Before we get started, mind if I drop a plug? Stefan Gagne/Twoflower's writing has long been an influence on me and an interest of mine, and he's started a new serial webnovel today that's all cyberpunky and digital-online-games and covert-secrets-of-the-network and that is exactly the kind of thing I want to wave around and promote.
I've still got a copy of some of his other stuff I need to read, but I'm going to make an effort at actively following this. Anyone else here interested?
Okay, plug over. *tap drumsticks* We're rollin' 'Magicite'. Three, two...
I've groused about this mission before. Honestly, it's not that it's really very HARD I suppose, so much as... it's LONG. Very long.
First off! There's a new special mission for Xenosa at the Jeuno embassy. We're to see the Archduke, as a matter of NATIONAL SECURITY. Which is sorta awesome. Xenosa will personally be representing Bastok on a mission of some sort.

At the palace, we meet Kam'lanaut, Archduke of Jeuno and his younger brother Eald'narche. They've heard the news about the Shadow Lord and are prepared to resist him, but what if we start off by making it impossible for him to show up? Pieces of "magicite" are what makes it possible for the beastmen to summon him. If we get there first and steal the magicite, well! Problem solved, MMO over!

To make this possible he provides us a letter of introduction to the Tenshodo. They're an organization of pirates, smugglers, and other men of low moral fiber, run by a fellow named Aldo.
D'you remember Aldo? Aldo was in the intro movie! We're finally getting around to Aldo. First, though, we need to get into the Tenshodo headquarters. We do this by going to the shop-and-hotel called "Neptune's Spire" and...

...picking the secret THIRD option on the two-option menu. This communicates our interest in thinking outside the box when it comes to trade routes and other such things. Then we need to jaunt back to Bastok and get a membership application form, fill that out, and present it.
After which we are politely informed that Xenosa is now a member of the Tenshodo. She can enjoy the facilities here, or at their convenient Port Bastok branch! They look forward to serving her!
...Wow, this is a really formal group of pirates and smugglers.
Aldo!

He's a fairly nice guy, in spite of the rumors about him. Mostly spread by Tenshodo members. He and his sister Verena (wait, was that her name? Hmm.) basically run the place, and he does it mostly as a favor to his deceased father. As it happens, they're worried about the beastman threat not just because the beasts are running rampant, but because all beastmen have been ordered out of the city...
And Verena's best friend is a goblin named Fickblix who she's been sheltering in the city. Oh dear.
Anyway. Aldo hands us a Silver Bell and waves us off to go find that Magicite. But we need a whole slew of items. Strap yourself in and keep your arms inside the ride, friends, we're pulling out of Fetch Quest Station and this train ain't got no brakes.
Step 1 - First we go out and get some Coeurl Meat by killing coeurls. This is the least effort we'll have to put in this whole trip.
Step 2 - Go back to Jeuno and find a boy named Baudin. He offers to trade us a Crest of Davoi (which we need to get into the Orc stronghold) for some coeurl meat. Agree. Why does he want this meat anyway? Well, his sister's been... sick.

When he gives the meat to his sister she drags it into the kitchen and eats it. Raw and bloody. Apparently she was cursed or something after venturing into a dungeon, and her boyfriend prays at the temple every day to try to cure her. ... so, uhm... we're going to have to come back and ... and like, deal with that. Later.
Step 3 - Go out to Davoi, an orc stronghold located just off Jugner Forest. Try not to get killed by high level orcs. Use the Crest to break through a Wall of Dark Arts. (If only someone could teach me to defend against those!)

Step 4 - Yoink the Magicite. Watch a cutscene about the elves, a flashback to many years ago.
They are baffled by the "Bastoker Humes", who want to investigate all this stuff and blah blah wah wah. They were sure the humes wouldn't find anything, but if they DO find something, they were to watch and stop them from taking it. After all, "foreigners are wily and faithless". So they deployed a company to the Northlands, to stand watch in Xarcabard.

