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[[File:Architecture.webp|500px|center|Architecture]]
[[File:Architecture.webp|500px|center|Architecture]]


Architecture covers all of the non-natural construction found around the world we know as [[Vana'diel]]. Some architecture is primitive or perfunctory, while some is advanced and still others fall in between. These structures could be made by any race found in Vana'diel, and include: bridges, buildings, ports, roads, shops, establishments, huts, tents, or outpost vendors where an adventurer can buy goods and services.
[[:Category:Places of Interest|Places of Interest]] covers all of the non-natural construction found around the world we know as [[Vana'diel]]. Some architecture is primitive or perfunctory, while some is advanced and still others fall in between. These structures could be made by any race found in Vana'diel, and include: bridges, buildings, ports, roads, shops, establishments, huts, tents, or outpost vendors where an adventurer can buy goods and services.


The aim of this tree of documents is to provide a glimpse of the wonders wrought while maintaining a third-party vision. For this reason, we include not only the Allies [[Races]] architecture, but also the Beastmen architecture as well as that created by now extinct races. Bear in mind that Architecture, like Archaeology, is like solving a puzzle with more pieces missing than there are pieces in the hand.
The aim of this tree of documents is to provide a glimpse of the wonders wrought while maintaining a third-party vision. For this reason, we include not only the Allies [[Races]] places of interest, but also the Beastmen places of interest as well as that created by now extinct races. <!-- Bear in mind that Architecture, like Archaeology, is like solving a puzzle with more pieces missing than there are pieces in the hand. -->


==Major Cities==
Beginning with some of the more advanced structures, we encounter the cities that are principal in Final Fantasy. There are <span class="toau">5</span><span class="toaulive">4</span> such cities, each with its own flavor! Beginning with the so called 'starter' cities, where characters first begin their trek in this world, the cities are:


==[[:Category:City Architecture|Cities]]==
<div class="float-container">
Beginning with some of the more advanced structures, we encounter the '''[[:Category:City Architecture|Cities]]''' that are principal in Final Fantasy. There are 5 such cities, each with its own flavor! The so called 'starter' cities, where characters first begin their trek in this world, are:
<div class="float-container-item-left">{{Icon|Bastok|extra large|link=:Category:Bastok/Places of Interest{{!}}Places of Interest in Bastok}}</div>
*[[:Category:Bastokan Architecture|Bastok]] - a thriving industrial town of rough hewn rock, this City excels in innovation and inequality!
===[[:Category:Bastok/Places of Interest|Places of Interest in Bastok]]===
*[[:Category:Windurstian Architecture|Windurst]] - The center of magic, this City is widely spread so that the short legs of its denizens have to rely on teleport and warp for day to day transportation! The Mithran tribes now settled here help to bring some reality to the layout!
A thriving industrial town of rough hewn rock, Bastokan architecture is a mix of the practical, the inventive and the austere. With separate areas of this city housing different layers of its civilization, and with the ingenuity displayed by the Bastokan populace at finding solutions to problems, strange structures and marvels befall the eye at almost every turn!
*[[:Category:San d'Orian Architecture|San d'Oria]] - This military inspired City, with its regal history, has as its roots the long established traditions of old families. Now move along, Stranger!
</div>


Further along in the journey comes the city of [[:Category:Jeunoan Architecture|Jeuno]], The Mediator City, which seeks to unite the others to a common cause. As some of the more advanced adventurers will already know, there are various internal problems which the governments of the starter cities are unaware of!
<div class="float-container">
<div class="float-container-item-left">
{{Icon|San d'Oria|extra large|link=:Category:San d'Oria/Places of Interest{{!}}Places of Interest in San d'Oria}}</div>
===[[:Category:San d'Oria/Places of Interest|Places of Interest in San d'Oria]]===
Created by the long established military and regal traditions, San d'Orian architecture is based around castles, towers and spires. The San d'Orian skyline is unmistakable while the finish of the structures is of high quality and craftsmanship. With every stone perfectly in its place, the city has a crisp, clean look.
</div>


