(+ Federation of Windirst + Skeleton Outline + WIP) |
(+ several areas) |
||
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'''Heavens Tower''' | '''Heavens Tower''' | ||
This tower in the center of the Federation of Windurst is home to the leader of the federation, the mystic Star Sibyl who resides on the top floor. Additional governmental functions are carried out in the lower levels of the tower, including the acquisition of World Passes, allegiance changes, and ballista registration. Access to the Star Sibyl is severly limited and strictly enforced. | |||
'''Port Windurst''' | '''Port Windurst''' | ||
The port of the Federation of Windurst is home to the Fisherman's Guild and Air Travel Agency, which provides access to Jeuno. Also present in port are a number of shops providing especially good services to the new adventurer. The Orastery, located in Fishmonger Landing, is the department of Magic and home to Minister Ajido-Marujido. A nosy adventurer can stumble upon the terrifying Star Onion Brigade if they are not careful! | |||
'''Windurst Walls''' | '''Windurst Walls''' | ||
This quiet, residential area of Federation of Windurst provides a home away from home for some of the more respected residents of the Federation. Accessible from all other areas of Windurst, the Walls district also provides access to the North Auction House. To the extreme north of the Walls district is the abandoned House of the Hero, underneath which is a hidden and guarded passageway into the Toraimarai Canal. | |||
'''Windurst Waters''' | '''Windurst Waters''' | ||
This massive district to the west of the Blacktea River, lies along the western edge the Federation of Windurst. Along with a variety of Shops, the Cooking Guild is located in the nothern half of the zone, next to the Tavern and Hostelry. Also contained within this district are a variety of official government departments, including the Aurastery (Magic School), the Optistery (The Library of Magic), and the Rhinostery (living organism research). | |||
''' Windurst Woods''' | ''' Windurst Woods''' | ||
This expansive district is the heart of the Federation of Windurst and provides a large number of services to adventurers. The South Auction House can be found at the south-east edge of the district, next to the chocobo stables. To the south lies the Weavers' and Boneworkers' Guilds. The Manustery, which deals with the development of the Cardians, lies in the center of the district. And to the north is the Dhalmel Farm run by Illu Bohjaa, and Mithra Groves, home to Nanaa Mihgo. | |||
== The Grand Duchy of Jeuno == | == The Grand Duchy of Jeuno == | ||
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'''Port Jeuno''' | '''Port Jeuno''' | ||
The transportation capital of Vana'diel, the port of Jeuno provides round-the-clock access to the nations of San d'Oria, Windurst and Bastok, along with providing airship service to Kazham. With access by foot to both the Qufim region (via Qufim Island) and the Mindartia Continent (via Sauromugue Champaign, not to mention chocobo stables and access to the Jeuno Auction House, the Jeuno Port provides adventures with unprecedented access to both zones and items. | |||
'''Lower Jeuno''' | '''Lower Jeuno''' | ||
The lower level of Jeuno, otherwise known as Market Bridge, is filled with a wide variety of shops selling everything an aspiring adventurer could need. While somewhat hidden in the depths of the district, even the Goblins and Tenshodo have set up shops here. If the shops don't sell what you are looking for, the Lower Auction House will often have your desired item listed. Reflecting the fact that the lower level of Jeuno is considered by many to be the center of Vana'diel commerce, the Chamber of Commerce and Industry is located here. Chocobos can also be rented here for access to Rolanberry Fields. | |||
'''Upper Jeuno''' | '''Upper Jeuno''' | ||
The upper level of Jeuno, also known as the Artisan Bridge, is home to a few shops and merchants. The dichotomy of the district is readily apparant as the Temple of the Goddess and infirmary lie a few steps from weapon and shield shops, and a block away from the Marble Bridge Tavern. The Auction House is accessible from this district as well, and chocobos can be rented to access to Batallia Downs. | |||
'''Ru'Lude Gardens''' | '''Ru'Lude Gardens''' | ||
The grounds of Kam'lanaut's grand estates, the Ru'Lude Gardens were named by the archduke himself and opened to the population as a place of respite in times of peace. Unfortunately, during the Crystal War, the gardens, the estate, and the bridge on which they were built were all destroyed by boulders thrown by gigas. After the war was over, the Ru'Lude Gardens were reconstructed on the roof of the residential tower on an even grander scale for all the people of Vana'diel to enjoy. | |||
== Minor Cities == | == Minor Cities == | ||
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'''Selbina''' | '''Selbina''' | ||
Selbina was once a prosperous town that acted as a strategic port for the navy of Mindartia and a waypoint for travelers. But with the resurgence in the popularity of air travel, the town is slowly returning its focus to the local industry of fishing and stock farming. | |||
'''Mhaura''' | '''Mhaura''' | ||
See Mhaura | |||
'''Tavnazian Safehold''' | '''Tavnazian Safehold''' | ||
This settlement is an extension of the underground complex that served as a haven for the survivors of the war-ravaged Tavnazian Marquisate. As the ruins of the city above are still occupied by the remnants of the beastmen armies, the people of the Safehold below are concerned primarily with survival. The Tavnazian Safehold has sufficient resources to function as a town, though there is little of the unmatched wealth and beauty of the once proud capital. | |||
== Outland Cities == | == Outland Cities == | ||
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'''Kazham''' | '''Kazham''' | ||
See Kazham | |||
'''Norg''' | '''Norg''' | ||
See Norg | |||
'''Rabao''' | '''Rabao''' | ||
See Rabao | |||
== Aragoneu == | == Aragoneu == | ||
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'''Altar Room''' | '''Altar Room''' | ||
Home to the most senior Yagudo. Used in the Magicite mission and the A Moral Manifest? quest. | |||
'''Attohwa Chasm''' | |||
Attohwa, meaning arid in ancient Mithra, is the name given to the chasm that traverses the eastern part of Aragoneu. As the name suggests, very little rain falls here, resulting in a parched, broken land where poisonous gases erupt from cracks in the earth. | |||
However, many unique forms of life have adapted to this harsh environment, ranging from the ant lions that forage for prey hiding under the ground, to the beautiful yet deadly gasponia flowers that feed on the noxious fumes. | |||
Until recently, several forbidding cliffs had to be scaled in order to reach Attohwa Chasm, but due to the discovery of an underground route by a mountaineer, it is now possible for adventurers to travel to this inhospitable area with relative ease. | |||
According to Mithran folklore, the mountaineer who discovered this route went in search of Parradamo Tor, a hill said to be found somewhere in the chasm, and was never heard from again... | |||
'''Boneyard Gully''' | '''Boneyard Gully''' | ||
This area is the entrance to multiple ENM battles, as well being used in some quests and missions. You must use the Dark Miasma to do battle. | |||
'''Castle Oztroja''' | '''Castle Oztroja''' | ||
The birdlike Beastmen known as the Yagudo spent decades carving this stronghold out of the mountains in the Meriphataud Range. In addition to being strictly guarded, the interior of the castle is extremely complex and littered with traps and curses that only members of the Yagudo Theomilitary have been informed of. | |||
