Final Fantasy XIV quests/A Realm Reborn 15-20

The following is a list of level 15 to 20 Main Scenario quests from Final Fantasy XIV: A Realm Reborn. After characters have completed a series of quests exclusive to the city-state they started in based on their starting class, the three disparate questlines merge here.
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Main Scenario Quests
A Realm Reborn: 
Limsa Lominsa 1-15 - Gridania 1-15 - Ul'dah 1-15 - 15-20 - 21-25 - 26-30 - 31-35 - 36-40 - 41-45 - 46-50 - 2.1 - 2.2 - 2.3 - 2.4 - 2.5
Heavensward: 
50-51 - 52-53 - 54-55 - 56-57 - 58-60 - 3.1 - 3.2 - 3.3 - 3.4 - 3.5
Stormblood: 
60-61 - 62-63 - 64-65 - 66-67 - 68-70 - 4.1 - 4.2 - 4.3 - 4.4 - 4.5
Shadowbringers: 
70-71 - 72-73 - 74-75 - 76-77 - 78-80 - 5.1 - 5.2 - 5.3
It's Probably Pirates - Call of the Forest - Fire in the Gloom - Call of the Desert - The Scions of the Seventh Dawn - A Wild Rose by Any Other Name - Unsolved Mystery - What Poor People Think - A Proper Burial - For the Children - Amalj'aa Wrong Places - Dressed to Deceive - Life, Materia, and Everything - Lord of the Inferno - A Hero in the Making - The Company You Keep (Twin Adders) - The Company You Keep (Maelstrom) - The Company You Keep (Immortal Flames) - Wood's Will Be Done - Till Sea Swallows All - For Coin and Country - Sylph-management - We Come in Peace - Sylphic Studies - First Impressions
==It's Probably Pirates==
Momodi, the proprietress of the Quicksand, wants you to perform three tasks that will help you learn the fundamentals of adventuring.
===Objectives===
*Speak with V'mellpa.
*Speak with the seasoned adventurer at the Hall of the Novice.
*Speak with the Yellowjacket at the entrance to Sastasha.
*Use the Duty Finder to enter Sastasha.
*Speak with Baderon at the Drowning Wench.
For information on the accompanying duty, see Sastasha.
===Journal===
*Baderon and Commodore Reyner have requested your assistance with an investigation. A strange ship has been sighted off the coast of Aleport, and the subsequent appearance of a dangerous-looking group of men at the Sastasha Seagrot has the Yellowjackets greatly concerned. Speak with V'mellpa at the ferry docks on the lower decks, and receive directions to the location of the caves.
*V'mellpa has suggested that you pay a visit to the Hall of the Novice before continuing your journey to Sastasha. Make your way to the Adventurers' Guild building located north of Aleport, and speak with the seasoned adventurer.
*You have concluded your educational visit to the Hall of the Novice. Continue on to the north, and speak with the Yellowjacket stationed outside the entrance to Sastasha.
*The Yellowjackets are concerned that the unsavory-looking men seen entering Sastasha may belong to the Serpent Reavers, the pirate allies of the Sahagin. Search the caves and ascertain whether or not such suspicions are well founded.
*You have discovered a pirate den in the depths of Sastasha. Just as the Yellowjackets feared, it would appear the Serpent Reavers and their Sahagin masters are using the caves as a base for their nefarious operations. Return to Limsa Lominsa without delay, and report your findings to Baderon at the Drowning Wench.
*Having listened to your findings, Baderon expresses his satisfaction with your work, and mentions another task which might be of interest to you. It seems the Adventurers' Guild in Gridania wishes to employ the services of a seasoned adventurer. Prepare your gear, then speak with Baderon when you are ready to embark on the next stage of your journey.
==Call of the Forest==
Baderon has information on a new task.
===Objectives===
*Speak with Miounne at the Carline Canopy in Gridania.
