Final Fantasy XIV: A Realm Reborn – On to Summerford

Baderon, proprietor of the Drowning Wench, wants you to lend a hand at Summerford Farms.

Baderon: Still in Limsa, are ye, Meredith? ‘Ow’d ye fancy a trip outside the city walls?
Baderon: I’d like ye to visit an orchard by the name o’ Summerford Farms. Ever ‘eard o’ the place? The owner, Staelwyrn, is an old mate o’ mine.
Baderon: ‘E’s got ‘imself a crew o’ mostly reformed pirate types, if ye can believe that, and ‘as been tryin’ to bring a bit o’ life back to the fields after the Calamity ruined the soil. ‘E mentioned needin’ another ‘and or two, and yer name sprang to mind.
Baderon: I gave ye a glowin’ recommendation, so make sure ye work ‘ard and impress the old bastard. Ye need directions? The place ain’t ‘ard to find: just take the Zephyr Gate out o’ the city, and follow the road northeast.

Staelwyrn: Ah, you must be the adventurer Baderon promised to send along. Meredith Croix, wasn’t it?
Staelwyrn: You honored his word, so that’s a good start. I’m Staelwyrn, the “old bastard,” as Baderon likely described me, and this here is my humble orchard.
Staelwyrn: A good number of the lads and lasses workin’ here once terrorized the high seas. And if you’re wonderin’ why I employ these scrags, well, they used to crew my pirate ship.
Staelwyrn: But the Calamity did for our ship, like it did so many others, and I was sore wounded into the bargain.
Staelwyrn: I had to feed myself and my crew somehow, and Admiral Merlwyb’s initiative to get us landlocked buccaneers workin’ the fields seemed too fine an offer to refuse.
Staelwyrn: Well, it turns out you can take the pirate away from the sea, but you can’t take the sea away from the pirate. A lot of my blokes just never took to tendin’ the soil, you see.
Staelwyrn: And unfortunately, the botanists I called in to train ’em have been wringin’ their hands in black despair. With so much work pilin’ up, I need a tougher soul like you to step in and help where it’s needed.

Final Fantasy XIV: A Realm Reborn – To the Bannock

Miounne wishes to send an adventurer to the instructor at the Bannock.

Mother Miounne: Mortimer, have you visited the Bannock on your wanderings?
Mother Miounne: It is a training ground found just outside the city where the soldiers of the Order of the Twin Adder are drilled in swordplay and other martial matters.
Mother Miounne: I mention this because an acquaintance of mine─a gentleman by the name of Galfrid─is an instructor there, and I think you may be of use to him. Go and introduce yourself, and find out if there is anything you can do to help.
Mother Miounne: Mind you do not stray far from the path─the Twelveswood is no place for merry strolls through the underbrush.

Galfrid: Greetings, Mortimer Croix. Miounne sent word to expect you.
Galfrid: My name is Galfrid, and I am responsible for training our Twin Adder recruits.
Galfrid: I thank you for volunteering your assistance. The Twelveswood is much changed since the calamitous arrival of the Seventh Umbral Era five years ago.
Galfrid: The power of the elementals wanes, and the harmony of the forest gives way to chaos. A great abundance of life has been lost as the strong run rampant, stifling the weak and new-sprung.
Galfrid: Though it may not appear so to the eyes of an outsider, the Twelveswood is ailing─its once rich variety a fading memory.
Galfrid: For the citizens of Gridania, the restoration of the forest is a sacred duty. And it is my hope that adventurers such as you will offer to aid them in their struggle.
Galfrid: Listen to their requests, and do all that you can. May the elementals bless your endeavors, Mortimer Croix.

Final Fantasy XIV: A Realm Reborn – We Must Rebuild

Momodi of the Quicksand wants to introduce you to a certain someone at the Ul’dah Dispatch Yard.

Momodi: Well, younglin’, how are you findin’ our fine Ul’dah, then? Got your bearin’s about you yet?
Momodi: If so, mayhap it’s time you ventured beyond the city walls. The bustlin’ streets of Ul’dah are one thing, but the wilds of Thanalan─that’s another altogether.
Momodi: I know a bloke you might fancy speakin’ to, and he you. Name of Papashan. You’ll find him over at the Ul’dah Dispatch Yard. No doubt he’ll have some work for you.
Momodi: The Dispatch Yard’s over in central Thanalan. Just head out the door across the hall and you’ll see the Gate of Nald staring right back at you. Pass through it and head east. You’ll come upon it ‘fore long.
Momodi: There’s dangers beyond the wall, though. More than I’d care to count. Nothin’ too terrible, mind you, but feisty enough to attack if you draw near. Don’t say nobody cared enough to warn you.

Papashan: Well, you certainly look the part of an adventurer, my friend. Might you be the good soul Momodi advised me to expect, hm?
Papashan: I am Papashan, stationmaster of this humble Dispatch Yard.
Papashan: An empty title, I assure you. I truly am no more than a tired old Lalafell passing his final years in quiet and solitude.
Papashan: Twelve know there have been plenty of both these last five years since the Calamity struck. The devastation…was vast.
Papashan: Yet now true Ul’dahns work together, doing all in our power to rebuild what was laid to ruin. By the sweat of our brows and the love of our home, we have rebuilt Ul’dah to the grandeur and majesty that you see today.
Papashan: The railways which run through this Dispatch Yard, too, were born of the noble efforts of a great many souls.
Papashan: But there is still much work to be done. The wounds left by the Calamity run deep. Isolated areas beyond our lines of supply remain, and there are places yet wanting for relief and restoration.
Papashan: Ul’dah needs the aid of you and your brethren, friend. In fact, never has our need been more dire.
Papashan: Which brings me to the point, I suppose. I do believe I may have some work suited to one of your ability.

Final Fantasy XIV: A Realm Reborn – Close to Home (Limsa Lominsa)

Baderon, proprietor of the Drowning Wench, wants you to perform three tasks that will help you learn the fundamentals of adventuring.

