Having recognized you as father Iliud's guest, Sister Eluned offers her condolences for the lives lost in the attack on the Waking Sands. She then informs you that the bodies of your fallen comrades are currently being prepared for transport from Vesper Bay to the lichyard. Believing that it might help you find closure, she suggests that you travel to Vesper Bay and assist with this task.
While many bodies have already been sent to the lichyard, many still remain outside the Waking Sands. Suppress whatever distaste you may harbor for the task at hand, and gather as many corpses as you can carry.
Trying best not to think of who these brave men and women once were, you gingerly gather four of your fallen comrades. Bear their bodies to the chocobo carriage waiting at the east gate of Vesper Bay.
You load the four bodies into the back of the chocobo carriage. Alas, four still remain outside the Waking Sands.
With a heavy heart, you have gathered the final our bodies. As before, take them to the chocobo carriage at the east gate.
The last of the fallen Scions are now ready to be taken to the lichyard. Return to Sister Eluned and tell her she can expect the bodies to arrive soon.
Sister Eluned tells you that the first carriage from Vesper Bay arrived prior to your return, and that your fallen comrades are already being prepared for burial. She tells you to take comfort in the fact that death came quickly to most, and assures you that they will be afforded the utmost respect so that they may find peace in Thal's realm.
THE WARDEN WORKS IN MYSTERIOUS WAYS
Unfortunately, there is insufficient space on church grounds to bury the staggering number of deceased Scions. Father Iliud has therefore decided that the dead be buried in the same plots as those who perished in the Calamity five years ago. Sensing that this news might upset you, Sister Eluned suggests that you make a pilgrimage to the mark of the Warden and offer prayers to Azeyma that the imperials face justice for their crimes.
In remembrance of your fallen brothers and sisters, you kneel before the mark of the Warden. Return to Sister Eluned at the Church of Saint Adama Landama.
What will result from your pilgrimage can never truly be known. Nevertheless, Sister Eluned believes that the souls of the departed Scions will be comforted by your actions.
BURY ME NOT ON THE LONE PRAIRIE
The Church of Saint Adama Landama can perform rites for most of the fallen Scions. However, Noraxia, a sylph from Little Solace, is an exception. Sister Eluned believes that it would be best if the sylph's body was returned to her home in the Black Shroud and she asks that you accept this responsibility.
The sylphs thank you for bringing Noraxia's remains back home. Though her death has been cause for great sadness in Little Solace, it has also sparked anger against the imperials. When the time comes to confront the forces responsible, it would be wise to seek the aid of the humble forest dwellers. Return to Sister Eluned at the Church of Saint Adama Landama.
Upon your return, Sister Eluned informs you that the last of your comrades has finally been laid to rest in the lichyard. Sister Eluned further implores you to set aside your burdens and take a rest, as you have already done so much on behalf of the fallen Scions.
EYES ON ME
Marques cannot shake the feeling that he is being watched. Apparently, the sensation comes and goes, but he felt it quite strongly not long ago. Put his fears to rest by searching the surrounding area for hidden onlookers.
While patrolling the lichyard, you come under attack from an unknown assailant. After slaying the man in self-defense, you note that his sword is unlike any you have seen before, and retrieve it in the hope that it might serve to identify him. Inform Marques that his fears were justified.
Marques has no idea why the man would be monitoring his activities, but he suspects it may have something to do with his past-- a past which he still cannot recall, despite his best efforts. As this may not be the last time dangerous men come in search of Marques, he asks that you inform Father Iliud of everything that has transpired. Perhaps you should show him the unusual sword you discovered as well.
Recognizing the sword you found to be Garlean steel, Father Iliud concludes that the man observing Marques was an imperial soldier. Before he can dispatch you to inform the authorities, Alphinaud Leveilleur strides into the church an declares Marques to be none other than Master Cid Garlond, who has been missing since the Calamity five years ago. While he has yet to recover his lost memories, Cid senses that the boy speaks the truth, and decides to join him. Resigned, Father Iliud produces Cid's belongings, which the priest had stored for safekeeping. Alphinaud then reveals that the Ixal have summoned Garuda, and that Cid's lost airship, the Enterprise, will be required if they surviving Scions are to reach the Primal. Together with Cid and Alphinaud, make for Gridania, where the Enterprise was last seen.
HE WHO WAITED BEHIND
Father Iliud suggests that you begin your search for Cid's airship in Fallgourd Float, located in Gridania's North Shroud. Journey to the settlement and speak with the Twin Adder forces stationed there for more information.
The final flight of the Enterprise appears to be a well-known moment in Gridanian history, as Aethelmaer has no trouble recounting the event. He bids you speak with Vortefaurt at Florentel's Spire, a sentry who saw the airship with his own eyes that day five years ago.
Vortefaurt confirms that he bore witness to the vessel's passing. Listen well as the veteran Wailer spins his yarn, for it shall doubtless provide essential information that leads you to the errant vessel's location.
COLD RECEPTION
According to Vortefaurt, the Enterprise disappeared over the mountains of Coerthas to the northwest. Presuming it was not destroyed during the Calamity, he recommends that you elicit the cooperation of the astrologians at the Observatorium, who were doubtless monitoring the skies that night and possess information that may be valuable to the search. However, as Ishgardians are wont to turn away outsiders, Vortefaurt advises you to first offer your services to the soldiers who guard the Observatorium, as a gesture of goodwill.
Your offer of aid is curtly refused by the Ishgardian knight. It may require aggressive efforts on your part to convince the locals that you mean no harm.
