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Journal from FFXVI

Journal.

Journal is the quest log in Final Fantasy XVI. It is a menu option that shows the player's current objective. Main quests are marked in red, whereas sidequests are marked in green.

Main Quest[]

A Flame Summoned[]

The night burns red as twin titans clash. Dressed in flame, they vie for dominance—one a beacon of hope, the other an aberration, an affront to the very laws of nature. There is no room in this world for both, for there can be only one Eikon of Fire.

To Kill a Dominant[]

As dawn breaks over the Nysa Defile in the 873rd year of the Valisthean calendar, the armies of Dhalmekia and the Iron Kingdom gather, and their Eikons—Titan of the republic and Shiva of the orthodoxy—make ready to take the field. Meanwhile, high above it all, a small party of Branded assassins survey the battlefield like hawks in search of prey.

Pride[]

It is the year 860, and with the coming of spring does green once again return to the Grand Duchy of Rosaria. In the baileys of Rosalith Castle, men who have sworn their swords to their country train in anticipation of coming conflict—and it is here that one young man in particular endeavors to prove himself worthy to the ones he loves.

Sunrise, Sunset[]

As the duchy readies itself for war with the Iron Kingdom, its most bitter and longstanding of rivals, so too does Clive prepare to do his duty as First Shield of Rosaria—to protect and serve his brother Joshua, Dominant of the Phoenix.

Lost in a Fog[]

Bade by his father, the archduke, to address reports of the ever-spreading Blight having driven a horde of goblins into Rosarian territory, Clive journeys to the swamps of Stillwind accompanied by a pair of loyal Shields of the duchy.

Flight of the Fledgling[]

The Shields of Rosaria have marched to Phoenix Gate that the duchy's Dominant and heir to the throne, Joshua, might hear the Words of their Ancestors, as is custom before any great battle. However, the night before the ceremony, the young prince is stirred from his slumber by the sounds of battle. The fortress is under attack, and Joshua must fight his way to his father with the aid of but a single brave Shield.

A Chance Encounter[]

The year is once again 873 and Clive has returned from his reverie to the chaos that smolders in the wake of Shiva and Titan's terrible encounter. Tiamat reminds Wyvern of their mission and that there is no escaping the inexorable fate of the Branded.

Hide, Hideaway[]

Promising succor, Cid welcomes Clive into his deadlands sanctuary hidden deep within the ruins of a lost civilization. There, Clive discovers something that had eluded him for thirteen years—freedom.

Fanning Embers[]

Word of a Dominant of Fire spotted in a nearby village convinces Clive to set aside any misgivings he might have surrounding Cid and his motives and join the man—though only for as long as his desire for revenge demands it.

Louder than Words[]

While traveling through the Greatwood, Clive and Cid happen upon a small party of Waloeder intelligencers captained by a woman from Cid's past—Benedikta Harman. Left with more questions than answers, the pair continue on to Lostwing.

The Dead of Night[]

The Dominant of Fire has fallen into the hands of Benedikta's intelligencers and Clive, Cid, and Gav must scramble to gather information on their quarry's whereabouts.

Headwind[]

In their pursuit of the missing Dominant and Lostwing's Bearers, Clive and Cid must infiltrate a nearby Sanbrequois fortress now teeming with Waloeder soldiers. Fortunately for both of them, Clive knows of a secret entrance.

Wings of Change[]

Clive's spar with the Dominant of Wind not only ends in victory, but sees him wrest away her Eikon's very essence and claim it for his own. But before he and Cid can make heads or tails of this curious turn of events, an explosion rocks the caer, prompting a hurried evacuation.

Awakening[]

A familiar voice beckons Clive into the heart of a raging storm. Clive follows, hoping there he might find the source of his deep-seated anguish and quell it once and for all.

The Wages of Guilt[]

Clive discovers that the second Dominant of Fire, the one who slew his brother thirteen years before, was none other than himself. His resolve to see Joshua's murderer put to the sword undiminished, he begs Cid to grant him death—but Cid has other plans for his tortured ward.

The Hunter and the Hunted[]

Gav has been tracking the one the citizens of Lostwing believed to be a Dominant of Fire—the same man who reduced Caer Norvent to cinders—and sends word to Cid that he has picked up the scent of their quarry. However, it seems the forces of Sanbreque are also on Gav's trail, as en route to rendezvous with him at the Kingsfall, Cid and Clive hear the unmistakable sound of an imperial hunting whistle. They split up and race to his rescue.

Homecoming[]

Clive and Jill make for Phoenix Gate to ascertain the truth of the tragedy that occurred there thirteen years before—a tragedy that led to them both being abducted from Rosaria and enslaved by their enemies. They are soon to find that the intervening years have been no kinder to the land in which they were raised than they were to them.

Holding On[]

At Martha's Rest, Clive and Jill cross paths with Cid, and say their final farewells before continuing their journey. The road ahead leads north through Rhiannon's Ride to Eastpool, then on to Phoenix Gate.

Building Bridges[]

In order to continue on their way to Phoenix Gate, Clive and Jill must see the bridge to Eastpool rebuilt. They make their way down into the marshes in search of Martha's wayward carpenter.

After Clive and Jill save the carpenter from certain death at the claws of maddened monsters, he thanks them by getting to work on a new bridge.

A Bearer's Lot[]

Clive and Jill are shocked to hear how Bearers are hated in their former homeland. Martha ushers them to the nearby Glaidemond Abbey, that they might learn the full truth.

At the abbey, Clive and Jill come face to face with the horrific fate awaiting most Bearers—to slowly and painfully turn to stone over a lifetime of servitude. It is all Martha and her allies can do to soothe their suffering in their final hours.

Back in the Day[]

The Mayor of Eastpool asks Clive to meet with an elderly Bearer who resides in his village—a former loyal servant of Clive's father, Archduke Elwin.

Clive meets with the elderly Bearer, who mistakes him for his father. Rather than dispelling his fantasy, Clive plays along with it, that the Bearer might be granted a little of the happiness he had long been denied.

Buried Memories[]

The ruins of Phoenix Gate are still and silent, much as they were on the day after the disaster thirteen years before. Yet amidst the shattered stonework and blackened beams that Clive recognizes only too well, he catches sight of something entirely unexpected—the hooded man he has long been chasing. Desperate to uncover the truth, Clive and Jill pursue the figure into the catacombs.

