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Currently working on gathering details regarding Coerthas and Ishgard. Here's a snippet from my that which I thought you all might find interesting.

 

 

High Houses of Ishgard

 

Ishgard_Crest.jpg

 

Ishgards nobility is comprised of four different “High Houses” as depicted in the city-state’s flag. House Fortemps, whose house crest is the unicorn and one of the financially foremost families of the Holy See of Ishgard, has assembled a substantial military contingent at the hamlet of Owl’s Nest. House Dzemael’s crest is of the white tower and is responsible for the creation of the subterranean fortress known as the Dzemael Darkhold, located at the feet of the Nail, a mountain just south of Ishgard. House Durendaire boasts a lineage of knights and knight commanders and its symbol is believed to be the bell. House Valentione is the fourth High House of Ishgard, and is believed to be represented by the rose. Each house is controlled by a count or countess, of which two have been named - Count Dzemael and Countess Arabelle de Valentione. The banner beneath the crest of Ishgard reads “Of the Sky, From the Sky, For the Sky”.

 

 

House Fortemps: http://ffxiv.gamerescape.com/wiki/Disaster_at_the_Darkhold

House Dzemael: http://ffxiv.gamerescape.com/wiki/Ishgard

House Durendaire: http://ffxiv.gamerescape.com/wiki/Into_the_Dark_(Gridania)/Plot_Details

House Valentione: http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=ebb24e6b791146967b5ef78776aa0ef7e9d2ddc0

 

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Well... I'm just going to dump lore refs here for now, because there's all this "don't touch these pages" and "don't edit this" text running around on the wiki, and I'd rather not get into a revert war. :( I did add Template:Disamb should we come to a consensus on how we should handle lore pages for things that already have categories on the wiki.

 

I'll continue to add to this post as I pull more links in and summarize.

 

  • Basic racial info: XIV NA site (miqo'te have large ears and expressive tails; they're rarer than the other races; they came to Eorzea during the Age of Endless Frost of the Fifth Umbral Era, following wildlife over frozen seas to Eorzea; they're instinctively territorial and often lead solitary lifestyles; males are said to avoid contact with others)
  • Seeker of the Sun basic racial info: XIV NA site (diurnal (active during the day); culture is oriented towards enjoying daylight; most worship Azeyma; rare in Eorzea; major population centers are Limsa Lominsa and Sagolii desert)
  • Keeper of the Moon basic racial info: XIV NA site (nocturnal; most worship Menphina; traditionally hunt in the Black Shroud, causing Gridanians to consider them poachers; recently have made some peace with Gridanians and live in that city)
  • Appearance info: XIV NA site, specifically screenshots (Seekers of the Sun have slit pupil eyes, while Keepers do not; Seeker tails are shorter and smooth, while Keepers are longer and bushier)
  • Miqo'te naming in general: dev post (miqo'te names often have excess "h" characters in them, which are a hissing/spitting sound only miqo'te can usually produce; in normal pronunciation, the extra "h" sounds are ignored)
  • Seeker Naming conventions: dev post (Seekers have one of 26 tribe "letters" preceding their name with an apostrophe; the letters are close approximations of the sounds of the original tribe names; that Eorzean had 26 letters and there were 26 tribes was viewed as propitious; the tribe names are based on creature totems for the tribes; male surnames are tia or nunh, reflecting breeding rights in tribe (nunh have them, tia don't); names follow English phonics; the leading apostrophe is ignored in pronunciation; male Seekers have short, one or two syllable names; female Seekers have longer given names; female surnames are always their father's name, including the tribe indicator; females will sometimes drop the tribe letter from their name when with close friends or family)
  • Exceptions to Seeker naming: dev post (Seeker males who form a new tribe will add a second letter to their original tribe letter and takes the surname nunh; Seekers forming new tribes is very rare and very rarely successful because it's difficult to get females to follow someone who can't defeat a nunh (also see dev post); Seeker males using something other than nunh/tia for a last name are seen as shunning their culture)
  • Keeper naming conventions: dev post (female given names are short; surnames come from the mother's line (some have survived from the 1st Astral Era); male given names are their mother's name plus an apostrophe-prefixed suffix indicating birth order)
  • Keeper surnames: dev post (in-game Keeper surnames are just the most prominent families; other names are possible from more secluded, less important, or newly arriving families)
  • Miqo'te breeding in general: dev post (miqo'te breed female more than male naturally; Keepers specifically are mentioned to only have 2-3 male children on average)
  • Seeker mating rules: dev post (only one mating nunh per hunting ground (see also dev post -- first link says several nunhs per tribe, the second link clarifies that a nunh is per hunting ground, and a tribe can have multiple territories, each with their own nunh; tia can become nunh by challenging and defeating the current nunh; 20-50 breeding females per nunh (first link says 10-50, second link clarifies to 20-50 with a few odd tia in the territory as well); tia can become nunh by acquiring new territory (dev post) -- this is quite common; tia can become nunh by founding their own tribe, but this is very rare (dev post); new tribes are outcast (dev post); admitting to being from a split tribe causes you to be ostracized (above link))
  • Seeker leadership structure: dev post (nunh don't inherently have leadership in the tribe and rarely achieve such positions)
  • Keeper leadership structure: dev post (highly matriarchal)
  • Cross-breeding between clans: dev post (does happen and explains some of the "mixed clan" features and NPCs seen in game; however, sometimes these are just genetic anomalies due to the common ancestry)
  • Racial language: dev post (existed, but only lives on in names (see dev post); similarity of sounds and number of tribes to Eorzean alphabet was viewed as propitious)

