275+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure!
Played | 666 times |
Cloned | 55 times |
Created | 37 days ago |
Last Updated | 2 days ago |
Visibility | Public |

Alaghôn
Alaghôn, the "Jewel of Turmish," is a bustling metropolis (population: 75,000) and vital trade hub on Faerûn's Inner Sea, established in -37 DR. Primarily human and elf inhabited, it's divided into distinct districts: Military, Merchant, and Assembly. Ancient dwarven stonework underlies human construction, creating a labyrinth of hidden passages and vaults, often leading to dangerous encounters. Trade flourishes, drawing goods from the Orsraun Mountains and the Shining Plains. The city's history is marked by events like the Procession of Justice (-247 DR), a devastating fire in 352 DR, and the occupation by the blue dragon Anaglathos, during which a lich queen resided beneath the palace. Alaghôn is also known for Hambra's Horncall, a popular periodical, and the presence of mercenary companies that patrol the wilder areas. Notable inhabitants include Ilbrelm Nasker, a shoemaker who employed the marginalized.

Ammarindar Ruins
The ruins of Ammarindar lie hidden within the Greypeak Mountains, a testament to the once-great dwarven kingdom. Now overrun by dark creatures, the remnants of its grand halls and forges echo with the whispers of its tragic fall, while the air is thick with the scent of damp stone and ancient metal.

Amphail
Amphail, a humble village nestled along the Long Road north of Waterdeep, serves as a vital waypoint and breeding ground for fine steeds. Home to roughly 600 souls within its modest bounds, and an additional 250 scattered across its outlying farms, Amphail thrives on the trade of horseflesh and the skilled hands that train them. The village bears the name of Amphail the Just, a legendary warlord of Waterdeep's nascent days, whose restless spirit is rumored to still roam the surrounding hills, a spectral guardian or a lingering threat, depending on the teller. Its unassuming nature and proximity to the sprawling metropolis of Waterdeep make Amphail a favored starting point for many adventuring parties, a place where fledgling heroes might find their first quests, be it wrangling unruly steeds, investigating spectral sightings, or facing the everyday perils that plague even the most tranquil of hamlets.

Androlynne
Androlynne, layer 471 of the infinite, chaotic Abyss, stands as a bizarre anomaly within the plane's violent expanse. While the Abyss typically tortures mind and body, Androlynne presents a surreally beautiful, alien visage, marked by lush vegetation and vast, purple clouds that morph into strange, ethereal shapes. Yet, this beauty masks a dark purpose: it is the prison of an eladrin army, trapped by the obyrith Pale Night, the Mother of Demons. Despite the Abyss's inherent evil, good-aligned creatures, including ki-rin, foo lions, moon dogs, hollyphants, and couatls, have invaded this layer, fiercely defending the captive eladrin and battling Pale Night's influence. This clash of good against the Abyss's chaotic evil has transformed Androlynne into a paradoxical realm, a pocket of resistance amidst the plane's infinite, shifting dangers, where the river Styx, or the River of Blood, still weaves its way through, a dark reminder of the surrounding demonic chaos.

Arabel
Arabel, a bustling fortified city in northern Cormyr, stands as a critical trade nexus where the High Road, Calantar's Way, East Way, and Moonsea Ride converge. Ruled by Myrmeen Lhal under King Azoun IV, this city boasts a vibrant, diverse population of Cormyreans, merchants, and adventurers, fostering a rich cultural tapestry. Known for its skilled artisans, lively festivals like Highharvestide, and a thriving marketplace, Arabel blends practical, sturdy architecture with ornate displays of wealth. The city's defenses are formidable, manned by the elite Purple Dragons, and uniquely, mercenaries within its walls are permitted to bear arms. Though Tilverton's rise has slightly diminished its strategic importance, Arabel remains a hub of commerce and military strength, facing threats from the Stonelands. Notable landmarks include Tymora's Temple (Lady's Hall), and the city is renowned for its Bitter Black beer.

Ascore Ruins
Ascore Ruins, a desolate testament to dwarven ambition lost to time, looms on the Anauroch's edge. Wind whispers through shattered stone, remnants of a once-proud port, now a haunted husk. Thirteen crimson pyramids, their origins shrouded in enigma, stand sentinel over the ruins, their red stone an unsettling contrast to the desert's ochre hues. A pool of liquid shadow, a malevolent stain, pulses within the pyramids' circle, a gateway to unknown horrors. A gaping tunnel, a relic of dwarven craft, descends into the earth, leading to the treacherous Underdark, a nexus of the Buried Realms and the Northdark. Whispers of ancient evils cling to the crumbling walls, and the echoes of a dwarven chant may activate a forgotten portal, the Hlaungadath Portal, promising perilous journeys. The fabled Tear of Ascore, an artifact of potent magic, may lie hidden within these haunted stones, tempting adventurers into the ruins' depths.

Astrazalian
Astrazalian, a luminescent jewel within the Feywild's twilight embrace, stands as an eladrin masterpiece. Under the gentle reign of Lady Shandria, niece of Titania, the city gleams with moonstone streets and towers that mirror the celestial dance above. Night-blooming flora perfumes the air, harmonizing with the ethereal melodies of eladrin choirs. This bastion of fey artistry, nestled within the capricious geography of the Feywild, where time and distance warp, serves as a radiant beacon of eladrin culture. The plane’s amplified magic and dramatic landscapes, a reflection of Toril yet unbound by its laws, make Astrazalian a place of both wonder and peril for mortal visitors. The inherent magic of the Feywild, punctuated by the courts of Titania and the Queen of Air and Darkness, imbues Astrazalian with a palpable sense of otherworldly elegance.

Athkatla
Athkatla, the City of Coin, stands as Amn's ancient capital, a sprawling metropolis where commerce reigns supreme. Its districts, from the bustling Bridge to the shadowed Graveyard, teem with a diverse populace of humans, dwarves, elves, gnomes, and halflings, their lives woven into the city’s intricate trade network. Well-lit by storm-lanterns, its streets hum with activity, a vital hub between Calimshan and Waterdeep. Notably, the Cowled Wizards enforce a strict ban on arcane magic, their Watch ever vigilant, with Spellhold awaiting those who dare disobey. The city's population swells dramatically in summer, reaching 400,000, a testament to its economic allure. Its wealth, though vast, casts long shadows, revealing stark contrasts between opulent districts and the desperate Slums.

Aurgloroasa's Lair
Nestled within the treacherous Thunder Peaks, Aurgloroasa's Lair is a foreboding cavern that echoes with the whispers of the past. Once a thriving dwarven kingdom, Thunderholme now lies in ruins, overshadowed by the dark presence of the dracolich known as the Sibilant Shade, who commands the storms and the creatures of the mountains.

Avernus
Avernus, the first layer of the Nine Hells, is a desolate, volcanic wasteland eternally scarred by war and the infernal machinations of the devils. The landscape is a chaotic mix of obsidian cliffs, fiery rivers of lava, and sulfurous swamps, where the air hangs thick with the stench of brimstone and decay. This infernal realm is a constant battlefield where the legions of Asmodeus, the archdevil of tyranny, clash with hordes of demons and rebellious devils, a ceaseless war for control of the infernal landscape. A network of crumbling fortresses and twisted metal structures dot the landscape, reminders of a war that has raged for millennia. In the heart of Avernus lies the Blood War, an endless conflict that has spilled over into the mortal realms, a ceaseless struggle that permeates the very air of this infernal layer. Entering the this plane is impossible without using magic that allows you to traverse different planes of existence.

Azirrhat, the Slashed Rocks
Azirrhat, "the Slashed Rocks," is a jagged cluster of peaks in Anauroch's Sword region, resembling a colossal chicken's foot. These spires conceal the Azirrhat Portal Collection, a network of magical gateways established by the wizard At'ar. Nestled within the peaks' crevices and caverns, these portals form a crucial crossroads on Faerûn, guarded fiercely by asabi, lizardlike humanoids. Legend says At'ar either stole or created these portals, placing them within his fortress inside Azirrhat, using the asabi as his vigilant protectors. The harsh, rocky terrain and concealed magical network make Azirrhat a perilous yet vital location.

Baldur's Gate Upper-Lower City Gate
The Baldur's Gate serves as the sole passage between the affluent Upper City and the struggling Lower City. This imposing structure, adorned with intricate carvings and guarded by stern sentinels, symbolizes the stark divide between wealth and poverty in the city.

Basilisk Gate
Basilisk Gate serves as the bustling main entrance from the south into Baldur's Gate, acting as a vital trade and travel hub. It separates the Outer City from the Lower City, where merchants, adventurers, and travelers converge, creating a vibrant atmosphere filled with the sounds of bartering and the scent of exotic goods.

Beorunna's Well
Beorunna's Well, a desolate scar upon the Druarwood's edge, yawns as a deep, forbidding pit, once the heart of a Black Lion barbarian settlement. Humble dwellings now stand abandoned around its rim, echoing with the whispers of forgotten fears. The pit descends into chilling darkness, a gateway to the Underdark's horrors, where vile creatures lurk in the shadows. Legends speak of Beorunna, the mighty Uthgardt hero, whose final stand against a demon cleaved the earth, swallowing him whole. The site, a somber monument to his sacrifice, is a place of dread and ancient power, where the echoes of a legendary battle still resonate, and the ground itself seems to hold a dark, hungry secret.

Berdusk
Berdusk, the "Jewel of the Vale," stands as a bustling trade hub in the Western Heartlands, straddling the Uldoon Trail and the River Chionthar. Its tall, steep-roofed stone buildings, clustered tightly within sturdy walls, reflect its cold climate, aided by a sophisticated sewage system that keeps streets clean. Within, artisans and merchants thrive, producing fine furniture, tools, and decorative goods, fueling the city's prosperity. Ruling from the city's heart is High Lady Lashantha Duarn, guided by the wisdom of the Harpers, who maintain their western stronghold at Twilight Hall. The city's social fabric is woven with the influence of the "First Folk"—wealthy houses like Calanthal, Myrmrast, Hardomeir, Quarlagast, and Spaeruthal—who hold significant sway in governance. As a key part of Elturgard, Berdusk balances commerce and diplomacy, making it a vital point in the region.

Berranzo
Berranzo is a haunting remnant of a failed colony on the western side of Gundarlun, established by Calishite humans for mining and refining precious metals. After just three years, the colony fell into chaos as its inhabitants were driven mad, leading to a tragic end shrouded in mystery, with whispers of dark forces at play.

Black Dragon Gate
The Black Dragon Gate serves as the imposing entrance between the bustling Upper City of Baldur's Gate and the sprawling district of Blackgate. This vital staging ground for caravaneers and merchants is marked by its vast stables, catering to the multitude of mounts necessary for journeys along the Trade Way to Waterdeep, while the absence of the Watch and Flaming Fists allows petty crime to flourish under the Guild's influence.

Blackford Crossing
Blackford Crossing, a bustling trade town straddling the Mirar River, serves as a vital midpoint between Luskan and Mirabar. Its cobbled streets, worn smooth by countless merchant wagons, hum with the bartering of diverse folk: humans, the majority, alongside hardy dwarves, graceful elves, and ingenious gnomes. The town's layout reflects its economic disparity, with the northern bank boasting wealthier establishments and well-maintained warehouses, while the southern side houses more modest dwellings and rougher taverns. A tri-council of merchants, citizens, and guards, currently led by Mayor Ianna Talltree, governs the town, ensuring a steady flow of goods along the Blackford Road. Though lacking its own significant production, Blackford Crossing thrives on the exchange of wares from the north and south. The river, a wide, gray ribbon, cuts through the town, reflecting the constant movement of barges and small ships carrying timber, ores, and finished goods.

Blackgate
Blackgate, a sprawling district north of Baldur's Gate’s Upper City, exists beyond the formidable Black Dragon Gate. A vital staging ground, it serves caravaneers and merchants traversing the Trade Way towards Waterdeep. Notable for its vast stables, it caters to the multitude of mounts necessary for such journeys. This Outer City locale, unlike others, developed exclusively outside the gate, bordering the Trade Way’s northern stretch. Though part of the bustling, prosperous Baldur's Gate, Blackgate lacks the Watch's or Flaming Fists’ presence. Petty crime thrives, leaving the district largely to the Guild’s influence. Historically, their marked establishments provided the only semblance of order, a stark contrast to the city's generally enforced peace.

Blacklake District
Blacklake District, a shadowed quarter of Neverwinter, centers on the eponymous, murky Blacklake, its waters reflecting the district's grim state. Once quarantined during the Wailing Death, it now festers under the Nashers' oppressive control, their thieving reign driving the desperate to hire aid against them. The district's underbelly, the Blacklake Sewers, survived the Ruining, though much lies submerged, a labyrinth of damp stone and forgotten secrets. The surface is no less bleak, with the ruined Tatters and Riverside clinging to the lake's southeastern shore, a short, dilapidated bridge the sole link between these squalid settlements. Crumbling structures and shadowed alleyways dominate, a testament to neglect and strife, where the echoes of rebellion and the stench of stagnant water permeate the air, a place of hardship and hidden dangers.

Blingdenstone
Blingdenstone, a resilient svirfneblin city nestled beneath the Surbrin River, presents a labyrinth of carved stone dwellings and bustling tunnels, a testament to deep gnome tenacity. Founded by refugees fleeing ancient horrors, it endured destruction by drow, only to rise again, its iron-gated entrance guarding a thriving community. The city, once ruled by King Schniktik, now echoes with the industrious rhythm of its inhabitants. Here, amidst the echoing chambers, figures like the gifted wizard Yantha Coaxrock and the stalwart Kargien Dissengulp shape the city’s destiny. Notable events, including Drizzt Do'Urden's sojourn and the valiant defense during the Battle for Mithral Hall, are woven into the city’s storied past, making it a crucial hub in the Underdark. The city's residential districts, carved into the living rock, hum with the quiet industry of the deep gnomes, their lives a blend of survival and ingenuity.

Boareskyr Bridge
Boareskyr Bridge, a formidable black granite span over the Winding Water, serves as a vital artery connecting Soubar, Triel, Scornubel to Waterdeep and the Trade Way. Sculpted images of Cyric and Bhaal adorn its sides, a grim reminder of their clash during the Time of Troubles. Rebuilt upon the ruins of Bridgefort after 1450 DR, it was once patrolled by Elturgard paladins, now a bustling semi-permanent trading hub. White tents dot the landscape, alongside corrals and blacksmiths, forming a vibrant marketplace. Once controlled by the Boareskyr family, the bridge now sees a mix of travelers and merchants. Detailed battle maps, like those shared online, enable adventurers to navigate its strategic significance in D&D campaigns, showcasing its role as both a landmark and a point of conflict.

Bremen
Bremen is a village nestled on the shores of Lake Maer Dualdon, known for its vibrant fishing culture and bustling trade in mining and treasure-hunting. The village thrives on the riches left behind by the frequent flooding of the river, attracting adventurers and prospectors seeking gold and hidden treasures.

Brokenstone Vale
Brokenstone Vale, nestled within the twilight-drenched Feywild, presents a stark contrast to its surrounding ethereal beauty. A realm of lycanthropes, it's a shadowed expanse of dense, howling forests, punctuated by ancient standing stones that delineate pack territories. Hidden glades serve as clandestine meeting places, echoing with the raw, untamed spirit of its inhabitants. Forged from conflict, this kingdom of outcasts stands defiant against the neighboring eladrin realms, its history etched in battles for freedom. Though its exterior is rough, the Vale offers a strange sanctuary for those rejected by both mortal and fey societies, a wild bastion of resilience in the Feywild's ever-shifting landscape. The amplified arcane magic of the Feywild permeates the Vale, influencing its inhabitants and the environment, making it a dangerous yet compelling location. The unpredictable flow of time and the distorted geography present unique challenges to any who dare to traverse its borders.

Bryn Shander
Bryn Shander is the largest and most populated of Icewind Dale's Ten Towns, serving as a vital trading hub. Unlike other towns, it is not situated on a lake, making it a unique settlement and the recognized capital of the Ten Towns.

Caer Callidyrr
Caer Callidyrr, the alabaster jewel of Alaron, rises majestically from a coastal hill, its towering castle, the Moonshaes' highest structure, dominating the landscape. This city, the Ffolk's capital and seat of the High King, is a vibrant hub divided into distinct quarters: the regal Castle Quarter, the verdant Forest Quarter, the sprawling Plains Quarter, and the bustling Dock Quarter. To the west, ancient forests whisper secrets, while the eastern ocean stretches endlessly. Within the city's walls reside the royal court, stalwart guards, arcane wizards, and a diverse citizenry, their lives intertwined with the castle's storied history. Detailed maps and cross-sections reveal the city's intricate layout, including hidden caverns beneath the castle's foundations. The distinction between Callidyrr, the kingdom, and Caer Callidyrr, the city and castle, often blurs, yet its significance as a center of power and lore remains undeniable, a focal point of Moonshae intrigue and adventure.

Caer Corwell
Caer Corwell, a once-proud stronghold of House Kendrick on Gwynneth, now stands as a desolate ruin, a testament to forgotten glory. Crumbling stone walls and shattered towers rise amidst overgrown weeds, concealing a labyrinth of boggle-laid traps and mischievous fey tricks. Wild beasts roam the abandoned town, adding to the peril. The island of Gwynneth, once a vibrant hub of fey influence in the southern Moonshae Isles, now echoes with the unsettling silence of decay, punctuated by the skittering sounds of its current inhabitants. This nexus of Faerûn, the Feywild, and the Shadowfell retains a potent, if corrupted, mystical aura, drawing both ambitious rulers like High King Derid, seeking to reclaim its strategic importance, and the capricious creatures that now claim it as their own. The ruins, a treacherous maze of broken stone and wild magic, present a formidable challenge to any who dare venture within.

Caer Moray
Caer Moray, a fortified coastal town nestled on northern Moray where the Shannyth River meets the sea, stands as a bastion against the wilds of the Moonshae Isles. Encircled by a sturdy wooden palisade, it houses 1,500 souls fiercely loyal to the High King, maintaining a vital port for trade and defense. This town endures frequent, though largely ineffective, assaults from the Black Blood lycanthrope tribe, a constant threat that tests its resilience. The Battle of Caer Moray, a particularly fierce nocturnal attack, saw the lycanthropes breach the walls, only to be halted by the divine intervention of Chauntea, forever marking the town's history. Despite the looming threat and its turbulent past, Caer Moray remains a crucial stronghold, its port a lifeline, and its defenders a bulwark against the darkness that seeks to consume the island, making it a pivotal location for adventurers navigating the perils of the Forgotten Realms.

Caer Westphal
Caer Westphal, a scaled-down echo of Caer Callidyrr, stands sentinel on Snowdown Ride's southern coast, its stone ramparts gazing over the bustling city of Westphal. Once the seat of the vampiric Lady Erliza Daressin, its shadowed halls now whisper tales of dark dominion. The city below, a rare urban sprawl in the Moonshaes, rivals the likes of Baldur's Gate or Waterdeep in its density, its streets teeming with life. The harbor, a constant churn of Amnian vessels, pulses with trade and intrigue. Near the docks, raucous taverns and brothels cater to the sea-worn, their lights flickering against the castle's looming silhouette. A place of stark contrasts, Caer Westphal and its city blend the imposing might of a coastal fortress with the vibrant chaos of a major trade hub, a nexus of power and vice in the wild Moonshae Isles.

Caer-Dineval
Nestled along the frozen shores of Lac Dinneshere, Caer-Dineval is a quaint fishing village known for its vibrant community and fierce rivalry with the nearby Caer-Konig. The village thrives on the bounty of the lake, with fishermen braving the icy waters to catch fish that are prized throughout Icewind Dale.

Caer-Konig
Caer-Konig is a small, icy settlement nestled along the shores of Lac Dinneshere, known for its rugged beauty and harsh winters. Once ruled by a king of the barbarian Elk Tribe, it serves as a reminder of the region's storied past and the resilience of its people.

Candlekeep
Nestled along the Sword Coast, south of bustling Baldur's Gate, Candlekeep rises as a bastion of knowledge, its imposing walls guarding the greatest library in Faerûn. Within, scholars and mages pore over countless tomes, their whispers echoing through labyrinthine halls filled with ancient secrets. The fortress itself is a sanctuary, its gates only open to those who offer a worthy book as entry, ensuring the preservation of its vast collection. Seventeen unique mysteries, each triggered by a discovered book, weave through these hallowed grounds, challenging adventurers from the lowest to the highest levels. Dangers and glories alike await those who dare to delve into Candlekeep's depths, where the pursuit of knowledge often leads to unforeseen perils.

Candlekeep Library
Candlekeep Library stands as the preeminent repository of knowledge in the Forgotten Realms, housing a vast and diverse collection of rare and ancient texts on countless subjects, making it a vital institution for preserving and disseminating knowledge. As a scholarly hub and safe haven, it attracts scholars and mages from across Faerûn, though access is strictly regulated, requiring specific criteria like book donations or royal seals. The library's immense, magically protected structure ensures the safeguarding of its priceless contents, solidifying its role as a cornerstone of Faerûnian society where knowledge is both cherished and shared.

Castle Hartwick
Castle Hartwick, a fortress of stark, whitened granite, rises dramatically from a sheer granite spire amidst the Clear Whirl River, its forested island a bastion of Hartsvale. Spruce trees cling to the rock, obscuring the base, while flying turrets pierce the sky, bristling with ballistae. Access is granted by two drawbridges, east and west, guarding the island's secrets. Within its walls, the Giants' Gate stands ready for colossal visitors, a testament to the castle's grandeur. Queen Brianna Burdun, seated upon the Alabaster Throne, a dwarven gift, commands the loyalty of her High Dukes and Wind Barons, her influence stretching across the Cold Marches, Lake Fiefs, and Ice Spires. This strategic stronghold, steeped in lore, offers adventurers a labyrinth of chambers and a nexus of political intrigue, its defenses and history ripe for exploration.

Castle Never
Castle Never, also known as the Keep of Lord Never, is a formidable stronghold located on the western side of Neverwinter, between the Blacklake District and the Protector's Enclave. It serves as a symbol of power and governance, hosting events like the Highsun Games and housing the treacherous dungeons known as Neverneath, which have developed a malevolent sentience. Lord Forge Fitzwilliam is the current Lord of Neverwinter.

Castle Ward
The Castle Ward, Waterdeep's heart, pulses with authority and commerce, anchored by the imposing Castle Waterdeep atop Mount Waterdeep's bluff. This redoubt, encircled by enchanted walls, houses the city's government, its halls echoing with decrees and strategy. Piergeiron's Palace, lavish and ornate, hosts crucial meetings, while the bustling Market sprawls, the North's largest, teeming with goods and folk. Ahghairon's Tower and Blackstaff Tower pierce the skyline, magical sentinels over the ward's activity, joined by Mirt's Mansion, a place of secrets. Julthoon Street and Shield Street define the ward's edges, framing the seat of power and trade within Waterdeep's walls.

Caverns of the Skull
Within the Infinite Layers of the Abyss, the 643rd stratum, the Caverns of the Skull, presents a maddening labyrinth of shifting, stony passages. Once under the dominion of the lesser goddess Kali, the Black Earth Mother, this layer is a perpetual battleground. Xorn, eyewings, fetch, and fireshadows stalk the ever-changing caverns, alongside tormented petitioners locked in an endless cycle of brutal conflict, death, and rebirth. Every exit from this chaotic realm is heavily guarded, a testament to the layer's inherent danger and the desire to contain its maddening influence. The constant flux of the Abyss is amplified here, with the very caverns themselves reshaping and rearranging, making navigation a perilous gamble. The air crackles with malevolent energy, and the echoes of endless battles resonate through the stone, a constant reminder of the Abyss’s brutal, chaotic heart.
Celestial Orrery
Within the infinite, gray expanse of the Astral Sea, a relic of forgotten divinity drifts: the Celestial Orrery. This intricate, floating structure, a testament to celestial engineering, houses a colossal orrery that charts the shifting planes and vibrant Color Pools. Its humming mechanisms, imbued with divine energy, allow for the prediction of planar movements and the discovery of hidden pathways through the Astral Plane's fluid reality. Here, where time warps and thought shapes existence, travelers navigate the void, encountering drifting god-isles, remnants of fallen deities, alongside githyanki raiders and the terrifying astral dreadnoughts. Color Pools shimmer, gateways to distant realms, while chunks of matter float amidst the psychic currents. The Orrery, a beacon of order, offers a point of reference in this chaotic, thought-driven realm, a place where the boundaries between planes blur and the will of powerful beings shapes the very landscape.

