Final Fantasy XIV quests/Heavensward 50-51

The following is a list of level 50 to 51 Main Scenario quests from Final Fantasy XIV: Heavensward.
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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
Coming to Ishgard - Taking in the Sights - The Better Half - Over the Wall - Work in Progress - The First and Foremost - From on High - Reconnaissance Lost - At the End of Our Hope - Knights Be Not Proud - Onwards and Upwards - An Indispensable Ally - Meeting the Neighbors - Sense of Urgency - Hope Springs Eternal - A Series of Unfortunate Events - A Reward Long in Coming - Divine Intervention - Disclosure - Flame General Affairs - In Search of Raubahn - Keeping the Flame Alive - To Siege or Not to Siege - Alphinaud's Way - In Search of Iceheart - From One Heretic to Another - Sounding Out the Amphitheatre - Camp of the Convictors - Purple Flame, Purple Flame
==Coming to Ishgard==
The time for action has come, and Alphinaud knows what he must do.
===Objectives===
*Speak with Haurchefant.
*Speak with the Temple Knight Gateguard at the Gates of Judgement.
*Speak with the House Fortemps manservant.
*Speak with Haurchefant outside Fortemps Manor in the Pillars.
===Journal===
*The Scions of the Seventh Dawn, once proclaimed the saviors of Eorzea, are now condemned as murderers—betrayed by the Crystal Braves and forced to flee the banquet held to celebrate the very victory they helped to bring about. One by one, your comrades remained behind in a bid to aid your escape, until you alone emerged from the tunnels beneath Ul'dah to be reunited with Alphinaud and seek refuge in Coerthas. But will you ever find sanctuary behind the walls of Ishgard? Having bided your time in Camp Dragonhead for what feels like an age, you finally have your answer: yes. As wards of House Fortemps, you will be granted admission to the city proper. Haurchefant will tell you more.
*In the end, it is as simple as speaking with a sentry at the Gates of Judgement. All has been arranged, and none will deny you passage.
*Eyeing you warily, the sentry motions for you to enter. The Steps of Faith await—and beyond, Ishgard.
*As you arrive in Foundation, you find that the destruction wrought by the wyverns is still fresh. Nearby, a well-dressed man beckons to you—presumably the manservant of whom Lord Haurchefant spoke.
*The House Fortemps manservant welcomes you to Ishgard, and bids you follow him to the family manor in the Pillars above, where Haurchefant awaits.
*At the manor, Haurchefant presents you to Count Edmont de Fortemps, who invites you to treat his home as your own. When Alphinaud expresses concern over the possible repercussions of harboring foreign fugitives, Edmont reassures you that your reputation does not concern him, and expresses confidence that his fellow Ishgardians will come to accept your presence given time.
==Taking in the Sights==
Alphinaud has a mind to learn more about Ishgard.
===Objectives===
*Speak with the House Fortemps manservant.
*Speak with the House Fortemps manservant in the Hoplon.
*Speak with Elaisse in the Jeweled Crozier.
*Speak with the House Fortemps manservant in the Aetheryte Plaza.
===Journal===
*Seeing the wisdom in Count Edmont's words, Alphinaud and Tataru resolve to learn more of Ishgard. Before you depart, the count furnishes you all with documentation identifying you as wards of House Fortemps, and commands one of his servants to serve as your guide. Join your comrades outside and begin your tour.
*This being your first time in Ishgard, your guide is adamant that you should first gaze upon the resplendence of the Holy Vault. Heed his words and join him in the Hoplon.
*In the Hoplon, your guide tells you of the Vault, wherein Thordan VII, Archbishop of the Ishgardian Orthodox Church, resides and rules. At this point, Alphinaud takes note of the twelve statues standing nearby, which the manservant confirms as the “knights twelve” who served King Thordan I in antiquity and went on to found the nation of Ishgard. Eager to press on, the manservant bids you follow him to the Jeweled Crozier, where you will be introduced to Mistress Elaisse, master of the Ishgardian markets.
*Though Alphinaud is concerned that the merchants of Ishgard may be reluctant to accept your custom, Mistress Elaisse assures him that nothing could be further from the truth. Weapons, armor, accoutrements, medicine, materials—whatever you desire, it can be found in the Crozier, she promises, and none will refuse your coin. Soon after, your guide signals that it is time to visit the Aetheryte Plaza and makes for Foundation, with Alphinaud and Tataru close behind.
*Having returned to Foundation, your guide advises you to attune to the aetheryte. He then pauses to allow you to catch your breath, and awaits your command to continue the tour.
==The Better Half==
Your guide is eager to continue your tour of Ishgard.
===Objectives===
*Speak with Gibrillont in the Forgotten Knight.
*Speak with Edmont in Fortemps Manor.
*Speak with Alphinaud.
===Journal===
*While you are discussing where next to visit, a passerby jeers at Alphinaud, challenging him to visit the Forgotten Knight—a local tavern, by the sound of things—if he wishes to see how the “better half” live. His interest piqued, Alphinaud decides to accept the man's invitation, hoping to learn something of recent events. Speak with Gibrillont, the proprietor of the establishment, and see if there is merit to Alphinaud's plan.