Still further yet we find the eastern city of [[:Category:Aht Urhgan Architecture|Aht Urhgan]].  This is truly the City under siege, both from within and from without. When the Beastmen take a break from attacking, the internal politics take over and the citizens have no rest! Mercenary, beware!
<div class="float-container">
<div class="float-container-item-left">
{{Icon|Windurst|extra large|link=:Category:Windurst/Places of Interest{{!}}Places of Interest in Windurst}}</div>
===[[:Category:Windurst/Places of Interest|Places of Interest in Windurst]]===
A city mostly built on water, Windurstian architecture is built harmoniously with the surrounding nature. The city layout and its structures are based around the mindset of the Tarus with some Mithran influence. Being the center of mystic and magic, teleporting around the widely spread city is a common occurence.
</div>


These are considered to be the 5 principal cities given the player-population of each. There are other towns and cities, and they will be covered in the following pages.
<div class="float-container">
<div class="float-container-item-left">
{{Icon|Jeuno|extra large|link=:Category:Jeuno/Places of Interest{{!}}Places of Interest in Jeuno}}</div>
===[[:Category:Jeuno/Places of Interest|Places of Interest in Jeuno]]===
Jeunoan Architecture is, in a word, vertical! Built over a bridge connecting the continents of [[Quon]] and [[Mindartia]], the city is layer upon layer of broad streets with plenty of homes and shops. Within the central tower connecting the levels of the city through staircases is the residential area. On top of the city are the extensive [[Ru'Lude Gardens]], home to the magnificent ducal palace.  
</div>


{{Cities/menu}}
<div class="float-container toau">
<div class="float-container-item-left">
{{Icon|Aht Urhgan|extra large|link=:Category:Aht Urhgan/Places of Interest{{!}}Places of Interest in Aht Urhgan}}</div>
===[[:Category:Aht Urhgan/Places of Interest|Places of Interest in Aht Urhgan]]===
Aht Urhgan is the eastern empire of the known world. There are lands lying further east, but little is known of these. Aht Urhgan comprises one large city divided into 3 wards - [[:Category:Al Zahbi/Places of Interest|Al Zahbi]] is the commoners ward, and prone to [[Beastmen]] attacks, [[:Category:Aht Urhgan Whitegate/Places of Interest|Aht Urhgan Whitegate]] is the merchants ward and more secure, while to the east lies the inaccessible Imperial ward which houses the Empress and her staff, along with senior members of the Empire.
</div>


==[[:Category:Town Architecture|Towns, Villages and Encampments]]==
==Towns, Villages and Encampments==
Further down the list come the towns and villages, which have been grouped together here under the heading of "Town Architecture". Examples of these are places such as those listed below, all of which are occupied by the peoples of [[Vana'diel]]. Lacking the funding and resources of the cities, many of these townships are built using local materials and whatever is suited to the local climate:
[[Vana'diel]] contains many smaller towns, villages and encampments. Each serving their own particular needs, the architecture is often more basic and functional, as well as being dependent on availability of local materials.


* [[Selbina/Architecture|Selbina]] This port, which is located in the harsh terrain of the [[Valkurm Dunes]], is a major center for fishing and has representation by both the Fishermens' Guild and the Weavers' Guild as well as a Sea Travel Agency allowing passage to far flung locations and destinations!
In some cases, such as [[Norg]] or [[Tavnazian Safehold]], the structures are carved out of the living rock. Other destinations may be tented, such as [[Rabao]], wooden structures like those found in [[Selbina]] or [[Kazham]], or even stone built structures such as are offered by [[Mhaura]]<span class="toau"> and [[Nashmau]]</span>.