 

 

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Finally found this online somewhere. Thank the Twelve. I had forgotten to copy it when beta was up. Anyways, all the Duty Finder quest flavor text that was in beta phase 3.

 

Sastasha Seagrot

Location: La Noscea — Western La Noscea

 

Key Enemies: Chopper, Captain Madison, Denn the Orcatoothed

 

The grotto is said to be a safe haven for pirates looking to remain beyond the reach of justice. However, these grasping rogues have been emboldened by powerful new allies, and would scheme to command the seas of Eorzea.

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?

 

Tam-Tara Deepcroft

Location: The Black Shroud — Central Shroud

 

Key Enemies: Dalamud Priest, Octavel the Unforgiving, Galvanth the Dominator

 

A malevolent force lingers in the Black Shroud, and the dead have grown restless in this subterranean burial site. The evil here must be purged, that the souls of the departed may know peace once more.

Since its establishment during Gelmorran times, this subterranean crypt has been used for generations as a final resting place for the remains of rulers and nobles. Since the Calamity, however, the tunnels have become overrun by the Lambs of Dalamud — a deadly cult who worships the now-fallen satellite as their savior. It is in the Deepcroft that these twisted souls silently plot revenge against those who fought to prevent the advent of Dalamud, summoning any dark presence who will aid them to this end… no matter what the cost.

 

Copperbell Mines

Location: Thanalan — Western Thanalan

 

Key Enemies: Ichorous Ire, Gyges the Great

 

But recently reopened to meet the burgeoning demand for ore, an unforseen accident has necessitated the mine’s closure. What manner of danger could have forced the miners to flee in terror?

Abandoned once purged of ore, the Copperbell Mines laid abandoned 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 hecatonchires — thralls of the lost Thorne dynasty — were, at last, free from their lightless prison; three hundred years of hate fueling their madness.

 

Bowl of Embers — Primal Ifrit

Location: Thanalan — Eastern Thanalan

 

Key Enemies: Ifrit

 

Owing to a betrayal, you have been captured by the Amal’jaa and taken to their stronghold of Zanr’ak, there to be given as an offering to the primal Ifrit If you are to survive this fiery encounter with the Lord of the Inferno, you and your comrades must fight with no less than every onze of your strength. Should you fail, your souls will burn for eternity…

 

Halatali

Location: Eastern Thanalan

 

Key Enemies: Firemane, Thunderclap Guivre, Tangata

 

Formerly the training grounds of Coliseum champions, Halatali has since been given over to wild fiends. It will take more than an ordinary champion to tame these bloodthirsty creatures.

Originally a holy place for the first Lalafell arrived in Eorzea, the twisting labyrinth of natural caverns which wind through the massive mesa were transformed by the Pugilists’ Guild into a series of training pits, animal pens, and holding cells to accomodate the ever-growing popularity of Uldah’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.

 

Thousand Maws of Toto-Rak

Location: The Black Shroud — South Shroud

 

Key Enemies: Coeurl o’ Nine Tails, Graffias

 

Named after a man-eating creature of ancient Padjali folklore, the Thousand Maws of Toto-Rak was built on the site of a natural cave system beneath Silent Arbor. Until recently, it held all of Gridania’s foulest criminals, from arsonists to poachers, but the completion of a new gaol closer to the city heralded its abandonment.

