Abandoned Cliffside Cabin.
Strongholds
Locations on Pywel
1
Abandoned Cliffside Cabin
2
Abandoned Rocky Cliff Cabin
Abandoned Rocky Cliff Cabin.
3
Abyss Impact Site
Faction: Marni
Ruins discovered in Delesyia. An ancient site abandoned after Marni's research concluded. Only traces of excavation remain where the genius once passed through.
4
Aeronautical Research Base
Faction: Delesyian Aerial Force
A manufacturing facility for aerial mechanical weaponry. Gravity-defying flight systems and aerial armaments are currently under development here.
5
Aeronautical Research Base Shipwreck
A shipwreck located at the Aeronautical Research Base.
6
Alabaster Bridge
Faction: Varnia
A white bridge connecting Varnia and the Crimson Desert. It is the only way to enter Varnia, and legend has it that the bridge does not allow those with ill intent across. Coincidentally, no invader has actually managed to cross this bridge, turning away in despair.
7
Ancient Ruins
A remnant of ancient construction.
8
Ancient Ruins
A remnant of ancient construction.
9
Ancient Ruins
A remnant of ancient construction.
10
Ancient Ruins
A remnant of ancient construction.
11
Ancient Ruins
A remnant of ancient construction.
12
Ancient Ruins (Meandering Hills)
Related quests: Reunion
A remnant of ancient construction.
13
Anvil Hill Bandit Camp
A bandit stronghold located near Anvil Hill.
14
Anvil Hill Southern Watchtower Hearth
Anvil Hill Southern Watchtower Hearth.
15
Anvil Riverside Bandit Camp
Related quests: Trial After Trial
A bandit stronghold located on the Anvil Riverside.
16
Arboria
Faction: House Celeste
An abandoned village alongside Arboria Castle. As the castle fell into decline, the villagers began to leave one by one. Nowadays, only thieves prowl these ruins.
17
Arboria Castle
Faction: House Celeste
An abandoned castle located in the Arboria Forest. Once operated as a fertilizer plant to bolster agricultural production, the facility failed to yield significant results and was gradually abandoned over time.
18
Arboria Craftshop
Faction: House Celeste
A craftshop for weaving spider web silk. It may seem strange to the uninitiated, but the skilled artisans here expertly harvest and process spider webs into fine silk.
19
Argent Peaks Outpost
Argent Peaks Outpost.
20
Arima-jahr Camp
A Dusksong outpost situated at the World's Navel.
21
Arroweye Posthouse
Faction: House Celeste
A rest stop frequented by wagons and cavalries traveling along the riverside trade route.
22
Arrowhead Rock
Faction: Aeserion, the Great Serpent
One of the sharp monoliths likened to a serpent's fang. Rising from the edge of the ancient temple, it overlooks the vast ocean.
23
Asaha-ram Camp
A Goldenscale Bandit outpost located at Forebearer's Barrens.
24
Ashen Rift
A rift carved like a scar into the heart of the desert. Within the grotesquely formed pit of the cracked and parched earth, it is said that a flame burns eternally.
25
Ashergold Dyehouse
Faction: House Marshell
A dyehouse owned by House Marshell. This key facility is the cornerstone of the family's vast wealth. The sight of colorful fabrics fluttering in the wind is a stunning spectacle, while the non-stop production process stands as a symbol of the territory's economic prosperity.
26
Azerian Manor
Faction: House Azerian
The manor of House Azerian. It features a magnificent and sprawling garden that overwhelms every visitor. However, rumors abound that the head of the house never leaves the premises, fearing the tyranny of Duke Caliburn and Grand General Bastier.
27
Bamboo Forest Seonangdang
Faction: Witches
A mysterious altar hidden deep within the forest. It is surrounded by bamboo, even though bamboo does not naturally grow in this region. As for who placed it there, remains a mystery.
28
Beardtree Flag Stop
Faction: Marnirail
An ironcrawler station near Beardtree Gorge.
29
Beast Hunter's Camp
A camp used by hunters near Odeck while hunting wildlife. It was built with sturdy fencing to keep wild animals out, providing a safe place to stay.
30
Beggar's End
Faction: Beggars' Alliance
Lodgings for the poor. A place where those sharing the same plight live together.
31
Beighen
Faction: Beighen Tribe
A village located on the border between Pailune and Hernand. The Blue Fangs, led by Torstein, are responsible for maintaining order. Leveraging its location on the border, most residents earn their living by producing export goods.
32
Beighen Weavery
Faction: Beighen Tribe
A workshop that crafts baskets using logging byproducts and various other materials. These baskets are made by repurposing leftovers like tree bark. What began as a simple side project has since become the village's primary source of income, showcasing the residents' creativity.
33
Bellanor Hunting Grounds
Faction: House Celeste
An area where nobles once enjoyed hunting. Records indicate that it served as a place to flaunt power and wealth through the hunt, while also providing meat and pelts for the castle's banquets.
34
Benus Bandit Camp
A bandit stronghold located at Mount Benus.
35
Benus River Bandit Camp
A bandit outpost located near the Benus River.
36
Benus Riverside Cabin
Benus Riverside Cabin.
37
Blighted Forest
A forest that appears to have been struck by a strange blight. Though the trunks remain intact, all the leaves have fallen, and it is recorded that nothing could grow in the barren soil.
38
Bloodhum House
Bloodhum House.
39
Bloodsteel Camp
Faction: House Wells
A base installed by the Blinding Arrows. It is the stronghold for those who blindly follow Bradie Gu. Boasting a scale far too massive for a mere band of bandits, it has raised suspicions that a faction seeking to keep Duke Wells in check is backing them from the shadows.
40
Bloodsteel South Gate
Faction: House Wells
The gate leading to the base of the Blinding Arrows.
41
Bloomwood Ranch
Related quests: Missing Companion
Faction: House Roberts
A ranch where the Goldleaf Merchant Guild's livestock are managed. It is a popular hub for livestock trading. Thanks to its excellent security, some even pay a fee to board their animals here.
42
Bluebell Farm
Faction: House Marshell
A farm owned by House Marshell. Fertile soil and abundant sunlight ensure a bountiful harvest every year, but the workers struggle under the relentless intensity of the labor.
43
Bluemont Manor
Faction: House Roberts
The manor where Count Leon Roberts resides. He frequently hosts lavish banquets and sponsors artists within his estate.
44
Borderside Hearth
Borderside Hearth.
45
Bordig Ruins
Faction: Lords of Unclaimed Lands
The starting point of the rainforest. Bordering the Crimson Desert, this location holds mysterious ruins believed to have once been inhabited by trolls. Wandering through this desolate place, one occasionally gets an eerie feeling.
46
Bravgork Shipyard
Faction: Ironflame Orcs
A shipyard operated by Gorthak. It builds sturdy wooden vessels for navigating the river.
47
Breesman Pasture
Faction: House Byron
A ranch owned by House Byron. It breeds prize horses for racecourses and horse markets.
48
Brimstone Lake Watchtower
Faction: Tariv Sorcerers
Brimstone Lake Watchtower.
49
Brimstone Springs
Faction: Tariv Sorcerers
A brimstone hot spring known for its healing and restorative properties. Once a beloved local landmark, it has been seized by Hexe Marie. Rumors of ceramic creatures lurking beneath the waters to attack visitors have transformed this healing sanctuary into a mire of terror.
50
Brookfield Marketplace
Faction: House Elemore
A market famous for the scent of freshly baked bread and smoked meat rolls. It provides a place to rest in addition to selling food, and thanks to the custom of sharing cooking secrets, it is a beloved hub for travelers.
51
Burhum
Faction: Sage of the Desert
A town where the disciples of Master Du reside, it features a unique architectural design with towers that resemble a labyrinth. These towers provide shade to escape the scorching desert heat and serve as watchpoints from which enemies can be spotted.
52
Burnhand Quarry
Faction: House Byron
A quarry owned by House Byron. This is a grueling site where brimstone is mined without a single piece of safety equipment. Driven by greed that prioritizes production yield over the well-being of the workers, the site is filled with nothing but the suffering of the laborers.
53
Cabin in the Forest
A cabin located in the forest. Its purpose is unclear due to a lack of detailed information.
54
Cacao Farm
Faction: Gearmelt Confectionery
The Gearmelt Confectionery Association's cacao farm. It is home to rare cacao trees seldom found elsewhere on the continent. High-quality cacao is harvested here under the Association's strict supervision.
55
Cairn House
The cabin of a decorative stone merchant.
56
Caledora
Faction: Tommaso
A village near Tommaso. This place reveals the people's deep yearning for beauty despite their harsh environment. The vibrant dyed fabrics showcase the residents' passion for elevating their barren lives into works of art.
57
Calphade Beacon
Faction: House Lanford
A beacon built to swiftly signal emergencies. Situated in a strategic location overlooking Calphade, it provides a panoramic view of the territory and plays a vital role in communicating situational updates.
58
Calphade Castle
Faction: House Lanford
The fortress commanded by Stefan Lanford, the Marquis of Hernand. It is considered impregnable, guarded by Calphadean soldiers known as the "Unyielding Shields."
59
Calphade Farmhouse
Faction: House Lanford
A farm in Calphade. Given Calphade's frequent wars, its policy is to stockpile harvested crops in generous reserves.
60
Calphade Gate
Related quests: To the Battlefield
Faction: House Lanford
A gate connecting Calphade and Hernand. It serves as a vital corridor for trade between the two regions, and any disruption in traffic has a direct impact on commerce. Strict inspections are uncommon, and locals are said to pass through relatively freely for family visits or work.
61
Calphade Gunpowder Mill
Faction: House Lanford
A military-grade gunpowder manufacturing facility. It produces the Calphadean army's gunpowder, specializing in the rapid, efficient mass production of explosives while maintaining consistent quality standards.
62
Calphade Logging Camp
Faction: House Lanford
A logging base providing a steady supply of military timber. Logging operations are constant to meet the high demand for arrows, spears, and siege weapon components.
63
Calphade North Gate
Faction: House Lanford
A mountain gate leading north from Calphade. Traffic is light due to the rugged terrain and harsh weather. Fewer travelers mean a quieter route, but it is also a stretch where reinforcements and supplies may be delayed in an emergency.
64
Calphade Northern Depot
Faction: House Lanford
A supply depot for essential wartime provisions. It has more tents to accommodate personnel than the Southern Depot, and has several watchtowers that can monitor across the river, making it a hub that strengthens both supply and defense.
65
Calphade Outpost
Faction: House Lanford
An outpost built in the southeast of Calphade. It serves as a forward base responsible for monitoring the surrounding area and providing an initial response to threats at gates and major thoroughfares.
