|
 |
Final Fantasy

|
|
Final Fantasy XI’s New Expansion Shines New Light
Treasures of Aht Urhgan is the latest expansion to the world of FFXI. Upgrading to this allows you to explore an unseen world, enrol in all new jobs, and experience an all new storyline! Previously unseen NPCs will cross your path as you make your way to battles unfought.
|
|
Mamook
The capital of Mamool Ja, is found deep in a forest on a peninsula west of the Aht Urgan Empire.
The capital is surrounded by wooden structures, which are burned down and rebuilt every few years
to control parasite infections. Mamook is said to be protected from evil by sacred stones in
each area of the capital, which are believed to contain spirits of fallen Mamool Ja heroes.
Arrapago Reef
The Arrapago Reef is highly dangerous and well known for stranding ships. This area became
the final bastion for a kingdom that Aht Urhgan attacked and destroyed. That kingdom's
treasure is said to be in the coastal caverns. Lamiae use this area as their stronghold and
the sleepless undead are also found here.
The Empire of Aht Urhgan
This huge nation is found in the Aradjiah Continent, east of Mindartia. This Empire is governed by
the Divine Empress. In the Crystal War, the allied forces of Altana requested the aid of the Aht
Urgan armies. The Empire did not dispatch any soldiers, which led to the diplomatic distance
between Near East and the Western nations. The Empire is now at war with Far Eastern neighbours.
Al Zahbi
The city of Al Zahbi is the capital of the western half of the Empire of Aht Urgan. The roofs of
the stone buildings of the city join to form paths around structures built higher up, and so the
city can be compared to a type of labyrinth. The symbol of the Empire, the two headed snake king
Zahak, is represented in the form of serpentine designs throughout the city.
Al Zahbi is split up into three different areas or wards.
First is the Commoner's Ward. This is quite a new ward and is home to residents who have not
been granted or have been stripped of their citizenship. Due to the location being on the
outskirts of town, Beastmen attacks are very common.
Next is the Merchant's Ward, which is the western gate to the Empire. Merchants and craftmen call
this area home, they provide their services to traders, mercenaries and adventurers. Two ports
are also found here, one faces the north inland sea, and the other facing the open southern sea.
Last is the Ward, found behind a colossal white wall, keeping it separate from the rest of the
city, the Imperial Ward. In the area is the imperial palace, military facilities and the
homes of the imperial area. Non-cititzens are forbidden the enter this Ward.
Aydeewa Subterrane
This area used to be a site of the ancient Olduum civilisation, before it sank into the ocean. It
is now a huge tunnel network below Wajaom Woodlands, and is covered in subterranean plants.
The Empire had been maintaining the area up until recently when beastmen threat became
overwhelming.
Nashmau
On the Azouph Isle, north from the Imperial capital, is home of the diminutive beastmen, the
Qiqirn. Nashmau was once a supply base for the Imperial Navy and has since been abandoned after a
plague hit the population. The Qiqirn have reopened part of the port to trade with fishermen and
other visitors. To the east of Nashmau is a stretch of mudlands, the Deadmist Marsh.
Wajaom Woodlands
Wajaom (meaning abundance) woodlands is to the west of the Imperial capital. Creatures that call
this area home include a type of bird with rapid wingbeats, called "fauna" and bees that build
enormous hives.
Mount Zhayolm
This twin active volcano rises from the islands of Vozold and Zazalda, across the ocean from Cape
Mazklah. This area is home to the Troll Mercenaries. The volcanic ash and the occasional sulphuric
gas have made this wasteland almost completely empty of plant and animal life.
Halvung
At the base of Mounth Zhayolm is the city of Halvung. This city is a military fortification built
by the Troll Mercenaries and was based on the design on the mobile homeland of the Moblins. Due
to the underground location of Halvung, metal and jewellery is crafted using the abundant geothermal
energy of the volcano.
Caedarva Mire
Caedarva (meaning illusion) Mire is a swampland which cover Azouph Isle. The whole area at all
times is covered in a dense fog, despite this a variety of animals and plant life can be found
here, such as wild rice, lotuses and thickets of shrubs.