Cendriane
Cendriane, a once-vibrant eladrin city within the Feywild, now lies as a haunted ruin under the dominion of Lord Kannoth, an eladrin vampire. Shrouded in perpetual twilight, the city's grand structures are twisted shadows of their former selves, echoing with undead whispers and the chill of unnatural cold. The air, thick with decay, reflects Kannoth's dark influence, corrupting the Feywild's inherent beauty into a realm of fear. Located within the Feywild, a plane of heightened sensations and erratic time, Cendriane stands as a stark reminder of the plane's darker aspects, where arcane magic amplifies both beauty and terror. This once-proud city, now a chilling testament to vampiric hunger, contrasts sharply with the Feywild's typical splendor, highlighting the plane's potential for both breathtaking wonder and profound dread.
Chromatic Convergence
The Chromatic Convergence, a volatile anomaly within the infinite, gray expanse of the Astral Sea, manifests as a cluster of intensely vibrant Color Pools, each a swirling portal to disparate Outer Planes. This chaotic nexus of planar energies draws both opportunistic githyanki raiding parties, utilizing its unpredictable access, and daring planar merchants, seeking lucrative, albeit perilous, trade. Drifting amidst the timeless void, where thought shapes reality and gravity is a forgotten concept, this location is a dangerous crossroads. Here, amidst the floating remnants of dead gods and the psychic echoes of the Astral Plane, travelers encounter a volatile blend of planar traffic, making it a place of both immense risk and potential reward, where the unwary can easily become lost in the ever-shifting currents of the Outer Planes.

Chronias, the Illuminated Heaven
Chronias, the Illuminated Heaven, the topmost and final layer of Mount Celestia, is a realm of pure, unadulterated goodness and law. Little is known of its structure, as few have returned to tell of its wonders. It is said that Chronias glows with an inner light, radiating pure goodness and law, transforming those who enter its presence. The essence of the plane is so potent that all evil and neutrality are purged from those who survive its touch. Many religions claim this layer as the home of their lawful good deities, believing that lesser realms are merely stepping stones to this ultimate destination. The air is filled with a radiant light and the harmonious resonance of pure goodness, creating an atmosphere of transcendent perfection. Chronias is the ultimate goal of the righteous, a place of ultimate unity with the essence of lawful good.

Citadel Adbar
Citadel Adbar, a formidable dwarven fortress carved deep within the Ice Mountains, stands as a bastion of Delzoun might, its granite corridors echoing with the clang of masterwork forges. Home to the Iron Guard, a force renowned across Faerûn, the citadel boasts defenses that have repelled countless orcish hordes. Miles of fortified tunnels shelter a population capable of swelling to 60,000, though its halls now hold a fraction of that number. While a vital trading hub, famed for its superior ores and military ordnance supplied to the Silver Marches, Adbar remains fiercely insular. Its gates, once reluctantly open, now rarely yield to outsiders, and its depths are riddled with deadly traps, reflecting a growing isolation. The city's remote location and guarded nature make it a place of both awe and peril, its dwarven inhabitants prioritizing security and craftsmanship above all else.

Citadel Felbarr
Citadel Felbarr, nestled at the Rauvin Mountains' base along the Redrun, stands as a formidable dwarven fortress, a testament to resilience and craftsmanship. Its imposing defenses, the Hammer and Anvil gates, alongside North and South Vigil outposts bristling with ballistae and catapults, guard a city renowned for gem-encrusted weaponry and iron golem creation. Within its stone walls, Clan Warcrown's ever-expanding burial site holds deep reverence. Trade flourishes, linking Felbarr to Mithral Hall, Citadel Adbar, and distant cities through Underdark tunnels and surface caravans. Notable locales include Malti's Wondrous Armory, a crystalline building housing a dragon-shaped forge, and Wene's Wands, a shop stocked with arcane treasures. This citadel, ruled by King Morinn and Queen Tithmel, has weathered orcish occupations and fire giant incursions, remaining a pivotal stronghold in the Silver Marches.

Conflagratum
Conflagratum, layer 601 of the Abyss, presents a stark, blinding vista: a ruined city of impossible angles and alien design, engulfed in a pure white flame that scorches all it touches. This infernal light, the domain of Alzrius, Lord of Infernal Light, casts long, distorted shadows across the warped architecture, revealing the native fire spiders that scuttle within the blazing ruins. The air shimmers with heat, a constant, searing reminder of the layer's destructive nature, a pocket of intense, focused chaos within the infinite, shifting expanse of the Abyss. Here, the very stones seem to writhe in the consuming fire, a testament to the raw, untamed power that defines this plane. The white flames illuminate the strange, non-euclidean geometry of the city, highlighting the alien nature of this particular slice of the chaotic evil plane. The layer, like all of the Abyss, is a place of constant danger.

Coppercoin Court
Coppercoin Court is a bustling marketplace located in the Lower City Streets of Baldur's Gate, where merchants and traders from all walks of life gather to exchange goods and services. The air is thick with the scent of spices, the sound of haggling voices, and the vibrant colors of wares on display, making it a lively hub of commerce and intrigue.

Cove of the Queen
The Cove of the Queen is a sacred temple dedicated to Umberlee, the goddess of the sea, located on the rugged coast of Mintarn. Surrounded by crashing waves and steep cliffs, the temple is a place of worship and reverence, where locals offer tributes to appease the goddess and seek her favor amidst the looming threat of the nearby volcano and the fearsome red dragon Hoondarrh.

Crimmor, the Caravan Capital
Crimmor, the Caravan Capital, sprawls along the Alandor's southern bank, a fortified hub teeming with diverse travelers and trade. Its tall, narrow stone buildings, often dust-coated and embellished with gargoyles and ardragons, rise above a labyrinth of caravan-yards. Divided into River, Wheel, and Purse Wards by its major thoroughfares, the city buzzes with guilds and organizations, notably the Crimmor Guard, who patrol in red tabards over chainmail, bearing the city's gold symbol. The powerful Crimmor merchant family dominates, managing all caravan operations, from cart repair to guard services and waystations, effectively controlling land-based trade throughout Amn and beyond.

Crèche Y'loth Xyl'grath
Crèche Y'loth Xyl'grath, a Githyanki vessel turned outpost, lies wrecked in the Fields of the Dead. Once a raid staging ground, it's now a massacre site. The astral ship, half-buried, is torn apart, its silver hull scarred. Githyanki corpses litter the wreckage, their swords bloodied. Chaotic psionic echoes linger. Burial mounds are desecrated, hinting at a darker motive than mere battle. No survivors remain, the slaughter swift and total. Alien, dark symbols etch the ruins, a mystery beyond Githyanki understanding.

Daggerford
Nestled along the Shining River, Daggerford presents a fortified town, its stone walls encircling roughly 900 inhabitants, a number that swells to over 2,000 when considering the outlying farms and hamlets. With aspirations to rival the grandeur of Waterdeep, this strategically positioned locale boasts a bustling, if somewhat contained, atmosphere. The town's architecture reflects a blend of practical defense and burgeoning ambition, with sturdy buildings lining well-worn streets leading to the ducal keep. While a duke or duchess, claiming descent from the ancient Delimbiyr kingdom, holds nominal rule, the Council of Guilds shoulders the day-to-day administration, giving the town a unique blend of noble authority and mercantile influence. The surrounding countryside, fertile and well-tended, provides sustenance and trade, making Daggerford a vital, if still growing, point along the Sword Coast.

Darkhold
Darkhold, a foreboding fortress of black stone, juts from the Grey Watcher in the Far Hills, a grim testament to the Zhentarim's dark power. This imposing stronghold, the westernmost of their three bastions, serves as the nexus of their nefarious slave trade and a staging ground for incursions into the Heartlands. While Zhentarim agents publicly claim to protect trade, the fortress secretly unleashes monstrous horrors and collaborates with goblin and orc tribes to sabotage rivals. Riddled with deadly traps and linked to Zhentil Keep and the Citadel of the Raven by secret portals, Darkhold is a labyrinth of dark magic, accessible only to the Inner Circle. The fortress, once commanded by the chilling Pereghost with his skull helm and intelligent blade, Determination, echoes with tales of undead minions and dark spells, casting a long shadow of fear across the realms.

Dis
Dis, the Iron City, is a red-hot fortress ruled by Dispater. Its shifting streets and buildings create a lethal maze, while extreme heat and magic resistance pose deadly challenges to intruders. The city serves as a weapons hub for the Blood War, surrounded by barren plains and iron mountains that warp space, complicating travel. A skull-paved road leads to iron gates, where chaos reigns within. The smoky sky and fierce winds add to the oppressive atmosphere. Inside, adventurers encounter Dispater's shifting Iron Tower, the Fetters for outsiders, and the deceptive Garden of Delights. The Styx serves as the primary route to Minauros below, with portals from Avernus, one guarded by Tiamat.

Dougan's Hole
Dougan's Hole is the smallest settlement in Icewind Dale's Ten Towns, featuring a few humble houses and two small piers extending into the frigid waters of Lake Redwaters. Its eerie charm is heightened by its proximity to the mysterious Twenty Stones of Thruun, a site rumored to summon a strange magical monster.
Draconic Remains
In the heart of the mysterious mushroom forest lies the large skeletal remains of an ancient dragon. Its bones are covered in luminescent fungi, providing an eerie beacon to travelers.

Dragonspear Castle
Dragonspear Castle, a crumbling bastion upon the High Moor's desolate fringe, looms as a sinister monument to forgotten glory. Once the stronghold of Daeros Dragonspear, a legendary dwarven hero, its weathered stones now echo with the whispers of darker forces. Within its fractured walls, a rift tears at reality, a portal to infernal planes, while a shadowed passage descends into the Underdark's abyssal depths. This convergence of malevolent gateways makes Dragonspear a cursed nexus, a perpetual staging ground for fiendish incursions and monstrous raids, attracting the wicked and the desperate alike. Its ruins, a labyrinth of shattered towers and haunted courtyards, conceal both treasure and terror, a perilous lure for adventurers brave or foolish enough to tread its accursed grounds.

Driller's Hives
The Driller's Hives, Layer 2 of the Abyss, is a grotesque battleground dominated by colossal insect hives and swarming ekolids. Visitors face a terrifying transformation into insectoid horrors, while the air is filled with the drone of wings and the ground writhes with venomous ichor, all amidst a chaotic conflict fueled by the influence of Tharzax, the Chattering Prince.

Durao
Durao, the 274th layer of the Abyss, presents a stark, militaristic landscape devoid of a ruling power. Iron roads slice through fetid swamps, leading to fortified encampments and barracks lining the banks of the Styx, a grim staging ground for the Blood War's demonic legions. The layer's air crackles with the tension of departed armies, leaving behind a skeletal infrastructure of war. Patrolling the desolate outskirts are three vigilant molydei, their forms a constant, menacing presence, tasked with hunting down deserters and spies within this chaotic realm. The oppressive atmosphere, a blend of stagnant swamp air and the metallic tang of iron, underscores Durao’s purpose: a brutal, transient military outpost in the infinite, ever-shifting horrors of the Abyss, a place where the river Styx cuts through the landscape, a constant reminder of the plane's connection to other fiendish realms.

Dynnegall
Dynnegall, a humble village nestled on Moray isle within the Moonshae Isles, hugs the northeast shore of Lac Dynnegall, a mere fifteen miles south of Caer Moray. Its name, a nod to a bygone king, echoes through the peat-scented air, a testament to the village's deep-rooted history. Simple, thatched-roof dwellings cluster near the lake's edge, where fishing boats bob gently in the shallows. The village's lifeblood is tied to the lake and the nearby Breasal Marsh, providing ample peat for warmth against the island's chill and the prized kryne plant, a vital source of sustenance. The marsh's misty tendrils often creep into the village, blurring the line between land and water, lending an ethereal, almost otherworldly aura to the rustic settlement. The villagers, hardy and resilient, are accustomed to the damp climate and the isolation of their island home, making them self-sufficient and wary of outsiders.

Earthroot
Earthroot, a domain of unique geological features, descends beneath the surface of Faerûn, a realm of perpetual twilight and subterranean wonders. Its landscape, a tapestry of crystalline formations and luminescent fungi, reflects the strange beauty of its environment. The air is thick with the scent of damp earth and the faint, metallic tang of minerals. Whispers of ancient secrets and forgotten knowledge fill the air, and the sounds of skittering creatures and dripping water fill the silence. Earthroot is a place of exploration and discovery, where the curious and the adventurous seek to uncover the hidden wonders that lie beneath the earth, a place of constant peril.
Eastern Eldertree Gateway
The Eastern Eldertree Gateway, bathed in ethereal light, is a marvel of ancient elven craftsmanship. The tree's wide hollow, carved with age-old symbols, is believed to be a portal to other realms on nights of celestial alignments. Adventurers have been known to embark on quests through this gateway, seeking the wisdom of otherworldly beings or lost elven ancestors.

Easthaven
Easthaven is a bustling icy settlement nestled on the shores of Lac Dinneshere, known for its vibrant fishing culture and trade. Once a humble shanty town, it has grown into one of the largest communities in Icewind Dale's Ten Towns, connected to Bryn Shander by the Eastway trade road.

Easting
Easting, nestled east of Iriaebor in the Western Heartlands, is a curious hamlet where the rough-hewn charm of the Far Hills meets the bustle of trade routes. Hidden delves within the nearby hills serve as the source for dwarven merchants, whose wares fill the town's market squares, attracting folk from across the region. A surprising diversity of non-human residents lends an exotic air to the place, mingling with the horse breeders who supply sturdy mounts to the Sword Coast and Stormlands. Amidst this vibrant mix, Rulthaven, a celebrated botanist, tends to his gardens, his knowledge of flora sought by healers and adventurers alike. The town's location, a crossroads for both underground trade and overland travel, makes it a frequent stop for those seeking rare goods, sturdy steeds, or potent herbal remedies.

Elfhold
The Elfhold is an ancient crypt hidden beneath the Wyvernstones in Hullack Forest, serving as a burial vault for the elves of House Amaratharr. It also contains the remains of the legendary human druid Hullack of Eldath, making it a site of significant historical and magical importance.

Elfsong Tavern
Elfsong Tavern, nestled within Baldur's Gate's Lower City, serves as a nexus for diverse clientele. Its name derives from the ethereal elven melody that permeates the establishment, a source of local legend. Primarily a tavern, it caters to adventurers, merchants, and those operating outside legal strictures. Offering standard fare, ale, and rentable rooms, Elfsong also facilitates clandestine meetings. The tavern's atmosphere is a blend of raucous activity and hushed negotiations. Its strategic location in the Lower City renders it a pivotal point for information exchange and covert dealings within Baldur's Gate's intricate web of power and intrigue.

Elturel's Remnants
Elturel, returned from the infernal depths of Avernus, bears the scars of its harrowing journey. Once a beacon of holy light, the city now stands as a somber testament to resilience. The Amaunator's Gift, though dimmed, still flickers, a defiant spark against the encroaching shadows. The High District, its stone structures marred and broken, echoes with the ghosts of past grandeur, while the Dock District, once bustling, now harbors a grim silence, its utilitarian purpose twisted by the city’s near-destruction. The Hellriders, though thinned, remain vigilant, their resolve hardened by the fires of the Nine Hells. Temples dedicated to Torm, Lathander, and others stand amidst the ruins, offering fragile hope to the diverse population, a mix of weary humans, halflings, and elves, all struggling to rebuild. The air is thick with the lingering stench of brimstone, a constant reminder of the city's ordeal, yet a quiet determination pervades, a promise of reclaiming their lost glory.

Elversult
Elversult, a bustling mercantile hub on the Dragonmere's southern edge, pulses with life, straddling vital trade routes across the Eastern Heartlands. Once ruled by Lady Lord Yanseldara and Lady Constable Vaerana Hawklyn, it now serves as the capital of the Kingdom of the Stormlands under King Stannis Cherellion, a breakaway state from Cormyr. The city, birthplace of the renewed Amaunator church, where the god's second sun blazed, blends opulent trade with shadowy dealings, attracting both legitimate merchants and illicit factions. Though a beacon of vibrant culture and trendsetting innovation, Elversult contends with the lingering presence of the Cult of the Dragon, casting a pall over its otherwise radiant streets. The city's architecture, a mix of grand merchant houses and bustling markets, reflects its prosperity and diverse populace.

Entrance to The Underdark
The Entrance to The Underdark is a gaping chasm located in the foothills of the Spine of the World, marked by jagged rocks and a faint, eerie glow emanating from deep within. This foreboding opening leads into a network of tunnels that spiral downwards, where the air grows thick with moisture and the sounds of distant dripping water echo ominously.

Esmeltaran
Esmeltaran, a jewel of central Amn, sprawls along Lake Esmel’s northern shore, a testament to King Esmel Torlath I’s vision. Its sun-kissed streets, lined with opulent resorts and architectural marvels, hum with the commerce of rivals meeting on neutral ground. The lake itself, fed by the River Esmel, boasts hot springs and abundant fish, inviting both leisure and trade. Elegant structures reflect in the shimmering waters, while the air, warm and inviting, carries the scent of exotic blooms and the murmur of bustling markets. This city, a haven for the wealthy and a crossroads for diplomats, pulses with life, its beauty a stark contrast to the often harsh realities of the surrounding lands.

Eveningstar
Eveningstar, a small but significant farming village in Cormyr, lies roughly 100 miles north of Suzail, the kingdom's capital, near the King's Forest. Its strategic location at the High Road's crossing of the Starwater River makes it a frequent stop for adventurers and overland caravans, akin to Stormreach in Eberron. The village thrives on its agricultural output, producing milk, eggs, poultry, mutton, carrots, beans, parsnips, and value-added goods like cheese, parchment, wool, and wine, all sold at a weekly farmer's market. Notable locations include the Lonesome Tankard, a bustling inn and social hub, Eveningstar Hall, housing the government meeting hall, Purple Dragon barracks, and jail, and Ruldo Stables, offering services for horses and other mounts.

Evereska
Evereska, the "Fortress Home," is a secluded elven haven nestled in northern Faerûn, a sanctuary against human expansion. This verdant valley, a terraced garden sculpted by elven magic, is encircled by the Shaeradim, twelve concealing hills. Blueleaf trees, shaped by magic, flourish under the mythal's regulated weather and disease control. The mythal itself, a living magic, prevents magical transport, grants residents insect-like wall-climbing abilities, and defends against attackers with golden meteors. Once besieged by the phaerimm, Evereska remains a stalwart bastion for the Tel'Quess, excluding the drow.

Evermeet
Evermeet, a verdant jewel adrift within the Feywild's twilight, presents a stark contrast to the plane's wild nature. Its ancient forests, crystalline rivers, and cities of living stone radiate elven serenity. The air hums with sea salt and harp melodies, a testament to elven magic and tradition. This shimmering isle, once a refuge, now exists within the Feywild's amplified arcane energies and erratic time flow. The plane itself, a heightened echo of Toril, boasts towering mountains and rivers of supernatural clarity, mirroring the Prime Material yet warped by fey influence. Bathed in perpetual twilight, it houses eladrin, goblins, and fomorians, governed by the Seelie and Unseelie courts. Evermeet's presence here, a testament to the plane's shifting connection to Toril, makes it a unique, if isolated, bastion of elven culture within this unpredictable realm.

Evernight
Evernight, a chilling reflection of Neverwinter, exists as a haunting reminder of the Shadowfell’s pervasive influence. Its once-familiar streets and buildings are now distorted and shrouded in perpetual twilight, their forms twisted into macabre parodies of their Prime Material counterparts. The air is thick with the scent of decay and the chilling whisper of unseen entities. Shadows stretch and writhe, obscuring the already dim light, and the sounds of the living are replaced by the mournful echoes of the dead. Evernight is a place of perpetual gloom and despair, where the familiar becomes alien, and the comforting is transformed into the terrifying. It is a place of warning, a reflection of what could be, if the darkness were to consume all.
Eylan Tunnels Entrance
An uneasy stillness hangs in the air outside the Eylan Tunnels. To those who can read it, ancient Elvish etchings tell tales of the mysteries and magic found in the winding catacombs ahead. Children often play near the entrance, warned by their parents to stay clear of the dangerous passageways.
Ezra’s Tavern
In the southwest of Naath, amidst the gentle rustle of leaves, sits Ezra’s Tavern. Owned by the amiable Ezra, this tavern is not only a haven for exquisite food and drink but also a hub of information and rumor. The tavern's clientele includes off-duty members of the Eilorn Council, adventurers, and mysterious travelers, making it a perfect place to glean secrets or recruit allies for a daring quest.

Fablerise
Within the Feywild's twilight expanse, Fablerise looms, a somber forest under Yarnspinner's dominion. The air, heavy with damp earth and whispered narratives, vibrates with the chorus of awakened animals drawn to the fey spider's tales. This place of enchantment, where story weaves reality, blurs the line between truth and fiction. The Feywild itself, an echo of Toril, amplifies magic and emotion, its landscapes exaggerated and time erratic. Fablerise, nestled within this realm of heightened sensation, serves as a focal point for Yarnspinner's power, illustrating the plane's ability to shape reality through narrative. The unpredictable nature of the Feywild, its amplified magic, and its connection to Toril, make Fablerise a place of constant wonder and potential peril for any mortal who dares to tread its paths.

Fairheight Range
The Fairheight Range, Alaron's northern spine, defines Callidyrr's edge. Though modest in height, seldom exceeding 2,000 feet, its terrain is a labyrinth of ravines and crags, a formidable barrier. It overlooks Whitefish Bay, separating the Ffolk's south from Gnarhelm's Northmen. Rich mineral veins, iron, gold, and silver, fuel settlements like Blackstone, White Rock, and Highrock. However, the range remains perilous, home to troll tribes, orc warbands, and goblin hordes. Firbolg, too, roam its heights, adding to the dangers. Unpredictable weather and the rugged landscape make the Fairheight Range a place of both resource and hazard.

Fairview
Fairview, a coastal village nestled on Moray isle within the Moonshae Isles, hugs the Trackless Sea's edge, a modest haven west of the treacherous Breasal Marsh. Once a simple settlement, it now boasts a burgeoning shipyard thanks to the Northlander faithful of the Storm Maiden. Towering longships, crafted from the robust timber of the nearby Shannyth Forest, line the docks, their sleek hulls and intricate carvings testament to the villagers' newfound skill. The salty air hums with the clang of hammers and the creak of rigging, a vibrant contrast to the marsh's somber silence. Simple homes cluster around the harbor, their thatched roofs and whitewashed walls reflecting the harsh, yet beautiful, coastal light. The scent of pine and sea salt permeates the air, mingling with the fishy tang of the harbor, a testament to Fairview's reliance on both the sea and the forest.

Feng-Tu
Feng-Tu, layer 300 of the Infinite Abyss, presents a stark citadel along the banks of the How Nai-ho, a corrupted tributary of the Styx, cutting through the plane's chaotic terrain. This fortified realm, amidst the Abyss's ever-shifting landscape of torturous dimensions, stands as an anomaly, a semblance of order in a realm of pure entropy. Within its walls, manes and a host of lesser demons swarm, serving the dual dominion of Tou Mu, the North Star's cold gaze, and Lu Yueh, the bringer of pestilence. The citadel, a bastion against the Abyss's inherent volatility, offers a grim refuge within the plane's endless layers of hostile environments. The river Styx, a constant, dark current, links this layer to other fiendish realms, while sporadic portals open to the Abyss's uncountable, hazardous depths. This layer, like all others in the Abyss, is subject to the plane's chaotic nature, where the terrain and inhabitants are equally malevolent.

Fireshear
Fireshear, a rugged mining outpost etched into the Frozenfar's harsh coastline west of the Iceflow, presents a stark visage. Its emblem, a simple cross, belies the riches unearthed from its depths: copper and silver veins exposed by a cataclysmic event, perhaps a volcanic eruption or celestial impact. The city clings to high cliffs, descending via precarious ramps to a shallow bay that succumbs to "lock-in" during winter's icy grip. Ruled by a triumvirate of merchants from Mirabar, Neverwinter, and Waterdeep, Fireshear pulsates with the rough energy of miners and laborers drawn from the Sword Coast. These rulers frequently contract adventurers for patrols and intelligence, navigating the perilous landscape and the city's volatile undercurrents.

Fleshforges
Fleshforges, Layer 558 of the Infinite Abyss, is a horrifying expanse of molten, ever-shifting flesh and protoplasm, a grotesque realm ruled by Dwiergus, the Chrysalis Prince. Lakes of viscous organic matter and towering mountains of bone scar the landscape, while the Chitin Palace, Dwiergus's seat, floats amidst a churning sea of living pulp. This abhorrent layer serves as a demonic foundry, with other demon lords like Demogorgon and Baphomet maintaining pool-like portals within, fueling the creation of their own hellish legions. The chaotic nature of the Abyss pervades, making this fleshy hell a constant state of grotesque flux, where the very terrain pulses with malevolent life, amidst the infinite, shifting dangers of the chaotic evil plane. The river Styx, or river of blood, may flow through its depths, connecting it to other fiendish realms.

