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Browsing Posts in Final Fantasy XIV

Main Story

Ul’dah Opening “Flowers For All”

Upon arriving in Thanalan, the area surrounding the desert city of Ul’dah, I hitch a ride on a chocobo carriage to the city.  The driver tells me there is a parade to be set today.

Read more about Ul’dah

The bustling commercial hub of Ul’dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at its center. Its towering fortifications and protective outer walls are visible for malms in all directions, and serve as a stark deterrent to would-be besiegers.

The main section of Ul’dah is known as The Fronds, while the Ruby Road Exchange and Sapphire Avenue Exchange and the Market Wards are contained in a section called The Dunes.


“Everyone here is after something — fame, notoriety, power, money. Me?
I’ll have the whole bloody lot.”
– self-made Lalafell and former Syndicate Member, Cicidoa Sosodoa
Visitors from every corner of Eorzea come to Ul’dah to partake of the city’s famed recreation, most notably the fighting arenas and gambling halls. Ul’dahn culture is known for its affluence, and the wealth of the nation comes in large part from its abundant mineral resources and prestigious clothcrafting industry.

Historically, it is the sultan who claims sovereignty over Ul’dah, but true power is wielded by the Syndicate, an elite group of six of the most influential and richest members of society. Nald’thal is the patron deity of the city, and two great halls, devoted to his two aspects, can be found in the eastern and western section of the city.

‘The Fronds? Look no further─you’re in them, friend. The richest of the rich live here, counting the gil in their mansions on Emerald Avenue and Ruby Road. It is also home to some of Ul’dah’s greatest architectural feats, and is located directly below the royal palace. There’s water to be had, and even plants to be seen. Quite lovely, actually.’ –Kokobi

Shaku’s Journal Entries

A mysterious, dreamlike voice rouses me from my slumber. Upon awakening, I find that I arrived in Ul’dah. Now I need only speak to whomever I meet, and seek out adventure wherever it lies.


A grand procession is passing on Ul’dah’s main road, and all are enjoying the festivities. But an enormous goobbue under control of a conjurer breaks loose and wrecks havoc on the town and its people. Together with Niellefresne and Thancred, I subdue the beast and save the innocent bystanders. read more

Gridania

“Gridania/The Black Shroud Time Lapse, Airship Ride”

I make my preparations to head towards the desert city of Uldah and find the Merchants Ward.  Before leaving, I take one more look at the scenery around me…


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Seasonal Event

“Hatching-Tide”

As the warm winds of spring loosen winter’s icy grip on the realm, slowly laughter returns once again to Eorzea. Yet it is not the mere changing of the seasons that has ushered in this blossoming of joy. A strange, new festival is underway and people young and old are finding themselves caught up in the celebratory mood.

A weekly Gridanian tabloid entitled The Raven was one of the first outlets to pick up on the story behind this fledgling holiday and its fast-growing popularity.

Before I leave Gridania to head towards the desert city of Uldah, I pick a copy of the tabloid in the Adventurer’s Guild and take a look at the article titled “Hatching-Tide.”

Read Hatching-Tide

High above the Twelveswood, the Raven circles, evermore seeking out truth hidden amongst the shadows of the trees.

In this edition, field correspondent Oliver Goodfellow has set his sights upon an odd, new festival recently arrived in Gridania, called Hatching-tide by its founder and followers. We try to learn more about what it is, whence it came, and what it portends.

● Prophet or Pretender?

No doubt you have all heard rumors of a motley crew of street urchins and spriggans, singing strange songs while dutifully dispensing outlandishly colored eggs to wary bystanders. These are the propagators of Hatching-tide, a lavish new festival conceived by an eccentric Miqo’te named Jihli Aliapoh, who to her followers is simply known as “the Dreamer.” To learn more about the celebration, I attempted to speak with Jihli. It only took a few moments with the young woman, however, for me to realize I would need to take a different approach if I were to glean anything of value from our conversation. You see, the Dreamer only ever speaks when she is reciting from what I later learned was called the Dreamer’s Gospel. Rather than attempting to decipher her cryptic musings, I instead opted to speak with a boy who appeared to be the Dreamer’s famulus. And as it turned out, the boy, Bricot, was more than happy to answer all my queries.

As Bricot tells it, the idea for Hatching-tide came via a revelation experienced by Jihli late one starry evening. After drifting off into slumber, she was supposedly visited by twelve magnificent Archons who descended from the heavens on brilliantly colored eggs. As she stood in awe, one of the Archons stepped forth, placed his hand on Jihli’s shoulder and whispered into her ear, “Rise, young Dreamer, and make ready the vessel for our return.” The remaining Archons then began to sing, reciting the one hundred and twenty verses of the Dreamer’s Gospel, and only when the echoes of the last line had faded did Jihli awake a changed woman.

