Information About

Vana'diel




Vana'diel is the fictional world in which Square Enix 's MMORPG , '' Final Fantasy XI '' is set. 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


HISTORY

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.


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


The youngest of the three major nations of the Enlightened Races, Bastok was built as a mining community that took hold in the Gustaberg Regions of the Quon continent. Originally a simple mine (Zeruhn Mines) 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 city's 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 shops along Gold Street.

Bastok Mines

The core of Bastok is centered around the Zeruhn Mines, the foundation of the nation. While more dilapidated than either Bastok Markets or 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 Mines in North Gustaberg was overtaken by the Quadav 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


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
This district is home to the Woodworker's Guild and has a branch of the Blacksmith's Guild (there is another one in Bastok). It is also home to the foreign embassies. The Woodworker's Guild utilizes the waterways of this district to transport their timber. From this district, Carpenter's Landing can be reached directly through a wooden shutter.

Southern San d'Oria
Home to a two-story Auction House, the Leatherworker's Guild, and various shops and inns. It is the center of San d'Orian commerce.

Port San d'Oria
Port San d'Oria is, unlike the other ports of the world, built on a freshwater lake. It is home to an Auction House, numerous foreign vendors, an inn, and the air travel agency which provides access to the Jeuno airships for those who possess an Airship Pass. It is also a popular destination for fishermen.

Chateau d'Oraguille
Home to the San d'Orian royal family. King Destin, Prince Trion, and Prince Pieuje all live here. The Chateau is also home to the late Queen Leaute's garden and the point of entry to the labyrinthine dungeon known as the Bostaunieux Oubliette.


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 millennia, 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 people 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 cat-like 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. This district is home to the Clothcrafter's Guild and the Boneworker's Guild. In addition, the famed (some might say notorious) "Cat-Burglar," Nanaa Mihgo, resides in Windurst Woods.

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. This district is also home to the Culinarian's Guild and the Federal Magic Reserve.

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


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 terms of sheer size.

Lower Jeuno

Lower Jeuno is the market and financial center of Jeuno and is usually the most populated section 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 Qufim , 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 maintains 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 receive 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 home for these refugees.

Kazham

Until the recent post-war years, Kazham was a mere fishing village. It is located on an isolated portion of the Elshimo Islands, halfway between the Mithra homeland to the south, and the continent of Mindartia to the north. The current Chieftaness, Jakoh Wahcondalo, elevated the small village to that of influential world power through her canny dealings with other nations. Many Mithra still live there relatively untouched by the rest of the world though airships from Jeuno have brought more adventurers to this land in recent years. The Mithra here hold to the ancient land-based religion of their people, worshipping Vana'diel itself as their goddess. They venerate Ifrit as the guardian of their lands and are regarded as infidels by the church of Altana based in San d'Oria.

Norg

The pirate stronghold and the land in which all ninjas and samurai received their training. Gilgamesh, his family, and his underlings base their operations in this obscure corner of Elshimo which can only be reached through the subterran windings of Sea Serpent Grotto. Ships depart from the docks here but no adventurers are allowed aboard thus far.
The pirates of Norg are known to have connections with the Tenshodo in Lower Jeuno (which also has ships which no adventurer may board) and the Tenshodo branch in Port Bastok.

Rabao

The oasis stronghold in the West Altepa Desert built around a sparkling spring. Some Galka reside there in the spirit of their great forefathers who once had a great civilization in the deserts though other races also live there now.


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


To the north of the Federation of Windurst is the Aragoneu region which connects Jeuno and Kolshushu. This mountaineous area is the home to the notorious Yagudo beastmen along with artifacts from the past.

Castle Oztroja

Fortress of the Yagudo, located in the Meriphataud Mountains. It is filled with trapdoors and precariously high bridges, making it difficult to navigate.

Altar Room

The underground of Castle Oztroja where a piece of magicite exists.

Garlaige Citadel

This building was once an impenetrable shelter and hospice to those defending the yagudo onslaught from The Meriphataud Mountains. However, the beastmen discoevered a secret entrance to the Citadel, taking everyone inside by surprise. Unable to react to the attack, the occupants were all slaughtered, barred inside by their own defenses. All that remains now are bugs, bats, and the undead remenants of those who fell.

