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#hws lore
autumnslance · 9 hours
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The worst part too about the Paladin quests is it's Heavensward that's most egregious. It honestly feels like someone had no idea what was going on, or didn't care, or left, and their colleagues left holding the bag with this mess of a story had no idea what to do with it.
ARR Gladiator quests are fine! They're along the lines of the other Class quests, intro you to the job and a complicated character dynamic, and it's a decent time.
The ARR Paladin quests...are just boring. They aren't actually even that bad, they're just...utterly predictable, bog-standard tropes and plot line where you can see everything coming malms away. But they have an internal logic to them that builds on the politics and scheming in Ul'dah. Jenlyns realizes he's an unwitting pawn of the Syndicate, and he was literally chosen for the job cuz he could be easily duped and controlled. He doesn't even get to have imposter syndrome, he's actually unfit for the job (and then strives to do better, leveraging support from Papashan and Mylla to shore up his own weaknesses, which is admirable!).
...Nevermind that traditional Paladins in general are a bad fit for Ul'dah. The heavily armored Sultansworn makes no sense in that desert environment, and looking at a world map we can even see that Southern Thanalan seems to be on the equator. Like it's not even a case of "it's cooler than it seems cuz they're further north." Because they're not. And I know the devs wanted to have Ishgard perhaps be a starter city but that was scrapped due to time and resources, fine but um.
Dragoons are still trained in Coerthas, by Coerthans. Why didn't they just...do that with Paladins? Keep Gladiator in Ul'dah, where it makes sense as presented. But then have to work with Temple Knights to get the Job. Especially since after Ul'dah's intro, the game just forgets the Sultansworn exist and they have no bearing on the MSQ the way the other factions in Ul'dah do. Not even in the finale of ARR's arc where it would make sense. Gladiators are a constant in other side quests and MSQ both.
Stormblood Paladin is also fine--because it goes back to those Gladiators, and we interact with Paladins and Knights across the realm, and deal with those complicated relationships between the Gladiator guild core members. It's internally logical in its drama about finally restoring Aldis's reputation and place in Ul'dah, against the backdrop of the tournament.
Heavensward Paladin straight up makes no sense. Solkzaygl's actions are entirely contradictory to his character and arc from ARR. There's no way for some of the actions to occur without him working with the outlaws in some way. Instead of teaching Constaint, he sends him on a merry chase across Coerthas to learn on his own, and it's only the WoL's aid that sees the boy live, let alone make progress. A random man dies, guilt-ridden, due to Solk's scheming and lies he confided to this poor guy.
And then Highlander-esque "there can be only one" nonsense. Even as a Highlander fangirl in my youth, it was insulting and awful. Papashan, Jenlyns, and Constaint all call out how nonsense, illogical, unlikely, and stupid this whole story is...all to make a sword shine.
Because there's no internal logic to events, let alone the reason for the string of happenstance that leads to the finale.
And we know it's possible; HW Blacksmith gives us a fantastic paladin story! One that fits Ishgard's storyline and HW's themes. HW Dark Knight is also a good paladin story, actually, as they are meant to be another angle on the concept of dedicated knight defenders. Samurai for the Eastern equivalent, and the concepts and tropes present in those quest chains.
But the job actually bearing the name "Paladin" is left in the dirt. As a fan of the concept across various games (video and TTRPGs both), it's quite frustrating how the devs had no idea what to do with this job, despite other members of the writing and scenario team presenting stories that would have fit perfectly well within the framework. Only some of it is misplacing where Paladins originate in the setting; the rest is not taking advantage of the themes and setting of the expansions, and just not caring enough about the characters and story to even try, compared to the rest. Or worse, they did try, and meant for more, but whatever intrigue and complex plot they wanted to create was too much for 5 quests and no guarantee the arc would continue in the future, even if it had landed perfectly.
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renonv · 6 months
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Im a wee bit sick and tired as fuck right now but here’s the first part of how Romano joined Mat’s and Nat’s band (who are now called Devilish Hues 😈)
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aussiepineapple1st · 1 year
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Some cute kisses.
*In Arin Hanson's voice* GIMMIE A KIIIIISS
🏷️: @phoenix666stuff @maehemthemisfit @growingupnrealizing @starcrossedreaders
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lietpolski · 1 year
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i love the use of human names in hetalia, because they can have such different meanings for different nations!! for younger nations like alfred, it's easy. it's a sign of closeness or endearment. he's always been "alfred f jones" the way he's always been "america", after all. but what about the older nations? denmark and norway smirking at each other over public meetings, calling each other their silly human names they have to use now to "blend in" with the humans. england learning to switch to arthur and finding that he weirdly likes it, likes the pressure it takes off his shoulders. him and france using each other's names like dennor do, at first, teasingly, like "ooh look at us pretending to be mortal little humans who haven't been fighting each other for centuries", but then it grows fonder, softer, less about the joke of "francis" and "arthur" and more about real intimacy. nations who use their names as a symbol of resistance and national pride, liet's happiness at being tolys, distinctly lithuanian, distinctly him after centuries of his language being demeaned, and then decades of it being prohibited in russia's household. nations using human names to mock and hurt each other after a betrayal, a nod to the intimacy they used to share. human names!!
