Scope: BRZRKR's locations form a geography of memory, conquest, captivity, research, and contact. The places below include confirmed settings, narrator claims, real historical reference points, and metaphysical spaces.
Geography of the story
BRZRKR does not give every location a surveyed coordinate. A city may be confirmed as a story setting while its real-world equivalent remains unknown. A battlefield may be historically named while B's participation is a narrator claim. A quantum realm may be directly depicted while its physical status remains ambiguous.
The places matter because of what happens in them: a cave can hold the origin of B, a palace can turn a protector into property, and a laboratory can turn a fragment into a second life. Unnamed sites remain unnamed when the story supplies no better description; no extra war or expedition is inferred from a passing reference.
Prehistoric and origin geography
B's prehistoric village sits in a valley associated with the ancestral cave. The cave is the place of the first lightning contact, B's conception, and the mother's prayers. The valley is also the place where the modern expedition recovers Mother's Gift. These are confirmed story locations, but the comic does not give a modern archaeological grid or a complete name for the village.
The Nefud Desert and Saudi expedition site anchor the origin in a recoverable modern geography. The team reaches the region through clues from B's memories and Protocol X. The site connects a prehistoric community, a physical relic, and Source-linked investigation. Nothing in the story proves that the entire Nefud contains supernatural ruins; the evidence concerns this expedition and birthplace.
Enemy prehistoric territories and tribal routes remain broad because the comic shows B moving through conflict without naming every tribe or drawing a complete border. The geography is important as the landscape in which his father turns him into a weapon.
Ancient cities and kingdoms
Atlantis is a major confirmed setting in the Poetry of Madness branch. The harbor, palace, reliquary, northeastern tower, temples, and ritual site are sublocations with different functions. The palace holds Azaes's court, the reliquary holds Aklo material and the obelisk, and the tower becomes the gateway site. The city's wealth and maritime reputation attract invaders; the ritual destroys the city after B kills Cthulhu.
Olos and Washukanni belong to the ancient historical branch with Asana, B's capture, and the destruction of both cities. Olos has a palace, prison, and arena designed to turn B's captivity into spectacle. Washukanni is recorded as its own city and political power. The atlas does not equate either city with a real-world location without a primary source.
Asana's homeland, the Great Desert, the White Mountains, and the Great Sea provide the environmental frame for the ancient journeys. They are useful map nodes because they explain movement, but their exact borders and coordinates remain narrator-specific. The Acastan/Acattan monastery is retained with a verification-required tag until the spelling and primary appearance are confirmed.
Late-antique and Mediterranean geography
Zosimus's laboratory is a core location for alchemy, life extension, prima materia, Azoth, and chemazoons. It should be linked to Zosimus's operation rather than treated as a generic “magic lab.” Domitianus and Oxyrhynchus connect B's later historical identities to real ancient names, while Theosebeia's refuge and the sites visited by Lugalṭur remain more narrative than cartographic. The Domitianus entry keeps the historical figure separate from the battlefield setting.
Alexandria, Babylonia, Napata, Mediterranean markets, and sailing routes are recorded as historical reference points. The atlas distinguishes a place named in narration from a fully depicted setting. A reader can follow B's movement without assuming that every stop has an independent scene or a confirmed date.
Medieval and Mongol routes
Bulgar territory, Genghis Khan's encampments, Beijing/Zhongdu, siege sites, and the Silk Road form the medieval map. The cult's historical network uses B's reputation and technology migration to influence conflicts. The siege of Beijing and B's break from Genghis Khan are event nodes; the route between them is approximate.
The atlas includes horses, cavalry routes, and encampments as transport context, but it does not turn every road into a standalone location. The Silk Road carries a narrator-claim tag where the comic uses it as a broad historical route rather than a plotted journey with fixed waypoints.
American geography
The Missouri Ozarks, Kansas Territory, Fort Scott, Flint Hills, Winston Tunt's estate, a trading post, and Mine Creek Battlefield make up the American section. These are tied to the Man in the Tree incident, Maybell's escape, Winston Tunt, border ruffians, and the Civil War-era appearance at Mine Creek. Real names are preserved, but the fictional B events are not presented as replacements for the historical record.
The atlas marks the 1855-1856 Kansas–Missouri conflict and the 1864 Mine Creek battle as real-world anchors with fictional participation. It avoids adding unverified World War I locations even if later fan indexes or adaptation discussions mention them.
Modern government geography
The Tacoma-area government facility contains therapy rooms, research areas, command functions, and the B program's modern infrastructure. The comic does not give a full floor plan, but Diana's memory rooms, Caldwell's laboratory, and the command center are distinct places because the story gives each a different role.
