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Vana'diel is the world in which Final Fantasy XI is set.

History

Continental Geography

Vanadiel map

Map of the Middle Lands on Vana'diel

Vana'diel is broken up into regions across various landmasses, 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.

Quon

Quon is the largest continent of Vana'diel. Climates vary from the frigid cold of the northern glaciers to the sweltering heat of the southern deserts. This land has an abundance of plant and animal life, and a large variety of mammals make Quon their home. The Quon continent is populated by the Hume, Elvaan, and Galka races at a ratio of 6:3:1. The main nations are the Elvaan Kingdom of San d'Oria, situated in the central northern forest belt; the southern Hume Republic of Bastok, surrounded by mountains and desert; and the Hume-governed Duchy of Jeuno, built upon the bridges that connect Quon to the continent of Mindartia. The staple food of San d'Oria is wheat, while Bastok relies on harvesting rye and popotoes. Many regions also herd giant sheep as livestock. The advance troops of the Orcish Empire to the north and the stronghold of the Quadav in the swamplands to the east comprise the two main beastmen powers on the continent.

Regions

Mindartia

Mindartia is a continent situated to the east of Quon. With the exception of Sarutabaruta in the south and Li'Telor in the northeast, Mindartia is mainly composed of dry, rocky badlands. The vegetation here has adapted to suit the arid conditions, and animal life is dominated by reptile and insect species. The main races of people are the Tarutaru and the Mithra at a ratio of roughly 8:2. The Federation of Windurst is the homeland of the Tarutaru, and features the magical city of Windurst and the port town of Mhaura as its centers of civilization. Corn and popotoes are the staple food source of Windurst, with dhalmels and rarabs kept as livestock. The beastmen presence takes the form of the Yagudo Theomilitary, a race that makes its home to the west of the continent and maintains a pretense of friendly relations with Windurst.

Regions

Aradjiah

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The nearest portion of the 'near east,' Aradjiah.

Aradjiah is the area which was introduced with the expansion pack Treasures of Aht Urhgan and is referred to by characters throughout Vana'diel as "The Near East". The eponym region of Aht Urhgan is part of Aradjiah. Only a portion of the continent can be explored by players as the land mass actually extends off of the (second) besieged map.

Regions


Islands

Arrapago Islands

The Arrapago Islands lie north of the Aradjiah in the 'near east.' There is but one vestige of civilization left intact on the island, that of the port city of Nashmau. The rest of the lands are covered, generally in a haze. The greenness of the foliage should not distract visitors from the fact that Lamia, Imps, Qutrub, and Skeletons.

Regions

Elshimo

Elshimo is a large island situated South East of the Mindartia continent. It is a tropical Island and the original home of the Mithra. Here can be found Kazham and Norg, two relatively minor cities, as well as the remnants of the Kuluu Temple of Ugglepeth

Regions

Kuzotz Island

Kuzotz is a large desert Island to the South West of the Quon continent. It was once the home of the Galka and their early civilization, but is now overrun with the Antica. Kuzotz is also home to the Teleport-Altepa crystal. The only bastion of the enlightened races on this land is Rabao, a small trading outpost.

Regions

Qufim Island

Qufim Island is a small, crescent shaped Island just north of the city of Jeuno. Qufim is a very small region, though it is notable for having Delkfutt Tower, a creation of the ancient Zilart civilization.

Regions

Political Geography

Nations of the Enlightened Races

Republic of Bastok

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Seal of 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.

Kingdom of San d'Oria

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Crest of the Kingdom of San d'Oria

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

In modern times, much of the roar has faded from "the Great Lion." Politically weakening and financially insecure, 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. Of course, both of them contribute what they can while still trying to strangle one another. It is said that they were the closest of brothers at least until the debate over the crown began.

Federation of Windurst

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Symbol of the Federation of Windurst

Windurst, one of the oldest civilizations on Vana'diel, began in the south of the continent of Quon as a group of nameless Tarutaru tribes. The Tarutaru have, over the 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 throughout 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 Sibyl rules Windurst. She is believed to be the reincarnation 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. Serving under the Star Sibyl are the five ministries of Windurst: the Rhinostery, the Opistery, the Aurastery, the Manustery, and the Orastery. Each ministry is headed by a Tarutaru Minister, and is given a specific task.

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 Sibyl 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.

Grand Duchy of Jeuno

File:Jueno.jpg

An illustration of early 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.

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Flag of Jeuno

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.

The Empire of Aht Urhgan

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Crest of the Empire of Aht Urhgan

The Empire of Aht Urhgan is the enlightened political power on the Aradijiah continent. Aht Urhgan itself is a port city and also the namesake of the Empire which presumably stretches further east.

