In Faerun, Massive continent on world of Toril.
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Cloned | 7 times |
Created | 31 days ago |
Last Updated | Yesterday |
Visibility | Public |
Baldur's Gate
Population 75,000. Major port city on the Chionthar River, south of Waterdeep, split into Upper, Lower, and Outer Cities. Major Factions Flaming Fist mercenaries, The Guild (criminal underworld), Merchant Guilds, Council of Four (ruling body), Lords Alliance representatives. Governance led by the Council of Four, supported by wealthy patriars. Major Landmarks High Hall, Wide Market, Basilisk Gate, Seatower of Balduran, Elfsong Tavern, Lower City Docks. Economy thrives on trade, shipbuilding, imports, and black market dealings. Culture cosmopolitan, class-divided, vibrant yet tumultuous. Major Production ships, luxury goods, imported items, smuggled wares. Unique Attributes key trade hub on the Sword Coast, famous for its political intrigue, diverse population, and vibrant market culture; heavily fortified with Flaming Fist oversight, connected to trade routes and riverways, and a hotspot for adventurers, merchants, and criminals alike.
Baldur's Gate Docks
A vital hub of commerce and activity along the Chionthar River in the Lower City. Major Factions Flaming Fist enforcers, dockworkers’ guild, The Guild (criminal underworld), sea merchants. Governance loosely overseen by the Flaming Fist, with significant influence from The Guild. Major Landmarks Seatower of Balduran, Wharfmaster’s Office, Warehouse Row, Fisherman’s Market. Economy driven by shipping, trade, fishing, and smuggling. Culture gritty, bustling, and chaotic, with a mix of sailors, laborers, and merchants. Major Production ships, fish, smuggled goods, and maritime supplies. Unique Attributes lifeline of Baldur’s Gate’s economy, rife with clandestine deals and smuggling routes, frequently bustling with ships and cargo from across the Sword Coast, a melting pot of cultures and backgrounds, and a hotspot for adventurers seeking work or information.
Baldur's Gate Lower City
The bustling middle district of Baldur’s Gate, nestled between the Upper City and the harbor. Major Factions Flaming Fist patrols, The Guild (criminal underworld), dockworkers, and merchants. Governance loosely managed by the Council of Four with Flaming Fist enforcement. Major Landmarks Elfsong Tavern, Lower City Docks, Smuggler’s Run, Market Squares, Old Bridge. Economy driven by trade, shipping, craftsmanship, and black-market dealings. Culture vibrant, gritty, and diverse, populated by laborers, traders, and adventurers. Major Production ships, crafted goods, trade supplies, and smuggled contraband. Unique Attributes chaotic yet essential to the city’s economy, a melting pot of cultures and classes, frequented by adventurers seeking work, home to thriving black markets and taverns brimming with rumors, and rife with intrigue between The Guild and city officials.
Baldur's Gate Upper City
The bustling middle district of Baldur’s Gate, nestled between the Upper City and the harbor. Major Factions Flaming Fist patrols, The Guild (criminal underworld), dockworkers, and merchants. Governance loosely managed by the Council of Four with Flaming Fist enforcement. Major Landmarks Elfsong Tavern, Lower City Docks, Smuggler’s Run, Market Squares, Old Bridge. Economy driven by trade, shipping, craftsmanship, and black-market dealings. Culture vibrant, gritty, and diverse, populated by laborers, traders, and adventurers. Major Production ships, crafted goods, trade supplies, and smuggled contraband. Unique Attributes chaotic yet essential to the city’s economy, a melting pot of cultures and classes, frequented by adventurers seeking work, home to thriving black markets and taverns brimming with rumors, and rife with intrigue between The Guild and city officials.
Coastal Ocean
Ocean by the sword coast. By the shore.
Coastal Ocean by Neverwinter
The coastal waters near Neverwinter are part of the Sea of Swords, a vast ocean along the western coast of Faerûn. This area is known for its relatively temperate climate, influenced by the Neverwinter River, which keeps the port city of Neverwinter ice-free year-round. The nearby coastline features the Neverwinter Wood to the east and the Mere of Dead Men to the south. The Sea of Swords serves as a major maritime route for trade and travel between coastal cities like Waterdeep, Baldur's Gate, and Luskan.