Baderon: Right, then. Let’s start ye off nice an’ easy with three tasks what’ll ‘elp ye get used to life ‘ere in Limsa.
Baderon: Firstly, if ye ‘ead down a floor then point yer nose to the west, ye’ll get an eyeful o’ the great glowin’ crystal in the middle o’ the courtyard.
Baderon: That’s an aetheryte─a device what can move ye from one place to another in the blink of an eye. Ain’t no swifter way to travel─providin’ there’s an aetheryte where ye want to go, o’ course.
Baderon: ‘Ave a chat with the Yellowjacket on guard down there an’ ye’ll be treated to a lecture on the workin’s o’ the device. ‘Fore ye do that, though, remember to touch the thing. Strange as it sounds, it won’t work till you ‘ave.
Baderon: Second on the list is the marketplace. Ye’ll find weapons and armor and all yer ‘venturin’ bits and pieces fer sale in the district what lies beyond the aetheryte.
Baderon: Don’t go throwin’ yer gil around just yet, though, or ye’ll get fleeced quicker’n ye can say, “Why’s me coinpurse so light?” ‘Ave a word with Swozblaet, instead. ‘E’s the ‘ead o’ the Merchants’ League, by the way.
Baderon: Give ‘im this old octant, an’ ‘e’ll treat ye well.
Baderon: Fer the last o’ me ‘elpful ‘ints, I suggest ye meet some fellow spell-slingers at the Arcanists’ Guild.
Baderon: I guarantee ye’ll learn a few new tricks fer yer tome if ye decide to join their crew. Murie at the front desk is the one to get ye started.
Baderon: Got all that, lass? Seein’ to them three tasks’ll take ye on a little jaunt ’round the city, an’ ‘elp ye work out where everythin’ is. Now, I’ve best be gettin’ on. Run along, eh?
Baderon: Bugger it! There I go, sendin’ ye off without tellin’ ye summat crucial. That bloody Calamity’s made a right mess o’ me memory, I swear. Well, that or the ale… Anyroad, while yer out, if ye ‘appen to pass any poor sods what look like they might need yer ‘elp, consider givin’ their tale o’ woe a listen, eh?
Baderon: Sounds like a chore, I admit, but ye never know what interestin’ opportunities could be lurkin’ out there, just waitin’ fer ye to stumble on ’em. Fer example, Niniya over yonder’s been castin’ glances at ye since ye waltzed in.
Why not lend an ear an’ see what she ‘as to say? Aye, yer like to find yerself runnin’ odd errands in the beginnin’, but once ye build a reputation as a woman folk can trust, the jobs’ll get ‘arder an’ the rewards more generous.
Baderon: If ye’ve the time, I’d also seek the advice o’ the Smith ‘ere in the Wench. The lads as bear that title ‘ave some fine advice fer them what’re just startin’ out in the profession. An’ that, my girl, is ‘ow ye go about becomin’ a legend among ‘venturers.

Skaenrael: Heading down so soon? Best you sort out your affairs here before you start gallivanting about. I’ll let you use the lift soon enough.

Niniya: Well, would you look at this─a shiny, new adventurer. Listen close, lass, I’ve some information that might just help put you on the map here in Limsa.
Niniya: I was passing through Bulwark Hall below not long ago, and saw a bunch of herbs just scattered about on the ground. Now, I’m not entirely certain, but I think they might’ve been the black market wares known as “dream flowers.”
Niniya: Limsa Lominsa is a busy port, and not all the merchants that blow in across the Strait are above board, if you know what I mean. How’d the plants end up in the Mizzenmast? Who knows─might’ve been a deal gone bad. The important thing is you make a name for yourself by handing them in.
Niniya: Speak to Skaenrael, and she’ll get you down to the first floor. Then all you have to do is pick up the herbs, and take them to Ahldskyf at the Octant. Being a worldly captain, he knows a thing or two about such shady goods.

Ahldskyf: Yes, I am Ahldskyf. You have some herbs you wish me to examine?
Ahldskyf: …Yes. As you suspected, these are the highly illegal blooms known as dream flowers. They are the prime ingredient in the creation of “somnus”─a substance whose fragrance is said to lull the sniffer’s mind into the sleep of death.
Ahldskyf: …Forgive me, I could not resist the jest! These herbs are naught more than Althyk lavender, a common enough export from Limsa Lominsa. In fact, these probably spilled from crates that were loaded onto my very own ship.
Ahldskyf: I think someone has been having a bit of fun with you, miss. But not to worry! You’ve learned a few things, and made a new acquaintance. Well met!

???: Ah, another novice adventurer. Aye, Baderon has sent more than a few of your kind this way of late.
Sundhimal: I am Sundhimal, one of the Yellowjackets tasked with keeping the peace in the city. It is also my charge to provide guidance in the use of this device. Fear not, I shall be brief.
Sundhimal: Aetherytes are crystalline structures that tap into aetherial energies. They are primarily used as a means to travel swiftly from one place to another.
Sundhimal: Return and Teleport─the most common transportation spells─make direct use of the aetherytes and their connection to the flow of aether.
Sundhimal: And as these devices are found in almost every corner of Eorzea, any adventurer worthy of the name will wish to seek out and attune herself to each one.
Sundhimal: Once you have expanded your horizons beyond the walls of the city, you will soon find yourself performing the act of attunement as a matter of course.
Sundhimal: There is, however, no need for unseemly haste. The aetherytes found in and around the city will be sufficient for the present, I assure you.
Sundhimal: Should you wish to learn more about aetherytes or transportation magic, I will be here to answer your questions.

Swozblaet: A fine day to you, madam! Welcome to the most replete marketplace in the grand realm of Eorzea, where every shelf groans under the weight of wonders borne from all four corners of the world!
Swozblaet: Pray browse the stalls until your eyeballs ache from ogling the overabundance of unbelievable bargains! Now, as much as I would love to elaborate upon the unrivaled quality of our merchandise, I must tend to some cargo but recently arrived at the docks─
Swozblaet: Hm? You bear a gift from Baderon? Whatever could it─ Ah! My octant! By the Navigator, I must have left it behind in the Wench─along with a week’s pay and several bells’ worth of intoxicated memories!
Swozblaet: I am most grateful to have it back! This tool is a keepsake from my days as a ship captain, you see. Needless to say, your good deed must be repaid, and what better recompense than the wisdom of a master merchant?
Swozblaet: If it is simple and sturdy adventuring equipment you seek, you need look no further than the East and West arms of Hawkers’ Alley.
Swozblaet: Lest you doubt, each gil you invest in arms and armor will be money well spent. Adventuring is, after all, a dangerous profession by its very nature.
Swozblaet: It goes without saying that Hawkers’ Alley boasts stalls specializing in the tools of every martial discipline imaginable.
Swozblaet: And within but a few steps are bazaars and apothecaries that will most amply supply all your potion and perishable needs.
Swozblaet: Our keen-eyed agents procure a frankly befuddling range of wares during their sojourns to distant shores, so it pays to become familiar with the type─and price─of the goods offered by each stall.
Swozblaet: Such knowledge will serve you well if your purse is light or your time is short.
Swozblaet: Ah, but verbal instruction of this kind will only profit you so much. Experience has ever been the surest teacher─if not the kindest. I invite you to explore the markets for yourself.