Meriphataud Mountains

The mountains of Meriphataud contains the home of the Yagudo, Castle Oztroja and the impressively huge bone structure known as the Drogaroga's Spine. Meriphataud Mountains also borders to the forest shrine The Sanctuary of Zi'Tah and the Sauromugue Champaign.

Sauromugue Champaign

One of the areas that connects directly to Jeuno. Fortress ruins are situated throughout the entire area, and players in their early levels must take great precaution when navigating this area, as it hosts many aggressive Yagudo and skinks (raptor-type enemies).

Attohwa Chasm

Attohwa Chasm lies beyond the Maze of Shakrahmi and is the home to many powerful creatures like antlions. Also, a ferocious cloud of miasma infest some parts of the chasm, requiring players to complete a quest before they can get through.

Boneyard Gully

The "Burning Circle" area of Attohwa Chasm.


Derfland


The humid region of Derfland stretches to the north of Bastok and to the west side of Jeuno.

Beadeaux

This is the Quadav stronghold, located east in the Pashhow Marshlands.

Crawlers' Nest

As its name implies, the Crawlers occupy this large maze-like cave. Other creatures have found their way in here as well. A funny example is the scorpion called "Crawler Hunter" which really doesn't hunt those worm creatures at all. The nest is found in the southwest of Rolanberry Fields.

Pashhow Marshlands

This wet land is located to the north of Konschtat Highlands and is the natural habitat of goobbues and malboros. Quadavs are also patrolling about, guarding their safehold Beadeaux which is nearby. This is also a place where Ballista contest are held.

Rolanberry Fields

The fields outside of Jeuno is used to farm rolanberries, hence its name. Baskets and fences where rolanberry-carrying plants are grown can be seen throughout the entire area. The berry-hungry Crawlers are here as well, since their nest is nearby.

Qulun Dome

The deep underground of Beadeaux which is protected by magical seals. A piece of magicite exists here.


Elshimo Lowlands

The colorful jungle region invites players to experience new environments that's not present in the mainland regions. But be careful, strong enemies wander about.

Yuhtunga Jungle

The lush jungle located outside of Kazham is the home to mandragoras, lizards, Opo-Opos and the notorious Goblins. The in-game map is very vague, as the jungle consists of many intricate underground passageways that one need to navigate to get through.

Sea Serpent Grotto

Located behind a waterfall not far from the outpost in Yuhtunga Jungle, the Sea Serpent Grotto houses a variety of creatures. The pirate port town of Norg can be reached from here.


Elshimo Uplands


Being almost identical to the Elshimo Lowlands region, the Uplands contain stronger creatures and the ancient Temple of Uggalepih.

Yhoator Jungle

Basically just an extension of Yuhtunga Jungle, Yhoator has stronger and more aggressive monsters within its vicinity. A Telepoint is also located here. This is the usual camping ground for players in the level range 28-32 that want to get experience points.

Ifrit's Cauldron

Located at the center Mount Yuhtunga, this hot volcano area is the perfect place for adventurers to explore. The Mithra of Kazham come here to give their offerings to their "guardian", Ifrit.

Temple of Uggalepih

Deep within Yhoator Jungle lies the Temple of Uggalepih, where it is said that evil deities were once worshipped. Now the place is overtaken by Tonberries. It even has its own gallery and the artist Angelica from Windurst desperately wants her paintings displayed here. Of course, she has no idea what kind of place the temple really is.

Den of Rancor

The deepest area of the Temple of Uggalepih.

Sacrificial Chamber

The "Burning Circle" area of the Den of Rancor.

Cloister of Tides

This area houses the Protocrystal where the player can fight the avatar Leviathan.

Cloister of Flames

Here is the Protocrystal where the avatar Ifrit awaits.


