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єяα ☉ ωαrrισr σf ℓιghт ([personal profile] astralera) wrote in [community profile] theunendingjourney2019-07-07 11:19 pm
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A Realm Reborn

















MAIN SCENARIO QUESTS
A Realm Reborn — The Seventh Umbral Era (patch 2.0)
A Realm Awoken — The Seventh Astral Era (patch 2.1)
Through the Maelstrom (patch 2.2)
Defenders of Eorzea (patch 2.3)
Dreams of Ice (patch 2.4)
Before the Fall (patch 2.5)

ADDITIONAL CONTENT
Side Dungeons
Primal Quests
The Binding Coils of Bahamut
The Crystal Tower



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Side Dungeon Quests

[personal profile] astralera 2019-07-08 02:33 pm (UTC)(link)

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[personal profile] astralera 2019-07-08 02:39 pm (UTC)(link)
THE HOUSE THAT DEATH BUILT ※PALACE OF THE DEAD
Nojiro tells you of a portal in the South Shroud that has set Gridania's rumor mill to spinning. While it sounds like nothing more than a fanciful fabrication, he explains his tale comes straight from the Wood Wailers who dared to enter. As he heard it, the portal leads to a labyrinth that changes its design every time scouts enter its long-abandoned halls. Though the potential for spoils intrigues him, he finds the risk is not worth the reward.

If you should be bold enough to enter, however, he bids you speak with the Wood Wailers at the mouth of Issom-Har to learn more.
You find a dutiful Wood Wailer keeping watch over the entrance to Issom-Har. He directs you to Quarrymill, where their reconnaissance team is recruiting adventurers willing to brave the depths of the ruins.

The head of the Wood Wailers' reconnaissance team explains to you their dire situation. Though they have had little success in navigating the ruins, a padjal mage in their company has devised weaponry to aid those willing to enter. With a plan of action and equipment in hand, the Wood Wailers bid you venture into the depths of the ruins to discover what secrets lie within.


HALLO HALATALI ※HALATALI
Nedrick Ironheart has told you of a training ground in eastern Thanalan known as Halatali. Find its entrance, and then speak with one Fafajoni.

You have been granted free use of the training grounds of Halatali.


BRAVING NEW DEPTHS ※SUNKEN TEMPLE OF QARN
Nedrick informs you that the Immortal Flames are recruiting adventurers to explore the Sunken Temple of Qarn. Travel to the entrance of the temple and seek out one Bibimu.

Bibimu has granted you permission to explore the Sunken Temple of Qarn. Steel yourself for the many challenges that lie in wait.


DISHONOR BEFORE DEATH ※CUTTER'S CRY
The advancing years spell the end of Sibold's annual pilgrimage to Cutter's Cry. Along with Nymeia lilies for the burial mound, the famed sellsword entrusts you with the tale of his companions' death — and of his own survival.

Time has gentled the countours of the earth raised over the dead. You place the lilies and say your young man's orisons before espying Private Norman guarding the entrance of the cave. Speak with him.

Norman affirms that the chimera still lives. The sound he bade you listen to seems to grow stronger, melding with the beat of your own heart...


FORT OF FEAR ※DZEMAEL DARKHOLD
According to Carrilaut, the unfinished home keep of House Dzemael is much troubled by the voidsent. In readiness of your acquiescence, Carrilaut has arranged for someone to meet you there. Speak to this Ophelie.

Ophelie has eagerly granted you permission to explore the Dzemael Darkhol. Take up the challenge, but remember the oath you swore on your first day as an adventurer.


GOING FOR GOLD ※AURUM VALE
According to Nedrick, an area known as the Aurum Vale might hold a suitable challenge for an adventurer of your accomplishments. The vale may be found in the southwesterly reaches of the central highlands of Coerthas. Travel there and seek out a man by the name of Willielmus.

Willielmus reluctantly grants you entry to the Aurum Vale. Take up the challenge, but be ever mindful of the lethal fumes within!


TRAUMA QUEEN ※THE WANDERER'S PALACE
Allene tells you of the Wanderer's Palace, a glittering trove of treasures uncovered by the Calamity. She burns to return there, that much is obvious. Speak with Abazi Charazi down at the docks west of Camp Bronze Lake.

