[FFXIV] Camp Bloodshore & Airship Ramps | RoaR | Episode XXV
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[FFXIV] Camp Bloodshore & Airship Ramps | RoaR | Episode XXV

September 26, 2019


Hello Eorzeans! I’m Lukile Bravestone, your favorite 1.0
archaeologist extraordinaire! Last week we looked back at the dark and gloomy
Black Shroud and it’s Bentbranch area, as well as the original Notorious Monster system. Today we’re returning to my favorite 1.0
location – La Noscea! We’re more specifically headed to the eastern
part of La Noscea to revisit Camp Bloodshore. Camp Bloodshore was a tiny encampment near
the shore of Eastern La Noscea, close to the entrance of Cassiopeia Hollow, which we’ve
covered in an earlier episode. The camp was also the endpoint of the La Thagran
Eastroad, and connected to Wineport further north. The camp was home to two merchants, Danyell
and Alistair, Gatewarden Brunadier, Quartermaster Kokomui as well as a Battlewarden. A chocobo caravan would depart from Bloodshore,
lead by Sergeant Friont, Arlth and Skyfryn, headed to Wineport. Bloodshore could also offer gatherers a plethora
of ores, wood, herbs and nuts. And because of it’s extensive shoreline,
also offered a wide range of fish. Look at that Bianaq Bream. How cute. The whole area was located so far northeast,
it was considered a high level zone, with monsters ranging from lvl 30-50. Levequests in this zone would also range between
lvl 30-50. The Name Bloodshore comes from the famous
killings that took place in the area. Some 50 years ago, 1.0 time, the pirates League
of Lost Bastards and the crewmen of Rycharde Mistbeard fought on the sea just off Bloodshore. It is said that by the end of it four galleys
had sunk, and hundreds died. As a result, all the blood and debris drifted
aground at bloodshore, dyeing it red. Camp Bloodshore had a whopping 4 aetherial
gate connections – Tiger Helm Island and South Bloodshore to the Southeast, Agelyss
Wise to the north, and Cassiopeia Hollow. What’s interesting about Bloodshore is how
it differed from other areas in La Noscea due to it’s sandy beach to the east, leading
into South Bloodshore. This aetherial Gate location consisted of
a lower beach level, and an upper mountain level. The aetherial gate itself was located on the
beach level, and was home to several levequests, as well as a handful of mobs unique to the
Bloodshore region. Walking through the upper level of South Bloodshore,
you’d eventually end up at a bridge connecting South Bloodshore to the second aetherial gate
location – Tiger Helm Island. Like the name suggests, this was an island,
very similar to South Bloodshore. However this island had no beach level, but
instead had a bridge connection to this mess! It’s unclear if these smaller islands were
part of Tiger Helm Island or not, but I always assumed they weren’t as the name suggests
just one Island. Anyway, these tiny islands were connected
with several bridges, and levequests connected to Tiger Helm Island would often take place
here. Let’s head all the way up north to Agelyss
Wise. In 1.0, this area was highly insignificant. It’s probably something I should clarify
right away. On most maps in 1.0, the further north you
got, the higher the difficulty, and level requirement. Because 1.0 was highly unfinished on the endgame
front, that usually meant the further north you got the less content and landmarks you’d
find. Instead, you’d often just find absurdly
high level monsters roaming the area. However one interesting detail still exists
from this area. The name itself. The Japanese name for Agelyss Wise is “Old
Ageless Highroad”, and comes from the ancient remains of a road in the area. Some scholars speculate that the road in question
was already old by the time of the Allagan Empire in the Third Astral Era, but because
it’s impossible to know for sure, it’s purely speculation. The road’s age and origin is unknown. Despite knowing this, I could never find any
remains of this road in the area. Back to Bloodshore, and just south of the
camp, you’d find Gullperch Tower. This lighthouse was constructed to warn ships
navigating the Strait of Merlthor of the deadly shallows on the Bloodshore coast. It also served as a way to give Lominsans
advance warning of pirate and sahagin raids. Up until patch 1.18, La Noscea had the same
theme running throughout the entire map. The theme would stand as one of the most iconic
themes in the game, and is still one of my absolute favorite tracks in the game. I speak of course of On Windy Meadows. As the calamity did its thing on Eorzea, Bloodshore’s
jagged cliffs, islands and mountains got obliterated, most of south bloodshore disappearing into
the sea. Only the old South Bloodshore upper level
bridge remaining. Standing like a monument to the era we’ve
since left behind. The western valleys of Bloodshore were whittled
away by the combination of raging fire, water, and wind caused by the calamity, causing this
separated area to become Raincatcher Gully. Agelyss Wise was struck with a gigantic fragment
of Dalamud, upsetting the land and causing massive corrupted crystals to erupt from the
ground. In the wake of the Calamity, Garlemald invaded
Eastern La Noscea and laid claim to the area, most likely destroying what little was left
of the ancient highroad. In it’s place, Castrum Occidens was raised,
and within you’d find the entrance to the legendary raid The Binding Coil of Bahamut. Following the calamity, Master Gegeruju of
Ul’Dah bought the battered remains of South Bloodshore, as no one wanted the land due
to the soil being too salt-drenched to grow anything in. Gegeruju then took the land, and constructed
a large seaside resort – Costa Del Sol, as well as planting new flora and fauna to
breathe new life into the once battered area. Close to the resort, one structure still stands. The only visible survivor from before the
calamity – Gullperch Tower. The tower is still intact, albeit visually
somewhat upgraded, but it is still the same tower lore-wise, still in service! It’s even more or less placed geographically
correct as well! Turning the clocks back again to 1.0, we’re
going to take a look at something curious that never really became anything, but it’s
interesting to discuss nonetheless. Airship Ramps! In 1.0, as I’ve covered in previous episodes,
Airships played a bigger role in Eorzea than it now does in ARR. When chocobos and airships were introduced
in 1.19, there was an often overlooked detail at the bottom of the official lodestone post
regarding the airships. It read: “Airships will be introduced as a new mode
of transport between the three city-states. To ride an airship, simply make your way to
the airship landing in each nation and pay for your passage in gil. Departure and arrival cutscenes will accompany
each flight; the voyage itself, however, will be over in a matter of seconds. In the future, we will make it possible for
adventurers to fully savor the experience of flying, taking in the sights and sounds
while roaming the decks of their vessels.” Although the game would rather quickly change
focus from updating 1.0 to rebuilding it as 2.0, it was clear that there was an initial
idea to make the airships do more than what we initially got. More of this was evident when these airship
landing ramps started appearing all over Eorzea. These would usually be located far away from
camps, in remote areas of all zones in Eorzea. The most prominent one being this one located
in the Black Shroud. It was long thought that this was the only
landing in Eorzea, and that it was meant to be used by Ishgardians to trade with Gridania,
as similar ramps could be found around Coerthas. But other ramps could be found in La Noscea
and Thanalan as well. This strongly implies that these ramps could
have been some sort of planned travel system, where the airship perhaps made stops along
the way to the major city-states. If the airships were intended to work in real-time
like the lodestone post suggests, it wouldn’t be too crazy of an idea. Alas, this idea was never followed up in 1.0
or 2.0 and in ARR all the landings are retconned altogether. Still, it would have been interesting if they
went through with it. Or would it? Let me know in the comments! And oh boy here we are at the ending screen! Thank you so much for watching this episode
of Remnants of a Realm! I hope you’ve had a good time! Make sure to leave a like if you enjoyed,
and don’t forget to subscribe for more! Make sure you discuss what you’ve seen in
this episode in the comments below! 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!

