In Faerun, Massive continent on world of Toril.
Played | 17 times |
Cloned | 7 times |
Created | 31 days ago |
Last Updated | Yesterday |
Visibility | Public |
Basilisk Gate
Major eastern gate connecting Baldur's Gate to the Chionthar River roadways. Major Factions Flaming Fist garrison, local merchants, Outer City residents. Governance managed by the Flaming Fist under Council oversight. Major Landmarks Gatehouse Barracks, Inspection Station, Caravan Yard. Economy trade tolls, river caravan services, merchant stalls. Culture bustling, pragmatic, and a mix of city and rural influences. Major Production passage services, small-scale trade, supplies for travelers. Unique Attributes critical checkpoint for travelers and traders entering or leaving the city, guarded by Flaming Fist soldiers enforcing strict inspections, hub for trade caravans and river-based commerce, occasional site of disputes between city and Outer City factions, known for its imposing architecture and historical engravings of basilisk lore.
Blacklake District
Located along River Neverwinter in Neverwinter. Major Factions Merchants Guild, The Harpers, The Zhentarim, Arcane Brotherhood. Governance overseen by district magistrate under Lord Protector. Major Landmarks Blacklake Forge, Market Square, Grand Mage’s Tower, Starlight Plaza, Noble Estates, Blacklake Park. Economy trade, craftsmanship, magic services, luxury goods. Culture affluent, cosmopolitan, emphasis on art and magic, vibrant marketplaces. Major Production high-quality weapons, magical items, fine textiles, artisan crafts. Unique Attributes renowned for Blacklake Forge’s weaponry, hub for magical innovation, elegant architecture, lively nightlife, exclusive clubs and taverns, strategic river access for trade, secret magical research facilities, diverse population of merchants, artisans, mages, strong presence of arcane institutions.
Blackstaff Tower
Blackstaff Tower in Waterdeep, Faerûn, is a renowned center of magical study and arcane power. Situated near the Market Square, the tower serves as the headquarters for the Blackstaff, the city’s chief archmage. Constructed from dark stone with intricate magical runes, it features multiple levels of libraries, laboratories, and training chambers. The tower is home to numerous talented wizards, apprentices, and magical researchers dedicated to advancing arcane knowledge and protecting the city from mystical threats. Blackstaff Tower offers magical services, education, and serves as a hub for spellcasting innovations. It also plays a crucial role in advising the city’s leadership on magical matters and defending Waterdeep against supernatural dangers. The tower’s strategic location and formidable defenses make it a pivotal landmark in Waterdeep’s magical and political landscape, symbolizing the city’s commitment to maintaining balance and harnessing magical prowess.
Castle Never
Central stronghold in Neverwinter on River Neverwinter. Major Factions Lord Protector’s guards, Knights of the Sword, House Neverember retainers, Harpers agents. Governance ruled by Lord Protector and castle council. Major Landmarks Great Hall, War Rooms, Blacksmith, Royal Chambers, Magic Tower, Dungeons, extensive libraries. Economy defense, administration, military training, craftsmanship. Culture martial discipline, loyalty to Lord Protector, noble traditions, strong sense of duty. Major Production weapons, armor, magical items, military tactics. Unique Attributes strategic military fortress, seat of governance, historical significance, magical defenses, hub for adventurers planning quests, ceremonial grounds, extensive archives and lore repository, impressive architecture blending magic and steel.
Castle Waterdeep
Castle Waterdeep, situated in the heart of Waterdeep, Faerûn, is a majestic and ancient fortress serving as the city's primary stronghold and administrative center. Constructed from sturdy stone, the castle features multiple towers, fortified walls, a central keep, barracks for the city guard, an armory, a grand hall for gatherings, and dungeons for prisoners. It is inhabited by a dedicated garrison of soldiers and guards, alongside various administrative personnel who oversee the governance and defense of Waterdeep. The castle functions as the hub for military operations, civic administration, and the residence for the city's leadership. Its strategic location and comprehensive facilities make Castle Waterdeep essential for maintaining the security, order, and leadership of the city, playing a pivotal role in both everyday governance and in times of conflict.
