Part 71: The Land of Immortal Mistakes
Entry 68: The Land of Immortal Mistakes
We rejoin the party as they land their airship in the southern outskirts of Eternia.
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Edea's got a plan of action all set: Frostpeak Passage (fighting!) -> Eternia City (fighting?) -> ??? (probably fighting) -> Everlast Tower/Earth Crystal (definitely fighting).
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Eternia's hunkered down into defensive posture, giving the party time to return to Caldisla to stock up.
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Word of the party's excursions is all over the city.
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How's Norende doing now?
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It's pretty far along. All the shops are maxed out at level 11 except one. That last one offers bonus effects for special attacks, which is nice but not pressing.
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Here's a view of Norende without the gameplay stuff, to better show how leveling the shops develops the town. The upper center with an unleveled shop is conspicuously empty.
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Egil's fitting in well with the locals.
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Ringabel's attempts to introduce himself to his biggest fan seem to be continually foiled by Edea.
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The locals have such faith in us that, to them, our victory is pretty much guaranteed by this point.
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We'll do what we can. Peace Through Punching team, away!
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The party makes a quick stop to Yulyana's to check in with the sage, but he seems to be out at the moment. Maybe he's getting food.
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Back at their landing spot in Eternia, the party can virtually see the city from where they are -- currently blocked by a massive guarded gate.
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We'll have to go the long way around, via the Frostpeak Passage Edea mentioned earlier. The long road starts west of the landing area, then curves south and doubles back around towards the city.
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Almost immediately, it's clear this won't be a leisurely stroll.
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As Edea guessed, Eternia has lined the passage with defenses.
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On top of that, the local wildlife is nothing to sneeze at.
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Mainly because you can't sneeze, because you're paralyzed.
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In fact, most of the stuff around here has nasty status effects they'll throw at you.
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Even the food.
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Last but not least, these terrible things.
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If you decide to grind around here and use physical attacks, be prepared to kill things fast, because otherwise these mushrooms, especially alongside the radishes, can ruin the party's day.
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Halfway through the passage is an unusual roadblock.
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Nothing the party can't punch their way through.
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This mini-boss is a recolor of the golems from the wind and fire temples.
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It dances like a ballerina.
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Its attacks also do ice/water damage, which means they have no effect on Iceflame shieldbearer healer Tiz.
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Eventually Edea gets fed up with its antics and cuts it in two.
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Given the presence of golems in the wind temple, the Eternian variety/ies are likely modeled after preexisting Crystalist technology.
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The passage cleared, the party continues on. Meanwhile, in a different part of the continent...
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In the time it took Braev to plan, the party made it to the other side of the gate. The passage turned out to only be a slight delay.
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They approach the city's boundary expecting trouble... But there are no soldiers, nor other defenses.
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On the contrary, the city seems peaceful.
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We'll be doing that shortly.
Tiz's line about appearances not matching Eternia's reputation isn't immediately obvious. Do the townspeople look unhealthy? Or is he thinking about all the Eternians he's left in less-than-optimal health?
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Because the wind vestal's plotting and Edea's treason are being kept out of the public eye, the town is open to us.
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It's easy to miss this resident of town. It's Eternia's official welcome hare!
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We're in Edea territory now, so she's taking lead.
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Got to say, Eternia is much less militant authoritarian than expected. Then again, maybe their troubles run under their surface.
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Their health care system sounds great, though it's not so great if they can just turn it off on a whim.
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Even with some hangups, though, it sounds like it's still better than how things used to be around here.
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A good start to the shopping scene, though at this point even -aga spells pale in comparison to physical abilities most of the time.
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The local defensive gear is made from adamant, described in detail here on the item entry for Adamant Armor.
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Using refined specialty animal parts gives the sense the Eternians have developed a culture forged by a harsh, hostile environment.
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The monsters here are terrifying, but the Eternians have mastered them and now turned their gaze outwards, to greener territories.
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Critical to the success of Eternia is their mastery of magic, which has likely played a role in everything from everyday comfort to battling hostile mushrooms to healing every ill once amplified.
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Chatting with the Adventurer nets us another new friend. If they're going to add abilities and such based on online features, it's good they at least offered an offline way to make use of the stuff for when their servers inevitably go down.
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It's taking a while, but we're getting there, buddy.
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There's another exit out of town to the west, but the party refuses to go that way. A neat detail is that each party member has unique dialogue for checking, depending on who's in front:
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Next: Let's meet the family! What could go wrong?
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Event Viewer
Main Scenario:
Grandship Alights in Eternia
Mustering against the Wind Vestal
Duchy of Eternia, Land of Immortality
D's Journal: Duchy of Eternia posted:
Land of Immortality:
The duchy's medical facilities all receive healing waves via the white magic cables. Dubbed the Land of Immortality, Eternia has all but banished sickness through the latest medical advances, and people in countless numbers wish to come to this seemingly enchanted land.
D's Journal: City of Eternia posted:
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