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Hernand
March 20, 2026 at 05:25 AM
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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. 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).
Hernand's terrain is dominated by mountains and river valleys. Cliffside settlements cling to rocky outcrops, connected by roads that wind through narrow passes. Rivers cut through the landscape and serve as natural boundaries between territories.

The region also contains dense forests that make it one of the best areas on the continent for logging and fishing. The grappling hook and glider get heavy use here. Mountain faces that look impassable on foot open up once Kliff has the right equipment. River crossings sometimes require finding bridges or fording points, while elevated positions give tactical advantages in combat.
Open fields and reed marshes surround Frozen Soul Mountain. These flatter areas contrast with the rocky highlands and bring a different kind of danger: limited cover and enemies that use the tall vegetation to hide.
The HUD tracks weather conditions in real time, including a temperature gauge in Celsius that shifts based on elevation, wind, and time of day. Normal conditions in Hernand sit around 10°C. Step inside a burning building and the gauge spikes to 50°C.
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 Banquet 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.
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.
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. |
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.
Frozen Soul Mountain 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.
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.
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.
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.
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. The region also connects to the Calphade rebellion questline, where Kliff searches for Oongka while helping Marquis Stefan Lanford put down a betrayal.
Liberating an area has concrete results. After clearing all enemies and the area's boss, the territory is officially freed:
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
Hernand's mountain terrain hides caves, ruins, and out-of-the-way areas containing gear, Abyss Fragments, and crafting materials. Enemy levels are fixed by location -- no scaling -- so wandering into the wrong area early means facing enemies that are too strong. Returning later after gearing up is worth it.
Environmental puzzles appear throughout the region. Boarded-up cave entrances, hidden mechanisms, and ruins with locked doors follow discovery patterns found across Pywel. Treasure maps found in crypts elsewhere on the continent can lead back to hidden locations in Hernand.
Fishing is available in Hernand's rivers and lakes. Catches can be used for cooking or sold to vendors. Gathering resources like flowers, insects, and minerals feeds into alchemy, crafting, and camp upgrades. Hunting animals with bows (using stealth gear for better results) yields meat and hides.
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.
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.
Location | Description |
|---|---|
Hernand Castle | The fortified castle overlooks the town and plays a role in the main story. Kliff must acquire Hernandian Banquet Attire to infiltrate the castle, sneaking past guards in a sequence reminiscent of stealth games like Hitman and Kingdom Come: Deliverance. The castle connects to the Abyss. |
Tavern | A social gathering point where players can participate in minigames such as arm wrestling, card games, and horseback racing challenges. NPCs here offer side quests and rumors about the surrounding region. |
Blacksmith | Sells weapons and provides weapon refinement services. Hernand's blacksmith is typically the first one players encounter, offering basic gear suitable for early combat encounters. |
Tailor | Handles armor purchases and outfit customization. Certain outfits, like the Hernandian Banquet Attire required for the castle infiltration, can be obtained through tailors or quest rewards. |
General shops | Various merchants sell consumables, cooking ingredients, crafting materials, and other supplies. Hidden shops tucked into back alleys reward exploration. |
Located along the Nas River at the edge of town. Players learn the fishing skill here by observing a fisherman NPC. See the full Nas River article for details. |
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.
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
The early story chapters are set in and around Hernand Town. After losing their home, the Greymanes establish a camp in the Hernand area and begin working to rebuild their strength. Players interact with local factions, take on mercenary contracts, and gradually expand the Greymane Camp's facilities using gold and resources earned through exploration and combat.
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.
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 Banquet Attire for the castle infiltration is obtained through story progression. Do not worry about finding it through shops
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.
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. | |
Arboria Castle | 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. | |
Ivynook | A small hamlet nestled in the hills of Hernand. Serves as a rest stop for travelers moving between the major settlements. |
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. |
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. | |
Capra Pasture | A goat-grazing pasture in the hills. A source of hides and meat for crafting and cooking. |
Glenbright Farm | A working farm near Glenbright Manor, growing crops used in cooking recipes. |
Hernand Farmhouse | 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. | |
Phoniel Ranch | A ranch located along the road between settlements. Raises horses and livestock. |
Saddlewind Ranch | A horse ranch where players can interact with mounts. Connected to the region's equestrian traditions. |
Calphade Farmhouse | 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. |
Scattered workshops provide crafting services, specialized goods, and unique vendor inventories. Some unlock after liberating surrounding territories.