From there we flash to Xarcabard. Adventurers from all three kingdoms were exploring there, curious about the "strange feelings" they got from the place. It comes to light that Raogrimm and Cornelia, the Bastok delegation, were lost down a deep crevice. The rest of the party (another human, an elf, a mithra, and a taru) went looking but found nothing... and the elf (Francmage) wonders, "Aren't there a lot of TENSIONS between Galka and Humes these days? Was their loss really an accident?"
This is not a well-recieved suggestion among the party. Particularly with Ulrich, the other human along.
Later still, Francmage is back in San d'Oria, restlessly pacing the halls. As he rounds a corner--
"You! No, not...? Raogrimm? He died in an accident! I know nothing! Stop! Don't come any closer! Noooooooo!"
So we can INFER that things did not end well for him. Anyway, that's one of three magicite collected. Warp back to Jeuno.
Step 5 - Head out to Beadeaux, land of the Quadav. We're gonna get the Magicite, right? Noooo, we're not here for that. Head down into the tunnels beneath Beadeaux and poke a mysterious rock to get silenced so the CURSED STATUES won't affect us and cut our health to a 16th of its usual capacity. Then find two named turtles in a swamp of turtles and kill them for a charm and a divination shell. Warp back to Jeuno.
Step 6 - Give thanks that Warp Rings exist. srsly.
Step 7 - Go back to the Tenshodo HQ. There's a guy in the basement who wants these Quadav relics.
You know this because you are psychic.
... no, that's unfair, you know this because you obviously talked to every single person in Jeuno who might potentially be related to this quest, because Aldo told you to ask around town, and talked to this guy who told you to go kill turtles and get those charms and shells for him.
Ha ha just kidding you are psychic. Isn't that awesome? Go read some lottery numbers. Anyway he'll give you some shit you need to get deeper into Beadeaux, so you're going straight back there. Grab a rental chocobo this time to cut travel length.
Step 8 - Beadeaux. Delve deeper, use our magic silver bell and magic necklace and whatnot to break the seal and head into the magicite chamber. Claim it.
Another flashback. First to very young Raogrimm and Ulrich. They're using explosives to clean out a mine full of Quadav, but Raogrimm discovers they were just trying to protect their eggs. Ulrich doesn't much care.

Then to the ill-fated Xarcabard expedition. With Raogrimm disarmed in the snow and the rest of the party elsewhere, Ulrich prepares to deliver the fatal strike -- and Cornelia throws herself in front of the blade.

Raogrimm is too important to the Galka for her to let him die here. Ulrich stumbles off, leaving the two bleeding and freezing in the snow together...
End flashback.
I'm starting to feel like we can put together a pretty strong picture of things. If Raogrimm was the Galka Talekeeper, an important figure to their religion/spiritual existence, killing him would have been a major stroke against the Galka.
Given that Galka reincarnate in a cycle, the fact that the Talekeeper HASN'T is doubtless raising some questions ... remember the very first mission we did, with the note about rumors of the Talekeeper being spotted? If Ulrich is still around that must make him awfully nervous... and it certainly explains why so many of the Galka Xenosa's met are... kind of morose and disaffected.
Two out of three Magicite collected.
Step 9 - Take a nap. It's late. *zzz*
Step 10 - Awake, refreshed, fed, hydrated. All very good things, because we're going into a new area and it's the most dangerous place yet: The Yagudo stronghold of Castle Oztroja. Warp back to Jeuno. (Seriously, hug that warp ring. Sob over it. If it ever gets lost or leaves us we are so doomed.)
Step 11 - First we witness a scene where Fickblix the goblin tries to grow flowers for the kids in the slummier areas of Jeuno.

Privately, one of the kids informs us that if they bloom, it'll prove humans and beastmen can truly be friends. Which is sweet, but we're here in Jeuno to talk to Muckvix, who I think I knew online once... wait, no, this one's a goblin. (Then again I suppose the other one could've been too.) At Muckvix's, they explain that you need a particular type of torch to get anywhere in the Castle, and Fickblix has one.
Happily Fickblix is home, and he's happy to head out to the castle with us. He's gonna ask the Yagudo to settle down, to try to live peacefully with humans.
I'm measuring Fickblix's life expectancy here in paragraphs. As in, I think about ten more paragraphs and we're going to have a tragic reminder of tensions between species.
"Hey Fickie?"
"Yeah Muck?"
"...You be careful out there."
"I'll be okay! They'll listen to me."
"...My generation can't forget the war." Muckvix explains. "You kids gotta be the ones to bridge the gap."
Unfortunately just then Verena shows up to mention that she's looking for Fickie because of COURSE a bunch of adventurers are out hunting beastmen, and of COURSE she's afraid they're going to find him in a dungeon somewhere exploring and get the wrong idea... Yeah we better get our ass out there right away.
Step 12 - Spend a half hour fumbling around the adjacent zone, looking for the well-hidden road up to the castle because it isn't marked on your human maps. Evaluate where your life has gone. Be relieved you aren't doing a video guide.
Step 13 - The Castle! With some insidious traps. See this door, for example?

