Hello Eorzeans!
I'm Lukile Bravestone, and welcome to another episode of Remnants of a Realm!
Last week we revisited Falcon's Nest, Owl's Nest, Camp Riversmeet and Aetherytes!
Just also want to remind everyone that we have a Discord channel that you can join if
you want to hang out with all the cool people.
Link in the description!
Come say hi!
And finally, all episodes of Remnants of a Realm will now be transcribed and put up in
text form with pictures and more information on our website SpeakersXIV.com!
Link to that is in the description!
Let's get on with the episode then, shall we!
On Patreon we released this photo for our Junior, Editor and Superior Speakers asking
where we're going.
Here's the answer - We're turning our eyes towards La Noscea
– and Wineport!
Wineport was a hamlet located in the Far west of Eastern La Noscea.
Remember when we talked about Aleport in Episode 6?
Well, where Aleport makes ale, Wineport's main produce is wine!
Wineport was supposedly a vineyard, but… as you can see there were few grapes growing
in this area in 1.0.
Because of its position, and proximity to U'gamaro, It was, as you probably gathered,
most likely a planned hamlet defense location that sadly never saw any use.
Wineport was the smallest of all the Eorzean Hamlets, only consisting of two small buildings
and two shacks.
With a third building in the background, out of reach.
Wineport was the prime location for the Maelstrom Grand Company quest "The Price of Integrity",
where much of the questline plays out.
Other than that though, Wineport was more or less a deserted settlement that players
mostly visited out of curiosity, but would quickly realise that there wasn't much to
do here.
Today, Wineport has grown to become an more visually pleasing place.
Still located to the west of Eastern La Noscea – an area that got hit pretty hard by Dalamud
fragments, and the entrance location for The Binding Coil of Bahamut.
The vineyards are finally visible and buildings have popped up around the settlement.
Lore-wise Wineport is on the mend after the calamity, after losing a lot of the existing
vineyards….
Ehm…
I see.
Now also sporting its own Aetheryte, menders and vendors, Wineport is a fully functional
settlement you are sure to visit a lot in your adventures across Eorzea!
Now let's take a quick walk to the very south of Eastern La Noscea, and Red Rooster
Stead!
Red Rooster stead was a small settlement located along the La Thagran Eastroad, right next
to the loading tunnel connecting Eastern and Lower La Noscea.
The Red Rooster Stead served players with a much needed mender and vendor, as well an
achievement NPC.
"Oh?"
I hear you mutter to yourself.
"Achievement NPC?"
Well let me quickly explain to you how Achievements worked in FFXIV.
To earn achievements you had to unlock achievements by speaking to the corresponding achievement
NPC.
All Achievement NPCs had a unique icon on the world map.
The different categories and NPCs were:
Battle – Atelloune Character – Rammbroes
Items – Terremiaux Synthesis – Dedeyadi
Gathering – Rebeccah Materia – Almenain
Quest – Derwin Seasonal Events – Jonathas
Dungeons – Millith Ironheart And Exploration – Nedrick Ironheart.
Once unlocked, you could start working towards the achievement.
Once an achievement was unlocked that would reward you with a title or an item you had
to talk to the correct achievement NPC – TWICE.
Once to actually unlock the achievement and the second time to actually receive the item
or title.
Today, only Jonathas remains as the sole achievement NPC.
All achievements are available to you from the moment you start playing, but you still
have to locate Jonathas and speak to him to actually get your rewards.
Titles are obtained automatically (thank the Twelve).
Anyways, back to Red Rooster Stead.
Notice something peculiar here.
Do you see what they had, but Wineport did not?
That's right.
GRAPES!
Take that, Wineport!
In addition to grapes, it had lots of vegetable fields and fruit orchards, as well as providing
Limsa Lominsa with textiles!
In fact, most of Red Rooster Stead's produce went directly to Limsa Lominsa.
It also had these lovely textured rocks.
