During a recent audit, it was discovered that the crystal stores of Amajina & Sons Mineral Concern have been covertly pillaged. Fearing that the culprits may have ties to the Amalj'aa, the Scions have agreed to assist in the investigation. Proceed to Horizon in western Thanalan and report to Y'shtola.
You find Y'shtola preoccupied and unwilling to converse at length. Speak to Fufulupa, the Brass Blade leading the investigation, to learn more about the thefts. Fufulupa informs you that a heavily laden carriage recently broke through a checkpoint on the Royal Allagan Sunway. Convinced that it must belong to the thieves, he bids you share this news with Y'shtola forthwith.
Though plainly unconvinced by Fufulupa's assertion that the incident at the checkpoint and the crystal thefts are connected, Y'shtola cannot wholly discount the possibility. Accordingly, she bids you rendezvous with Thancred in eastern Thanalan, where the carriage was said to be headed.
Thancred reports that the carriage was filled with somnus, not crystals, and that the coachman appears to have no ties to the crystal thieves. Although the Brass Blades are more than satisfied with the seizure, Y'shtola will likely not be so pleased. Return to Horizon and see what other information Thancred has to offer.
According to Thancred, there is nothing to suggest that the Amalj'aa have come into possession of significant quantities of crystals. As he communicates his findings to Urianger via linkpearl, you cannot help but wonder who is behind the crystal thefts, and what their designs might be.
A FINAL TEMPTATION
For want of a better idea, Thancred suggests consulting Fufulupa once more. Speak with the Brass Blade and find out if he has aught to offer.
Upon learning that someone within the Brass Blades' ranks may be involved in the crystal thefts, Thancred and Y'shtola devise a plan to lure the thieves into the open. Posing as a courier in possession of crystals, Y'shtola will act as bait, while you and Thancred observe from a distance. Should the thieves appear, you are to subdue them by any means necessary.
Y'shtola's ruse succeeds in drawing the thieves out into the open, but when the trap is sprung, it quickly becomes clear that they will not be taken alive. Left with no other choice, you fight till each lies dead. Report all that has occurred to Y'shtola.
Although the thieves had naught in their possession to indicate their allegiance, Thancred notes that all were Sea Wolves, and that each of them sported distinctive blue facial tattoos. This observation appears to prompt a revelation in Y'shtola, who immediately takes her leave to make inquiries. Having been placed in charge of matters in Thanalan, Thancred invites you to return with him to Horizon and report to Fufulupa.
Fufulupa informs you that the traitorous Brass Blade was identified while you were away, but that the Lominsan-born Sea Wolf subdued the unit sent to detain him and took flight. Though he assures you that his comrades will soon hunt down the fugitive, you wonder if the task might better be entrusted to one more capable. Before you can volunteer, however, Thancred is informed via linkpearl that your services are needed elsewhere.
THE MOTHER OF EXILES
By way of Minfilia and, in turn, Thancred, Alphinaud has requested your presence in Vesper Bay. Report to young Master Leveilleur at the docks outside the Waking Sands.
Alphinaud informs you that travelers from the eastern nation of Doma arrived in Vesper Bay n ot long ago, apparently seeking an audience with the rulers of Ul'dah. Believing that they may have valuable information on the current state of affairs within the Empire, he is resolved to seek them out and wants you on hand to ensure that all proceeds smoothly. Knowing how unaccommodating the Sultansworn can be, he suggests beginning the search on the Royal Promenade in Ul'dah.
As predicted, you find the Doman leader and her assistants fruitlessly petitioning the Sultansworn posted outside the Fragrant Chamber. Sensing an opportunity, Alphinaud approaches the travelers and offers his assistance-- on the condition that they first accompany him to the Quicksand and explain their situation. Follow the party to the Quicksand and let Alphinaud know when you are ready to listen to the Domans' tale.
Lady Yugiri, the leader of the refugees, explains that her people have come to Eorzea in search of asylum. After their rebellion against the Empire failed, imperial forces set about razing their homeland of Doma, leaving them no choice but to flee. Moved by her tale, Alphinaud offers to speak to General Raubahn on Yugiri's behalf, and departs for the Hall of Flames, leaving the refugees in your care. Inquire of Yugiri if there is anything she needs.