66
Calphade Siege Armory
Faction: House Lanford
A crafting facility used to produce weapons for the military. All weapons for the Calphadean army are manufactured here. Though not of the highest quality, it is known for fast, efficient mass production, which ensures that the army can be kept consistently well supplied.
67
Calphade South Gate
Related quests: The Counterattack
Faction: House Lanford
A southeastern gate with access to the riverside. Used not only for military movement but also frequent local traffic, it serves as both an everyday thoroughfare and a border outpost. Because the riverside terrain often constrains travel routes, control can be tightened depending on the situation.
68
Calphade Southern Depot
Faction: House Lanford
A supply depot for essential wartime provisions. It is documented as a storage responsible for the stockpiling and distribution of military material, serving as a vital point for the supply chain during the war.
69
Calphade Training Field
Faction: House Lanford
A temporary training field established to prepare for the Black Bears' invasion. Basic training for new soldiers is conducted here.
70
Canalside Farm
Faction: House Azerian
A farm owned by House Azerian. They treat their workers with far more leniency than other estates. Thanks to a family tradition that values humane treatment over coercive control, worker loyalty is high, resulting in consistently stable yields.
71
Capra Pasture
Related quests: Skilled in Archery, The Man Trapped in the Mire
Faction: House Serkis
A goat farm on the outskirts of Hernand. It produces high-quality cheese and operates year-round, frequently employing residents from the nearby hovels.
72
Cathedral of Demeniss
Faction: Church of Solumen
The cathedral of the Church of Solumen in Demeniss. When the solemn tolling of the bells echoes through the city, the faithful gather in this sacred place to offer their prayers.
73
Cattlefold Ranch
Faction: House Elemore
A ranch owned by House Elemore. This integrated production hub blends farming and ranching. The fertility of the Golden Plains provides an abundance of feed for the livestock.
74
Celestial Maze
A remnant of ancient construction.
75
Central Guard Post
Faction: House Lanford
A guard post responsible for monitoring the central boundary sector. It serves as a strategic hub for maintaining the perimeter and surveillance of suspicious activity.
76
Chattering Rocks
Faction: Tariv Sorcerers
Mysterious ancient ruins scattered across northwestern Demeniss. Located beside the Sanctum of Expiation, records note that the masonry techniques of the two sites are fundamentally different, despite their close proximity.
77
Chittering Forest Ironcrawler Station
Faction: Marnirail
An ironcrawler station near Chittering Forest.
78
Church of Calphade
Faction: Hernandian Parish of Solumen
The Solumen Order's church in Calphade. It is the city's only place of worship, though rumors suggest priests are reluctant to be assigned here due to the frequent wars.
79
Church of Delesyia
Faction: Church of Solumen
The Solumen Order church in Delesyia. Alongside the advancement of technology, the faith of the Delesyian people could not escape the tide of change. A newly reinterpreted doctrine has risen to prominence, merging the fervent worship of Marni with the traditional Solumena faith.
80
Church of East Demeniss
Faction: Church of Solumen
A church located in eastern Demeniss. Nestled in the heart of vast farmlands, it serves as a sanctuary for the local farmers. Every morning, they gather here to pray for a bountiful harvest.
81
Church of Hernand
Faction: Hernandian Parish of Solumen
A Solumena church in Hernand. It is a gathering place for priests dedicated to serving the region through charitable acts. The resident priests often share bread to the nearby hovels.
82
Church of West Demeniss
Faction: Church of Solumen
A church located in western Demeniss. It operates alongside an orphanage to care for the marginalized, providing comfort and hope to residents weary of the Righteous Inquisitor's persecution.
83
Clay Urn Necropolis
Faction: Tariv Sorcerers
A disposal site where failed ceramics and damaged goods were disposed. Since Hexe Marie took over, twisted creatures have begun to haunt the area. Rumors suggest she used brimstone to animate the discarded remains, forging them into a formidable clay army.
84
Cliffside Ruins
Remnants of a building found on the cliff. These are the remains of a strange structure left midway up the cliffside. It's impossible to tell who would build something in a place like this.
85
Cloister of Enlightenment
Faction: Sage of the Desert
A place rumored to hold all manner of priceless treasures. Some claim to have seen vast fortunes of gold and silver, while others say they found nothing but piles of rocks. Perhaps enlightenment lies in discerning true value between what is real and fake.
86
Coalvale Workshop
Faction: House Felix
A workshop producing high-quality charcoal. It produces charcoal in an ideal, low-humidity environment. Its exceptional quality has earned it a reputation that draws customers from across the continent.
87
Coast Windmill Shipwreck
A shipwreck located at Coast Windmill.
88
Coast Windmill Watchtower
Faction: Society of Progress
Coast Windmill Watchtower.
89
Coastal Cliff Bandit Camp
A bandit stronghold located near the coastal cliffs.
90
Communal Training Grounds
Faction: Beggars' Alliance
A swordhall in the hovels, run by a strict master of swords. He cares for the local residents while teaching them the way of the blade. His pupils either depart as swordsmen or stay to achieve mastery, dedicated to preserving their teacher's legacy.
91
Confectionery Storehouse
Faction: Gearmelt Confectionery
The storage of the Gearmelt Confectionery Association. A storehouse where products are stored before being shipped out.
92
Cornfield Farmhouse
Faction: Redfox Merchants
A farm owned by the Redfox Merchants. Much like Dewhaven and its aversion to rapid mechanization, it strictly adheres to traditional methods.
93
Cowbell Ranch
Faction: House Marshell
A ranch owned by House Marshell. It produces high-quality meat and dairy products thanks to an abundance of feed.
94
Crimson Desert Witch's Hideout
Faction: Witches
A house halfway up a cliff near Urdavah. It is said the Desert Witch lives there, but actually meeting her is a challenging endeavor for two reasons: Travelers blinded by the sun rarely look up, and the journey to her hiding place is virtually impossible without training beforehand.
95
Crimson Mountains Fortress
Faction: Lords of Unclaimed Lands
A fortress in the Crimson Mountains overlooking the surrounding area. Perched on high ground, it offers a panoramic view of the neighboring nations. Since enemies must scale the sheer cliffs to reach it, the fort is incredibly difficult to seize. However, this defensive advantage makes it hard for those inside to climb down, and they require the use of cranes to move objects.
96
Crimson Mountains Ironcrawler Station
Faction: Marnirail
An ironcrawler station near the Crimson Mountains.
97
Crimson Mountains Watchtower
Faction: Lords of Unclaimed Lands
Crimson Mountains Watchtower.
98
Daggerhead Monolith
Faction: Aeserion, the Great Serpent
One of the jagged monoliths likened to a serpent's fangs. Rising from the edge of the ancient temple, it overlooks the vast ocean.
99
Deepfog Cabin
A cabin at the Deepfog Basin. A thick blanket of moss covers the structure, suggesting it hasn't been touched by human hands for a long time.
100
Deepwoods
Faction: Hernandian Parish of Solumen
A forest within the Grace Estate. Secluded and rarely visited, it exudes a distinctly ominous aura.
101
Delesyia Beacon
Faction: Marni
A beacon that still upholds its traditional style. It is preserved as a cultural landmark rather than a functional defense. A small garrison maintains a symbolic presence, its antique exterior standing as the sole witness to the era when signal fires once blazed.
102
Delesyia Castle
Faction: Marni
A fortress in the capital of Delesyia. While rumored to be the home of the genius Marni, its true nature remains unconfirmed. The interior, filled with countless machines, is shrouded in mystery.
103
Delesyia Dyehouse
Faction: Marni's Tinkertons
A dyehouse in Delesyia. Traditional dyeing techniques have been integrated with mechanized processes.
104
Delesyia Estuary Mouth Shipwreck
A shipwreck located at the Delesyia Estuary Mouth.
105
Delesyia Rivermouth Shipwreck
A shipwreck located at the Delesyia's rivermouth.
106
Delesyia South Gate
Faction: Marni
The south gate leading to Delesyia.
107
Delesyia West Gate
Faction: Marni
The west gate leading to Delesyia.
108
Demeniss Armory
Faction: House Thorel
An armory stockpiling weapons in preparation for battles against Delesyia. It is a key facility that supplies and stockpiles military munitions even during peacetime.
109
Demeniss Castle
Faction: House Thorel
A castle located in the capital of Demeniss. The city is plunged into confusion by the king's absence and General Bastier's iron-fisted rule. Citizens hold their breath and tremble in fear as Righteous Inquisitors roam the streets.
110
Demeniss Horse Fair
Faction: House Byron
A horse fair owned by House Byron. This bustling exchange teems with merchants from across the land and nobles seeking legendary steeds. From sleek race horses to sturdy packhorses, a wide variety of mounts change hands amidst fierce haggling and a constant battle of wits.
111
Demeniss Orphanage
Faction: Church of Solumen
An orphanage run by the Solumen Order. It provides loving care for children orphaned by war and poverty. Under the Order's protection, this sanctuary of hope echoes with the constant, bright laughter of children.
112
Demeniss South Gate
Faction: House Thorel
A gate installed in southern Demenissian territory.
113
Demeniss Supply Camp
Faction: House Thorel
A guard post patrolling the area around the armory. It monitors all movement approaching the armory from a high vantage point and immediately alerts the main force.
114
Demeniss Tribunal
Faction: House Thorel
The tribunal located within Demeniss Castle. Rumor has it that many political prisoners are dragged here and subjected to suffering.
115
Demeniss West Gate
Faction: House Thorel
A gate installed in western Demenissian territory.
116
Demeniss Wildlife Park
Faction: House Thorel
A wildlife park located near Demeniss Castle. Originally established by the royal family to showcase rare animals, its once-innocent purpose has since been corrupted. It now serves as a social hub for the nobility.
117
Denn River Hillside Hearth
Denn River Hillside Hearth.
118
Desert Ruins
Ruins of the continent of Pywel.
119
Desert Ruins
Ruins of the continent of Pywel.
120
Desert Ruins
Faction: Muiquun Outlaws
Ruins of the continent of Pywel.
121
Desolate Wyvern Nest
Faction: Ironwheel of Dewhaven
The nest of Belmorak, a wyvern that had an odd penchant for heights. Heedless of the rider clinging to its back, it would seize any chance to leap from cliffs. The tamers who were tasked with taming Belmorak claim their lifespan shortened with each reckless plunge.
122
Dewhaven East Gate
Faction: Ironwheel of Dewhaven
The eastern gate leading to Dewhaven.
123
Dewhaven Keep
Faction: Ironwheel of Dewhaven
The center of Dewhaven, where concerns over rapid development run deep. This keep serves as a focal point for factions led by Victor Faust who oppose to radical technological advances. It feels like a bastion dedicated to the defense of humanity and tradition.