===Journal===
*According to Baderon, the Adventurers' Guild in Gridania is recruiting people for an as-yet-undisclosed task. You can learn more by speaking with Miounne, the proprietress of the Carline Canopy.
*You have expressed your interest in the task to Miounne. Let her know when you are ready to hear the details.
==Fire in the Gloom==
Miounne is waiting to brief you on your task.
===Objectives===
*Speak with the Gods' Quiver bow at the Tam-Tara Deepcroft's entrance.
*Use the Duty Finder to enter the Tam-Tara Deepcroft.
*Report to Miounne.
For information on the accompanying duty, see Tam-Tara Deepcroft.
===Journal===
*It would seem that a cult known as the Lambs of Dalamud has been engaging in suspicious activity in the Tam-Tara Deepcroft. Make your way to the burial site and speak with the Quiverman posted by the entrance to receive further instructions.
*You learn that the Lambs of Dalamud believe in the divinity of the lesser moon, Dalamud, whose descent ushered in the Seventh Umbral Era. Your task is to sweep the Deepcroft and purge it of cultist presence.
*Arriving at the innermost depths of the Tam-Tara Deepcroft, you are assailed by the vengeful spirit of Galvanth the Dominator. At the end of a titanic struggle, you succeed in sending this dark being back to the abyss, thus foiling the cultists' plot to awaken a great evil. Make haste back to Gridania, and report all that transpired to Miounne.
*Miounne laments the recent rise in casualties among adventurers. She attributes this unfortunate trend to a burgeoning demand for manpower, which makes it easier for the unprepared to take on tasks that are beyond them. Confident that you will give her no cause to worry, Miounne gladly tells you that the Adventurers' Guild in Ul'dah is recruiting. Speak with her again if you would know more.
==Call of the Desert==
Miounne has information on a new task.
===Objectives===
*Speak with Momodi at the Quicksand in Ul'dah.
===Journal===
*According to Miounne, the Adventurers' Guild in Ul'dah is recruiting people for an as-yet-undisclosed task. You can learn more by speaking to Momodi, the proprietress of the Quicksand.
*You have expressed your interest in the task to Momodi. Let her know when you are ready to hear the details.
==Into a Copper Hell==
Momodi is waiting to brief you on your task.
===Objectives===
*Speak with Painted Mesa.
*Speak with the Stone Torch before Copperbell Mines.
*Use the duty finder to enter copperbell mines.
*Report to Painted Mesa.
*Speak with Momodi.
For information on the accompanying duty, see Copperbell Mines.
===Journal===
*It would seem that a horde of hecatoncheires has been wreaking havoc in the depths of Copperbell Mines. So that mining operations may resume, Papashan bids you subdue the hulking creatures. In preparation for the mission, the stationmaster suggests that you speak with Painted Mesa, an employee of Amajina & Sons Mineral Concern.
*You learn from Painted Mesa that Copperbell Mines were reopened in order to meet the pressing demand for building materials created in the wake of the Calamity. Without a steady supply, Ul'dah's nascent recovery may slow to a standstill. Make your way to the mines, and report to the Stone Torch who stands guard at the entrance.
*You've been granted permission to enter the mines. Make your way through the tunnels, putting down any hecatoncheires you encounter.
*You have succeeded in subduing the hecatoncheires. Report back to Painted Mesa at the Quicksand.
*Your conversation with Painted Mesa is cut short by a shrill cry. Rushing to the origin of the exclamation, you find a woman being harassed by ruffians, and hurl yourself in harm's way to protect her. Immediately thereafter, [Y'shtola arrives| Yda and Papalymo arrive| Thancred arrives]..
*After praising your courage, [Y'shtola reveals that she belongs / Yda and Papalymo reveal that they belong / Thancred reveals that he belongs] to an order called the Scions of the Seventh Dawn, and invites you to join them. But who exactly are these Scions, and what is their agenda? Perhaps Momodi can shed some light on these questions.
