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The Unending Journey

July 2019

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Date: 2019-07-08 01:48 pm (UTC)
astralera: (Default)
From: [personal profile] astralera
THE BEAR AND YOUNG'UNS' CARES
According to Gundobal, some young ones of Little Ala Mhigo may be meeting the masked man in secret. Approach four youths in the settlement and hear what they have to say.

Judging by the youths' reactions, it would seem that something is indeed in the offing, and Lahabrea may be involved. Return to Gundobald with your observations.

Gundobald fears that the youths may be involved in something they do not fully understand, and are likely to commit some great folly. You must get to the bottom of this before tragedy befalls.


WILRED WANTS YOU
It seems a young fellow named Wilred wants a word with you in private. Make your way to the designated meeting point, a rocky area north of the settlement.

Somewhat predictably, the rendezvous turns out to be a trap. Wilred and his cronies fall upon you, but you succeed in overpowering them. Question Wilred and learn of his agenda.

Wilred manages to give you the slip, but not before mentioning a plan to bring down the Empire. Gundobald will want to know of this.

Gundobald is troubled to learn that Wilred and his companions will stop at nothing for their plan. What could the young ones possible mean to do?


BIG TROUBLE IN LITTLE ALA MHIGO
Gundobal has scarcely opened his mouth when the battered and bruised figure of Bertliana stumbles back into Little Ala Mhigo. Through choked sobs, she reveals that she was being held captive by the Corpse Brigade. Fearing that this incident may spur Wilred and the others to action, Gundobald bids you go to them and see that they do not do something they may later regret.

To your dismay, it would seem that Wilred and his friends have already set their plan in motion. Hurry back to Gundobald and show him the blunt hunting knife and the Zanr'ak map you have found.

It seems that Wilred and his friends have been plotting to summon Rhalgr. To this end, they seek to infiltrate an Amalj'aa stronghold and steal the beastmen's cache of crystals. Intercept Wilred and his conspirators to the east of Little Ala Mhigo before the unthinkable comes to pass.

Wilred's plan has come to naught, as have his hopes of reclaiming his homeland. Return to Little Ala Mhigo and speak with Gundobald.

Wilred reveals that it was the masked stranger who first prompted him and his friends to entertain the notion of summoning Rhalgr. But what did Lahabrea—if indeed it was he—hope to accomplish by putting great power in the hands of the unworthy?


BACK TO SQUARE ONE
There is no more that Gundobald and his people can tell you of the masked stranger. Without another lead to investigate, return to the Waking Sands in Vesper Bay and report all that has transpired to Minfilia.

Listening to your report, Minfilia cannot hide her disquiet over the incident at Little Ala Mhigo. Thanking you for your efforts, she promises to look further into the matter.


TERROR AT FALLGOURD
According to Minfilia, there has been another potential sighting of Lahabrea in the North Shroud. Speak with the sylph Noraxia for the details.

Noraxia tells you that a miner named Medrod witnessed an unsavory masked character in the wood. Take yourself to Fallgourd Float in the North Shroud, and learn all you can from him.

You find Medrod at Fallgourd Float, but the man is too perturbed to speak of his experience. Perhaps his companion at the table can help to settle him down.

According to Aideen, nothing calms Medrod like a serving of lentils and chestnuts, his mother's speciality. Obtain a sample of this dish and bring it to him.

You have brought Medrod his favorite dish, but it will take a bit more effort on your part to calm his frayed nerves. For want of a better idea, try to soothe the man.

Medrod finally settles down and recounts his blood-curdling experience seeing the masked man, whom he swears is Death incarnate. As Minfilia mentioned, it appears that this individual is indeed connected to the recent spate of mysterious deaths.


ZIZ IS SO RIDICULOUS
It is popularly believed that the local ziz may be responsible for the deaths. Aideen suggests that you cull six of the scalekin to see whether you can find any clues.

You have culled six ziz as suggested, and have little to show for it besides a rich crop of bites and gashes. Return to Fallgourd Float and report to Aideen.

Aideen strikes ziz from her list of suspects, and turns her attention once more towards the masked man and his winged eyeball.


SEEING ROCK OF RANCOR
Aideen tells you that all the victims thus far have been comely maidens. Rumors have arisen that, in death, their rancor has gone into a rock to the southwest, causing it to flash and moan. Hopeful for a clue, Aideen bids you use a firesand stick to blow off pieces of the rock, and then bring back the fragments for her to examine.

You have used the firesand stick on the rock. Gather the lightning-aspected crystals that litter the area.

You have gathered all of the lightning-aspected crystals. Return to Fallgourd Float and present them to Aideen.

Aideen cannot hide her disappointment at your haul of lightning-aspected crystals. Unfortunately your efforts did not serve to advance the investigation.


SEEING EYE TO WINGED EYE
Ivaurault reveals that he has also seen the winged eyeball. The sighting took place at the rocky area to the west. Take yourself there and investigate.