*The Forgotten Knight serves two very different classes of customer: the relatively affluent knights and merchants who frequent the upper floor, and the lowborn residents of the Brume who prefer the more affordable fare served downstairs. It would seem the stark division between these two clienteles reflects the divisions beyond the tavern's walls—as the differing experiences of the high and lowborn during the recent wyvern attack make plain. While the Pillars' defenses were fortified, the Brume and its residents were left to bear the brunt of the Dravanians' fury. A troubling thought indeed... Sensing that the tavern might be just the place to glean useful information—perhaps even some word of the missing Scions' whereabouts—Tataru proposes that she stay behind and ingratiate herself with the regulars. Leave your gregarious friend to her gossip, and return with Alphinaud to Fortemps Manor and the count, who is doubtless eager to hear your impressions of the city.
*The scars left by the recent Dravanian attack have not escaped Alphinaud's notice, and Edmont admits that there is much work yet to be done. Sensing the implication, Alphinaud offers the Scions' services, and the count hesitantly but graciously accepts—unlike his two sons, who greet your proposal with a mixture of indignation and mirth. Scolding them for their impropriety, he turns to you once more, and asks that you lend them each a helping hand with their duties.
*The count has taken a tremendous risk in granting the Scions his protection, and only by publicly serving Ishgard can you hope to silence his opponents' objections. However, Alphinaud believes that this arrangement may yet benefit the Scions in unexpected ways, such as inviting contact with people outside Ishgard who might feasibly know something of your missing comrades' whereabouts. While he and Tataru focus their efforts on that task, he implores you to see to the young lords' needs, reaffirming that your efforts to further the goals of others will inevitably further the goals of the Scions.
==Over the Wall==
Lord Artoirel is less than eager to brief you on his mission.
===Objectives===
*Speak with the chocobokeep in Foundation and journey to Falcon's Nest.
*Speak with Artoirel.
*Speak with Redwald.
===Journal===
*Ser Artoirel de Fortemps, eldest son of Count Edmont de Fortemps, did not expect to have company on his mission to aid houses Durendaire and Dzemael—a prospect he was not particularly enthusiastic about in the first place, given the ancient rivalries between Ishgard's noble families. Worse, in electing to install you at his son's side, the count has given Artoirel cause to believe that his father does not trust him to carry out his duties alone. Regardless, the knight means to respect Edmont's wishes, and bids you join him at the chocobo stables in Foundation, where you will secure transport to Falcon's Nest.
*You learn that Ser Artoirel has already procured a pair of black chocobo porters to carry the two of you beyond Snowcloak and into the western highlands. Secure your belongings and brace yourself for what promises to be a memorable journey.
*You arrive in Falcon's Nest none the worse for wear. Speak with Lord Artoirel and see what he would have you do next.
*After cursory small talk, Lord Artoirel strides off to look for Ser Redwald, who has command in Falcon's Nest. Follow the young lord and introduce yourself to the knight in charge.
*Ser Redwald recounts the tragic fate of Falcon's Nest, which was abandoned during the Ishgardian withdrawal shortly after the Calamity. Happily, it seems the time has come to reclaim what was lost, and through deeds great and small, the House Durendaire knight hopes you will help to facilitate the settlement's reconstruction.
==Work in Progress==
Ser Redwald would have you assist the craftsmen rebuilding the fortifications of Falcon's Nest.
===Objectives===
*Speak with Rothe.
*Search Falcon's Nest for icicle sprites. 0/3
*Report to Rothe.
===Journal===
*According to Ser Redwald, Rothe, the foreman who coordinates the efforts of the craftsmen rebuilding the fortifications of Falcon's Nest, has need of a [man/woman] with your talents. Speak with the man himself to learn more.
*Rothe is convinced that errant icicle sprites residing in the hamlet are the cause of recent delays. Keep watch for the sprites and slay them if they appear.
*It would seem that Rothe was correct, as you discover and slay numerous icicle sprites within the walls of Falcon's Nest. Deliver the good news to the foreman.
*Rothe has nothing but praise for your deeds, deeming you the sort of [man/woman] needed at a time like this. If your other tasks go as smoothly as this, perhaps your time in Falcon's Nest will pass more quickly than expected...
==The First and Foremost==
Good help is hard to find—a sad truth that Rothe knows well.
===Objectives===
*Speak with Thierremont at the Pike.
*Slay deepeyes and obtain dark bristles.
*Deliver the bristles to Thierremont.
===Journal===
*Disinclined to keep you to himself, Rothe implores you to pay a visit to Thierremont, a mason tending a gargantuan statue north of Falcon's Nest known as the Pike. Travel to the statue and see if the mason is in need of assistance.
*Thierremont has been tasked with the restoration of the sculpture, for which the dark bristles of deepeyes would be most useful. Slay three of the beasts and shear their bristles for the mason.
*With your customary flair, you dispatch several deepeyes and shear their bristles. Deliver them to Thierremont.
*More than a mere statue of Haldrath, the first Azure Dragoon, the Pike is a proud symbol of Ishgardian defiance. Though the work may be hard and the conditions harsh, Thierremont could ask for no greater honor than to tend the monument.
==From on High==
Before you return to Falcon's Nest, Thierremont has a favor to ask.
===Objectives===
*Deliver the still-warm bundle to Ysaudore at the Anvil.
