Coerthas Central Lowlands & Caravan Escort | RoaR | Episode XXII

Coerthas Central Lowlands & Caravan Escort | RoaR | Episode XXII


Hello Eorzeans! I’m Lukile Bravestone, self proclaimed 1.0
archeologist extraordinaire. Welcome to Remnants of a Realm! In the previous episode we looked back at
Guildleves and Behests, two key gameplay elements of 1.0. In this episode we’re also covering a pretty
major system as well, so stay tuned until the end for that one. First on our tour we’re headed to Coerthas
Central Lowlands. This was its own region located right below
the Central Highlands, connected via the Hall of the Seven Echoes – a narrow loading tunnel. The central lowlands was a fairly large region
with its own camp, Camp Ever Lake, and its Aetherial gates, Terrigan’s Stand, Shepherd
Peak, and Fellwood. It was also where the instanced dungeon Aurum
Vale was located. So let’s look at some specific areas, and
we naturally start, with Camp Ever Lakes. This camp was located in the Ever Lakes area,
from which it drew its name. This camp was mostly visited to unlock the
region’s main attraction – Aurum Vale, which was located just a few malms from the
camp. The camp’s 3 aetherial gates ensured the
entire region could be explored quite quickly. One of these Aetherial gates was Terrigan’s
Stand. This Aetherial Gate’s name’s origin is
unknown, we don’t know who Terrigan is, or what he did, but both the English and Japanese
name suggests it was war-related. The Gate was located in a very mountainous
area close to Camp Ever Lakes. Other than the massive mountains surrounding
the area, there really wasn’t much to look at here, as the gate served as a faction levequest
location. It’s worth mentioning that Coerthas never
saw proper leves being implemented – only Faction levequests would ever take place here. Make sure you’ve watched the previous episode
for a full explanation of that system. And I just have to point out that this was
the music that played during a faction levequest… This theme was obviously reused in ARR for
something entirely different. Shepherd Peak was an Aetherial gate located
in the middle of the map. The name Sheperd Peak comes from the mountain
of the same name, right here. The mountain guarded Ewe Lake to the west
and Ram Lake to the east. Once again, this location was underdeveloped
in 1.0, and saw no additions other than being a faction levequest location. So while it was a great place to explore and
grind exp, there really wasn’t much to look at. But one thing that will always haunt me is
the music that played in this zone while you walked around aimlessly, terrified of being
attacked by whatever lvl 70 monster, was lurking in one of the many valleys. Fellwood was the last and southernmost aetherial
gate in the region. It actually featured a landmark of its own
– The Timberlord’s Lodge. Even though the name suggests but one lodge,
it was actually a collection of shelters and lean-tos and lodges for sheltering the wood
that was being processed in the area, as well as to shelter the craftsmen who worked with
the wood. The Timberlord’s Lodge processed the timber
and shipped it off to Ishgard. The really creepy fact about this area was
that despite having loads of half-finished timber lying around, there was never a single
NPC in this location. If you were to encounter a monster in this
area though, this was the music you’d be hearing: After the Calamity, the Central Lowlands were
cut out of the map, and Hall of the Seven Echoes now skips the Lowlands entirely, instead
taking you straight to Mor Dhona. There does seem to be life signs coming from
the lowlands though, as the timber used to construct Revenant’s Toll most likely came
from Fellwood – meaning that it survived the Calamity. Now for something entirely different. We’ve covered the guildhests and behests. Now we’re looking back at – Caravan Escort. Caravan Escort, or Chocobo Escort, as it was
called as among FFXIV players, was an additional activity in XIV. This was introduced near the end of FFXIV’s
life, when the Grand Companies were implemented. To unlock Caravan Escort, you’d first have
to join a Grand Company of your choice. So what was this Caravan Escort all about? Basically, a maximum of 8 players could band
together to join a Caravan on its journey from one camp to another. A Caravan would depart from each camp in Eorzea
every 15 minutes, and its approach was indicated by the Grand Company NPCs announcing it in
Say chat. At which point you had to approach the NPC
and sign up. Once signed up, you had to take your place
near the caravan, the caravan leader and three chocobos – which is where the nickname Chocobo
Escort comes from. When joining a Caravan Escort, this UI would
appear on your screen, indicating what chocobos are in the escort, the time limit, as well
as a progress bar showing how far along the route you are, with the camp of origin to
the left, and the destination to the right. Also worth pointing out that the chocobos
had names. Cute. Once the Caravan was in motion it was your
job to protect the chocobos from monsters that would appear here and there along the
route. The caravans had two difficulties – a normal
and a harder one. The harder difficulty one would appear at
random. Each Caravan would hold a maximum of 9 packs
of cargo. If a chocobo ran away, you would lose a pack. A chocobo would run away if it sustained too
much damage. If a Chocobo started running away, you would
have to run after it and use the various options to return it to the caravan. The options were to either calm it down and
to feed it something. The latter restoring the chocobo’s HP by
a certain amount. And naturally, Caravan Escort had its own
theme: The caravan would come to a halt if a chocobo
ran away, and would only resume when all the chocobos were safely returned to the caravan. If the chocobos did not return in time, the
escort would fail. Once the Caravan had reached its designated
location, usually a hamlet, the duty was complete, and you’d be given a reward as well as a
chance to be teleported back to the camp where the mission started. The reward would be based on the amount of
packs that made it to the hamlet, as well as your participation in the fights. If your participation was low, you would get
warnings during the escort mission that you weren’t contributing enough – which meant
you had to fight harder. The rewards were all Company seals, again
based on how many packs had survived the mission. During a caravan mission, there would appear
random bonus monsters, that when killed would add bonus seals on top of your original reward. When FFXIV transitioned over to 2.0, the system
seemed to have been entirely removed. There are no Caravan Escort missions every
15 minutes anymore, but that’s not to say it’s all gone. Elements of Caravan Escort lives on in the
form of escort FATEs all over Eorzea. Some of which looks very similar to the classic
Caravan Escort missions from 1.0. And with that we’ve reached the end of the
episode my friends. Thank you so much for watching! I hope you enjoyed this episode! Leave a like if you did and subscribe for
more! And let’s discuss the Caravan Escort missions
in the comments. Did you enjoy this content in 1.0? Is this a system you’d want back in the
current game? I’ll be back next week with another episode
of Remnants of a Realm! See you then Eorzeans! And may you ever walk in the light of the
Crystal.

