Overland Locations
(Redirected from Region)
While every player starts their journey in Hagga Basin, the Northern Hemisphere of Arrakis holds several distinct types of locations accessible via ornithopter on the Overland Map.
- Settlements serve as common social hubs offering various services and merchants.
- Regions are the only persistent instances that support base building.
- Story Locations are typically a one-time experience tied to Journeys.
- Minor Landmarks are accessible only with an active compatible Quest, most of which are replayable.
- Dungeons are replayable challenges with scalable difficulty.
Locations by Type
Settlements
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| Battle-scarred capital of the Atreides, home for merchants and refugees alike.
| |
|---|---|
| Type | Settlement |
| Player Access | Public |
| Vehicle Usage | None |
| Base Building | No |
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| Interim headquarters of the Harkonnens, and nexus of the Carthag slave trade.
| |
|---|---|
| Type | Settlement |
| Player Access | Public |
| Vehicle Usage | None |
| Base Building | No |
Regions
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| Region laid to waste by the war, partly sheltered by the Shield Wall.
| |
|---|---|
| Type | Region |
| Player Access | Public |
| Vehicle Usage | All |
| Base Building | Yes |
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| Dangerous but bountiful expanse to plunder... until the next Coriolis storm.
| |
|---|---|
| Type | Region |
| Player Access | Public |
| Vehicle Usage | All |
| Base Building | Yes |
Story Locations
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| This bustling spaceport in Arrakeen is a way off of the planet Arrakis.
| |
|---|---|
| Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| Secret lair of the Smugglers, hidden in a fallen heighliner in the Deep Desert.
| |
|---|---|
| Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| An illicit fighting arena located near the construction site of Neo Carthag.
| |
|---|---|
| Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| Former capital of House Harkonnen, razed to the ground.
| |
|---|---|
| Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| High-security housing complex surrounded by dew fields, just outside Arrakeen.
| |
|---|---|
| Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| Burning remains of an Ixian freighter.
| |
|---|---|
| Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
Minor Landmarks
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| A former military outpost, abandoned after the destruction of Carthag.
| |
|---|---|
| Type | Minor Landmark |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| A small rock island with bandit camps atop a large cave of erythrite.
| |
|---|---|
| Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
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| A small rock island with a well-defined and challenging road suitable for driving ground vehicles.
| |
|---|---|
| Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
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| A large, well-defended bandit stronghold located on the shield wall.
| |
|---|---|
| Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
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| A boxcanyon village decimated during the war, haunted by the ghosts of past and present.
| |
|---|---|
| Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| A windswept canyon village repurposed by the secretive Water Shippers.
| |
|---|---|
| Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| An irradiated shipwreck crashed inside the shield wall.
| |
|---|---|
| Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
Dungeons
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| The entrance is halfway hidden in the dark, unfinished construction. It seems abandoned.
| |
|---|---|
| Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| High radiation readings are registered around the entrance.
| |
|---|---|
| Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| The Station is surrounded by fire-scorched earth and a strong smell of burnt flesh.
| |
|---|---|
| Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| The electromagnetic reading of the Coriolis storm is exceptionally high in this location.
| |
|---|---|
| Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| Vines are covering the entrance and a faint smell of burnt elacca wood emanates from below.
| |
|---|---|
| Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| An abandoned Water Shipper-owned quarry on the outskirts of the Polar Sink.
| |
|---|---|
| Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
Interactive Map
Loading scripts
Trivia
- Due to the instability of the magnetic field of Arrakis, the paracompass was developed by the Fremen to aid in navigation. Paranorth depends on local magnetic anomalies and is rarely true north.






