Only registered users can comment.

  1. I can see you're using a reshader in that last scene with your 2.0 character! Looking gooood! There are still a remaining airship landing in the game, in South Shroud, where you can see a tribe of miqo'te poachers took the place and created a small settlement. They built some stuff around it, but the main structure is still clearly there. Now about Bloodshore… I don't know, I think I like more what they did to it after the calamity. Costa del Sol is quite and interesting place and now we have a nice swimming area too 😀

  2. Roegadyn near the tree in the background at 0:40
    What looks to be a Hyur near a cliff on the right side of the screen at 1:35

  3. there is one airship ramp what still exist currently, albeit abandoned and occupied by a band of poachers on south shroud, near to the exit to it was east thanalan?, well to the map of drybone to make you a idea

  4. I can't remember what, but I've heard Agelyss Wise referenced in ffxiv multiple times.
    I'm sure someone can point it out XD

  5. Id be a nice addition if they made it an option to take a scenic route and use it as kind of a hub for some city states. Other than that itd just be similar to 11s airship travel. Also thanks for the info eastern la noscea is one of my fave areas

  6. I think it would be cool for the travel time cause they could do like ffxi did and you could fish why you was on deck

  7. I see you forgot to mention that there IS one airship landing ramp still fully intact in A Realm Reborn, and currently used by a group of keeper of the moons as their base of operations far in the south of South Shroud, where the airship ramp is almost right next to the area transition to Eastern Thanalan.