Daggerford Keep
Central fortress of Daggerford, home to the ruling duke and the town's primary defense. Major Factions Ducal Guard, town council, visiting Lords Alliance emissaries. Governance directly controlled by the Duke of Daggerford. Major Landmarks Ducal Hall, Armory, Watchtower, Council Chamber, Courtyard. Economy administrative hub, minor trade in arms and armor. Culture martial, traditional, focused on protecting the town and its people. Major Production weapons, defensive strategies, town governance. Unique Attributes fortified keep with a commanding view of the Trade Way and Delimbiyr River, heart of Daggerford's defense, repository of the town’s history and relics, houses a small but well-trained guard, occasional site of diplomatic meetings, symbolic center of the town’s resilience and leadership.
Daggerford Market Square
Central hub for trade and social activity in Daggerford. Major Factions Local merchants, traveling traders, Harpers informants. Governance overseen by a market master appointed by the duke. Major Landmarks Stalls of Wares, Artisan’s Corner, Central Fountain, Fairgrounds (seasonal). Economy trade in local produce, livestock, basic goods, and crafts. Culture lively, community-driven, with a mix of local charm and the bustle of travelers. Major Production agricultural goods, handcrafted items, tools, and trade supplies. Unique Attributes vibrant focal point for commerce, gathering place for townsfolk and travelers, hosts seasonal fairs and festivals, known for its simple yet quality goods, occasional stop for merchants from Waterdeep or Baldur’s Gate, strong sense of local pride and hospitality, central to the town’s social and economic life.
Deepdelve Market
Central marketplace within Gauntlgrym, located near the city’s main thoroughfares. Major Factions Delzoun merchants, miners, artisans, traders from the Underdark. Governance regulated by a market overseer appointed by the dwarven king. Major Landmarks Merchant Hall, Forgewright’s Plaza, Gemcutter’s Row, Underdark Trade Gate. Economy trade of mithral, gems, enchanted items, weapons, armor, and rare Underdark goods. Culture bustling, industrious, focused on craftsmanship and trade. Major Production fine jewelry, dwarven tools, magical artifacts, and refined ores. Unique Attributes hub of commerce and cultural exchange, frequented by Underdark traders under strict security, renowned for dwarven craftsmanship and rare materials, protected by elite guards, illuminated by glowing crystal lanterns, imbued with the echoes of ancient dwarven prosperity, occasional site of rare auctions for artifacts and relics.
Elfsong Tavern
Famous tavern in Baldur’s Gate’s Lower City. Major Factions The Guild (criminal underworld), Harpers informants, Flaming Fist patrols. Governance privately owned, loosely monitored by the Flaming Fist. Major Landmarks Main Hall, Ghostly Stage, Secret Cellars, Private Booths. Economy fueled by food, drink, and adventurer patronage. Culture lively, mysterious, frequented by adventurers, travelers, and informants. Major Production local ales, hearty meals, and covert dealings. Unique Attributes haunted by a ghostly elven singer whose ethereal song fills the tavern at unpredictable times, a hotspot for rumors, quest recruitment, and intrigue, known for its shadowy corners and hidden compartments, strong ties to Baldur’s Gate’s adventuring and criminal communities, occasional site of clandestine meetings and secret exchanges.
Great Forge
Heart of Gauntlgrym, powered by primordial fire. Major Factions Delzoun dwarves, master smiths, Elemental Cults. Governance overseen by Forge Master under the dwarven king. Major Landmarks Eternal Flame Hearth, Smith’s Hall, Anvil of Moradin, Cooling Pools. Economy production of mithral and adamantine goods, enchanted weapons, and armor. Culture centered on craftsmanship, tradition, and reverence for fire as a creative force. Major Production masterwork weapons, armor, magical artifacts. Unique Attributes fueled by the primordial fire, unparalleled in its ability to forge legendary items, guarded by elite dwarven warriors, serves as a sacred site for dwarves, pivotal to Gauntlgrym’s economy and defense, magical protections against tampering, repository of ancient smithing techniques.