'''Garlaige Citadel''' | '''Garlaige Citadel''' | ||
During the Great War, the armies of Altana, led by the first order of the Royal Knights of San d'Oria, reconstructed this underground fortress in hopes of taking the beastmen armies in Sauromugue by surprise. Outfitted with hundreds of troops from all three nations, the forces of Altana were successful in their attacks on the beastmen--until an enemy unit discovered a secret entrance to the citadel. This miscalculation resulted in the slaughter of all within the fortress, dealing a severe blow to the allied forces. | |||
'''Meriphataud Mountains''' | '''Meriphataud Mountains''' | ||
Unrelenting dust storms and a severe climate make for a harsh environment that is inhabited by few. Castle Oztroja, the Yagudo stronghold, can be found here, and its guards relentlessly patrol the surrounding hills. Also present is the colossal structure known as Drogaroga's Spine, an enormous bone-shaped structure that spans the area from west to east, severing it in the middle. Drogaroga's Spine is believed by many denizens of Vana'diel to be the spine of the great dragon Drogaroga, a mythological being that exsisted at the begining of the world. | |||
'''Sauromugue Champaign''' | '''Sauromugue Champaign''' | ||
These windswept, desolate plains are situated on an arid peninsula that juts out into the Bastore Sea. Located near the Strait of Jeuno, this area is considered a gateway between the Mindartia and Quon continents. Due to this prime location, numerous kingdoms and various beastman forces have struggled for control of the terrain. The struggle continues to this day--even with the advent of the airship and its revolutionary impact on travel. | |||
== Derfland == | == Derfland == | ||
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'''Beadeaux''' | '''Beadeaux''' | ||
Located deep within the Pashhow Marshlands, far from the reach of Bastokan and San d'Orian forces, the Quadav began building their main stronghold after their defeat in the Great War. To continue the construction of their city, they have relentlessly stolen large quantities of the non-rusting mythril from Bastok, as well as the techniques used by the republican craftsmen. | |||
'''Crawlers' Nest''' | '''Crawlers' Nest''' | ||
This web-filled cave plays home to the pests that plague the Rolanberry Fields: the crawlers. While the extermination of these insects by adventurers is approved and rewarded, not once has the Jeunoan military led a full-force attack on the nest. Theories suggest that the lack of support from Jeuno is due to the economic benefits the duchy receives from the sale of silk, a valuable commodity that often accompanies the yellow and black pests. | |||
'''Pashhow Marshlands''' | '''Pashhow Marshlands''' | ||
In direct contrast to the highlands that surround it, the Pashhow Marshlands are located near sea level, resulting in a wet, swampy landscape. The countless bogs and floating islands of vegetation make the area extremely difficult to traverse. However, the presence of the Quadav is what causes many travelers to shun this dangerous territory. | |||
'''Qulun Dome''' | '''Qulun Dome''' | ||
This dark chamber beneath the Beastmen stronghold of Beadeaux is the domain of the Quadav leader Za'Dha the Adamantking. | |||
'''Rolanberry Fields''' | '''Rolanberry Fields''' | ||
For centuries, this area has been used to cultivate fields of the sweet fruit known as the rolanberry. Considered a delicacy by Humes and the Elvaan, the farmers in this region have perfected their methods of agriculture and are now able to harvest the sweet berries year round. Three great bridges at the Rolanberry Fields' northeastern tip connect the region with its neighboring areas: the Lord Bolicevre Bridge leads to the Batallia Downs, the Market Bridge leads to the Grand Duchy of Jeuno, and the Great Jeuno Bridge grants access to the Sauromugue Champaign. | |||
== Elshimo Lowlands == | == Elshimo Lowlands == | ||
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'''Kazham''' | '''Kazham''' | ||
After crossing the Pamtam Straits, Kazham is the final spot to rest before entering the Yuhtunga Jungle. The village, a mixture of huts, simple bridges and caves, is home to a number of Mithra and tamed Opo-opo. There are a few shops which cater to the adventures about to seek fame and fortune in the jungles, but otherwise the village has a residential atmosphere. Due to its close ties with Windurst, there are a few Windurstian auction house representatives here who are able to provide access to that nation's auction house. | |||
'''Norg''' | '''Norg''' | ||
To access Norg, one must make their way through the treacherous Sea Serpent Grotto, located deep beneath the jungles of Elshimo Island. Once there, adventurers can at once see the unglamourous life of the Tenshodo, who call this home. While there are a few merchants selling their wares, there are no formal shops. Note that the Quay, which provides easy access for certain Tenshodo members, is not open to adventurers. Due to its close ties with Bastok, there are a few Bastokan auction house representatives here who are able to provide access to that nation's auction house. Also, due to a hidden underground exit-only passageway, chocobos rented here are able to access Yuhtunga Jungle without having to travel back through the Grotto. | |||
'''Sea Serpent Grotto''' | '''Sea Serpent Grotto''' | ||
This giant sea cave was dug out of the western Elshimo cliffs by the amphibious beastmen known as the Sahagin. The cave is supposedly named after the central figure of the Sahagin religion-a sea serpent that once lived within the grotto. The stench of rotting fish and the whale oil used to light the torches often keep adventurers with weak stomachs at bay. | |||
'''Yuhtunga Jungle''' | '''Yuhtunga Jungle''' | ||
The tropical rainforest known as the Yuhtunga Jungle comprises the majority of the Elshimo Lowlands. Due to the hot and humid conditions found throughout the area, a variety of plant life, from giant vines to carnivorous flowers, has evolved over the centuries. In the southernmost part of the jungle, a number of small waterfalls can be found in a place known as the Hidden Valley. According to local legend, faeries gather around the falls, and the Mithra of Kazham often travel here as part of their purification rituals. | |||
== Elshimo Uplands == | == Elshimo Uplands == | ||
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'''Cloister of Flames''' | '''Cloister of Flames''' | ||
Home of the fire protocrystal which houses the celestial avatar Ifrit, God of Flames. | |||
'''Cloister of Tides''' | '''Cloister of Tides''' | ||
Home of the water protocrystal which houses the celestial avatar Leviathan, God of Tides. | |||
'''Den of Rancor''' | '''Den of Rancor''' | ||
Dug by the Tonberries, this stretch of tunnel extends deep beneath the Temple of Uggalepih. It is said that the Tonberries chanted curses while digging, and that these curses still remain, embedded within the walls of the caves. Every night, the Tonberries gather here to pledge their hatred towards the five races of Vana'diel. They inflict cuts upon themselves and pour their blood onto altars, hence strengthening their rancor. | |||
'''Ifrit's Cauldron''' | '''Ifrit's Cauldron''' | ||
Ifrit's Cauldron is another name for the lava-filled crater located atop Mount Yuhtunga. It is within this crater that the monsters known as "bombs" are thought to be born. In exchange for protection against eruptions, for centuries the Mithra in Kazham have offered sacrifices to appease the cauldron's dwellers. Due to the large amount of volcanic gas that fills the area, extended trips to Ifrit's Cauldron are not recommended. | |||
