Baator, the Nine Hells world illustration - Fantasy theme
Fantasy

Baator, the Nine Hells

P
Pollution

Baator, the Nine Hells and the realm of devils, ruled by Asmodeus. A Forgotten Realms D&D adventure!


Author's Note: The air crackles with infernal energy, the sky a perpetual, blood-red storm. Jagged obsidian spires pierce the tormented landscape, casting long, writhing shadows that dance with the flames of the Styx. Avernus, the first layer of the Nine Hells, stretches before the boldest adventurers, a realm of war and ruin where fiends clash in endless conflict. War machines, fueled by tortured souls, rumble across the plains, leaving trails of destruction in their wake. Whispers of ancient pacts and forgotten gods echo through the desolate canyons, promising power and peril in equal measure. This is a land where survival demands both strength and cunning, where alliances are forged and broken in the blink of a fiery eye, and where the very ground trembles with the weight of infernal legions. Here, the soul is a commodity, and ambition burns hotter than the volcanic rivers that scar the land. The stench of brimstone and despair hangs heavy, a constant reminder of the price of power. Fortunes are won and lost in the blink of an eye, and the most cunning can rise to command legions of devils. The path to glory is paved with treachery and sacrifice, where every step may be the last. The Nine Hells beckon those with the courage to face its horrors, offering a chance to test their mettle against the ultimate evil. Will they succumb to the infernal temptations, or rise as a beacon of defiance in the heart of darkness? Hope you enjoy, the full 9-hells experience. I also added a small zone for the Prime Material Plane so you can Role Play your way into a 9-Hells adventure. Remember to manually change your location when you Planeshift. Have fun! Update: Added 8 of my own unique origin characters, 2 being devils who are struggling with their alignment. I thought it would make for fun storytelling.
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34 days ago
Last Updated
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Abriymoch

Abriymoch

Abriymoch, Phlegethos' sole city, a fortress in the volcanic heart of the Nine Hells' fourth layer. Obsidian and crystal form its walls, nestled within a caldera, seat of Belial and Fierna's power. The Diabolical Court resides here, resolving Baatorian legal disputes, amidst infernal carnivals and entertainment. Gazra, a pit fiend, governs from his crystal statue manor. Leaping flames illuminate the city, a harsh, yet vibrant center of infernal authority and amusement, a stark contrast to the surrounding fiery wastes, serving as both a stronghold and a place of twisted celebration.

Alaghon Council Hall

Alaghon Council Hall

The Alaghon Council Hall is a grand structure made of polished marble and adorned with intricate carvings depicting the city's history. Inside, a large circular chamber hosts a massive table where the city's leaders convene to discuss matters of governance, flanked by towering bookshelves filled with ancient tomes and scrolls.

Alaghon Harbor

Alaghon Harbor

Alaghon Harbor is a bustling coastal port known for its vibrant trade and diverse population. The harbor is lined with colorful ships from various lands, and the air is filled with the sounds of merchants hawking their wares and sailors sharing tales of adventure.

Arkhen River Docks

Arkhen River Docks

The Arkhen River Docks are a bustling hub of trade and commerce in Ordulin, where merchants and travelers converge to exchange goods. The docks are lined with warehouses, market stalls, and ships of all sizes, creating a vibrant atmosphere filled with the sounds of haggling and the scent of fresh produce and exotic spices.

Athkatla Docks

Athkatla Docks

The Athkatla Docks are a bustling harbor teeming with activity, where merchants and sailors from distant lands converge. The air is filled with the sounds of creaking wood, shouting dockworkers, and the scent of salt and fish, as ships of all sizes come and go, laden with goods and treasures.

Avernus' Demon Zapper

Avernus' Demon Zapper

A 10-foot radiant sphere designed to zap fiends within 100 feet, powered by the trapped unicorn Mooncolor. Once a weapon against the Blood War, it was abandoned due to its indiscriminate targeting, now posing a threat to all fiends.

Basilisk Gate

Basilisk Gate

Basilisk Gate is 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.

Bel's Forge

Bel's Forge

Bel's Forge, a volcanic fortress, is archdevil Bel's base, post-Zariel's coup. Inside, weapons for the Blood War are crafted, guarded by imps, devils, and enslaved fire giants. Bel, amidst lava, plots revenge. The forge, riddled with traps and wards, is a prison for foes. It houses a weapons depot, a floating interrogation room, and cells. Dungeons echo with forced labor and schemes, a fiery heart of Avernus, where Bel's ambition simmers, awaiting its chance to reignite.

Bone Brambles

Bone Brambles

Avernus' Bone Brambles, a cursed forest, twists calcified trees and bone-vines, a macabre maze. Once Feywild homes, trees now bear petrified dryad faces, some half-emerged, frozen in horror. Red Ruth, a night hag, claims this eerie domain. Disorienting magic traps travelers, while dryad spirits and shambling mounds haunt the bone-laced terrain. In Descent into Avernus, players navigate this warped maze, dark blood pulsing through vines, calcified corpses embedded in trees. The forest, a labyrinth of bone and dread, leads to Red Ruth's hut. Lost and threatened, players face the Brambles' horrors, where nature's beauty is perverted into a hellish mockery, a testament to Avernus' corruption.

Caer Callidyrr Harbor

Caer Callidyrr Harbor

Caer Callidyrr Harbor is a bustling port city known for its strategic location along the coast. It serves as a vital hub for trade, connecting distant lands, and is heavily fortified to defend against potential sea threats.

Cages of Silent Accusation

Cages of Silent Accusation

The Cages of Silent Accusation: A vast, tiered structure composed of countless iron cages, each containing a soul condemned for unspoken sins and hidden malice. The cages hang suspended over a chasm of molten slag, their occupants forced to endure the oppressive heat and the weight of their unspoken guilt. The silence is deafening, broken only by the occasional rattle of chains or the soft whimpers of the damned. Demonic wardens, their faces obscured by iron masks, observe the prisoners with cold, unblinking eyes. The cages are designed to amplify the psychological torment, forcing the damned to confront their hidden sins in the suffocating silence. The air is heavy with the weight of unspoken accusations and the lingering stench of fear.

Callidyrr Castle

Callidyrr Castle

Perched atop a rocky cliff overlooking the shimmering waters of the Moonshae Isles, Callidyrr Castle serves as the majestic seat of the High King. Its towering spires and intricate stonework reflect the moonlight, creating an ethereal glow that enchants all who approach.

Carnival Eternal Entrance

Carnival Eternal Entrance

The Carnival Eternal Entrance leads into a putrid vale where pavilions are perpetually drenched in filth from an overhead sluice pipe. This sinister carnival serves as a haven for Baalzebul's successful servants, offering diabolical pleasures and experiences that vary based on the number of souls collected, with greater rewards granting longer 'vacations'.