*In the course of your travels, you have crossed paths with myriad individuals, some of whom you have positively influenced. One such individual is the young conjurer Edda, who reveals that you have inspired her to embark upon a new journey as an adventurer. You sense that you, too, must soon embark upon a new journey of your own. Speak with Momodi again when you have resolved to take the first step.
==The Scions of the Seventh Dawn==
Momodi is ready to tell you what she knows about the Scions of the Seventh Dawn.
===Objectives===
*Go to the Waking Sands in Vesper Bay.
*Speak with the Scion of the Seventh Dawn.
===Journal===
*Momodi reveals to you that the Scions of the Seventh Dawn is an order which seeks to combat the various problems that plague Eorzea. Its members are always looking for capable individuals to recruit to their cause, and it appears your recent exploits have drawn their attention. The Scions are headquartered in a place called the Waking Sands, situated at Vesper Bay in western Thanalan. Make your way there and present yourself to the guardsman.
*At the entrance to the Waking Sands, you find not a guardsman but a bubbly clerk named Tataru, who informs you that the Antecedent awaits within. Let Tataru know when you are ready to be shown through.
*You meet with Minfilia, the leader of the Scions of the Seventh Dawn, who tells you about your power─the Echo─and how it is the key to solving the primal problem. At the end of a lengthy exposition, Minfilia implores you lend your strength to their cause, and in good faith entrusts you with the order's password: “wild rose.”
==A Wild Rose by Any Other Name==
Minfilia is waiting to hear whether or not you will pledge your support to the Scions of the Seventh Dawn.
===Objectives===
*Go to the Waking Sands in Vesper Bay.
*Speak with the Scion of the Seventh Dawn.
===Journal===
*Taken by an inexplicable urge to be witty, you incorporate the order's password, "wild rose," into a poetic verse by way of agreeing to help. Minfilia has the grace to play along with your silliness, and welcomes you to the Scions. She introduces you to its core members: the scholars of Sharlayan, some of whom you have already met. Without further ado, you are assigned your first task - an investigation of two primal-related crimes in Ul'dah. Speak with Thancred, the debonair minstrel, to learn the details of your mission.
*Thancred believes that the caravan robbery and the abductions are connected, and suggests that you first look into the missing persons. Make your way to Camp Drybone in eastern Thanalan, and seek the cooperation of a man named Isembard.
*Arriving at Camp Drybone, you speak with Isembard, who offers you his full cooperation in the investigation.
==Unsolved Mystery==
Isembard of Camp Drybone is seeking help to solve a mystery of missing persons.
===Objectives===
*Retrieve ripe corpses. 0/3
*Deliver the corpses to Isembard at Camp Drybone.
===Journal===
*Isembard informs you that the Amalj'aa have butchered a number of commonfolk, and asks that you retrieve the ripe corpses so that he may see them properly interred.
*You have recovered the remains of the fallen. Take them back to Isembard at Camp Drybone.
*Outward appearances being what they are, it is impossible that the Amalj'aa have been acting alone in the recent wave of disappearances. Isembard cannot help but wonder if another conspirator has had a hand in these troubling incidents.
==What Poor People Think==
Isembard aims to turn his investigation to the commonfolk.
===Objectives===
*Deliver Isembard's note to Ungust.
*Speak with the commonfolk. 0/3
*Speak with Ungust.
*Report to Isembard.
===Journal===
*Isembard has told you of someone who knows the most about the commonfolk and their ways. Seek out Ungust and show him the note Isembard has given you.
*Ungust tells you that the commonfolk are as vigilant a folk as any, and more than most. Speak with them yourself to see if he speaks the truth.
*In their terror, the commonfolk tell you little of use. Go speak with Ungust once more.
*Ungust seems unconcerned about the growing list of missing people around Drybone. Report back to Isembard to see if he has any ideas on how to proceed.
*Isembard believes that perhaps the people are holding their tongues because they have come to trust only in their gods.
==A Proper Burial==
Isembard would like you to learn what you can from the clergy.
