Difference between revisions of "Archived: Final Fantasy XIV: ARR-1"
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|Desc=It is the Seventh Umbral Era. Five years have passed since the Calamity, the falling of Dalamud, the unleashing of the elder Primal Bahamut, and the victory of the Alliance over the Garlean Empire. But the events of that day are clouded, and no one quite remembers just who it was that saved Eorzea. In the time that has passed, the three nations of the Alliance have reopened their borders, trade has resumed, and the world is trying to put itself back to normal. | |Desc=It is the Seventh Umbral Era. Five years have passed since the Calamity, the falling of Dalamud, the unleashing of the elder Primal Bahamut, and the victory of the Alliance over the Garlean Empire. But the events of that day are clouded, and no one quite remembers just who it was that saved Eorzea. In the time that has passed, the three nations of the Alliance have reopened their borders, trade has resumed, and the world is trying to put itself back to normal. | ||
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But the dark places where evil springs forth are ever there. The beastmen plot and hoard and scheme to bring forth their Primals. Rumbles of discontentment are percolating among the nation states. The class warfare of old is returning, and the old status quo will bring Eorzea back into the open conflict it once held before the Garleans ever arrived in the first place. And while the Garleans pose a threat, much more sinister men are tugging those strings, waiting to reveal themselves. | But the dark places where evil springs forth are ever there. The beastmen plot and hoard and scheme to bring forth their Primals. Rumbles of discontentment are percolating among the nation states. The class warfare of old is returning, and the old status quo will bring Eorzea back into the open conflict it once held before the Garleans ever arrived in the first place. And while the Garleans pose a threat, much more sinister men are tugging those strings, waiting to reveal themselves. | ||
− | |||
But where there is dark, there is always light. Hope springs anew as adventurers once again ply their trade, working to better the people, bring hope back to the land and maybe help piece everything back together. Heroes banished to the future during the final moments of the Calamity find themselves in this new Eorzea, while new Warriors of Light rise to meet the challenges before them, armed with the gift of Hydaelyn, the mysterious Echo. | But where there is dark, there is always light. Hope springs anew as adventurers once again ply their trade, working to better the people, bring hope back to the land and maybe help piece everything back together. Heroes banished to the future during the final moments of the Calamity find themselves in this new Eorzea, while new Warriors of Light rise to meet the challenges before them, armed with the gift of Hydaelyn, the mysterious Echo. | ||
− | |||
Welcome to Eorzea, land of adventure, magic, intrigue and crystals. May Hydaelyn shine on you always. | Welcome to Eorzea, land of adventure, magic, intrigue and crystals. May Hydaelyn shine on you always. | ||
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==Theme Info== | ==Theme Info== | ||
Coming soon. When it's relevant. | Coming soon. When it's relevant. | ||
+ | |||
+ | ==Lexicon== | ||
+ | {|class="wikitable" | ||
+ | |- | ||
+ | | style="width: 15%;" | '''Term''' | ||
+ | | '''Definition''' | ||
+ | |- | ||
+ | | FATE | ||
+ | | Full Active Time Events, just called FATEs by the Adventurers' Guild, are emergencies that come and go in the various regions of Eorzea. These are usually things that need to be handled right away and which only surfaced in the last few minutes. | ||
+ | |- | ||
+ | | Leve/Guildleve | ||
+ | | A Leve, on the other hand, is a bounty, a quest, a job, something predetermined and that might have been there for a while, without being urgent. A Guildleve, as a distinction, is a repeatable quest, essentially "we'll pay you for each 10 skeletons you kill" rather than "kill 10 skeletons". These are fairly common in monster-infested areas, and an adventurer can earn quite the trust from a Grand Company grinding Guildleves. | ||
+ | |- | ||
+ | | Duty/Guildhest | ||
+ | | A Duty is a difficult task, asking for groups of adventurers specifically to delve into dungeons, ruins, or even to help contain a larger threat, such as a Primal. A Guildhest, like a Guildleve, is something more repeatable and always open, allowing groups of adventurer to do good for the Grand Companies. | ||
+ | |- | ||
+ | } | ||
+ | |||
==Linkshells, Linkpearls and Free Companies== | ==Linkshells, Linkpearls and Free Companies== | ||
Linkshells are seashell shaped objects, magical in nature and linked to the Aether of Hydaelyn. A Linkshell is essentially two things: the physical object used to distribute Linkpearls, and a private communication frequency. By handing people Linkpearls, small jewels produced from a Linkshell, the owner of that Linkshell can allow people to speak on the frequency telepathically, as long as they're carrying the Linkpearl. This form of communication is extremely difficult to crack, but not foolproof. Linkshells are trivial to purchase and establish. Since a Linkpearl is needed to speak on a Linkshell, only the owner can grant access to theirs. | Linkshells are seashell shaped objects, magical in nature and linked to the Aether of Hydaelyn. A Linkshell is essentially two things: the physical object used to distribute Linkpearls, and a private communication frequency. By handing people Linkpearls, small jewels produced from a Linkshell, the owner of that Linkshell can allow people to speak on the frequency telepathically, as long as they're carrying the Linkpearl. This form of communication is extremely difficult to crack, but not foolproof. Linkshells are trivial to purchase and establish. Since a Linkpearl is needed to speak on a Linkshell, only the owner can grant access to theirs. |
Revision as of 00:40, 19 June 2015
Contents
Description
It is the Seventh Umbral Era. Five years have passed since the Calamity, the falling of Dalamud, the unleashing of the elder Primal Bahamut, and the victory of the Alliance over the Garlean Empire. But the events of that day are clouded, and no one quite remembers just who it was that saved Eorzea. In the time that has passed, the three nations of the Alliance have reopened their borders, trade has resumed, and the world is trying to put itself back to normal.
But the dark places where evil springs forth are ever there. The beastmen plot and hoard and scheme to bring forth their Primals. Rumbles of discontentment are percolating among the nation states. The class warfare of old is returning, and the old status quo will bring Eorzea back into the open conflict it once held before the Garleans ever arrived in the first place. And while the Garleans pose a threat, much more sinister men are tugging those strings, waiting to reveal themselves.
But where there is dark, there is always light. Hope springs anew as adventurers once again ply their trade, working to better the people, bring hope back to the land and maybe help piece everything back together. Heroes banished to the future during the final moments of the Calamity find themselves in this new Eorzea, while new Warriors of Light rise to meet the challenges before them, armed with the gift of Hydaelyn, the mysterious Echo.
Welcome to Eorzea, land of adventure, magic, intrigue and crystals. May Hydaelyn shine on you always.
Cast
Active
Dropped
Theme Info
Coming soon. When it's relevant.
Lexicon
Term | Definition |
FATE | Full Active Time Events, just called FATEs by the Adventurers' Guild, are emergencies that come and go in the various regions of Eorzea. These are usually things that need to be handled right away and which only surfaced in the last few minutes. |
Leve/Guildleve | A Leve, on the other hand, is a bounty, a quest, a job, something predetermined and that might have been there for a while, without being urgent. A Guildleve, as a distinction, is a repeatable quest, essentially "we'll pay you for each 10 skeletons you kill" rather than "kill 10 skeletons". These are fairly common in monster-infested areas, and an adventurer can earn quite the trust from a Grand Company grinding Guildleves. |
Duty/Guildhest | A Duty is a difficult task, asking for groups of adventurers specifically to delve into dungeons, ruins, or even to help contain a larger threat, such as a Primal. A Guildhest, like a Guildleve, is something more repeatable and always open, allowing groups of adventurer to do good for the Grand Companies. |