One of those handles opens the very obvious trapdoor to the basement. The other opens the door itself. Which is which? It's randomized daily for maximum troll value. The only reason Xenosa doesn't end up in the basement is because I've seen this trick before and ran off the trapdoor ASAP as soon as I realized the door wasn't opening.
From there we wind through the castle, up and down stairs, fighting the occasional Yagudo, until we reach the altar room ... where Fickblix is collapsed in a groaning heap. Verena appears out of LITERALLY NOWHERE (the camera pans to where she walked in from later and it's a blank wall, what) to take care of him, to beg him to tell her who did this to him. He refuses, saying he doesn't want her to hate anyone. She understands this, and he thanks her ... and dies.

Look, on one hand this works for me. I'm already aware that often the actual monsters are other humans, but on the other hand when the game mechanics dictate that 90% of the beastman empire is autohostile and will try to kill you on first sight, it's kind of difficult. There is no "Offer Aid" button. I don't have a "Don't Fight" command next to fight on my menu.
If I accept that the events of the story only play out because I'm there, the most heroic thing Xenosa can possibly do is go back to town and stand on a street corner for the rest of her adventuring life, doing nothing that could possibly interact with any other living thing in the game world. The other option is to accept that every goblin, every yagudo, every orc or quadav has an individuality that we're likely to cut short with any one of an impressive range of weapons.
As much as I'd love to hurl the script for the plot aside and work to better the plight of beastraces in Vana'diel, I just can't. This was written long before I got here and the status quo will last long after I'm gone. Fickie's death is a pre-determined loop, he'll live until an adventurer shows up to do his questline and then he'll die tragically for a scene most people skip past, but he means something to ME. I'm not going to forget him and I'm not going to trivialize this. I promise y'all right now: Any side quest that so much as HINTS at a better life for the beast races of Vana'diel, I'll do and document right here. I won't skip anything that could make this world better. I can't change the plot but I can seek out and embrace the good parts and lament the parts that suck.
Sigh. On the other hand, remember that yagudo back outside Windurst who just wanted the knife -that- guy was using and didn't much care if we whacked him to get it? Not every beastman is a noble idealist! Look, morality is hard, let's just try to minimize being a huge asshole unless it's funny or fun.
Another pre-war cutscene plays, this time the Star Sibyl of the Tarutaru people and her ... assistant? Karaha-Baruha, who is extremely dedicated to working out the secrets of summoning magic. We also see a quick scene with Ajido-Marujido, who is trying to work out what the mystical towers of the Horutoto Ruins are doing to the land. (Apparently, killing it.)
I'll be honest, I really have absolutely no goddamn idea what was going on over in Windurst.
And then Lion shows up, just in time to witness a dark shadow cast upon the wall...

All this magicite gathering didn't mean a damn thing, really. "Your anger, cowardice, envy, arrogance, and apathy... from these I will spread the bane that will destroy Vana'diel." snarls the shadowy figure, before vanishing.
Lion runs off again instantly. Thanks, Lion.
Finally, we...
Step 14 - Warp back to Jeuno and report to the Grand Duke. He eyes the magicite. Incomplete, but they COULD bring back the Shadow Lord if misused. Of course, there would need to be a fourth magicite... one that was sealed away long ago, with keys held by the three great nations...

...just then a guard runs into the room. The leaders of the three great nations have been attacked by beastmen!
oh god
Kam'lanaut sends us back to the embassy. On the way out, his little brother Eald'narche stops Xenosa to read her mind and learn all about Verena, who he orders brought to his side so he can play with her and learn about her "nifty powers".

We're now Rank 5 and can ride airships! Back at the embassy, we get a message to give to whoever's in charge back in Bastok...
...of course, back in Bastok, the music has changed to this... and that can't be good.
But we'll save that for another time because WHEW what a mission!
Oh, before I forget... were the screenshots easier to read in this post? I spent some time messing with settings. I hope they're an improvement.
I've still got a copy of some of his other stuff I need to read, but I'm going to make an effort at actively following this. Anyone else here interested?
Okay, plug over. *tap drumsticks* We're rollin' 'Magicite'. Three, two...
I've groused about this mission before. Honestly, it's not that it's really very HARD I suppose, so much as... it's LONG. Very long.
First off! There's a new special mission for Xenosa at the Jeuno embassy. We're to see the Archduke, as a matter of NATIONAL SECURITY. Which is sorta awesome. Xenosa will personally be representing Bastok on a mission of some sort.