The Meaning of Life[]

Clive finally accepts the truth: that he is the Dominant of Ifrit, the second Eikon of Fire. Along with this knowledge, he finds a new purpose—to unravel the mystery of why he was chosen to bear this burden, and to live not for revenge, but to atone for the crimes he committed thirteen years before.

Righting Wrongs[]

Still reeling from the atrocity they witnessed in Eastpool—one ordered by none other than Clive's own mother, the Empress Anabella—Clive and Jill return to the hideaway to consult with Cid as to what might be done.

The Crystals' Curse[]

The Mothercrystals are a curse, and curses are meant to be broken. Committed to the path that lies before them, Clive, Jill, and Cid make for the Holy Capital of Oriflamme where they seek to take their first step to true freedom.

Cid the Outlaw[]

Five years have come and gone since the fall of Drake's Head and the tragic death of Cid, the man who saved Clive and Jill from slavery, and changed their lives forever. In that time, Clive has taken up his mentor's name and the mantle of outlaw that he might continue Cid's legacy and see the chains struck from the realm's downtrodden.

Home, Sweet Home[]

Amidst the fallen dreams of a people long faded, Clive and his friends strive to realize a new dream—a dream wherein people of all backgrounds, be they man, Bearer, or Dominant, can live on terms of their own choosing.

The Dame[]

With the Dame at his side, Clive safely navigates the gates of Northreach and is one step closer to the imperial capital. However, before he can continue his journey, he must first assist the Veil's proprietress locate an associate recently gone missing.

Clive's investigation leads him to a grassy knoll outside the village of Moore where he finds the body of the courtesan Tatienne. Having delivered the ill tidings to Isabelle, he heads to the abandoned church above Moore to meet Jill and Cid.

The Gathering Storm[]

With all eyes focused on the Crystalline Dominion, the fringes have begun to slowly fall into disarray as rumors of unspeakable atrocities abound. To make matters worse, trusted ally and friend to man and Bearer alike, Martha, has gone missing from her inn.

Dark Clouds Gather[]

Martha has been arrested by the provincial garrison—most likely for her dealings with Bearers—and taken west in the direction of Sorrowise. Clive and Jill rush to follow.

After finding Martha and seeing her safely back to the Rest, Clive and Jill continue on to Glaidemond Abbey. There, they find it occupied by imperial soldiers calling themselves the Black Shields, bent on cleansing the land of Bearers at the order of Her Imperial Majesty, Anabella Lesage.

Release[]

Having dealt with the immediate threat posed by the Black Shields, Clive and Jill turn their attention to searching the abbey for any who might still be alive. There, amidst the slaughter, Jill discovers a lone surviving Bearer who, with his final breath, warns them of the Black Shields' reach.

Clive collects the remains of the fallen Bearers, and takes them to a nearby river where they can be consigned to the tides, as is custom.

Bloodlines[]

Before Clive and Jill might claim their second Mothercrystal, they must first secure passage to the distant Iron Kingdom—something Clive believes his long-lost uncle in Port Isolde might be able to provide them...assuming they can get there first.

Black Light Burns[]

The taint of Empress Anabella's cruelty spreads without cease across the land Clive and Jill once called home, but there are those who would stand against the dark tide. Those such as the Guardians of the Flame.

Black or White[]

The Black Shields' main host is on the march and Sir Wade's Guardians of the Flame plan to make a final stand…with or without Clive and Jill's help.

Fighting side-by-side for the first time in almost twenty years, Clive and Wade succeed in routing the Black Shields at Bewit Bridge. Upon returning to the Lazarus District, Clive learns that the Guardians of the Flame are being funded by coin provided by none other than Clive's own uncle, Byron.

Here Be Monsters[]

The ship Clive secured from his Uncle Byron is moored safely in the harbor of Port Isolde, waiting to ferry him and Jill to the isle of Drustanus, where Drake's Breath rises from the Boiling Sea. The two return to the hideaway to complete their final preparations to bring down not only the Mothercrystal, but the Patriarch who saw Jill enslaved and forced to kill for his kingdom.

Fire and Ice[]

Clive and Jill land their dinghy upon the stony shores of Drustanus. They make for the mountain and the Oratory that lies within, where both the Mothercrystal and the Patriarch shall taste their blades.

After the Storm[]

Drake's Breath is destroyed, and Imreann slain. Clive and Jill return to the hideaway to rest, relax, and celebrate a job well done.

Capital Punishment[]

Hugo Kupka learns of Cid's true identity, and marshals his loyal minions to march of Rosalith—the city in which Clive was born and raised. Though full aware that this is naught but another of Kupka's traps, Clive jumps at the chance to put the hideaway's longtime nemesis to the sword. With Jill and Gav in support, he infiltrates the former ducal capital, where battle between Kupka's Men of the Rock and its imperial occupiers still rages, and together, they make their way to the castle, where Kupka awaits.

Bolts from the Blue[]

Kupka is defeated—but before Clive can land the finishing blow, the downed Dominant is spirited away by a mysterious man from Waloed. Our heroes return to the hideaway to try to make sense of these strange developments.

Getting to Work[]

Midadol Telamon—daughter of the late Cidolfus and engineering prodigy—has lately returned from her studies in the University of Kanver and is keen to put her learning to use.

Clive assists Mid in gathering the necessary materials, tools, and personnel to establish a workshop in the hideaway. His work is done—now Mid's begins.

Riddle of the Sands[]

Vivian succeeds in piecing together the puzzle of Hugo's disappearance—his Waloeder allies carried him across the Velkroy Desert to his home in the heart of Drake's Fang, where he remains to this day. Clive and Byron waste no time in giving chase.

Follow the Crystals[]

Clive and Byron learn that the enigmatic Ruzena Dalimil is in fact a young man by the name of L'ubor, who demands they prove themselves by "putting an end to the trouble in Dalimil." Only then will he aid them in securing passage through the south gate.

Clive and his uncle root out the ne'er-do-wells expropriating Dalimil's crystal shipments, and L'ubor makes good on his word. The gate now open, they press on to Drake's Fang.