* [[Mhaura/Architecture|Mhaura]] This town was carved out of the living rock which makes up the cliffs surrounding it. It boasts Guild representation from both the Goldsmiths and Blacksmiths, as well as a very busy Sea Travel Agency to both [[Selbina/Architecture|Selbina]] and [[Aht Urhgan Whitegate]].
===[[:Category:Selbina/Places of Interest|Places of Interest in Selbina]]===
This port, which is located in the harsh terrain of the [[Valkurm Dunes]], is a major center for fishing and has representation by both the [[Fishermen's Guild (Selbina)|Fishermen's Guild]] and the [[Weavers' Guild (Selbina)|Weavers' Guild]], as well as a [[Sea Travel Agency (Selbina)|Sea Travel Agency]] allowing passage to far flung locations and destinations!


* [[Rabao/Architecture|Rabao]] This hidden town is buried deep in the [[Western Altepa Desert]]. Common directions for finding it are "Ride a Dhalmel north for two days then turn right!". This tented township reflects the nomadic life of its inhabitants and has some interesting history associated.
===[[:Category:Mhaura/Places of Interest|Places of Interest in Mhaura]]===
This town was carved out of the living rock which makes up the cliffs surrounding it. It boasts Guild representation from both the [[Goldsmiths' Guild (Mhaura)|Goldsmiths]] and [[Blacksmiths' Guild (Mhaura)|Blacksmiths]], as well as a [[Sea Travel Agency (Mhaura)|Sea Travel Agency]] to<span class="toau"> both</span> [[Selbina]]<span class="toau"> and [[Aht Urhgan Whitegate]]</span>.


* [[Nashmau/Architecture|Nashmau]] Far to the north of [[Aht Urhgan Whitegate]] is this sleepy little port, mainly populated by [[Qiqirn]] and with access to the Auction Houses of Jeuno, Nomad Moogles and more, this solid, stone built fortress retains some of its eastern styling in its clean, open spaces while denying the dangers without.
===[[:Category:Rabao/Places of Interest|Places of Interest in Rabao]]===
This hidden town is buried deep in the [[Western Altepa Desert]]. It is an oasis centered on the natural freshwater spring people have coined [[Rabao Spring]]. The tented township reflects the nomadic life of its inhabitants and has some interesting history associated.  


* [[Norg/Architecture|Norg]] The very epitome of "a den of thieves", Norg is a place of castaways and strange secrets. Much of the goods provided through the Tenshodo comes through Norg, as does much of the Eastern Martial Arts training and equipment.
<div class="toau">
===[[:Category:Nashmau/Places of Interest|Places of Interest in Nashmau]]===
Far to the north of [[Aht Urhgan Whitegate]] is this sleepy little port, mainly populated by [[Qiqirn]] and with access to the Auction Houses of Jeuno, Nomad Moogles and more, this solid, stone built fortress retains some of its eastern styling in its clean, open spaces while denying the dangers without.
</div>


* [[Kazham/Architecture|Kazham]] Although not the original homeland, this lush tropical paradise is one of the original settlements of the Mithras. The town is governed by the current Mithran Chieftainess, [[Jakoh Wahcondalo]], and comprises mainly wooden structures with thatched roofs, better suited for repelling the tropical rainstorms that occur regularly here.
===[[:Category:Norg/Places of Interest|Places of Interest in Norg]]===
The very epitome of "a den of thieves", [[Norg]] is a place of castaways and strange secrets. Much of the goods provided through the Tenshodo comes through Norg, as does much of the Eastern Martial Arts training and equipment.


* [[Tavnazian Safehold/Architecture|Tavnazian Safehold]] Once a thriving city, this township now occupies what is left of the underground passageways that were once part of the Cathedral. Destroyed during the war, all inhabitants were thought to have perished, but life goes on despite the best efforts of the beastmen!
===[[:Category:Kazham/Places of Interest|Places of Interest in Kazham]]===
{{Town Architecture/menu}}
Although not the original homeland, this lush tropical paradise is one of the original settlements of the Mithras. The town is governed by the current Mithran Chieftainess, [[Jakoh Wahcondalo]], and comprises mainly wooden structures with thatched roofs, better suited for repelling the tropical rainstorms that occur regularly here.


