Mortal Online 2 · Continent guide
Mortal Online 2 Sarducaa Map
Sarducaa is Mortal Online 2's southern desert continent, reached by crossing the bridge from Haven. This interactive map plots the whole coast — resources, towns, dungeons, creatures and points of interest the community has scouted.
What's on the Sarducaa map
Eleven marker layers, each typed and filterable:
- AnimalsBeasts, spawns & predators
- MountsTameable & breedable mounts
- WoodTrees & harvestable wood
- FloraPlants, herbs & fruit
- OreMinerals, metals & materials
- TownsSettlements, brokers & outposts
- KeepsGuild keeps, castles & forts
- TemplesPriests, shrines & altars
- DocksDocks, harbors & ferries
- LandmarksDungeons, ruins & points of interest
- PvPLive fights & alliance rally points
Towns of Sarducaa
Nine towns ring the sands. Open any of them on the towns layer.
- Beth JeddaThe Yellow Gem — capital and trade hub
- AurNorthern jungle-edge town
- BediaCentral desert settlement
- YesilTemple-oasis of the Yequedah priesthood
- AshirWestern coast town
- BelrimSouthwest broker town
- PashSouthern desert town
- KamSoutheast badlands town
- Khwar MigdalEastern abandoned tower
Regions & landmarks
- Kamin MaraThe Glass Furnace — a crater of black glass
- Arg KepherThe great massif, Throne of Kepher
- Yar HarikaThe Blooming Cliffs, a drowned jungle
- Bos RuahThe Breathing Desert
- Tuz Salt MinesSalt workings in the west
- Yel Keskar & Jungle DungeonNamed dungeons for groups
The world of Sarducaa
The land
A dry ocean of breathing dunes
Sarducaa is five deserts and one drowned jungle, walled by the Arg Kepher massif and the diagonal escarpment of Yar Harika, threaded with life-giving oases (vaha) and scarred by Kamin Mara — the Glass Furnace, a crater where heat fused the sand to black glass. It sits below the equator, its own fresh continent, reached only by crossing from Haven.
The heat
The reversal and the swarm
Scorching days, freezing nights, near-endless drought. Roughly every two years the Iri'tzemach reverses the weather: the deserts flood, bloom into brief savannah and cliff-lakes, then die again in the Kharakeem — a devouring insect swarm. The banner that stockpiles in plenty and shelters in the flood inherits the dunes.
The seat
Beth Jedda, the Yellow Gem
The heat-free capital and trade hub near the bridge, once the Tindremic city Zanthenes. Ruled under the fire-crowned title Labbah Madar, the Mother of the Flame, and advised by the Magi priesthood — the Yequedah — seated at the temple-oasis of Yesil. Its breeders sell the Desert Horse, fastest mount in the world.
Desert peoples
The Scorpion Dancers — hunters who milk the venom of the giant Akrep through drum and ritual dance. Fearless with a deadly craft; a code of skill earned in controlled danger.
Mountain fanatics awaiting the apocalyptic blood-moon, Lona Macta. They capture trolls and mutilate them through the ritual Val Gora — limbs replaced with blades — into monastery guardians.
Seclusive nomads who keep no permanent settlement and claim to have witnessed the Sundering itself. Bound, like all desert tribes, by Nang Vaha — the oasis-peace.