  8. I hope you explore the strange cave that's in the cliffs by Costa Del Sol! I can see the entrance and that it goes somewhere, but of cause you can't enter. Did that cave exist in 1.0? And if so, what was it for? And why would it's entrance be so noticeable, but serve no purpose? Myyyysteryyyy ~

  9. Oh man, I hope they eventually do fulfil that promise of being able to experience an airship in flight. I'd love to just be able to wander aound a big airship while flying from Limsa to Ul'dah or something. Say you just speak to the departure NPC and get placed in a queue that triggers every 5 minutes for a 5 minute flight. With random other players that also queued. Almost like a RP dungeon lol. I doubt many people would use it but it would be nice to just really chill out with the game from time to time. I don't think I've ever used an airship outside of the very first time you fly between the city starts.

  10. Aha! NOT all the landings are retconned!

    One still exists in Southern Black Shroud, having been taken over by the Couerlclaw Poachers as a campsite. South of Camp Tranquil, near the zoneline to Thanalan, there is a spot on the map marked 'South Shroud Landing'. This spot is a 1.0 airship dock that has been abandoned and claimed by poachers as a camp.

    So the existence of these landings ARE acknowledged in ARR

  11. As a former WoW player who has spent time on airships from Org to Thunder Bluff in real time…it gets old. You decide to do that, hop on the ship, go why oh why didn't I just fly straight there, and tab out until you get there, hoping you don't miss your stop. Especially since with the aetheryte system as it is now, you can just go places instantly. Yes, I have used the chocobo system a few times, especially the black chocobo one to fly around and see things, but I don't think it's interesting enough to do repeatedly.

  12. If the idea was going to be similar to FFXII, where you could either just do the fast travel and have a loading screen, or you could have a slower but more immersive experience by exploring the airship and going out on deck and stuff in real time I would be TOTALLY down for that. Obviously you wouldn't do it constantly but I think it would be a nice little thing to have in the game. Kind of like inns, just an instanced area where you get to relax and maybe talk to some NPCs, swim in a deck pool, stuff like that.

  13. These landing strips are similar to the airship system in FFXI. In that game, there were three starting nations as well as a fourth centralized nation (the fourth know as Jeuno). All airships from the starting nations connected straight to Jeuno. I think airships remained docked for 3 minutes, followed by a 6 minute flight time. As one airship was arriving in Jeuno, another would be departing.

    This was a mild inconvenience, but nothing compared to actually braving the wilds, be it on chocobo or on foot. On the other hand, it was also a tad more realistic, and provided players a decent place to make new friends while waiting on airships to arrive, depart, or dock.

    I wanted to say "land" instead of "dock," but in FFXI, no airships ever actually landed on dry land; instead, they were designed to be buoyant, and could not make actual landfall. Suffice to say, the Windurstian airship landed in the shallows of the ocean bordering its southern coast, the San d'Orian airships landed in a large sort of garage that looked like it was ready to make military naval vessels, and the Bastokan airships in a bay that partly cut into the city, requiring a drawbridge to be raised before it could take off or arrive.

  14. Fact: On Windy Meadows also plays during the Baderon Postmoogle Quest, near the end when the story about him is being told.

  15. So very many of these scores should have remained. What is the title of the song playing at 6:53?.. I feel as if it remains to this day, using different Instruments.

  16. 0:55 Luquile mentions names! He's never named any of the NPCs in a camp before or since! Not to mention he includes the Caravan NPCs and their names! Important clue?!

    1:22 What dark hidden traumas have left Luquile unable to pronounce "Bianaq"???

  17. for music buffs who may not have noticed, Salt Swept (ARR La Noscean town music) incorporates a part of On Windy Meadows into its melody and can be heard in the bridge of that track.

  18. Hmm, I'm not sure (and of course there is no way to check now) there was at least one of these landing pads back at 1.00 in the shroud. Though my memory of it is fuzzy, and it was smaller somehow.

    That said, if you get a chance to see how the airships in Archeage work, that will give you an idea of what could have been possible in V1.0, as that is how the Ferry to Limsa Lominsa in V1.00 worked. I envision that there would have been a set schedule that you could just take the ship without paying, and thus you get to see the maps from a new perspective.

    This is one of the things I do find disappointing in 2.00+, they let players build airships, but you can't actually fly them. They're little more than another version of ventures.

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