Tales of Berseria Remastered - Locations

The continent of Midgand and the places the Van Eltia crew passes through in Tales of Berseria Remastered, roughly in the order the campaign reaches them. The world is defined by the Abbey's exorcist order, its port cities and prison islands, and the Malak-managed mana that keeps the continent habit...
of 12 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Titania Prison Island The island prison where the Abbey dumps daemons and inconvenient people, and where Velvet spends three years of her life after the ritual that turned her into a Therion. The Abbey's island holdings Daemon holding facility Prison cell blocks and exercise yards The escape route through the island's coast
Aball City (Abbey seat) The city Velvet comes from and the Abbey's principal seat of power, with the religious authority of Midgand centred on its cathedral. Holy Kingdom of Midgand The Abbey cathedral Market district and suburbs The site of the ritual that created the Therion
Loegres Capital City The capital of the Holy Kingdom of Midgand and the political centre of the continent, a large walled city of stone squares, noble estates, and busy commercial streets. Holy Kingdom of Midgand Royal and administrative quarter Central market and equipment shops City gates and waterfront connections
Port Zekson Port Town A working harbour town on the Midgand coast, full of docks, warehouses, and the kind of traffic that makes information cheap. Holy Kingdom of Midgand Harbour and piers Taverns and sailor haunts Warehouse and customs district
Stonebury Village A small countryside settlement the crew passes through in the early campaign, the kind of quiet place the Abbey's war on daemons reaches whether it wants to be reached or not. Holy Kingdom of Midgand Village square and inn Farmland and surrounding pastures Roads connecting to the wider Midgand network
Meirchio Northern Town A cold, well-defended town in the north of Midgand, built around a fortified centre and used as a staging point for expeditions into harsher territory. Holy Kingdom of Midgand Fortified town centre Inns and equipment shops Routes into the northern wilds
Hellawes Coastal Town A fishing and shipping town on the sea, built on piers and steep streets with a reputation for being a place where the law is negotiable. Holy Kingdom of Midgand Docks and fish market Steep residential streets Smuggler routes along the coast
Reneed Port Town A southern port town that serves as a hub for shipping and travel between Midgand's coastal regions, with a lively market and a strong Abbey presence keeping an eye on the water. Holy Kingdom of Midgand Harbour and shipyards Marketplace and shops Abbey garrison
Taliesin Inland Town An inland settlement on the road network between Midgand's cities, built around trade and travel rather than defence. Holy Kingdom of Midgand Town inns and shops Trade roads and crossroads Surrounding fields and woodland
Yseult Town A town on Midgand's coastal road, part harbour and part market, that the crew reaches in the middle stretch of the campaign. Holy Kingdom of Midgand Coastal road and waterfront Local market Outlying farms and paths
Mount Killaraus Mountain Region and Dungeon A rugged mountain region reached later in the campaign, combining open climbing routes with dungeon interiors carved into and around the rock. Holy Kingdom of Midgand Mountain trails and cliff paths Dungeon interiors and sealed chambers Lookout points over the Midgand interior
The Van Eltia Mobile Hub / Ship Eizen's ship and the crew's home base once the campaign gets moving, a pirate vessel that travels Midgand's coastline and acts as the party's mobile headquarters. Midgand's seas Ship's deck and helm Crew quarters and galley Route access to Midgand's coastal regions
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