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Vana'diel

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Template:Final Fantasy locations

File:Vana'diel.jpg
Map of Vana'diel


Vana'diel is the fictional world that Square Enix's MMORPG, Final Fantasy XI is set in. Unlike many previous Final Fantasy titles, a large number of the locations within the game are available to be accessed by the player from the beginning. The world of Vana'diel is split up into areas known as "regions". Each region is then subdivided into either a field, dungeon or town.[1]

The period in Vana'diel's history in which the game takes place is twenty years after the Crystal War, a conflict in which the five dominant races of Vana'diel (Humes, Elvaan, Tarutaru, Mithra, and the Galka)and the Beastmen fought in a massive war that engulfed all of Vana'diel.

Continents

Mindartia

Quon

Nations, cities and towns

The world of Vana'diel contains many cities and towns which are home to the various races that exist within Final Fantasy XI. Adventurers begin their quests as citizens of one of three major nations: Bastok, San d'Oria or Windurst. Eventually, they will travel to the various other areas throughout their journey.

The Republic of Bastok

File:Bastok (Final Fantasy XI).jpg
Symbol of the Republic of Bastok

The youngest of the three major nations of the Enlightened Races, Bastok was built as a mining commuinity that took hold in the Gustaberg Regions of the Quon continent. Originally a simple mine (Zehrun Mine) with a few sparse settlements, the area exploded into life in 683 C.E., when the vast resources of the mines allowed for the enterprising Humes to develop innovative technologies that would eventually turn the small mining community into a dominant force in world affairs.

Galkan laborers also make up a large portion of the population. In fact, it is said that the Galkan were reduced to a slave class in Bastok after their homeland of Zepwell Island was overrun by the beastrace known as Anticans. Many historians credit this as being Bastok's true Renaissance, as without the Galka's strength, the city would never have grown as quickly as it had.

The modern-day Republic is run as a democracy, headed by a President who is chosen by popular vote. The current Bastokan Head of State is President Karst, though many view the Metalworks to be the true heart of Bastok. It is there that Chief Engineer Cid and his expansive team of engineers and inventors work tirelessly to create the many technologies that keep Bastok running. It is rumored that Cid has begun to rival the Jeunoan airship technology with that of his own. Darksteel and cermet refinery, mining technologies, elevators, and more were all innovations of the Metalworks.

The Flag of the Republic represents the heart of what Bastok is. The blue represents the rivers of Bastok, its main power source. The cog in the background represents its heavy roots in technological advancement, and the smokestacks in the foreground are symbols of the Metalworks.

Bastok Markets

The financial district of Bastok is dominated by storefronts and the cities busiest auction house. What tradesmen and crafters reside in the city make Bastok Markets their home, as well as the nation's small magic community. Here, one can find the Goldsmithing guild and a few smaller ships along Gold Street.

Bastok Mines

The core of Bastok is centered around the Zehrun Mine, the foundation of the nation. While more dilapidated than either Bastok Markets of Port Bastok, the mines still hold a great deal of significance to the people of Bastok as the birthplace of their country. The Zehrun Mine has recently revived in importance ever since the newer, more modernized Palborough Mine in North Gustaberg was overtaken by the Quadov beastrace. Would-be blacksmiths and goldsmiths both come here often to hone their skills and to search for valuable minerals that might be used in crafting even more valuable artifacts. The slums of the mines are the residence of several poorer Galkas, but the Alchemists' Guild resides within the same area.

Port Bastok

With the birth of the airships, Port Bastok has received a great deal of attention. It is the only place in the entire nation where a person can gain passage on an airship or find direct access to the North Gustaberg region. Traders from various nations also set up shop here, hoping to tempt travellers and natives alike with their exotic wares.

Metalworks

Chief Engineer Cid, like his predecessors before him, have built the Metalworks from a small laboratory and workshop into the gigantic factory of technology that it is today. Scholars and technicians from all over the world come here to study the most cutting-edge innovations, making Bastok both a rising power and one of the wealthiest states in the world. Many of the weapons used in the Crystal War of 863 C.E. were forged in the molten fires of the Metalworks. Most notably was the Second Battle of Konschtat - San d'Orian forces proved no match for the power of Firesand rifles. Few who enter Bastok can call their trip complete without first stopping in to the Metalworks, so impressive is its scale. Within here is the largest Blacksmiths' Guild, as well as several other departments. Atop the Metalworks is an open air, stone tiled court where foreign embassies and the Presidential Office lie.