At the palace, we meet Kam'lanaut, Archduke of Jeuno and his younger brother Eald'narche. They've heard the news about the Shadow Lord and are prepared to resist him, but what if we start off by making it impossible for him to show up? Pieces of "magicite" are what makes it possible for the beastmen to summon him. If we get there first and steal the magicite, well! Problem solved, MMO over!

To make this possible he provides us a letter of introduction to the Tenshodo. They're an organization of pirates, smugglers, and other men of low moral fiber, run by a fellow named Aldo.
D'you remember Aldo? Aldo was in the intro movie! We're finally getting around to Aldo. First, though, we need to get into the Tenshodo headquarters. We do this by going to the shop-and-hotel called "Neptune's Spire" and...

...picking the secret THIRD option on the two-option menu. This communicates our interest in thinking outside the box when it comes to trade routes and other such things. Then we need to jaunt back to Bastok and get a membership application form, fill that out, and present it.
After which we are politely informed that Xenosa is now a member of the Tenshodo. She can enjoy the facilities here, or at their convenient Port Bastok branch! They look forward to serving her!
...Wow, this is a really formal group of pirates and smugglers.
Aldo!

He's a fairly nice guy, in spite of the rumors about him. Mostly spread by Tenshodo members. He and his sister Verena (wait, was that her name? Hmm.) basically run the place, and he does it mostly as a favor to his deceased father. As it happens, they're worried about the beastman threat not just because the beasts are running rampant, but because all beastmen have been ordered out of the city...
And Verena's best friend is a goblin named Fickblix who she's been sheltering in the city. Oh dear.
Anyway. Aldo hands us a Silver Bell and waves us off to go find that Magicite. But we need a whole slew of items. Strap yourself in and keep your arms inside the ride, friends, we're pulling out of Fetch Quest Station and this train ain't got no brakes.
Step 1 - First we go out and get some Coeurl Meat by killing coeurls. This is the least effort we'll have to put in this whole trip.
Step 2 - Go back to Jeuno and find a boy named Baudin. He offers to trade us a Crest of Davoi (which we need to get into the Orc stronghold) for some coeurl meat. Agree. Why does he want this meat anyway? Well, his sister's been... sick.

When he gives the meat to his sister she drags it into the kitchen and eats it. Raw and bloody. Apparently she was cursed or something after venturing into a dungeon, and her boyfriend prays at the temple every day to try to cure her. ... so, uhm... we're going to have to come back and ... and like, deal with that. Later.
Step 3 - Go out to Davoi, an orc stronghold located just off Jugner Forest. Try not to get killed by high level orcs. Use the Crest to break through a Wall of Dark Arts. (If only someone could teach me to defend against those!)

Step 4 - Yoink the Magicite. Watch a cutscene about the elves, a flashback to many years ago.
They are baffled by the "Bastoker Humes", who want to investigate all this stuff and blah blah wah wah. They were sure the humes wouldn't find anything, but if they DO find something, they were to watch and stop them from taking it. After all, "foreigners are wily and faithless". So they deployed a company to the Northlands, to stand watch in Xarcabard.

From there we flash to Xarcabard. Adventurers from all three kingdoms were exploring there, curious about the "strange feelings" they got from the place. It comes to light that Raogrimm and Cornelia, the Bastok delegation, were lost down a deep crevice. The rest of the party (another human, an elf, a mithra, and a taru) went looking but found nothing... and the elf (Francmage) wonders, "Aren't there a lot of TENSIONS between Galka and Humes these days? Was their loss really an accident?"
This is not a well-recieved suggestion among the party. Particularly with Ulrich, the other human along.
Later still, Francmage is back in San d'Oria, restlessly pacing the halls. As he rounds a corner--
"You! No, not...? Raogrimm? He died in an accident! I know nothing! Stop! Don't come any closer! Noooooooo!"
So we can INFER that things did not end well for him. Anyway, that's one of three magicite collected. Warp back to Jeuno.
Step 5 - Head out to Beadeaux, land of the Quadav. We're gonna get the Magicite, right? Noooo, we're not here for that. Head down into the tunnels beneath Beadeaux and poke a mysterious rock to get silenced so the CURSED STATUES won't affect us and cut our health to a 16th of its usual capacity. Then find two named turtles in a swamp of turtles and kill them for a charm and a divination shell. Warp back to Jeuno.
Step 6 - Give thanks that Warp Rings exist. srsly.
Step 7 - Go back to the Tenshodo HQ. There's a guy in the basement who wants these Quadav relics.
You know this because you are psychic.
... no, that's unfair, you know this because you obviously talked to every single person in Jeuno who might potentially be related to this quest, because Aldo told you to ask around town, and talked to this guy who told you to go kill turtles and get those charms and shells for him.
Ha ha just kidding you are psychic. Isn't that awesome? Go read some lottery numbers. Anyway he'll give you some shit you need to get deeper into Beadeaux, so you're going straight back there. Grab a rental chocobo this time to cut travel length.
Step 8 - Beadeaux. Delve deeper, use our magic silver bell and magic necklace and whatnot to break the seal and head into the magicite chamber. Claim it.
Another flashback. First to very young Raogrimm and Ulrich. They're using explosives to clean out a mine full of Quadav, but Raogrimm discovers they were just trying to protect their eggs. Ulrich doesn't much care.

