
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:
| Area | Containers |
|---|---|
| The Enigma | 161 |
| Lost Chapel | 134 |
| Iz | 108 |
| Ivory Sanctum | 104 |
| Gray Garrison | 95 |
| Wizard's Tower | 95 |
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.