Supplies on the Doman galleon have run low, and Yugiri asks that you help her secure provisions. As proprietress of the Quicksand and a proven friend to the Scions, Momodi may be the best person to speak with regarding this matter.
It so happens that a wealthy merchant recently canceled his reservation at the Quicksand, leaving Momodi with an excess of foodstuffs. She offers to send them to the Waking Sands for redistribution, and furnishes you with two letters containing instructions for her suppliers, Fridurih and Katherine, who can be found at the Sapphire Avenue Exchange.
You deliver the instructions to the merchants, who make no effort to hide their disapproval of Momodi's actions. Return to the Quicksand and inform Momodi that the shipments are on their way.
Momodi is pleased to hear that the foodstuffs will be put to good use. Share the good tidings with Yugiri.
Not long after you explain Momodi's arrangement to Yugiri, Alphinaud returns to the Quicksand with more good news: the Domans have been granted an audience with the sultana and the Syndicate. What will come of the meeting is anyone's guess, but at least Yugiri will have an opportunity to plead her people's case. Return to the Royal Promenade and speak with Raubahn to proceed into the Fragrant Chamber.
Before the assembled leaders of Ul'dah, Yugiri details the circumstances which compelled her people to seek refuge in Ul'dah. Although the sultana, Raubahn, and Teledji Adeledji are sympathetic to her cause, the most influential member of the Syndicate, Lolorito, persuades the others to refuse the Domans asylum. Thus barred from Ul'dah, Yugiri and her people must look elsewhere for a new home.
PROMISES TO KEEP
Regardless of the Syndicate's decision, Raubahn is not content to ignore the Domans' plight. He bids you and the others accompany him to the Hall of Flames to discuss what options remain available.
Concluding that the other city-states are unlike to accept the refugees, Alphinaud proffers an alternative solution. Rather than petitioning another nation for aid, the Domans might instead travel to the outpost of Revenant's Toll, where they could work as frontier hands in exchange for food and shelter. Though Yugiri is amenable to the idea, the matter of how the refugees would make a journey of so great a distance remains. Believing that the Ul'dahn Adventurers' Guild may be of assistance, Alphinaud departs for the Quicksand and invites you to follow.
Momodi has agreed to provide temporary accommodations for the Domans, so that they might regain their strength before embarking on their journey. Alas, the lack of a ready means of transportation remains an insurmountable obstacle-- until Teledji Adeledji generously offers to contract the services of the Sevent-Seven Caravans at personal expense. To ensure that all goes according to plan, Alphinaud bids you meet with Gigiyon, the Seventy-Seven Caravans representative in Scorpion Crossing
Gigiyon confesses that his ideal choice for the caravan's overseer is a man no longer in his employ. Believing that a venture of this import demands nothing less than the very best, he suggests that you speak with the Hyuran coachman at the Coffer and Coffin.
The coachman is disinclined to aid you on account of myriad personal problems. Look him squarely in the eye, and in time-honored fashion, utter the wordless promise: You can leave your problems to me.
Emerging momentarily from his trough of self-pity, the coachman directs you to Nophica's Wells, where the Brass Blades who seized his possessions are said to take their ill-gotten goods. Mindful that the upstanding gentleman in question are not like to relinquish the confiscated items willingly, he advises you to proceed with caution.
Unfamiliar with the face of Eorzea's savior, the Brass Blades attempt to rearrange your heroic features with predictable results. Having demonstrated your primal-shaming capacity for violence, inquire of the remaining Blade if he is now willing to cooperate. Happily, you find the Brass Blade far more receptive to your request at the second time of asking. Return the stolen goods to their rightful owner at the Coffer & Coffin.
Finally able to settle his accounts, the coachman departs for Scorpion Crossing. Speak with Gigiyon to confirm that everything is in order. According to Gigiyon, all preparations are now complete, and his coachmen are awaiting further orders. Return to the Quicksand and speak with Alphinaud.