'''Sacrificial Chamber''' | '''Sacrificial Chamber''' | ||
The deepest chamber of the Den of Rancor beneath the Temple of Uggalepih. Here the Tonberrys make bloody sacrifices to their goddess Uggalepih in revenge for Altana's crimes against her. You must use the Mahogany Door to do battle. | |||
'''Temple of Uggalepih''' | '''Temple of Uggalepih''' | ||
Hidden deep within the dense jungle of Eastern Elshimo lies a dark, ancient temple. While it is not known by whom, or for what reason this temple was built, it is currently occupied by the Tonberries, who use it as a place to worship the evil deity Uggalepih. The local Mithra fear this "temple of misery," and advise that all keep their distance. The technology used to construct its walls and pillars suggest that a high level of civilization was once centered in the surrounding jungles. However, nature has taken its course over the centuries, and now giant trees and plants slowly eat away at this once mighty structure. | |||
'''Yhoator Jungle''' | '''Yhoator Jungle''' | ||
The tropical Yhoator Jungle covers most of the Elshimo Highlands. While similar to the Yuhtunga Jungle, the overall altitude increase results in slight wildlife differences. Also, this jungle is teeming with the ruthless Tonberries. If a Mithra's prey escapes into this deadly jungle during a hunt, she will not follow, recognizing that the animal has chosen death over capture. | |||
== Fauregandi == | == Fauregandi == | ||
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'''Beaucedine Glacier''' | '''Beaucedine Glacier''' | ||
A severe ground where snow storms always rage. Deep crevasses abound in this region; falling here is likely fatal to a traveler. Around the glacier, ruins of the same type as the Horutoto ruins of Sarutabaruta were discovered. Controversy over the specific creators of these structures continue among archaeologists of Windurst and the priests of San d'Oria. | |||
'''Cloister of Frost''' | '''Cloister of Frost''' | ||
Home of the ice protocrystal which houses the celestial avatar Shiva, God of Frost. | |||
'''Fei'Yin''' | '''Fei'Yin''' | ||
The city of legend where it is assumed the Ancients lived. Very few people that set foot in the city come back alive. | |||
'''Pso'Xja''' | '''Pso'Xja''' | ||
These extensive underground ruins have been controlled by the Tenshodo for many years, its secrets known only to a select group of researchers. Archaeologists believe the grand hallways and countless chambers are the remains of a city populated by the ancients. However, the existence of numerous traps within the ruins lead others to dispute this theory. Reliefs that exhibit geometric patterns and avatars in recurring themes can also be found carved into the walls in several areas. The origins of these carvings still remains a mystery. What lies behind the Tenshodo's sudden decision to open the ruins to adventurers...? | |||
'''Qu'Bia Arena''' | '''Qu'Bia Arena''' | ||
The mysterious inner sanctum of the Ruins of Fei'Yin where the seal closing off the frozen northlands was placed after the Great War. It is the entrance to a number of different BCNM battles as well as some battles for missions and quests. You must use the Burning Circle to do battle. | |||
'''Ranguemont Pass''' | '''Ranguemont Pass''' | ||
An underground pass that connects the relatively tranquil outskirts of San d'Oria with the cold and hazardous mountainous Fauregandi region. To protect its citizens from the dangers inside and beyond, access to the depths of the pass is guarded by a small cadre of elite San d'Orian guards. | |||
''''The Shrouded Maw''' | ''''The Shrouded Maw''' | ||
This area is the entrance to one ENM battle. It is a single room area with no mobs. You must use the Memento Circle to do battle. | |||
== Gustaberg == | == Gustaberg == | ||
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'''Dangruf Wadi'''' | '''Dangruf Wadi'''' | ||
The Dangruf Wadi is a small gorge located near Mount Dangruf, an active volcano. Due to the extreme heat caused by the magma under the surface, numerous natural geysers can be found in this area. Long ago, the Galka often would come to bathe in the hot springs here to relieve the aches and pains caused by the long hours they worked in the mines. | |||
'''Korroloka Tunnel''' | '''Korroloka Tunnel''' | ||
A long tunnel that connects the continent of Quon with the Kuzotz region, a region made up of a number of tiny islands, the largest being a desert-covered landmass known as Zepwell. This gloomy tunnel can wreak havoc on even the most experienced of adventurers. | |||
'''North Gustaberg''' | '''North Gustaberg''' | ||
Situated to the north of Bastok, this valley is surrounded by steep mountains. Separated into east and west areas by towering cliffs, this rocky region remains desolate due to various mineral run-offs which contaminate the river water. However, the spectacular Drachenfall, located to the north, is considered to be one of the wonders of Vana'diel. | |||
'''Palborough Mines''' | '''Palborough Mines''' | ||
These caves were once a Quadav settlement until mythril, a rare ore, was discovered in its walls. It was not long before the Republic of Bastok sent its soldiers to drive the beastmen out of these caves. After the Quadav had been vanquished, the Humes used their newly invented explosives to transform the caves into a system of mines that would become the largest producer of mythril ore in the whole of Vana'diel. However, the Quadav recently retaliated by sending their own forces to reclaim their former home. They remain in control of the mines to this day. | |||
'''South Gustaberg''' | '''South Gustaberg''' | ||
Spreading out to the south of Bastok is the rocky terrain of South Gustaberg. Plentiful with ore, hundreds of tunnels and mine shafts have been dug beneath the earth by Humes and Quadav alike. To the east, the Morhen Lighthouse can be found on the cliffs lining the Bastore Sea, its light guiding the way for the ferries and airships that traverse the area. | |||
'''Waughroon Shrine''' | '''Waughroon Shrine''' | ||
The sacred shrine of the Quadav located within their ancestral homelands that have become the Palborough Mines. You must use the Burning Circle to do battle. | |||
'''Zeruhn Mines''' | '''Zeruhn Mines''' | ||
These mines were recently dug out of the large rock formation that lies in the Mines District of Bastok when a vein of Darksteel Ore was discovered within. Zeruhn has since become a reliable source of iron and a small supplier of zinc, silver, and darksteel, and because of its location within the walls of Bastok, Zeruhn Mines is safer for miners than the nearby Palborough Mines. | |||
== Kolshushu == | == Kolshushu == | ||
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'''Bibiki Bay''' | '''Bibiki Bay''' | ||
This inlet in the southeast of Mindartia looks out on the Gugru Blue. Sheltered by a multitude of tiny islands, its tranquil waters were once used by Tarutaru fisher folk to farm vast quantities of shellfish and seaweed. | |||
After the Great War, the cultivation of Bibiki Bay was abandoned as the Mithra brought their expertise in fishing to the mainland. However, many of the bounties of aquaculture, including the magically enlarged shellfish known as uragnite, remained untouched. | |||
The Fishermen's Guild, seeing the bay's potential, recently paid for the right to begin fishing in the area. The guild intends to make their small fishing vessels, or manaclippers, as they are called, available for use by adventurers in the near future. | |||