124
Dewhaven Logging Camp
Faction: Ironwheel of Dewhaven
A logging camp in Dewhaven. Due to the region's conservative nature, demand for timber remains high. It supplies the key resources that sustain construction and life in Dewhaven.
125
Dewhaven North Gate
Faction: Ironwheel of Dewhaven
The northern gate leading to Dewhaven.
126
Drakesfall Castle
Faction: House Celeste
An abandoned fort located on the border between Hernand and Pailune. A dragon crashed atop the fort, leaving it in ruins from the impact. Its bones still remain at the center of the castle.
127
Drakesfall Watchtower
Faction: House Celeste
A steep canyon area between Hernand and Pailune. Originally managed by the Lord of Drakesfall Castle, the area has fallen into disrepair after years of neglect.
128
Drywind Valley Ironcrawler Station
Faction: Marnirail
An ironcrawler station near Drywind Valley.
129
Duskway Camp Ironcrawler Station
Faction: Marnirail
An ironcrawler station near Duskway Camp.
130
Easelbury
Faction: House Azerian
A village of artists. Under the patronage of House Azerian, a family that prizes artistic expression, creators have made this place their home. The creative spark is palpable in every corner, fostering a free-spirited and romantic atmosphere where diverse works of art come to life.
131
Eastern Court
Faction: House Thorel
A court overseeing eastern Demeniss. This institution once managed the public safety and judicial affairs of the Eastern Region. However, since Bastier seized control, it has become completely corrupted and now reigns as a symbol of terror.
132
Eastern Delesyian Coast Shipwreck
A shipwreck located at the eastern coast of Delesyia.
133
Eastern Delesyian Coast Shipwreck
A small shipwreck located at the eastern coast of Delesyia.
134
Eastern Goblin Camp
A camp occupied by a group of Fundamentalist Goblins.
135
Eastern Hills Flag Stop
Faction: Marnirail
An ironcrawler station near Eastern Hills.
136
Eastern Outpost
Faction: Society of Progress
An outpost to protect Marni's Steel Armory. This security zone was established to defend the armory. Emotionless machines monitor and eliminate intruders with absolute precision.
137
Elderglen Plantation
Faction: Marni's Tinkertons
An agricultural complex in Delesyia. This facility enables large-scale food production through cutting-edge agricultural technology. Automated machinery tends the fields, ensuring bountiful harvests year-round under precise scientific management.
138
Embernest Beacon
Faction: House Celeste
A beacon built to swiftly signal emergencies. It is positioned to relay news from Demeniss to Hernand.
139
Emberwind Workshop
Faction: House Grace
A workshop that develops cloudcarts. Once a simple banner shop, it was converted into a workshop after the invention of the cloudcart. With Count Grace's support, the workshop is developing cloudcarts that can reach higher altitudes.
140
Equinsher Saddlery
Faction: House Alfonso
A saddlery that produces and sells saddles and various types of tack.
It bustles with travelers passing to and from the trading post.
141
Estuary Dock
Faction: Redfox Merchants
A small dock located at the river estuary. This quiet anchorage sits where the river meets the sea, with small fishing boats coming and going to sustain their humble fishing operations.
142
Experiment Facility
Faction: Society of Progress
A camp that confines human test subjects. It houses those destined to become victims of horrific human experimentation. They are loaded into large iron cages, struggling in terror until it is their time to be moved to the laboratorium.
143
Fallen Abyss
Faction: Lords of Unclaimed Lands
Ruins fallen from another world, dropped from the sky. The strange structures, etched with mysterious patterns on their surfaces, are clearly not of Pywel. They appear to be fragments of the Abyss that have crashed down, and perhaps something else fell alongside the ruins.
144
Finhold Netmakers
Faction: Marni's Tinkertons
A netmaker in Delesyia. It is an artisan's workshop that steadfastly clings to traditional handcrafting, even amidst the rising tide of mechanization.
145
Fisher's Haven
Faction: Redfox Merchants
A small, coastal fishing spot. It's a hidden gem known only to locals through word of mouth.
146
Florindale
Faction: Pororin Forest Guardians
A northern subsidiary village of Pororin. This settlement specializes in the cultivation of fruits and vegetables, thriving in harmony with nature thanks to the abundant water from a nearby stream.
147
Ford Cabin
A cabin at Hook Rapids. A constant cool breeze makes it a refreshing rest stop for travelers passing through.
148
Forebearer's Barrens Flag Stop
Faction: Marnirail
An ironcrawler station near Forebearer's Barrens.
149
Forebearer's Barrens Ironcrawler Station
Faction: Marnirail
An ironcrawler station near Forebearer's Barrens.
150
Forest Altar
A circle of stones stands in the forest near the Upper Denn River. It appears to have once been a site for some kind of ritual.
151
Forgotten Tomb
Faction: Tariv Sorcerers
The sacred tomb where the great alchemists and sorcerers lie in eternal rest. Once a holy sanctuary, it has been corrupted by Hexe Marie. She harnesses the magic-infused bones of the ancestors to amplify her power, steadily expanding her dark influence.
152
Forgotten Watchtower
Faction: House Thorel
A watchtower left abandoned and ruined after many years. This old lookout is crumbling, choked by overgrown weeds and moss. Though signal fires once rose here to warn of enemy intrusions, it now slowly weathers away, unable to withstand the weight of time.
153
Forgotten Wyvern Nest
Faction: Ironwheel of Dewhaven
The nest of Brakar, a wyvern that enjoyed hoarding shiny objects in its nest. The Wyvernflame tamers used Brakar's habit to find hidden treasures, which often led to the unexpected discovery of valuable items.
154
Forsaken Wyvern Nest
Faction: Ironwheel of Dewhaven
Bogrot's Nest. Known for its savage temperament, it was notorious for rarely allowing anyone to approach. After it even attacked the Wyvern trainers sent by the Wyvernflame, rumors suggest that opinions on Bogrot were once deeply divided even within the Wyvernflame itself.
155
Fort Anvil
Faction: House Serkis
A fort located within the Serkis Estate. Built on high ground overlooking Hernand, it is constantly garrisoned by troops to keep watch over the surrounding area.
156
Fort Anvil Gate Hearth
Fort Anvil Gate Hearth.
157
Fort Hellwood
Faction: House Celeste
A fort located south of Senia. Overlooking the town, it offers a panoramic view of the entire Grace domain. However, as it is neither on the border nor a strategic point, it has a lackluster defense.
158
Fort Ironclad
Faction: House Wells
A massive fortress in southern Demeniss. This fort made of iron guards the vast Wells Estate. Its solid walls and strict security stand as an insurmountable barrier to any enemies eyeing the territory.
159
Fort Ironclad Cliffside Hearth
Fort Ironclad Cliffside Hearth.
160
Fort Manub
Faction: Lords of Unclaimed Lands
An ancient fort located in the Crimson Mountains. Though the passage of time has heavily weathered its exterior, the number of visitors has never dwindled. It no longer serves its original purpose as a fortification; instead, it has become a marketplace for the locals and a sanctuary for travelers.
161
Fort Musket
Faction: House Thorel
A fortress built to expand their faction into the Crimson Desert. It was a forward base constructed for Demeniss's invasion, but it is now steeped in a shameful history of war. Faced with fierce resistance from barbarians, the forces here struggled even to defend the site, let alone launch an attack.
162
Fort Perwin
Faction: House Roberts
A fort owned by House Roberts. It serves to monitor the surge of bandits in Hernand.
163
Fort Warspike
Faction: House Alfonso
One of the key forts of western Hernand. Built with Everfrost at its back, it was constructed to secure the western border and prevent bandits from descending the mountain. Over the years, the building has undergone numerous repairs and reconstructions, yet the fortress's position has remained unchanged.
164
Fort Windridge
Faction: Ironwheel of Dewhaven
The base of the Wyvernflames, led by Balthazar. Wyvern-mounted soldiers patrol the skies above. With the vigilant watch spanning both air and ground, this formidable fortress is sealed against all outsiders.
165
Freesword Dwelling
Faction: Ironflame Orcs
A small settlement established near the Gate of Peace. It's a temporary refuge for wandering warriors passing through the gateway.
166
Freesword Encampment
Related quests: New Journey
Faction: Greymanes
Amenities: Private Storage
A campsite behind the Hernand royal trading post, once used by merchants making deliveries and the freeswords who escorted them as a place to rest.
167
Frostveiled Castle Ruins
Ruins of a castle deep within the Pailune mountains quietly resting under a blanket of frost. The surrounding mountain ranges have stood firm against the biting winds.
168
Frowde Camp
Faction: House Serkis
A camp established for inspection on the folks crossing the Nas River from Hernand.
169
Fullharvest Farm
Faction: Marni's Tinkertons
The largest farm in Delesyia. Most of its operations are automated, standing as a testament to the brilliance of Marni's technology. With their labor significantly lightened, the residents no longer view farming as a means of survival, but rather as a hobby.
170
Furlington Farm
Faction: House Azerian
A farm owned by House Azerian. They treat their workers with far more leniency than other estates. Thanks to a family tradition that values humane treatment over coercive control, worker loyalty is high, resulting in consistently stable yields.
171
Gate of Peace
Faction: Ironflame Orcs
The gate built into the wall dividing Demeniss and Gorthak. Though grand in scale, the narrow width of the bridge was intentional. Its design is a strategic choice meant to bottleneck Delesyian invasions and provide a defensive advantage.
172
Gate of Peace: Northern Camp
Faction: Ironflame Orcs
A small camp established near the Gate of Peace. It serves as a temporary shelter for travelers and merchants passing through the gate to take a brief rest.
173
Gate of Peace: Western Camp
Faction: Ironflame Orcs
A small camp established near the Gate of Peace. It serves as a temporary shelter for travelers and merchants passing through the gate to take a brief rest.
174
Gearmelt Confectionery
Faction: Gearmelt Confectionery
A famous confectionery that makes chocolate. It owns the only cacao farm on the continent and is renowned for its chocolates and treats handcrafted from fresh cacao.
175
Gearmelt Trading Post
Faction: Gearmelt Confectionery
A trading post operated by the Gearmelt Confectionery Association.<br/>Sweet treats are distributed here directly from the association.
176
Ghadir-jahr Camp
A Dusksong outpost situated at the World's Navel.
177
Giant's Yard Outpost Camp
A base of the Giant's Yard Research Group. It is a base for examining the ecology of the rainforest region.
178
Giant's Yard Watchtower
Faction: Giant's Yard Research Group
Giant's Yard Research Group Watchtower.
179
Glenbright Farm
Faction: House Grace
The largest farm in Hernand. It serves as the primary supplier of food and ingredients for the entire estate and House Grace.
