
I really loved Adventure but I wanted to go through space so once once I'm done adding fantasy stuff I will make a giant update that would just be map that space stuff new races for outer space spells I do have to do that somewhere in like a month or two but I might have to take a small Hiatus for a little bit
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Created | 21 days ago |
Last Updated | 8 days ago |
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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.

Adamant Spire
The Adamant Spire is an austere chapel-fortress nestled discreetly behind high hedgerows near the edge of Norchapel Lane, its sandstone façade marked only by the sigil of a gauntlet clutching a sword. Built upon the razed estate of a traitorous noble who once trafficked with devils, it now serves as the Order of the Gauntlet’s sanctified outpost in the Upper City. Though nominally a place of prayer and reflection, the Spire functions as a headquarters for sacred surveillance and swift retribution against hidden evils among the elite. Led by Justicar Merel Vaunt, a Helm-sworn inquisitor, the knights here operate under vows of purity and precision. They track infernal pacts, divine omens, and the silent spread of corruption—especially among nobles who believe their station shields them from justice. To the Order, the Spire is both shield and blade: a holy beacon amidst velvet-clad vice.

Aeaea, Hecate's secondary realm
Aeaea, Hecate's secondary realm, is a frigid expanse shrouded in perpetual mist. This bleak landscape is filled with arcane contraptions that manipulate souls, transmuting them into raw magical energy, creating an unsettling atmosphere heavy with stolen power.

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.

Amnwater
Amnwater is a significant and bustling town in Amn, strategically located at the convergence of several major trade routes, making it a vital hub for caravans and merchants traversing the region. The town's economy thrives on services catering to travelers, including wheelwrights, stables, and numerous inns and taverns, and it is particularly famous for its widely exported Amnwater No.1 beer. Officially governed by the figurehead High Wheel, the town's true power lies with influential merchant families who control the lucrative caravan trade. Protected by a local militia and a low stone wall with guarded gates, Amnwater boasts a diverse population that swells significantly during peak trading seasons, and it is also known for its skilled armorers and readily available mercenaries, with a large granite Prayer Stone serving as its central place of worship.

Amphail
Amphail, named for the ancient warlord Amphail the Just, is a pastoral village set along the Long Road, twenty miles north of Waterdeep. Though modest in size, it is renowned across the Sword Coast for its elite horse breeders, supplying the stables of nobles, adventurers, and caravan masters alike. The village operates under the loose protection of Waterdeep but is largely governed by a handful of prominent local families, most notably the Roaringhorns—noble scions with deep coin and older grudges. Despite its tranquil façade, Amphail harbors quiet tensions between noble estate-owners and the hardworking commoners who tend the horses and fields. Old legends linger in the misted hills: ghostly sightings of Amphail the Just, strange hoofbeats at night, and rumors of buried relics from times before the City of Splendors rose. Amphail remains a crossroads of the simple and the strange, where folk still look to the road with both hope and wariness.

Anauroch
Anauroch, the Great Sand Sea, is a vast, magically-warped desert in northern Faerûn, formed by ancient phaerimm magic. This harsh land is a place of extremes, with scorching days and frigid nights, where the landscape shifts from sandy dunes and rocky plains in the south to frozen wastes in the north. The Bedine, nomadic tribes skilled in survival and raiding, are the primary inhabitants, navigating the treacherous terrain and defending their territory against intruders. The Zhentarim, driven by profit, have established trade routes and fortified oases, battling the Bedine for control. The Shadovar, returning from the Plane of Shadow, seek to reclaim the ancient Netheril, altering the climate and subjugating or displacing the Bedine and other inhabitants. Beneath the shifting sands lurk the malevolent phaerimm, powerful spellcasters imprisoned long ago. The land is inhabited by the Bedine, Zhentarim, Shadovar, Phaerimm, Asabi, Blue Dragons, giants, goblins, gnolls, and other creatures.

Ancient City of Korai
A sacred city protected by a divine force field that only allows descendants of the original disciples to enter. The city is exclusive, with a strict social structure where goods are either extremely overpriced, cheap, or free, reflecting the unique economy and culture of the disciples' lineage.

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.

Aphrunn Mountains
The rugged Aphrunn Mountains, a formidable spine of jagged peaks and treacherous slopes, carve a stark southern boundary for the republic of Turmish, shielding it from the wilds of the Vilhon Reach. These imposing mountains, visible even from the distant isle of Ilighôn across the Farshore Straits, are a realm of harsh winters and perilous terrain, home to both majestic and monstrous inhabitants. The Lilit Pass, a vital artery through the range, offers the only reliable passage for trade and travel, connecting Turmish to the broader Vilhon. Within these peaks, the noble gold dragon Frizzerfraz claims a solitary aerie, while the cunning Scything Claw kobolds, a constant threat to Turmish settlements, lurk in hidden warrens, raiding with vicious efficiency. To the northwest, the Orsraun Mountains, the largest range south of the Spine of the World, further define Turmish's borders, creating a land locked between formidable natural barriers.

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.

Archwood Forest
Arch Wood, a shadowed expanse of ancient oaks and ashen sentinels, sprawls across Archendale's northern fringe, its depths largely undisturbed by the axe. This untamed wilderness conceals the secluded hamlet of Arch Wood, a whisper of civilization nestled within the forest’s heart. Here, amidst a scattering of humble cottages, the clang of a blacksmith's hammer rings out, and the rhythmic churn of a watermill echoes through the dense undergrowth. The village, a haven of quiet isolation, remains largely unknown to the realms beyond its emerald embrace, home to the likes of Feena Archwood, a devout cleric of Selûne, who also bears the mark of the lycanthrope. The forest itself is a labyrinth of gnarled branches and dim trails, a place where the unwary can easily lose their way, and where ancient secrets slumber beneath the canopy of leaves, making it a place of both tranquil beauty and dangerous mystery.

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.

Assam
Assam is a bustling trade hub set along the northern edge of the Shining Plains, surrounded not by walls but by a sea of wagons, caravans, and livestock. Known for its thriving tanneries and slaughterhouses, Assam’s economy is driven by merchants who operate with minimal restrictions. Though nominally under the protection of the larger cities Lheshayl and Ormath, Assam maintains a sizable militia to ensure order within its limits. Hunters flock here in late summer and autumn for the city’s frequent sanctioned hunts. A mysterious one-way portal lies in ancient ruins to the northwest, connecting Assam to distant Kara-Tur. The city is overseen by the astute Honlinar Tempest, a skilled mayor who preserves trade stability by deftly navigating regional politics.

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.

Athkatla Lighthouse
Standing sentinel at the edge of Athkatla’s City Docks, the Lighthouse is more than a beacon for incoming vessels—it is a symbol of silent watchfulness and unspoken authority. Constructed generations ago from sea-worn granite and imported skyglass, it has guided countless merchant fleets through the mists of the Alandor River and into the city’s embrace. Though officially operated by the Harbor Council, its upper chambers are often shuttered and guarded, used for clandestine meetings and covert signaling. Rumors swirl of smugglers' codes hidden in its light patterns, and some sailors swear by shifts in the beacon’s hue on nights when contraband is expected. Yet no accusation ever seems to stick. The Lighthouse keeps its secrets as well as it casts its light—and those who pry too deeply often vanish into the undertow of Athkatla’s politics.

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.

Avernus' 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.

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.

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 Mouth Gazette and Printing Press
From whispered rumors to bold political exposés, Baldur’s Mouth is Baldur’s Gate’s foremost source of news, scandal, and civic discourse. Founded by Ettvard Needle, a firebrand from the Lower City, the Mouth began as a grassroots campaign to give voice to the ignored and has grown into a powerful publication respected—and reviled—across all social strata. Freelance writers, many trained by Needle himself, contribute a steady stream of sharp-edged content, blending street-level rumors, governmental decrees, and editorial jabs into daily broadsheets. Despite being funded by advertisers and tolerated by the Council of Four, Baldur’s Mouth walks a daring line, exposing corruption and agitating for justice while skirting outright censorship. Its pages have turned commoners into folk heroes and patriars into punchlines, earning it both fierce loyalty and powerful enemies.

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.

Bastion of Woe
Rising above the prison city like a grim totem, this former magistrate’s keep now serves as the command center for the Crown’s forces within Wheloon. The Bastion houses elite War Wizards and Purple Dragons tasked with monitoring the city and enforcing the brutal containment order. Within its barred halls are magical holding cells, interrogation chambers, and scrying pools. Arcane sigils hum softly along its corridors, ready to suppress or destroy rogue spellcasting. Few inmates are ever summoned to the Bastion and returned whole in body or spirit.

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.

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.

Blackwake Hold
Blackwake Hold is a floating fortress secretly controlled by the Zhentarim, drifting near the uncharted reefs west of the Nelanther Isles. Formed from the lashed-together hulls of dozens of sunken or seized ships, the Hold is both haven and hunting ground—serving as a mobile command post for Black Network operations across the Sea of Swords. From here, the Zhentarim coordinate piracy, smuggling, and the retrieval of arcane relics from drowned ruins. Its crews, drawn from ex-slavers, mercenary mages, and former corsairs, operate under strict meritocratic order; success brings gold and rank, failure means burial at sea. Beneath the decks, eldritch laboratories churn out sea-monster hybrids and enchanted stormglass—gifts for wealthy clients or weapons for sabotage. While appearing as a myth to most sailors, Blackwake’s influence can be felt in every vanished convoy and every mutinous whisper born from gold-stained contracts.

Blade and Stars Inn
Tucked just off the streets of Baldur’s Gate’s Lower City, the Blade and Stars Inn offers travelers a reprieve from the chaos beyond its threshold. Once operated by the half-orc bandit-turned-innkeeper Aurayaun, the inn earned its name from a magical sign: a blackened wooden shield depicting a silver saber gripped by a ghostly arm, its blade glittering with illusory stars. The enchantment, Aurayaun claimed, was mere showmanship—but her mysterious disappearance has cast a darker shadow over its origin. Her wife, Lupin, now manages the inn, torn between keeping up the comfort of the space and unraveling the mystery behind Aurayaun’s vanishing. Her theories range from a Thieves’ Guild hit to a curse tied to the shield, though she lacks the means to pursue them. Still, the inn remains a favored stop for curious adventurers, off-duty Flaming Fist, and superstitious sailors alike.

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.

Bloomridge
Tucked along the western edge of Gray Harbor, Bloomridge is a rare bloom of elegance in the otherwise rugged sprawl of Baldur’s Gate’s Lower City. Home to affluent merchants, retired sea captains, and wealthy landowners, the district is a showcase of aspiration—Lower City residents emulating the grandeur of their Upper City betters. Some manors are built directly into the crumbling mass of the Old Wall, their foundations braced with reinforced stone and subtle magical glyphs to ensure stability. Bloomridge’s streets are marked by graceful terracing, with wide, curving staircases and polished balustrades connecting multi-leveled plazas. Upscale eateries, cafes, and bespoke clothiers fill the airy corners, while hired lantern bearers and private guards ensure Bloomridge remains well-lit and quietly watched. Though it sits below the gates of privilege, Bloomridge climbs ever upward in spirit and style.

Blushing Mermaid
The Blushing Mermaid is one of Baldur’s Gate’s most notorious dens of vice, straddling the border between tavern, flophouse, and criminal nexus. Situated in the Lower City near the docks, it thrives on chaos and danger, offering no-frills drink, crooked deals, and fistfights served with a grin. Its infamy stretches far beyond the city, drawing mercenaries, pirates, spies, and thrill-seekers from across the Sword Coast. Officially an inn, the Mermaid functions more as neutral ground for underworld dealings, with loosely enforced rules discouraging overt murder or theft—unless sanctioned. Operated by an ever-changing cadre of ex-sailors and lowborn cutthroats, it is tacitly protected by certain corrupt members of the Flaming Fist, who find it useful for both intelligence and indulgence. Those looking to disappear—or make someone else disappear—often start here.

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.