Hall of Kings
Ceremonial and governance center in Gauntlgrym. Major Factions Delzoun dwarves, royal court, Harpers emissaries. Governance presided over by the dwarven king and council. Major Landmarks Throne of the Mountain, Ancestral Statues, Eternal Hallway, Council Chamber. Economy administrative, ceremonial, and cultural hub. Culture deeply traditional, honoring ancestral rulers and dwarven unity. Major Production ceremonial artifacts, records of rulership, cultural preservation. Unique Attributes grand hall adorned with carvings of dwarven kings, center of royal authority and diplomacy, holds ancient relics of Delzoun heritage, site of coronations and important gatherings, reverberates with dwarven hymns of unity and strength, imbued with protective enchantments tied to the city’s ancient legacy.
High Hall
Seat of government in the Upper City of Baldur's Gate. Major Factions Council of Four, Lords Alliance emissaries, Flaming Fist advisors. Governance primary hub for city leadership and lawmaking, overseen by the Council of Four. Major Landmarks Council Chamber, Patriar Archives, Hall of Justice, Treasury Vaults. Economy administrative, supporting city governance and trade regulation. Culture formal, bureaucratic, focused on maintaining order and the interests of the Upper City. Major Production laws, political decrees, tax collection, civic plans. Unique Attributes grand structure symbolizing the wealth and power of the patriars, tightly guarded by Flaming Fist elites, hosts political gatherings and negotiations, archives containing centuries of Baldur’s Gate history, focal point for city governance and intrigue, occasional public events and ceremonies, heavily involved in managing the city's complex trade networks.
Lady Luck Tavern
Popular gathering spot in Daggerford dedicated to Tymora, goddess of luck. Major Factions locals, adventurers, merchants, Harpers agents. Governance privately owned by a Tymora devotee, loosely tied to the shrine of Tymora. Major Landmarks Main Hall, Gambling Tables, Tymora’s Shrine, Lucky Charm Bar. Economy supported by food, drink, gambling, and occasional blessings of luck. Culture lively, welcoming, frequented by travelers and adventurers sharing tales and news. Major Production local ales, hearty meals, and gambling entertainment. Unique Attributes known for its warm hospitality and vibrant atmosphere, central spot for rumors and adventurer recruitment, offers blessings of luck to patrons before journeys, decorated with symbols of Tymora, occasional dice games and contests with magical prizes, popular meeting place for those seeking fortune or camaraderie.
Luskan Docks
Lifeline of Luskan’s economy. Major Factions pirate crews, dockworkers’ guild, Five High Captains. Governance controlled by dockmasters under High Captains. Major Landmarks Shipyard, Warehouse Row, Captain’s Quay, Fisherman’s Market. Economy piracy, shipbuilding, trade. Culture gritty, bustling, driven by maritime life. Major Production ships, smuggled goods, seafood. Unique Attributes constant pirate activity, chaotic trade environment, hub for northern maritime ventures, clandestine deals, home to legendary shipwrights.
Market Square
Market Square in Waterdeep, Faerûn, is the city's vibrant commerce and social hub. Lined with shops, stalls, and vendor booths, it offers a diverse array of goods, including exotic spices, fine textiles, magical items, and crafts. The cobblestone square features a central fountain, serving as a gathering spot for residents and visitors. It regularly hosts street performers, traders, and public announcements, fostering lively interaction. Surrounding key structures are the Traders’ Hall, guild offices, taverns, and inns supporting merchants and travelers. City guards ensure security, maintaining a safe environment for all activities. Market Square is also the venue for festivals, fairs, and public events, making it essential to Waterdeep’s economic prosperity and cultural vibrancy.
Mithral Halls
Subterranean halls dedicated to mithral mining and forging within Gauntlgrym. Major Factions Delzoun dwarves, master miners, and smiths. Governance overseen by the Forge Master under the dwarven king. Major Landmarks Mithral Veins, Miner's Guildhall, Gem-Cut Chambers, Vault of Treasures. Economy centered on mithral extraction, refining, and trade. Culture industrious, focused on mining expertise and craftsmanship, reverence for the Great Forge. Major Production mithral, enchanted weapons, and masterwork armor. Unique Attributes rich veins of mithral run through the halls, directly fueling Gauntlgrym’s economy and renown, advanced mining techniques developed by Delzoun artisans, highly secured with traps and dwarven guardians, integral to the city's status as a center of legendary smithing, steeped in dwarven lore and pride.
