN THE MAKING
Your recent exploits have garnered you the attention of the Grand Companies of Eorzea, each of which now seeks to recruit you to its ranks. That you might be better informed when deciding which one to join, Minfilia suggests that you attend the forthcoming remembrance services and listen to each Grand Company leader's address. Tataru will be able to furnish you with the particulars.

Tataru has apprised you of the three remembrance service venues: the Stateroom in Limsa Lominsa, Mih Khetto's Amphitheatre in Gridania, and the Royal Promenade in Ul'dah. Attend the services in any order you desire, and hear what each Grand Company leader has to say.
You have attended all three services. Based on the words of the Grand Company leaders and the traveling twins, Alphinaud and Alisaie, it would appear that all three nations are beset with myriad problems. Your mission to be informed now complete, make your way back to the Waking Sands, where Minfilia awaits.

Minfilia expresses her hopes that you will lend your strength to a Grand Company. Weigh your decision well, and give your answer to the officer of the Grand Company you would join.

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