Welcome, Guest. Please login or register.
October 09, 2015, 08:24:24 AM

Login with username, password and session length
Search:     Advanced search
Check out the latest RPG news!
367514 Posts in 14844 Topics by 2311 Members
Latest Member: deegeejay
* Home Help Search Login Register
  Show Posts
Pages: 1 2 [3] 4 5 ... 144
31  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 22, 2015, 04:34:23 AM
Windurst Part 6: Journey to Jeuno

The Star Sibyl isn’t quite what’s expected- she doesn't look any different from any other Tarutaru, save her fancy robes and long flowing hair. The Star Sibyl tells Rapifafa she is to become an envoy to the city of Jeuno, quite an important task as Jeuno lies in the middle of the other three major nations, built on a bridge connecting Mindartia and Quon.

Rapifafa accepts the task, despite mentally noting that meeting the Star Sibyl was a little less breathtaking than one would assume when meeting a God. One thing’s for sure though, the Star Sibyl has a very nice room.

Music: Sauromugue Champaign

The long trek to Jeuno involves running past Sarutabaruta, Tahrongi Canyon, and Meriphataud Mountains into the Sauromugue Champaign, another barren area, same as most of Mindartia barring Sarutabaruta.

Her long journey over, Rapifafa arrives at the city of Jeuno.

Music: The Grand Duchy of Jeuno (Not a big fan of this song. Probably had to listen to it way too much back when Jeuno was the place you formed parties/waited for one.)

She decides she doesn't have much time to speak with the locals and gets to work, traveling down the main road and up several flights of stairs to reach Ru’Lude Gardens, where the Archduke’s palace and the embassies are.

Music: Ru'Lude Gardens

As luck would have it, the ambassador is investigating the Delkfutt’s Tower, located on Qufim Island directly under Jeuno. The receptionist tells Rapifafa if she wants anything done soon, she should probably go find him herself.

The first thing Rapifafa notices upon exiting into Qufim Island is a strange spine-like structure, similar to the ones attached to the telepoint constructs. She had also seen some spines like this earlier in Sauromugue Champaign, though far fewer in number.  Following the spine away from Jeuno, she arrives at Delkfutt’s Tower.

As the name implies, traversing Delkfutt’s Tower involves a long, long climb, with plenty of nasty beastmen along the way. They’re not much trouble for her though.

After going up (and down) more flights of stairs than she could count, Rapifafa finally finds the ambassador. He’s unconscious, but otherwise fine. After he comes to and has a moment to rest, he decides to run back to Jeuno, Rapifafa closely following behind.

Back in Jeuno, the ambassador rewards Rapifafa with the title of embassy, alongside giving her a promotion.

He informs Rapifafa may be needed for a mission soon, but for now she can only stand by for orders. Seems like the perfect opportunity to get to know this city.

The biggest point of interest in Ru’Lude Gardens is the Archduke’s Palace. While she can’t get an audience with him, she is allowed to take a look around. An old man by the name of Maat senses that Rapifafa has reached the limits of her training, and offers her a way to break past this limit. She’s intrigued, and Maat sends her off to go find some items from the surrounding dungeons.

She decides to explore Jeuno a little bit more first, walking downstairs to Upper Jeuno, mostly known for its bell tower and its cathedral, and also known for issuing Chocobo licenses, which Rapifafa would not mind having one of.

Taking a moment to visit the cathedral, Rapifafa gets to once again hear the story known to all in Vana’Diel: That they were all created by the goddess Altana, and that the god Promathia saw this and condemned the races to eternal struggle. Rapifafa offers up a prayer and leaves for the Chocobo Stables.

The owner, Brutus, is only too happy to offer Rapifafa a license, but like with anything, there’s a price- instead of simply allowing her to buy it, she is to nurse a wounded chocobo back to health.

She tries several times to feed the chocobo a clump of Gauzebit Grass, but it seems whoever had previously owned the chocobo abused it in some way, leaving it distrustful of humans. The stable boy suggests that it simply needs some time, so Rapifafa decides to instead spend some time finding one of the items Maat had asked for.

Music: Batallia Downs

She exits to Batallia Downs, known for many historic battles during the Great War, leaving the place as essentially a giant graveyard. Here, she once again finds one of those strange spines. More importantly, she finds several entrances which lead down into the Eldieme Necropolis. While previously a simple burial ground built by the Elvaans, the large scale of death which had taken place during the war has left the place full of undead- exactly what Maat wanted Rapifafa to find.

The dungeon consists of several hallways, many of which have been blocked off, and many requiring switches demanding multiple travelers, so it takes a long while for Rapifafa to get what she needed. With her treasure in hand, she returns to Upper Jeuno, where the stable boy tells her that the chocobo she was to nurse back to health had started eating again. Over the next few days, Rapifafa feeds Gauzebit Grass to the chocobo. As it nears recovery, its owner, Dietmund, comes to demand for it back, but neither Rapifafa nor the stable boy was going to have that after what he had done to it. Brutus, satisfied with these events, rewards Rapifafa with a Chocobo License. Hurray, no more walking!

Rapifafa spends a little more time speaking with the locals. It seems many decades ago, Jeuno had been a very simple fishing village, until a fisherman saved two boys, one of whom became the current Archduke. Under his leadership, Jeuno grew into the massive city it is today- one that attracts merchants of all races, even including a Goblin store which is found in Lower Jeuno. After gathering this infromation, Rapifafa decides to give her new chocobo license a spin by taking one out of Lower Jeuno into the Rolanberry Fields.

Music: Rolanberry Fields (This one's really nice IMO)

While travelling through Rolanberry Fields, Rapifafa once again notices another place where the strange white spines coming out of the ground. She ignores them and takes this opportunity to find the next item Maat asked for, found inside the Crawler’s Nest in the south end of the fields, known for its winding passageways and abundance of crawlers (naturally). This time, it doesn’t take too long for her to find what she needs.

Her last destination is the Garlaige Citadel, in the south of the Sauromugue Champaign she had passed earlier on the way to Jeuno. Like the Necropolis, the former military fortress is also a graveyard to many from the Great War, and contains several gates which normally can only be opened by at least 4 people. Thankfully, there are other ways past these doors, so Rapifafa finds the treasure she was sent here for, and returns to Jeuno.

Maat is pleased with the three items Rapifafa has found, and teaches Rapifafa how to expand her abilities. It seems Maat has plans to teach Rapifafa even more when she reaches her limits again, so she makes a mental note to come visit Maat every now and again.

For now, it seems the Ambassador finally has Rapifafa’s next job for her, so she travels back to the embassy.