Also, in order to bring in ordinary sightseers, the Fishermen's Guild is attempting to gain permission to land on the beautiful beaches of Purgonorgo Isle. | |||
They are currently conducting negotiations with the isle's mysterious and wealthy owner. | |||
'''Bibiki Bay - Purgonorgo Isle''' | '''Bibiki Bay - Purgonorgo Isle''' | ||
This island in the middle of the Bibiki Bay is accessible only via the Manaclipper. Due to its separation from the mainland, the island has developed its own ecosystem and unique species, including the Uragnites and Clots. | |||
'''Buburimu Peninsula''' | '''Buburimu Peninsula''' | ||
This relatively small peninsula is located on the east side of the Pamtam Straits. In comparison to the dry weather that plagues much of the Kolshushu Region, Buburimu is often visited by occasional squalls that provide enough water for certain grasses to grow. Also, on the eastern tip of the peninsula, a strangely shaped rock formation can be found. At night, the ore deposits within the formation give off a fluorescent light that acts as a marker for passing ships. The Tarutaru call this place the Kibubu Lighthouse. | |||
'''Labyrinth of Onzozo''' | '''Labyrinth of Onzozo''' | ||
This dark, maze-like labyrinth, ruled by the Lord of Onzozo, is littered with the bones of both fallen adventurers and prey alike. The labyrinth is filled with a huge variety of different types of animals, including large numbers of Sea Monks, Coeurls, Cockatrice and Scorpions. | |||
'''Manaclipper''' | '''Manaclipper''' | ||
This large fishing barge takes a variety of routes through Bikibi Bay. In addition to taking passengers back and forth between Bibiki Bay and Purgonorgo Isle, there are two sightseeing tours, one to Dhalmel Rock and one to the Maliyakaleya Reef, both of which depart/arrive from Bibiki Bay. | |||
The full route of the Manaclipper is: Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Maliyakaleya Reef Tour > Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Dhalmel Rock Tour. | |||
'''Maze of Shakhrami''' | '''Maze of Shakhrami''' | ||
This natural labyrinth was formed long ago, when water from the rivers above seeped through the crust and ate away at the rocks below. The fossils of great ancient beasts can often be found deep within this natural wonder. | |||
'''Mhaura''' | '''Mhaura''' | ||
Carved out of the cliff that faces the Strait of Pamtam, Mhaura is a peaceful port town that is part of the Federation of Windurst. Mhaura was originally a Tarutaru town, but thanks to the tolerant stance of the governor, many craftspeople of all races and nationalities have gathered here. | |||
'''Tahrongi Canyon''' | '''Tahrongi Canyon''' | ||
The twisting canyons of the Tahrongi were carved out of the surrounding mountains thousands of years ago when powerful rivers ran through the region. While this spectacle of nature awes all who pass through, the danger that lurks within its walls should not be underestimated. | |||
== Kuzotz == | == Kuzotz == | ||
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'''Cloister of Tremors''' | '''Cloister of Tremors''' | ||
Home of the earth protocrystal which houses the celestial avatar Titan, God of Tremors. | |||
'''Eastern Altepa Desert''' | '''Eastern Altepa Desert''' | ||
The eastern half of Zepwell Island is made up of this arid desert wasteland. While remnants of the ancient Galkan civilization that once thrived here dot the landscape, today the area is dominated by sand, wind, and the occasional antican that roams the dunes. | |||
'''Chamber of Oracles''' | '''Chamber of Oracles''' | ||
This mysterious chamber lies deep beneath the sands of Zepwell Island. The white, bone-like walls and pillars closely resemble those found scattered about Vana'diel. | |||
'''Quicksand Caves''' | '''Quicksand Caves''' | ||
Once a thriving metropolis for the proud Galka, these caves still house numerous monolithic pillars and statues that, in many places, remain untouched by the sands of time. However, long ago, the Antica drove the Galka from their homes, and the tunnels were transformed into a giant nest. As a result of the constant digging of entrances and exits by the insect-like beings, the caves are relentlessly bombarded with a flow of sand from the desert above. It will not be long before the caves are completely filled and a piece of Galkan history is lost forever. However, this is of no concern to the Antica... | |||
'''Rabao''' | '''Rabao''' | ||
This desert oasis, supported by the Rabao Spring, lies towards the north end of Zepwell Island and is surrounded by the vast Altepa Desert. Notwithstanding its location, enterprising merchants have erected tent-shops in an effort to capitalize on stranded adventurers in need of aid. Due to its close ties with San d'Oria , there are a few San d'Orian auction house representatives here who are able to provide access to that nation's auction house. | |||
'''Western Altepa Desert''' | '''Western Altepa Desert''' | ||
This enormous expanse of desert covers the entire western half of Zepwell Island. Out of its center rises Revelation Rock, which was once used by the Galka as a location for spiritual training. To the northeast, one can find the largest oasis of the desert-Rabao. | |||
== Li'Telor == | == Li'Telor == | ||
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'''The Boyahda Tree''' | '''The Boyahda Tree''' | ||
The "Boyahda Tree", the largest tree of Zi'Tah, is said to have lasted tens of thousands of years. The cave made by its decaying roots is now called the same name. The fantastic space is wrapped in light by the shining moss growing on the cave walls. Also a subspecies of the atrocious walking plant Mandragora comes to this region for nesting and food. | |||
'''Cloister of Storms''' | '''Cloister of Storms''' | ||
Home of the lightning protocrystal which houses the celestial avatar Ramuh, God of Storms. | |||
'''Dragon's Aery''' | '''Dragon's Aery''' | ||
Nestled high above the the peaceful tree-lined areas of The Boyahda Tree and The Sanctuary of Zi'Tah lies this trecherous plot of land home to some of the strongest creatures to roam Vana'diel. The aery, or nest, while home to some more common animals, is often guarded by one of two powerful Wyrms. | |||
'''Hall of the Gods''' | '''Hall of the Gods''' | ||
This long corridor is the final safe resting place before entering the vast etheral expanses of Tu'Lia. Statues adorn the interior of the hall, and a large statue of Promathia stands tall; one of the few grand monuments to the god of darkness that still stands in Vana'diel today. | |||
'''Ro'Maeve''' | '''Ro'Maeve''' | ||
This ampitheater-like area is comprised of a series of levels leading up to the top, where one can enter the Hall of the Gods. The high walls made of a bone-like material make for a labyrinthine atmosphere, where dangerous beasts can lurk behind the next turn. Caution is suggested when traversing this dangerous area. | |||
'''The Sanctuary of Zi'Tah''' | '''The Sanctuary of Zi'Tah''' | ||
The coniferous forest that is at the entrance to the Li'Telor region. At noon little light reaches the forest floor, blocked by trees that are thousands of years old. However throughout the forest are crystals that are illuminated and shine onto their surroundings eerily even during the day. Here was believed by the people of Vanadiel to be the region of gods, and was rare for people to visit unless on pilgrimage to Ro Maeve, or Goblin Highwaymen. | |||
== Lumoria == | == Lumoria == |
Revision as of 23:11, 2 September 2007
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.