Murie: Welcome to the Arcanists’ Guild. It is here that we research and develop the field of arcanima.
Murie: Arcanima is the science of employing “arcane geometries”─intricate patterns that map the unlocked mysteries of existence─to draw forth and manipulate the body’s aetheric energies.
Murie: Ah, but if I am not mistaken, you already possess some rudimentary understanding of the craft. Shall I deepen your knowledge of our history, as well?
Murie: The roots of arcanima can be traced back to the esoteric calculations practiced by the people of the south sea isles. It was these island folk that first discovered a method to express natural phenomena in mathematical terms.
Murie: Building on this process, the existing mathematical formulae were further developed into arcane geometries─precise patterns that allowed a practitioner to weave aether into specific magical effects. The mages who invoked this new form of magic became known as “arcanists,” and the school of arcanima was born.
Murie: Many such mages, wishing to expand their understanding of the world, took to the seas aboard trading vessels. Upon their arrival in Limsa Lominsa, arcanists found themselves welcomed into the academic elite, and soon secured positions in the realms of governance and counsel.
Murie: The knowledge of an arcanist, however, is traditionally passed on from master to chosen disciple. As such, Admiral Merlwyb, counting several wielders of arcanima among her personal staff, became concerned that this exclusionary practice would lead to the eventual extinction of the art.
Murie: So, at the Admiral’s express orders, an official Arcanists’ Guild was established, and funding was provided for research and training.
Murie: The complex and demanding nature of arcanima, however, remains the greatest threat to its own future. If you would continue your study of this challenging discipline, then I must insist that you indicate your commitment to joining our guild.

Baderon: Ah, there ye are, Meredith. Enjoy yer jaunt ’round the city, did ye?
Baderon: If ye mean to base yerself in Limsa Lominsa, that won’t be the last time ye’ll visit them three places.
Baderon: An’ now ye’ve got some idea o’ what’s where, ye can start explorin’ the rest o’ the town.
Baderon: Ye’ve shown a good ear fer listenin’, lass. Stick with ol’ Baderon, an’ ye’ll go far.

Final Fantasy XIV: A Realm Reborn – Close to Home (Gridania)

Miounne, proprietress of the Carline Canopy, wants you to perform three tasks that will help you learn the fundamentals of adventuring.

Mother Miounne: Let us begin at the beginning, shall we? Now that you are a formal member of the Adventurers’ Guild, we must be sure you have a firm grasp of the fundamentals of adventuring. To that end, I have three tasks I wish you to perform.
Mother Miounne: Your first task is to visit the aetheryte. This massive crystal stands in the middle of the aetheryte plaza, not far from the Carline Canopy.
Mother Miounne: As a device that enables instantaneous transportation, the aetheryte plays a key role in the life of the ever-wandering adventurer.
Mother Miounne: Once you have located the crystal, all you need do is touch its surface. A member of the Wood Wailers will be present to offer further instruction.
Mother Miounne: For your second task, you are to visit the Archers’ Guild.
Mother Miounne: There is no better place to learn the arts of the bow. Speak with Athelyna, and she will explain the benefits of joining the guild.
Mother Miounne: For your third and final task, I would have you visit the markets at the heart of Old Gridania’s commercial district. There you shall find weapons and armor, and all the various items that an adventurer might need on his travels.
Mother Miounne: There is, however, more to the markets than buying and selling goods. Speak with Parsemontret, and listen well to his counsel.
Mother Miounne: The master merchant can be…uncooperative at times, so be sure to offer him one of my famous eel pies. Like so many men, he is much more charitable when his stomach is full. Here, I made a batch not long ago.
Mother Miounne: You have your tasks, Mortimer. May Nophica guide your path.
Mother Miounne: Ah, and one more thing: should you happen to come across any citizens in need, don’t be afraid to proffer a helping hand. I am certain they will be pleased to meet an adventurer in whom they can confide their woes.
Mother Miounne: Granted, the work they offer is unlikely to be of realm-shattering importance─but prove your worth and build a reputation, and in time folk will be more inclined to entrust you with matters of moment.
Mother Miounne: I also suggest that you lend an ear to the Smith here in the Canopy. The Smiths are trusted representatives of the Adventurers’ Guild, and are an invaluable source of advice for neophyte heroes seeking to attain greatness.

Nicia: Greetings, adventurer. I see you are faithfully following Mother Miounne’s instructions.
Nicia: Allow me to offer you a bit of instruction myself. I am Nicia of the Wood Wailers, and I know a thing or two about the aetheryte─yes, that big crystal right there.
Nicia: Aetherytes are devices that tap into aetherial energies, and are primarily used as a means to travel swiftly from one place to another.
Nicia: Return and Teleport─the most common transportation spells─make direct use of the aetherytes and their connection to the flow of aether.
Nicia: And as these devices are found in almost every corner of Eorzea, any adventurer worthy of the name will wish to seek out and attune himself to each one.
Nicia: Truly, few things in this world are so useful to an intrepid explorer.
Nicia: But you need not locate them all at once. Before rushing out into the wilds, I suggest you start with the aetherytes found here in Gridania.
Nicia: Should you wish to learn more about the aetheryte or transportation magic, I am here to answer your questions.

Athelyna: Greetings, friend. You have found your way to the Archers’ Guild. Do you seek to uncover the secrets of our art?
Athelyna: Ah, now that I think on it, you have the look of one who has received Mother Miounne’s “gentle” instruction. Very well, I shall give you a brief introduction to archery and the Archers’ Guild.
Athelyna: The skills practiced by our archers allow them to gauge an enemy’s weaknesses from afar, and turn the tide of a battle with a single, well-placed arrow. Should you join us, you will be taught to do the same.
Athelyna: Archery as practiced in Gridania was born of two distinct styles of bowmanship.
Athelyna: The first was devised by the longbow sentries of the Elezen who once ruled the lowlands, while the second belonged to the shortbow hunters of the formerly nomadic Miqo’te. As you will doubtless be aware, both races ultimately came to call the Twelveswood home.
Athelyna: Though the two peoples began as rivals, they gradually learned to live together in harmony. During this time, they learned from one another, their two schools of archery intermingling to give birth to the art as it is known today.
Athelyna: For a time, the bow was used primarily for hunting. But as the hunters vied with one another to prove who was the better shot, there emerged a group of archers whose ultimate goal lay not in the practical pursuit of prey, but in perfection.
Athelyna: Thus was the Archers’ Guild born from the ranks of the Trappers’ League.
Athelyna: It is the way of the guild to promote greatness in archery through friendly competition. And the results of our methods can be seen in the vaunted archers of the Gods’ Quiver, many of whom spent their formative years loosing arrows at the guild’s practice butts.
Athelyna: I hope this gives you a better idea of who we are, and what we do here. Oho, did I see the spark of ambition flare within your eyes?
Athelyna: If you wish to draw a string with the finest archers in Eorzea, look no further than the Archers’ Guild.
Athelyna: Before you can enlist, however, you must gain the approval of the guildmaster. Once you are ready to proceed, speak with me again and we can begin seeing about your enrollment.