Flint Rock
Flint Rock, nestled within the treacherous Evermoors of the Savage Frontier, stands as the ancestral mound of the Elk tribe, a sacred site of the Uthgardt barbarians. This concentric arrangement of hills cradles a central depression, its form mimicking a leaping elk, a testament to their revered totem. At its heart lies a massive, unmovable stone slab altar, ten feet by six, concealing a potent relic: a five-foot mithral spear tip, once imbued with divination magic. This hallowed ground, burial site for Elk chiefs and shamans, also serves as the stage for their annual Runemeet, a convergence of lawmaking, celebration, and solemn rites. Though darkened by a period of profane worship, the mound has been reclaimed, its holiness restored by the resurgent Elk tribe. The surrounding Silver Marches, a region often contested, and the broader Uthgardt Alliance, a bulwark against goblinoid threats, frame this place of primal power.
Food Court
The bustling and vibrant centerpiece of Trunk Market, filled with the aroma of spices and sizzling food. Customers haggle with vendors over fresh produce and exotic ingredients, while the sound of laughter and clinking dishes fills the air.

Forharn
Forharn is a hidden city of gnomes nestled beneath the dormant volcano Kossuth's Ire in the White Peaks. This enchanting underground city is known for its intricate clockwork mechanisms, vibrant gardens illuminated by bioluminescent fungi, and a network of tunnels that connect to the magical Trail of Mists, allowing for swift travel to distant lands.

Fort Morninglord
Fort Morninglord, a grim sentinel overlooking the River Chionthar in Elturgard, stands as a blackened monument to a vanished garrison. In 1476 DR, its paladins vanished, leaving behind a fused, stone-sealed keep. The High Observer, fearing a potent evil, outlawed entry, leaving the fort a cursed enigma. For over a decade, silence reigned until 1489 DR, when a new, wary garrison established an encampment nearby. They patrol the surrounding lands, guarding the ominous, sealed fort against both curious adventurers and whatever dark power might still linger within its blackened walls. The air around the keep is thick with unease, a constant reminder of the mysterious disappearance and the potent danger it implies.

Fortress of Memories
The Fortress of Memories, the Raven Queen's citadel, looms within the desolate Shadowfell, a plane of perpetual twilight and sorrow. This fortress, a stark monument of obsidian and shadow, houses an endless collection of spectral memories and trinkets, each a fragment of loss and tragedy gathered by her shadar-kai servants. The air within is thick with the weight of forgotten sorrows, and ethereal apparitions of past lives drift through its halls, whispering tales of heartbreak. Outside, the Shadowfell's morphic terrain stretches into an infinite landscape of black and white, where landmarks are twisted echoes of the Prime Material Plane. Shadow quakes disrupt the bleak terrain, and mirages of lost places haunt travelers, amplifying the plane's oppressive atmosphere. Inhabitants include shades, shadar-kai, and other creatures drawn to the negative energy. The fortress, a beacon of the Raven Queen's domain, stands as a testament to the Shadowfell's connection to death and memory.
Fountain of Naath
The Fountain of Naath, located in the city’s verdant center, is a marvel of natural beauty and mystical allure. Fed by a network of crystal-clear streams, it is said to be blessed by the goddess of the Woods herself. Legend has it that the waters hold curative powers, but only for those deemed worthy by the woodland spirits. The fountain also serves as a clandestine meeting point for members of the Eilorn Council.

Gallowhill's Path
Gallowhill's Path is a winding trail that leads travelers from the outskirts of Baldur's Gate to the imposing Blackgate. Lined with ancient trees and shadowy alcoves, the path is often frequented by merchants, adventurers, and those seeking to escape the chaos of the lower city. Between Blackgate and the Upper City of Baldur's Gate is Black Dragon Gate, the gateway to the upper city.

Gates of Menzoberranzan
The Gates of Menzoberranzan are a series of around a hundred heavily guarded entrances leading into the vast network of tunnels known as the Bauthwaf. Each gate is adorned with intricate spider motifs, reflecting the city's devotion to the drow goddess Lolth, and serves as a critical point of access for trade, travel, and defense against intruders.

Gauntlgrym
Gauntlgrym, a sprawling dwarven metropolis carved deep within the Underdark beneath the Spine of the World, stands as a testament to Delzoun's enduring legacy. Reclaimed by King Bruenor Battlehammer, the city's vast halls echo with the clang of forges and the solemn hymns from towering cathedrals dedicated to Moradin and the dwarven pantheon. Stone-hewn structures, adorned with intricate carvings and masterful stonework, house bustling living quarters and workshops, all illuminated by the city's inherent magical heat. Gauntlgrym's immense scale and resilient spirit make it a beacon of dwarven might and craftsmanship in the perilous depths, a symbol of their tenacity against the dark.

Gloomwrought
Gloomwrought, a port city within the Shadowfell, exists as a hub of dark commerce and sinister intrigue. Its docks, shrouded in perpetual twilight, are filled with shadowy vessels, their crews engaged in clandestine trade and illicit activities. The city’s architecture, a mix of decaying grandeur and grim practicality, reflects its inhabitants’ pragmatic nature. The air is thick with the scent of salt and the tang of dark magic. Whispers of shadowy deals and hidden agendas fill the dimly lit streets. Gloomwrought is a place of dark opportunity and hidden dangers, a city where fortunes are made and lost in the shadows, a place of constant danger.

Gnarhelm
Gnarhelm is a vibrant trading port renowned for its abundant mineral resources, including copper, gold, iron, and silver. The city thrives on trade, exchanging its wealth of minerals for food and other essentials, while its formidable cavalry bolsters its military presence despite a smaller navy.

Good Mead
Good Mead is a quaint, icy village nestled in the frigid expanse of Icewind Dale, northwest of Redwaters. Known for its small size and tight-knit community, the village thrives on mead production, drawing travelers and adventurers alike to its warm taverns and hearty hospitality.

Great Bhaerynden
Great Bhaerynden, a historically significant domain, lies beneath the surface of Faerûn, a realm of perpetual twilight and ancient rivalries. Its landscape, a mix of drow cities and abandoned ruins, reflects the long and tumultuous history of its inhabitants. The air is thick with the scent of dark magic and the chilling whisper of unseen entities. Whispers of forgotten empires and ancient betrayals fill the air, and the sounds of skittering creatures and dripping water fill the silence. Great Bhaerynden is a place of intrigue and danger, where the shadows conceal both power and treachery, a place of constant peril.

Gundbarg
Gundbarg, the "Gateway Port" of Gundarlun, thrusts from the Trackless Sea like a weathered fist, a vital haven for seafaring souls. Its bustling docks teem with ships, laden with commodities from across the realms, while the air hums with the clang of repairs and the shouts of merchants. Fishing boats jostle alongside whaling vessels, their decks slick with the day's catch, fueling the city's robust economy. Fields and mines inland supplement the trade, ensuring Gundbarg's self-sufficiency. King Olger Redaxe, with his 300 strong warriors, maintains order from his stone keep, their presence felt in the city's well-defended walls. The legendary Dragon Turtle Inn, a haven for adventurers and information brokers, pulsates with life, its tales as salty as the sea air. This strategic port, a crossroads of trade and adventure, offers respite and opportunity to those brave enough to navigate the Trackless Sea.

Hall of Black Waves
The Hall of Black Waves is a grand temple dedicated to Umberlee, the goddess of the sea and storms. Its architecture features towering spires resembling crashing waves, and the interior is adorned with intricate carvings of sea creatures and tempestuous storms, echoing the power and fury of the ocean.

Hall of Justice
The Hall of Justice, once a temple dedicated to Tyr, now serves as the headquarters for the Lord’s Alliance in Neverwinter. Perched on a cliff overlooking the Sea of Swords, it plays a pivotal role in the city's governance and defense under the leadership of Lord Forge Fitzwilliam.

Hardbuckler
Nestled along the Dusk Road in the Western Heartlands, Hardbuckler is a bustling, if compact, town of rock gnomes, a bastion of cleanliness and prosperity. Stone cottages, each with a fenced garden and multi-level cellar, dot the landscape in an organized disarray, concealing a sprawling network of underground tunnels and vaults secured by powerful wards, a legacy of the wizard Aldiber Inchtawurn. These subterranean passages, wide enough for wagons, connect the cellars, facilitating swift, hidden travel. The town, ruled by a council of gnome elders, many of whom are priests, reflects a deep reverence for gnomish deities. Notable for its stout fortifications, Hardbuckler endured a fierce battle during the Second Dragon Cataclysm, a testament to its resilience. This industrious community, situated between Triel and Hill's Edge, boasts hand-cranked elevators within its cellars, a testament to gnomish ingenuity.
Haren's Farmhouse
A small, humble shack nestled deep in the Elyan Tunnels, surrounded by towering mushrooms and lush vegetation. Haren, a dedicated mushroom farmer, spends his days tending to the unique fungi that grow abundantly in this mystical location.

Heart of Neverwinter
The Heart of Neverwinter is the bustling center of governance and prosperity, located in the South-Western portion of the city. It features the grand Hall of Justice, surrounded by well-maintained parks and vibrant marketplaces, making it the safest area in the city.

Hellgate Dell
Hellgate Dell, a jagged scar upon the land, rises as a 70-foot crag of shattered stone and twisted metal, the violent expulsion of Hellgate Keep's ruin. This isolated mound, a chaotic jumble of debris flung forth during the Keep's cataclysmic destruction in 1369 DR, stands as a grim monument. The air crackles with residual fiendish energies, and the earth is tainted, sprouting strange, gnarled flora that seem to writhe in the shadows. Twisted remnants of infernal architecture protrude from the rubble, hinting at the keep's former grandeur and malevolence. Some scholars consider it an extension of the ruined keep's domain, while others mark it as a distinct, perilous locale, a place where echoes of demonic power still linger, and the unwary might stumble upon lingering fiendish entities or cursed artifacts amidst the debris.

Helm's Hold
Helm's Hold, a stern bastion of the Gilded Eye, rises southeast of Neverwinter, its high stone walls a stark barrier against the wilds. The Order, a zealous offshoot of the Gauntlet, patrols relentlessly, their vigilance bordering on paranoia, rooting out any perceived demonic taint with unyielding fervor. Within, the monastery's rigid order contrasts with the bustling marketplace, where merchants hawk their wares under the Order's watchful gaze. The Old Dirty Dwarf tavern offers a brief respite, its rough-hewn tables filled with weary travelers and guarded whispers. Quiet hostels provide meager lodgings, their silence heavy with the Order's ever-present scrutiny. The air is thick with the scent of incense and the weight of enforced piety, a place of both refuge and oppression, where salvation comes at the cost of absolute obedience.

Helmite Cathedral
The Helmite Cathedral, a grand fortress-temple dedicated to Helm, stands as a beacon of hope in Helm's Hold. Built from light gray stones, it features impressive acoustics and houses the Sanatorium, an underground asylum for the magically afflicted. Despite facing abandonment and war, it remains a sanctuary for the needy, with a capacity for nearly 1,000 individuals.

Hillsfar
Hillsfar, a walled city-state gracing the Moonsea's southern curve, presents a stern facade of gray stone and tightly packed buildings. Its bustling docks teem with trade vessels, a testament to its pivotal role as a regional hub, despite the city's grim reputation. Within its gates, a palpable tension hangs in the air, a byproduct of the harsh laws that exclude all nonhuman races. The city's markets, though vibrant, echo with the clipped tones of human merchants, their eyes wary. Towering over the urban sprawl, the Red Plume's citadel stands as a stark reminder of Hillsfar's iron-fisted rule, a place where prejudice and commerce intertwine. The cobblestone streets, often slick with dampness from the sea air, wind through the city, leading to various inns and merchant houses, each a potential source of information or intrigue. The city's harbor is often filled with ships from across the Moonsea, making it a critical, though dangerous, location.

Hlaungadath Ruins
Hlaungadath, a skeletal echo of Netheril's arcane might, stands as a ruined city amidst Anauroch's desolate sands, roughly 40-50 miles from the Nether Mountains, east of Ascore. Jagged stone structures, remnants of its aerial grandeur, pierce the shifting dunes, hinting at a forgotten era of floating towers and potent magic. Though the ruins remain largely intact, buried beneath the desert's relentless encroachment, they harbor an unsettling reputation. Bedine raiders, drawn by the promise of forgotten treasures, have repeatedly abandoned the site, whispering tales of an unseen evil that permeates the crumbling architecture. Yet, those who delve deeper find no tangible trace of this malevolence, only the silent testament to a fallen civilization. Notably, the area is free of any anti-magic effects, a stark contrast to other Netherese ruins, making it a potentially valuable location for explorers. A hidden portal within Ched Nasad's Dangling Tower once linked to this forsaken city.

Hlondeth
Hlondeth, the City of Serpents, sprawls at the Vilhon Reach's end, a spectacle of green marble structures adorned with serpentine motifs. Ruled by the enigmatic Extaminos family, whose lineage whispers of non-human blood, this independent city thrives on bustling trade, its markets overflowing with goods from distant lands. Tensions simmer with neighboring Sespech, a feud fueled by politics and blood. Its streets, illuminated by magical lights at night, wind past ornate fountains and well-maintained sewers, revealing a city of both beauty and hidden depths. The Scaled Halls of Varac, a forgotten temple beneath the city, hints at ancient mysteries, while a Thayan Enclave marks the presence of foreign diplomats. Despite its serpentine reputation, stemming from yuan-ti influences and architectural echoes, Hlondeth maintains vigilant city patrols and a generally welcoming air to most races.

Holgerstead
Holgerstead is a rugged settlement on the island of Ruathym, renowned for its fierce berserker warriors who embrace the primal fury of battle. The town is built from sturdy timber and stone, surrounded by dense forests and rocky cliffs, providing both shelter and a natural defense against invaders.

Hollow's Heart
Hollow's Heart, the 176th layer of the Infinite Abyss, is a study in deceptive desolation. Once the sprawling domain of Fraz-Urb'luu, the Prince of Deception, it now largely consists of a featureless, white dust expanse beneath a starless void, a testament to his prolonged absence. The demon lord's return saw the reconstruction of a continent-sized portion of his realm, centered on the adamantine-walled city of Zoragmelok, a place of impossible architecture. A fringe of the reconstructed area is the Drooling Jungle, a dense, perilous forest. The infinite, chaotic nature of the Abyss, with its shifting terrains and hostile inhabitants, makes Hollow's Heart a perilous place. The layer remains incomplete, its full restoration reliant on a lost legendary staff, leaving vast stretches of the original layer as barren wastes. Within the ever-changing cosmology of the Abyss, Hollow's Heart remains a testament to both the demon lord's power and the plane's inherent instability.

House of Grief
The House of Grief is a somber temple dedicated to Shar, the goddess of darkness and loss, located in the northwestern Lower City of Baldur's Gate. From the outside, it appears unassuming, but inside, it reveals its true nature as a place of dark devotion, where rituals are performed and memories can be erased through the Mapping of the Heart.

Iliyanbruen
Iliyanbruen, a spectral fragment of ancient Illefarn, exists within the Feywild's twilight embrace, a testament to elven resilience. Silverwood forests and crystal rivers, imbued with mournful beauty, reflect centuries of struggle against native fey. The city, a fortified echo of lost glory, hums with defensive magic, the air thick with ancient arcane scents. Time warps and distances shift unpredictably, mirroring the Feywild's erratic nature. This elven enclave, transplanted after Toril's near-destruction, stands as a somber fortress against the plane's capricious inhabitants. The eladrin, perceived as invaders, have adapted, their magic honed for survival in this realm of amplified arcane power. Amidst the Feywild's heightened sensations and ever-shifting landscapes, Iliyanbruen represents a point of somber, steadfast endurance, a place where past sorrow fuels present strength.

Inthar
Inthar is a crumbling fortress that once stood as a bastion of power, now reduced to ruins. Its weathered stone walls are overgrown with vines, and the remnants of ancient banners flutter in the wind, whispering tales of its storied past.

Iriaebor
Iriaebor, the City of a Thousand Spires, sprawls across the Tor, a high ridge overlooking the northern Chionthar. This densely populated city-state, though nominally within Elturgard's sphere, remains fiercely independent. Stone towers, linked by countless bridges and overhanging balconies, pierce the skyline, casting long shadows across the narrow, bustling streets below. While economically potent, Iriaebor's potential is often stifled by internal conflicts and petty rivalries among its inhabitants. The city's architecture, a labyrinth of stone and soaring spires, creates a visually striking, yet often shadowed, urban landscape.

Iron Keep
Iron Keep, perched upon the craggy shores of Oman's Isle, stands as a testament to both Ffolk resilience and dwarven might. Its stout stone walls, blackened by sea spray and the smoke of countless forges, rise from the remnants of an ancient Ffolk stronghold, now repurposed and fortified by Thelgaar Ironhand's clan. Within, the clang of hammers and the roar of bellows echo through the halls, a constant reminder of the dwarven industry that dominates the keep. Armored figures, both dwarf and human, patrol the ramparts, their gaze fixed upon the turbulent sea and the shadowed forests that cloak the island's interior. Stacks of iron ingots and weapons line the courtyards, a grim promise of the keep's readiness for any threat. The air is thick with the scent of coal, metal, and salt, a stark contrast to the wild beauty of the surrounding isles. A lone, wind-battered watchtower, its stone worn smooth by time.

Ironmaster
Nestled within the frigid embrace of the Frozenfar, Ironmaster, a stalwart dwarven city, clings to the rocky walls of Ironmaster Vale, where the Shaengarne River meets the Sea of Moving Ice. The valley, guarded by imposing stone menhirs etched with the city's emblem—a red anvil on a gray diamond—stands as a stark barrier to non-dwarves. Within, the city hums with the relentless rhythm of mining, its forges churning out seemingly endless iron and, more impressively, adamantine weaponry and armor crafted from Tuern's rare ore. A generation-long war with the duergar of Deepkingdom has hardened its defenses, and the city maintains a staunch isolation, relying on traders for external needs. Entry into the vale is fiercely contested, with patrols swiftly dispatching any who dare trespass past the clearly marked boundaries bearing the anvil and diamond sigil.
Island of Lost Memories
Nestled within the infinite, gray expanse of the Astral Sea, the Island of Lost Memories drifts as a peculiar god-isle, a tangible manifestation of forgotten moments. Here, the collective unconscious of the multiverse solidifies, with lost memories taking form as bizarre objects and ethereal creatures. Drifting chunks of thought become vibrant landscapes, and the echoes of past lives materialize as ghostly inhabitants. Travelers, navigating the weightless void, encounter surreal scenes: a child's forgotten toy beside a warrior's shattered blade, a whispering gallery of half-remembered conversations, and phantasmal beings reliving fragmented experiences. Color pools shimmer, portals to other planes, and the remnants of dead gods float nearby, adding to the island’s otherworldly aura. The air hums with psychic energy, where reality blurs and the past becomes a tangible, if ephemeral, present.

Jovar, the Glittering Heaven
Jovar, the Glittering Heaven or Heaven of Gems, the sixth layer of Mount Celestia, is a realm of dazzling beauty and celestial guardianship. Its hills are studded with precious gemstones, their facets reflecting the light in a dazzling display. The Heavenly City, Yesteria, a huge seven-layered ziggurat, dominates the landscape, its terraces reaching towards the sky. The city is built of precious gemstones, its walls shimmering with light. The bridge of al-Sihal, formed of pure light, spans the topmost terrace, guarded by the powerful solar Xerona, who judges those worthy to enter Chronias. The air is filled with the soft glow of gemstones and the distant harmonies of celestial choirs, creating an atmosphere of awe-inspiring beauty and divine vigilance. Jovar is a place of celestial splendor and unwavering guardianship, a gateway to the ultimate realm of lawful good.

Kelvin's Cairn
Kelvin's Cairn is a towering, free-standing mountain in Icewind Dale, rising 1,000 feet above the surrounding landscape. Legend holds that it was formed by the god Tempus, who defeated the frost giant Kelvin and piled his remains into this formidable peak, which is perpetually capped with snow. The area is rich in history, featuring the Dwarven Valley with its extensive mining tunnels, Bruenor's Climb, a reflective spot for legendary heroes, and the site where the legendary sword Aegis-fang was forged. The mountain has witnessed numerous conflicts, including battles against verbeeg giants and a devastating attack by Akar Kessel that triggered a massive avalanche.

Kossuth's Ire
Kossuth's Ire is a long-dormant volcano located in the White Peaks, which erupted in 1480 DR due to a planar fissure to the Elemental Chaos. The volcano looms over the surrounding landscape, its slopes adorned with remnants of past eruptions and a hidden gnome city, Forharn, nestled beneath its surface.

Kuldahar
Nestled within the frigid Spine of the World, south of Icewind Dale’s Ten Towns, lies Kuldahar, an anomaly of verdant warmth. At its heart stands the Great Oak, a majestic tree gifted by Silvanus, its magical aura banishing the biting cold and fostering a lush haven. The town, built around this arboreal miracle some thirty years prior to 1281 DR, serves as a sanctuary for druids and pilgrims seeking the tree's blessings. Kuldahar Valley, accessed via the treacherous Kuldahar Pass, connects the town to southern lands, though the pass is rife with frost giants and other perils. In recent times, yuan-ti invaders sought to corrupt the Oak, utilizing a hidden portal within its roots, but the archdruid Iselore stood firm in its defense. Travelers may encounter Rattatofkr, a spirit-guide, who aids in navigating the treacherous paths to the Oak.

Lair of the Beast and Mansion of the Rake
Deep within the Infinite Layers of the Abyss, a realm of chaotic evil, lies Layer 487: the Lair of the Beast and Mansion of the Rake. This baroque palace, an ever-shifting labyrinth, belongs to the vampire demigod Kanchelsis, who delights in tormenting visitors with its constantly rearranging halls, stairways, and gardens. Within its walls, the Union of Eclipses, a brotherhood of elder vampires from across countless worlds, convenes. The mansion itself mirrors the Abyss's volatile nature, a place of constant flux and danger, where the very architecture seeks to confound and destroy. Like the Abyss, a plane of infinite, shifting dangers, this layer reflects the plane's core nature: a malevolent, torturous landscape. The ever-present threat of the River Styx, or the River of Blood, which flows through the Abyss, and the unpredictable portals to other planes, add to the layer's inherent perils.

Layer 111: The Mind of Evil
Layer 111, the Mind of Evil, within the chaotic Abyss, is a sentient, insane vortex, a fusion of the demon lord Sch'thrruppasstt and the very plane itself. The Serpent Reborn, possibly the yuan-ti creator, attempted planar merging for ultimate power, resulting in a living, indestructible dimension. Magic is nullified, and the layer's terrain and inhabitants are dictated by Sch'thrruppasstt's madness. A fragment of his psyche reforms after 111 days if destroyed elsewhere, making him near-impossible to permanently eliminate. This layer, a chaotic whirlwind of insanity, is avoided by planar travelers due to its inherent danger and the complete lack of stability. The Abyss, a realm of infinite, shifting layers, is a chaotic evil plane filled with varied, hostile landscapes, each ruled by powerful demonic entities. The river Styx connects these layers, and portals lead to other fiendish planes, making the Abyss a realm of constant flux and danger.

Layer 248: The Hidden Layer
Layer 248, the Hidden Layer, within the infinite, chaotic expanse of the Abyss, is a tempestuous realm of unrelenting fury. Ravaged by perpetual lightning storms, torrential rains, and gale-force winds, it presents a hostile landscape dominated by dense, deadly forests. Here, assassin vines, bloodthorns, ironmaws, and viper trees thrive, creating a verdant yet lethal environment. Once the domain of Eltab, Lord of the Hidden Layer, until his binding to the Prime Material Plane, the layer now witnesses constant power struggles among his balor lieutenants. Eltab's forced departure resulted in the scattering of demonic fragments, known as demoncysts, across Faerûn. The layer's inherent instability, characteristic of the Abyss, is amplified by its violent weather and predatory flora, making it a perilous destination even by abyssal standards. The ever-shifting nature of the Abyss ensures that only the most resilient creatures can survive its relentless onslaught.

Layer 348: Indifference
Layer 348, Indifference, within the Infinite Layers of the Abyss, presents a stark, frigid tableau of sterile rocky plains, punctuated by jagged pinnacles and deep, shadowy gorges. A sky choked with sullen red clouds casts an oppressive, perpetual frost over the desolate landscape. Abandoned by the demon lord Thralhavoc, who once held dominion, this layer now falls under the uneasy control of the nalfeshnee Tapheon, residing within the ominous Fortress of Indifference, also known as Taelac Mirrimbar. The air itself bites with a chilling indifference, reflecting the layer's name and the uncaring nature of its current ruler. This desolate expanse, like all of the Abyss, exists within a chaotic evil plane, a universe of uncountable, varied layers connected haphazardly, where the landscape itself seems to torture mind and body. The Styx, or River of Blood, might touch its edges, and portals to other planes may open.

Layer 600: The Endless Maze
Layer 600, known as the Endless Maze, is a maddening labyrinth ruled by Baphomet, the Horned King. This chaotic expanse stretches infinitely, filled with twisting passages that confound and destroy, inhabited by minotaurs, ogres, and hulking goristros, making survival a brutal contest. Within its depths lies the eerie Bone Castle, where the ancient obyrith Pale Night holds dominion. The ever-shifting nature of the Abyss ensures that the maze's layout is never constant, with the River Styx flowing through some passages, linking it to other fiendish planes. Portals appear and vanish unpredictably, reflecting the Abyss's constant flux, destruction, and rebirth.