The Kingdom of San d'Oria

File:San d'Oria (Final Fantasy XI).jpg
Symbol of the Kingdom of San d'Oria

At one time, the Kingdom of San d'Oria was the pride of the Enlightened Races. Noble Elvaans ruled the lands with honor and dedication to the Goddess of the Dawn, Altana. Even as recently as the Crystal War, the most courageous and valiant warriors would pour from the nation's gates to defend Vana'diel from the armies of the Shadow Lord. The royal family that has held the throne has done so for ages, ensuring that tradition and national pride remain steadfast values that the Elvaan swear their very lives upon.

In modern times, however, much of the roar has faded from the "Great Lion." Politically weakening and financially unsecure, San d'Oria now relies almost exclusively upon its adventurer class to carve a niche into world affairs. The enterprising Humes of Bastok and the wily, politically savvy Tarutarus of Windurst seem to have taken much of the spotlight, leaving San d'Oria seemingly doomed to a slow, langorous decline.

King Destin rules San d'Oria, though much of the true power in the nation belongs to his sons, Princes Trion and Pieuje. It is said that the two do not get along at all, and between them, numerous political and religious quarrels have broken out that have gone so far as to effect even the highest levels of the government and the church. Many of San d'Oria's troubles are reflected in the turmoil caused by the royal pair.

Northern San d'Oria

Southern San d'Oria

Port San d'Oria

Chateau d'Oraguille

The Federation of Windurst

File:Windurst (Final Fantasy XI).gif
Symbol of the Federation of Windurst

Windurst, one of the oldest civilizations on Vana'diel, began in the south of the continent of Quon as a group of nameless Tarutaru tribes. The Tarutaru have, over the millenia, used their magical powers to build a nation of powerful mages. Their powers enabled them to grow into a mighty nation. This nation, in turn, became an expansionist power, and held much of the known world under its sway. It is said that during these times, unparalleled peace and prosperity echoed througout Vana'diel. The Tarutaru tribes grew until it seemed that there was no greater force on the planet.

After a time, they grew too large, and like many nations, began a slow decline. A great deal of in-fighting over the years furthered this weakness. Eventually, the Tarutaru were able to settle their differences and moved as a peaople to Mindartia, where legend says a "bright star" lead them They were finally able to settle and build a lasting nation, Windurst, there on the shores of the southern ocean. In 863 C.E., during the first of the wars against the Shadow Lord, Windurst received a terrible blow to its newfound pride; their city was reduced to ruin by the forces of the Dark One. It would not be until after the war when they would attempt to rebuild.

Heaven's Tower, a massive tree well over a hundred stories tall, is the center of government for the Federation. From here, the Star Sybil rules Windurst. She is believed to be the incarnation of the Dawn Maiden, or the Goddess Altana. Because of this connection, she is not only the Windurstian Head of State, but the nation's spiritual and moral leader, as well.

Windurst is a peaceful state; though not, many would say, without its price. In order to stem the tide of war with the native beastrace known as the Yagudo, they offer large offerings as conditions of a truce. Even so, the best agreement that could be reached involved the Yagudo only agreeing to "slow" aggressions against Windurst. This arrangement held no power over citizens of either society who might happen to meet on the plains of the Sarutabaruta.

Many argue that this "false peace" is bought with the blood of other nations, and that the Star Sybil has turned a blind eye to the larger conflict that has enveloped the world. Regardless, the people of Windurst, while no longer the self-appointed stewards of Vana'diel, enjoy lives rich in cultural achievement fueled by a flourishing economy.

Windurst Woods

Home of the Mithra who dwell in Windurst, the Woods are a simunltaneously relaxing and exuberant part of the city. The nation's largest auction house is in the Woods, as well as the majority of the city's guild houses. Bomingo Round, featuring a large pool of water with a tree at its center (said to be built in honor of the Star Sybil's own Heaven's Tower) is a popular place for gatherings and meetings.