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ask-hws-canada · 2 months
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Can I be your friend, buddy? Its a thing from South Park.
https://m.youtube.com/watch?v=m1JakODvYhA
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lou-art · 4 months
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Tucumán con una bebé Argentina (Tina de DolceMinerva) ✨🥺💓
Un poquitín de lore abajo sobre como veo la relación de Argentina con sus provincias ⬇️⬇️⬇️
Las provincias son preexistentes a la nación (de hecho, se dice que ellas crearon al estado nacional), por lo que, a mi parecer, describirlas como "hijos" de Argentina no es adecuado. Su relación es mucho más compleja que eso y varía de un caso a otro.
Algunas de las provincias más antiguas cuidaron de la futura Argentina en su más tierna niñez y muchas de ellas aún mantienen un fuerte sentimiento de afecto hacia su Patria. Por ejemplo, Tucumán le tiene verdadero cariño fraternal a Tina: La cuidó de bebé y desde entonces desarrolló su sentimiento de protección y en función a eso ha decidido apoyarla en todos sus proyectos.
Durante las guerras civiles, cuando algunas provincias se oponían a los planes del gobierno nacional, Miguel (Tucumán) acató las órdenes de Agustina sin chistar, participando incluso en campañas militares para someter a Rocío (La Rioja) durante el proceso de pacificación. También fue a batallar en la guerra del Paraguay, a diferencia de otras provincias que se opusieron al conflicto (y hasta se rebelaron).
Lo mismo ocurre con Jesús (Santiago del Estero), a él NO LE IMPORTA vivir en la más grande pobreza si eso significa que Agustina pueda vivir bien, aun cuando ella se olvide de él y lo deje de lado por ser una provincia que no entraba en su modelo económico. Él en especial se peleó con Rocío en el siglo XIX y cortaron su amistad porque no le gustó para nada que la riojana se oponga a los proyectos de Argentina, la vio como una traidora y se ofreció a pacificarla él mismo, pero le dieron ese trabajo a San Juan (igual invadió La Rioja, pero Franco lo corrió apenas lo vio en el área ajsjd no iba a dejar que toque a su neña)
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Por el contrario, hubo provincias como La Rioja que no desarrollaron ese sentimiento de protección y afecto hacia Agustina, al contrario, hasta se sintieron defraudadas por ella y llegaron a sentir algo de rencor en cierto momento.
Si bien actualmente Rocío y Agustina se llevan bien porque obviamente son provincia y nación, hubo un momento en el que su relación tuvo un quiebre y se vieron como una AMENAZA. Rocío quería quererla (?) pero Agustina la veía como una amenaza que había que aplastar.
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ezdotjpg · 8 months
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ok but know I need you to Tell Me Things about the Zeldas. all of them. I am literally*bouncing*.
(I love how both your TP Link and Zelda have RBF. they have truly Had It)
HEHE sorry i held onto this ask until I had all the Zelda designs posted, and then I,,,forgot to do that lol.
some Bonus Zelda thoughts! some of this i've maybe said before idk:
ALTTP Zelda
her armor is more ceremonial than practical. While I didn't give this to every Queen Zelda, I liked the idea of the princess's pauldrons progressing to more plate armor in the queen's dress. That's also why I changed her color scheme to blue to differentiate from the princess' pink (exceptions for this being HW Zelda who wears red as queen, ST Zelda who still wears pink as queen and BOTW Zelda who wore blue as princess)
anyway. she's more of a scholar than a warrior but she still has killer aim with a bow
her pet project has been recovering, restoring, and filling in the gaps of the royal library and archive. Mage helps her out with this as he has a knack for stumbling upon forgotten ancient texts in his travels
A lot of ppl assume she's rather prim or austere but she's actually got a lot of whimsy and humor in her. It's why she and Mage get along so well :D
She lets Mage get away with a lot of shenanigans and keeps the royal guard from arresting his ass all the time
if mage is ur weird uncle she's like. ur cool aunt
Tetra
she's still sailing the seas with her crew!
she and Wake have had a bit of a falling out though, partially over disagreements about searching for New Hyrule, and have gone their separate ways for now. There's not any real animosity between them, just like,,,frustration. They'd still do anything for each other.
She's got 2 pistols and a cutlass and she knows how to use them
She could bench press Wake. easily.
She's brash and commands a lot of respect but she's also a lot of fun to be around. She's brutally honest and says what's on her mind.
I think she still feels a lot of confusion and frustration about the revelations about her lineage and the role King Daphnes seemed to force on her because of it. She doesn't want much to do with what the divine. She values the freedom sailing on the sea gives her.
TP Zelda
she's. so tired. a lot of the responsibility of rebuilding the kingdom has fallen squarely on her shoulders. She's holding shit together by a thread but by god is she holding it together.
