Final Fantasy XIV quests/Limsa Lominsa 1-15

The following is a list of level 1 to 15 Main Scenario quests from Final Fantasy XIV: A Realm Reborn. These quests are exclusive to characters who start out in Limsa Lominsa by choosing either Marauder or Arcanist as their starting class.
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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
Close to Home - On to Summerford - Dressed to Call - Lurkers in the Grotto - Washed Up - Double Dealing - Further Afield - Loam Maintenance - Plowshares to Plowswords - Just Deserts - Sky-high - Courier for a Day - Thanks a Million - Farmer of Fortune - Relight the Torch - On to the Drydocks - Without a Doubt - Righting the Shipwright - Do Angry Pirates Dream - Victory in Peril - Men of the Blue Tattoos - Feint and Strike - High Society - A Mizzenmast Repast - The Lominsan Envoy - Call of the Sea
==Close to Home==
Baderon, proprietor of the Drowning Wench, wants you to perform three tasks that will help you learn the fundamentals of adventuring.
===Objectives===
*Attune yourself to the aetheryte found on the Lower Decks.
*Listen to Swozblaet's explanation of the markets.
*Visit the [Arcanists'/Marauders'] Guild.
*Report to Baderon at the Drowning Wench.
===Journal===
*Baderon has given you three tasks to perform. As you make your way around Limsa Lominsa, try approaching citizens who appear to be in need of help.
*You have completed all three tasks. Report back to Baderon at the Drowning Wench.
*Baderon explains that the three locations you visited will feature prominently in your adventuring life. Heed well his advice, and travel further afield as your experience grows.
==On to Summerford==
Baderon, proprietor of the Drowning Wench, wants you to lend a hand at Summerford Farms.
===Objectives===
*Speak with Staelwyrn at Summerford Farms.
===Journal===
*Staelwyrn, the owner of Summerford Farms, is in need of a helping hand. Leave Limsa Lominsa through the Zephyr Gate and pay a visit to the hardworking farmer.
*Staelwyrn explains that many of his workers were once the crew of his pirate ship, a vessel lost in the destruction of the Calamity. With the former buccaneers less than eager to embrace life on the land, numerous problems are cropping up across the orchard. Seek out those who are struggling with the unruly farmhands and lend what aid you can.
==Dressed to Call==
Staelwyrn, owner of Summerford Farms, wishes to inspect your equipment and thereby gauge your readiness for the tasks he has in mind.
===Objectives===
*Present yourself to Staelwyrn for inspection.
===Journal===
*To be eligible for tasks from Staelwyrn, you must first assemble a respectable set of equipment. Equip your head, body, hands, legs, and feet with gear of level 5 or above and present yourself to Staelwyrn for inspection.
*Staelwyrn likes the cut of your jib, and has work for you whenever you are ready.
==Lurkers in the Grotto==
Staelwyrn, the owner of Summerford Farms, has a task for a competent adventurer.
===Objectives===
*Investigate Seasong Grotto.
**Defeat the frenzied creatures!
*Deliver the blunt sailor's knife to Staelwyrn at Summerford Farms.
For a walkthrough of the accompanying duty, see Lurkers in the Grotto.
===Journal===
*It seems that a gang of vicious-looking men with blue-tattooed faces have been eyeing the workers on the farm. The farmhands, unsettled by the scrutiny, believe their unwelcome visitors to be the rumored kidnappers, and the resulting atmosphere of terror has taken a considerable toll on the farm's productivity. Head to Seasong Grotto, and investigate the area that reports claim to be the tattooed thugs' hideout.
*At Seasong Grotto, your encounter with a strangely bespectacled woman is suddenly interrupted by the charge of an enraged goobbue. After discovering a seafarer's knife stuck into the defeated goobbue's back, the woman seems convinced that the perpetrators of the kidnappings are almost certainly pirates. Return to Summerford Farms and present your findings to Staelwyrn.
