The year is 1572 of the sixth astral era.
Despite the rest of the realm's growing panic due to Dalamud's ever increasing presence
in the sky, Coerthas – more specifically Ishgard remains calm.
Dragon activity has plummeted to an all-time low.
That's good news to Ishgardians, who are still struggling with their dragonsong war.
For adventurers still locked out of Ishgard's safe walls, Coerthas was the only flavor of
Ishgard they'd get.
For the most part, it was a barren, hostile and cold mountainous wasteland.
As 1.0's development neared its end, it would become the home to two of the game's
most iconic dungeons.
Aurum Vale and Dzemael Darkhold.
What adventurer's didn't know was that Coerthas held more secrets than most regions
of Eorzea.
In addition to Aurum Vale and Dzemael, she'd also hold the Fesse and Hengr's Crucible.
And a third hidden dungeon.
The focus of this episode of SoaR.
Located in the Western Highlands, just north of The Lance was a cave opening guarded by
an Elezen named Hersande, who would tell any passing adventurers the following:
Dragon activity has lessened recently, leading us to believe that the creatures may be contriving
something ill, hoping that we grow complacent in the meanwhile.
Until we discover their motives, the Ayerie will remain off-limits to all but those authorized
by the Holy See.
The Ayerie…
That's how it's spelled in-game, and I don't know what it means.
None of my dictionaries has been of any particular help.
I'm tempted to say it's a misspelling of Aery, but the game says Ayerie, so that's
what we're going with.
Going off what the guard is telling us, there are "creatures" inside, most likely dragons,
that are planning something horrible, and the cave has been closed off until they've
figured out what's going on.
Now that's intriguing.
To make it even more interesting, the entrance had a double failsafe – a lvl 75+ bomb – a
Phuroboros – to discourage adventurers from attempting to enter the cave.
And let me remind you that lvl 50 was the level cap in 1.0.
Let's take a look inside!
The dungeon seems to be located right below the Slate Mountains, as indicated by the overworld
map before it switches to the blank map.
The tunnel goes down deep, which again tells us that we're in for some pretty big and
open rooms – hopefully.
After crossing the invisible barrier, the color palette changes to the usual grayish
color used in all dungeons in Coerthas.
And the descent just keeps going.
Down and down we go.
I think we can safely say that this is the deepest dungeon we've ever entered at this
point.
Boy this is far down.
What are they hiding down here?
Eventually I come to an abrupt stop as I notice a faint light at what I assume is the end
of the descent.
Okay, we're about to encounter something man-made.
Here we go.
This is one of the doors used in Dzemael Darkhold, The Fesse and Hengr's Crucible as boss room
doors, but not only is this placed at the very beginning of the dungeon proper, it's
OPEN!
The fire was never placed in the braziers, but the light still flickers as if they're
there.
Fascinating already.
The room opens up to the usual boss room seen so many times before in Coerthan dungeons
– but I notice another flickering light – leading to yet another OPEN circular door.
If you've been following this series for a while I hope you understand why this is
so exciting.
So far in coerthan dungeons there's been very little man-made stuff until you reach
the end or at least mid-way into the dungeon.
Maybe you see a few wooden beams, perhaps a closed wooden door here and there, but never
anything like this.
The already open doors implies that someone has already been in here.
Or perhaps, someone is trying to lure us in…
Past the door I find myself at a junction.
One path going west, and the path I'm at going south.
Going south lead to an empty room, so I have no choice but to head west.
This path leads me further down into the darkness.
After another long descent, I notice an opening with a slight glow of light flickering in
the distance.
This looks like a giant open room ahead.
I pass through – wow.
A large room, similar to that of 1.0 Dzemael Darkhold greets me.
The braziers are not actually lit, but they all have a the light glow coming off them.
Waterfalls, a river, a bridge.
After the short walk in the dull gray tunnels, this is a very welcome change.
I can see why we were headed so far down.
This room is HUGE.
Also worth noting that the flame-less-yet-bright-braziers also had the sound effects on them.
I don't know what that tells you about the state of completion of this dungeon, but it's
the first unfinished dungeon from Coerthas I've been in were the braziers were actually
giving off light like this.
I cross the bridge, and enter the gray tunnels.
Another lit door greets me.
So far I've had very little time to get bored.
This dungeon is playing with my curiosity…
The next room isn't helping.
This is what looks like a large NM or Boss room.
We've seen variations of this room before.
It's pretty in its own right, with tiny waterfalls, small puddles of water and whatever
these bushes are, but my eyes are drawn to this door – which is closed.
The room has two exits, and this closed door might have required something for it to be
opened.
Maybe something that could be found in the other open exit?
I decide to check it and find out.
As I proceed down the tunnel, I notice something odd.
As I pass by this wall, it seems to be loading in the lighting.
That's another first for an unused dungeon.
As I pass it, the light disappears again…
Was this supposed to trigger something that's not been placed yet?
I don't know…
Let me know what you think in the comments!