Looks pretty cold and unapproachable but she has a kind heart. She cares deeply for the people of her kingdom. She would sacrifice a lot for them and already has.
Never relaxes. Works like 24/7. get this girl a hobby
Midzel canon. Midna also had a thing with Link but it wasn't a polycule more of a this is my girlfriend Midna and this is Midna's boyfriend Link kind of a situation. Anyway she misses Midna.
Wolf and Zelda are like. coworkers. They haven't really gotten any closer in the aftermath of everything. Wolf wants nothing to do with playing the role of the hero in a political sense like Zelda keeps asking him to. I don't think Zelda necessarily blames him for escaping that responsibility, but she Is frustrated she doesn't have that luxury.
MC Zelda
a little cutie!! very bubbly and extroverted and curious about the world. She spends a lot of time outside of the castle running around with Mini. The King is so glad she's safe after everything he still just lets her do whatever she wants lol
She used to be the one dragging Mini into shenanigans all the time but he's gained a lot of confidence over his quest and is less timid now. now they are equally engaging in shenanigans
Hangs out with Malon too!! The three of them are besties
I like to think she can also still see the minish even if she can't shrink down to their size. she thinks they're so cute. Maybe mini gives her a jabbernut so she can speak to them too :-)
She helps Mini build his fucked up little trash robots. She also pretties them up with paint
scolded by castle staff frequently for getting grass stains and dirt on her nice clothes lol. She probably isn't usually running around in her full princess garb though.
Like Mini, has mostly refused to process most of what happened to her and is just trying to enjoy life.
Prince Zel
I went back and forth about whether or not I wanted to go with naming him Sheik or not. I decided against it since this is the version of him that never had to become Sheik. He keeps Zelda as a legacy name and shortens it to Zel most of the time.
Pretty lonely in the castle without many friends his age. He desperately wants to be better friends with Mask but is mostly rebuffed.
Even though he doesn't have to become Sheik in this timeline, I think he has begun training with Impa. Just under a lot less duress
Still occasionally has prophetic visions but has become somewhat hesitant about sharing them. I think he understands a little more of what went on in other timelines than he lets on, but he doesn't know or put together all of it.
Often described as odd or intense or standoffish by ppl who meet him but he can be really chatty and lively under the right circumstances
HW Zelda
Her armor is also mostly ceremonial, even though she's definitely more of a warrior queen. She and War are both dressed to project 'peace time' and 'prosperity'. She has other sets of armor that are more suited for combat.
She and War are a lot alike, calculating and cunning, which is why they understand each other. It's also why they're often at each other's throats. They're not really above backstabbing each other, though has Queen she has a lot more leverage.
She's not exactly warm or particularly kind, but she does care about the safety of the Kingdom.
Also never relaxes and works like 24/7
Constantly dealing with a tense, power-hungry and antagonistic court looking to undermine her authority. She has her own private ambitions she's working towards.
ALBW Zelda
She's a really charming and fun person! very down to earth as Queen and a lot more willing to eschew tradition.
She comes across as carefree but she's been ruling Hyrule by herself since she was young and has been subject to a lot of pressure. She had to grow up pretty fast and is wiser than she seems at first glance. She has her court and the people's respect.
She and Mirror share an interest in fashion and the arts. They're,,, they're both theatre kids.
I don't have a lot of other headcanons abt her yet sorry but. i love her
ST Zelda
Has been crowned Queen at the ripe old age of 16 because the last time they appointed a chancellor he turned out to be a demon who stole her body. so
She does not feel ready to be Queen at all but she's doing her best. She's determined not to let anybody push her around again.
She's taken an interest in learning how to fight after the events of spirit tracks. She never wants to feel as helpless as she did then, trapped as a ghost outside her body. Also she really enjoyed hitting things with a giant sword in her big phantom armor. She's become a much better swordsman than Spirit ever was lol
She specifically requested her own suit of armor to mimic the phantom armor
she's pretty protective of Spirit
BOTW Zelda
I think she was conscious for all 103 of those years fighting ganon, even if it seems somewhat blurry and surreal to her now. She remembers it in fits and bursts. She often feels disconnected from her body.
She has no interest in reviving the monarchy or ruling over Hyrule again. However she does have an interest in rebuilding Hylian towns and helping all of Hyrule recover. She still feels like it's her responsibility, not because of her role as princess, but because of what she perceives as her own failure to avert tragedy.
she doesn't just blame herself though- she blames the gods and her father too.
Right now though she's mostly taking a break to get her bearings and recover from 103 years of endless fighting. She and Slate travelled around Hyrule for a while at first, and now she's settled in Hateno trying to figure out how to be normal again. Some rebuilding efforts have already started spearheaded by Hudson and she helps out with those.
