Grim Dawn - Locations

The regions of Cairn in campaign order, from the prison settlement where a new character starts to the western territories added by Fangs of Asterkarn. Each entry lists the hub or area type, the act or expansion it belongs to, and the points of interest a player is likely to be looking for inside it...
of 14 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Devil's Crossing Starting Hub A fortified prison turned refugee camp, and the first safe zone in the game. Act 1, Lower Crossing Captain John Bourbon and the settlement council The first riftgate and the faction quartermaster The prison yard vendors and the stash The road north to Burrwitch
Burrwitch Ruined Town The burned-out town that was once the pride of the region and is now the site of the Aetherial incursion. Act 1, northern coast Burrwitch Prison and the Warden encounter The Burrwitch Outskirts and the Aetherial rifts The flooded cellars and the town square
Wightmire and Foggy Bank Wilderness The drowned farmland and swamp between Devil's Crossing and the northern hills, full of bog zombies, aetherials and the first shrines a character will cleanse. Act 1, marshland The Foggy Bank caves and the Slith village Multiple devotion shrines The flooded homesteads and the abandoned mill
Arkovian Foothills Wilderness The rocky approach to the ruins of Arkovia, held by Rover caravans and haunted by the undead that the old curse left behind. Act 2, Arkovia The Rover camp and its quartermaster The Steps of Torment, a skeleton-key dungeon The Arkovian Undercity
Old Arkovia Ruined City The dead capital of a kingdom destroyed by its own curse, now a maze of collapsed streets and crypts. Act 2, Arkovia The Steps of Torment and its Skeleton Key gate The Arkovian crypts and the undead nobility The ruined palace district
Homestead Campaign Hub A walled agricultural settlement that has stayed alive by staying useful, feeding the Black Legion in exchange for protection. Act 2, central Cairn The Homestead quartermaster and vendors The surrounding farmlands and the cult camps The riftgate back to Devil's Crossing
Smuggler's Pass and Pine Barrens Wilderness The mountain pass and pine forest that link Homestead to the northern campaign. Act 2, eastern Cairn Troll camps and groble villages The Pine Barrens' optional caves The pass road towards Fort Ikon
Fort Ikon Military Fortress The Black Legion's fortress and the third campaign hub, built on the high ground above the northern plains. Act 3, northern Cairn Creed and the Black Legion command The Fort Ikon armoury and quartermaster The road to the Necropolis
The Necropolis Final Dungeon The enormous tomb complex where the Chthonian cult has been preparing its summoning, and the location of the base game's final encounter. Act 4, northern Cairn The Necropolis Interior and the Chthonian altars The Loghorrean encounter The final riftgate of the base campaign
Gloomwald Forest A dark, overgrown forest west of Ugdenbog that marks the start of the Ashes of Malmouth campaign. Act 5, Ashes of Malmouth The Gloomwald shrines The cannibal camps and the road to Barrowholm The exit into Ugdenbog
Ugdenbog Swamp The great swamp held by the Coven of Ugdenbog, and the expansion's hub region. Act 5, Ashes of Malmouth The Coven camp and quartermaster The village of Barrowholm The Ugdenbog shrines and the Wendigo grounds
Malmouth Ruined City The ruined port city that gives the first expansion its name, and the site of its final act. Act 5, Ashes of Malmouth The Malmouth Resistance hideout The Malmouth Sewers and the city interior The Theodin Marcell encounter
Korvan Plateau Desert Region The sun-bleached plateau and desert south of the main campaign, added by Forgotten Gods. Forgotten Gods The Korvan Basin and the cult enclaves The Tomb of Korvaak and the Korvaak encounter The Shattered Realm entrance
Asterkarn Frozen Region The western territories of Cairn and the setting of the final expansion. Fangs of Asterkarn, western Cairn Kurn settlements and the tribal leadership The wereform shrines tied to the Berserker mastery The Asterkarn wilderness and its new Nemesis bosses The Ascendant mode versions of the region's dungeons
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