Then to the ill-fated Xarcabard expedition. With Raogrimm disarmed in the snow and the rest of the party elsewhere, Ulrich prepares to deliver the fatal strike -- and Cornelia throws herself in front of the blade.

Raogrimm is too important to the Galka for her to let him die here. Ulrich stumbles off, leaving the two bleeding and freezing in the snow together...
End flashback.
I'm starting to feel like we can put together a pretty strong picture of things. If Raogrimm was the Galka Talekeeper, an important figure to their religion/spiritual existence, killing him would have been a major stroke against the Galka.
Given that Galka reincarnate in a cycle, the fact that the Talekeeper HASN'T is doubtless raising some questions ... remember the very first mission we did, with the note about rumors of the Talekeeper being spotted? If Ulrich is still around that must make him awfully nervous... and it certainly explains why so many of the Galka Xenosa's met are... kind of morose and disaffected.
Two out of three Magicite collected.
Step 9 - Take a nap. It's late. *zzz*
Step 10 - Awake, refreshed, fed, hydrated. All very good things, because we're going into a new area and it's the most dangerous place yet: The Yagudo stronghold of Castle Oztroja. Warp back to Jeuno. (Seriously, hug that warp ring. Sob over it. If it ever gets lost or leaves us we are so doomed.)
Step 11 - First we witness a scene where Fickblix the goblin tries to grow flowers for the kids in the slummier areas of Jeuno.

Privately, one of the kids informs us that if they bloom, it'll prove humans and beastmen can truly be friends. Which is sweet, but we're here in Jeuno to talk to Muckvix, who I think I knew online once... wait, no, this one's a goblin. (Then again I suppose the other one could've been too.) At Muckvix's, they explain that you need a particular type of torch to get anywhere in the Castle, and Fickblix has one.
Happily Fickblix is home, and he's happy to head out to the castle with us. He's gonna ask the Yagudo to settle down, to try to live peacefully with humans.
I'm measuring Fickblix's life expectancy here in paragraphs. As in, I think about ten more paragraphs and we're going to have a tragic reminder of tensions between species.
"Hey Fickie?"
"Yeah Muck?"
"...You be careful out there."
"I'll be okay! They'll listen to me."
"...My generation can't forget the war." Muckvix explains. "You kids gotta be the ones to bridge the gap."
Unfortunately just then Verena shows up to mention that she's looking for Fickie because of COURSE a bunch of adventurers are out hunting beastmen, and of COURSE she's afraid they're going to find him in a dungeon somewhere exploring and get the wrong idea... Yeah we better get our ass out there right away.
Step 12 - Spend a half hour fumbling around the adjacent zone, looking for the well-hidden road up to the castle because it isn't marked on your human maps. Evaluate where your life has gone. Be relieved you aren't doing a video guide.
Step 13 - The Castle! With some insidious traps. See this door, for example?

One of those handles opens the very obvious trapdoor to the basement. The other opens the door itself. Which is which? It's randomized daily for maximum troll value. The only reason Xenosa doesn't end up in the basement is because I've seen this trick before and ran off the trapdoor ASAP as soon as I realized the door wasn't opening.
From there we wind through the castle, up and down stairs, fighting the occasional Yagudo, until we reach the altar room ... where Fickblix is collapsed in a groaning heap. Verena appears out of LITERALLY NOWHERE (the camera pans to where she walked in from later and it's a blank wall, what) to take care of him, to beg him to tell her who did this to him. He refuses, saying he doesn't want her to hate anyone. She understands this, and he thanks her ... and dies.