Brampton
Tucked into the southeastern fringe of Baldur’s Gate’s Lower City, Brampton is a grimy, wind-beaten quarter hemmed between Gray Harbor and the outskirts of Rivington. Officially a working-class dockside district, Brampton has long served as a haven for smugglers, fishmongers, and stevedores. Its easternmost position in the city makes it isolated from Upper City clientele, pushing most legitimate trade westward and leaving Brampton to become a hub for under-the-table deals and midnight shipments. The route south into Rivington allows goods—and fugitives—to bypass city tariffs, drawing the eye of both coin-hungry smugglers and watchful patriars. Warehouses dominate the harborfront, owned by hardened merchant syndicates and mercantile guilds who often look the other way when shipments “go missing.” Despite its rough reputation, Brampton remains essential to the city’s trade web, a shadow artery feeding Baldur’s Gate’s hunger for goods both legal and illicit.

Bremen
Bremen, a modest village tucked along the southwestern shore of Lake Maer Dualdon, exudes a quiet resilience shaped by water, frost, and fortune. Though smaller than many of its Ten-Towns peers, Bremen thrives on its vibrant fishing trade, with long piers extending into the lake to support a fleet of hardy boats. Yet it is not fish alone that draws travelers—frequent flooding of the nearby Shaengarne River has unearthed glints of gold and relics of forgotten ages, sparking a wave of prospecting and small-scale mining. Treasure-seekers, fortune-hunters, and hopeful miners now mingle with fishermen in its inns and markets, trading rumors and worn tools. The community is tight-knit but welcoming, its people seasoned by hardship and keen to share in stories of daring finds. While the wind off the lake bites deep and the winters linger long, Bremen endures as a humble but hopeful beacon for those drawn to fortune in the frost.

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.

Brost
Brost, often referred to as the Mushroom Village, is a somewhat isolated trade town situated in the northern reaches of Tethyr, centrally located along the well-traveled Tethir Road. Renowned as a significant stop for merchant caravans and weary travelers navigating the Lands of Intrigue, Brost serves as a vital point along this key trade artery. Despite some conflicting accounts placing it in neighboring Amn, its established location firmly resides within the borders of Tethyr.

Bryn Shander
Bryn Shander stands as the beating heart of Icewind Dale, the largest and most fortified of the Ten-Towns. Perched atop a windswept hill rather than beside a lake like its sister settlements, Bryn Shander commands the crossroads of trade routes threading through the dale, making it a crucial hub for merchants, adventurers, and caravans. Thick stone walls encircle the town, shielding its dense collection of homes, shops, and inns from the relentless blizzards and monstrous threats that prowl the tundra. Within, the community is vibrant and diverse, with hardy folk from across Faerûn braving the long, sunless winters in exchange for security and opportunity. As the unofficial capital of the Ten-Towns, it hosts councils, welcomes emissaries, and often leads regional decisions in times of strife. Though remote and perpetually frostbitten, Bryn Shander thrives on resilience, its flickering hearths a warm promise in an unforgiving land.

Caer Callidyrr
Caer Callidyrr, the resplendent capital of Alaron, stands as the political and spiritual heart of the Ffolk and the Moonshae Isles. Crowned by the alabaster Castle Callidyrr atop a coastal rise, the city commands views of both the Myrloch Vale to the west and the Sea of Moonshae to the east. Founded centuries ago by the Ffolk and now ruled by the High King of the Moonshaes, the city is a nexus of ancient Druidic traditions, modern governance, and foreign intrigue. Its streets weave through noble quarters, forested enclaves, and bustling ports, accommodating emissaries from the Northlanders, Amnians, and Illuskans alike. The influence of the Earthmother still pulses here—druids walk among nobles, and nature spirits are venerated in sacred groves. Beneath the castle lie ancient caverns tied to primal ley lines and legends of lost faerie courts. Caer Callidyrr is not just a city but the living soul of the Isles—where destiny, diplomacy, and deep magic converge.

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
Caer-Dineval sits stoically along the southern rim of Lac Dinneshere, its snow-laden rooftops and narrow lanes etched into the rising cliffside that overlooks the lake. Once a fortified stronghold, its central structure—the crumbling Caer—still stands, looming over the village as both historical monument and symbol of local pride. Though weather-beaten and isolated, Caer-Dineval is home to a close-knit, vibrant community that endures the long, dark winters through shared labor and stubborn determination. Fishing remains the village’s lifeblood, with hardy folk venturing onto the ice or into frigid shallows to net the silvery bounty of Lac Dinneshere, prized across Ten-Towns. A long-standing rivalry with nearby Caer-Konig fuels tales, traditions, and competition, particularly during seasonal festivals. Yet beneath its warm camaraderie, strange rumors stir—of secret gatherings in the old Caer and unfamiliar faces moving through the snow. Caer-Dineval smiles, but watches.

Caer-Konig
Caer-Konig clings to the frostbitten northern edge of Lac Dinneshere, one of Ten-Towns' smaller and more remote settlements in Icewind Dale. Its weathered cabins, wind-battered and half-buried in snow for much of the year, are home to fisherfolk, trappers, and hardy souls who endure the long winters with stoic grit. Once a fortress ruled by a barbarian king of the Elk Tribe, the town retains echoes of its noble origins in the ruins of a stone keep overlooking the lake. The people of Caer-Konig, though few, are tight-knit and fiercely proud, shaped by the ice-bound beauty and dangers of their surroundings. Ghostly lights sometimes flicker across the lake’s surface at night, and rumors persist of Duergar raiders emerging from beneath the snow. Despite hardships, the town remains a steadfast outpost of civilization in the tundra—small, cold, but unbroken.

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.

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.

Carlsmere
Carlsmere, once a magnificent summer estate of Tethyr's royalty, now lies in ruins by the shores of the Dragon's Teeth Lagoon. Its grand gardens have withered, and the intricate architecture crumbles, creating a haunting atmosphere that attracts adventurers seeking hidden treasures and spectral encounters. The estate's dark history, marked by the tragic murder of Princess Majal and her family by Prince Valys during a fierce storm, casts a lingering sorrow over the land, promising forgotten wealth to those brave enough to explore its depths.

Carnival Eternal
The Carnival Eternal is a putrid vale filled with pavilions that are constantly drenched in filth from an overhead sluice pipe. It serves as a place of dark pleasures for Baalzebul's successful servants, offering diabolical and debaucherous experiences. These rewards vary based on the number of souls earned, with greater numbers granting longer periods of "vacation." Notable features include a hall of distorted mirrors that provide visions of dominion and a black market offering forbidden contraband.

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'.

Castle Callidyrr
The seat of the High King and the ruling heart of the Moonshaes, Castle Callidyrr is a marvel of alabaster stone, spiraling towers, and ceremonial halls. Its ancient walls bear reliefs of Ffolk history—heroes crowned by druids, battles against Northlander raiders, and the blessing of the Earthmother. Within, the Throne of Stars rests beneath a crystal dome where moonlight gathers even on cloudy nights. Royal courts convene weekly, and hidden beneath the castle are faerie-forged catacombs once sealed by the druids. Only a handful of royal blood or Earthmother's chosen are permitted to walk the Moondeep Halls below, where magic lingers like morning mist.

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 Levistus
The Caverns of Levistus lie buried in shadow beneath a realm of perpetual twilight, a sinuous labyrinth of obsidian tunnels and echoing stone halls that stretch endlessly into the dark. Despite Levistus's eternal imprisonment in a glacial tomb in Stygia, his influence here is undeniable—every wall vibrates with sibilant whispers, each a lie, secret, or betrayal uttered across the planes. This infernal warren serves as a nexus of espionage, where fiendish spies and mortal agents gather to trade secrets and weave pacts. Illusory corridors and false echoes lead wanderers astray, while scrying pools bubble with scenes from distant courts and war councils. The air is damp and claustrophobic, thick with the weight of treachery. Though Levistus remains frozen far away, his will manifests here in shadowy presences and chilling murmurs, guiding his cults and infiltrators with quiet precision. Those who linger too long often lose themselves—to madness, or to temptation.

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.

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
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.

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.

Church of Last Hope
Tucked into the worn edges of the Twin Songs neighborhood, the Church of Last Hope serves as both a quiet sanctuary and a sanctuary for broken minds. Neither temple nor hospital in the traditional sense, it is tended by a small, dedicated order of caretakers who refuse allegiance to any singular deity. Instead, they guide the weary toward inner reflection, gentle routines, and whatever spiritual solace they can grasp—be it from Ilmater, Lathander, Selûne, or more obscure quiet gods. The church is known among the Outer City’s poorest and most pained as a rare place of unjudging acceptance. Those lost to grief, trauma, or haunting visions sometimes wander in and never leave, remaining as long-term residents of its asylum wing. Few cures are promised, but comfort—modest and unwavering—is always given.

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.

Citadel Gate
Citadel Gate stands as the formal threshold between Baldur’s Gate’s Upper City and its martial heart—the Watch Citadel. Embedded into the landward wall, this fortified gateway is less a point of passage and more a symbol of order and hierarchy. The Gate is manned at all hours by elite Watch officers who regulate all movement into the Citadel, where the city’s law enforcement and ceremonial forces are headquartered. Though the Watch’s cavalry rarely rides out in true battle, its presence lends an air of solemnity and grandeur to festivals, funerals, and official state visits. The Citadel’s sole stable, housed within the fortress itself, is the only one permitted inside the Upper City’s walls, underscoring the Gate’s role as both martial checkpoint and stately reminder of noble governance.

Citadel Streets
Tucked against the northern edge of the Upper City, the Citadel Streets form a secluded and purpose-driven enclave dominated by law and order. This small, walled subdistrict is home to the Watch Citadel, the formidable bastion that serves as headquarters, barracks, and training grounds for the Watch—the elite constabulary responsible for maintaining peace and decorum in the Upper City. Unlike the bustling avenues of nearby districts, Citadel Streets is stern and regulated, its every stone echoing the presence of Baldur’s Gate’s guardians. Civilian access is limited, and the few surrounding buildings cater directly to the Watch’s logistical and operational needs: armories, mess halls, and disciplinary chambers. While it lacks the grandeur of the High Hall or the wealth of Manorborn, Citadel Streets is nonetheless a cornerstone of the city’s authority—both respected and resented for its role in enforcing the law among Baldur’s Gate’s privileged elite.

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.

Citadel of the Purple Dragons
A bastion of discipline and martial prestige, the Citadel houses over 2,000 trained soldiers sworn to the realm. Situated just inside the main eastern gate, it also serves as the War Wizards’ primary outpost in the city. Within its gray granite walls lie armories, spell vaults, training yards, and strategic command chambers. The Citadel also acts as a public face of Suzail’s law enforcement and houses several royal courts for military and magical tribunals. Commoners respect its presence, and foreign dignitaries tread carefully within its sphere of influence.

Cliffside Cemetery
Cliffside Cemetery is the Outer City’s largest and most chaotic necropolis, perched atop the windswept bluffs southeast of Baldur’s Gate. Denied the luxury of burial within the city proper, commoners, paupers, and lower merchants bury their dead here—amid leaning headstones, crumbling mausoleums, and repurposed cave crypts. The dead vastly outnumber the living, and the lines between the two blur disturbingly often. Beneath the cemetery, a honeycomb of natural caves has been hewn into sprawling, unstable catacombs, prone to collapse or worse. Grave robbery is rampant, fueled by black-market necromancers and Myrkulite cults eager for fresh cadavers. Above ground, the Gravemakers—a loose but fearsome gang of diggers, tomb guards, and corpse-handlers—maintain rough control, paid in coin and secrets to keep the chaos barely contained.

Cloakwood
Cloakwood, a brooding expanse south of Baldur's Gate, presents a labyrinth of gnarled, ancient trees and suffocating undergrowth, perpetually veiled in twilight by its dense canopy. This foreboding wood teems with perilous denizens: colossal spiders weave deadly webs, mischievous korreds and quicklings dart through shadows, and satyrs and stirges haunt its depths. Kampfults, creatures of nightmare, also stalk unwary travelers. Whispers from Candlekeep's sages speak of long-dormant portals scattered within, gateways to distant Faerûn, though their existence remains shrouded in doubt. The forest's oppressive atmosphere and savage inhabitants make it a place of both dread and mystery, a perilous passage for even the most seasoned adventurers.