===Objectives===
*Speak with Marques outside the Church of Saint Adama Landama.
*Lay the embalmed corpse at the gravesite.
*Bury the embalmed corpse.
*Report back to Marques.
*Speak with Sister Ourcen.
*Speak with Isembard at Camp Drybone.
===Journal===
*Isembard has asked that you visit the Church of Saint Adama Landama to inter a corpse he has prepared for burial, and to speak to the priests about the missing commonfolk. Seek out Marques in the lichyard.
*Marques has directed you to an empty grave atop the nearby ridge. Bear the embalmed corpse to the gravesite.
*You have gently placed the embalmed body at the foot of the grave. Perform one final duty for the deceased and provide him a proper burial.
*You have interred the dearly departed as Isembard requested. Return to Marques and tell him the deed is done.
*Marques admits to knowing little of the commonfolk. He suggests you speak to Sister Ourcen within the church.
*Sister Ourcen informs you that while the commonfolk confide a great many things in her, she has not heard anything that might help your investigation. Return to Camp Drybone and speak to Isembard once more.
*Upon your return to Isembard at Camp Drybone, the ever-dashing Thancred appears to greet you. To Isembard's dismay, he suspects that the only person who could take the vigilant commonfolk by surprise is the very Sister Ourcen who takes their confession. Isembard, however, is not so easily convinced.
==For the Children==
Isembard is concerned about the questions surrounding Sister Ourcen's integrity.
===Objectives===
*Speak with the uncombed urchin in the Golden Bazaar.
*Save Sister Ourcen.
*Report to Isembard at Camp Drybone.
===Journal===
*Isembard refuses to believe that Sister Ourcen is behind the mysterious disappearances at Camp Drybone. To this end, he bids you speak with one of her favored children in the Golden Bazaar in order to learn more of her activities.
*Upon arriving in the Golden Bazaar, you are told that Sister Ourcen left some time ago to search for the child's lost treasure. Fearing for her safety, the child pleads with you to go and find her.
*You have rescued Ourcen from a grisly fate at the hands of rotting pikemen. After expressing her gratitude, she takes her leave and returns to the Golden Bazaar. Make your way back to Camp Drybone and tell Isembard all that transpired.
*After risking life and limb to recover the orphan's memento, Isembard is more convinced than ever that Sister Ourcen is not in any way responsible for the vanishings.
==Amalj'aa Wrong Places==
Isembard seems to have a message for you from Thancred.
===Objectives===
*Speak with Thancred.
*Search for a clue in the Amalj'aa encampment.
*Show the queer leaflet to Thancred.
*Show the queer leaflet to Sister Ourcen.
*Speak with Thancred.
*Speak with Isembard.
===Journal===
*Thancred has been searching for you, and bids you meet him near the Amalj'aa encampment to the southeast of Camp Drybone.
*You meet Thancred outside the nearby Amalj'aa encampment. He asks that you enter and search for evidence of their involvement in the vanishings at Camp Drybone.
*You have found a suspicious leaflet. Return to Thancred and show it to him.
*The leaflet does not appear to have been written by a member of the Order. Show it to Sister Ourcen at the inn at Camp Drybone to see if she can provide any insight.
*Sister Ourcen confirms that the leaflet is not of the Order's making, and goes on to tell you that the church was recently plagued by a rash of missing garments. Speak with Thancred to determine your next course of action.
*Thancred believes it likely that the culprit behind the vanishings is posing as a priest of the Order. Warn Isembard of this potential danger.
*Isembard resolves to stay vigilant in light of the new information. Thancred, meanwhile, has withdrawn to consider the situation more carefully. What course of action might the Sharlayan bard come up with?
==Dressed to Deceive==
Isembard wants to help you identify and apprehend the false priest.
===Objectives===
*Speak with the locals while garbed in a weathered shepherd's tunic and a pair of weathered shepherd's slops. 0/5
*Speak with Thancred.
