Anonymoose meant the introduction of A Realm Reborn, not this specific SMN quest :).
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Because they changed their minds about the Primals and are going all willy nilly about it now. The alternative being they have always gone willy nilly about it.
Honestly, SE needed some kind of lore to justify the trance rather than an actually pet. Basically Bahamut infused Aether rained down on Eorzea citizen, legacy or not, so you were touched by a defeated Bahamut essence. By mediating on the image that you remember of Bahamut (Summons are imagination creatures now...) you are able to draw upon the Dreadwyrm.
I remember that at some point we were told that story-wise, if you played in 1.0 at all, you eventually ended up at the Battle of Carteneau, even if game-wise you hadn't made it there yet. (That was why we figured we'd all get the different entrance, before we were told it was only for those who completed a certain quest. Yes, I am still a little bitter about it. :x)
Maybe this quest is still going by that.
I guess that still wouldn't explain getting the merchant entrance, if you were at Carteneau, though...
Maybe it could just be a bug. :\
Hey Dyvid, can you pls tell me the origin/anime of your signature? It´s kinda fascinating to me :)
While the game usually goes by the United We Stand flag when making changes (a la Minfilia, Cid, or Coil), and while this may be a bug related to that flag and not simply a 1.0 check (going by the fact that people who didn't even play 1.0 are getting it), I don't think it by necessity means that you weren't at Cartenau period. When trying to properly understand the mechanics of 1.0 players (unless I'm forgetting something) the game leaves the door open, lore-wise, to think whatever you want of your character. All it means is that you weren't one of the people standing by Louisoix's side, ripped out of time, and deposited outside Amdapor Keep.
Merlwyb called for Maelstrom forces to cover the retreat of the Foreign Levy (aka Adventurers), and I suspect the other Companies gave similar orders. Plenty of adventurers fled Cartenau and were alive for the five years the game was down. They took part in what the Warriors of Light missed (and when I say Warriors of Light here, I mean those who vanished from peoples memories and inspired the name that would one day be used for Hydaelyn's champion). As far as I remember, there's plenty of room for people with the Echo (original Path Members) to have fled Cartenau safely.
Actually, I'm still actually kind of unclear what happened to some of the members of the Path of the Twelve, lol. Una Tayuun shows up wondering why nobody remembers who she is, but she herself barely remembers anything about the Path of the Twelve or her allies within it. I'm not sure whether the implication is that she, like you, came out of the rift, or if they're all just fuzzy from Louisoix's alter the fabric of reality stunt.
That said, I noticed the text reading DB websites and watching YouTube; I might have just misunderstood what was going on, lol.
Bug or not has yet to be determined.
I was a 1.0 player, but I never made it to the United We Stand patch. So, as far as the game is concerned, Lyland Battersea isn't a legacy character.
And I can confirm that I got the non-legacy explanation from Y'mhitra.
Frankly though, I would have much preferred if the game used a different flag, namely...
(Final Coil of Bahamut spoiler)
...by checking whether you've received the "Final Witness" achievement from defeating Bahamut Prime.
That would make so much more sense, I thought, given Y'mhitra's traditional approach to acquiring the egis.
In any case, I've decided to ignore large chunks of the post-50 machinist and summoner job quests because they don't fit in with the way I imagined the story to have unfolded for my character, so I'm not as bothered by apparent inconsistencies as other players are.
(My head-canon for Lyland, incorporating minor Heavensward MSQ spoilers)
In Lyland's case, it was Matoya who taught him the basics of the summoner's trance, which is not as far-fetched as it may seem, given her apparent knowledge of Allagan technology and arcane entities. Y'mhitra would later go on to teach the Dreadwyrm Trance in order to fight the Ascian of the Twelth Chalice.
The reason I adapted it this way was that I found it jarring for Lyland to be going on a sidequest in Ul'dah, when he ought to have been fully involved in either the journey to Sohm Al or the Dravanian Hinterlands. And in my mind, Lyland had no way yet of knowing that he wasn't a fugitive of the law in Ul'dah, so it was somewhat ridiculous for him to be walking around in the city in bright daylight, and communicating with an Immortal Flames officer.
Yes, I know the in-game reason for why the Scions were not being persecuted in any of the three city-states. But I felt the reason to be absolutely lame, so I've also decided to ignore it in my head-canon. ;)
And the even more important reason: the post-50 summoner job quests could not, in my mind, have happened during the events of the Heavensward MSQs, given Y'mhitra's total lack of reference to Y'shtola during its entire length. Given her key role in bringing back Y'shtola from the Lifestream, I found it impossible to reconcile Y'mhitra's apparent ignorance of Y'shtola's plight, even as events were unfolding in the main scenario.
The only way to reconcile this, I felt, was to either place the events of the post-50 quests before or after the Heavensward MSQ. I chose to go with after.