That you could sit on around this neat little campfire.
Mmmm. *ominous music*
GASP Today, there isn't much that remains of
the original Red Rooster Stead.
As with most 1.0 structures, the new Red Rooster Stead looks way more impressive.
Large brick buildings, spires, gates and windmills all make this place look absolutely beautiful.
It also serves as a main scenario location as well as being located right next to the
Mist housing district entrance.
Red Rooster Stead's fields have grown massive.
Now having a large sheep flock, wheat fields, pumpkin fields, peppers, g-green thing – salad?,
cabbage, herbs, grapes, and oranges.
- HELLO I'M ORANGE No, not you.
Being one of those areas you would expect an aetheryte crystal based on its location,
it's surprising to find that it doesn't have one.
It has everything else though; a levemete, delivery moogle, a chocobokeep, mender and
vendor.
Okay, let's travel back in time again, and look at another open-world dungeon that didn't
make it into 2.0.
Sph--- Sp--- Sphoshae?
Sphoshae.
SPHOSHAE!
This was an open world dungeon located in Lower La Noscea, with Moraby Bay as the closest
teleport point.
Limsa Lominsa was located to the northwest of the dungeon.
Before we actually get to the inside of this dungeon, let me just vent the frustration
around how incredibly annoying it was to access this dungeon if you didn't use the Camp
Bearded Rock teleport to Moraby Bay.
See this road there.
This is the La Thagran Eastroad.
"Oh" you say to yourself "I'd just walk off that road directly into the dungeon.
How neat!"
NO.
That's not how it worked.
Nonono.
Tsk.
You see, there are different shades of green here.
Light green and dark green.
Dark green being below the light green.
So even as you desperately try to get down to the entrance it is all to no avail.
Instead, you have to walk past the invisible barriers here walk along this path, across
the bridge, and down here – where the light and dark green sort of fade into each other,
and walk towards the dungeon from there.
Gods it was so frustrating it makes my blood boil just thinking about it.
GODS.
Okay.
Let's go inside.
Sph—Sphoshae did not have levemetes, and was more or less a free dungeon, in the sense
that you could just walk in without any prerequisites.
Shposhae was a cave complex serving as one of the destinations of Llymlaen's followers
in their yearly pilgrimage, having a total of five locations from Lymlaen's Ascent,
the tale of the godess' life.
These locations are: Llymlaen's Resolve, Bearing, Encounter, Trial, Stand and Resolve.
Once inside Sphoshae, your goal was to find keys to various treasure coffers spread around
the dungeon.
These coffers dropped the "plundered" gear set, in addition to other items such
as potions.
The coffer keys were obtained mostly by defeating mobs or in other chests in the dungeon.
But Shposhae also contained Notorious Monsters, 3 in fact: Giant Remora, Shearing Sheridan
and Lone Coerl.
When defeating these, they would drop the better gear in the dungeon.
In the case of Shearing Sheridan, it was located on Map 2.
It had no special pop condition and would drop the plundered Cavalier's Hat.
Giant Remora would spawn in the only circular room of map 3, with no pop condition.
He would drop a Pirate's Bandana.
Lone Coeurl was a conditional pop located in this big circular room at the western edge
of the last map.
He spawned the exact moment all Jackal Pups on this floor was dead and would drop the
Coeurl's Eye.
As the Calamity raged on, the entrance to Shposhae collapsed, and the dungeon is entirely
inaccessible today.
However, if you look closely at the map design of Sphoshae, you might find that it looks
mysteriously similar to that of Sastasha!
It's very possible that this dungeon was used as the primary inspiration for Sastasha,
so if you miss Shposhae, don't worry, it lives on in Sastasha!
Now for the last part – from popular demand: Path Companion!
Upon reaching the unified main story in 1.0, you finally meet Minfilia and the Path of
the Twelve.
Once you agreed to become a walker and your name was entered into the register, you were
asked to choose your path companion.