*Speak with Thancred while garbed in a weathered shepherd's tunic and a pair of weathered shepherd's slops.
*Speak with Minfilia at the Waking Sands.
===Journal===
*Thancred suggests that the two of you pose as impoverished souls in order to ensnare the false priest. By way of laying the foundation for this plan, you must first make it known that vagrants have newly arrived at Camp Drybone. Don a weathered shepherd's tunic and a pair of weathered shepherd's slops, and beg the residents of the camp for work.
*You have made a sufficient nuisance of yourself to draw the attention of the false priest. Report back to Thancred.
*It would seem that the poor have established a commune by a pond north of Sandgate, to the east of Camp Drybone. Owing to its isolation, Thancred believes it an ideal place for kidnappers to do their work. Don your disguise once more, and rendezvous with Thancred at said pond.
*The false priest turns out to be none other than Ungust, the obnoxious merchant whom you first found preying upon a refugee woman at the Hourglass. The man reveals that he has been abducting people at the behest of the Amalj'aa. Take this knowledge back to Minfilia, who awaits at the Waking Sands in Vesper Bay.
*Praising your investigative work, Minfilia tells you that an encounter with the Amalj'aa is inevitable. Be prepared to answer the call to arms when the time comes.
==Life, Materia, and Everything==
Minfilia would like you to meet a distinguished individual.
===Objectives===
*Present Minfilia's dagger to Mutamix at the Bonfire.
*Deliver the materia-enhanced dagger to Minfilia.
===Journal===
*Minfilia would like you to meet a goblin scholar named Mutamix, whom she says introduced a revolutionary new method of gear enhancement to Eorzea. Make your way to the goblin's encampment at the Bonfire in central Thanalan, and present to him Minfilia's dagger.
*Arriving at the Bonfire, you are treated to a zany display by Mutamix and his students. Upon learning your identity, Mutamix proceeds to teach you the basics of materia, a type of crystal which can be melded to items to enhance their powers. Assuming you understood correctly, only experienced Disciples of the Hand are capable of attaching these crystals. Take yourself back to the Waking Sands, and present to Minfilia her materia-enhanced dagger.
*Minfilia impresses upon you the importance of being well equipped for battle, and explains that materia is an effective way to get the most out of your gear. Put this knowledge to good use as you undertake your future missions.
==Lord of the Inferno==
Minfilia would like you to assist the Immortal Flames.
===Objectives===
*Report to the flame sergeant at Camp Drybone.
*Lie in wait at the Invisible City.
*Speak to the flame sergeant.
*Use the Duty Finder to confront Ifrit in the Bowl of Embers.
*Speak with Thancred at Camp Drybone.
*Report to Minfilia at the Waking Sands.
For information on the accompanying duty, see Bowl of Embers.
===Journal===
*In order to learn the whereabouts of the abductees, the Immortal Flames have devised a plan to capture Amalj'aa, using the false priest, Ungust, as bait. Minfilia bids you partake in the operation as the Scions' representative. Take yourself to Camp Drybone, and there merge with the Immortal Flames.
*You have been briefed regarding the operation. It is anticipated that the Amalj'aa will offer fierce resistance, and you are urged to spare no preparations. Once you are ready, proceed to the Invisible City, and lie in wait at the designated location.
*To your great dismay, you are betrayed by one of your own, and end up being captured by the Amalj'aa. After an indeterminate amount of time, you awaken within an Amalj'aa stronghold in the company of your fellow captives. Speak with them to ascertain the situation.
*It appears the Amalj'aa mean to make an offering of you and your companions to Ifrit. If it must end, let it be with weapon in hand. Wait for the right moment, and strike back at the Amalj'aa.
*Having failed to make you his minion, Ifrit attempts to exterminate you, but against all odds you succeed in overcoming the god-like being. It would appear that he and his kind have the power to bind mortals to their will, yet for reasons yet unknown you are immune to this influence. There will be time enough to learn the truth of things later. For now, make your way back to Camp Drybone, and speak with Thancred.