 

Haukke Manor

Location: The Black Shroud — Central Shroud

 

Key Enemies: Manor Claviger, Manor Steward, Manor Jester, Lady Amandine

 

Horribly scarred during the Calamity, a fallen beauty has taken refuge here, that none may gaze upon her now twisted figure. Whispers say she has paid a terrible price to reclaim what was taken from her.

 

Once used by the 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 is said that she was exceptionally vain, and that to maintain her impeccable beauty, she would spare no expense. From facial creams concocted from rare Coerthas 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 in the Calamity, and from that day forth she was forced to turn to a darker solution, signing away her soul in an effort to “save face”.

 

Brayflox’s Longstop

Location: La Noscea — Eastern La Noscea

 

Key Enemies: Great Yellow Pelican, Inferno Drake, Hellbender, Deep Jungle Coeurl, Aiatar

 

Nestled deep within the wilds of eastern La Noscea, this goblin settlement is ever at the mercy of savage wildlife. Its denizens would greatly welcome the aid of brave adventurers to bring a semblance of peace to their lives.

 

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 his tiny empire. What he 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 his 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.

 

 

Source: http://www.finalfantasy.net/xiv/dungeons-final-fantasy-xiv-realm-reborn/

 

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I won't be much help before phase 4(unless we get some bonus info from the devs), but as soon as they launch Arcanist I will gladly throw in all the Lore i can gather for this class. My character is based almost purely in being an arcanist, so i will be searching for any Lore i can find about this class.

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It would be nice if we could also have a section on the wiki for guides. I've gotten a lot of good feedback from people on my own guide for crafting/gathering equipment, as has Akki-Chan for Crafting 101, but they keep drifting off the first page of the forum, making the information less accessible. I've never coded a wiki before, so not sure how much effort that would require.

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It isn't much, but considering that I am still scavenging through screenshots and videos of the various class quests from 1.0, it isn't surprising.

 

 

 

Disciples of the Hand

Alchemist:

The Phrontistery employs equal amounts of men and women, which seems to dismay the adventurers whom they hire. (1.0 R20)

Patients for new medicines are selected based on a principle of broad, but balanced testing.

Young, old, male, or female. (1.0 R20)

Rarity and potency of ingredients seems to go hand in hand. (1.0 R20)

Titles? A Healer is seemingly either a nurse, or a specialist in applying medicines. (1.0 R20)

Blacksmith’s Guild/ Armorer’s Guild:

Most seem to join up for the sake of being able to build their own ship one day. (1.0 R20)

They have a standing supply contract with Amajina and Sons Mineral Concern, the Miner’s Guild. Occasionally the export of the materials is denied by the Syndicate (1.0 R30)

 

Disciples of War

Archer:

Live in pact with the Elementals of Twelveswood.

Their missions are given by the Elementals through the conjurers. (1.0 R20)

(The elementals weren’t keen on Gridania allying with the other city-states, due to seeing their travelling through the Twelveswood as an incursion of malignant character.) (1.0 R30))

When on patrol, must work in pairs. (1.0 R20)

Strive for Peace through Strength. (1.0 R30)

 

 

 

 

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Compared to the other class quests so far, the Conjurer quests are stuffed full of lore related to their organisation.

 

 

Conjurer:

They communicate with the elementals of the Twelveswood, effectively making them the ambassadors between the people of Gridania and the forest itself. (1.0 R20)

 

The ability to understand the elementals is something that one can be born with, but it can also be learnt through training. (1.0 R20)

The elementals protect the forest, and the conjurers protect the elementals. (1.0 R20)

 

Created the Hedge, a magical barrier surrounding the forest, in tandem with the elementals. This allows them to detect intrusions. (1.0 R20) The Hedge was created so that intruders could be detected, before they bring harm to the most ancient of trees, which house elementals of such immense power, that the conjurers are unable to calm them, should they be angered. (1.0 R30)

 

The Elementals sacrifice themselves to bless the materials that Gridania’s buildings are made of, in return the demand favours of the conjurers, such as dealing with rabid wildlife upsetting the balance of the forest. (1.0 R20)

 

Appeases the elementals, so as not to bring the greenwrath upon the denizens of the Twelveswood. (1.0 R20) The greenwrath is when the elementals of the Twelveswood are angered by the intrusion of irreverent souls, those outsiders who are oblivious to the ways of the forest, every breath that they draw while within the confines of the Hedge is defiling, and risks drawing the elementals’ ire, the greenwrath, upon all who live in the Twelveswood. (1.0 R30)

 

 

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Still a work in progress, but here is some lore bits for thaumaturgy which will end up on the wiki. 