Into the Darkness[]

Clive enters the crystal mines of Drake's Fang without encountering a single republican guard—or at least, none that has survived the incursion of orcs ferried over from Waloed, who have slain and sated their hunger for flesh upon the nation's erstwhile allies. Clive sticks to the shadows as he presses on to Castle Dazbog in pursuit of Hugo Kupka.

Out of the Shadow[]

Clive returns to the hideaway and sets about spreading the glad tidings that Hugo Kupka—the man who crushed their former home and saw many of their friends slaughtered—is no more. Those who lost their lives that fateful night are avenged, and those lucky enough to survive can now live without fear that he might one day return.

Letting Off Steam[]

Mid's Enterprise wants for a thermal displacement stack, but she is struggling to realize the designs. She asks for Clive's assistance in crafting the plating that will channel heat away from the mythril engine.

With a little help from Blackthorne, Otto, and Gav, Clive succeeds in sourcing the materials from which the thermal plating can be forged.

Letting Off Steam II[]

Mid's Enterprise wants for a thermal displacement stack, but she is struggling to realize the designs. She asks for Clive's assistance in obtaining a section of Fallen ceramics to repurpose as the apparatus's helm.

With a little help from Mid's long-suffering assistant Helena, Clive succeeds in securing the site of the Fallen ruin from which the thermal helm might be salvaged.

Letting Off Steam III[]

Mid's Enterprise wants for a thermal displacement stack, but she is struggling to realize the designs. She asks for Clive's assistance in sourcing a material resistant yet light enough to serve as the shielding.

With little help from Harpocrates, Jill, and Tarja, Clive succeeds in formulating a flame-resistant balm, as well as a plan to see it used to craft the thermal shielding.

Onward[]

Only a single Mothercrystal remains in Storm—Drake's Tail, in the Crystalline Dominion. Clive and Jill set out to breach the borders of the Dominion and infiltrate its capital, Twinside—now the besieged seat of the Holy Empire of Sanbreque.

To Catch a Thief[]

The trader's pass that Goetz was relying on to secure his friends' passage to the Crystalline Dominion has been stolen by street children. Clive and Jill set out to recover it.

Clive corners the culprit, who tells him that the pass is now in the possession of the Cast Stones—the band of thugs that forced him into the life of crime. Theodore, younger brother of Goetz's friend Eloise, agrees to help Clive and Jill take it back.

Blood from the Stones[]

Clive, Jill, and Theodore set out in pursuit of the Cast Stones, aiming to put an end to the brigands' villainy—and recover Goetz's stolen trader's pass in the process.

The band find and rout the Cast Stones, and retrieve the missing pass from their ill-gotten gains. But as Clive and Jill are about to bid the Crimson Caravans farewell, Eloise reveals that not only does she know that Clive is Cid the Outlaw, but that she and her brother share his cause. They pledge to work together again—not just for the good of Boklad, but for Bearers the realm over.

Fire in the Sky[]

Clive and Jill are ensconced in a Twinside tavern, busily plotting their attack on Drake's Tail, when the night air rings out with the sound of explosions in the city. They spring into action, setting out to rescue Goetz from the spreading flames and learn the cause of this chaos.

Things Fall Apart[]

Upon the Phoenix's wings, Joshua flies his allies away from the still-smoldering ruins of the Crystalline Dominion and home to the hideaway. Alas, what should have been his happy reunion with Clive and Jill is overshadowed by the roiling clouds that have spread across the realm, driving all who wallow beneath them to desperation and despair.

The Flames of War[]

A horde of Akashic beasts has descended upon Martha's Rest, and it is all Martha's hired steel can do to stand against the tide. Clive and Jill enlist to join those fighting at the Fallen Gate before the hill is overrun.

The horde has been driven back, thanks in part to the efforts of the Guardians of the Flame who, realizing they fight for a similar cause to Martha, agree to remain at the Rest for the foreseeable future.

Down the Rabbit Hole[]

A recent raid on Dalimil by desert bandits has the town's residents at odds with how they should deal with future threats. Tensions are hot and L'ubor's patience is wearing thin, so he claps Clive for a solution.

The people of Dalimil put aside their differences and come together to repel a second raid by the desert bandits—the newly-formed town guard fending off invaders from the south, while Clive and Jill handle those from the north—their victory further strengthening the town.

Why We Fight[]

Strange, blue-eyed demons have descended upon the Royal Meadows, decimating a party of local soldiers dispatched to investigate the unwanted guests. With their captain dead, the Northreach garrison is now in disarray and the city has turned to the Dame for guidance.

Morale restored to their ranks, the garrison—aided by Clive and Jill—succeeds in vanquishing the thralls and restoring peace to Northreach…for the time being.

Cloak and Dagger[]

An army of Akashic have gathered at the walls of Kanver, trapping Mid, Byron, and Gav in the free cities where they scramble frantically to complete work on Mid's ship, the Enterprise. Fearing the worst, Clive makes their friends' rescue his top priority.

Evenfall[]

Reunited with his companions, Clive learns of the peril the Free Cities face. Enlisting the help of Jill and his brother, they set out into the sprawling metropolis to locate and rescue survivors.

A Song of Hope[]

The Enterprise is but a final piece from completion. Unfortunately, not even Mid knows what that piece might be—though she hazards her father did. Clive returns to the hideaway to trace the footsteps of a friend.

Full Steam[]

The vessel complete and her mythril engines humming, Mid makes to pursue the Einherjar that they might rescue Jill from the King of Waloed's clutches. However, before Clive and the others can board, the Ironworks's hidden cove is overtaken by a company of Akashic knights bent on violence.

Like Father, Like Daughter[]

According to Otto, those personal effects of Cid salvaged from the old hideaway are kept in Mid's dungeon. If anything remains that might be of use, it will be there.

Following clues left in a cryptic message from Cid to his daughter, Clive discovers a mysterious item hidden within the Tub & Crown's orchestrion. "Final piece" in hand, he sets off on the return journey to Kanver.

Through the Maelstrom[]

Mid's claim of the Enterprise's unmatchable speed proves true as the ship soon takes over the Black Galleon and rams it, providing Clive with the opportunity to board the royalists' flagship and find Jill while Joshua deals with Odin.

