Conjurer Quests (version 1.0)

The following is a list of Conjurer Quests from Final Fantasy XIV version 1.0.
==Dendrological Duties==
;Journal
*Soileine has shared with you the core of a conjurer's duties—to quiet the mind and heart until you can hear the faint whispers of the elementals, to protect them, and to act as intermediaries between them and the people of Gridania. To begin your way down the path of conjury, seek out Brother Telent.
*You have made the acquaintance of the jovial Brother Telent, a wizened old cynic who hears the voices of the arbor elementals. Those residing within a tree recently brought to the Oak Atrium have told him of a pack of rabid coywolves wreaking havoc in the wood. Do as the elementals ask, and head east into the forest by way of Blue Badger Gate until you come upon a clearing of dead trees.
*You have defeated a number of the wild coywolves in the forest. After doing so, a mysterious Midlander appears who seems to be a conjurer. He claims that the elementals say you have killed enough of the feral beasts. Return to Stillglade Fane and report back to Brother Telent.
*You tell Brother Telent of all that transpired in the wood. He confesses to you that the taking of life within the Twelveswood, even that of beasts as vicious as rabid coywolves, invites the greenwrath of the elementals. When the greenwrath becomes too great, one is cursed and becomes a wildling—taken by the wood and damned to wander it for all time. He also informs you that the Midlander you came upon is a mysterious conjurer named Morys, but that is all. See Soileine to collect your reward.
==Good Knight, Sweet Dreams==
;Journal
*Soileine has spoken to you of ancient trees in the forest within which the most powerful of elementals reside. When these trees come to harm and the fury of the elementals is wakened, great tragedy follows. It is for this reason that a magical barrier known as the Hedge has been raised to protect them. But the Hedge alone cannot guard the entire forest. You have been ordered to travel to Lifemend Stump, and together with Brother Morys patrol the Twelveswood.
*You were able to find Brother Morys near Lifemend Stump, but he left suddenly, claiming that the wood was calling to him. Where could he have gone? Contact Soileine with your linkpearl and see if she might have some clue as to where Morys has gone.
*Following Soileine's directions, you find Brother Morys again near Amberscale Rock. But he was not alone... Fearsome elementals hover before you, but what could have happened to anger them so? Your hand is forced... You have no recourse but to defeat them.
*After defeating the enraged elementals, you discover an Elezen knight, near death and lying on the forest floor. You must contact someone immediately if you hope to save him.
*Soileine has contacted you via linkpearl and shared further information regarding the fallen knight. You must now return to Stillglade Fane and hear all of what she has to say.
*Soileine has determined that the fallen knight is surely from the mountains of Ishgard to the north. It would seem their Order is searching for something in the Twelveswood, though none can say as to what... The fallen knight's wounds have been tended to, and Brother Morys has already set out to escort him to the hamlet of Owl's Nest. Concerned, she asks that you follow the pair to make sure they arrive safely.
*The Knights of Ishgard have dispatched a number of their ranks to Owl's Nest. Their leader, Ser Yuhelmeric, informs you that the knight you rescued claims to have seen a dragon in the forest. Dismissing the account as the feverish ravings of an injured man, he gives you leave to question the knight further. Seek out the man and hear his tale.
*The power of the Echo reveals that the knight did indeed see something in the forest. But he reasons that what he thought was a dragon may only have been the playing of the shadows and dappled sunlight on Amberscale Rock. He asks that you give his apologies to Brother Morys for an unwarranted outburst of anger. Seek out Brother Morys and deliver the knight's touching words.
*You find Brother Morys near the border of the Twelveswood. Upon hearing the knight's words, he states simply that he "must return," and leaves you. Return to Stillglade Fane and speak with Soileine.
==The Call of Nature==
;Journal
*The next phase of your training in conjury will focus upon the difficult task of hearing the elementals. Soileine reassures you that not all are capable of achieving this goal, and many conjurers die without ever having heard the forest's whispers. But to become a true master of conjury... Speak to Brother Ingram to learn more of your task.
*Brother Ingram confesses that he is no admirer of adventurers and their fickle ways. Yet the elementals have beckoned so many to the forest that he cannot ignore that they have some part to play. He teaches you of the mentality that must be tempered in order to hear the forest's whispers. You must know, with every fiber of your being, that it is the elementals which sustain life in all creation. Take the mysterious leather bag you are given and travel into the Twelveswood. There was a place where you once thought to have heard the voices of the elementals...
*Upon arriving at Amberscale Rock, Brother Morys appears claiming to have been guided there by some voice. He asks that you travel north with him to the lands of Ishgard, and says he will await you at Camp Emerald Moss. Rendezvous with him after you have prepared for the journey.
*You set out for Ishgard together with Brother Morys, but when you attempt to leave the Twelveswood a mysterious voice resounds through the air, and in a flash of light he vanishes from your side. Could the voice have been that of an elemental? Search for Brother Morys to make certain he is safe.
*You discover Brother Morys again at Amberscale Rock, fallen and unconscious, and hovering near him are three elementals. Use the Echo on Brother Morys to gaze into his past and learn more of his strange ties to the Twelveswood...
*You find yourself on a path in the forest as a pack of dreadwolves runs past, heading for a cave just ahead. Suddenly, there is a burst of fire from the direction in which they headed... Prepare yourself for any conceivable danger, and follow them into the cave.
*You enter the cave which shelters Amberscale Rock and find the dreadwolves closing in on a small boy. Save the youth from the foul beasts before they tear him limb from limb!
*You have saved the young boy from the threatening dreadwolves. But no sooner have you done so than an elemental appears and weaves some strange magic, causing the boy to disappear before you. As the power of the Echo fades, you find Brother Morys returned to consciousness, and realize that the young boy you saved was Morys himself. It would seem that at one time his acts caused him to be turned into a wildling at the hands of the elementals. Could that be the reason he is unable to travel beyond the wood? Return to Stillglade Fane, and tell Brother Ingram what you have learned.
*Learning how much you have come to know, Brother Ingram forbids you to speak of it to anyone. When the wildling Morys was discovered, they found that he had a mastery over the conjury arts that many only dream of. This has long been kept secret to prevent ambitious and misguided souls from intentionally incurring the greenwrath to become wildlings in their lust for power. You have heard the voices of the elementals, and therefore fulfilled the task set to you by Brother Ingram. See Soileine to collect your reward.
Category:Quests in Final Fantasy XIV (version 1.0)