Enki&Co. A blog for our Eorzean adventures


Souls Gone Wild – Storyline (Gridania)

After starting in Gridania, like when you start in Limsa Lominsa (A SIGHT FOR ME SORE EYES), you get to do the first main storyline quest. Gridania's one is called "Color of Sin". Basically the start of it Mionne, the Adventurer's Guild NPC in Gridania (Carline Canopy) gave me an NPC pearl and made me go to Camp Bentbranch, where I had to complete at least one levequest in order to progress the storyline. After I did so, the NPC pearl that Mionne gave me shined and she asked me to return to the Adventurer's Guild. Upon arriving, she told me that a visit to the Conjurer's Guild at Stillglade Fane is much needed. Apparently I have a lot of greenwrath, which basically translates to the elementals being upset with you (as if we didn't realise that from the huge Treant following us in the opening cutscene).  So I set my way to the Conjurer's Guild.  I must admit I was fairly excited, since after all, I'm a Conjurer. Stillglade Fane is to the North-most side of Gridania and the walk is quite long, but well worth it. You can tell which guild rules Gridania!

Upon walking for a bit (there's a long tunnel once inside the Skyserpent's Egg) you get to the real Conjurer's Guild, which is really pretty.

After talking to the left-counter NPC, you will trigger a cutscene and meet with another Padjal, a race that looks quite related to Conjurer's and the elementals, as seen in the introduction to Gridania, the starting cutscene. The Padjal resemble a humanoid race except that they have horns (and they're all kids? At least that's how it looks). Apparently they're blessed by the touch of the forest and their names usually involve dashes. This one was called O-App -Pesi and another one, which was a historical figure from Gridania was called O-Guna-Por.

He basically introduces you to terms such as the elementals and why is it so important to be careful out in the forest. He also explains that your body is full of what they call "woodsin", which is caused by an insult to the forest, angering the wood elementals. The woodsin has to be cleaned through a rite that involves dancing (an activity that Gridanians love to do) and offer it to the elementals, getting rid of the woodsin you are less likely to attract the greenwrath. After this explanation arrived my fellow adventurers, Papalymo (the Conjurer Lalafell) and Yda (the Pugilist Hyur) come in the room and a Lancer NPC asks us if we don't mind if they come in first in the rite, as they have much more woodsin in them than me. Me, being the gentleman that I'm known to be, of course I let them go first.

Afterwards they suggest you to go to the Leatherworker's Guild, Atelier Fen-Yll as the Treant Vine we obtained at the start of this adventure from the raging Treant might come out with a nice price there. There you learn more about the woodsin and why is it so important. Those who anger the elementals will usually suffer for the rest of the eternity. Basically, it's dangerous to go on your own out in the woods. Also, you get to know Powle one of the younglings, a group you'll soon learn more about.

Learning from the curse the forest has set upon yourself, Mionne redirected me towards the Botanist's Guild, Greatloam Growery. The botanists are quite close to the elementals and along with Conjurer's they're in charge of most of the rites involving the dancing to get rid of the woodsin in order to prevent the greenwrath. I talked to the Roegadyn at the counter, Opyltyl, and you'll get to know how will the rite be practiced and who will be in charge of teaching you the moves, who is Fufucha a Botanist Lalafell.

The ritual basically will consist in a set of moves, which presents itself as a sort of emotes tutorial, so you get familiarised to what does what. You'll have to target the younglings, each of them and try to mimick what they'll do. The younglings are Powle and his friends and soon you'll learn that they're sure up to no good. A high-ranked Lalafell will come and suggest that the ritual is needed as soon as possible.

After that I noticed that the kids were talking secretively so I approached them. They will make an offer you won't be able to refuse; they will ask you to meet with them outside of the White Wolf Gate, and if you don't they will not allow you to practice for the ritual thus being unable to do it in front of the crowd.

Once you get to the White Wolf Gate, Powle and Sansa will explain you that they need your escort services. Basically all I had to do is make sure to follow them and use a Spirit Dart against the random Ankle Biters (Chiglet-like monsters) that pop. Usually that happens when Powle stops to check the path. Also, be careful and not let any of them to take damage, specially because even as a Conjurer with Cure, you won't be able to cure them (and they do not regain HP like playable characters do). Once you reach your destination along with the kids, a cutscene will play and they will ask you to stay where you are and let them do their business.

Soon, a man called Mummer will join you and he'll ask you to fetch the kids, as it is not safe. The man seems to know that the kids have been using adventurers on their behalf. Upon reaching the clearing they're at you'll realise they were practicing a ritual with a mask in what appears to be an elemental circle for conjury. The kids will run past you, and as you approach you'll encounter a Moogle!

The Moogle talked to me (in Mooglespeak, which is not very common apparently) and he'll tell you that they simply can answer the favor that the kids asked them, because simply what they wanted the Moogles to fix isn't broken. Afterwards the kids will join you, and they'll be happy that the Moogles came and you'll be famous for knowing how to Mooglespeak. Yet, Mummer isn't too happy about that and thinks something is up. Fufucha will pay you 20,000 gil for retrieving the kids safely.

Afterwards you'll be summoned by the Lancer's Guild at the Wailing Barracks. They always try to recruit adventurers but also are interested in the fact that you can Mooglespeak. As you can see, news in Gridania travel fast. They will soon make you speak to the head of the Lancers, Burchard.

Right before exiting a cutscene will play and you'll know that there's been a sudden attack against the Lancers and that adventurer's will be summoned to help, as well as the Conjurer's guild. The scene is quite tragic and you'll learn that a far greater evil is responsible from the attack, the woodlings. The woodlings are the souls whose sins within the wood are so great that the greenwrath of the elementals claims them,damning them to wander the forest for all time, this time around it was a man named Dunstan who appeared as a wildling.

Once that sequence is done your job here is over and you're asked to recover to Carline Canopy, where you'll receive 10,000 gil and will finish your very first story quest. Congratulations!