Windurst Walls

What remains of Old Windurst can be seen in-state throughout Windurst Walls. As a tribute to past glories, a reminder of past mistakes, and in honor of the past, these ruins were built over with modern structures. The only original building that still remains of the old city is Heaven's Tower, residence of the Star Sybil. Many aristocratic Tarutaru make their homes here, past and present. The House of the Hero, the former residence of Grand Summoner Zonpa-Zippa, is also a famous landmark.

Windurst Waters

Much of the social activity of Windurst is centered around Windurst Waters. Shops, bars, and special schools of magic can be found here. The Waters is a far cry from the battered ruin it had become as the point of entry for the Shadow Lord's army during the Crystal War. Now, only modernized buildings grace its surface, though it is said that many buildings lie preserved beneath.

Port Windurst

Much like every nation in Vana'diel, the Port serves as the city's direct connection with the Grand Duchy of Jeuno. Likewise, due to the agreements brokered by the Duchy on behalf of all three Great Nations, it has no direct airship route with any of the other two. There are a few boaters, however, who lie moored at the docks, having taken up permanent residence on water.

Heaven's Tower

The cradle of Windurstian history and civilization, Heaven's Tower lies in the center of Windurst Walls, secured by an elite group of bodyguards called the Sybil Guards. As their name implies, their primary function is to safeguard the Star Sybil at all costs. To a lesser extent, however, they also serve as administrative personnel when appropriate. There is also a greenhouse at the bottom level where smaller versions of the Heaven's Tower tree are grown and farmed for various purposes.

Primarily, the Tower serves as the home of the Star Sybil, but also as the center of government. Visiting dignitaries will report to the Heaven's Tower when in Windurst to take care of official business, but few have ever actually been granted an audience with the Star Sybil herself. For a government office, Heaven's Tower is shrouded in a surprising degree of secrecy.

The Grand Duchy of Jeuno

File:Jeuno (Final Fantasy XI).jpg
Symbol of the Grand Duchy of Jeuno

Much like Republic of Bastok, the Grand Duchy of Jeuno has very humble origins that belie the capital's rapid rise to prominence. Originally, the gulf between the continents of Quon and Mindartia, Jeuno was a small fishing hamlet until the appearance of two young boys, Kam'lanaut and Eald'narche. With their arcane abilities, they turned back wave after wave of native beastmen and allowed the small village an opportunity to grow and trade unhindered by the attacks that plagued other towns. Within a short amount of time, people from all over the world flocked to the gulf, lured by promises of protection and wealth. With the combined resources and labor produced by this mass influx, a massive city was quickly built.

So dominating was this city in its economic scope and socio-political clout that the three Great Nations were forced to recognize its virtual superiority over them. Still, the Grand Duchy remained a center for trade, and refused to get involved directly in Vana'diel's political life. A Neutrality Order was issued by crowned Archduke Kam'lanaut, forbidding any military involvement in the international strife of Jeuno's neighbors.

For all of its neutrality, Jeuno's influence on the world is still quite profound. For one thing, it is the only place in the world where an airship pass (as air travel is regulated by Jeuno, even between other nations) can be purchased or earned. Even more important was the establishment of a common currency, or the "gil," a coin which bears the face of Kam'lanaut himself.

The city itself connects the two great continents of Quon and Mindartia via a series of interconnecting bridges that link up with a central hub. This hub is a massive tower that could be considered the center of Jeuno itself. Each of the city's districts are set within the various levels of the tower's infrastructure, set upon "plates" that run around the central tower on all sides. Only Castle Zvahl in Xarcabard matches Jeuno in tersm fo sheer size.

Lower Jeuno

Lower Jeuno is the market and financial center of Jeuno and is usually the most populated section of of the city. The melting pot of Jeuno trade is well-illustrated here, since even Moblins own a shop in Lower Jeuno.

Upper Jeuno

The vast majority of Jeuno's citizens live in Upper Jeuno, set on a layer that is quite literally above Lower Jeuno. The city's only cathedral is here, as well as a few specialty shops and a world-famous chocobo stable where many adventurers earn their first chocobo license.