Coastal Ocean by Waterdeep
Ocean
Daggerford
Population 1,200. Small but strategic town on the Trade Way along the Delimbiyr River. Major Factions Local militia, The Harpers, Lords Alliance representatives, nearby Waterdeep traders. Governance ruled by the Duke of Daggerford, supported by town council. Major Landmarks Ducal Castle, Market Square, River Gate, Temple of Chauntea, Shrine to Lathander. Economy agriculture, river trade, and small-scale craftsmanship. Culture tight-knit, rural, with a focus on tradition and self-sufficiency. Major Production grain, livestock, riverboats, and basic trade goods. Unique Attributes fortified position along key trade routes, close ties with Waterdeep, known for its annual fair, acts as a staging ground for adventurers exploring the Lizard Marsh or High Moor, strong agricultural foundation, with a charming but defensive atmosphere against potential threats from nearby wilderness.
Dessarin Valley
Population 15,000 (spread across villages, farms, and small towns). A fertile and sprawling region intersected by the Dessarin River, vital for trade and agriculture. Major Factions local farmers, merchants, Waterdhavian nobles, and occasional Uthgardt tribes or bandit groups. Governance decentralized, with towns like Red Larch and Triboar managing their own affairs. Major Landmarks Triboar, Red Larch, Stone Bridge, Bargewright Inn, the Dessarin River. Economy driven by farming, ranching, river trade, and small-scale crafts. Culture rural and hardworking, with strong community ties and reliance on trade routes like the Long Road and the Dessarin River. Major Production grains, livestock, river trade goods, and simple crafts. Unique Attributes a vital trade corridor for the North, dotted with quiet villages, bustling inns, and dangerous wildlands, offering opportunities for adventurers and merchants alike.
Elfwood
Population sparse (elves, fey, and scattered adventurers). A serene and ancient forest imbued with natural magic and elven heritage. Major Factions elven clans, fey courts, and occasional druidic circles. Governance decentralized, guided by elven traditions and respect for the forest’s balance. Major Landmarks Moonlit Glade, Starfall Grove, Hidden Archway, Sylvan Pools. Economy minimal, focused on rare herbs, magical reagents, and elven crafts. Culture mystical and harmonious, deeply connected to nature and the arcane. Major Production finely crafted goods, magical items, and rare alchemical components. Unique Attributes a haven of natural beauty and magic, filled with hidden glades, ancient ruins, and fey enchantments, drawing those seeking wisdom, solitude, or the forest’s secrets.
Forest of Wyrms
Population sparse (dragons, kobolds, and scattered humanoids). A dark and foreboding forest, known for its draconic inhabitants. Major Factions green dragons, kobold tribes, yuan-ti enclaves, and adventurers. Governance none; dominated by powerful green dragons and their minions. Major Landmarks Venomfang Hollow, Serpent's Nest, Emerald Spire Ruins, Wyrmwood Glade. Economy none; resources include alchemical reagents, rare plants, and stolen treasures. Culture predatory and secretive, shaped by draconic dominance and constant danger. Major Production none; wealth is hoarded by dragons or scavenged by their minions. Unique Attributes a perilous region filled with draconic lairs, venomous creatures, and ancient ruins, attracting treasure hunters despite the constant threat of dragon attacks and yuan-ti ambushes.
Gauntlgrym
Ancient dwarven city beneath the mountains north of Neverwinter. Major Factions Delzoun dwarves, Gray Dwarves, Elemental Cults, Harpers agents, adventurers. Governance ruled by a dwarven king and council of elders. Major Landmarks Great Forge, Hall of Kings, Primordial Chamber, Mithral Halls, Stone Gates. Economy mining, smithing, forging, trade of rare metals and magical artifacts. Culture deeply traditional, focused on craftsmanship, honor, and reverence for Moradin. Major Production mithral, adamantine, enchanted weapons, and armor. Unique Attributes ancient city of legendary craftsmanship, powered by a primordial fire, central to dwarven culture and lore, intricately carved halls and structures, heavily defended, key location in battles against underdark threats, rich in history and magical artifacts, rediscovered and reclaimed by dwarves after centuries of abandonment.
