Category:Places of Interest: Difference between revisions
(Created page with "__NOEDITSECTION____NOTOC__ 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...") |
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[[File:Architecture.webp|500px|center|Architecture]] | [[File:Architecture.webp|500px|center|Architecture]] | ||
[[: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]] | 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: | |||
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<div class="float-container-item-left">{{Icon|Bastok|extra large|link=:Category:Bastok/Places of Interest{{!}}Places of Interest in Bastok}}</div> | |||
===[[:Category:Bastok/Places of Interest|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! | |||
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{{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. | |||
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{{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. | |||
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{{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. | |||
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{{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. | |||
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== | ==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]]<span class="toau"> and [[Nashmau]]</span>. | |||
===[[: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! | |||
===[[: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>. | |||
===[[: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. | |||
<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> | |||
===[[: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. | |||
===[[:Category:Kazham/Places of Interest|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. | |||
==[[:Category: | ===[[: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! | ||
== | ==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. | ||
{{ | |||
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{{PlacesOfInterestNavbox}} |
Latest revision as of 23:59, 27 August 2024
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
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
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
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
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.
Places of Interest in Vana'diel | |
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Cities | |
Towns |
Subcategories
This category has the following 33 subcategories, out of 33 total.
P
Pages in category "Places of Interest"
The following 61 pages are in this category, out of 61 total.
B
C
- Carpenters' Guild (San d'Oria)
- Cathedral
- Chamber of Commerce and Industry
- Chamber of Passage
- Chocobo Stables (Windurst)
- Consulate of Bastok (San d'Oria)
- Consulate of Bastok (Windurst)
- Consulate of San d'Oria (Bastok)
- Consulate of San d'Oria (Windurst)
- Consulate of Windurst (Bastok)
- Consulate of Windurst (San d'Oria)
- Craftsmen's Eatery
- Culinarians' Guild (Windurst)