Moonstone Mask
Floating tavern and inn off Neverwinter’s coast. Major Factions high-end patrons, adventurers, Harpers agents, privateers. Governance managed by enigmatic proprietor. Major Landmarks Skyview Lounge, Crystal Ballroom, Secret Vaults. Economy luxury accommodations, exotic drinks, covert dealings. Culture opulent, mysterious, frequented by adventurers and nobles. Major Production high-end services, rare beverages, discreet meeting spaces. Unique Attributes magically floats above city waters, known for exclusive clientele, hub for secret deals and intrigue, offers breathtaking views of Neverwinter and Sea of Swords.
Neverwinter Grand Bazaar
Largest marketplace in Neverwinter. Major Factions Merchants Guild, The Harpers, Zhentarim smugglers, independent traders. Governance regulated by city-appointed overseers. Major Landmarks Merchant Pavilion, Exotic Goods Plaza, Artisan Row. Economy trade of goods, crafts, magical items, services. Culture bustling, diverse, a melting pot of cultures and goods. Major Production exotic wares, artisan crafts, trade connections. Unique Attributes vibrant, central trade hub, offers goods from across the Sword Coast, frequent performances by street entertainers, occasional black market activity, meeting point for merchants and adventurers.
Pirate Markets
Luskan’s black market bazaar. Major Factions smugglers, The Zhentarim, pirate crews, independent traders. Governance overseen by High Captains’ enforcers. Major Landmarks Merchant Halls, Fenced Goods Alley, Exotic Wares Pavilion. Economy illicit trade, stolen goods, rare items. Culture chaotic, opportunistic, diverse clientele. Major Production smuggled wares, exotic artifacts, rare contraband. Unique Attributes thriving hub for illegal trade, source of rare and exotic items, dangerous yet alluring atmosphere, frequent skirmishes among factions.
Primordial Chamber
Hidden deep within Gauntlgrym, housing the bound primordial fire. Major Factions Delzoun dwarves, Fire Elemental Cults, adventurers seeking power. Governance tightly controlled by the dwarven king and elite guardians. Major Landmarks Fiery Core, Chains of Binding, Ritual Altar, Obsidian Walkways. Economy indirectly supports Gauntlgrym through the Great Forge’s power. Culture reverent and cautious, treating the primordial as both a resource and a dangerous force. Major Production none directly; powers the Great Forge and city infrastructure. Unique Attributes houses the bound primordial fire, an ancient and volatile entity, source of Gauntlgrym’s legendary smithing power, heavily guarded and magically sealed, site of rituals to maintain the binding, steeped in ancient magic and danger, occasional focus of cultist attempts to free the primordial, emits a radiant, otherworldly glow visible throughout the chamber.
Rethnor's Square
Central gathering point in Luskan. Major Factions local merchants, Five High Captains’ representatives. Governance loosely controlled by High Captain Rethnor’s faction. Major Landmarks Open Market, Captain’s Stage, Public Stocks. Economy local trade, public events. Culture lively but volatile, strong pirate influence, mix of local and foreign goods. Major Production artisan crafts, basic supplies, entertainment. Unique Attributes frequent public spectacles, skirmishes among rival factions, symbolic heart of Luskan’s pirate culture.
Ruins of Illusk
Ancient ruins beneath Luskan. Major Factions Arcane Brotherhood, treasure hunters, Underdark creatures. Governance unclaimed, explored by various groups. Major Landmarks Ancient Crypts, Forgotten Chambers, Portal to Underdark. Economy treasure hunting, ancient lore. Culture eerie, steeped in mystery, danger. Major Production artifacts, forgotten knowledge. Unique Attributes remnants of ancient Illusk civilization, rich in magical history, filled with traps and monsters, portal links to Underdark, rumored source of Luskan’s arcane power.
Seatower Catacombs
Location: Beneath the Seatower of Balduran. Description: A labyrinth of old storage vaults, flooded passages, and forgotten prison cells. Rumored to house lost naval treasures, ghostly sailors, and aquatic creatures attracted by the proximity to the harbor.