High Forest
Population 15,000 (elves, druids, fey, and scattered humanoids). A vast, ancient woodland filled with natural magic, sacred sites, and remnants of forgotten civilizations. Major Factions elven clans, fey courts, druidic circles, Uthgardt tribes, and treants. Governance loosely organized by the elven High Council and druidic leaders. Major Landmarks Grandfather Tree, Star Mounts, Ruins of Ascalhorn, Unicorn Run, Tree of Souls. Economy limited, focused on rare herbs, magical reagents, and crafted goods. Culture steeped in tradition, harmony with nature, and reverence for ancient powers. Major Production magical items, alchemical ingredients, and rare forest resources. Unique Attributes a mystical forest of powerful magic, ancient ruins, and diverse inhabitants, offering sanctuary to protectors and peril to exploiters, attracting adventurers and scholars seeking its secrets.
Icewind Dale
Population 2,000 (scattered across Ten-Towns). A frozen tundra region in the far north, isolated and harsh. Major Factions Ten-Towns council, local fishers, traders, adventurers, and mercenaries, with threats from Frost Giants and Auril's cult. Governance decentralized, with each town ruled by local leaders forming a loose alliance. Major Landmarks Lac Dinneshere, Kelvin's Cairn, Bryn Shander, Lonelywood Forest, Reghed Glacier. Economy driven by knucklehead trout fishing, scrimshaw crafts, and limited trade. Culture resilient and survival-focused, shaped by extreme cold, isolation, and a rugged frontier spirit. Major Production knucklehead ivory, furs, fish, and scrimshaw carvings. Unique Attributes a perilous yet beautiful wilderness, plagued by harsh winters and Auril's eternal night, a haven for outcasts and adventurers, rife with opportunities and dangers for those willing to brave the cold.
Kingdom of Many Arrows
Population 20,000 (mostly orcs, with goblins, ogres, and half-orcs). A militarized orc kingdom in the Spine of the World, forged by diplomacy and strength. Major Factions orc warbands, goblin auxiliaries, ogre mercenaries, and emissaries of Gruumsh. Governance centralized under the rule of an orc king, supported by warlords and shamanic advisors. Major Landmarks Dark Arrow Keep, Spine of the World, Wyrmdoom Crag, Ironfang Caverns. Economy based on raiding, mining, and forging weapons and armor. Culture martial and clan-oriented, valuing strength, loyalty, and conquest. Major Production weapons, armor, raw ore, and plundered goods. Unique Attributes a rare example of an organized orc kingdom, balancing internal unity with external aggression, known for uneasy diplomacy with neighboring realms and frequent clashes with dwarves and northern settlements.
Kryptgarden Forest
Population sparse (green dragons, cultists, fey, and scattered wildlife). A dense, ancient forest shrouded in mystery and danger, known for its draconic presence. Major Factions green dragons, cults devoted to dragons, fey creatures, and occasional druids. Governance none; the forest is dominated by the will of its most powerful inhabitants. Major Landmarks Claugiyliamatar’s Lair (Old Gnawbone), Emerald Hollow, Whispering Thicket, Shaded Glade. Economy minimal, centered on rare herbs, magical plants, and scavenged relics. Culture mystical and perilous, shaped by fey magic and the influence of its draconic ruler. Major Production none; resources include magical reagents and rare forest goods. Unique Attributes a foreboding woodland ruled by a powerful green dragon, filled with hidden ruins, fey enchantments, and dangers lurking beneath its canopy, attracting only the boldest adventurers.
Leilon
Population 500. A rebuilding coastal town known for its strategic position and efforts to restore its former glory. Major Factions local laborers, merchants, adventurers, and the House of Thalivar restoration project. Governance overseen by a town council with guidance from influential settlers and merchants. Major Landmarks House of Thalivar, Leilon Watchtower, Coastal Market, Shrine of Lathander. Economy driven by fishing, trade, and construction. Culture resilient and aspirational, focused on community growth and reclaiming prosperity. Major Production fish, lumber, and crafted goods. Unique Attributes a town rising from past ruin, offering opportunities for trade, exploration, and rebuilding, with lingering mysteries tied to its magical history and nearby dangers.