*Staelwyrn explains that the lady with the spectacles is a scholar by the name of Y'shtola, and assures you that she is unconnected with the abductions. The farmer also concurs with Y'shtola's theory concerning the likely involvement of pirates. Thanking you for your part in the investigation, Staelwyrn bids you continue helping those in need and contribute to a better future for Limsa Lominsa.
==Washed Up==
Staelwyrn is up in arms, as his hired hands are nowhere to be found.
===Objectives===
*Speak with the slacking yeomen. 0/5
*Report to Staelwyrn.
===Journal===
*The pirates-turned-yeomen, five in all, are somewhere about Summerford Farms. Find them and send them to Staelwyrn.
*You have tracked down and spoken with all five yeoman. Report back to Staelwyrn.
*All of the yeomen except Sevrin have returned to work. It is remarkable what lengths some will venture to in order to shirk responsibility.
==Double Dealing==
Staelwyrn worries his sack of oranges will not reach the La Thagran Checkpoint as planned.
===Objectives===
*Confront Sevrin and cast /doubt on his actions.
*Rescue Sevrin's henchmen. 0/3
*Speak with Sevrin.
*Retrieve the sack of oranges.
*Deliver the sack of oranges to Ossine at the La Thagran Checkpoint.
*Report to Staelwyrn at Summerford Farms.
===Journal===
*Sevrin has made off with a burlap sack of oranges with the intention of fencing it to goblins. Staelwyrn bids you seek out Sevrin and cast /doubt on his actions, that he might be compelled to return the oranges.
*Sure enough, Sevrin attempted to hock Staelwyrn's oranges to goblins. When the deal went sour, Sevrin got away, but his three henchmen are still in need of rescue.
*Inform Sevrin that his henchmen are alive and well, and talk to him about the burlap sack of oranges.
*Sevrin is grateful to you for saving his henchmen, and pledges to honor his word. Retrieve the sack of oranges.
*Deliver the sack to its rightful recipient, Ossine at the La Thagran Checkpoint.
*Judging by Ossine's reaction, this is not the first time Sevrin has attempted a stunt like this. Return to Summerford Farms and relay to Staelwyrn all that transpired.
*Staelwyrn bemoans the fact that Sevrin is more trouble than he will ever be worth. Good help is hard to find.
==Further Afield==
Gurcant is eyeing fertile new fields for Summerford Farms, but pests perturb his plows.
===Objectives===
*Slay tiny mandragoras. 0/5
*Report to Gurcant.
===Journal===
*Gurcant the botanist is too tender-hearted to root out the meddlesome mandragoras that have encroached onto the fields of Summerford Farms. However, he has no qualms about asking you to do it. Venture outside the front gate and put down five of the seedkin.
*The fields are now ripe for tillage. Deliver the good news to Gurcant.
*Gurcant laments having to ask outsiders for help, especially considering all the one-time swashbucklers loitering about. All the same, he is grateful for your assistance.
==Loam Maintenance==
Gurcant seeks fertile soil to improve the yields of his newly-plowed fields.
===Objectives===
*Speak with Rhotwyda.
*Obtain the blackloam in the Cookpot. 0/3
*Take the blackloam to Pfrewahl at Tiller's Rest.
===Journal===
*It would appear that Rhotwyda is knowledgeable about blackloam. Seek her in the orchard and ask her about this special soil.
*While Rhotwyda knows where blackloam may be found, she refuses to do the obtaining herself. In her stead, gather three bushels of blackloam from the lair of aurochs known as the Cookpot.
*You have obtained the required quantity of blackloam. Deliver it to Pfrewahl at Tiller's Rest.
*Pfrewahl is overjoyed upon seeing the blackloam, but becomes coy when you express your curiosity at the soil's origins. Hopefully it is nothing to soil oneself over.
==Plowshares to Plowswords==
Pfrewahl needs stolen farm tools recovered.
===Objectives===
*Recover the stolen farm tools from the pirates. 0/3
*Deliver the reclaimed farm tools to Pfrewahl.
*Report to Staelwyrn.
===Journal===
*Pirates have stolen farm tools from Tiller's Rest. Pfrewahl bids you dispatch the reavers who linger in the area and recover the tools.
