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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

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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Defenders of Eorzea (2.3)

[personal profile] astralera 2019-07-08 01:44 pm (UTC)(link)
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[personal profile] astralera 2019-07-08 02:10 pm (UTC)(link)
THE GREAT DIVIDE
Though she is deeply troubled by the fate of the Students of Baldesion, Minfilia concedes that idle speculation will achieve nothing, and resolves to turn her thoughts to matters closer to home. But even as she begins to brief you on recent events in the Twelveswood, F'lhaminn enters the solar and announces that refugees hailing from Ul'dah have come to Revenant's Toll in search of asylum, like the Domans before them. In the ensuing exchange, it becomes apparent that the Scions lack the resources to accommodate additional numbers, however grave the need. In spite of this, Minfilia declares her intention to hear the refugees' petition, and asks that you accompany her to the Seventh Heaven.

As Minfilia struggles to turn away the petitioners, Tataru interrupts the meeting to report that Alphinaud was injured during a riot precipitated by refugees in Ul'dah, and is now receiving care at the Hourglass. Fearing for the lives of his fellow refugees, the chief petitioner begs the Antecedent to intervene ─ only to be told that those responsible will have to answer for their actions. Paying the man no further heed, Minfilia orders you to make haste for Ul'dah, in case Alphinaud is in need of assistance.

At the Hourglass, you are relieved to find that Alphinaud's condition is not so grave as you were given to believe. Sadly, the same can not be said of Ul'dah. The riot, it seems, was the result of deep-seated tensions between refugees and Ul'dahn citizens, brought to the fore in the wake of the Domans' failed bid for asylum. To make matters worse, a large contingent of the Immortal Flames is currently engaged in joint training exercises, rendering the Grand Company undermanned at this critical juncture. By the time all forces have been recalled, Alphinaud fears that the situation may have deteriorated beyond mending.


DESPERATE TIMES
Suspecting that the riot in which he was injured was not, in fact, a spontaneous outpouring of popular discontent, Alphinaud is eager to discuss the incident with General Raubahn. Follow him to the Hall of Flames and speak with the Flame General.

During your conversation with General Raubahn, Alphinaud observes that the refugees were surprisingly well armed and suggests that the riot may have been instigated by outside forces. Before he can finish his thought, however, the Flame General interjects that the restoration of order is paramount, and that any official investigation will have to wait. Undeterred, Alphinaud resolves to conduct an investigation of his own. He suggests that you begin by finding out which settlements the Flames suspect may be harboring belligerents. Perhaps Commander Swift will be willing to share such information with you.

After a moment's hesitation, Commander Swift reveals that the Brass Blades have reported suspicious activity in the vicinity of Lost Hope. Journey to the settlement in central Thanalan and investigate their claims.

Leofric and Amalberga both make mention of a traveling merchant who recently left Lost Hope accompanied by a band of refugees. Apparently, another refugee by the name of Zazawaka was especially concerned by the merchant's behavior. Speak with him to learn more.

You learn that the merchant was a fanatical revolutionary who came to Lost Hope in search of new recruits. Apparently, he offered the refugees a chance to hold the rulers of Ul'dah to account, and attracted no shortage of volunteers. Zazawaka, however, was unconvinced, and refused to go with the other refugees─a decision vindicated when one of them returned, traumatized by the slaughter he had barely escaped. Zazawaka believes there may be more survivors, and implores you to find them before the Flames do. Ask the terrified refugee if he knows where his comrades are.

The survivor mutters to himself and does not respond to your inquiries. Clearly he is still haunted by the atrocity to which he bore witness. Were you to make an effort to soothe his suffering, he might become more cooperative.

Restored to lucidity by your soothing touch, the survivor reveals that the merchant furnished his fellows with weapons so that they might defend themselves against Ul'dahn forces, and then split them into two groups. Unfortunately for them, the survivor's group encountered an Immortal Flames patrol, who swiftly gave the refugees cause to rue their lack of training. Recalling that the other group has yet to return to Lost Hope, he begs you to seek them out and convince them to return.