Lizard Marsh
Population sparse (lizardfolk, bullywugs, swamp creatures, and occasional adventurers). A vast, soggy expanse west of Daggerford, teeming with danger and mystery. Major Factions lizardfolk tribes, bullywug clans, and occasional yuan-ti cults. Governance none; dominated by lizardfolk chieftains and local creatures. Major Landmarks Blackscale Mire, Sunken Ruins of Athalantar, Bog of Echoes, Fenwatch Tower. Economy minimal, centered on rare herbs, alchemical components, and scavenged relics. Culture primitive and survival-focused, with lizardfolk and bullywugs thriving in the marsh’s harsh conditions. Major Production none; resources include venom, rare plants, and occasional relics. Unique Attributes a treacherous swamp filled with ancient ruins, dangerous creatures, and natural hazards, drawing adventurers despite its inhospitable terrain and local hostility.
Luskan
Population 10,000. Northern port city on Sword Coast, mouth of River Mirar. Major Factions Arcane Brotherhood wizards, Five High Captains pirate lords, Host Tower of the Arcane mages, various pirate crews. Governance controlled by Five High Captains, each ruling a section of the city. Major Landmarks Host Tower of the Arcane, Luskan Docks, Pirate Markets, Rethnor’s Square, ruins of Illusk. Economy piracy, trade, shipbuilding, black market goods, magical services. Culture rugged, chaotic, pirate-influenced, diverse population of sailors, mages, and traders. Major Production ships, magical artifacts, stolen goods, smuggled items. Unique Attributes strong pirate presence, magical experimentation at Host Tower, dangerous and lawless streets, thriving black market, key trading port despite lawlessness, ruins tied to ancient Illusk history, frequent power struggles between factions, vibrant taverns and gambling dens, strategic location for northern expeditions.
Marsh of Chelimber
Population sparse (scattered lizardfolk, swamp creatures, and explorers). A vast, swampy expanse southeast of the High Moor, filled with ancient ruins and treacherous terrain. Major Factions lizardfolk tribes, wandering adventurers, swamp predators, and rumored cult activity. Governance none; the area is wild and untamed, ruled by local lizardfolk chieftains. Major Landmarks Sunken Tower of Chelimber, Black Mire, Fenstone Crossing, Lost Ruins. Economy minimal, with occasional trade in swamp herbs, rare creatures, and relics. Culture primitive and survival-driven among the lizardfolk, with an air of mystery and danger for outsiders. Major Production none; resources include swamp herbs, alchemical components, and scavenged relics. Unique Attributes a dangerous and unexplored region filled with ancient secrets, deadly creatures, and rumors of hidden treasures, attracting adventurers despite its hazards.
Mere of Dead Men
Population sparse (undead, lizardfolk, and scattered adventurers). A vast, swampy expanse steeped in death and decay, filled with ruins and danger. Major Factions undead hordes, lizardfolk tribes, and occasional yuan-ti cults. Governance none; the area is dominated by its natural and unnatural inhabitants. Major Landmarks Ruins of Uthtower, Crypt of the Fallen King, Black Bog, Shimmering Fen. Economy minimal, centered on rare herbs, alchemical reagents, and scavenged relics. Culture eerie and hostile, marked by the presence of undead and the harsh conditions of the swamp. Major Production none; resources include swamp herbs, venom, and lost treasures. Unique Attributes a treacherous swamp filled with undead and ancient ruins, drawing adventurers despite its many dangers and foreboding reputation.
Mintarn
Population 5,000. Island in the Sea of Swords. Major Factions Pirates, fugitives, mercenaries, traders, worshipers of Umberlee. Governance ruled by a self-styled tyrant; in 1368 DR, Tarnheel Embuirhan held power. Major Landmarks Castle Mintarn, Cove of the Queen (Umberlee's temple), legendary taverns and festhalls. Economy shipbuilding, mercenary services, trade, piracy. Culture diverse, accepting of outlaws, neutral ground for negotiations. Major Production ships, mercenaries, seafood, local crafts. Unique Attributes safe haven for those fleeing authorities, neutral ground for conflicting parties, renowned for its hospitality and inherent danger, frequented by pirates and fugitives for business transactions, home to the red dragon Hoondarrh, known as the Red Rage of Mintarn.
