Crimson Desert named locations: every region's cities and landmarks
Pywel's named places sit in five ground regions and one sky layer above them: Hernand, Demeniss, Pailune, Delesyia and the Crimson Desert, with the Abyss overhead. The sets the game counts for you are 8 spires, 37 Ancient Ruins, 16 sanctums, 40 Abyss islands and 8 bell towers, and around them stand the cities: the City of Hernand, the City of Demeniss, the City of Delesyia, and Varnia and Tommaso out in the sand. Pearl Abyss names places in its patch notes but has never published a location list, so the counts and descriptions here come from community wikis and completion guides.
Hernand: the starting region
Hernand is green country with the longest location list of any region. The City of Hernand is the capital and the hub you keep returning to, walled and guarded by House Celeste, with Hernand Castle above it as the seat of Count Leon Roberts.
- Greymane Camp and Howling Hill. The mercenary camp Kliff's company works from. Both names appear in Pearl Abyss's own patch notes.
- Sunset Valley. A village at the southern tip of Hernand, settled by the sick and the poor and living apart from everyone else. It is also the southern endpoint of the Harmonious Hooves 4 horse challenge.
- Vellua. A coastal fishing village south of Hernand with a church of its own, known for its anglers and for pirate raids.
- Thalwynd, Senia and Kharonso. Thalwynd stands on high ground around the Church of Calphade and its bell tower. Senia grew around a cliff-top cathedral. Kharonso is the waypoint before the wilderness.
- Scholastone Institute and Scholastone Archive. The scholars' quarter southwest of the city, and the anchor of chapter 4. The Spire of the Stars stands just north of it.
- Calphade Castle, Arboria Castle and Icemoor Castle Ruins. Three castles in one region, one of them a ruin. Patch notes spell the first Calphadean Castle.
- Duskwood, Sunrise Plains and the Azure Moon Labyrinth. Three of Hernand's five Ancient Ruins puzzles. Sunrise Plains is a statue-rotation puzzle south of Glenbright Manor.
Demeniss, Pailune and Delesyia
Demeniss is the political and military half of the continent, and it has more Ancient Ruins than anywhere except Delesyia: nine of the 37. The City of Demeniss sits inland, Demeniss Port on the coast, and Silvermoon Tradehouse, headquarters of the Silvermoon Trade Group, southeast of the city along that coast. Three spires stand here, the Spire of Soaring by the Denn River, the Spire of Clockwork on Breezeblown Knoll and the Spire of Frost on Deadfire Mountain, and a fourth, the Jijeong Temple Pagoda, is on an island in Serpent Marsh between Demeniss and Delesyia. Golden Plains, Steel Mountains, Kingshield Mountains, Hexe Sanctuary and Reventine Monastery are the landmarks people navigate by.
Pailune is the cold north: Five-Finger Mountain, Silver Wolf Mountain, Scorched Mountain, the Black Wall and the camps at Bjornlund and Trovak. The Spire of Ringing Truth stands in Wayward Woods, and six Ancient Ruins are buried in the snow.
Delesyia is the mechanical region, and it holds ten Ancient Ruins, more than any other. Delesyia Castle is where Marni is met, Marni's Laboratorium sits north of the Sanctum of Devotion, and Mount Benus rises in the south with a tower on its summit that players read as Marni's work. Regent's Rise, Snaketail Wall and Serpent Shrine fill in the rest.
The Crimson Desert and the Abyss
The desert that gives the game its name is the north, and its four settlements are the ones patch notes name most often.
- Varnia. The holy city of the northern desert, devoted to the worship of Atima, with the Whitesand Retreat prayer hall at its centre and the Toll of Varnia bell tower above it. It is the northern endpoint of the corner-to-corner horse challenge.
- Tommaso. The largest town of the Tashkalp sands and the main stop for anyone crossing them. The Bonepit is here, where people without money fight for a betting pot.