41 thoughts on “Coerthas Central Lowlands & Caravan Escort | RoaR | Episode XXII

  1. Jeez, poor Nobuo. It sounds like he wasn't given any direction for his music, and it was just used for any old thing.

  2. so Thats why they call it Birds of a Feather! ive always wondered why that theme was called that…
    also i gotta say, i did not see the aesthetician theme coming

  3. Interesting how much open world content 1.0 had compared to 2.0. Levequests, Behests, Hamlet Defense and Caravan Escorts.

  4. yeah when the game had music and used it instead of using the same 3 riffs over and over again or remixs of old music. Actually a pretty good description of ff as a whole really just a single straight hallway filled with nothing but references to things behind it.

    this is why I liked bravely default so much it's a final fantasy game without the 50 hours of circle jerk meta humor.

  5. Thing to note, the caravan was not just about making seals, it was what was supplying the hamlets, and decided what level the next hamlet defense would be. Players working on relics needed to do caravans quite a lot, along with gathering or crafting, to make sure their weekly hamlets would be max level… Ah, the memories!

  6. in a few months you channel will fall back into obscurity. Yuo can see it by how much average view count dropped in the last 3-4 months. Still can't understand you stubborn decision not to continie your most succesful idea yet – Rise and Fall of FF14.

  7. Always love these videos!

    It was fun guessing where the themes were used in 2.0. you gave enough time of listening to guess before you put up the fact bits. Ty!

  8. Unspoken was and still is the best piece of music in FFXIV, I have it on a continuous loop in my private house in the goblet!

  9. Wonderful video, as usual! The theme overviews and mini facts with them are a very welcomed addition. I was surprised at the origins at some of those tones. Very nice. All of your hardwork is greatly appreciated!

  10. I'm starting to see a pattern here now, that most of the interesting and possibly world effecting features 1.0 had, mainly just got turned into forgettable FATEs. I kind of wished they make FATEs actually do more than just be there to give a since of life to the game, but actually effect the surrounding areas they're in. Fail a Escort fate, the price of goods in camps rises, didn't win a Defense FATE there should be more stronger enemies that roam about in the area. Small things like that could liven things up in my opinion, but oh, what do I know?

  11. Sounds like to me that Unspoken and Starlight and Sellswords Share the same motifs/melody. One just much slower than the other. So in that context it makes Starlight and Sellswords much more interesting.

  12. Sounds like to me that Unspoken and Starlight and Sellswords Share the same motifs/melody. One just much slower than the other. So in that context it makes Starlight and Sellswords much more interesting.

  13. Never knew I was doing 1.0 stuff when doing escort leaves and fates. Yay! I always liked doing them too. No one in my FC likes them. Oh well.

  14. Worth noting that Timberlords' Lodge is actually in 2.x too–it moved to the Central Highlands and is part of the Botanist questline, as well as hosting an unspoiled mining node. Either it survived the Calamity or was rebuilt, although the BTN questline does mention that it's struggling to provide lumber to Ishgard due to the recent lack of…y'know…trees.

  15. When the chocobo ran, the music would change, it was awesome! Havent seen it so far in ARR. Flight I think it was called.

  16. The bonus mobs for the caravan didn't spawn randomly. You could speak to the NPC to stop the caravan and if you stopped it in just the right place the mobs would spawn.

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