Across the Narrow[]

But one Mothercrystal now remains in all of Valisthea. To see balance restored to the realm and ensure humanity's place within it secured, the final heart must be destroyed.

Footfalls in Ash[]

Having made land once again on Ash's treacherous Shadow Coast, Clive, Joshua, and Gav begin their lonely march northeast to Stonhyrr, royal capital of Waloed.

The Last King[]

Torgal at his side, Clive sets out for the ancient spire of Reverie where the ageless king of Ash, Barnabas Tharmr, awaits atop its crown.

Brotherhood[]

The mural at Gjallarhorn has revealed that it is not only Ifrit that Ultima covets for his vessel, but both Ifrit and the Phoenix. Their resolve renewed, the brothers Rosfield begin the final leg of their journey from Eistla to the capital.

Streets of Madness[]

Clive and Joshua arrive in Stonhyrr to find it abandoned by royalists...but teeming with something far worse. They must fight their way through the city if they are to gain the inner sanctum and bring an end to mankind's cruel fate.

Back to Their Origin[]

The final Mothercrystal has fallen, but a new one has risen in its place. A stain on the horizon, filling the hearts of all who look upon it with dread—Origin. There, deep inside, a reckoning awaits.

Sidequests[]

Food for Thought[]

Kenneth asks Clive to help him in his work by delivering food to some of the hideaway's residents. Three hungry customers await…

Clive delivers food to three fellow Bearers who've found refuge at the hideaway. In doing so, he sees how each, in their own way, now lives on their own terms.

A Place for Everyone[]

Kenneth asks Clive to deliver three more meals to residents of the hideaway. Who will he be serving this time?

Clive successfully delivers meals to three fellow Bearers working in various roles around the hideaway. While going about his task, he learns even more about the spirit of cooperation that keeps Cid's little community going.

Make Do and Mend[]

Geoffroy, the hideaway's head carpenter, needs Clive to fetch him some wood with which to make repairs.

Thanks to the wood Clive brings him, Geoffroy is able to resume his repairs. While helping him, Clive learns the importance of the Fallen ruins in allowing the residents of the hideaway to make their home among the Blight.

Moving Heaven and Earth[]

Bohumil, chief botanist at the hideaway, is missing an assistant and anxious to see her return.

Clive finds Martelle—Bohumil's assistant—in the vineyard in Lostwing, and rescues her from danger. When he brings the soil she'd been sent to collect back to Bohumil, he learns that the chief botanist seems to value vital research materials somewhat more than he does vital research assistants.

What a Bird Wants[]

Clive is asked by Rowan, a merchant making his way to Martha's Rest, to take charge of an urgent delivery.

On delivering Rowan's package to the stable master, Clive learns why the wandering merchant's cart is swamped by chocobos. He has burdened it with rather too much of their very favorite thing in the world—gysahl greens.

False Friends[]

A recently unmasked Bearer has run away from Martha's Rest due to his true identity having been discovered. The Bearer's former friend Ronald is extremely upset at what he sees as a betrayal and asks Clive to help him locate the missing man.

Clive finds Norreis, the unbranded Bearer who fled Martha's Rest when his true identity was discovered. Judging that the rift with his former friend Ronald is too great to heal, Clive has no choice but to see that Norreis is spirited away to safety.

Crystalline Lifeline[]

A clumsy fisherman from Martha's Rest has dropped his only crystal, putting his livelihood in jeopardy. To make matters worse, it appears the crystal has been devoured by some of the local fauna… Clive is to find it, by any means necessary.

Clive retrieves the fisherman's crystal from the bog crabs and returns it to him. The episode is a useful reminder of the fact that some people's livelihoods depend on such magical conveniences.

Beast Against Beast[]

A man on the road to Eastpool asks Clive to help deal with some wolves, and to go and tell his friend Brice when he has done so.

Clive sees to the wolves as requested, but given the encroaching Blight, more will probably be along before long. Still, the men who asked him to help seem happy enough, even if they aren't exactly polite about him being a Bearer.

Needs of the Many[]

An old man at the hideaway asks Clive to find his friend Randal, who went to Lostwing to work, and hasn't come back.

Clive is too late to save Randal, who sacrificed himself to save another when goblins attacked. While this is of course the very definition of dying on one's own terms, it also highlights the troubling need for the hideaway's inhabitants to seek out dangerous work in order to support themselves.

Red Letter Day[]

A courier at the hideaway asks Clive to find some goods he lost, including an important letter for Cid.

Clive delivers the lost goods back to the courier, including Cid's letter, which turns out to be from the Outlaw's very own daughter. Apparently, receiving these missives puts him in a much better mood than usual.

Welcoming Committee[]

One of Quinten's underlings enlists the help of Clive to help two new Bearers settle into Lostwing. Apparently, their former master mistreated them terribly, and they;re extremely nervous as a result.

Clive hands over the bread and wine he's fetched from the tavern, and the two new Bearers finally open up. Thanks to this kindness, they may even finally begin to believe that they're finally free.

Dying on the Vine[]

A field hand at the vineyard in Lostwing turns to Clive to get rid of a monstrous menace. This year's crop looks to be a particularly fine one, but it can't be harvested until the plague of pests is dealt with.

Clive restores order to the vineyard by ridding it of the giant wasps that have been threatening to ruin this year's crop. Thanks to his efforts, the harvest can go ahead—and it looks like it's going to be a vintage to remember.

While the Cat's Away[]

A band of rowdy ne'er-do-wells are raising a ruckus at the tavern in Martha's Rest and refuse to leave. Clive is enlisted to take out the rubbish.

Clive deals with the bandits causing trouble at the tavern in Martha's Rest. When Martha arrives, she explains that, since becoming subjects of the empire, they've had no choice but to rely on what little mercenary assistance they can afford.

The Want Beyond the Wall[]

A merchant requires Clive to deliver some goods beyond the wall in Northreach, along with a mysterious message about them being "fresh from the master's table…"

The goods Clive is asked to deliver turn out to be contraband crystals. It seems there's a thriving market beyond the wall for even the tiniest specimens.