Instead of the winged eyeball, a monstrous banemite appears, and you are forced to defend yourself. Return to Fallgrourd Float and report to Ivaurault.

You learn that the banemite you slew had long been a scourge upon the locals. While Ivaurault is duly impressed with your skill at arms, he wonders whether he only imagined seeing the winged eyeball.


POWER OF DEDUCTION
While uncertain for a time, Ivaurault is now convinced that it was a winged eyeball that he encountered at the rocky area to the west. There may well be another victim out there, waiting to be discovered. The three friends would leave the task of investigating to the expert — you.

As the three friends had feared, there was indeed another victim. The authorities must be informed. Bear your grisly find back to Fallgourd Float, and show it to Aethelmaer.

A cursory examination of the body turns up a button engraved with a lily motif. A similar object had been discovered upon an earlier victim. Could this be a clue to solving the mysterious deaths?


SECRET OF THE WHITE LILY
Aethelmaer entrusts you with the lily button, thus far the most promising lead in the murder investigation, and suggests that you show it to Miounne at the Adventurers' Guild in Gridania. Perhaps she will be able to recognize the sigil it bears.

While Miounne appreciates the button's exquisite craftsmanship, she is unfamiliar with its sigil. She suggests you show it to Bernadette, the keen-eyed sentry sentry who stands guard at the Aetheryte Plaza.

Unfortunately, Bernadette does not recognize the lily sigil. In her turn, she suggests that you have it examined by Wood Wailer Ceinguled, who stands before the Lancers' Guild.

Ceinguled recalls having seen a man named Ursandel wearing an identical button upon the breast of his jacket. You will find him by the entrnace to the Gentrys Ward, northwest of the Lancers' Guild.

Ursandel instantly recognizes the sigil as that of the old and proud Dartancours family. With a sigh of resignation, he agrees to reveal the truth behind the mysterious murders... on the condition that you promise to help him with what will most certainly be an unsavory task.



SKELETONS IN HER CLOSET
In grim tones, Ursandel reveals to you how Lady Amandine, his once beautiful mistress, was disfigured in the Calamity, and how she subsequently began to hold rites of rejuvenation at the urging of masked men. It would seem these rites involve the spilling of maiden blood. Knowing that this madness must end, Ursandel bids you do whatever is necessary to stop Amandine from claiming another victim. Make your way to Haukke Manor, situated on the western edge of the Central Shroud, and seek a way in.

You are now able to enter Haukke Manor. Fight your way through to the innermost chambers, and put an end to Lady Amandine's madness.

※Haukke Manor dungeon.

No sooner have you defeated Lady Amandine than two masked men appear, their ominous exchange suggesting that it was they who masterminded the atrocities committed within the manor. Before you can bring them to account for their crimes, they vanish, leaving you with still more unanswered questions. Just who are these Ascians, and what is it that they seek to achieve.

Owing to your valor, no more innocent blood need be spilled. Make your way back to Gridania and report the glad tidings to Ursandel.

Upon hearing your tale, Ursandel implores you to visit harsh retribution upon the masked men, before pledging to surrender himself to justice for failing to prevent his former mistress's crimes. Your work in the Twelveswood now done, return to the Waking Sands and report all that has transpired to Minfilia.

In light of the recent incidents fomented by the Ascians, Minfilia declares her intent to recommend that each nation tighten security. Your investigation having yielded up all the information it is like to for the present, she bids you prepare yourself for a different challenge.


WRATH OF THE TITAN
The Maelstrom has requested that the Scions slay the primal Titan, who has been summoned by a tribe of Kobolds who reside near Limsa Lominsa. Report to High Storm Commander R'ashaht Rhiki at Maelstrom Command for further information.

Upon arriving at Maelstrom Command, you are received by Admiral Merlwyb Bloefhiswyn herself, who pledges the full support of the Maelstrom in the forthcoming operation. Before risking direct confrontation with Titan, Y'shtola proposes that you learn more about your foe by speaking to former members of the Company of Heroes-- the famous band of mercenaries who defeated the dread primal once before. She directs you to the Grey Fleet mills in lower La Noscea, where one such individual is said to reside.

Your search leads you to Trachtoum, the self-proclaimed "best axeman" of the Company of Heroes. Explain the situation to him and see what he has to say.


TALES FROM THE TIDUS SLAYER
Althought Trachtoum claims to have battled a dread primal known as "Tidus," you cannot help but question his account. He quickly recognizes your doubt, and refuses to reveal the Company's secret strategy-- that is, unless you destroy a nest of wild rats by one of the windmills outside. If you wish to defeat Titan, then you have no choice but to acquiesce to his demands.

You effortlessly slay the vermin and destroy their nest. Return to Trachtoum and tell him the deed is done.

It would appear that Trachtoum used you to handle work he himself had been tasked to do. In spite of this irritating revelation, you must swallow your pride and press him for more information.
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