SHOCK AND AWE
The survivor believes that the other refugees will lay down their arms if they see firsthand that they cannot stand against veteran warriors. To that end, he asks you to seek them out in the caves south of Lost Hope and challenge their leaders, twin sellswords, to combat and defeat them as all watch.

Though you came to make an example of the twins, the refugees refuse to stand aside. Only after you subdue five of their number do the sellswords appear. Fortunately, their defeat seems to have had the desired effect. Speak with the desperate refugee, and confirm that he has taken your lesson to heart.
The refugee falls to his knees in despair, his will to fight broken. Inform the survivor in Lost Hope of all that has transpired.

Though saddened to learn that his comrades forced your hand, the survivor is grateful for your intervention. He is, however, concerned that the merchant will attempt to recruit more desperate refugees, perpetuating the bloodshed. Recalling that the merchant wished to approach the people of Stonesthrow, the survivor bids you continue your search there.

You find yourself drawn to a sobbing child, who tells you of a man who visited Stonesthrow and persuaded a number of people, including her parents, to leave with him. The child's account strongly suggests that it was the selfsame merchant who visited Lost Hope, but it offers no clue as to his current whereabouts. Return to the Hall of Flames in Ul'dah and share your findings with Commander Swift.

Commander Swift is full glad to hear that you convinced the refugees of Lost Hope to lay down their arms. That joy soon gives way to anger as you share the revelation that a single merchant has influenced recent events so greatly. The high flame commander declares that the merchant must be apprehended at once; doubtless he desires your help in this endeavor.


REAP THE WHIRLWIND
Suspecting that the merchant may have attempted to rally support within the city walls, Commander Swift asks you to speak with Landebert, an Ala Mhigan refugee who resides in Pearl Lane. Like many refugees, Landebert does not trust the Ul'dahn authorities, but the high flame commander believes he might be persuaded to share what he knows with you.

It would seem that word has spread of the drubbing you dealt the refugees of Lost Hope... Unsurprisingly, Landebert has no intention of listening to your side of the story, nor less of helping you. Yet in a curious twist of fate, your quarry chooses that exact moment to return to Pearl Lane, presumably hoping to recruit more refugees. As your eyes meet, the merchant grasps the situation and turns to flee. Do not let him escape!

As one would expect, the merchant is quick to deny your accusations, and equally quick to confess when pressed. He offers to divulge all that he knows, only to fall at your feet a moment later, an arrow having pierced his chest. The commotion draws the attention of two Stone Torches, one of whom would like to know why you are standing next to a dead man.

You explain to the Stone Torch that the merchant was felled by an arrow from afar, and that he was the subject of your investigation into the refugee uprisings. Satisfied with your statement, the Stone Torch bids you carry on with your work. Return to the Hall of Flames and report your findings to Commander Swift.

Swift concludes that the merchant was murdered to protect the identity of his employer. Despite this setback, he seems confident that the identity of the uprising's true orchestrator will soon be revealed.


REVOLUTION
General Raubahn has summoned you to a private meeting in the Fragrant Chamber, at which he wishes to discuss the results of your investigation, as well as his own. Alphinaud has already been notified, and will be waiting for you outside. Proceed to the Royal Promenade and speak with Bartholomew.

There are men and women who will not scruple to set the world ablaze in the pursuit of power. Teledji Adeledji is one such man, having orchestrated the refugee uprising from the start. General Raubahn and the sultana believe that he intends to exploit the chaos in order to gain control of the Carteneau Flats, in which an Allagan creation not unlike the Ultima Weapon has been discovered. Were someone to harness the power of this relic, they would have the strength to subjugate all of Eorzea─or so it is feared. Yet despite having learned of Teledji Adeledji's schemes, it would seem that your allies are not yet ready to move against him...


STORIES WE TELL
As you and Alphinaud discuss your next course of action, you are reunited with the young girl from Stonesthrow. Having learned of your desire to find the merchant who recruited her parents, she sought you out in the hopes that you might lead her to them. Although he clearly has no desire to do so, Alphinaud offers to assist the girl with her search. Soon after you are contacted by Minfilia, who requests you return to the Rising Stones immediately. The situation in the Twelveswood has taken a turn for the worse, and you will likely be asked to intervene.

