Final Fantasy XI/Locations

Republic of Bastok
Bastok Markets

The main thoroughfare of The Republic of Bastok, the markets is home to a wide number of shops, including the Goldsmithing Guild and the west Auction House (accessible just off of firewater circle). This is the center of town, and provides access to all of the other sections of Bastok.

Bastok Mines

While no active mining is actually done in Bastok Mines anymore, it does still provide access to Zeruhn Mines which still has active mining areas. While the Mines district is home to a variety of stores, some of which cater to the miners, the district is also home to the Alchemists' Guild and the southern Auction House. Adventurers should also note that the Mines district is home to the Bastok Chocobo stables.

Metalworks

Home to the Republic of Bastok's presidential offices, including the official Allegiance Changer Mythily and Ballista Pursuivant Invincible Shield, not to mention the embassies of the other nations. The Metalworks is also home to, not surprisingly, the Blacksmith Guild and its proprietor, Cid.

Port Bastok

The Bastok Port provides a mix of living quarters, shops and restaurants, plus access to Jeuno via the airship. Warehouses hold the various products arriving and departing via the airsips to and from distant lands. Adventurers are advised to use caution in some of the darker areas of the Port, as the Tenshodo are active here and always looking for an easy mark.

The Kingdom of San d'Oria
Chateau d'Oraguille

The home to the Royal d'Oraguille family, the Chateau is complete with living quarters, an audience chamber, a garden and separate quarters for the Temple Knights and Royal Knights, who are commissioned to protect the royal family at all costs. Entry to the Chateau is strictly limited. Beneath the Chateau is the currently unused Bostaunieux Oubliette prison.

Northern San d'Oria

With access to the Royal palace, otherwise known as the Chateau d'Oraguille, and the Cathedral, much of the Northern section of the Kingdom of San d'Oria has an open, spread out feel. The Parade Grounds in the center provides a spectacular area for the Kingdom's many festivals and a beautiful backdrop for the consulates which line its paths. The western part of the district, however, is distinctly different. Laborman's way, which houses the Blacksmiths' and carpenters' Guilds, remains in a perpetual state of construction. Unaware adventures should be careful, as certain nondescript doors lead directly to dangerous mob infested areas.

Port San d'Oria

The port of the Kingdom of San d'Oria is a relatively sparse district of town, compared the other districts. The airships provide passenger access to Jeuno and also allow for steady stream of goods to come in and out of the Kingdom, as evidenced by the large cargo rooms. A single shop and single tavern also also found here, along with the North Auction House.

Southern San d'Oria

The bustling merchant district of the Kingdom of San d'Oria is home to a wide variety of shops and regional merchants. Also at home in this district is the South Auction House and the Tanners' Guild. In addition to the merchants that sell their wares here, there are a number of small alleyways with housing for the Kingdom's many residents.

Valdeaunia
The frozen northern island of Valdeaunia is often considered 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.

Bearclaw Pinnacle

This area is the entrance to multiple ENM battles, as well a mission battle. You must use the Wind Pillar to do battle.

Xarcabard

Most feared and oppressive of all the land of Valdeaunia is the Xarcabard 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 Baileys/Castle Zvahl Keep

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 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 worshiping 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.

Uleguerand Range

This mountainous region is the highest area above sea level on the Quon continent. An Orc-created pass over the range exists, but the steep climb, combined with the snowstorms that blow in from every angle of the convoluted landscape, provide a daunting challenge to intruders. In a time when the Orcs had little skill in navigating the seas, their army reached the northern cliffs by skirting a succession of islands, then marched over the Uleguerand Range to stage their incursions into Xarcabard. In an attempt to stem the tide of beastmen, the outnumbered knights of San d'Oria often clashed with the Orcish forces upon the mountain range itself. Thousandfall Ridge, mentioned in the histories of Warking Ashfarg, was famous as a site for the fiercest battles. Even now, there are daredevil explorers who test their luck by sliding down its sheer slopes.