*Report to Redwald.
===Journal===
*Thierremont has always appreciated the kindness shown to him by Ser Ysaudore, a knight stationed at the observation post to the west known as the Anvil. For that reason, he wishes to return to her a package he believes she left behind by accident during her last visit. Deliver the package as bade and see if Ser Ysaudore recognizes it.
*Torn between decorum and her desire to do right by the hardworking mason, Ser Ysaudore deliberately left behind the package of extra rations, believing that Thierremont would understand her gesture. Alas, he did not, and now the food has gone to waste. As there is nothing to be done, return to Falcon's Nest and report to Ser Redwald.
*Tales of your various deeds have reached Ser Redwald's ears, giving him cause to applaud your initiative. However, he has not the time to thank you properly, as a sudden development has him scrambling to dispatch every able-bodied man and woman.
==Reconnaissance Lost==
In times such as these, Ser Redwald is glad to have veterans like you to whom he can turn.
===Objectives===
*Speak with Artoirel in Falcon's Nest.
*Follow Artoirel to the cliffs overlooking Camp Riversmeet.
*Follow Artoirel to the cliffs east of the Black Iron Bridge.
*Search Camp Riversmeet for the missing knights.
*Aid the wounded knight.
===Journal===
*A reconnaissance party sent north to Riversmeet in search of the heretics' hideaway has gone missing, and though he knows not the cause, Ser Redwald believes time is of the essence. Accordingly, he has dispatched several parties to search for the missing knights, each assigned to a different area. You and Lord Artoirel are to comprise one such party. Seek out your partner and speak with him when you are ready to depart.
*Lord Artoirel informs you that you are to search the area near Camp Riversmeet. Like Falcon's Nest, it was abandoned following the Calamity, but that does not discount the possibility that the missing knights may have taken shelter there. Follow the young lord to the cliffs overlooking the camp from the south.
*Save for several wild beasts, you see no signs of life in the camp below. As there is no safe way to descend the cliffs, Lord Artoirel bids you follow him to a path leading to the riverbed below, east of the Black Iron Bridge.
*Pausing briefly, Lord Artoirel looks for signs of the reconnaissance party's passing, but finds none. Yet given the fierce snows, he says, that is no guarantee that they did not pass this way. In any case, you have yet to investigate the camp itself. Lord Artoirel presses on, and so must you.
*You come upon a band of heretics poised to slay one of the missing knights. Fixing you with murderous glares, they attack, but are no match for the Warrior of Light. The knight has yet to rise to his feet. See if there is anything you can do.
*Drawn by the sounds of struggle, Lord Artoirel abandons his watch outside the camp and rushes to your side. Together, you question the wounded knight, who appears to be the sole survivor of the missing reconnaissance party, which was ambushed by the heretics in the midst of a furious blizzard. Convinced that the heretics' hideaway lies somewhere to the north, he begs you to help him continue the search—though he is clearly in no condition to do so...
==At the End of Our Hope==
Lord Artoirel seems loath to forgo any opportunity to locate the heretics' hiding place.
===Objectives===
*Search for the heretics' trail north of Camp Riversmeet.
*Speak with Artoirel.
===Journal===
*Whatever trail the heretics left is all but certain to be obliterated by the next snowfall, and with it, any hope of tracking the heretics to their refuge. Accordingly, Lord Artoirel assigns you the unenviable task of following the trail alone, while he delivers the wounded knight to Falcon's Nest and rallies reinforcements. Plainly, the young lord is either supremely confident of your abilities, or eager to be rid of you. Begin your search in the area north of Camp Riversmeet, where the knight said the ambush took place.
*Within the secret lair hidden below Gorgagne Mills, you are reunited with an old foe: the Lady Iceheart. Before violence can erupt, however, Midgardsormr reveals himself to the heretic leader, who is shocked to see the ancient wyrm in your company. Momentarily sapped of her will to fight, she reveals that she too is blessed with the Echo, and that it allowed her to see the truth of the Dragonsong War through the eyes of Hraesvelgr, one of the first brood. As she shares this revelation, her voice swells with renewed conviction...but when you subsequently remind her of the indiscriminate slaughter committed by the Dravanians whom she helped to breach the wards, her doubts soon resurface. Though she will not forsake her cause, she swears to make things right. But how and when, she does not say...
*Moments too late, Lord Artoirel arrives with reinforcements, and the knights set about searching the area. They find no sign of any remaining heretics, however, nor of the Lady Iceheart, whom you allowed to escape.
*With the tiniest hint of respect, Lord Artoirel contemplates how difficult it must have been to establish an outpost in so remote a place. In any case, there is little reason to remain, and he seems eager to return to Falcon's Nest.
==Knights Be Not Proud==
Lord Artoirel would rather not linger without cause.
===Objectives===
*Speak with Redwald.
*Speak with Artoirel at Fortemps Manor.
===Journal===
*The House Durendaire knights have matters at Gorgagne Mills well in hand, and Lord Artoirel sees no reason to remain. Return with him to Falcon's Nest and brief Ser Redwald on your discoveries.
*Considering all that you and Lord Artoirel have done on behalf of Falcon's Nest, Ser Redwald cannot in good conscience impose upon the two of you any longer. He gives you his blessing to return to Ishgard, and affirms his intent to deliver a glowing report to the Holy See. It would seem your services are no longer required, but before taking your leave, you might ask Lord Artoirel if he requires anything else.