Port Jeuno

Port Jeuno contains the Airship docks that transport travellers between the three other major cities and Kazham. Port Jeuno also has an underground connection to Quifim, an area devestated by the Crystal War and seemingly several earlier conflicts.

Ru'Lude Gardens

Ru'Lude Gardens contains all the embassies from the three other major nations and the palace of The Grand Duchy of Jeuno, home of the Archduke himself. Massive amounts of marble and other precious masonry were employed in its contruction, and prominent gardeners from all corners of Vana'diel tilled the soil that birthed the most breathtaking and relaxing gardens in the world. Because of its prominence, the Ru'Lude Gardens sits atop Jeuno as a crown, some say signifying the indirect control that the Archduke wields over the other Great Nations of Vana'diel.

Outlands and minor cities

Selbina

A small fishing port town residing on the Valkurm Dunes. Here, new adventurers find haven from troublesome monsters (and other adventurers, themselves). A Fisherman's guild is the primary attraction here, with a Weaver's guild beside. Selbina is a town independent of any nation, and mantains a quiet, neutral position. Most notable, however, is the Selbina/Mhaura Ferry, which runs throughout the year. Although the origin of the ferry itself is in some doubt, many credit a Selbinan shipwright as the one who started the ferry many years ago.

Mhaura

A port town on the Buburimu Peninsula, Mhaura is most noted for the architecture on which it stands. Every building is built into the sides of the rocky cliffs along the sea. Mhaura is technically part of Windurst (its Governor is chosen by the Star Sybil), but carries no military force or official ties to the Grand Duchy of Jeuno.

Tavnazian Safehold

Tavnazia was originally a sister nation of San d'Oria, residing to the southwest. However, due to a devastating attack by the beastmen, the land that connected Tavnazia to Quon was destroyed, and the original city was overrun. The residents have gathered themselves in this Safehold, and have just now begun to recieve aid by airship from Jeuno. The Safehold is essentially a hole in the ground, concealed from Orc and Gigas attacks, but has an intricate system of tunnels and provides a come for these refugees.


Kazham

Norg

Rabao

Regions

Vana'diel is broken up into regions, which are then broken up into zones. These locations are where adventurers must travel to defeat monsters, complete various missions and quests and sometimes traverse across to get from one city to another.

Aragoneu

Castle Oztroja

Garlaige Citadel

Meriphataud Mountains

Sauromugue Champaign

Derfland

Beadeaux

Crawlers' Nest

Pashhow Marshlands

Rolanberry Fields

Qulun Dome

Elshimo Lowlands

Sea Serpent Grotto

Yuhtunga Jungle

Elshimo Uplands

Den of Rancor

Ifrit's Cauldron

Temple of Uggalepih

Yhoator Jungle

Emptiness

Fauregandi

Beaucedine Glacier

Ranguemont Pass

Fei'Yin

Gustaberg

While the Republic of Bastok holds a great deal of influence in Gustaberg, it is an expansive area that nearly overlaps the territories of neighboring San d'Oria.

Dangruf Wadi

A natural gas deposit, Dangruf Wadi is home to many different types of wildlife and a few tribes of goblin. The warm waters of the area are a natural result of its geothermal geysers. It is still considered to be an unsafe region, however, as long-term exposure to the natural gases in the area have yet to be studied in any detail.

North and South Gustaberg

To the North and South of Bastok lie the Gustaberg regions, a mountainous area that at one time appears to have been populated by various types of trees. Much of the area has been strip-mined by the Republic, leaving the area inhabitable only by hardy rock lizards and, more ominously, the vultures and rock eaters (a type of worm) that feed upon them. Many different tribes of Quadov also venture out into North Gustaberg from the Palborough Mines in the extreme Northeast of the region.

Palborough Mines

Palborough Mine was a massive undertaking by the Republic of Bastok. Using their most modernized equipment, miners and engineers worked hand in hand to unearth some of the largest known natural deposits of darksteel ore in the world. As Bastok's coffers lined with gold and the mine shafts grew deeper, the beastrace known as the Quadov eventually emerged from within, laying waste to the equipment and quickly driving out any workers that they did not kill in the process.