Minfilia is pleased to hear that you and Alphinaud are well, and states that she is ready to brief you on the latest threat. Inform her when you are ready so that she might summon the other Scions to the solar.


LORD OF LEVIN
According to Minfilia, the Order of the Twin Adder believes that the primal Ramuh has been summoned within the borders of the Black Shroud. The Antecedent bids you answer the request of the Elder Seedseer, and offer your aid to the people of the forest. Travel to Gridania and report to Serpent Commander Vorsaile Heuloix at the Adders' Nest.

Serpent Commander Heuloix seems much relieved at your arrival. Though eager for you to begin your mission, he asks that you first meet with Kan-E-Senna at the Lotus Stand to discuss diplomatic alternatives. Speak with the silent conjurer at Nophica's Altar to gain admission.

The Elder Seedseer confirms that the primal Ramuh has indeed been summoned forth by the natives of the Sylphlands. Loath to sacrifice the hard-won peace with the sylphs, she asks that you attempt to parley with the Lord of Levin before resorting to force. Travel to Little Solace in the East Shroud and report to the serpent lieutenant who will brief you on how to proceed.

After welcoming you to Little Solace, the serpent lieutenant outlines the basic premise of the impending operation. Prepare yourself for a foray into the Sylphlands, then speak with the lieutenant once more.
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[personal profile] astralera 2019-07-08 02:11 pm (UTC)(link)
A SYLPHLANDS STING
As the serpent lieutenant concludes his explanation of your impending operation, you are suddenly approached by a distraught sylph. Maxio, an inhabitant of Little Solace assigned to guide the Scions, describes how the party was ambushed by a touched sylph at the threshold to the Sylphlands. It appears the Twin Adder escort was incapacitated by a stinging scalebomb, and your Scion companions scattered. Take the cleansing water offered to you by Komuxio, and use it to ease the suffering of the scouts at the ambush site.

You have tended to the stricken scouts. Confront the touched sylph responsible for their suffering.

His sack of mischief seemingly misplaced, the touched sylph retreats into the forest to prepare more stinging scalebombs. Speak with Maxio at the border to the Sylphlands and plan your next move.

Maxio proudly confesses to the theft of his fellow sylph's sack of scalebombs, and suggests that you track down his touched counterpart before he can acquire more of the stinging agent. Offering to render you unseen with his magic, the Little Solace resident hands you a scalebomb with which to incapacitate the touched sylph. Speak with Maxio when you are ready to begin the hunt, and he will cast the spell of invisibility.

You signal your readiness to Maxio, and he uses his “clever trick” to turn you invisible. Track down the touched sylph and use the stolen scalebomb to give him a taste of his own medicine.

You treat the touched sylph to an intimate encounter with one of his own stinging scalebombs, forcing your vengeful victim to flee. Report your success to Maxio.

After hearing of your success, Maxio seems confident that the touched sylph will be unable to work any more mischief for a time. Speak with the teary-eyed private, and see if he can shed any light on the whereabouts of your comrades.

Much recovered from his tearful ordeal, the private appears ready to explain the fate of your fellow Scions...


TRUE TO FORM
According to the private, the Scions escaped the worst of the stinging scalebomb and continued on into the Sylphlands. Head northeast towards the Goldleaf Dais and search for Papalymo.

You find Papalymo waiting for you at the Goldleaf Dais. Before you can exchange more than a few words with him, however, a fearsome denizen of the forest crashes into view, and you are forced to defend yourself. Needless to say, you have faced worse, and the creature is soon subdued. With the coast apparently clear, resume your conversation with Papalymo.

You speak with Papalymo, but find his manner to be oddly stilted. Plainly, he is not quite himself. Return to Maxio and share your suspicions.

Maxio believes that the touched sylphs are using an enchantment to disguise themselves as your fellow Scions. Accordingly, he provides you with scalebombs that will nullify their illusory magic. Throw the trueform scalebombs at Papalymo and Yda's doubles, and defeat the devious dissemblers.

You have defeated the touched sylphs who were masquerading as Yda and Papalymo. Report your success to Maxio.

