Final Fantasy XIV - Locations

The major hubs and regions of Final Fantasy XIV, in roughly the order a new Warrior of Light reaches them. The three city-states are the starting hubs, each expansion then adds its own capital and endgame city, and the regions behind them hold the levelling zones. Every entry is a place the Main Sce...
of 16 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Limsa Lominsa City-State The port city-state built on the white spires of the Rhotano Sea coast, home to the Admiral and the Maelstrom. La Noscea, Vylbrand The Aftcastle aetheryte plaza Coral Tower and the Maelstrom Command The Bismarck restaurant Wolves' Den Pier
Gridania City-State The forest city-state built into the trees of the Black Shroud and ruled by the Elder Seedseer and the Twin Adder. The Black Shroud The Archer's Guild and the Lancers' Guild The Conjurers' Guild at Stillglade Fane The Adders' Nest The Carpenters' and Botanists' guilds
Ul'dah City-State The desert trade city-state and the wealthiest of the three, run by the sultana and the Monetarists of the syndicate. Thanalan The Steps of Nald and Steps of Thal The Coliseum The Goldsmiths' and Alchemists' guilds The Hall of Flames
Ishgard Expansion Capital The Holy See of Ishgard, a theocratic city of stone and snow perched over the Coerthas highlands and at war with the dragons for a thousand years. Coerthas, Heavensward The Pillars and the Vault The Forgotten Knight tavern The Congregation of Our Knights Most Heavenly The Firmament and the Ishgardian Restoration
Kugane Expansion Capital The port city of Hingashi and Stormblood's eastern hub, a trading town of tiered roofs and lanterns where foreigners are confined to the Kogane Dori districts. Hingashi, Othard Kogane Dori markets The Bokairo Inn The Sekiseigumi Barracks The Ruby Sea ferry docks
The Crystarium Expansion Capital The crystal tower city built in the First as a refuge against the Flood of Light, and Shadowbringers' hub. Lakeland, Norvrandt The Crystal Tower The Pendants The Wandering Stairs The Mean market
Eulmore City The pleasure city on the Kholusia cliffs, built on the labour of the poor below and ruled by Vauthry. Kholusia, Norvrandt The derelict gate and the queue below Vauthry's throne room The Beehive and the worker districts
Old Sharlayan Expansion Capital The scholarly island nation that cut itself off from Eorzea, and Endwalker's hub. Sharlayan, Endwalker The Studium The Baldesion Annex The Last Stand The Forum
Radz-at-Han City The alchemical trade city of Thavnair, built around the satrap's palace and the Hannish markets. Thavnair, Endwalker The Palace of the Satrap The Great Work Meghaduta and the Hannish market squares
Garlemald Ruined Region The shattered imperial capital and the surrounding frozen wastes, reached at the end of Endwalker's first act. Ilsabard, Endwalker The ruined imperial palace The Ceruleum Processing Plant The camp at the aetheryte The Magna Glacies
Tuliyollal Expansion Capital The golden city of Tural and Dawntrail's hub, built on a peninsula between the sea and the jungle and ruled by the Dawnservant. Yok Tural, Dawntrail The Dawnservant's palace The For'ard Cabins The Bayside markets The docks and ferry to Kozama'uka
Solution Nine City The arcane-tech city at the end of Dawntrail's campaign, a sealed metropolis of neon and regulators built by a civilisation that outlived its own world. Xak Tural, Dawntrail The Arcadion arenas The regulator market and vendors The city's residential levels The gate back to Heritage Found
Living Memory Region The final zone of Dawntrail, a memorial world built to preserve the memories of a dead civilisation. Xak Tural, Dawntrail The preserved memory islands The final trial's approach The zone's memorial terminals
The Gold Saucer Landmark The Manderville family's casino and amusement park, reached by airship from any city-state. Thanalan The Entrance Square and the Cactpot desk Chocobo Square and the racing tracks The Triple Triad battle hall The GATE event stages
Eorzea Region The continent the base game is set on, divided into the three city-state territories, Coerthas, Mor Dhona and the outlying regions. Aldenard The three city-states and their territories Mor Dhona and Revenant's Toll Coerthas and the Coerthas Western Highlands The Carteneau Flats
Norvrandt Region The surviving fragment of the First, the shard that Shadowbringers takes place on, kept alive only by the Crystal Tower's light. The First Lakeland and the Crystal Tower Il Mheg and the fae kingdom Rak'tika Greatwood and the Qitana Ravel The Tempest and Amaurot
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