*You have recovered the stolen farm tools. Deliver them to Pfrewahl at Tiller's Rest.
*Pfrewahl tells you that he spied Sevrin consorting surreptitiously with the thieving pirates. Let Staelwyrn know of the likely traitor in his midst.
*Summerford Farms is safe for the time being, but none can rest easy so long as Sevrin remains.
==Just Deserts==
Staelwyrn has reason to believe that Sevrin is up to no good. Something must be done.
===Objectives===
*Speak to Grynewyda.
*Intercept Sevrin and his henchmen in Woad Whisper Canyon.
*Rescue Sevrin's henchmen.
*Rescue Sevrin's henchmen in the heart of Woad Whisper Canyon.
**Defeat the clay golem!
*Speak with Staelwyrn.
*Speak with Staelwyrn.
*Speak with Baderon at the Drowning Wench.
For a walkthrough of the accompanying duty, see Just Deserts.
===Journal===
*After the arrival of a curious letter, Sevrin began sneaking around surreptitiously before later absconding with his band of scoundrels. Speak with Grynewyda at the gates and find out where the rogue was headed.
*Sevrin and his men have set forth for Woad Whisper Canyon. Pick up their trail and head off the scheme.
*According to Aylmer, Sevrin ultimately sought to sell his lackeys to slavers. Head to the canyon and save what scalawags remain.
*Eyrimhus states that more of Sevrin's cohorts await rescue deeper within.
*The masked mage's golem is slain, and Sevrin's “friends” are safe. Your friend Y'shtola has sparked a mystery, unwittingly conjuring visions from the past in your mind. Meanwhile, Staelwyrn awaits your return at Summerford Farms.
*Sevrin served up his crewmen as recompense for deserting the Serpent Reavers, but ultimately, he couldn't bear to sell his soul to save his own skin. Staelwyrn has taken the penitent pirate back, but perhaps your presence might bring peace.
*Staelwyrn believes Baderon's voice carries weight with the Yellowjackets. If Baderon knew the entire tale, he might be moved to help lessen the severity of Sevrin's penance. Find Baderon at the Drowning Wench.
*Not only does Baderon hear your pleas, he rewards your diligence by introducing leves and lodgings. Take advantage of his generosity to prepare for the adventures to come.
==Sky-high==
Baderon, the proprietor of the Drowning Wench, has a suggestion to put you on the road towards new adventures.
===Objectives===
*Speak with Wyrkrhit at the Skylift.
===Journal===
*With the Skylift the focus of all the cargo passing over the Descent, the workers there have little time to tend to any other tasks that might arise. Make your way to the area and speak with Wyrkrhit, the head of the operation.
*The Skylift is being overwhelmed with the constant flood of cargo needed for the restoration efforts. Offer what aid you can, and help prevent the operation from grinding to a halt.
==Courier for a Day==
Wyrkrhit, a Skylift operator, needs an adventurer to deliver some forgotten packages.
===Objectives===
*Deliver a package to Syngithuv at the Foremast.
*Deliver a package to Jessamine at the De Nevelle Checkpoint
*Report to Wyrkrhit at the Skylift.
===Journal===
*Deliver the packages to Syngithuv at the Foremast, and Jessamine, a guard at the De Nevelle Checkpoint.
*You have delivered the packages to their rightful recipients. Return to the Skylift and report to Wyrkrhit.
*Wyrkrhit muses that a great number of his delivery woes would be alleviated by the creation of a ramp up the face of the cliff. He also acknowledges that Limsa Lominsa's governing body is highly unlikely to divert resources to such a mundane endeavor while the city-state is occupied with the threat of the beast tribes and the Garlean Empire. For the time being, he must be content with overseeing the tedious business of loading and unloading the balloons.
==Thanks a Million==
Wyrkrhit, a Skylift operator, needs you to recover a cargo load abandoned by a terrified wagon driver and deliver it to its intended recipient.
===Objectives===
*Recover the millioncorn seedling.
*Deliver the millioncorn seedling to Lyulf in Swiftperch.