Your sylphic guide suggests continuing the search for your comrades elsewhere. It seems you have no choice but to press on into the Sylphlands.

You locate Yda and Thancred, but have no way of knowing if they are who they seem to be...save one. Make use of the trueform scalebombs given to you by Maxio, and defeat any tricksters you reveal.

Though your scalebombs have no effect on Yda ─ besides affront and discomfort ─ they do serve to unmask the sylph posing as Thancred. With the impostor out of the way, you may now speak freely with your fellow Scion.

It would seem that Yda had no inkling of the touched sylph's deception, nor does she know where the real Thancred might be. Give the exasperated pugilist a moment to think before discussing how best to proceed.


TRUE TO FORM
Although unsure of Thancred's whereabouts, Yda is certain that Y'shtola paired up with Papalymo and headed south. Continue your search for the scattered Scions.

You finally locate Papalymo, only to find him accompanied by not one, but two Y'shtolas. Confer with Maxio, and devise a strategy to reveal which of the Scions are real and which are impostors.

Maxio suggests that you attempt to unmask any potential impostors all at once. Toss a trueform scalebomb at the suspect Scions, and reveal their true identities.
Maxio's handy gift explodes in a cloud of choking dust, revealing one of the two Y'shtolas to be a skin-changed sylph. Confront the trickster, and show him the error of his ways.

You have defeated the touched sylph's boar ally. It is time to confront the sylvan trickster himself.

Though he has apologized for his mischief, the touched sylph is nevertheless determined to convince you of Lord Ramuh's absence. Return to Papalymo and discuss the obvious deceit.

Based on your tiny antagonist's dubious claims to the contrary and his own aetheric measurements, Papalymo believes he has pinpointed the spot where Lord Ramuh was summoned. Your audience with the Lord of Levin looms ever closer...


LEVIN AN IMPRESSION
Somewhat ironically, the touched sylphs' efforts at misdirection have enabled the Scions to collect aetheric readings throughout the Sylphlands. Based on the latest of these, Papalymo is convinced that he has identified the location of the summoning ritual. Head to the southeast, and investigate the area surrounding the sylphs' aetheryte.

Upon approaching the beastman aetheryte, you find yourself in the presence of Lord Ramuh. Though initially dismissive of your attempts at mediation, the primal elects to suspend judgment until you have undergone a trial by combat. Enter the Lord of Levin's domain, and prove your worth!

※The Striking Tree (Hard) trial.

You have defeated the Lord of Levin, and thus earned the right to champion the cause of peace in the Black Shroud. After witnessing your battle with the primal, it appears that Urianger has also found that which he sought...

Return to Little Solace and make your report to the serpent lieutenant.

You inform the Twin Adder lieutenant of your encounter with ─ and subsequent victory over ─ the primal Ramuh. His shocked at the news that your audience culminated in combat soon gives way to joy as he realizes the ramifications of your deed for both Gridania and Little Solace.


WHAT LITTLE GODS ARE MADE OF
After hearing the account of your battle with Ramuh, the serpent lieutenant urges you to make your report directly to Kan-E-Senna. Return to Gridania, and speak with the silent conjurer to gain access to the Lotus Stand.

You describe your encounter with the sylph's guardian deity to the Elder Seedseer. The words of Ramuh appear to resonate with Kan-E-Senna, and she is unable to refute the Lord of Levin's claim that wherever man wanders, darkness follows closely behind. You exit the Lotus Stand at the conclusion to your audience, leaving Gridania's leader troubled and thoughtful despite the news of your victory. Report the details of your meeting to Papalymo who awaits you at Nophica's Altar.

Unlike the Elder Seedseer, Papalymo appears satisfied with the outcome. Return to the Rising Stones and report to Minfilia.

After listening to your report, Minfilia alludes to some news of her own. Before divulging anything more, however, the Antecedent suggests you first listen to Urianger's latest discovery concerning the nature of the Ascians' immortality. Could it be that the scholar has stumbled upon a means to bring about the permanent destruction of the Paragons?