You could choose the class you wanted that companion to be, and you'd be presented
with 4 different characters you could choose as your companion.
The race and gender of the companion would dictate his or her personality.
Let's go through what these were: • Hyur Male
A fine if somewhat conventional companion, possessing a strong sense of justice, an indefatigable
spirit and…so on.
• Hyur Female A gregarious though slightly egocentric young
woman.
If you can put up with her, she won't let you down.
• Elezen Male Being a man wholly focused on his mission,
this highborn fellow can seem rather curt, if not downright rude.
• Elezen Female A studious sort with exemplary manners.
Serious and trustworthy, as you'd expect, but possibly a little…stiff for some tastes.
Still, if you loathe over-familiarity, she may be just the companion—sorry, colleague
for you.
• Lalafell Male It is said that a hero lies within us all.
In the case of this rather sheltered young Lalafell, one might assume that the hero in
question does so under his bed, hoping his harpy of a mother won't think to look for
him there.
Will you be the one to coax him out?
• Lalafell Female Does your world want for a wealth of wordplay
and wit?
An abundance of alliteration, assonance aplenty and a soupcon of sibilance to seal the deal?
Well, you were warned.
• Miqo'te Female A lady who knows what she likes, and likes
a little bit of everything.
Don't be fooled by her coquettish manner and all-too-apparent charms; in her breast
beats the fiery heart of a warrior.
Not to worry, though, she'll be gentle—assuming that's what you like.
• Roegadyn Male When the going gets tough, it's often nice
to have a big, earnest, slightly credulous friend around—and they don't come much
bigger than this straight-talking Roegadyn.
So what was purpose of this companion?
Well it's a bit weird.
Your path companion would appear in cutscenes, adding some flavor text into the mix.
The path companion basically aided you in quests, and in some instances would fight
with you.
As the sixth astral era came to a close, you and your path companion went separate ways,
and you never heard from him or her ever again.
The path companion did most likely not survive the calamity.
Or did they?
And with that we've reached the end of this tenth episode of Remnants of a Realm, I hope
you enjoyed your time here!
Leave a like if you did and subscribe if you haven't already!
And let me know in the comments what you think of topics of this video!
Do you want the Path companion system back?
What do you think happened to them?
Were you aware of Shposhae, and what do you think of the free dungeon system?
Do we need it in the current incarnation of the game?
And what about Aleport and Red Rooster Stead?
Do you remember their original 1.0 appearance?
A special shoutout to all our Patreon supporters, you warm a fellow Eorzean's heart!
I'll be back next week with another episode of Remnants of a Realm!
See you then Eorzeans!
Until then, may you ever walk in the light of the Crystal!
For more infomation >> РАБОТАЮЩИЕ БУСТЕРЫ ТЕСТОСТЕРОНА - Duration: 7:13. 



For more infomation >> American fighter TAYSON NEM about the last fight with ALI BAGAUTINOV. (UFC 2017 NEWS) #UFCINSIDER - Duration: 1:10.
For more infomation >> MIT DER ACHTERBAHN FAHREN | Hello Neighbour ALPHA 4 UPDATE (Deutsch/German) - Duration: 13:58. 
For more infomation >> [Sub Español] Doki Doki Morning - Audiocomentario por BABYMETAL - Duration: 3:53. 
For more infomation >> Жареная картошка. Простой и очень вкусный весенний рецепт. - Duration: 1:58.
For more infomation >> BOOT CAMP CHALLENGE pour Shera Kerienski et Hakim Jemili ! | #CokeTVBucketList - Duration: 5:50.
For more infomation >> ЧТО ЕСЛИ КОМЕТА упадет на СОЛНЦЕ? #ИФ - Duration: 3:21. 


For more infomation >> Нужен ли гидрозатвор для браги? / Самогоноварение / Самогон Саныч - Duration: 7:40. 

Không có nhận xét nào:
Đăng nhận xét