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
The Moors
Desolate marshland and ruins. The starting area where survivors cling to existence at the edge of the Nethermaw's reach.
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.
The Plateaus
Elevated mesa terrain above the Moors, offering strategic advantage but exposed to harsh winds and Corrupted aerial threats.
The Moors
The Velvet Shroud
A brothel, bar, and the closest thing to civilization in the Moors. Where information, comfort, and trouble intersect.
Shanty Town
The largest refugee settlement in the Moors — a desperate community built from salvaged empire.
Godsbane Oak
An ancient tree whose roots drink from a source the Nethermaw cannot corrupt. Meeting point for those who dare to hope.
The Drowned Mills
Submerged grain mills where Corrupted creatures nest in flooded machinery.
Iron Gate
The last intact bridge across the Moor River. Controls all movement through the region.
The Manor
An abandoned noble estate at the edge of the Moors, slowly being reclaimed by the marsh.
Tarsea
Zendorean Ruins
The shattered remnants of the Zendor civilization. Ancient machinery hums with forgotten power — and forgotten dangers.
The Sorcery Vault
A Zendorean vault sealed with arcane locks containing dangerous magical artifacts too powerful to be left unguarded.
Sea Fortress Gamiira
A fortress built on a rocky island, now a stronghold for pirates and slavers who prey on survivors.
The Gilded Castle
Once the seat of Garn's golden age, now a corruption-wreathed monument to fallen grandeur.
Eastern Tarsea
The Ashen Steppes
A vast, scorched grassland — homeland of the Bende Gwa. Now a wasteland of ash and memory.
Beyond Tarsea
The Harmonium
The eternal cosmic location outside space and time. Source of divine power and the Primals' essence.
Dunmiir
The Coast
Dunmiir's coastal region, where salt-sprayed cliffs meet corrupted tide pools. Maritime trade once flourished here.
Dunmiir Forest
Dense woodland surrounding Dunmiir's eastern approach. Ancient trees still resist the corruption through deep root networks.
Dunmiir Swamp
A fetid swamp south of Dunmiir where corruption concentrates in stagnant pools and miasma chokes the air.
Dunmiir Town
The civilian district outside Dunmiir's fortress walls. A struggling community under military protection.
The Quarry
An abandoned stone quarry that supplied Garn's great buildings. Now home to scavengers and worse.
The Lighthouse
Once guided ships safely to harbor; now its ancient light pierces corruption. Some say it still functions.