===Journal===
*A wagon driver was so startled by the appearance of some nightmarish creature from the midst of his cargo that he dropped the load over the side before fleeing back to the Skylift. Look for the abandoned millioncorn seedling somewhere along the road to Swiftperch.
*You have recovered the abandoned millioncorn seedling. Continue on to Swiftperch in western La Noscea and deliver the cargo to the expectant Lyulf.
*You arrive in Swiftperch to find the locals as desolate of life as the surrounding fields. Lyulf alone appears possessed of purpose, but it remains to be seen if his efforts to restore a measure of vitality to the settlement will bear fruit...or corn, as it were.
==Farmer of Fortune==
Lyulf, a struggling farmer in Swiftperch, wants you to search for his deceased father's buried fortune.
===Objectives===
*Uncover the buried casket of riches.
*Deliver the casket to Lyulf in Swiftperch.
===Journal===
*Search amongst the derelict houses in the Flock, and uncover the casket buried by Lyulf's dear departed father.
*You have recovered the casket of riches. Return to Swiftperch, and deliver the treasure to the waiting Lyulf.
*The casket you uncovered proves to hold nothing more than a handful of wheat seeds. Lyulf is momentarily disappointed until he recalls a comment his father once made concerning the success of his family's crops. With seeds that thrive even in the most barren soil, the farmer hopes to soon see the day when the desolate fields of Swiftperch are transformed into a golden sea of swaying wheat.
==Relighting the Torch==
Fraeloef, a Yellowjacket on guard duty in Swiftperch, wants you to visit the Brewer's Beacon and investigate the reason behind the waning light.
===Objectives===
*Speak with Khanswys.
*Set the iron brazier on the ground near the scarecrow.
*Light the brazier, and obtain a bomb claw from the torchlight that is drawn in by the flames.
*Deliver the bomb claw to Khanswys.
*Return to Swiftperch and report to Fraeloef.
*Speak with Forgemaster H'naanza in Limsa Lominsa.
===Journal===
*With the lighthouse beam having grown dangerously dim, the ships on the water could soon find themselves sailing into unseen hazards. Visit the Brewer's Beacon and discover what has befallen Khanswys, the lighthouse keeper.
*Locate the scarecrow in the middle of the dodo nesting grounds known as “the Flock,” and set the iron brazier down on the ground nearby.
*Light a fire in the brazier to attract the attention of the runaway bomb. Defeat the torchlight and obtain a bomb claw from its remains.
*You have obtained the bomb claw Khanswys needs to fuel her furnace. Return to the Brewer's Beacon and deliver the smoldering digit to the lighthouse keeper.
*Though the bomb claw is able to power the lighthouse beacon for the time being, Khanswys is dubious about the quality of her makeshift repairs. Return to Swiftperch and report the situation to Fraeloef.
*Fraeloef intends to file reports regarding the incident at the lighthouse, but is concerned about the fragile state of the furnace. The Yellowjacket requests that you make haste to the Armorers' Guild and ask Forgemaster H'naanza to oversee the necessary repairs.
*After hearing your request, Forgemaster H'naanza agrees to have the faulty furnace repaired. The armorer mentions, with some irritation, that the furnace was only just recently fixed. It seems that the bomb trapped inside may have been overly volatile, but could there be another reason for the device's failure...?
==On to the Drydocks==
Forgemaster H'naanza, head of Naldiq & Vymelli's, wants you to assist with the workload over at the Moraby Drydocks.
===Objectives===
*Deliver the missive to Ahtbyrm at the Moraby Drydocks.
===Journal===
*With her company struggling to complete construction of a massive warship due to a shortage of artisans, Forgemaster H'naanza has requested your assistance in handling any miscellaneous tasks. Your first job requires you to deliver a missive to Ahtbyrm, the head shipwright at the Moraby Drydocks.
*The shipwrights at the Moraby Drydocks are working feverishly on construction of the Maelstrom's new warship, the Victory. Lend your aid to the overworked artisans and help them complete this towering symbol of Limsa Lominsa's glorious renewal.
==Without a Doubt==
Ahtbyrm is looking for a member of his crew and the items he was supposed to deliver.