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.

Cormanthor
Cormanthor, once the glorious Myth Drannor, stands as a haunting testament to elven grandeur and loss. Now a patchwork of restored beauty and crumbling ruins, the city reflects centuries of conflict. Elves, under the Coronal Ilsevele Miritar, cautiously reclaim their heritage, ruling from the fortified Semberholme amidst remnants of the first mythal. The scars of the Dusk, a long decline marked by drow infestation and Daemonfey incursions, are visible throughout the city’s shadowed streets and overgrown plazas. The woods, once abandoned during the Retreat, now echo with the renewed vigilance of elven patrols, safeguarding against lingering threats. The aftermath of the Cormanthor War, a clash of human kingdoms and elven crusaders, has left both healing wounds and lingering tensions. Whispers of ancient magic and the echoes of past battles permeate the air, creating an atmosphere of both hope and lingering sorrow within the old elven capital.

Counting House
The Counting House of Baldur’s Gate stands as a bastion of economic might, a fortress of ledgers and lockboxes trusted by patriars, traders, and foreign dignitaries alike. Operated under the strict oversight of the city’s merchant elite and heavily entwined with the Council of Four, it serves as the beating financial heart of the Gate’s sprawling mercantile network. Here, fortunes are made, debts recorded, and currencies from across Faerûn exchanged and stored. Though outwardly unassuming to passersby, the Counting House is a place of quiet tension and quiet power. Its staff—known as the Ledgerkeepers—are trained in both arcane wards and complex contract law, ensuring that everything within is protected by both blade and clause. Beneath the surface, the vaults are said to house dragon hoards, infernal bonds, and relics best left untouched—watched over by silent sentinels and magical traps no thief has breached in living memory.

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.

Crimson Root Sanctum
Hidden beneath the soot-streaked tenements of the Lower City, the Crimson Root Sanctum is the Church of Bhaal’s primary stronghold within Baldur’s Gate—a subterranean shrine steeped in blood-soaked doctrine and illusion. Officially erased from all civic records, it is accessed through a butcher's cellar whose floor conceals a glyph-locked spiral stair. Here, the Deathbringers weave murder into prophecy, offering blood on black altars to honor their Lord of Murder. Rituals are timed to align with city unrest, ensuring each kill sends ripples of fear through the city’s veins. In Baldur’s Gate—a place of secrets, shifting power, and decaying virtue—Bhaal’s followers thrive in chaos, subtly directing assassinations and discord through dreams and daggers. The Bhaalspawn, rare and revered, are anointed within the Sanctum as living avatars of divine bloodshed, setting their blades against rival cults, corrupt Watch officers, and rival gods' faithful.

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
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.

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
Daggerford sits proudly along the Delimbiyr Route and the Shining River, its stone walls guarding a thriving town long overshadowed by its northern neighbor, Waterdeep. Originally a military outpost in the fallen kingdom of Delimbiyran, Daggerford retains vestiges of noble lineage, with the Duke or Duchess tracing descent from ancient kings. Though the ducal family resides in the keep, true power is increasingly wielded by the Council of Guilds, balancing noble heritage with merchant ambition. The town’s strategic position makes it a natural hub for traders, adventurers, and diplomats, serving as a waypoint between Waterdeep, Secomber, and the Western Heartlands. Faith holds sway here, with shrines to Lathander, Chauntea, and Tempus serving both townsfolk and travelers. Rumors of dragon cultists and strange movements from the High Moor ensure that Daggerford never slumbers completely.

Danthelon's Dancing Axe
Tucked into the bustle of Baldur’s Gate’s Outer City, Danthelon’s Dancing Axe is a beloved and chaotic outfitter’s haven catering to adventurers of every stripe. The shop is famed not only for its vast and bizarre inventory—ranging from mundane climbing gear and oil flasks to collapsible rowboats and reinforced monster cages—but also for its exuberant proprietor, Entharl Danthelon. A thick-bearded dwarf with an infectious laugh and a flair for storytelling, Danthelon regales visitors with tales from his supposed adventuring days, especially the tale of the elven princess who gifted him a magical, flying axe that now serves as night watchman. While skeptics abound, the enchanted axe is quite real—and quick to defend the shop. Danthelon’s shop thrives thanks to its reliability, eccentric charm, and the sheer breadth of oddities crammed within.

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.

Deepwing Mountains
The Deepwing Mountains rise as a formidable barrier between the Orsraun and Cloven Mountains, concealing perilous paths and ancient lizardfolk tombs. This rugged range is home to fearsome red dragons and wild secrets, making it a treacherous yet captivating domain for adventurers.

Desertsmouth Mountains
The jagged Desertsmouth Mountains, a desolate barrier between the verdant Dalelands and the sun-scorched Anauroch, rise like skeletal fingers against the sky. Barren peaks, riddled with monstrous lairs, conceal rich veins of adamantine and iron, tempting the desperate and the greedy. Orcs, ogres, and goblinoids stalk the shadowed slopes, remnants of hordes that once overwhelmed the human settlement of Tarkhaldale, now a ruin in the western foothills near the lair of the dracolich Ashazstamn. Within these crags, the dwarven realm of Tethyamar, once a refuge and now a Zhentarim stronghold, echoes with the clang of forgotten industry. Scattered amongst the treacherous terrain are hidden tombs, like Shraevyn's final resting place in Giant's Craw Valley, and the old tomb of Shattershree, a silver dragon manipulating events from the shadows. Swordcrag, a reformed orc fortress, stands as a testament to the mountains' savage nature.

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.

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.

Distant Shores
Tucked in a sun-warmed corner of the Lower City near the edge of Eastway, Distant Shores is a beloved fixture for those seeking a taste of far-off Chult. Run by Tendai and Khennen Shore, a warm-hearted and hardworking couple, the shop specializes in imported dried meats, exotic spices, and traditional cookware sourced directly from Port Nyanzaru—where Tendai’s family maintains close trade ties. Their pre-mixed spice assortments and authentic recipes have found their way onto many a patriar’s table, elevating Chultan cuisine from curiosity to culinary trend. Though their business flourishes, the Shores remain resolutely humble, more focused on community and family than coin. However, their growing renown has drawn interest from larger merchants and syndicates eager to buy them out or brand their goods—offers they’ve declined with polite but firm smiles.

Dougan's Hole
Dougan’s Hole, the most isolated and smallest of the Ten-Towns, sits quietly on the southern shore of Lake Redwaters, its few snowbound homes huddled together against the chill winds of Icewind Dale. With only a pair of short, ice-rimed piers jutting into the lake, the settlement survives on modest fishing and trade, largely forgotten by the greater concerns of the dale. Its people are hardy, suspicious of outsiders, and known for a superstitious streak that borders on the occult. This reputation is amplified by the nearby Twenty Stones of Thruun—a circle of massive, rune-etched stones whose purpose remains shrouded in mystery. Locals speak in hushed tones of the ancient powers that gather there, of whispers in the snow, and sightings of a strange magical creature that seems to manifest when the stones are disturbed. Though little more than a scattering of cabins, Dougan’s Hole endures, cloaked in ice and eerie legend.

Dragonmere
Dragonmere, the Lake of Dragons, stretches along the western edge of the Sea of Fallen Stars, a vital artery of trade connecting the realms of Cormyr and Sembia to the perilous Dragon Coast. This expansive lake, nearly a hundred miles at its widest, narrows to a mere ten miles, flanked by the bustling port city of Westgate to the south and the ancient town of Urmlaspyr to the north. Its waters, often shrouded in mist and legend, reflect the jagged cliffs and dense forests that border its shores. Sailors whisper tales of ancient draconic spirits and hidden underwater ruins, making passage across Dragonmere both lucrative and treacherous. Trade vessels, laden with goods, navigate its depths, braving sudden squalls and the potential for encounters with monstrous denizens that lurk beneath the surface. The lake's strategic importance makes it a focal point for political intrigue and economic competition, attracting adventurers and merchants alike.

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.

Draukari
Draukari is a sprawling underground lair dedicated to Kurtulmak, the kobold deity of cunning and survival. The lair is filled with intricate tunnels, traps, and shrines adorned with kobold carvings, reflecting their devotion and resourcefulness.

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.

Ducal Castle
Perched on a small hill in the town’s center, the Ducal Castle is the ancestral seat of Daggerford’s ruling family. A blend of noble residence and military stronghold, its curtain walls and square towers exude pragmatism more than pomp. Inside, ancient relics of Delimbiyran kings rest beside more recent Waterdhavian tapestries, reflecting the town’s dual identity. The current Duchess or Duke receives diplomats, settles disputes, and hosts the annual High Harvest fair in the castle courtyard. Though publicly respected, the ducal line faces quiet pressure from the increasingly powerful guilds. Some say ghostly kings haunt its ancestral halls, whispering of lost glory and looming peril from the wilds beyond.

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.

Dusthawk Hill
Dusthawk Hill rises from the southwestern edge of Baldur’s Gate’s Outer City, a weather-beaten bluff overlooking the Chionthar’s tidal reach. Long known as a nesting ground for the elusive dusthawk—a raptor once seen wheeling in flocks over the river—the hill now hosts only a few solitary pairs, protected by obscure city edicts and watched by keen-eyed birders and wary locals alike. Beneath its windswept slopes, hidden sea caves yawn open at low tide, whispered to harbor far more sinister tenants. Dockside whispers speak of smugglers and worse—shapeshifters in wolf’s hide, blending among beasts and men to sow chaos when Baldur’s Gate grows weak. Whether truth or tavern tale, Dusthawk Hill remains a place of quiet dread and feral grace.

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.

Easthaven
Easthaven sprawls along the western edge of Lac Dinneshere, its icy docks and lively markets marking it as one of the Ten-Towns' most populous and enterprising settlements. What began as a rough fishing shanty has transformed over generations into a bustling hub of trade, known for its bold, independent spirit. The Eastway trade road links it to Bryn Shander, ensuring a steady flow of goods and travelers—both welcome and otherwise. Fishing remains the town’s heart, with boats slipping out into the frigid lake in all weather to haul in knucklehead trout, a staple of the dale's economy. Easthaven has a reputation for eccentric governance and public spectacle; its open-air executions and fiery justice have long stirred controversy. Yet for all its boisterous energy, shadows stir in its alleys and beyond the frozen shoreline. Easthaven stands as a beacon of tenacity in the cold, a town where opportunity, danger, and secrets walk side by side.

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.

Eastway
Tucked between the mercantile bustle of Brampton and the grit of Heapside, Eastway stands as one of Baldur’s Gate’s more dynamic subdistricts in the Lower City. Its close proximity to the Basilisk Gate makes it a waypoint for adventurers, traders, and mercenaries bound for the wilds beyond the city's walls—especially toward distant Chult. A constant churn of movement defines Eastway: wagon trains creak past hawkers peddling sun-resistant cloaks, and inns serve as transient homes to caravan masters and monster hunters. Its streets house renowned locales such as Eastway Expeditions, a vital supplier for jungle-bound expeditions, and the storied Elfsong Tavern, where the haunting voice of a long-dead elf still drifts on the air. The district’s martial soul is embodied by Garmult’s House of Mastery, where bruised knuckles and camaraderie are shared in equal measure among members of the famed Bannerless Legion. Eastway thrives on purpose, preparation, and the constant call of the road.

Eastway Expeditions
Nestled just off the Eastway in Baldur’s Gate’s Lower City, Eastway Expeditions once thrived by peddling secondhand adventuring gear to the wide-eyed and woefully underprepared. The shop's owner, Scalm Shilvin—a suave tiefling with a silver tongue and a sharper mind—ran a brisk business repackaging failed dreams into “exclusive” kits for the next batch of hopefuls. When the city opened trade with Chult, Scalm seized the opportunity, pivoting into tropical survival gear and dinosaur-repellent salves. The wave of nobles and thrill-seekers she outfitted rarely returned, prompting scrutiny from the authorities. After too many patriar heirs vanished in the jungle, regulations forced Shilvin to slow her sales. Now, Eastway Expeditions operates under a ten-day waiting period for jungle gear, while also serving as a discreet point of departure for those seeking to vanish—legally or otherwise—into the wider world.