The Federation of Windurst
Heavens Tower
This tower in the center of the Federation of Windurst is home to the leader of the federation, the mystic Star Sibyl who resides on the top floor. Additional governmental functions are carried out in the lower levels of the tower, including the acquisition of World Passes, allegiance changes, and ballista registration. Access to the Star Sibyl is severly limited and strictly enforced.
Port Windurst
The port of the Federation of Windurst is home to the Fisherman's Guild and Air Travel Agency, which provides access to Jeuno. Also present in port are a number of shops providing especially good services to the new adventurer. The Orastery, located in Fishmonger Landing, is the department of Magic and home to Minister Ajido-Marujido. A nosy adventurer can stumble upon the terrifying Star Onion Brigade if they are not careful!
Windurst Walls
This quiet, residential area of Federation of Windurst provides a home away from home for some of the more respected residents of the Federation. Accessible from all other areas of Windurst, the Walls district also provides access to the North Auction House. To the extreme north of the Walls district is the abandoned House of the Hero, underneath which is a hidden and guarded passageway into the Toraimarai Canal.
Windurst Waters
This massive district to the west of the Blacktea River, lies along the western edge the Federation of Windurst. Along with a variety of Shops, the Cooking Guild is located in the nothern half of the zone, next to the Tavern and Hostelry. Also contained within this district are a variety of official government departments, including the Aurastery (Magic School), the Optistery (The Library of Magic), and the Rhinostery (living organism research).
Windurst Woods
This expansive district is the heart of the Federation of Windurst and provides a large number of services to adventurers. The South Auction House can be found at the south-east edge of the district, next to the chocobo stables. To the south lies the Weavers' and Boneworkers' Guilds. The Manustery, which deals with the development of the Cardians, lies in the center of the district. And to the north is the Dhalmel Farm run by Illu Bohjaa, and Mithra Groves, home to Nanaa Mihgo.
The Grand Duchy of Jeuno
Port Jeuno
The transportation capital of Vana'diel, the port of Jeuno provides round-the-clock access to the nations of San d'Oria, Windurst and Bastok, along with providing airship service to Kazham. With access by foot to both the Qufim region (via Qufim Island) and the Mindartia Continent (via Sauromugue Champaign, not to mention chocobo stables and access to the Jeuno Auction House, the Jeuno Port provides adventures with unprecedented access to both zones and items.
Lower Jeuno
The lower level of Jeuno, otherwise known as Market Bridge, is filled with a wide variety of shops selling everything an aspiring adventurer could need. While somewhat hidden in the depths of the district, even the Goblins and Tenshodo have set up shops here. If the shops don't sell what you are looking for, the Lower Auction House will often have your desired item listed. Reflecting the fact that the lower level of Jeuno is considered by many to be the center of Vana'diel commerce, the Chamber of Commerce and Industry is located here. Chocobos can also be rented here for access to Rolanberry Fields.
Upper Jeuno
The upper level of Jeuno, also known as the Artisan Bridge, is home to a few shops and merchants. The dichotomy of the district is readily apparant as the Temple of the Goddess and infirmary lie a few steps from weapon and shield shops, and a block away from the Marble Bridge Tavern. The Auction House is accessible from this district as well, and chocobos can be rented to access to Batallia Downs.
Ru'Lude Gardens
The grounds of Kam'lanaut's grand estates, the Ru'Lude Gardens were named by the archduke himself and opened to the population as a place of respite in times of peace. Unfortunately, during the Crystal War, the gardens, the estate, and the bridge on which they were built were all destroyed by boulders thrown by gigas. After the war was over, the Ru'Lude Gardens were reconstructed on the roof of the residential tower on an even grander scale for all the people of Vana'diel to enjoy.
Minor Cities
Selbina
Selbina was once a prosperous town that acted as a strategic port for the navy of Mindartia and a waypoint for travelers. But with the resurgence in the popularity of air travel, the town is slowly returning its focus to the local industry of fishing and stock farming.
Mhaura
See Mhaura
Tavnazian Safehold
This settlement is an extension of the underground complex that served as a haven for the survivors of the war-ravaged Tavnazian Marquisate. As the ruins of the city above are still occupied by the remnants of the beastmen armies, the people of the Safehold below are concerned primarily with survival. The Tavnazian Safehold has sufficient resources to function as a town, though there is little of the unmatched wealth and beauty of the once proud capital.
Outland Cities
Kazham
See Kazham
Norg
See Norg
Rabao
See Rabao
Aragoneu
Altar Room
Home to the most senior Yagudo. Used in the Magicite mission and the A Moral Manifest? quest.
Attohwa Chasm
Attohwa, meaning arid in ancient Mithra, is the name given to the chasm that traverses the eastern part of Aragoneu. As the name suggests, very little rain falls here, resulting in a parched, broken land where poisonous gases erupt from cracks in the earth.
However, many unique forms of life have adapted to this harsh environment, ranging from the ant lions that forage for prey hiding under the ground, to the beautiful yet deadly gasponia flowers that feed on the noxious fumes.
Until recently, several forbidding cliffs had to be scaled in order to reach Attohwa Chasm, but due to the discovery of an underground route by a mountaineer, it is now possible for adventurers to travel to this inhospitable area with relative ease.
According to Mithran folklore, the mountaineer who discovered this route went in search of Parradamo Tor, a hill said to be found somewhere in the chasm, and was never heard from again...
Boneyard Gully
This area is the entrance to multiple ENM battles, as well being used in some quests and missions. You must use the Dark Miasma to do battle.
Castle Oztroja
The birdlike Beastmen known as the Yagudo spent decades carving this stronghold out of the mountains in the Meriphataud Range. In addition to being strictly guarded, the interior of the castle is extremely complex and littered with traps and curses that only members of the Yagudo Theomilitary have been informed of.
Garlaige Citadel
During the Great War, the armies of Altana, led by the first order of the Royal Knights of San d'Oria, reconstructed this underground fortress in hopes of taking the beastmen armies in Sauromugue by surprise. Outfitted with hundreds of troops from all three nations, the forces of Altana were successful in their attacks on the beastmen--until an enemy unit discovered a secret entrance to the citadel. This miscalculation resulted in the slaughter of all within the fortress, dealing a severe blow to the allied forces.