Lonelywood
Lonelywood is a secluded town nestled in the icy expanse of Icewind Dale's Ten Towns. Known for its dense forests and chilling winds, not much is known about it because few travelers ever come through.

Longsaddle
Nestled along the Long Road, amidst the untamed Savage Frontier, lies Longsaddle, a peculiar hamlet of roughly a thousand souls. Dominated by the eccentric Harpell wizards residing in the ivy-clad Ivy Mansion, its membership in the Lords' Alliance belies its modest size, a testament to the family's potent magic. East of the Crags and west of the Evermoors, the town hums with magical oddities and local charm. Within its bounds, travelers find respite at the Gilded Horseshoe inn and revelry at the Gambling Golem festhall, where card games and the raucous scattershields marbles game draw crowds. Dowell Harpell, the hamlet's voice in the Alliance, navigates the delicate balance between magical whimsy and political necessity.

Low Lantern
The Low Lantern, a weathered, three-masted merchant vessel, is permanently moored in Baldur's Gate's Lower City harbor. This aging ship serves as a 24-hour tavern and gambling den, drawing a clientele of sailors, merchants, and those seeking discreet encounters. Its location within the bustling port makes it a prime spot for clandestine meetings and illicit deals. The ship's constant activity and shadowed corners offer a blend of entertainment and secrecy, reflecting the city's undercurrent of intrigue. The Low Lantern's presence underscores Baldur's Gate's reputation as a place where trade and shadow intertwine.

Lower City of Baldur's Gate
Nestled below the imposing walls of Baldur's Gate, the Lower City sprawls, a labyrinth of ramshackle dwellings and bustling thoroughfares. Gray Harbor, the city's lifeblood, dominates the scene, its docks teeming with rough-hewn laborers and weathered sailors unloading cargo from creaking ships. The air is thick with the mingled scents of salt, fish, and the sweat of countless workers. Narrow, cobbled streets wind between overcrowded tenements, where hawkers peddle wares and shadowed figures lurk in dimly lit alleyways. Taverns, both reputable and otherwise, spill forth raucous laughter and the clamor of bartering. The Lower City pulses with a raw, untamed energy, a place where fortunes are made and lost, and where the echoes of the city's underbelly resonate.

Lunia, the Silver Heaven
Lunia, the Silver Heaven, is the first and bottommost layer of Mount Celestia, a realm of starlit serenity. A vast, tranquil ocean, the Silver Sea, stretches to the horizon, its waters shimmering with holy light and populated by celestial sea creatures. The night sky above is a spectacle of silver stars, casting a gentle glow upon the pristine beaches and the base of the colossal mountain that rises from the sea. Majestic citadels of polished white stone dot the landscape, their towers reaching towards the starry expanse. This layer serves as the initial point of entry for travelers arriving from the Astral Plane, who find themselves deposited in the surf of the Silver Sea. It is also home to Tyr’s secondary realm, the Court, a place of righteous judgment and unwavering law. The air is filled with the soft murmur of the waves and the distant harmonies of celestial choirs, creating an atmosphere of profound peace and tranquility. Lunia is a place of beginnings.

Luskan
Luskan, the City of Sails, sprawls along the River Mirar's mouth on the harsh Sword Coast North, a fractured port of roughly 4,000 souls clinging to civilization's edge. Once grand, the city bears the scars of the Spellplague, a testament to its near annihilation. Now, it's a hive of piratical "Ships," cutthroat factions ruled by High Captains, their rivalries as fierce as the sea. The looming Hosttower, a relic of past conflicts, dominates the skyline. Beyond the city walls, the ravaged halfling village of Bleeding Vines whispers of demonic horrors. Currently, Luskan is under the subtle, yet firm, hand of Bregan D'aerthe, the drow organization led by Jarlaxle and his disguised ally, Beniago Kuth. Jarlaxle's reforms aim to forge alliances, but deep mistrust of the drow festers beneath the surface, a volatile undercurrent in this city of sails and shadows.

Mag Tureah
Deep within the Feydark, a luminous, cavernous reflection of the Underdark within the Feywild, lies Mag Tureah, the formidable heart of fomorian power. Bathed in the eerie glow of shimmering gems and crystals, its colossal halls echo with giant footsteps and the clang of forges, the air thick with damp earth and raw magic. Red-algae streams cascade through forests of colossal fungi, sustaining a strange ecosystem of predators and herbivores, nourished by the fertile, primal mud. The fomorians, dominant here, carve their realm within labyrinthine tunnels, their ambition fueled by the Feydark's amplified arcane magic and distorted time. This realm, an echo of Toril, twists space and time, enhancing magical potency, and stands as a perilous, yet vital, part of the Feywild's vibrant, if dangerous, reality.

Main Naath Guard Tower
Perched high atop a large Grimose tree, this guard tower overlooks Trunk Market's lower elevation. The tower is connected to a smaller tree in the market, providing a unique vantage point for the guards to keep watch over the bustling market below.

Mal Arundak, the City of Confusion
Mal Arundak is a twisted city within the Rainless Waste, characterized by its bizarre architecture and pervasive despair. Once ruled by the fallen trumpet archon Alusiel, it stands as a grim reminder of the Abyss's corrupting influence, surrounded by sulfurous rifts and the stench of decay.

Maladomini
Maladomini, 7th Hell, a ruined bureaucracy. Baalzebul's quest for perfection shattered it. Cities rose, then fell, leaving lava-polluted ruins and vast mines. Decay reigns, twisting devils and the land. Tunnels snake through ruined cities, home to all devil ranks, ayperobos, and swarm devils. Hell's bureaucracy thrives in hidden archives. The Carnival Eternal offers dark pleasures, while Malagard, the capital, crumbles. Runaways and deserters find refuge, and devils train to corrupt mortals, a testament to Baalzebul's failing schemes.

Malbolge
Malbolge, Hell's sixth layer, is a vast, tilted mountainside plagued by endless avalanches. Devils dwell in caves or precarious fortresses, using upslope designs or adamantine pillars for stability. Its steep, shifting terrain makes travel perilous, with constant risks of falls and crushing. Archdevil Glasya rules, transforming it into a devil prison. Notable sites: her torture-filled Citadel and the cruelly beautiful Garden of Delights. Imps, barbed devils, and erinyes populate it, with Glasya favoring the latter. Mortal courtiers, succubi, and infernal vermin also reside. The chaotic, punishing environment, under Glasya's erratic rule, ensures perpetual turmoil.

Marsember
Marsember, the "City of Spices," sprawls across marshy islands, linked by a web of bridges and canals, marking it as Cormyr's second largest port. Its origins as a haven for smugglers and pirates lend a lingering, if subdued, air of seediness, despite recent efforts to enforce law and order. The bustling docks teem with ships laden with exotic spices, a testament to its vital trade routes along the Starwater River. Though prosperity reigns, shadows lurk: doppelgangers, Zhentarim smugglers, and other unsavory elements pose persistent threats, requiring vigilance from any traveler.

Menzoberranzan
Menzoberranzan, the "City of Spiders," endures in the Upper Northdark, a sprawling drow metropolis two miles beneath Surbrin Vale. Its location, nestled between the Moonwood and Frost Hills, underscores its isolation. This subterranean city, lit by faerie fire, is a nexus of drow society, defined by cutthroat politics and constant house warfare. Opulent, spider-themed architecture reflects the city's devotion to Lolth, while complex political machinations ensure perpetual power struggles. Its history, rife with intrigue and betrayal, marks it as a crucial, dangerous location within Faerûn.

Merchant's Trail
Merchant's Trail is a winding path that leads to the imposing Blackgate. This route is a favored escape for merchants looking to avoid the chaos of the lower city, offering a blend of scenic views and hidden dangers along the way. Between Blackgate and the Upper City of Baldur's Gate is Black Dragon Gate, the gateway to the upper city.

Mercuria, the Golden Heaven
Mercuria, the Golden Heaven, the second layer of Mount Celestia, is bathed in a warm, golden light that suffuses every aspect of its landscape. Gentle hills roll across the terrain, interspersed with lush, verdant valleys, creating a pastoral scene of serene beauty. This layer serves as a marshaling ground for the celestial armies of lawful good, and armories filled with gleaming weapons and armor stand ready for the plane’s noble warriors. Monuments and tombs dedicated to fallen paladins and heroes dot the landscape, honored during an annual Day of Memory. Bahamut's jeweled palace, a marvel of celestial craftsmanship, moves across this layer, its walls crafted from mithral and its windows from precious gemstones. Small settlements of archons and other goodly beings thrive here, their lives dedicated to the pursuit of righteousness. The air is filled with the golden glow of divine energy, and the sounds of gentle brooks and the distant calls of celestial trumpets.

Mertion, the Platinum Heaven
Mertion, the Platinum Heaven, the fifth layer of Mount Celestia, is a realm of vast plains and savannas, a mustering ground for paladins and other lawful good servants. Instead of mountains, majestic citadels and huge black spherical domes dot the landscape, their imposing structures reaching towards the sky. The city of Empyrea, the City of Tempered Souls, stands on the edge of a cold mountain lake, its magical fountains offering healing and restoration. The air is filled with the sounds of training exercises and the distant calls of celestial trumpets, creating an atmosphere of martial readiness and noble purpose. The vast plains serve as a stage for the righteous armies of Celestia, their banners fluttering in the wind, their resolve unwavering. Mertion is a place of unwavering dedication and noble purpose, a testament to the strength and resolve of lawful good.

Minauros
Minauros, Hell's third layer, is Mammon's fetid swamp, its economic heart. Souls become currency amid decaying cities sinking into putrid mud. Acid rain, icy sleet, and flesh-flaying hail assault treacherous mud flats, cesspools, and volcanic ridges. Greed and misery reign; value is lost. Lemures, hamatulas, and kytons serve Mammon’s avarice. Cities like the Sinking City and Jangling Hiter decay, reflecting the plane’s ruin. Monstrous secrets lurk beneath murky waters. Minauros’s history is sinking, and Mammon's wealth-driven power plays, including economic warfare, are constant.

Mines of Tethyamar
Deep within the northern Desertsmouth Mountains lie the ruined Mines of Tethyamar, a once-proud dwarven stronghold now echoing with emptiness. Vertical shafts plunge into the mountain's heart, connecting vast chambers carved for housing, forges, and tombs, all now choked with dust and the remnants of a lost civilization. Founded in −145 DR by Roryn of the Iron House, Tethyamar thrived, its wealth flowing from rich ore veins until the rise of Flostren's Hold sparked bitter rivalry. The once-bustling halls, designed for trade and dwarven life, are now silent, a testament to the orcish horde that overran them in 1104 DR. Broken tools, scattered bones, and the lingering scent of decay mark the site, a dangerous labyrinth haunted by the echoes of its former glory. The mines, though located near the Sea of Fallen Stars and not directly within Anauroch, offer a perilous delve into the past, promising both treasure and peril to those who dare to explore its depths.

Mirabar
Mirabar, a bastion of dwarven craftsmanship and human industry, rises from the Sword Coast as the North's second wealthiest city. Its formidable sloped walls and fortified docks belie the bustling activity within. Below the surface, 1,600 shield dwarves inhabit a labyrinth of well-lit residential caverns, roaring superheated forges, and extensive mine tunnels, producing exquisite metal goods. Above, humans manage the city's trade, transport ore, and stand shoulder-to-shoulder with the dwarves against magical threats. The city's wealth, derived from its abundant mines and skilled artisans, is evident in its sturdy defenses and thriving markets, making it a crucial trade hub and a formidable stronghold against the dangers of the North.
Mistwalk Bridges
The Mistwalk Bridges, a network of ethereal walkways shrouded in mist, connect the various platforms of Naath. Traveling these bridges is like walking through a dream, with stunning views and occasional glimpses of rare, mystical wildlife. However, travelers must tread carefully, for the bridges are also said to be haunted by the spirits of lost elves, who guide or mislead wanderers based on their intentions.

Misty Forest Kingdom
The Misty Forest Kingdom is a serene and enchanting realm ruled by King Melandrach, a male wild elf known for his cautious and reflective nature. Nestled within the lush greenery of the Misty Forest, this kingdom is a sanctuary for elves who cherish their heritage and the natural world, standing in stark contrast to the chaos of the outside realms.

Mithral Hall
Mithral Hall, a sprawling dwarven stronghold nestled within Fourthpeak Mountain of the Frost Hills, serves as a vital settlement in Faerûn. Predominantly inhabited by shield dwarves, this large town of approximately 5,000 souls thrives on mithral mining and craftsmanship. Governed by a monarchy, its history is marked by conflict and resilience, notably the reign of Shimmergloom the shadow dragon and subsequent reclamation by Clan Battlehammer. The stronghold's labyrinthine structure, including the treacherous Maze, the central Undercity, and the deep Garumn's Gorge, features fortified entrances and hidden Underdark connections. Notable locations like the Hall of Dumathoin hold vast treasures, while burial sites honor heroes like Bruenor Battlehammer. Mithral Hall's economy centers on exporting mithral and iron, fostering alliances with dwarven citadels and facing rivalries with Mirabar.

Mithrendain
Mithrendain, nestled within the capricious Feywild, is an autumnal city of poignant beauty and veiled peril. Amber lights and golden leaves paint long, melancholic shadows across its ancient, winding streets, hinting at secrets lurking beneath. Built precariously atop a treacherous passage to the Feydark, it exudes an aura of fading grandeur and hidden dangers. The air, thick with the scent of decaying foliage and the whisper of untamed magic, reflects the city's liminal state, a place where summer's warmth surrenders to winter's chill. It's a realm of transition, a poignant blend of wonder and sorrow, where the echoes of the Feywild's erratic magic amplify both its beauty and its dangers. Within this twilight realm, where time and distance distort, Mithrendain stands as a fragile beacon, a testament to the Feywild's ever-shifting nature, and the precarious balance between beauty and danger.

Morgur's Mound
Morgur's Mound, nestled within the Crags, looms as a long-neglected, creature-shaped hill, resembling a wingless dragon, the Thunderbeast totem of the Uthgardt tribe. This ancestral burial site, named for Uthgar's brother, Morgur, whispers tales of ancient power. Once a sacred place for the Thunderbeast tribe, known for their descent from the legendary Uthgar, it now bears the scars of plundering. Rumors persist of shamans animating the skeletal remains atop the mound for tribal defense, and even after its destruction, smaller dinosaur skeletons guard its hidden treasures, including a stone giant's tooth, a relic sought by adventurers. The area, though abandoned, pulses with the echoes of Uthgardt history, a testament to their strength and the enduring legend of their hero-chief.

Mount Celestia
Mount Celestia, the Seven Heavens, is a towering, infinite mountain of lawful good, ascending through seven distinct layers from a vast, holy ocean. Each layer, from the starlit Silver Sea of Lunia to the radiant peak of Chronias, boasts unique landscapes and celestial hues, housing archons, solars, and other goodly beings. Majestic citadels, jeweled palaces, and verdant valleys dot the terrain, while the air hums with divine energy. Deities like Bahamut, Moradin, and Torm claim realms within its slopes, and the souls of the worthy ascend through the layers, striving for ultimate unity with the plane in Chronias. The ascent through these layers represents a journey through increasing levels of righteousness, making it the pinnacle of lawful good afterlives. The mountain is surrounded by three lesser peaks, Martyrdom, Trueheart, and the Court, domains of powerful deities. The layers are accessed by climbing the mountain, with each ascent revealing a higher plane.

Mount Hotenow
Mount Hotenow, once a vital source of Neverwinter's warmth, now stands as a jagged, menacing scar upon the Crags, its peak resembling cruel, serrated teeth. The 1451 DR eruption transformed it from a fire elemental haven into a gateway to infernal realms, spewing ash and smoke that darken the surrounding landscape. Within its caldera, pools of molten rock simmer, and the air crackles with residual elemental energy. Whispers persist of a shadowy reflection in the Shadowfell, where a perpetually erupting Hotenow spills rivers of lava into the gloom of Evernight. The land around the volcano is scorched and barren, a testament to its destructive power, and the air is thick with the scent of sulfur and ash.

Mulhessen
Mulhessen, a humble Sembian town nestled along the bustling Belduuk Road, where it intersects with the Way of the Manticore, serves as a crossroads between the grand cities of Selgaunt and Daerlun. Though small, its strategic location north of Saerloon has placed it in the path of historical upheaval, notably pledging loyalty after the ravaging of Ordulin in 1374 DR. The town, intentionally left vague in most accounts. Within its borders reside notable figures: the enigmatic wizard Aldeguth, the celebrated composer Baerann Kordeemur, and the Harper caravan-master Ormsel Eltunarr. Belduuk Road, locally dubbed "Rattlebones Ride" as it stretches towards Saerb, and the intersecting Way of the Manticore bring a steady flow of travelers, making Mulhessen a potentially vital, if unassuming, point of interest.

Mulsantir
Mulsantir, a city where the Shadowfell and the Prime Material Plane intersect, exists as a point of dark convergence. Its streets, bathed in an unsettling twilight, are a blend of the familiar and the distorted. The city’s corrupted temple, a dark reflection of its Prime Material counterpart, stands as a testament to the Shadowfell’s corrupting influence. The air is thick with the scent of decay and the chilling whisper of necrotic energies. Whispers of dark rituals and forbidden knowledge fill the shadowed streets. Mulsantir is a place of dark secrets and sinister opportunities, a city where the boundaries between worlds blur, and the line between life and death fades.

Murann / Murannheim
Murann, once a bustling Amnian port known as the Sailors' City, now stands as a grim testament to ogre mage conquest. Sothillis and Cyrvisnea, wielding dark magic, seized it in 1371 DR, birthing the kingdom of Muranndin. The city, renamed Murannheim, is a fortified hub of monstrous activity, its once vibrant docks now shadowed by war galleys and slave ships. The streets, patrolled by ogre warriors and their goblin minions, echo with the clang of forges producing weapons of war. The stench of decay and the ever-present threat of violence permeate the air, replacing the salty tang of the sea. Muranndin, a constant threat to Amnian trade, stretches from the Small Teeth Mountains to the Wealdath forest and the Dragon's Head peninsula, a dark kingdom carved from Amn's northern lands. In-fighting among the ogre chieftains adds to the chaos, though the Great Mur maintains a tenuous grip, ensuring Murann remains a hostile stronghold.

Myrloch Vale
Myrloch Vale, nestled within Gwynneth of the Moonshae Isles, presents a unique ecosystem. Centered upon Lake Myrloch, a vast freshwater expanse, the vale supports a rich biodiversity. Centaurs, dryads, firbolgs, and faerie dragons populate the region, alongside the notable Avalorne horses and the unicorn Kamerynn. Hidden within the bordering mountains, Synnoria, an ancient elven kingdom, remains veiled by potent illusion, appearing as mere rock. This diverse habitat, integral to the Moonshaes within Faerûn, reflects the continent’s varied terrain and serves as a significant natural feature.

Myth Drannor
Myth Drannor, the shattered City of Song, sprawls across the ancient heart of Cormanthor forest, a haunting tapestry of ruined elegance. Once a beacon of inter-racial harmony, its skeletal towers and overgrown plazas whisper tales of a golden age lost. Crumbling archways, choked with vines and shadow, frame the remnants of elven artistry, now scarred by centuries of decay. The lingering echoes of the mythal, a once-powerful protective enchantment, still resonate faintly, a ghostly reminder of the city's former glory. Within its labyrinthine streets, dangers abound: remnants of fallen empires, monstrous denizens, and the ever-present threat of lingering magical anomalies. The air itself seems thick with forgotten magic, a palpable sense of both wonder and dread. Amidst the ruins, hidden treasures and lost knowledge lie waiting, guarded by the ghosts of a city that was, and the dangers of what it has become.

Nachtur
Nachtur, a labyrinthine goblin kingdom within the Feywild's shadowed depths, sprawls beneath the twilight canopy, its tunnels a cacophony of industry and skittering goblin activity. Ruled by the formidable Great Gark, Lord of All the Goblins, the warrens reek of forges and strange fungi, a testament to goblin ingenuity in the hostile Feydark. Gark's mercenary host, a force of ruthless efficiency, serves malevolent entities, from hags to Winter Fey lords, their services bartered within the Feywild's unpredictable, magic-saturated realm. This subterranean empire, a stark contrast to the Feywild's often beautiful landscapes, thrives in the plane's amplified arcane energies, its existence a dark mirror to the Prime Material Plane's underbelly, a place where time and distance warp, and goblin cunning reigns supreme.

Nelanther Isles
The Nelanther Isles, a vast archipelago in the Trackless Sea, west of Amn and Tethyr, consists of nearly a thousand islands, with over half being uninhabitable due to lack of fresh water. The remaining islands are fiercely contested by brutal pirates, posing a constant threat to shipping routes from Amn, Tethyr, Calimshan, the Sword Coast, and the Moonshae Isles. Mainland maps only detail the larger islands, omitting numerous hazards like currents, shoals, and small islets. Notable islands include Thordentor, a Twisted Rune stronghold, Hook Isle, located northwest of the main chain, and Nemessor, northwest of Thordentor. The Nelanther pirates are infamous for their cruelty, frequently torturing victims. Predominantly nonhuman, including orcs, lizardfolk, ogres, and minotaurs, these pirates are perpetually engaged in warfare, both amongst themselves and against outside forces, creating a chaotic and dangerous environment for seafarers.

Nessus
Nessus, the Nine Hells' deepest layer, is a desolate, red ellipse in a void. Fiery winds sweep its chasm-scarred plains. The Styx trickles into the Forgotten Lake, and Lethe flows across it. Malsheem, the Outer Planes' largest city, sits in a trench, housing Asmodeus's fortress. The Serpent's Coil, a deep rift, holds Asmodeus's true form, where devils spawn from his wounds. Asmodeus governs, aided by archdevils and pit fiend generals. Nessus is home to legions of powerful devils: pit fiends, cornugons, amnizus. Tabjari holds copies of the Pact Primeval. Warding runes emphasize its peril and extreme punishment. Nessus, in Forgotten Realms media, embodies ultimate hellish power.

Netherstone Mines
The Netherstone Mines are a labyrinthine network of tunnels and caverns carved deep within the Nether Mountains. Once a thriving source of precious minerals, the mines are now overrun by orc tribes and the fearsome Morueme clan of Blue Dragons, making them a perilous destination for adventurers seeking fortune or glory.

Neverwinter
Neverwinter, the Jewel of the North, is a bustling city on the Sword Coast, known for its skilled craftspeople and warm climate, a result of the Neverwinter River's geothermal heat from Mount Hotenow. Once a metropolis, it faced devastation from the Spellplague and Mount Hotenow's eruption, but has since been rebuilt by Lord Protector Dagult Neverember. The city's layout, shaped like an eye, features intricately carved bridges and diverse districts, including the Protector's Enclave, Blacklake, and the River District. Its population includes humans, half-elves, and various other races like dragonborn and tieflings. Trade thrives, with exports of crafts and magical innovations, and imports of mercenaries. Factions like the Neverwinter Guard and the Wintershield Watchmen maintain order amidst political intrigue from groups like the Ashmadai and the Dead Rats of Luskan. Temples to gods like Torm, Bahamut, and Selûne dot the city. Currently ruled by Lord Forge Fitzwilliam.

Northbank
Northbank, the oldest district of Silverymoon, curves along the Rauvin's northern bank, its half-circle walls pierced by Moorgate, Hunter's Gate, and Sundabar Gate. The bustling Market, a sprawling open space, bisects Northbank, running from Hunter's Gate to the Docks, dividing it into western and eastern halves. Eastward, the High Palace and grand temples rise, alongside the stately residences of nobles. Westward, the rustic charm of the Golden Oak Inn, famed for its central, ancient oak, graces Dancer's Mask Lane. Beneath the cobblestone streets, a labyrinthine sewer system flows, fed by concealed streams that drain into the Rauvin. This area, birthed from the Moonsilver Inn in 447 DR, blossomed into Silverymoon, the "Gem of the North," renowned for its arcane heritage.
Northern Eldertree Gateway
The Northern Eldertree Gateway, a magnificent tree adorned with intricate elven carvings and luminescent runes, stands as a grand entrance to Naath. It is said that the gateway can sense the intentions of those who pass through, granting safe passage to friends and hindering foes. Ancient magic woven into the carvings occasionally awakens, offering quests to worthy adventurers who seek to aid Naath.

Occipitus
Occipitus, the 507th layer of the Infinite Abyss, is a grotesque fusion of corrupted Celestia and abyssal horror. A vast, flesh-like basin forms the terrain, punctuated by forests of rib-bone columns and festering plains of ulcers, remnants of digested celestials. A mountain-sized skull dominates the center, while the sky roils with deadly plasms of fire and malevolent energy. Though once ruled by the fallen planetar Adimarchus, whose madness still permeates the layer, it now stands largely abandoned, a cursed wasteland even by abyssal standards. Patches of lingering celestial power create pockets of relative safety, yet any who linger are afflicted by magical illnesses and creeping insanity, a testament to the lingering madness of its former lord. The layer, a testament to the Abyss's chaotic nature, remains a dangerous and unpredictable place, a twisted reminder of celestial corruption within the infinite, shifting layers of this chaotic evil plane.