*Having lavished you with praise, Thancred takes his leave to return to the Waking Sands. Minfilia will be eager to hear back from you as well. Report to her at the earliest opportunity.
*At the Waking Sands, Minfilia and Thancred take turns bombarding you with information, explaining to you how the crystal robbery and the abductions served to advanced Ifrit's cause. Thancred then reveals a disturbing truth: in order to prevent Ifrit from gaining strength, his “tempered” victims are put to death. Even as this revelation casts a shadow over your victory, you find yourself more determined than ever to do your part as a Scion.
==A Hero in the Making==
Minfilia is wearing a wry smile, which you sense has something to do with your newfound fame?
===Objectives===
*Speak with Tataru.
*Attend the remembrance service at Mih Khetto's Amphitheatre in Gridania.
*Attend the remembrance service at the Royal Promenade in Ul'dah.
*Attend the remembrance service at the Stateroom in Limsa Lominsa.
*Report to Minfilia at the Waking Sands.
===Journal===
*Your recent exploits have garnered you the attention of the Grand Companies of Eorzea, each of which now seeks to recruit you to its ranks. That you might be better informed when deciding which one to join, Minfilia suggests that you attend the forthcoming remembrance services and listen to each Grand Company leader's address. Tataru will be able to furnish you with the particulars.
*Tataru has apprised you of the three remembrance service venues: the Stateroom in Limsa Lominsa, Mih Khetto's Amphitheatre in Gridania, and the Royal Promenade in Ul'dah. Attend the services in any order you desire, and hear what each Grand Company leader has to say.
*You have attended all three services. Based on the words of the Grand Company leaders and the traveling twins, Alphinaud and Alisaie, it would appear that all three nations are beset with myriad problems. Your mission to be informed now complete, make your way back to the Waking Sands, where Minfilia awaits.
*Minfilia expresses her hopes that you will lend your strength to a Grand Company. Weigh your decision well, and give your answer to the officer of the Grand Company you would join.
==The Company You Keep (Twin Adder)==
The Twin Adder recruitment officer seems eager to welcome you to Gridania's Grand Company.
===Objectives===
*Speak with the personnel officer at the Adders' Nest.
*Head southeast of Nine Ivies and determine the fate of the airship and its crew.
*Speak with the personnel officer at the Adders' Nest.
===Journal===
*You have stated your desire to be accepted into the ranks of the Order of the Twin Adder. Visit the Adders' Nest in Gridania, and speak with the personnel officer to be officially inducted into the Grand Company.
*Your official induction into the Order of the Twin Adder is interrupted by an urgent report concerning an imperial attack on a Highwind Skyways airship. Head to the area southeast of Nine Ivies and determine the fate of the crippled vessel and its crew.
*You have defeated the imperial soldiers intent on requisitioning the downed airship. You learn that the vessel's crew, Biggs and Wedge, are engineers from Garlond Ironworks, and that Master Garlond himself has been missing since the Calamity. Return to the Adders' Nest and report to the personnel officer.
*The personnel officer assures you that the two engineers made it safely home. After praising you for your efforts, he seems eager to welcome you into the Order of the Twin Adder's ranks. Speak with the officer once more to complete your official induction.
==The Company You Keep (Maelstrom)==
The Maelstrom recruitment officer seems eager to welcome you to Limsa Lominsa's Grand Company.
===Objectives===
*Speak with the personnel officer at the Maelstrom Command.
*Head to Cedarwood and determine the fate of the airship and its crew.
*Speak with the personnel officer at the Maelstrom Command.
===Journal===
*You have stated your desire to be accepted into the ranks of the Maelstrom. Visit Maelstrom Command in Limsa Lominsa, and speak with the personnel officer to be officially inducted into the Grand Company.
*Your official induction into the Malestrom is interrupted by an urgent report concerning an imperial attack on a Highwind Skyways airship. Head to Cedarwood and determine the fate of the crippled vessel and its crew.