180
Glenbright Manor
Related quests: Traces in the Manor
Faction: House Grace
The heart of Count Grace's estate. This manor serves as the administrative hub for the surrounding towns and frequently hosts events showcasing unique local crafts. Rumors persist of an ancient secret space hidden beneath the manor.
181
Gloomy Forest
A vast forest in the rainforest region. Frequent rain and towering trees that blot out the sky often bring down a hazy mist even at midday. While the lush wilderness brimming with primal vitality is wondrous, travelers are warned to stay watchful.
182
Goldleaf Guildhouse
Related quests: Cheers Echoing From the Edge
Faction: Goldleaf Merchant Guild
The headquarters of the Goldleaf Merchants, who use Hernand as their base. They exert influence over the entirety of Hernand's economy and society. While their trade prices are generous, breaching a contract carries a brutal penalty.
183
Goldleaf Trading Post
The Goldleaf Merchant Guild Trading Post, located in eastern Hernand. It serves as a hub for the secret trade of goods that are difficult to handle through official channels, such as rare medicinal herbs and imported accessories.
184
Goldleaf Trading Post
The Goldleaf Merchant Guild Trading Post, located in northern Hernand. It serves as a hub for the secret trade of goods difficult to handle through official channels, such as rare medicinal herbs and imported accessories.
185
Goldleaf Trading Post
The Goldleaf Merchant Guild Trading Post, located in western Hernand. It serves as a hub for the secret trade of goods that are difficult to handle through official channels, such as rare medicinal herbs and imported accessories.
186
Goldleaf Trading Post
Related quests: The Dark Veil
Faction: Goldleaf Merchant Guild
The Goldleaf Merchant Guild trade hub where goods from across the land are exchanged.
Guild guards are stationed here to oversee the trade of various wares. Rumor has it that some offer bribes in hopes of securing lower prices.
187
Goldleaf Trading Post
The Goldleaf Merchant Guild Trading Post, located within the Wells Estate. It serves as a hub for the secret trade of goods that are difficult to handle through official channels, such as rare medicinal herbs and imported accessories.
188
Gorthak Gate
Faction: Cogknights
A destroyed gate. Once the gateway to Gorthak, it now lies in ruins. The scattered debris is a grim testament to the devastating combat that once swept through this place.
189
Gorthak Ironworks
Faction: Ironflame Orcs
An orc ironworks located at the center of Gorthak. It shows Ironflame Orcs' superior steelmaking skills and acts as a strategic cornerstone supporting the region's economy and trade.
190
Gorthak Warehouse
Faction: Ironflame Orcs
A storage facility for Gorthak's provisions and weapons. This warehouse stockpiles the supplies and armaments needed to endure grueling labor.
191
Great Gate of Urdavah
Faction: Urdavah
A colossal gateway that stands in the heart of the desert. Its sheer scale has allowed a community to take root both within and around the structure, transforming the gate itself into a unique vertical village. The area is a bustling hub, teeming with a constant flow of pilgrims and merchants.
192
Greenfield Farm
Faction: House Marshell
A farm owned by House Marshell. Fertile soil and abundant sunlight ensure a bountiful harvest every year, but the workers struggle under the relentless intensity of the labor.
193
Greenpond Farm
Faction: House Elemore
A farm owned by House Elemore. True to its name, the Golden Plains feature endless stretches of fertile land. Its bountiful harvests solidify its reputation as the continent's premier breadbasket.
194
Grey Forest Shipwreck
A shipwreck located at the Grey Forest coast.
195
Grunlore Outpost
Faction: Ironflame Orcs
An outpost for the western border of Gorthak. This defensive line safeguards Gorthak's security, standing guard day and night to vanquish any intrusion by outside factions.
196
Halssius Apothecary
Faction: St. Halssius's House of Healing
St. Halssius's medicine-making facility, where unique medicinal compounds are prepared. It is home to many skilled pharmacists and is renowned for producing highly potent remedies.
197
Halssius Trading Post
Faction: St. Halssius's House of Healing
A base for managing the medicinal herbs and materials of St. Halssius's House of Healing. Various types of herbs used in the House of Healing are traded here.
198
Hangman's Pass
A cliff at the border of the Crimson Mountains and rainforest. It earned its name from the gate hewn into the cliffside, evoking the grim image of an executioner's gallows. Legend has it that people were once forced to leap between the cliffs with a rope tied around their necks. Of course, no one survived.
199
Harpy Nest
The Harpy Nest located on Silver Wolf Mountain. Led by the Harpy Queen Karanda, a flock of harpies pillages the nearby villages.
200
Haunted Hill Camp
A bandit outpost located at the Haunted Hill.
201
Hawkstone Ruins
Faction: National Delesyian Institute
Ancient ruins made of massive rock. This ancient heritage site was defaced by the Delesyians, who were blinded by their pursuit of technological advancement. Ignoring its historical value, they committed the atrocity of installing a steel bird sculpture atop the ruins.
202
Hayroof Farm
Faction: House Elemore
A farm owned by House Elemore. True to its name, the Golden Plains feature endless stretches of fertile land. Its bountiful harvests solidify its reputation as the continent's premier breadbasket.
203
Hayscent Farm
Faction: House Azerian
A farm owned by House Azerian. They treat their workers with far more leniency than other estates. Thanks to a family tradition that values humane treatment over coercive control, worker loyalty is high, resulting in consistently stable yields.
204
Headstone Workshop
Faction: House Wells
A stonemason's workshop specializing in high-quality marble. It primarily produces headstones from local marble, though skilled artisans also craft high-end, custom-made works of art.
205
Hellwood Inner Gate
Faction: House Celeste
The inner gate leading to Fort Hellwood. Outsiders rarely travel beyond this point without special occasion.
206
Helmara
Faction: Lords of Unclaimed Lands
The village serving as the base of operations for the Helms. Though often dismissed as mere ignorant bandits, this is the hub of their engineering prowess. They forge weapons of war using wealth and slaves plundered from travelers and neighboring nations.
207
Hernand Castle
Related quests: Mystical Key
Faction: House Celeste
The capital fortress of Hernand. Its deep canyons and Nas River provide natural defense and access to water, making it ideal to be the Duchy's capital.
208
Hernand East Gate
Faction: House Celeste
The eastern gate leading to Demeniss. Soldiers maintain a tight watch over the checkpoint, and any attempt to smuggle contraband is met with severe punishment. This gate serves as a vital transit point for merchants and travelers.
209
Hernand North Gate
Faction: House Celeste
A northern border gate set in the mountains. It serves as a strategic stronghold marking the border between Hernand and Pailune.
210
Hernand Wagon Fence
A place where stolen wagons are traded.<br/>Here, wagons from the Hernand-Demeniss border are laundered by removing national markings and modifying them before getting sold elsewhere. Corrupt officials use this channel to secure personal gains.
211
Hernandian Ruins
Ruins of the continent of Pywel.
212
Hexe Sanctuary
Faction: Tariv Sorcerers
A sanctuary that Hexe Marie, the witch, has made her home. The eerie cabin is shrouded in a malevolent aura, making it far too dangerous to even approach. The witch's wicked power is corrupting and desolating the surrounding lands and mountains.
213
Hilgard Outpost
Faction: House Celeste
An outpost established in the Arboria Forest. It appears to have once been managed by the lord of Arboria.
214
Hillside Manor
Faction: House Felix
A manor owned by Count Felix. As a confidant greatly trusted by Duke Celeste, his manor is also located near Hernand Castle.
215
Hoenmark Ruins
Ancient ruins of unknown origin. Legend says a once-prosperous kingdom was consumed by a deadly frost and fell. Rumors claim that those who approach are attacked by wraiths.
216
Hoenmark Ruins Hearth
Hoenmark Ruins Hearth.
217
Hollow Haven
Faction: Tariv Sorcerers
A sorcerer village of the past. Once a thriving settlement, the village was reduced to a hollow shell after Hexe Marie's attack. The sorcerers were sacrificed to her, and those who failed to escape met gruesome ends.
218
Honeywood Apiary
Faction: House Byron
A beekeeping apiary owned by House Byron. Due to the barren nature of the territory, the estate produces rare honey using flowers and bees to generate profit instead of traditional farming.
219
Hook Rapids Hearth
Hook Rapids Hearth.
220
Howling Hill
Related quests: A Fresh Start, First Step to Rebuilding, Hope After the Draught, Return, Return of the Comrade, Reward for Their Sweat, Scattered Comrades
Faction: House Serkis / Greymanes
A hill overlooking all of Hernand. Wolves are rare now, but legends say they once gathered here every night to howl, driving away nearby bandits. Since they rarely attacked livestock or residents, it's said the people felt as if the wolves were actually protecting Hernand.
221
Howlsands Camp
Faction: Redwind Merchant Guild
The Sandfang Marauders' stronghold. They plunder supplies while riding wolves, and stockpile them here. The wealth greedily amassed here serves as the foundation for their ambition to one day rule the entire desert.
222
Howlsands Camp Hearth
Howlsands Camp Hearth.
223
Hunter's Cabin
Faction: House Serkis
A small cabin deep in the Haunted Hill forest. It provides shelter for hunters. Wild animals looking for meat can also be found frequently near the cabin.
224
Hushwind Hill Shipwreck
A shipwreck located at Hushwind Hills.
225
Icemoor Castle Ruins
The ruins of a fallen kingdom's last castle. One who claims to be a descendant of the royal line has taken residence there. Located in a frozen snowfield, few dare approach.
226
Icewatch Altar
An altar with an unknown purpose. This ominous altar is dedicated to a mysterious entity. Anyone who approaches will face indiscriminate attacks from crazed cultists.
227
Iguana Hatchery
The base of the Goldenscale Bandits. This hatchery is where they raise the giant iguanas they use as mounts. Before joining the gang, recruits must enter the caves to perform a ritual of tending to the eggs. By guarding them day and night until they hatch, the bandits forge a deep bond with their iguanas.
228
Inksworth Bindery
Faction: House Felix
A bookbindery where various texts are transcribed and bound. While owned by House Felix, it also serves as a residence for writers under the patronage of Count Roberts.
229
Ironbarrel Armory
Faction: House Elemore
An armory owned by House Elemore. It houses the latest weapons crafted at the Volwork Armory.
230
Ironhammer Posthouse
Faction: House Celeste
A rest stop frequented by wagons and cavalries traveling along the riverside trade route.
231
Ironwood Farmhouse
Faction: House Wells
The farmhouse where the owner of Ironwood Farm resides. It is a modest yet sturdily built home, positioned to overlook the farm and keep a constant watch over the grounds.
232
Ironwood Forest Bandit Camp
A bandit outpost located at Ironwood Forest.
233
Ironwood Pottery
Faction: House Wells
A pottery workshop operated together with Ironwood Farm. It crafts the rustic yet practical bowls essential for farm life. This humble workshop provides for the farm's daily needs.