 

 

On Thaumaturgy

 

 

(The following text has been derived from the Thaumaturge class quests available in ARR)

 

 

History

 

 

Within the hallowed halls of the Arrzaneth Ossuary, the art of thaumaturgy is taught - primeval magicks with which to bring about an enemy’s ruin.

 

 

The nation of Ul’dah inherited its traditions from ancient Belah’dia, a city founded by the descendants of the first mages.The secrets of these illustrious sorcerers were ultimately entrusted to the priests of the Order of Nald’thal, who have since passed them down from generation to generation ever since.

 

 

Within the Arrzaneth Ossuary, home of the Thaumaturge’s Guild and sanctuary to Thal -  the divine arbiter of the afterlife, rests the countless tomes and teachings passed down to the guild. There are five guild-masters, all of which hail from the same house. Though each wields supreme authority, it is the eldest, Master Cocobuki,  who provides a singular voice for the guild when one is required. His siblings include Master Cocobygo, Master Cocobani, Master Cocobezi, and Master Cocoboha.

 

 

Focused and refined over centuries of use in the Order’s funeral rites, the arcane magicks of their ancestors eventually emerged as the art we now know as thaumaturgy. 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.

 

 

It is said that to wield thaumaturgy is to unleash devastation at the highest magnitude. The lethal force of the arcane spells far exceeds the destructive capability of any other form of arcane manipulation. Using the three elements which comprise thaumaturgy, the thaumaturge is able to call upon an expansive arsenal of offensive incantations to incapacitate and obliterate all manner of adversaries. It is through aether - the very stuff of life - that thaumaturges are able to weave such arcane magicks

 

 

 

Thaumaturgy: The Yawning Abyss

A tome penned by the renowned thaumaturge, Zozomaya.

 

 

Chapter I: The Threat of Intimacy

Passage: “The Threat of Intimacy. Ah, how magnificent the potent power we wield. Roaring flames, piercing ice, and shocking bolts are matched not by fist or sword or spear. But the burly warrior waxes fearsome with every closing step. Fists shatter bone; blades slide through flesh; spears puncture soft bellies. Know you this threat, and stand you apart from such men.”

 

 

Chapter II: The Threat of Paucity

Passage: “The Threat of Paucity. Ah, how magnificent the ruthless power we wield. Flame devours, ice entombs, and lightning courses through the stricken bodies of our foes. But, oh, such desperation when the wellspring runs dry. Flame sputters out, ice melts into slush, and lightning sparks no longer. Know you this threat, and mind you the limits of your mortal vessel.”

 

 

Chapter III: The Threat of Superiority

Passage: “The Threat of Superiority. Ah, how magnificent the intimidating power we wield. Flames sear the air, ice frosts the ground, and lightning flashes with blinding incandescence. But not all are cowed by our elemental fury. Ignite not your flames, summon not your ice, and strike not with your lightning. Know you this threat, and stay your hand against such foes.”

 

 

Chapter IV: (Currently Unknown)

 

 

Relics

Mormo’s Urn - A cursed relic stolen by the Alacran thieves owned by Mormo, a voidsent succubus. Mormo claims to have been sealed within the urn by other voidsent for helping a mortal, though it is highly suspected she is lying...The urn is broken by Cocobusi after Mormo attempts to persuade him to release her.

 

 

Key Figures

 

 

Cocobuki

“Hm hm hm... So you wish to peer into the abyss of thaumaturgy?

 

 

“I am the Piercing Eye, the Duke of Destruction, the Archmage of Annihilation... though most of my colleagues simply call me "Cocobuki." Of the five thaumaturge brothers that claim the title of "Guildmaster," I am the eldest. I offer guidance to those wishing to explore the stygian chasm of our discipline, and instruct aspirants in the art of arcane devastation. It is also my role to encourage the accumulation of thaumaturgical wisdom through both theoretical and practical application.”

