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Overview
Hernand is one of the five major regions of Pywel and the starting region of Crimson Desert. After the Greymanes are scattered by the Black Bears and driven from their homeland of Pailune, Kliff and his surviving companions retreat to Hernand and establish the Greymane Camp as their new base of operations.
The region is a mix of towering mountains, wide rivers, dense forests, and medieval architecture. Hernand Castle anchors the region's political center. Hernand was formerly a kingdom in its own right, but was reduced to a duchy after losing a war with the Kingdom of Demeniss. Compared to the frozen north of Pailune or the red sands of the Crimson Desert, Hernand has a more temperate, almost pastoral character. But it is not safe. Local threats like the Reed Devil terrorize the population, and faction conflicts shape daily life.
The other four regions are Pailune (the Greymanes' lost homeland), Demeniss (political and military center), Delesyia (science and technology), and the Crimson Desert (lawless red sands).
Geography and Climate
Hernand's terrain is dominated by mountain ranges, river valleys, and rolling meadows. Cliffside settlements cling to rocky outcrops, connected by roads that wind through narrow passes. The Nas River cuts through the landscape, serving as a natural boundary between territories and providing abundant fishing opportunities. Dense forests cover much of the eastern and southern portions of the region, making it one of the best areas on the continent for logging and gathering herbs.
The climate is temperate, with the HUD's real-time temperature gauge sitting around 10 degrees Celsius under normal conditions. Temperature shifts based on elevation, wind, and time of day. Higher elevations near the Steel Mountains can drop noticeably, while entering a burning building during a quest can spike the reading to 50 degrees Celsius. Weather conditions cycle between clear skies, overcast periods, and rainstorms that affect visibility and combat.

Open fields and reed marshes surround the Mountain of Frozen Souls in the southern part of the region. These flatter areas contrast with the rocky highlands and bring a different kind of danger: limited cover and tall vegetation that enemies use to hide. The grappling hook and glider see heavy use throughout Hernand, as mountain faces that look impassable on foot open up once Kliff has the right equipment.
Location Directory
Hernand contains over 150 named locations spread across its mountains, valleys, forests, and coastline. The tables below organize every known sub-location by category. Many of these locations contain quests, vendors, enemies, Sealed Abyss Artifacts, and gathering nodes. Fast travel points (Abyss Nexus teleporters) are scattered throughout the region.
Cities and Towns
Hernand's major population centers range from the fortified City of Hernand to small villages tucked behind mountain ranges. Each settlement has its own vendors, quest givers, and local flavor.
Location | Description |
|---|---|
The region's capital and largest settlement. Hosts the first blacksmith, tailors, general merchants, a tavern with minigames, and the Nas River Fishing Dock. Populated by humans, giants, and antlered elf-like beings. | |
Central fortress of the Duchy of Hernand, surrounded by deep canyons and the Nas River. Requires Hernandian Attire to enter. Contains the Hernandian Contribution Shop run by Haldwin, a grindstone, cooking recipes, and a Faded Abyss Artifact on the second floor. | |
Fortress commanded by Marquis Stefan Lanford. Guarded by Calphade soldiers known as the "Unyielding Shields" and considered impregnable. Central to the Calphade rebellion questline. | |
An abandoned village alongside Arboria Castle. As the castle fell into decline, the villagers left one by one. Now a ruin where only thieves prowl. | |
The ruined castle adjacent to Arboria village. Once a seat of local power, now overrun by bandits and hostile wildlife. | |
A coastal settlement south of Hernand, well known as a hotspot frequented by master anglers due to abundant fish resources. Frequent pirate attacks have left some residents living in fear. Contains the Church of Vellua. | |
A northern subsidiary village specializing in fruit and vegetable cultivation, living in harmony with nature thanks to the abundant water from a nearby stream. Accessible after getting past the Pororin Patrol. | |
A village hidden behind the mountain range of the Black Forest. Formed after the establishment of the nearby Scholastone Institute. The majority of residents are trolls. | |
A village formed around a cathedral perched atop a cliff. Devout followers of Solumen made constant pilgrimages here after legendary miracles attributed to Saint Senia. Expanded as clergy settled in the area. | |
A small village near Calphade. Whenever Calphade is in danger, Thalwynd's residents form militia units and provide crucial aid. Contains the Church of Calphade. | |
A formidable mountain fort built around the Eldertree. Began as a small camp for those bound for the Sage's Peak and grew into a stronghold with unique superstitions and customs revolving around the ancient tree. | |
A small hamlet nestled in the hills of Hernand. Serves as a rest stop for travelers moving between the major settlements. |
Manors and Estates
Noble estates dot the Hernand countryside. Several are tied to faction quests and contain strongboxes with puzzle-locked loot.
Location | Description |
|---|---|
A countryside estate with a strongbox that requires solving a picture-alignment puzzle. Located in the rolling hills west of the City of Hernand. | |
A manor in the Glenbright area, near the farm of the same name. Connected to local faction activities. | |
A hilltop estate overlooking the surrounding farmlands. Contains vendors and faction-related quests. | |
A prominent estate linked to the "Bruna's Request" quest. Players must find a way to gain entry. The nearby Lioncrest Watchtower provides a vantage point over the surrounding area. | |
A fortified estate with defensive walls. One of the larger noble residences in the region. |
Farms and Ranches
Agricultural sites across Hernand supply food, livestock, and raw materials. Some are tied to the Greymane Camp supply chain and can be visited for gathering resources.