It seems Rapifafa has another big meeting ahead of her- this time, it’ll be with the Archduke of Jeuno.
32  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 21, 2015, 01:21:52 AM
Windurst Part 5: Castle Oztroja

It seems the Star Sibyl needs time to take in the report Rapifafa gave last time, so after spending some time making some money to buy new armor, she checks up on the Star Onions.

It seems since last time Nanaa Mihgo has demanded for the Mana Orb back, saying whoever after it is dangerous. Naturally the Star Onions don’t bother listening, and now Kohlo-Lakolo asks Rapifafa for the minister’s ring to open the door to the House of the Hero. Rapifafa of course knows that the ring was taken from Nanaa Mihgo by Ajido-Marujido, so the easiest way for her to find it would probably be to continue her investigations for Windurst.

The Gate Guards tell Rapifafa that Semih Lafihna wants to give the next assignment herself, so she makes her way to the Heaven’s Tower.

This time, Rapifafa is being allowed access to the tower, a great honor.

On the second floor she meets the various ladies-in-waiting serving the Star Sibyl. One woman explains that once a year, the five ministers will gather here to hear the readings from the Star Sibyl to determine how the nation will move forward. Another woman explains that in order to become a lady-in-waiting and have the chance to view these divinations, one must be a female Tarutaru with no martial, magical training, or worldly desires- then follows it up by whispering that she would actually really love a mutton tortilla right about now. Rapifafa can only smile understandingly at her and move on, not wanting to ruin the good will she has built up to get this far.

At the top of the Tower Rapifafa finds the entrance to the Vestal Chamber, where Star Sibyl resides, as well as the Star Spring, where the Star Sibyl performs her Star Readings. The Star Sibyl is believed by the Tarutaru to be the physical manifestation of the goddess Altana, so it’s no surprise that as she approaches, Semih Lafihna comes through to stop her before she can enter- no matter how much Rapifafa may have done the past few weeks, she’s far from being allowed to meet a living god. Even some of the ladies-in-waiting have never met the Star Sibyl despite devoting their entire lives to serving her.

Semih Lafihna explains that the Star Sibyl had in fact already sensed the Shadow Lord’s impending return even before Rapifafa had delivered her report- she was simply asked to come here so that she can keep quiet about the affair to avoid widespread panic. She’s assured that the officials will handle the situation, and that she may return to her freelance adventuring.

As Rapifafa turns to leave, there is a commotion coming from downstairs- Ajido-Marujido runs up to the top floor of the Tower, somehow magically stunning any guard who tried to stop him. Semih Lafihna is not happy about this attack, accusing Ajido-Marujido has gone mad in his quest for Karaha-Baruha’s power.

Ajido-Marujido is furious at this accusation, and reads the riot act to Semih Lafihna, criticizing the inaction of the WIndurstian officials while presenting the blank Book of the Gods as evidence. He demands that Semih Lafihna show the blank book to the Star Sibyl, and storms out, muttering about how he’ll be the one to save Windurst under his breath.

Semih Lafihna isn’t about to just let this madman run around doing whatever he feels like, so she calls Rapifafa back and assigns her a new mission- she is to follow Ajido-Marujido and figure out what he’s up to.

Questioning the men at the Orastery tells Rapifafa that Ajido-Marujido has left for Castle Oztroja- the home base of the Yagudo, far away from Windurst. It seems Rapifafa has another long journey ahead of her.

Travelling to the Konschtat Highlands, Rapifafa heads north to the Meriphataud Mountains, instead of east to the peninsula where she had previously traveled. The most striking feature of these mountains is a large bone-like structure known as Drogaroga’s Spine, said to have been left behind by the mythical dragon Drogaroga from the beginning of time. On the eastern end of these mountains was Castle Oztroja, the home of the Yagudo.

Castle Oztroja, like most of the other beastman strongholds, is one of the largest dungeons in the game, with enemies still threatening at higher levels. Thankfully, Rapifafa doesn’t venture too far in before she finds Ajido-Marujido leaning against a wall.

Rapifafa rushes forward to see if he is okay.

Ajido-Marujido only suffered minor injuries apparently, and is mostly just tired. He quickly deduces that Rapifafa is only here on the orders of Semih Lafihna. He explains to Rapifafa that while Semih Lafihna may have been raised amongst Tarutaru, she was still a Mithra and did not understand the seriousness of everything that has been happening. The Book of the Gods that he had handed to Semih Lafihna dates back to the founding of Windurst, when the first Star Sibyl had gained the powers of the stars at the Full Moon Fountain. The fact the Star Sibyl has remained silent despite the book becoming blank drove Ajido-Marujido to a desperate act- he came to Castle Oztroja to obtain information from the Yagudo King, as the Yagudo are also witnesses of time. He apparently gained some information, but he does not share it with Rapifafa before taking his leave.

With her mission accomplished, Rapifafa also prepares to leave the castle, but not before she notices that Ajido-Marujido had dropped something- the Minister’s ring, the key to the House of the Hero.

Returning to Windurst, Semih Lafihna commends Rapifafa on a job well-done, and assures her that Ajido-Marujido will receive a warning to the minister for breaking yet another one of their laws (because the last 10 or so warnings have worked quite well of course). She also tells Rapifafa that it seems she can’t be going back to her freelance adventuring as soon as she thought, as another mission will come soon.

With that in mind, Rapifafa knows she can’t leave the city for now, so the next day she goes to the Star Onions once again. With the ring to open the house now in their possession, they can enact another plan to catch the Cat Burglar.

At the House of the Hero, the Star Onions confront Nanaa Mihgo, and Rapifafa finally learns some information as to what Ajido-Marujido has been seeking. Nanaa Mihgo tells the children that if they’re so intent on stopping bad people in Windurst, they should be turning their sights on the minister of the Orastery, who is trying to bring back a type of magic long forbidden by the Star Sibyl- Summoning Magic. As Rapifafa contemplates this and the Star Onions quibble amongst themselves, the Cat Burglar slips out and locks the door.

With no choice, they explore the house for an alternate exit despite rumors of it being haunted. Not long after, one child screams that there’s a dead body in the corner. As the Star Onions approach it, the Mana Orb begins to react, and the body rises out of its coffin- it’s a Cardian, who introduces himself as Joker. All questions directed at Joker come back with no answer, as his memory functions seem to be damaged. Thankfully he is able to free the Brigade from the locked house, and on their way out they invite Joker to join the Star Onions.