Old Shanatar
Old Shanatar, a region of ancient dwarven influence, lies beneath the surface of Faerûn, a realm of perpetual twilight and forgotten grandeur. Its landscape, a network of abandoned dwarven cities and mines, reflects the once-great civilization that thrived here. The air is thick with the scent of damp stone and the faint, metallic tang of minerals. Whispers of lost kingdoms and forgotten treasures fill the air, and the sounds of skittering creatures and dripping water fill the silence. Old Shanatar is a place of exploration and discovery, where the remnants of a lost empire lie hidden beneath the earth, a place of constant peril.

Old Watcher's Road
Old Watcher's Road is a winding path that leads travelers from the northern wilderness to the bustling metropolis of Baldur's Gate. Once a vital trade route, it is now lined with remnants of ancient watchtowers, offering both a sense of history and a hint of danger as travelers navigate its twists and turns. This road leads travelers to Rivington which is part of the Outer City of Baldur's Gate.

One Stone
One Stone, nestled deep within the Moonwood of the Silver Marches, is a sacred ancestor mound of the Golden Eagle, Red Pony, and Sky Pony Uthgardt tribes. Unlike typical cairns with altar mounds, this site centers on a colossal, solitary boulder. This stone, a rough sphere roughly 20 feet in diameter and 12 feet high, dominates the clearing, its surface intricately etched with precise, swirling tracery that seems to shift and writhe in the dappled moonlight. Rings of weathered stones encircle the monolith, marking the boundaries of ritual space. Scattered offerings, faded feathers, and small, carved wooden totems lie nestled amongst the cairn stones, hinting at the generations of reverence paid here. The air hums with a palpable, ancient energy, a testament to the powerful spirits believed to reside within the stone and the surrounding woods.

Ordulin
Ordulin, a city scarred by a planar rift in 1374 DR, now stands rebuilt, a testament to Sembian resilience. Once more the capital, it boasts the formidable Guard of Ordulin, remnants of the legendary force once commanded by the powerful Captain Raithspur. Within its walls, the heavily warded Sembian Mint, protected by golems and arcane sigils, houses the nation's wealth. The Great Hall of the Council echoes with the voices of the Council of Sembia, the governing body that shapes the nation's destiny. Whispers of Rauthauvyr the Raven, the war-leader who established the Merchant's Council and the Overmaster, still linger, reminding all of Sembia's mercantile and strategic might, a city of both rebuilding and lingering historical echoes.

Orlumbor
Orlumbor is a rocky, barren island city-state in the Sea of Swords, known for its skilled shipwrights and treacherous harbor. It serves as a vital hub for shipbuilding and trade, strategically located between Waterdeep and Baldur's Gate, filling a crucial gap in maritime commerce.

Ormath
Ormath, a city perched on the Shining Plains' southeastern fringe, bristles with a tense, martial air. Its cobbled streets, often stained with the remnants of skirmishes, wind between stout, grey buildings, reflecting the city’s penchant for swift, often petty, warfare. The intersection of Pikemen's Folly road and the northern trade route makes Ormath a vital, yet volatile, hub for commerce and military movement. Dominating the skyline is the Tower of Skulls, a formidable abbey and a major bastion of Kelemvor's faith, its somber stone walls echoing with the chants of priests and the solemn pronouncements of death's impartial arbiter. This city, forever teetering on the edge of conflict, holds both strategic importance and spiritual weight within its tightly packed confines.

Orogoth
Orogoth is an ancient ruin nestled in the High Moor region, once a thriving city that fell to ruin after a cataclysmic battle between dragons and their younglings over a vast treasure hoard. The remnants of this city are haunted by the dracolich left behind to guard the riches, its presence a constant reminder of the greed and ambition that led to the downfall of the Orogoths.

Outer City Docks
The Outer City Docks are a bustling hub of trade and desperation, where makeshift stalls and ramshackle warehouses line the muddy shores. Here, merchants barter for goods deemed unsuitable for the inner city, while refugees and laborers navigate the chaotic environment, all under the ever-present threat of violence and lawlessness.
Pazunia, the Plain of Infinite Portals
Pazunia, the Plain of Infinite Portals, is the first and arguably most treacherous layer of the Abyss, a barren wasteland under a relentless red sun, scarred by yawning, dark pits that serve as unpredictable portals to other abyssal layers, some one-way, others two. The scorching winds sweep across a landscape dotted with scattered iron fortresses, claimed by lesser demon lords like Aldinach and Baltazo, amidst the chaotic rule of Pazuzu, Prince of the Lower Aerial Kingdoms. The river Styx carves through this plane, linking it to Pandemonium and Hades, while countless mane petitioners are hunted or hurled into the abyss. Mortal merchants and outsiders brave the portals, seeking profit amidst the constant threat of molydei gangs and the ever-present danger of the Grand Abyss, a pit so vast it's considered a layer itself. This layer epitomizes the Abyss's nature: a realm of infinite, shifting dangers where survival is a brutal, chaotic struggle.

Phlegethos
Phlegethos, Hell's fourth layer, is a volcanic inferno ruled by Belial and Fierna. It's Baator's judicial hub, a fiery wasteland of lava rivers, ash hills, and magma seas under a starless sky. Extreme heat enhances fire magic, weakens water, and fuels frequent eruptions. Abriymoch, the sole city, sits in a caldera, while the Pit of Flame serves as punishment. Sentient fires burn the unworthy, sparing natives and devil-authorized beings. Hamatulas patrol, spinagons labor, and the rulers maintain a competitive alliance. Rich in minerals, Phlegethos is chaotic yet vital, where devils navigate complex laws amidst the ever-present flames. Stygia.

Plains of Gallenshu
Within the infinite, chaotic depths of the Abyss lies the desolate Layer 377, the Plains of Gallenshu, a realm of perpetual, aimless decay. Here, a thick, choking dust of pulverized flesh, bone, and blood obscures all but the immediate surroundings, creating a macabre fog over the morbid terrain. Once a vibrant land of varrangoins, their once-proud cities now exist only as scattered, decrepit towns inhabited by nomadic armanites, who wander between them. This layer, devoid of a ruling entity, is a testament to the Abyss's relentless entropy, a stark contrast to the map-like painting found within the fortress Overlook, a relic of Gallenshu's former splendor. Discovered by the escaped githyanki slave, Xorna, Gallenshu serves as a grim reminder of the Abyss's ever-shifting, perilous nature, a plane where even the land itself is a hostile, decaying entity, connected to the wider Abyss through the ever-flowing, blood-tinged currents of the Styx.
Pool of Reflected Desires
Nestled within the infinite, gray expanse of the Astral Sea, the Pool of Reflected Desires shimmers like a fractured prism, an anomaly amidst the drifting god-isles and swirling color pools. It is not a portal, but a deceptive mirror that reveals the deepest yearnings of those who gaze into its depths. The pool's surface, a kaleidoscope of ever-shifting hues, reflects a perfect illusion tailored to the viewer's heart's desire, a tantalizing vision of what they most crave. Though seemingly benign, this reflection is a snare; a touch plunges the observer into the illusion, trapping them within its fabricated reality. The silent void of the Astral Sea, where time bends and gravity falters, amplifies the pool's allure, making escape from the illusion a perilous endeavor. Here, where thought shapes reality, the pool’s deceptive reflection holds a potent, psychic sway, a dangerous temptation in the desolate expanse.

Priapurl
Nestled along the well-worn Trader's Road, Priapurl presents a tranquil facade, belying its peculiar inhabitants and turbulent past. Dominated by the imposing Mindulgulph Castle, perched atop a craggy hill and home to the monstrous Mindulgulph Mercenary Company, the town's atmosphere is an odd mix of rustic charm and lurking menace. The sleepy village centers around a modest tavern, the only real hub of activity, while the absent ruler, Tar Hurara, a human with lofty noble aspirations, leaves the town largely to its own devices. Despite its quiet demeanor, Priapurl bears the scars of a past orc siege, a testament to the mercenary company's brutal effectiveness. The blend of everyday life and lurking danger creates a unique, if unsettling, tableau for any traveler passing through.

Prismeer
Prismeer, a fractured domain within the Feywild, reflects the shattered essence of Zybilna's magic. Once a unified realm of vibrant whimsy, it now exists as splinter-realms: Hither, Thither, and Yon, each embodying distinct, potent magics. The air hums with broken enchantments and forgotten tales, a testament to the Archfey's power and the fragility of their creations. Within the Feywild's twilight, Prismeer's landscapes shift unpredictably, mirroring Toril's beauty yet distorted by arcane amplification and erratic time. Fey creatures, eladrin, and more, wander its dangerous, wondrous expanses, a place where reality itself bends to the whims of powerful magic. This fractured realm, a part of the ever-shifting Feywild, echoes the plane's inherent volatility, a place of heightened sensation and unrestrained emotion, where the very fabric of existence is both beautiful and perilous.

Proskur
Proskur, a bustling, albeit dubious, city along the Dragon Coast, stands at the convergence of the Overmoor Trail, the Winding Road, and the High Road, making it a pivotal trade hub. Dominated by a powerful merchant council, its streets teem with commerce and clandestine activity. A stark contrast to its neighbors, Proskur's governance bears the mark of reformed thieves, yet the city's reputation for deceit persists, fueled by the thriving thieves' guilds established by Tikaru Matsu. The imposing Thayan Enclave casts a long shadow, a testament to the city's strategic importance and political entanglements. The city's architecture is a mix of practical merchant dwellings and hidden back alleys, reflecting its dual nature as a prosperous trade center and a haven for the less scrupulous.

Raven Rock
Raven Rock, nestled amidst the Spine of the World near the Black Raven River’s headwaters, is a sacred Uthgardt site dominated by a towering, 100-foot stone raven sculpture. Below, a wolf-shaped depression encircles a moon-phase altar, while scattered menhirs track celestial events. Numerous cairns and burial mounds dot the snow-covered plateau, one concealing a hidden chamber with a gargantuan beast's bone. The site, ancestral to the Black Raven and Gray Wolf tribes, is perpetually guarded by the fiercely conservative Black Raven tribe, maintaining a formidable honor guard of ten barbarians and ten giant ravens, ensuring the sanctity of this ancient, mystical locale.

Rhymanthiin: The Hidden City of Hope
Rhymanthiin is a concealed city nestled within the treacherous expanse of the High Moor, established by a coalition of powerful magic-users, including the legendary Khelben 'Blackstaff' Arunsun. This city serves as a sanctuary for those seeking refuge from the dangers of the moor, filled with arcane wonders and a vibrant community dedicated to the preservation of hope and knowledge amidst the chaos of their surroundings.

Riatavin
Riatavin, a sprawling city nestled within Tethyr, bears the marks of its tumultuous past, having seceded from Amn in 1370 DR. Its bustling streets, home to 85,650, weave through a landscape marked by both opulent merchant houses and shadowed alleyways. The Chosen Council, a cabal of powerful traders, governs the city, their influence felt in every corner. Yet, beneath the veneer of prosperity lurks a potent criminal underworld, dominated by the insidious Shadow Thieves, their tendrils reaching into every level of society. The city's history is stained with controversy, notably the disappearance of the Herald Thorn Tree before the Bloodsong, an event that still whispers through the taverns and backstreets. The architecture, a blend of Amnian grandeur and Tethyrian practicality, reflects the city's complex identity, with grand market squares juxtaposed against the dark, secretive enclaves of the criminal element. It is a city of sharp contrasts, where wealth and danger walk hand in hand.

Rivington
Rivington, Baldur's Gate's southern outpost, clings to the Chionthar's edge, a stark contrast to the city's opulent heart. South of Wyrm's Crossing, this district, accessible via the Trade Way, pulses with illicit trade, its river access a smuggler's haven. The once-dominant Rivington Rats, though faded, left their mark, and whispers of their exploits still linger. The Rivington General, a source of arms, stands amidst the ramshackle buildings, while the grim Rivington Well, a site of refugee tragedy, casts a pall over the area. A requisitioned barn, now a refugee donation storehouse, marks the southern entry, a testament to the district's hardship. The river, a lifeline for trade, also serves as a conduit for smuggled goods to Brampton, bypassing the city's watchful eye. This rough-hewn district, a blend of commerce and desperation, teems with life on the fringe of Baldur's Gate, its strategic location making it a vital, if volatile, hub.

Rogarsheim
Rogarsheim, nestled on Norland's bay along the Sea of Moonshae, stands as the island's capital and largest port. Stormbanner Hold, residence of Jarl Rault "the Wise," oversees a bustling mix of Northlanders, Ffolk, and dwarves. The city, a hub for fishing, sailing, and mining, draws dwarves to the mineral-rich South Jotunhammer Mountains. Trade thrives, attracting Fey creatures from Gwynneth. Though nominally ruled by Rault as of 1479 DR, the city grapples with the High King's waning influence and Northlander unrest. Rogarsheim, a melting pot and often the sole Norland settlement known to outsiders, bears the marks of many past names, its diverse populace and strategic harbor a testament to its long, turbulent history.

Ruathym
Ruathym, a rugged coastal city on its namesake isle in the Trackless Sea, stands as a testament to resilience amidst constant strife. Stone structures, weathered by sea spray and time, cling to the rocky terrain, a stark contrast to the lush, wild interior of the island. The city's harbor bristles with longships and fishing vessels. Ruins of ancient Inthar, loom nearby, whispering of past conflicts and arcane secrets. The city bears the scars of Luskan's invasions, yet its people, descendants of hardy sailors and rune-wielding shamans, persevere. Among them, tales of Ulf the Shaman, his treacherous daughter Dagmar, and the drow savior Liriel Baenre echo through the taverns and market squares. Legends of hamfriggan shapeshifters and potent rune magic weave through the city's fabric, promising both peril and power. The island, rich in history, holds the remnants of Haunghdannar, a dwarven fortress from ages past, now a silent sentinel overlooking the turbulent sea.

Ruins of Karse
Deep within the High Forest, nestled at the base of a crimson butte, lie the Ruins of Karse, a haunting testament to hubris and betrayal. Founded by the zealous Cult of Karsus in the wake of their master's catastrophic folly, this once-proud city was swiftly consumed by internal strife, orchestrated by the malevolent lich Wulgreth of Netheril, just a decade after its creation. Now, overgrown with dark, gnarled trees, the ruins harbor a sinister secret: the Black Glade, a ring of thirteen colossal dire oaks, marks the epicenter of this cursed place. Amidst the decay, whispers of the Heart and Mind of Karsus echo, keys to both the Green King's rise and fall, while the dread Karsestone, Wulgreth's phylactery, pulses with necrotic energy. Adventurers brave enough to venture into these shadowed ruins find themselves entangled in a struggle against the Green King's minions, seeking to control the remnants of Karsus's power, and confront the lingering dread of Netheril's dark magic.

Saerloon
Saerloon, a bustling port city on Saerloon Bay, rises with distinctive Chondathan architecture, its high gothic structures adorned with gargoyles and grand stone carvings. Within its walls, vibrant markets like the North Market, dominated by Saer's statue, and the chaotic Dolphin Market teem with merchants. Temples dedicated to Mystra and Azuth stand as beacons for wizards, while a poorly tolerated Thayan enclave simmers with tension. Outside the old walls, inns and taverns sprawl, catering to the city's expanding trade. Intrigue thrives amidst the city’s activity, with thieves' guilds and the manipulative Stringpullers' Guild operating in the shadows. The city’s Northside also harbors the Dowagers, abandoned mansions now havens for the desperate and predatory.

Scornubel
Saerloon, a bustling port city on Saerloon Bay, rises with distinctive Chondathan architecture, its high gothic structures adorned with gargoyles and grand stone carvings. Within its walls, vibrant markets like the North Market, dominated by Saer's statue, and the chaotic Dolphin Market teem with merchants. Temples dedicated to Mystra and Azuth stand as beacons for wizards, while a poorly tolerated Thayan enclave simmers with tension. Outside the old walls, inns and taverns sprawl, catering to the city's expanding trade. Intrigue thrives amidst the city’s activity, with thieves' guilds and the manipulative Stringpullers' Guild operating in the shadows. The city’s Northside also harbors the Dowagers, abandoned mansions now havens for the desperate and predatory.

Sea Ward
Sea Ward is the epitome of wealth and elegance in Waterdeep, featuring grand villas with sprawling opulent gardens and majestic temples dedicated to various deities. The streets are paved with polished marble and adorned with intricate sculptures, showcasing the artistry and affluence of its noble residents, making it a hub of luxury and prestige.

Secomber
Secomber, a hardy border town, perches atop three craggy hills where the Unicorn Run meets the Delimbiyr, marking the edge of the civilized Western Heartlands. Its cobblestone paths wind between stout, human-built homes and cozy halfling dwellings, with a dwarven clan's workshops ringing with the clang of metal. A Lord's Alliance garrison of one hundred soldiers maintains a semblance of order, though the shadow of the treacherous High Moor looms south, and the ruined Uluvin lies north along the Secomber Trail. For years, Urshani hobgoblin raids plagued the town, until the arrival of the 'Baldheads' in 1480 DR. Their leader, Boris, vanquished the hobgoblins, earning him the title of Lord and bringing a newfound, if precarious, peace to the region.

Selgaunt
Selgaunt is a sprawling metropolis on the Sea of Fallen Stars. Once Chancelgaunt, it's now a city of grand castles, ornate temples, and luxurious mansions, all built of imported Yhauntan stone. The Palace of the Hulorn dominates the skyline. Districts like the Foreign Quarter, filled with warehouses and taverns, contrast sharply with the opulent Old Chauncel, surrounding the Hulorn’s palace. The Avenue of the Temples boasts shrines to deities like Milil, Sune, and Lliira, while bustling markets along Mairen Street overflow with exotic goods. The High Bridge over the Arkhen River is a city within a city, with homes and shops lining its length. Selgaunt's waters teem with dolphins and dangerous creatures, and the city itself is a hub of art, music, and high fashion. Ruled by the Hulorn, the city navigates a complex web of politics and trade, exporting luxury items and fine wines while importing food and stone. The city's defenses, the Scepters, patrol its streets and waters.

Settlestone
Settlestone, a wind-battered village clinging to the southern slopes of Fourthpeak within the Spine of the World, presents a stark tableau of rugged survival. Formerly the dwarven stronghold of Dwarvendarrow, now known as The Ruin, it bears the scars of a fierce battle against drow, goblins, and kobolds, a conflict that ultimately led to its resettlement by hardy barbarians from Icewind Dale. The village, perpetually chilled by mountain winds, is dominated by the imposing presence of Mithral Hall, a dwarven fortress carved deep within Fourthpeak. Here, the Tribe of the Elk gathers within Hengorot, a vast mead hall capable of sheltering over 800 souls, its robust timber walls a stark contrast to the surrounding stone and snow. The remnants of dwarven architecture blend uneasily with the rough-hewn structures of the barbarians, creating a place of both ancient grandeur and raw, frontier resilience.

Shadow Swamp
The Shadow Swamp is a dark and twisted reflection of the Vast Swamp, characterized by its murky waters and decaying vegetation. This realm of perpetual decay is filled with sinister secrets, where the air is thick with the stench of rot and whispers of unseen entities.

Shedaklah, the Slime Pits
Shedaklah, the Slime Pits, presents a nauseating vista of bubbling, fetid swamps under a mud-brown sky choked with sickly green clouds. Torrential rains of filth periodically drench the landscape, fostering a bizarre ecosystem of oozes, molds, and slimes contorting into grotesque organic forms. Here, Juiblex, the Demon Prince of Slimes, holds sway, while Zuggtmoy's fungal domain rises amidst the miasma: a cluster of colossal yellow and brown mushrooms, linked by precarious shelf-fungi bridges, shrouded in poisonous vapors and guarded by acidic puffballs. The jungles of this layer, shared with the Gaping Maw and Slugbed, teem with threeb leeches, a vital component in the infamous Quelaerel sauce. The very air is thick with the stench of decay and the sickly sweet aroma of fungal bloom, a constant reminder of the demonic powers that rule this abhorrent realm.

Shendilavri
Shendilavri, the 570th layer of the Infinite Abyss, stands as a deceptive oasis amidst the plane's chaotic evil. Once a writhing expanse of living flesh, it's now a landscape of rolling, grassy hills bathed in the eternal glow of a sunset, bordering a vast, tranquil ocean. This veneer of beauty, however, masks the insidious influence of Malcanthet, Queen of the Succubi. White, meticulously crafted buildings dot the hills, culminating in Rivenheart, a coastal city of unparalleled pleasures, designed to ensnare the unwary. Within its walls, the Radiant Sisters, lilitu bards and Malcanthet's elite guard, stand vigilant against threats. Despite its serene facade, Shendilavri remains a treacherous layer of the Abyss, a realm where beauty and temptation are weapons, and the river Styx, or river of blood, flows nearby connecting it to other fiendish planes.

Shinaelestra
Shinaelestra, a city of rangers, straddles the Feywild's liminal edge, its borders blurring with Nerath's Howling Forest. Built of living wood, its structures shift and adapt like the transient folk who dwell within, their paths weaving through the dense, whispering trees. The air hums with the scent of pine and the wild chorus of unseen birds, a testament to the city's ever-changing nature. Bathed in the Feywild's perpetual twilight, the city reflects the untamed magic of the realm, where time and space twist unpredictably. Here, the amplified arcane energies of the Feywild permeate every living thing, blurring the lines between the natural and the supernatural. A place of mystery and constant motion, Shinaelestra is a living echo of the Feywild itself, a testament to its capricious and powerful influence, a refuge for those who embrace the wild.

Sildëyuir
Sildëyuir, a celestial enclave nestled within the Feywild's twilight embrace, shimmers with starlight forests and crystal cities, echoing the cosmos. Here, star elves, beings of ethereal grace, guard ancient prophecies amidst the soft melodies of elven harps. The air hums with amplified arcane magic, a testament to the Feywild's capricious nature, where time and distance warp unpredictably. This serene realm, a bridge between the Feywild and celestial planes, reflects the plane's heightened beauty and unrestrained magic, mirroring Toril yet transcending its mortal bounds. Sildëyuir's existence, like the Feywild itself, is a testament to the fluctuating connection between realms, a place of timeless knowledge and profound serenity amidst the plane's wild, unpredictable magic.

Silverymoon
Silverymoon, the "Gem of the North," shimmers with ethereal beauty, a beacon of civilization amidst the untamed wilderness. Its architecture, reminiscent of lost elven grandeur, blends seamlessly with the surrounding natural splendor. Once ruled by the venerable High Lady Alustriel Silverhand, a powerful sorceress of the Seven Sisters, the city now thrives under the capable hand of Taern "Thunderspell" Hornblade. Within its walls, magical wards weave a potent defense, safeguarding its vibrant cultural heart. Schools of magic, art, and music flourish, drawing scholars and artisans from across the realms. The city, a key member of the Silver Marches, stands as a testament to harmonious coexistence, where humans, elves, and other races live in relative peace, fostering a hub of knowledge and creativity.

Skadaurak Island
Skadaurak Island, a towering volcanic mountain in the Sea of Swords, serves as the lair of Hoondarrh, an ancient red dragon. Each year, the people of Mintarn visit to pay tribute, navigating the treacherous landscape and avoiding the numerous traps that protect the dragon's domain.
Skyroot Gardens
Suspended between the majestic Vermosa Trees, the Skyroot Gardens are a breathtaking sight. These hanging gardens are not only a testament to elven horticultural prowess but also a vital source of rare herbs and magical flora. The gardens are tended by a reclusive order of druids, who occasionally seek the help of outsiders to protect the gardens from unnatural threats or to gather rare ingredients found only in the perilous depths of the forest.

Solania, the Electrum Heaven
Solania, the Electrum Heaven or Crystal Heaven, the fourth layer of Mount Celestia, is a realm of spiritual contemplation and dwarven industry. A sky that glows like burnished silver casts a soft, ethereal light across the landscape. Its peaks are home to numerous holy shrines, monasteries, and magnificent cathedrals, where pilgrims seek answers to life's profound questions. The slopes are rich in precious ores and minerals, mined by the industrious dwarves who reside here. Moradin's dwarven mansion, Erackinor, stands as a testament to dwarven craftsmanship, its halls echoing with the sounds of forges and the clinking of hammers. Jazirian's realm, Uroboros, floats in the clouds above, a place of wisdom and celestial knowledge. The air is filled with the scent of incense and the metallic tang of dwarven forges, creating an atmosphere of both spiritual devotion and diligent labor. Solania is a place of profound contemplation and steadfast industry, where wisdom and beauty intertwine.