*Speaking with unaccustomed candor, Lord Artoirel admits that he long harbored doubts regarding your competence and motives, in part perhaps because Lord Haurchefant—his bastard half-brother—holds you in such high esteem. When forced to decide who would pursue the heretics, he turned to you not out of an eagerness to bring Ishgard's enemies to justice, but out of a dark desire to see you fail. But after witnessing your willingness to risk all for the cause, as well as the aftermath of your handiwork, he sees that you are every bit the hero Lord Haurchefant claimed, and swears never to doubt you again.
==Onwards and Upwards==
When a man like Lord Emmanellain is in high spirits, you can be sure that trouble is in store...
===Objectives===
*Speak with the airship ticketer and travel to the Sea of Clouds.
*Speak with Emmanellain.
*Speak with Laniaitte.
===Journal===
*Emmanellain de Fortemps, second son of Count Edmont de Fortemps, has long dreamed of emerging from beneath his elder brother's shadow. Though he had always intended to use his mission to aid House Haillenarte to further this aim, he had not counted on having the famed Warrior of Light to assist him. Eager to take advantage of his good fortune, he makes haste for the airship landing and bids you follow.
*The attendant informs you that the airship bound for Camp Cloudtop will be departing shortly. Board it and journey to the Sea of Clouds.
*After an uneventful flight, you arrive in Camp Cloudtop. Speak with Lord Emmanellain and see what he would have you do next.
*After making mock of your loquacious nature, Lord Emmanellain bids you seek out and speak with Lady Laniaitte, the garrison commander in Camp Cloudtop.
*After treating you to an unexpectedly warm welcome, Lady Laniaitte explains that she is the elder sister of Lord Francel, whose unjust execution you prevented during your search for the Enterprise long ago. Her gladness at your presence does not extend to Lord Emmanellain, however, though the young lord seems oblivious to her low opinion of him.
==An Indispensable Ally==
Lady Laniaitte knows all too well what must be done to ensure that your time spent in Camp Cloudtop is not for nothing.
===Objectives===
*Speak with Emmanellain.
*Speak with Honoroit.
*Speak with Laniaitte.
===Journal===
*Left to his own devices, Lord Emmanellain is likely to cause all manner of trouble—this Lady Laniaitte knows from experience. Therefore, your first course of action will be to assign him a duty which will keep him distracted for the duration of your visit. Inform the young noble that he is to keep watch for Dravanian outflyers.
*Though disappointed that Lady Laniaitte did not see fit to tell him personally, Lord Emmanellain accepts the orders as well as can be expected. Now that you have privacy, explain to Honoroit, Lord Emmanellain's manservant, that he must ensure that the young lord stays focused on his duty.
*Honoroit is astute enough to read between the lines and promises to keep his master out of harm's way. Let Lady Laniaitte know that all has gone according to plan.
*Were it not for the close relationship between House Haillenarte and House Fortemps, Lady Laniaitte would not feel obligated to spare Lord Emmanellain's feelings. Clearly, this is not the first time she has had to go to such lengths...and it is almost certainly not the last.
==Meeting the Neighbors==
Lady Laniaitte is eager to get to more important business.
===Objectives===
*Speak with Marielle.
*Keep watch for Vanu.
*Report to Marielle.
===Journal===
*Instead of listening to her expound at greater length, Lady Laniaitte would rather have you gain firsthand experience of the Vanu Vanu. To that end, she sends you to speak with Ser Marielle, who could use your assistance.
*Though Ser Marielle describes the Vanu as birdmen, she is quick to clarify that they are nothing like the Ixal. She marks several locations on your map and bids you stand watch in case the Vanu are nearby.
*As expected, you spy several Vanu during your patrol and are forced to drive them off. Report all that has transpired to Ser Marielle.
*Another day, another foiled attack by the Vanu. Ser Marielle is somewhat disappointed to learn that your patrol was not uneventful, but glad that you had no difficulty dispatching your foes.
==Sense of Urgency==
An undisciplined unit is a unit ripe for destruction, as Ser Marielle knows.
===Objectives===
*Find sentries and /psych them up.
*Report to Marielle.
===Journal===
*The men and women of Camp Cloudtop have grown complacent, Ser Marielle says, as the camp has developed a reputation as a backwater of no significance in the war with Dravania. The knight cannot abide this state of affairs, and has asked you to stoke the fighting spirits of her sentries—/psych them up, in her own words.
*Your wild gesticulations elicit a variety of responses from the sentries, one of whom is Lord Emmanellain. Ser Marielle will doubtless find the young lord's reaction the most interesting of all.
*According to Ser Marielle, there has been a noticeable change in the sentries' behavior, which she ascribes to your efforts. But when you tell her of Lord Emmanellain's sudden desire for more demanding work, she can only chuckle nervously at the thought of what is to come.
==Hope Springs Eternal==
Ser Marielle fears what might come of Lord Emmanellain's newfound ambition.
===Objectives===
*Speak with Laniaitte.
*Speak with Emmanellain.
*Speak with Emmanellain near Voor Sian Siran.