Rapifafa lets the children run ahead back to their base, as she receives word that the head lady-in-waiting, Zubaba, has a task for her, so Rapifafa heads for the Heaven’s Tower, conveniently located near the House of the Hero.

After the persistently cranky Zubaba finishes her 5-minute rant about adventurers always being late, she tells Rapifafa a little story. Apparently the Star Sibyl had seen the war before it had occurred 20 years ago, and upon finishing that vision, she collapsed and lay in bed shivering for days.

When Ajido-Marujido brought the blank Book of the Gods, the Star Sibyl began gazing into the Star Spring every day until last night, when she collapsed, in the same manner as she did 20 years ago. Something has gone wrong in the Horutoto Ruins, where part of a talisman used to seal the Castle Zvahl is kept. Rapifafa is to investigate the room where it is kept.

Rapifafa travels to the Horutoto tower in the far east of Sarutabaruta, and descends to the deepest levels of the ruins. There, she finds a magical door which can only be opened with the combined efforts of a White, Black, and Red Mage.

She only fulfills a third of that equation, but after asking for some help from some fellow adventurers, she is able to break the seal and enter the hallway.

Inside, she finds the room with the talisman fragment. As she approaches, a voice tells her not to approach it- it’s Ajido-Marujido.

The Cardians guarding the talisman will attack people who get too close, excepting the five ministers. Since they were built by Ajido-Marujido’s father, the inventor of the Cardians, it is safe to assume they are far too strong for Rapifafa to handle. Ajido-Marujido notes to himself that the fact they are still functioning mean his father is still alive before asking Rapifafa about why she has come here. Upon learning that the Star Sibyl has collapsed, he runs off, mumbling something about the Full Moon Fountain. For Rapifafa’s part, she has already confirmed that the talisman fragment is intact, so she returns to Windurst.

Upon reporting to a Gate Guard, he congratulates Rapifafa on a job well done and prepares to give her a new assignment- he is visibly troubled when he hands Rapifafa the orders, telling Rapifafa he reconfirmed it several times. Rapifafa opens the orders- it’s a writ of summons with a white star emblem on it. The writ was nothing like she’d seen before, with writing which twinkled like starlight. More shocking, however, were the contents.

Rapifafa was being summoned to the Vestal Chambers of the Heavens Tower to meet the Star Sibyl in person.
33  The Rest / General Discussions / Re: Misc. Gaming News Topic on: August 20, 2015, 07:43:03 PM
Pretty much everyone noticed those dongpits not just because of the location, but the shape. I imagine someone would only ignore it if they wanted to be a passive aggressive jackass.

Anyway I filled the form (and wrote a paragraph about how much I like Suikoden so I can annoy whatever guy they hire to read all these) despite thinking it'll probably accomplish nothing. I don't understand why they'd have a survey like this because if the only thing they want is to make mountains of cash from their pachinko machines, something like this is a lot of selection bias because only people who care enough about the listed games will take the survey to begin with.
34  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 16, 2015, 03:06:29 AM
Windurst Part 4: The Three Nations

So far, Rapifafa has received a mission from every ministry in Windurst, except for one- the Aurastery, dedicated to teaching children. This time they have a job for her, and surely it’ll be important with what all the other ministries asked her to do.

One of the teachers at the Aurastery asks Rapifafa to gather some information for the children’s next school assignment.

Well, they can’t all be exciting.

As soon as she’s back from her task however, she receives orders to go to Heaven’s Tower.

Music: Heaven’s Tower (I like this song, kinda reminds me of the Zeal music from CT)

The secretary Kupipi doesn’t think she’s ready for the task ahead, but Semih Lafihna herself enters to review Rapifafa’s file, and approves of her assignment in light of her recent achievements.

Rapifafa is given the important task of travelling to two other major nations, Bastok and San d’Oria and speak with the consulates at each of these nations.  She is to gather information at each of these nations, but avoid anything that may be seen as aggressive. The quickest (and safest) route is to take the ferry in Mhaura, so she once again travels across Sarutabaruta, Tahrongi Canyon and Buburimu Peninsula to arrive there.

Music: Voyager

It is quite a long trip, as she is not only leaving Windurstian territory, but actually leaving the continent of Mindartia, travelling to the west end of the continent of Quon.

After what feels like ages, Rapifafa sees the beaches of the Valkurm Dunes off in the distance.

Rapifafa arrives in the port town Selbina.

Music: Selbina

Selbina is a small independent village which sustains itself through its harbor. Airships, however, are forcing Selbina to invent its own industries, which can’t be easy on such a small town. The local weaver, for instance, adopted a girl named Mathilde who was apparently orphaned 20 years ago during the war.

Rapifafa cannot waste too much time here though, so she prepares for the long trip ahead by buying some magic from a local merchant- one even lets her put magic into her sword swings, like she always dreamed! With that, she sets off into the Valkurm Dunes.

Rapifafa decides to turn south towards Bastok for now, and past the sands of the Valkurm Dunes are the large grasslands of Konschtat Highlands, where Bastok has contructed many windmills to take advantage of the winds which often pass through this area.

Here she first encounters a Quadav, another race of beastmen which often pester the Bastokans. They’re not particularly friendly, so Rapifafa takes the chance to test out her new sword enhancing spells.

She also finds another massive structure which looks identical to the one she found in Tahrongi. It also contains a crystal for use in travel, so she pockets a shard.

Rapifafa continues south, and arrives in the desert-like region of Gustaberg, which, while devoid of plant life, is filled with large amounts of ore, which is perfect for the industrial city of Bastok.

Music: Gustaberg

Past Gustaberg, she finally ends her long trek by taking her first steps into a foreign nation- Bastok.

Music: The Republic of Bastok

Not wasting any time, Rapifafa travels to the Bastok Metalworks, where the President’s office and the various consulates are. There, the Windurstan representative Patt-Pott fills her in on the situation.

Patt-Pott is clearly tired of staying around Bastok, and Rapifafa soon sees why- many of the politicians in Bastok need to be buttered up considerably before they agree to anything, so Patt-Pott likely spends a great deal of his time kissing a lot of the bottom to get to the top. Thankfully Rapifafa only needs to get permission to travel to the nearly Palborough Mines to gather some ore- a pretext to give Windurst a chance to study Bastokan technology. It won’t be easy, however, since apparently lots of Quadav have moved in recently.

After gaining the permission and information she needs, Rapifafa runs into another adventurer on her way out, who introduces herself as Lion.

Rapifafa already gathered from a few people in town that Bastok was far more aggressive against the Quadavs than Windurst is against the Yagudo, and Lion further informs Rapifafa that the Palborough Mines is actually a sacred place to the Quadav as opposed to just a mine of Bastok. The Humes of Bastok think that they are victims minding their own business, but the truth is that they are simply too apathetic to the world around them.