Unhinged by the loss of her lover to a tonberry's blade, Allene has been luring adventurers out to the palace with a tale much embroidered. Abazi Charazi offers to take you there, if you are prepared and so inclined.


GHOSTS OF AMDAPOR ※AMDAPOR KEEP
Sensing that you may be wanting for stimulation, Nedrick Ironheart tells you of Amdapor Keep, a ruined fortress situated in the South Shroud. If you would walk its halls and delve into the past, speak with Maxinne, the Wood Wailer who stands guard at the entrance.

You learn that Amdapor Keep is overrun with the Lambs of Dalamud and the voidsent they have taken to summoning. Satisfied that you will hold your own against such foes, Maxinne grants you permission to enter.


SIRIUS BUSINESS ※PHAROS SIRIUS
The smith Daimanda has been dispatched to Pharos Sirius to assist in the restoration effort, only to find the lighthouse infested by a siren and its fell minions. Seek further information about this troubling turn of events from the foreman Mimidoa, who bides his time in Aleport.

Master Mimidoa confirms the dire tidings and implores you to silence the siren's song, that he and his apprentice may get on with their work. Make for Pharos Sirius and speak with Davyd, a guard posted outside.

Heartened by your arrival, Davyd advises you to enter Pharos Sirius via the flood cellar so as to catch your foe off guard. Rid the lighthouse of the siren and its thralls so that the restoration effort might commence in earnest.


WHY SO SIRIUS
Diamanda is overjoyed to hear of your triumph over the siren, the brave deed having served to avenge her father and clear the way for the long-overdue restoration of Pharos Sirius. She urges you to convey the good news to Master Mimidoa in Aleport, that the two might commense their work.

Good tidings were met with grim revelations, as Master Mimidoa revealed that the crew of undead seamen in the siren's thrall were none other than the wretched remains of Diamanda's beloved brother and his loyal mates. In hearing the painful truth with that which she had long suspected, she resolves to devote herself to the restoration effort to honor the memory of her family.


OUT OF SIGHT, OUT OF MINE ※COPPERBELL MINES (HARD)
In hushed tones, Hugubert speaks of ill tidings from the mines of Copperbell. The fiendish hecatoncheires — believed to have been driven back to the umbral depths — have resurfaced, and many a roseate miner has paid the eternal price for returning to work too hastily. Your informant encourages you to speak to the Stone Torch posted outside the mines, located in western Thanalan, to see if aught can be done about the situation.

The proud Stone Torch grudgingly admits that hecatoncheires have returned to plague the mines and, what is more, have proven far too formidable an opponent for his vaunted unit. Indeed, the entire mining operation is at risk if this new threat is not dealt with, and swiftly. It would seem that Copperbell dost want for an adventurer's succor once more.


MANIAC MANOR ※HAUKKE MANOR (HARD)
Lauriane's words are concerning, indeed. If the stranger she encountered in Gridania is to be believed, Haukke Manor — once cleansed of its demons by your own hand — now houses newfound horrors. Seek out your old acquaintance Ursandel to the northwest of the Lancers' Guild and see if there is any substance to the rumors.

A visibly shaken Ursandel confesses to you that the rumors are all too true: Someone — or something — has returned to Haukke Manor, and the blood of ill-fated young maidens spills more freely than it did at the height of his lady's reign of madness. Set forth for the manor, that you might witness the horrors with your own eyes.

You have gained entrance to Haukke Manor. Lend your strength to the Wood Wailers who do battle within, and put an end to the tragic horrors of this accursed place once and for all.


ONE NIGHT IN AMDAPOR ※LOST CITY OF AMDAPOR
The magicks entombing the lost city of Amdapor have recently faded, and the darkness within grows restless. Brother E-Sumi-Yan would have you still its stirring, and in his subtlety, has sent you to consult with Seedseer Raya-O-Senna. Make your way to Camp Tranquil in the South Shroud, where the Padjal awaits.

The Seedseers Raya-O-Senna and her brother, A-Ruhn-Senna, apprise you of the darkness that has emerged within Amdapor. Suffice it to say, it falls to you to vanquish the fell presence. To venture into the lost city, speak with Alphene, the Wood Wailer stationed at the entrance in the South Shroud.

From Alphene, you learn that the great gates he guards offer a way into the lost city. By all accounts, what awaits you is hideously dangerous and likely to be revolting. Meet the corruption in Amdapor with your loins girt!