Alphinaud is pleased to receive your report, and states that the next order of business is ensuring the safe passage of the Domans from Vesper Bay to Ul'dah. Judging by his tone, he means for you to play an active role in this endeavor as well...
A SMALL-SCALE OPERATION
Alphinaud is concerned that the ongoing preparations for the Domans' journey are not proceeding smoothly. To facilitate the process, he bids you return to Vesper Bay and speak with Hozan, a Doman who has been tasked with managing the first wave of departures.
After speaking with Hozan in Vesper Bay, he observes that an experienced adventurer such as you should not be burdened with the kinds of menial tasks he would assign. Nevertheless, he and his people are in need, and he ask that you retrieve a heavy crate at the docks.
The crate, while admittedly heavy, is a far cry from some of the more cumbersome objects you have carried over the course of your adventuring career. Return to Hozan and present to him the crate.
Upon inspection, Hozan is horrified to discover that the scale armor within the crate was damaged during its long storage. Fortunately, it is not beyond repair-- assuming that you can locate and retrieve the four missing scales which slipped through holes in the bottom of the crate. Retrace your steps and search for the scales.
With relatively little difficulty, you recover the errant scales. Hozan will be relieved to receive them.
Although Hozan is full glad for your help, he remains somewhat withdrawn. Gazing upon his father's armor, he wonders what will become of his people, who have naught but mementos and memories of their homeland...
YUGIRI'S GAME
As their departure draws ever closer, Hozan must account for all his charges, including a number of young children. To that end, he asks that you speak with his son, Yozan, who he believes may be able to help.
Hozan is proud of his son, and with good reason: Yozan has already instructed the other children to make their preparations. The only ones who have yet to be located are a trio who were engaged in a game of hide and seek. It would seem that the children are very serious when it comes to the game, and will not move from their hiding spots unless found, leaving you with no choice but to find them yourself.
Despite their dedication to the game, the three remaining children were not particularly good at it. Inform Hozan that your work is finished.
You learn that Yugiri is responsible for the children's regular practice of hide and seek, as she deemed it necessary to ensure their survival in the event of an imperial attack. Many would consider it a valuable skill, to be sure ─ albeit one Hozan hopes the children never need to use.
Hozan's father is refusing to board the chartered carriage due to the fact that he finds the smell of chocobos repugnant-- a sentiment shared to varying degrees by most Domans, in fact. Recalling that a waitress in the Pissed Peiste also disliked chocobos for this reason, Hozan asks t hat you speak with her to see if she can provide a solution.
Folclind has taken to eschewing carriages entirely, and thus cannot offer a foolproof solution. What she can offer is a vial of peach blossom perfume, and the dubious suggestion that you douse the chocobos with it.
The nearby coachman is less than pleased with your experiment, but states that what is done is done. That being said, the efficacy of your approach is yet unknown. For the sake of Hozan's father, you must press your face against the chocobo and breathe deep of its musk.
As the pungent odor fills your sinuses ─ and the coachman's laughter fills your ears ─ you realize at once that you have made a huge mistake. After taking pleasure at your expense, the coachman advises you to try a different method ─ one utilized by goblins, it would seem. Press him for further information.
The coachman explains that goblins pack their masks with herbs and other fragrant compounds in order to filter the surrounding air. He then proposes a similar method utilizing a scarf and your perfume, which upon cursory inspection seems more than satisfactory. Deliver the perfumed scarf to Hozan.
Hozan is delighted with your solution and leaves at once to present the scarf to his father. Follow Hozan to the docks so that you may see if the scarf meets with his father's approval.
As his father breathes deep of the peach-scented scarf and recalls cherished memories, Hozan speaks fondly of the great orchards of Doma. However, he soon falls silent, and states that it is time to move on.
WHY WE ADVENTURE
The road to Ul'dah may be regularly patrolled by the Brass Blades, but Hozan craves the peace of mind your presence would bring, and has thus requested that you accompany his party to Ul'dah. Speak with the coachman when you are ready to leave.
The coachman is concerned about recent sightings of a fearsome beast near the bridge to Hammerlea, and asks that you travel ahead of the carriage to survey the area. Should you encounter the creature in question, you are to assess the threat it poses, and take appropriate action.
