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Final Fantasy XI - Game Guide
System: PlayStation 2
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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05-Conquest


---Have Your Kingdom Take Over All Of The Land---

All kingdoms of Vana'deil are trying to take all territory from the other
countries. Depending on the kingdom you were born in your character will be
"working for that kingdom". Getting your kingdom more land results in more
trading in your country and more. You will also have to work against the
beastmen But how do you do it? Go to a guard and talk to him so that he will
cast Signet on you. This will allow you to kill things and get points twords
your country. Whenever you kill off creatures in some areas you will gain
points for you country. These points can be used to acuire certain things. The
more people in that section that die will hurt the country that owns it so make
sure you dont die, or let someone else die. Make your country prosper. That
way, even white mages can help.

---The History of 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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