Location | Description |
|---|---|
A ranch specializing in livestock. Located in the fertile lowlands south of the City of Hernand. | |
A goat-grazing pasture in the hills. A source of hides and meat for crafting and cooking. | |
A working farm near Glenbright Manor, growing crops used in cooking recipes. | |
A farmstead on the outskirts of the City of Hernand. One of the first agricultural locations players encounter. | |
A rustic ranch in the muddy lowlands. Supplies livestock products and gathering materials. | |
A ranch located along the road between settlements. Raises horses and livestock. | |
A horse ranch where players can interact with mounts. Connected to the region's equestrian traditions. | |
A farm in the Calphade territory. Supplies the castle garrison with food and provisions. | |
A logging operation in the forests near Calphade. Produces timber resources used in construction and crafting. |
Workshops and Crafting Locations
Scattered workshops provide crafting services, specialized goods, and unique vendor inventories. Some unlock after liberating surrounding territories.
Location | Description |
|---|---|
A workshop in the Arboria ruins. Offers crafting services despite the village's abandoned state. | |
A workshop built near coal deposits. Specializes in metalworking materials and fuel supplies. | |
A forging workshop known for its high-heat furnaces. Located in the foothills. | |
Located in the southern Deepwoods, far west of the City of Hernand. A remote workshop with specialized crafting options. | |
A salvage yard and workshop where broken equipment is recycled into raw materials. | |
A research institute high in the mountains southwest of Hernand. Run primarily by trolls. Players visit during the campaign and can complete research projects and puzzles for the lead researcher. | |
A library and archive connected to the Scholastone Institute. Contains lore documents and collectible texts. | |
An explosives workshop. Produces gunpowder-based items and ammunition. | |
A military-grade gunpowder production facility in Calphade territory. | |
A bookbinding and printing workshop. Sells maps, scrolls, and written materials. | |
A trap-making workshop. Provides hunting and defensive trap supplies. | |
A leather-working tannery that processes hides into usable crafting materials. | |
A wagon and woodworking shop. Repairs and builds transport wagons. | |
A cartography workshop that produces maps and navigation tools. | |
A water-powered mill for grinding grain and processing agricultural goods. | |
A saddlery that crafts horse equipment and riding gear. | |
A combat training hall and weapons workshop. |
Military and Defensive Locations
Forts, watchtowers, outposts, and training grounds are scattered across Hernand. Many are held by hostile factions and must be liberated through faction quests before their services become available.
Location | Description |
|---|---|
A fort within the Serkis Estate, built on high ground overlooking Hernand. Constantly garrisoned by troops keeping watch over the surrounding area. | |
Owned by House Roberts, tasked with monitoring the surge of bandits in Hernand. Features a grindstone outside for weapon sharpening. The Perwin Trading Post sits nearby. | |
Built with Everfrost at its back to secure the western border and prevent bandits from descending the mountain. Has undergone numerous repairs over the years. Contains sub-areas: Warspike East Gate, North Gate, South Gate, and the Warspike Spearmaker. | |
A combat arena south of Hernand where players can test their fighting skills in organized matches. | |
A shared training area where soldiers and mercenaries practice combat techniques. | |
A military armory in Calphade territory storing siege equipment and heavy weaponry. | |
A forward defensive position maintained by Calphade soldiers. | |
A watchtower southwest of the City of Hernand providing a vantage point over the surrounding plains and roads. | |
A guard station on the northern approach to the City of Hernand. | |
A guard station on the southern road leading out of Hernand. | |
A detention facility near Fort Perwin where captured bandits and prisoners are held. | |
A military outpost in the Hernand highlands. | |
A remote outpost on the edges of Hernand territory. | |
An outpost positioned along the Nas River to monitor river traffic and crossings. | |
A signal beacon used to relay warnings between Calphade and the surrounding settlements. | |
A fire beacon in the hills used for long-range signaling across the region. | |
Rocca's Hill Beacon | A beacon atop Rocca's Hill providing signal coverage for the eastern territories. |
A beacon tower that lights up at night to guide travelers through the darker stretches of the region. |
Trading Posts and Commerce
Trading posts serve as hubs for buying and selling goods. The Goldleaf Tradepost chain becomes accessible in Chapter 3 and includes black market vendors who buy trade items for coppers and silver.
Location | Description |
|---|---|
The main trading hub south of Hernand. Unlocked in Chapter 3 with access to black market vendors for selling trade goods directly for coppers and silver. | |
The merchant guild headquarters east of the Goldleaf Tradepost. Manages trade operations across the region. | |
A trading post near St. Halssius's House of Healing. Sells recovery items and medical supplies alongside general goods. | |
A trading post near Fort Perwin. Serves the western Hernand settlements. | |
An apothecary shop selling healing items, potion ingredients, and alchemical supplies. | |
A tavern and cask house near Bluemont Manor. Sells beverages and food items. | |
A honey farm producing bee-related products used in cooking and alchemy. | |
A second apiary in the region, supplying honey and wax materials. |
Religious and Cultural Sites
Churches, healing houses, and cultural landmarks are found throughout Hernand. These locations often contain lore, collectible bells for the Toll of Pywel quest, and recovery services.
