The World of Tarsea

A world scarred by cataclysm, haunted by the Nethermaw, and teeming with forgotten lore. From the desolate Moors of Garn to the enigmatic Zendorean Ruins, every corner holds secrets waiting to be uncovered.

Garn

zone

The Moors

Desolate marshland and ruins. The starting area where survivors cling to existence at the edge of the Nethermaw's reach.

settlement

Dunmiir

A fortified city in the heart of Garn's ruins — one of the last intact urban centers, holding on through sheer stubbornness and thick walls.

zone

The Plateaus

Elevated mesa terrain above the Moors, offering strategic advantage but exposed to harsh winds and Corrupted aerial threats.

The Moors

settlement

The Velvet Shroud

A brothel, bar, and the closest thing to civilization in the Moors. Where information, comfort, and trouble intersect.

settlement

Shanty Town

The largest refugee settlement in the Moors — a desperate community built from salvaged empire.

landmark

Godsbane Oak

An ancient tree whose roots drink from a source the Nethermaw cannot corrupt. Meeting point for those who dare to hope.

dungeon

The Drowned Mills

Submerged grain mills where Corrupted creatures nest in flooded machinery.

landmark

Iron Gate

The last intact bridge across the Moor River. Controls all movement through the region.

landmark

The Manor

An abandoned noble estate at the edge of the Moors, slowly being reclaimed by the marsh.

Tarsea

dungeon

Zendorean Ruins

The shattered remnants of the Zendor civilization. Ancient machinery hums with forgotten power — and forgotten dangers.

dungeon

The Sorcery Vault

A Zendorean vault sealed with arcane locks containing dangerous magical artifacts too powerful to be left unguarded.

dungeon

Sea Fortress Gamiira

A fortress built on a rocky island, now a stronghold for pirates and slavers who prey on survivors.

landmark

The Gilded Castle

Once the seat of Garn's golden age, now a corruption-wreathed monument to fallen grandeur.

Eastern Tarsea

zone

The Ashen Steppes

A vast, scorched grassland — homeland of the Bende Gwa. Now a wasteland of ash and memory.

Beyond Tarsea

realm

The Harmonium

The eternal cosmic location outside space and time. Source of divine power and the Primals' essence.

Dunmiir

zone

The Coast

Dunmiir's coastal region, where salt-sprayed cliffs meet corrupted tide pools. Maritime trade once flourished here.

zone

Dunmiir Forest

Dense woodland surrounding Dunmiir's eastern approach. Ancient trees still resist the corruption through deep root networks.

zone

Dunmiir Swamp

A fetid swamp south of Dunmiir where corruption concentrates in stagnant pools and miasma chokes the air.

settlement

Dunmiir Town

The civilian district outside Dunmiir's fortress walls. A struggling community under military protection.

landmark

The Quarry

An abandoned stone quarry that supplied Garn's great buildings. Now home to scavengers and worse.

landmark

The Lighthouse

Once guided ships safely to harbor; now its ancient light pierces corruption. Some say it still functions.