Saturday, April 30, 2011

FFXIV Event - Rebirth of the Grand Companies

NPCs are going to appear in each capital and offer new quests. These new quests are summarized below.


Limsa Lominsa

- The knights of barracuda are gathering intel on new activities by the garlean empire.
- The admiral (Merlwyb) is gathering information to ensure they are not caught offguard. She is trying to get all the pirates to set aside differences and work together to stand against the threat. You are asked to help coax them into helping, being sent to informants on the pirates to learn what they want most.
- Merlwyb used to forgive and forget the crimes of any who would join the Maelstrom (the grand company), as long as they helped save the nation from utter destruction. The Holy See of Ishgard grants the same absolution to those who take up arms against The Wyrmking's Horde.
- The Maelstrom is a "grand fleet."
- Merlwyb faces many challenges, but her leadership is the only one that can lead all the pirates through it. The pirates need direction.
- The cloaked individuals are "imperial operatives." Garlean agents.
- You are asked to deliver 5 letters (orders with the admiral's seal) by the guard to fellow knights; it is imperative they are delivered.
- A strange band of brigands are taking up residence in a cave near Bearded Rock. They are wanting to invade the city-state in order to locate someone.
- Fifteen summers ago, the Empire razed Ala Mhigo, and since, no airships have been spotted past Mor Dhona. Whole fleets of garleans are going across the sky very often.
- You are sent to the cave, as it was seen that the garlean agents are meeting there. Knights are sent there as well.
- When you arrive, you save Kopel Yorpel's life, who is an inventor and engineer of Garlond Ironworks. He was heading to Merlwyb and ambushed by imperial agents. He fled to the cave, and is carrying an important message for her.
- "What is the Garlond Ironworks, you ask? I am surprised you have yet to hear of them. The Garlond Ironworks comprises one of the largest collectives of scholars and engineers in the whole realm. It is they who work to uncover the secrets of the Empire's machina, and it is their findings that will help us to destroy them."

Gridania
- The Lotus Stand is where the three Seedseers hold counsel. They are rarely seen, as they spend their days in the forest.
- Many garleans are showing up in the forest.
- You are sent to meet five forestborn, those who wander the Twelveswood. You want to find out if they have seen the seers.
- The seers are asking to "bolster Gridania's vigil." The seers worry that the large number of adventurers leaving and entering Gridania may "... present an open invitation to imperial agents to slip through our borders."
- The sixth Umbral Era nearly brought about the end of all things.
- A great seedseer banded the seers together, and rallied many souls from across the realm, and saved Eorzea. 
- The earth and trees are shaking violently from all the Garlean's mechanics and airships. There are many of them, and it seems they might set upon Gridania "with all their might."
- Many people want the reformation of the Grand Companies.
- If the Garleans ever attack, the seedseers will take refuge in the city, for they are the forest, and the forest is where they belong.
- The Gridanias are very defensive, even getting angry at Uldahn's simply setting up shop.
- Gridania may not have the materials of war to hold back an invasion.
- The Garleans do not care about the elementals, and they are angering them. They are not caring about the wood, destroying things and having no regard for life.
- They are planning to hold a Rite of Cleansing, to remove the greenwrath and bring harmony to the wood. You are asked to assist in this by going to all the guilds as a messenger, telling them of the rite, and that "the time of offerings has come."
- A terrible darkness is descending over Eorzea, and the rite is not only for Gridania.
- The archery guild is giving escorts to botanists that are gathering materials for Gridania.
- A great tree south of Bentbranch has been profaned. The wounds give great cause for concern, as they are great beast claws or a very large blade. You are sent to this tree.
- Garleans attack, and you save people named Bardo and Yayatu. Both are of the Garlond Ironworks. They were on their way to Gridania when they were blocked by imperials and they hid.
- A very large, very bright (bright as the sun) creature "...went for them Garlean bastards like a bloody fury." A Garlean stabbed it, and the light went away, and the creature disappeared. The whole forest went cold, very cold.
- Gridania is very mad and furious that Garleans attacked the tree. The head of the Garlond Ironworks informs Gridania of the situation. "If the wounds on that tree were made by someone or some thing from outside the Twelveswood... Gods help us all."
- Many Garlond Ironworks people were born north in Garlemaid, and "...flee by way of Ala Mhigo to Eorzea, seeking asylum."
- You are given a reward.

Ul'dah
- It is believed that the garleans will assault Gridania.
- The three nations are moving to resurrect the Grand Companies. The Immortal Flames of Ul'dah is also forming, and they are gathering people from all over (and many from the coliseum).
- You are asked to roam the city and find word of warriors. You are sent to specific places in Ul'dah to gather information.
- Lineage and land means nothing to the Immortal Flames, simply any and all proven warriors are welcomed into the ranks. The people of Ul'dah support this ideal.
- Sightings of Garlean airships is increasing each day.
- If the Grand Companies are reborn, the Ul'dah will require vast restructuring. "The great bonds between each nation will be reforged!"
- A man speaks of someone named "Raubahn Aldynn" as a great warrior and former owner and champion of the coliseum. This man will eventually be known as the leader of the Immortal Flames. He has never seen anyone else with his prowess in battle. He is planned to be enlisted immediately.
- An Ul'dahn airship was shot down by Garleans. No one wants to use the airships anymore for fear of safety.
- Brother Peneli Zuneli asks you to deliver five talismans on behalf of "Milvaneth Sacrarium" to charitable people for peace, and to hasten their return to "more profitable endeavors."
- The alchemists are battling disease and illness. The talisman has renewed their urge to cure patients, and given new hope.
- When you return, you are sent to the wreckage of the airship due to a sighting of bandits rifling through the remains of the vessel.
- At the airship, Garlean agents attack two members of the Garlond Ironworks, sent to survey the wreckage of the airship. You save them, and it turns out that they were not bandits, but agents.
- Donations have begun to be accepted to build a building to inspire people to oppose the empire and instill morale. It is called the " Sepulchre of Garlem."

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