Rapifafa decides to spend some more time speaking with the locals before setting off for Palborough, and quickly confirms what she had only heard through rumor.  Bastok is a city established by the Humes, and the Galka were forced out of their home in the islands of Kuzotz long ago, escaping to Bastok. To this day they have been a great help to the nation by providing a great deal of the physical labor needed for their mining and forging operations.

The Galka do not strictly speaking have any gender- when the time comes they embark on a spiritual quest as part of a reincarnation cycle. When this occurs, they lose all their memories and for all intents and purposes become a new individual. Occasionally there are Galka who keep not only their memories, but the memories of all their people for the past several centuries. These Talekeepers are recognized as the leaders of the Galka. However, since the disappearance of their last Talekeeper, Raogrimm, 30 years ago, there has not been one to replace him.  For this reason, the eldest of the living Galka, named Werei, had been their leader for the past few decades.

With the recent departure of Werei on his quest of reincarnation, there is unrest amongst the Galka, many of whom escape into their belief that their Talekeeper will soon return. It adds to tensions that exist by default between the Humes and the Galka. Like the Mithra in Windurst, the Galka largely live separately from the Humes in their own part of the city, though the Mithra are on much friendlier terms with the Tarutaru.

Rapifafa also learns a little about the Mythril Musketeers, the elite guards of Bastok who are hand-picked by the president. She had met two members, Naji and Iron Eater, at the President’s Office earlier. A young Galka named Gumbah recalls a recent visit to his home to Rapifafa from Volker, the Captain of the Mythril Musketeers. In it, Volker asks Werei about the whereabouts of Zeid, a missing Galkan Mythril Musketeer.  It seems Zeid disappeared due to Volker being promoted to Captain over him, and Volker himself has his doubts if he earned enough merit for such a position.

Satisfied with her knowledge of Bastok, Rapifafa travels to the far northeast of Gustaberg, where the Palborough Mines are.

The inside is overrun with Quadav as she was told, but she goes through the process she was told, mining for some unrefined gravel and running through a machine to turn it into mythril sand.

She makes her escape from the mines through one of the boats inside the mine. It cuts down on all the walking Rapifafa will have to do, and she’ll take any chance for that since she had to walk all the way from the Valkurm Dunes to Bastok just a few days ago. It takes her to the Zeruhn Mines, which are right next to Bastok.

As she exits the boat, she spots a Galka in black armor. This Galka tells Rapifafa that he is Zeid, a Dark Knight. Rapifafa recalls that Gumbah had mentioned that the Dark Knight arts were from the homeland of the Galka, and that Zeid had added some of his own touches to the art. Zeid senses that Rapifafa has felled many enemies and hands her a greatsword, offering to teach her the Dark Knight arts, but only if she bloodies the blade before seeking him out again. Rapifafa doesn’t have the nerve to outright reject an offer from such an intimidating man, so she slips the greatsword in her bag. Perhaps she’ll consider it later.

For now, Rapifafa returns to the consulate and gives the mythril sand she made to Patt-Pott. He informs Rapifafa that he’ll handle it from here and shoos her off to her next task- San d’Oria.

After a short respite, Rapifafa embarks on the long walk ahead. She backtracks her way north through the large wastelands of Gustaberg and the hills of Konschtat Highlands back to the Valkurm Dunes, where she travels straight north this time to the fields of the La Theine Plateau.

Here, she runs into Orcs, an especially violent race of beastmen, and another of those large structures she saw in both Tahrongi Canyon and Konchtat Highlands.

Travelling further north through the La Theine Plateau, she finally arrives in the Ronfaure forests surrounding San d’Oria.

Music: Ronfaure

Feeling she was in the final stretch before a warm bed, Rapifafa quickly makes her way to the city of San d’Oria.

Music: The Kingdom of San d’Oria (I wasn't joking about those bagpipes)

Despite her fatigue, Rapifafa first reports to the consulate. As she nears the consulate, she takes notice of the Chateau d’Oraguille, where the royal family lives, and the Cathedral of San d’Oria, where she sees excited crowds gathering. All of them speak praises of their religious leader, the Papasque Shamonde, who apparently is the leader of the nation more than the King is in many ways.

Rapifafa hurries to the consulate, where they don’t tell her much of her mission, and instead simply tell her to speak with Monarlais Halver in the Chateau d’Oraguille for her mission when she is ready. Rapifafa rents a room in the residential area of San d’Oria to get a good night’s rest before continuing.

The next day she goes to speak with Halver, who informs her that despite the Orcs being “quite stupid”, they have started to use more complicated weapons, including machine-like contructs. He guesses that somebody must be supplying them, and asks that Rapifafa investigate Ghelsba Outpost, the vanguard base of operations of the Orcs northwest of San d’Oria.

Before she leaves, Rapifafa tries to learn a little bit about the Elvaans. She first speaks with the leaders of their two major orders of knights- Curilla and Rahal.

It seems they have continued to battle the Orcs aggressively even after the Great War ended 20 years ago, contrasting with Windurst’s peaceful solution and Bastok’s defensive position. Because of this, the Royal Knights and the Temple Knights both still have bustling ranks. It reflects the strong emphasis on knighthood in the Elvaan culture, who are very chivalrous and pious, but also incredibly arrogant. Indeed, many of them turn their noses up at other races, especially Tarutaru like Rapifafa.

Rapifafa also learns that the Queen Leaute passed away many years ago, leaving behind her two sons, Prince Trion and Prince Pieuje, as well as a daughter, the Princess Claidie. The rivalry between the brothers Trion and Pieuje is well-known throughout San d’Oria. The former is well-known for his prowess in combat, whereas the latter is more known for his intellect and piety.

The more aggressive nature of the Elvaan is a concern for Windurst, but for now, Rapifafa’s task involves investigating the Orcs, so she makes her way to the Ghelsba Outpost, sneaking her way past many Orcs to the top of Fort Ghelsba.

On the highest mountain above Fort Ghelsba, Horlais Peak, Rapifafa encounters something she had never seen before- a dragon, led by an ahriman.

Thankfully, the dragon and its master seem to be distracted by a pair of Elvaan. San d’Orian agents, perhaps?

The demons prepare to attack, so Rapifafa is glad the Elvaan are here to lend her assistance in the coming fight.

Or maybe not.