Emptiness

Areas deep within the Crags in Vana'diel (except Promyvion - Vahzl) are haunted by some sort of "plague" known as the Emptiness. These areas consists of layers of torn and "empty" landscapes with vicious enemies named after emotional behavior (like "Weeper") and such. The enemies are hollow and creepy and unlike other creatures in the game. Deep beyond the Emptiness in each Crag, there is a Mothercrystal that gives life to the world. In order to enter the Promyvion areas, the Shattered Telepoint must be examined at a certain time. The addition of the Fellowship system has also opened up other quests in the Promyvion areas.

Promyvion - Dem

Located in the Crag of Dem in Konschtat Highlands.

Promyvion - Holla

Located in the Crag of Holla in La Theine Plateau.

Promyvion - Mea

Located in the Crag of Mea in Tahrongi Canyon.

Promyvion - Vahzl

Located in the Pso'Xja ruins in Beaucedine Glacier.

Spire of Dem

The "Burning Circle" area of Promyvion - Dem.

Spire of Holla

The "Burning Circle" area of Promyvion - Holla.

Spire of Mea

The "Burning Circle" area of Promyvion - Mea.

Spire of Vahzl

The "Burning Circle" area of Promyvion - Vahzl. All three NMs from the previous Promyvions must be fought here.


Fauregandi


The northern region of Fauregandi is very cold and also filled with many relics from the mysterious past of Vana'diel.

Beaucedine Glacier

This glacier takes the player to different heights while navigating through. Travelling through the blizzards that frequently occur here is dangerous as there are plenty of cold-resistant enemies about.

Ranguemont Pass

This cave is located in the north of East Ronfaure. A large part of the cave is blocked by a door San d'Orian knights have put up in order to stop the monsters from the northlands.

Fei'Yin

Made from the same structure as Delkfutt's Tower, Fei'Yin is the home to many restless spirits and the huge golems.

Qu'Bia Arena

The "Burning Circle" for the mission 5-1 fight (all nations) and the final San d'Oria mission. Located in Fei'Yin.

Pso'Xja

Originally controlled by the Tenshodo, these ruins look like the magical towers in Sarutabaruta. They can be very frustrating to navigate as they have different areas with different level caps, either level 40, 50 or 60.

The Shrouded Maw

The "Burning Circle" of the Pso'Xja ruins. Here the battle against the Dynamis master Diabolos will be fought.

Cloister of Frost

Deep within this Protocrystal dwells Shiva, the ice avatar!


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 hearty rock lizards and, more ominously, the vultures and rock eaters (a type of worm) that feed upon them. Many different tribes of Quadav also venture out into North Gustaberg from the Palborough Mines in the extreme Northeast of the region. Also in the North of Gustaberg is a stunningly beautiful waterfall named "The Drachenfall" which plummets from a cliff into a deep chasm.

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 Quadav 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 Quadav'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 Quadav 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 Quadav, 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

This tunnel connects Zeruhn Mines to the Altepan deserts. It is home to rock-eating worms, bats, leeches, and jellies among other life. Historically, it was used by the Galka to flee the Anticans and the destruction of their homeland in the Altepan deserts.

Waughroon Shrine

The Burning Circle area in Palborough Mines. Here one may confront a number of legendary monsters.


Kolshushu


Kolshushu is a coastal region (with the exception of Tahrongi Canyon) with many caves and underground areas. The port town Mhaura is located to the south in the Buburimu Peninsula.

Bibiki Bay and Purgonorgo Isle

Home to a diverse array of life ranging from birds and efts of relatively low strength to Cartoblepas and Hobgoblins that would give many of the most experienced adventurers trouble.
The Manaclipper departs from Bibiki Bay and travels to several destinations including Pugonorgo Isle, but lower level adventurers shy away from it due to the frequent attacks by sea monsters.
The Isle has beautiful blue waters and pristine sandy beaches upon which adventurers may dig for clams. However, it is also home to Urganites and other monsters that may interfere with one's enjoyment of such beautiful scenery.

Buburimu Peninsula

Home to the town of Mhaura, an outpost of the Windurstian Federation.
A rocky beach set with dozens of eerily glowing stone markers that serve as lighthouses. The cliffs of this beach are heavily carved by the waves to create tunnels between beaches and into the rock itself.
From the peninsula, Bibiki Bay and the Labyrinth of Onzozo can be reached.