Location | Description |
|---|---|
The main church in the City of Hernand. Contains a bell for the Toll of Pywel quest, located in the clocktower in the northern part of town. | |
Church of Calphade | Located in Thalwynd village, west of Calphade Castle. Contains a bell for the Toll of Pywel quest. |
Church of Vellua | The church in Vellua's coastal settlement. Provides spiritual services for the fishing community. |
A healing institution east of Hernand, near Anvil Hill. Offers recovery services and medical care. | |
A sacred site connected to the region's religious history and the legends of Saint Senia. | |
A tall structure used for astronomical observation. Tied to exploration and discovery content. |
Natural Features and Forests
Hernand's diverse geography includes dense forests, river systems, mountain peaks, and open plains. These wilderness areas contain gathering nodes, wildlife for hunting, and environmental hazards.
Location | Description |
|---|---|
A dense woodland near the ruins of Arboria. Rich in timber and wildlife. | |
A dark, imposing mountain forest that hides Kharonso behind its ranges. Known for dangerous wildlife and limited visibility. | |
A heavily forested area infested with wolf packs. Offers hunting opportunities but presents constant combat threats. | |
A forest on the approach to Florindale. Guarded by the Pororin Patrol, who restrict access until cleared. | |
A mysterious forest west of the City of Hernand containing the Witch's House. Accessible after defeating the Kearush boss at Hernand Castle during the Black and White questline. | |
A twilight forest where reduced visibility creates a tense atmosphere. Contains the Duskwood Cave. | |
The main river cutting through Hernand. Serves as a natural boundary and provides fishing spots. The Nas River Fishing Dock is where players first learn the fishing skill. | |
Upper Nas River | The upstream section of the Nas River, winding through the highland terrain. |
Flat terrain along the Nas River banks. Features fishing spots and gathering nodes. | |
A section of rapids along the river. The turbulent waters create natural barriers between territories. | |
Three Saints' Falls | A waterfall named after three historical religious figures. A scenic landmark with gathering materials nearby. |
A mountain lake near the village of Kharonso. Offers fishing and gathering opportunities. | |
One of Hernand's most recognizable landmarks. The site of the Reed Devil boss encounter, surrounded by open fields and reed marshes. | |
A cold, mountainous zone on Hernand's western border. Fort Warspike is built with Everfrost at its back. | |
A frozen lowland area within the Everfrost zone. | |
A windswept mountain ridge. Contains the Stormtalon Ridge Mine and the Stormtalon Cave of Time. | |
Elevated terrain south of the City of Hernand. Contains the Hernand Highlands Cavern with diamond deposits. | |
A prominent hill with a beacon atop it. The surrounding area includes bandit camps and a slave camp. | |
A hill northwest of Hernand near the Goldleaf Trading Post. Known for supernatural encounters. | |
A windy hilltop where the constant gusts create an eerie howling sound. | |
Rolling hills with winding paths connecting various settlements. | |
A dangerous highland area with treacherous terrain and powerful enemies. | |
A low-lying area near Anvil Hill. Contains iron ore deposits at its base, south of the City of Hernand. | |
River terrain near Anvil Basin. The Anvil Riverside Bandit Camp occupies part of this area. | |
A misty basin south of Calphade. This is where Kliff first acquires his horse by following a scout to a battlefield. Contains a Sealed Abyss Artifact near the lake. | |
Open flatlands east of the City of Hernand. Contains a bandit camp. | |
A valley west of Hernand that catches the evening light. A scenic traversal route. | |
A quiet meadow used as a rest area by travelers and scholars. | |
A mountain peak connected to Roothold. The original destination for pilgrims who established the Roothold camp. | |
Silver-capped mountain peaks in the highlands of Hernand. | |
A dramatic cliff formation in the mountain terrain. | |
An elevated plateau exposed to constant wind. Affects the temperature gauge on the HUD. | |
A canyon area west of Hernand near Fort Perwin. Contains a Sealed Abyss Artifact south of the fort. | |
A deep gorge with steep cliffs. Named for local legends about drakes. | |
A burial site in the reed fields near the Mountain of Frozen Souls. | |
Designated hunting territory with abundant wildlife for bow hunting. |
Caves and Underground
Hernand contains over 20 caves and underground locations. Many hold crafting materials, Abyss Fragments, ore deposits, and hidden bosses. Some caves require puzzle-solving or specific equipment to access.
Location | Description |
|---|---|
A cave at the base of Anvil Hill containing iron ore deposits. | |
A mist-filled cavern with limited visibility. Contains gathering nodes and hidden passages. | |
A cave that receives morning sunlight through its entrance, illuminating interior formations. | |
Located within the Duskwood forest. Contains enemies suited to mid-level players. | |
A cave guarded by a powerful enemy or mini-boss. Rewards include rare equipment. | |
Hernand Highlands Cavern | A large cavern south of the City of Hernand beyond the Highlands. Contains diamond deposits. |
A cave with crystalline formations. Contains mineral deposits for alchemy and crafting. | |
A deep cave on Stormtalon Ridge connected to temporal phenomena. Contains unique lore objects. | |
An underground chamber containing dragon-related artifacts and mineral deposits. | |
A narrow cave with sharp rock formations. Contains weapon-related loot. | |
A long tunnel that amplifies sound. Connects different sections of the underground network. | |
A dark grotto with minimal natural light. Contains hidden treasure and enemies. | |
A cave where wind creates whispering sounds. Contains lore-related discoveries. | |
A hidden cave used as a hideout by outlaws or supernatural entities. | |
An underground labyrinth with a puzzle involving light and moon-shaped mechanisms. Requires solving the Azure Moon puzzle to progress. | |
A deep geological rift with connections to ancient power. May contain Abyss-related content. | |
The underground sewer system beneath the City of Hernand. Accessible through hidden entrances. |
Bandit Camps and Hostile Areas
Bandit camps and hostile territories must be cleared through combat to liberate the surrounding area. Freeing these locations restores trade routes, brings back displaced residents, and unlocks new vendors and quests.