Music: Tough Battle (Not a fan myself, but I heard some people like it, so I guess I'll post it)

It’s a rough fight, but Rapifafa manages to defeat both the floating eye and the dragon. Lion decides to pick this moment to show up, and while Rapifafa’s glad to see a familiar face, about two minutes earlier would’ve been even better. Lion seems shocked by the dragon, saying that they have not been seen since 20 years ago when the Shadow Lord was defeated, and even then they were generally only seen in the Northlands.

The ahriman, named Spotter, declares in classic bad guy fashion that he is only the vanguard for the return of said Shadow Lord before kicking off for good. Lion tells Rapifafa what she already knows, that she should probably take this information back to Windurst.

After reporting back to Kasaroro of the San d’Orian consulate, Rapifafa receives a report detailing everything she had seen in both Bastok and San d’Oria, and is told to take the report back to Windurst. Considering the long road back, Rapifafa momentarily wishes she had long legs like an Elvaan, or at least a country considerate enough to give her a personal chocobo on such an important mission.

Travelling through the forests of Ronfaure, the fields of La Thiene Plateau, taking a boat from Selbina on the sands of Valkurm Dunes back to Mhaura in the Buburimu Peninsula, and finally through Tahrongi Canyon and Sarutabaruta, Rapifafa arrives back home in Windurst. The trip took several days, but knowing the urgency of the message, she takes it to Heaven’s Tower immediately.

On the ground floor Rapifafa once again speaks to Kupipi, who says she’ll take the report up to the Star Sibyl. Rapifafa might’ve done a lot, but access to the upper parts of the tower is still only allowed to a small select few. Still, they do recognize all the work Rapifafa has done, so she’s given another shiny promotion. Hurray!

35  The Rest / General Discussions / Re: Misc. Gaming News Topic on: August 13, 2015, 11:57:17 AM
According to the site, he's the player character's older brother.

I've said this before, but I have mixed feelings about BoF 6. On the one hand, the BoF fan in me would've really preferred another proper game in the series, and it's just odd that they decide to turn it into an action RPG because turn based RPGs are one of the only genres where you can transfer the controls onto a touch screen and not have it be a pain in the ass. On the other hand, I don't think BoF 6 really looks that bad on its own.
36  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 12, 2015, 12:20:01 AM
I actually like the Tarutaru more than the falalala's of FXIV... I think it's because in general, FFXI was a bit more committed to cartoony appearances than 14 is (or the limited graphics made that happen).

I'd say both (in terms of the actual game) have that quasi-realistic anime style modern Final Fantasy games (bar IX) tend to have. I'd say the difference is that the XIV races just seemed like they went "let's go copy the XI races and make a new game" without all the imaginative concepts they came up with to create them in XI. The only difference is that they softened the animalistic features of the Galka, Tarutaru, and Mithra when they transferred to XIV (Roegaedyn have no tails at all, Miqote look a bit less feline, Lalafell have more normal child-like proportions) because generally audiences seem to respond better to more human-like races. I feel this removed a lot of the creativity that went into these designs in the first place.

Given the disaster of XIV's initial launch and how unpolished that whole game felt, I wouldn't be surprised if all the lore that people love from the game today was created under Naoki Yoshida's watch. They were basically stuck with the races they had though.

Here's some concept art of some of the ideas they went through while creating the races in XI.

37  The Rest / General Discussions / Re: Data Whore 4: the one where Josh sifts through console sales figures (1977-2015) on: August 12, 2015, 12:07:44 AM
I don't think it's so much that it's uninteresting as I think people who are into gaming probably already have a general idea of how each console generation went.

I was actually planning on making a response to the Sega Saturn thread, but since this thread is basically that plus a bunch of other stuff I guess I'll go ahead and just give my own experience with it.

My first console was a Famicom, and I think I was too young to even really know the other two big ones existed, so not much to say on that from me.

From the fourth to sixth generation pretty much all the popular consoles were in the house at one point. SNES/Genesis/GB/Game Gear from the fourth, PS/N64/Sega Saturn from the fifth (Personally I played the SS way more than the other ones, it was actually the first 5th gen console we had, loved me some SF3, Guardian Heroes and Game Arts games), PS2/GC/GBA from the sixth (though we had an Xbox for a short stint). Seems to line up right with the numbers for the most part.

Then starting from the seventh generation there was basically no new consoles left in the house. I think the big change was that both my brothers were in college and I alone was stuck in the house. I pretty much just played whatever they bought/had bought for them and only got something for myself once in a while (because there generally wasn't really a need for me to). Since I was in a house with over a dozen consoles and a huge backlog, I saw no reason to buy a new console. I did eventually get a 360 and a Wii (but if not for my brothers I probably wouldn't have gotten those, one of them is basically a hand-me-down and one of them had some kind of special deal going on as I recall).

Today all the seventh and eighth generation consoles are in the house, but probably because my brothers live there at the moment- I, on the other hand, now live about 10 thousand miles away and the only eighth generation console I have is a 3DS. I'd say for me, I've enjoyed playing on handhelds more since the GBA. I can relax on a bed while playing and take it where I go if I need to, and the latter is becoming a bigger deal as I get older, especially with my plans for the future. Mobile games may be able to replace them in the future, but for the time being I really have not played a single original mobile game which can compare to something on a dedicated handheld console. As for the Vita doing poorly, well, I can say I don't own one at least, heh. I mostly got the 3DS to play Pokemon and Megaman Legends 3 NEVER EVER so I guess I'd say I follow the games instead of the console, otherwise I would've been fine just playing my DS some more.

If I really wanted to play a game on a big screen I find it so much more convenient to play on a PC- I'm probably already on the PC to do work anyway (or browsing RPGFan of course) and a PC would be a lot more important to take around with me while a travel as opposed to a console. My 360 is basically gathering dust at this point, but I do fire it up once in a while to play Ikaruga or somethjing.
38  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 11, 2015, 09:11:36 AM
Windurst Part 3: The Book of the Gods

The Gate Guards have no missions for Rapifafa yet, so she decides to take the time to check up on the S.O.B.s. Recently they’ve been spying on the local cat burglar, Nanaa Mihgo, and they have found that she seems to like hanging around the abandoned House of the Hero in Windurst Walls. Formerly the residence of Karaha-Baruha, it’s been rumored to have become haunted since his death.

The Star Onions ask Rapifafa to bring them onions so they may make some stink bombs to ambush the Cat Burglar with, but luckily she already had some on hand from cutting down goblins around Windurst. With the stinkbombs ready, the Star Onions travel to House of the Hero, where they await the Cat Burglar on the roof. As she approaches the house, the Star Onions unload all their stink bombs. The Star Onions go downstairs to find the Cat Burglar knocked out.