Parsemontret: By what right does a fledgling adventurer presume to address Parsemontret, master of the markets?
Parsemontret: You think you can stroll in here, bold as you please, and demand my hard-earned knowledge? Hah! A merchant does naught for naught, especially when dealing with would-be heroes.
Parsemontret: If, on the other hand, you had some tasty “morsel” to curry my favor, then I might reconsider your request.
Parsemontret: Come now, this whole encounter reeks of Miounne’s handiwork─and more specifically her baking. Don’t look so surprised, son─I smelled that eel pie of yours a malm away. Hand it over!
Parsemontret: Mmm, that flaky crust…just divine. Very well, I am a man of my word. Pay close attention, for I shall only explain this once.
Parsemontret: The aspiring adventurer need look no further than the Rosewood and Ebony Stalls. Both are but a short stroll from where we stand.
Parsemontret: If you mean to do battle, you’d best be prepared with a quality set of weapons and armor.
Parsemontret: Such goods are the province of the Rosewood Stalls, directly south of here. You will be pleased to learn that the merchants of Gridania are exceedingly particular when it comes to craftsmanship, so you needn’t fear defective straps and the like.
Parsemontret: If it is potions and paraphernalia you seek, head north to the Ebony Stalls.
Parsemontret: The shelves there are lavishly stocked by widely traveled Ul’dahn merchants, and I may truly say that I have seen things amongst their myriad wares that I scarce knew existed.
Parsemontret: Do you follow me thus far? The first step in any purchase is to select the stalls that meet your needs. Then you may concern yourself with price and profit.
Parsemontret: There is little more I can teach you with mere words. Go, peruse the stalls, and see for yourself what wares they offer. There is no substitute for firsthand experience, after all, and I am weary of talking…unless you have another eel pie?

Mother Miounne: The conquering hero returns. You have completed my little tasks, I trust?
Mother Miounne: The three locations you visited will feature prominently in your life as an adventurer─it is best you grow familiar with them as soon as possible.
Mother Miounne: And you took the time to listen to the woes of the citizenry? I cannot emphasize enough how important it is to lend your talents to one and all, no matter how trivial the matter may seem.
Mother Miounne: I am thankful that you are an obliging sort, Mortimer. It is adventurers like you who will win the hearts of the locals and pave the way for those who follow. I pray Gridania can rely on your aid in its struggles to come.

Final Fantasy XIV: A Realm Reborn – Close to Home (Ul’dah)

Momodi, the proprietress of the Quicksand, wants you to perform three tasks that will help you learn the fundamentals of adventuring.

Momodi: Before you go chargin’ off to find your fortune, I’ve a few basic tasks I’d like you to perform so as to help you get to know the place.
Momodi: First of all, I want you to visit the aetheryte plaza. To get there, head west from here till you reach Emerald Avenue, then look to the north. You should see a giant, floatin’ crystal called an aetheryte.
Momodi: If it weren’t for aetherytes, travelin’ around Eorzea would be a damn sight more troublesome than it is. ‘Course, you still need to attune with ’em before you can use ’em, so be sure to do that with the one in the plaza. You ever attuned with an aetheryte before, Marion? If not, just lay your hand on the thing and you’ll see what I mean.
Momodi: When you’ve done that, I want you to pay a visit to the Thaumaturges’ Guild, over at Arrzaneth Ossuary.
Momodi: Assumin’ that scepter ain’t just for show, you might consider trainin’ there.
Momodi: And finally, I want you to visit the Sapphire Avenue Exchange, over on the Steps of Thal.
Momodi: Goods from all across Eorzea and beyond turn up there every day. You’ll have no trouble findin’ armor, weapons, or anythin’ else a fledglin’ adventurer like yourself might need.
Momodi: You might say that everythin’s for sale here in Ul’dah─as long as you’ve got the gil.
Momodi: Just make sure as you don’t pay more than you ought, Marion.
Momodi: There’s plenty as won’t scruple to swindle unsuspectin’ foreigners like yourself, ‘specially if they think no one’s lookin’ out for their best interests.
Momodi: Which is why I’m givin’ you this letter. When you visit the exchange, find a gentleman named Seseroga and give it to him. He’ll be happy to tell you about the markets once he’s read it.
Momodi: In short, then: visit the aetheryte plaza, the Thaumaturges’ Guild, and the Sapphire Avenue Exchange. Simple.
Momodi: Oh, but before you go, a word of advice: while there’re more than a few unsavory characters out there who’ll try to take advantage of you, there are also some with honest-to-goodness problems who you should consider offerin’ a helpin’ hand to.
Momodi: A lot of folk are lured to this city by the promise of wealth and power. What many of ’em fail to realize is that instead of chasin’ after gil the moment they get here, they ought to be makin’ friends.
Momodi: Let it be known that you’re willin’ to give as much as you get, and opportunities will come your way.
Momodi: Speakin’ of which, you should speak with the Smith over yonder─those lads always have some good advice for up-and-comin’ adventurers. Otherwise, that’s about it from me. It’s past time you got goin’. Oh, and let me know when you’ve finished, will you? That way, I won’t spend my days worryin’ that you’re down to your smallclothes without a gil to your name.

Nenebaru: Hail, adventurer! Might you have come at the behest of Miss Momodi of the Quicksand?
Nenebaru: Excellent. Which brings us to the matter of the attunement fee─that will be one hundred thousand gil, if you please, madam.
Nenebaru: …AHAHAHAHAHA! Apologies, but I do so relish the opportunity to make that jest. The look on your face was absolutely priceless! Ah, but the fact that you were so easily deceived suggests to me that you are unfamiliar with the use of aetherytes. Allow me to explain.
Nenebaru: These crystalline agglomerations tap into aetherial energies, and are primarily used as a means to travel swiftly from one place to another.
Nenebaru: Perchance you have heard of Return and Teleport? Well, these transportation spells make direct use of the aetherytes and their connection to the flow of aether.
Nenebaru: Given that there is an aetheryte in almost every corner of Eorzea, any adventurer with a mind to explore the realm will wish to seek out and attune herself to each and every one!
Nenebaru: But even if you have no intention of wandering beyond the sultanate’s borders, it would be prudent for you to attune yourself to any aetherytes you encounter from now on.
Nenebaru: I pray you found that informative. Should you wish to learn more about aetherytes or transportation magic, I should be happy to answer your questions.

