Arcadia Province
Continent Southern Arun

Arcadia is one of the provinces of the Southern Arun continent.

This logging and farming region has grown increasingly hazardous for travelers and residents alike. The hazards are many: kulkari uprisings, deva incursions, a war between loggers and the fey races, and the emergence of a cult calling itself the Scions of Lok. The argon front consumes soldiers like some great beast, so the Valkyon Federation needs you in Arcadia to do what those soldiers no longer can.


Forests and rolling grasslands are the dominant landscapes of this northern province of Southern Arun. Its lumber and cattle producers have long been vital to the economy of the region and more recently to the argon war effort. But federation soldiers are needed elsewhere, so local enemies such as the kulkaris and devas are gaining ground.

Arcadia seasons new characters fresh off the Island of Dawn and introduces them to important pieces of the storyline while they improve their skills. When you complete this province, you’ll be about level 25 and ready to move on to darker, more dangerous places.[1]


Arcadia is the northernmost province in Southern Arun. Its forests and ranches have traditionally been vital to the economy of Velika and, more recently, to the argon war effort.

Human loggers in Northern Arcadia have always had a delicate relationship with the faerie races, but in recent times this has escalated to a near-constant insurgency. What federation forces can be spared from the war struggle to keep supply routes open and the citizenry safe, but Kulkari and deva raids on human strongholds have made this once-peaceful agricultural and farming region into a perilous place for travelers and residents alike.

In the southwest part of the province, a verdant swampland has become home to the tuwangis—a culture that depends on frogs for sustenance, clothing, housing, and communication. Once reasonably peaceful, they have recently become antagonistic to anyone who ventures inside Tuwangi Mire.[2]

Major TownsEdit

Level Range by ZoneEdit

Notable BAMsEdit

  • Garash Bloodtusk (Boar) — Fey Forest
  • Arakia (Ovalith) — Valley of Titans
  • [[{{{name}}}|{{{name}}}]] (Giant) — Oblivion Woods
  • Nakarash (Naga) — Celestial Hills
  • Barraq is a level 25 Kumas World Boss in Celestial Hills. He spawns in two spots in the lower region of Celestial Hills, parallel to the Sanctum Mysterium, and very close to the entrance to the Velika region.  One spawn at the base of the hill just North-West of the crossroads and one just South-West.


Barraq is a very powerful Kumas and hits much harder than the Indolent and Torpid Kumases in the zone, but he should still be fought like a Kumas. As with all Kumases, he is very slow, both to react, sometimes taking up to 20 seconds to begin fighting after having been attacked, and in his attack speed. All classes can easily evade most of his attacks by circling around to his back. One thing to note, however, is that he will perform two jumping attacks in a row, unlike most Kumases. Lancers and Berserkers of an equivalent level should be able to block most of his attacks but should take care to evade rather than block his jump attacks as they do significantly more damage than other Kumases' jump attacks. When Barraq stomps the ground twice in preparation for this attack, all party members should scatter to his left or right side and keep running until he does both jumps. When he enrages, he attacks and moves much faster, and evading most of his attacks may not be as easy, or indeed possible in some cases. The distance he covers with his jumping attack will also have been greatly reduced and its speed greatly increased, and close range party members should, instead of running to Barraq's left or right, run directly away from him. When he is enraged, party members should focus on survival rather than damage, and only return to damaging him when he has calmed down. (Kumas) — Celestial Hills

Instanced DungeonsEdit

— Oblivion Woods