A HARD HAPALIT TO BREAK
Minfilia informs you that a letter has arrived expressing gratitude for the Scions' efforts in quelling the primal threat. Though the realm is not yet free of strife, the Antecedent stresses that your deeds inspire countless Eorzeans to continue along the difficult road to peace.

Conscious that you cannot be expected to spend your every waking moment attending to realm-shaking matters, however, she encourages you to stay awhile in Revenant's Toll. Just when it seems as if you have been granted leave to rest, Minfilia recalls that Slafborn has requested your assistance. Seek out the old soldier, and find out what he would have you do.

You gather that the inexperienced adventurers who now flock to Revenant's Toll are sorely testing Slafborn's patience. According to him, one young lady in particular would benefit from the guidance of a grizzled veteran like you. Make your way to the Singing Shards, and rescue the would-be hapalit slayer from her intended target.

You have slain the scabrous hapalit. Offer your aid to the struggling adventurer.

You have rescued the adventurer from almost certain death, but the young lady appears intent on blaming others for her own failings. Show her what you think of her attitude with a resounding 'huh'.

Devastated by your disappointment, the green adventurer swears to do better before slinking off in the direction of town. Return to Revenant's Toll and report to Slafborn.

You return to the bustling settlement to find an appreciative Slafborn. He has witnessed the result of your chastisement, and claims ─ somewhat hopefully ─ that the lesson will soon spread through the ranks to the rest of his young charges. He then speaks of the unavoidable hard work required to become a hero, and praises you as a fine example of what dedication and perseverance can achieve.
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[personal profile] astralera 2019-07-08 02:12 pm (UTC)(link)
PICKING UP THE SLEDGE
Slafborn has noted Tataru's perturbed demeanor, and urges you to lend a friendly ear to the troubled Lalafell. Head into the Rising Stones and speak with the Scions' receptionist.

After convincing Tataru to confide to you her woes, you learn that the burgeoning fame and swelling ranks of the Scions are straining the organization's limited resources. Not one to bow before adversity, the determined administrator has been learning the mining trade in a bid to secure more revenue. Without the sledgehammer she commissioned from the Blacksmiths' Guild, however, Tataru fears her efforts will be far less fruitful. Head to Limsa Lominsa, and question Forgemaster Brithael about the failed delivery.

You ask Brithael about the sledgehammer, but the guildmaster is adamant that the tool in question was completed some time ago. He suggests you head south from the Octant until you find the porters responsible for its delivery, and express your doubt in their work practices.

After interrogating one of the porters, you learn that Tataru's tool was simply lost in the shuffle. Search the piles of cargo, and find the sealed crate addressed to the Rising Stones receptionist.

You have liberated the box containing Tataru's sledgehammer from the forgetful porters. Make your way back to Revenant's Toll, and deliver the tool to F'lhaminn in the Rising Stones.

You return to the Rising Stones and entrust the sledgehammer to F'lhaminn. While impressed by Tataru's determination, the graceful Miqo'te is concerned that the wilds of Mor Dhona may prove too dangerous for the lone Lalafellin miner. Head out to her planned mining site northeast of the Tangle, and, with the chat mode in Say, enter any phrase containing “Tataru” to attract the receptionist's attention.

You call out to Tataru, and hear an alarmed scream in response. Rush over to the panicked Lalafell and slay the threatening morbol before it has a chance to rend her limb from limb.

You have slain the maladorous morbol. Speak with Tataru and reassure her that the danger has passed.

Though none the worse for her ordeal, the shaken receptionist is eager to return to town. Head back to the Rising Stones and speak with Tataru.

You return to the Rising Stones, and are once more thanked by a grateful Tataru─this time for the delivery of her long-awaited sledgehammer. Swearing to never again wander the outskirts of Revenant's Toll alone, the able administrator is nevertheless still determined to raise enough coin to keep the Scions in business...not to mention blood currant tarts.


GUARDIAN OF EORZEA
After thanking you once more for your timely aid, Tataru asks that you spare a moment to indulge the attention of the Doman children. Speak with Yozan within the Rising Stones.

