Category:Architecture

Revision as of 04:53, 26 November 2008 by *>Idun Midgardsormr (→‎Towns, Villages and Encampments)

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.

The aim of this series 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

Cities

Beginning with some of the more advanced structures, we encounter the Cities that are principal in Final Fantasy. There are 5 such cities, each with it's own flavor! The 'starter' cities, where characters first begin their trek in this world, are:

  • Bastok - a thriving industrial town of rough hewn rock, this City excels in innovation and inequality!
  • Windurst - The center of magic, this City is widely spread so that the short legs of it's denizens have to rely on warp for day to day transportation! The Mithran tribes now settled here help to bring some reality to the layout!
  • San D'oria - This military inspired City, with it's regal history, has as it's roots the long established traditions of old families. Now move along, stranger!

Further along in the journey comes the city of 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 starter cities are unaware of!

Still further yet we find the eastern city of Aht Urhgan. This is truly the City under seige, 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!

These are considered to be the 5 principal cities given the player-population of each.

City Architecture: ~ Ffxi flg 01l.jpg BastokFfxi flg 03l.jpg San d'OriaFfxi flg 04l.jpg WindurstFfxi flg 02l.jpg JeunoAhtUrhganFlag.jpg Aht Urhgan

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 in the menu below, all of which are occupied by the peoples of Vana'diel:

  • Selbina This port located in the harsh terrain of the Valkurm Dunes, is a major center for fishing and has representation for both the Fishermens' Guild and the Weavers' Guild as well as a Sea Travel Agency allowing passage to far flung locations and destinations!
  • 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 and Aht Urhgan Whitegate.
  • 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 it's inhabitants and has some interesting history associated.
  • 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.
  • NorgThe very epitomy of "a den of thieves", Norg is a place of castaways and strange secrets. Much of the goods provided through the Tenshodo comes from Norg, as does much of the Eastern Martial Arts training and equipment.

Town Architecture: ~ SelbinaMhauraRabaoNashmauKazhamNorgTavnazian Safehold


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Architecture in Kazham

Kazham
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Kazham Locations

Architecture in the Tavnazian Safehold This underground settlement does not have any permanent shops. Merchants sell their goods in a disorganized manner in the underground complex.

Tavnazian Safehold
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Tavnazian Safehold Locations
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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, Quicksand Caves and Giddeus to name but a few!

Beastmen Architecture: ~ Castle ZvahlCastle OztrojaGiddeusBeadeauxMovalpolosFort GhelsbaHalvungMamook


Encampments now under Beast Control

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, Beadeaux, Misareaux Coast and similar areas.

Abandoned Architecture: ~ Tu'liaAl'TaieuRo'MaeveTemple of UggalepihQuicksand CavesPso'XjaOuter Horutoto RuinsFei'YinGusgen MinesLower Delkfutt's Tower

This article uses material from the "Category:Architecture" article on FFXIclopedia and is licensed under the CC-BY-SA License.

Subcategories

This category has the following 4 subcategories, out of 4 total.

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B

C

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