Areas, roads and loot locations

Areas, roads and loot locations

The Worldwound feels endless. The blueprint census says otherwise: 380 named areas hold everything the campaign needs. Here is what's inside them.

The overworld is a graph

The crusade-era world map ships as two maps (Golarion's Worldwound plus the Kenabres close-up) carrying 405 location points stitched together by 478 travel-edge definitions — movement between locations is literally a graph walk, not free scrolling. Our map renders all 885 markers straight from those blueprints.

Below the world map, 1,466 area-enter points are defined across 506 areas — the exact coordinates where your party materializes when a destination loads. Ninety-one of the major points resolve to full area entities with their own pages.

Loading screens measure area size

303 loading-screen artworks attach to 197 of the 380 areas — most areas have one, big zones have several, each covering a distinct part of the map:

  • Areas with loading screens: 197
  • Total loading screens: 303

Where the loot lives

4,033 loot containers are wired into the 380 areas. The density leaders are exactly the dungeons you'd expect — and one you might not:

AreaContainers
The Enigma161
Lost Chapel134
Iz108
Ivory Sanctum104
Gray Garrison95
Wizard's Tower95

The Enigma — Nenio's puzzle dungeon from her companion questline — carries more loot containers than any zone in the game, including the demon-lord redoubt at Iz and the campaign's final dungeon at Threshold.

What this means for players

  • If an area has its own loading screens, it's a real zone, not a corridor: 197 of 380 pass that bar.
  • Container counts track designer intent for thoroughness — clearing Lost Chapel fully means checking 134 spots.
  • Every area above links from our Areas section with its loading-screen count and container total.