Orobas Fjords Overview – Divinity II: Ego Draconis

This guide will help you navigate Orobas Fjords in Divinity II: Ego Draconis.

Orobas Fjords Map

divinity ii orobas fjords map
  1. Crabbe
  2. Cadby
  3. Laura
  4. Simeon
  5. Yggdrasil
  6. Bunker
  7. Lister
  8. Jedediah
  9. Jievaras
  10. Carleton
  11. High Hall
  12. Champion Harbour
  13. Military Camp
  14. Moor
  15. Alrik
  16. Hall of Echoes
  17. Irminsul
  18. Gremory’s Treasure

Area Overview

This page lists points of interest found throughout Orobas Fjords. However, it doesn’t list dungeon entrances or teleport shrines found throughout the land in order to prevent the map from being cluttered.

1 – Crabbe

Immediately upon entering the fjords, you’re probably going to run into a miner named Crabbe. He starts the quest Red Ore Alert and once you successfully complete that one, Stood Up.

If you mindread him, you’ll get more gems/ore whenever you loot materials from the veins in the future.

2 – Cadby

Down the road, you’ll meet Cadby, who’s been fighting goblins nearby. Help him out and then talk to him to receive a reward of 1000 gold for saving his life.

3 – Laura

Laura is found atop of the cliff on the other side of the river. She gives the quest Grave Robbers. Mindreading her gives you extra 3200 experience.

4 – Simeon

Simeon is the blind philosopher sitting on the broken pillar high up on the cliff. You can restore his sight by bringing him two malachite gems in his quest Sight for Sore Eyes.

5 – Yggdrasil

Yggdrasil is the name of the tree located on this small isle. It is however, not interactable until you get the main quest Reaping the Seeds.

6 – Bunker

This small bunker contains a handful of Black Ring members which will need to be eliminated. Then once you get up on the ladders in the actual building, two of the remaining ones will surrender and become traders.

It’s also a very important place as the levers inside remove the anti-dragon zone found right at the beginning of the ravines to the east.

7 – Lister

Lister is the objective of the first enchanter quest given by Wesson (Short Supply). As soon as you encounter him, he’ll be bleeding from the wounds and eventually dies. Make sure to mindread him to gain a skill point.

8 – Jedediah

Jedediah gives the side quest Down the Hatch.

9 – Jievaras

Jievaras the tree located on the cliffs near the wyvern nests. It is however, not interactable until you get the main quest Reaping the Seeds.

10 – Carleton

Carleton is a one-time only encounter on the roads below. Make sure to be loaded with gold once you speak to him, as there’s only one-time opportunity to buy his goods. Amongst other stuff, he sells one of the, if not the best mace in the game that costs nearly 17000 gold.

11 – High Hall

High Hall is a small populated area in the north. You’ll meet Quintus there fighting off the trolls and eventually gives you a task to end the troll threat (quest The Runes of Wrath).

After this quest is completed, a few more will open up as people return to their homes. This includes Gobie, whose house is apparently haunted by a ghost (Divine Descendant).

You’ll also meet Beatrice, who’s been sending people to their death to fight the demon, effectively offering them as sacrifices. You’ll take up the job of slaying the demon in the quest The Horror of High Hall.

12 – Champion Harbour

Champion Harbour is a home to several important people. You’ll meet Zeppelin Master Page on top of it, who gives the quest On the Road Again. Once the zeppelins have been repaired, you can ask Sepp nearby to take you to Aleroth.

Once you descend onto the lower level, you can enter the building to find Aurelius, who offers a bounty on a shaman’s head (A Shaman’s Ransom). You’ll also find Sejanus who gives bounties on several wanted criminals. You’ll have to pick up the wanted notes yourself from the stack of papers nearby (quest A Hunting We Shall Go Again). Mindreading him reveals the location of his stash.

Brutus who sits next to Sejanus gives the quest Between a Troll and a Hard Place.

13 – Military Camp

Military camp has a few quests and treasures scattered around. There’s Thorn in the Side offered by Tilian at the entrance.

There are other semi-important NPCs in the region, indirectly involved in other side-quests (Apprentice and Adversary by Kenneth, where Montagu the prison guard and the prisoner Saul are involved).

14 – Moor

Moor is a bandit that leads a small creed just a bit to the south of the military camp. He’s one of the bounties for the quest A Hunting We Shall Go Again.

15 – Alrik

Alrik is also a bounty for the quest A Hunting We Shall Go Again. He leads a large band of goblins on the opposite river bank of Moor.

16 – Hall of Echoes

This interesting area with pillars and spikes is the entry point for Hall of Echoes. You’ll be able to enter it at the end of the Ego Draconis part of the game during the last main quests Hall of Echoes.

17 – Irminsul

Irminsul is the tree located on the cliffs above the entrance to the Hall of Echoes. You cannot interact with it until you get the main quest Reaping the Seeds.

18 – Gremory’s Treasure

The famous Gremory treasure chest will finally be in your hands once you mindread all three Gremory family members. Since you’ve probably already mindread George in the Broken Valley and Catherine on Sentinel Island, you’ll need to mindread Arthur and therefore obtain the final piece of needed information.

You can find Arthur in the Imps’ Lair (#6 on the dungeon map). Once you’ve got all three pieces of info, head to the chest and disable the trap first, and then use the password. The chest itself contains a few high-level items, which will almost certainly be of use. In case you’re not satisfied with the rewards, just save before opening it and reload, as the loot is randomized on every load.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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