Seatower of Balduran
Fortress and naval base in Baldur’s Gate, located in the harbor. Major Factions Flaming Fist navy, city watch, naval traders. Governance overseen by the Flaming Fist High Marshal. Major Landmarks Naval Command Hall, Watchtowers, Armory, Lighthouse Beacon. Economy supports the city’s naval defense and port operations. Culture martial, disciplined, focused on Baldur’s Gate’s maritime strength. Major Production warships, naval equipment, defensive strategies. Unique Attributes heavily fortified and armed, central to Baldur’s Gate’s naval defense, houses a small fleet of warships and patrol boats, acts as a deterrent to pirate and raider activity, legendary for its role in defending the city in past conflicts, beacon serves as a guide for ships navigating the harbor, and a symbol of the city's strength and resilience.
Sewers of Baldur's Gate
Location: Beneath the entire city. Description: An extensive sewer system filled with deadly creatures, smugglers, and forgotten treasures. Dangerous due to traps, collapsing passages, and hostile sewer-dwelling monsters like oozes and rats.
Shrine of Auril
Hidden in Luskan’s outskirts, near icy wilderness. Major Factions Devotees of Auril, reclusive hermits, frost magic practitioners. Governance overseen by a small group of icy acolytes. Major Landmarks Glacial Altar, Frozen Prayer Room, Ice Garden. Economy minimal, supported by rare offerings and frost magic services. Culture cold, harsh, and reverent, focused on Auril’s power over winter and survival. Major Production frost-infused items, icy wards, elemental magic. Unique Attributes surrounded by perpetual frost, shrine exudes an aura of cold, hosts winter solstice rituals, feared and respected for its association with Auril’s harsh judgment, rumored to be a training ground for frost mages.
Shrine of Kelemvor
Major Factions Worshipers of Kelemvor, grieving families, clerics of death. Major Landmarks Shadowed Altar, Funeral Garden. Economy supported by funeral donations. Culture somber, focused on death’s natural cycle and solace. Major Production burial rites, funerary charms. Unique Attributes provides peaceful resting grounds, solace for grieving, hosts rituals honoring the dead.
Shrine of Oghma Neverwinter
Small shrine in Neverwinter’s scholarly quarter. Major Factions Worshipers of Oghma, local scholars, teachers. Major Landmarks Archive Room, Lecture Hall. Economy funded by donations and educational services. Culture intellectual, promoting knowledge and learning. Major Production rare tomes, scrolls, educational lessons. Unique Attributes hosts a collection of rare texts, central to city’s intellectual pursuits, open to public for education.
Shrine to Valkur
Small shrine near Luskan’s harbor. Major Factions Worshipers of Valkur, brave sailors, and adventurers. Governance maintained by a small circle of priests and devoted sailors. Major Landmarks Sea Captain’s Altar, Beacon of Hope. Economy offerings from sailors and adventurers. Culture worship centered on bravery, freedom, and protection during sea voyages. Major Production blessed charms, sailor’s protection amulets. Unique Attributes revered by free-spirited seafarers, hosts ceremonies to bless ships and crews, seen as a counterbalance to Umberlee’s fear-based worship, strong association with acts of courage and rebellion against tyranny.
Temple of Clangeddin Silverbeard
Sacred site in Gauntlgrym dedicated to Clangeddin, the dwarven god of battle and valor. Major Factions Devout warriors, clerics of Clangeddin, and Gauntlgrym's elite guards. Governance led by the High Battlepriest and temple council. Major Landmarks Hall of Eternal Valor, Forge of War, Shrine of the Twin Axes, Warriors’ Memorial. Economy supported by offerings, crafting of ceremonial weapons, and blessings for warriors. Culture militant, reverent, focused on honor, bravery, and martial excellence. Major Production ceremonial weapons, enchanted armor, battle blessings. Unique Attributes revered as a training ground for dwarven warriors, adorned with murals of legendary battles, sacred forge imbued with divine power, site of rituals before major conflicts, strong connection to Gauntlgrym’s defense, echoes with hymns of battle and unity, relics of legendary dwarven heroes displayed in honor.