Elated to see you returned to Revenant's Toll, Yozan and his fellow “Doman adventurers” beg you to give them a special training session. Hoary Boulder, the Roegadyn who has taken charge of the childrens' daily instruction, instead proposes a sparring match between you and himself. Head to the east of Revenant's Toll and speak with Hoary Boulder to signify your readiness to begin the demonstration of martial skill.

You have bested Hoary Boulder in the sparring match. The gathered onlookers cheer your victory, and praise your hard-won strength. Following the bout, Alphinaud approaches you and asks that you meet with him to discuss the future of Eorzea. Head to the Rising Stones and speak with the young Elezen.

You return to the Rising Stones, and Alphinaud outlines his proposal to form a new organization. Join the determined Scion as he endeavors to fulfil his role as a guardian of Eorzea.


RECRUITING THE REALM
Alphinaud lays before you the plan to establish a realm-wide Grand Company. The Scion goes on to lament that though the three nations' leaders are not opposed to the idea itself, endless deliberations over its implementation have slowed progress to a crawl. In order to demonstrate the efficacy of such a company and thus encourage the leaders to come to an agreement, Alphinaud explains that he has proposed the creation of a smaller, precursor organization─the vanguard to a future united Eorzea. The young Elezen requests that you join him on his journey to each of the three nations that you might begin scouting potential members for this trial company while he is engaged with finalizing the bureaucratic formalities. Head first to Limsa Lominsa and rendezvous with Alphinaud at Bulwark Hall.

After giving you a brief explanation on the recruitment process, Alphinaud heads up to the Bridge to speak with the Admiral. Make your way to the upper decks and begin scouting for potential company members.

You speak with a number of possible candidates for the trial organization, but are only successful in gaining the interest of Riol, a member of the now defunct Company of Heroes. Head to the airship landing and report to Alphinaud.

You have reported the fruits of your labor to the young Scion. He is impressed by the caliber of your first recruit, and bids you join him on the second leg of his journey. Travel next to Gridania, and find Alphinaud at Nophica's Altar.

You meet with Alphinaud just as he is due to begin his audience with Kan-E-Senna. Continue your recruiting efforts within Old Gridania while the determined Elezen speaks with the Elder Seedseer.

You succeed in recruiting Laurentius and Alianne to the trial company. Make your way to the airship ticket counter and report to Alphinaud.

The young Scion appears curious but nevertheless pleased at the addition of a former Wood Wailer and a seasoned adventurer to the ranks. Travel next to Ul'dah, and rendezvous with Alphinaud at the Royal Promenade.

Alphinaud is ready to bow before Her Majesty Nanamo Ul Namo and ask her permission to operate freely within Ul'dah's borders. Make your way to the lower level of the Steps of Thal, and complete the initial stage of the trial company's recruitment efforts.

Though your efforts to recruit any native Ul'dahns has failed, you are able to capture the interest of the young Ala Mhigan Wilred. Return to the Royal Promenade and report to Alphinaud.

Somewhat disappointed but otherwise unsurprised by the overall number of recruits, Alphinaud is genuinely grateful for the few valuable members you were able to secure. After reporting his own success with the sultana and attempting to dispel any doubt you might have over the Syndicate's involvement, the young Scion suggests a swift return to Revenant's Toll. Make your way back to the Rising Stones and speak with Alphinaud.

Upon returning to the Scions' headquarters, you find Alphinaud exhausted from the journey but eager to begin preparations for his trial company's inaugural ceremony. He thanks you for your recruiting efforts, and hints that the Antecedent may wish to assign you new duties. Speak with Minfilia and learn what events have transpired in Revenant's Toll in your absence.


HERETICAL HARASSMENT
Minfilia expresses concern that the bustling chaos surrounding the official commencement of Alphinaud's trial company has placed undue stress on Slafborn and his efforts to supervise the growing population of Revenant's Toll. Head outside and offer your aid to the veteran soldier.

Seemingly unfazed by the arrival of the recruits, Slafborn claims to be more worried about your unending workload. While he is dismissing your concerns, however, your conversation is interrupted by the arrival of an injured group of adventurers. You soon learn that the adventurers─and the provisions they were charged with escorting─were set upon by a band of Coerthan heretics near the border to Mor Dhona. Slafborn asks that you travel to Coerthas and aid House Fortemps in tracking down the stolen shipment meant for the frontier hands of Revenant's Toll. Make your way to Camp Dragonhead and call upon Lord Haurchefant.