234
Ivynook
Faction: House Serkis
A village nestled within the vine-choked wilds. The residents make their living by cultivating and processing vines. Occasionally, the vines grow so excessively that they become difficult to manage.
235
Izvatu Fortress
Faction: Lords of Unclaimed Lands
The largest raider base in the Crimson Desert. Originally from Demeniss, these bandits are professionally trained in military strategy. Unlike other outlaws, they operate with systematic precision and employ sophisticated tactics. Their current target is known to be Urdavah to the north.
236
Jijeong Temple
Faction: Jijeong School
A temple with a mystical atmosphere located at the center of a rocky area. It is said that a mysterious figure from the Eastern Continent once renounced the secular world to focus solely on meditation and martial arts mastery. Inspired by their devotion, people began to gather one by one, and the site naturally became a holy sanctuary.
237
Karin Quarry
Faction: house Roberts
A quarry long owned by House Roberts. Following the recent discovery of relics, both quarrying and excavation are currently underway.
238
Khafi-jahr Camp
A Dusksong outpost situated at the World's Navel.
239
Kharonso
Faction: Kharonso Troll Alliance
A village hidden behind the mountain range of the Black Forest. Much like the Scholastone Institute, the majority of its residents are trolls. The village reportedly formed following the establishment of the Institute.
240
Kilnden Workshop
Related quests: Kiln Repair at the Kilnden Workshop, Kilnden Workshop, The Mysterious Pot, The Pot's Use
Faction: Scholastone Institute
A workshop operated by a skilled workforce of dwarves. They craft special cauldrons using kilns forged with ancient skills.
241
Krall Foundry
Faction: Ironflame Orcs
The most important facility in Gorthak. This foundry serves as the heart that sustains the city. It supplies high-quality iron across the Contient of Pywel, serving as a vital infrastructure that provides immense economic profit and diplomatic leverage.
242
Kuhte-ram Camp
A Goldenscale Bandit outpost located at Forebearer's Barrens.
243
Laboratorium Lookout
Faction: Society of Progress
A watchtower monitoring the laboratory's perimeter. This security tower is responsible for the facility's safety, strictly blocking any outside intrusion.
244
Lacus Farm
Faction: House Azerian
A farm owned by House Azerian. They treat their workers with far more leniency than other estates. Thanks to a family tradition that values humane treatment over coercive control, worker loyalty is high, resulting in consistently stable yields.
245
Lake Kharonso
Faction: Kharonso Troll Alliance
A lake steeped in legends of a sealed monster. According to lore, "those who descended from the heavens" forged sealing stones to imprison the beast. Many residents of Kharonso live in fear that the monster will resurface if the stones ever shatter.
246
Lake Mistwood
Faction: Ironwheel of Dewhaven
A small lake near Dewhaven Keep. A local sanctuary where residents sit by the clear waters to escape the world's clamor and find a moment of peace.
247
Lavender Hearth
Lavender Hearth.
248
Lioncrest Manor
Related quests: Skilled in Archery
Faction: House Alfonso
A manor owned by Baron Adrian Alfonso. The Baron frequently hosts archery and swordsmanship tournaments here.
249
Lioncrest Watchtower
Related quests: Memory Fragment, Where the Light Leads
Faction: House Alfonso (Occupied)
A watchtower once used in the war. It is in poor condition after years of neglect.
250
Logging Camp Flag Stop
Faction: Marnirail
An ironcrawler station near the logging camp.
251
Longleaf
Faction: Longleaf Tribe
A unique village where people live in houses built high up in the trees. Homes are perched atop towering trees dozens of meters high, interconnected by bridges. This elevated lifestyle ensures safety from ground-level threats and showcases the wisdom of living in harmony with the forest.
252
Longroots
Faction: Longleaf Tribe
A unique village where people live in houses built high up in the trees. Homes are perched atop towering trees dozens of meters high, interconnected by bridges. This elevated lifestyle ensures safety from ground-level threats and showcases the wisdom of living in harmony with the forest.
253
Marni Park
Faction: National Delesyian Institute
A sprawling park dedicated to the people of Delesyia by Marni. It serves as a sanctuary for citizens weary of the bustling city life. Lush greenery and winding paths create a tranquil atmosphere, making this beloved landmark a symbol of Delesyia's prosperity.
254
Marni's Hideout
Faction: Marni
A secret base built into the coastal cliffs. This is Marni's hidden stronghold, covertly established deep within a rock. Designed for conducting dangerous experiments away from prying eyes or serving as an emergency hideout, the facility offers a glimpse into his meticulous nature.
255
Marni's Laboratorium
Faction: Society of Progress
Marni's state-of-the-art laboratorium. A secret research institute built within a repurposed abandoned fort. In contrast to its dilapidated exterior, the interior is filled with cutting-edge equipment far ahead of its time, serving as the space where Marni's genius ideas are brought to life.
256
Marni's Laboratorium Coastal Wreckage
A shipwreck located on the coast of Marni's Laboratorium.
257
Marni's Laboratorium Gate
Faction: Society of Progress
A large, mechanized gate. This gateway leads to Marni's Laboratorium. Operated by complex machinery, it completely blockades unauthorized access.
258
Marni's Masterium
Faction: Marni
Marni's state-of-the-art workshop. A secret research facility built within a repurposed fort. Mechanized Wyverns controlled by Visione circle the skies, providing ironclad security that makes the area virtually inaccessible.
259
Marni's Outpost
Faction: Cogknights
An outpost where Marni's mecha soldiers are deployed. These mecha soldiers are stationed in a remote location with no strategic value. Rumors abound that the site is actually a testing ground installed to field-test new weaponry rather than for defense.
260
Marni's Steel Armory
Faction: Society of Progress
Marni's mechanical weapon workshop. A state-of-the-art factory that serves as the culmination of Marni's genius, it produces weapons of immense destructive power.
261
Masterium East Gate
Faction: Marni
The east gate leading to Marni's Masterium.
262
Masterium Northeast Gate
Faction: Marni
The northeast gate leading to Marni's Masterium.
263
Meadowlark Ranch
Faction: House Thorel
A ranch famous for its excellent quality meat. The livestock raised on these fertile pastures are of exceptional quality.
264
Mechaloop Ironcrawler Station
Faction: Marnirail
An ironcrawler station near the capital. This vital transportation hub was the primary driver behind Delesyia's rapid growth, greatly helping the Republic's development by rapidly transporting the Crimson Desert's abundant resources.
265
Meshley Trapsmith
Faction: House Roberts
A small trap crafting workshop tucked away deep in the forest. It constructs various traps for small games and even bears.
266
Morvane Bridge
A bridge that was once used as the main route connecting central and northern Delesyia. Once a bustling thoroughfare, it now lies broken and abandoned. The river flows indifferently through the collapsed piers, marking the lonely end of this forgotten bridge.
267
Morvane Bridge Shipwreck
A shipwreck located at Morvane Bridge.
268
Morvane Railway Hearth
Morvane Railway Hearth.
269
Mountain of Frozen Souls Hearth
Mountain of Frozen Souls Hearth.
270
Muckroot Ranch
Faction: House Roberts
A ranch established by the goatherd Ibano. It was built by reclaiming barren land that was once difficult to cultivate. Today, it has become a ranch where goats roam freely.
271
Muiquun
Faction: Muiquun Outlaws
Muiquun is a village at the eastern edge of Tashkalp. Like any desert, it is scorched by high temperatures and stifling sand winds, yet the village owes its existence to a small nearby stream. However, this water is also a constant source of conflict.
272
Muiquun Wagon Fence
A place where stolen wagons are traded. Mainly buys wagons seized from the Crimson Desert Wasteland. Ruthless bandits form the main clientele. This channel is used to safely launder goods taken by force before smuggling them across the border.
273
Muiquun Watchtower Hearth
Muiquun Watchtower Hearth.
274
Museum of Marni
Faction: National Delesyian Institute
A museum commemorating Marni in Delesyia. This site honors the achievements of Marni, the genius who drove the Republic's progress. However, since closing for renovations, it has taken on a strangely neglected air. Rumors suggest it is being used for a more clandestine purpose.
275
Musket First Outpost
Faction: House Thorel
An outpost built in Demeniss before Fort Musket was occupied. It now serves as a gate restricting access to the Musket region.
276
Musket Second Outpost
Faction: House Thorel
An outpost built in Demeniss before Fort Musket was occupied. It now serves as a gate restricting access to the Musket region.
277
Musket Ultimate Weapon Stronghold I
Faction: House Thorel
A base of unknown identity. This facility is being built in secret under the orders of Duke Caliburn. Constructed under tight security, dark rumors suggest a massive weapon being installed within.
278
Musket Ultimate Weapon Stronghold II
Faction: House Thorel
A base of unknown identity. This facility is being built in secret under the orders of Duke Caliburn. Constructed under tight security, dark rumors suggest a massive weapon being installed within.
279
Musket Ultimate Weapon Stronghold III
Faction: House Thorel
A base of unknown identity. This facility is being built in secret under the orders of Duke Caliburn. Constructed under tight security, dark rumors suggest a massive weapon being installed within.
280
Nas River Angler's Hearth
Nas River Angler's Hearth.
281
Nas River Fishing Dock
Related quests: Familiar Curses
Faction: House Roberts
A small fishing spot along a tributary of the Nas River. It's a popular destination for fishermen thanks to the plentiful catch. Goblins from the Trading Post are frequent visitors, stopping by to buy fish or take a rest.
282
Nectarwood Apiary
Faction: Kharonso Troll Alliance
An apiary located not far from Kharonso. Demand is high thanks to the trolls' love for mead. It is so popular that honey is always in short supply.
283
North Demeniss Outpost
Faction: House Byron
The Wolf Trackers' stronghold. This base was established through the illegal occupation of abandoned land in the Byron Estate. A testament to the group's lawless savagery, it has become a persistent thorn in the side of the estate.
284
Northern Outpost
Faction: Society of Progress
An outpost established to protect Marni's Steel Armory. This security zone was built specifically for the armory's defense, where emotionless machines monitor and eliminate intruders with absolute precision.
285
Oakbarrel Winery
Faction: Silvermoon Trade Group
One of many principal investments on the Silvermoon Trade Group. Originally owned by Brollam himself, the deed was redrawn under the Silvermoon Trade Group as a sign of good faith in investment of his group. Now it has become standard practice for heads of the collective to sign assets over to the organization in kind.
286
Oakenshield Manor
Related quests: First Step to Rebuilding
Faction: House Serkis
The manor of Marquis Serkis, located in central Hernand. Home to the Marquis Serkis, Duke Celeste's right hand. It once served as the central facility of an oak farm but is now used as a residence.