THIS TIME'S FOR FUN ※HALATALI (HARD)
According to Hugubert, the training grounds at Halatali have been reopened to challengers, and your reputation as a seasoned battler precedes you. If you would take Hugubert up on his offer, make your way back to the reinvigorated training arena and speak with its sentry, Arlh.

Arlh informs you that the former deathtrap is now a well-oiled dungeon. While there are myriad calls on your talents, you cannot deny the appeal of proving yourself in Halatali.


CURDS AND SLAY ※BRAYFLOX'S LONGSTOP (HARD)
Your wanderings have led you into the company of one Bloezoeng, a local chef in the Seventh Heaven. As it turns out, you and he share a mutual acquaintance: Dyrstweitz, the owner of the Flying Shark in Costa del Sol. Dyrstweitz, it would seem, has sent out a call for help on behalf of his own friend, Wheiskaet. For friendship's sake, seek out Wheiskaet in eastern La Noscea to see what is troubling him.

Wheiskaet has pointed you in the direction of yet another old acquaintance, Brayflox Alltalks from the Company of Heroes. Proceed to Brayflox's Longstop, and assist the goblin in any way you are able.

You speak with Brayflox and discover that her camp is under attack by the Illuminati, a secretive fraternity of goblin scholars. This enigmatic band may well have good reasons for their assault, but in the name of friendship, you must brush such doubts aside as you prepare to stand with Brayflox.


KING OF THE HULL※HULLBREAKER ISLE
Bloezoeng informs you that an old friend, a Lominsan of no small repute, desires your services for a highly confidential task. If you would learn more, make your way to the seaside city–state's upper decks and seek out a man named Denston.

Your client turns out to be none other than the Maelstrom's second–in–command, Storm Marshal Eynzahr Slafyrsyn. Following a lesson in maritime history and natural phenomena, the man tasks you with going to Hullbreaker Isle in order to retrieve a golden coffer which belonged to the pirate king Mistbeard. See to your preparations, then speak with Denston at the Moraby Drydocks to be ferried over to the isle.

Denston stands ready to bear you and your comrades over to Hullbreaker Isle. After arriving, fight your way to the wreck of the Haar, and obtain Mistbeard's coffer.

Following a briny encounter with a tentacled seabeast, you come into possession of Mistbeard's coffer. Take your prize back to the upper decks of Limsa Lominsa and present it to Denston.

No sooner do you deliver the coffer to Denston than Eynzahr appears. The storm marshal unlocks the coffer to produce a mask bearing a menacing visage, which he explains has been worn by all the individuals who have borne the name Mistbeard. The legendary pirate, it would seem, is not one man, but many. Eynzahr goes on to say that the current Mistbeard will be the last, having chosen to consign himself and his predecessors to the pages of history ─ all for the sake of one woman and her dream of a brighter future for Limsa Lominsa...


BLOOD FOR STONE ※THE STONE VIGIL (HARD)
According to Failicie, Lord Drillemont prepares to retake the Stone Vigil, and begs the presence of the adventurer who once walked its dragon-haunted galleries. Take yourself to Whitebrim Front and hear what Drillemont has to say.

Lord Drillemont receives you with every courtesy. So unused are you to such deference from the mistrustful masters of Ishgard that you enjoy it rather less than you thought. By contrast, storming the Stone Vigil by air sounds quite comfortable indeed. Join Nathelain near the Vigil in the Coerthas central highlands and await the airship.

The feat of one can buoy the spirits of many, and Ser Nathelain tells you that you were the one, and shall be again today. Fight your way through the Stone Vigil, and reclaim the ancient fortress from the Dravanian Horde.

The battle is done. After six years and countless lives, Ishgard has won back the Stone Vigil. Who would have thought the rocks to have had so much blood in them? You would do well to dismiss such dark thoughts and go seek out Lord Drillemont instead.

Lord Drillemont proves to be no stranger to dark thoughts. While others rejoice, he sees that this victory is hollow unless the fortress can be rebuilt with alacrity. In the grim set of his jaw, you read an unspoken thought ─ what was retaken can be lost again, for a ruin is hard to hold...
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[personal profile] astralera 2019-07-08 02:39 pm (UTC)(link)
CORPSE GROOM ※THE TAM-TARA DEEPCROFT (HARD)
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.
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