Patch 2.1: A Realm Awoken is the first major content update introduced for A Realm Reborn.
Notable Features, Additions, and Changes
- Main Story: A Realm Awoken (19 quests, later reduced to 10 in patch 5.3)
- Side Story: Hildibrand, Agent of Enquiry Chapter 1 (4 quests)
- Alliance Raid: The Labyrinth of the Ancients, the first chapter of the Crystal Tower story and raid series
- Dungeons: Pharos Sirius, Copperbell Mines (Hard), Haukke Manor (Hard)
- Trials: Thornmarch (Hard), The Minstrel's Ballad: Ultima's Bane, The Bowl of Embers (Extreme), The Navel (Extreme), The Howling Eye (Extreme), A Relic Reborn: The Chimera, A Relic Reborn: The Hydra
- PvP: The Wolves' Den
- Beast Tribe Quests and Reputation: Sylphs and Amalj'aa
- Treasure Hunt: Gatherers may find treasure maps, which can be deciphered and followed to find treasure.
- Free Company Housing added
System Changes and Additions
- Duty Roulette: Allows the player to enter random instanced duties for bonus rewards.
- Aesthetician: Allows the player to recustomize a limited set of aspects of his/her character's appearance for a 2,000 gil fee.
- Vote Dismiss functionality added for duty finder groups.
- Using Vote Dismiss to kick another player without justification is a punishable offense.
- Character window improvements
- Average item level displayed by character model
- The character model display now allows for moving, rotating, and zooming.
- Grand Company rank displayed on profile tab
- Main menu buttons consolidated into one row, with each button opening a drop-down list of multiple commands.
Note: Not all content listed here will launch on the same day. This article is about the 2.1x season as a whole.
Main Story Summary (Spoilers)
The Crystal Tower (Spoilers)
Hildibrand, Agent of Enquiry (Spoilers)
At long last, Eorzea was poised to enter a new era of peace. Yet where there is light, there will always be shadow. Seizing upon the destruction of the Ultima Weapon, the beast tribes resumed their efforts to summon their primals, while remnants of the once-defeated Garlean forces resurfaced with renewed ambitions. Threats old and new, known and forgotten, were on the horizon, and the future was anything but certain.
The Future of the Scions
Following the success of Operation Archon, the adventurer who had been instrumental in Gaius van Baelsar’s defeat was renowned far and wide as the Warrior of Light. The eyes of the world were drawn to the Scions of the Seventh Dawn and their once-covert headquarters in Vesper Bay. The halls of the Waking Sands were thronged with petitioners seeking to engage their services for personal gain, and for a time the organization debated whether or not to entertain their dubious proposals, that they might be empowered to do greater good.
Ultimately, the Scions resolved to maintain their neutrality, and to that end they decided to move their headquarters beyond the borders of Ul'dah and the other great nations. To remain in Vesper Bay would leave them at the mercy of the Syndicate—or at the very least Lord Lolorito, the member who had practically funded the reconstruction of Vesper Bay himself.
There were security considerations as well. The imperial raid on the Waking Sands had not only been devastating for the Scions, but it had also endangered the civilians living and working nearby. With their presence now known to all, it was doubtless only a matter of time before a similar incident occurred.
The Scions' new headquarters would be established in Revenant's Toll, an outpost in Mor Dhona established largely under the auspices of the Adventurers' Guild. Though somewhat underdeveloped at the time, it lied firmly within neutral territory, and was also frequented by a veritable legion of adventurers who could serve as potential recruits. Furthermore, the guild was more than happy to have the Scions, provided they did their part to contribute to the development of the frontier settlement and help shore up its defenses to deter attacks from the nearby remnants of the imperial army.
A Primal Unlike Any Other
While the Scions were in the midst of relocating to Revenant’s Toll, they learned that a primal—or an entity resembling one—had been detected in Gridania. Good King Moggle Mog, the Twelfth of His Name, had returned to the Twelveswood after a five-year absence, having apparently been summoned by the Mogglesguard, a group of moogles devoted to protecting their people by any means necessary. However, at first glance, this particular foe seemed fundamentally different from the primals of the Ixal and the sylphs.
Whereas Garuda and Ramuh were worshipped as guardian deities, the moogle king was a mythical figure who ruled in an age when moogles served the gods in the heavens. When the gods grew discontent and started squabbling amongst themselves, Good King Moggle Mog XII lowered a rope to the world below to allow his people to descend to safety. Though they escaped, he was forced to remain in the heavenly realm thereafter. Having saved his people once, it was believed that he would come again in their time of need.
At the behest of the Order of the Twin Adder, the Warrior of the Light journeyed to the Twelveswood, and with the cooperation of the moogles, he sought out and confronted the Mogglesguard and their liege lord in Thornmarch. Though hard-pressed, the adventurer won the day, leaving the loyal Mogglesguard to look on in horror as their beloved king of legend disintegrated into aether, leaving behind no corpse. His manner of death all but confirmed the Scions’ worst fears: like the primals of the beast tribes, Good King Moggle Mog XII had been called forth by means of a rite imparted to the Mogglesguard by the Ascians.
Through a combination of the power contained in crystals and the force of the Mogglesguard’s collective faith, Good King Moggle Mog XII was called forth from myth into being. According to the accepted definition at the time, he may have not been a primal—but the mode of his manifestation was in every respect the same. 
- Encyclopaedia Eorzea: Volume I, page 60