===Objectives===
*Journey to Candlekeep Quay and relay Ahtbrym's /doubt to Haldbroda.
===Journal===
*Take the road leading west from the Moraby Drydocks and speak with Haldbroda regarding the whereabouts of one Fyrilsmyd, making sure to express your /doubt concerning his honesty.
*It appears that Haldbroda truly does not recall ever seeing Fyrilsmyd. Could it be that the young shipwright was somehow caught up in the tragedy that claimed a ship off of the Salt Strand?
==Righting the Shipwright==
Haldbroda has a suggestion for the kind adventurer who came bearing foreman Ahtbyrm's message.
===Objectives===
*Search the Salt Strand for survivors.
*Scavenge the beech for wreckage.
*Take the three items to Fyrilsmyd.
*Report to Ahtbyrm.
===Journal===
*According to Haldbroda, there still may be survivors from the recent accident washed up on the Salt Strand. One of them may even be the missing shipwright, Fyrilsmyd.
*As if by some miracle, you find Fyrilsmyd alive and well on the Salt Strand. The shipwrecked shipwright, however, reveals to you that he cannot return to the Moraby Drydocks without first collecting the three pieces of cargo he was originally sent to collect─the cargo that is now guarded by deadly Qiqirn beachcombers.
*You have salvaged all three missing pieces of cargo. Deliver them to Fyrilsmyd right away.
*Fyrilsmyd thanks you for locating the cargo, and asks of you one last favor before running off once again─return to Ahtbyrm at the Moraby Drydocks, and tell the foreman what has become of his shipwright.
*Ahtbyrm seems pleased that both cargo and wright were discovered no worse for wear. Contrary to what Fyrilsmyd reports, the foreman does not believe that the storm which caused the ships to sink was natural, but in fact created by the Sahagin.
==Do Angry Pirates Dream==
Victory foreman Ahtbyrm is considering recommending you for an important job involving drydock security.
===Objectives===
*Speak with Ghimthota.
*Speak with C'nangho.
*Confront the suspicious individuals.
*Return to the Moraby Drydocks and report to Ghimthota.
===Journal===
*Head of the Moraby Drydocks watch, Ghimthota has asked Victory foreman Ahtbyrm to recommend an adventurer to assist the watch in learning more about a band of suspicious individuals who have recently made camp on the Gods' Grip. The foreman has recommended you. Hurry over to the aetheryte to receive your orders.
*Ghimthota believes the suspicious individuals in question to be pirates who are planning to sabotage the Victory. She wishes you to infiltrate their gang and see if you can learn anything of their intentions. *Speak with C'nangho stationed at the rear gate for details on the exact location of the pirates' camp.
*The pirates were last seen to the southeast near an ancient stone known as the mark of the Spinner.
Your conversations with the suspicious characters reveal that they truly are pirates, and that they could be plotting a kidnapping. Report this to Ghimthota at once.
*Upon learning of the pirates' plot, Ghimthota resolves to increase patrols of the area. However, who could this “boy” of which the pirates speak be?
==Victory in Peril==
Ghimthota, a captain of the watch at the Moraby Drydocks, wishes your aid in dealing with potential intruders.
===Objectives===
*Listen to the guards' accounts.
*Find the suspicious pirate.
*Report to Ghimthota at the Moraby Drydocks.
**Defeat the pirates and protect the Victory!
*Speak with Ahtbyrm.
*Speak with Ghimthota.
For a walkthrough of the accompanying duty, see Victory in Peril.
===Journal===
*Ghimthota is convinced that a gang of treacherous pirates aims to sabotage the construction of the Victory. Speak with either Urswyrst at the front gate or C'nangho at the rear gate to learn of any suspicious activity.
*You have spoken with one of the guards and heard a report concerning a possible saboteur. Make your way to the cliff at Empty Heart and learn what trouble is afoot.
*You have confronted the suspicious pirate, and he leaves you with words that send a chill down your spine. Hurry back to the Drydocks and report to Ghimthota.
