The Valley (often referred to simply as the land) is the setting of Shovel Knight.
The Valley features various environments: lush forests and gloom swamps, green plains and dry lands, volcanic mountains and frozen tundras. The Valley can be accessed from the rest of the continent by the Plains of Passage to the east. The west opens on a deep chasms, at the edge of which sits the Tower of Fate, piercing the sky and dominating the Valley by its sight. The Valley also opens to the sea in the south.
There are several settlements throughout the Valley where free folks try to live peacefully under the threat of the Enchantress's power. Others as well as ruins are occupied by the forces of the Order of No Quarter. Locked Gates guarded by the Order's knights are set between each quadrants.
In King of Cards, the Valley's map is slightly different and more detailed. Each main location are also divided in three.
Some time before the beginning of the game, the Enchantress formed an order of invincible knights to conquer the Valley. They succeeded, deposing King Pridemoor from his throne and attacking the Lich Yard and the Armor Outpost. They drove away the inhabitants of the former while the latter's stayed to oppose her growing power. The Order also set locked gates to prevent undesirables from reaching the Tower of Fate.
- Plains: The entrance to the Valley
- Village / Potionarium: One of the last free settlement.
- Pridemoor Keep: A fortified tower and King Pridemoor's throne usurped by King Knight.
- The Lich Yard: An old village overrun by the living dead and Specter Knight.
- Troupple Pond: The mysterious domain of the Troupple King.
- Forest of Phasing / Forest of Fishing: Relic / Arcana.
- Explodatorium: The alchemy laboratory of Plague Knight.
- Iron Whale: Treasure Knight's submarine and gold haul.
- Lost City: An antique city sunken beneath a volcano, lair to Mole Knight.
- Armor Outpost: A free settlement defying the Enchantress, where weapon blacksmith sell their wares.
- Knuckler's Quarry / Bottomless Quarry: Relic / Arcana course.
- Hall of Champions: An art gallery dedicated to the founders of the land.
- Clockwork Tower: A tower retrofitted with gears and mechanisms, workshop of Tinker Knight.
- Stranded Ship: The weathered husk of a ship trapped in the Frozen Tundra, guarded by Polar Knight.
- Flying Machine: A luxury airship, captained by Propeller Knight.
- Frigid Flight / Shivering Sprint: Relic / Arcana course.
- Shortcut?: A lone catapult aiming for the Armor Outpost.
- Tower of Fate: Entrance: The rain-swept bridge to the Tower of Fate.
- Tower of Fate: Ascent: The main building, filled with deadly traps.
- Tower of Fate: ????: The Enchantress's lair within the Tower of Fate.