Thanks to you, the road is now safe for travel once more. Retrace your steps and look for the carriage and its coachman outside Horizon.
As Hozan and Homei wax poetical about the debt they owe Yugiri, Yozan and Koharu push the two adults aside and begin peppering you with questions. Your motivations, your experiences, your secrets-- they would know them all and more. Fortunately, Hozan intervenes before they have a chance to ask you anything too embarrassing. Plainly fascinated by your chosen way of life, the two children resolve there and then to form a Doman Adventurers' Guild once they reach Revenant's Toll. First, however, they must rest awhile in Ul'dah. Report the group's safe arrival to Alphinaud in the Quicksand.
In a manner you have long since grown accustomed to, Alphinaud begins to speak of your next assignment having scarcely acknowledged the completion of the last. Stifle the sigh that longs to be set free and ask your fellow Scion for further details.
ALL DUE RESPECT
Alphinaud believes it would be for the best if Yugiri made her formal introductions to the leaders of Revenant's Toll at the first opportunity. The Doman delegation would require an escort, of course, and he can think of no better man for the job. Make your way to Revenant's Toll and speak with Slafborn.
Slafborn warmly welcomes Yugiri to Revenant's Toll, insisting that they dispense with unnecessary formality and treat each other as equals. Having paid your respects to the guild representative, ask Yugiri if she is ready to meet with Minfilia.
Deep in thought, Yugiri requests a moment's privacy, assuring you that she will join you anon. Enter the Rising Stones and look for Minfilia in the solar. You find Minfilia attempting to contact the Students of Baldesion via linkpearl-- more, you suspect, out of habit than hope. After briefly speculating upon their fate, she changes the subject and asks about the Domans-- to which you reply that Yugiri will arrive at any moment. In the subsequent meeting, Minfilia assures Yugiri that she will do her utmost to accommodate her people, as well as any others who may follow. With formal introductions now complete, all present part ways to make ready for the imminent arrival of the first carriages.
FULL BELLY, HAPPY HEART
Minfilia suddenly recalls that she asked her mother to arrange a welcome supper for the first arrivals. Observing that you are unoccupied at present, she bids you ask F'lhaminn if there is aught which needs doing.
F'lhaminn informs you that the Seventh Heaven is responsible for preparing the meals, and that all should be proceeding according to plan. However, it would seem she too is a proponent of excess caution. You are to speak with Alys to confirm the state of the meals-- but not before collecting several bottles of wine which are to be delivered as well.
Wine bottles in hand, you are now ready to speak with Alys. Venture outside and inquire as to the status of the meals.
Alys willfully misinterprets your concern as an offer to deliver the meals in her stead, placing them on the counter and waiting expectantly for you to pick them up. Refusing at this point would accomplish little; collect the meals as bade.
In a remarkable display of dexterity, you secure the plates of food without the use of trays, bags, cases, or anything of the sort. Deliver the meals and wine to the Adventurers' Guild assistant outside the northern gates.
The assistant is bemused to see that it is none other than the legendary Warrior of Light who brought her the Domans' food. Regardless of the circumstances which led to your arrival, she is nonetheless grateful for your presence, as there is a situation which would benefit from your personal attention.
WRITHING IN THE DARK
Wishing to prevent tragedy, the Adventurers' Guild assistant bids you cull rampant cobras along the road to Saint Coinach's Find. She supplies you with rancid eft meat, which should serve to lure the creatures from their nests. Make your way to the area of the imperial airship wreck, and see the deed done.
You have vanquished all the rampant cobras. Return to Revenant's Toll and report your success to the Adventurers' Guild assistant.
Having thanked you for your services, the attentive assistant informs you that something is brewing at the Rising Stones. Hasten there and speak with Minfilia to learn what is afoot.
Y'shtola returns from her investigation in Vylbrand, having confirmed beyond a shadow of a doubt that the Serpent Reavers were behind the crystal thefts. All evidence suggests that the Sahagin are preparing to summon Leviathan once more, and Admiral Merlwyb has petitioned the Scions' aid in preventing the primal's return. Desiring to learn the true nature of the Echo, Minfilia declares her intent to join you on this mission.