Eastway Flaming Fist Barracks
Situated in the bustling Eastway district near the eastern gates of Baldur’s Gate, the Flaming Fist Barracks serves as a critical stronghold for the mercenary-turned-city-guard faction. This fortified compound houses a rotating garrison of soldiers responsible for patrolling the Lower City and enforcing Duke Ulder Ravengard’s authority. Originally a garrison outpost, the barracks expanded following Ravengard’s rise within the Council of Four, evolving into a political symbol of order and martial discipline. The barracks also function as a muster point for expeditions into the Outer City and River Chionthar. Though the Flaming Fist's reputation has waxed and waned, their presence here remains a visible—and at times controversial—reminder of the city’s militarized peacekeeping efforts.

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 is a modest yet vital village in northern Cormyr, nestled at the Starwater River’s ford along the High Road, where trade caravans, adventurers, and royal patrols converge. Though humble in size, it serves as a strategic waypoint between Suzail and the Dales, its peaceful fields bordered by the vast, mysterious King's Forest. Governed by a local lord under the Crown’s authority, Eveningstar thrives on its agrarian economy, producing wool, wine, parchment, and an abundance of livestock and vegetables that sustain travelers and nearby towns. A weekly open market draws merchants and pilgrims alike, while Purple Dragons stationed at Eveningstar Hall maintain law and order across the surrounding rural domain. While the village’s charm lies in its pastoral calm, adventurers often find themselves embroiled in local mysteries, goblinoid raids from the Stonelands, or strange happenings emanating from the forest’s edge or the nearby Haunted Halls.

Eveningstar Hall
Part town hall, part barracks, and part jail, Eveningstar Hall is the center of local governance. Here, the village lord or steward dispenses Crown justice, hears complaints, and coordinates patrols with the stationed Purple Dragons. Its timber-framed chambers include a public meeting space, modest administrative offices, and a small but sturdy dungeon beneath. The hall also serves as a rally point in times of trouble, with its signal bell used to warn of danger from the Stonelands or forest beasts. Visitors seeking royal permits or magical services often begin their inquiries here.

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.

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.

Felogyr’s Fireworks
Felogyr’s Fireworks is a renowned alchemical emporium nestled in the Upper City of Baldur’s Gate, known citywide for its strange, colorful plumes and nightly bursts of light. The shop is the domain of Avery Sonshal, a neutral and affably eccentric mage who inherited the city's only legal smokepowder operation. A cornerstone of the Sonshal family’s legacy, Felogyr’s has long enjoyed official sanction from both the Council of Four and the High House of Wonders, with Avery zealously guarding his monopoly. Though true smokepowder is restricted to approved factions, the shop flourishes by offering exotic but safe concoctions to nobles, adventurers, and curious passersby. The lower levels bustle with magical novelties, while the upper floors remain off-limits—shielded by iron, secrecy, and hired muscle from the Bannerless Legion.

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.

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.

Fields of the Dead
The Fields of the Dead are vast, windswept grassy plains located east of Baldur's Gate, between the Winding Water and the River Chionthar. This ancient battlefield, rich in history, features burial mounds and remnants of long-forgotten conflicts, serving as a haunting reminder of the struggles for control over the lands north of Calimshan.

Fierna's Crystal Tower
Fierna's crystal tower, a twisted spire, pierces Avernus's fiery haze. Blue flames lick its base, amidst sputtering magma pools, a stark, dominating landmark. Within, a blazing staircase ascends to pleasure domes, caverns of vice. Each chamber caters to a different depravity, a cruel indulgence. Below, prison cells echo with tormented screams, where Fierna's captives endure endless torture. The tower, a monument to her power, radiates infernal heat, its crystal facets reflecting the ever-present flames, a beacon of cruelty in the blasted landscape. It’s a place of both decadent pleasure and agonizing suffering, a testament to Fierna’s dark dominion.

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.

Forest of Tethir
The Forest of Tethir, also known as Wealdath, is a vast and ancient woodland that serves as a cultural cornerstone for the region of Tethyr. Renowned for its towering trees and rich biodiversity, it is steeped in the legends of the elven hero Tethir, the first dragonslayer, and remains a vital part of the local lore and identity.

Forest of Wyrms
The Forest of Wyrms is a perilous woodland in the Western Heartlands, known for its dense foliage and the lurking presence of green dragons. The air is cool and damp, often shrouded in mist, creating an eerie atmosphere that attracts dragon slayers seeking glory and treasure.

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.

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.

Gambiton
Gambiton is a modest village nestled in southern Amn, marking the crossroads of the Imnescourse Trail and the South Road. The village's defining feature is the prominent Gambitavern and its counterpart, the Gambitinn, which stand facing each other at the central intersection, offering respite to travelers. Situated a short distance south of the impressive King's Arch bridge leading towards Esmeltaran, Gambiton also lies in proximity to the tranquil Lake Esmel, near which the enigmatic Five Silvers, a circle of ancient standing stones, can be found.

Garden of Delights
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.

Garmult’s House of Mastery
Tucked in the Eastway district of Baldur’s Gate, Garmult’s House of Mastery is a renowned training hall and informal guildhouse for the Bannerless Legion—a mercenary outfit known for its skill and camaraderie. Part alehouse, part dojo, the establishment is overseen by the stoic and agender martial artist Garmult, whose decades of experience have shaped generations of fighters. The building offers open classes to anyone with coin, but its real purpose lies in being a vetting ground and headquarters for Legion mercenaries. Aspiring members must impress Garmult in a friendly bout before earning access to contracts, camaraderie, and respect. Dezri "Guts" Lamouer, the Legion’s crew leader, often works closely with Garmult to match sellswords with suitable employers, maintaining the House as a vital artery in the city’s flow of hired steel.

Garynmor Stabbes
In the broad, caravan-choked lanes of Blackgate, Garynmor Stabbes serves as a vital artery in Baldur’s Gate’s outer logistics. This location is a haven for incoming merchants and travelers, offering a secure and well-regarded place to board animals before seeking lodging inside the city proper. The staff here, known for efficiency and blunt honesty, maintain a rigorous schedule, facilitating rapid transfer of mounts between Blackgate and the affiliated Stonyeyes site. Beyond mere stabling, the Blackgate branch is where city residents often rent mounts for temporary use—an innovation that has gained popularity among adventuring companies and courier guilds. No menagerie here, but plenty of muscle, both beast and bipedal, keeps the operation running like clockwork. City Watch even turns a blind eye to the fact that more than one clandestine rendezvous has taken place behind the stable walls.

Garynmor Stabbes and Menagerie
Nestled among the sun-baked slopes of Stonyeyes, Garynmor Stabbes and Menagerie is the Outer City's most renowned stable and a peculiar draw for the curious and bold alike. Here, in the dusty yard just outside Baldur’s Gate’s city walls, residents and travelers stable horses, mules, and the occasional exotic steed. Unlike many operations in the Outer City, Garynmor’s name carries weight—largely due to its convenience and reliability. Customers may drop off a mount in Stonyeyes and retrieve it from the affiliated Blackgate location, bypassing the city’s restrictions and congestion. But it is the attached menagerie that truly sets this location apart, drawing gawkers with a living bestiary that includes a tame cockatrice, lumbering owlbear, and two flightless hippogriffs. Proprietor Ubis Garynmor—a red-faced, fast-talking entrepreneur—eagerly buys rare beasts from adventurers, adding to his ever-growing collection.

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.

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.

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.

Giant's Plain
The Giant's Plain is a vast, open expanse characterized by rolling hills and scattered boulders, remnants of ancient giants. Once known as Karlyn's Vale, this area holds echoes of a dwarven victory over giants, now overshadowed by the tragic fate of the dwarven descendants at the hands of humans.

Giant's Run Mountains
The Giant's Run Mountains rise majestically to the west of the Vilhon Reach, forming a rugged barrier that separates the Shining Plains from the wilds beyond. Once a stronghold for the gold dwarves, these mountains are rich in minerals and ancient secrets, with hidden caves and tunnels that echo with the history of their former inhabitants.

Glasya's Citadel
Glasya's Citadel serves as the foreboding palace of Archduchess Glasya, built amidst the treacherous peaks of Malbolge. The structure is marked by its precarious pillars and buttresses, giving it an unsettling appearance, while below lies a dark labyrinth of cells and torture chambers where her enemies are imprisoned and tormented.

Gloamroot Warrens
Beneath a crooked ridge of ancient trees lies the Gloamroot Warrens—a twisting network of burrows and fungal hollows where truth itself decays. Originally a badger warren overtaken by invasive mycelium, the Church of Cyric now use this subterranean sprawl to store false documents, create counterfeit relics, and train infiltrators in the art of illusion. Fungal spores cloud the mind, creating double memories and fractured truths. Cultists emerging from the warren often carry false identities, deeply convinced of their legitimacy. It’s not only a hideout—it’s a crucible of chaos, where even the faithful are tested by their own unstable minds. Few who enter emerge with the same face, name, or sanity.

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, capital of the Kingdom of the same name, stands as a bastion of Northlander grit and ambition on the storm-lashed northern coast of Alaron in the Moonshae Isles. Carved into the windswept cliffs above Salmon Bay, the city is both a crucial trade port and a military stronghold, famed for its rich veins of copper, gold, silver, and iron. Though its agricultural output is poor, Gnarhelm’s wealth flows through its mines, and its coffers swell from trade with Waterdeep, the Ffolk, and distant sword-coast merchants. Weapons, slaves, fine textiles, and salted fish change hands in echoing markets beneath war-bannered towers. A proud warrior culture dominates, with the city’s cavalry—drawn from hill-born clans and hardened horsemasters—maintaining control inland, while a small, stout navy defends the bay. Rule falls to the Olafsson line, whose iron-fisted authority is both feared and respected across the kingdom.

God Street
God Street is a shadowy avenue lined with towering, twisted structures that reflect the ambitions of its inhabitants. Here, the air is thick with the palpable energy of devotion, where new and fading lawful evil deities vie for power, and the birth of a new god can reshape the very fabric of this realm.

Good Mead
Good Mead, a humble village tucked between snow-laden pines northwest of the Redwaters, is a beacon of warmth amid Icewind Dale’s relentless cold. Despite its modest size, the settlement is well known across Ten-Towns for its namesake mead—crafted from honey harvested from resilient Dale bees and brewed with care in its communal mead hall. Life here is simple but steeped in tradition, with every villager playing a part in sustaining the brewing operation that keeps the town alive through trade and celebration. The people of Good Mead are fiercely proud of their craft and are quick to welcome travelers with mugs in hand and stories by the fire. In harsh times, their unity is their strength, bolstered by shared labor and deep-rooted camaraderie. Though not without hardship—be it blizzards, beasts, or bandits—Good Mead endures through the strength of its people and the sweetness of its brew, offering respite to all who brave the icy roads.

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.

Grenpoli, the City of Diplomacy
Grenpoli, nestled within a massive obsidian dome on the infernal plains of Maladomini, stands as the Nine Hells’ capital of cunning. Unlike the brutal realms around it, Grenpoli enforces a strict prohibition on weapons and overt violence within its borders, creating a rare sanctuary where devils, fiends, and the occasional mortal diplomat settle disputes through debate, manipulation, and veiled threats. At its heart lies the Political School of the Nine Hells, a towering academy of corruption where ambitious devils are rigorously trained in rhetoric, deception, legalism, and betrayal. Infernal contracts are drafted here with masterful care, and the highest currency is influence. The city teems with whispers and watching eyes; every conversation is layered, every smile calculated. While no blades are drawn, ruin and damnation unfold daily through well-placed clauses and social sabotage. Grenpoli thrives on subtlety, teaching that the sharpest knife is always the one you never see.

Greycloak Hills
The Greycloak Hills are a mystical region characterized by rolling hills and low mountains, shrouded in magical mists. Once known as the Tomb Hills, this area is rich in history, with ancient graves and a vibrant culture of moon elves from Evereska who now inhabit the land. The ridges formed by the tall hills were covered with weeds, grass, and scrub, with an occasional copse of small trees. The Greycloaks were riddled with old tombs from the Fallen Kingdom and included both human and elven graves. After the moon elves of Evereska settled this area, they caused the hills to be shrouded in constant mists of a magical nature. These ever-present mists and the everyday gray clothes and cloaks that the residents wore gave the locale its new name.