*You have succeeded in preventing the destruction of the Victory. It has come to light, however, that the leader of the pirates, Ahtzapfyn, is actually Ahtbyrm's father. Speak with the troubled foreman, and see how he fares.
*Though he puts on a brave face, it is clear that Ahtbyrm is deeply shaken by his father's unexpected appearance. Return to Ghimthota and convey Ahtbyrm's gratitude and apologies.
*Ghimthota appears convinced that a swift return to work on the Victory will soon ease Ahtbyrm's troubled heart. The watch captain thanks you for your assistance, and mentions that the would-be saboteurs have been handed over to the Yellowjackets. There has, however, been an important discovery that she would like to discuss with you.
==Men of the Blue Tattoos==
Ghimthota wishes to entrust you with an important task.
===Objectives===
*Deliver the arcane epistle to Baderon in Limsa Lominsa.
===Journal===
*Among the possessions of Ahtzapfyn, the pirate behind the attempted destruction of the Victory, was found a missive written in some manner of code. Unable to find anyone to decipher the curious lettering, Ghimthota wishes to enlist the help of Baderon and his irregular group of contacts. Deliver the missive to the proprietor of the Drowning Wench.
*After perusing the contents of the missive, Baderon is visibly distressed. It appears the message was indeed of vital importance, though you have yet to learn the exact nature of the threat contained therein. Prepare yourself for the worst eventuality, and speak with Baderon once more.
==Feint and Strike==
Baderon has a task for a trusted adventurer.
===Objectives===
*Deliver Baderon's note to Reyner.
*Travel to Swiftperch and speak with Ryssfloh.
**Defeat the Serpent Reavers!
**Defeat the masked mage!
*Report to Reyner at the Coral Tower.
For a walkthrough of the accompanying duty, see Feint and Strike.
===Journal===
*The missive Baderon deciphered contains orders for the destruction of the Victory. While the message meant for Ahtzapfyn also mentioned that Swiftperch would be the site of a simple feint operation, the Wench's proprietor seems convinced that the Serpent Reavers intend to commit their full forces to the attack on the struggling settlement. Take Baderon's hastily translated note and deliver it to Commodore Reyner at the Coral Tower.
*As if to underscore Baderon's warning of impending attack, Reyner receives word that the South Tidegate is under assault by Sahagin forces. Make haste to the settlement of Swiftperch and speak with the Yellowjacket, Ryssfloh.
*With the help of the valiant Yellowjacket soldiers, you have defeated the marauding Serpent Reavers and protected the residents of Swiftperch. According to the Sharlayan native, Y'shtola, it seems that the Sahagin and their pirate allies were being manipulated by a masked mage she called an “Ascian.” Though much remains shrouded in mystery, not the least of which is a strange black crystal you discovered near the mage's remains, the truth behind the kidnappings has finally come to light. Return to the Coral Tower and report to Commodore Reyner.
*Admiral Merlwyb expresses her heartfelt gratitude for the numerous deeds you have performed in the service of Limsa Lominsa. As part of your reward, the Admiral insists that you attend an upcoming banquet and be honored before the gathered dignitaries. Expectations are high as you prepare to face the unknown challenges that lie ahead.
==High Society==
Commodore Reyner wishes to speak with you regarding the upcoming banquet.
===Objectives===
*Speak with Baderon at the Drowning Wench.
*Collect a package from J'nasshym at the Octant.
*Show the raxa-lined box to Baderon.
===Journal===
*The commodore has suggested that you speak with Baderon and acquire suitable attire for the banquet. Head to the Drowning Wench and see what the canny proprietor can provide for you.
*It seems that your current garb lacks the refinement expected of a guest attending one of the Admiral's high-class banquets. Visit J'nasshym at the Octant, and pick up the "gentlemanly"/"ladylike" addition to your apparel.
*J'nasshym has entrusted you with a raxa-wrapped box containing your "gentlemanly"/"ladylike" apparel. Return to the Drowning Wench and show the package to Baderon.
*After handing the box over to Baderon, you discover that it holds a pair of expensive dress shoes. The Wench's proprietor explains that the footwear is a gift from him, and from all the people you have aided during your journeys. Speak with Baderon again once you are ready to attend the banquet.