Yayake: Welcome to the Thaumaturges’ Guild. It is fate that has guided your steps here this day, friend. I see that you harbor arcane ambitions…though your journey has scarcely begun.
Yayake: Within these hallowed halls, the arts of devastation are taught─primeval magicks with which to bring about an enemy’s ruin.
Yayake: If you would join our ranks and wield such power, you must needs know of our beginnings.
Yayake: The nation of Ul’dah inherited its traditions from ancient Belah’dia, a city founded by the descendants of the first mages.
Yayake: The secrets of these illustrious sorcerers were ultimately entrusted to the priests of the Order of Nald’thal, who have passed them down from generation to generation ever since.
Yayake: Focused and refined over centuries of use in the Order’s funereal rites, the arcane magicks of our ancestors eventually emerged as the art we now know as thaumaturgy.
Yayake: A freezing blizzard to halt corruption; a raging fire to cleanse the corpse; a bolt of lightning to expel the sins of mortal life… The dweomers employed in the preparation of the dead are equally efficacious when applied to the living.
Yayake: It is for this reason that we are feared and respected in equal measure. Thus does our guild thrive, ensconced in the catacombs of Arrzaneth Ossuary─a sanctuary devoted to Thal, divine arbiter of the afterlife.
Yayake: What say you, then, adventurer? If you would plumb the abyssal depths of thaumaturgy, let our learned sages guide your descent!
Yayake: Ah, but before you leap into the darkness, you must prove to our guildmasters that you are possessed of the spiritual fortitude necessary to look upon that which waits therein. When you are ready to submit to the judgment of our most eminent mages, say the word.

Seseroga: And you are?
…Ho, a newly come adventurer. But of course. Yes, I am Seseroga. What can I do for you?
Seseroga: Ah, you would have me teach you the ways of the marketplace? Very wise. As for my fee… What? You expect me to do it for free!? Surely you jest.
Seseroga: My dear adventurer, when you ask an Ul’dahn for a favor, you should at least try to make it worth his while. Judging by your garb, I rather doubt you could afford my services, but the fact you offer nothing is laughable.
Seseroga: Oh. Mistress Momodi instructed you to seek me out, did she? Hmph. Consider yourself fortunate to have such influential friends.
Seseroga: I shall be brief, and you shall be attentive.
Seseroga: You stand in the Sapphire Avenue Exchange, the busiest and most profitable marketplace in the sultanate.
Seseroga: Being advantageously situated in relation to the other city-states, Ul’dah’s markets have ever served as both the literal and figurative centers of Eorzean commerce.
Seseroga: All the great overland trade routes lead to our city, and the majority of maritime trade between Vylbrand and Aldenard passes through our ports.
Seseroga: Because of this, countless companies and consortia have chosen Ul’dah as their base of operations. They see to it that this marketplace is awash with merchants and moneylenders, day and night.
Seseroga: Anything a man could ever desire can be purchased here─provided as he has sufficient funds.
Seseroga: Surely there’s something you seek, adventurer? A deadlier sword, perhaps, or a shinier trinket? Whatever it is you want, the exchange will have it.
Seseroga: To the north, you will find merchants peddling armor and accessories, curatives and crafting materials.
Seseroga: And to the south, you will find weapons, tools, and an assortment of other useful items for sale.
Seseroga: Seek out a particular merchant, or browse to your heart’s content. But do try to remain aloof should you find something that piques your interest. Decisions made in the heat of the moment are usually unwise, especially where coin is concerned.
Seseroga: Ahem. That is all the complimentary aid you shall have from me─and far too much for my taste.
Seseroga: My regards to Momodi. Now, off with you!

Momodi: How was your tour of the city, Marion? Get lost, did you?
Momodi: Aye, well, Ul’dah’s a big place with lots to see and do─but wanderin’ around aimlessly don’t pay the bills. If you’re serious about makin’ a livin’ here, you’ll need to remember where things are.
Momodi: So when you go explorin’, explore like you’ve got a purpose, eh?
Momodi: All right, then! All that’s left is for you to work hard, make money, and spend it here at the Quicksand!

Final Fantasy XIV: A Realm Reborn – Coming to Limsa Lominsa

To be recognized as an adventurer in the city–state of Limsa Lominsa, you must first register yourself with the Adventurers’ Guild.

Ryssfloh: Now then, I’m sure you’re itching to explore, but adventurers are required to register their presence in the city…and without a bit of local knowledge, you’re like to get your throat slit in some piss-stinking alley.
Ryssfloh: So before you do anything else, get yourself over to the Drowning Wench and enroll with the Adventurers’ Guild.
Ryssfloh: It’s not far─just head straight down this street and speak with Grehfarr. He’ll show you how to work that big moving platform we call the Crow’s Lift, and that’ll take you up to the pub.
Ryssfloh: Once you’re there, look for a fellow by the name of Baderon─he’s the proprietor of the Wench. He might curse like an ale-sodden sailor, but the man’s got a soft spot for wide-eyed newcomers like yourself. He’ll set you straight.
Ryssfloh: Got all that? Good. Now run along, and may the Navigator guide you on your journey.

Grehfarr: Welcome to Limsa Lominsa. If you’ve a mind to visit the Drowning Wench, the Crow’s Lift will take you there.