After a short descent, I pass through a large opening and – what the heck oh my gods what
am I looking at!
Another large room, with waterfalls and large stone stalagmites.
But most importantly – this thing.
At first I thought it was a bridge, but it has a very clear and defined endpoint, with
this round emblem on the floor.
The path ends abruptly here so I have no choice but to turn around.
I make haste to the closed door from before and pass through it.
I expected it to lead me to the bridge, but I kept descending further and further down…
I think we're about to… go below it?
As I progress deeper and deeper into the darkness, I make it to another large room.
The large room has several exits.
I'm noticing that my client begins to lag slightly, as if it's trying to load something
– or perhaps its already loading something in the background.
I decide to keep moving forward, picking the exit directly facing me.
I enter another large room.
There seems to be a giant rock formation in front of me, and waterfalls on both sides,
but the path ends abruptly.
Whatever was here (and whatever it's trying to load in) is long gone.
I am still getting some lag in this area, so I move out quickly.
Next time the client crashes I might not be as lucky.
I return to the big room, and I enter the south-facing exit.
I'm surprised to see this path leads upwards.
Very rare, seeing as every other path I've chosen so far has lead down…
After what felt like an eternity, I reach another large room – this time with what
looks like an overpass with a missing bridge.
The room has waterfalls and these weird stalagmites with peculiar shapes…
Using my god powers I try to walk over to the other side, but it is not solid.
We're not meant to pass here.
I notice that this large room has several openings in them.
I spot the path we came from down below.
I decide to turn back and return to the large room with the many exits.
I head through the second-to-last unexplored exit in the room, the northeastern path.
I can't really put into words how large this dungeon is.
I'm planning on going through this dungeon in a patreon exclusive Return to SoaR stream
to show just how big this thing is, but for now you're just gonna have to take my word
on how long this dungeon is.
After an eternity of walking I see light in the distance.
I'm starting to suspect that I've somehow picked the linear path now, and before I could
think any further I see this.
This is the same stuff we found in Hengr's Crucible!
And as I pass through the door – oh my god.
It's almost he same room!
I'd also like to address the video I did on Hengr's Crucible.
In the comments you guys mentioned that it was very likely dragon eggs.
I think this might confirm it.
The guard mentioned the dragons being down here, and this could be some sort of hatching
ground.
Another well lit closed door beckons on the other side of the room.
I pass it, and follow the path.
It leads upwards for a while, and I eventually end up in another large room, but unlike the
other times, I have a path to follow to my right.
Although the room itself has very little going on, it's still an impressive design.
It gives you that feeling of being so small, the surroundings being so massive.
It's almost a bit frightening, even without the dragons and monsters…
I make it back to the large room.
The last, northern exit remains.
I start walking…
It leads me upwards.
I see light in the distance.
Could this be it?
Finally!
We make it back into the room with the strange symbol on the ground.
I can't really recognize it from anywhere… but my gods is this a cool find!
Could it have been meant to serve as a teleport pad?
Or a summoning altar?
I see more braziers, lit, leading down to another bridge.
This one is in one piece, and leads to another tunnel.
And this is where things get really confusing.
I thought I was on a linear path again, but this tunnel eventually leads to the big room
again.
The room with the weird symbol has a lot of paths, which all seems to lead to areas I've
been to before.
After about half an hour of running through tunnels leading to random points in the large
rooms I had been to many times before, I decided to leave the room behind.
The lower area leads nowhere.
It's possible the pad was meant to teleport the player out of the dungeon, or to a different
area.
I walk all the way back out of the large room with the exits.
On my way back I pick a random path.
I keep walking, expecting to see nothing but a room I've seen a million times before.
But then, there in the distance, I see a towering structure in a giant room.
A green, mossy rock formation with bushes growing out of it.
I can't believe I missed this!
As I stand there in awe at a simple mossy rock piece, I notice its inhabitants.
Hawks or Eagles, flying around the structure – their home.
What a fitting end to a dungeon so infested with dead things – just some happy living
birds doing bird things.
Maybe this is what gave name to the whole dungeon, the Aery.
Either misspelled or simply made unique by the Ishgardians.
Mayhap they call it that in Eorzea.
Who knows.
The story of the dungeon is difficult to pinpoint.
It's all over the place.
But the doors and braziers do shed some light on what might have happened.
Something has made it inside the dungeon.
Whoever or whatever it is has also lit the braziers.
We can't really tell who it is, but perhaps they are tied to the symbol on the ground?
I can't seem to find any sources that can explain what it means, but they do look eerily
similar to the patterns found in dravanian designs.
We can't ignore the similarity in name to the aery.
This could have been intended to introduce the adventurers to Ishgard's dragon storyline.
Perhaps as a lead-in to what would become the 1.0 version of Heavensward.
We can only speculate.
Leave your speculations in the comment section below!
We've reached the end of the episode my friends, thank you so much for watching.
I'll be back next month with another episode of Secrets of a Realm.
Until then.
May you ever walk in the light of the Crystal!
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