My plan was to play Larian’s Divinity series next. I had played all the games when they were launched, and was eager to return to the world of Rivellon. Then I found out that the first five games no longer work on an updated Mac computer. Fortunately, the two more recent games still work, Divinity: Original Sin (2015) and Divinity: Original Sin II (2017), and that’s what I’m going to play next, while waiting for the upcoming ninth title in the series, Divinity, which doesn’t have a launch date yet.
These games are very enjoyable and also very large, and it will take me a long time to complete them. Meanwhile, here is what I remember from the story of the previous games. It’s not required to know this to play any of the titles, as they are independent adventures, but it’s interesting to see the connections in the rich and convoluted history and mythology of Rivellon.
Divine Divinity (2002) sets the template: Rivellon is under threat from an apocalyptic force called Chaos, and a shadowy cult known as the Black Ring is working to summon it. You begin as an apparently ordinary adventurer but soon discover that you are one of the Marked Ones, destined to become the Divine, a messianic figure meant to oppose Chaos. The early plot plays like a grounded fantasy mystery (mad healers, undead mages, political intrigue), but gradually expands into something more mythic: false prophets, manipulated wars between races, and a grand conspiracy engineered by the Black Ring. The twist is that Duke Janus, the supposed savior figure, is actually the Demon of Lies, and the player must assume the true role of the Divine after a ritual involving the heirs of the ancient Council of Seven. The game ends with the defeat of Janus and the prevention (or postponement) of Chaos’s return, but with a lingering unease: the forces behind Chaos are not truly gone, merely delayed.
Beyond Divinity (2004) is set about twenty years later and shifts tone and structure. Instead of playing as the Divine, you control a paladin of the Divine Order who is forcibly soul-forged to a death knight by a demon. The two are magically bound (if one dies, so does the other), creating a reluctant partnership that drives the entire story. Most of the game takes place outside Rivellon, in a demon-controlled realm. The core objective is simple but effective: find a way to break the soul forge and return home. Along the way, the uneasy alliance between holy warrior and undead servant evolves into something more ambiguous, culminating in a return to Rivellon, where the death knight reveals deeper ties to the overarching villainy. The game is less about saving the world and more about survival, identity, and the uneasy overlap between good and evil, though it quietly sets up the rise of Damian, one of the central antagonists of later entries.
By the time of Divinity II: Ego Draconis (2009), the world has moved forward (and sideways). The Divine (Lucian, implied to be the hero of the first game) is gone or mythologized, and the new threat is Damian, a powerful figure with demonic ties and a personal vendetta rooted in past events. You play as a Dragon Slayer, trained to eradicate dragons, but quickly gain dragon powers yourself (already a sign that the moral lines of the series are shifting). The story revolves around rediscovering your lost memories, understanding the truth about dragons, and confronting Damian, who is building an army to conquer Rivellon. His motivations are not purely evil. They stem from betrayal, loss, and manipulation, particularly involving Lucian and a woman named Ygerna. The game reframes earlier lore: the Divine is no longer a clear savior figure, dragons are not simply enemies, and the world is shaped by cycles of conflict rather than a single apocalyptic threat. It’s the point where Divinity starts becoming morally ambiguous rather than mythically straightforward.
There was a rerelease called Divinity II: The Dragon Knight Saga (2010), which included the original game plus the expansion Flames of Vengeance. The key addition was narrative closure. After the events of Ego Draconis, your character becomes a Dragon Knight and is trapped within a magical tower, where the story shifts into a more contained but more introspective final act. The conflict with Damian reaches its conclusion here, though in typical Divinity fashion, the resolution is not clean or absolute. The expansion leans heavily into themes of manipulation, destiny, and cyclical war, suggesting that Rivellon’s problems are structural, not temporary. In practical terms, this version is the canonical endpoint of the “original era” of Divinity storytelling.
Divinity: Dragon Commander (2013) was both clearly part of the series and oddly detached from it. Chronologically, it comes first, set thousands of years before the other games, during the collapse of a unified empire in Rivellon. You play as the half-dragon heir to the empire, tasked with defeating rival claimants and preventing a demonic power (Corvus) from taking control of the world. The story mixes political intrigue, civil war, and personal decision-making, with outcomes shaped by alliances and ideology. So, is it really part of the same series? Technically, yes. It shares the same world (Rivellon), recurring concepts (dragons, demons, power struggles), and long-term thematic concerns (cycles of rise and collapse). But in practice, it feels more like a mythic prehistory, a distant legend rather than a direct prequel. Its gameplay (strategy + politics + dragon combat) and tone are so different that it reads less like a chapter in an ongoing narrative and more like a foundational myth that the later games loosely build upon.
Taken together, these games don’t form a clean, continuous saga. Instead, they resemble layers of storytelling added over time: a classic “chosen one vs. evil” beginning, a darker companion piece, a morally ambiguous reinvention, and finally a retroactive mythic origin. The continuity exists, but it’s flexible, almost folkloric. That looseness is part of what allowed Larian to eventually reinvent the series with Original Sin. But the DNA of everything that came later (the Divine, the ambiguity of good and evil, the cyclical nature of power) is already present in these early, rougher games.
Now, let’s play Divinity: Original Sin.