● You Can’t Make an Archon Without Hatching Some Eggs

After penning all one hundred and twenty verses of the gospel, which rang clear in her memory long after her vision had passed, Jihli set forth to begin what she believed was the bidding of the Archons. To do this, she first needed eggs. Hundreds and thousands of eggs. Realizing that she could not achieve this daunting task alone, she enlisted the help of the city’s children, whom she sent out in search of spare eggs lying about the city. In another move of genius, she convinced a local bury of spriggans to steal eggs from dodo nests, utilizing the voidsents’ natural instinct to hoard small, ovoid objects. Once the eggs were gathered, she then began coloring them in the same vibrant patterns she recalled from her dream.

At first, the public scoffed at this wide-eyed Miqo’te and her queer troupe, but the more they witnessed the passion with which she sung the gospel, the raw determination with which she painted her eggs, the more they, too, began to believe themselves that the Archons were destined to return. And now, the Dreamer has scores of followers busy “warming” eggs in preparation for the Hatching Hour, a final ceremony in which the eggs are used to beckon the Archons back to Eorzea.

● The Maddening Crowd

Even as we speak, the Dreamer’s congregation continues to grow, but is this phenomenon truly a result of the masses belief in the prophecy Jihli sings, or is it something else that drives them, something less divine? It was only after further investigation, that I learned Jihli is offering specially crafted “egg caps” to all those who assist her in preparing for the Hatching Hour. Could it be that material lust is the true driving factor behind this festival’s popularity? Perhaps we will never know, but what is certain, when the Hatching Hour comes and the celebration reaches its climax, all eyes will be on the Dreamer and her eggs. Will the Archons descend upon Eorzea, or will Jihli and her gospel fade into obscurity? The answer will be clear only when the Keeper’s sands have run their course.

Oliver Goodfellow

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Class Quest

Archer Level 20 “Filling the Quiver”

I now head to join the Archer’s Guild in the Quiver’s Hold.

More on the Archers

Those brave souls who take up the bow in service to Gridania are known as the Gods’ Quiver, and it is the Quivers’ Hold which they call home. From this wooden citadel, orders are issued to archers throughout the region, be they stationed within the city’s watch towers or on rangings in the forest. The Hold also houses the Archers’ Guild, where any who seek to master the timeless techniques of the bow may enroll, or simply come to loose a few arrows at the practice butts.


The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it — the archers. Projectile techniques such as high-angle fire enable archers to assail their foes with deadly precision even at great distances.

Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo’te are widely regarded as the most skilled with a bow. The guild’s teachings cover a variety of projectile weapons, down to the simplest throwing rock.

Archers possess a situational awareness in combat which allows them to assault enemies from great range while simultaneously providing support to their companions.

Though weak at close range, and limited by the content of their quivers, an archer’s expertise in positioning and arrow selection can easily determine the outcome of battle.

Shaku’s Journal Entries

Nonolato has described to me the duties of the Archers’ Guild, which entail battling against outside evils, such as the Ixal and the Garleans, that devise to steal into the Twelveswood. The Gridanian war against the Ixal in particular has been waged for many years – generations, even. As a member of the Gods’ Quiver, I first require a partner. I seek out Keelty, to whom I have been paired.


Keelty tells me of a report from the leatherworkers at Atelier Fen-Yll expressing concern over the rising number of Ixal hunting animals in the Twelveswood. If this trend continues, it stands to threaten the stability of the leather trade. Keelty and I are to patrol the wood for any Ixal huntsmen. I make whatever preparations I must and travel to Camp Emerald Moss to meet my partner.


After meeting Keelty at Camp Emerald Moss, she informs me that the two of us will be splitting up to cover more ground on our ranging. I patrol the area around Fallgourd Lake, and keep a sharp eye out for any Ixal.


I come across a lone Ixal battling a horde of yarzons. Sensing itself overmatched, it seizes upon the opportunity of my arrival to escape, leaving the agitated yarzons to turn on me… I have no choice but to fight.


After defeating the yarzons and continuing on my ranging, I come across Keelty, fallen in the wood. She suspiciously claims only to have tripped over some roots… I tell her of my encounter and battle, and learn that it was the Ixal’s breach of the Hedge some time ago which originally enabled the foul yarzons to migrate into the Twelveswood. I return to the Quiver’s Hold and report my successful ranging to Nonolato. read more

Class Quest

Carpenter Level 20 “The Mouthes of Babes”

After acquiring my mask for the purification rites at the Carpenter’s Guild, I decide to join the guild for more coin.  I speak to A’naidjaa to sign up.