Unfortunately, she isn’t out for long, so the Star Onions have no chance to tie her up. She isn’t too happy to be smelling like onions, so the Star Onions make a tactical retreat before she can kick all their asses. One of the little girls in the group picks up something Nanaa Mihgo dropped, though, and back at the S.O.B. base it’s revealed that it’s a Mana Orb. Naturally the Star Onions assume that Nanaa Mihgo must have stolen it from somewhere, so they begin planning their next operation to capture her.

That will have to wait, though, because the Gate Guards have another mission for Rapifafa, and this time they want her to go help the Optistery, the ministry dedicated to restoration and storage of magical books and documents, as well as analysis of Celestial bodies.

Here she speaks to Tosuka-Porika, who came into the position of minister after the death of Karaha-Baruha. He informs Rapifafa that for the first time since being named minister, he is facing a crisis. Of the Library of Magic, there exists a restricted section which contains books not allowed to be taken out or read. As per rule of fiction, one of these books disappeared- in this case, 20 years ago. It seems there is a rumor that Nanaa Mihgo has come into possession of this book, and to find some way to confirm the veracity of the rumor and reobtain the book.

Rapifafa finds Nanaa Mihgo in her base in Windurst Woods, most likely planning her next heist. Before Nanaa Mihgo is willing to give any info to Rapifafa, she asks for something in return- she’s to travel to the Maze of Shakhrami, far from Windurst to get a piece of lapis coral for her.

After some preparation, Rapifafa again leaves Windurst, this time past the fields of Sarutabaruta  to the twisting Tahrongi Canyon, formed thousands of years ago from the rivers which ran through theregion.

Amongst the wildlife here she encounters large creatures called dhalmel. In the past people used to fight these things in groups- or not at all, since they generally weren't worth the risk. She’s not too put off by that, though.

While travelling through the area she comes across a strange white construct.

While they are a mystery, it’s known that the crystals they hold can be used for teleportation, so she takes a shard for herself in case she needs it.

She finds the Maze of Shakhrami in the northeast of Tahrongi Canyon, and “maze” is appropriate, as it’s a rather large complex of underwater tunnels, with impassable chasms spread throughout. The fact she has no map to guide her here doesn’t help matters much.

Rapifafa soons finds herself utterly lost, and she cannot find lapis coral on any of the rocks she checks in the cave. As she ventures deeper, she’s ambushed by multiple goblins who she knows are too much for her, and she hurriedly makes an escape. She’ll have to come back later (and maybe stop using a sword 15 levels below her).

She opts to travel to the Buburimu Peninsula in the east of Tahrongi Canyon instead. The area is ideal for a port town, as the area contains a rock formation called the Kibubu Lighthouse, which gives off a fluorescent light to guide nearby ships.

Rapifafa decides to train her skills off the local monsters for some time, and when night falls she even fights some Bogies, which have been known to wipe out entire parties in the past. However, since elemental magic is completely ridiculously broken at low levels now, Rapifafa has no trouble nuking them into oblivion.

After some training, Rapifafa takes a break and restock items at the local port town, Mhaura. Here she meets some crazy old lady who says she’ll teach her some adventuring skills if she brings her some Dhalmel spit, a Bloody Robe from a Bogy and a Rabbit Tail. She already has these things on-hand from her adventuring, so she hands them over. The old lady teaches her how to use a support job, and claims the items were simply a test to see if Rapifafa was worthy of the skill. She doesn’t completely buy that, but she’s not sure she’d like to know what the lady actually has planned for the three items anyway so she decides not to look a gift horse in the mouth.

Music: Mhaura

One thing that was kinda cool was that the boats in the game actually make scheduled dockings and departures based off the in-game clock, so it added to the immersion of the game. Of course, it also meant needing to wait like 20 real time minutes if you ever missed a boat so you better have a book ready or something.

Since Rapifafa doesn't need a boat, she makes some preparations and returns to Shakhrami to get her revenge.

By being a complete weenie and just casting invisible on herself so she can sneak past everything. She finds the coral she was looking for on a rock deep in the maze and quickly leaves the area with a warp scroll back to Windurst.

Nanaa Mihgo is pleased with her new treasure and tells her that if she wants the forbidden book, she’ll need a more private area within the Horutoto Ruins to make the exchange.

Rapifafa makes her way to the appointed area, and Nanaa Mihgo enters the room with her two cronies, ordering Rapifafa to drop all her money and take off all her equipment (presumably in that order). Rapifafa takes a moment to reflect on why she fell for such an obvious ruse.

Rapifafa has an unexpected savior, however- the Ace Cardians appear, demanding that the Cat Burglar return them “the lifeforce of their leader”, claiming that she stole their lord’s belongings. Whatever they are, Nanaa Mihgo knows even she can’t stand up to an Ace Cardian, so she spills the beans- she has hidden the items in the House of the Hero.

Unfortunately it seems the Aces were never intent on leaving us alive, so they ready their attack- until Rapifafa gets her second lucky break of the day and Ajido-Marujido shows up to ambush and destroy one of the Ace Cardians. In exchange for saving Nanaa Mihgo’s life, Ajido-Marujido demands to be handed the key to Karaha-Baruha’s residence, and Nanaa Mihgo is only too happy to give it up, if only to stop the Ace Cardians from pestering her again.

Rapifafa follows Ajido-Marujido back to the House of the Hero, where he predictably makes a straight dash for what he’s been looking for- a book by the deceased Karaha-Baruha. Ajido-Marujido can’t contain his curiosity and opens the book immediately- only to find the pages blank. It seems all the effort was for nothing. It seems the pages going blank is some kind of bad omen though, so Ajido-Marujido tells me to report back to Tosuka-Porika immediately.

Upon revealing that the Book of the Gods has gone blank, Tosuka-Porika responds by becoming Sheila Broflovski.

Tosuka-Porika then commends Rapifafa on a job well-done, and tells her to keep quiet about the situation while he reports it to the Star Sibyl. Looks like Rapifafa's going to have a wait a bit again before she'll get any new orders.
39  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 11, 2015, 08:55:25 AM
though my disapointment that this wasn't anything that I hoped for eventually won and I quit FFXI :P

Yeah, FFXI was probably a shock to the fans of FF who tried it back when it came out, since back then the biggest MMO around was Everquest (which heavily inspired FFXI), and JRPG fans probably didn't care to learn much about that one. WoW wouldn't come out and change everything and go on to basically become synonymous with MMO until like a year after the US launch of XI.