Misty Forest
Population sparse (elves, fey creatures, and scattered adventurers). A dense, mist-shrouded forest, known for its ethereal beauty and lurking dangers. Major Factions elven enclaves, fey courts, and shadowy predators. Governance none; loosely guided by elven traditions and fey influence. Major Landmarks Moonlit Glade, Whispering Falls, Shrouded Ruins, Feywood Crossing. Economy minimal, centered on rare herbs, magical reagents, and fey-crafted goods. Culture mystical and serene yet perilous, shaped by ancient elven heritage and fey magic. Major Production rare alchemical ingredients, enchanted wood, and fey artifacts. Unique Attributes a mystical woodland cloaked in perpetual mist, home to ancient ruins, fey beings, and elusive elven communities, attracting adventurers seeking hidden treasures and the secrets of its otherworldly beauty.
Neverwinter
Population 23,000. River Neverwinter flows through city. Bordered by Sea of Swords north. Major Factions Lords Alliance governing body, The Harpers information brokers, The Zhentarim mercenaries, The Flaming Fist mercenary group. Governance ruled by Lord Protector and council. Major Landmarks Castle Never, Blacklake District, Riverwalk, Mount Hotenow remnants, Neverwinter Undermarket. Economy shipbuilding, textiles, metallurgy, trade. Culture resilient society rebuilt after Mount Hotenow eruption, vibrant festivals, diverse population. Major Production shipwrights, metallurgy, textiles, magical items. Unique Attributes rebuilt after disaster, strong community sense, Riverwalk entertainment hub, proximity to Undermountain adventures, active magical presence with Neverwinter Academy, thriving arts scene, strategic trade location on Sword Coast.
Neverwinter Wood
Population sparse (elves, druids, fey, and scattered monsters). A dense and ancient forest east of Neverwinter, steeped in natural magic and mystery. Major Factions elven enclaves, druidic circles, fey courts, and hostile creatures. Governance none; loosely guided by elven and druidic traditions. Major Landmarks Tower of Ashaba, Shadowed Glade, Starry Cradle, Nymph’s Hollow. Economy minimal, with rare herbs, magical plants, and fey-crafted goods. Culture mystical and secretive, shaped by a balance between nature’s beauty and its inherent dangers. Major Production rare magical reagents, fey artifacts, and natural resources. Unique Attributes a vibrant and magical woodland filled with fey energy, ancient ruins, and hidden dangers, attracting adventurers and scholars seeking its secrets while deterring those who disrespect its balance.
Noanar's Hold
Population 200. A secluded village in the High Forest, known for its eerie reputation and harsh winters. Major Factions local hunters, trappers, and a mysterious lodge owner with rumored ties to dark forces. Governance informal, led by a council of elders dominated by the Lodge Master. Major Landmarks The White Hart Inn, Hunter’s Lodge, Old Forest Edge, Frost Hollow. Economy based on hunting, trapping, and trade of pelts and meat. Culture insular and secretive, marked by superstition and reliance on the surrounding forest. Major Production furs, game meat, and rare forest herbs. Unique Attributes shrouded in mystery, with a dark past tied to the Hunter’s Lodge, known for strange disappearances, ghostly rumors, and dangerous ties to the High Forest’s wild magic.
Northern Ocean
The northern expanse of the Sea of Swords stretches along the western coast of Faerûn, encompassing the waters off cities like Neverwinter and Luskan. This region is characterized by cold, tumultuous seas and frequent storms, making navigation challenging. Notable islands within this area include Ruathym and the Purple Rocks, inhabited by seafaring Northlanders and known for their rich maritime traditions. The city of Luskan, often referred to as the "City of Sails," serves as a dominant maritime hub in this region, historically populated by Northlanders from Ruathym, many of whom were former pirates. The northern Sea of Swords is a vital corridor for trade and exploration, despite its perilous conditions and the presence of pirates and other sea-based threats.
Orlumbor
Population 12,000. A fortified island port in the Sea of Swords, known as the "Island of Makers." Major Factions shipbuilders, merchants, and artisans, with influence from Waterdeep and Baldur’s Gate traders. Governance by a council of master shipwrights, supported by merchant guilds. Major Landmarks Drydock District, Master Shipwrights’ Hall, Watchtower Reef, Seafarer’s Market. Economy centered on shipbuilding, repair, and trade with coastal cities. Culture industrious and seafaring, with a strong focus on craftsmanship and naval innovation. Major Production ships, naval tools, crafted goods, and marine equipment. Unique Attributes a vital hub for shipbuilding in the region, home to renowned shipwrights and artisans, protected by natural reefs and a strong navy, serving as a critical trade link for the Sword Coast.
