Regions of Sanctuary
By the DiabloBytes team · Updated April 2026 · All 7 regions covered
Seven regions make up Diablo IV's playable Sanctuary. Five shipped with the base game; Vessel of Hatred added Nahantu; Lord of Hatred adds Skovos. Each region has a distinct culture, hub city, biome, and story role. This page walks them in the order you'd likely encounter them.
Geography: Frigid gothic mountain region inspired by the Carpathians and Victorian horror.
Culture: Hardy mountain folk under the Cathedral of Light’s draconian protection. Khazra goatmen bandits outside the walls.
Notable Enemies: Khazra, Drowned, Cannibals, Cultists
Plot Role: Starting region. Lilith’s first murders draw the Wanderer in. Kyovashad is the spiritual capital of Sanctuary.
Geography: Rugged forested coast, perpetually drenched in rain. Ancestral home of the Druids.
Culture: Druid clans, fishing villages, isolationist. Cerrigar is a logging town under Druid protection.
Notable Enemies: Werewolves (Drowned), Cannibals, Spiders, Sirens at Tur Dulra
Plot Role: Act II — Donan and Vigo rally the druids. Vigo dies, recruiting Donan to the cause.
Geography: Sprawling desert south of the Twin Seas. Ancient Zakarum faith and Mage Clans. Gea Kul in the Southern Expanse; Caldeum in ruins.
Culture: Scholars, traders, Iron Wolves, refugees. Zakarum zealots.
Notable Enemies: Sand Vipers, Triune cultists, Zakarum zealots, Demons
Plot Role: Act III — Inarius siege on Caldeum, Lilith’s blood experiments.
Geography: Arid grassland with rocky cliffs, lava rivers, and Yellowstone-inspired geothermal pools.
Culture: Nomadic clans, cannibal tribes (Cannibal Lord), shamanic traditions. Ked Bardu is a clan-confederacy trade hub.
Notable Enemies: Cannibals, Bandits, Demons, Goatmen
Plot Role: Transit + faction-building zone bridging Acts I-III.
Geography: Diseased swampland of zealots, witches, exiles, and snake cults.
Culture: Snake Mage covens, fugitives, Triune remnants. Zarbinzet is a frontier town for the desperate.
Notable Enemies: Snakes, Witches, Drowned, Kehjistani Snake Men
Plot Role: Act V — Black Tomb of Sankekur and the soulstone attunement.
Geography: Tropical Torajan jungle — southernmost region of the eastern continent. Home to the Argentek, Sanctuary’s longest river. Kurast Bazaar + Docks return from D2.
Culture: Indigenous Nahantu clans, Spiritborn warriors, Pale Hand.
Notable Enemies: Hollows (Mephisto-corrupted creatures), jungle beasts, Cathedral hunters under Urivar
Plot Role: VoH campaign. Mephisto’s corruption spreads from Neyrelle’s soulstone.
Geography: Sun-drenched Mediterranean island chain in the Twin Seas. Four main islands: Philios, Skovos, Lycander, Skartara. Temis is the marble hub with colonnades and plazas.
Culture: Askari matriarchy — Amazons (warriors) and Oracles (seers). Led by Queen Adreona. Oldest civilization in Sanctuary.
Notable Enemies: Mephisto’s corrupted Akarat-vessel, possessed Askari, jungle/coastal demons, Grigg’Sal’Tosh the Fathomless, Hateborn Abomination
Plot Role: LoH endgame. Mephisto seeks to corrupt the Pools of Creation where the first nephalem were born.
Regions Quick
- Fractured Peaks Kyovashad
- Scosglen Cerrigar
- Kehjistan Gea Kul
- Dry Steppes Ked Bardu
- Hawezar Zarbinzet
- Nahantu Kurast
- Skovos Temis
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