*Search for a spring crystal in Voor Sian Siran.
*Deliver the spring crystal to Honoroit.
===Journal===
*If Lady Laniaitte acquiesces to Lord Emmanellain's demand for a more dangerous duty, then it would surely be necessary for you to accompany the young lord. Ser Marielle has asked you to return to the garrison commander and see if her fears are well founded.
*Because wells cannot be dug in the Sea of Clouds, the knights of Ishgard must explore other means of obtaining potable water—perhaps through the use of a unique type of water crystal found in the floating lakes of Voor Sian Siran. Resigned to the fact that Lord Emmanellain will not be denied, Lady Laniaitte has decided to task him with the retrieval of one such crystal. This should serve to mollify the young lord.
*Lord Emmanellain accepts the orders with his usual enthusiasm and sets out for Voor Sian Siran with his manservant in tow. Follow them.
*Growing bored due to the absence of any discernible threat, Lord Emmanellain abruptly decides on a whim to turn your mission into a contest in which each of you searches for the finest spring crystal you can find, with Honoroit to determine the winner. Before you can speak a word of protest, the young lord runs off, and you have no choice but to indulge his whim.
*You come upon what you judge to be a particularly impressive spring crystal. Hopefully Honoroit will feel the same.
*Honoroit ponders the unique properties of the spring crystal, including how it can be used to draw moisture from the air like water from a pump. It would seem you were the first to return and present him with an entry, for Lord Emmanellain is nowhere to be seen...
==A Series of Unfortunate Events==
Honoroit is more than a little concerned for Lord Emmanellain's well-being.
===Objectives===
*Search for Emmanellain in Voor Sian Siran.
*Rendezvous with Honoroit.
*Speak with Honoroit.
*Speak with Cid.
===Journal===
*Worried that something may have happened to Lord Emmanellain, Honoroit asks you to help him search Voor Sian Siran for his master. Return to the floating lakes and look for any sign of the young lord.
*You survey the surrounding area for a time, but see no sign of Emmanellain. Rendezvous with Honoroit and see if he has had better luck.
*Flustered and breathless, his eyes wide with terror, Honoroit screams that Lord Emmanellain has been captured by the Vanu Vanu. Follow the manservant and find out what has become of his lord.
*It quickly becomes clear that Lord Emmanellain has been taken to a nearby Vanu stronghold. Fearing the worst, Honoroit begs you to rescue his master before departing for Camp Cloudtop to seek help. Under cover of darkness, you attempt to free the young lord, and succeed with the aid of Haurchefant, who arrives in the nick of time with a party of knights. However, the Vanu are too numerous, and you soon find yourselves surrounded with no means of escape.
*The chieftain of the Vanu then cries out to the heavens, and a gargantuan flying whale appears to answer his call. Bismarck, Lord of the Mists, the chieftain names it, and Haurchefant realizes with horror that the creature is a primal. Fortunately, before the monster can swallow you whole, Cid Garlond swoops down aboard the Enterprise and spirits you away.
*It would seem that Cid's perfectly timed rescue was a product of happy coincidence, as he had come to Camp Cloudtop to inspect the Protector. So it was that he happened to be present when Honoroit returned from Voor Sian Siran, begging for assistance. Having ensured your safety, he confirms his intent to return to his work on the Ishgardian airship, but promises that you will speak again soon.
==A Reward Long in Coming==
Lord Emmanellain appears to be rather pleased with himself.
===Objectives===
*Speak with Laniaitte.
*Speak with Haurchefant in Ishgard.
*Speak with Emmanellain in Fortemps Manor.
===Journal===
*Ever quick to see the glass half full, Lord Emmanellain has convinced himself that he should rightly be lauded for uncovering the existence of a Vanu primal. Report to Lady Laniaitte and see if she agrees.
*Lady Laniaitte is shocked to hear that the Vanu have summoned a primal, and all agree that its presence must be behind the recent rise in Vanu hostility. Sensing his moment, Lord Emmanellain rather bluntly demands that the true hero of the hour be recognized, and for once, Lady Laniaitte agrees...and praises you for rescuing the young lord from a doom of his own making. More than satisfied with your efforts, she then invites you to return to Ishgard with Lord Haurchefant, prompting Lord Emmanellain to conclude that he too is no longer needed. Speak with Lord Haurchefant when you are ready to board the airship.
*Lord Haurchefant is a man who knows how to appreciate the simple pleasures in life, particularly after cheating death in battle yet again. In spite of this, he cannot help but be concerned for the welfare of Lord Emmanellain, and suggests that you visit him back at the manor.
*For once, Lord Emmanellain is not his effervescent self, having received a dressing down from his father for his recklessness. But will he take this lesson to heart? Only time will tell...
==Divine Intervention==
The Fortemps steward looks as though he has something to say.
===Objectives===
*Speak with Edmont.
*Speak with Aymeric in Foundation.
*Speak with Haurchefant in The Pillars.
*Speak with Haurchefant.
===Journal===
*Having been informed of all you accomplished during your time in Falcon's Nest and Camp Cloudtop, Count Edmont wishes to express his heartfelt gratitude. He has scarce begun to speak, however, when his steward bursts in, bearing grave tidings: Alphinaud and Tataru have been arrested by a knight of the Heavens' Ward—one “Ser Grinnaux”—on the charge of fomenting heresy. Ask the count for his counsel.