You arrive in Camp Dragonhead to find Lord Haurchefant yet unaware of the reason for your visit. Explain the situation to the head of House Fortemps, and discuss what must be done...


WHEN THE COLD SETS IN
A staunch supporter of the frontier effort in Mor Dhona, Lord Haurchefant eagerly shares with you what little information he has regarding the heretics and their mysterious leader, the lady Iceheart. Reasoning that your best chance to track down the supply thieves lies in Whitebrim and its heretic-infested environs, the garrison commander suggests you bring the matter before Lord Drillemont. Make your way west to Whitebrim Front, and speak with the head of House Durendaire.

Upon explaining your mission to Lord Drillemont, he responds with an ominous description of the heretics' heightened fanaticism and rigid discipline. As fate would have it, it appears a recent victim of a heretic attack is presently resting within the outpost's infirmary. Visit the injured merchant and listen to his tale.
You listen to the merchant's matter-of-fact account of the heretics' brutal robbery, and learn where his attackers were likely headed with their haul. Travel into the wilds near Snowcloak, and defeat any heretics you come across.

You have slain the heretic ambushers. Head towards the frozen wall of Snowcloak and speak with the knight of House Durendaire.

As the knight tells you of his patrol's travails, you spy a woman gazing down from near the top of the cliff. Though she quickly disappears from sight, you have some suspicions as to the figure's identity. Speak with the knight of House Durendaire once more.

The knight appears shaken by your glimpse of whom he assumes to be Iceheart herself, and wonders what terrible dangers lie hidden behind the frozen facade of Snowcloak. Take the young gallant's advice and return with your discoveries to Lord Drillemont.

Perturbed by the defeat of his elite soldiers, Lord Drillemont cautions you against rushing into what may well be a veritable den of heretics for the sake of a few provisions. Return to Camp Dragonhead and report this turn of events to Lord Haurchefant.

After hearing your tale of what transpired at Snowcloak, the head of House Fortemps insists that the matter be turned over to the authority of the Temple Knights. Before sending you on your way, however, Lord Haurchefant promises that another shipment of supplies will be sent to Revenant's Toll. Travel back to Mor Dhona and report to Slafborn.

Slafborn appears relieved to hear of Lord Haurchefant's generosity. He warns, however, that the growing prosperity of Revenant's Toll will require that everyone ─ Alphinaud's new recruits included ─ remain vigilant against the schemes of the unscrupulous.


BRAVE NEW COMPANIONS
Slafborn informs you that the preparations for the inaugural ceremony are almost complete. He is concerned, however, that Tataru yet seems buried under a mountain of small details. Head into the Rising Stones and offer your aid to the harried receptionist.
Tataru appears overjoyed at your offer of help, and wastes no time in assigning you a task. Track down the recruits waiting around Revenant's Toll, and present them with their new uniforms.

You have delivered the ultramarine uniforms to the waiting recruits, some of whom you meet for the first time. Return to the Rising Stones and report to Alphinaud.

You return to Alphinaud, and the young Scion proclaims the inaugural ceremony ready to begin. After taking his place before the assembled ─ and newly garbed ─ recruits, Alphinaud launches into an impassioned speech. He reiterates their mission to protect Eorzea, and at last reveals the name he has chosen for the trial company: the Crystal Braves. As the cheers die down, Minfilia congratulates Crystal Brave Commander Leveilleur on the culmination of his hard work. Speak with the Antecedent and discuss what is to come.

Though enthusiastic about the formation of the Crystal Braves, Minfilia's jubilance is muted by a grave concern─the prolonged silence of the Mothercrystal. After confirming her suspicions, the Antecedent realizes that Hydaelyn has spoken to neither of you since the final battle with the Empire. Just as it seems Eorzea will at last win free of the Calamity's stifling shadow, another darkness gathers to cast its ominous pall across the land...
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