Chasm of Cyric's Shattered Divinity

Chasm of Cyric's Shattered Divinity

The Chasm of Cyric's Shattered Divinity: A deep, jagged chasm where fragments of Cyric's shattered divinity are scattered like broken glass. These shards emit chaotic whispers, driving those who approach to madness. The chasm's depths are shrouded in an unnatural darkness, and the air is thick with the scent of ozone and the taste of bitter betrayal. The walls of the chasm are covered in cryptic, ever-changing symbols that seem to writhe and pulse. The whispers from the shards are a constant, maddening chorus of lies and broken promises. The chasm is impossibly deep, and the bottom is lost in the darkness. The feeling of being watched by unseen, malevolent eyes is constant

Chasm of Fallen Crowns

Chasm of Fallen Crowns

The Chasm of Fallen Crowns: A deep, jagged chasm where the shattered crowns of deposed archdevils and fallen celestial beings lie scattered among the rocks. Each crown pulses with a faint, malevolent energy, a reminder of the power lost and the ambition crushed. This desolate ravine is a testament to Asmodeus's absolute dominion, where the relics of those who dared to challenge him are left to rot. The chasm is perpetually shrouded in a thick, noxious fog, and the ground is littered with the bones of those who dared to seek the fallen crowns. The air is heavy with the scent of decay and the lingering echoes of broken promises. The walls of the chasm are scarred with the marks of ancient battles, and the ground is uneven and treacherous, making it a perilous journey for any who dare to venture within

Citadel Coldsteel

Citadel Coldsteel

Citadel Coldsteel, Geryon's hidden steel fortress, chills Stygia beyond its norm. Once concealed underwater, it now rises from the icy core, an anomaly of freezing metal. Howling winds carry tormented screams, and unpredictable portals flicker around its perimeter. The citadel's coldness permeates, an unnatural chill even amidst Stygia's frigid expanse. Its sudden emergence from the ice, coupled with the eerie winds and warping portals, makes Coldsteel a terrifying enigma. Geryon's secret stronghold, a steel monolith, stands as a chilling testament to his power, its presence warping the very fabric of Stygia's frozen landscape.

Citadel of False Promises

Citadel of False Promises

The Citadel of False Promises: A towering fortress constructed of black iron, its walls etched with cryptic symbols and false promises. Within its halls, demonic bureaucrats, their forms distorted and corrupted, administer the punishments of Dis, their words laced with deceit and empty reassurances. The damned are brought before them, their hopes briefly raised by false promises of redemption, only to be crushed by the cruel reality of their eternal damnation. The citadel is a labyrinth of bureaucratic torment, where the damned are subjected to endless paperwork and meaningless procedures, their despair amplified by the illusion of hope. The air is thick with the stench of sulfur and the oily residue of broken promises.

Council of Six Hall

Council of Six Hall

The Council of Six Hall serves as the grand seat of Amn's governing body, where the wealthiest merchants convene to shape the fate of the realm. Its opulent architecture reflects the prosperity of its members, adorned with intricate carvings and lavish decorations that symbolize their influence and power.

Crimson Pools of Baphomet

Crimson Pools of Baphomet

The Crimson Pools of Baphomet: In the heart of Maladomini, where the ground is perpetually stained crimson, lie the Crimson Pools of Baphomet. This domain is a testament to the demon lord Baphomet's lust for blood and violence. The air here is thick with the stench of blood and the cries of the tortured, while the ground is slick with the gore of countless victims. Within, Baphomet and his gnollish hordes indulge in their savage rituals, sacrificing countless souls to their blood god and unleashing waves of brutal violence upon the Material Plane. The crimson pools themselves are filled with the blood of the damned, their surface constantly rippling with the echoes of their agonized screams

Crypt of the Hellriders

Crypt of the Hellriders

The Crypt of the Hellriders is a haunting burial site dedicated to the loyal warriors of Zariel, including the resentful Haruman and the noble General Olanthius. This complex features unexplored chambers filled with dark secrets, including a trapped mummy lord, a gateway to Zariel's plane, and a blood-dripping obelisk that pulses with dark energy, all while offering players a chance to commune with the spirits of those who fought valiantly for their cause.

Crystal Citadel of Bitter Regret

Crystal Citadel of Bitter Regret

The Crystal Citadel of Bitter Regret is a fortress of black ice, a prison for those who traded desires for infernal power. Frozen sentinels, their minds tormented by lost ambitions, guard its jagged walls. Warped reflections of their regretful faces line the citadel. Mournful chimes fill the air, each note a lament. Frozen halls echo with broken promises, chilling all who enter. Crystal-armored ice devils guard the citadel, their eyes filled with malice. Frozen statues serve as grim reminders of failure. The central spire pulses with dark energy, a beacon of despair in the frozen wastes. The citadel's atmosphere is one of crushing despair, the air thick with the weight of eternal regret. The frozen structures and guardians serve as a constant reminder of the consequences of betraying one's deepest desires. The citadel is a testament to the price of infernal power, a place where ambition is punished with eternal, frozen servitude and agonizing memories

Crystalline Labyrinth of Mephistar's Experiments

Crystalline Labyrinth of Mephistar's Experiments

A complex network of tunnels and chambers beneath Mephistar, where Mephistopheles conducts his most arcane and dangerous experiments. The labyrinth is constructed from magically grown crystals that amplify and focus arcane energies, with each chamber housing a different experiment, from the creation of ice devils to the manipulation of planar energies.

Dis, The Iron City

Dis, The Iron City

Dis, The Iron City, is a sprawling metropolis of blackened, red-hot iron, characterized by its extreme heat and treacherous, ever-shifting streets. Governed by the whims of Dispater, the city is a hub of paranoia and relentless industry, primarily focused on weapons manufacturing, with construction and destruction occurring in a constant cycle.

Dragonmere Docks

Dragonmere Docks

The Dragonmere Docks serve as a bustling hub of trade and commerce for Cormyr, where merchants from distant lands converge to exchange goods. The docks are lined with sturdy wooden piers, bustling with sailors, traders, and dockworkers, all engaged in the lively rhythm of loading and unloading cargo.

Edge of the Styx

Edge of the Styx

The Edge of the Styx is a bustling dock where souls and travelers alike gather to embark on their journeys through the treacherous levels of Hell. The air is thick with the scent of brimstone and the sounds of distant wails, as ferrymen offer their services to those brave enough to traverse the infernal waters.

Elfsong Tavern

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.

Forges of Perdition's Heart

Forges of Perdition's Heart

The Forges of Perdition's Heart: A network of volcanic caverns where Infernal smiths labor ceaselessly, crafting weapons and armor from the very flames of Phlegethos. The air is thick with the stench of sulfur and molten metal, and the rhythmic clang of hammers echoes through the tunnels. The forges are powered by the tormented souls of mortal artisans, their skills twisted and corrupted to serve the will of Bel. The products of these forges are highly prized by the armies of Hell, the weapons and armor imbued with the destructive power of Phlegethos itself. The most powerful of these forges are said to be located at the very heart of the layer, where the flames burn hottest. The most skilled of the smiths are said to be able to forge weapons that can cut through any material, and armor that can withstand any attack.

Fungal Fields of False Testimony

Fungal Fields of False Testimony

In the shadowy Fungal Fields of False Testimony, bioluminescent fungi, fed by lies, cast a sickly green glow. Erinyes patrol, their voices like hollow promises. Fallen bards, once purveyors of falsehoods, now wander, their songs replaced by the fungi's mournful drone. Sentient fungi ensnare truth-tellers, their spores spreading deception. The air is thick with sweet spores and metallic fear, a constant reminder of lies' corrosive power. Deep within, a massive, pulsating fungus, a grotesque parody of truth, consumes the worst falsehoods. Its tendrils reach out, ensnaring those who stray, perpetuating the cycle of deception. The cavern echoes with the whispers of the damned, their voices lost in the fungal drone, a testament to the enduring power of lies in this realm of grotesque, living deceit.