==[[:Category:Beast City Architecture|Beastmen Built Cities and Encampments]]==
===[[:Category:Tavnazian Safehold/Places of Interest|Places of Interest in the Tavnazian Safehold]]===
Once a thriving city, this township now occupies what is left of the underground passageways that were once part of the Cathedral. Destroyed during the war, all inhabitants were thought to have perished, but life goes on despite the best efforts of the beastmen!
 
==Beastmen Built Cities and Encampments==
Cities and towns built by the very beastmen that threaten our daily existence! This group includes such venues as [[Castle Oztroja]], [[Castle Zvahl]], [[Beadeaux]] and [[Giddeus]] to name but a few!
Cities and towns built by the very beastmen that threaten our daily existence! This group includes such venues as [[Castle Oztroja]], [[Castle Zvahl]], [[Beadeaux]] and [[Giddeus]] to name but a few!
{{Beast Architecture/menu}}


==[[:Category:Abandoned Encampment Architecture|Encampments now under Beast Control]]==
==Abandoned and Forgotten Places==
Then we come to the "other" places, where settlements have been established and abandoned for one or another reason. This includes locations that were previously occupied by members of now-extinct races and now under Beastman control, such as [[Ru'Aun Gardens]], [[Ro'Maeve]], [[Temple of Uggalepih]] and more. Also included in this category are vacated encampments such as those found in [[Davoi]], [[Quicksand Caves]], [[Misareaux Coast]] and similar areas.
Then we come to the "other" places of interest, where settlements have been established and abandoned for one or another reason. This includes locations that were previously occupied by members of now-extinct races and now under Beastman control, such as [[Ru'Aun Gardens]], [[Ro'Maeve]], [[Temple of Uggalepih]] and more. Also included in this category are vacated encampments such as those found in [[Davoi]], [[Quicksand Caves]], [[Misareaux Coast]] and similar areas.
{{Abandoned Architecture/menu}}
 
----
{{PlacesOfInterestNavbox}}

Latest revision as of 23:59, 27 August 2024

Architecture

Places of Interest covers all of the non-natural construction found around the world we know as Vana'diel. Some architecture is primitive or perfunctory, while some is advanced and still others fall in between. These structures could be made by any race found in Vana'diel, and include: bridges, buildings, ports, roads, shops, establishments, huts, tents, or outpost vendors where an adventurer can buy goods and services.

The aim of this tree of documents is to provide a glimpse of the wonders wrought while maintaining a third-party vision. For this reason, we include not only the Allies Races places of interest, but also the Beastmen places of interest as well as that created by now extinct races.

Major Cities

Beginning with some of the more advanced structures, we encounter the cities that are principal in Final Fantasy. There are 54 such cities, each with its own flavor! Beginning with the so called 'starter' cities, where characters first begin their trek in this world, the cities are:

Places of Interest in Bastok

Places of Interest in Bastok

A thriving industrial town of rough hewn rock, Bastokan architecture is a mix of the practical, the inventive and the austere. With separate areas of this city housing different layers of its civilization, and with the ingenuity displayed by the Bastokan populace at finding solutions to problems, strange structures and marvels befall the eye at almost every turn!

Places of Interest in San d'Oria

Places of Interest in San d'Oria

Created by the long established military and regal traditions, San d'Orian architecture is based around castles, towers and spires. The San d'Orian skyline is unmistakable while the finish of the structures is of high quality and craftsmanship. With every stone perfectly in its place, the city has a crisp, clean look.

Places of Interest in Windurst

Places of Interest in Windurst

A city mostly built on water, Windurstian architecture is built harmoniously with the surrounding nature. The city layout and its structures are based around the mindset of the Tarus with some Mithran influence. Being the center of mystic and magic, teleporting around the widely spread city is a common occurence.

