
I'm Lukile Bravestone – welcome to another episode of Remnants of a Realm!
In the previous episode we looked back at the windy meadows of Lower La Noscea, including
oschon's torch and Moraby Bay.
In this episode we're going for a trip down the narrow tunnels of The Black Shroud.
By now we're all aware of the Black Shroud's endless tunnels.
But I think everyone who played 1.0 really realized how bad it was when they encountered
this one.
The Lumberline.
The lumberline was a long tunnel starting in Central Shroud, and connecting the area
to South Shroud.
Why the Lumberline was so long is unknown.
It's clearly meant to be a loading tunnel, but no other tunnels in the Shroud are of
this length.
The tunnel was so long in fact, the devs saw it fit to place a settlement in the middle
of it, to ease the pain of walking from north to south.
Buscarron's Fold.
Buscarron's Fold was a small settlement, located, like I just said, in the middle of
the Lumberline.
Lore-wise it served as a watchhouse and waypoint for travelers headed north from south shroud
or south from Central Shroud.
It was inhabited by Chamberliaux, the manager of Buscarron's Fold, as well as the NPCs
Wawaramu and X'bhowaqi (I…
I can't pronounce this…).
The settlement also contained two merchants, Eginolf and Raih Kaatapoh.
The perhaps most notable person you'd find in the camp was Millith Ironheart.
She would serve as the unlock NPC for dungeon challenge achievements in 1.0, and was also
one of the few NPCs that provided the little information we now know about the Gelmorra
Ruins.
Following the Lumberline for quite a while, you'd finally enter South Shroud.
And almost immediately you'd encounter Camp Tranquil in what was then called "Tranquil
Paths".
The camp was your standard aetheryte camp, with aetherial gate connections to 3 aetherial
gates – Silent Arbor to the north, Snakemolt to the west, and Longroot to the southeast.
It's worth noting that the camp had an unusually large number of NPCs, as you can see on the
list here.
In addition to this, the camp was connected to a hamlet, and thus had its own caravan
defense mission hailing from the Camp to Quarrymill, with the chocobos Coc, Choca, and Choco.
The camp was also the prime location for most of the Bard Job Quests.
South Shroud was also rich in both minerals, rocks, wood, berries, mushrooms and fish.
It was in many ways one of the most important areas in 1.0 in terms of gathering, be it
botany, mining of fishing.
And where there is an abundance of treasure, there is bound to be monsters.
And South Shroud was home to a lot of them.
The zone's monsters would range from lvl 30-70 depending on where you were in the zone.
Camp Tranquil was recommended for lvl 30 and up.
So let's take a look at the camp's Aetherial Gates.
We'll start up north with Silent Arbor, a forest area located close to the dungeon
The Thousand Maws of Toto-Rak.
Silent Arbor was also the aetheryte closest to the hamlet of Quarrymill.
Interestingly, Silent Arbor was actually one of the few areas in the Shroud where the Elementals
permitted the Gridanians to hunt.
(That's like…
The only interesting thing about it) To the southeast we have Longroot.
This aetherial gate was located in an elevated area, much like other areas we've explored
in previous episodes.
It contained the iconic bridges, connecting the elevated landmasses, but other than that,
there was not much of note in the area, other than the Rootslake – a large body of water
to the far east of South Shroud.
The lake was only ever a fishing spot, and never saw any futher development in 1.x.
However, the elementals were hiding *something* in the area, which we would not see until
the Calamity devastated the shroud.
But let's look at the last aetherial gate first.
Located to the west – Snakemolt.
Snakemolt was a grove, located at a higher level than Tranquil paths, just like Longroot.
The Aetherial gate served exclusively as a levequest location, and like Longroot, never
saw any development in 1.x.
Though I have to say it did look pretty nice.
We've already listened to the different map themes of The Black Shroud, but we've
yet to listened to the battle theme.
Despite my dislike of the Black Shroud, the battle music in this zone is among my favorites.
Once engaged with an enemy in the Black Shroud, the theme "The Forest's Pulse" would
play.
As the Sixth Astral Era came to a close, no zone saw more extensive damage than The Black
Shroud.
Bahamut's rage caused the Rootslake to flood, fushing away most of Tranquil Paths.