Phandalin
Population 250. A small frontier town with a history of conflict and rebuilding, thriving on trade and local resources. Major Factions local miners, farmers, the Townmaster's council, and occasional adventuring groups. Governance informal, led by the Townmaster with input from influential locals. Major Landmarks Stonehill Inn, Townmaster’s Hall, Tresendar Manor Ruins, Phandalin Miner’s Exchange. Economy based on mining, farming, and trade with travelers and merchants. Culture hardy and community-focused, shaped by frontier life and resilience. Major Production ore, stone, and farm produce. Unique Attributes a growing settlement built on the ruins of an ancient town, known for its strategic location, local mines, and opportunities for adventurers seeking work or a fresh start.
Sea of Moving Ice
TBD
Sea of Swords
A vast expanse of the Trackless Sea, stretching along the western coast of Faerûn, known as the Sword Coast. Bounded by the Moonshae Isles to the northwest and the Nelanther Isles to the southwest. Characterized by cold, stormy waters and treacherous weather conditions. Inhabited by sea elves, pirates, and various marine creatures. Notable locations include the Red Rocks archipelago near Waterdeep and the island of Ruathym. Serves as a major maritime route for trade and travel between coastal cities like Waterdeep, Baldur's Gate, and Luskan. The sea's unpredictable nature makes it both a vital resource and a formidable barrier for sailors and merchants.
Serpent Hills
Population sparse (yuan-ti, lizardfolk, and scattered adventurers). A rugged region of rocky outcrops and deep ravines. Major Factions yuan-ti cults, lizardfolk tribes, and treasure-seeking adventurers. Governance none; controlled by yuan-ti hierarchies within hidden temples. Major Landmarks Ss’khanaja (Temple of the Serpent), Venom Pools, Forgotten Crypts, Coiled Canyon. Economy minimal, centered on alchemical components, relics, and scavenged treasures. Culture secretive and ominous, dominated by yuan-ti rituals and the survival-driven lives of local tribes. Major Production none; resources include rare herbs, venom, and ancient artifacts. Unique Attributes a treacherous and remote landscape filled with snake-themed ruins, yuan-ti plots, and hidden dangers, drawing adventurers and scholars despite its perilous nature.
Spine of the World
Population sparse (frost giants, orcs, dwarves, and scattered adventurers). A towering mountain range forming the northern boundary of Faerûn, known for its harsh environment and rugged terrain. Major Factions frost giants, orc tribes, dwarven enclaves, and remnant Uthgardt clans. Governance none; the region is wild, with pockets of dwarven strongholds providing rare order. Major Landmarks Ironmaster, Kelvin's Cairn, Frostmaiden’s Glade, Ice Spire Peak, Frozen Forge. Economy minimal, centered on mining, scavenging, and occasional trade with dwarves. Culture harsh and survival-driven, shaped by isolation, extreme cold, and predatory monsters. Major Production raw ore, gemstones, and crafted dwarven goods. Unique Attributes a brutal wilderness of towering peaks, glacial valleys, and hidden strongholds, home to frost giants and ancient ruins, drawing adventurers seeking glory, treasure, or refuge from the civilized world.
Star Mounts
Population sparse (elves, druids, and scattered watchers of the skies). A range of towering peaks revered for their celestial significance, rumored to harbor hidden portals. Major Factions star-druids, reclusive wizards, and occasional explorers. Governance none; nature and ancient powers hold sway. Major Landmarks Celestial Peak, Twilight Lake, Moondark Ruins, and Starfall Crater. Economy minimal, focused on collecting rare reagents and astrological research. Culture mystical and contemplative, shaped by starlight’s interplay with ancient magic. Major Production none; resources include rare crystals, fallen meteor shards, and unique herbs. Unique Attributes a lofty region whose peaks pierce the forest canopy, aligned with cosmic energies, home to star-gazing druids and elusive creatures drawn by lunar rhythms, offering vantage for stargazing and rumors of hidden gateways.