Temple of Gond Baldur's Gate
Known as the High House of Wonders, dedicated to Gond, the god of craft and invention. Major Factions Worshipers of Gond, crafters, engineers, artificers, and merchants. Governance led by the High Artificer and a council of senior inventors. Major Landmarks Great Workshop, Hall of Wonders (museum), Sacred Forge, Inventors’ Vault. Economy supported by crafting, technological innovations, and trade of unique inventions. Culture inventive, industrious, focused on progress and practical innovation. Major Production mechanical devices, weapons, tools, and automata. Unique Attributes a hub of innovation showcasing marvels of engineering and craftsmanship, frequented by artisans and adventurers seeking unique tools, offers blessings for crafters and their work, houses a museum of technological wonders, serves as a center for experimentation and invention, contributing to Baldur’s Gate’s reputation as a place of progress and ingenuity.
Temple of Helm Neverwinter
Located near Neverwinter’s barracks. Major Factions Worshipers of Helm, city watch, guardians. Major Landmarks Vigilant Altar, Armory, Training Grounds. Economy supported by watch funding, protective services. Culture disciplined, protective, martial. Major Production weapons, armor, protective wards. Unique Attributes base for city watch, provides blessings for guardians, central to city’s security.
Temple of Ilmater Baldur's Gate
Known as the House of the Broken God, dedicated to Ilmater, god of endurance, compassion, and martyrdom. Major Factions Worshipers of Ilmater, healers, and impoverished citizens. Governance led by the Abbot of the temple and senior priests. Major Landmarks Sanctuary Hall, Healing Wards, Altar of Endurance, Refugee Quarters. Economy supported by donations, healing services, and alms for the needy. Culture solemn, compassionate, focused on aiding the suffering and promoting endurance in hardship. Major Production healing potions, bandages, and charitable aid. Unique Attributes a sanctuary for the poor, sick, and downtrodden, renowned for its free healing services and unwavering compassion, site of quiet strength and resilience in the face of adversity, known for its clergy’s vow to bear the burdens of others, a place of hope and solace in the city’s tumultuous Lower City.
Temple of Lathander Baldur's Gate
Known as the Morning Glow Tower, dedicated to Lathander, god of dawn and renewal. Major Factions Worshipers of Lathander, Order of the Aster knights, local farmers, and city reformers. Governance led by the High Dawnlord and senior clerics. Major Landmarks Dawnspire Altar, Sunlit Garden, Radiance Hall, Healing Pavilion. Economy supported by donations, agricultural blessings, and healing services. Culture hopeful, uplifting, focused on renewal, creativity, and community service. Major Production blessed seeds, healing potions, radiant charms. Unique Attributes a beacon of light and hope in Baldur’s Gate, offers blessings to farmers and new endeavors, hosts dawn ceremonies and seasonal festivals, trains paladins and clerics in the service of light, known for its radiant architecture that captures sunlight beautifully, central to charitable and renewal efforts in the city.
Temple of Lathander Neverwinter
Situated near Riverwalk in Neverwinter. Major Factions Worshipers of Lathander, Order of the Aster knights, Clerics of the Dawn. Governance led by Dawnmaster and senior clergy. Major Landmarks Dawnspire Tower, Hall of Radiance, Sunlit Garden, Healing Wing, Memorial of Light. Economy supported by donations, healing services, and agricultural blessings. Culture centered on renewal, hope, and light, with daily sunrise rituals and community outreach. Major Production holy water, blessed artifacts, healing potions, agricultural blessings. Unique Attributes renowned for miraculous healings, vibrant sunrise ceremonies, strong connection to local farmers and merchants, sanctuary for the injured and downtrodden, training ground for paladins and clerics, intricate sun-themed architecture, radiant aura blessing the grounds, hosts seasonal festivals celebrating renewal and growth.
