Arcanum: Of Steamworks and Magick Obscura Wiki
Register
Advertisement
Arcanummap

In Arcanum, players are able to explore a vast expanse of varied terrain which consists of a continental mainland and several islands. Travel throughout generally consists of rail or boat, though both magick (teleportation) and the more mundane (afoot) are often employed.

Continental Features[]

Stonewall Range[]

These mountains extend from the southwestern tip of Arcanum to the Glimmering Forest in the Northwest making it the longer of Arcanum's two mountain ranges. The Stonewall range also acts as home for most of Arcanum's dwarven clans and as the starting point for the game. It is traversal via several passes.

Grey Mountains[]

This range begins in the west where the Stonewall range ends, and it extends eastward to the river separating the Vendigroth Wastes. The dwarves of the Wheel Clan are the only people to call the home. The mountains are the taller of the two and has no passes, however it does have a gap along the far East riverbank that can be used as a North-South passage when using the local map view.

Morbihan Plains[]

This used to be known as the Morbihan Forest until Tarantian lumberers cut it down. Comprising most of the land to the south of the Grey Mountains bracketed by the Unified Kingdom's cities of Tarant and Ashbury, the Morbihan Plains are now a vast area of scrublands.

Glimmering Forest[]

The Forest is the largest and oldest forest in Arcanum, located in a large area of the continent’s Northwestern corner. The forest is home to much of Arcanum's Elven population. The Elven tree cities of Qintarra and T'sen-Ang are found within.

Dark Fens[]

Unmarked on the map, these swamps and marches are the least explored area of Arcanum. Located North of the Grey Mountains and East of the Glimmering Forest, it is home only to the most foul creatures. Even the Bedokaan live only on the very western edge of it. The presence of Kerlin's Altar in the middle, however is an anomaly that the Gnomes refuse to discuss.

Vendigroth Wastes[]

The wastes are an arid desert located near Arcanum's Northeastern corner, seperated by the rest of the continent by an unnamed river and are only accessible via an ancient bridge which spans it. Vengigroth was once home to an extremely advanced technological civilization that is now abandoned and in ruins. The only significant inhabitants is the Wizard conclave of Tulla.

Islands[]

Isle of Despair[]

This desert island is located south of the Vendigroth Wastes. It is used as a penal colony, and as such it is rarely visited by anyone else. Teleportation to, from, and within the Island is hampered by an unknown composition of mineral deposits.

Thanatos[]

This is a jungle island found far to the south of the mainland’s southeastern tip. It is the largest of the islands but has no known civilized settlements. It is also known as "Monster Island" and draws various adventurers from time to time for exploration and big game hunting.

Half-ogre Island[]

This is another uninhabited jungle island located immediately west of Thanatos. It is sometimes referenced in conspiracy theories.

Cattan[]

This island just east of the mainland's southwestern tip. It is a jungle island that is mostly uninhabited but serves as a summer retreat for some of Arcanum's richer families.

Kingdoms[]

The Unified Kingdom[]

The Unified Kingdom is the most populous and prosperous country on the continent. It dominates much of the Morbihan Plains, and has eyes to expand elsewhere. The "Kingdom" has no king nor any royalty for that matter, and instead is an Oligarchy that is run by the Industrial Council. Her citizens live mostly in the capital city of Tarant and in the town of Ashbury, which are connected by rail and boat. Technology is in rapid ascension, with Magick quickly waning and even thought by some to be under threat of elimination entirely. It also hosts a university and library that rivals that of even Tulla. The kingdom is mostly populated by Humans, but it does have a particularly influential Gnome segment. The sight of members of other races is also quite common.

Cumbria[]

The Kingdom of Cumbria is a country in decline. It can be found on the south coast of Arcanum east of the Stonewall Range. The aging King Praetor is the last known surviving male of his line, and his only daughter is missing. But the throne is backed by the Dragon Knights, which helps maintain its stability. Her citizens live mostly in the port city of Black Root, and in the rump capital of Dernholm. The Kingdom has officially banned the use of all technology. And while this banned is mostly enforced in Dernholm, it is openly ignored in Black Root, which is actually more closely connected to the Unified Kingdom by rail and boat. Cumbria is a human dominated society, though the sight of other races is not uncommon.

Arland[]

The kingdom of Arland is the oldest country in Arcanum and the sole power in the southwest of the continent. It can be found west of the Stonewall Range and south of the unnamed river that separates it from the Glimmering Forest. It is a human monarchy supported by a council of advisors.Her citizens live mostly in the capital city of Caladon, and in the northern town of Roseborough. The kingdom has no official policy regarding Magick or Technology, and both are practiced freely. Arland is also home to the Panarii faith, with visits to the First Church in Caladon and the Ring of Brodgar in Roseborough a staple of the kingdom's economy. Most races can be found living in the area.

The Dwarven Clans[]

The Dwarves of Arcanum live primarily in underground cities beneath the mountain ranges of Arcanum. Each clan has it own cave network and is self sufficient, though overland travel between clans is quite common. The head clan is known as the Wheel Clan and it is home to the Altar of Alberich and the Dwarven Throne. The Thunder Stone monarchy stretches back millennia, though the current king seems to have gone missing. Magick is avoided by Dwarves, while Technology is allowed but used in a carefully judicial and measured manner. Clans may allow trusted friends of other races to occasionally visit, but more often than not they are inclined to do their mingling abroad.