Location | Description |
|---|---|
Arboria Craftshop | A workshop in the Arboria ruins. Offers crafting services despite the village's abandoned state. |
Coalvale Workshop | A workshop built near coal deposits. Specializes in metalworking materials and fuel supplies. |
Emberwind Workshop | 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. | |
The Scrapfold | 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. | |
Scholastone Archive | A library and archive connected to the Scholastone Institute. Contains lore documents and collectible texts. |
Boomveld Bombworks | An explosives workshop. Produces gunpowder-based items and ammunition. |
Calphade Gunpowder Mill | A military-grade gunpowder production facility in Calphade territory. |
Inksworth Bindery | A bookbinding and printing workshop. Sells maps, scrolls, and written materials. |
Meshley Trapsmith | A trap-making workshop. Provides hunting and defensive trap supplies. |
Totesmith Tannery | A leather-working tannery that processes hides into usable crafting materials. |
Timberturner Wainwright | A wagon and woodworking shop. Repairs and builds transport wagons. |
Wycliffe Mappery | A cartography workshop that produces maps and navigation tools. |
A water-powered mill for grinding grain and processing agricultural goods. | |
Equinsher Saddlery | A saddlery that crafts horse equipment and riding gear. |
Hovels Swordhall | A combat training hall and weapons workshop. |
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. | |
Goldleaf Arena | A combat arena south of Hernand where players can test their fighting skills in organized matches. |
Communal Training Grounds | A shared training area where soldiers and mercenaries practice combat techniques. |
Calphade Siege Armory | A military armory in Calphade territory storing siege equipment and heavy weaponry. |
Calphade Outpost | 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. | |
Northern Guard Post | A guard station on the northern approach to the City of Hernand. |
Southern Guard Post | A guard station on the southern road leading out of Hernand. |
Perwin Prison Camp | A detention facility near Fort Perwin where captured bandits and prisoners are held. |
Hilgard Outpost | A military outpost in the Hernand highlands. |
Vilkom Outpost | A remote outpost on the edges of Hernand territory. |
Riverward Outpost | An outpost positioned along the Nas River to monitor river traffic and crossings. |
Calphade Beacon | A signal beacon used to relay warnings between Calphade and the surrounding settlements. |
Embernest Beacon | 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. |
Torchlight Beacon | A beacon tower that lights up at night to guide travelers through the darker stretches of the region. |
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. | |
Goldleaf Guildhouse | The merchant guild headquarters east of the Goldleaf Tradepost. Manages trade operations across the region. |
Halssius Trading Post | A trading post near St. Halssius's House of Healing. Sells recovery items and medical supplies alongside general goods. |
Perwin Trading Post | A trading post near Fort Perwin. Serves the western Hernand settlements. |
Halssius Apothecary | An apothecary shop selling healing items, potion ingredients, and alchemical supplies. |
Bluemont Cask House | A tavern and cask house near Bluemont Manor. Sells beverages and food items. |
Nectarwood Apiary | A honey farm producing bee-related products used in cooking and alchemy. |
Pollengarth Apiary | A second apiary in the region, supplying honey and wax materials. |
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 |
|---|---|
Church of Hernand | 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. | |
Heart of the Saint | 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. |
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 |
|---|---|
Arboria Forest | A dense woodland near the ruins of Arboria. Rich in timber and wildlife. |
Black Forest | A dark, imposing mountain forest that hides Kharonso behind its ranges. Known for dangerous wildlife and limited visibility. |
Forest of Wolves | A heavily forested area infested with wolf packs. Offers hunting opportunities but presents constant combat threats. |
Pororin Forest | 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. | |
Duskwood | 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. |
Nas Riverside | Flat terrain along the Nas River banks. Features fishing spots and gathering nodes. |
Hook Rapids | 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. |
Lake Kharonso | 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. | |
Everfrost | A cold, mountainous zone on Hernand's western border. Fort Warspike is built with Everfrost at its back. |
Everfrost Basin | A frozen lowland area within the Everfrost zone. |
Stormtalon Ridge | A windswept mountain ridge. Contains the Stormtalon Ridge Mine and the Stormtalon Cave of Time. |
Hernand Highlands | Elevated terrain south of the City of Hernand. Contains the Hernand Highlands Cavern with diamond deposits. |
Rocca's Hill | A prominent hill with a beacon atop it. The surrounding area includes bandit camps and a slave camp. |
Haunted Hill | 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. | |
Anvil Basin | A low-lying area near Anvil Hill. Contains iron ore deposits at its base, south of the City of Hernand. |
Anvil Riverside | 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. | |
Sunrise Plains | Open flatlands east of the City of Hernand. Contains a bandit camp. |
Sunset Valley | A valley west of Hernand that catches the evening light. A scenic traversal route. |
Thinker's Meadow | A quiet meadow used as a rest area by travelers and scholars. |
The Sage's Peak | A mountain peak connected to Roothold. The original destination for pilgrims who established the Roothold camp. |
The Argent Peaks | Silver-capped mountain peaks in the highlands of Hernand. |
Unicorn Cliff | A dramatic cliff formation in the mountain terrain. |
Windland Heights | An elevated plateau exposed to constant wind. Affects the temperature gauge on the HUD. |
Precipice of Echoes | A canyon area west of Hernand near Fort Perwin. Contains a Sealed Abyss Artifact south of the fort. |