Temple of Lathander Waterdeep
The Temple of Lathander in Waterdeep, Faerûn, is a prominent place of worship dedicated to the Morninglord, symbolizing renewal, light, and vitality. Located near the bustling Market Square, the temple features grand architecture with soaring spires, intricate stained glass windows depicting Lathander’s symbols, and expansive halls for worship and ceremonies. The clergy, including devoted priests and paladins, provide spiritual guidance, healing, and support to the community. The temple serves as a center for festivals celebrating dawn and new beginnings and acts as a sanctuary for those seeking refuge or solace. It also engages in charitable activities, contributing to the city’s well-being. The Temple of Lathander is not only a religious hub but also a beacon of hope and resilience in Waterdeep, playing a crucial role in the city’s spiritual and social fabric.
Temple of Selune Neverwinter
Major Factions Worshipers of Selûne, wandering clerics, healers. Major Landmarks Moonlit Gardens, Celestial Altar, Healing Hall. Economy supported by donations, healing services. Culture serene, focused on moon worship and aiding wanderers. Major Production healing potions, lunar charms. Unique Attributes tranquil gardens under magical moonlight, renowned for restorative services, hosts full-moon ceremonies.
Temple of Tymora Baldur's Gate
Known as the Shrine of the Lady’s Favor, dedicated to Tymora, goddess of luck and fortune. Major Factions Worshipers of Tymora, adventurers, gamblers, and merchants. Governance led by the High Luckbringer and temple acolytes. Major Landmarks Hall of Fortune, Blessing Altar, Luck’s Gambit Room, Wishing Pool. Economy supported by donations, gambling activities, and blessings for good fortune. Culture lively, hopeful, focused on seizing opportunity and embracing chance. Major Production luck-infused charms, blessed dice, and fortune readings. Unique Attributes popular among adventurers seeking blessings before quests, hosts games of chance and festivals celebrating luck, central to Baldur’s Gate’s gambling culture, decorated with symbols of Tymora’s favor, known for miraculous turnarounds attributed to divine luck, and a hub for tales of daring and success.
Temple of Tymora Neverwinter
Temple of Tymora. Located in Blacklake District, Neverwinter. Major Factions Worshipers of Tymora, Harpers agents, Temple Guard. Governance overseen by High Priestess and clergy council. Major Landmarks Grand Altar, Hall of Luck, Shrine of Fortune, Meditation Gardens, Treasury. Economy Donations, temple-run businesses, charity services. Culture faith-driven, emphasis on luck, protection, community support, festivals celebrating Tymora. Major Production religious artifacts, blessings, fortune-related services, healing. Unique Attributes center for luck and fortune worship, hosts annual festivals attracting adventurers, provides quests related to luck and destiny, sacred gambling halls, enchanted items blessing patrons, strong ties with adventuring community, magical wards enhancing luck, sanctuary for travelers, active role in city's protection and welfare.
Temple of Umberlee
Located near Luskan Docks. Major Factions Worshipers of Umberlee, dockworkers, sailors, and pirates. Governance led by High Priestess and temple acolytes. Major Landmarks Storm Altar, Drowned Hall, Blessing Pools, Wailing Chapel. Economy sailor donations, blessings for safe voyages. Culture fear-driven worship, rituals to appease Umberlee, strong ties to maritime life. Major Production protective talismans, sea-blessed artifacts, water magic. Unique Attributes shrine to the chaotic sea goddess, rituals to calm storms, feared and respected by sailors, occasional sacrifices to prevent disasters, temple frequently echoes with strange, unearthly sounds.
Temple of Umberlee Baldur's Gate
Coastal temple dedicated to Umberlee, the goddess of the sea and storms, located near the docks. Major Factions Worshipers of Umberlee, sailors, dockworkers, and sea merchants. Governance led by the High Priestess of Umberlee and her acolytes. Major Landmarks Storm Altar, Drowned Halls, Tidepool Sanctuary, Offering Pools. Economy supported by offerings from sailors and merchants seeking safe passage. Culture fear-driven, focused on appeasing Umberlee to avoid her wrath. Major Production blessed nautical charms, weather-predicting rituals, sea-blessed artifacts. Unique Attributes revered and feared by maritime communities, regular sacrifices and offerings to calm storms, known for its tempestuous rituals, a critical place for sailors before embarking on dangerous voyages, heavily influenced by the unpredictable nature of the sea and its goddess.