Garden of Delights in Dis

Garden of Delights in Dis

The Garden of Delights, an illusory oasis within Dis, designed to lure and corrupt visitors. It appears as a beautiful garden with comely servants, sumptuous meals, and refreshing beverages. However, it's a trap maintained by enslaved efreet and imps, designed to sap the identity and motivation of those who enter.

Garden of Delights in Malbolge

Garden of Delights in Malbolge

The Garden of Delights are a secluded garden near the center of Ossiea, enclosed by high walls of bleached skulls. It's a place of beauty, filled with plants from various planes, designed to lull victims into a false sense of security before their comforts are cruelly taken away.

Gates of Malsperanze

Gates of Malsperanze

The Gates of Malsperanze stand as a foreboding entrance to the second layer of Baator, adorned with iron teeth and molten runes that pulse with a sinister heat. The inscription 'Abandon hope' serves as a chilling warning to all who dare approach, while a skull-paved road winds ominously toward Dis, each skull a silent witness to the horrors that lie beyond.

Ghiskidin's Duelist's Chasm

Ghiskidin's Duelist's Chasm

Ghiskidin's Duelist's Chasm, a glacial rift, hosts brutal gladiatorial battles. Frozen gore slicks the arena floor. Carved ice boxes line the chasm's walls, seating baying crowds. This fissure offers devils a rare, legal outlet for combat beyond infernal ranks. The air crackles with bloodlust as devils clash, their forms a blur of honed skill and savage power. The ice echoes with the clang of steel and the roars of the fallen. A spectacle of violence, the Chasm is a sanctioned release, a place where devils test their mettle, and the victor earns fleeting glory in a realm of endless war. The frozen arena, stained crimson, stands as a testament to their relentless struggle.

Glasya's Labyrinth

Glasya's Labyrinth

Beneath Glasya's Citadel lies a twisted maze of cells and torture chambers, where the screams of the damned echo through the damp stone corridors. This nightmarish labyrinth is designed to disorient and terrify, with shifting walls and hidden traps that ensnare the unwary.

Hall of One Thousand Sighs and Screams

Hall of One Thousand Sighs and Screams

Fierna's palace holds the Hall of One Thousand Sighs and Screams, a secluded, opulent space of marble and jewels. Here, Belial tutors Fierna in "love and pain," a euphemism for cruel instruction. Only Fierna and select companions may enter, emphasizing its private, sinister purpose within the otherwise elegant palace. The hall's name hints at the duality of pleasure and torment, reflecting Belial's influence and Fierna's evolving nature. The ornate setting contrasts sharply with the hall's implied activities, creating a chilling atmosphere. It's a place of hidden power and dark lessons, where the line between pleasure and agony blurs.

Hall of the Four Winds

Hall of the Four Winds

The Hall of the Four Winds serves as a central gathering place and tavern in Bryn Shander, where adventurers and locals alike come to share tales, enjoy hearty meals, and warm themselves by the roaring fire. The hall is adorned with colorful banners representing the four winds, and its walls echo with laughter and music, creating a welcoming atmosphere for all.

Hall of the Vanquished

Hall of the Vanquished

The Hall of the Vanquished, a Stygian ice cavern, showcases Levistus’s cult triumphs. Frozen figures, once mighty foes, stand as chilling trophies. Plaques detail their powers and fatal flaws, offering grim lessons. Devils and cultists utilize this macabre museum as a training arena, briefly thawing select specimens to spar with their former might. The hall echoes with the clash of steel and the groans of reanimated ice, a stark reminder of Levistus's power and the ephemeral nature of even the strongest beings. It's a place of both historical display and brutal practice, where the defeated serve as eternal, frozen instructors, their past glories used to sharpen the skills of those who conquered them. The icy air holds the echoes of past battles and the chilling promise of future victories, a testament to the cult's relentless pursuit of dominance.

Haruman's Hill

Haruman's Hill

Haruman's Hill, a grim spectacle, showcases iron trees bearing the tormented forms of dead knights. Stirges buzz amidst their hanging, writhing bodies, their silent screams etched in the air. Jander, Lulu the Hollyphant's lost ally, is here, impaled, a centerpiece of this morbid display. Releasing him triggers Haruman's wrath. This narzugon, once a paladin of Helm, now Zariel's servant, arrives atop his Nightmare. His presence heralds a fierce confrontation, his rage echoing through the iron trees, a devil's vengeance for disturbing the hill's eternal agony.

Hellwasp Nests

Hellwasp Nests

In the desolate landscape of Avernus, grotesque hellwasp nests float ominously, constructed from the remains of celestial beings. These massive, cocoon-like structures are tethered to the ground, housing the writhing forms of angels, their wings trapped in wet, papery walls, creating a haunting illusion of life amidst the horror of their consumption by larvae.

High Hall

High Hall

The High Hall stands as a fractured, war-torn fortress, its once soaring turrets now jagged and broken. It serves as the epicenter of Elturel's desperate defense against the infernal hordes. Devils relentlessly assault its walls, drawn by its strategic importance and the remaining pockets of resistance. Within, Grand Duke Ravengard leads the beleaguered defenders, attempting to coordinate a hopeless struggle against overwhelming odds. The High Hall is a symbol of Elturel's defiance, even as it teeters on the brink of annihilation.

Iron Labyrinth Entrance

Iron Labyrinth Entrance

Entrance to the Iron Labyrinth of Betrayal: A sprawling maze constructed of razor-sharp iron plates, constantly shifting and reconfiguring. Within its depths, the damned who betrayed trust are forced to navigate the ever-changing pathways, their flesh torn and mangled by the serrated edges. Demonic overseers, clad in spiked iron armor, patrol the labyrinth, their laughter echoing through the metallic corridors. The maze is designed to amplify disorientation and despair, with illusions and false paths leading to dead ends or traps. The constant clanging of shifting metal and the cries of the trapped souls create a cacophony of suffering. The air is thick with the metallic tang of blood and the acrid smell of ozone, a testament to the constant friction and torment.

Kostchtchie's Maw

Kostchtchie's Maw

Kostchtchie's Maw, Avernus's grim chasm, held Kostchtchie, the demon lord. Zariel, archdevil, imprisoned him, seizing Matalotok, his weapon. This water-filled ravine, a tar pit's depth a mere ten feet, creates terrain confusion. Kostchtchie's defeat came at the Styx's edge, where his might shattered the Nine Hells' 8th Legion, leading to his shackling. His prison remains a testament to Zariel's power, a deep scar on Avernus, a reminder of the demon lord’s fall. The chasm echoes with the faint, lingering rage of Kostchtchie, its dark waters concealing the remnants of his former power. The tar pit, a shallow but treacherous obstacle, adds to the Maw's perilous nature, a constant hazard for any who dare to venture near.