Elven Communities[]

Not much is known about the homes of the Elves, other than that they are mostly found the Glimmering Forest. Rumor has it that the largest of these (though still small by Human and Dwarven standards) is found above ground in trees, that being the fabled Tree City of Qintarra. Still more rumor has it that the Dark Elves have physically separated themselves from their brethren and have their own Tree City of T'sen-Ang. Elves shun Technology and openly embrace Magick. They are also an insular race at home, though individual do travel abroad, sometimes for centuries at a time.

Independent Populations[]

Shrouded Hills[]

Shrouded Hills is a small mining town surrounded by two small rivers near the Stonewall range which sits on the border of Cumbria and The Unified Kingdom. It is surprisingly cosmopolitan for its size in both people and services. The town is nominally run by a constable who also acts as the town mayor, though unilateral and vigilante action is common. Both Magick and Technology are practiced freely, though neither is really found in great complexity.

Stillwater[]

Stillwater is a smaller version of Shrouded Hills. It is more isolated from other human settlements, but due to its location near both mountain ranges it has more contact with the Dwarves and Elves. It is notable among other things as being the home to the temple of Geshtianna and to a foundry which forges both Magickal and Technological weapons. Its isolation is also a lure for adventurers and big game hunters who wish to explore the wilds.

Tulla[]

Tulla is the City of Mages, home to any who practice or wish to learn to practice magick. It is rumored to lie in the Vendigroth Wastes but its exact location is a closely guarded secret. It is run by Head Master Simeon Tor and his assistant Jorian. All races are welcome to come there, so long as the individuals are not technologically inclined. Tulla is non-political and has offered its assistance to the various kingdoms from time to time.

The Void[]

The Void is a land outside of normal time and space, in a separate plane of existence. It is the last region in the game, and going there is a one-way trip. Some of the game's most powerful enemies and potential followers can be found there. This is the region from whence the Evil One is threatening to return.

Coordinates[]

There is a total of 81 explorable landmark locations on the map:

Location Name:

West Coordinates: South Coordinates:
A Lair of Gyr Dolours 1182 1583
A Mysterious Location 1586 1816
Ancient Maze 1367 1582
Ancient Ruins 1755 1480
Ancient Shipwreck 498 892
Ancient Temple 776 919
Arbalah's House 1452 1303
Ashbury (city) 503 977
Black Root (city) 1098 1441
Boat Landing on Thanatos 629 1593
Bolo's Altar 1627 1635
Caladon (city) 1604 1828
Crash Site 1453 1289
Dark Elf Camp 345 650
Dernholm (city) 1237 1650
Dungeon of the Dragon Pool 993 790
Elven Ruins 711 1022
Falcon's Ache 1627 564
Fan Graveyard 1060 809
Forbidden Pit 830 1036
Gateway to the Wastes 466 741
Gorgoth Pass 1500 1442
Half-ogre Island 923 1698
Hardin's Pass 1288 713
Isle of Despair 323 877
Kerlin's Altar 882 423
Kree 635 1204
K'na Tha 1435 616
Land Bridge 720 1886
Lethe Wyvern Sighting 1580 1009
Liam's Workshop 1179 1465
Mysterious Ruins of the Wastes 474 694
Nasrudin's Resting Place 721 1890
Old Blind Master 750 556
Qintarra (city) 1545 656
Razors Pointe 1503 1771
Roseborough (city) 1752 1514
Ruins of Szabo 1028 1325
Secret Entrance to the Iron Clan 1514 1184
Secret Village 1320 179
Shades Beach 346 827
Shrouded Hills (city) 1410 1317
Simon Fahrkus' Shack 1450 1325
Small Camp 1260 479
Small Pond 1595 882
Stillwater (city) 1190 753
Stonecutter Clan 1343 887
Strange Ceremony 1373 705
Strange Pond 617 528
Stringy Pete's Cove 682 1339
Stringy Pete's Treasure 808 1341
Tarant (city) 972 1028
The Bangellian Deeps 1178 289
The Bedokaan Village 1180 313
The Black Mountain Mines 1308 754
The Bog 1076 514
The Broken Cathedral 1629 1205
The Castle S'nel N'fa 1384 640
The Cold Place 1613 1413
The Home of Maximillian 320 838
The Lair of Bellerogrim 768 838
The Lair of the Bogaroth 642 1765
The Old Lagoon 1695 1318
The Pit of Fires 1364 936
The Place of Lost Voices 1320 827
The Poacher's Camp 1206 276
The Ruby Glade 749 249
The Williamson Homestead 509 1113
The Women's Camp 268 824
Thieves Cave 1529 1534
Torg's Altar 1214 1137
Torin Quarry 1419 1099
Tsen'Ang (city) 1505 297
Tulla (city) 444 489
Uncharted Cave 1046 693
Vendigroth Ruins 307 587
Village of the Ashlag Tribe 745 1700
Vollinger's Meeting Place 1230 981
Vooriden 868 1191
Wheel Clan (city) 954 667
Wolf Cave 1230 1530
Advertisement