Meriphataud Mountains
Unrelenting dust storms and a severe climate make for a harsh environment that is inhabited by few. Castle Oztroja, the Yagudo stronghold, can be found here, and its guards relentlessly patrol the surrounding hills. Also present is the colossal structure known as Drogaroga's Spine, an enormous bone-shaped structure that spans the area from west to east, severing it in the middle. Drogaroga's Spine is believed by many denizens of Vana'diel to be the spine of the great dragon Drogaroga, a mythological being that exsisted at the begining of the world.
Sauromugue Champaign
These windswept, desolate plains are situated on an arid peninsula that juts out into the Bastore Sea. Located near the Strait of Jeuno, this area is considered a gateway between the Mindartia and Quon continents. Due to this prime location, numerous kingdoms and various beastman forces have struggled for control of the terrain. The struggle continues to this day--even with the advent of the airship and its revolutionary impact on travel.
Derfland
Beadeaux
Located deep within the Pashhow Marshlands, far from the reach of Bastokan and San d'Orian forces, the Quadav began building their main stronghold after their defeat in the Great War. To continue the construction of their city, they have relentlessly stolen large quantities of the non-rusting mythril from Bastok, as well as the techniques used by the republican craftsmen.
Crawlers' Nest
This web-filled cave plays home to the pests that plague the Rolanberry Fields: the crawlers. While the extermination of these insects by adventurers is approved and rewarded, not once has the Jeunoan military led a full-force attack on the nest. Theories suggest that the lack of support from Jeuno is due to the economic benefits the duchy receives from the sale of silk, a valuable commodity that often accompanies the yellow and black pests.
Pashhow Marshlands
In direct contrast to the highlands that surround it, the Pashhow Marshlands are located near sea level, resulting in a wet, swampy landscape. The countless bogs and floating islands of vegetation make the area extremely difficult to traverse. However, the presence of the Quadav is what causes many travelers to shun this dangerous territory.
Qulun Dome
This dark chamber beneath the Beastmen stronghold of Beadeaux is the domain of the Quadav leader Za'Dha the Adamantking.
Rolanberry Fields
For centuries, this area has been used to cultivate fields of the sweet fruit known as the rolanberry. Considered a delicacy by Humes and the Elvaan, the farmers in this region have perfected their methods of agriculture and are now able to harvest the sweet berries year round. Three great bridges at the Rolanberry Fields' northeastern tip connect the region with its neighboring areas: the Lord Bolicevre Bridge leads to the Batallia Downs, the Market Bridge leads to the Grand Duchy of Jeuno, and the Great Jeuno Bridge grants access to the Sauromugue Champaign.
Elshimo Lowlands
Kazham
After crossing the Pamtam Straits, Kazham is the final spot to rest before entering the Yuhtunga Jungle. The village, a mixture of huts, simple bridges and caves, is home to a number of Mithra and tamed Opo-opo. There are a few shops which cater to the adventures about to seek fame and fortune in the jungles, but otherwise the village has a residential atmosphere. Due to its close ties with Windurst, there are a few Windurstian auction house representatives here who are able to provide access to that nation's auction house.
Norg
To access Norg, one must make their way through the treacherous Sea Serpent Grotto, located deep beneath the jungles of Elshimo Island. Once there, adventurers can at once see the unglamourous life of the Tenshodo, who call this home. While there are a few merchants selling their wares, there are no formal shops. Note that the Quay, which provides easy access for certain Tenshodo members, is not open to adventurers. Due to its close ties with Bastok, there are a few Bastokan auction house representatives here who are able to provide access to that nation's auction house. Also, due to a hidden underground exit-only passageway, chocobos rented here are able to access Yuhtunga Jungle without having to travel back through the Grotto.
Sea Serpent Grotto
This giant sea cave was dug out of the western Elshimo cliffs by the amphibious beastmen known as the Sahagin. The cave is supposedly named after the central figure of the Sahagin religion-a sea serpent that once lived within the grotto. The stench of rotting fish and the whale oil used to light the torches often keep adventurers with weak stomachs at bay.
Yuhtunga Jungle
The tropical rainforest known as the Yuhtunga Jungle comprises the majority of the Elshimo Lowlands. Due to the hot and humid conditions found throughout the area, a variety of plant life, from giant vines to carnivorous flowers, has evolved over the centuries. In the southernmost part of the jungle, a number of small waterfalls can be found in a place known as the Hidden Valley. According to local legend, faeries gather around the falls, and the Mithra of Kazham often travel here as part of their purification rituals.
Elshimo Uplands
Cloister of Flames
Home of the fire protocrystal which houses the celestial avatar Ifrit, God of Flames.
Cloister of Tides
Home of the water protocrystal which houses the celestial avatar Leviathan, God of Tides.
Den of Rancor
Dug by the Tonberries, this stretch of tunnel extends deep beneath the Temple of Uggalepih. It is said that the Tonberries chanted curses while digging, and that these curses still remain, embedded within the walls of the caves. Every night, the Tonberries gather here to pledge their hatred towards the five races of Vana'diel. They inflict cuts upon themselves and pour their blood onto altars, hence strengthening their rancor.
Ifrit's Cauldron
Ifrit's Cauldron is another name for the lava-filled crater located atop Mount Yuhtunga. It is within this crater that the monsters known as "bombs" are thought to be born. In exchange for protection against eruptions, for centuries the Mithra in Kazham have offered sacrifices to appease the cauldron's dwellers. Due to the large amount of volcanic gas that fills the area, extended trips to Ifrit's Cauldron are not recommended.
Sacrificial Chamber
The deepest chamber of the Den of Rancor beneath the Temple of Uggalepih. Here the Tonberrys make bloody sacrifices to their goddess Uggalepih in revenge for Altana's crimes against her. You must use the Mahogany Door to do battle.
Temple of Uggalepih
Hidden deep within the dense jungle of Eastern Elshimo lies a dark, ancient temple. While it is not known by whom, or for what reason this temple was built, it is currently occupied by the Tonberries, who use it as a place to worship the evil deity Uggalepih. The local Mithra fear this "temple of misery," and advise that all keep their distance. The technology used to construct its walls and pillars suggest that a high level of civilization was once centered in the surrounding jungles. However, nature has taken its course over the centuries, and now giant trees and plants slowly eat away at this once mighty structure.
Yhoator Jungle
The tropical Yhoator Jungle covers most of the Elshimo Highlands. While similar to the Yuhtunga Jungle, the overall altitude increase results in slight wildlife differences. Also, this jungle is teeming with the ruthless Tonberries. If a Mithra's prey escapes into this deadly jungle during a hunt, she will not follow, recognizing that the animal has chosen death over capture.
Fauregandi
Beaucedine Glacier
A severe ground where snow storms always rage. Deep crevasses abound in this region; falling here is likely fatal to a traveler. Around the glacier, ruins of the same type as the Horutoto ruins of Sarutabaruta were discovered. Controversy over the specific creators of these structures continue among archaeologists of Windurst and the priests of San d'Oria.
Cloister of Frost
Home of the ice protocrystal which houses the celestial avatar Shiva, God of Frost.