Labyrinth of Truths

Labyrinth of Truths

Gray stone fortress, swamp's edge. Labyrinth of Truths, Hell's record vault. Devil scribes toil, infernal guards patrol. Vast archive: magic lore, mortal sins, whispered lies. Tiered depths, each level holds varied, damning records. Bubbling miasma clings, shadows dance on worn walls. Iron gates, soul-chilling chill. Truths and falsehoods mingle, devilish order reigns. Seek knowledge? Pay the price. Every level a maze, every scroll a snare.

Lakes of Bile

Lakes of Bile

The Lakes of Bile is a collection of putrid pools that produce potent poisons, which Glasya's forces bottle and sell. The area is filled with toxic fumes, making it dangerous for mortals.

Maggot Pit

Maggot Pit

The Maggot Pit is a vast crater, measuring a thousand feet in diameter, filled with a thick, mind-numbing poisonous slime that emits a foul stench. This grotesque location serves as a breeding ground for lemures and nupperibo, their forms writhing amidst the swarms of maggots that thrive in the toxic environment.

Maggoth Thyg

Maggoth Thyg

Maggoth Thyg is a cavern with glowing walls that emit a brain-numbing light. Falling boulders often block the entrance, but it always reopens. Terrible cries emanate from its depths.

Malsheem

Malsheem

Malsheem: This is the largest city in the Outer Planes, and it serves as the heart of Nessus and the seat of Asmodeus's power. It's situated at the bottom of a massive trench, directly beneath the portal leading from the Pit in Cania. Malsheem is home to a vast population of devils, held in reserve for a future apocalyptic conflict. Rising from the depths of this rift is Fortress Nessus, Asmodeus's imposing citadel, which dominates the cityscape and the surrounding plains.

Mammon's Palace

Mammon's Palace

Mammon's Palace is a grand yet decaying structure located in the heart of Minauros, the Sinking City. It serves as both the opulent residence of the archdevil Mammon and the central hub for economic dealings in the Nine Hells, surrounded by the constant hustle of devils engaged in trade and bureaucratic tasks.

Mentiri

Mentiri

Mentiri, Dis's core horror, a dual Bastille. A hidden, horrific prison in the heart of Dis. Flesh: mortals twisted to lawful evil, "reformed" by pain. Souls: non-lawful evil held, a grim ransom. Hidden, its dread echoes, a testament to Dis's cruel order. Cells drip with torment, shaping minds, breaking spirits. A place where justice is a blade, and souls are currency. Its walls, a testament to the iron grip of Dis, where even the damned are bartered

Mephisto's Palace

Mephisto's Palace

Mephisto's Palace is a grand structure carved from the heart of the glacier Nargus, radiating an aura of chilling power. The icy walls shimmer with arcane runes, and the air is thick with the scent of brimstone, as the Lord of the Eighth conducts his dark research within its frozen halls.

Merchant's Guildhall

Merchant's Guildhall

The Merchant's Guildhall serves as the bustling heart of Sembian commerce, where traders from all corners gather to negotiate deals and showcase their wares. Its grand architecture features high ceilings adorned with intricate carvings, and the air is filled with the sounds of haggling and the scent of exotic goods.

Monument to Tiamat

Monument to Tiamat

A colossal dragon skull that serves as a gateway to Tiamat's lair, connected by a brutal highway to Dis's Gate Tower. This key locale houses Arkhan the Cruel's camp and is a focal point for negotiations involving the Orb of Dragonkind, where encounters with Tiamat's followers or even Tiamat herself are possible, offering rich lore and valuable loot.

Obsidian Arkhan's Tower

Obsidian Arkhan's Tower

Obsidian Arkhan's Tower, a kilometer-high fortress in Avernus, is a dread sight. Labs, morgues, and dragon hatcheries fill its black walls, guarded by undead and potent wards. Arkhan the Cruel, Tiamat's champion, commands from here. Near the Styx and Tiamat's Lair, it stands impervious. Dragons, wyrmlings, and magical traps defend its secrets. Krull, a sinister mind, crafts dark magic and alchemy for Arkhan's war. This fortress, a symbol of Tiamat's power, looms as a threat in the hellish landscape.

Obsidian Forge of Azzagrath

Obsidian Forge of Azzagrath

The Obsidian Forge of Azzagrath: Deep within Maladomini, where the air crackles with infernal energy and the ground shimmers with molten rock, lies the Obsidian Forge of Azzagrath. This colossal, obsidian-clad structure is the domain of the demon lord Azzagrath, a master of artifice and infernal magic. Within, infernal smiths, tormented souls bound to eternal labor, forge weapons of unimaginable power – cursed blades that drain life force, armor that amplifies pain, and constructs of pure infernal energy that wreak havoc upon the mortal plane. The air within the forge is thick with the stench of sulfur and the screams of the damned, while the rhythmic clang of infernal hammers against anvils echoes through the depths of Maladomini

Obsidian Icefall of Levistus's Lament

Obsidian Icefall of Levistus's Lament

The Obsidian Icefall, Levistus's Lament, is a daunting, black ice cliff eternally weeping frigid, oily tears, the embodiment of Levistus's trapped sorrow. Blood of failed supplicants stains the slick ice, their shattered forms littering the frost-rimed rocks below. The air vibrates with the moans of damned souls, frozen in eternal agony, their contorted faces visible within the ice. Whispers of Levistus's broken promises and the scraping of his chains fill the chilling wind. Dark, swirling pools at the fall's base are rumored portals to his prison, attracting the desperate. The ice emits a malevolent purple glow, pulsing with Levistus's trapped energy. The unstable structure poses a constant threat of ice avalanches, where any disturbance can trigger a deadly cascade, adding to the pervasive dread.

Obsidian Mire of Contractual Oblivion

Obsidian Mire of Contractual Oblivion

The Obsidian Mire of Contractual Oblivion: A vast, reeking expanse of black, semi-solid muck, where the broken contracts of damned souls coalesce into physical manifestations of their failures. Whispers of betrayed oaths and shattered pacts echo from the bubbling pools. Imps, tasked with retrieving these solidified breaches, constantly patrol, their tiny forms burdened with shards of obsidian-like paper, each etched with the agonized scrawls of broken promises. Fallen clerics of Cyric, their faith twisted into self-serving deals, are often found here, forced to eternally sift through the mire, seeking the fragments of their own corrupted vows. The mire’s depths conceal the remnants of those who dared to defy Asmodeus’s meticulously crafted legalisms, their forms slowly dissolving into the suffocating sludge, their screams muffled by the viscous, black substance.

Offalion

Offalion

Offalion is a collection of rubble on a blasted hillside used for political simulations. Devils use scattered stones to create parodies of influential places from the Prime Material plane and then act out detailed political scenarios. These simulations serve as training exercises for devils, who may later be sent to the target planes to implement their learned skills. Mortals are sometimes used in these simulations to add authenticity or disrupt the scenarios.

Old Mill Inn

Old Mill Inn

The Old Mill is a charming inn and tavern located in the heart of Rivington. Renowned for its hearty meals and warm hospitality, it serves as a gathering place for locals and travelers alike, offering a cozy atmosphere with rustic wooden beams and a crackling fireplace.

Palace of Filth

Palace of Filth

The Palace of Filth, once a magnificent castle, now lies in ruin, partially submerged in a sea of fetid sludge. Its walls, once adorned with gold and jewels, are now covered in grime and decay, reflecting the corruption of its master, Baalzebul.