*The count believes the charges leveled against your friends to be nothing more than a political ploy to defame House Fortemps. Regardless, you have no choice but to disprove them if you are to set Alphinaud and Tataru free. Reasoning that Ser Aymeric will know the exact nature of the allegations, Edmont advises you to pay the lord commander a visit at the Congregation of Our Knights Most Heavenly.
*Though Ser Aymeric believes your friends to be innocent, he is powerless to intervene as the knight who accused them is a member of the Heavens' Ward—the personal guard of the archbishop. These twelve chosen sers answer to none save the archbishop himself, and their testimony is unimpeachable. As such, under Ishgardian law, only the Fury Herself can disprove Ser Grinnaux's claims...by granting victory in a trial by combat between the accuser and the accused. Owing to his magical talents, Alphinaud must fight, but Tataru may claim the right to name a champion. And who else but the Warrior of Light could stand against the might of the Heavens' Ward? Make your preparations and speak to Lord Haurchefant in the Supreme Sacred Tribunal of Halonic Inquisitory Doctrine when you are ready to face the knights in battle.
*Under the watchful gaze of the Fury, and the assembled gentry of Ishgard, you defeat Ser Grinnaux and Ser Paulecrain, thus earning your comrades their freedom. Afterwards, you find Lord Haurchefant waiting for you. See what he has to say.
*Still giddy with excitement, Lord Haurchefant presents you with a gift to commemorate your victory: a fully trained black chocobo, much like the one that bore you to the western highlands—strong, obedient, and blessed with the power of flight! No longer will you be confined to the earth. Henceforth, the sky is the limit!
==Disclosure==
Lord Haurchefant thinks you could do with a well-deserved rest.
===Objectives===
*Speak with Edmont.
*Speak with the priest at the Vault.
*Speak with Alphinaud at Fortemps Manor.
===Journal===
*Although the trial is ended, Lord Haurchefant must attend to some minor formalities before Alphinaud and Tataru can be released. In the meantime, he suggests that you return to the manor, and discuss the day's events with Count Edmont.
*As usual, your conversation with the count is cut short, this time by the arrival of a message from the Vault. It would seem that His Eminence Archbishop Thordan VII has requested your presence. Hasten to the Holy Vault and speak with the priest outside the entrance to be granted admission.
*Thordan VII warmly welcomes you and apologizes for the misunderstanding that led to Alphinaud and Tataru's incarceration. Having taken the highly unusual step of dismissing his personal guard, he then reveals to you that he has communicated with the Ascians, going on to explain that he is paying lip service to their wishes while plotting to move against them. He asks for your help in this endeavor, stating that only by wresting Eorzea from their grasp can a lasting peace ever be forged. Return to Fortemps Manor and share this disturbing revelation with Alphinaud.
*Alphinaud is shocked to learn that the Ascians' influence has also spread to Ishgard. Even as he ponders a course of action, Tataru remembers with a start a troubling rumor she had heard. It would seem that Raubahn is to be executed for crimes against the sultanate. Determined not to lose yet another ally, Alphinaud resolves to do everything in his power to rescue the deposed Flame General.
==Flame General Affairs==
Alphinaud wishes to share his plan of action for rescuing Raubahn.
===Objectives===
*Speak with Zanthael on the lower decks of Limsa Lominsa.
*Speak with the Doman contact at Revenant's Toll.
===Journal===
*Alphinaud reveals that he has been in contact with Merlwyb, who remains a stout ally to the Scions. Wishing to know how things stand in the sultanate prior to any rescue attempt, he has arranged to meet with the Admiral, and bids you join him. Make your way to Bulwark Hall on Limsa Lominsa's lower decks and speak with Storm Sergeant Zanthael to be admitted to the Bridge.
*Merlwyb informs you that Raubahn has been moved to an unknown location ahead of his impending execution—by none other than the Crystal Braves. Since word of this troubling development arrived, the shinobi of Doma have been frantically gathering intelligence on the Flame General's whereabouts, and the Admiral bids you seek out her Doman contact, a female frontier hand currently working in a kitchen at Revenant's Toll.
*The Doman contact is revealed to be Higiri. During the ill-fated victory feast, members of the Crystal Braves seized the Rising Stones by force, but she and a number of her compatriots were able to escape. Grateful for the kindness the Scions showed to them, the Domans stand ready to aid in Raubahn's rescue.
==In Search of Raubahn==
Higiri is eager to assist you.
===Objectives===
*Speak with Doware at Highbridge.
*Speak with Hozan.
===Journal===
*Higiri informs you that the 3rd Unit Braves, led by Yuyuhase, have recently left the Rising Stones. Their purpose: to escort Raubahn to his execution. Make your way to Highbridge and seek out Doware, who will apprise you of the unit's movements.
*According to Doware, Yuyuhase and the 3rd are bound for Halatali. Make your way to the training grounds in eastern Thanalan, and join Hozan at the entrance.
*Hozan informs you that Ilberd was seen entering Halatali mere moments before your arrival—proof positive that Raubahn is being held within.
==Keeping the Flame Alive==
Hozan would brief you on the mission to rescue Raubahn.
===Objectives===
*Speak with Hozan.