More on the Carpenters

Wood is a primary ingredient in many of the realm’s weapons, tools, and armor. As such, it is the carpenter, with trusty saw in hand, who fashions the arrows of archers, the spears of lancers, and the wands of conjurers. Various lumber is also rendered into defensive wear, including masks, footwear, and shields. Beyond the implements of war, woodworking also creates a number of tools used by Disciples of the Land, such as hatchets and lures. The expertise of the Carpenters’ Guild renders raw wooden material into a true cornucopia of useful items.

Going with the Grain
The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, including utensils and furniture. Woodworking techniques were, and continue to be, developed and refined by the shipbuilding endeavors of Limsa Lominsa, as well as the towering architectural pursuits of Ishgard. However, it is in and around Gridania, home to the highest quality timber, that the craft’s greatest strides have been made. Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous structures that make up their city. The primary tool of the carpenter is the handsaw.

Shaku’s Journal Entries

A’naidjaa has enlightened me in the ways of the carpenters of the Oak Atrium. Within the lumber and other materials they work with reside the elementals, and so there is little tolerance for error and waste. Rather than worry, I have been directed outside to the Acorn Orchard, where I will meet my first…instructors.


My first instructors have turned out to be younglings in the Oak Atrium’s care. In a show of thanks to the Gods’ Quiver for keeping Gridania safe, they have been busying themselves crafting new arrows of which they mean to make a gift. They have asked me to deliver the arrows to Quarrymill. I make whatever preparations I must before setting out.


Wybir of the Gods’ Quiver happily accepts the younglings’ arrows. She would like nothing more than to loose a few at the practice butts, but it seems that her bow has recently suffered a crack and she is terrified of drawing it. I search the area for the most suitable type of wood and repair Wybir’s bow for her.


I have gathered a piece of lumber whick looks like it will serve my purposes. I make the repairs and then show the bow to Wybir.


I have successfully repaired Wybir’s bow and far exceeded her expectations in doing so. I head back to the Oak Atrium and report to my young instructors.


While speaking with the younglings, a carpenter named Marcelloix appeared, apparently running late. It seems that it was he who was meant to be my true instructor all along. Nethertheless, the deed is done. I speak to A’naidjaa to receive my reward. read more

Main Story

Gridania “Whispers in the Wood”

After completing my first quest in Gridania, I get another message from Miounne.  I head to the Adventurer’s Guild…

Shaku’s Journal Entries

Gridanian culture holds a special place for those whom the elementals of the forest entrust a task–oft calling them the beckoned. But young Khrimm refuses to believe such nonsense. Papalymo and Yda have gone to the Oak Atrium in hopes of finding Khrimm and speaking to him. I, too, must visit the Carpenters’ Guild to see about the crafting of the mask I am to wear at the purification rites. read more

Seasonal Event

“Little Ladies’ Day”

This springtime festival is said to have its origins in the relatively recent Ul’dahn Legend of the Lost Lady. Over the past three centuries, it has transformed into a celebration where women of all ages, races, creeds, and repute dress up in their finest habiliments for a day on the town, stopping to pose in front of specially erected backdrops while nibbling upon colorful sweets; all the while, being waited on hand and foot by their loyal ‘seneschals.’

And who are to serve as these seneschals, you ask? Why, the realm’s gallant gents, of course! Yes, Eorzea’s menfolk have sworn a solemn oath to show their appreciation for all damselkind by dedicating this delightful day to them. read more

Class Quest

Lancer Level 20 “A Wailing Welcome”

I now head towards the Wailing Barracks, home of the Lancers otherwise known as the Wood Wailers.

More on the Lancers

The strategy of the lancers is to outrange and fluster opponents with their long, two-handed polearms, peppering them with a barrage of thrusting attacks. They are trained with a number of weapons, giving a diversity to their attacks that makes them extremely versatile combatants.

In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. Since then, the guild has greatly expanded its armories to include a variety of weaponry, such as the throwing javelin.

By utilizing the long reach of their polearms, lancers are able to deal devastating damage from a position of relative safety.

The battle tactics of the lancers afford them numerous advantages, such as avoiding the ire of enemies and enhancing the attacks of companions.

The Wailing Barracks are home to the Wood Wailers, the lancers of Gridania who keep the peace within the city, and the greater peace without. It is to this enormous wooden structure that the townspeople come with matters whose resolution requires a polearm’s edge, and here that the nation keeps its gaols, the occupants of which have committed crimes that have wronged the forest or forestborn. It is also home to the Lancers’ Guild, which is ever on the lookout for able bodies to aid in its grand endeavors.

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