Guildhall of the Delimbiyr Trade Council
Located just off the main square, this well-appointed guildhall serves as the operational core of Daggerford’s day-to-day affairs. Here, representatives of the tanners, riverfolk, smiths, and merchants meet to set taxes, settle disputes, and plan public works. Though not lavish, the hall’s meeting chamber is paneled in rich oak, with a magical map of Daggerford that updates in real time. The guildmasters are pragmatic, often at odds with the ducal court but united in their vision for the town’s prosperity. Whispers suggest some within the guild have begun courting factions like the Lords’ Alliance—or even the Zhentarim—to push Daggerford toward greater autonomy.

Gulthmere Forest
Gulthmere Forest is a vast, subtropical woodland of pine and cedar nestled between rugged hill country and the Orsraun Mountains. Revered as sacred by nature-worshipping sects, it serves as the heartland of druidic power in the region. The forest teems with wild beauty and peril, its deep woods patrolled by both monstrous creatures and fiercely territorial tribes. Rich in natural resources, Gulthmere harbors coveted gemstone veins—rubies and topazes among them—drawing ambitious miners despite the forest's dangers. Magical portals lie hidden within, some leading to ancient, forgotten cities or even realms beyond the material world. The Cedar River cuts through the forest and the city of Cedarsproke, a druid-ruled stronghold never conquered by force.

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.

Hag Countess's Stronghold
The Hag Countess's Stronghold is the citadel that Malagard resided in during her rule, built into a mountain-sized boulder that constantly rolls down Malbolge. It's known as a place where souls can be acquired, and it houses a coven of night hags and other creatures.

Hair Forest, Forest of Sighs
The Hair Forest, known as the Forest of Sighs, is a hauntingly beautiful yet eerie woodland made up of the twisted, elongated hairs of Malagard. These hairs, rooted in a stark white soil, create a dense canopy that filters sunlight into ghostly beams, while the whispers of lost souls echo through the trees, hinting at the treasures and forgotten prisoners hidden within.

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.

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 Stone Kings
This massive longhouse-turned-palace crowns the city’s upper ridge, its basalt pillars engraved with the names and deeds of every Olafsson ruler. Beneath its arching rafters, tapestries depict victories over Ffolk rebels, monsters from the sea, and rival Northlander clans. At its center sits the Stone Throne, a jagged seat said to be carved from the same boulder Sigurd Helmudson used to crush the skull of a sea-ogre during Gnarhelm’s founding. Here, law is declared, feasts are held, and oaths are made—or broken—beneath the watchful gaze of Gnarhelm’s iron-crowned kings.

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.

Halls of the Salt Throne
Perched on slightly higher ground in the noble quarter, this once-grand hall served as the seat of Marsember’s now-defunct independent lordship. Today, it functions as a naval command center and magistrate's court under Cormyr’s authority. Barnacle-stained stone steps lead to vaulted chambers where officers review trade disputes and coordinate harbor defenses. Though regal in structure, the hall’s columns bear scars from pirate attacks and magical assaults of centuries past. Locals whisper that tunnels beneath the throne room still connect to hidden pirate coves and contraband caches.

Hamhocks Slaughterhouse
Hamhocks Slaughterhouse is the beating heart of Baldur's Gate's meat industry and one of the Outer City’s most infamous landmarks. Operated by the Hamhock family for generations, this sprawling facility processes livestock at an industrial scale, supplying butchers, taverns, and merchant ships bound for distant ports. While vital to the city’s food supply, the slaughterhouse is reviled by many neighbors—its overpowering stench and unceasing noise sour relations with nearby hostlers and tanners. Rumors swirl of backroom dealings, illegal alchemical tallow trades, and even the occasional disappearance blamed on the "blood pits." Despite this, its iron-fisted foreman and ruthless efficiency make Hamhocks untouchable. City watchmen tread lightly here, as the Hamhocks hold sway with certain Guild members and the darker corners of the Black Network.

Hammerhall Forgeworks
At the heart of Gnarhelm’s industrial might lies the Hammerhall, a sprawling complex of interconnected forges, bellows towers, and ore smelters. Overseen by the Guild of Ironmakers, it supplies armor, weapons, and tools to the kingdom’s army and trade partners alike. Flames never die here, and thick smoke pours from chimney stacks like war banners. Apprentice smiths work beside master artisans beneath vaulted stone arches blackened with soot. It’s said that weapons blessed by the forge-priest of the Hammerhall carry the favor of Tempus himself—and few dare test their mettle in battle.

Harborside Hospital
Harborside Hospital stands as a grim monument to Baldur’s Gate’s hard-earned lessons in public health. Born from the ashes of the deadly “dancing croup” plague, this institution was erected to stem future outbreaks by centralizing medical care for the city’s poorer denizens. While its founding was a rare moment of collective action in the Lower City, the hospital swiftly fell victim to the Gate’s enduring truth: wealth dictates outcomes. Though temples across the city offered clerics in exchange for fewer infectious congregants, their services are rarely free, and the line between healing and commerce remains thin. Patients unable to pay often find themselves in the hospital’s dismal basement, subjected to chirurgeons-in-training or dubious divine intervention. The building teems with dangers — from theft and narcotic abuse to wandering undead — making Harborside a place of both salvation and fear, where healing is never guaranteed.

Harbreeze Bakery
Tucked within the genteel streets of the Upper City, Harbreeze Bakery is more than a pastry shop—it’s a social crucible for Baldur’s Gate’s elite. Renowned for its whimsically painted cinnamon cookies shaped like miniature peacocks, griffons, and even flaming fists, the bakery also delights patrons with fragrant sugarbread loaves laced with saffron, cardamom, and other rare spices shipped from Chult, Amn, and beyond. Ellyn Harbreeze, a round, ruddy-cheeked woman with an ever-knowing smile, runs the establishment with grace and subtle cunning. Her shop has become the de facto parlor for Baldurian high society, where gossip is as plentiful as the tea selection. From merchant scandals to noble courtships, no secret seems beyond Ellyn’s earshot, making the bakery a hotspot not only for sweets, but for whispered intrigues.

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.

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.

Heapside
Once synonymous with the entire Lower City, Heapside is a weathered but resilient subdistrict nestled between the Old Wall, the Steeps, and Eastway. A former middle-class enclave, it now bears the scars of Baldur’s Gate’s evolution—its cobbled lanes echoing the cries of past revolts, most notably the Tax Riots that divided the city into “Upper” and “Lower.” Today, Heapside is a working-class quarter clinging to modest respectability. Its rows of leaning tenements, cluttered shopfronts, and trade stalls draw craftsmen, dock laborers, and vendors catering to the bustling needs of the Lower City. Though no longer the city’s safest haven, it retains an air of weary vigilance, with neighbors watching each other's backs amid the press of growing crime and Flaming Fist patrols. Beneath its streets, the infamous Heapside Prison festers in the Undercity—a dim symbol of authority’s tightening grip.

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.

Hecate's Crater
Aeaea, Hecate's infernal domain, mirrors Phlegethos' scorched desolation: a land of fiery rivers and blackened earth, punctuated by numerous active volcanoes. Within a massive crater, Hecate's obsidian throne, adorned with blazing fire opals, commands the landscape. This volcanic heart of Aeaea is a stark contrast to its fiery surroundings. Contradictory to some sources, it's also said to be within Minauros, adding to its layered, hellish complexity. A greater, more desolate version of Aeaea is said to exist within the Gray Waste, a testament to Hecate's multifaceted dominion across the lower planes, making this realm a nexus of volcanic power and shadowy influence, a testament to her mastery over fire and darkness.

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.

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.

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.

High House of Wonders
The High House of Wonders stands as the beating mechanical heart of Gond’s faith in Baldur’s Gate—a cathedral not of stone and sermon, but of steam, gear, and spark. Its interior hums with sacred invention, where engineers, priests, and tinkerers labor shoulder to shoulder beneath the relentless gaze of High Artificer Andar Beech. Innovation is the divine liturgy here, and faith is forged through schematics and prototypes. While the temple professes healing and magical services, such offerings are incidental distractions for minds driven by the muse of invention. Unverified whispers claim the High House hosts a clandestine testing wing, where more volatile or morally dubious devices are trialed far from the public eye. In a city unconcerned with ethical provenance, Gond’s children thrive in unrestrained creation.

Hillfort Ishla
Hillfort Ishla is a southern fortification of Amn's Council Army, situated in the eastern Small Teeth mountains, south of Gambiton and Esmeltaran, forming part of a defensive chain. Constructed from mud-sealed logs requiring constant upkeep, the fort houses lodgings for a substantial garrison, along with an armory, blacksmith, stables, and a sizable garden intended to provide sustenance. However, under the long command of Captain Amlos Xomnag, the fort has fallen into disrepair, its grounds often muddy, gardens overgrown, and defenses weakened, as the captain prioritizes personal gain by exploiting the fort's resources for errands benefiting the wealthy of nearby Esmeltaran, with dissent swiftly silenced through transfers or disappearances.

Hillfort Torbold
Hillfort Torbold, a crucial southern fortification of Amn nestled within the central Tejarn Hills, stands as part of a defensive chain built upon the remnants of an ancient, pre-Shoon network. Constructed from practical log and mud structures that demand ongoing upkeep, the fort is a self-sufficient outpost capable of housing a substantial garrison. Within its walls, one can find lodgings, an armory, a combined blacksmith and stables, the services of a herbalist and tailor, general supply shops, a sizable garden, and the welcoming Bruder's Waystop inn, alongside the Hall of the Guardians, a temple dedicated to Helm. Strategically positioned at the junction of the South Road and the locally constructed Olehm Passage leading south to the Tethir Road, Hillfort Torbold serves as a frequent stopping point for travelers moving between Amn and Tethyr, its well-trained garrison ensuring a degree of security in the region.

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.

Hissing Stones
Tucked into the ancient stonework of the Seatower neighborhood, the Hissing Stones is a Chessentan-style bathhouse that exudes both elegance and intrigue. Built centuries ago and maintained with reverent care, it has become one of the most discreet venues for clandestine deals, romantic liaisons, and underworld diplomacy in all of Baldur’s Gate. Owned by the graceful and inscrutable Merilyn Allaryr, a moon elf whose neutrality is sacrosanct, the bathhouse functions under strict rules: no weapons, no violence, no names. Such firm boundaries allow enemies, lovers, and spies alike to bathe in peace, ensuring the bathhouse’s reputation remains spotless. Whether sought for privacy, politics, or passion, the Hissing Stones offers sanctuary amidst the chaos of the Lower City — but what’s said in steam is rarely forgotten by the Reveler’s Union, which calls the bathhouse an unofficial base.

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.

Hullack Forest
Hullack Forest, a primeval expanse bordering Cormyr and the Dalelands, is a labyrinth of dark valleys and untamed wilds, a remnant of ancient Cormanthor. This perilous wood, named for the druid Hullack of Eldath, teems with green dragons, chimerae, and venomous creatures, making it a proving ground for adventurers sent by Cormyrean wardens. At its heart lies the Wyvernstones of Hullack, a menhir circle once sacred to Eldath, now corrupted by the Bloodmoon Circle, a savage sect of Malar-worshiping lycanthropes. This site, a testament to the forest's untamed nature, stands as a stark reminder of the dangers lurking within its shadowed depths, where the wild reigns supreme and ancient druidic power is twisted into something far more sinister.

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.

Imnescar
Imnescar, a vital agricultural hub nestled in southwest Amn, serves as a key waystation along the bustling Trade Way, renowned for its abundant orchards and vineyards producing a wide array of fruits such as oranges, tangerines, grapes, dates, and avocados. Situated near the Small Teeth mountains, where the Imnestream river originates, the town marks the beginning of the Imnescourse Trail, a significant roadway traversing central Amn. While detailed accounts of its inhabitants are scarce, Imnescar's strategic location and agricultural prosperity have long made it an important center, even playing a role in historical events like Prince Imnel Torlath's battles against ogres in the Small Teeth, which helped secure trade routes centuries ago.