*Speak with Hozan.
*Speak with Doware in front of Halatali.
*Speak with Alphinaud.
*Enter the Waking Sands.
*Speak with Alphinaud.
===Journal===
*There is no telling when Raubahn may be executed. Make your preparations without delay, and signal your readiness to begin the mission to the waiting Hozan.
*With the aid of Alphinaud and Yugiri, you have succeeded in rescuing Raubahn from the clutches of the traitorous Crystal Braves. Make your way back outside to eastern Thanalan.
*You emerge in the hot desert air. Speak with Doware, who awaits your return.
*Outside Halatali, you are approached by a messenger, who claims that his mistress is sympathetic to your cause. For your own safety, he bids you make your way to the Waking Sands. Speak with Alphinaud to learn what he thinks of this mysterious invitation.
*Alphinaud is sufficiently convinced that the messenger and his mistress can be trusted. Do as bade and make your way to western Thanalan, where your old haunt the Waking Sands still stands.
*Upon arriving at the Waking Sands, you are greeted by a number of familiar faces—Urianger, Pipin, and Papashan. Soon after, it is revealed that the messenger's mistress is no less an individual than Dewlala, head of the Order of Nald'thal and member of the Syndicate. To Raubahn's immense relief, she confirms Alphinaud's suspicion that Nanamo is still alive, and goes on to speculate that the sultana may be confined somewhere in a state of induced slumber. Trouble Alphinaud for his thoughts on these revelations.
*Alphinaud thanks you for your part in Raubahn's rescue. With the Flame General safe, your work in Ul'dah is done for now.
==To Siege or Not to Siege==
Alphinaud is distracted by a call on his linkpearl.
===Objectives===
*Speak with Tataru outside Fortemps Manor.
*Enter Fortemps Manor.
*Speak with Alphinaud.
===Journal===
*Tataru sends grave tidings from the Holy See. It would seem the Horde gathers once more to renew its assault upon the city. Return to Ishgard, and rendezvous with the receptionist outside Fortemps Manor.
*After welcoming you back to Ishgard, Tataru bids you enter Fortemps Manor, where Lord Haurchefant and Count Edmont wait to discuss the looming threat.
*Your Ishgardian allies confirm that a Dravanian invasion is indeed imminent. Concerned for your safety, the count urges you to consider seeking sanctuary elsewhere. Speak with Alphinaud, and decide what the Scions will do.
*After discussing the matter with Alphinaud, you resolve to do all in your power to aid your friends and allies. Faced with the assembled might of the Horde, however, how can the Holy See's exhausted defenders hope to prevail...?
==Alphinaud's Way==
Alphinaud is deliberating how to best proceed.
===Objectives===
*Speak with Alphinaud.
*Enter the Seat of the Lord Commander within the Congregation of Our Knights Most Heavenly.
*Speak with Alphinaud.
===Journal===
*Conscious that Tataru should have a say in how to proceed, Alphinaud proposes that the three of you hold a council. Join your fellow Scions at the manor entrance, and signal to Alphinaud that you are ready to begin.
*As you discuss the possibility of enlisting Iceheart to mediate with the dragons, you are approached by Estinien, Ishgard's famed Azure Dragoon. He insists on accompanying you to the proposed parley with Nidhogg, and Alphinaud warily consents, on the condition that he stay his lance until words have proven ineffective. Before you can begin your mission, however, you must first convince Ser Aymeric to forestall any military action that might jeopardize your negotiations. Make your way to the Congregation of Our Knights Most Heavenly, and speak with the sentry on duty to be admitted to the Seat of the Lord Commander.
*Though troubled by your refusal to share the details of your plan, Ser Aymeric agrees to use his influence to keep the See's more vociferous crusaders in check. Ask Alphinaud what he intends to do next.
*Though Ser Aymeric has granted you a measure of time to enact your plan, the Horde will invade the moment its forces are assembled. Conscious of this, Alphinaud immediately sets his sights on the next objective: locating Lady Iceheart.
==In Search of Iceheart==
Alphinaud would see to one final matter before setting forth.
===Objectives===
*Return to Fortemps Manor.
*Speak with Estinien.
*Speak with Redwald at Falcon's Nest.
*Speak with the expedition leader.
*Slay the beasts within Gorgagne Mills.
*Speak with the expedition leader.
===Journal===
*Though eager to depart, Alphinaud thinks it prudent to relay the details of the impending journey to Tataru. Return to Fortemps Manor, and speak with the waiting receptionist.
*Having listened to the particulars of your mission, Tataru wishes you well, and promises to continue her search for the missing Scions in your absence. By way of a parting gift, she then presents Alphinaud with clothing more suited to the harsh conditions of the Coerthan wilderness. Your farewells now said, seek out Estinien at Saint Reinette Forum, and inform him that you are ready to leave.
*Alphinaud proposes that you begin the search for Lady Iceheart in the last place you encountered her—the Coerthas western highlands. Travel to Falcon's Nest, and speak with Ser Redwald for the latest reports on heretical activity in the area.
*In response to Alphinaud's request for information, Ser Redwald suggests that you consult his knights—both a group soon to return from patrol, and an expedition sent to pick over the remnants of the heretic hideaway you discovered at Gorgagne Mills. While Estinien awaits the return of the patrol, head to the Gorgagne Holding with Alphinaud and question the leader of the knights assigned to search the farmhouse.