Baderon: Greetin’s to ye, lass.
Baderon: What’ll it be? …Ah, but you ain’t ‘ere fer the drink, are ye!? Ye’ve come with a mind to try yer ‘and at ‘venturin’, I reckon! Well, ye’ll find no shortage o’ work ‘ere in Limsa.
Baderon: The name’s Baderon, an’ this most ‘ospitable of ‘ostelries is the Drownin’ Wench.
Baderon: ‘Tis also the ‘ome o’ the ‘Venturers’ Guild, ‘ere in Limsa. That’s why we’ve got a desk ‘specially fer ‘andlin’ guild business─an’ why I seem to spend more time savin’ the necks o’ whelps like yerself than wettin’ the throats o’ me regulars.
Baderon: ‘Venturers ‘ave a knack fer findin’ trouble, see.
Baderon: Not that they need it in these parts, on account o’ there bein’ trouble wherever ye look. If ye manage to steer clear o’ the fishbacks an’ the kobolds outside the city, the pirates on the inside will get ye instead.
Baderon: An’ if they don’t manage, there’s always the Garlean Empire to finish the job. Oh, no one knows what they’re plannin’, o’ course…but if they’re plannin’ anythin’, ye can be sure it’s to kill the lot of us.
Baderon: Aye…this town seems peaceful at a glance, but look again, an’ ye’ll see a people livin’ in fear o’ what tomorrow might bring.
Baderon: …An’ who can blame ’em, after everythin’ that’s ‘appened? Eorzea took a mighty blow durin’ the Calamity, but our ‘omes weren’t the only things what got wiped off the face of existence by that thrice-damned bastard of a dragon.
Baderon: It took our bleedin’ memories, too. An’ no one’s been able to explain it in a way as makes an onze o’ sense.
Baderon: None o’ the folks what saw it an’ lived to tell the tale seem to agree on ‘ow the tale actually goes. ‘Tis all foggy…like recollections from an ‘ard night on the ale. Ye can imagine why people might fear fer the future if they can’t rightly recall the past.
Baderon: But there is one thing we all remember, an’ that’s the group o’ ‘venturers what laid down their lives to drag Eorzea back from the brink, when she was bound fer the abyss.
Baderon: Well, I say we remember… Truth is, though we ain’t forgotten what they did fer us, this godsdamned Calamity-spawned memory loss robbed us o’ their names…
Baderon: It won’t even let us picture their damn faces. ‘Tis like starin’ at a gull flyin’ in front o’ the sun─all ye see in yer mind’s eye is a shadow set against a blindin’ glare. An’ that’s ‘ow every bugger describes it, by the way…give or take the odd gull.
Baderon: It’s this what’s got people callin’ these ‘eroes the “Warriors o’ Light.”
Baderon: If Limsa’s ever goin’ to put this time o’ darkness behind it, it’s goin’ to need ‘venturers to ‘elp banish the fear. It’s goin’ to need new ‘eroes like the ones we lost.
Baderon: Maybe one day ye’ll be one of ’em. An’ that’s why any aid we can give to a ‘venturer is effort well spent. What say ye, lass? Ye willin’ to lend us yer strength?
Baderon: Me thanks to ye, an’ to the Navigator an’ all! I knew She’d steered ye my way fer a reason.
Baderon: Ah, but listen to me, yatterin’ on like a sun-touched fishwife. ‘Tis ‘igh time we got yer mark in me book.
Baderon: Put yer scrawl right there.
Baderon: Meredith Croix, is it? An’ a fine name it is.
Baderon: Congratulations. Yer now an upstandin’ member o’ the ‘Venturers’ Guild.
Yellowjacket: You there─adventurer. You sailed in on the last ferry, did you not?
Yellowjacket: The captain reported being attacked by a pirate vessel. And several witnesses have testified independently that a passenger matching your description went out on deck mere moments before the incident took place. Sending your friends signals, were you?
Baderon: Now ‘old on a just a moment there, officer. Ye’ve got the wrong lass.
Baderon: This fine, upstandin’ young lady is me dear departed grandma’s sister’s niece’s cousin’s closest companion. The lass wouldn’t be caught dead fraternizin’ with such unsavory elements.
Yellowjacket: …Is that right? Ahem. You are surely aware of the recent kidnappings? Respectfully, then, we cannot be too trusting of outsiders at a time when the loyalty of even our closest friends is in doubt.
Baderon: Aye, ye make a good point there, officer, a very good point. Very wise. Ye needn’t worry, though─I keep one eye open at all times, me, an’ two more often than not. Now, sir, what say ye to a tankard o’ me finest ale afore ye return to yer duties, eh?
Yellowjacket: Not a watered-down cup of piss like last time, I should hope?
Baderon: Ain’t got the faintest idea what yer on about, officer. The Wench might offer some o’ the cheapest grog this side o’ the Strait o’ Merlthor, but that don’t mean it won’t get ye good an’ pickled! An’ look, there’s a chair over there just cryin’ out to be sat on, so kick off them ‘eavy boots, eh!?
Baderon: Ye’ll ‘ave to excuse these eager bloody Yellowjackets. There’s been a spate o’ kidnappin’s, see, an’ they ain’t got a clue who’s behind ’em. Naturally, they’ve taken to clappin’ irons on anyone who looks vaguely suspicious, which means ‘venturers, visitors…an’ pretty much every bugger else in this town.
Baderon: Don’t take it personal, though. Us Lominsans can be an ‘eadstrong bunch o’ bastards, ’tis true, but given time, we’ll grow on ye. Now, where was I…?
Baderon: Oh aye! Welcome to Limsa Lominsa, where the sea’s as green as the faces o’ me patrons after a few too many Blackbelly whiskeys!
Baderon: Now, take a moment to gather yer wits, an’ we’ll get started with learnin’ ye the ways o’ the city.

Final Fantasy XIV: A Realm Reborn – Coming to Gridania

To be recognized as an adventurer in the city–state of Gridania, you must first register yourself with the Adventurers’ Guild.

Bertennant: Another green adventurer, I presume?
Bertennant: I thought as much. We cannot allow strangers to wander Gridania unchecked and untested.
Bertennant: Before you rush off and begin pestering every second citizen for work, I suggest you make yourself known at the Carline Canopy. That’s the headquarters of the local Adventurers’ Guild, in case you were wondering.
Bertennant: The Carline Canopy is the building you see behind me. Speak to Mother Miounne within, and she will take you in hand.