Sword Mountains
Population sparse (orcs, goblins, dwarves, and scattered adventurers). A rugged mountain range west of the Dessarin Valley, known for its treacherous peaks and hidden dangers. Major Factions orc warbands, goblin tribes, reclusive dwarves, and occasional dragon sightings. Governance none; the region is wild and unclaimed, with isolated dwarven holds. Major Landmarks Axeholm, Wave Echo Cave, Stone Tooth, Wyvern Tor. Economy minimal, focused on mining, scavenging, and adventurer trade. Culture harsh and survival-driven, shaped by the constant threat of monsters and natural hazards. Major Production ore, gemstones, and relics from ancient mines and ruins. Unique Attributes a perilous region of rocky peaks and deep caves, filled with ancient dwarven strongholds, monstrous inhabitants, and opportunities for treasure-seekers willing to brave its dangers.
The Evermoors
Population sparse (trolls, ogres, giants, and scattered adventurers). A vast, swampy wasteland north of the Dessarin Valley, fraught with dangers and treacherous terrain. Major Factions troll clans, hill giants, and occasional adventuring parties. Governance none; dominated by monstrous inhabitants and natural hazards. Major Landmarks Grudd Haug (Hill Giant Stronghold), Trollclaw Caverns, Mistshroud Marsh, Stone Trail Crossing. Economy none; resources include scavenged relics, rare swamp herbs, and alchemical components. Culture hostile and survival-focused, with monstrous predators and ancient ruins shaping its grim atmosphere. Major Production none; occasional relics and magical reagents found by explorers. Unique Attributes an inhospitable expanse of bogs and ruins, plagued by trolls and giants, attracting adventurers seeking lost treasures, but offering little refuge or safety.
The Fields of the Dead
Population sparse (wandering undead, scattered farmers, and adventurers). A vast expanse of rolling plains west of the Trade Way, marked by ancient battlefields. Major Factions undead hordes, grave robbers, adventuring parties, and occasional Flaming Fist patrols. Governance none; largely unclaimed, with minimal oversight from nearby cities. Major Landmarks Battle of Bones, Crypt of the Fallen, Old Watchtower, Trade Way crossings. Economy limited, with occasional trade in relics, scavenged weapons, and rare herbs. Culture grim and haunting, with a history steeped in bloodshed and lingering spirits. Major Production none; resources are scavenged from battle sites or cultivated in isolated farmsteads. Unique Attributes a haunting landscape filled with remnants of ancient wars, frequented by undead, treasure hunters, and historians, offering danger and mystery to those brave enough to explore.
The High Moor
Population sparse (wildlife, orcs, trolls, and occasional adventurers). A vast, desolate plateau south of the High Forest, marked by harsh terrain and ancient ruins. Major Factions roaming orc bands, troll packs, and adventuring parties. Governance none; the region is wild and unclaimed. Major Landmarks Ruins of Myth Rhynn, Lost Watchtower, Shattered Stone Pass, Misty Fen. Economy none; resources are limited to scavenged relics, rare herbs, and hunting. Culture primitive and untamed, with dangers from predators, roaming monsters, and unpredictable weather. Major Production none; resources are gathered by survivalists and explorers. Unique Attributes an unforgiving wilderness steeped in ancient history, filled with ruins of fallen elven kingdoms, dangerous creatures, and challenges for those brave enough to traverse its rugged expanse.
The Lurkwood
Population sparse (wolves, goblins, orcs, and scattered humanoids). A dark and sprawling forest, filled with dangers and ancient secrets. Major Factions goblin tribes, orc warbands, lycanthropes, and occasional druid enclaves. Governance none; the forest is untamed and dominated by predators and raiders. Major Landmarks Bloodfang Hollow, Shadowed Glade, Old Wolf’s Den, Silent Sentinel Trees. Economy none; resources include game, rare herbs, and scavenged relics. Culture primal and dangerous, shaped by constant survival struggles and the predatory nature of its inhabitants. Major Production none; resources are taken by those brave enough to venture in. Unique Attributes a dense and ominous forest filled with lurking threats, hidden ruins, and natural beauty, frequented by adventurers seeking treasure and plagued by monsters and hostile tribes.