Insight Park
Once a refuse-strewn ravine on the city’s eastern rise, Insight Park is now a green sanctuary sculpted by shield dwarf druid Torimesh, who returned to Baldur’s Gate four decades past. Refusing to cleanse the hillside of its filth, he instead used nature magic to transmute the decay, coaxing vines and roots to swallow rusted scrap and broken masonry. The result is a layered parkland, equal parts garden and grotto, its knotted underbrush and moss-covered tunnels forming a sanctuary for the city’s weary poor. With no official oversight and no cost of entry, Insight Park endures as a rare piece of public wild space in a city obsessed with walls and wealth. The true wonder of the park, however, is the Drawing Tree—a mysterious crimson-barked sentinel said to offer visions of the future, but only under the guidance of Torimesh, who guards its power with obsessive zeal.

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.

Iron Labyrinth of Betrayal
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.

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.

Jangling Hiter
Jangling Hiter, the City of Chains, clings to existence between the torments of Dis and the seething wastelands of Avernus. Suspended by an impossibly intricate web of rusted iron chains, the entire city dangles above a churning mire of brimstone and ash, creaking and swaying in an endless symphony of metallic groans. Home to the kytons—chain devils born of torment and artistry—Jangling Hiter thrives on tension, literally and figuratively. Buildings here are forged from interlinked chains, some taut and rigid, others swaying like pendulums, creating shifting corridors and vertigo-inducing vistas. Every movement sets off a chorus of clanks, scrapes, and eerie howls, creating a soundscape of agony and order. Kytons glide across the structure like dancers in a deathly ballet, utterly at home in this gravity-defying prison. It is a place of eerie elegance and unrelenting cruelty, where every link serves both as support and as shackle. To fall from Jangling Hiter is to vanish into Avernus.

Jealous Heart
Inanna's realm, Jealous Heart, is a paradox of beauty and brutality, where crimson dust plains stretch endlessly, nourished by rivers of blood. Sweet fruit trees laden with tempting produce offer deceptive tranquility amidst the intense, all-consuming passion that ignites the air, blending the fervor of battle and intimacy in a visceral dance of love and war.

Jolly Pockets
Jolly Pockets is a whimsical and clandestine boutique nestled in the heart of Baldur’s Gate’s Upper City, renowned among the eccentric elite and arcane collectors for its impossible interior and magical wares. Officially unlisted on any merchant registry, it is operated by the enigmatic tailor-magician known only as Master Jollivar, whose designs blend high fashion with extradimensional enchantment. Cloaks that hold entire rooms, hats with pocket dimensions, and dresses that change color with mood are among the many curiosities on display. Despite its whimsical air, Jolly Pockets is a serious draw for adventurers, spies, and nobles alike—anyone with the coin (and sense of humor) to appreciate magical utility in stylish disguise. Rumors suggest the shop has no true end, expanding as needed into stitched realities sewn into the seams of space itself.

Jopalin's
Once a disreputable haunt for dockworkers and petty criminals, Jopalin’s has undergone a remarkable transformation under the stewardship of its namesake proprietor. Jopalin, a shrewd and charismatic half-elf with ties to the city’s underbelly, inherited the rundown tavern from his father but chose to steer it in a new direction. Now an elegant teahouse nestled amid the rough sprawl of Baldur’s Gate’s Lower City docks, it offers refined teas, delicate sweets, and quiet alcoves perfect for whispered conversations. While its clientele includes merchant princes, Harborhands, and even the occasional Flaming Fist officer, Jopalin’s past associations haven’t entirely vanished. Rumors persist that deals—some steeped in spice and others in shadow—still pass over porcelain cups. But none can resist the lure of Jopalin’s signature blend, a heady brew rumored to contain more than just herbs.

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.

Kalathtyr
Kalathtyr is a small, rather unpleasant fishing village clinging to the mouth of the River Specie in Amn, characterized by its damp, moldy huts and a pervasive mugginess, surrounded by muddy terrain and plagued by swarms of stingflies and bite-gnats. Home to only around twenty families, this isolated locale offers no comforts or lodging for travelers. Situated within the sparsely detailed Zehoarast Flood Plain, Kalathtyr and its surroundings present a raw, less-explored region of the Forgotten Realms.

Kelvin's Cairn
Kelvin’s Cairn looms solitary and eternal above the tundra of Icewind Dale, a towering peak that rises 1,000 feet into the howling skies. Perpetually blanketed in snow and shrouded in mist, it is as much a monument of myth as it is stone—said to have been raised by Tempus himself atop the body of the slain frost giant Kelvin. The mountain’s flanks are riddled with storied sites: the Dwarven Valley, home to industrious clans and deep mining tunnels; Bruenor’s Climb, where the famed dwarf king once sought solitude and clarity; and the sacred anvil where Aegis-fang, the legendary warhammer, was forged. Over the years, Kelvin’s Cairn has been both haven and battlefield—its slopes marred by verbeeg warbands and scarred by the avalanche unleashed during Akar Kessel’s dark sorcery. Today, the mountain remains a symbol of resolve and danger, calling adventurers to its heights with the promise of glory, riches, and legend beneath the ever-falling snow.

Kintyre
Kintyre is an enormous, uninhabited city with a peculiar architectural style, buried deep beneath the icy surface of Cania. Its existence hints at a past civilization or a purpose yet to be revealed, adding an element of mystery to the frozen wasteland. The fact that it is buried deep within the ice also makes it a dangerous location to explore.

Korai Royal Palace
The grand seat of power in the kingdom of Korai, the palace is a sprawling complex of ornate halls, lush gardens, and fortified walls, symbolizing the kingdom's wealth and strength.

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.

Labyrinth of Twisted Law
The Labyrinth of Twisted Law: A sprawling, ever-shifting maze of legalistic paradoxes and infernal loopholes. This labyrinth serves as a testing ground for devils aspiring to higher ranks, forcing them to navigate the complexities of infernal law and the twisted logic of Asmodeus's decrees. The walls of the labyrinth are inscribed with endless legal texts, their words shifting and changing to confound those who dare to read them. Pit fiend judges preside over the labyrinth, their eyes glowing with infernal scrutiny. The labyrinth itself is a living embodiment of Asmodeus's legal mastery, a testament to his ability to manipulate and control the very fabric of law and order. The paths within the labyrinth twist and turn, leading to dead ends and deceptive shortcuts, each designed to test the limits of a devil's cunning and resolve. The air is thick with the scent of parchment and ink, a reminder of the endless legal battles fought within its walls.

Lady's Hall
Nestled within the Upper City of Baldur’s Gate, the Lady’s Hall serves as the city’s temple to Tymora, goddess of luck. Constructed from honey-hued local granite with subdued slate shingles, the building humbly weaves into its noble surroundings, revealing little of the fortune it guards. While formal services are held on Tymora’s holy days, most visitors arrive with desperate hopes and heavy purses, seeking aid beyond the reach of the Watch or Flaming Fist. The clergy listen, offer blessings, and—on rare occasion—petition the greater church to intervene. However, their most frequent interventions are quieter: whispered messages to adventurers lingering nearby, subtle nudges toward justice without drawing official ire. In a city thick with corruption and power games, the Lady’s Hall remains a silent sanctuary where faith, gold, and luck are bartered in equal measure.

Lakes of Bile
The Lakes of Bile is a grim collection of putrid pools, each bubbling with toxic sludge that emits noxious fumes. These pools are a source of potent poisons, coveted by Glasya's forces who bottle and sell them to the highest bidder, making the area perilous for any unwary adventurers.

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 177: Carnival of Fractured Saints
The Carnival of Fractured Saints is a sprawling, shifting attraction that rips itself through planes like a rusted needle through silk, stitching chaos wherever it lands. No one knows how it chooses its audiences—sometimes it appears in the Nine Hells, other times in a sleepy Material Plane meadow—but today, it is anchored in Layer 177 of the Abyss, The Gleeforge, a realm of molten jest and twisted joy. The carnival is run by demon jesters, each garbed in impossible motley stitched from contracts, flayed truths, and shrieking colors that don’t exist in natural light. Their games—rigged, eldritch, and surreal—offer favors of unthinkable power, but every failure peels away something essential: your courage, your memory, your face. Some who enter leave blessed; more leave altered beyond recognition—or not at all. At the heart of the carnival lies the Grand Fracture, a towering fissure that sings with madness and splits the grounds in two. Twisted abyssal rides fill the carnival.

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 487: Lair of the Beast & 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 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.

Lheshayl
Lheshayl is a modest city nestled in the southwestern corner of the Shining Plains, renowned for its skilled cavalry and thriving horse trade. It stands as the only settlement on the region’s western edge, connected to distant cities like Murann and Alaghôn via the Tethyr Road. The surrounding landscape features the rugged Rushing Hills to the southwest, inhabited by the insectoid Krakk’t tribe, known for ambushing travelers—especially those traveling with elves. Historically led by a line of chiefs, Lheshayl maintains a proud, martial tradition. The region itself bears lingering scars from a magical cataclysm, which twisted parts of the northern plains into the harsh Xian badlands.

Little Calimshan
Little Calimshan is a walled enclave in Baldur’s Gate’s Outer City, fiercely independent and steeped in the heritage of its southern homeland. A chaotic and boisterous district, it reflects the vibrancy of Calimshan through its sounds, scents, and social fabric. The residents—primarily Calishites—live according to their own customs, speaking Alzhedo among themselves and dressing in flowing silks and embroidered vests. The district is subdivided into drudachs, each with its own walls and identity, giving the whole of Little Calimshan the feeling of a fortress made of smaller, walled strongholds. While they speak Common and Chondathan when needed, locals prefer to keep dealings within their own community. The Guild exerts heavy control here, with Rilsa Rael—its cunning and charismatic kingpin—running a covert empire from within. Despite the crime and tension, the Oasis theater offers art and escape, drawing audiences with its lavish Calishite productions and exotic flair.

Lonelywood
Lonelywood, perched along the northwestern shore of Maer Dualdon, is the most remote and reclusive of Icewind Dale’s Ten-Towns. Encroached upon by the dense, snow-laden forest that gives the town its name, Lonelywood often feels more like a woodland outpost than a true settlement. Its timber-framed cabins and fishing huts line the lake’s frozen edge, where trappers, hunters, and those seeking solitude dwell far from the bustle of the southern towns. The wind whistles through the trees with an eerie tone, and strange tales cling to the woods—of haunted groves, vanishing travelers, and beasts that stalk between the trees. Few outsiders pass through Lonelywood, and fewer still linger, giving the place an air of mystery. Yet its people are fiercely independent and deeply connected to the land, carving out quiet, solitary lives amid the chill. To those who brave its stillness, Lonelywood offers a rare and somber peace.

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.

Lucky Aello's Discount Store
Tucked into a narrow alley off the bustling Lower City markets, Lucky Aello’s Discount Store is a cramped but welcoming nook best known for its haphazard shelves overflowing with questionable bargains. Run by the ever-smiling Aello, a balding, middle-aged man with a sun-creased face and infectious laugh, the store caters to adventurers and bargain hunters alike seeking cheap potions, minor medicines, and scrolls—many of which are off-brand or slightly expired. Despite his trade, Aello refuses to buy or identify magical items, claiming he's "too lucky to tamper with fate." Rumors persist that Aello once served with the Flaming Fist as a field medic, but he laughs off such claims with a wink. Though some wares produce odd side effects, his loyal patrons return time and again for the prices and his unshakable good cheer.

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.

Maggoth Thyg
Maggoth Thyg is a mysterious cavern with walls that glow with an eerie, brain-numbing light. The entrance is often blocked by falling boulders, yet it mysteriously reopens, inviting the brave or foolish to explore its depths. Terrible cries echo from within, hinting at the horrors that lie in wait.

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.