287
Odeck
A village whose people live in honor of a general renowned for deeds in a past war. They worship the general as their guardian deity, upholding her legacy. With every resident possessing the spirit of a hardened warrior, an air of grim determination permeates the entire village.
288
Outcast's Hearth
Outcast's Hearth.
289
Pailune
Faction: Pailune Militia
The city that serves as the capital of the tribal state. Legends claim it was once the capital of an ancient kingdom, though the truth has been lost to time. A unique tradition of painting every building red gives the entire city a striking, intense atmosphere.
290
Pailune Beacon
Faction: Pailune Militia
A beacon that watches over Pailune and the nearby lake. The lake features a gravestone steeped in the legends of ancient heroes. Stationed soldiers honor these heroes here, praying for their own safety and the peace of the region.
291
Pailune East Gate
Faction: Pailune Militia
The gate leading to Pailune. A large number of soldiers from Beighen are stationed here. Its proximity to the village allows for frequent family visits, keeping soldier morale high.
292
Pailune Floodgate
Faction: Pailune Militia
A wooden floodgate installed on the lower Denn River. It was built to regulate the water flow and also serves as a border.
293
Pailune Floodgate Hearth
Pailune Floodgate Hearth.
294
Pecus Ranch
Faction: House Thorel
A ranch that produces meat for royal trade. It is a key production site supplying the capital with top-grade meat, boasting a reputation prestigious enough to grace the royal table.
295
Perwin Gate
Faction: House Roberts
A gate leading to Fort Perwin.
296
Perwin Prison Camp
Faction: House Roberts
A small camp near Fort Perwin. It serves as an overflow for prisoners and bandits when the fort becomes overcrowded, though it doesn't seem to be in active use.
297
Perwin Quarry
Faction: House Roberts
A quarry owned by House Roberts. Abundant in rare, sturdy stone, it is a site coveted by many nobles. House Roberts is said to take great pride in the creation of this quarry.
298
Perwin Trading Post
Faction: House Roberts
A military supply trading post. Located on the route from Hernand Town to Fort Perwin, it handles the import of supplies and weaponry. Although managed by the fort, the area sees little foot traffic outside of regular trading periods.
299
Perwin Watchtower
Faction: House Roberts
Perwin Watchtower.
300
Petalton Workshop
Faction: Pororin Forest Guardians
The central herb workshop of the village. Herbs and plants gathered from the forest are dried and processed here. As people close to nature, the shais boast exceptional skills.
301
Phoniel Ranch
Faction: House Alfonso
A ranch town left in ruins after being plundered by the Bleed Bandits. It was completely ransacked, leaving no livestock behind.
302
Pollengarth Apiary
Faction: House Grace
An apiary built between a flower-rich meadow and a dense forest. Situated in an ideal location for gathering diverse pollen, it blends different honeys to create a distinctive flavor.
303
Pororin
Faction: Pororin Forest Guardians
A village of shais and Fadus, secluded from the outside world. In this village, where flowers are always blooming, the residents live in deep connection with nature, finding immense joy in even the smallest of things.
304
Port Delesyia
Faction: Marni
A port that played a major role in the early development of the Republic of Delesyia. This historic harbor laid the foundation for the Republic's prosperity. Countless goods and technological knowledge flowed through here, sparking the flames of progress, and it still maintains its status as Delesyia's maritime gate today.
305
Qudim-jahr Camp
A Dusksong outpost situated at the World's Navel.
306
Reachwood Ruins
Faction: Pororin Forest Guardians
The ruins of the fort located near Pororin. These ruins bear the traces of war and now serve as a playground for the shais.
307
Redfox Trading Post
Faction: Redfox Merchants
The trading post of the Redfox Merchants. A strategic commercial hub where goods traveling through the Crimson Desert converge. Merchants from diverse cultures gather here, fostering a bustling trade.
308
Redtree Forest
A forest with massive redtrees. These massive redtree patches are found exclusively in rainforest regions. The striking red hues contrast sharply with the surrounding green jungle, creating an otherworldly and dreamlike landscape that feels like stepping into another dimension.
309
Reedfield Graves
Faction: House Grace
A graveyard in Grace's Domain. The reed fields to the southwest are shunned as an ominous site where patients were once buried. Graves are established nearby, not in the reed fields, to console the souls of the fallen.
310
Reedwind Valley
Endless golden reeds, swaying to the horizon.<br/>They say the sound of the wind whispering through the reeds resembles someone quietly sobbing.
311
Research Base Pipeline
Faction: Delesyian Aerial Force
Marni's power supply facility. Supplying massive amounts of power through a revolutionary transmission device designed by Marni, this facility is the unsung hero behind Delesyia's remarkable advancement.
312
Reventine Monastery
Faction: Church of Solumen
A monastery said to have been founded by the Reventine Saintess. It is a site of miracles where she once healed the sick. To this day, the monks uphold her noble legacy through service and prayer, offering healing and peace to all who visit.
313
Reventine Winery
Faction: Church of Solumen
A winery operated by the Reventine Monastery. Crafted in a solemn and pristine environment, the spirits produced here are revered as healing elixirs that purify both body and soul.
314
Ridgepath Post
An outpost built by the Black Bears to monitor the road between the Sage's Peak and Sequoia Forest.
315
Right Eye Watchtower
Faction: Tommaso
One of two watchtowers that guard the roads leading to Tommaso. Once a vigilant eye over the path, it has since been transformed into a sanctuary for travelers. Offering shade from the scorching desert sun, it has become a vibrant place of encounter where stories bloom among those passing through.
316
Riverward Outpost
Faction: House Celeste
A border outpost located on the western banks of the Nas River. It monitors all northern and eastern approaches. Housing both barracks and a posthouse, it serves as a vital hub for patrol units and merchants.
317
Rocca's Hill Slave Camp
Faction: House Serkis
A slave detention facility run by the Bleed Bandits. Escape is nearly impossible due to tight security and rugged terrain.
318
Rockshard Mountain Ironcrawler Station
Faction: Marnirail
An ironcrawler station near the Rockshard Mountain.
319
Rocky Creek Hearth
Rocky Creek Hearth.
320
Rodbel Fishing Dock
Faction: House Felix
A fishing spot located at the Anvil Riverside. Although it's only a small stream, it was established as a fishing spot because the fish bite so well.
321
Root's End Ruins
The highest peak of the mountainous area of Hernand. After trekking through rugged mountain trails to reach the summit, a sweeping panoramic view overlooking the surrounding peaks unfolds before you.
322
Roothold
Faction: House Celeste
A stronghold built around the Eldertree. What began as a small camp for those bound for the Sage's Peak has since evolved into a formidable mountain fort. Unique superstitions and customs revolving around the Eldertree still persist here.
323
Ruined Chapel
Faction: Hernandian Parish of Solumen
The ruins of the Church of Vellua. This chapel was forgotten once a church was established within the village. It has since become a resting spot for herb-gathering woodsmen and passing travelers, though there have been some voices suggesting its renovation and restoration.
324
Ruins Excavation
Faction: Lords of Unclaimed Lands
The ruins excavation site of the Twilight Messengers. No one knows what they hope to find in this desolate wasteland, but one thing is certain: they are indiscriminately kidnapping and abusing people to fuel their excavation.
325
Rustfield Scrapyard
Faction: Ironwheel of Dewhaven
A processing facility where scrap metal is collected for recycling. This site collects and reprocesses scrap metal generated during the weapon production process.
326
Rustleleaf Farm
Faction: House Azerian
A farm owned by House Azerian. They treat their workers with far more leniency than other estates. Thanks to a family tradition that values humane treatment over coercive control, worker loyalty is high, resulting in consistently stable yields.
327
Saddlewind Ranch
Faction: House Celeste
A renowned horse ranch in Hernand. Most of Hernand's famed steeds have come from here.
328
Salt Mine
Faction: Marni
A mine operated by Marni's Masterium. While most of the mining process is automated, kidnapped slaves are deployed for delicate tasks and other areas beyond the reach of machines.
329
Saltroad Trading Post
Faction: Redwind Merchant Guild
This trading post, located between Varnia and Urdavah, is one of the largest in the desert, serving as a commercial hub and a strategic point. On trading days, it is common to see merchants browsing the stalls in search of valuable goods. As such, the Saltroad Trading Post plays an important role in trade between the two regions.
330
Sandshift Village
A small community in Sandshift Basin. The village was originally larger and located near the Rockshard Valley Ruins, but its distance from major cities left it completely exposed to the threat of bandits. The survivors are now questioning whether staying here is truly safe.
331
Sandswept Ruins
Ruins near a lonely village. There are traces of buildings that collapsed during a sandstorm. The residents never returned, even after the storm passed and vegetation grew back. Only ownerless jars remain, guarding the past in silence.
332
Sandy Peaks Watchtower
Faction: Muiquun Outlaws
Sandy Peaks Watchtower.
333
Scholastone Archive
Faction: Scholastone Institute
A place where various Scholastone records are stored. It documents and preserves every detail, from the Institute's history and activities to the scholars' research papers and experimental records.
334
Scholastone Institute
Faction: Scholastone Institute
The premier institute on the continent of Pywel. Its ranks consist mostly of troll scholars, many of whom are dedicated to researching the Abyss.
335
Scorchrock Castle
Faction: House Thorel
A fort located in southern Demenissian territory. It was built for invasion back when the Wells Estate was not yet part of the kingdom.
336
Secluded Cabin
A small cabin nestled amidst endless snowfields and biting winds. It serves as a warm sanctuary for those exhausted by the cold to find refuge.
337
Secluded Private Property
Faction: House Byron
A location where House Byron carries out its behind-the-scenes dealings. This execution ground is used to discreetly eliminate those who resist the powerful. Only screams buried in the darkness and the scent of blood bear witness to the horrors of this place.
338
Secret Base Pipeline
Faction: Delesyian Aerial Force
Marni's fuel supply facility. A vital installation that supplies fuel to Marni's various facilities.
339
Seedrow Farm
Faction: House Elemore
A farm owned by House Elemore. True to its name, the Golden Plains feature endless stretches of fertile land. Its bountiful harvests solidify its reputation as the continent's premier breadbasket.
340
Senia
Faction: Hernandian Parish of Solumen
A village built around a church perched atop a cliff. Tales of Saint Senia's miracles drew a constant stream of devout Solumen worshippers on pilgrimages. Over time, as the clergy began to take up residence, the settlement grew into a small village.
341
Sequoia Forest
Faction: Pailune Militia
A once-lush forest. The Black Bear's indiscriminate logging has caused a large-scale loss of trees. The skeletal stumps hint at its former density, and the forest's ecosystem is now under threat.
