Divinity: Original Sin II - Definitive Edition - Locations
The campaign moves through four acts of Rivellon, each with its own region and hub: the prison island of Reaper's Eye, the Reaper's Coast and the town of Driftwood, the Nameless Isle, and finally the Divine Order's capital, Arx.
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of 16 entries
· updated 2026-09-15
| Name | Type | Description | Region | Points Of Interest |
|---|---|---|---|---|
| Rivellon | World | The world the campaign takes place in, home to humans, elves, dwarves, lizards, orcs, imps and the undead, and shaped by the seven gods who took it from the Eternals. | The setting of the Divinity series | The Ancient Empire and its ruins The Seven gods and their chosen peoples The void and its Voidwoken The Source as both power and curse |
| Reaper's Eye | Starting Island (Act 1) | The island the game opens on, used by the Divine Order as a holding ground for captured Sourcerers and shaped by far older things buried underneath it. | Rivellon | The wreck of the Merryweather Fort Joy prison The Hollow Marshes Ancient ruins tied to the Sorcerer King |
| Fort Joy | Prison Fortress (Act 1) | A Magister fortress built over the island's ruins and used to hold Sourcerers before their execution or their culling. | Reaper's Eye | The prisoners' camp and its merchants The fighting arena The Magisters' barracks and prison wing High Judge Orivand's court The routes into the Hollow Marshes |
| The Hollow Marshes | Wilderness (Act 1) | The drowned marshland outside Fort Joy's walls, home to Voidwoken, Magister patrols and the Seekers hiding in the ruins. | Reaper's Eye | The Sanctuary of Amadia The Seekers' hiding places Magister camps and patrol routes The boat that leaves the island |
| The Sanctuary of Amadia | Hub (Act 1) | The Seekers' hidden refuge in the marshes, gathered around a Source pool and named for the goddess the Godwoken serve. | The Hollow Marshes | The Source pool at the heart of the sanctuary Gareth and the surviving Seekers Source training and skill books |
| The Hall of Echoes | Source Realm Hub | The place the Godwoken visit when they die or when a god calls them, a liminal hall of Source where the Seven argue about the war they started and hand out their blessings. | Between the acts | The patron gods of each Origin character Source pools that refill the party The doors back into the campaign's regions |
| The Lady Vengeance | Mobile Hub | Malady's ship and the party's home for the middle of the campaign, a vessel that moves the Godwoken between regions rather than a place they walk around in. | Rivellon | The helm and Malady Companion quarters and storage Source training and respec facilities The deck used for party conversations |
| The Reaper's Coast | Region (Act 2) | The largest and most open act in the game, a coastline of farmland, forest, beaches and ruins stretching around the town of Driftwood. | Rivellon | Driftwood The Blackpits Bloodmoon Island Paradise Downs Stonegarden |
| Driftwood | Town Hub (Act 2) | A fishing and farming town under Magister administration that becomes the base of operations for the whole second act. | The Reaper's Coast | The Driftwood tavern The harbour and the Magisters' harbour office Merchants, trainers and skill book sellers The ruined house hiding Source lore |
| The Blackpits | Region (Act 2) | An industrial, oil-soaked stretch of the coast where the ground itself burns, worked by dwarven crews and patrolled by Magisters looking for Sourcerers. | The Reaper's Coast | Hannag's home and Source training The burning oil fields and derricks Magister patrols and their quarry The drowned ruins beneath the pits |
| Bloodmoon Island | Island (Act 2) | An island off the coast held by a demon who styles himself the Advocate, populated by the possessed, the desperate and the black-ringed, with an ancient tree at its centre. | The Reaper's Coast | The Advocate and his court The possessed settlers The Black Ring's presence The ancient tree at the island's heart |
| Paradise Downs | Battlefield (Act 2) | Farmland that has become a war zone between the Lone Wolves and the Black Ring, littered with bodies and dotted with both factions' camps. | The Reaper's Coast | The Lone Wolves' camp The Black Ring's positions Ruined farmsteads and their survivors |
| Stonegarden | Underground Ruins (Act 2) | A buried complex of dwarven vaults and chambers under the Driftwood area, one of the act's most demanding optional dungeons. | The Reaper's Coast | Dwarven vaults and stone chambers Buried Source experiments Undead guardians and traps |
| The Nameless Isle | Region (Act 3) | A bleak, black-rocked island standing apart from the rest of Rivellon, reached after the events of the Reaper's Coast and used as the setting for the campaign's confrontation with the Seven gods' plans. | Rivellon | The ruins of the ancient temples The Voidwoken presence at the island's edge The gates that lead further into the campaign |
| Arx | Capital City (Act 4) | The Divine Order's capital and final act, a fortified city of Magister law, wealth and quiet cruelty where the campaign's remaining mysteries are answered. | Rivellon | The Cathedral Consul Kemm's mansion The Magister garrison and city wall The harbour and the city's poorer quarters |
| The Void | Endgame Realm | The black space the Seven sealed the Eternals into, and the destination of the campaign's final act. | Beyond Rivellon | The God-King's seat of power The final confrontation and its branching endings The revelation about the Seven and the Eternals |
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