Labyrinth of Onzozo

A maze of sea-carved caverns in the rocks beneath the Buburimu Peninsula, filled with Goblins, Coeurls, Mantas, and Cockatrices.

Maze of Shakhrami

The Maze of Shakhrami is a cave where scorpions, slimes and undead dwell. Fossil rocks and old skeletons can be found at various places and players come here for mining.

Tahrongi Canyon

This canyon is home to both the most fierce winds in Vana'diel and the Teleport Crag of Mea, a gigantic structure made of white bone-like material pre-dating the Tarutaru presence in the area. Here enormous fossilized skeletons can be viewed and excavated and dhalmels (which the Mithra have domesticated in Windurst) run wild in their natural habitat.

Ship to Selbina

Plagued by pirates and often attacked by various sea monsters, this can be a dangerous mode of transport for inexperienced adventurers. It travels between the towns of Selbina and Mhaura and is popular with fishermen.


Kuzotz


Kuzotz is a hot desert region that was once the home of the Galka. However, they were cast out by the Antica beastmen, who are found throughout the entire region.

Chamber of Oracles

The "Burning Circle" area of the Quicksand Caves.

Eastern Altepa Desert

The eastern part of the Altepa Desert contains a Telepoint as well as an outpost.

Quicksand Caves

The Quicksand Caves contains many clues to the origin of the Galka, but it's unsafe to travel here due to the shifting sands and the aggressive Antica.

Western Altepa Desert

Rabao can be found in this area, as well as ancient relics like the Revelation Rock.

Cloister of Tremors

The avatar Titan can be fought within the Protocrystal in this area.


Li'Telor


The region of Li'Telor on the Mindartia continent is a natural beauty and central to many mysteries of the Zilart and the Kuluu.

The Sanctuary of Zi'Tah

A forest sanctuary filled with glowing purple crystals.

The Boyahda Tree

In The Sanctuary of Zi'Tah, there is a huge tree that can be entered. Caves and passageways are dug out throughout the area and there are grassy fields, flowers and rivers within.

Ro'Maeve

This mysterious crescent-shaped area is the home to ruins from ages past. The Hall of the Gods are located here inside these ruins.

Hall of the Gods

This long hallway connects to the floating continent of Tu'Lia, and players are allowed to warp up there, but only of they have progressed far enough in the Rise of the Zilart storyline.

Dragon's Aery

This small area houses two dragons: Nidhogg and Fafnir.

Cloister of Storms

Ramuh awaits inside this Protocrystal, which is located in The Boyahda Tree.


Lumoria

Lumoria is mostly known as "sea" to a majority of players. Access to this area is granted near the end of the Chains of Promathia expansion.

Al'Taieu

Also known as The Celestial Capital, Al'Taieu is a beautiful, but dangerous area inhabited by creatures known as Aerns and Luminians.

Grand Palace of Hu'Xzoi

This palace has a very complicated structure and requires some puzzle-solving to get through.

The Garden of Ru'Hmet

An area with many small rooms following each other, connected by a series of narrow passages.

Empyreal Paradox

The Empyreal Paradox is a "Burning Circle" area resembling outer space. From here the player witnesses the birth of Vana'diel and fights the Twilight God Promathia.


Movalpolos

Home of the wandering Moblins of Vana'diel.

Newton Movalpolos

Oldton Movalpolos

Mine Shaft #2716

"Burning Circle" area of Movalpolos.


Norvallen


The Norvallen region is known for its green and somewhat moist scenery. Most of this region is forested, and it only starts to clear up when the player arrives at Battalia Downs outside of Jeuno.

Batallia Downs

The uneven plains of Battalia Downs are situated outside of Jeuno. The player can enter the Eldieme Necropolis at various points here.

Davoi

The stronghold of the Orcs. Like Beadeaux (the Quadav safehold), most of this area is outdoors and consists of rivers and camp sites. The entrance of Davoi is to the south in Jugner Forest.

