- To be recognized as an adventurer in the city–state of Ul'dah, you must register yourself with the Adventurers' Guild.
- Wymond suggests that you speak with Quicksand proprietress Momodi before you begin exploring.
- Now that you have successfully registered yourself as an adventurer, you are almost ready to begin exploring Ul'dah. Speak with Momodi again to learn more about the city and the basics of adventuring.
NOTE: The following cutscene serves as an introduction to the game but is not part of the actual quest.
Cutscene start.
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Voice
Hear...
Hear... Feel...
Hear... Feel... Think...
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Grizzled Passenger
Y'all right, lad?
You were moanin' somethin' fierce for a while there.
Feelin' the effects of the aether, I reckon.
You'll get used to it, though, don't worry.
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Brass Blade Captain
You there─halt!
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Carriage Driver
What's all this about!?
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Brass Blade Captain
Inspection! Men, search the carriage!
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Grizzled Passenger
I'm just an honest peddler, friend. So, er...don't be too disappointed if you don't find nothin', eh?
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Brass Blade
Mind your tongue, old man, lest I cut it out!
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Brass Blade
Sir, look! Somnus!
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Brass Blade Captain
Honest peddler, was it? Since when do honest peddlers deal in prohibited herbs?
You're in a lot of trouble, old man. You'll rot in a dungeon till the end of your days...unless you can afford the fine.
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Grizzled Passenger
Heh, business as usual...
Uwaaah!
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Brass Blade Runner
Amalj'aa! Amalj'aa! To arms! To arms!
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Brass Blade Captain
Seven hells... Consider this a warning! Now go─all of you!
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Grizzled Passenger
Phew... That kind of excitement ain't good for the heart.
You be careful 'round them Brass Blades, lad. Bastards'll have the shirt off your back if they fancy it. Like common bandits, they are, only less honest.
Thank the gods for sendin' some beastmen to the rescue, eh!?
Hey, seein' as we've still got a long ride ahead, you mind keepin' me company till we arrive?
Them young'uns don't much care for conversation, see.
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Brendt's the name, an' peddlin's me trade.
An' judgin' by your unusual garments, I'll wager you're one of them new adventurers.
I knew it! Goin' wherever the wind blows, seekin' fortune an' glory─now that's what I call livin'!
So long as you can avoid dyin', I mean. Ain't no secret that adventurin's a risky business─these days especially.
What was it that first attracted you to it?
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Why did you become an adventurer?
To gain power.
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To win glory.
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To amass a fortune.
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...
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... Power? As in, er...power to do good? Like protectin' the weak, an' fightin' for what's right, an' all that? Aye, I thought that's what you meant. Well, adventurers do get up to a lot of fightin', that's for sure. You'll never be short of a chance to polish your warcraft in the adventurin' business.
Once we make port, you'd best sign yourself up at the Adventurer's Guild–they'll set you on the right path.
An' it wouldn't hurt to join a guild, neither.
Ul'dah's home to a few, so if you fancy learnin' how to fight with a sword, your fists, or even spells, you should think about seekin' one out.
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Glory, eh? Well, if you're willin' to take on them tasks as other folk ain't, an adventurer such as yourself can win fame what coin can't buy.
When you arrive in town, you'll want to report to the Adventurer's Guild.
You can find out everythin' you need to know about the adventurin' business there.
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Fortune, eh? Heh heh! Then I reckon you'll fit right in where we're goin'!
Once you've learned to handle yourself in a fight, you'll want to pay a visit to whichever craftin' or gatherin' guild tickles your fancy.
An' there're plenty to choose from, too. Whether it be weavin', alchemy, goldsmithin', or minin' that interests you, Ul'dah's got a place where you can learn your trade.
Adventurin' ain't just about killin' things, after all. A peaceful pastime may well help you make your fortune!
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Well, if you ain't inclined to tell, I ain't about to pry. Might be as ol' Brendt's a chatterbox, but he sure as hells ain't no busybody.
We all have a secret or three, don't we? Me? Dozens.
An' I'd rather they stayed secret, too–which is why I don't go stickin' me nose where it ain't welcome.
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Just remember, though: there're more important things than fortune an' glory. Such as breathin'. Ain't no profit in bein' dead, an' that's a fact.
By the by, is this your first trip to Ul'dah?
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Is this your first trip to Ul'dah?
Yes.
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No.
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Is it!? Well then, let this journeyed itinerant tell you the ins an' outs of your destination. Ahem!