Planeshift Spawn Avernus

Planeshift Spawn Avernus

The Planeshift Spawn Location for anyone traveling to Avernus. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from.

Planeshift Spawn Cania

Planeshift Spawn Cania

The Planeshift Spawn Location for anyone traveling to Cania. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from.

Planeshift Spawn Dis

Planeshift Spawn Dis

The Planeshift Spawn Location for anyone traveling to Dis. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from.

Planeshift Spawn Maladomini

Planeshift Spawn Maladomini

The Planeshift Spawn Location for anyone traveling to Maladomini. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from. 

Planeshift Spawn Malbolge

Planeshift Spawn Malbolge

The Planeshift Spawn Location for anyone traveling to Malbolge. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from. 

Planeshift Spawn Minauros

Planeshift Spawn Minauros

The Planeshift Spawn Location for anyone traveling to Minauros. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from.

Planeshift Spawn Phlegethos

Planeshift Spawn Phlegethos

The Planeshift Spawn Location for anyone traveling to Phlegethos. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from. 

Planeshift Spawn Stygia

Planeshift Spawn Stygia

The Planeshift Spawn Location for anyone traveling to Stygia. It serves no narrative purpose besides being a location someone can spawn into one of the Hell Layers from. 

Portal to the Demon Web

Portal to the Demon Web

A swirling, dark portal pulsates with a sinister energy, its edges lined with writhing, shadowy tendrils. From this gateway, demon spiders pour forth, their chittering echoing through the desolate landscape of Malbolge, spreading chaos and fear.

River of Scorched Regret

River of Scorched Regret

The River of Scorched Regret: A sluggish, black river flowing through a deep gorge, its banks lined with jagged iron spikes. The river is filled with the tears of the damned, boiled and blackened by the infernal heat. Souls are forced to wade through the river, their flesh seared and their minds tormented by the memories of their past regrets. Demonic ferries, crafted from rusted iron and bone, transport the damned across the river, their skeletal forms a constant reminder of mortality. The river's currents are treacherous, pulling the damned towards the churning depths where they are consumed by the boiling tears. The air is thick with the acrid smell of burnt flesh and the bitter tang of regret.

Ruined Dock District

Ruined Dock District

The Dock District lies in ruins, its once bustling markets and warehouses reduced to rubble. The River Styx flows beneath the suspended city, its murky waters reflecting the infernal chaos above. The district is a chaotic maze of shattered buildings and debris, where survivors scavenge for supplies and fight for survival against the horrors of Avernus. The air is thick with the stench of sulfur and decay, and the cries of the damned echo through the ruined streets.

Shadow Weave Academy

Shadow Weave Academy

The Shadow Weave Academy is a prestigious institution nestled within the Shade Enclave, dedicated to the study of shadow magic and the arcane arts. Its halls are filled with whispers of ancient secrets, and its students learn to harness the power of darkness to manipulate reality itself.

Shummrath's Pit

Shummrath's Pit

Shummrath's Pit, once a vast, green goo lake in Avernus, now yawns as an empty, mile-deep canyon, a stark wound on Hell's ravaged face. Shummrath's pit fiend remains fueled its strange genesis. This chasm, a source of potent creature blood, lures adventurers seeking infernal power. Its depths breed intrigue; a dammed pit sparks ideas of Styx water encounters, or a wizard's leap into the goo's lingering, sentient essence. The pit's sheer scale, a mile down, offers perilous exploration and unique, hellish challenges.

Spawning Trees

Spawning Trees

Avernus hosts the Spawning Trees, a vital site. Bearded devils cultivate trees yielding demonic ichor, a resource for infernal schemes. This area, within Baator's first layer, is fraught with perils: jagged terrain, lava flows, and lurking fiends. The ichor's dark purpose fuels the Nine Hells' malevolent activities, making the Spawning Trees a key, hazardous location. Devils tirelessly tend these corrupt trees amidst Avernus's brutal landscape, ensuring a steady supply of their foul product. The site's strategic importance, coupled with its inherent dangers, makes it a critical point in the infernal realm, a place where the raw material of evil is harvested.

Stygian Docks

Stygian Docks

Avernus' Stygian Docks, a vital hub, buzz with infernal activity. Here, Zariel's sky fortresses, instruments of war, undergo constant repair and refueling, drawing power from the tormented souls of the damned. These docks are more than mere repair yards; they're a grim gateway, a place where the River Styx can be crossed, albeit at a terrible cost. The air crackles with dark energy, the screams of the damned echoing amidst the metallic clang of repairs. A constant flow of souls fuels the engines, ensuring Zariel's forces remain ever ready. The docks, a testament to her power, stand as a chilling reminder of Avernus's brutal nature, where souls are mere fuel for war.

Styx's Offshoot

Styx's Offshoot

A narrow, winding stream of the River Styx flows into the depths of Nessus, surrounded by jagged rocks and a foreboding atmosphere. This offshoot is heavily guarded by thousands of devils, who mercilessly slay any intruders that dare to approach its banks, ensuring that the secrets of the Styx remain hidden from the unworthy.

Sundered Chains

Sundered Chains

Sundered Chains is a desolate site in Avernus, marked by fractured chains that tell the tale of cities once bound together before Elturel's fall. The remnants serve as a grim reminder of Avernus's history, where a Chain Devil, accompanied by Bearded Devils, guards the area, viewing it as sacred ground unless provoked. Here, adventurers can uncover the immense power of the chains and gain insights into the past, while also encountering Wandering Giants, fierce survivors of a lost giant city, who roam the land, feared by devils for their formidable combat prowess.

Temple of Earthmother

Temple of Earthmother

The Temple of Earthmother serves as a sacred sanctuary for the Ffolk of Caer Callidyrr, dedicated to the worship of the Earthmother, a deity representing nature, fertility, and the cycles of life. The temple is adorned with intricate carvings of flora and fauna, and its tranquil gardens are filled with vibrant flowers and ancient trees, creating a serene atmosphere for prayer and reflection.

The Bank of Ordulin

The Bank of Ordulin

The Bank of Ordulin is a towering structure of polished marble and enchanted glass, serving as the financial heart of the region. It is known for its vast vaults, magical security measures, and the influential figures who conduct business within its walls.

The Beholder of Otherworldly Knowledge

The Beholder of Otherworldly Knowledge

In the bustling heart of Baldur's Gate, The Beholder of Otherworldly Knowledge is a striking stone statue of a Beholder, capturing its menacing features with remarkable detail. This lifeless monument, with its central eye and ten eyestalks, serves as a constant reminder of the strange and dangerous forces lurking in the Forgotten Realms, drawing the attention of both locals and visitors alike. On it's stone plaque reads, "Beholder of Otherworldly Knowledge: Don't forget to change locations when you are Planeshifting to another realm in Friends and Fables."

The Black Dragon Gate

The 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. The absence of the Watch and Flaming Fists allows petty crime to flourish under the Guild's influence, creating a tense atmosphere where deals are made in the shadows.