Drakesfall Gorge | A deep gorge with steep cliffs. Named for local legends about drakes. |
Reedfield Graves | A burial site in the reed fields near the Mountain of Frozen Souls. |
Bellanor Hunting Grounds | Designated hunting territory with abundant wildlife for bow hunting. |
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 |
|---|---|
Anvil Hill Cave | A cave at the base of Anvil Hill containing iron ore deposits. |
Cloudmist Cave | A mist-filled cavern with limited visibility. Contains gathering nodes and hidden passages. |
Dawn Cave | A cave that receives morning sunlight through its entrance, illuminating interior formations. |
Duskwood Cave | Located within the Duskwood forest. Contains enemies suited to mid-level players. |
Guardian's Cave | 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. |
Mistshard Cave | A cave with crystalline formations. Contains mineral deposits for alchemy and crafting. |
Stormtalon Cave of Time | A deep cave on Stormtalon Ridge connected to temporal phenomena. Contains unique lore objects. |
Dragon's Stone Chamber | An underground chamber containing dragon-related artifacts and mineral deposits. |
Blade Cavern | A narrow cave with sharp rock formations. Contains weapon-related loot. |
Echoing Tunnel | A long tunnel that amplifies sound. Connects different sections of the underground network. |
Shadowheart Grotto | A dark grotto with minimal natural light. Contains hidden treasure and enemies. |
Whispering Grotto | A cave where wind creates whispering sounds. Contains lore-related discoveries. |
Specter's Hideout | 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. | |
Ancient Rift | 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 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 |
|---|---|
Anvil Riverside Bandit Camp | 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. |
Southern Deepwoods Bandit Camp | A camp hidden in the southern Deepwoods. Difficult to locate without exploration. |
Southern Riverside Bandit Camp | 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. |
Frowde Camp | A hostile camp occupied by the Frowde faction. |
Beggar's End | A dangerous area on the fringes of civilization where desperate outcasts gather. |
Posthouses and lodges serve as rest stops, fast travel waypoints, and information hubs along Hernand's road network.
Location | Description |
|---|---|
Arroweye Posthouse | A posthouse along one of Hernand's main roads. Provides rest services and local information. |
Spearhead Posthouse | A fortified posthouse that doubles as a defensive position along key travel routes. |
Forentin Lodge | A hunter's lodge offering shelter, supplies, and information about nearby wildlife and threats. |
Hunter's Cabin | A small cabin used by hunters as a base of operations in the wilderness. |
Witch's House | Located deep in the Witchwoods west of the City of Hernand. Accessible after defeating the Kearush boss. Home to White Crow the Witch. |
Mining and quarrying sites provide ores and minerals for crafting and trade. Some sites require clearing hostile occupants first.
Location | Description |
|---|---|
Karin Quarry | A stone quarry providing building materials for settlements and camp upgrades. |
Perwin Quarry | A quarry near Fort Perwin. Produces stone and mineral resources. |
Southern Quarry | A quarry in the southern part of Hernand. Contains ore deposits. |
Stormtalon Ridge Mine | An active mine on Stormtalon Ridge. Contains various ore veins and mineral deposits. |
Walled settlements and fortifications use gates to control access. Some gates require specific items or quest progress to pass.
Location | Description |
|---|---|
Hernand North Gate | The northern entrance to the City of Hernand. |
Calphade Gate | The main entrance to the Calphade fortress complex. |
Calphade North Gate | The northern entrance to Calphade territory. |
Calphade South Gate | The southern entrance to Calphade territory. |
Calphade Northern Depot | A supply depot at the northern approach to Calphade. |
Perwin Gate | The main gate controlling access to Fort Perwin and its surroundings. |
Warspike East Gate | The eastern entrance to Fort Warspike. |
Warspike North Gate | The northern entrance to Fort Warspike. |
Warspike South Gate | The southern entrance to Fort Warspike. |
Additional points of interest include confluence points, terraces, supply tents, and other unique landmarks throughout the region.
Location | Description |
|---|---|
Halssius Conflux | A junction point near St. Halssius's House of Healing where multiple roads converge. |
Anvil Riverside Terrace | An elevated terrace overlooking the Anvil Riverside area. |
Mistwind Stepped Hernand | 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. | |
Supply Tent | A temporary supply point set up to support military or exploration operations. |
Item | Description |
|---|---|
The player's base in Hernand | |
Reed Devil | The boss of Frozen Soul Mountain |
All five regions compared | |
The Calphade rebellion and other quest lines | |
Crime, bounties, and consequences | |
Farm and ranch systems at the camp |
IGN's extended hands-on time with Crimson Desert was largely set in the Hernand region, which serves as the game's tutorial area. The preview revealed a surprising focus on navigating Hernand's densely populated areas with care and attention. Rather than rushing through a combat tutorial, the opening hours encourage players to wander back alleys, interact with people going about their day, discover new shops and cooking recipes, and uncover optional activities that make the world feel bustling and lived in.
IGN noted that Hernand's ground-level exploration is reminiscent of Red Dead Redemption 2 in its pacing and attention to detail. Players can approach nearly all citizens to greet them or, provided they have a mask to disguise themselves, even rob them. The density of interactions available within this comparatively modest section of Pywel impressed reviewers, who noted that just looking at the full map from Hernand was enough to appreciate the sheer scale of the continent.
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.