Pride Comes Before a Fall[]

Clive is challenged to prove his worth by a pair of soldiers in Northreach. It seems that it doesn't do to call the Imperial Guard's competence into question…

Clive takes on the two soldiers and wins, exposing their misplaced pride, and convincing them that perhaps a little more training might not go amiss. A valuable lesson for all concerned.

Friend of the People[]

Clive is asked to deliver food to various overworked Bearers around Northreach by a certain concerned noble.

Having delivered the food as requested, Clive reports in at the Veil, where he learns that the man known as the Chamberlain is, in fact, a noble of the realm. Apparently, his concern over the ill treatment of Bearers led him to collaborate with the Dame in her efforts to see them better served.

All Bark[]

A nobleman in the fields near Moore orders Clive to save his son from wild beasts—although he seems more irritated at Clive's attitude than concerned for his son's safety…

It transpires that the nobleman and his son have been sending Bearers to their deaths for their own amusement. But they don't get away with it this time—the tables are turned, and the hunters become the hunted…

Playthings[]

A girl in Moore asks Clive to help her find her pet Chloe. Apparently, she has beautiful white hair, and is "ever such a good girl."

Chloe turns out to be a Bearer, and Clive is forced to confront Lisette with some hard truths about her death.

The Fruits of Her Labors[]

The apples growing in one of Martelle's old trees are ripe and by all accounts, delicious. Backyard botanist Cormac wants everyone to know just how good they are, and has asked Clive to deliver a basket to the hideaway's hungry Cursebreakers.

The Cursebreakers enjoy the apples, as does Otto. It seems they've grown a lot sweeter since Martelle's earliest attempts—a testament to the love and attention lavished on them by those who succeeded her.

Caulk & Bawl[]

Hideaway ferryman Obolus estimates his skiff will not last another fortnight before the Blighted water of Bennumere eats straight through its hull and condemns it to the lakebed. Fortunately, he knows exactly what the boat needs to avoid thus grim fate…and exactly where Clive can find it.

Though not without its dangers, the journey to Coeurltail Falls ultimately bears fruit, and Clive returns to Obolus with the sticky resin the ferryman needs to parch the Argo's leaky planks and ensure the hideaway's lifeline remains intact.

Not to Be Outdone[]

Molly, cauldron keeper at the Tub & Crown, seeks to recreate an ancient recipe for "fried mortress of skyworm." Unfortunately, she's not exactly sure what several of the ingredients are—namely drakesmint and skyworm.

Harpocrates helps Clive figure out the true nature of the ingredients Molly has asked for, and when he brings them back to her, she rustles up a dish that sends Yvan soaring to new heights of gustatory ecstasy, declaring the dish a "maelstrom of flavor and sensation."

A Culinary Pilgrimage[]

Yvan, one of the cooks at the Tub & Crown, asks Clive to help him gather an important ingredient for something called Chancer's Stew. Now he just has to work out what "unwonted violets" might be…

Unwonted violets, as it transpires, are common garden scorpion tails. Once Clive hands them over, Yvan pops them into the pot, and cooks up a Chancer's Stew that sets his head spinning. It tastes somewhat like swamp water, apparently—swamp water with "complex, meaty notes," no less.

Do No Harm[]

Rodrigue, a physicker at the infirmary, is all in desperate need of errmonea—an herb needed to ease the pain of Bearers undergoing the perilous procedure of Brand-removal. Clive has offered to gather some, despite his obvious lack of herblore.

Clive finds some errmonea and takes it back to Rodrigue, who's still extremely apprehensive about the operation he has been asked to undertake. Clive reminds him that would-be Cursebreakers undergo the procedure fully aware of the dangers, and are willing to risk it nonetheless.

Tears of Mercy[]

Rodrigue begs Clive to help him convince Tarja that she needs to rest. It seems she's been devoting all her time to a certain patient, and not even stopping to sleep.

Clive helps Tarja with the ingredients she needs to make Elysia, and she administers it to her former mentor, sending him peacefully off into the hereafter. To her, this is the least she can do for one who taught her so much.

The Weight of Command[]

Cole and the party of Cursebreakers under his command have been attacked somewhere near Northreach and Dorys seeks Clive's assistance in learning their fate.

Clive tracks down Cole and his party, and helps free the Bearers they were sent to liberate. When Cole reports back in at the hideaway, Dorys castigates herself for having put him and his people at risk, but he soon convinces her that they did so willingly for the sake of the cause, and would do so again in a heartbeat.

Self-Determination[]

Clive receives a letter from Cole expressing his concerns about Dorys's wellbeing, and resolves to speak with her and see what the trouble might be.

Clive follows Dorys on her mission to investigate a certain slaver, and discovers that the woman is in fact Dorys's former master. Luckily, his most trusted Cursebreaker isn't inclined to return to the fold, and instead helps ensure that the woman is sent back to Sanbreque to pay for her crimes.

Nobody's Tool[]

Dorys asks Clive to accompany her to the prison of Balmung Dark, where she believes an acquaintance of hers might be interned.

The prison turns out to be a hellish place where Bearers in their droves were sacrificed in order to train—and even feed—a beast of unimaginable ferocity. While Dorys's childhood friend Chadwick was lost, hope lives on in the form of the little girl he gave his life to save.

Hot Water[]

The owner of a bathhouse in Dalimil bids Clive journey to Doeznov Terraces and investigate the cause of the waters having become too hot for his customers to bear.

The waters are close to boiling point because of the gang of bombs that has taken up residence on the Terraces. But Clive soon clears them out, enabling the baths to reopen, and business as usual to resume.

Carving Out a Niche[]

Sava, an apprentice f L'ubor's, enlists Clive's aid in finding out how to make a carving knife that somehow "embodies the spirit of Dalimil."

Having asked everyone they can think of, Clive and Sava eventually come up with a plan of crafting the carving knife Sava has been asked to make. The result is deemed "passable" by L'ubor, and Sava succeeds in his bid to be employed as a blacksmith.

Get Cart[]

Clive is asked by a pair of mercenaries he meets on the road to Boklad to help them recover a merchant's missing wagon. Apparently, it may well involve dealing with a gang of bandits.

Clive vanquishes the bandits and recovers the merchant's wagon, but upon receiving his reward, gets the distinct sense that the pair of brothers who have engaged his services may not be the straight-shooting innocents they pretend to be.