Look, on one hand this works for me. I'm already aware that often the actual monsters are other humans, but on the other hand when the game mechanics dictate that 90% of the beastman empire is autohostile and will try to kill you on first sight, it's kind of difficult. There is no "Offer Aid" button. I don't have a "Don't Fight" command next to fight on my menu.
If I accept that the events of the story only play out because I'm there, the most heroic thing Xenosa can possibly do is go back to town and stand on a street corner for the rest of her adventuring life, doing nothing that could possibly interact with any other living thing in the game world. The other option is to accept that every goblin, every yagudo, every orc or quadav has an individuality that we're likely to cut short with any one of an impressive range of weapons.
As much as I'd love to hurl the script for the plot aside and work to better the plight of beastraces in Vana'diel, I just can't. This was written long before I got here and the status quo will last long after I'm gone. Fickie's death is a pre-determined loop, he'll live until an adventurer shows up to do his questline and then he'll die tragically for a scene most people skip past, but he means something to ME. I'm not going to forget him and I'm not going to trivialize this. I promise y'all right now: Any side quest that so much as HINTS at a better life for the beast races of Vana'diel, I'll do and document right here. I won't skip anything that could make this world better. I can't change the plot but I can seek out and embrace the good parts and lament the parts that suck.
Sigh. On the other hand, remember that yagudo back outside Windurst who just wanted the knife -that- guy was using and didn't much care if we whacked him to get it? Not every beastman is a noble idealist! Look, morality is hard, let's just try to minimize being a huge asshole unless it's funny or fun.
Another pre-war cutscene plays, this time the Star Sibyl of the Tarutaru people and her ... assistant? Karaha-Baruha, who is extremely dedicated to working out the secrets of summoning magic. We also see a quick scene with Ajido-Marujido, who is trying to work out what the mystical towers of the Horutoto Ruins are doing to the land. (Apparently, killing it.)
I'll be honest, I really have absolutely no goddamn idea what was going on over in Windurst.
And then Lion shows up, just in time to witness a dark shadow cast upon the wall...

All this magicite gathering didn't mean a damn thing, really. "Your anger, cowardice, envy, arrogance, and apathy... from these I will spread the bane that will destroy Vana'diel." snarls the shadowy figure, before vanishing.
Lion runs off again instantly. Thanks, Lion.
Finally, we...
Step 14 - Warp back to Jeuno and report to the Grand Duke. He eyes the magicite. Incomplete, but they COULD bring back the Shadow Lord if misused. Of course, there would need to be a fourth magicite... one that was sealed away long ago, with keys held by the three great nations...

...just then a guard runs into the room. The leaders of the three great nations have been attacked by beastmen!
oh god
Kam'lanaut sends us back to the embassy. On the way out, his little brother Eald'narche stops Xenosa to read her mind and learn all about Verena, who he orders brought to his side so he can play with her and learn about her "nifty powers".

We're now Rank 5 and can ride airships! Back at the embassy, we get a message to give to whoever's in charge back in Bastok...
...of course, back in Bastok, the music has changed to this... and that can't be good.
But we'll save that for another time because WHEW what a mission!
Oh, before I forget... were the screenshots easier to read in this post? I spent some time messing with settings. I hope they're an improvement.
no subject
Date: 2014-11-22 02:35 pm (UTC)Also, is this also going to be a game where magicite turns out to be the souls of various summoned beasts?
no subject
Date: 2014-11-22 02:50 pm (UTC)...a time or two.
no subject
Date: 2014-11-22 02:07 pm (UTC)no subject
Date: 2014-11-22 11:13 pm (UTC)Also what kind of a name is Eald'narche?
How do you even PRONOUNCE Eald'narche?!
(Says the person who blogs about equally unpronounceable cat people at LARP. But still.)
I mean, really.
Also, I think Audia's "sickness" is awesome. :B
also WOW that is a big pair of elf ears on Muchavatte. (Which is also a weird name. "Xarcabard" and "Raogrimm" are also funny names but at least they sound kind of cool when pronounced.) I mean, I guess probably all the elves in the game look like that but I hadn't noticed it before. :P
no subject
Date: 2014-11-23 05:17 am (UTC)You have no idea how often I say/think/type "Xarbacard" and have to backspace over it. Final Fantasy names are weird. There's at least a few in Final Fantasy XIV where it looks like someone threw a rock at a keyboard and went "Yes, this is what I am naming this NPC."