THE SEA RISES
Minfilia impresses upon you the urgency of your mission to prevent Leviathan's return. Make for Limsa Lominsa without delay, and report to Admiral Merlwyb in her command room. Speak with Zanthael at Bulwark Hall to be granted admittance.
In the command room, the Admiral informs you that Maelstrom scouts have been dispatched to reconnoiter Sahagin movement within the Sapsa Spawning Grounds. Make your way to Camp Skull Valley in western La Noscea, and request the latest intelligence from Commander Falkbryda.
You have arrived at Camp Skull Valley, the operation's staging point. Be at ease for now and await further instructions.
Falkbryda suggests that you partake in diversionary maneuvers intended to draw Sahagin eyes away from the Maelstrom scouts presently reconnoitering the Sapsa Spawning Grounds. Speak with U'jughal if you would lend a hand.
You offer your services to U'jughal, who is at first reluctant to have an irreplaceable hero risk himself for a trifling matter. However, she relents under your insistence, and bids you go to Halfstone and destroy Sahagin pavises with the explosives provided. If detected, you are at liberty to engage the enemy.
You have successfully blown up the Sahagin pavises and vanquished the sentries that were drawn to the commotion. Return to Camp Skull Valley and report your success to Falkbryda.
Falkbryda thanks you for your part in ensuring the scouts' safety. All that remains now is to await their safe return.
SCOUTS IN DISTRESS
Falkbryda's scouts are late to return, and she is beginning to fear for them. She bids you ascertain their fate, and furnishes you with a flask of restorative on the chance that her men are injured. Start your search by focusing on the entrance to the Sapsa Spawning Grounds, and treat any wounded you find.
You have located one of the scouts and given him the restorative. According to the soldier, he alone managed to flee from an ambush, while his comrades were captured and taken to the Serpent's Tongue. Though Falkbryda expressly forbade venturing too deep into enemy territory, in the name of camaraderie, you resolve to find and rescue the remaining scouts.
You are assailed by a trio of Serpent Reavers, but succeed in vanquishing them. Alas, you have arrived too late to save two of the scouts, who were slain in captivity. The coast being clear, you are free to pick up the corpses of the hapless soldiers, unpleasant though the task may be.
You have collected the soldiers' corpses. See them returned to Falkbryda at Camp Skully Valley, that they might receive a proper burial.
Falkbryda cannot hide her anguish at the brutal end her soldiers met, and hopes that the men still missing did not suffer the same fate. Though the price was dear, the Maelstrom now has the intelligence it sought, and the operation may commence. See to your preparations, and be ready to move out at a moment's notice.
THE GIFT OF ETERNITY
Having made her final assessment of the situation, Merlwyb gives the order for the operation to commence. According to the scout you rescued, the summoning ritual is being held at the beastman aetheryte situated deep within the Sapsa Spawning Grounds. Accompany Y'shtola into the Sahagin lair, and fight your way to the aetheryte.
Upon passing the first checkpoint, you are assailted by Sahagin guards, whom you swiftly vanquish. Make haste now for the next checkpoint.
You have made your way through the next checkpoint, dispatching the Sahagin thatb arred your way. Make haste now for the final checkpoint.
Leaving a river of Sahagin blood in your wake, you have made it through the final checkpoint. Continue on and rejoin Y'shtola.
Despite your best efforts, the summoning ritual is completed and Leviathan is come once more. But no sooner did the primal manifest than he bent his course for the open sea. Her face laden with dread, Merlwyb expresses her fear that Leviathan means to unleash a tidal wave. Speak with her again, that you might better understand the impending danger.
According to Merlwyb, the destructive potential of Leviathan's tidal wave far surpasses anything that occurs in nature. If the primal is not stopped, whole settlements will be laid waste. But with the Lord of the Whorl already far out to sea, how can such a disaster be prevented?
INTO THE HEART OF THE WHORL
Conceding that little can be done to thwart Leviathan's plans so long as he remains in the open sea, Merlwyb bids you join her in Limsa Lominsa to assess the available options. As always, speak with the guardsman Zanthael in Bulwark Hall to be admitted to the command room.