Generally speaking I'd say MMOs struggle the hardest to have strong characters because you play as a silent character and adventure with other silent characters played by other people. I've actually heard some JRPG fans say they don't like games like DQIX for the same sort of thing.
40  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 07, 2015, 02:15:44 PM
Thanks Glass. I just needed to know I wasn't being a crazy old man telling stories to the corner of the wall. =P
41  Media / Miscellaneous Games / Re: Inafune's latest project The Mighty No.9 looks Mega Rocking, man. on: August 07, 2015, 11:33:42 AM
Looks like Red Ash didn't get its money (but it'll get made anyway), and Mighty No. 9 is getting delayed all the way to Q1 2016. There's a whole lot of other stuff that happens around those two announcements but I guess the short version is that the internet isn't terribly happy about it.
42  Media / Game Journals / Re: Final Fantasy XI: Experience Without the Grind on: August 07, 2015, 10:57:30 AM
Well, no idea if I have any potential readers yet, but I guess I might as well at least try to get the Windurst storyline done before I consider stopping.

Windurst Part 2: Rapifafa's First Missions

The areas outside each of the cities are relatively large, and they served as a nice introduction to the scale of the game. Outside Windurst is the steppe area of Sarutabaruta. The textures are laughably bad now (and it looked even worse on the PS2 since it had like a third the resolution I do) but at the time I thought it looked amazing, especially compared to other online games. The music in the area is also a personal favorite of mine from the game.

Music: Sarutabaruta

Like many MMOs you’d begin your journey by watching your character do nothing but autoattack enemies. Exciting stuff. Red Mage tends to have a lot more to do though. Compared to when I first played the leveling speed is pretty crazy, enough so that I basically never have to rest. Unfortunately XI’s still stuck with the old MMO design where you spend lots of time killing bunnies and giant bees but there’s no adventure in that, so Rapifafa gets to take on plenty of the local Yagudo too.

Oh yeah, I guess I should post the battle music, but personally I think it’s among the dullest battle themes I’ve heard (thankfully the game got a lot better at that as expansions came out).

Rapifafa gains more than enough experience just travelling to her destination, so she looks for the Orastery minister. After making her way through the grimy tower, she arrives at the room she was directed to, and spots two Tarutaru bickering. They appear to be siblings, and she recognizes the brother- he was the man that Semih Lafihna was in a hurry to chase earlier.

The brother, named Ajido-Marujido, is apparently seeking some form of forbidden magic, outlawed by the Star Sibyl after the war ended 20 years ago. This is likely why the Sibyl Guard was chasing him. It seems that the great hero Karaha-Baruha used this same magic back during the war, and it had killed him in the process. Regardless Ajido-Marujido is determined to pursue it due to the aforementioned dearth of new War Warlocks to replace the older, dying ones.

After the sister, Apururu, storms out in a rage, Ajido-Marujido tells Rapifafa that he is already done with his experiment, so he sends Rapifafa on a menial task of collecting a broken Mana Orb before returning to the Orastery, and asks that she keeps quiet about what she had overheard.

After returning to Windurst and returning the Mana Orb, Rapifafa receives her next task- she is to report to another one of Windurst’s ministries- this time it’s the Manustery, the place where Cardians- strange dolls used throughout Windurst- are created.

Rapifafa immediately recognizes the minister of the Manustery- it’s Apururu, but she must’ve been too angry when she stormed out of the ruins earlier to remember Rapifafa. She explains the importance of the Cardians and how they are made with materials from many sources, with the most important material, Mana Orbs, being an exception. It’s considered important enough so that only citizens of Windurst are entrusted with handling the recharge process, which involves another trip to the Horutoto Ruins.

Rapifafa completes her task quickly, only interrupted by some rogue Goblins, but as she exits the ruins, she’s confronted by a group of Cardians. They demand that she hand over the recharged Mana Orbs, and she capitulates due to the nearby guard suggesting to her that a fight with the Ace Cardians would be suicide.

When Rapifafa returns to the Manustery, Apururu explains that some Cardians from the war went wild and began stealing Mana Orbs and attacking people. They do so to revive any of the other rogue Cardians who run out of juice, but apparently that’s meaningless because the Mana Orbs are only useful if there’s a mage to apply them.

With her task for the Manustery done, Rapifafa is sent on yet another task, this time for the Rhinostery, a ministry dedicated to the cultivation of plants. The Guard explains that the peace between the Yagudo and Windurst is kept through a tribute of food and water, and this time the Rhinostery has the task of preparing them, and Rapifafa has the task of delivering these offerings. After receiving the offerings from the Rhinostery worker Leepe-Hoppe, Rapifafa heads towards Giddeus, the local Yagudo camp (where I forgot to take screenshots at so have some concept art instead).

The Yagudo gives Rapifafa quite an attitude before taking the offerings. Not exactly the friendliest of truces, apparently. With her task done, Rapifafa returns to the Rhinostery. As she approaches, she overhears a conversation- it’s Ajido-Marujido again.

It seems Leepe-Hoppe and Ajido-Marujido both want to access the canal under Windurst, which have been off-limits for- you guessed it- 20 years. There’s something about a great beast, Karaha-Baruha’s laboratory, and someone called Rukususu, but Rapifafa can’t make all of it out before Ajido-Marujido notices and takes his leave.

Leepe-Hoope thanks Rapifafa for her service while noting how odd it is Ajido-Marujido is running around doing supposedly forbidden things while rumors continue to circulate all around the city. He then sends Rapifafa back to the Town Guard, who declares that for all the work she has done the past few days, she’ll be promoted to Rank 2. Hurray! Maybe if she keeps getting promoted someone will actually bother telling her what the heck is actually going on.

43  Media / Single-Player RPGs / Re: Lets design a jRPG (and then I'll try to make it!) on: August 05, 2015, 01:13:42 PM
I agree with the comment that it's pretty hard to do a parody of a game cliche and not have the joke wear thin. A game lasts for a long time, whereas a movie or something generally only lasts for 1-2 hours. It's not too hard to think of an idea to parody, it's just hard to make it consistently funny.

Like, you could make one guy join your party because he wants to fix his speech impediment which makes him only able to say one sentence. It would have to be sentence easily taken out of context so you can write multiple jokes with it. I can't think of anything though, but maybe someone here's more creative than I with that.
44  Media / Game Journals / FFXI Journal: Now with Stol- Borrowed Contents idea (Warning, lots of pictures) on: August 04, 2015, 11:23:40 AM


I have no idea if there’s any interest in a journal like this around here. I know only a handful of people around here played FFXI, and even fewer really got into the story and world building. I would like to think that due to the former though, there’s a decent amount of people at least curious of the game since it’s probably “that one FF I never played because MMOs are for OCD pack rats”.