Location | Description |
|---|---|
A bandit encampment along the Anvil Riverside. Blocks access to nearby resources. | |
Northern Rocca's Hill Bandit Camp | A bandit stronghold on the northern slopes of Rocca's Hill. |
Rocca's Hill Slave Camp | A forced-labor camp on Rocca's Hill where prisoners are held. Liberation frees captives who may join the Greymanes. |
A camp hidden in the southern Deepwoods. Difficult to locate without exploration. | |
A riverside encampment controlling a river crossing point. | |
Sunrise Plains Bandit Camp | A camp on the open plains east of Hernand. Visible from a distance but well-defended. |
A hostile camp occupied by the Frowde faction. | |
A dangerous area on the fringes of civilization where desperate outcasts gather. |
Posthouses and Waystations
Posthouses and lodges serve as rest stops, fast travel waypoints, and information hubs along Hernand's road network.
Location | Description |
|---|---|
A posthouse along one of Hernand's main roads. Provides rest services and local information. | |
A fortified posthouse that doubles as a defensive position along key travel routes. | |
A hunter's lodge offering shelter, supplies, and information about nearby wildlife and threats. | |
A small cabin used by hunters as a base of operations in the wilderness. | |
Located deep in the Witchwoods west of the City of Hernand. Accessible after defeating the Kearush boss. Home to White Crow the Witch. |
Quarries and Mines
Mining and quarrying sites provide ores and minerals for crafting and trade. Some sites require clearing hostile occupants first.
Location | Description |
|---|---|
A stone quarry providing building materials for settlements and camp upgrades. | |
A quarry near Fort Perwin. Produces stone and mineral resources. | |
A quarry in the southern part of Hernand. Contains ore deposits. | |
An active mine on Stormtalon Ridge. Contains various ore veins and mineral deposits. |
Gates and Access Points
Walled settlements and fortifications use gates to control access. Some gates require specific items or quest progress to pass.
Location | Description |
|---|---|
The northern entrance to the City of Hernand. | |
The main entrance to the Calphade fortress complex. | |
The northern entrance to Calphade territory. | |
The southern entrance to Calphade territory. | |
A supply depot at the northern approach to Calphade. | |
The main gate controlling access to Fort Perwin and its surroundings. | |
The eastern entrance to Fort Warspike. | |
The northern entrance to Fort Warspike. | |
The southern entrance to Fort Warspike. |
Other Notable Locations
Additional points of interest include confluence points, terraces, supply tents, and other unique landmarks throughout the region.
Location | Description |
|---|---|
A junction point near St. Halssius's House of Healing where multiple roads converge. | |
An elevated terrace overlooking the Anvil Riverside area. | |
A stepped terrain formation in the misty parts of Hernand. | |
The dock along the Nas River at the edge of town where players learn the fishing skill by observing a fisherman NPC. | |
A temporary supply point set up to support military or exploration operations. |
Map Discovery
Hernand's map is initially covered by fog of war. The most efficient way to reveal the entire region is to ring the three bells scattered across the area as part of the Toll of Pywel quest. Each bell clears the fog in a large radius around its location.
Bell | Location | How to Access |
|---|---|---|
Clocktower in the northern part of City of Hernand | Climb the clocktower and ring the bell at the top | |
Pagoda at the top of Scholastone Institute | Follow the garden path to the plaza at the top of the institute | |
Church in Thalwynd Village, west of Calphade Castle | Enter the Church of Calphade in the northern subregion |
Players can also reveal the map gradually through natural exploration. Discovered locations, roads, and points of interest fill in the map as Kliff travels through them. However, the bells are by far the fastest method and are worth seeking out early.
Hernand Castle and settlements
Hernand Castle is the region's central fortification, featuring medieval architecture with towering walls and fortified gates. During the story, Kliff infiltrates the castle using Hernandian Attire to gain access to an area connected to the Abyss. The castle's interior and surrounding district function as a major hub for commerce and quest progression.
Beyond the castle, the region contains other notable locations. Roothold is a stronghold centered around the Eldertree, described as a place where "ancient power awaits." It appears as a node on the world map.
Hernand's streets are populated by a diverse array of fantasy races. Giants and antlered elf-like beings walk among the human crowds. NPCs are not static. A blacksmith forges a sword when a player buys one, then switches to hammering armor plates if the next purchase is a chestpiece. Tailors work their looms. Merchants arrange their stalls.
Settlement activities go beyond shopping. Gameplay footage shows Kliff throwing down with settlement residents in bare-knuckle fights, weapons discarded. Some NPCs offer quests. Others challenge you to duels. Pickpockets try their luck. Beggars, if given coins, may hear about the Greymanes and eventually show up at camp to join.
Greymane Camp
The Greymane Camp is the player's home base. Kliff and his companions set it up in Hernand after fleeing Pailune. At the start, the camp is a handful of tents and barely any infrastructure. The Greymanes are at their lowest: their leader Gian is dead, their numbers are scattered, and they have almost nothing.