*You have defeated the imperial soldiers intent on requisitioning the downed airship. You learn that the vessel's crew, Biggs and Wedge, are engineers from Garlond Ironworks, and that Master Garlond himself has been missing since the Calamity. Return to Maelstrom Command and report to the personnel officer.
*The personnel officer assures you that the two engineers made it safely home. After praising you for your efforts, he seems eager to welcome you into the Maelstrom's ranks. Speak with the officer once more to complete your official induction.
==The Company You Keep (Immortal Flames)==
The Immortal Flames recruitment officer seems eager to welcome you to Ul'dah's Grand Company.
===Objectives===
*Speak with the personnel officer at the Hall of Flames.
*Head to Horizon's Edge and determine the fate of the airship and its crew.
*Speak with the personnel officer at the Hall of Flames.
===Journal===
*You have confirmed your intention to join the ranks of the Immortal Flames. Visit the Hall of Flames in Ul'dah, and speak with the personnel officer to be formally inducted into the Grand Company.
*Your formal induction into the Immortal Flames is interrupted by an urgent report concerning an imperial attack on a Highwind Skyways airship. Head to Horizon's Edge and determine the fate of the crippled vessel and its crew.
*You have defeated the imperial soldiers intent on requisitioning the downed airship. You learn that the vessel's crew, Biggs and Wedge, are engineers from Garlond Ironworks, and that Master Garlond himself has been missing since the Calamity. Return to the Hall of Flames and report to the personnel officer.
*Back at the Hall of Flames, the personnel officer praises your efforts, and reassures you that the two engineers you encountered were able to continue on their way. He then expresses his eagerness to complete your induction into the ranks of the Immortal Flames. Speak with him once more when you are ready to attend to the formalities.
==Wood's Will Be Done==
The personnel officer stands ready to complete your induction into the ranks.
===Objectives===
*Speak with the Scion of the Seventh Dawn at the Waking Sands.
===Journal===
*You have been sworn into the service of Gridania's Grand Company, the Order of the Twin Adder. Immediately following the assignment of your new rank, Minfilia contacts you by linkpearl and requests your presence. Return to Vesper Bay and visit the Waking Sands.
*You have joined Gridania's Grand Company, the Order of the Twin Adder. Use this opportunity to grow as an adventurer, and experience more of the realm of Eorzea.
==Till Sea Swallows All==
The Maelstrom personnel officer stands ready to complete your induction into the ranks.
===Objectives===
*Speak with the Scion of the Seventh Dawn at the Waking Sands.
===Journal===
*You have been sworn into the service of Limsa Lominsa's Grand Company, the Maelstrom. Immediately following the assignment of your new rank, Minfilia contacts you by linkpearl and requests your presence. Return to Vesper Bay and visit the Waking Sands.
*You have joined Limsa Lominsa's Grand Company, the Maelstrom. Use this opportunity to grow as an adventurer, and experience more of the realm of Eorzea.
==For Coin and Country==
The Flame personnel officer stands ready to complete your induction into the ranks.
===Objectives===
*Speak with the Scion of the Seventh Dawn at the Waking Sands.
===Journal===
*You have been sworn into the service of Ul'dah's Grand Company, the Immortal Flames. Immediately following the assignment of your new rank, Minfilia contacts you by linkpearl and requests your presence. Return to Vesper Bay in Ul'dah and visit the Waking Sands.
*You have joined Ul'dah's Grand Company, the Immortal Flames. Use this opportunity to grow as an adventurer, and experience more of the realm of Eorzea.
==Sylph-management==
Minfilia needs you to investigate the sylphs.
===Objectives===
*Speak with Vorsaile Heuloix at the Adders' Nest.
===Journal===
*Minfilia would have you ascertain the sylph tribe's intentions aide by the power of the Echo. Before making contact with the diminutive beastmen, report to Commander Vorsaile Heuloix at the Adders' Nest in Gridania.