Southbank
Southbank, Silverymoon's burgeoning southern district, lies across the Rauvin, connected to the ancient Northbank by the ethereal Moonbridge. Once a mere caravan stop and warehouse hub, it has blossomed into a vibrant quarter, nearly rivaling its elder counterpart. Here, the legacy of Alustriel Silverhand thrives in the Conclave of Silverymoon, a cluster of fourteen magical academies, including the renowned Lady's College and Miresk's School of Thaumaturgy, forming the heart of arcane learning. The Vault of the Sages, a treasure trove of knowledge, stands proudly amidst these scholastic edifices. The bustling Moonway, stretching from the Mulgate, bisects the district, guiding travelers through its dynamic streets, a testament to Silverymoon's commitment to both magical mastery and scholarly pursuit.
Southern Eldertree Gateway
At the southern border, the Southern Eldertree Gateway, with its naturally formed archway, is a sight to behold. The tree's carvings depict stories of the forest, glowing softly with protective runes. It is rumored that the gateway is sentient, capable of communicating with those who respect the forest, offering guidance or warnings about dangers lurking beyond the borders of Naath.

Sphur Upra
Sphur Upra, a city established by gloaming families, exists as a vital trading post between the Shadowfell and the Prime Material Plane. Its structures, carved from the plane’s shadowy rock, are both functional and formidable, reflecting the gloamings’ pragmatic nature. The air is thick with the scent of damp stone and the tang of dark magic. Whispers of clandestine deals and forbidden knowledge fill the dimly lit streets. Sphur Upra is a place of dark commerce and sinister intrigue, a city where fortunes are made and lost in the shadows, a place of constant danger.

Ss'thar'tiss'ssun
Ss'thar'tiss'ssun, the City of Fountains, lies in ruins beneath Serpent's Cowl, a testament to the fallen serpent empire of Najara. Once a grand sarrukh temple-city, its buried depths now echo with the whispers of ancient power and forgotten horrors. A labyrinth of tunnels connects it to distant Ss'zuraass'nee and the caverns of Mount Hlim. The city's history is etched in its crumbling structures, from its founding by the sarrukh during the Days of Thunder to its conquest by the Shadowking of Ebenfar. Undead guardians, constructs, and monstrous sword spiders roam its shadowed streets, protecting forgotten treasures. The Shrine of Cowled Serpents, home to the legendary Naja Fountain, pulses with residual magic, its waters once prized for their arcane enhancement and healing properties. The city's re-exploration by the Coiled Cabal revealed a place of perilous beauty and potent secrets, still sought after by those who crave its ancient power.

Starless Dock
Starless Dock is a secluded landing on the opposite bank of the Chionthar River, serving as a gateway for travelers heading to the outer city docks of Baldur's Gate. Here, adventurers can rent boats to navigate the river to travel up to the outer city docks, surrounded by the whispers of the city’s secrets and the promise of new opportunities.

Stone Stand
Stone Stand, nestled deep within the High Forest of the Silver Marches, is a place of ancient reverence. A towering oak, a direct descendant of the Grandfather Tree, dominates the site, its branches reaching skyward from a central mound. Two concentric rings of cairns, each topped by standing menhirs capped with lintels, encircle the tree, creating a stone circle of formidable presence. This sacred site, held dear by both the Tree Ghost and the elusive Blue Bear Uthgardt tribes, whispers of forgotten rituals and primal power. Though thought extinct, the Blue Bears still make rare, nocturnal pilgrimages, their connection to the oak and the land undiminished. Beneath the mound, a relic of giantkind lies buried, a testament to ancient Uthgar worship, its magic believed to infuse the oak with protective energies. The air here hums with a palpable sense of ancient magic, a silent sentinel in the heart of the wild.

Stormpeak Wardens Headquarters
The Stormpeak Wardens operate from a fortified camp nestled in a sheltered valley of the Storm Horns, near a natural hot spring. This camp serves as a vital base for monster hunters, providing rest, resupply, and a hub for sharing vital information about the wilderness and its dangers.
Stygia
Stygia, Hell's fifth layer, is a frozen, watery expanse ruled by Levistus. The River Styx cuts through a vast, icy ocean, amidst churning ice floes and icebergs. Perpetual twilight and lightning illuminate the frigid realm, where supernatural cold weakens fire. Cities and fortresses cling to large ice floes, often near the Styx for travel. Stygia's landscape varies, with ice mountains, frozen canyons, and a central frozen swamp. It's rich in stone and minerals, but travel is hazardous due to treacherous ice, currents, and storms. Levistus enforces strict control with fortress checkpoints and icebreaker fleets. Locations like Tantlin, Citadel Coldsteel, and the Duelist's Chasm reflect Stygia's harshness. Divine realms like Ankhwugaht and Sheyruushk add to its dangerous complexity. Survival here demands prowess and endurance amidst monstrous creatures and infernal soldiers.

Sulfanorum
Within the chaotic expanse of the Infinite Layers of the Abyss, a realm of shifting horrors and demonic might, lies Layer 303: the Sulfanorum. This unique, rulerless layer presents a hazy, smoke-filled landscape, perpetually obscured by thick, acrid fumes emanating from countless small fire pits scattered across its terrain. Here, amidst the oppressive atmosphere, demons gather not for battle or conquest, but for a twisted form of relaxation, indulging in the smoking of pipes filled with foul concoctions of flesh, dung, and other repugnant substances. The layer’s isolation from a dominant power allows for this strange, unsettling respite within the otherwise relentlessly hostile Abyss, a testament to the plane's infinite variety and the bizarre behaviors of its inhabitants. It is a place where even the denizens of chaos seek a moment of perverse tranquility, a pocket of foul leisure within the churning, malevolent heart of the Abyss.

Sundabar
Sundabar, a formidable fortress city in the Silver Marches, presents a stark, treeless visage, encircled by two imposing ringed walls and the eel-infested Tarnar's Moat. Once a dwarven citadel, Citadel Sundbarr, it evolved into a human-dominated hub after Prince Simberuel Astalmé's arrival. Massive stone structures line cobblestone streets, sparsely adorned with herb gardens. A major trade center, Sundabar exports ore from Citadel Adbar and magical weapons forged by the Everfire, a volcanic rift beneath the city. Defenses include the Stone Shields, the Watchblade-led city watch, and the Shieldsar, a 2,000-strong military. The Undercity, home to dwarves, connects to the surface via a steep passage. The Everfire, guarded by the Vigilant, fuels the city's forges. Wealthy and well-stocked, Sundabar exports armor, weapons, and famously, caltrops. Governed by a Ruling Master, Sundabar employs adventurers with city charters.

Suzail
Suzail, Cormyr's capital on Lake Dragonmere, is a remarkably clean port city devoid of slums, a testament to civic pride and ample opportunities. Protected by an 80 ft. wall, it's divided into the Royal Court (palace, gardens, nobles) and the city proper. Home to the Obarskyr family, Suzail boasts a bustling port, numerous trade guilds, and lively taverns like Bindle's and The Golden Goblin. The city hosts significant temples dedicated to Tymora and Oghma, alongside shrines for Lliira, Malar, Tempus, and Milil. Its defense is formidable, with the Citadel housing 2,000 Purple Dragons and over one hundred War Wizards. Suzail's strategic value is amplified by a direct portal to Waterdeep. Despite past plagues and invasions, Suzail has remained a thriving and vital city in Faerûn, where merchant families wield considerable economic and political influence.

Szarr Palace
The Szarr Palace looms ominously over the Lower City, a testament to dark grandeur and ancient decay. Its gothic architecture is adorned with twisted spires and shadowy alcoves, housing opulent chambers alongside unsettling torture rooms, all bathed in dim light that casts eerie shadows. Secret passages and illusory walls hide both dangers and treasures, while the air is thick with necrotic energy, hinting at the dark rituals planned by the vampire lord Cazador Szarr.

Targos
Targos is a bustling town. Renowned as one of the Ten Towns' largest suppliers of lumber, it thrives on the resources harvested from the snowy forest that lies just east of its borders, making it a vital hub for trade and survival in the harsh climate.

Termalaine
Termalaine is a resilient fishing village nestled in the icy expanse of Icewind Dale's Ten Towns. Once ravaged by the Tribe of the Bear, the village has been rebuilt with sturdy wooden structures and a renewed spirit, showcasing the tenacity of its inhabitants.

Thanatos
Thanatos, the 113th (or sometimes 333rd) layer of the Infinite Abyss, is a desolate realm of ruin and death. Sterile heaths stretch beneath black forests and jagged, desolate mountains, all littered with ancient ruins and scattered tombs. This land is a haven for the undead, who roam freely amidst the decaying remnants of civilizations past. Orcus, the Prince of Undeath, holds dominion here from his obsidian and bone fortress, the Everlost palace, located within the vast wasteland of Oblivion's End. The fortress city of Naratyr, once Kiaransalee's winter capital, now stands cold and empty, surrounded by an icy moat fed by the Styx. Its central castle, constructed of bone and flesh, whispers of the dark power that rules this layer. The ever-shifting nature of the Abyss, with its chaotic evil essence and connection to the Styx, makes Thanatos a place of constant peril and undeath.
The Abyss
The Infinite Layers of the Abyss, a chaotic evil plane, births demons and exists as a universe of uncountable, varied layers connected haphazardly. Its landscape tortures mind and body, a violent, malevolent place where only the strong survive. Layers range from air-dominant voids and fiery hellscapes to fungal swamps and undead realms, each unique and often ruled by powerful demon lords or deities. The Abyss's cosmology shifted over time, moving from the Great Wheel to the World Tree and finally to the Elemental Chaos after the Spellplague, yet its core nature remains: a realm of infinite, shifting dangers where terrain and inhabitants are equally hostile. The river Styx, or the River of Blood, flows through its layers, connecting it to other fiendish planes. Portals to other planes exist, but the ever-changing nature of the Abyss and its layers make it a place of constant flux, destruction, and rebirth.

The Astral Sea
The Astral Plane, an infinite, gray void, serves as a transitive plane connecting the Outer Planes and Prime Material Planes. Here, time flows strangely, with a thousand years passing as a single day. Gravity is nonexistent, yet objects retain mass, allowing for movement through the void. Travelers can enter via astral projection, leaving their physical bodies behind, or by physically traversing with spells like plane shift. The plane is characterized by color pools, portals to other planes, and chunks of matter drifting through the emptiness. Denizens include githyanki, astral dreadnoughts, and various planar beings. It is also the graveyard of dead gods, their remnants floating as god-isles. In some cosmologies, it overlaps with wildspace, allowing spelljammer travel. The Astral Plane is a place of thought and psychic energy, where reality is fluid and shaped by will.

The Astronomical Chamber
This large, circular chamber has a high, domed ceiling upon which are painted constellations and celestial bodies in vibrant, surprisingly well-preserved pigments. A large, intricately carved stone disc rests in the center of the room, marked with strange symbols and rotating slowly on a hidden mechanism. Light filtering through a single aperture in the ceiling casts a focused beam onto different sections of the disc as it turns, suggesting a connection to astronomical events or perhaps a complex locking mechanism.

The Barge Bazaar
The Barge Bazaar is a sprawling open-air marketplace situated along the riverbanks, where the air is filled with the scents of exotic spices and the sounds of haggling merchants. Barges serve as makeshift stalls, creating a vibrant and bustling atmosphere, making it a hub for trade and information gathering, especially for the Hand of Yartar.

The Barnacle-Crusted Foyer
This wide, shallow cavern serves as the primary entrance to the Wailing Maw. Sunlight filters weakly through the submerged opening at high tide, casting shimmering patterns on the uneven floor. Barnacles and sharp mussels encrust the lower portions of the walls, making them treacherous to traverse without care. Several discarded fishing nets, ripped and tangled, lie scattered near the entrance, along with the remnants of a small, overturned skiff, suggesting a recent unfortunate encounter. The air is thick with the briny scent of the sea. A narrow, seaweed-draped passage leads deeper into the darkness to the east, while a churning pool of water in the center appears to descend into a lower level.

The Bioluminescent Grotto
This cavern is significantly darker than the previous chambers, illuminated by clusters of strange, glowing fungi and phosphorescent moss that cling to the walls and ceiling. The light they emit pulses gently, casting an ethereal and slightly disorienting glow. The air here is damp and still, with a faint, earthy smell mingling with the sea salt. A small, sandy beach lines one side of the grotto, leading to a still, deep pool of water. Footprints in the sand suggest recent activity. High above, a narrow fissure in the ceiling allows for a faint trickle of water to drip down, creating small, echoing splashes.

The Bloom of the Shadow Weave
In a remote, shadowed grove, a rare and dangerous phenomenon is occurring: the Shadow Weave is briefly blooming, manifesting as shimmering, dark tendrils of magical energy. This bloom causes localized distortions in reality and attracts creatures attuned to shadow magic. While dangerous, the Shadow Weave is a source of immense magical power. A wizard's curiosity would often outweigh the risks, as one might seek to understand the nature of this dark magic and its connection to the Weave. This is a possible boon of knowledge as one might find a way to safely observe or even manipulate the Shadow Weave's energy, though this would be a perilous undertaking. Perhaps someone interested Shadow Weave would be especially interested in why the shadow weave is blooming.

The Brood Mother's Den
This large, irregularly shaped cavern is the heart of the spider lair. A colossal web, thick as rope and shimmering with captured moisture, dominates the center of the room. Within this web, a monstrously large spider, the Brood Mother, can be seen, its many eyes gleaming in the gloom. Smaller, recently hatched spiderlings scurry across the web and the surrounding floor. The air is thick with a pheromone scent, and the skittering of countless tiny legs creates a constant, unnerving sound. Several partially consumed corpses of larger creatures are tangled in the periphery of the central web. A hidden tunnel, barely visible beneath a layer of webbing, leads further down into the earth.

The Bunkhouse Burrow
The Bunkhouse Burrow is a cramped, foul-smelling hollow nestled beneath a tangle of roots and earth. Inside, rough-hewn bunks made of branches and straw line the walls, while personal belongings like worn clothing, dented tankards, and simple weapons are scattered about. A small, smoky fire pit in one corner provides a meager source of warmth and light, and the sounds of snoring and hushed whispers often fill the air.

The Buried Realms
The Buried Realms, a labyrinthine network of interconnected caverns and tunnels, sprawl beneath the surface of Faerûn, a testament to the Underdark’s vastness. This domain, shrouded in perpetual darkness, is a place of ancient secrets and hidden dangers. Its passages, carved by time and the relentless forces of the earth, twist and turn, leading to forgotten cities and abandoned strongholds. The air is thick with the scent of damp stone and the faint, metallic tang of minerals. Whispers of lost civilizations and forgotten empires echo through the empty chambers, and the sounds of skittering creatures and dripping water fill the silence. The Buried Realms are a place of exploration and discovery, where the brave and the foolish alike seek to uncover the treasures and mysteries that lie hidden beneath the earth, a place of constant peril.
The Canopy Observatory
Perched atop the highest point in Naath, the Canopy Observatory offers breathtaking views of the surrounding forest and the night sky. It serves a dual purpose: as a place of stargazing and learning, and as a strategic lookout for potential threats. Rumors circulate of a hidden room within the observatory that holds a powerful telescope, capable of revealing not only celestial secrets but also distant lands shrouded in mystery.

The Chasm
The Chasm District, once a gaping wound in Neverwinter’s southeastern districts, stands as a grim testament to the fury of Mount Hotenow. This canyon-like scar, born of the eruption, swallowed the Beggar's Nest and Arcanist Quarter, leaving behind a jagged landscape of shattered buildings and choked streets. Though magically sealed at great cost, the district remained a haven for monsters and brigands, its ruined outer walls a stark reminder of the city's near-collapse. To finally quell the aberrant evils lurking below, the Chasm was flooded, transforming the site into a murky, submerged district. Even now, the air hangs heavy with the residue of dark magic, and whispers of submerged horrors persist, making it a perilous, yet vital, part of the city.

The City of the Dead
The City of the Dead, a sprawling walled ward within Waterdeep, presents a macabre yet vibrant paradox. By day, its meticulously kept grounds transform into a bustling public park, where Waterdhavians engage in lively activities amidst the gravestones. Picnics unfold near ancient mausoleums, runners weave through shaded paths, and duelists clash in designated arenas. Playgrounds echo with children's laughter, and highsun dining areas buzz with social gatherings. Secret meetings occur in secluded corners, while families stroll along well-worn paths, seemingly undisturbed by the silent residents beneath. This unique space blends solemnity and life, where the echoes of the past mingle with the present's vibrant energy, creating a place of both contemplation and recreation.

The Corridor of Whispering Winds
A long, narrow corridor stretches ahead, its walls covered in intricate carvings of serpentine creatures intertwined with geometric patterns. Small, irregularly spaced openings in the ceiling allow shafts of harsh sunlight to pierce the gloom, creating dancing patterns of light and shadow. A constant, low whistling sound permeates the corridor, seemingly emanating from the carvings themselves. This unsettling wind carries faint, unintelligible whispers that seem to brush against the edges of one's mind, potentially causing unease or even minor illusions.

The Death Dells
The Death Dells, Layer 422 of the Infinite Abyss, is a desolate hunting ground dominated by barren hills and yawning ravines. Under the watchful gaze of Yeenoghu, the Gnoll Lord, this cruel expanse is filled with decaying structures of a forgotten civilization, now overrun by gnolls, ghouls, and ravenous hyenas, serving as a brutal proving ground for Yeenoghu's legions.

The Deep Wastes
The Deep Wastes, a desolate and hazardous domain, lie far beneath the surface of Faerûn, a realm of perpetual darkness and chilling silence. Its landscape, a barren expanse of jagged rocks and deep fissures, reflects the unforgiving nature of its environment. The air is thin and cold, and the sounds of skittering creatures and dripping water fill the silence. Whispers of forgotten horrors and ancient evils fill the air, and the chilling whisper of unseen entities. The Deep Wastes are a place of extreme danger and isolation, where only the most resilient creatures can survive, a place of constant danger.

The Dock Ward
The Dock Ward of Waterdeep, a sprawling, pungent hub of maritime activity, clings to the Great Harbor like barnacles to a ship's hull. Its docks teem with weathered sailors, gruff dockworkers, and the occasional lurking rogue. The air, thick with the stench of salt, fish, and ale, buzzes with the clamor of shipbuilding and trade. Deepwater Harbor splits into the bustling Great Harbor and the guarded Naval Harbor, while landmarks like Aurora's Emporium and the notorious Three Pearls Nightclub offer both commerce and clandestine encounters. The Guild of Watermen and the merfolk of Tharqualnaar struggle to maintain order amidst the chaos, while the mariners of the Guard patrol, ensuring the flow of goods and the suppression of the ward's inherent dangers. A stark contrast to the city's opulent districts, the Dock Ward is a place where wealth and poverty collide, offering a grimy, yet vibrant, setting for adventure.

The Docks
The Neverwinter Docks, a raucous nexus of global trade, sprawl westward between the Protector's Enclave and the shadowy Blacklake District. A cacophony of creaking timbers, hawkers' cries, and foreign tongues fills the air as ships laden with exotic goods berth along the bustling piers. While legitimate commerce thrives, shadows lurk in the district’s grimy alleys and weathered warehouses, where illicit deals and criminal enterprises flourish. Rough-looking sailors, shrewd merchants, and shifty figures mingle, creating a volatile atmosphere. Adventurers seeking fortune or information, be it legal or otherwise, often find themselves drawn into the docks' complex web of commerce and intrigue, navigating its perilous blend of opportunity and danger.

The Elemental Plane of Air
The Elemental Plane of Air in Forgotten Realms is an infinite, three-dimensional expanse of sky, where the concept of "down" is subjective and determined by individual perception. It's a realm of constant motion, filled with swirling winds that range from gentle breezes to devastating hurricanes, and punctuated by pockets of varied vapors and occasional floating earth motes. These motes, some large enough to host entire communities, serve as havens for creatures like the djinn, who have established settlements and citadels amidst the endless sky. The plane is characterized by its ever-present light, resembling a perpetual clear day, and its dynamic weather patterns, making navigation a constant challenge, especially within the complex currents of the Labyrinth Winds. Entering the this plane is impossible without using magic that allows you to traverse different planes of existence.

The Elemental Plane of Earth
The Elemental Plane of Earth in Forgotten Realms is an infinite, solid realm of rock, minerals, and gems, riddled with vast networks of caverns. It's a place of crushing pressure and profound darkness, punctuated by pockets of other elemental influences. This plane is not static; it's a slow-moving, grinding expanse where earthquakes and shifts are constant. Inhabitants range from the earth-dwelling xorn and elementals to the powerful dao genies, who hold significant sway. The plane's immense mineral wealth draws miners and explorers, though the dangers of suffocation, cave-ins, and territorial natives make it a perilous destination. Entering the this plane is impossible without using magic that allows you to traverse different planes of existence.

The Elemental Plane of Fire
The Elemental Plane of Fire is a realm of pure fire, a place where all is ablaze and burning. It is a chaotic and unpredictable place, where the air is thick with smoke and the ground is a sea of molten rock. The only life forms that can survive in this harsh environment are creatures of fire, such as efreet, salamanders, and fire elementals. These creatures are adapted to the extreme heat and can move through the flames without being harmed. The Elemental Plane of Fire is a dangerous place for mortals, but it is also a source of great power. Those who can master the elements of fire can draw upon the power of this plane to perform powerful magic. Entering the this plane is impossible without using magic that allows you to traverse different planes of existence.

The Elemental Plane of Water
The Elemental Plane of Water is an infinite, fluid realm, an ocean without a surface or a floor, permeated by a diffused, ambient light. It's a domain of constant motion, where currents and tides dictate travel, and where the concept of "down" is a matter of subjective intent. This boundless sea is home to diverse aquatic life, from elemental creatures to the proud marid genies, who establish strongholds within its depths. Notable locations include the Citadel of Ten Thousand Pearls, the seat of marid power, and areas where the plane borders others, creating para-elemental conditions like icy regions or brackish, salty zones. Within this plane, three dimensional reef systems, and floating kelp forests provide habatat for various creatures. The plane is also known to have areas that descend into dark depths, where dangerous creatures like Krakens live. Entering the this plane is impossible without using magic that allows you to traverse different planes of existence.

The False Offering Chamber
This wide, low-ceilinged chamber features a thick layer of loose sand that muffles footsteps. At its center, a crumbling stone altar holds tarnished trinkets and desiccated fruits, while faded murals on the walls depict processions of figures carrying offerings to a central eye symbol, hinting at a deeper mystery.

The Feydark
The Feydark, a vibrant, magical reflection of the Underdark within the Feywild, pulses with a strange, alluring life. Bathed in perpetual twilight, its depths shimmer with glowing purple crystals and forests of colossal, bizarre fungi. Waterfalls cascade, their streams running red with algae, nourishing a thriving ecosystem of unique herbivores and predators. Here, primal mud, a rich, organic sediment, fuels the lush flora, making it far more life-supporting than its Material Plane counterpart. The dominant sapient race, the fomorians, carve their existence within its labyrinthine tunnels, while svirfneblin gnomes delve for magical stones, and drow utilize its shadows for clandestine travel. This realm, an echo of Toril, twists time and distance, enhancing arcane magic, and presents a stark contrast to the surface Feywild's courts, yet remains a crucial, if perilous, part of its reality.

The Feywild
The Feywild, Faerûn's Plane of Faerie, is a vibrant, distorted echo of the Material Plane. Perpetually twilight, its landscape features oversaturated hues and exaggerated flora. Inhabited by the Fey, primarily organized under the Court of Stars, it hosts the Seelie Summer Court, led by Titania, and the Gloaming Court, ruled by the Queen of Air and Darkness. A realm of raw magic and capricious change, its chaotic nature is paramount. Entry requires navigating Fey Crossings—natural portals like hollow trees or caves, often guarded and condition-dependent. The Feywild's history is marked by conflict, including kingdoms forged in defiance of eladrin rule, like that of the werewolf lord, highlighting its volatile past.

The Flaming Fist Trade Way Outpost
A series of small, fortified outposts along the Coast Way, manned by the Flaming Fist mercenaries. Each outpost offers weary travelers a place to rest, resupply, and seek protection from the dangers of the road, with a warm meal and a watchful eye.

The Forgotten Land
The Forgotten Land, the third layer of the infinite Abyss, is a desolate expanse of ancient, crumbling cities, haunted by the lingering echoes of lost identities. This realm, born from a corrupted attempt to divert the Styx, drains the very essence of memory and self from those who dare tread its forsaken streets. Here, reason stealers and vasuthants stalk the ruins, feeding on stray thoughts and vital energies. The layer is a battleground for demonic ambition, as Graz'zt and Demogorgon dispatch golem-led expeditions in search of fragments of the Rod of Seven Parts or the Barbatos device. This eerie, abandoned realm, once the domain of the Ungrasped Zzyczesiya, is a testament to the chaotic evil of the Abyss, a place where even the strongest minds are vulnerable to the consuming void of forgotten existence.