The camp grows as the player invests resources into it. Construction happens in real time. Players physically place furniture, watch structures go up post by post, and gradually turn the initial tent cluster into a functioning settlement with farms, workshops, a trading center, and companion housing. Each upgrade provides gameplay benefits.
Facilities
Item | Description |
|---|---|
Farms and ranches | Grow crops and raise livestock. Tending crops requires watering by hand. Livestock like pigs need to be carried to pens. See Housing and Farming. |
Food shop | Run by a vendor named Ronie. Sells provisions and cooked meals. |
Trading center | Merchants who buy and sell goods. Trading menus list items like barley, meat jerky, salt-grilled fish, and fruit juice. |
Workshops | Crafting stations for gear and equipment. The Smithy can also upgrade gear for higher stats. |
Character customization: hairstyles, tattoos, and armor dye. |
Companion dispatch
Reunited companions gather at the camp once found. Some mercenaries hear about the camp in passing and show up on their own. Players can send companions on missions through the Steinfell Fortress interface, dispatching them to gather timber, ore, or other resources. Companions can even be sent to soften fortress defenses before Kliff arrives for a direct siege assault.
Sanctums
Hernand contains six Sanctums, sacred locations tied to the Antumbra Order and the Witches faction quests. Each Sanctum offers a challenging puzzle that rewards players with unique items and faction quest progress. Sanctums are unlocked after meeting the witch Elowen and accepting her purification quest.
Sanctum | Notable Feature |
|---|---|
The first Sanctum most players encounter. Located in the Hernand lowlands. | |
Features a treasure chest hidden behind an ivy-covered wall. | |
Contains a chest on the upper floor. Requires careful platforming to reach. | |
Requires lantern activation to access its hidden chest. | |
Located in the highlands of Hernand. | |
The most remote Sanctum in the Hernand region. |
Spires
Spires are tall towers scattered across Pywel that serve as observation points. Climbing to the top of a Spire reveals a panoramic view of the surrounding landscape and marks nearby points of interest on the map. Hernand contains two Spires.
Spire | Location | What It Overlooks |
|---|---|---|
Within Scholastone Institute | Offers views of multiple regions from the tower atop the mountainside institute. | |
East of a lake in the Steel Mountains | Overlooks the eastern mountain passes and Hernand's highland areas. |
Fast Travel Points
Hernand has approximately twelve Abyss Nexus fast travel points scattered across the region. Abyss Nexuses are stone plates on the ground; simply step on one to activate it as a permanent fast travel destination. Some locations also have Abyss Cressets, which are teleporters that reward an Abyss Artifact but often require solving a puzzle first.
Approximate Location | |
|---|---|
Haunted Hill Nexus | Northern Hernand, near Haunted Hill |
Central Hernand Nexus (West) | Central zone, west side |
Central Hernand Nexus (East) | Central zone, east side |
Hernand Castle Nexus | At the castle structure |
Howling Hill (Greymane Camp) Nexus | At the Greymane Camp (added in day-one patch) |
The Witchwoods Nexus | Southern woodland area |
Southern Hernand Nexus | Southern part of the region |
Scholastone Institute Nexus | Inside the Scholastone Institute building |
Ironwood Nexus | Eastern forested area |
Willow River Nexus | Near the river to the east |
Lower Nas River Nexus | Along the eastern river stretch |
Upper Nas River Nexus | Far northern edge of the region |
Races and inhabitants
Hernand Town is populated by a striking variety of fantasy races that give the settlement a distinctly Tolkienesque atmosphere. Walking through the crowded streets, players will spot giants towering above the crowd and antlered elf-like beings moving among the human residents. This racial diversity is not purely cosmetic; different races serve as vendors, quest givers, and background NPCs who contribute to the feeling of a living world.
The town's diverse population reflects the broader lore of Pywel, where multiple races coexist across the continent. NPCs engage in conversations with each other, react to weather changes, and follow daily routines rather than standing idle at fixed positions.
Factions
Hernand is home to a complex web of political and social factions. Noble houses compete for influence, merchant guilds control trade, and hostile organizations threaten the peace. Faction quests offer rewards including silver, equipment, expansion tools, and crafting materials.
Multiple factions control parts of Hernand. Some areas are blockaded by hostile groups like the Wolf Trackers, who restrict access until their territory is liberated through faction quests.
Liberating an area has concrete results:
Displaced residents return and rebuild
New vendors and services open in the settlement
Trade routes unlock, expanding commerce options
New quests become available from returning NPCs
Materials are awarded that contribute toward the long-term goal of rebuilding Pailune
Noble Houses
Faction | Type | Description |
|---|---|---|
Ducal House | The rulers of Hernand, descendants of the wandering knight Canta. Their forces guard the City of Hernand. Offer bounty quests and monster hunt commissions. | |
Marquis House | Governs Calphade, known as the "Unyielding Shield." Allied with the Greymanes under the old political order. | |
Marquis House | Manages Hernand's internal affairs. Offers faction quests involving liberation, combat, and construction. | |
Count's House | Focused on technology and commerce within the Hernand region. | |
Baronial House | A family of spearmasters based at the Alfonso Estate. | |
Noble Family | A wealthy merchant family. Their faction quests involve seals, trust trials, and honor-related missions. | |
Noble Family | A noble family pursuing an intellectual movement within Hernand's society. |
Organizations and Guilds
Faction | Description |
|---|---|
A goblin-led merchant organization with influence across all of Pywel. Operates the Goldleaf Guildhouse, Arena, and Tradepost in Hernand. | |
An academic institution founded by troll scholars researching the Abyss. Located in the southwest of the region. | |
A conservative troll community that maintains traditional customs and values. | |
A reclusive Shai community living deep within Pororin Forest. | |
A seafaring guild based in the coastal village of Vellua. | |
A community of vagrants and outcasts operating in the margins of Hernand society. |
Hostile Factions
Faction | Threat Level | Description |
|---|---|---|
High | A drug-trafficking faction distributing a substance called "Dreamer's Bliss" throughout Hernand. | |
Medium | Roaming hunters obsessed with slaughter. Encountered throughout the wilderness areas. | |
High | A detention center disguised as a medical facility, confining individuals deemed ideologically suspect. | |
Medium | Outlaws operating along the southern roads and passes of Hernand. |
Notable NPCs
Hernand is populated by a diverse array of NPCs spanning multiple fantasy races. Giants, antlered elf-like beings, trolls, and Shai walk among the human crowds. NPCs are not static; a blacksmith forges a sword when a player buys one, then switches to hammering armor plates if the next purchase is a chestpiece.
