- For the initial harbour area outside the dungeon see Bitterblack Isle Harbor.
The deeper we go, the keener I sense a... malice, or summat like it. -- Pawn
Bitterblack Isle is a black, bitter, mysterious place. Countless people have visited this place in hopes of finding something. Whether on a quest from a king of old or just seeking fame and glory, many who venture into the maze have never again seen the light of day.
Here live unspeakable creatures no one has seen outside its walls. Bitterblack Isle is also the home for strange plants that can be used to create new curatives; ores never seen before lie within rocks littering the entire isle.
The entrance is marked with an epitaph, a slab of stone etched with stories and accounts of other adventurers that have traveled into this forsaken place. Some of their tales might be of use for those who dare journey these halls.
This place is similar to the Everfall in terms of style of layout; tight corners, dark places, giant halls and open spaces. Many places within Bitterblack Isle look almost similar and have chests in almost the same place, so memory of one room may help with the next one.
Cursed loot is scattered throughout the Isle. When the curse is lifted one might find a rare and powerful item such as a weapon whose power is overwhelming, a ring that grants inhuman strength, or a potion that eases the mind and soul. Whatever the item may be, it waits within the halls of Bitterblack Isle.
There is an underlying system of death here. When one kills a monster, be it goblin or dragon, they all leave a bloody, rotting corpse behind that does not disappear. As the corpse rots the stench is carried through the halls and may attract hungry creatures. Deep exploration in Bitterblack Isle makes the air heavier and the smell travels in the halls faster and farther, which may attract even more dire monsters.
Bitterblack Isle contains the strongest enemies in Dragon's Dogma. And a harbinger of death haunts the labyrinth within, waiting to slay any Arisen that dares enter it's walls. Therefore, only those honed in battle should proceed.
The interior can be divided into several sections - at certain points progress onwards is blocked by a very strong foe acting as gatekeeper - in order these are the Gazer, Dark Bishop, Living Armor and finally Daimon.
The Harbor is the landing point at which the Arisen arrives on Bitterblack Isle - here are Olra, a Riftstone, a notice board, a Resting Bench, and the main entrance to the interior dungeons of Bitterblack Isle.
The Rotunda of Dread is an arena within Bitterblack Isle - here encounters with multiple strong enemies are likely on each visit, much like within the Chambers of the Everfall.
The Gutter of Misery is the main route onwards and inwards into the depths of Bitterblack Isle from Vault of Defiled Truth. From here The Warriors' Respite may be accessed. The main route inwards leads to the Shrine of Futile Truths.
The Warriors' Respite is a relatively safe area were the party may rest - it has a Healing Spring contained in a fountain.
Barroch will likely be encounted here for a second time.
The Shrine of Futile Truths is the interior of a circular tower like structure holding a Gazer which guards the route to deeper within the Isle.
Barroch will likely be encountered here for a third time.
The Fortress of Remembrance leads from the Corridor of Emptiness to the Tower of Treasons Repaid, as well as linking to The Black Abbey and The Pilgrim's Gauntlet. The party's first encounter with a Banshee and an Eliminator are likely to take place here. Death will likely make his second appearance here.
The Pilgrim's Gauntlet is accessed via the Fortress of Remembrance's First Floor. It must be visited to obtain the second Void Key. Here the first encounters with Pyre Saurians or Giant Geo Saurians, Corrupted Pawns and a Cursed Dragon are likely.
The Black Abbey is accessed via the Fortress of Remembrance's Second Level Underground. It is another arena within Bitterblack Isle - here encounters with multiple strong enemies are likely on each visit, much like within the Chambers of the Everfall.
The Forsaken Cathedral is reached from the Tower of Treasons Repaid and connects to the Corridor of the Hallowed. Here, the party's first encounters with Poisoned Undead and a Golden Knight and Silver Knight are likely.
The Corridor of the Hallowed is reached from the Forsaken Cathedral after the Dark Bishop is defeated. Here a locked door leading to a shortcut to Bitterblack Isle Harbor may be opened. Barroch is encountered here for a fourth time.
The route inwards and deeper leads to the Rotwood Depository
A Living Armor will be encounted here, likely for the first time, and must be defeated to progress further. After the Living Armor is defeated, a Firedrake, Thunderwyvern or a Frostwyrm may appear upon further visits.
The Fallen City is the penultimate area within Bitterblack Isle, leading from the Sparyard of Scant Mercy to the Bitterblack Sanctum. Initially it is devoid of enemies. Upon further visits and before Daimon is defeated for the first time, the party may encounter Strigoi.
Bitterblack Sanctum is the final location in Bitterblack Isle
Here the encounters with Daimon take place.
- "Aiding one another is our only hope in surviving such a place."
- Bitterblack Isle is thought to be outside the 'plane of existence' that Gransys exists in - evidence for this includes :
- The curious passage of time, as shown by effects depending on whether it is night or day - such as the Assassin augment Bloodlust
- It is always night, and with a full moon, whereas there is no moon over Gransys
- The island simply appears, fully formed - suggesting at least a magickal origin.
- (Spoiler, select to read) Furthermore, certain Arisen on the Island are unnaffected by the Death of the Dragon, unlike other Arisen living on Gransys. (end of spoiler)
- Some of the areas of Bitterblack Isle are remarkably similar in design to others, suggesting a common architect.