Final Fantasy XIV Part 10
1. Halatali
Established by the Coliseum Foundation as a training ground for its gladiators, Halatali was home to a menagerie of fighting beasts. In the chaos that followed the Calamity, however, the facility was abandoned and the creatures were left to starve. Five years later, in a bid to resume operations, a team of builders was sent in to survey the premises. But instead of carcasses littering the floors, they found feral beasts prowling the halls, grown unnaturally strong and savage through a ruthless struggle for survival.
Fearless adventurers were called in to eliminate the creatures, and following extensive renovations, Halatali was declared fit for purpose once more. Reporting on its restoration, Ul’dah’s leading paper, the Mythril Eye, hailed Halatali as one of the great post-Calamity revival stories.
While the sultanate ordinarily prohibits the commercial use of voidsent, a generous donation made to the Order of Nald’thal secured an exception for this ogre, which was put to fighting in the Coliseum. It must be noted, however, that the specimen was captured in its natural habitat in Coerthas and not summoned via forbidden magicks.
With the danger purged and renovations completed, Halatali’s doors were thrown open for the first time since the Calamity, its halls echoing, once more with the familiar clang of steel and the roar of beasts. Seeking to further hone its gladiators' sword arms, the Coliseum Foundation reached out to adventurers for sterner opposition, full many of whom eagerly answered the call, taking to the field in mock battles. Throwing its doors open wider, Halatali later came to host spectacles for the public, most notably the final bout of the prestigious Mythril Cup.
A fearsome manticore commanded by Mumuepo, the disgraced former high priest of the Order of Nald’thal, who took to the bloodsands in order to make bail on corruption charges. No coin is spared in ensuring the battle-fitness and ferocity of this main attraction. To bind such a vicious creature to his will, the thaumaturge is said to have employed an ancient art of enthrallment whose secrets he parsed from an old Belah'dian tome.
2. Defeat Ilfrit
All hells broke loose in eastern Thanalan eight summers past, in the Year 1564 of the Sixth Astral Era. The alarm was raised at Mythril Pit T-3, an excavation site superintended by Amajina & Sons Mineral Concern. The Stone Torches, the standing security force, were promptly dispatched to deal with the disturbance. Alas, upon arriving at the scene, they were shocked into stunned silence—the mine had been gutted by an inferno. Nary a stretch of its serpentine system of shafts and vaults was left unscathed. The charred corpses of deceased diggers bestrewed the ash-lined floor, locked in poses that told of terrible torment.
In a stroke of serendipity, a sole survivor was discovered amidst the devastation, wedged within a hollow hardly wide enough to hold a Hyur child. Regaining consciousness, the man recounted in sputters and shrieks the abrupt appearance of an enormous, fire-breathing fiend, dreadful to behold. This encounter would emerge as the earliest recorded sighting of the primal Ifrit on Eorzean soil.
3. A Hero in Making
Minfilia is wearing a wry smile. Might it have something to do with your newfound fame?
It would seem your recent exploits have garnered the attention of all three of the Grand Companies of Eorzea. Now each one is intent upon adding you to its ranks, going so far as to send a representative to the Waking Sands to court you. Though Minfilia does not seem best pleased by this turn of events, she concedes that joining a Grand Company would yield certain benefits. But which one will you choose? That you might make an informed decision, she suggests that you attend the forthcoming remembrance services and listen to each Grand Company leader's address. Tataru will be able to furnish you with the particulars.
Tataru has apprised you as to where the remembrance services are due to be held. Visit Mih Khetto's Amphitheatre in Gridania, the Royal Promenade in Ul'dah, and finally the Stateroom in Limsa Lominsa, and hear what the Grand Company leaders have to say.
You have now attended all three of the remembrance services. Based on the words of the Grand Company leaders and the traveling twins, Alphinaud and Alisaie, it would appear that each of Eorzea's city–states is beset with problems. Clearly, all three would benefit from your aid, but which of them deserves it most? Make your way back to the Waking Sands, and share your thoughts with Minfilia.
Minfilia confirms that all three city–states are sorely in need of assistance, and laments the fact that there is only one of you. A difficult choice awaits. Weigh your decision well, and give your answer to the officer of the Grand Company you would join.
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