342
Serpent Shrine
Faction: Aeserion, the Great Serpent
Ruins rumored to be inhabited by a giant serpent. Legends of a colossal serpent worshipped as an ancient god linger here. The massive figure circling the temple has given rise to countless unfounded tales, turning it into a place shunned by many.
343
Serpenthead Valley
Faction: Giant's Yard Research Group
A place where a winding stream flows through. The meandering waterway resembles the trail of a giant snake, earning it the name Serpenthead Valley.
344
Sheltering Rocks
Faction: Tariv Sorcerers
Mysterious ancient ruins scattered across the northwest of Demeniss. They are characterized by a unique structure where two megaliths appear to support a roof.
345
Shipwreck Shore Wreckage
A shipwreck located on the stretch of coast known as Shipwreck Shore.
346
Shiqar-jahr Camp
A Helm outpost situated at the World's Navel.
347
Silverbrook Ruins
Faction: Marni's Tinkertons
Ruins of an abandoned village. A long-abandoned, desolate ruin overgrown with weeds. While the exact details of its fate remain unknown, records indicate the residents were opposed to mechanization.
348
Skin Collector's Hideout
A spring in the middle of the desert, north of Muiquun. The criminals of Muiquun are ruthless and cold-blooded fiends, yet they cower before those who may pose a threat to them. An individual known as the "Skin Collector" has established his lair here. He not only flays animal hides but also the skins of passing travelers, using them as sacrifices for his grotesque art.
349
Skoghorn
Faction: Skoghorn Tribe
A village where life persists amidst the biting cold. This barren environment was pioneered through indomitable will. Even in the freezing temperatures, the inhabitants farm and maintain their daily lives, serving as a symbolic testament to the resilient vitality of the Northerners.
350
Skoghorn Farm
Faction: Skoghorn Tribe
A farm where crops can be harvested even in extreme cold. The frozen northern lands may seem barren, but centuries of effort have led to the development of crops resistant to the biting cold.
351
Skoghorn Hearth
Skoghorn Hearth.
352
Slopeseed Farm
Faction: House Elemore
A farm owned by House Elemore. True to its name, the Golden Plains feature endless stretches of fertile land. Its bountiful harvests solidify its reputation as the continent's premier breadbasket.
353
Snaketail Gate
A gateway set into the wall dividing Delesyia and Gortak. It is the sole passage through the massive barrier that separates the two factions.
354
Snowgrass Hearth
Green blades of grass peek through the snow-covered foothills. At the boundary of white and green, a small hearth breathes in the silence.
355
Snowy Plains Hearth
Snowy Plains Hearth.
356
Southcourt Wainwright
Faction: House Thorel
A workshop specializing in military wagons for the capital. They craft exceptionally durable models. Business remains stable thanks to a constant stream of orders from the Righteous Inquisitors.
357
Southern Court
Faction: House Thorel
A court overseeing southern Demeniss. This institution once managed the public safety and judicial affairs of the southern region. However, since Bastier seized control, it has become completely corrupted and now reigns as a symbol of terror.
358
Southern Guard Post
Faction: House Lanford
A guard post responsible for monitoring the southern boundary sector. It blocks hostile factions from invading Calphade Castle.
359
Southern Quarry
Faction: House Felix
A quarry renowned for its high-quality stone. Owned by House Felix, it is a primary source of their wealth. Its reputation has attracted many who seek to seize it for themselves.
360
Southern Sentry Post
Related quests: The Counterattack
Faction: House Lanford
A sentry post located in southern Calphade. It focuses on reconnaissance, while the Calphade Gate handles border security.
361
Spearhead Monolith
Faction: Aeserion, the Great Serpent
One of the sharp monoliths likened to a serpent's fang. It stands at the edge of the ancient temple, overlooking the vast ocean.
362
Spearhead Posthouse
Faction: House Celeste
A rest stop frequented by wagons and cavalries traveling along the riverside trade route.
363
Springdale Farm
Faction: House Byron
A farm owned by House Byron. Neglected by the Count's indifference, this small farm offers no protection for its peasants. They suffer under the tyranny of the Righteous Inquisitors, enduring each day in fear of pillaging and harassment instead of the joy of the harvest.
364
Springtide Mill
Related quests: Shadow Casted Over the River
Faction: House Serkis (Blockaded)
A watermill south of Hernand. It is the primary production site for grain flour in Hernand. Its high operational efficiency makes it a key distribution hub frequented by merchants from various regions.
365
St. Halssius's House of Healing
Related quests: Familiar Curses
A house of healing that treats various conditions, including mental illness. Rumors suggest that patients lose all contact with their families upon admission. There are also many reports that those who are discharged are no longer of sound mind.
366
Steelhoof Posthouse
Faction: House Celeste
A rest stop frequented by wagons and cavalries traveling along the riverside trade route.
367
Steelspike Armory
Faction: Ironwheel of Dewhaven
A weapons development and production base located in Dewhaven. Instead of producing the latest weapons, it focuses on dependable older weapons.
368
Steinnfell Fortress
A fortress built during the war between Hernand and Pailune. It was left neglected after the northern Hernand territories were abandoned and lost their strategic value. Seizing the opportunity, the Black Bears moved in unopposed and now use it as their base.
369
Steinnfell Fortress Gate
The gateway to Steinnfell Fortress.
370
Stellen Manor
A manor that stands out with an architectural style different from that of Pailune. It is believed to be the residence of a family that migrated from Demeniss and its exotic exterior creates a striking contrast with the surrounding landscape.
371
Stern of the Serpent Shrine Shipwreck
A shipwreck located on the coast of the Serpent Shrine.
372
Stoneback Crab Wetlands
Faction: Redfox Merchants
A wetland region rich in precious minerals and ores.<br/>While it is a treasure trove of rare resources, it is also home to stoneback crabs. It is a perilous place where provoking the Queen Stoneback Crab could mean facing a rage that makes the entire wetlands tremble.
373
Stonemire Ruins
Faction: National Delesyian Institute
Ancient ruins made of massive rock. These megalithic ruins hold the mysteries of antiquity. However, in Delesyia, where the populace is obsessed with cutting-edge technology, the ruins are dismissed as mere relics of a bygone era and left abandoned in the face of public indifference.
374
Stones of Time
Faction: Tariv Sorcerers
Mysterious ancient ruins scattered across the northwest of Demeniss. Though wrapped in thick vines as if nature has reclaimed them, accounts describe the cold stone monoliths as still shining through.
375
Stoneward Castle Ruins
Faction: Ironwheel of Dewhaven
The abandoned castle ruins in the Dewhaven region. Long neglected, these ancient remains are slowly crumbling away. Once a seat of power, the masterless ruins have now become a hideout for bandits.
376
Stoneward Harbor
Faction: Ironwheel of Dewhaven
A port located in Dewhaven. Seemingly untouched by the rapid changes of Delesyia, it retains its old-world charm while serving as the maritime gateway to Dewhaven.
377
Stonewell Farm
Faction: House Marshell
A farm owned by House Marshell. Fertile soil and abundant sunlight ensure a bountiful harvest every year, but the workers suffer under the relentless intensity of the labor.
378
Stormtalon Ridge Mine
Faction: House Lanford
A long mine that runs across the Stormtalon Ridge. Records indicate it also serves as a passage through the mountain.
379
Stronghelm Forge
Faction: House Elemore
A battle gear workshop owned by House Elemore. Skilled blacksmiths hammer iron relentlessly, crafting solid and sharp gear.
380
Stronghoof Saddlery
Faction: House Elemore
A horse tack workshop owned by House Elemore.<br/>It's frequently visited by nobles who look for something more sophisticated.
381
Sundell Farm
Faction: House Elemore
A farm owned by House Elemore. True to its name, the Golden Plains feature endless stretches of fertile land. Its bountiful harvests solidify its reputation as the continent's premier breadbasket.
382
Sungrove Manor
Faction: House Marshell
The manor of House Marshell. Its white stone exterior is striking, gleaming brilliantly all year round. The dazzling facade flaunts the Count's immense wealth and power, instilling visitors with a sense of overwhelming intimidation and wonder.
383
Sunset Valley
A village at the southernmost area of Hernand. Formed by the sick and the poor, it lives independently, isolated from the outside world.
384
Supply Tent
Faction: Scholastone Institute
A hearth for passersby. Visitors have dwindled recently due to the growing presence of the Bleed Bandits.
385
Swamp Ruins
Remnants of a building found in a swamp. The ruins of an old dwelling, half-buried in the soggy marsh. Moss-covered stone walls stand as proof that someone once lived here.
386
Sweetbloom Plantation
Faction: Marni's Tinkertons
An agricultural complex in Delesyia. This facility enables large-scale food production through cutting-edge agricultural technology. Automated machinery tends the fields, ensuring bountiful harvests year-round under precise scientific management.
387
Tariv
Faction: Tariv Sorcerers
A small village inhabited by sorcerers. It is a sanctuary for those who wield mysterious powers. Despite constant threats from outsiders coveting their magic, the Guardian Tree's powerful barrier protects the village.
388
Thalwynd
Faction: House Lanford
A small village in Calphade. Whenever Calphade is in danger, its residents form militia units and provide crucial aid.
389
The Delesyian Institute
Faction: National Delesyian Institute
Delesyia's finest educational institution.<br/>A hall of knowledge dedicated to nurturing the talent that will lead the Republic's future. Teaching cutting-edge academics and skills, its graduates go on to play vital roles across all levels of society.
390
The Gate of Truth
Faction: Tariv Sorcerers
A massive ruin located in northwestern Demeniss. Investigation of this unknown ruin has been hindered by a monster that attacks anyone who approaches. The secrets that lie within remain shrouded in mystery.
391
The Laughing Marionette
Faction: House Thorel
The Circus hosts a variety of acrobatic performances and bazaars. Renowned as the continent's premier entertainment destination, the blend of spectacular acrobatics and vibrant bazaars keeps the laughter of visitors echoing day and night.
392
The Scrapfold
Related quests: Return of the Comrade
Faction: Beggar's Alliance
Lodgings for the poor. A place where those sharing the same plight live together.
393
Thornbriar Central Food Storage
Faction: House Wells
A storage facility for keeping provisions to supply the Wells army. It houses the rations most valued by the Wells army, who remain in a state of constant combat readiness.
394
Thornbriar Food Storage
Faction: House Wells
A storage facility for keeping provisions to supply the Wells army. It houses the vital rations for the Wells army, which maintains a constant state of combat readiness.
395
Thornbriar Fortress
Faction: House Wells
The castle of Duke Wells. A natural fort surrounded by moats, walls, and coastal cliffs. It boasts overwhelming defense, exuding an untouchable majesty that no one dares to breach.
396
Thornbriar Fortress Hearth
Thornbriar Fortress Hearth.
397
Thornbriar Guard Post
Faction: house Wells
A guard post installed near Thornbriar Fortress.