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Thought not! Ah, but I'll wager there've been some changes since your last visit. Allow a journeyed itinerant to apprise you of the current state of affairs. Ahem!
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Ul'dah's ruled by the sultana in name, but as most folk know, the Syndicate holds all the real power.
Them and their Monetarist cronies would happily get rid of Her Majesty altogether, but that won't happen while she still commands the loyalty of the Royalists─an' the Royalists are nothin' if not loyal.
These factions have long fought over power, throwin' the weight of their wealth against each other, an' they show no sign of stoppin'.
Course the lizardmen─that's the Amalj'aa─couldn't care less about Ul'dahn politics. They have their own interests, see─an' they ain't afraid to use force to serve 'em.
They say war is a gift to peddlers─need breedin' profit─an' though it shames me to say it, I'm inclined to agree...
Ah, at long last. Behold Ul'dah, jewel of Thanalan, where folk turn sand into gold!
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Deep in the sunbaked south, surrounded by the shifting sands of an endless desert, she rises. A solitary rose amidst the dust and rock. A symbol of defiance. Her name: Ul'dah. Even with the coming of the Seventh Umbral Era, hope springs eternal for the mongers and merchants who vie for lost fortunes in this bustling oasis. As the Twin Faces of Nald'thal maintain their vigil over all that has been and shall be, the present proffers a brave soul... One whose arrival could mark the beginning of a new era of prosperity for the realm.
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An' here's where we part ways, lad.
I'm off to the markets to deliver me wares, then it's on to the highroad for me.
Here, I want you to have this─by way of thanks for puttin' up with me prattle.
You never did tell me your name, though. Hey, but here's an idea...
Become the sort of storied personage I can brag about havin' met, an' I'll consider us square.
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May the Traders nurture our fortunes as They kindle the flames which burn within us all. For by fire are we reborn.
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NOTE: The following cutscene serves as an introduction to the game but is not part of the actual quest.
Cutscene start.
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Voice
Hear...
Hear... Feel...
Hear... Feel... Think...
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At the Battle of Carteneau, as fire rained down from the heavens... Archon Louisoix invoked the power of the Keeper and sent his fellow heroes into an aetherial rift, beyond the reach of the devastation. Five years since that fateful day, since the Seventh Umbral Era changed the world forever, the time is come for the heroes to return. Deep in the sunbaked south, surrounded by the shifting sands of an endless desert, she rises. A solitary rose amidst the dust and rock. A symbol of defiance. Her name: Ul'dah. Even with the coming of the Seventh Umbral Era, hope springs eternal for the mongers and merchants who vie for lost fortunes in this bustling oasis. As the Twin Faces of Nald'thal maintain their vigil over all that has been and shall be, the present proffers a brave soul... One whose arrival could mark the beginning of a new era of prosperity for the realm. May the Traders nurture our fortunes as They kindle the flames which burn within us all. For by fire are we reborn.
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Cutscene end.
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???
Oi, 'venturer! Over here!
Aye, I mean you.
Fresh off the carriage, by any chance? Eh? How can I tell? Heh!
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Name's Wymond, an' my business is knowin' every bugger else's!
Now then, what if I was to offer you some invaluable advice by way of welcome to our fair city? Free of charge, even─just this once, like.
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System Text
Welcome to Ul'dah, the shining beacon of prosperity rising from the deserts of Thanalan.
Please select the control scheme you wish to use.
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Select a control scheme.
Mouse/Keyboard.
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Gamepad.
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System Text
Follow the instructions to move your character and adjust the position of the camera.
When you are ready to proceed, speak to Wymond.
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Don't be like that, friend! I promise I'll make it worth your while!
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Ul'dah not to your liking, newcomer? Why not partake of the Quicksand's hospitality before you decide to leave us?
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Halt! You've not joined the guild yet, have you? I thought not. Head to the Quicksand, adventurer─registration is mandatory.
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Hey, weren't you on the carriage that just arrived? All new adventurers are required to register at the guild before wandering off into the city.
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'Tis plain to anyone with eyes that you don't know your way around here.
If I let you go wanderin' off down the nearest dark alley, you're certain to get mugged or worse, an' I don't want that on my conscience.
So before you do anythin' else, you'll want to head over to the Quicksand, an' speak with Momodi. She's the master of the Adventurers' Guild, an' can set you on the right path.
Just take those steps over yonder an' pass through the double doors. You'll find her inside.