The Empire is not particularly popular among the other nations of Vana'diel due in large part to their non-involvement in the Crystal War. As the Empire fights to maintain control of the mysterious Astral Candescence, they receive an eye-for-an-eye plea of neutrality from each of the major nations of the 'middle lands.'

The Empire of Aht Urhgan mints its own currency. While most of the vendors accept gil currency, the official currency is imperial currency, which comes in various denominations based on the precious mineral of which the coin is made.

Beastmen Strongholds

Davoi

In modern times, Davoi is an Orc stronghold located on the continent of Quon between Jeuno and San d'Oria. Prior to the Great Crystal War, it was actually a small, remote Elvaan monestary. After overpowering the San d'Orian forces, the Orcs made it their primary base as the surrounding terrain was much to their liking and very defensible, particularly the Monastic Caverns in the heart of Davoi. Try as they may, the forces of the Kingdom of San d'Oria never regained the strength to wrest the region back from control of the beastmen.

Beadeux

Beadeux is the home of the Quadav. Located between Jeuno and Bastok, deep within the Pashhow Marshland, this choice of capital was as much a choice of necessity after defeat in the Crystal War as it was outside of the reach of the major allied stronghold's reach. The Quadav have burrowed into the ground here, and the deeper and darker the caverns become, the more dangerous they are as well as this is the home of the Adamantking.

The Movalpolis

Located in the mountains beneath Gustaberg, the Oldton Movalpolis and Newton Movalpolis are home to the Moblins. Moblins are generally agressive to adventurers that venture into their capital, but do not exert much in the way of political or military leverage against their neighbors.

Castle Zvahl

This massive castle sits atop the ridges in the Valdeaunia region, so massive in fact that it spans three zones, larger than any of the other strongholds. During the time of the Crystal War, this was the seat of the Shadow Lord, the dark lord that drew together all beastmen armies to make war on the enlightened races of Vana'diel. Even today, Yagudo, Quadav, Orcs, and Goblins all man the bastions here as well as the Shadow Lord's own kind; Kindred and other Demons.

Minor cities

Selbina

Selbina is a small fishing port town residing on the Valkurm Dunes. Here, new adventurers find haven from troublesome monsters. Outlets of the Fishermans' and Weavers' guilds are the primary attraction here. Selbina is a town independent of any nation, and maintains a quiet, neutral position. Most notable 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 as its Governor is chosen by the Star Sibyl, but carries no military force or official ties to the Grand Duchy of Jeuno. Mhaura is also home to an outlet of the Goldsmithing Guild.

Tavnazia

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 small city built into caves, 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 Chieftainess, 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

Norg is the pirate stronghold and 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 subterranean 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

Rabao is an oasis outpost 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.

Special locations

Tu'Lia

Nicknamed "sky" by the FFXI playerbase, Tu'Lia is the location for the Gate of the Gods. Tu'Lia is unique in the fact that one can go to Tu'Lia and fight "Gods", named after the Four Guardians in Chinese and Japanese folklore. These Four Beasts are: Seiryu (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.

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" or "Hieroglyphics" 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.

Al'Taieu

Al'Taieu is the land of the Luminarians, enlightened, ascended beings. The region itself is filled with pastel colors. Exterior locations are that of a valley, though it is flooded, and players spend most of the their time running along the shimmering blue surface of the water. The land itself is a mix of blue and white, the sky above peach or lavender, generally. English speaking players refer to this region, generally, as "sea" due to the massive amount of water.

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.

Demography

The Elvaan are a race of proud warriors, they are the founders of two legendary orders of knights in the nation of San d'Oria. Their design is much like the elves from the works of J. R. R. Tolkien; however, in contrast to the Tolkien-esque Elf mages and sorcerers of many other fantasy-themed MMORPGs, the Elvaan of Final Fantasy XI are almost exclusively martial warriors, having almost no natural aptitude for black magic. The Elvaan have great swordsmanship and are potent healers, though low on magic points and accuracy. Most Elvaan seem to eschew the business world, preferring a wandering life as itinerant swordsmen. The Elvaan were the first to use chocobos, farming and harvesting with them until the other races started to put saddles on them and use them for means of transportation.

The Galka capital city, located in the Altepa desert of Zepwell Island in the southwest corner of the Quon continent, fell to an attack from the Antica six centuries ago. The surviving Galka spread throughout Vana'diel, and a large number of them eventually settled in Bastok. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines in Bastok. However, it seems that some Galka have less than fond feelings for members of the Hume race. Also, it should be noted that the Galka reproduce through a form of reincarnation, and so have no specific gender (though they are called males generally). They are also the only race of people to have the ability to eat raw meat.