The Frost Giant's Sleeping Den
This spacious cavern is clearly a sleeping area for one or more frost giants. Huge piles of thick furs and blubber serve as bedding. Crude chests made of reinforced ice or salvaged ship timbers are scattered around the room, likely containing the giants' meager possessions and perhaps some stolen trinkets. The air is heavy with the scent of the giants themselves, a mix of musk and the cold sea air. A smaller tunnel exits this chamber deeper into the iceberg, potentially leading to further unexplored areas or another exit.

The Frozen Citadel of Kintyre
Cania, Hell's eighth layer, is a frozen, lethal expanse. Mephistopheles rules a realm of shifting glaciers, enduring blizzards, and Frostfell-like cold. Survival demands constant vigilance against freezing temperatures and hidden crevasses. Isolated citadels house laboratories and libraries, where arcane experiments thrive. Mephistopheles, focused on research, delegates to Hutijin. Cania guards its secrets, especially from Dis spies. Mephistar, his heated citadel atop Nargus, and Kintyre, a buried city, are key sites. The Pit, leading to Nessus, is heavily guarded. Gelugons are the primary residents, the extreme cold deterring most others. Cania is a secluded domain of arcane knowledge and icy peril.

The Frozen Ruins of the Netherese Empire
Once a thriving center of magic and trade, the Frozen Ruins of Nether lie buried beneath the relentless expanse of the High Ice. The remnants of the Netherese Empire, these ancient structures are now encased in ice, guarded by restless spirits and monstrous inhabitants, waiting for brave adventurers to uncover their secrets.

The Gilded Rudder
The Gilded Rudder is a raucous yet refined tavern located near the bustling docks of Athkatla's harbor, within the Trades Ward. It caters to wealthy merchants, sea captains, and those looking to make lucrative deals, with an atmosphere buzzing with chatter, rumors, and celebrations. The interior boasts polished dark wood, shimmering brass fixtures, and imported silks, while a large ornate bar offers expensive wines, rare spirits, and the finest local brews. Live music fills the air, performed by skilled lute players and small ensembles, enhancing the competitive wealth ambiance.

The Glimmersea
The Glimmersea, a vast body of water within the Underdark, stretches beneath the surface of Faerûn, a realm of perpetual darkness and silent depths. Its waters, shimmering with bioluminescent life, reflect the strange beauty of its environment. The air is thick with the scent of damp stone and the chilling whisper of unseen entities. Whispers of ancient secrets and forgotten horrors fill the air, and the sounds of skittering creatures and dripping water fill the silence. The Glimmersea is a place of mystery and danger, where the depths conceal both wonders and terrors, a place of constant peril.

The Glistening Caverns
The Glistening Caverns are a sprawling network of interconnected caves that serve as a gateway to the Underdark. The air is thick with moisture, and the walls are adorned with bioluminescent fungi, casting an eerie glow that illuminates the dark passages.

The Grand Abyss
The Grand Abyss, also known as the Blood Rift, is a bottomless chasm within the Infinite Layers of the Abyss, a scar that pierces countless layers via shifting portals. This perilous rift, devoid of a singular ruler, is a chaotic battleground where demons clash and corpses plummet into the toxic Blood River that snakes along its walls. The immense 21-mile-tall tower of Khin-Oin, realm of Phraxas, anchors itself within, its majority embedded in the chasm's walls. Ancient, precarious bridges span the depths, connecting portals at similar heights, guarded by wandering klurichirs. The red mist rising from the river fosters a sickly growth of moss and lichen along the canyon's ever-changing walls. Sages debate its origin, some attributing it to obyrith explorations, others to a cataclysmic clash between Demogorgon and Obox-ob. Navigating this realm is a fool's errand, as maps are rendered useless by the constant flux of its terrain and portals.

The Grandfather Tree
Deep within the High Forest, the Grandfather Tree, an ancient arakhor treant, stands as a sentinel over the Hall of Mists, its gnarled, colossal form a testament to ages past. Summoned by Aryvandaar elves in ancient times, it is now revered by wood elves, satyrs, and the Tree Ghost and Blue Bear Uthgardt tribes, who consider it a sacred site. Deities such as Eldath, Mielikki, Rillifane Rallathil, and Silvanus also hold it in esteem. Four lesser oaks mark the corners of its root system, amidst rotted stumps and the totems of the Blue Bear, a testament to their ancestral mound. The tree famously survived an inexplicable fire in 890 DR, leaving only a single low-hanging branch unscathed, a relic now held by the Blue Bear shaman. Elven works and Uthgardt totems dot the area, marking this place as a nexus of ancient power and reverence.

The Great Worm Cavern
The Great Worm Cavern is a sacred site for the Great Worm tribe of Uthgardt barbarians, located in the Valley of Khedrun within the Spine of the World mountains. This vast underground complex features tunnels leading to the Underdark, including the fabled Gauntlgrym, and houses an altar mound shaped like a spiraling winged snake, symbolizing the Great Worm totem.

The Gut Pit
A roughly circular clearing dominated by a large, smoldering fire pit. Makeshift benches and overturned barrels serve as seating for the bandits. Scraps of food, gnawed bones, and discarded equipment litter the muddy ground. A few rough tents made of stretched hides and stolen canvas are pitched around the edges of the clearing. A stout wooden post in the center of the clearing has several sets of manacles attached, suggesting it serves as a temporary holding area for prisoners.

The Gutting Hall
This large cavern serves as the primary butchering and feasting area. The floor is stained crimson with frozen blood, and gnawed bones of seals, walruses, and even smaller whales are scattered haphazardly. A massive, crude wooden table, reinforced with whalebone, dominates the center of the room. Several enormous, chipped stone axes and jagged ice cleavers lie nearby. The walls are adorned with crude carvings depicting hunting scenes and the stylized faces of frost giants. A gaping hole in the ceiling, partially covered by a thick bearskin, allows some frigid daylight to filter in.

The Insect Graveyard
A long, narrow passage opens into a cavern that is a horrifying testament to the spiders' hunting prowess. Piles of insect carapaces, gnawed bones of small animals, and the petrified remains of larger creatures are heaped against the walls, reaching several feet high in places. A thick layer of dust and dried venom coats the floor. A faint buzzing sound can be heard emanating from a section of the ceiling where a particularly dense network of webs has trapped a multitude of struggling insects. A narrow tunnel, almost completely blocked by sticky webbing, exits to the south.

The Molting Chamber
This wide, circular chamber is littered with the discarded exoskeletons of enormous spiders, some easily the size of ponies. The air is particularly humid and carries a musky odor. In the center of the room, a fresh layer of glistening webbing covers a patch of smooth stone, indicating a recent molting. Several shallow depressions in the floor are filled with a viscous, milky fluid. Small clusters of spider eggs, encased in silken sacs, are attached to the walls in sheltered alcoves.

The Moonbridge
The Moonbridge is a shimmering, ethereal structure that spans the Rauvin River, connecting the two halves of Silverymoon. Crafted from moonlight and enchanted silver, it glows softly at night, guiding travelers safely across the waters.

The Noisome Vale
The Noisome Vale, layer 489 of the infinite Abyss, presents a volcanic vista choked by an acidic atmosphere, a testament to the plane's chaotic evil nature. A deep, worm-infested ravine cleaves through the landscape, its writhing inhabitants exhaling pockets of breathable air amidst the noxious fumes. Once ruled by the balor Tarnhem, now enslaved by his son Acererak, the layer's lordship remains contested, reflecting the Abyss's constant flux. Tarnhem's mansion, a relic of his former dominion, clings to the ravine's edge, still inhabited by his loyal demonic servants, ever vigilant for his return. This hostile realm, typical of the Abyss's shifting dangers, underscores the plane's reputation as a place of infinite, malevolent transformation, where even the air itself is a weapon. The layer, like all of the Abyss, is a reflection of the raw, untamed chaos that defines this fiendish plane.

The North Ward
Nestled in Waterdeep's northeast, the North Ward presents a facade of serene affluence, a haven for lesser nobles and prosperous merchants. Its cobbled streets, lined with well-kept townhouses, whisper of quiet wealth, bordered by the City of the Dead's solemn walls and the imposing Trollwall. Andamaar's Street and Trader's Way define its southern edge, while the High Road marks its western boundary. Though outwardly tranquil, the ward seethes with hidden currents: whispered conspiracies, clandestine meetings, and the shadowy trade of smugglers traversing subterranean passages. Behind the manicured gardens and ornate facades, intricate plots unfold, making the North Ward a place where appearances deceive and secrets thrive.

The Obsidian Weeping
The Obsidian Weeping is a sunken, somber ruin in a shadowed ravine. Black, glassy obsidian "weeps" an oily substance, creating a chilling atmosphere. Crumbling walls and hidden paths mark this former Shar sanctuary. Silence pervades, broken only by the obsidian's drip. Sharran glyphs glow faintly in shadows. A central chamber holds an obsidian mirror, behind which a powerful artifact related to Shar lies. The location's isolation hides Shar's secrets, yet necrotic energy and sorrow make it perilous.

The Outer City
The Outer City, a sprawling adjunct to Baldur's Gate, exists beyond the protective walls, a chaotic confluence of necessity and desperation. It's a realm of rough-hewn stalls, livestock pens, and makeshift dwellings, home to those barred from the inner wards. Here, merchants dealing in goods deemed unsuitable for the Lower City mingle with refugees, transient laborers, and those skirting the city's rigid laws. The lack of formal governance breeds a volatile environment, where trade and survival are intertwined with the constant threat of violence. The Outer City serves as a stark contrast to the relative order within the walls, a testament to the city's growth and the social strata it enforces.

The Overlook Perch
A crudely constructed platform built high in the branches of a massive, gnarled oak tree. A rickety rope ladder leads up to the platform, which offers a limited view of the surrounding forest. A makeshift barricade of sharpened branches provides minimal cover. A lone bandit, or perhaps a pair, is likely stationed here as a lookout, armed with a bow or a horn to sound the alarm.

The Realm of Malabog
Malabog's Realm, a scar upon the Feywild's vibrant tapestry, manifests as a dominion of brutal might. Jagged fortresses of dark iron and stone pierce the perpetual twilight, monuments to the fomorian king's oppressive rule. From the Feydark's depths to the surface, his monstrous armies of giants and fey wage endless war, claiming territory with ruthless efficiency. The air hums with corrupted fomorian magic, a palpable force that twists the land. Within this domain, mirroring Toril's geography yet distorted by unpredictable distances and time, the weak are crushed, and the strong reign supreme. This realm, a stark contrast to the Feywild's usual splendor, stands as a testament to Malabog's ancient malice, a place where the plane's inherent magic is perverted into a tool of conquest and tyranny, a dark stain amidst the otherwise vibrant realm, a constant threat to any who dare to tread the Feywild's paths.

The River District
The River District, also called the Tower District, rises from Neverwinter's northeast, a scarred landscape dominated by the Cloak Tower, the crumbled Fallen Tower, and the enigmatic, floating Shard of Night. Its weathered stones echo with tales of orcish incursions and the ceaseless clash of factions: the arcane Covenant, the loyal Many-Starred Cloak, the vigilant Graycloaks, the secretive Harpers, the ambitious New Neverwinter movement, the stalwart Neverwinter Guard, and the watchful Wintershield Watchmen. This district, a nexus of heroic deeds and arcane rituals, bristles with tension, a battleground where ancient powers and political ambitions collide amidst the ruins and wonders of a city striving to rebuild.

The Rotting Plain
The Rotting Plain, layer 181 of the infinite Abyss, is a nauseating expanse of baking savannas and fetid swamps, a realm dominated by the perpetual, sickly stench of decay. This desolate plane, once the domain of Laogzed, the troglodyte god, serves as a grotesque dumping ground for the Abyss's detritus, where devoured entities meld into the very landscape. Laogzed’s lair, a labyrinthine cavern complex, echoes with his ceaseless prowling, a place of primal hunger amidst the ever-present rot. The air shimmers with heat, and the shallow swamps fester, a testament to the chaotic evil of the Abyss itself. This layer, like all others, reflects the plane's shifting, dangerous nature, a place of constant flux where survival is a brutal, unending struggle against the hostile terrain and its denizens.

The Ruins of Ascarl
The Sunken City of Ascarl, a once-proud elven metropolis, now lies in watery ruin off Trisk's northern Purple Rocks. Glacial melt submerged its elegant spires and coral-encrusted avenues, leaving behind a haunting labyrinth of drowned architecture. The city's skeletal remains, patrolled by schools of bioluminescent fish, hint at a lost splendor. Within these eerie depths, the drow, agents of the Kraken Society, established a sinister stronghold, transforming the once-beautiful city into a nexus of dark rituals and aquatic treachery. Crumbling archways and seaweed-draped statues conceal hidden chambers and treacherous currents, where whispers of ancient magic and the Kraken's ominous influence linger. The city's submerged ruins serve as a stark reminder of nature's power and the corruption that can fester in its wake, promising perilous exploration for those who dare to delve into its depths.

The Rusty Mug
The Rusty Mug is a rustic tavern located in the heart of Neverwinter's bustling trade district, offering a warm and vibrant atmosphere for weary adventurers and locals alike. Its walls are adorned with faded tapestries, and the air is thick with the scent of ale and spices, making it a perfect haven from the city's clamor.

The Sahuagin Den
The air in this chamber is thick with the stench of fish and unwashed bodies. Rough nests made of seaweed, bones, and stolen trinkets are scattered around the uneven floor. Crude drawings depicting stylized sharks and tridents are scratched into the walls. Several sahuagin warriors might be present, tending to their crude weapons and armor made of shells and sharpened coral. A larger, more ornate nest in the center of the chamber likely belongs to a leader or priestess. A narrow, defensible passage leads further into the cave system, possibly towards deeper sahuagin territory or a hidden treasure cache.

The Salt-Crusted Skull
The Salt-Crusted Skull is a rough-and-tumble tavern built into the repurposed hull of an old Murannian warship. The air is thick with the smell of brine, roasted meat, and strong, fermented ogre ale, attracting a diverse clientele of off-duty soldiers, dockworkers, mercenaries, and weathered sailors.

The Sarcophagus of the Silent Pharaoh
This final chamber is a rectangular space dominated by a massive stone sarcophagus in the center, its lid carved in the likeness of a regal figure with the same unsettlingly large eyes seen in the exterior hieroglyphs. The walls are bare except for a single inscription above the sarcophagus written in an ancient, unknown script. The air in this chamber is heavy and still, and a palpable sense of ancient power emanates from the sealed tomb. Faint scratch marks can be seen on the floor around the sarcophagus, as if something has tried to claw its way out.

The Shadowed Cache
A narrow, low-ceilinged cave entrance hidden behind a thick curtain of thorny vines. Inside, the air is damp and smells of mildew. Rough wooden crates and sacks are stacked haphazardly, containing a motley collection of stolen goods: bolts of cloth, dented silverware, cheap jewelry, and a few more valuable-looking items carelessly mixed in. A crude map of the surrounding area, marked with potential targets, is tacked to one of the cave walls.
The Shadowfell
The Shadowfell, a dim reflection of Faerûn, mirrors the Material Plane with warped echoes. Landmarks manifest as bleak, distorted versions; Neverwinter yields to Evernight, a ruin of cracked stone and decay. Perpetual twilight shrouds the plane, devoid of natural light or color. The landscape, unstable, suffers constant, lethal shifts. Shadow-twisted beasts, like shadow hounds and dragons, and undead horrors roam this desolate realm. Rare, deep Underdark portals offer passage. Known as the Plane of Shadow, it houses mist-veiled Domains of Dread, echoing past Demiplane of Dread terrors. Entering or exiting this plane is impossible without using magic that allows you to traverse different planes of existence.

The Shattered Coast
A treacherous stretch of coastline south of Baldur's Gate, characterized by jagged cliffs and hidden coves. This lawless area is a refuge for pirates and smugglers, where shipwrecks litter the shore, and danger lurks around every corner.
The Shifting Sands
The Shifting Sands is an Astral Anomaly within the gray void of the Astral Sea, characterized by ever-reforming illusory sand dunes that defy stability. Time warps erratically, and the landscape reacts to the mental states of those present, creating a perilous environment where powerful psychic winds can sweep the unwary into the endless expanse.
The Silent Maw
The Silent Maw, a dread expanse within the Astral Sea, is a chilling testament to the power of an ancient Astral Dreadnought. A profound, unnatural silence blankets the gray void, broken only by the faint psychic hum of the Dreadnought's presence. Its multitude of eyes, gleaming like distant stars, perpetually scan the emptiness for unwary travelers. Drifting amongst the void are the severed silver cords of those who fell prey to the creature, a macabre tapestry of lost souls. Chunks of matter, remnants of other planes, float aimlessly alongside the bones of long-dead gods, their silent forms forming eerie god-isles. This region, a testament to the Astral Sea's strange nature, where time and gravity lose meaning, is a perilous crossroads for those who dare to traverse the infinite, thought-infused emptiness.

The Silk-Strung Entrance
The Silk-Strung Entrance is a cavernous room with a high ceiling, where thick strands of spider silk crisscross like chaotic rigging. Suspended from above are large, twitching cocoons, while the slick cave walls and uneven floor, littered with dead leaves and husks, hint at the predatory nature of this space. Narrow tunnels lead deeper into the darkness, with smaller silk-lined fissures branching off to the sides.

The Silver Citadel Rest
Located within the Outer Ring, closer to the merchant district but still within the city walls, The Silver Citadel Rest offers refined accommodations for visiting merchants, diplomats, and those seeking a quieter stay. The atmosphere is clean and well-lit, featuring a common room with polished wooden tables, comfortable chairs, and a small library, providing a respite from the city's bustle.

The Styx between Avernus and Dis
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Avernus and Dis.

The Styx between Cania and Nessus
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Cania and Nessus.

The Styx between Dis and Minarous
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Dis and Minarous.

The Styx between Maladomini and Cania
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Maladomini and Cania.

The Styx between Malbolge and Maladomini
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Malbolge and Maladomini.

The Styx between Minarous and Phlegethos
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Minarous and Phlegethos.

The Styx between Phlegethos and Stygia
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Phlegethos and Stygia.

The Styx between Stygia and Malbolge
The Styx, or River of Blood, links lower planes in both Great Wheel and World Tree cosmologies. Its dark, foul waters inflict amnesia or feeblemindness, though spells or rare remedies, like Stygia's night blossom, can mitigate this. Charon, lord of the Styx, ferries souls for a price; this skeletal, hooded altraloth controls the river's entire course. The Styx's effects and path vary; in Stygia, it winds without mixing, its potency heightened, causing severe memory loss. The river is vital in the Blood War, its banks frequent battlegrounds. Navigating its currents is perilous, demanding skill to reach desired destinations. This cross-planar river is a dangerous, crucial feature of the lower planes, a site of both dread and strategic importance, where fiends clash and souls are ferried to their fates. This segment of the river is between Stygia and Malbolge.

The Tide's Bounty
A bustling open-air market located near the docks, The Tide's Bounty is alive with the vibrant energy of vendors and shoppers. Stalls overflow with fresh seafood, timber goods, ship supplies, and exotic wares from across the Sea of Swords, creating a sensory feast of sights, sounds, and smells.

The Tidepool Nursery
Accessible via a slippery ledge leading down from the foyer, this chamber is partially flooded, forming a series of interconnected tide pools. Colorful anemones and small fish dart amongst the rocks, but larger, more predatory creatures also lurk within the murky depths. Clusters of glistening eggs, likely belonging to sahuagin or giant crabs, are nestled in crevices along the water's edge. The rhythmic sloshing of the water against the cave walls creates a constant, gurgling sound. A narrow, dry passage exits to the north, while a submerged archway to the west seems to lead to a deeper, darker section.

The Trades Ward
The Trades Ward, a sprawling eastern district of Waterdeep, pulses with relentless commercial energy, encircling the City of the Dead's western and southern walls. Stone streets teem with merchants hawking wares, guildhalls buzzing with activity, and inns offering respite to weary travelers. Notable landmarks like the Court of the White Bull, the Plinth, and Virgin's Square anchor this bustling marketplace. Lodging ranges from simple rooms at 5 silver pieces per day to more comfortable stays at 20 silver pieces per tenday. Taverns offer a variety of food and drink, fueling the constant flow of trade. While lacking the warmth of residential wards, the Trades Ward is a vital hub, a cacophony of commerce that rarely sleeps, its shops and businesses catering to every conceivable need.

The Trophy Ice Gallery
This chamber appears to be a point of pride for the frost giants. Grotesque trophies are embedded in the ice walls: the frozen forms of large seals and walruses, the intact head of a polar bear with its fangs bared, and even the partially frozen remains of a Northlander warrior clad in furs. A particularly large and well-preserved white dragon's claw is mounted on a pedestal of ice in the center of the room. The air here is eerily still and carries a faint, sweet odor, perhaps from the magical preservation of the trophies.
The Verdant Amphitheater
Surrounded by the natural beauty of Naath, the Verdant Amphitheater is a place of celebration and storytelling. Here, the Eilorn Wood Elves gather for festivals and performances that depict their history and legends. Occasionally, the amphitheater becomes the stage for enacting real-life quests, where heroes are chosen among the audience to embark on journeys that intertwine with the tales of old.
The Void
Layer 665, known simply as The Void, yawns within the Infinite Layers of the Abyss, a bottomless expanse of absolute blackness. Victims plummet endlessly, succumbing to dehydration or the savage, flesh-stripping winds that howl through the emptiness. Here, the chaotic nature of the Abyss manifests as a dampening of certain magics; destructive spells retain their potency, while those that defy gravity falter. Portals pierce this desolate layer, offering entry to the unwary, yet none provide an escape. The Void epitomizes the Abyss's volatile nature, a cruel testament to its infinite, shifting dangers, where survival is a grim struggle against the very essence of oblivion. The Styx, or the River of Blood, might touch its edges, but its vastness remains a stark, deadly isolation, a testament to the Abyss's shifting, hostile terrain.

The Whalebones
The Whalebones, a desolate archipelago in the Trackless Sea, rise like jagged teeth from the churning waters. Wind-scoured, grass-capped rocky mesas, edged by chalky cliffs and gravel beaches littered with massive whale skeletons, define these isles. Small, hardy Northmen communities cling to life, subsisting on whaling, fishing, meager farming, and occasional raids. Petty kings feud amongst themselves, their skirmishes brief and bloody. Garrstead, the largest settlement on Finback Island, serves as the fortified hold of Garr Ulfsson. Beyond the human settlements, the larger islands harbor massive rocs, aerial steeds for the storm giants of Maelstrom, who occasionally descend from the tempestuous skies, casting long shadows over the windswept terrain.
The Whisperwind Tavern
Hidden within the hollow of an ancient tree, the Whisperwind Tavern is a cozy retreat known for its exotic brews and the enchanting music of elven bards. It’s a place of solace for weary souls and a haven for secret gatherings. The tavern keeper, a retired adventurer with a mysterious past, is rumored to hold the key to a hidden chamber beneath the tavern, containing treasures and maps from his voyages.

The Winter Wolf Kennel
A smaller, icy chamber carved deeper into the iceberg. Several thick chains, made of magically reinforced ice or crudely forged metal salvaged from shipwrecks, are anchored to the walls. Patches of straw and frozen fish are scattered on the floor. The air is thick with the musky scent of winter wolves and their low growls echo through the space. Evidence of their powerful bites can be seen on the ice walls where they have impatiently gnawed.

The Yawning Portal
The Yawning Portal is a renowned tavern that serves as the main entrance to the treacherous Undermountain. Adventurers from all walks of life gather here to share tales, seek companions, and prepare for the dangers that lie below.

Thornhold
Thornhold, a formidable grey stone fortress, juts from the southern edge of the Mere of Dead Men, its sheer cliff face overlooking the turbulent sea, rendering a seaward wall unnecessary. A thick, curved wall encircles the bailey, within which a two-towered keep stands sentinel. The interior hums with activity, housing a diverse array of workshops: humble wooden and plaster structures dedicated to animal husbandry, smithing, candlemaking, gem cutting, woodworking, and brewing. Once a possession of the Margaster family, then contested by the Knights of Samular and the Zhentarim, Thornhold is now the staunch domain of the Stoneshaft shield dwarves, their industrious hands shaping the fortress into a bastion of their mountain craft.
Thought-Forge of the Mind Lords
The Thought-Forge of the Mind Lords drifts within the infinite, gray expanse of the Astral Sea. Here, the Mind Flayers, masters of thought and will, have harnessed the plane's inherent potential, shaping objects and creatures from pure mental projection. The forge itself, a shimmering, nebulous structure, pulses with raw psychic power, its contours shifting with the desires of its creators. Drifting chunks of matter, remnants of dead gods, and shimmering color pools leading to other planes surround the forge, creating a disorienting landscape. The air, if it can be called such, vibrates with unseen energies, and the very ground beneath one's feet seems to waver and reform. The Mind Flayers' creations, patrol the area, guarding the forge's secrets. The lack of gravity allows for free movement, but the fluid nature of reality makes navigation treacherous. The thought-born constructs pose a constant threat, their forms shifting and their abilities warping unpredictably.