SKSW Zelda
honestly not even she is sure what parts of her are herself and what parts are hylia. it's as disconcerting for her as it is for Loft. She's both frustrated that he looks at her differently now and understands completely why he does. She still wishes he wouldn't.
she remembers more about being the goddess than she necessarily lets on
she's really invested in the settlement on the surface and is basically its unofficial leader. she puts a lot of time and effort into making sure everything is going according to plan and that they have everything they need to keep living on the surface
she's protective of Loft and worries a lot for him. She blames herself for a lot of what he struggles with now and wants to make it better.
she's not the fun police though, she likes a death-defying loftwing stunt as much as the next person
she did become a knight after the events of skyward sword! They don't really wear the uniforms down on the surface much anymore though and it's become less of a formal order while everyone focuses on building and improving the village.
She's been working on her swordsmanship
I think she really loves music and singing
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Who's idea was it to start a host club? What did the others think at first? :3
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mcnjushcge · 5 months
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thinking of that one world stars strip where yao just casually confirms to kiku that he can talk to animals and kiku was genuinely surprised like he hasn’t had thousands of years worth of time to learn this information
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digital999placebo · 8 months
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back on my usual shit. Tormenting the one I love. A lidl fanfic snippet beneath cut hehehe (a convo between Gilbert and Roderich on the topic of Germany)
[Somewhere in Continental Europe, 1870]
“You can’t be serious about raising him on your own,” Roderich spits acid, “You have no experience or qualifications outside of war, let me do it.”
“If I can manage an army of men, I believe I’m capable of caring for one child.”
“Children are not trained men, Gilbert.”
“You’re the last person I want to be lectured by on this,” Gilbert cuts in and adjusts his position in the chair. “I mean no offence, Roderich, but I rather have Feliciano beneath me than beside me.”
Roderich makes a strangled sound and opens his mouth to retort that Feliciano is perfectly well-adjusted when Gilbert continues.
“Don’t get me wrong, I don’t doubt your efficiency in raising regular children. You could turn a stuttering fool into a credentialed politician and a tone-deaf cripple to the most renowned pianist. You and your country have a culture that mine does not. Your understanding of music is something I couldn’t even dream of achieving, but what you lack is the ability to admire a well-oiled machine. I want Ludwig to not only be a force to be reckoned with within the political spectrum, I also want him unbeatable on the field. I want people terrified at the mere mention he’s coming… And that is nothing you can provide.”
Roderich nearly laughs at Gilbert’s delusion. The nation before him couldn’t seriously believe that Ludwig, a wiry and mutilated little thing, a walking blasphemy against God and Mother Nature herself, covered in sutures and wrapped in bandages that needed to be changed daily, was going to become anything but what he was created of, dead tissue. He searches Gilbert’s face for a trace of self-awareness and is horrified when he doesn’t find it.
“That– Ludwig won’t even survive that long,” Roderich manages to get out, quiet, angry, and small. He can’t help how his voice shakes and rises. He’s furious, but can’t say why, perhaps because he feels bad for the little thing Gilbert has created, so frail yet already carrying the weight of Gilbert’s expectations, he’s angry because he knows better and he doesn’t know how to make Gilbert understand that. “He’s blind and mute; incapable of even feeding or relieving himself despite his age. You haven’t created a machine, you haven’t even created a person, you’ve created a thing whose only purpose is to suffer a slow death.”
Gilbert’s mouth tightens and he drums an impatient finger against the chair’s armrest, “You’re underestimating him.”
“I’m realistic, one of us has to be. That thing is suffering every day,” Roderich begs. “It’s sadistic.”
Gilbert hits the armrest with his fist and Roderich reels back.
“Don’t call him that! He’s not a thing, he’s the future of Europe,” Gilbert sneers at him, all composure finally lost, “You sit here and speak as though he were to die any day now, yet you beg me to resign him to your care?” –Gilbert wrinkles his nose in disdain– “I can see why Feliciano turned out the way he did, you have no perseverance, no dignity or strength, giving Ludwig to you would be to cut his throat. You’ve never struggled in a way that matters, nothing worth having is easily attainable. Ludwig will be great.”
Roderich trembles with withheld fury and he curls his lips to match Gilbert’s crude sneer.
“Fine,” he spits, “If that thing makes it at all.”
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chatty-moogle · 7 months
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Final Fantasy XIV Sidequest Guide: Heavensward Edition
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When looking up which of FFXIV's many many sidequests were worth doing, I found that most of the lists were heavily focused on the rewards rather than whether the sidequest itself was interesting or added to the overall game experience. So I decided to make a guide myself :)
The sidequests listed here are selected based on their story, or their contribution to the worldbuilding or lore. CTRL+F for the relevant location (e.g. "Coerthas Western Highlands", or "Falcon's Nest"), take a look at the blurbs to see whether they appeal to you, and have fun!
This section is for the Heavensward sidequests, since that's where I started this whole project~ Click below for details!
Note: unlike A Realm Reborn, each settlement will have sidequest chains with a bit more effort put into them, as flagged by the quest pop-up notice having a cutscene screenshot (similar to the more significant MSQs). If you want to get a feel for a place but don’t have the time or inclination to do a lot of sidequests, I’d recommend doing those ones first – though note that they can definitely get quite long! I’ll refer to these as “flagged” below, for clarity.