NPC | Role | Location |
|---|---|---|
Blacksmith at the Hernand Equipment Shop. A giant who sells weapons and armor | ||
Tailor at the Hernand Tailor's shop, located beside the Equipment Shop | ||
Provisioner | Sells tools and collectibles including the Pickaxe and Logging Axe | |
Gives the Fishing Rod as part of her Request quest. Located at the Hernand Saddlery. | Hernand Saddlery | |
Quest NPC involved in Hernand storylines | ||
Key NPC connected to Scholastone and the research system | ||
Major story character involved in main quest events in Hernand | Various | |
Witch NPC who gives Sanctum purification quests. A fast travel point is located outside her home. |
Quests
Story Context
Hernand is where the Greymanes regroup. After the Black Bears kill Gian and shatter the mercenary band, Kliff and his surviving companions flee Pailune and settle in Hernand. The wizard Alustin later reveals that stopping the chaos threatening the Abyss was once Gian's mission -- a burden that now falls on Kliff.
The faction relationships, combat skills, and resources built here carry forward as the story expands into Demeniss, Delesyia, and the Crimson Desert itself. The Greymane Camp remains relevant throughout the game as a persistent home base the player continues developing.
The ultimate goal is to reunite the Greymanes, confront Myurdin and the Black Bears, and reclaim Pailune. Hernand is where that begins.
Hernand Castle's infiltration sequence is a major early story beat, requiring players to acquire the right attire, navigate social stealth, and ultimately gain access to the Abyss. This event marks a turning point in the narrative and introduces the supernatural elements that become central to the later game.
Main Story Chapters in Hernand
Chapter | Title | |
|---|---|---|
Dead of Night | Kliff awakens at the Hills of No Return after the Black Bear ambush. First boss fight against Myurdin. | |
The First Encounter | Kliff begins gathering allies. Includes the Trials of Kindness and Traces quests. | |
Golden Greed | Events in Hernand escalate. Features the Unexpected Gift, Hernand in Chaos, and The End of Greed quests. | |
Establishing the Greymane Camp. Includes the Homestead, The Face Behind the Mask, and Pioneering quests. | ||
The Price of Knowledge | Investigations at Scholastone. Features the Mysterious Pot, Daily Life, and Forbidden Knowledge quests. |
Faction Quest Highlights
Quest Category | Examples | Rewards |
|---|---|---|
House Celeste Bounties | Bounty: Jeffery, Bounty: Simon de Montfort, Bounty: Alessio, Bounty: Blix, Bounty: Bianca, Bounty: Salvatore | Silver (1 to 25 Silver per bounty) |
House Celeste Monster Hunts | Queen's Nest, The Rabid Hound of Hellwood, Silence from Afar, Restarting the Elixir Factory | Artifacts and specialized equipment |
Remaining Chains, Race in Hernand, The Broken Trail, The Missing Family Seal, First Trial of Trust | Silver, reputation, and unique items | |
Merchant Commissions | Rhett's Request (mine iron ore), Renee's Request, Turnali's Request, Annabella's Request (fishing) | Expansion Tools and crafting materials |
Local Requests | Empty Donation Box, Village of the Sick, The Hidden Space of the Heart, Goddess of Abundance | Various rewards and camp supplies |
Notable Side Quests
Some of IGN's favorite moments from the opening hours came from Hernand's side quests. In one quest, a man who fell from his roof asks for help cleaning his chimney. Kliff climbs up to the rooftop, positions himself on top of the chimney, and uses a broom to clear out the gunk. The quest is a mundane household chore that contrasts humorously with Kliff's otherwise serious demeanor.
Another quest involves rescuing an abducted sheep to cheer up an upset child. The child is very particular about their pet, rejecting the first sheep Kliff brings because "Woolly's got a fluffier tail." These side quests highlight a playful, quirky streak running through Crimson Desert's writing, balancing the more serious main storyline. Players also encounter rock-paper-scissors challenges with local ruffians in the back alleys of Hernand's towns.
Mountain of Frozen Souls and the Reed Devil
Mountain of Frozen Souls is one of Hernand's most recognizable landmarks and the site of a major boss encounter. The Reed Devil -- known to locals as the Devil of the Reed Fields -- has terrorized the citizens of Hernand long enough to become a kind of bogeyman.