Bastok, convinced that the Qadov's actions were tantamount to a declaration of war, declared war in turn. Sending in wave after wave of soldiers to drive the invaders out. Others contend that the Qadov were not invaders, but were living in the mountains of Gustaberg when Bastok invaded their land. Regardless of the truth behind either claim, many lives have been lost on both sides in the ongoing battle for dominance over the mines.

Zeruhn Mines

With the Palborough Mines in the hands of the Qadov, the Zeruhn Mines took up its original role as the heart of Bastok's mining operation. While far from exhausted, its mineral output it significantly less dense than that of the Palborough Mines. Still, as a symbol, Zeruhn Mines are important to Bastok as the center of the nation's growth.

Korroloka Tunnel

Waughroon Shrine

Kolshushu

Buburimu Peninsula

Maze of Shakhrami

Tahrongi Canyon

Ship to Selbina

Kuzotz

Chamber of Oracles

Eastern Altepa Desert

Quicksand Caves

Western Altepa Desert

Li'Telor

Lumoria

Movalpolos

Newton Movalpolos

Oldton Movalpolos

Mine Shaft #2716

Norvallen

Batallia Downs

Davoi

Eldieme Necropolis

Jugner Forest

Qufim

Qufim Island

Behemoth's Domninion

Lower Delkfutt's Tower

Middle Delkfutt's Tower

Upper Delkfutt's Tower

Stellar Fulcrum

Ronfaure

East and West Ronfaure

Fort Ghelsba

Ghelsba Outpost

King Ranperre's Tomb

Yughott Grotto

Horlais Peak

Tavnazian Archipelago

Tu'Lia

Sarutabaruta

East and West Sarutabaruta

Giddeus

Inner Horutoto Ruins

Outer Horutoto Ruins

Balga's Dais

Full Moon Fountain

Valdeaunia

File:Castle Zvahl (Final Fantasy).jpg
The exterior of Castle Zvahl

The frozen northern island of Valdeaunia is considered by many to be completely uninhabitable. Old evils cast long, dark shadows across the icy land, making Valdeaunia the home of the world's darkest powers. Most predominantly, the Xarcabard region could be considered the capital of the beastmen's war efforts, being the home of Castle Zvahl, which is in turn the stronghold of the enigmatic and malevolent Shadow Lord.

Xarcabard

Most feared and oppressive of all the land of Valdeaunia is the Xacabard region. Rumored to be so cold that even good and evil alike freeze instantly in its fiercest winds, it was also a natural place for the displaced beastraces and other monstrous creatures to make into their base of operations. From here, the Shadow Lord and his lieutenant demons plotted and still plot the destruction of the Enlightened Races, bearing a grudge that defies the ages. There are no indigenous peoples of Xarcabard, and if there was ever any settlement other than Castle Zvahl to speak of, it would be so ancient and timeless as to have been forgotten by the history of any race or nation on Vana'diel.

Castle Zvahl

A virtual city unto itself, Castle Zvahl is a massive structure that has origins far older than recorded history could accurately relate. While it is possible that it has always been the dwelling of the Shadow Lord and his hordes of beastmen lieutenants, the architecture is so unusual that it seems to hint at an even earlier purpose.

During the Crystal War, the great heroes of each nation stormed Castle Zvahl with their armies in tow, bringing a great deal of the interior into ruin. After slaying the Shadow Lord, they entombed his remains in the deepest recesses of the castle keep, hoping to place his dark legacy behind Vana'diel forever. This has only seemed to enhance the mystery behind the most recent uprisings lead by one who claims to be the very same being entombed within the castle.

Although not a nation recognized by any of the Great Nations or the Grand Duchy as a national capital, the castle is home to legions of beastmen and their kin. During the Crystal War, many beings were reported within that defied conventional description or classification. These were labeled as "demons," and were among the most deadly of the Shadow Lord's army. Such affiliations have lead to the speculation that Castle Zvahl was intended as a home or worshipping site for the dark god Promathia.

Vollbow

Zulkheim

La Theine Plateau

Konschtat Highlands

Valkurm Dunes

Ordelle's Caves

Gusgen Mines

Ship to Mhaura

References

  • PlayOnline (2006-01-07). "Final Fantasy XI Locations". Square-Enix.