Places of Interest in Jeuno

Places of Interest in Jeuno

Jeunoan Architecture is, in a word, vertical! Built over a bridge connecting the continents of Quon and Mindartia, the city is layer upon layer of broad streets with plenty of homes and shops. Within the central tower connecting the levels of the city through staircases is the residential area. On top of the city are the extensive Ru'Lude Gardens, home to the magnificent ducal palace.

Places of Interest in Aht Urhgan

Aht Urhgan is the eastern empire of the known world. There are lands lying further east, but little is known of these. Aht Urhgan comprises one large city divided into 3 wards - Al Zahbi is the commoners ward, and prone to Beastmen attacks, Aht Urhgan Whitegate is the merchants ward and more secure, while to the east lies the inaccessible Imperial ward which houses the Empress and her staff, along with senior members of the Empire.

Towns, Villages and Encampments

Vana'diel contains many smaller towns, villages and encampments. Each serving their own particular needs, the architecture is often more basic and functional, as well as being dependent on availability of local materials.

In some cases, such as Norg or Tavnazian Safehold, the structures are carved out of the living rock. Other destinations may be tented, such as Rabao, wooden structures like those found in Selbina or Kazham, or even stone built structures such as are offered by Mhaura and Nashmau.

Places of Interest in Selbina

This port, which is located in the harsh terrain of the Valkurm Dunes, is a major center for fishing and has representation by both the Fishermen's Guild and the Weavers' Guild, as well as a Sea Travel Agency allowing passage to far flung locations and destinations!

Places of Interest in Mhaura

This town was carved out of the living rock which makes up the cliffs surrounding it. It boasts Guild representation from both the Goldsmiths and Blacksmiths, as well as a Sea Travel Agency to both Selbina and Aht Urhgan Whitegate.

Places of Interest in Rabao

This hidden town is buried deep in the Western Altepa Desert. It is an oasis centered on the natural freshwater spring people have coined Rabao Spring. The tented township reflects the nomadic life of its inhabitants and has some interesting history associated.

Places of Interest in Nashmau

Far to the north of Aht Urhgan Whitegate is this sleepy little port, mainly populated by Qiqirn and with access to the Auction Houses of Jeuno, Nomad Moogles and more, this solid, stone built fortress retains some of its eastern styling in its clean, open spaces while denying the dangers without.

Places of Interest in Norg

The very epitome of "a den of thieves", Norg is a place of castaways and strange secrets. Much of the goods provided through the Tenshodo comes through Norg, as does much of the Eastern Martial Arts training and equipment.

Places of Interest in Kazham

Although not the original homeland, this lush tropical paradise is one of the original settlements of the Mithras. The town is governed by the current Mithran Chieftainess, Jakoh Wahcondalo, and comprises mainly wooden structures with thatched roofs, better suited for repelling the tropical rainstorms that occur regularly here.

Places of Interest in the Tavnazian Safehold

Once a thriving city, this township now occupies what is left of the underground passageways that were once part of the Cathedral. Destroyed during the war, all inhabitants were thought to have perished, but life goes on despite the best efforts of the beastmen!

Beastmen Built Cities and Encampments

Cities and towns built by the very beastmen that threaten our daily existence! This group includes such venues as Castle Oztroja, Castle Zvahl, Beadeaux and Giddeus to name but a few!

Abandoned and Forgotten Places

Then we come to the "other" places of interest, where settlements have been established and abandoned for one or another reason. This includes locations that were previously occupied by members of now-extinct races and now under Beastman control, such as Ru'Aun Gardens, Ro'Maeve, Temple of Uggalepih and more. Also included in this category are vacated encampments such as those found in Davoi, Quicksand Caves, Misareaux Coast and similar areas.


Pages in category "Places of Interest"

The following 61 pages are in this category, out of 61 total.