Quests are specific requests from individuals, shops, or organizations, and you may accept or decline as you wish. The conditions for most quests are fairly loose, and typically do not require you to have a specific job level, ability, or allegiance. Quests rarely result in worthwhile monetary gain, but the trust and respect that your character will gain are priceless.
In a mission, your character is temporarily hired to solve a problem that is troubling your nation, and you will be compensated accordingly. The specific content of missions ranges from odd jobs to top-secret operations. With higher levels come increased trust and the opportunity to undertake important missions with great rewards... and high stakes.
Just like the mission system, conquests have a direct impact on your nation. In conquests, nations compete to rule over specific regions. Each region is made up of up to eight smaller areas. Your role is to fight beastmen and monsters for the honor and glory of your nation.
Rewards of the Conquest
A nation's "influence" depends on the number of regions under its control, and has a large impact on its economic status. As a player, you will receive points as you participate in the conquest, allowing you to obtain special items as your conquest points increase.
Once a region comes under your nation's control, border guards will be dispatched to stand guard there. These guards play a vital role in supporting the crystal-gathering activities of players.
The more regions your nation controls, the more prosperous it will become. And a strong nation will surely result in innumerable benefits for adventurers like you.
The History of the Conquest
Let us take a brief look at the historical origins of the conquest in Vana'diel. Although there has been a marked decrease in large-scale coordinated attacks from the beastmen since the end of the Crystal War, constant sweeps are required to hunt down wandering bands of beastmen that threaten small villages and travelers.
Yet the nations of Vana'diel are exhausted from the war, and continue to harbor doubts about their allies. As such, they are reluctant to dispatch large numbers of their own troops to deal with the problem.
Troubled by the situation, Grand Duke Kam'lanaut of the Grand Duchy of Jeuno proposed the conquest system. This awards the right to control a region to the nation that contributed the most to ensure its safety. As the nation of Jeuno is a crossroads of trade and does not desire any further territory of its own, it acts as the impartial judge and sponsor of the conquest.
The representatives of the three great nations of Vana'diel gathered in Selbina, and agreed that a force was needed to deal with the beastmen scourge. The representatives signed the "Selbina Pact for Conquest." Since then, each nation's border guards have been authorized to deputize adventurers of the same allegiance to participate in the conquest. This has ushered in a new era in the history of Vana'diel: the Age of Adventurers.
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