Ishgard
Like previous cities, Ishgard has a number of sidequests to flesh out the city and get newcomers exploring. Here are some of the better (or at least more informative) ones.
(Foundation – The Forgotten Knight) Gibrillont ~ “Drinking the Pain Away” (Lvl 50) – a story which highlights the extent of Ishgard’s religious dogma, particularly the disastrous effects an accusation of heresy can have on a household
(The Pillars – Fortemps Manor) Torsefers ~ “Dinner for Four” (Lvl 50) – a delivery run on behalf of House Fortemps to the three other High Houses of Ishgard; highlights the connections and rivalries between the Houses
(The Pillars – The Jeweled Crozier) Mathye ~ “Landing a Stable Job” (Lvl 50) – leads you to the Lightfeather Proving Grounds, and gives some context to the culture around chocobos in Ishgard. Not terribly exciting
(Foundation – Aetheryte Plaza) Fury-fearing Elezen ~ “Remembering Ishgard” (Lvl 50) – a tour of some of the locations in Ishgard; outlines lore behind the statues gracing Saint Reinette’s Forum and Saint Valeroyant’s Forum. Not very exciting, but lore-lovers might want to check it out.
(The Pillars – The Jeweled Crozier) Mathye ~ “Landing a Stable Job” (Lvl 56) – leads you to the Scholasticate, and demands a rare bit of simple puzzle-solving
Coerthas Western Highlands
There aren’t a huge amount of sidequests here compared to the other regions, and the pace of them unlocking is not too overwhelming. If you want to give the main story just to give a bit more flavour and context, I’d recommend doing the five already-unlocked sidequests in Falcon’s Nest (+ The Anvil) before progressing with MSQ “At the End of Our Hope” near the end of the Artoirel questline.
Falcon’s Nest
Sigan’s questline (flagged); starts with Auriaune ~ “Stolen Goods” (Lvl 50) – the first quest isn’t all that interesting, but the questline overall deals with how there used to be a village at Falcon’s Nest before the Calamity struck, and how that is being dealt with now
(Not in Falcon’s Nest) Bohemondas “Homesick” (Lvl 51) – a story about a father and son who lived at Falcon’s Nest before the Calamity, and who have rather different viewpoints on its current state. Note that the questgiver is not based in Falcon’s Nest, but in Ishgard, specifically Foundation (X:9.5, Y:10.3)
The Convictory
Saintrelmaux’s questline (flagged); starts with Dominiac ~ “The Secret to Success” (Lvl 51) – this questline does give a bit of insight into life at the Convictory, as well as into Ishgardian high society. But more than anything it’s just a nice story about someone who, in learning more about dragons to hunt them, learns more about himself
Bonifoix ~ “Remember the Fallen” (Lvl 56) – about the sole survivor of a dragon-hunting expedition; a rare illustration of the dangers faced by the Convictors
Margyt and Ayleth’s questline (flagged); starts with Margyt ~ “Unknown Ultimatum” (Lvl 56) – initially a tale of revenge, but it doesn’t go the way you’d expect; this questline also touches upon into the otherwise-unexplored internal politicking and hierarchies at the Convictory. Honestly, I’m not sure whether to recommend this questline as it seems to undermine the ending of Saintrelmaux’s questline, and some plot points are frustratingly gendered (one of the characters is a female dragon-hunter unhappy about not being given opportunities by her male boss, but the story ends with her becoming his loyal subordinate, accepting that it’s better for her to be in a supporting position)
Other
(Located at Falcon’s Nest) Ingaret ~ “Grandfather’s Belongings” (Lvl 50) – gives a little more insight into pre-Calamity Camp Riversmeet area
(Located at the Anvil) Ysaudore ~ “Dances with Wolves” (Lvl 50) – pairs well with “Protecting What’s Important”, as it gives the Ishgardian view of Camp Riversmeet. Note that the questgiver is based at the Anvil (X:26.5, Y:27.9)
(Located at the Convictory) Wealdtheow ~ “For All the Nights to Come” (Lvl 51) – apart from being a must-play due to its completion being necessary to unlock flying in the region, this quest also contains the surprisingly elaborate backstory behind the Dusk Vigil, a tale which leans into the vicious politics of Ishgard
(Located at Falcon’s Nest) Well-mannered Widow ~ “Flower Mill” (Lvl 51) – explains the story behind Gorgagne Mills
(Located at Falcon’s Nest) Troubled Elezen ~ “The Old Man and the Lake” (Lvl 56) – about a man trying to persuade his uncle to move to Falcon’s Nest, away from his house in the middle of nowhere. Best when paired with “When the Ice Melts” (see below), which gives the other’s point of view
(Located at Oakum Landing) Emont ~ “When the Ice Melts” (Lvl 56) – a little vignette about the uncle of “The Old Man and the Lake”, who continues to live out by the frozen lake even after the Calamity. Note that the questgiver is based at Oakum Landing (X:36.4, Y:9.9)
The Dravanian Forelands
There’s a huge amount of sidequests in this area that unlock quite close together (nearly fifty, double that of the Coerthas Western Highlands)! As such, I would definitely recommend doing the minimum to unlock flying (i.e. collecting all the Aether Currents) in the region and maaaybe doing the flagged quest chains before proceeding with the other sidequests. In general, I found the Loth ast Vath and Anyx Trine sidequests more interesting than those at Tailfeather, as the former give you insight into the Vath and the dragons while the latter will feel quite familiar to anyone who’s done the Botanist or Carpenter job quests, or sidequests in the Shroud. If you’re picky, I’d say that the Anyx Trine sidequests are the most worth doing – many of them are cute and give more emotional weight to Ysayle’s position.