- Urdavah. A gateway village on the pilgrimage road to Varnia, built around the Great Gate, with a local habit of studying the night sky.
- Arcosa. The richest village in the desert, well watered and permanently raided by bandits.
Around them are Trader's Expanse, the Sandswept Ruins, Heart of Arehaza, World's Navel, the Valley of Fire and the Turquoise Rock Pools, and the Spire of the Sun stands in Forebearer's Barrens.
The Abyss is a second map layer rather than a place on the ground. Forty flying islands hang above Pywel in clusters, each cluster entered through one of the eight spires, and the world map switches between ground and sky with a click of the right stick. Named islands include Monolith Crown and Crow's Nest above the Spire of Soaring, Sanctum of Transcendence and Throne of Truth above the Spire of the Sun, and Dimensional Bonds, which opens only after the ending.
What a place name tells you before you go
Most names in Pywel belong to a family, and the family predicts the activity.
- Spires. A tower climbed floor by floor behind gate conditions rather than fights. There are 8, and each opens a cluster of Abyss islands. Clearing all 8 gives the Conqueror of Spires trophy.
- Ancient Ruins. A mechanism puzzle: rotating statues, dials, symbol orders. Each solved puzzle lights a nearby Abyss Cresset, which pays an Abyss Artifact and leaves a fast travel point behind. There are 37, and all 37 give Puzzle Solver.
- Sanctums. Ground-level trial sites, 16 of them, unlocked through quests from four witches: Elowen, Bari, Lyselia and Areciel. One, the Sanctum of Mortification, comes with chapter 9 instead.
- Tolls. A bell tower. Ringing the bell lifts the fog from the country around it. There are 8, one per major city or region.
- Castles and forts. Settlements and story anchors: Hernand Castle, Calphade Castle, Delesyia Castle, Fort Warspike, Fort Anvil, Fort Perwin.
- Camps. Held positions with a state rather than a fixed pin. They can be liberated and, per Pearl Abyss's own developer update, blockaded again by enemy remnants.
Two names mislead: the Jijeong Temple Pagoda counts as a spire, and the Azure Moon Labyrinth is an Ancient Ruins puzzle rather than an Abyss site.
Perguntas frequentes
Where is Silvermoon Tradehouse in Crimson Desert?
On the southeastern coast of Demeniss, southeast of the City of Demeniss near Demeniss Port. It is the headquarters of the Silvermoon Trade Group and the start of the Harmonious Hooves 6 horse challenge, a ten-minute ride from there to Vellua.
How many spires are there in Crimson Desert?
Eight. Spire of the Stars and Spire of Insight in Hernand, Spire of Soaring, Spire of Clockwork and Spire of Frost in Demeniss, Spire of Ringing Truth in Pailune, Spire of the Sun in the Crimson Desert, and the Jijeong Temple Pagoda on an island in Serpent Marsh.
What is Varnia in Crimson Desert?
The holy city of the northern desert, built around the worship of Atima, with the Whitesand Retreat prayer hall at its heart. Pilgrims and merchants gather there, the Toll of Varnia bell tower reveals the map around it, and patch notes place a wagon workshop in the city.
Which region is Sunset Valley in?
Hernand, at its southern tip. It is a village of the sick and the poor living in isolation, it appears in several quests, and it is the southern end of the Harmonious Hooves 4 ride.
How many Ancient Ruins puzzles are in Crimson Desert?
37: about five in Hernand, nine in Demeniss, six in Pailune, ten in Delesyia and two in the Crimson Desert, the rest in the Abyss and story areas. Each solved puzzle lights an Abyss Cresset, which pays an Abyss Artifact and leaves a fast travel point.
What is the Abyss in Crimson Desert?
A second map layer of 40 flying islands above Pywel, reached through the eight spires and viewed by switching the world map from ground to sky. Monolith Crown, Crow's Nest and the Sanctum of Transcendence are among them, and the Abyss Artifacts that drive skill progression come from there.