Monastic Cavern

The inner parts of Davoi where a piece of magicite is resting.

The Eldieme Necropolis

Burial Grounds of those fallen due to the Great War, their restless spirits continue to roam the corridors.

Jugner Forest

The dense Jugner Forest features Orcs and Walking Trees, which rarely travel on the main road.

Carpenter's Landing

Accessible from San d'Oria and Jugner Forest, this dark forest is the home to a large canal and the barge-rides, which allows players to travel the waters.

Phanauet Channel

Only available when the player takes a certain barge-ride from the Carpenter's Landing.


Qufim


An island region north of Jeuno, connected to the mainland via a tunnel from Port Jeuno.

Qufim Island

A frozen wasteland devestated by the Crystal War. Despite being popular among fisherman, it remains filled with Giants to this day. It can be reached by tunnel from Port Jeuno and is home to Delkfutt's Tower, a mysterious tower made of a white bone-like substance.

Behemoth's Dominion

This frozen wasteland is the spawn area for the HNMs Behemoth (every 21-24 hours after last death) and King Behemoth (occurs once every seven days). Also bears one of the headstones for the fifth Zilart Mission.

Lower Delkfutt's Tower

Filled with goblins, giants, bats, dolls, and magic pots. It also has a winding staircase and teleporter pads to higher portions of the tower and contains a hidden door which allows access to the Tower's elevator to anyone with the key.

Middle Delkfutt's Tower

Filled with the same types of monsters and mazes as Lower Delkfutt's Tower, with increased difficulty.

Upper Delkfutt's Tower

Filled with more of the same types of monsters as Lower and Middle but still more formidable ones. This is the other endpoint of the Tower's elevator and home to Porphyrion, the giant who holds the keys to the Tower.

Stellar Fulcrum

Location of "Burning Circle" where Kam'lanaut is fought. The Zilart Mission Burning Circle music is played throughout the entire zone.


Ronfaure


The forest of Ronfaure surrounds the majestic city of San d'Oria. Orcish scouts lurk around this region.

East and West Ronfaure

This docile forest is where the aspiring adventurers from San d'Oria venture into to test their skills.

Fort Ghelsba

Fort Ghelsba is the highest point in the Ghelsba Outpost.

Ghelsba Outpost

An Orcish camp site in a mountain area that even has its own "Burning Circle" which resembles a big tent.

King Ranperre's Tomb

The tomb of the legendary king can be found in the south of East Ronfaure, and is now home to a number of vicious beasts, which vary in difficulty.

Yughott Grotto

Yughutt Grotto is found beyond the Ghelsba Outpost and is built up by narrow corridors filled with Orcs.

Horlais Peak

This place features two zones. One is a "Burning Circle", the other is a Hot Spring used for a quest received in Chateau d'Oraguille. Both zones can be reached from Yughott Grotto.

Bostaunieux Oubliette

This is the San d'Orian prison, located beneath Chateau d'Oraguille. It's a dark, gloomy prison dungeon and Novalmauge wanders around here. The deep points of the dungeon feature more monsters.


Tavnazian Archipelago

The lost land of Tavnazia is now overrun by various beasts. Although there are almost no signs of civilization, it's a quite scenic region. Tavnazian Archipelago is not available from the start, in order to gain access one must complete Promvyion - Holla, Dem and Mea.

Lufaise Meadows

After the commotion with the Emptiness in the Crags, the player is suddenly teleported here. Bugards, Orcs and Gigas' wander about. Across the bridge lies Tavnazian Safehold.

Misareaux Coast

The coastal area is found on the other side of the meadows. It resembles Lufaise Meadows, but with more monsters. At a certain point, Cape Riverne may be entered from here.

Sacrarium

The Sacrarium of the once proud Tavnazian Cathedral and original holding place of the LightBringer. Now infested with Fomors, the restless souls of Tavzania's fallen defenders, it is said to contain many forbidden artifacts.

Sealion's Den

The once port of Tavzania is now used to dock airships from Jeuno.

