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| 7 |
3 |
Abandoned once purged of ore, Copperbell Mines lay untouched for nigh on three centuries until Amajina & Sons Mineral Concern reclaimed the shafts─the guild's sights set on expanding the mines downward in an attempt to tap yet undiscovered veins of valuable metal. Unfortunately, it was not riches the powder kegs uncovered, but sheer terror, for when the smoke cleared, out poured an army of raging giants from the darkest recesses of the mines. The hecatoncheires─thralls of the lost Thorne Dynasty─were, at last, free from their lightless prison, three hundred years of hate fueling their madness. |
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After a period of relative silence following the Calamity, the Serpent Reavers have once again taken to terrorizing the inland hamlets of La Noscea─killing the men, kidnapping the women and children, plundering the storehouses, and burning what little they leave behind. For years, it was not known how the pirates were able to raid areas so far from the coast, until a local shepherd sighted a band of painted ruffians entering the Sastasha Seagrot, carrying large quantities of sacks and crates. Could it be that there is more to this cave than meets the eye? |
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Soon after its discovery, miners from across the realm flocked to the Aurum Vale, driven by rumors that deep within lay endless veins of mythril. What they found instead was gold, but not the sort which would make them rich. Believing the substance precious aurum, miners unknowingly stumbled into deep pools of glowing venom thereafter known as goldbile. Not only did the liquid burn their skin, but the noisome fumes given off by the foul ooze cooked their lungs when inhaled, bringing on a quick, yet excruciating death. These truths, however, have done little to prevent new miners from braving the suffocating shafts, now even more driven to find what those who entered before could not. |
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Once used by Seedseers as a place for spiritual reflection and meditation, Haukke Manor was long frowned upon by the people of Gridania as a symbol of excess. After years of protest, the building was finally sold to a wealthy Duskwight by the name of Lady Amandine.
While little is known of the lady, it was said that she was exceptionally vain, and that to maintain her impeccable beauty, she would spare no expense. From facial creams concocted from rare Coerthan honeys to shampoos derived from the milk of exotic phurbles, her daily ritual of beauty treatments escalated until it was rumored she was bathing in the blood of her virgin maidservants. No amount of man-made tinctures, however, could hide the hideous scars she eventually suffered during the Calamity, and soon she was forced to turn to a darker solution, signing away her very soul in a final effort to literally “save face.” Once used by Seedseers as a place for spiritual reflection and meditation, Haukke Manor was long frowned upon by the people of Gridania as a symbol of excess. After years of protest, the building was finally sold to a wealthy Wildwood Elezen by the name of Lady Amandine.
While little is known of the lady, it was said that she was exceptionally vain, and that to maintain her impeccable beauty, she would spare no expense. From facial creams concocted from rare Coerthan honeys to shampoos derived from the milk of exotic phurbles, her daily ritual of beauty treatments escalated until it was rumored she was bathing in the blood of her virgin maidservants. No amount of man-made tinctures, however, could hide the hideous scars she eventually suffered during the Calamity, and soon she was forced to turn to a darker solution, signing away her very soul in a final effort to literally “save face.” |
| 11 |
7 |
Originally a holy place for the first Lalafell arrived in Eorzea, the twisting labyrinth of natural caverns which wind through this massive mesa was transformed by the Gladiators' Guild into a series of training pits, animal pens, and holding cells to accommodate the ever-growing popularity of Ul'dah's Coliseum. After the Calamity, however, the location was abandoned─those remaining in the pens, left for dead. Not all of them, however, met that fate, and now the tunnels are rife with those who survived...as well as the tormented spirits of those who did not. |
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8 |
After a tiring journey across Eorzea, it is deep within the quiet jungles of Raincatcher Gully where the charismatic and enterprising young goblin, Brayflox Alltalks, chooses to build her tiny empire. What she does not realize, however, is that something else─something sinister─has also made the lush forest its home. Now driven from their rightful(?) claim, Brayflox and her brethren seek to retake the land, and are not above asking the help of lesser races (that would be you) to help them do so. |
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Under the unforgiving Thanalan sun lie the ruins of an ancient temple half-devoured by the shifting sands of a timeless desert. Though used by ancient Belah'dians as a place to worship the sun goddess, Azeyma, portions of the massive underground structure appear to be far older than this Sixth Astral Era civilization. That, however, did not deter Belah'dian sultans from each adding their own chambers to the original construct in a bid to achieve immortality through creation. In the subsequent years since the fall of Belah'dia, many an adventurer has sought to explore the temple's mysteries and perhaps return with the treasure of a lost era...only to fall victim to one of the complex traps set to prevent that very thing from happening. |
| 540 |
536 |
Chiseled into the great wall which cuts across the plains of Yanxia, between two of the Dairyu Moon Gates, is the visage of Ganen, the legendary hero who united Doma. The first king of the new kingdom was not only a military genius, but also the founder of geomancy, and so after his death this royal mausoleum became a holy place to which his disciples would make pilgrimage. Alas, following the imperial invasion, it was abandoned and fell into disrepair, and none can say for certain what dangers lie within. Regardless, if Soroban's rigorous training under Genbu is to continue, you and your comrades must venture into these hallowed halls and obtain the tamate-bako of geomancy, an ancient relic with the power to manipulate time itself... |