 

 

“Thaumaturgy is a form of arcane manipulation that allows the practitioner to unleash his will as deadly manifestations of primal power. The origin of our art can be found in the cumbersome magicks of our ancestors - subsequently focused and refined through their use in the funeral rites of the Order of Nald'thal. Though once used exclusively for the preparation of the dead, these incantations of destruction soon found new purpose on the battlefield. Hm hm hm... "Death," of course, is still very much the central focus of the discipline.”

 

 

Priestess Mamane

“The Arrzaneth Ossuary is a sacred structure where mortals nay seek the favor of Thal, arbiter of the afterlife... for death, we must all abide by Thal's final evaluation of our existence. Those deemed to have led lives of richer virtue are rewarded... with greater comfort for their eternal souls. I urge you to consider making a donation and embracing your virtue, thus ensuring a golden paradise for your time in the realm beyond...”

Priest Yayaroku

 

 

Prelate Erasmus

“The Thaumaturges' Guild is run by five siblings. The eldest is Cocobuki, who is recognized as guildmaster. After him is Cocobygo, Cocobanu, Cocobezi, and the youngest, Cocoboha. Hmmm... There was a sixth sibling, though, as I recall. The youngest, who did not take the vows of the Order. But the, I am wrong from time to time.”

 

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Gladiators:

 

 

Accepts all combatants for the bloodsands, whether they use “steel or spell” doesn’t matter. (1.0 R20)

 

Makes use of tournaments to, “weed out the lesser individuals,” among their applicants. (1.0 R20)

 

Being a gladiatorial arena, death is very much possible during fights on the bloodsands. Restraint during the tournaments seems to be encouraged to some degree. (1.0 R20)

 

“A true gladiator knows the only fight worth thinking of is the next one.”

This seems to be a primary training motto in guild, meaning that obsessing about a previous fight, whether it was won or lost, can’t teach you as much as when you actually fight again. (1.0 R20)

 

Gladiators should not just win their fights; they must also win the crowds. (1.0 R20)

Ala Mihgan would-be-gladiators do not have to pay to enter the tournaments, but most seem to lose (1.0 R20). The reason for this is that a successful Ala Mihgan gladiator once lost deliberately, so that the crowd would not have turned on Ala Mihgan refugees in Ul’dah. As a form of reparations for this, and the fact that he could not ensure the safety of the spectators, the guildmaster waived the fees for Ala Mihgans (1.0 R36).

 

Occasionally gladiators are sent abroad to scout for talent from outside of Uldah, otherwise the fights become too monotonous and boring for the spectators. (1.0 R30)

 

Gladiators appreciate the need for both strength of arm and knowledge of one’s foe, as requirements to win in battle (1.0 R36).

 

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  • 3 weeks later...

Arcanists, part 1:

 

 

  • Arcanima is the name for their style of magic. (Guild intro)
  • Arcanima is based on the study and use of arcane geometries with inherent magical power. (Guild intro)
  • Arcanima was historically taught individually by masters to students. (Guild intro)
  • Several of the Admiral's advisors are arcanists. The Admiral commissioned them to create the Arcanist's guild to ensure the continued teaching and existence of the art. (Guild intro)
  • The current guildmaster of the arcanists is missing. (Arcanist level 1 quest)

 

 

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A small bit on Goldsmiths:

 

 

Goldsmith’s Guild:

Located in Ul’dah, also called Eshtaime’s Lapidaries. (1.0 R20)

 

They worship Byregot the Builder. (1.0 R20)

 

They originally created their accessories for use as foci for the Thaumaturges, and as such still have ties to the Thaumaturge guild. The accessories later became fashionable when wealthy merchants and members of the Sultanate started commissioning more elaborate designs of their work. (1.0 R20)

 

Master Goldsmiths often name their best creations after those whom they were crafted for, or those who served as muses for the piece. (1.0 R20)

 

 

 

Also a bit on Lancers and Leatherworkers:

 

 

Lancer:

The Lancer’s Guild is also known as “The Wood Wailers”, they function as the peacekeepers and security force of the Twelveswood, and act on the behalf of the people of Gridania. (1.0 R20)

 

The masks that the Wood Wailers wear are enchanted so that those who wear them are hidden from the gaze of the elementals. The Wood Wailers know that culture and nature cannot coexist in perfect harmony, and that they will, even when working for the sake of the forest, anger the elementals with their actions every now and again. Thus the masks are a necessary deception. (1.0 R20)