Onward to Discovery[]

An excitable scholar of Dzemekian history hires Clive to watch over him while he investigates some ruins near Boklad, then promptly disappears before his newly hired bodyguard can as much as blink.

Clive delivers the scholar from peril at the hands of bandits and beasts, only to discover that he wasn't employed as a bodyguard so much as a sounding board for some extremely involved pontifications on the history of Dzemekys.

Bearer of Good News[]

An innkeeper in Boklad asks Clive to deliver the good news to three of his friends about a particularly fine bottle of wine he's managed to get his hands on.

Clive delivers the news about the wine, and the four friends assemble to enjoy it. Each has their role to play in ensuring that Boklad can go about its everyday business, proving that it's not just the hideaway that relies on community spirit to keep it going.

Live and Let Live[]

A porter in Boklad has had her packs ransacked, and seeks someone to go after the sellswords whose help she enlisted to track down the culprits.

Clive tracked Josef down to a goblin encampment, where he found the singular sellsword teaching the beasts survival skills rather than slaying them.

Use Your Loaf[]

A baker in Dalimil asks Clive to track down his missing apprentice, who can apparently often be found mooning at what remains of Drake's Fang.

The baker's apprentice is crestfallen at the fall of Drake's Fang, but a few choice words of inspiration from Clive set the wheels of inspiration in motion, and he channels his loss into the invention of a novel bread product.

Bad Blood[]

On the road to Tabor, Clive discovers a gravely wounded republican soldier who tells him of the aetherflood that consumed his unit's nearby encampment, rendering everyone in it Akashic. With his final breaths, the dying man asks Clive to slay his turned brothers-in-arms that they might not hurt any others.

Having dispatched the Akashic soldiers, Clive finds a survivor among their number, only to learn that he is a loyal henchman of Hugo Kupka's, and as such, is hell-bent on avenging his master. While Clive manages to talk him out of fighting for his "honor," he can't quite manage to assuage the grudge the man bears against him.

Skin Trade[]

A merchant in Tabor makes Clive an offer he can't refuse—to hunt a dread aevis, and share in the seemingly considerable profits that its skin will bring when sold.

Clive kills the dread aevis, and takes its skin back to the merchant in Tabor, who is more than pleased to get his hands on such a valuable item. He proposes that he and Clive go into business together, but manages to take it in his stride when his offer is politely rebuffed.

Carved in Stone[]

An aging scholar in Tabor asks Clive to go and look at the ancient engravings dotted around town in order to help him uncover the history of the local people.

The engravings tell the story of a town whose culture grew from the traditions of three distinct peoples. The scholar, pleased to learn of Tabor's eclectic origins, gives Clive a reward to say thank you for his time.

Laid to Rest[]

A dying soldier on the road to Stonhyrr asks Clive to deliver his ring to his parents' final resting place. The request made, he expires, hopeful that his soul might find peace at last.

Clive finds the dead soldier's parents' graves in the forest known as Neverturn, and buries the man's ring beside them, just as he was asked.

Litany of Errors[]

Herman, a recent recruit to the Cursebreakers, seeks passage to Ash, no matter what the assignment might be. Clive refuses on the grounds that it is simply too dangerous, but offers to go in Herman's stead.

Clive visits the orphanage where Herman was raised, and discovers records of a shocking past. He retrieves the registry of names of those who were imprisoned there as requested by Herman, who makes a solemn promise upon receiving it that the departed will not be forgotten.

Cut from the Cloth[]

Hortense is a busy woman, and when she's not seeing that the hideaway's shelves remained stocked, her days are spent hemming kirtles and mending britches. A long-delayed delivery of linen from the draper in Northreach, however, is preventing her from this important task and so she has asked Clive to collect the cloth in her stead the next time he is in northern Sanbreque.

Clive returns to an appreciative Hortense who, upon discovering the several scraps of fine cloth added to the order by the draper, suggests the pieces be given to Jill—"quite the little seamstress" to hear it told.

Priceless[]

Joshua is worried that recent events have begun to weigh heavily on Jill's and wonders if there is not something he and Clive might do to lift her spirits.

Clive and Jill visit a bittersweet memory from their childhood only to be reminded that their love for each other has not faded over time.

Payback[]

A cursory overview of the hideaway's ledgers by Gaute has revealed an issue of utmost concern—so concerning, in fact, that he wishes to speak with Clive about it personally.

With each debt paid, Clive learns more of the old hideaway and the colored past shared by Otto and Cid. Otto, haunted by the memories of his old friend, begins to question his worth to the hideaway until Clive reassures him that they would all be lost without him—Clive most of all.

A Bone to Pick[]

Lady Charon is concerned with Torgal's well-being and wishes to discuss the matter privately.

As it would turn out, the change in Torgal's appetite can most likely be attributed to the fact that Torgal is not merely an overlarge hound, but the descendant of a legendary frost wolf recently awoken to its latent power due to time spent with the Dominants Clive and Jill.

More than Words[]

Once again, Lady Charon is worried about Torgal, pointing to the loyal hound's recent fits of restlessness as a reason for concern.

Clive returns with Torgal to their first "hideaway"—a forgotten shack on a remote island in the Bay of Brangaine—where he finds that loyalty amongst true friends runs deeper than blood.

Smooth like Butler[]

Wanting to learn more of the state of the realm following the fall of its Mothercrystals and the darkening of its skies, Lord Byron Rosfield does what any man of means might: task one of his servants with the endeavor. That servant, however, now wishes to speak with Clive and urgently requests an audience in Martha's Rest.

After saving two separate seneschals in two separate corners of Storm, Clive returns to Martha's Rest to inform Rutherford that his associates have learned exactly what Byron (and everyone else for that matter) already expected—that the realm is in tatters and teetering precariously on the edge of utter chaos.

Three's Company[]

Lord Byron has a plan to bring order to the realm, and that plan involves his longtime acquaintance, Dhalmekian Field Marshal Eugen Havel. The field marshal, however, has misgivings about linking arms with a known outlaw and first wishes to gauge Clive's character.

Having somewhat put aside their differences, Byron, Eugen, and Quinten agree to forge ahead with Byron's elaborate plan to stabilize the realm and unite its people behind a single purpose—survival.