The Reed Devil was once a slum-dweller in Hernand, an outcast whose fate seemed sealed. Upon donning his mask, he "rewrote his destiny." Pearl Abyss's official description calls him "an unwanted bastard child who became disgustingly amoral as a result." Whatever sympathy his origins might invite, the Reed Devil is a genuine menace.
Boss fight mechanics
The fight takes place in an open field of tall wheat and reeds. TheSixthAxis compared the setting to "a vision out of a Robert Eggers film." The Reed Devil is a short, fast swordsman who fights with iaijutsu (quick-draw sword techniques) and uses the tall reeds for concealment.
The encounter unfolds across three phases:
Phase 1 -- Standard melee combat. The Reed Devil flits in and out of the reeds, teleporting behind Kliff to deliver rapid sword strikes and throwing daggers at range. His iaijutsu strikes are fast but individually weak. The danger is cumulative. Screen Rant's preview called the fight "less about dodging and more about letting go of being afraid of taking damage."
Phase 2 (totems) -- The Reed Devil summons wicker totems across the arena. While the totems stand, he is invulnerable. The bow with explosive arrows is specifically recommended for destroying them. He also summons clones during this phase to keep you disoriented.
Phase 3 -- After the totems are destroyed, the Reed Devil enters a final burn phase with increased aggression. The invulnerability is gone. Finish him before accumulated chip damage catches up.
The Reed Devil escapes after defeat rather than dying outright. This is a narrative choice -- he remains a presence in the story even after the boss encounter.
See the Reed Devil article for full strategy details, and Boss Battles for the complete list of boss encounters.
Bosses and Enemies
Hernand is home to several boss encounters ranging from early-game story fights to challenging optional battles.
Boss | Type | Location | Difficulty |
|---|---|---|---|
Story Boss | For Honor quest (Chapter 1) | Easy (2 health bars). The easiest boss in the game. | |
Story Boss | Moderate (1 health bar). A goblin boss fight. | ||
Story Boss | Dance with the Devil quest | Hard (3 health bars). A feared creature terrorizing the marshlands. | |
Story Boss | Gate to the Otherworld quest | Puzzle-style boss fight with unique mechanics. | |
World Boss | Near Anvil Hill | Moderate. A large crustacean guarding its territory. | |
Story Boss | Bloodwind and Toward the Nest quests | Fought twice (1 bar first encounter, 3 bars second). Increasingly dangerous. | |
Story Boss | Traitor quest | Moderate (1 health bar). A human boss with shield. |
Standard enemies throughout Hernand include bandits patrolling roads and camps, wolves and predatory wildlife in forested areas, Stoneback Crabs near Anvil Hill, Urn Soldiers in ancient ruins, and various hostile faction members depending on quest progression.
Resources and Gatherables
Hernand offers abundant gathering opportunities across its varied terrain. The region is particularly rich in ores and has productive farming, fishing, and cooking ingredients.
Ores and Minerals
Resource | Location | Notes |
|---|---|---|
Anvil Hill area, southeast of Hernand | Required for Rhett's Request quest. Best farmed around Anvil Hill | |
Base of Anvil Hill, southeast of Hernand | Found alongside Iron Ore deposits | |
West Hernand mountainous regions, Deepwoods | Alternative easy spot along the base of Anvil Hill | |
Diamonds | Hernand Highlands Cavern, south of the City of Hernand | A cave full of diamond deposits beneath the steep cliffs |
South of Anvil Hill, beneath the Abyss Cresset | Dropped by Stoneback Abyss crabs that spawn in this area |
Flora and Cooking Ingredients
Hernand's forests and fields support a wide variety of gatherable plants and cooking ingredients. Common finds include mushrooms, herbs, marigold, apples, blackberries, carrots, and pumpkins. These ingredients feed into the cooking system, which allows players to prepare meals at cooking pots found in settlements throughout the region.
Gathering Tools
Both the Pickaxe and Logging Axe can be purchased from the Provisioner's Shop in the City of Hernand. The Fishing Rod is obtained from Annabella at the Hernand Saddlery by accepting her Request faction quest.
Ancient Ruins and Puzzles
Hernand contains eight major ancient ruins puzzle locations. Solving these puzzles activates Abyss Cressets (special teleporters) and rewards Abyss Artifacts. Each puzzle has a distinct mechanic.
Puzzle Location | Puzzle Type | Hint |
|---|---|---|
Requires finding four mural clues scattered in the area before solving. | ||
Drakesfall Gorge Ruins | Minigame | A "Green Light, Red Light" style challenge. |
Grid Puzzle | Tile-matching grid pattern. Match the tiles to their correct positions. | |
Navigation | Accessed via ladder at Phoniel Ranch. Navigate the maze carefully. | |
Meandering Hills Ruins | Traversal | Requires the Nature's Grasp ability to access. |
Steel Mountain Ruins | Musical | A bell and note sequence puzzle. Listen carefully and repeat the pattern. |
Haunted Hills Ruins | Mechanism | Underwater mechanism that must be activated to drain the water. |
Halssius Conflux Ruins | Rotating Dial | Rotate the dial to align the correct symbols. |
Sunrise Plains Ruins | Statue Rotation | Rotate statues to face the correct direction. |
Sealed Abyss Artifacts
Sealed Abyss Artifacts are collectible items hidden throughout Hernand that unlock combat challenges when activated. Completing these challenges rewards unique equipment, skills, and materials. Hernand contains over a dozen Sealed Abyss Artifacts scattered across its varied terrain, from hillsides and road intersections to cave entrances and ruins.