THE UNENDING WAR
Ser Ludovoix declares that if you are intent upon remaining in the area, you might as well make yourself useful by helping him locate a missing sentry, whom Ser Ludovoix instructed to patrol the lands west of the Observatorium.
You locate the missing man with little difficulty, but are forced to defend yourself against several unknown assailants. With malice in his voice, the Ishgardian names the attackers as heretics — those who have pledged their allegiance to the dragons. Report to Ser Ludovoix and tell him of what transpired.
Ser Ludovoix is pleasantly surprised by your success in finding a rescuing his knight. He states that he will inform the astrologians of your intent and directs you to spek with a woman named Edmelle.
Though she is surprised to receive a foreigner, Edmelle directs you to speak with Chief Astrologian Forlemort, who can be found up above. As Chief Astrologian Forlemort berates you for daring to make such a ridiculous request, an Ishgardian inquisitor named Guillaime appears, seeking an audience with the chief astrologian. Apologizing for the interruption, the inquisitor quickly takes his leave, but not before subtly cautioning you against becoming involved in Ishgardian affairs. Nevertheless, you may have no choice but to do just that if you wish to find the Enterprise.
MEN OF HONOR
Having overheard your conversation with the chief astrologian, Jocea understands that your quest is one of great import. She is willing to assist you, but requires that you first help her by locating a missing colleague and confirming his safety. The astrologian in question was planning to conduct observations at a cliff to the east of the Observatorium, but he may have run afoul of Ixal said to be in the area. Proceed with caution and locate the missing man.
At first, the missing astrologian rejoices at your coming. However, his mood abruptly changes upon realizing that you are not an Ishgardian knight. Declaring that a man of House Durendaire cannot be seen in the company of an unbeliever, he abruptly storms off, presumably to return to the safety of the Observatorium. Return to Jocea and inform her that her associate is safe.
Making no effort to conceal her disdain, Jocea tells you that the highborn astrologian feels disgraced to have been rescued by an unbeliever. True to her word, she offers you an alternative means by which you might locate the Enterprise. Approach Lord Portelaine and petition him for formal introductions to the other High Houses, who may have information that can help you locate the missing airship.
Lord Portelaine does not deny that you have helped House Durendaire twice. However, as there are three High Houses to which you have requested formal introductions, he requires that you perform a third act before he will oblige you. Unable to deny his logic, you brace yourself for the duty to come.
THREE FOR THREE
As a condition of providing you with three formal introductions to the other three High Houses, Lord Portelaine has asked you to investigate the scene of a recent robbery west of the Observatorium. Search for and recover any parcels that you find, but make sure that you are prepared to defend yourself if the perpetrators are still present.
Your search yields three parcels which likely belong to the porter who was ambushed. Present them to Lord Portelaine in exchange for your introductions.
Much to your dismay, your arrangement with Lord Portelaine is brushed aside when the Ishgardian discovers a draconian rosary in a chest belonging to Lord Francel of House Haillenarte. As this could be considered proof of heresy, Lord Portelaine advises you against associating with any man of House Haillenarte. As the lord talks of informing the inquisitors, the knight standing behind him locks eyes with you, in an obvious attempt to catch your attention. Perhaps you should take a moment to speak with the grizzled knight.
THE ROSE AND THE UNICORN
Ser Carrilaut tells you in hushed whispers that Lord Francel could not possibly be a heretic, and that these accusations could prove disastrous for House Haillenarte. He bids you deliver a warning to Lord Francel at Skyfire Locks, adding further that you should speak to him of an edelweiss so that he knows you can be trusted.
Lord Francel laments that this is only the latest in a series of incessant accusations against House Haillenarte. Alas, he will likely have to answer to the inquisitors, even if the charges are without merit. Given these circumstances, he cannot assist you in your search for the airship. Instead, he furnishes you with a letter of introduction to House Fortemps, assuring you that Lord Haurchefant of Camp Dragonhead will offer you his full support.
Lord Haurchefant's face darkens as he reads the contents of the missive and learns of the charges against Lord Francel. Putting his frustration aside, he invites you to stay in Camp Dragonhead as a guest of House Fortemps, and states that he will make inquiries on your behalf. Having found a powerful friend in Coerthas, it may be wise to repay his kindness.
FEATS OF STRENGTH
Lord Haurchefant has asked that you help train his knights while you wait for your inquiries to bear fruit. Speak with the storied knight outside the western walls to learn how you might be of service.
The veteran wastes no time, immediately calling out to three young knights under his command, who attack you without warning. However, their greater numbers are no match for your superior skill. Inform Lord Haurchefant that you have done as requested.
Lord Haurchefant praises your performance, admitting that he observed everything from the stronghold's walls. Remarking that you are doubtless a man of action, he proposes that you take a more active role in his inquiries into the whereabouts of the Enterprise.
THE TALK OF COERTHAS
Lord Haurchefant explains that while the High Houses of Ishgard are unwilling or unable to offer you formal assistance in your search, there are nevertheless influential individuals in the High Houses that may be sympathetic to your cause. More specifically, he suggests that you speak with Lady Ninne of House Fortemps, Cravellin of House Haillenarte, and Chief Astrologian Forlemort of House Durendaire.
Contrary to Lord Haurchefant's expectations, the three Ishgardians provide you with no information relevant to your search. Return to Lord Haurchefant and share with him your findings — or lack thereof, rather.
With regret, Lord Haurchefant tells you that his inquiries have yet to yield any useful information. It seems that the only topic of discussion in recent times is that of heretics in the High Houses...
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Date: 2019-07-08 01:49 pm (UTC)