Return to Top of Article
|
|
|
Blue Mage
The Blue Mage is described as Mysterious, Powerful and Dangerous. This job will allow the player
to learn and use the abilities of their enemies. They can also use their elegantly curved blades
for close combat.
Corsair
This job is discribed as Free-spirited, Unpredictable and Vengeful. The Corsair (or Pirate) job
will use weapons such as a multi-barreled revolver. And use abilities based on Luck during battle.
Puppetmaster
The Puppetmaster is described as Inventive, Challenging and Entertaining. This job allows the use
of a customizable puppet known as an automaton. They can also use their hand-to-hand fighting
skills as back up during battles.
Return
to Top of Article |
|
|
Nashmeira II
Rarely seen in public, Nashmeira II is the Empress of Aht Urhgan. She claims herself to be the
Empire, the very embodiment of the nation. Nashmeira has recently ordered a large recruitment of
mercenaries in order to deal with barbaric races in the lands that surround the Imperial capital.
Grand Vizier Razfahd
Razfahd is the head of the Aht Urgan government and often commands the Imperial Guard, The
Immrotals. He carries out the will of the Empress and is currently burdened with domestic and
external matters of the Empire.
President Naja Salaheem
Naja Salaheem is the President of the mercenary company Salaheem's Sentinels. She has a quick eye
for profit, and says "Gil makes the world go "round" as her motto.
Gassho
Gassho is a Yagudo swordmaster, who has been excommunicated from the Yagudo theocracy after being
branded a heretic. He is searching for work as a mercenary in the Commoners' Ward of Al Zahbi city.
Return
to Top of Article |
|
|
Lamia
Lamia are beastmen with an upper body like a Hume woman and a lower body like a venomous serpent.
They are known to sneak into town in the night, using their powerful bows and hunting townspeople.
Apkallu
This sea bird lives in flocks on Near Eastern islands. Referred to as "The Sages of the Sea",
they are a protected species. They do not fear people and are friendly. Although making a Apkallu
angry is not recommended.
Orobon
The Orobon is a species of gigantic fish that lives in the seas of the Near East.
Imp
A type of demon, often seen in the Near East. They are skilled in elemental and dark magic.
Generally not much of a threat on their own, but in groups it's a different matter.
Mamool Ja
These beastmen hold dominion over the Mamool Ja Savagelands. They come in four different classes;
warriors, aquatics, sages and knights.
Chigoe
These are small parasitic insects, other wise known as sand fleas, are the cause of the Chigoe
Fever disease in the Near East.
Marid
This enormous animal lives in the forests of the Near East. It uses it's long trunk and two
tusks to scythe through it's enemies.
Qutrub
These beastmen wrap themselves in bandages to slow the decomposition of their rotting bodies.
They feast on the dead to maintain the traces of flesh and blood remaining to them.
Qiqirn
The Qiqirn live in a city found in the western half of the Aht Urgan Empire. It is common to
find Qiqirn doing the job of a shop or guild assistant.
Trolls
Trolls can be found around Mounth Zhayolm. They considered the Imperial capital's biggest threat,
due to their hostility towards Aht Urgan.
Cerberus
Cerberus is an unearthly three-headed beast that prowls the tunnels of Halvung. Cerberus is in
an endless rage and spews toxic flames without concern for his surroundings.
Black Pudding
Black Puddings, other wise know as flans, live in groups on Mounth Zhayolm. They are well know
for being highly intelligent and for using extremely powerful magic.
Return to Top of Article
|
|
|
Assault
In "Assault" a small group of mercenaries can enter a fortified area and make a sudden attack on
an enemy stronghold. These tasks can be obtained at the Commissions Agency. All non-participants
in the fortified area are evacuated by the Imperial Army. A successful outcome of Assault will
result in fame and an appropriate reward from the Empire of Aht Urgan.
Besieged
Besieged is when beastmen force their way through the gates of Al Zahbi, The Imperial army then
declare martial law and the city is in conflict. After this happens anyone who is in the area
can join in combat. The objective is to protect the five Serpent Generals that hold the keys
to the Hall of Binding. In that Hall is the item which the beastmen are after, the “Astral
Candescence”.
Return to Top of Article
|
|
|
|
|
|
|
 |