398
Thornbriar North Gate
Faction: House Wells
The gate to reach Thornbriar Fortress.
399
Thornbriar Outpost
Faction: House Wells
An outpost installed near Thornbriar Fortress. It was established to fundamentally block any attacks against the naturally fortified stronghold.
400
Thornbriar South Gate
Faction: House Wells
The gate to reach Thornbriar Fortress.
401
Thoron Village Ruins
Faction: Cogknights
Ruins of a village. Marni's machine soldiers roam the remains of this desolate village. Their patrols through a wasteland with nothing left to guard evoke a strange sense of dread, fueling questions about their hidden purpose.
402
Three Brothers' Cliff Shipwreck
A shipwreck located at Three Brothers' Cliff.
403
Timberdale Bandit Camp
A bandit stronghold located near Timberdale.
404
Timberton
Faction: Marni's Tinkertons
A village greatly influenced by technological advancements. Its unique landscape captures a period of rapid transition, where classic architecture and cutting-edge machinery are strangely intertwined.
405
Timberturner Wainwright
Faction: House Alfonso
A workshop dedicated to the mass production of high-quality carriages, primarily serving merchants.
406
Timeworn Ruins
The ruins located in the Sandshift Basin. Once a magnificent castle, centuries of weathering have left it unrecognizable. As the nearby grazing lands attracted more travelers, a station was established for their convenience.
407
Timeworn Ruins Ironcrawler Station
Faction: Marnirail
An ironcrawler station near Timeworn Ruins.
408
Tinkerton
Faction: Marni's Tinkertons
A village greatly influenced by technological advancements. Thanks to Marni's innovations, the people here enjoy a life of prosperity. The residents revere him as their benefactor, holding a grand annual festival to honor his achievements and celebrate the fruits of their technological progress.
409
Tinkerton Dig Site
Faction: Marni's Tinkertons
Dig site of a giant dragon's remains. Excavations are currently underway for bones discovered in Tinkerton. Their staggering scale offers a glimpse into the dragon's former majesty, drawing intense focus from the academic community.
410
Tommaso Beacon
Faction: Tommaso
A beacon used to deliver the news to Tommaso. It functions by using cloth to manipulate the light and transmit signals.
411
Torchlight Beacon
Related quests: To the Battlefield
Faction: House Celeste
A beacon built to swiftly signal emergencies. Located in a place visible directly from Hernand Town, it provides quick updates on the events within Calphade.
412
Trembling Gorge
Faction: Pororin Forest Guardians
A forest region rumored to be haunted by forest ghosts. It draws many who seek to hunt them down. While the shais attempt to protect these spirits, their efforts appear to be in vain.
413
Trovak Camp
An outpost built by the Black Bears.
414
Twin Clover Cabins
Twin cabins shaped like clovers. Legend has it that good fortune follows those who stay here.
415
Twinpath Post
An outpost built by the Black Bears to monitor the road to Pailune and the streams of Denn River.
416
Twinpath Western Hearth
Twinpath Western Hearth.
417
Valvegard Garrison
Faction: Delesyian Aerial Force
A ground for testing machine performance. This facility, a repurposed ancient fortress, serves as a proving ground for new weaponry. Its antique walls are scarred by shelling and explosions, where the destructive power of new machines is tested amidst a constant barrage of noise and smoke.
418
Valvegard Garrison Shipwreck
A shipwreck located at Valvegard Garrison.
419
Varnia
Faction: Varnia
A religious state situated at the northernmost reaches of the Crimson Desert. An isolated nation accessible only by traversing the desert, it has fostered a unique and mystical culture within an environment secluded from the outside world. To any outsider, it is a city as alien as it is wondrous.
420
Varnia Saltroad Camp
Faction: Varnia
A shelter used by the first pilgrims in the distant past. It originated from the traces of early pilgrims who rested in the shade of the cliffs. Since then, it has evolved into an official rest stop for both merchants and pilgrims, centered around a refreshing oasis.
421
Varnia Trading Post
Faction: Varnia
A trade hub that serves as Varnia's gateway for commerce. Its primary source of income is the unique local specialties born from its isolated environment. Rare treasures brought by pilgrims are also traded here, drawing a steady stream of merchants in search of exotic goods.
422
Vat'nholl Hearth
A fort conquered by the Black Bears. Originally an outpost built by Hernand to expand their influence across the Nas River, it fell to a relentless Black Bear onslaught and now serves as a base for the faction.
423
Vellua
Faction: Vellua Fishermen's Guild
A coastal village south of Hernand. Famous for its abundant fish, the area is a well-known hotspot frequented by master anglers. However, frequent pirate attacks have left some residents living in fear.
424
Vilkom Outpost
Faction: House Serkis
An outpost located in the northern border of Hernand, serving as both a defensive post and a military training ground.
425
Vinewood Winery
Faction: House Elemore
A winery owned by House Elemore. The wine crafted from the finest grapes of the Golden Plains is a staple not only in Demeniss but at banquets across other nations as well.
426
Volwork Armory
Faction: House Elemore
An armory owned by House Elemore. This massive weapon production facility is equipped with state-of-the-art technology.
427
Warspike East Gate
Faction: House Alfonso
The eastern gate leading to Fort Warspike.
428
Warspike South Gate
Faction: House Alfonso
The southern gate leading to Fort Warspike.
429
Wasteland Cliff Watchtower
Faction: Muiquun Outlaws
Wasteland Cliff Watchtower.
430
Wayward Woods Witch's Hideout
Faction: Witches
A treehouse perched atop a cliff in the Wayward Woods west of Pailune. A witch's home within a dead tree, its top split by lightning. The dwellings of witches are difficult to find in general, but this place is especially a challenge since travelers must pass through the Wayward Woods and cross the cliffs.
431
Well of Patience
Faction: Sage of the Desert
The well located east of Burhum. As a vital water source for the village, it also provides refreshment to passing travelers. It embodies the teachings of Master Du: to take a single sip, practice patience, and look after others first.
432
Well of Reflection
Faction: Sage of the Desert
The well located southwest of Burhum. As a vital water source for the village, it also provides refreshment to passing travelers. It is said that those who drink from it should reflect on themselves and venture further along the path to enlightenment.
433
Western Court
Faction: House Thorel
A court overseeing western Demeniss. This institution once managed public safety and the judicial affairs for the western region. However, since Bastier seized control, it has been completely corrupted and now reigns as a symbol of terror.
434
Western Dig Site
Faction: House Byron
Ancient ruins discovered in the Kingshield Mountains. Located on the border between Marshell and the Byron Estate, both houses are locked in a fierce race to excavate the site. As the psychological warfare over ownership intensifies, a volatile tension hangs over the dig site, ready to explode at any moment.
435
Wheelsmith Wainwright
Faction: House Byron
A wainwright owned by House Byron. It produces strong and practical wagons.
436
Whispering Forest Dock
Along the shaded banks of the Upper Denn River, piles of wood sit untouched by human hands. Even in the silence, the presence of wildlife lingers.
437
Whisperleaf Fortress
Faction: Longleaf Tribe
A citadel perched on a cliff overlooking the Wayward Woods. It was built during an era when the Longleaf Tribe was far more open. However, as the tribespeople grew weary of poachers and those seeking to harm the woodland spirits, they gradually turned inward, and visitors to the fort eventually dwindled.
438
White Wastes Sanctuary
Ruins in the snowfield that withstood the crushing weight of time. Down the high mountain range, this frost-shrouded site was once the seat of power.
439
Whitehill Mill
Faction: House Byron
A small mill perched atop a hill. This mysterious mill stands alone on the deserted hillside. Why it was built in such a remote location remains a mystery.
440
Whitemill Farm
Faction: House Elemore
A farm owned by House Elemore. True to its name, the Golden Plains feature endless stretches of fertile land. Its bountiful harvests solidify its reputation as the continent's premier breadbasket.
441
Whitesand Retreat
Faction: Whitesand Retreat
A religious site dedicated to discussing and following the teachings of Atima. Varnia maintains a strict hierarchy between high-ranking and common devotees, with the elite engaging in philosophical discourse on law and theology. While the site is effectively the exclusive domain of high-ranking members, commoners may enter provided they obtain official permission.
442
Wild Raiders Camp
An outpost of factionless bandits. While there is no disciplined commander, it is still a dangerous place, crawling with vicious outlaws.
443
Wildbloom Springs
A spring located in the heart of the desert of the southeastern Crimson Desert. One of the few premium water sources where fresh drinking water can be obtained, it is like a jewel within the desert. Along the water's edge, bright flowers bloom, and rare sights of wildlife at play can be seen.
444
Windmere Manor
Faction: House Byron
The manor of House Byron. A secluded estate nestled in a quiet place within the outskirts. It reflects the family's long history of operating from the shadows.
445
Windrose Farm
Faction: Ironwheel of Dewhaven
Windrose Farm, located to the east of Dewhaven Keep. It serves as Dewhaven's food source, where crops cultivated through hard work grow in abundance according to the laws of nature.
446
Windsong Peaks
Faction: Stjar Clan
A mountain where a witch was said to have lived. It is now ruled by an ancient being known as the Titan. Wielding the power of lightning, it ruthlessly incinerates anyone who approaches, making it a figure of pure terror.
447
Winterwind Hearth
Winterwind Hearth.
448
Witch's Hideout
Faction: Witches
A cave hidden within the forests of Silver Wolf Mountain in Pailune. Known as the dwelling place of a witch. There are occasional accounts from those who claim to have met her, but not everyone is granted that chance. They say she appears only to those on the brink of despair, just before they make their worst choice. The cave itself remains unseen unless she wills it to appear.
449
Witch's House
Faction: Witches
A house within the Alfonso Estate of Hernand, featuring a garden adorned with flowers and a fountain. It is said that the legendary Witch of Hernand resides here. Though she has never been seen, food and a teapot are always set upon the table.
450
Wycliffe Mappery
Related quests: New Journey
Faction: House Felix
A cartography workshop in Hernand. It once produced precise maps, but the owner has since vanished.
451
Wyvern's Cradle
Faction: Ironwheel of Dewhaven
The nest of Grenery, a wyvern that was known to be particularly shy and gentle. The Wyvernflames had a rough time at first because it rarely interacted with its kind, let alone humans.
452
Yalwi-jahr Camp
A Dusksong outpost situated at the Crimson Mountains.
453
Yulgar Beacon
Faction: Ironflame Orcs
A beacon that monitors activity to the south of the territory. While the orcs maintain amicable relations with their neighbors in Delesyia, they remain vigilant.
454
Zargan Tankworks
Faction: Ironflame Orcs
A workshop that crafts siege engine weapons. It produces the region's primary export: sturdy, powerful siege engines.