The Reaching Woods
Population sparse (wildlife, fey creatures, and hidden enclaves). A dense and ancient forest, shrouded in mystery and magic. Major Factions fey courts, druidic circles, isolated elves, and occasional orc raiders. Governance none; the forest operates under the chaotic balance of nature and fey influence. Major Landmarks Verdant Heart Glade, Whispering Grove, Shadowed Hollow, Old Druid's Circle. Economy none; resources include rare herbs, magical plants, and timber (harvested cautiously). Culture wild and untamed, steeped in natural magic and ancient traditions, with fey creatures enforcing their will on intruders. Major Production none; occasional magical reagents and forest products. Unique Attributes a mystical and dangerous woodland filled with fey magic, hidden ruins, and natural beauty, offering sanctuary to druids and peril to those who disrespect its ancient balance.
The Trollclaws
Population sparse (varied travelers and bandits). A rugged region of rocky hills and dense thickets north of Baldur’s Gate. Major Factions roaming troll bands, highway bandits, mercenary groups, and adventurers. Governance none; lawlessness prevails, with Flaming Fist patrols rarely venturing this far. Major Landmarks Winding Serpent Trail, Broken Fang Cave, Bandit’s Roost, Trollhaunt Keep. Economy driven by scavenging, banditry, and occasional adventurer trade. Culture nomadic and dangerous, marked by constant survival struggles and opportunistic dealings. Major Production none; resources are scavenged or stolen. Unique Attributes a perilous crossroads for merchants and travelers, infested with trolls and bandits, offering hidden caves, ancient ruins, and dangerous quests for treasure-seekers.
Trielta Hills
Population 1,500 (scattered halfling communities and shepherds). A rolling region of grassy hills and rocky outcrops west of Elturgard. Major Factions halfling clans, shepherds, and occasional adventuring groups. Governance informal, led by halfling elders and community councils. Major Landmarks Greenrise Hill, Shepherd’s Path, Stonewatch Ruins, Wandering Brook. Economy driven by farming, herding, and small-scale trade in wool, cheese, and crafts. Culture peaceful and pastoral, with a focus on community, tradition, and a connection to the land. Major Production livestock, wool, dairy products, and simple handmade goods. Unique Attributes a serene and idyllic region known for its halfling hospitality, verdant pastures, and occasional hidden ruins that attract adventurers and treasure seekers.
Trollbark Forest
Population sparse (trolls, goblins, and scattered adventurers). A dark and dangerous forest, notorious for its monstrous inhabitants. Major Factions troll clans, goblin tribes, and occasional druidic hermits. Governance none; the forest is wild and dominated by predators. Major Landmarks Trollstone Hollow, Murkmire Thicket, Shattered Oak Glade, Blackwater Creek. Economy minimal, focused on scavenged resources, rare herbs, and alchemical components. Culture hostile and survival-driven, shaped by constant danger and the predatory nature of its inhabitants. Major Production none; resources are harvested at great risk by explorers or druids. Unique Attributes a dense and ominous forest teeming with trolls and other monsters, dotted with hidden ruins and alchemical treasures, attracting only the most daring adventurers despite its deadly reputation.
Waterdeep
Population 130,000. Waterdeep bordered by Sea of Swords west. Moonshae River bisects city flows north south. Major Factions The Harpers information brokers protectors of balance. The Zhentarim mercenaries black market operators. Lords Alliance governing body. Order of the Gauntlet paladin knights crusaders against evil. Xanathar Thieves Guild criminal activities. governance ruled by Lords Alliance coalition of influential leaders. Masked Lords govern anonymously from Council Hall. Economy Commerce Market Square exotic goods spices. Magic Blackstaff Tower magical hub magical services education. Adventurer Services quests related to Undermountain Culture. Population diverse races cultures vibrant society. Unique Attributes magical hub concentration of magical practitioners arcane innovations. Political Intrigue factions. Harpers, Zhentarim, Xanathar Thieves Guild. Strategic Location Sword Coast facilitates extensive trade.
Westbridge
Population 400. A small farming village along the Long Road in the Dessarin Valley. Major Factions local farmers, traveling merchants, and occasional adventurers. Governance overseen by a village elder with loose ties to Waterdeep. Major Landmarks Stone Bridge, Harvest Home Inn, Long Road Crossing. Economy driven by agriculture, livestock, and trade with passing caravans. Culture quiet and close-knit, focused on farming, trade, and mutual aid among residents. Major Production grains, vegetables, livestock, and simple crafted goods. Unique Attributes a peaceful stop for travelers, known for its hospitality and rural charm, with proximity to the legendary Stone Bridge and occasional threats from orc raiders and bandits in the region.