The Mojave Protocol X site is the apparatus location and the point of B's displacement. The Saudi expedition base connects the modern team to B's birthplace. The Virginia safehouse is the site of the pregnancy, the children's birth, and the final attack. Government headquarters, the Franken-B facility, and Malta are separate nodes; Malta retains an ambiguous status as the last referenced tracking area for Franken-B until a primary panel resolves the geography.
Maritime locations
B's ocean recovery site, the Captain's ship, the Socotra route, and the Sorceress's stronghold make up the maritime and supernatural map. The Captain's ship is both a vehicle and a social location for the vampire crew. Socotra is a route reference rather than a complete port list. The Sorceress's stronghold is a distinct supernatural site connected to idols, summoned creatures, and the conflict with the Captain.
Metaphysical locations
The quantum/contact realm—also called the Blue Plane in some external usage—is shown as a space in which B can remain conscious after Protocol X. The Source network and shared memory spaces overlap conceptually but should not be treated as identical locations without evidence. The unidentified three-sun world is a final signal or destination whose physical status is unresolved.
Metaphysical locations require a different imagination. They can have visitors, events, and relationships while lacking ordinary latitude and longitude. The contact realm and the Three-Sun World are therefore described through what B and Diana experience rather than through coordinates.
Uncertain sites
An uncertain location still matters when it anchors a character, object, or event. Atlantis can have a confirmed harbor and palace while its world coordinates remain unknown. Malta can be the last referenced tracking area for Franken-B while the precise geography remains ambiguous. The uncertainty belongs to the place, not to the events the comic clearly shows there.
The atlas also distinguishes a location from a scene type. “Therapy room,” “command center,” and “shared memory space” can be stable sublocations if the story returns to them. “Battlefield” or “desert” may be a scene description until a proper name or repeated geography appears. The distinction keeps the location count meaningful.
Routes carry their own uncertainty. The Silk Road, Socotra route, Mediterranean markets, Mongol campaign routes, and government transport lines connect known places without fixing every stop. The story never requires an invented itinerary merely because two cities appear in the same narration.
Cross-map route examples
The origin route connects the prehistoric village, valley, ancestral cave, birthplace, Nefud Desert, and Saudi expedition base. It carries B's memory, Mother's Gift, Diana's protocol, and the Source investigation. The Atlantis route connects harbor, palace, reliquary, tower, and ritual site, then links the city's destruction to Zubatai, Vizane, Azaes, and Cthulhu. The Olos route connects palace, prison, arena, Asana's homeland, Washukanni, and the destruction events.
The medieval route links Bulgar territory, Genghis Khan's encampments, Beijing/Zhongdu, siege sites, and the Silk Road. It also links the cult's historical network and B's break from Genghis. The American route connects the Missouri Ozarks, Kansas Territory, Fort Scott, Flint Hills, Winston Tunt's estate, trading post, and Mine Creek. The modern route connects Tacoma, therapy and command spaces, Mojave Protocol X, Saudi, Virginia, government headquarters, and the Franken-B facility.
These route examples are not claims that B walked every mile between named nodes. They are cross-links that let a reader follow an era while seeing which connections are direct, narrated, or approximate. The visual map can use solid, dashed, and comparison lines with the same confidence labels as the text.
Following the geography through the story
The origin route connects the prehistoric village, valley, ancestral cave, birthplace, Nefud Desert, and Saudi expedition base. The Atlantis route connects harbor, palace, reliquary, tower, and ritual site, then carries the city's destruction into the histories of Zubatai, Vizane, Azaes, and Cthulhu. The Olos route connects palace, prison, arena, Asana's homeland, Washukanni, and the destruction events.
The medieval route links Bulgar territory, Genghis Khan's encampments, Beijing/Zhongdu, siege sites, and the Silk Road. The American route connects the Missouri Ozarks, Kansas Territory, Fort Scott, Flint Hills, Winston Tunt's estate, trading post, and Mine Creek. The modern route connects Tacoma, Mojave, Saudi, Virginia, government headquarters, and the Franken-B facility. These routes describe the movement of the story, not a claim that B walked every mile between named nodes.
See also
Places that shape B
The locations of BRZRKR are emotional as much as physical. The ancestral cave is where B's mother asks for help and where the modern team finds Mother's Gift. Olos is the city that turns B into a prisoner and a spectacle. Washukanni is the population destroyed when Asana's deception points B toward revenge. Atlantis is the city that opens a gateway it cannot close. Beijing is the fortified city that reveals the civilian cost of imperial war.
The modern locations repeat the older pattern in new forms. The government facility studies B while claiming to help him. The Protocol X chamber becomes a doorway rather than a prison. The Saudi valley joins archaeology to family memory. The Virginia safehouse offers a temporary home for B, Diana, and the twins. The Southwest refuge gives that family a community outside the immediate program, but the attack proves that no place is safe simply because it is distant.