The Bronze Citadel

The Bronze Citadel

The Bronze Citadel, once Zariel's fortress, mutated under Bel, then back to her. Now a sprawling, brutish city, dozens of miles wide, it boasts twelve ring walls bristling with war machines. Lemures, soul shells, and countless devils swarm within, bound for the Blood War. Soul shells, imps, and lemures ceaselessly expand it, bone scaffolding often supporting walls. Fourteen concentric rings, each with gated, devil-guarded entrances, surround the citadel. Ballistae, catapults, and magical relics jut from every wall. The complex, 600 square miles large, stretches into the Stigmaris Mountains' foothills. Its sheer size and constant militarization reflect Avernus' eternal conflict, a testament to Zariel's iron grip and the endless Blood War. The citadel's ever-changing nature, from fortress to city, showcases the chaotic, brutal essence of the Nine Hells.

The Bronze Citadel (East)

The Bronze Citadel (East)

Once a fortress of Zariel, the Bronze Citadel has transformed into a sprawling, brutish city under the influence of Bel. With twelve ring walls bristling with war machines, it serves as a hub for devils and their endless march towards the Blood War, showcasing the chaotic essence of the Nine Hells.

The Bronze Citadel (West)

The Bronze Citadel (West)

Once a fortress of Zariel, the Bronze Citadel has transformed into a sprawling, brutish city, sprawling over 600 square miles. With twelve ring walls bristling with war machines and guarded by devils, it serves as a hub for the Blood War, teeming with lemures, soul shells, and imps, all contributing to its relentless expansion.

The Bryn Shander Market Square

The Bryn Shander Market Square

The Market Square serves as the bustling heart of Bryn Shander's trade, where merchants from all over gather to sell their wares. Despite the icy chill that permeates the town, the square is alive with the sounds of haggling and laughter, as townsfolk and travelers alike seek to barter for goods ranging from warm furs to rare magical items.

The Burning Library of Lost Oaths

The Burning Library of Lost Oaths

A massive, crumbling library built from obsidian and brimstone, where the broken oaths and false promises of mortals are recorded in fiery script. Guarded by corrupted librarians twisted by infernal flames, the library holds cursed books containing secrets of forgotten pacts and the names of betrayers. It attracts Devils and Daemons seeking to manipulate mortals, while also serving as a pilgrimage site for those wishing to sever their own oaths through dark rituals.

The Chilling Archive of Cryonexus

The Chilling Archive of Cryonexus

The Chilling Archive of Cryonexus: A vast, subterranean library carved into the heart of a colossal, stationary iceberg. Here, Gelugon archivists meticulously record every arcane experiment Mephistopheles authorizes, along with detailed ice-based magical theories. The air is thick with frost motes, and the shelves are lined with frozen tomes and crystalline data storage devices. Hidden passages lead to experimental chambers where failed or dangerous experiments are permanently encased in magical ice. The library's core is a massive, magically cooled crystal that stores the cumulative knowledge of Cania's arcane research, guarded by a powerful, ancient Gelugon librarian who is fiercely loyal to Mephistopheles. The location is constantly monitored for Dis spies, and any unauthorized access is met with extreme prejudice. The temperature inside is consistently sub-zero, and any moisture instantly freezes. This location is a testament to Mephistopheles' obsession with arcane knowledge.

The City of the Dead

The City of the Dead

A serene and expansive cemetery located in Waterdeep, The City of the Dead is a walled garden filled with lush greenery, ornate tombstones, and tranquil pathways. It serves as a resting place for the city's most notable figures, offering a peaceful retreat for visitors and a place for reflection amidst the hustle of urban life.

The Companion

The Companion

The Companion hangs ominously over the city, a malevolent orb that rains down bolts of dark energy. This corrupted artifact, once a source of light and protection, is now a symbol of Elturel's damnation. The Companion's dark energy animates the dead, raising ghouls, ghasts, and zombies to terrorize the living. It is a constant reminder of the city's pact with Zariel and its descent into Avernus.

The Court of Petitions Denied

The Court of Petitions Denied

The Court of Petitions Denied: A sprawling, rain-lashed plaza of slick, green-tinged stone, where the rejected pleas of the damned are etched into the very ground. Here, petitioners, their forms warped and wretched, are forced to endlessly reenact their failed appeals before a jury of pit fiends. The plaza is dominated by a towering, iron archway, its surface covered in the grotesque visages of those whose pleas were deemed unworthy. Each visage weeps a dark, oily substance that pools at the archway's base, creating a slick, treacherous surface. Fallen paladins of Torm, their once-noble hearts now filled with despair, are often found here, their voices hoarse from endless pleading, their armor corroded by the acidic rain. The plaza's perimeter is lined with crumbling, moss-covered statues of forgotten petitioners, their outstretched hands forever frozen in a gesture of futile supplication.

The Fetters

The Fetters

The Fetters, Petitioner's District, A sprawling slum within Dis, catering to Hell's foreigners. It's a place for bartering, information gathering, and seeking infernal audiences. It also houses damned souls who have managed to avoid typical torment. The Fetters is the closest thing the Hells have to a tourist spot, offering supplies and relief from the heat, though always with an infernal twist. It contains many inns and taverns.

The Forge of Immutable Chains

The Forge of Immutable Chains

The Forge of Immutable Chains: A colossal, infernal foundry where the chains binding souls to Nessus are forged. The heat is unbearable, the air thick with the stench of molten metal and burning flesh. Demonic smiths, their forms warped by the intense heat, hammer and shape the chains, each link imbued with the essence of broken promises and eternal servitude. The clang of the hammers resonates across the landscape, a constant reminder of the inescapable bonds that hold the damned in place. Powerful amnizu oversee the forge, ensuring the chains are forged to the precise specifications of Asmodeus's decrees. The flames of the forge burn with a dark, unnatural light, fueled by the souls of those deemed irredeemable. The chains themselves glow with a faint, malevolent energy, their touch searing the flesh and binding the spirit. The rhythmic pounding of the forge hammers a constant reminder of the unyielding power of the infernal hierarchy

The Frozen Forge of Hutijin's Armaments

The Frozen Forge of Hutijin's Armaments

The Frozen Forge of Hutijin's Armaments: A sprawling complex of ice-forged foundries and armories, where Hutijin crafts weapons and constructs for Mephistopheles’ legions. The forges utilize geothermal vents deep within the ice, channeling heat through magically reinforced conduits to work with the unique frozen metals of Cania. Gelugon smiths, immune to the extreme cold, hammer and shape enchanted ice, froststeel, and other infernal alloys. The air crackles with magical energy, and the rhythmic clang of hammers echoes through the caverns. Here, frost-imbued blades, ice-encased siege engines, and magically animated ice golems are created. The forge is heavily fortified, with layers of magical wards and Gelugon guards protecting its secrets. The constant production of armaments ensures that Mephistopheles’ forces are always well-equipped for any potential conflict. The location is a testament to Hutijin's skill as a military leader and a master craftsman.

The Garden

The Garden

The Garden, once a serene haven, is now a desolate wasteland, its lush greenery replaced by scorched earth and twisted, blackened trees. The once-flowing stream that nourished the city is now a trickle of foul, stagnant water. The Garden is a battleground, where demonic and devilish forces clash amidst the ruins, and desperate survivors seek shelter among the shattered remnants of its former beauty

The Glacial Pit (Entrance to Nessus)

The Glacial Pit (Entrance to Nessus)

A deep, icy pit that descends into the frozen depths of Cania, guarded by an army of 9,999 gelugons. Adventurers must brave the frigid waters, swimming through 1,001 fathoms to reach a silvery portal that leads to Malsheem, the grand city of Asmodeus.