Humes do not have any overwhelming skill in magic or in fighting, but being balanced in all fields allows them to fit into whatever role they are needed in. Like most humans in fantasy fiction, they are described as an ethnically and politically diverse species. They are the most numerous of the races in Vana'diel.

The Kuluu are an ancient race that existed thousands of years before the present day. The Kuluu were considered inferior to the Zilart, and were not allowed inside the Zilart capital because they lost the "Whisper of the Soul" to the darkness, known as the Emptiness. This whisper allowed the Zilart to communicate with each other without actually speaking, and resulted in the Kuluu being disregarded and outcast. The Kuluu formed a pact with Bahamut shortly before their age ended, in which they promised to join Bahamut to prevent the spread of a dangerous phenomenon known as "The Emptiness" if it were to ever threaten Vana'diel. However, the lives of the Kuluu were cut short when they attempted to sabotage the Zilart plan to open the gates to Paradise. The explosion resulting from the sabotage killed most of the Kuluu, and transformed the rest into Tonberries. A few Kuluu who wanted the terrestrial avatar Diabolos, the ruler of dreams, to help them asked for his to help free them from the curse of the Emptiness, but the result also ended up transforming them into the Cryptonberries, a close relation of the Tonberries. Only two Kuluu survived this incident intact, however they were unaccounted for until the Chains of Promathia storyline began.

The Mithra  are a predominantly female race of hunters who live alongside the Tarutaru in Windurst. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which lend them an excellent sense of balance. They are known for their energy, curiosity, and mischievousness. The Mithra enjoy a friendly relationship with the Tarutaru, and their of mutual cooperation has made Windurst a nation of peace and prosperity. The Mithra are very dexterous and agile. The name of their race is probably derived from that of the Iranian deity Mithra. Mithra society is entirely matriarchal, and male mithra (who are exceedingly rare and therefore prized amongst their people) are never allowed to venture outside of their native villages.

The Tarutaru are a race of skilled mages who call Windurst their home. Although they resemble children in size, this does not reflect their age. In fact, the Tarutaru do not seem to change their appearance at all as they age. The Tarutaru are said to understand the importance of the balance between natural harmony and magic. Because of this understanding, they have produced some of the greatest mages in the world's history. It was their way of life that fueled the rapid reconstruction of Windurst after its destruction in the same war. The Tarutaru enjoy a friendly relationship with the Mithra, who live in Windurst as well after they were admitted to the nation by the Star Sibyl, the ruler of Windurst and moral leader of all Vana'diel. Tarutaru lack the physical strength and durability of their fellow enlightened races as a result of their racial prejudice towards magical study, but do control greater reserves of magical power (MP) as a result, and are the most studious and intelligent of the races of Vana'diel - although not the most wise or spiritual. In the storyline of the game they are often presented as heedless of caution - a trait which many players in Final Fantasy XI note as also applying to Tarutaru player characters. Archetypally, Tarutaru excel at the study of Black Magic and white magic and they excel most well in the ancient art of summoning, although the combination of their vast magical power, precise spellcraft, lack of caution and physical vulnerability has resulted in the death of many such Tarutaru Black Mages. Like any race in Final Fantasy XI, Tarutaru can play any job, as racial disadvantages can be overcome by numerous methods.

The Zilart are an ancient race that existed during the same time period as the Kuluu. They look similar to Humes (Humans) and are exceedingly intelligent. They possessed a trait known as the "whisper of the soul," which appears to be a form of telepathy. An offshoot of the Zilart formed without this trait, known as the Kuluu, and were treated as lesser beings by the Zilart (similar to the Enlightened Ones and the Earthbound from the Super Nintendo Entertainment System computer role-playing game Chrono Trigger). The Zilart's ultimate plan was to open a gateway to the Paradise of the Gods, using a massive system called the Gate of the Gods. The Gate was to be powered by the energy of Vana'diel's five Mothercrystals, channelled through giant power conduits to a central point at Delkfutt's Tower. They constructed a grand capital city named Tu'Lia, which is levitated into the sky by the channeling of the Mothercrystals' power. Tu'Lia was to be the gate, but at the moment of activation, the Kuluu sabotaged the Gate's power source, resulting in a cataclysmic meltdown that wiped out the land (known later as the Meltdown). In the game's first expansion "Rise of the Zilart", two surviving Zilartian princes are revealed -- the Jeunoan Archduke Kam'lanaut, and his elder brother Eald'narche. Their continued attempts to open the Gate of the Gods is the focus of the Rise of the Zilart storyline. In the game's second expansion Final Fantasy XI: Chains of Promathia, the Zilart are revealed to be alive and well, and a survivor of the Kuluu is also present.

Template:FFXI

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