The geography of memory
B's memories are often the only route to a location. He remembers the shape of a cave, the direction of a road, the architecture of a court, or the feel of a restraint. These details help Diana and Caldwell locate the physical world behind the memory, but recognition is not the same as a complete survey. A remembered route can be emotionally precise while remaining historically approximate.
The story uses that tension to keep geography connected to character. B knows Olos because he was held there. He knows Atlantis because he protected Azaes. He knows the prehistoric valley because it contains his mother's last hope. A location is never merely where a fight happened. It is the place where a choice became permanent.
Contact spaces
The Blue Plane or quantum/contact realm is the most ambiguous location. B and Diana reach it through Protocol X and Source-linked conditions, but the comic does not give it ordinary distance, duration, or borders. It is a place of contact and displacement rather than a world with a settled map. Its importance lies in what happens there: B encounters the Source, Diana becomes a participant, and mortality becomes possible.
The contact realm should remain distinct from Atlantis's gateway, the Sorceress's stronghold, and Zosimus's alchemical spaces. BRZRKR contains several kinds of impossible geography. Similar color, energy, or scale does not make them one location.
Ruins and survival
The destroyed locations in BRZRKR are as important as the surviving ones. The prehistoric village is gone, but the cave remains. Atlantis disappears, but Zubatai's account survives. Olos and Washukanni are destroyed, leaving Asana and B as witnesses. Beijing remains a target in the Mongol story, its walls standing between an army and the people inside.
The ruins show the imbalance between B's body and the world. He returns from wounds while cities do not return from war. The places preserve traces of choices that the institutions responsible for those choices can no longer explain. B becomes a moving geography of loss, carrying the memory of places that have no living court, army, or family left to speak for them.
The places where B is named
Every major setting gives B a different name. The prehistoric village calls him through family language before his father turns Unute into a command. Atlantis treats him as a defender whose strength can stand between the city and the unknown. Olos treats him as a captive and then as a weapon aimed at a neighboring kingdom. The Mongol camp turns him into a legend useful to an empire. The modern Unit reduces him to a designation that can be measured, deployed, and contained.
These names are geographic because they belong to particular communities. A name carries the expectations of the place that gives it. “Guardian” assumes loyalty. “Monster” assumes fear. “Asset” assumes ownership. B carries all of these identities into the next setting, where the old word may be misunderstood or deliberately replaced. Following the geography is therefore also following the changing terms of his captivity and his resistance.
Thresholds and interiors
BRZRKR repeatedly places B at thresholds: the mouth of the ancestral cave, the gates of Atlantis, the walls of Beijing, the laboratory door, the Protocol X chamber, the contact realm, and the safehouse. The threshold is where a community decides whether B is entering as a guest, a prisoner, a weapon, or a threat. Once inside, the architecture often reveals the power relationship. A palace displays him. An arena tests him. A laboratory dissects the meaning of his body. A home asks him to become a father.
The contrast gives the locations narrative force. The same man can be welcomed in a court and confined in its prison, or be studied in a facility and still find a brief human conversation there. A map that only marks coordinates would miss this movement. The important geography is the change from outside to inside and the choices demanded at the door.
Places that survive through witnesses
Some locations remain alive because a character remembers them. Diana's sessions turn B's memories into a route toward the birthplace. Zubatai keeps Atlantis present after its destruction. Asana's story preserves Olos and Washukanni through the confession that condemns her. Layo and the later witnesses keep the alchemical histories from disappearing with the people who created them.
This is why the setting list can never be separated from the voices that describe it. A ruin is not a neutral backdrop. It is a place someone lost, someone conquered, or someone failed to protect. B's long life makes him a witness to many ruins, but the stories remain strongest when another person explains what the ruin meant before it became a memory.
References
[1] Reeves, Matt Kindt, Ron Garney, Bill Crabtree, and Clem Robins, BRZRKR #2-4 and #10, village, ancestral cave, Nefud/expedition site, and Mother's Gift.
[2] Reeves, Kindt, Garney, Crabtree, and Robins, BRZRKR: Poetry of Madness #1, Atlantis, harbor, palace, reliquary, tower, and ritual site.
[3] Reeves, Kindt, Garney, Crabtree, and Robins, BRZRKR: Fallen Empire #1 and The Lost Book of B. #1, Olos, Washukanni, late-antique, medieval, and maritime locations.
[4] Reeves, Kindt, Garney, Crabtree, and Robins, BRZRKR #1 and #8-12, modern facilities, Protocol X, Saudi expedition, Virginia safehouse, and contact realm.
[5] The locations and uncertainty described here follow the settings shown or narrated in the supplied BRZRKR publications.