Malagard
Malagard—also called Malagarde—is the fetid crown jewel of Maladomini, the greatest city of the Seventh Hell and the festering seat of Baalzebul’s power. Once intended as a flawless monument to infernal order, the city now stands in grotesque parody of its purpose: streets overflow with rivers of refuse and the skeletal remnants of once-majestic spires tilt precariously into sludge-choked alleys. The air hums with flies and despair, while broken statues and collapsed temples bear mute witness to Baalzebul’s obsession with perfection gone wrong. At the city's heart lies the Palace of Filth, a monumental structure collapsed under its own grandeur into a stinking mire of feces, bile, and failed ambition. Baalzebul still resides there, brooding amid the ruins, his presence corrupting all who approach. Yet despite its squalor, Malagard endures as the central city of Maladomini—a grotesque testament to devilish pride, failure, and the beauty of ruin.

Malakar Kingdom
A mysterious kingdom ruled by an undead queen, known for its vast collection of artifacts from various planes. Despite the undead rulers, the population is predominantly human, living under a shroud of eerie magic and ancient secrets.

Malbolge
Malbolge, the sixth layer of the Nine Hells, is a grotesque, ever-tilting mountainscape of stone and scree, cursed with unending landslides and bone-shattering rockfalls. Travel is an act of defiance, as footing vanishes beneath the weight of the damned. Devils anchor their lairs to adamantine spires or burrow into the mountainside like parasites. Once ruled by the Hag Countess, Malbolge now belongs to Glasya, daughter of Asmodeus, who transformed the layer into an infernal penitentiary. Her Citadel rises from a stable core of the slope, housing her favored erinyes and mortal sycophants in equal measure. Deep beneath it lies the Garden of Delights—a gilded prison of exquisite torment, where pleasure masks punishment. Imps flit like carrion birds, and infernal vermin burrow through the soft scree, feeding on agony. Glasya’s rule is capricious yet cunning, and Malbolge’s chaos reflects her brilliance and cruelty in equal measure.

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.

Maltz's Weapon Shop
Tucked away on a soot-streaked side street near the Seatower of Balduran, Maltz’s Weapon Shop is a no-frills establishment known for reliability over flair. Owned and operated by the grizzled weaponsmith Harven Maltz, a veteran of the Flaming Fist himself, the shop supplies standard-issue gear to the mercenary company and repairs arms battered by patrols along the Chionthar. While Maltz keeps a modest selection of basic swords, spears, and shields for sale to the public, his priority clientele remains the city’s enforcers. Rumors claim that Maltz occasionally upgrades gear off the books for trusted Fist captains, tweaking balance, reinforcing hilts, or sharpening blades with an edge that whispers when drawn. Honest, efficient, and blunt as a hammer, Maltz’s is where soldiers go when they want gear that works—nothing more, nothing less.

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.

Mandorcai's Mansion
Once the centerpiece of whispered fascination and dread, Mandorcai’s Mansion looms like a rotting tooth in the otherwise genteel smile of Bloomridge. The estate’s sudden appearance decades ago defied reason, arriving fully formed and staffed with silent, pale-eyed attendants who refused all but their master's command. For a time, it dazzled with decadent galas attended by Bloomridge’s finest, hosted by the somber wizard Mandorcai—his presence as unsettling as it was enigmatic. But just as swiftly as it had emerged, the mansion sealed its doors, its owner vanishing without a trace. Then came the black pentagonal invitations. Those who entered never returned. The Flaming Fist investigation ended in blood and madness, and now the building stands boarded and silent, avoided even by the desperate. The Council has long since abandoned attempts to reclaim or destroy it, and tales of its hunger have become part of the city’s darker folklore.

Manorborn
Manorborn stands as the ancestral heart of Baldur’s Gate’s elite—where the city’s oldest and wealthiest patriarch families reside in stately grandeur. Nestled in the western quarter of the Upper City, it serves as a symbol of Balduran’s legacy, with its residents claiming descent from those who first settled the city’s heights. The district's cobbled lanes wind between towering, opulent manors—each adorned with carved gargoyles, imported marble fountains, and hedge-lined courtyards shielded by wrought-iron gates. Many of the nobles here serve in the Parliament of Peers, shaping the city's laws while quietly maneuvering for greater influence. Manorborn also boasts a small enclave of eccentric mages and venerable sages, among them Ragefast and Krammoch Arkhstaff, who find solace and patronage amid the opulence. The storied Manor Gate, an ancient stone arch, separates this district from the more chaotic Bloomridge below, marking a firm boundary between privilege and populism.

Marsember
Marsember, known as the "City of Spices," sprawls over a network of tidal islets along the Starwater River’s mouth, making it both a commercial powerhouse and a murky tangle of secrets. Once a pirate haven, Marsember has since evolved into Cormyr’s second-largest city, though its rebellious heart beats beneath layers of trade and civic order. The city is a nexus for ships ferrying exotic spices, silks, and rare goods from the Vilhon Reach, Chult, and beyond. Yet with wealth comes rot: the Zhentarim run covert operations from flooded cellars, doppelgangers infiltrate merchant houses, and nobles feud in shadow over canal territories. The Crown maintains a naval garrison and patrols its murky waterways, but corruption and old habits die hard. Despite recent royal edicts and War Wizard scrutiny, Marsember remains a city where fortunes rise fast—and fall even faster.

Marsh of Chelimber
The treacherous Marsh of Chelimber, nestled between the imposing Greypeak Mountains and the shadowy Greycloak Hills of the Western Heartlands, is a festering wound upon the land. Born from a cataclysmic wizard duel in 993 DR, uncontrolled water elementals transformed this once-fertile region into a sprawling, fetid swamp. Murky waters conceal treacherous sinkholes and the crumbling remnants of a drowned human kingdom, now patrolled by its undead soldiers, their spectral forms haunting the overgrown ruins. The marsh teems with life, albeit hostile: lizardfolk tribes claim territories amongst the reeds, bullywug warbands croak their dominance from muddy islands, and the sinister sivs lurk in the deeper, shadowed pools. The air hangs heavy with the stench of decay and damp earth, a constant reminder of the magical calamity that reshaped this perilous domain.

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.

Menzoberranzan
Menzoberranzan, the infamous “City of Spiders,” festers in the depths of the Upper Northdark, two miles beneath the Surbrin Vale between the Moonwood and Frost Hills. A city of stunning yet sinister beauty, its grand towers and arching bridges shimmer with permanent faerie fire, illuminating the obsidian architecture shaped in homage to Lolth. Here, the drow thrive in a society ruled by Matron Mothers, where Houses vie for dominance through assassination, subterfuge, and divine favor. The city is divided into noble estates, merchant enclaves, and commoner quarters, each layer seething with ambition. The Academy of Tier Breche trains future priestesses, mages, and warriors in Lolth’s doctrine. Spiders and driders patrol its shadows, while the silence of the Underdark hums with tension. Menzoberranzan is not merely a city—it is a crucible of cruelty, where loyalty is fleeting, strength is survival, and betrayal is the only currency worth trusting.

Mephistar
Mephistar is the citadel of Mephistopheles, the Lord of the Eighth, and serves as his personal domain. It is a heated structure carved directly out of the massive glacier Nargus, whose movements are controlled by Mephistopheles himself. This citadel is a center of arcane research and power, and is heavily defended.

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.

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, the third layer of the Nine Hells, festers as a ceaseless mire of decay and vice, ruled by the archdevil Mammon, the Serpent of Greed. Its terrain—suffocating bogs, sulfuric sloughs, and treacherous mudflats—devours even its grandest cities. Acid rain and razor-sharp hail flay flesh and corrode all, while the great citadel of Minauros the City slowly sinks into the reeking muck. Here, wealth is both weapon and illusion; souls are traded as currency in infernal markets, where nothing retains value for long. Mammon’s devils—lemures, barbed devils, and chain-clad kytons—enforce an ever-fluctuating economic hierarchy of bribes, blackmail, and debt. The very air stinks of rot and ambition. Towering ruins like Jangling Hiter clank and sway above the sludge, held together by Mammon’s schemes as much as by their chains. Beneath the surface, ancient secrets writhe in the depths, protected by the greed of those who would rather die than let them go.

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.

Misty Forest
The Misty Forest, a perpetually damp and fog-laden expanse west of the High Moor and south of the Delimbiyr, presents a verdant yet perilous domain. Dominated by towering evergreens, particularly pines in the south and dense spruce thickets to the north, it serves as the heart of wild elf territory, ruled by King Melandrach. Within its shadowed depths lie Reugor’s Rock, a foreboding black monolith marking orcish caverns that menace the Trade Way. Scattered Tombholes, narrow fissures in the land, conceal the remains of past adventurers, sometimes yielding forgotten treasures. The Dead Glade, a small clearing, emanates a potent, ancient magic that warps the very essence of life. Rangers and druids diligently patrol the forest, safeguarding its delicate balance and protecting its diverse wildlife, which includes deer, bears, boars, and wild cows, from both natural and unnatural threats.

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.

Monguldarath
Nestled in the county of Fyraven on the Dragon's Neck Peninsula of Tethyr, overlooking Firedrake Bay and surrounded by duskwood groves, lies Monguldarath, a small fortified keep with a peculiar reputation for being haunted, a fact largely ignored by its inhabitants. Once the county seat of the young Lord Tanar Keelson, bequeathed by Queen Zaranda, the keep offered modest hospitality to traveling adventurers, albeit with a wary eye towards displays of weaponry or potent magic. Following the Reclamation Wars, Monguldarath now serves as a mostly vacant residence under its new master, Seas' Admiral Tanar Keelson, primarily occupied by servants undertaking renovations during the admiral's frequent absences.

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.

Mordenkainen's Tower
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.

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.

Mosstone
Mosstone is a fortified, communal town nestled along the Trade Way in Tethyr, acting as a critical rest point for caravans navigating the perilous route between Zazesspur and Riatavin. Just north of the Wealdath, the ancient elven forest also known as the Forest of Tethir, Mosstone offers sanctuary from the surrounding wilds and the persistent dangers of Muranndin's nearby monster-haunted lands. Governed through shared responsibility rather than a centralized authority, the town operates under a tradition of civic duty, with residents rotating tasks like watchkeeping, road repairs, and public works. Inns, stables, and trading posts bustle with transient traffic, yet the town retains a close-knit spirit. The proximity of the Wealdath has fostered a delicate but respectful relationship with the local elves, who watch the town warily but allow its presence. Despite its modest size, Mosstone is both a practical necessity and a symbol of human cooperation in a land often marked by conflict.

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.

Murannheim
Once the glittering port of Amn’s southern coast, Murann—now twisted into Murannheim—stands as the brutal heart of Muranndin, a kingdom of monsters and ruin. In 1371 DR, the ogre mage Sothillis and his medusa consort Cyrvisnea seized the city in a sweeping conquest, transforming its bustling trade emporium into a militarized fortress. The harbors, once teeming with merchant ships, now swarm with hulking war barges and slaver vessels. Within its walls, towers bristle with crude sigils, and black banners bearing the Eye of the Great Mur flutter over parapets. Cyrvisnea’s necromantic influence seeps through its crypts and alleys, while Sothillis’ ogres rule through sheer might and fear. Infighting simmers between goblinoid warbands, ogre chieftains, and the undead elite, straining the fragile unity of this monstrous realm. Yet Murannheim holds fast, casting a long shadow over Amn’s southern ambitions and the battered Tethyrian frontier.

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.

New POI

Nightrain Archive
The Nightrain Archive is a subterranean chamber hidden beneath a ruined aqueduct near the Shard of Night, cloaked by illusion and guarded by old Harper wards. Once part of a forgotten elven cistern network, the chamber now serves as a Harper listening post, intelligence cache, and crisis coordination cell within the volatile River District. Here, Harper agents monitor arcane fluctuations from the Cloak Tower, track political maneuvering among the New Neverwinter elite, and broker quiet truces between feuding factions. Led by the half-moon elf spymistress Lysira Teveril, the Archive excels at guiding local outcomes without drawing attention—disrupting cult recruiters, exposing corruption within the Wintershield Watchmen, and leaking truths at just the right time. To the Harpers, the River District is a fragile hinge on which Neverwinter’s fate could swing—and the Nightrain Archive is their invisible hand, keeping it from collapse.