Three Old Kegs
The Three Old Kegs, nestled within Baldur's Gate's affluent Upper City, presents itself as a bastion of tradition. Its rustic elegance, a blend of sturdy timbers and polished brass, caters to the discerning, particularly current and retired Flaming Fist members. Known for its unwavering tolerance, the Kegs offers a haven amidst the city's turmoil. Simple, hearty meals, prepared with time-honored recipes, complement its selection of aged ales. Rooms, available for varied durations, provide respite from the city's clamor. The tavern's enduring popularity stems from its consistently cozy and welcoming atmosphere, a rare commodity in the bustling, often cutthroat, metropolis of Baldur's Gate.

Thultanthar Ruins
The shattered ruin of Thultanthar, once the soaring City of Shade, now scars the Anauroch desert, a testament to its catastrophic fall. Black, fractured spires pierce the sands, remnants of the city's once proud silhouette, now a labyrinth of collapsed walls and debris. The air hangs heavy with the dust of pulverized stone and lingering shadow magic, a palpable reminder of the magocracy that ruled here. Within the wreckage, pockets of shadovar humans, shades, and krinth struggle to survive, scavenging amidst the ruins for Netherese artifacts and clinging to the remnants of their former power. The twisted remnants of Shar's influence linger, alongside the faintest echoes of Tyche's presence, as the once formidable metropolis lies broken, a monument to ambition's ultimate demise, intermingled with the ruins of Myth Drannor.

Thultanthar, the City of Shade
Thultanthar, the City of Shade, a floating city of Netherese origin, exists as a testament to the enduring power of shadow magic. Its obsidian towers and shadowy spires pierce the perpetual twilight, their forms shimmering with dark energy. The air is thick with the scent of arcane magic and the chilling whisper of unseen entities. The city’s inhabitants, the shades, move with an ethereal grace, their forms blending seamlessly with the shadows. Whispers of ancient secrets and forgotten empires fill the air. Thultanthar is a place of dark beauty and hidden knowledge, a city where the boundaries between worlds blur, and the shadows hold countless secrets.

Thunderholme Ruins
Thunderholme, a skeletal echo of dwarven grandeur, lies nestled beneath the jagged Thunder Peaks. Once a bastion blessed by Dumathoin, its halls now echo with the chill whispers of undeath. Crumbling stone structures, etched with faded dwarven runes, stand as silent sentinels to a lost age. The once-bustling forges are cold, their anvils rusted, and the mines, once rich with ore, are now choked with shadow. Aurgloroasa, the Sibilant Shade, a formidable shadow dragon, claims this ruin as her lair, commanding a Cult of the Dragon and legions of animated bones, the remnants of the city's noble inhabitants. The air is thick with the stench of decay and the chilling presence of dark magic, a stark contrast to the city's former glory. The city's emptied vaults, a lingering mystery, fuel tales of Dumathoin's wrath or a grand, unseen theft.

Torremor
Torremor, the 503rd layer of the Abyss, presents a bewildering spectacle: a colossal, haphazard construction of shattered masonry—bridges, arches, beams, and pinnacles—bound together by rusted ropes and chains. Once the dominion of Pazuzu, who imprisoned Lamashtu within the bone, earth, and stone fortress of Onstrakker's Nest, the layer now reflects Lamashtu's brutal reign. Despite being impaled by the Nest's spire, the Demon Queen of Monstrous Births seized control, twisting the fractured architecture into a grotesque reflection of her power. The air crackles with chaotic energy, and the warped structures echo with the cries of monstrous births and demonic entities. Within this shifting realm, the ever-present threat of the Abyss—a plane of infinite, chaotic evil—manifests in the unpredictable terrain and hostile denizens.

Triboar
Triboar, the "Gateway to the North," is a vibrant frontier town where the Long Road and Evermoor Way intersect, a hub for merchants and travelers. Built upon fertile plains, it sprawls outwards with numerous ranches and farmsteads, particularly to the north and east. The town thrives on the horse trade, supported by skilled blacksmiths and wagonwrights. Governed by the democratically elected Lord Protector, currently the ex-adventurer Darathra Shendrel, Triboar operates under the "Lord's Decree." The Triboar Trail, a stretch of rolling plains between the Sword Mountains and Neverwinter Woods, begins here, attracting rangers and scouts who often gather at the Triboar Arms tavern. The Triboar Travelers caravaneer company also operates from the town, providing wagons and guards for merchants. The town's name echoes a tale of three boars slain centuries past, a testament to its rugged origins.

Triel
Triel, a meager village nestled within the desolate Fields of the Dead, marks a crucial crossroads of the Trade Way and Dusk Road, south of the ominous Boareskyr Bridge. Its defining feature is a rough, log-and-boulder stockade, a grim reminder of the harsh winters and the ever-present threat of the wilds, its gates firmly locked each night. Elvar the Grainlord, a figure consumed by the need for survival, governs this austere settlement, his focus solely on stockpiling food. Absent are the comforts of an inn or tavern; travelers are relegated to camping outside the walls, their presence a form of perimeter defense for the precious grain reserves. Situated within the borders of Elturgard, Triel is overshadowed by the looming Trielta Hills to the northeast, its existence a testament to resilience in a land of scarcity and danger.

Trollclaw Ford
Trollclaw Ford, a ruined hamlet along the Coast Way, marks the sole safe wagon crossing of the Winding Water for leagues, nestled at the foot of the mist-shrouded Trollclaws. These hills, known for their steep, grassy slopes and dense foliage, are a notorious troll stronghold, making the area perpetually dangerous. The ford's strategic importance between Baldur's Gate and Waterdeep has led to numerous occupations, evidenced by the crumbling remnants of forts scattered about the site. Though now desolate, the remnants indicate a once vital, albeit perilous, waypoint, where the winding river meets the troll-infested hills, a stark reminder of the Sword Coast's wild and untamed nature.

Trollclaw Range
The Trollclaw Range is a rugged mountain range located in the northwest corner of Moray, part of the Moonshae Isles. These towering peaks rise dramatically from the landscape, creating a natural barrier between the Sea of Moonshae to the east and the Trackless Sea to the west, with steep cliffs and rocky outcrops that challenge even the most experienced climbers.
Trunk Market Stall Hall
Trunk Market Stall Hall is a crowded thoroughfare lined with colorful stalls selling an array of goods, popular to both newcomers and locals. Visitors can glimpse performers entertaining the masses with acrobatics and spellbinding illusions, adding to the vibrant atmosphere.

Twin Songs
Twin Songs, a northern Outer City district of Baldur's Gate, straddles the Wyrm's Crossing approach. It serves as a concentrated hub of minor religious sites, a sprawling collection of shrines and altars. Notably, it exhibits a high density of worship dedicated to less common, even malevolent, deities. This area acts as a refuge for displaced persons, fostering a pervasive atmosphere of devotional practice. Twin Songs boasts a remarkable array of monuments, exceeding the average Baldurian's theological knowledge, a testament to its focus on diverse, often obscure, divine entities. Its function as a sanctuary and religious nexus marks it as a unique, if unsettling, feature of the Outer City.

Ulf of Thuger
Ulf of Thuger, perched precariously on the windswept Purple Rocks within the Northern Trackless Sea, is the rough-hewn capital of Trisk. Its meager dwellings, constructed of driftwood and weathered stone, cluster around a rickety harbor, testament to the islanders' harsh existence. The air hangs thick with the brine of the sea and the smoke of fish-drying fires. Fishing vessels and the more ominous, black-sailed pirate ships crowd the docks, reflecting the dual nature of Trisk's inhabitants, who eke out a living through sparse farming and daring raids. A crude, long-hall stands as the seat of King Selger, a nominal ruler over a people as wild as the sea they navigate. The town, a hub of both desperate survival and predatory ambition, is a dangerous port of call for any venturing into the northern reaches.

Unicorn Run
The Unicorn Run is a sacred river originating in the Star Mounts, flowing through the High Forest and into the River Delimbiyr near Secomber. Known for its stunning waterfalls and rapids, it is revered by elves, korreds, and halflings, and is believed to be the birthplace of natural races from Chauntea's womb.

Upper City of Baldur's Gate
The Upper City, Baldur's Gate's Old Town, stands as an enclave of affluence north of the ancient wall, a stark contrast to the Lower City's clamor. Grand estates house patriarchal nobles, their tranquil, well-kept streets reflecting an air of aloof superiority stemming from historical and economic dominance. Though seemingly serene, the city teems with the discreet activity of personal retainers, lines of servants, and skilled artisans catering to the elite. Once Gray Harbor, predating Heapside, it remains divided by Balduran's wall, a silent testament to past tax disputes and averted bloodshed. The Upper City maintains its secure, beautiful facade, a bastion of wealth and influence within the sprawling port-metropolis.

Uttersea
Uttersea, the stalwart capital of Tuern, clings to the inner curve of a vast, collapsed caldera, its dwellings nestled against the warm, protective rock walls. High King Threlked Ironfist commands from this bustling settlement, where the air hums with the industry of whaling, fishing, and the lucrative mining of diamonds and adamantite. The town's unique location shields it from the Trackless Sea's fiercest storms, yet it also places it precariously near the Flame Fault, a region where fire giants and red dragons lurk, their fiery presence a constant threat to the hardy folk of Uttersea.

Vallashan
Vallashan, the 628th layer of the Infinite Abyss, presents a deceptive facade of easy conquest, a cruel trap for those of good alignment. Within the chaotic expanse of the Abyss, a realm of shifting horrors and demonic power, Vallashan stands as a testament to its insidious nature. Unlike other layers ruled by powerful demon lords, this one lacks a sovereign, existing solely to corrupt. Its landscape, though seemingly ripe for victory, is a carefully crafted illusion, designed to turn virtuous armies against themselves, twisting their noble intentions into self-destructive conflict. The air itself seems to whisper promises of triumph, while the ground beneath conceals the seeds of discord. Within the ever-changing, hostile terrain of the Abyss, where the River Styx weaves through layers and portals shift unpredictably, Vallashan is a subtle, yet potent, danger, a reminder that even apparent triumphs can lead to utter ruin in this malevolent plane.

Venya, the Pearly Heaven
Venya, the Pearly Heaven, the third layer of Mount Celestia, is a realm of pastoral tranquility and bountiful harvests. A soft, pearlescent glow emanates from the sky, bathing the landscape in a gentle, ethereal light. Lush meadows, rolling hills, and carefully terraced fields stretch across the layer, punctuated by peaceful brooks and quaint villages. This layer is the home of the halfling pantheon, particularly their realm, the Green Fields, a place of safety and abundance. The air is filled with the sweet scent of blooming flowers and the gentle rustling of crops, creating an atmosphere of serene contentment. The halflings thrive here, their lives untouched by the harshness of other planes, their crops always plentiful, and their homes safe from harm. Venya is a testament to the peaceful and harmonious aspects of lawful good, a place of simple joys and quiet contentment.
Vermosa Council Chambers
High above the city, in the tallest Vermosa tree, the Vermosa Council Chambers stand as a symbol of the Eilorn Wood Elves' governance. The council, comprising of esteemed members, convenes here to discuss the welfare and future of Naath. Unbeknownst to many, the chambers also house a hidden archive of ancient elven lore and maps of uncharted territories, guarded by magical wards and accessible only to those who prove their worth to the council.

Vilkstead
Vilkstead, a quaint village nestled amidst rolling hills, is renowned throughout the Sword Coast for its pungent and salty delicacy, Vilksmaarg, a unique herbed goat cheese. The village itself is a cluster of modest stone cottages, their thatched roofs weathered by coastal winds, surrounding a central square where the pungent aroma of aging cheese permeates the air. Goats graze on the surrounding pastures, their bells tinkling, a constant soundtrack to village life. Villkstead's single tavern, the "Goat's Rest," is a popular stop for weary travelers, offering not only the famed cheese but also hearty stews and local ales. The village's main trade is the production of Vilksmaarg, with villagers diligently tending to their goats and aging the cheese in cool, stone cellars. The surrounding landscape, a mix of grassy knolls and sparse woodlands, offers little in the way of other resources, making the cheese the lifeblood of this humble community.
Virith's Crossing
A large bottomless abyss with a bridge running over it. As you peer into the depths, the darkness seems to stretch endlessly, sending shivers down your spine.

Vor Thomil
Vor Thomil, a festering wound within the Feydark's shimmering, twilight depths, is a subterranean realm ruled by the malevolent Queen Connomae. This place of horror, echoing Toril's Underdark, reeks of decay and echoes with cruel laughter. Captured outsiders endure twisted mockeries of courtly life, their humiliation serving as entertainment for the fomorian giants. The air, thick with rot and chill, permeates the labyrinthine tunnels carved by these cruel beings. Glowing purple crystals and bizarre fungi illuminate the filth, while red algae-streaked waterfalls cascade into primal mud, a stark contrast to the surface Feywild's beauty. Within this perilous echo of Toril, time and distance warp, and arcane magic surges, amplifying the fomorians' sadistic pleasure and disregard for life.

Vudra, the Bloodsea
Vudra, the 531st layer of the Abyss, presents a treacherous landscape: the Bloodsea, an expanse of toxic, crimson fluid, dominates the realm, peppered with isles choked by bizarre, monstrous flora. The air itself is a deadly miasma, a testament to the chaotic evil permeating the Abyss. Here, the eight-armed marilith queen, Shaktari, holds dominion, primarily residing in the Bloodsea's depths, which ominously connects to the Styx. Her powerful marilith vassals rule scattered islands, while native horrors like rakshasa, yuan-ti, and eye-wings stalk the poisonous terrain. Survival hinges on consuming q'laari, a sweet, syrupy ichor that briefly negates the plane's toxicity. The Abyss's ever-shifting nature ensures Vudra is a realm of constant peril, a deadly slice of the infinite, chaotic evil plane where terrain and creatures alike are lethal.

Warlock's Crypt
Originally known as Larloch's Crypt, this city of undead is nestled in the Troll Hills along the Sword Coast. Home to the powerful lich Larloch, the crypt features interconnected wizard towers surrounding a small spring, filled with wraiths, wights, and other undead, making it a perilous yet sought-after dungeon for adventurers.

Waterdeep
Waterdeep, the City of Splendors, is a sprawling metropolis on the Sword Coast, built upon the ancient elven settlement of Aelinthaldaar. It extends from the sea, across Mount Waterdeep's flanks, and into the depths of Undermountain. The city is a hub of trade and culture, boasting a population nearing two million, comprising mostly humans, with sizable dwarven and elven populations. Ruled by the secretive Lords of Waterdeep, it's a place of diverse faiths, from temples dedicated to Mystra and Tempus to hidden shrines of dark deities. The city's wards, like the Castle Ward and Dock Ward, each hold unique districts and landmarks, from the towering Blackstaff Tower to the bustling Great Harbor. Guarded by the City Watch and the elite Griffon Cavalry, Waterdeep thrives with broad, busy streets and a mix of public and private transport. Festivals add to its vibrant life, yet beneath its grandeur lies a complex web of guilds, nobles, and hidden criminal elements like the Xanathar Guild.

Waymoot
Waymoot, nestled in Cormyr's King's Forest, is a notable town driving the local economy. Its tavern, The Moon and Stars, once held renown as a premier establishment in the Realms. Separately, the waymoot of Assamboryl existed within the ancient forest of Cormanthor. This significant landmark lay approximately two days north of Druindar's Rock and a day south of Six Thorns within the Elven Woods, a region steeped in the history of the elven empire of Cormanthyr before the Elven Retreat.
Western Eldertree Gateway
The Western Eldertree Gateway, emanating a warm, welcoming glow, stands as a testament to Naath's history. The deep hollow, flanked by carvings depicting the city's past, is said to hold the spirits of ancient elves. On moonlit nights, these spirits impart visions of Naath's future to those deemed worthy, setting them on quests to avert impending threats or unearth hidden treasures within the city.

Westgate
Westgate, a sprawling, squalid city on the Dragon Coast, pulsates with illicit trade and shadowed dealings. Ruled ostensibly by a council of wealthy merchants and their elected Croamarkh, the city's true power lies with unseen oligarchs and the criminal Night Masks, who manipulate its every transaction. Its open gates welcome all, fostering a melting pot of races and intentions, yet beneath the veneer of commerce festers deep corruption. The city's labyrinthine sewers, home to monstrous quelzarn, and the ancient catacombs, riddled with undead guardians and forgotten magical relics, offer perilous adventures for those daring to delve into its depths. From hidden temples to forgotten tombs, Westgate teems with secrets, a playground for intrigue and danger.

Wheloon
Wheloon, initially a small thorp thriving on Wyvernflow River trade near the Way of the Manticore, grew into a significant Cormyrean location due to increased trade. However, following Mystra's death and the Spellplague, Wheloon underwent a drastic transformation. It became a walled prison city, serving as a dumping ground for individuals deemed enemies of Cormyr, including suspected Shar worshippers and Netherese agents, as well as the original inhabitants who were trapped within its walls. This once-bustling trade hub was converted into a dark and isolated penal colony.
Whispering Graveyard of Xylos
Drifting within the infinite, gray expanse of the Astral Sea, the Whispering Graveyard of Xylos, a massive god-isle, floats as a solemn testament to a forgotten deity. Crumbling temples, remnants of Xylos's once-grand domain, form a labyrinthine landscape across its surface. The air shimmers with faint, ethereal whispers, the lingering psychic echoes of the dead god, capable of bestowing cryptic knowledge or inducing madness in those who linger too long. Powerful, ancient artifacts, relics of divine power, lie scattered amidst the ruins, each guarded by spectral guardians, the remnants of Xylos's loyal servants. Time within this god-isle, like the Astral Sea itself, warps and shifts, adding to the disorienting nature of the place. The isle drifts amongst other planar debris, color pools shimmering nearby, offering potential pathways to other realms. The silent, floating graveyard is a place of potent psychic energy, where the unwary risk being consumed by the god's lingering thoughts.

Whitehorn
Whitehorn is a small mining town that once thrived at the base of the White Peaks, now reduced to ruins after a catastrophic eruption from the nearby Kossuth's Ire. The remnants of its buildings are scattered among the rocky terrain, with abandoned mines and crumbling structures telling tales of its former prosperity.

Woeful Escarand
Woeful Escarand, the Mountain of Woe, a layer deep within the chaotic depths of the Abyss, is a desolate realm ruled by the formidable nalfeshnee lords. These grotesque fiends, seated upon their eternally flaming thrones, hold dominion over the fate of newly arrived petitioners, determining their wretched transformations into larvae, manes, dretches, or rutterkin. Whispers circulate of their potent influence in the Blood War, with the power to elevate or demote generals in the infernal conflict. The layer itself, like all of the Abyss, is a shifting, dangerous landscape, a testament to the chaotic evil that permeates the plane. The air is thick with the stench of brimstone and despair, and the ground is a treacherous expanse of jagged, obsidian-like rock, perpetually lit by the hellish glow of the nalfeshnee’s fires.

Wyrm's Crossing
Wyrm's Crossing, a vital artery of Baldur's Gate, links Twin Songs and Rivington across the Chionthar. Double bridges flank Wyrm's Rock, a Flaming Fist fortress, fostering a bustling trade hub. Structures cling to the bridges, from opulent shops to ramshackle stalls, even perilous overhangs. Dive bars and gambling dens dominate, alongside a close-knit halfling community in low-roofed tenements. Though rife with criminal elements, residents maintain a rough solidarity. The "Crossers," a local faction, police the area, prioritizing the exploitation of outsiders over fellow bridge-dwellers. This precarious, yet vibrant, locale serves as a crucial, if chaotic, nexus within the Outer City.

Wyrm's Rock
Wyrm's Rock, a vital fortification, occupies a central islet within Baldur's Gate's Wyrm's Crossing. Positioned mid-Chionthar, it functions as a toll nexus and seaward defense. The Flaming Fist garrison enforces a 5cp toll for northward Trade Way passage. Fortified with granite walls, arrow slits, and defensive armaments including oil vats and projectile weapons, its defenses are formidable. Four levels comprise the structure: the bridge level, housing traffic offices and a gauntlet tunnel; an armory above; soldier quarters; and a dungeon for temporary detainment and small craft. Drawbridges are raised nightly, halting traffic. Recent commander Skorpin Crane's demise leaves the post vacant. The islet's perimeter, slick with algae from near-constant rain, thwarts scaling attempts. Wyrm's Crossing, the dual bridge extending from the rock, hosts a bustling array of shops and stalls.

Wyrm's Rock Prison
Wyrm’s Rock Prison, nestled deep within the fortress of the same name, serves as Baldur’s Gate’s primary high-security confinement. Located beneath the stronghold, it features a T-junction corridor linking cell blocks to the fortress entrance, with a secondary passage to storage and the Wyrmway. Constantly patrolled by Fist Ivarus, the cells house confiscated belongings, secured in evidence chests. Criminals apprehended in Rivington, Wyrm’s Crossing, or the fortress itself may find themselves detained here, alongside chained skeletons and peculiar skulls. This facility, part of the formidable Wyrm's Rock Fortress, which straddles the River Chionthar, underscores the Flaming Fist's authority and commitment to law enforcement within the city and its vital trade routes along Wyrm's Crossing.

Wyvernstones of Hullack
The Wyvernstones of Hullack is a sacred site within the Hullack Forest, once revered by followers of Eldath. Now, it is a battleground between the remnants of the Wyvern Circle and the Bloodmoon Circle, a sect of lycanthropes worshiping Malar, who have claimed the ancient menhirs as their own. Beneath the stones lies the Elfhold, an ancient crypt that holds the remains of the legendary druid Hullack and the elves of House Amaratharr.

Xanathar's Guild
Xanathar's Thieves' Guild, also know as Xanathar's Guild, led by the beholder Xanathar, thrives in Waterdeep and Skullport. Founded by one beholder, then seized by another, it's a criminal empire dealing in slavery, theft, extortion, smuggling, and murder. Secretive, it uses freelancers to avoid notice. Eleven Masters oversee its operations: assassination, blackmail, bookkeeping, enforcement, extortion, intel, magic, mercenaries, slavery, smuggling, and theft. Members, mostly human, are skilled in stealth and tactics. While focused on Waterdeep, its reach extends beyond. The entrance is secret and well hidden, one cannot simply walk in.

Yartar
Yartar, a fortified hub in the Dessarin Valley, buzzes with trade, its stone walls and five guarded gates welcoming caravans and river barges. Renowned for barge craftsmanship, its wares ply rivers from Silverymoon to Waterdeep. The city's growth, however, fuels a shadowy underbelly, with the Hand of Yartar thieves' guild operating from the Wink and Kiss tavern. A fortified bridge connects the city to a western citadel, while within, the Shield Tower houses the city's guards. The Happy Hall of Fortuitous Happenings, a temple to Tymora, offers aid to adventurers, and the Grand Dame, a gambling riverboat owned by Lord Drylund, caters to nobles. Its industries span barge construction, agriculture, seafood, caravan services, and cheese, making it a vital, yet troubled, waypoint in the Savage Frontier.

Yhaunn
Yhaunn, a weathered coastal city in Sembia, rises from an old quarry, its foundations carved into the very stone. A labyrinth of towering, half-timbered structures, reaching three to five stories, crowds the landscape, leaving scant room for greenery. The city's verticality presses inward, a testament to its age and the necessity of space. Moonshadow Hall, the resplendent temple of Selûne, pierces the city's heart, a beacon amidst the stone and timber. Though its population has fluctuated wildly, from near 100,000 to a mere fraction, Yhaunn remains a vital, if cramped, hub of Sembian life, its ancient stones whispering tales of resilience and enduring faith.
Zer'Thul
Zer'Thul, a colossal, fractured obsidian sky-citadel, drifts ominously through the boundless Astral Sea. Once a proud githyanki bastion, its shattered towers and flickering psychic defenses still hum with residual power, a silent threat to any who dare approach. Within its ruined walls, remnants of the githyanki linger, some clinging to the remnants of their lost empire, others warped into feral, psychic horrors by the plane's raw energies. Amidst the endless gray void, where time twists and thought shapes reality, Zer'Thul floats as a stark reminder of fallen glory, a dangerous relic amidst the drifting god-isles and color pools that punctuate the Astral Sea's emptiness. The citadel's psychic echoes warp the very air, and the remnants of its defenses are still capable of blasting intruders. The interior is a maze of broken architecture and corrupted psychic energy. Its inhabitants are dangerous and unpredictable, a testament to the chaotic nature of the Astral plane itself.

Zhentil Keep
Zhentil Keep, a scarred testament to past grandeur, looms over the Moonsea, a fractured shadow of its former might. Once the heart of the Zhentarim's power, its shattered walls and ruined towers whisper tales of the devastating Shadowbane War. Now, the remnants of the Black Network claw back at the rubble, rebuilding amidst the skeletal remains of the once-proud city. Patches of new construction rise alongside crumbling stone, a chaotic blend of old and new, reflecting the Zhentarim's tenacious grip on the region. The air hangs thick with the scent of ash and the promise of dark ambition, as the Keep slowly, but surely, rises again, a dangerous foothold in a treacherous land.