*You arrive at the Adders' Nest to find the commander thinking out loud. Apprise him as to the purpose of your visit.
==We Come in Peace==
Commander Vorsaile Heuloix has been awaiting the aid of the Scions.
===Objectives===
*Speak with Mitainie at Westshore Pier.
*Speak with Rosa Hawthorne at Fullflower Comb.
*Examine the beehives and slay killer hornet clouds. 0/3
*Report to Rosa Hawthorne.
*Deliver the pot of fresh honey to Amelain.
===Journal===
*Vorsaile Heuloix would have you communicate directly with the sylphs and ascertain their true intentions regarding the primal Ramuh. To avoid any cross-cultural misunderstandings, you are to first travel to the Hawthorne Hut and receive a briefing on sylphic culture with the officer stationed there. Speak to Mitainie outside Westshore Pier in Old Gridania to see about transportation.
*Mitainie has instructed you to take the ferry from Westshore Pier to reach the East Shroud. Once there, you will only need to head due east to find the Hawthorne Hut. Before going there, however, stop off along the way at Fullflower Comb and pay your regards to Rosa Hawthorne.
*Rosa Hawthorne has a sticky situation on her hands, what with killer hornets assailing her precious honeybees. Slay three hornet clouds to put her heart at ease.
*You have triumphed over the killer hornets. Report your success to Rosa.
*Rosa thanks you for having protected her beehives from the swarm of hornets. To express her gratitude, she has given you a pot of fresh honey, which she knows will help loosen the lips of the serpent officer you are seeking, Amelain. Proceed to the Hawthorne Hut and deliver the honey as bade.
*The sweet-toothed Amelain has informed you that Rosa's husband, Rolfe Hawthorne, is well versed in sylphic culture and should hold the answers you seek.
==Sylphic Studies==
Rolfe Hawthorne, patriarch of the beekeeping Hawthorne family, is said to be well versed in sylphic customs.
===Objectives===
*Speak with Ysabel Hawthorne.
*Speak with Blaisette.
*Speak with Monne.
*Report to Rolfe Hawthorne.
===Journal===
*Rolfe's memory is not what it used to be, but it turns out that he has previously shared his stories with those around the hut. Check in with his daughter Ysabel and a couple of the patrolling sentries, Blaisette and Monne. They may remember what the old storyteller has forgotten.
*You have gleaned that the sylphs are known for their mischievous and capricious nature, as they show little regard for Gridanian propriety or etiquette. Share your rediscovered tales with Rolfe Hawthorne.
*Your findings have served to stir Rolfe's memory, and he recalls that dancing is the traditional greeting among the sylphs. It would seem they are a most curious tribe, indeed.
==First Impressions==
Rolfe Hawthorne would share further knowledge to assist you in befriending the sylphs.
===Objectives===
*Speak with Rosa Hawthorne.
*Use amber syrup on the curious tussock and slay the ochu.
*Present the milkroot to Rolfe Hawthorne.
===Journal===
*Rolfe tells you that it would be unwise to greet the sylphs without a proper gift, but he has trouble remembering exactly what that gift should be. However, it is possible that his wife, Rosa, can tell you. Speak with her at Fullflower Comb to see what she has to say.
*Though she does not fully understand why, Rosa informs you that the sylphs are said to be quite fond of milkroot, which can be obtained from ochus. In order to find one such ochu, take the amber syrup given to you by Rosa and pour it on the curious tussock in the Honey Yard. Once uncovered, slay the ochu, and pray that you find some milkroot among its remains.
*Your prayers have been answered, and you have the milkroot in your possession. Take your prize back to Rolfe at the Hawthorne Hut to ensure that it is indeed a suitable offering for the sylphs.
*Rolfe immediately recognizes the milkroot upon your presentation of it, and is sure that the sylphs will appreciate the offering. Just take care not to inhale too many of the fumes yourself before giving it to the sylphs.
Category:Quests in Final Fantasy XIV