 

The Wood Wailers regularly cull the masses of various pests, with the sanction of the elementals. This is to ensure the safe growth of the plant life in the forest, and more importantly the crops. (1.0 R20)

 

Members of the Wood Wailers are occasionally sent on diplomatic missions to the other City-states. (1.0 R30)

 

Other diplomatic duties include escorting caravans from Ul’dah through the Twelveswood, when the elementals are found to be ill at ease, or otherwise prevent the caravans from getting to their destinations in the Black Shroud. (1.0 R30)

 

Leatherworker:

The Leatherworkers’ Guild is also known as Atelier Fen-Yll, they both create and repair items which require skinning, tanning, and/or curing. (1.0 R20)

 

They believe that even inanimate objects deserve respect for the roles that they fulfil in the daily lives of the living, as is the “Gridanian way”. (1.0 R20)

 

They hire adventurers to transport shipments, either by carriage load or in singular pieces, depending on the amount of bandit activity on the required roads to the wares’ destination. (1.0 R30)

 

The leatherworkers are capable of repairing that which doesn’t include leather of any kind, such as Garlean Magitek cores, whether this type of experience comes through being adept with reverse engineering, or a similar concept, is never mentioned. (1.0 R36)

 

 

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I didn't know such thread exist until it was bumped recently!

 

I am collecting, not the pass info, but the present lore that can be obtain through questing and engaging NPCs. If you see my signature below, I have includes the link to my Lore Collection and Dialogue Collection. 

 

The thing is, I wasn't sure how to put about all these information in a wiki simply because they are fragmented. You could have specific lore about a place, even tiny bits like the Muy-Tay Beans, to the deceases like the Creeping Death. Not to mentioned the events that involved in various quests, specifically the Main Quest Scenarios.

 

I'm pretty sure most people will find the sheet so confusing to use. The Lore Collection can be utilized by using your browser find function. And it can sort alphabetically by clicking the categories on the top. This way you could find specific information about a term like Wood Wailers or Little Solace.

 

It would do good if any of you could put any of the information I have into your work and appeared on the wiki.

 

Since it is just me, I'm currently focusing on collecting dialogues, but I will make time to sort them out to the Lore Collection.

 

In the mean time, I am requesting help to collect dialogues from Limsa Lominsa's and Ul'dah's Main scenario Quests as well as quests that only appeared under certain condition. I swear, as a Gridanian, I walk into Central Thanalan and found that quests from Lv 1 - LV 19 not there (I know because I played an Ul'dahn before the server wipe). The mind-boggling part is that I had played and finished early level quests in Ul'dah and the immediate areas of Thanalan. I assumed it must be citizen and main quest specific.

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I didn't know such thread exist until it was bumped recently!

 

I am collecting, not the pass info, but the present lore that can be obtain through questing and engaging NPCs. If you see my signature below, I have includes the link to my Lore Collection and Dialogue Collection. 

 

The thing is, I wasn't sure how to put about all these information in a wiki simply because they are fragmented. You could have specific lore about a place, even tiny bits like the Muy-Tay Beans, to the deceases like the Creeping Death. Not to mentioned the events that involved in various quests, specifically the Main Quest Scenarios.

 

I'm pretty sure most people will find the sheet so confusing to use. The Lore Collection can be utilized by using your browser find function. And it can sort alphabetically by clicking the categories on the top. This way you could find specific information about a term like Wood Wailers or Little Solace.

 

It would do good if any of you could put any of the information I have into your work and appeared on the wiki.

 

Since it is just me, I'm currently focusing on collecting dialogues, but I will make time to sort them out to the Lore Collection.

 

In the mean time, I am requesting help to collect dialogues from Limsa Lominsa's and Ul'dah's Main scenario Quests as well as quests that only appeared under certain condition. I swear, as a Gridanian, I walk into Central Thanalan and found that quests from Lv 1 - LV 19 not there (I know because I played an Ul'dahn before the server wipe). The mind-boggling part is that I had played and finished early level quests in Ul'dah and the immediate areas of Thanalan. I assumed it must be citizen and main quest specific.

 

You are amazing... :love: I am interested in starting a character in Ul'dah and collecting main scenario quest dialogue as soon as I can! I think when the server opens and I can make my alt!

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