The Granary

The Granary

The Granary is a massive stone structure located in the heart of Alaghon, designed to store the region's grain reserves. Its high ceilings and thick walls protect the precious grain from pests and the elements, while large wooden doors allow for easy access for merchants and farmers alike.

The Grand Performance Stage

The Grand Performance Stage

The Grand Performance Stage is a magnificent domed structure located in the heart of Grenpoli, designed for eloquent speeches, theatrical performances, and diplomatic debates. Adorned with intricate carvings of infernal symbols and surrounded by lush gardens, it serves as a gathering place for devils to showcase their oratory skills and engage in political maneuvering without the threat of violence.

The Guardian's Citadel

The Guardian's Citadel

The Guardian's Citadel stands as a formidable bastion, its towering walls adorned with intricate serpent motifs that shimmer in the sunlight. This stronghold is not only a physical barrier but also a magical one, imbued with protective enchantments that safeguard the city of Ss'khanaja from external threats.

The Hatcheries

The Hatcheries

The Hatcheries are a series of interconnected chambers within the depths of Ss'khanaja, designed specifically for the breeding and nurturing of yuan-ti young. These chambers are filled with warm, humid air and the faint sound of hissing, as caretakers tend to the eggs and hatchlings, ensuring their growth into formidable serpentine beings.

The High Prince's Citadel

The High Prince's Citadel

The High Prince's Citadel stands as a towering fortress of obsidian and shadow, a symbol of the Shadovar's power in the Shade Enclave. Its spires pierce the eternal twilight, and the air is thick with an aura of mystery and magic, where whispers of ancient secrets echo through the halls.

The Iron Tower

The Iron Tower

The Iron Tower, Dispater's personal fortress, located at the center of Dis. It's a reflection of his iron-fisted rule and paranoid nature. The tower is in a constant state of flux, with its layout shifting according to Dispater's desires. It's heavily fortified with traps, minions, and spatial anomalies, making it nearly impenetrable. Dispater is almost invincible within its walls.

The Low Lantern

The Low Lantern

The Low Lantern is a weathered, three-masted merchant vessel permanently moored in Baldur's Gate's Lower City harbor. This 24-hour tavern and gambling den attracts sailors, merchants, and those seeking discreet encounters, making it a hub for clandestine meetings and illicit deals.

The Mirror of Mephistar

The Mirror of Mephistar

Avernus' icy chasm conceals the Mirror of Mephistar, a portal/window to Cania, Hell's 8th layer. Rigorath, Mephistopheles' cambion servant, guards it. He desires the River Styx blocked at Shummrath's Pit, offering forbidden knowledge as barter. Rigorath, a cunning manipulator, uses the mirror to observe Cania, reporting to his master. The frozen slab pulses with cold energy, reflecting Cania's glacial wastes. Devils whisper of its power, fearing its ability to transport or reveal secrets. Rigorath, ever watchful, seeks pawns to enact his scheme, promising power and insight to those who dare. He knows the Styx’s disruption would weaken rival lords, bolstering Mephistopheles’ influence. The mirror, a frozen testament to Cania's chill, acts as a silent observer and potential gateway. Rigorath, a master of deception, patiently awaits those foolish enough to accept his dark bargain.

The Obsidian Furnace

The Obsidian Furnace

A vast, concave expanse where the air shimmers with heat, surrounded by black, glassy obsidian cliffs. At the center, infernal fires blaze, melting down souls encased in iron husks, their screams echoing off the slick rock. The molten iron is channeled into the city's infrastructure, creating a perpetual cycle of agony and construction. Twisted, metallic figures stoke the flames with mechanical precision, their forms fused with the furnace. The cracked ground radiates scorching heat, and the air is thick with the stench of burning metal and flesh, a constant reminder of unending torment.

The Pillar of Geryon

The Pillar of Geryon

Elgarz glacier holds the Pillar of Geryon, a rough, granite figure of man. This crude monolith honors Stygia's past lord, Geryon. A unique magic resides within: placing a left hand in its carved depression triggers a strange transformation. The hand changes, becoming a warped, magical limb. This act evokes Geryon's power, a lingering echo of his reign. The pillar stands stark against the icy expanse, a testament to a fallen ruler and a source of unsettling magic. It's a grim reminder of Stygia's history, a place where the past physically alters the present. The cold stone holds a dormant power, waiting to reshape those who dare touch it. The pillar's presence is a chilling testament to the plane's harsh nature. The magic is a subtle, yet potent, force, changing flesh and hinting at Geryon's enduring influence.

The Pit

The Pit

The Pit is a dark and windy shaft, hundreds of feet in diameter, heavily guarded by ice devils. It descends to a lake of frozen slush, and at an extreme depth of 1,001 fathoms, a portal lies that serves as the primary gateway to the ninth layer of the Nine Hells, Nessus. This makes it a crucial strategic point within Cania, and a point of travel to the last layer of the nine hells.

The River of Broken Oaths

The River of Broken Oaths

A churning, toxic river that snakes through the desolate landscape, its waters filled with the shattered remnants of sworn promises. The river's current carries the debris of broken vows, from tattered scrolls to shattered amulets, each a testament to a betrayal. The river banks are littered with the skeletal remains of those who dared to break their infernal pacts, their bones bleached white by the acidic waters. Fallen warlocks who broke their pacts with devils are often dragged here, their forms reduced to little more than animated skeletons, forced to eternally dredge the river for the fragments of their lost power. The river's surface is constantly disturbed by the writhing forms of lemures, their bodies contorted and twisted, forever bound to the river's currents.

The Royal Palace of Cormyr

The Royal Palace of Cormyr

The Royal Palace serves as the majestic seat of Cormyr's monarchy, a symbol of power and tradition. Its grand halls are adorned with intricate tapestries depicting the kingdom's history, while lush gardens surround the palace, providing a serene escape for the royal family and their guests.

The Serpent Temple

The Serpent Temple

The Serpent Temple serves as the heart of yuan-ti worship in Ss'khanaja, a sprawling complex adorned with intricate carvings of serpents and ancient deities. The air is thick with incense, and the sound of chanting echoes through the stone halls, creating an atmosphere of reverence and mystery.

The Serpent's Coil

The Serpent's Coil

The Serpent's Coil is the deepest rift within Nessus, and it's believed to have been created by Asmodeus's fall into the Nine Hells. It's a place of immense power and significance, as it houses Asmodeus's true form as he recovers from his injuries. The blood that spills from his wounds gives rise to new devils, specifically pit fiends and cornugons, ensuring a constant supply of powerful infernal warriors.

The Three Old Kegs

The Three Old Kegs

Nestled in Baldur's Gate's affluent Upper City, The Three Old Kegs is a rustic tavern known for its sturdy timbers and polished brass decor. Catering primarily to current and retired Flaming Fist members, it offers hearty meals and a selection of aged ales, providing a cozy haven amidst the city's turmoil.