Tailfeather
Q’yantaa’s questline (flagged); starts with Loupard ~ “I Wanna Be the Hunter” (Lvl 52) – a tale of a young Miqo'te starting out as a chocobo hunter, and her trials in finding a suitable hunting buddy. One of the weaker flagged quest chain stories IMO, but the very first quest “I Wanna be the Hunter” is worth doing for the insight into the life of a chocobo hunter
Marcechamp ~ “Some Bad News” (Lvl 52) (Aether Current) – gives a little context on how the camps in the Chocobo Forest connect together and Tailfeather’s role as the central hub in the region
(Not in Tailfeather) Guanaret ~ “Why Does the Caged Bird Sing” (Lvl 52) – insight into a chocobo hunter’s everyday life, and one of the key tenets of chocobo hunting. Note that the questgiver is not based in Tailfeather, but at one of the camps (X:39.5, Y:21.7)
Remaclon ~ “What Remaclon Saw” (Lvl 52) – gives a bit of context to the ruins in the Chocobo Forest, and the typical Ishgardian perspective on it. Gives more flavour to the main story if you do this before MSQ “Mourn in Passing”, as it contrasts with Ysayle’s explanation
Hervoix’s questline (flagged); starts with Hervoix ~ “Getting a Legtrap Up” (Lvl 57) – following on from the tale of eager young hunter Q’yantaa is that of a wannabe hunter who shirks his duties, bristling at the menial tasks that his mentor gives him. (This is also a good illustration of what residents of Tailfeather busy themselves with, outside actual chocobo-hunting.) Eventually dovetails nicely with Q’yantaa’s story
Loth ast Vath
(Not in Loth ast Vath) Nonmind Drone ~ “Awakened” (Lvl 53) – a good illustration of how the Vath differ from the earlier beast tribes, in that Vath are not simply “the one good tribe” of that species but rather those of that species who separate from a larger whole. Shows Loth ast Vath’s importance as a sanctuary for nonmind Gnath. Note that for obvious reasons the questgiver is not based in Loth ast Vath, but at the Gnath Stronghold (X:31.8, Y:38.6)
Astute Vath ~ “Advanced Vathematics” (Lvl 53) – following on from “Awakened”, this sidequest illustrates how the line between Vath and Gnath is much more blurred compared to other beast tribes
Vath Storyteller ~ “The Naming of Vath” (Lvl 50) (unlocks Vath Beast Tribe Quests) – similar to “Awakened”, this quest deals with a newly-turned Vath developing a sense of identity, but is a bit more fleshed out and elaborates a bit on the interaction between Gnath, Vath, and the chocobo hunters. Results in a visual change to Loth ast Vath, which is cool! Note that it only unlocks after getting to a certain point in the main story (MSQ Lvl 53).
The Hungerer and Cibleroit’s quests; starting with “Low-hanging Fruit” and “To Each His Own” (both Lvl 52) – a few simple sidequests which do a good job illustrating the difference between Vath and Gnath. Also, the two of them are cute <3
Anyx Trine
Kal Myhk’s questline (flagged); starting with Gullinkambi ~ “When Mother Calls” (Lvl 53) – as a story about the WoL becoming friends with a young dragon, this would already be cute enough, but it’s also a good illustration of the how human-dragon relations were in the past and how they have been soured by the Dragonsong War. Definitely recommended for those who want to add a little more emotional context to the main story, as this gives players an opportunity to really understand where Ysayle is coming from in terms of dragons and humans being able to live in harmony
Toh Y Thrah’s questline; starts with “How to Feed Your Dragon” (Lvl 53) – you help a baby dragon try out some delicacies. The first two sidequests aren’t too exciting, though they do tell you what dragons like to eat if you’re interested, but the third and last one (“A Taste of the Peculiar”) is surprisingly sweet
Ess Khas ~ “A Lesson in Humility” (Lvl 53) (Aether Current) and “Back in the Game” (Lvl 53) – a cute set of sidequests about an old dragon trying to teach his sons humility
Indomitable Wyvern ~ “Blunders in Dragonsitting” (Lvl 53) – a cute story about a dragon looking out for his younger brother (also a dragon)
Sea of Clouds
I personally didn’t find the sidequests in the Sea of Clouds all that interesting; in particular, they don’t flesh out Camp Cloudtop or the Rosehouse beyond what can be gleaned from MSQ dialogue or talking to the NPCs. The Zundu’s sidequests generally weren’t as interesting as the ones for non-human questgivers in the Dravanian Forelands, either.