Fei'Yin
The city of legend where it is assumed the Ancients lived. Very few people that set foot in the city come back alive.
Pso'Xja
These extensive underground ruins have been controlled by the Tenshodo for many years, its secrets known only to a select group of researchers. Archaeologists believe the grand hallways and countless chambers are the remains of a city populated by the ancients. However, the existence of numerous traps within the ruins lead others to dispute this theory. Reliefs that exhibit geometric patterns and avatars in recurring themes can also be found carved into the walls in several areas. The origins of these carvings still remains a mystery. What lies behind the Tenshodo's sudden decision to open the ruins to adventurers...?
Qu'Bia Arena
The mysterious inner sanctum of the Ruins of Fei'Yin where the seal closing off the frozen northlands was placed after the Great War. It is the entrance to a number of different BCNM battles as well as some battles for missions and quests. You must use the Burning Circle to do battle.
Ranguemont Pass
An underground pass that connects the relatively tranquil outskirts of San d'Oria with the cold and hazardous mountainous Fauregandi region. To protect its citizens from the dangers inside and beyond, access to the depths of the pass is guarded by a small cadre of elite San d'Orian guards.
'The Shrouded Maw
This area is the entrance to one ENM battle. It is a single room area with no mobs. You must use the Memento Circle to do battle.
Gustaberg
Dangruf Wadi'
The Dangruf Wadi is a small gorge located near Mount Dangruf, an active volcano. Due to the extreme heat caused by the magma under the surface, numerous natural geysers can be found in this area. Long ago, the Galka often would come to bathe in the hot springs here to relieve the aches and pains caused by the long hours they worked in the mines.
Korroloka Tunnel
A long tunnel that connects the continent of Quon with the Kuzotz region, a region made up of a number of tiny islands, the largest being a desert-covered landmass known as Zepwell. This gloomy tunnel can wreak havoc on even the most experienced of adventurers.
North Gustaberg
Situated to the north of Bastok, this valley is surrounded by steep mountains. Separated into east and west areas by towering cliffs, this rocky region remains desolate due to various mineral run-offs which contaminate the river water. However, the spectacular Drachenfall, located to the north, is considered to be one of the wonders of Vana'diel.
Palborough Mines
These caves were once a Quadav settlement until mythril, a rare ore, was discovered in its walls. It was not long before the Republic of Bastok sent its soldiers to drive the beastmen out of these caves. After the Quadav had been vanquished, the Humes used their newly invented explosives to transform the caves into a system of mines that would become the largest producer of mythril ore in the whole of Vana'diel. However, the Quadav recently retaliated by sending their own forces to reclaim their former home. They remain in control of the mines to this day.
South Gustaberg
Spreading out to the south of Bastok is the rocky terrain of South Gustaberg. Plentiful with ore, hundreds of tunnels and mine shafts have been dug beneath the earth by Humes and Quadav alike. To the east, the Morhen Lighthouse can be found on the cliffs lining the Bastore Sea, its light guiding the way for the ferries and airships that traverse the area.
Waughroon Shrine
The sacred shrine of the Quadav located within their ancestral homelands that have become the Palborough Mines. You must use the Burning Circle to do battle.
Zeruhn Mines
These mines were recently dug out of the large rock formation that lies in the Mines District of Bastok when a vein of Darksteel Ore was discovered within. Zeruhn has since become a reliable source of iron and a small supplier of zinc, silver, and darksteel, and because of its location within the walls of Bastok, Zeruhn Mines is safer for miners than the nearby Palborough Mines.
Kolshushu
Bibiki Bay
This inlet in the southeast of Mindartia looks out on the Gugru Blue. Sheltered by a multitude of tiny islands, its tranquil waters were once used by Tarutaru fisher folk to farm vast quantities of shellfish and seaweed.
After the Great War, the cultivation of Bibiki Bay was abandoned as the Mithra brought their expertise in fishing to the mainland. However, many of the bounties of aquaculture, including the magically enlarged shellfish known as uragnite, remained untouched.
The Fishermen's Guild, seeing the bay's potential, recently paid for the right to begin fishing in the area. The guild intends to make their small fishing vessels, or manaclippers, as they are called, available for use by adventurers in the near future.
Also, in order to bring in ordinary sightseers, the Fishermen's Guild is attempting to gain permission to land on the beautiful beaches of Purgonorgo Isle.
They are currently conducting negotiations with the isle's mysterious and wealthy owner.
Bibiki Bay - Purgonorgo Isle
This island in the middle of the Bibiki Bay is accessible only via the Manaclipper. Due to its separation from the mainland, the island has developed its own ecosystem and unique species, including the Uragnites and Clots.
Buburimu Peninsula
This relatively small peninsula is located on the east side of the Pamtam Straits. In comparison to the dry weather that plagues much of the Kolshushu Region, Buburimu is often visited by occasional squalls that provide enough water for certain grasses to grow. Also, on the eastern tip of the peninsula, a strangely shaped rock formation can be found. At night, the ore deposits within the formation give off a fluorescent light that acts as a marker for passing ships. The Tarutaru call this place the Kibubu Lighthouse.
Labyrinth of Onzozo
This dark, maze-like labyrinth, ruled by the Lord of Onzozo, is littered with the bones of both fallen adventurers and prey alike. The labyrinth is filled with a huge variety of different types of animals, including large numbers of Sea Monks, Coeurls, Cockatrice and Scorpions.
Manaclipper
This large fishing barge takes a variety of routes through Bikibi Bay. In addition to taking passengers back and forth between Bibiki Bay and Purgonorgo Isle, there are two sightseeing tours, one to Dhalmel Rock and one to the Maliyakaleya Reef, both of which depart/arrive from Bibiki Bay.
The full route of the Manaclipper is: Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Maliyakaleya Reef Tour > Bibiki Bay > Purgonorgo Isle > Bibiki Bay > Dhalmel Rock Tour.
Maze of Shakhrami
This natural labyrinth was formed long ago, when water from the rivers above seeped through the crust and ate away at the rocks below. The fossils of great ancient beasts can often be found deep within this natural wonder.
Mhaura
Carved out of the cliff that faces the Strait of Pamtam, Mhaura is a peaceful port town that is part of the Federation of Windurst. Mhaura was originally a Tarutaru town, but thanks to the tolerant stance of the governor, many craftspeople of all races and nationalities have gathered here.
Tahrongi Canyon
The twisting canyons of the Tahrongi were carved out of the surrounding mountains thousands of years ago when powerful rivers ran through the region. While this spectacle of nature awes all who pass through, the danger that lurks within its walls should not be underestimated.
Kuzotz
Cloister of Tremors
Home of the earth protocrystal which houses the celestial avatar Titan, God of Tremors.
Eastern Altepa Desert
The eastern half of Zepwell Island is made up of this arid desert wasteland. While remnants of the ancient Galkan civilization that once thrived here dot the landscape, today the area is dominated by sand, wind, and the occasional antican that roams the dunes.