| 541 |
537 |
A Kojin relic. A hidden trove of crystals. Through these tools of ritual summoning, the restored Yotsuyu is reborn as Tsukuyomi─divinity of night and lady of the moon. This being of celestial majesty would rule from on high, and drown the lands of Doma in eternal darkness. Will your light shield Hien and his people, or will it flicker and fail before the encroaching abyss? |
| 542 |
538 |
Upon hearing of your final encounter with Yotsuyu─and the primal to whom she surrendered her will─the wandering minstrel composes a tanka tinged with sorrow. Had Yotsuyu been born in a different time, a different place, would she have lived a simple life unsullied by acts of violence and cruelty? Or were the seeds of villainy always there, their growth merely hastened by circumstance? These questions bring to mind Tsukuyomi's overwhelming malice, your memories now suffused by the tragedy of the minstrel's verse... |
| 543 |
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Just as warriors temper their spirits in battle, so too does the wandering minstrel hone his craft through colorful retellings of heroic deeds. His rendition of your triumph over the Ultima Weapon takes the threads of history and weaves them into an epic tapestry. However, his ballad contains so many embellishments and fabrications that it bears little resemblance to your own tale, and you wonder if he was even listening to you. Nevertheless, you find yourself utterly captivated─whisked away to a battlefield that exists only in your mind's eye... |
| 544 |
540 |
Rising high above the Ruby Sea from the island of Onokoro, Heaven–on–High is said to be the stairway traversed by kami descending from their empyrean home. Following the discovery of a secret entrance, the Confederate leader Rasho asks you to investigate the tower and brave the hordes of vile fiends that lurk within. |
| 545 |
541 |
Rising high above the Ruby Sea from the island of Onokoro, Heaven–on–High is said to be the stairway traversed by kami descending from their empyrean home. Following the discovery of a secret entrance, the Confederate leader Rasho asks you to investigate the tower and brave the hordes of vile fiends that lurk within. |
| 546 |
542 |
Rising high above the Ruby Sea from the island of Onokoro, Heaven–on–High is said to be the stairway traversed by kami descending from their empyrean home. Following the discovery of a secret entrance, the Confederate leader Rasho asks you to investigate the tower and brave the hordes of vile fiends that lurk within. |
| 547 |
543 |
After vanquishing the monstrous guardian Hiruko, you finally learn the truth of Heaven–on–High. Constructed millennia ago by the Onishishu, it serves as a proving ground for warriors that may one day deliver the world from calamity. Your instincts as an adventurer spur you onwards and upwards as you strive for the very top of the tower. |
| 548 |
544 |
After vanquishing the monstrous guardian Hiruko, you finally learn the truth of Heaven–on–High. Constructed millennia ago by the Onishishu, it serves as a proving ground for warriors that may one day deliver the world from calamity. Your instincts as an adventurer spur you onwards and upwards as you strive for the very top of the tower. |
| 549 |
545 |
After vanquishing the monstrous guardian Hiruko, you finally learn the truth of Heaven–on–High. Constructed millennia ago by the Onishishu, it serves as a proving ground for warriors that may one day deliver the world from calamity. Your instincts as an adventurer spur you onwards and upwards as you strive for the very top of the tower. |
| 550 |
546 |
After vanquishing the monstrous guardian Hiruko, you finally learn the truth of Heaven–on–High. Constructed millennia ago by the Onishishu, it serves as a proving ground for warriors that may one day deliver the world from calamity. Your instincts as an adventurer spur you onwards and upwards as you strive for the very top of the tower. |
| 551 |
547 |
After vanquishing the monstrous guardian Hiruko, you finally learn the truth of Heaven–on–High. Constructed millennia ago by the Onishishu, it serves as a proving ground for warriors that may one day deliver the world from calamity. Your instincts as an adventurer spur you onwards and upwards as you strive for the very top of the tower. |
| 552 |
548 |
After vanquishing the monstrous guardian Hiruko, you finally learn the truth of Heaven–on–High. Constructed millennia ago by the Onishishu, it serves as a proving ground for warriors that may one day deliver the world from calamity. Your instincts as an adventurer spur you onwards and upwards as you strive for the very top of the tower. |
| 553 |
549 |
After vanquishing the monstrous guardian Hiruko, you finally learn the truth of Heaven–on–High. Constructed millennia ago by the Onishishu, it serves as a proving ground for warriors that may one day deliver the world from calamity. Your instincts as an adventurer spur you onwards and upwards as you strive for the very top of the tower. |
| 554 |
550 |
South of Rabanastre, in a remote corner of the Valnard Sea gapes a fathomless maw that, for centuries, has slowly devoured the world around it: Ridorana. Whether you believe the cataract natural wonder or demon-torn gate to the very underworld, journeys to her edge should be made with the utmost caution, seeing as none who have stumbled into the darkness have ever returned to tell their tale. An ancient spire once used by the Dalmascans as a lighthouse rises defiantly above the churning waters to warn forethoughtful and foolhardy alike. It is into this spire that the transformed Ba'Gamnan has fled. It is into this hell that you must follow. |
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551 |
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552 |
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