An Eye for an Eye[]

Ill rumors being spread about Lady Charon's past as poor Goetz worried sick for his Nan. The gentle giant has asked if Clive might discreetly inquire with her about the veracity of said whispers.

Having learned the source of the rumors, Charon confronts her old associate, the Bauguin, and deals with him swiftly, if not a tad savagely, reaffirming her loyalty to both Goetz and the hideaway.

On Balance[]

A certain scale used in one of Miss Shirleigh's recent lessons has gone missing, and the young instructor is fairly certain her mischievous pupils are behind its untimely disappearance.

Curiosity may be the leading cause of death among coeurls, but a necessary evil when it comes to fostering the next generation of inspiring engineers, and what, at a glance, appeared to be an act of mischief was actually an important life lesson. As long as no one asks about the cogwheel.

Aiming High[]

The hideaway's children have noticed that after returning from Stonhyrr, Mid is no longer her usual chipper self and are concerned that something might be amiss.

several minutes of profound pondering have helped Mid navigate the waters of uncertainty to arrive at a conclusion regarding her pursuit of flight—that the people of the realm are better off with their feet planted firmly on the ground…at least until someone worthy of that dream comes along.

Phoenix, Heal Thyself[]

Jote confesses her concerns that the medicine Joshua uses to soothe his pain is in short supply.

Clive risks his life to gather the necessary ingredient from the depths of an aetherflood. While Jote is moved by his selflessness, she does wish that both Clive and his brother would put their own well-being first every now and again.

Where There's a Will[]

Joshua has received a message from Cyril, saying that something akin to their father's last will and testament has been found. He suggests that he and Clive make for Tabor to learn more.

Clive and Joshua learn of their father's plans both for the duchy and his sons. Together, they swear to follow in his footsteps and continue the fight for freedom and justice for all—the love Elwin held for them forever in their hearts.

Silver Linings[]

Gav has carved a gift for Edda's unborn child, as is tradition in the Northern Territories, but lacks the final piece required to complete it—the feather of a rarely seen silver chocobo.

For Gav, making Edda's gift has reopened old wounds suffered the night his family died, leaving him drowning in a mire of guilt and feelings of inadequacy. It is Clive who extends a hand to pull him free.

Trial and Error[]

Cursebreaker Nazaire has asked for Clive's assistance in he evaluation of a new recruit—specifically one who fancies becoming the hideaway's next best scout.

Albeit by dubious means, Ember successfully completes his trial, much to the dismay of Nazaire, who believes the recruit's liberal bending of the rules should not afford him praise, let alone a spot amongst the Cursebreaker ranks. Clive, however, sees potential in the young man and convinces Nazaire to give him a second chance.

A Tail to Tell[]

Clive receives a letter from Harpocrates that suggests the historian and Prince Dion have a closer relationship than he knew. He journeys to the shelves in search of answers.

Harpocrates reveals that he was once Dion's tutor and, with Clive's help, presents him with a wild wyvern tail—a flower that symbolizes his former charge's brilliance, resilience, and independence. Dion swears to take it only when he has atone for his misdeeds.

An Inconvenient Truth[]

Vivian writes to Clive, asking him to locate a copy of From a Distance, the tome that inspired her to become a scholar.

Clive manages to spirit one of the few remaining copies of the tome from the grasping hands of the Executors. Vivian explains how its author, like herself, was something of a pariah to the orthodoxy of her day—and though her life was a lonely one, it gave her a glimpse of a greater truth. Though Vivian strove to follow in her idol's footsteps, she admits that life at the hideaway—among friends and fellow thinkers—has its own benefits.

For Great Justice[]

Quinten tells Clive that he has heard worrying rumors of late—tales of shadowy figures seen lurking in the woods around Lostwing. Clive sets out to investigate.

Clive discovers that the intruders were in fact Black Shields, and succeeds in putting them down—but rather than being relieved by this news, Quinten comes to the disturbing realization that his nemesis has learned of his location, and that the time to enact his grand plan for revenge grows short.

For Great Justice II[]

Quinten asks that Clive take those Bearers who cannot join him on his quest for vengeance into his protection, before he sets out to see justice done.

Quinten achieves his aim, but at a terrible cost—his loyal comrades lie slain, and Lostwing beneath an aetherflood. All that he lived for gone, Quinten drifts into despair—till he is dragged from its depths by those very stragglers he entrusted to Clive: the remnants of the Lostwing "family." Together, they swear to found a new village, built on a foundation not of hatred, but of hope.

Rekindling the Flame[]

Martha and Wade have a plan to relocate the Bearers and Guardians who have lately taken refuge in the Rest to Eastpool—their only obstacle, the bandits that have taken up residence there.

With the aid of the Guardians of the Flame, Clive succeeds in driving both bandits and beasts from Eastpool, kindling a flicker of hope in a village marked by tragedy.

Rekindling the Flame II[]

Martha asks that Clive deliver some gysahl greens seeds to Wade in Eastpool, that their new settlement might at length become self-sufficient.

Clive delivers the seeds, only to find the village under a threat from a horde of Akashic. Wade and Martha convince the Bearers to no longer live as slaves, but to join the Guardians in fighting for what is theirs. Together, they not only protect their town, but gain a new understanding of what it is to be free.

Trading Places[]

Eloise has a plan to purchase a large group of Bearers and relocate them to Kasjlok, where they might live free—the only obstacle, the beasts and bogles that have made a nest of the abandoned village.

Clive succeeds in making the village safe to begin the rebuilding work. Theodore is keen to see the mission through to the best of his ability, for with the Silverspeak Consortium circling, it may well be the last time he and his sister work together.

Trading Places II[]

The rebuilding and restocking of Kasjlok is well underway, but what of the negotiations with the army? Theodore asks Clive to check in with his sister as to when the purchase is likely to be concluded.

Clive learns that the sale has fallen through, thanks to a late intervention by the Silverpeak Consortium. To make matters worse, Kasjlok is under attack. Clive races to Theodore's rescue, but is too late. Eloise pledges to honor her brother's memory by continuing their work at the Crimson Caravans—that they might always be together, as was always her wish.

Under New Management[]

Isabelle requests that Clive speak with the Duke of Oriflamme and convince him of the error of his ways, before his self-interested schemes tear Northreach apart.

