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FFXI GIL-The History of the Conquest

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. A nation "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 point increase about Ffxi Gil.
Let us take a brief look at the historical origins of the conquest in Vanadiel. 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 Vanadiel 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 about Ffxi Gil.
Troubled by the situation, Grand Duke Kamlanaut 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 to get more Ffxi Gil.
The representatives of the three great nations of Vanadiel 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 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 Vanadiel: the Age of Adventurers about Ffxi Gil.


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