Since the Rootslake was situated on higher terrain, the water came flushing down, ripping
trees out of the ground, tearing the bridges apart.
The aetherial gates, now completely unstable due to the aetherial disturbance, starts to
go out, leaving adventurers stranded – watching in horror as the Rootslake roars towards them.
In Camp Tranquil, the alarm is sounded and a full scale evacuation is ordered.
But they are too late.
While the skies are ablaze with Bahamut's rage, the aetheryte network starts to fail
completely.
The aetheryte falls to the ground.
The dark roaring waters of the Rootslake soon hits the camp head on, flushing away those
who did not escape in time, and completely destroying all traces of what once was a landmark
in the area.
The Rootslake would soon calm down and started to seep into the ground, turning the area
into swamplands.
While the land suffered, so did the elementals, who had kept Eorzea safe from one of its greatest
mistakes of all time.
Amdapor.
The elementals had used earth aspected eather to hide the once proud city-state, but the
calamity proved too powerful, and the forest finally revealed the ruins of The Lost City
of Amdapor and its fortress, Amdapor Keep.
Following the Calamity, the Lumberline was now disrupted due to the damage caused by
the Rootslake.
However some portions still remained of the elevated areas of Tranquil, so construction
of a new camp was ordered on top of these landmasses, with bridges connecting them together,
to ensure the Lumberline remained operational.
This is what we today know as Camp Tranquil.
Unfortunately, due to the nature of the original camp's destruction, no remains exists of
this camp.
The Lumberline still exists, but it's way shorter now.
Buscarron's Fold was abandoned following the Calamity, as Gridania's defensive prioritiesc,
which ended a chapter of Gridanian history.
For you see, The Fold was lead by people of the Buscarron line for all its history.
So once the fold was declared obsolete, the Buscarron Stacks established a new settlement,
called Buscarron's Druthers close to the Fold's original location.
The ruins of the abandoned Buscarron's Fold can be located to the north of Buscarron's
Druthers, now called Buscarron's Scar.
After the Calamity Tranquil Paths was split and renamed to Upper and Lower paths, to differentiate
the northern and southern portion of the area.
Now one major retcon that occurred in South Shroud during the transition from 1.x to 2.x
was Snakemolt.
In 1.0, Snakemolt was this large elevated area to the west, but in ARR it was changed
to the narrow path containing ruins of Amdapor and Amdapor Keep.
This is once again not unexpected, as this is pretty much what they did to all the insignificant
areas of 1.x.
This way Snakemolt actually serves a purpose.
It's worth noting nonetheless.
Now Longroot is completely missing.
It's possible it was simply washed away, leaving nothing but the Rootslake in its wake.
The map does seem to confirm this, as you can see the lake stretching out far out of
the map, where Longroot should have been.
Silent Arbor and Quarrymill has been moved to a more central position, and now exists
in the same space.
This isn't a big change from 1.0 and can be justified as upheaval of the land and having
to redraw the maps, and thus shifting the borders of certain areas.
However, The Mun-Tuy cellars were nowhere near South Shroud, but we've already talked
about that in a previous episode!
And wow.
Look at that.
We're at the end once again!
Thank you so much for watching!
I hope you enjoyed this episode!
Leave a like if you did, and subscribe if you want to more!
Also let me know in the comments what you think about South Shroud's fate, and how
it looked in 1.0.
Do you have any fond memories of the place?
I'll be back in the next episode of RoaR!
See you there!
And may you ever walk in the light of the Crystal!
The Fall and Rise of Final Fantasy XIV | Episode One | A World is Born [FFXIV] The Adventurers' Guild That Never Was | SoaR | Episode 1 [FFXIV] 1.0's Moraby Bay & Oschon's Torch | RoaR | Episode XXIX [FFXIV] The Secret Peacegarden Dungeon | SoaR | Episode 3 Top 10 Dungeons from Final Fantasy XIV: A Realm Reborn [FFXIV] Respect The Dame! | Minimum Ilvl | Pharos Sirius [FFXIV] Hello Hermione | Minimum Ilvl | Snowcloak The Fall and Rise of Final Fantasy XIV | Episode Six | A Realm Reborn Final Fantasy XIV Online - Starter Guide Black Brush, Cactus Basin & Parley | RoaR | Episode XVIII