Tower of the Arcane
Seat of Arcane Brotherhood in Luskan. Major Factions Arcane Brotherhood, rogue mages, magical researchers. Governance led by Archmage Arcane and senior mages. Major Landmarks Spire Chambers, Library of Forbidden Tomes, Elemental Labs, Summoning Hall. Economy magical services, enchanted goods, spell research. Culture secretive, arcane-focused, ruthless ambition. Major Production magical artifacts, potions, research findings. Unique Attributes powerful magical hub, home to dangerous experiments, arcane knowledge repository, strict entry control, center of Luskan’s magical influence.
Undercellar
Location: Beneath the Lower City. Description: A network of hidden tunnels and chambers used by smugglers, thieves, and The Guild. Known for clandestine meetings, criminal hideouts, and dangerous traps. Contains secret entrances to the sewers and connections to other parts of the city.
Undermountain
Entrance is Undermountain Entrance. Undermountain is a sprawling, multi-leveled dungeon beneath Waterdeep, Faerûn, renowned for its challenging encounters and vast treasures. Enemies range from low to high levels, including goblins, undead, aberrations, dragons, and powerful liches. Notable loot includes legendary weapons, rare magical artifacts, enchanted armor, potent potions, and ancient tomes of arcane knowledge. Loot types vary from combat-enhancing gear to spellcasting aids and unique quest items. Dangers within Undermountain are numerous: intricate traps, environmental hazards like lava and poison gas. Additionally, the dungeon is home to rival adventurers and treacherous factions. Inside, Undermountain is a labyrinthine expanse of dark corridors, vast chambers, eerie caverns, and ancient ruins, filled with hidden passages and mysterious landmarks. The atmosphere is one of constant peril and adventure, with each level presenting new challenges and opportunities.
Undermountain Entrance
The Undermountain entrance in Waterdeep, Faerûn, is located within the Yawning Portal Tavern near Market Square. This iconic portal is a deep, dark well that leads into the vast, multi-leveled dungeon beneath the city. Secured by a massive enchanted pulley system and guarded by Durnan and trusted adventurers, the entrance area features reinforced stone walls and magical wards to prevent unauthorized access. Ornate carvings and ancient symbols adorn the entry, reflecting the dungeon's rich history and formidable dangers. The dungeon containins countless rooms, traps, monsters, and secrets. It provides endless opportunities for exploration and conflict. The guarded entrance ensures that only the brave and prepared dare to descend.
Wide Market
Largest open marketplace in Baldur's Gate, located in the Upper City. Major Factions Merchant Guilds, Flaming Fist overseers, independent traders. Governance regulated by city-appointed market wardens and overseen by the Council of Four. Major Landmarks Merchant Stalls, Fountain of Fortune, Auction Block, Artisan’s Row. Economy thriving trade in exotic goods, local crafts, fine wares, and luxury items. Culture bustling, opulent, and lively, attracting citizens and travelers alike. Major Production fine textiles, jewelry, imported spices, magical trinkets. Unique Attributes heart of Baldur’s Gate’s commerce, renowned for its variety of goods and luxury items, frequent auctions for rare artifacts and treasures, central to social and economic life of the Upper City, protected by Flaming Fist patrols, hosts seasonal fairs and festivals, gathering place for gossip, deals, and intrigue.
Yawning Portal Tavern
The Yawning Portal Tavern in Waterdeep, Faerûn, is a legendary establishment renowned as the primary gateway to Undermountain, the vast underground dungeon. The tavern features a massive, centuries-old well that serves as the entrance to the dungeon. Owned by Durnan, a retired adventurer, the tavern offers a welcoming atmosphere with a spacious common area, hearty food, fine ales, and comfortable lodging for travelers. It attracts a diverse clientele. The Yawning Portal is not only a popular gathering spot for sharing tales and planning expeditions but also a crucial hub for those seeking to explore the depths of Undermountain. Regular events, such as storytelling nights and recruitment for daring quests, add to its vibrant ambiance. Its strategic location, rich history, and unique connection to the dungeon make the Yawning Portal Tavern an iconic and vital part of Waterdeep’s adventuring scene, embodying the spirit of exploration and camaraderie that defines the city.