Clive speaks with the Duke, but to no avail. The town is split, and threatens to split further. Only Philippe, former captain of the garrison, agrees to part company with the Duke and make the Dame's cause his own.

Under New Management II[]

With the garrison otherwise engaged in refortifying Northreach, and rebuilding Caer Norvent, Isabelle fears that the town wants for sentries, and asks Clive to lend Philippe and his newly formed town watch his aid.

Another horde of thralls attacks Northreach, but just as the town threatens to buckle under the combined pressures of monsters and mutiny within, the Dame makes an impassioned plea for the soldiers and townspeople to unite behind their common cause. Together, they are able to overcome their enemies, and forge a brighter future for their beloved town.

Lines in the Sand[]

L'ubor reports that the bandits who previously attacked Dalimil have formed a "League of Outlaws," and are steadily recruiting new members. He asks for Clive's aid in nipping their organizing efforts in the bud.

Clive does as asked, but on returning to Dalimil, finds the town aflame with hearsay that L'ubor is a Bearer. L'ubor confirms the rumor, and pledges to leave in disgrace, that his secret might not distract the townspeople from the true threat that faces them.

Lines in the Sand II[]

L'ubor asks that Clive take the orphans that he has been caring for into his protection. Clive gladly agrees, but as he does so, they hear the horrifying news that a band of Akashic may soon be at Dalimil's gates.

The strength of the orphans' love for L'ubor convinces the townspeople to give him a second chance, which he uses to lead the defense of Dalimil and save the town from destruction. His skill and loyalty thus proved once more, the Bearer who was stoned and spat at not a day before finds himself elevated to mayor.

Duty Undying[]

Cyril tells Clive that a team of Undying are conducting a survey of a nearby Fallen ruin as part of their investigations into Ultima, and proposes that he make the short journey to Kretov to observe their work.

On entering Kretov, Clive finds several members of the survey team dead at the hands of echoes. He confronts the survivors for allowing this to happen, but they are strangely blithe as to their brothers' fate, considering that to die in the course of their duty is the greatest honor.

Duty Undying II[]

Cyril tells Clive that a high-ranking member of his order, the Third Chair, has gone missing in Ash on another of the Undying's so-called "surveys." He directs Clive to Mikkelburg, the acolyte's last known location.

Clive tracks down the Third Chair, who loses his life in defense of a group of cultists who wish to turn Akashic. He reports back to Cyril, and the two men come to a deeper understanding as to what it is to do one's duty.

The White-Winged Wonder[]

Rowan, a merchant based near Martha's Rest, entreats Clive to come to the aid of a flock of noble chocobos that have attracted the ire of a gang of bandits. Apparently, their leader is a certain "Whiteheart"…

The noble Whiteheart turns out to be none other than Ambrosia, Clive's childhood mount, whom he hasn't seen since the attack on Phoenix Gate. The two friends, reunited at last, happily rekindle their much-missed bond.

Blacksmith's Blues[]

August wants Clive to find out what's been troubling Blackthorne. While the surly blacksmith isn't usually a big talker, August thinks he might open up to Clive.

It turns out that Blackthorne is upset because of the craftsmanship of a certain cuirass he's seen. However, he soon cheers up when Clive hands over a sample of the leather it was made from.

Blacksmith's Blues II[]

Clive receives a letter from August asking him to help cheer Blackthorne up again. What could be the matter with him this time?

It seems Blackthorne is upset at the sharpness of a certain single-edged sword he's seen. But Clive hands over the whetstone with which it was hones, and the surly smith's will to work his forging magic is soon restored.

Blacksmith's Blues III[]

Blackthorne is upset yet again, and as expected, August has approached Clive to look into it. Will this be the last time? One can only hope so…

It transpires that Blackthorne is in a brown study because of a ring he's seen that was made by Zoltan, and old acquaintance. He returns to his hometown, and while the two former fellow apprentices don't end up meeting, Blackthorne does manage to save the place, and earn himself some pit-coal cinder into the bargain.

Blacksmith's Blues IV[]

August collars Clive again, this time to help with an Akashic invasion in Dravozd. Blackthorne's hometown is in trouble, and only Clive can help.

Blackthorne and Zoltan put aside their differences to save Dravozd from the Akashic invasion. And once that's done, they even rekindle their working relationship—a turnaround for the ages.

The Root of the Problem[]

At the hideaway, medicine is in constant short supply, but botanist Nigel is of a mind to change that. If he can get his hands on several samples of morganbeard—a rare flower renowned for its curative properties—he plans to cultivate his own in the backyard…or at least try to.

To show his thanks for the morganbeards, Nigel distills the flowers of several samples into a concentrated essence that, according to the botanist, will fortify Clive's potions and elixirs with but a single drop.

Please, Sir, Can I Have Some Morbol[]

Unsatisfied by the present potency of his morganbeards, Nigel seeks a means to further invigorate the flowers…and believes the answer lies in the vines of a morbol—preferably one large and violent enough to warrant a billet on the Hunt Board.

Having finally felled the frenzied foliage, Clive returns to the backyard victorious, virile vines in hand. Nigel wastes no time in grafting the samples onto his morganbeards, and the results are almost instantaneous—the flowers are now haler than ever, and the essence extracted from them doubly potent.

Weird Science[]

Owain, denizen of Mid's dungeon, asks for Clive's assistance in obtaining the bomb ash he needs to complete a new invention. He has only yo slay a bomb king—a beast so beastly it has earned its own billet on the Hunt Board.

Clive slays the bomb king and collects its ash, which Owain immediately puts to use in building the Telamon alembic. By way of thanks, he applies a curious compound to Clive's potion bag that increases its elasticity—allowing Clive to carry more vials with him wherever he goes.

Even Weirder Science[]

Owain asks for Clive's assistance in obtaining the spherical echoes he needs to complete a new invention. He has only yo venture to three Fallen ruins and retrieve them from their bigger, deadlier cousins.

Clive collects the echoes, which Owain immediately puts to use in building the Telamon furnace. By way of thanks, he replaces the clasp of Clive's potion bag with an unusually elastic metal—allowing Clive to carry more vials with in wherever he goes. Somehow.

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