Chamber of Oracles
This mysterious chamber lies deep beneath the sands of Zepwell Island. The white, bone-like walls and pillars closely resemble those found scattered about Vana'diel.
Quicksand Caves
Once a thriving metropolis for the proud Galka, these caves still house numerous monolithic pillars and statues that, in many places, remain untouched by the sands of time. However, long ago, the Antica drove the Galka from their homes, and the tunnels were transformed into a giant nest. As a result of the constant digging of entrances and exits by the insect-like beings, the caves are relentlessly bombarded with a flow of sand from the desert above. It will not be long before the caves are completely filled and a piece of Galkan history is lost forever. However, this is of no concern to the Antica...
Rabao
This desert oasis, supported by the Rabao Spring, lies towards the north end of Zepwell Island and is surrounded by the vast Altepa Desert. Notwithstanding its location, enterprising merchants have erected tent-shops in an effort to capitalize on stranded adventurers in need of aid. Due to its close ties with San d'Oria , there are a few San d'Orian auction house representatives here who are able to provide access to that nation's auction house.
Western Altepa Desert
This enormous expanse of desert covers the entire western half of Zepwell Island. Out of its center rises Revelation Rock, which was once used by the Galka as a location for spiritual training. To the northeast, one can find the largest oasis of the desert-Rabao.
Li'Telor
The Boyahda Tree
The "Boyahda Tree", the largest tree of Zi'Tah, is said to have lasted tens of thousands of years. The cave made by its decaying roots is now called the same name. The fantastic space is wrapped in light by the shining moss growing on the cave walls. Also a subspecies of the atrocious walking plant Mandragora comes to this region for nesting and food.
Cloister of Storms
Home of the lightning protocrystal which houses the celestial avatar Ramuh, God of Storms.
Dragon's Aery
Nestled high above the the peaceful tree-lined areas of The Boyahda Tree and The Sanctuary of Zi'Tah lies this trecherous plot of land home to some of the strongest creatures to roam Vana'diel. The aery, or nest, while home to some more common animals, is often guarded by one of two powerful Wyrms.
Hall of the Gods
This long corridor is the final safe resting place before entering the vast etheral expanses of Tu'Lia. Statues adorn the interior of the hall, and a large statue of Promathia stands tall; one of the few grand monuments to the god of darkness that still stands in Vana'diel today.
Ro'Maeve
This ampitheater-like area is comprised of a series of levels leading up to the top, where one can enter the Hall of the Gods. The high walls made of a bone-like material make for a labyrinthine atmosphere, where dangerous beasts can lurk behind the next turn. Caution is suggested when traversing this dangerous area.
The Sanctuary of Zi'Tah
The coniferous forest that is at the entrance to the Li'Telor region. At noon little light reaches the forest floor, blocked by trees that are thousands of years old. However throughout the forest are crystals that are illuminated and shine onto their surroundings eerily even during the day. Here was believed by the people of Vanadiel to be the region of gods, and was rare for people to visit unless on pilgrimage to Ro Maeve, or Goblin Highwaymen.
Lumoria
Al'Taieu
The Garden of Ru'Hmet
Grand Palace of Hu'Xzoi
Empyreal Paradox
Movalpolos
Mine Shaft #2716
Newton Movalpolos
Oldton Movalpolos
Norvallen
Batallia Downs
Carpenters' Landing
Davoi
The Eldieme Necropolis
Jugner Forest
Monastic Cavern
Phanauet Channel
Qufim
Behemoth's Dominion
Lower Delkfutt's Tower
Middle Delkfutt's Tower
Qufim Island
Stellar Fulcrum
Upper Delkfutt's Tower
Ronfaure
Bostaunieux Oubliette
East Ronfaure
Fort Ghelsba
Ghelsba Outpost
Horlais Peak
King Ranperre's Tomb
West Ronfaure
Yughott Grotto
Tavnazian Archipelago/Marquisate*
Lufaise Meadows
Misareaux Coast
Monarch Linn
Phomiuna Aqueducts
Riverne - Site #A01
Riverne - Site #B01
Sacrarium
Sealion's Den
*Tavnazian Safehold
Tu'Lia
Celestial Nexus
La'Loff Amphitheater
Ru'Aun Gardens
Shrine of Ru'Avitau
Ve'Lugannon Palace
Sarutabaruta
Balga's Dais
East Sarutabaruta
Full Moon Fountain
Giddeus
Inner Horutoto Ruins
Outer Horutoto Ruins
Toraimarai Canal
West Sarutabaruta
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.
Vollbow
Cape Teriggan
Cloister of Gales
Gustav Tunnel
Kuftal Tunnel
Valley of Sorrows
Zulkheim
Gusgen Mines
Konschtat Highlands
La Theine Plateau
Ordelle's Caves
Selbina
Valkurm Dunes
The Empire of Aht Urhgan
Aht Urhgan Whitegate
Al Zahbi
Nashmau
Arrapago Islands
Arrapago Reef
Caedarva Mire
Hazhalm Testing Grounds
Ilrusi Atoll
Leujaoam Sanctum
Nashmau
Periqia
Talacca Cove
The Ashu Talif
Halvung Territory
Halvung
Lebros Cavern
Mount Zhayolm
Navukgo Execution Chamber
Mamool Ja Savagelands
Aydeewa Subterrane
Jade Sepulcher
Mamook
Mamool Ja Training Grounds
Wajaom Woodlands
Ruins of Alzadaal
Alzadaal Undersea Ruins
Nyzul Isle
Silver Sea Remnants
Arrapago Remnants
Bhaflau Remnants
Zhayolm Remnants
West Aht Urhgan
Aht Urhgan Whitegate
Al Zahbi
Bhaflau Thickets
The Colosseum - (Unreleased)
Promyvion
Hall of Transference, Dem
Hall of Transference, Holla
Hall of Transference, Mea
Promyvion - Dem
Promyvion - Holla
Promyvion - Mea
Promyvion - Vahzl
Spire of Dem
Spire of Holla
Spire of Mea
Spire of Vahzl
Limbus
Apollyon
Temenos
Dynamis
Dynamis - Bastok
Dynamis - Jeuno
Dynamis - San d'Oria
Dynamis - Windurst
Dynamis - Beaucedine
Dynamis - Xarcabard
Dreamworld Dynamis
Dynamis - Buburimu
Dynamis - Qufim
Dynamis - Valkurm
Dynamis - Tavnazia
Miscellaneous Zones
Diorama - Ghelsba Outpost
Diorama - Purgonorgo Isle
Mordion Gaol
Chocobo Circuit
Airships
Airship, Jeuno - Bastok
Airship, Jeuno - Kazham
Airship, Jeuno - San d'Oria
Airship, Jeuno - Windurst
Ferries
Ferry - Mhaura/Selbina
Ferry - Mhaura/Al Zahbi
Ferry - Nashmau/Al Zahbi
Manaclipper
Phanauet Channel