The Legend of Heroes: Trails from Zero - Locations

The autonomous state of Crossbell and everything inside it, from the districts of Crossbell City and the SSS building to the border gates, villages, ruins and the subterranean Geofront beneath the capital.
of 19 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Crossbell State Autonomous State / Setting The small, fiercely independent state wedged between the Erebonian Empire and the Calvard Republic, whose wealth comes from the trade route that crosses it and whose sovereignty both neighbours treat as negotiable. Western Zemuria Crossbell City Erebonian border Calvardian border Armorica Village Mainz Village
Crossbell City Capital City The dense capital built around the crossroads of two great powers, with a working harbour, a financial quarter, a theatre district and more political tension per street than any city in Zemuria. Crossbell State Central Square Downtown District Harbour District Entertainment District Administrative District
Downtown District City District The commercial heart of the capital, packed with shops, cafes, orbal stores and the ordinary daily bustle that the state's political crisis keeps interrupting. Crossbell City Shopfronts and cafes Orbal equipment stores Police patrol routes
Harbour District City District The waterfront that gives Crossbell its living, handling the cargo and passenger traffic of both neighbouring powers and, in the story, more than a little of the smuggling that travels with it. Crossbell City Crossbell Harbour Warehouses Customs posts
Entertainment District City District The theatre and nightlife quarter, home to the Arc en Ciel troupe and to the city's most visible cultural life, and the part of Crossbell the state prefers visiting dignitaries to see. Crossbell City Arc en Ciel Theatre Restaurants and bars Evening crowds
Administrative District City District The government quarter, where the mayor's office, the police headquarters and the state's institutions crowd together behind security cordons whenever the empire or the republic sends a delegation. Crossbell City Crossbell Police Department headquarters Mayor's office Government offices
Special Support Section Building Hub Location The unit's small headquarters, combining a request office, living quarters and a place to rest between chapters. Crossbell City Request counter and notice board Living quarters Basement space used for practice
Crossbell Cathedral Religious Site The Septian Church's cathedral in the capital, where the church's public face and its intelligence work on the state's artefacts quietly meet. Crossbell City Main hall Clergy offices Septian Church contacts
The Geofront Underground Complex / Dungeon A vast subterranean complex of tunnels and sealed infrastructure beneath the capital, divided into sectors. Beneath Crossbell City Geofront sectors Maintenance tunnels Sealed research areas
Armorica Village Rural Village An agricultural village on the plains outside the capital, where farmland, weather and land disputes give the SSS its first taste of how much of Crossbell lives outside the city. Crossbell State Farmland Village centre Fields troubled by monsters
Mainz Village Mountain Village A mountain settlement whose mine and long road to the capital make it a bellwether for how the state treats its outlying communities when the money runs short. Crossbell State Mainz Mine Village inn Mountain path to Crossbell City
St. Ursula Medical College Institution / Hub The state's main hospital and medical teaching college, staffed by people tied to the SSS and to Crossbell's research community, and one of the few places in the arc where the city's better side is visible. Crossbell State Hospital wards Nurse Cecile Neues's station Medical research labs
Bellguard Gate Border Fortification The fortified gate on the road to the Erebonian Empire, held by the Crossbell Guardian Force, and the first place where the imbalance between Crossbell and its neighbour becomes obvious. Crossbell / Erebonian border Checkpoint Guardian Force garrison Imperial highway
Tangram Gate Border Fortification The gate facing the Calvard Republic, where customs, patrols and the state's reliance on foreign trade are on display for anyone the unit escorts across the frontier. Crossbell / Calvardian border Checkpoint Customs office Republic highway
Stargazer's Tower Ancient Ruins / Dungeon An ancient tower left by an earlier civilisation on Crossbell's plains, connected to the ruins and artefacts that the great powers are quietly competing to find before their rivals do. Crossbell State Tower interior Ancient mechanisms Monster nests
Sun Fort Ancient Fortress / Dungeon A ruined fortress from Zemuria's older history, reused by the arc for both monster hunting and confrontations over what Crossbell's land was before the state existed. Crossbell State Outer walls Inner courtyard Sealed chambers
Ancient Battlefield Ruins / Dungeon An expanse of broken ground and old war debris where earlier conflicts left their marks and where the unit fights some of its hardest early battles against the monsters that moved in afterwards. Crossbell State Ruined barricades War debris Monster territory
Mishelam Resort Area The lakeside resort that Crossbell uses as its public face of prosperity, complete with mascot characters and entertainment venues, and the place where the city's factions do their most polite negotiating. Crossbell State Lakeside resort Theme park attractions Mascot character shows
Orchis Tower Landmark The skyscraper raised as the emblem of Crossbell's ambition, standing over the capital as the arc's political stakes climb and the state's future is decided around it. Crossbell City Upper floors Observation levels State ceremonies
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