Riverne - Site #A01/#B01

Originally known as Cape Riverne, this area has been effected by spatial distortions caused by the emptiness. Now a series of floating islands above its original resting place, the map making moblins have dubbed the areas Riverne Site #A01 and #B01.

Phomiuna Aqueducts

The sewers of the Tavnazian Safehold are haunted by the Taurus monster. It is also home to the Fomor which are shadows that have races and jobs and who form parties just like adventurers.

Monarch Linn

The "Burning Circle" area of Cape Riverne. Gathering place of The Wyrmking Bahamut and his relatives.


Tu'Lia

Nicknamed "sky" by the FFXI playerbase, Tu'Lia is the location for the Gate of the Gods and also the area where adventurers fight the five Ark Angels and Eald'narche. Tu'Lia is unique in the fact that one can go to Tu'Lia and fight "Gods", named after the (the Blue Dragon, Guardian of the East and the season of spring), Suzaku (the Fiery Bird, Guardian of the South and the season of summer), Genbu (the Earth Turtle, Guardian of the North and the season of winter), and Byakko (the White Tiger, Guardian of the West and the season of autumn). Defeating these four Guardians grants one the ability to fight Kirin, one of the most powerful monsters in the game, at the Shrine of Ru'Avitau. Access to Tu'Lia is only granted once a player progresses far enough in the Rise of the Zilart story.

Ru'Aun Gardens

This is where adventurers find the four Guardians Seiryu, Suzaku, Genbu and Byakko.

Shrine of Ru'Avitau

The site where adventurers can fight the final Guardian Kirin if certain requirements are met.

Ve'Lugannon Palace

A mysterious palace located in the middle of Ru'Aun Gardens.

La'Loff Amphitheater

"Burning Circle" area where adventurers fight the Crystal Warriors.

The Celestial Nexus

The final "Burning Circle" for the Rise of The Zilart where adventurers confront Eald'narche.


Sarutabaruta


The area of Sarutabaruta is situated around the city of Windurst and stretches into the mountains of Kolshushu and Aragoneu.

East and West Sarutabaruta

These savannah-like plains are home to many creatures like Mandragoras, bees, Crawlers, and Yagudo. These two areas feature six entrances to the Horutoto Ruins. Fledgling adventurers from Windurst are greeted by the beauty of Sarutabaruta upon leaving town, but they will soon learn that this can be a dangerous area in the early levels.

Giddeus

A rocky area in West Sarutabaruta that is home to many Yagudo. This is where representatives from Windurst bring the food offerings to the Yagudo in order to maintain peace between the two. The main Yagudo stronghold is Castle Oztroja in Meriphataud Mountains.

Inner Horutoto Ruins

These ruins are located beneath the magical towers of Sarutabaruta. Once, these ruins were an active mana source, but due to many issues involving accidents and power-hungry feral Cardians, Windurst and the Yagudo signed a treaty prohibiting them from using the power from the ruins.

Outer Horutoto Ruins

The outer base of the ruins are almost identical to the inner parts. In addition to a new array of monsters, various magical gizmos are located around, and they are mostly inactive.

Toraimarai Canal

An aqueduct-like area beneath Windurst and the Horutoto Ruins, the magic of this place has made the monsters grow more aggressive than their surface counterparts.

Balga's Dais

The "Burning Circle" area in Giddeus.

Full Moon Fountain

Accessible from Toraimarai Canal, this is the "Burning Circle" area for the Fenrir fight and the final Windurst mission.


Valdeaunia


The frozen northern island of Valdeaunia is often considered to be completely uninhabitable. It is considered to be the home of the world's darkest powers. The Xarcabard region is the home of Castle Zvahl, which is the stronghold of the Shadow Lord, the final enemy of the original '' Final Fantasy XI '' game before it's subsequent expansions.

Uleguerand Range

The region is known for its complex landscape and layout. The regions is also constantly in a blizzard and home to many cold-loving wild creatures.

Bearclaw Pinnacle

A Burning Circle area found beyond the Uleguerand Range.

Xarcabard

The Xarcabard region is a harsh and brutal landscape. Many demons and other monsters roam the landscape freely. Xarcabard is also contains the entrance to Castle Zvahl and has a Telepoint in the center.