With this playthrough I mostly want to just present the story with the game (while re-experiencing it for myself since some of this content I played years ago), which is what really made me fall in love with it- there’s actually not a lot, if any, sites focused on just the story and lore of Vana’Diel (anymore at least, I recall there used to be, but I can’t seem to find them). It’s actually possible to do that now because in recent years they’ve done a crazy amount of overhauls to the solo playing experience to the game so that you don’t have to put your trust in total strangers not to suck at the game just to get to the next story section. I’ve wanted to do something similar to this for a while, but I imagine it’s a pretty big time investment even with all those changes- oh well, let’s see how long I’ll last. If there ends up actually being interest in this I’ll keep going.

In retrospect people reading this might not feel FFXI is really anything special in the world building department, but for me personally I feel like it went way beyond any of the JRPGs I had played up to that point, and it was also my first real MMO (the other online games I had played were things like Diablo and PSO)- I had never played Ultima Online or Everquest. The sheer size of the world was also amazing to me, though it probably helps that the game was not released stateside until nearly a year after it launched.

So let’s start grinding those pixel swords!

Windurst Part 1: The Federation

Players are first treated to a pretty CGI opening which, while very cool, is also very misleading because the depicted area is basically only part of the background story and can’t actually be visited (Well, arguably it was a few years down the line, but I’m getting ahead of myself).

I should take a moment to mention that I think even people who don’t like MMOs will probably appreciate the music composed for FFXI, which was composed by Nobuo Uematsu, Kumi Tanioka, and Naoshi Mizuta, the last was a relative newcomer at SquareEnix and had the role of main composer, showing a great deal of improvement as he composed more and more music for FFXI and its expansions. That first song in the opening movie was composed by Uematsu, so the first introduction players would have to Mizuta would be the Vana’Diel March- hard for me to comment on it because it instills a lot of nostalgia in me but probably not for anybody reading.

So time to create a character.

I have a choice between a human- I mean, a “Hume”, an elf, a catgirl (no Japanese game is complete without them), a tall monkey/lion man thing, and a loli chipmunk gnome. Well, I know from Fire Emblem Awakening that you guys love your lolis-who-are-actually-adults so let’s go with that last one. Surely she will strike fear into the hearts of her enemies.

Considering where I am, her name will be Rapifafa (a lore-friendly name!) and she even has green hair- it was meant to be. Unfortunately there is no “Green Mage” class in the game, so she shall be a Red Mage- Rapifafa knows she’ll get a spiffy hat at level 60.

Next I get to pick one of the three major cities to start in. It’s a choice between French Elf Knights with bagpipes playing in the background all day, the industrial mining city filled with asshole humans (there are no other types of humans in fantasy worlds),  and the hippie mage city with giant trees. Rapifafa probably will be more comfortable living amongst her own kind, so the hippies it is (she also gets a bonus starting ring for choosing the “right” city- take that, cultural diversity).

Music: The Federation of Windurst

The intro informs us that long ago, starving wanderers were led to the fields of Sarutabaruta by a star, which then returned to the heavens and returned as a being known as the Star Sibyl, leading the Windurstians to prosperity. It also brought them magic, which they practiced vigorously. Eventually Windurst formed five ministries and became a city known for its academics. In recent years, the Tarutaru formed bonds with the Mithra and Windurst grew in size and influence.

With that out of the way, Rapifafa wanders into town, spying a pair of Tarutaru concerned about their missing minister of the Orastery, one of the five ministries. They gossip for a bit until they spot a Mithran Sibyl Guard.

The Tarutaru run off, apparently afraid her of wasting their time playing 20 questions. She instead stops Rapifafa, but she seems friendly enough, introducing herself as Semih Lafihna and telling her about the city. Their conversation is cut short, however, when Semih spots a Tarutaru in strange clothing running by. Apparently, she found whoever she was looking for.

Now Rapifafa is left alone to explore the city. Windurst is probably the largest of the three starting cities- it was also the one I picked when I first started playing. Even now that I know my way around, it still took me a few hours to go around talking to everyone. One thing I really like about the major cities in FFXI is that the way they’re designed shows that there’s a Residential Area, which if you walk into just takes you into your personal house, but I do like that there’s the implication the city’s actually even larger than what they give to explore.

Rapifafa’s conversation with the people around the city lets her quickly learn the present state of Windurst. During the war 20 years ago, Windurst was saved by a hero by the name of Karaha-Baruha. Since then Windurst made a peace agreement with the Yagudo, a race of bird-like beastmen. While the official stance is that Windurst is in a time of peace, some of the citizens don’t think that’ll last very long. Recently, Semih Lafihna has been seen around town a lot more often, though most assume it to simply be due to the activity of the local cat burglar. Generally things are as they seem though, most are going about their daily lives, and the local children even invite Rapifafa to join their group of…S.O.B.s.

Not before she agrees to go on a fetch quest though!

While running around town Rapifafa also runs into Doctor Shantotto, a highly respected (and feared- mostly feared) mage even amongst the Tarutaru. Some of you may recognize her from Dissidia or from some events held in FFXIV.

Now familiar with the city, Rapifafa goes to a guard to see if she can find some work. She’s told the Orastery needs help with an experiment of some sort, probably since most are too worried about getting blown up to get close to the mage training academy. Upon entering, she immediately recognizes the two instructors- they were the two Tarutaru she had spotted when she first arrived in the city.

They take some time out of their day blowing up dolls to tell her that the minister had already left long before she arrived, and to catch up with him in the nearby Horutoto Ruins to help him perform his experiment. She nods and leaves them to their work, but before she leaves she decides to speak with some of the staff at the academy- apparently, it has been almost 20 years since the last War Warlock had been born. Windurst cannot afford to have any sort of conflict in its current state.

All Rapifafa knows is that a lack of new talented mages just means she gets more jobs like this one, so with her cheap sword in one hand and a dusty old spell scroll in the other, Rapifafa makes her way to her first adventure outside the city!

(Sorry for the huge post- tried my best to keep it short but I had to introduce the game and all that. Pretty sure any future entires won't be this long. I failed pretty badly on that promise, I suppose.)
45  Media / Anime, TV, and Movies / Re: Recently Viewed Movies Episode 2: The Vampire Bites Back on: July 29, 2015, 03:32:59 AM
I saw Ant Man.

I liked it.
Pages: 1 2 [3] 4 5 ... 144

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!