Mother Miounne: Well, well, what have we here?
Mother Miounne: A wide-eyed and wondering young adventurer, come to put your name down at the guild, I assume?
Mother Miounne: Welcome. Miounne’s my name, or Mother Miounne as most call me, and the Carline Canopy is my place.
Mother Miounne: As the head of the Adventurers’ Guild in Gridania, I have the honor of providing guidance to the fledgling heroes who pass through our gates.
Mother Miounne: No matter your ambitions, the guild is here to help you attain them.
Mother Miounne: In return, we expect you to fulfill your duties as an adventurer by assisting the people of Gridania. A fine deal, wouldn’t you agree?
Mother Miounne: To an outsider’s eyes, all may seem well with our nation, but naught could be further from the truth. The people live in a state of constant apprehension.
Mother Miounne: The Ixal and various gangs of common bandits provide an unending supply of trouble─trouble compounded by the ever-present threat of the Garlean Empire to the north. And that is to say nothing of the Calamity…
Mother Miounne: Even now, the wounds have barely begun to heal. Ah, but I speak of it as if you were there. Forgive me. Five years past, Eorzea was well-nigh laid to waste when a dread wyrm emerged from within the lesser moon, Dalamud, and rained fire upon the realm. It is this which people call “the Calamity.”
Mother Miounne: Scarcely a square malm of the Twelveswood was spared the devastation. Yet despite the forest’s extensive wounds, not a soul among us can recall precisely how it all happened.
Mother Miounne: I am well aware of how improbable that must sound to an outsider… It is improbable. But it’s also true. For reasons we can ill explain, the facts surrounding the Calamity are shrouded in mystery. There are as many versions of events as there are people willing to recount them.
Mother Miounne: Yet amidst the hazy recollections and conflicting accounts, all agree on one thing: that Eorzea was saved from certain doom by a band of valiant adventurers.
Mother Miounne: Whatever else we’ve misremembered, none of us have forgotten the heroes who risked life and limb for the sake of the realm. And yet…whenever we try to say their names, the words die upon our lips.
Mother Miounne: And whenever we try to call their faces to mind, we see naught but silhouettes amidst a blinding glare.
Mother Miounne: Thus have these adventurers come to be known as “the Warriors of Light.”
Mother Miounne: …Ahem. Pray do not feel daunted by the deeds of legends. We do not ask that you become another Warrior of Light, only that you do what you can to assist the people of Gridania.
Mother Miounne: Great or small, every contribution counts. I trust you will play your part.
Mother Miounne: All that’s left, then, is to conclude the business of registration. Here’s a quill. Scrawl your name right there.
Mother Miounne: Oh, and I would appreciate it if you used your real name─there is a special place in the seventh hell for those who use “amusing” aliases.
Mother Miounne: …Mortimer Croix, hm? And you’re quite sure that isn’t an amusing alias?
Mother Miounne: Very well. From this moment forward, you are a registered adventurer of Gridania, nation blessed of the elementals and the bounty of the Twelveswood. The guild expects great things from you.
Wood Wailer: Look at what just arrived─another godsdamned adventurer…
Mother Miounne: Don’t you start with that. Adventurers are the very salve that Gridania needs.
Mother Miounne: The Elder Seedseer herself bade us welcome them with open arms. Do you mean to disregard her will?
Wood Wailer: Of course not! Lest you forget, it is my sworn duty to uphold the peace! Am I to blame if outsiders bring mistrust upon themselves?
Wood Wailer: You─adventurer! Mind that you do not cause any trouble here, or I shall personally cast you out of this realm and into the seventh hell.
Mother Miounne: Ahem. Pay that outburst no mind. He meant only to…counsel you. Suspicious characters have been prowling the Twelveswood of late, you see, and the Wood Wailers feel they cannot afford to take any chances.
Mother Miounne: As is often the way with folk who live in isolation, Gridanians are wont to mistrust things they do not well know, your good self included. Fear not, however─given a catalog of exemplary deeds, and no more than a handful of years, the locals will surely warm to you.
Mother Miounne: On behalf of my fellow citizens, I welcome you to Gridania. May you come to consider our nation as your own in time.
Mother Miounne: Now then, you may depend on old Mother Miounne to teach you a few things that every adventurer should know.

Final Fantasy XIV: A Realm Reborn – Coming to Ul’dah

To be recognized as an adventurer in the city–state of Ul’dah, you must register yourself with the Adventurers’ Guild.

Wymond: ‘Tis plain to anyone with eyes that you don’t know your way around here.
Wymond: If I let you go wanderin’ off down the nearest dark alley, you’re certain to get mugged or worse, an’ I don’t want that on my conscience.
Wymond: So before you do anythin’ else, you’ll want to head over to the Quicksand, an’ speak with Momodi. She’s the master of the Adventurers’ Guild, an’ can set you on the right path.
Wymond: Just take those steps over yonder an’ pass through the double doors. You’ll find her inside.
Wymond: …An’ that’s as much as you’re gettin’ for free. Good luck with the adventurin’, adventurer.

Momodi: Why, hello there! Who might you be?
Momodi: If you’re lookin’ to join the Adventurers’ Guild, you’ve come to the right place.
Momodi: Name’s Momodi, and I own this fine establishment, if it please you.
Momodi: I also manage the Adventurers’ Guild here in Ul’dah. So you might say that lookin’ after green adventurers like yourself is my vocation.
Momodi: And lucky for you that it is. Without someone like me to steer you right, you’d soon find yourself out in the middle of nowhere, caught up in business you don’t understand.
Momodi: Like our conflict with the Amalj’aa, for example. They’ve been plaguin’ the sultanate for nigh on, oooh…forever now.
Momodi: Then there’s the Garlean Empire. None can say for sure what they’re plottin’ these days, only that they are.
Momodi: Aye, the people drink and make merry…but underneath it all, there’s worry. Worry and a lingerin’ feelin’ of loss.
Momodi: And little wonder. It’s scarce been five years since the lesser moon cracked open like a giant egg, releasin’ an abomination intent on turnin’ the realm into an eighth hell…
Momodi: So much was lost in the blink of an eye. ‘Twas like the end of the world had come at last.
Momodi: But then things begin to get foggy. Everyone’s got their own version of what happened next─some of ’em, two or three…
Momodi: You’d think people would remember somethin’ like that─but the fact is, they don’t. Nobody does.
Momodi: There is one thing the survivors agree on, though: the part played by a band of adventurers who laid down their lives for a realm that wasn’t their own.
Momodi: They fought valiantly, and like so many others, they never returned. Deeds worth rememberin’, I’m sure you’ll agree. It’s just a shame our recollections of those brave heroes are as jumbled as those of the Calamity itself.
Momodi: Whenever we try to call their faces to mind, it’s like they’re standin’ between us and the midday sun, permanently silhouetted… I’ll bet that sounds poetic to you, doesn’t it? Well it’s not. It’s bloody infuriatin’.
Momodi: But even if we can’t remember them, we’ll not let ’em be forgotten, and so we call ’em the Warriors of Light.
Momodi: And they’ll forever stand as a shinin’ example of what adventurers can achieve. That’s why I welcome new arrivals like yourself to our fair city.
Momodi: All I ask is that you lend a helpin’ hand, and try to leave Ul’dah in a better state than you found her. If you can promise that, I’d be happy to let you join the guild.
Momodi: All right, then! A promise is a promise, now!
Momodi: I’m countin’ on your help to put the past behind us. We need people workin’ and spendin’ and bickerin’ like the old days!
Momodi: And a happy and prosperous Ul’dah means more business for the Quicksand, too!
Momodi: Anyroad, let’s make this official.
Momodi: Go ahead and write your name in the register─neat as you can.
Momodi: …Marion Croix. Well, ain’t that a charmin’ name. Just rolls off the tongue, it does.
Momodi: All right, Miss Croix! On behalf of the Adventurers’ Guild, I officially─
Gullible Gambler: Please, sir, be merciful! Twelve as my witness, I swear to you, I’ll bring you your money!
Debt Collector: In the East, it is said that even a merciful god might be driven to vengeance if thrice blasphemed.
Debt Collector: Be grateful you were given a fourth chance to offend. You two, attend to this scum.
Gullible Gambler: No, please! Mercy!
Momodi: Well, ain’t that a sorry sight. Nor an uncommon one, if I’m honest. Don’t worry, though─if you work hard, I doubt you’ll end up like him.
Momodi: Just the same, if you ever need a bit of advice about one thing or another, pay me a visit. Just don’t go botherin’ me every time you stub your bloody toe, all right?
Momodi: ‘Course, I do enjoy hearin’ a lady muse on the many manhoods of her acquaintance from time to time…
Momodi: Anyroad, welcome to Ul’dah, Marion!
Momodi: Take a moment to catch your breath, and I’ll teach you a little about our fair city.

