Gea Kul
Kehjistan62 m SW of the Gea Kul waypoint, or 207 m NW of Kurast Docks.
Part 1: the sea crossing: “I only pray we reach Gea Kul intact.”
Ten open satchels stand in the open world once the Tarsarak tavern intro is done. Read all ten and Deckard’s Journey begins, ending with the Deckard’s Memory portal to the Diablo 1 version of Tristram in the Imperial Library. Each mark is the satchel’s own position from the game files; the diamond is the nearest waypoint.
62 m SW of the Gea Kul waypoint, or 207 m NW of Kurast Docks.
Part 1: the sea crossing: “I only pray we reach Gea Kul intact.”
13 m SE of the Imperial Library waypoint, or 140 m NE of Iron Wolves Encampment.
Part 2: the library doors open at the name Cain; Jered’s “vault of dangerous wonders”.
226 m N of the Andariel lair entrance (teleport to the lair, then walk out), or 336 m N of Tarsarak.
Part 3: hours in the scorching sand, a Vecin wagon train on the next dune.
14 m N of the Wejinhani waypoint, or 269 m SE of Nevesk.
Part 4: the Zakarum Inquisition has descended; “Perhaps North?”
99 m SW of the Beast in Ice lair entrance (teleport to the lair, then walk out), or 172 m N of Nevesk.
Part 5: “Thank the Heavens I found this cabin, or I might have frozen stiff.”
88 m SW of the Hidden Overlook waypoint, or 238 m SE of Fate’s Retreat.
Part 6: a wedding in “Goolron? Gu-Gulran?”, a crown of wheat, Vasily.
80 m SW of the Marowen waypoint, or 480 m W of Braestaig.
Part 7: waking to waves on a stony shore, in Vasily’s home.
133 m N of the Braestaig waypoint, or 282 m W of Corbach.
Part 8: Druid elders “amidst the stones”, Triune glyphs, “Fiefdom House”.
158 m SW of the Tirmair waypoint, or 231 m SE of Corbach.
Part 9: the chapel, the cultists, six children found safe. Placed only in a public game.
97 m NW of the Yelesna waypoint, or 204 m SW of the Lord Zir lair entrance.
Part 10: the murky wood and the three-faced statue: “Behold the truths that lie within.”