Sword of Trials I: Found along main roads in central Hernand.
Shield of Unchanging Will (I, II, IV, V): Multiple versions located across the region.
Sharpened Spear (II, V): Located near wilderness areas and camps.
Feather of the Earth: Hidden in elevated terrain.
Night of the Silent Banner Pike: Near a faction-controlled area.
Under a Starlit Sky: Found in the hills at night.
Abyssal Star That Cleaves the Heavens: One of the more challenging artifact encounters.
Hernandian Contribution
Hernand has its own regional reputation metric called Hernandian Contribution. The HUD displays both Contribution and Contribution EXP, and this score rises or falls based on the player's actions in the region.

Completing quests, helping residents, and defeating threats increases Hernandian Contribution. Higher standing unlocks new vendors, quest lines, and story branches. Discounts on goods improve with higher contribution.
Committing crimes directly reduces this score. Minor offenses like pickpocketing cost around -5 Contribution EXP, while serious crimes like assault can cost up to -30 Contribution EXP. Reputation damage makes indiscriminate violence a poor long-term strategy.
See Faction Wars for how the reputation system works across all regions.
Crime and the wanted system
Hernand's settlements enforce laws. Crimes start small -- pickpocketing a resident, swiping dropped fruit from a vendor stall -- and can escalate into bullying, assault, and open conflict with an entire town.
When Kliff accumulates enough infractions, a Wanted Poster appears in the UI showing his face and bounty amount. Guards become hostile -- and they come in numbers, sometimes dozens at once. Bounty hunters track Kliff across the region. If caught, Kliff is arrested and thrown into a wooden holding cell. The alternative is paying fines. Turning an entire town hostile cuts off quest givers, vendors, and faction content in that settlement.
The crime system is not specific to Hernand -- it operates across all of Pywel -- but because Hernand is the starting region, it is where most players will first encounter these consequences. The connection to Hernandian Contribution means crimes erode long-term standing, not just create immediate combat problems.
Activities in Hernand
Side quests: Townspeople offer a range of requests, from simple deliveries to more involved investigations. Quests discovered organically while wandering are common
Minigames: The tavern hosts arm wrestling, card games, and other social activities
Cooking: Recipes can be discovered by speaking to NPCs and visiting food stalls. Ingredients gathered from the Hernand region are used to prepare meals at the Greymane Camp
Rock-paper-scissors: A quirky encounter where players can challenge local ruffians to games of chance
Hidden discoveries: Back alleys and rooftops hide secret shops, lore items, and NPC encounters that reward thorough exploration
Traversal
Item | Description |
|---|---|
Mountains, cliffs, and trees. Stamina-limited. Many areas in Hernand are only reachable by climbing. | |
Crosses gaps and scales surfaces that cannot be climbed directly. Also used in combat for body grappling (throws, suplexes, chokeslams). | |
Crow Wings | Kliff's glider for controlled descent from high points. Granted by White Crow the Witch after visiting the Abyss. Combining the Crow Wings with the grappling hook creates Spider-Man-like swinging across terrain. |
Horse | Available early. Covers flat terrain and river fording quickly. |
Triple jump | Extends vertical and horizontal reach during platforming. |
See Exploration & Traversal for the full movement mechanics breakdown.
Tips
Spend time exploring every corner of town before heading into the wilderness. Hidden shops and NPCs are easy to miss on a first pass
Visit the blacksmith early to purchase or refine a weapon before venturing into the Deepfog Basin
Talk to the fisherman at the Nas River dock to learn the fishing skill, which provides a steady source of ingredients for cooking
Check the tavern for available minigames and rumors. Some rumors lead to valuable side quests in the surrounding area
The Hernandian Attire for the castle infiltration is obtained through story progression. Do not worry about finding it through shops
Ring the bells first. Locating and ringing the three bells (Toll of Hernand, Toll of Scholastone, Toll of Calphade) should be an early priority. Clearing the fog of war makes navigating the region far easier.
Buy tools early. Purchase the Pickaxe and Logging Axe from the Provisioner in the City of Hernand as soon as possible. These open up mining and logging activities that provide valuable crafting materials.
Check behind waterfalls. The Heart of the Saint cave is hidden behind Three Saints Falls. Several other hidden areas in Hernand are concealed by natural features.
Use the grappling hook and glider. Mountain faces that look impassable on foot can be scaled once Kliff has the grappling hook. The glider allows quick descents from elevated positions.
Explore the caves. The Hernand Highlands Cavern south of the city contains diamond deposits. Caves throughout the region hold mineral veins, enemies, and loot.
Talk to every NPC. Merchant commissions from NPCs like Rhett, Annabella, and Renee provide Expansion Tools for the Greymane Camp and unique rewards.
Watch for bandit camps. Camps at Anvil Riverside, Sunrise Plains, and Rocca's Hill contain enemies and loot. Clearing them can yield silver and equipment.
Activate every Abyss Nexus. Hernand has about twelve fast travel points. Activating them early saves enormous travel time as quests send Kliff back and forth across the region.
Related Articles
Item | Description |
|---|---|
The player's base in Hernand | |
The boss of Mountain of Frozen Souls | |
All five regions compared | |
The Calphade rebellion and other quest lines | |
Crime, bounties, and consequences | |
Farm and ranch systems at the camp | |
Detailed Region Overview | |
Game World | |
All Regions | |
Greymane Base | |
Fast Travel System | |
Combat | |
Vendors | |
All Bosses |