The Vault of Legal Precedence

The Vault of Legal Precedence

An iron fortress sunken in the relentless rain of Minauros, this location houses Hell's exhaustive legal records. Guarded fiercely by barbed devils with fiery eyes, the interior is a labyrinth of iron shelves overflowing with leather-bound tomes that detail every nuance of infernal contracts. Fallen lawyers, their minds lost in complex legal mazes, are eternally imprisoned within its walls, while the air is thick with the scent of iron and musty paper, emphasizing the rigidity of infernal law. Only high-ranking devils or Asmodeus himself may access this repository, where every loophole and clause is meticulously cataloged to maintain Hell's unyielding legal system.

The Vault of Stolen Divinities

The Vault of Stolen Divinities

The Vault of Stolen Divinities: A subterranean chamber, carved deep into the chasm-scarred plains, where the stolen divine essences of fallen deities are imprisoned. Here, the remnants of once-powerful gods are bound in crystalline prisons, their power slowly draining away to fuel Asmodeus's own might. The air is heavy with the oppressive silence of lost divinity, broken only by the faint, agonized whispers of the imprisoned gods. Cornugons guard the vault, their forms etched with the sigils of infernal authority. Each crystal prison pulsates with a dim, fading light, a testament to the once-great power contained within. The vault's walls are inscribed with ancient runes, detailing the names and domains of the fallen gods, a grim catalog of Asmodeus's victories. The stolen divinity radiates a cold, despairing aura, a stark contrast to the fiery heat of Nessus

The Veil of Shadows

The Veil of Shadows

The Veil of Shadows is a series of floating magical barriers that encircle the Shade Enclave, shimmering with an ethereal glow. These defenses are composed of dark energy and arcane symbols, creating a protective dome that wards off intruders and harmful spells, while allowing the city's inhabitants to pass freely.

The Yawning Portal

The Yawning Portal

The Yawning Portal is a renowned tavern located in the heart of the city, built around a massive, dark well that descends into the depths of Undermountain. Adventurers and locals alike gather here to share tales of their exploits, while the well serves as a gateway to the treacherous dungeons below.

Tower of Oblivion

Tower of Oblivion

The Tower of Oblivion Rising high above the other horrors of Maladomini stands the Tower of Oblivion, a colossal structure of obsidian that pierces the very fabric of reality. Here, the souls of those who have committed the most heinous crimes are imprisoned, their screams echoing through the tower's empty chambers. The tower is guarded by a legion of demons, who delight in torturing the souls within. Those who are deemed unworthy of even the torments of Hell are cast into the tower's depths, where they are forever lost in the void.

Tower of Urm

Tower of Urm

Urm, Mordenkainen’s tower, looms in Avernus. The archmage, a font of arcane might, offers aid, if earned. Its exterior shows two floors; its interior, vast, extra-dimensional. A golem guards it, reflecting Mordenkainen’s wary nature. Access demands perilous travel: traverse Avernus's hellscape, brave the Boiling Lake of Blood, and secure passage via the tower's docked boat. Mordenkainen, a master of magic, holds knowledge vital to surviving the infernal realm. His tower, a bastion of arcane secrets, is a key point in the blasted landscape, a place of potential refuge and powerful alliances, but only for those who can overcome its deadly approach and gain the wizard's favor. The tower, a solitary structure against the crimson sky, holds the promise of magical aid in the heart of Avernus, a beacon for those desperate enough to seek it

Uldrak's Grave

Uldrak's Grave

Uldrak, once an empyrean, fell to Tiamat's wrath, twisted into a spined devil. His essence now confines him to his transformed helm, a macabre tinker's shop. This cursed space serves as a vital repair station for infernal machines traversing Avernus. The once celestial being is reduced to a mechanic, his prison a bustling, oily hub amidst the hellish landscape. His helm, a twisted mockery of its former glory, hums with the infernal energies of the machines he mends. The contrast between his former state and current servitude is a testament to Tiamat's cruel power. The shop, a constant clang and whir, is a grim reminder of Uldrak's fall, a perpetual cycle of repair in the heart of Avernus, a cruel irony of his once divine nature.

Ulloch's Arches

Ulloch's Arches

Ulloch's Arches, Avernus, are vital portals. Ornate black bone arches, carved with infernal scenes, stand in a desolate wasteland. They enable mass army teleportation, needing tuned keystones for planar alignment. One arch holds an ancient Avernian keystone, granting instant travel within the layer. The arches' vast, eerie setting is ideal for encounters, like the sphinx, highlighting their strategic and unsettling nature. They are crucial for devilish movement, turning the barren landscape into a nexus of infernal power, where armies can instantly mobilize. The scorched bone construction and intricate carvings serve as a constant reminder of Avernus' brutal nature, while the teleportation function makes them a key strategic point in the Blood War.

War Wizards' Spire

War Wizards' Spire

The War Wizards' Spire is a towering structure of shimmering stone, rising high above the surrounding landscape. It serves as the headquarters for Cormyr's elite mages, where they study arcane arts, conduct experiments, and protect the realm from magical threats.

Waterdeep Market

Waterdeep Market

The Waterdeep Market is a bustling central hub of trade, where merchants from all corners of the realm gather to sell their diverse wares. Colorful stalls line the cobblestone streets, filled with everything from exotic spices and rare artifacts to handcrafted goods and magical trinkets, creating a vibrant atmosphere of commerce and camaraderie.

Waukeen Promenade

Waukeen Promenade

The Waukeen Promenade is a vibrant and opulent shopping district in Athkatla, dedicated to Waukeen, the goddess of wealth. Lined with luxurious boutiques, bustling marketplaces, and extravagant stalls, it attracts merchants and adventurers alike, all seeking fortune and favor from the goddess.

Wrecked Flying Fortress

Wrecked Flying Fortress

A colossal, metal wreck, the Flying Fortress, juts from Avernus's ashen ground, listing twenty degrees. Rusted, torn hulls echo with hot winds, its hollow frame a stark silhouette. Six giant vultures wheel above, marking its grim presence. This ruin, half-buried, serves as a vital point. Explorers use it for intel, a base amidst the hellish landscape. Its wrecked bulk, a testament to past battles, offers a strategic foothold. Within its corroded depths, secrets and dangers await, making it a crucial location for those braving Avernus. The vultures, ever circling, hint at the perils and treasures hidden within. Its tilted, ruined form stands as a beacon and a hazard, a central hub for missions in this infernal realm

Wyrm's Rock

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

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.

Xibalba

Xibalba

Xibalba is a section within the city-palace of Malagard. It is where the Maztican pantheon comes to play the Ball Game. It is filled with changing buildings in the Maztican style, but the constant feature is the great Ball Court.

Zariel's Citadel

Zariel's Citadel

Zariel's citadel, a macabre wonder, drifts within Avernus's fiery skies. Jagged, obsidian spires pierce the crimson haze, studded with infernal engines. Chains, thick as siege towers, dangle, anchoring it amidst the swirling ash. Its surface, a patchwork of scorched metal and demonic runes, pulses with malevolent energy. Legion banners, tattered and grim, whip in the hot winds. Within, forges roar, crafting hellish war machines, and torture chambers echo with unending screams. The citadel, a symbol of Zariel's iron grip, is both fortress and war factory, a testament to her fallen glory.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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