==A Mizzenmast Repast==
Baderon wants you to let him know when you are ready to depart for the banquet.
===Objectives===
*Put on the dress shoes and speak with Zanthael.
*Speak with Merlwyb in the command room.
===Journal===
*The banquet is soon to begin. Put on the dress shoes, and speak with Zanthael in Bulwark Hall.
*At the banquet, Merlwyb tells you of the Warriors of Light─the adventurers who fought for the survival of Eorzea five years ago. The tale of these brave souls triggers inside your mind a vision of their final stand at the Battle of Carteneau. When you subsequently come to your senses, you are surprised to find yourself in a room at the Drowning Wench, with no idea how you got there. Near at hand, Baderon explains that you collapsed, and mentions that the Admiral would like to see you. Make your way to Bulwark Hall, and request admission to the command room.
*It appears that Merlwyb has a task for you─a task that she can entrust to no one else. Speak to her again when you are ready to hear what this duty entails.
==The Lominsan Envoy==
Merlwyb wishes to entrust you with an important task.
===Objectives===
*Speak with Baderon.
*Speak with L'nophlo at the airship landing.
*Board the airship.
*Speak with the serpent honor guard.
*Present Merlwyb's missive to the silent conjurer at Nophica's Altar.
*Speak with Leonnellais at the airship landing.
*Board the airship.
*Speak with the flame honor guard.
*Present Merlwyb's missive to Bartholomew on the Hustings Strip.
===Journal===
*Appointing you her personal envoy, Merlwyb bids you deliver a missive to the other two leaders of the Eorzean Alliance. In order to facilitate your journey, she bestows upon you an airship pass, which will allow you to travel by air between the three allied nations. Before making your way to the airship landing, be sure to quiz Baderon as to what awaits beyond the Strait of Merlthor.
*In addition to Limsa Lominsa, the Eorzean Alliance encompasses the city-states of Gridania and Ul'dah. Once you have made your final preparations for the journey, take the Crow's Lift to the airship landing and speak with L'nophlo at the entrance lobby.
*You are now ready to embark upon the first leg of your journey, which will take you to Gridania. Make your way to the landing area and await departure.
*Having safely arrived in Gridania, you must now seek audience with the Elder Seedseer. Speak with the Serpent honor guard to receive assistance.
*The Elder Seedseer awaits you at the Lotus Stand. Make your way to Nophica's Altar within Old Gridania, and present Merlwyb's missive to the silent conjurer to be admitted.
*The Elder Seedseer, Kan-E-Senna, is receptive to the proposal detailed in her counterpart's missive. It appears the Garlean Empire remains a grave threat to Eorzea, with the XIVth Imperial Legion, led by Legatus Gaius van Baelsar, deeply entrenched in the frontier regions. Your mission in Gridania now complete, make your way to the airship landing and speak with Lionnellais.
*You are now ready to embark upon the second leg of your journey, which will take you to Ul'dah. Make your way to the landing area and await departure.
*Having safely arrived in Ul'dah, you must now seek audience with the Flame General. Speak with the Flame honor guard to receive assistance.
*The Flame General awaits you at the Royal Promenade. Present Merlwyb's missive to Bartholomew on the Hustings Strip to be admitted.
*Having now met the leaders of both Gridania and Ul'dah, you have discharged your duty as the Admiral's envoy, and learned of the various threats to Eorzea in the process. Amidst this period of turmoil, what meaningful contribution can a lone adventurer make to the realm? Perhaps the answer will be revealed to you in the course of your journeys to come.
==Call of the Sea==
Bartholomew has information that may be of interest to you.
===Objectives===
*Speak with Baderon at the Drowning Wench in Limsa Lominsa.
===Journal===
*Baderon, the proprietor of the Drowning Wench in Limsa Lominsa, has need of a capable adventurer. Speak with him if you would know more.
*Baderon warns you that the job will entail considerable danger. If you are resolved to undertake it, speak to the man again to be briefed.
Category:Quests in Final Fantasy XIV