*The expedition leader claims to have discovered a promising sheaf of letters in the farmhouse. Alas, these were not the only things the heretics left behind... Apparently, their “pets” fell upon the knights unexpectedly, wounding several, and preventing further investigation. Slay the beasts so that whatever remains of the heretics' missives can be retrieved.
*You have slain the tamed polar bears lurking within the farmhouse. Inform the expedition leader that it is safe for his men to continue their investigation.
*The expedition leader is relieved to hear that he and his men may return to their duties without fear of further maulings. All that remains is to claim the letters left behind by the heretics...
==From One Heretic to Another==
The expedition leader has a promising lead to aid you in your search for Lady Iceheart.
===Objectives===
*Collect heretic epistles. 0/3
*Hand the heretic epistles to the expedition leader.
===Journal===
*The expedition leader recalls a stack of correspondence they had discovered within the farmhouse that may contain some clue as to Lady Iceheart's current whereabouts. Search the Gorgagne Mills, and collect any heretic letters you find.
*You have gathered a respectable stack of heretic epistles. Return to the expedition leader, and add your contribution to the pile.
*After handing your share of the heretic letters to the waiting knight, the Ishgardian quickly peruses the collected correspondence. The messages prove to be a meticulously kept record of the dealings between the heretics camped at Gorgagne Mills, and their fellows in the Akh Afah Amphitheatre. Judging by the numerous requests for provisions, it would seem the amphitheatre is still being used as a base by Iceheart's minions...
==Sounding Out the Amphitheatre==
Alphinaud seems intent on traveling to the Akh Afah Amphitheatre.
===Objectives===
*Speak with Tristechambel.
*Speak with Estinien.
*Speak with Jantellot at the Convictors' camp.
===Journal===
*Upon learning that the Akh Afah Amphitheatre may yet harbor your quarry, Alphinaud suggests employing the swiftest means of travel available—the aetheryte found within the Warrens of Snowcloak. Speak with the House Durendaire guard stationed at the tunnel entrance in the western highlands.
*You enter the Akh Afah Amphitheatre, and soon cross paths with its heretical occupants. Though Alphinaud declares his intention to parley, the heretics are not inclined to trust his word, and the encounter quickly devolves into violence—an unwanted conflict from which you and your fellows emerge triumphant yet frustrated. With naught save the parting words of the retreating heretics on which to rely, you have little choice but to investigate the island known as the Dreaming Dragon. Speak with Estinien at the entrance to the Warrens, and plan the next step of your journey.
*Before making for the Dreaming Dragon, Estinien suggests that you visit a group of dragonslayers known as the Convictors who have pitched camp in the region of Twinpools. Speak with the Convictors' leader, Jantellot, and learn what he knows of the heretics and their island lair.
*Your meeting with the honored leader of the Convictors serves to convince you of two things: first, that Jantellot is ignorant of Iceheart's movements, and second, that he is only marginally better informed about those of his own men. After freely admitting that his fellow dragonslayers often fail to share information with him, he invites you to question them yourselves.
==Camp of the Convictors==
Alphinaud is eager to gather information on the heretics.
===Objectives===
*Question the Convictors 0/3
*Speak with Pierriquet.
===Journal===
*Alphinaud asks that you aid him in questioning the Convictors. Make your way around the camp, and learn what you can of the heretic presence in the area.
*To your frustration, none of the Convictors seem to know anything about Lady Iceheart or her followers. Try questioning the soldier Pierriquet.
*After fruitlessly interrogating dragonslayers of all descriptions, the lowborn soldier, Pierriquet, finally provides you with a valuable piece of information. According to him, heretics in the western highlands are summoned with purple-hued signal smoke. Perhaps your quarry can be made to come to you...
==Purple Flame, Purple Flame==
Estinien wishes to prepare a signal fire to lure in the heretics.
===Objectives===
*Obtain Yak Hides from Wooly Yaks. 0/2
*Deliver Yak Hides to Estinien.
===Journal===
*Estinien seems eager to put the Convictory behind him and begin gathering materials for the signal fire. While he and Alphinaud search for a supply of dry wood, you are to hunt down a number of lumbering yaks. Head to the yaks' territory, and obtain two of their hides.
*You have acquired two wooly yak hides. Make your way to the Dreaming Dragon and deliver them to Estinien.
*Estinien builds a small fire, and adds pieces of the hides you collected to produce a thick purple smoke. It is not long before Lady Iceheart herself arrives to investigate the signal. You explain your desire to parley with Nidhogg, but the heretics' mistress quickly dismisses the plan as futile. She relates the history of treachery that fuels the great wyrm's wrath, and Estinien, though disagreeing on the point of Nidhogg's present goal, concedes that the maddened beast is unlikely to listen to reason. Alphinaud then suggests that speaking with Hraesvelgr, another of the seven great wyrms, may provide a more promising chance at peace. Lady Iceheart insists upon accompanying your party, and offers to lead you to Hraesvelgr's lair. As you resolve to depart for the dragons' homeland, the light of your Crystal of Ice suddenly flares once more...
Category:Quests in Final Fantasy XIV