Before a hushed audience, Merlwyb recounts the tale of Halfstone, a hamlet obliterated by a tidal wave of Leviathan's making. The need for action is plain, but it soon becomes clear that neither the Admiral nor your fellow Scions know of any means to vie with the Lord of the Whorl upon the open sea. It is then that Storm Marshal Eynzahr steps forward with a most unorthodox proposal: to use the power of corrupted crystals, borne upon an improvised twin vessel, to rob Leviathan of his command over the element of water. Being the best─and only─plan available, all involved swiftly agree to support the endeavor, yet you cannot help but wonder at its ambition. Perhaps it would be useful to ask Yugiri for her opinion on the matter.
The Maelstrom has caught wind of a man who claims to have felled the mighty Leviathan. Though it seems unlikely that there is any truth to this rumor, thoroughness demands that you determine its authenticity. Make your way to the Grey Fleet in lower La Noscea, and seek out the fellow in question.
You arrive at the Grey Fleet to find your old friend Trachtoum being his usual blustering self. Though it is immediately clear that your time has indeed been wasted, you cannot help but feel a sense of relief. After all, had the fanciful claims come from a more artful liar's lips, it might have taken you days to disprove them. No sooner have you had this thought than Minfilia contacts you via linkpearl with news that the twin vessel is ready. Proceed to the Moraby Drydocks and report to Eynzahr.
Eynzahr confirms that the moment of truth is at hand. You need but signal your readiness and the Whorleater will bear you forth to your meeting with Leviathan. Brace yourself, for this voyage shall take you through the heart of the maelstrom.
LORD OF THE WHORL
With little more than a look, you signal your readiness to do battle with Leviathan. At your command, the twin vessel Whorleater will be towed out onto the open sea, where the Lord of the Whorl awaits you. The fate of Limsa Lominsa rests upon your shoulders. Do not falter.
※The Whorleater (Hard) trial.
Following a titanic struggle on the high seas, you succeed in vanquishing Leviathan. Make your way to Limsa Lominsa, that you might bask in the Admiral's gratitude. As always, speak with Zanthael in Bulwark Hall to be admitted to the command room.
You report your victory over Leviathan to a grateful Merlwyb, who pronounces you her nation's greatest ally. Apparently inspired by your philanthropic endeavors, she subsequently pledges to send provisions to the Doman refugees at Revenant's Toll. Keen to repay this act of kindness, Yugiri, in turn, offers to share knowledge of her Far Eastern martial art with any who would learn. In response to her concern that the style may seem outlandish to Eorzeans, Thancred reveals that there are individuals in Limsa Lominsa who are more than capable of adapting to the techniques. Though the details yet remain hazy, you sense that interesting times lie ahead for you and your fellow adventurers.
WHEN YUGIRI MET THE FRATERNITY
Zanthael gives you a letter of introduction from Merlwyb, which should grant Yugiri access to the Lominsan underworld. Take the letter to the southern area of the lower docks, and show it to the inconspicuous man.
Despite Zanthael's earlier warnings, the inconspicuous man extends Yugiri the warmest of Lominsan welcomes. Duly heartened, she declares her intent to study the fighting techniques employed by his fraternity, and expresses her hope that you will be her student when the time is ripe.
THROUGH THE MAELSTROM
Before parting ways with you to study the secret fraternity's combat techniques, the ever-courteous Yugiri bids you relay her gratitude to Minfilia. For want of anything better to do, return to the Rising Stones at Revenant's Toll, and convey her sentiments to the Antecedent.
You arrive at the Rising Stones, resolved to pass on Yugiri's words of thanks, but before you are able to do so, Minfilia proceeds to externalize her thoughts with regard to recent events. Based on the phenomenon she observed in the moments prior to Leviathan's summoning, the Antecedent is convinced that the true nature of the Echo and the secret to defeating the Ascians now lie within reach. Even as she resolves to take action, however, Urianger bursts into the solar bearing grim tidings: The Isle of Val, home to the Students of Baldesion, has been destroyed by a spell like in power to Ultima...
Through the Maelstrom (2.2)
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