...An' that's as much as you're gettin' for free. Good luck with the adventurin', adventurer.
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Use the duty list to help you complete your task.
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Speak with Momodi inside the Quicksand. That'd be the wisest thing for you to do.
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Thinking of leaving already, are you? At least have a drink at the Quicksand before you go.
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I don't believe I've seen you around here before. New adventurer, am I right? Then make your way to the Quicksand and register at the guild.
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Try not to get lost, adventurer. Certain parts of this city are best left unexplored.
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Why, hello there! Who might you be?
If you're lookin' to join the Adventurers' Guild, you've come to the right place.
My name's Momodi, and─ Pardon me, have we met before? There's somethin' awfully familiar about you...
<sigh> I don't know if it's the Calamity, or just the march of the bleedin' years, but I'm findin' it harder and harder to keep track of all the names and faces. Anyway, forget I mentioned it─I daresay I will... Ahem.
Name's Momodi, and I own this fine establishment, if it please you.
I also manage the Adventurers' Guild here in Ul'dah. So you might say that lookin' after green adventurers like yourself is my vocation.
And lucky for you that it is. Without someone like me to steer you right, you'd soon find yourself out in the middle of nowhere, caught up in business you don't understand.
Like our conflict with the Amalj'aa, for example. They've been plaguin' the sultanate for nigh on, oooh...forever now.
Then there's the Garlean Empire. None can say for sure what they're plottin' these days, only that they are.
Aye, the people drink and make merry...but underneath it all, there's worry. Worry and a lingerin' feelin' of loss.
And little wonder. It's scarce been five years since the lesser moon cracked open like a giant egg, releasin' an abomination intent on turnin' the realm into an eighth hell...
So much was lost in the blink of an eye. 'Twas like the end of the world had come at last.
But then things begin to get foggy. Everyone's got their own version of what happened next─some of 'em, two or three...
You'd think people would remember somethin' like that─but the fact is, they don't. Nobody does.
There is one thing the survivors agree on, though: the part played by a band of adventurers who laid down their lives for a realm that wasn't their own.
They fought valiantly, and like so many others, they never returned. Deeds worth rememberin', I'm sure you'll agree. It's just a shame our recollections of those brave heroes are as jumbled as those of the Calamity itself.
Whenever we try to call their faces to mind, it's like they're standin' between us and the midday sun, permanently silhouetted... I'll bet that sounds poetic to you, doesn't it? Well it's not. It's bloody infuriatin'.
But even if we can't remember them, we'll not let 'em be forgotten, and so we call 'em the Warriors of Light.
And they'll forever stand as a shinin' example of what adventurers can achieve. That's why I welcome new arrivals like yourself to our fair city.
All I ask is that you lend a helpin' hand, and try to leave Ul'dah in a better state than you found her. If you can promise that, I'd be happy to let you join the guild.
All right, then! A promise is a promise, now!
I'm countin' on your help to put the past behind us. We need people workin' and spendin' and bickerin' like the old days!
And a happy and prosperous Ul'dah means more business for the Quicksand, too!
Anyroad, let's make this official.
Go ahead and write your name in the register─neat as you can.
...Forename Surname. Well, ain't that a charmin' name. Just rolls off the tongue, it does.
All right, Mister Surname! On behalf of the Adventurers' Guild, I officially─
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Please, sir, be merciful! Twelve as my witness, I swear to you, I'll bring you your money!
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In the East, it is said that even a merciful god might be driven to vengeance if thrice blasphemed.
Be grateful you were given a fourth chance to offend. You two, attend to this scum.
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Well, ain't that a sorry sight. Nor an uncommon one, if I'm honest. Don't worry, though─if you work hard, I doubt you'll end up like him.
Just the same, if you ever need a bit of advice about one thing or another, pay me a visit. Just don't go botherin' me every time you stub your bloody toe, all right?
'Course, I do enjoy hearin' tell of a gentleman's woes with the womenfolk from time to time...
Anyroad, welcome to Ul'dah, Forename!
Take a moment to catch your breath, and I'll teach you a little about our fair city.
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This concludes the introductory game tutorial.
You have taken the first step as an adventurer in the city of Ul'dah.
Listen well to the wisdom of Momodi Modi, then go forth and discover the incredible adventures that await you!
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- Talk to Wymond and accept the quest.
- Head south to the large building, go inside and talk to Momodi to complete the quest.
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