Welcome to Cartarra

Step into Cartarra, where every expedition begins with a whisper in the Archivian Museum of Lost Histories in Cambridge. Beneath marble halls and hidden archives, clues point to deserts, jungles, frozen tundras, and forgotten ruins. Here, scholarship meets danger, and every artifact carries both wonder and peril.

The Field Core is always the first to answer the call, but they are never alone. Rivals stalk the same trails, secret societies guard truths, and locals weigh whether to help or hinder. Each story is a race against time, a test of courage, and a choice between preserving history or seizing power.

Cartarra is not only about what is found, but what is lost, what is hidden, and what must never be uncovered.

The Chalice of Shadows

In the mist-laden swamplands of Cartarra, the Field Core races against rivals and the treacherous unknown to recover a fragment of a legendary medieval chalice—only to find that not all allies, or enemies, are as they seem.

*The Cloth of Asterion’s Vow*

In Saltwind Harbor, the Field Core hears a coastal legend about a temple that demands a life for every truth taken. When the tale proves real, an embalmed relic wrapped in strange cloth begins to spend them like coin.

The Icebound Codex

In the frozen wilds of Cartarra, the Field Core races rival factions and faces betrayal on a quest to uncover a legendary weapon hidden in an ancient, ice-bound library.

The Stele Fragment of Gulls’ Grave

A broken stele fragment in the Archivian Museum draws the Field Core into a quiet academic war and a brutal race to a remote island. On Gulls’ Grave, World War I caches and rival factions collide, and the truth demands a sacrifice that cannot be taken back.

The Sable Atlas and the Sanctum Spear

A sealed permit draws the Field Core to a fogbound port, where a Cold War microfilm map hints at a weapon hidden beneath the streets. In Greymouth’s underground, the tunnels begin to feel less like infrastructure and more like a memory that listens back.