Castle Zvahl Baileys/Castle Zvahl Keep

Castle Zvahl is a massive structure that has origins far older than recorded history of Vana'diel. 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.

Although not 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 .

Throne Room

The "Burning Circle" area for the Shadow Lord fight and the final Bastok mission. Located in Castle Zvahl Keep.


Vollbow

Vollbow, much like Kolshushu, is a coastal region to the west of Zulkheim. However, this region is inhabited by a large quantity of monsters.

Cape Terrigan

The beaches of Cape Terrigan can be reached via the Kuftal Tunnel or the Gustav Tunnel. Manticores and other strong creatures inhabit this warm region.

Valley of Sorrows

The Valley of Sorrows is a small valley that is accessible via Cape Terrigan. Furthermore, this is the spawn area for the Adamantoise.

Kuftal Tunnel

Kuftal Tunnel connects Cape Terrigan with Western Altepa Desert. These caves are inhabited by crabs and undead, along with the occasional Goblin.

Gustav Tunnel

The entrance to the Gustav Tunnel is located at the secret beach of Valkurm Dunes and this cave connects Zulkheim with Cape Terrigan.

Cloister of Gales

Garuda, the wind avatar can be fought inside the Protocrystal here.


Zulkheim


Zulkheim's various landscapes and climates allow for a great variety in the goods that can be produced and exported.

La Theine Plateau

The La Theine Plateau greets players that have ventured through the burning sands of Valkurm Dunes with grassy fields with hills and trees, a rather drastic diversion from the Dunes. This place is the home of the Crag of Holla and Ordelle's Caves. Other areas reachable from this zone include the Jugner Forest and West Ronfaure. Players of lower levels should be wary of the Rams that will appear from time to time.

Konschtat Highlands

The Konschtat Highlands are also drastically different from Valkurm Dunes and as its name implies, this is a rocky area, but is still quite scenic. The Crag of Dem and Gusgen Mines are here too. As with the La Theine Plateau, Rams can appear here as well and cause frustration for low level players. If one ventures south, one will enter the western portion of North Gustaberg. Valkurm Dunes is to the north.

Valkurm Dunes

This beach/coastal area is overrun by Goblins. The two beaches are known as Siren's Sands and Whitebone Sands respectively. In this area there is also a Swirling Vortex, which sends players to Lufaise Meadows, but only if they have met certain requirements. The infamous "Dunes" is the place where most players in the level 10-20 range go to level up.

Ordelle's Caves

The Ordelle's Caves is an underground cave-complex found in La Theine Plateau. It is said that when a player looks at a map of this area, the corridors and rooms look like Hume organs. This is also the place where one can find the Race Specific Equipment (RSE) at certain times.

Gusgen Mines

This mining cave was an accident site some years back, and still the ghosts are wandering restlessly about. Although the mine is now abandoned, one can hear machines at certain places, which in fact is coming from Movalpolos, an area that can be reached from the mines.

Ship to Mhaura

Please refer to the Ship to Selbina part, as these are identical.


SPECIAL AREAS


Dynamis

Dynamis is a dream-like dimension where the souls of fallen beastmen of the Forlorn Vanguard and Kindred, along with members of the Hydra Corps, an elite multinational unit formed by the allied nations during the Crystal War, are forever imprisoned to wage battle with each other until the end of time. Only the most skilled players can complete these areas and they are rewarded greatly. Players may get useful, expensive and powerful drops, like the Artifact Armor set 2. Access is granted by trading a Perpetual Hourglass to "Trail Markings" in each respective area. It is revealed that the avatar Diabolos controls Dynamis. The Qufim, Buburimu, Valkurm and Tavnazia areas of Dynamis were introduced much later and follow a separate storyline from the original six areas, with Dynamis - Tavnazia as the conclusion.

Dynamis - San d'Oria

The Dynamis version of Southern San d'Oria.

Dynamis - Bastok

The Dynamis version of Bastok Mines.

Dynamis - Windurst

The Dynamis version of Windurst Walls.