Final Fantasy XIV: A Realm Reborn – Limsa Lominsa

???: …Oi! Y’all right, lass?
Grizzled Passenger: You were moanin’ in your sleep an’ sweatin’ buckets besides. Rollin’ of the ship got your stomach churnin’, has it?
Grizzled Passenger: Hmmm… Don’t seem like seasickness, now that I look at you. It’ll be the aether, then, I reckon.
Grizzled Passenger: Some are more sensitive to the stuff than others, see, an’ we ain’t too far from Vylbrand now, which is chock-full of aetherytes.
Grizzled Passenger: No need to fret, though. You’ll soon get used to it.
Grizzled Passenger: Eurgh. Might as well have been bloomin’ seasickness… Ship’s leapin’ around like a demented chocobo today.
Grizzled Passenger: I reckon I might head out on deck – get meself a breath of fresh air.
Grizzled Passenger: Limsa Lominsa’s still a fair way off, in case you were wonderin’. Seein’ as you’re awake an’ all, how’s about you keep me company till we get there?
Grizzled Passenger: Them young’uns don’t much care for conversation, see.
Brennan: Anyroad, Brennan’s the name, an’ peddlin’s me trade.
Brennan: Ah, smell that salty sea breeze!
Brennan: Now then, lass, judgin’ by your unusual garments, I’d say you were one of them new adventurers. Am I warm?
Brennan: I knew it! Goin’ wherever the wind blows, seekin’ fortune an’ glory-now that’s what I call livin’!
Brennan: So long as you can avoid dyin’, I mean. Ain’t no secret that adventurin’s a risky business – these days especially.
Brennan: What was it that first attracted you to it?
Meredith Croix: To amass a fortune.
Brennan: Fortune, eh? Well, it’s a dream we’ve all had at one time or another.
Brennan: Once you’ve learned to handle yourself in a fight, you’ll want to pay a visit to whichever craftin’ or gatherin’ guild tickles your fancy.
Brennan: Limsa Lominsa’s renowned for its smitties an’ armorers, not to mention its fisherfolk. An’ then there’s its cooks, of course.
Brennan: Adventurin’ ain’t just about killin’ things, after all. A peaceful pastime may well help you make your fortune!
Brennan: Just remember, though: there’re more important things than fortune an’ glory. Such as breathin’. Ain’t no profit in bein’ dead, an’ that’s a fact.
Brennan: Uwaaah!
Stalwart Sailor: Ships off the starboard bow! Pirate colors!
Brennan: Pirates? Bloody hells…
Stalwart Sailor: Have ye no sense!? Get below!
Brennan: What is the world comin’ to…? Pirates firin’ on a ship flyin’ Lominsan colors! Bastards either have a boatload of balls, or bugger all for brains.
Stalwart Sailor: Ye can rest easy, friends! We’ve made it out o’ cannon range, an’ no buccaneer’s bark’ll catch this flighty temptress once the wind’s in her sails.
Brennan: That was too bleedin’ close… Glad one of us kept her head on her shoulders – I reckon I’d’ve lost mine, otherwise.
Brennan: If them pirates gave up the chase, we must be close to port. Let’s head up on deck an’ have us a look, shall we?
Brennan: By the by, is this your first trip to Limsa Lominsa?
Meredith Croix: Yes.
Brennan: It is!? Well then, let this journeyed itinerant tell you the ins an’ outs of your destination. Ahem!
Brennan: Limsa Lominsa prides itself on bein’ Eorzea’s foremost naval power.
Brennan: Weren’t too long ago that the place was ruled by pirates, but thanks to the current Admiral’s civilizin’ influence, the city-state could almost pass for a respectable nation. You’d never guess she was once a rum-swillin’ buccaneer herself! Heh heh!
Brennan: ‘Course, most folk ain’t so quick to change, an’ with a town full of liberty-lovin’ ruffians, you can imagine how many naysayers an’ troublemakers she’s got to deal with-like them pirates who took a fancy to us just now.
Brennan: An’ if that weren’t bad enough, I’ve heard the Sahagin are raidin’ the coast just as bold as you please. Them’re the sea-dwellin’ beastmen the locals call “fishbacks,” ‘case you didn’t know.
Brennan: Ah, at long last. Land ho!
Brennan: Behold Limsa Lominsa, a nation blessed by the ocean’s bounty an’ beloved of Llymlaen, goddess of navigation.

On a windswept isle in the southwestern corner of the realm, amidst the roiling waves of the Rhotano Sea, lies the maritime city-state of Limsa Lominsa.
To this haven for bandits and brigands, cutthroats and curs, seekers of both freedom and fortune, comes a lone adventurer.
Lone, yet not alone, for the hero’s arrival has drawn the gaze of the nation’s patron deity Llymlaen.
What realm-shaking fate has She descried in the churning waters of this mortal’s future?

Brennan: An’ here’s where we part ways, lass.
Brennan: I’m off to the markets to deliver me wares, then it’s on to the highroad for me.
Brennan: Here, I want you to have this-by way of thanks for savin’ me arse earlier.
Brennan: Hey you never did tell me your name, did you? Well, here’s an idea…
Brennan: Become the sort of storied personage I can brag about havin’ met, an’ I’ll consider us square.

Through peril and hardship, discovery and triumph, may the Navigator guide this brave soul on her life’s voyage…
Till sea swallows all.

Yellowjacket Infantryman: Hey! You there!
Yellowjacket Infantryman: Aye, I mean you. This is my district, and I make it my business to know all the scum that washes up in it.
Yellowjacket Infantryman: Ah, an adventurer fresh off the boat, is it? Well then…
Ryssfloh: Allow one of Limsa Lominsa’s finest to set you on the right path. Hop to it, lass, I haven’t got all day!