The Rosehouse
Gildon’s questline (flagged); starts with Gildon ~ “Bargaining Chip” (Lvl 50) – about a man eager to motivate the decidedly unmotivated troops posted to the quiet Camp Cloudtop and Rosehouse, but whose passion is mistaken for foolishness (sometimes correctly). One of the weaker flagged questlines in Heavensward, but the humorously hostile dynamic between Gildon and Camp Cloudtop provisioner Fabrellet is one of the more fleshed out amongst the expansion’s town NPCs
(Not in Sea of Clouds) Hyur on Hard Times ~ “Looking to the Future” (Lvl 51) – somewhat unexpectedly, minor NPC Marielle has a bit of a backstory. Note that the questgiver is based in Ishgard’s Foundation (X:12.5, Y:10.9)
(Not in Sea of Clouds) House Haillenarte Knight ~ “Honoring the Past” (Lvl 56) – goes a bit into some history regarding House Haillenarte, including Laniatte of the Rosehouse’s background. Note that the questgiver is based in Ishgard’s Pillars (X:11.5, Y:10.9)
Ok’Zundu
Gunu Vanu’s questline (flagged); starts with Guna Vanu ~ “Flying the Nest” (Lvl 57) – an amusing tale of a Zundu far past the threshold of adulthood who, due to his laziness, has failed the coming-of-age trial eight times… and counting. Better to leave for when you’ve unlocked flying in the region
Sonu Vanu~ “On Wings of Vanu” (Lvl 57) – a no-combat quest which encourages flying about the area; gives context to the woven orb-like objects you may have seen hanging from some of the islands. Requires flying
(Not in Ok’Zundu) Zundu Intelligencer ~ “For Your Spies Only” (Lvl 57) – a glimpse into the Zundu’s espionage network, which is a fancy way of referring to the scout who monitor the Vundu up close. Note that the questgiver is not based at Ok’Zundu, but at (X:23.0, Y:19.8). Requires flying
Hinu Vali ~ “Returning What’s Ours” (Lvl 57) – gives some context on the tense history between the Zundu and Vundu
Aanu Vanu ~ “Winds of Ill Omen” (Lvl 57) – some lore titbits regarding Vundu totems, and the totems’ significance to the Zundu. IIRC flying is required
Churning Mists
The sidequest unlocks were paced a bit strangely here; the initial round that unlocks when you’re in the area for MSQ reasons is (relatively) manageable in number, though on the whole not that interesting. However, if you for some reason decide to return after a certain point in the MSQ, then you’ll find a ton of sidequests waiting for you… and even more, after you’ve completed that round. Many of the later sidequests are actually part of separate quest-chains, so if you plan on completing most of them, I’d definitely recommend pacing yourself and unlocking flying first.
Moghome
Mogleo’s questline (flagged); starts with Mogleo ~ “A Pebble for Your Thoughts” (Lvl 54) – a cute little tale about a young moogle who dreams of joining the Pomsguard, and his adventures in helping other moogles across the Churning Mists
Mogomo ~ “Nut Job” (Lvl 54) – gives a little insight into life at Moghome; you get to pick kupo nuts!
Pomguard questline (flagged); starts with Mogloo ~ “Protecting the Pom” (Lvl 55) – follows Mogkul, second-in-command of the Pomguard, and his attempts to protect Zenith along with his fellow moogle soldiers. Outlines the arrangement between the moogles and Hraesvelgr, but isn’t particularly interesting as a story. I’m also not keen about how the sole female member of the Pomguard is portrayed as weak and easily-frightened compared to her male peers, especially when there are so few female moogles in the first place
(Not in Moghome) Maenne’s questline (flagged); starts with Unflinching Temple Knight ~ “Into the Mists” (Lvl 56) – a very by-the-numbers look at the work of the dragoon scouting party; basically, you do the entire squad’s work for them. I’d largely skip the story if you do this quest chain (it’s necessary for unlocking the moogle dailies), but the last quest “Laying the First Brick” puts a nice cap on the moogles’ attempts to preserve the ruins in the Churning Mists. Requires flying. Note that the questgiver is posted outside House Fortemps’ manor in Ishgard (X:11.4, Y:11.0)
Twelveswood moogle questline (flagged); starts with House Fortemps Knight ~ “Moogles in the Sky” (Lvl 59) – a story about some Twelveswood moogles who want to visit Moghome. This quest chain is a must-play for anyone interested in moogle lore, as it goes into the cultural differences between the Twelveswood and Moghome residents, as well as their shared ancestral history! But be prepared to spend a lot of time flying all over the Sea of Clouds – it’s to the point where those not interested in moogles may want to give this one a miss. Requires flying. Note that the questgiver is posted outside House Fortemps’ manor in Ishgard (X:11.4, Y:11.0)
Other
(The Monsterie) Mercurial Moogle’s questline; starts with Mercurial Moogle ~ “I Won't Leaf You Behind” (Lvl 55) – a set of three quests about a moogle trying to find herbs to help his sick friend; apart from being heartwarming, it also offers some insight into moogle medicine. Requires flying IIRC. Note that the questgiver is based in the Monsterie (X:34.1, Y:16.0)
