Pathfinder: Wrath of the Righteous - Locations

The major locations of Pathfinder: Wrath of the Righteous, running from the siege of Kenabres to the final descent into the Worldwound. The campaign moves between crusader strongholds, blighted Sarkorian wilderness, Sarkorian ruins and the Abyss itself, and several areas only open on particular myth...
of 13 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Kenabres Fortress City / Prologue Hub The crusader city where the game opens, built on a plateau above the Worldwound and defended by the Eagle Watch. Mendev, on the edge of the Worldwound Market Square and the Wardstone Grey Garrison, held by Deskari's cultists Defender's Heart inn and the Eagle Watch command Temple of Iomedae and the Blackwing Library
Shield Maze and Neathholm Underground Cavern / Mongrelman Settlement The cave system under the city where the survivors fall after the Wardstone breaks, home to the mongrelmen of Neathholm. Beneath Kenabres The Shield Maze's warded tunnels Neathholm village and its chief The route back up to the surface
The Crusade Camp Field Headquarters The mobile headquarters that follows the Fifth Crusade, serving as the game's main hub between missions. Mendev The Commander's tent and war table Companion camp and personal quest triggers Quartermaster and merchant stalls Crusade council meetings
Leper's Smile Blighted Canyon A canyon littered with the wreckage of a previous crusade and the bodies of soldiers who died of the Worldwound's corruption. Sarkoris The crusader wreckage and field hospital Plague-ridden demon nests The canyon route toward Drezen
Drezen Fortress City / Act 2 Objective The lost crusader fortress that the Fifth Crusade exists to retake, held by Staunton Vhane and the Templars of the Ivory Labyrinth. Sarkoris, north of the Worldwound Citadel Drezen and the Sword of Valor The besieged walls and the demon garrison The dungeon levels beneath the citadel The city's restored market and barracks
The Lost Chapel Ruined Shrine A shattered chapel on the road to Drezen, overrun by gargoyles and the cult that serves them. Sarkoris The chapel nave and its Desna iconography Gargoyle roosts on the cliffs The crusader graves outside
Wintersun Sarkorian Village A frozen village of Sarkorian survivors caught between the crusade and the demons, and one of the campaign's clearest moral pressure points. Sarkoris The village longhouse and shrine The frozen lake and surrounding woods Sarkorian survivor camps
Blackwater Hidden Facility An underground complex of technological rather than magical origin, one of the campaign's strangest optional dungeons. Sarkoris The sealed facility entrance Construct-guarded halls Technological salvage and unique loot
The Midnight Fane Abyssal Temple A temple carved under the Worldwound that serves as the gate between Sarkoris and the Abyss. Beneath the Worldwound The portal to the Abyss Deskari's altar and cult cells The descent through the Worldwound's crust
Alushinyrra Abyssal City / Act 4 Hub The City of the Midnight Sun, a vertical demon metropolis ruled by Nocticula and divided into upper, middle and lower districts. The Midnight Isles, the Abyss The Upper City and Nocticula's palace The Middle City markets and arenas The Lower City and the Battlebliss arena The Fleshmarkets and its slave traders
Colyphyr Mines Abyssal Mine A vast slave mine worked under inhuman conditions, and the final dungeon of the Abyss arc. The Abyss The mine shafts and slave pens Overseer quarters The sealed deep workings
Iz Ruined City A Sarkorian city destroyed in the original demonic invasion, revisited in the final act as a battlefield between the crusade and the remaining demon armies. Sarkoris The ruined city gates and plaza Sarkorian catacombs The demon siege lines
Threshold Final Dungeon The heart of the Worldwound and the site of Areelu Vorlesh's work, where the campaign ends. The Worldwound Areelu's laboratory The rift at the center of the Worldwound Path-specific final encounters
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