Dynamis - Jeuno

The Dynamis version of Ru'Lude Gardens.

Dynamis - Beaucedine

The Dynamis version of Beaucedine Glacier.

Dynamis - Xarcabard

The Dynamis version of Xarcabard.

Dynamis - Qufim

The Dynamis version of Qufim Island.

Dynamis - Buburimu

The Dynamis version of Buburimu Peninsula.

Dynamis - Valkurm

The Dynamis version of Valkurm Dunes.

Dynamis - Tavnazia

The Dynamis version of the Tavnazian Safehold.


Limbus

The mysterious realm of Limbus was introduced in 2005. These places are meant to be a challenge to already experienced and advanced players. Player completing this realm will be greatly rewarded with special items, such as items that can upgrade an Artifact Armor. Access to this area is granted very late in the game, as a player needs to be able to travel to the Lumoria region (Al'Taieu) and meet certain requirements first. The layout of these levels are quite similar to the Promyvion, Grand Palace of Hu'Xzoi, and Garden of Ru'Hmet zones, except that Limbus offers a greater variety in the enemies that exist there.

Limbus - Apollyon

Apollyon is divided into four main separate zones: Apollyon North East, South East, North West, and South West. An additional two areas, Apollyon Central and Apollyon Basement, are accessible upon obtaining certain items from each of the four main zones to unlock them.

Limbus - Temenos

Temenos consists of three primary zones, North, East and West Temenos, as well as an additional five special zones. Temenos Central floors 1 through 3 are accessible using items obtained from the three primary zones. Temenos Central floor 4 is accessed using items from Centrals 1-3. Temenos Basement is accessed in a similar manner to Apollyon Basement in that a special item that can be obtained in any Limbus zone or purchased from an NPC must be used.


Abdhaljs

Abdhaljs are special Conflict arenas that players can reserve and play with whoever they wish to challenge. Unlike regular Conflict, Abdhaljs doesn't require two nations against each other, and players can set the rules themselves. Reservations are made in Ru'Lude Gardens, Jeuno.

Diorama Abdhaljs - Ghelsba Outpost

A mini version of the Ghelsba Outpost where players can duke it in Ballista out as they see fit.

Abdhaljs Isle - Purgonorgo

A mini version of the Purgonorgo Isle, this arena offers a different type of Conflict, called Brenner, for play.


TRANSPORTATION


There are a number of ways adverturers can get around Vana'diel. At the start of the game, most characters will move around their home region and outlying areas by walking or running. When a player reaches level 20, players can rent chocobos from most town and cities as well as at three of the Crags. However, a player must first complete the "Chocobo's Wounds" Quest in Jeuno 2. To get between the towns of Selbina and Mhuara, players can catch a ferry from either port for a small fee. This trip, however, is nortorious for inexperienced players due to the existence of a Nortorious Monster known as the Sea Horror. In a similar fashion, players can catch a barge between Bibiki Bay, Purgonorgo Isle and Carpenter's Landing. Upon obtaining an Airship Pass, players can travel between each of the three starting nations and Jeuno through Airships . An Airship pass is obtained either by purchasing it for 500,000 Gil or by achieving Rank 5. A separate Airship Pass can be obtained by completing the Kazham Airship Pass Quest3 or purchasing it for 148,000 gil. This enables a player to travel between Jeuno and the small town of Kazham only.

There are also a number of ways players can get around Vana'diel through magical means. A number of White Mage spells enable parties to teleport to any of the six Telepoints around the world. Similarly, a Black Mage spell known as Warp enables them to teleport themselves (or others in their party through the use of Warp II) back to their Home Point. A Black Mage can also utilise the Escape spell to telport a party out of a dungeon. Players without a Warp spell will sometimes deliberatively kill their characters in order to return to their's home point (This is known as Deathwarping or Bloodporting). Players can Outpost Teleport between a region's outpost and their home nation. This requires the player to complete a Regional Supply quest to the region which they wish to teleport to. Certain items also give a player the ability to teleport, Outpost Teleport and Warp (Mea-Ring, Scroll of Instant Warp, etc).


NOTES





REFERENCES