(Tharl Oom Khash) Tharl Oom Khash questline; starts with Malingering Moogle ~ “Unwanted Attention” (Lvl 55) – a set of four quests about the moogle research expedition working at the ruins of Tharl Oom Khash (note that the first quest seems very unrelated). There is a lot of flying up and down trying to find the quest objectives, which can be annoying, so I’d mainly recommend this questline to those who are particularly interested in the ruins dotting the region, or in dragon culture. Requires flying. Note that the questgiver is based near Tharl Oom Khash ((X:17.4, Y:11.2)
The Dravanian Hinterlands & Idyllshire
Most of the sidequests in this region actually originate in Idyllshire rather than out in the field, but note that like the Dravanian Hinterlands themselves, the sidequests are unlocked in two phases – first, those that mainly concern the Eastern Hinterlands, and second, those involving the Western Hinterlands. Clearing all the sidequests is not too overwhelming if you do them as they come up (i.e. finish the first set before unlocking the Answering Quarter), but it’s probably quite painful to clear all at once post-Heavensward. Personally, I found that the first set of quests were generally better at fleshing out Idyllshire, but the real stars of the show are the three flagged questlines – two linked ones from Idyllshire, and the one at Matoya’s Cave – definitely focus on these if you can’t be bothered with the rest!
Idyllshire
Slowfix’s questline (flagged); starts with Slowfix ~ “The Pick of the Bunch” (Lvl 58) – about Slowfix’s leaderly struggles in setting up the administrative systems required to run a city; a classic tale of idealism versus practicality. Only this time, the story takes a rather more corporate bent – it’s definitely recommended if you feel strongly about policies and procedures (whether that feeling is positive or negative!). The questgiver is at X:7.0, Y:6.0
Midnight Dew ~ “Community Service” (Lvl 58) – gives a sense of everyday life at and the community of Idyllshire. The questgiver is at X:5.5, Y:6.6
Loudjox ~ “A New Leaf” (Lvl 58) – touches upon what kinds of things goblins trade, including filling for their masks. The questgiver is at X:7.1, Y:7.2
Halfsix ~ “Ebb and Aetherflow” (Lvl 58) – illustrates how recycled Sharlayan technology is crucial to keep Idyllshire running. The questgiver is at X:7.5, Y:6.7
Holepix ~ “The Vangob Job” (Lvl 58) – shows how Sharlayan technology can be reverse-engineered and recycled in less than peaceful ways. The questgiver is at X:7.5, Y:6.7
Notched Bone & Dedean’s questline (flagged); starts with Midnight Dew ~ “The New Arrivals” (Lvl 58) – a thematic continuation of Slowfix’s story, this quest chain explores the ideals behind Idyllshire from a different perspective. It follows two new arrivals who – thanks to bad experiences in Ul’dah – are suspicious of everyone and everything
Other
(Matoya’s Cave) Saro Roggo’s questline (flagged); starts with Saro Roggo ~ “Saro Roggo's Common Life” (Lvl 59) – if you are going to play one quest chain in Heavensward, make it this one. About a self-doubting enchanted frog who fears for his place among Matoya’s familiars, this questline delivers a simple but affecting story, fun (if very simple) riddles to solve instead of the usual “fetch this, kill that” objectives, and gives players a little more insight into the into the excellent Matoya (whose screentime is all too brief!). Flying recommended
Azys Lla
Yes, the final dungeon area has a bunch of sidequests while you wait for the duty to pop (though that’s no longer relevant thanks to NPC support). Unfortunately, said sidequests don’t do much to flesh out the area beyond what you can already learn – or infer – from the MSQ dialogue; there’s only one which might be of interest to lore-lovers. If you’re intent on doing the sidequests regardless, I’d highly recommend progressing with the MSQ first anyway as you’ll unlock all the necessary Aether Currents for flying by doing so.
(Gamma Quadrant) Auditing Node ~ “A Crude Facsimile” (Lvl 59) – touches upon the link between Allag and Garlean technology. The questgiver is based in the Gamma Quadrant (X:29.8, Y:37.6)
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sealrock · 2 months
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my revamped au for achille has become canon and I must apologize in advance for the suffering he must go through
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bottleoflemons · 21 days
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morozyart · 2 years
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Eternal Moonlight. Every path turns to red @hetaween-event-2022
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skitskatdacat63 · 6 months
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Girls when it's finals week and instead of working on their mountain of coursework, they spend 5 hours researching and writing a fandom post....
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