Norchapel
Tucked beyond the Basilisk Gate and enfolding the high-walled enclave of Little Calimshan, Norchapel is one of the most impoverished and perilous quarters of Baldur’s Gate. Its boundaries, tangled and unmarked, blend with those of Stonyeyes and Whitkeep, creating a patchwork sprawl where authority is tenuous and survival is hard-won. Home to day laborers, smugglers, refugees, and the truly destitute, Norchapel's dense alleys and makeshift homes teem with both desperation and defiance. Extortion, theft, and violence are commonplace, especially after sundown, when the watch rarely patrols and local gangs rule the streets. Yet within this hardscrabble sprawl, cultures intermix, secrets are traded like coin, and no small number of underworld alliances are born. Norchapel remains a crucible of hardship and resistance—a place where the city's forgotten cling to life on the margins of power and wealth.

North Watchtower
Standing sentinel over the narrow southern approaches of Athkatla’s harbor, the North Watchtower is one of the oldest active military structures in the city. Originally erected as a lighthouse and signal tower, it was later refortified to monitor naval activity and serve as a bulwark against pirates, smugglers, and foreign spies. The tower is manned around the clock by a disciplined garrison drawn from the city’s elite dockside guards. Though its days of open warfare are long past, the watchtower remains a critical eye in the city’s surveillance network, especially with growing concerns of clandestine magical travel and illegal imports. Occasionally, foreign dignitaries or powerful merchants are granted brief access to its observation decks, where naval charts, weather runes, and signal mirrors offer a commanding view of Athkatla’s coastal defenses.

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.

Northdark Wood
Nestled within the vast Reaching Woods of the Western Heartlands, the Northdark Wood, also whispered as Dusk Wood or Reluvethel's Wood, presents a tapestry of temperate forest, shifting with the seasons. The River Reaching cleaves through its heart, flowing from Hill's Edge towards the Chionthar, dividing the ancient trees and shadowed glades. A place of deep history, it holds echoes of past conflicts and the lingering presence of figures like Alomystia, whose colossal relic, the Walking Tower, stands as a silent sentinel amidst the dense foliage. Unlike the perilous Northdark, a sprawling subterranean realm of the Underdark far to the north, this woodland offers a more earthly yet still shadowed mystery, a place where the rustling leaves conceal secrets and the river's murmur carries tales of old.

Oasis Theater
Tucked deep in the perfumed heart of Little Calimshan, the Oasis Theater is Baldur’s Gate’s most extravagant venue for theatrical wonder. Overseen by the flamboyant Jonas Goodnight—whose fashion choices rival his dramatic vision—the Oasis offers nightly performances that blur the line between arcane illusion and physical daring. Known citywide for its jaw-dropping displays, the theater features trained monsters, pyrotechnics, and magical scenery that shifts before the audience’s eyes. Patrons from all walks of life, from Lower City pickpockets to Upper City nobles in disguise, flock to the Oasis to escape the gloom of Baldur’s Gate for a few brilliant hours. No two performances are alike, and whispers persist that Jonas employs secretive spellcasters and even planar beings to enhance the drama.

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 Cinderfalls
The Obsidian Cinderfalls: A vast, jagged plateau where rivers of liquid obsidian cascade into the fiery depths. The obsidian, constantly cooled and reheated by the surrounding inferno, shatters into razor-sharp shards that rain down, creating a perpetual storm of black, glassy debris. This serves as a brutal testing ground for Abyssal Tieflings who are forced to traverse it barefoot, the obsidian shards constantly cutting into their feet. The screams of the fallen echo off the obsidian cliffs, a constant reminder of the pain endured here. These cliffs are also used by the Diabolical engineers to test new Infernal war machines, the molten obsidian being the perfect testing ground for their heat resistance. The constant bombardment of obsidian also makes the area a prime source of materials for infernal weapons, the obsidian being magically infused with the heat of Phlegethos.

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
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
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.

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.

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 Shanatar
Old Shanatar sprawls beneath the western reaches of Faerûn, a vast subterranean dominion once claimed by the ancient dwarves of the Deep Realms. Once a beacon of dwarven unity, Old Shanatar was ruled by eight kingdoms—each founded by a clan of the shield dwarves—until internal strife and relentless Underdark threats fractured its might. Now, its endless halls lie in eerie quiet, carved with fading murals and runes that whisper of Moradin’s glory and the battles of ancient kings. Crumbling strongholds and labyrinthine mines descend into darkness, echoing with the clatter of lurking horrors. Adventurers and Underdark denizens alike scour its depths for relics—mythril-forged weapons, lost heirlooms, and the legendary Axe of the Dwarvish Lords. Yet, dangers abound: drow scouts, duergar outposts, mind flayer incursions, and the occasional awakening of dwarven-crafted constructs that no longer recognize friend from foe. Old Shanatar is both tomb and treasure.

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.

Orsraun Mountains
The Orsraun Mountains, a formidable range south of the Spine of the World, form the rugged northwestern border of Turmish. Jagged peaks pierce the sky, their slopes descending into the verdant Gulthmere Forest to the north, the shimmering Vilhon Reach to the south, and the expansive Shining Plains to the west. The Halondar River carves a deep valley, cleaving the Orsrauns from the neighboring Aphrunn Mountains. Notably, the northeastern arm, the Mountains of the Alaoreum, stands distinct, isolated by the treacherous Treefall Pass. This region, a realm of perilous beauty, harbors the towering Mount Andrus and the infamous, labyrinthine depths of Ironfang Deep, a place whispered to hold both ancient treasures and unspeakable horrors. The entire range is a tapestry of stone and shadow, a haven for hardy mountain folk and the lairs of formidable creatures, a wild, untamed barrier between realms.

Ossiea Garden of Delights
The Garden of Delights is a secluded paradise in Ossiea, surrounded by towering walls made of bleached skulls. This enchanting garden is filled with exotic plants from various planes, designed to mesmerize and lure unsuspecting visitors into a false sense of security before their comforts are cruelly stripped away.

Ossiea, Glasya's Fortress-Palace
Ossiea rises like a blasphemous shrine from the blasted wastes of Malbolge, a fortress-palace sculpted from the immense skull of the fallen Hag Countess, Malagard. Her cranium, fused to the corrupted rock by infernal fire, serves as throne and throne room alike—its hollowed chambers now vaulted halls lined with the bones of countless damned souls. Each rib, femur, and spine embedded in the structure thrums with lingering torment, etched with infernal sigils of dominion and agony. The surrounding grounds are choked with toxic flora—razorleaf brambles and bleeding orchids—whose cloying, venomous perfume saturates the air. Inside, Ossiea pulses with an eerie harmony: whispers, moans, and distorted lullabies drift along its corridors, a cruel symphony composed by unseen fiends. Despite its horror, a terrible elegance pervades the place; Ossiea is a palace of deathly beauty, a place of dread reverence among devils and those who would traffic with the bones of fallen power.

Palace of Filth
The Palace of Filth, once a bastion of infernal majesty, now festers as a grotesque monument to decay and deceit. Situated in the lowest reaches of Maladomini, the Seventh Layer of the Nine Hells, this partially sunken fortress was once adorned with opulent stonework, radiant gems, and gilded spires. Now, it sinks slowly into a churning mire of bile and rot, a reflection of Baalzebul’s eternal fall from pride to ruin. The walls drip with congealed muck, their precious inlays buried beneath layers of filth and broken ambition. Corridors echo with the scuttling of verminous servants and the low, despairing chants of damned souls repurposed as living decorations. The air is thick with putrid vapor, cloying and inescapable, and every inch of the palace groans beneath the weight of betrayal and bloated corruption. Despite its state, dark elegance clings to its bones—decay, here, is a language of power, and filth the throne from which the Lord of Lies still whispers.

Patriar Gates
The four Patriar Gates—Gond Gate, Heap Gate, Manor Gate, and Sea Gate—form a discreet network of private access points threading through the Lower City’s walls, designed solely for the elite class of Baldur’s Gate. Constructed after the Lower City’s fortifications, these gates were bankrolled by the city’s wealthy patriars as both a matter of convenience and status. They allow direct, swift passage from the opulent Upper City to favored business holdings below, bypassing the congestion and security of public thoroughfares. Their use is officially restricted to patriars and their envoys, bearing liveried symbols or written approval. Yet whispers abound of quiet bribes and silent nods, of guards who know which palms to grease and which faces to ignore. For many in the Lower City, these gates embody the unspoken divide—a gilded shortcut they’re forbidden to tread, even if it lies only steps from their doors.

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, the Fourth Layer of the Nine Hells, is a churning hellscape of volcanic devastation—an endless realm of lava rivers, geysering magma, and scorched obsidian plains. Governed in uneasy tandem by Belial and his daughter Fierna, it serves as Baator's judicial crucible, where punishment is both spectacle and principle. Fire is omnipresent and sentient, judging the worth of souls and igniting only those it deems unworthy; native devils and sanctioned travelers are spared its wrath. The Pit of Flame stands as the layer’s cruel court, where sinners are cast and slowly reduced to ash while their crimes are etched in living fire. The city of Abriymoch, carved into a vast caldera, thrums with infernal bureaucracy and smoldering intrigue. Spinagon devils toil amid fuming refineries and molten forges, while barbed hamatulas enforce order. Rich in infernal minerals and arcane heat, Phlegethos pulses with power and peril, a realm where law burns hot and ambition burns hotter.

Pisaethces' Bog
Pisaethces, the Blood Queen, presides over a nightmarish domain of rot and ruin—an unholy bog steeped in clotted ichor and psychic malevolence. Her realm, deep within the Far Realm or brushed against alien planes, is a festering mire where noxious pools churn with her sentient, crimson mucus. This gelatinous fluid pulses with a sickly rhythm, absorbing thoughts, dreams, and the flesh of those who stray too close. Grotesquely twisted trees rise like skeletal limbs, their bark slick with gore and draped in the torn remnants of devoured prey. The moaning winds carry whispers in forgotten tongues, while the ever-present blood-haze filters the world into a feverish smear of red and shadow. Pisaethces, mother of aboleths, broods within the largest, gloomiest pool, her immense, eyeless form both godlike and obscene. Her presence infects the mind as much as the body, and those who remain too long find their will, shape, and memories melting into the mire.

Pit of Flame
Phlegethos' core holds the Pit of Flame, a mile-wide lake of boiling filth, erupting white hellfire. Extreme torment permeates it, even for devils, due to the unique, agonizing hellfire. It's used for devilish punishment, promotion, and demotion, with some even seeking its pain. Iron cages dangle above, a grim testament to its use. The lake's filth and intense heat, combined with the hellfire's specific torment, make it a uniquely dreadful location. Devils endure it for hierarchy shifts or personal motives, highlighting its central role in Phlegethos' infernal structure. The cages underscore the lake's function as a tool of both pain and governance.

Plain of Standing Stones
The Plain of Standing Stones, a desolate heart within Anauroch, sprawls between the frigid High Ice and the sandy Sword, a harsh expanse of gravel and jagged rock perpetually scoured by fierce winds. This barren wasteland, less a desert than a rugged, unforgiving terrain, teems with hardy creatures adapted to its brutal conditions. Dominating the landscape is the Pillar of Tauros, a crooked spire of stone, a sacred battleground for dragons vying for nesting rights. Scattered across the plain are landmarks of note: Aerithae's Rest, a rare fertile valley offering respite; the ominous Dark Bones Rift, a chasm of unknown depths; and the shimmering River of Gems, a peculiar feature amidst the stark landscape. These distinct locales, along with the roaming beasts and the ever-present winds, define the Plain of Standing Stones, a place of both peril and wonder.

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.

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.

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.

Purskul
Purskul, located along the Esmel River in Amn, stands as a once-thriving metropolis, its population having surged to a significant size by the late 14th century. This prosperous trade city acts as a crucial intersection between major land and river trade routes, historically lending it considerable commercial importance. Notably, Purskul is the origin of the monks of the Dark Moon, marked by a stone monolith dedicated to their order, and also houses a temple honoring Chauntea, the goddess of agriculture. However, recent times have brought hardship to Purskul, as a devastating plague has swept through the city, casting a pall over its former prosperity and necessitating a grim, permanent bonfire in the market square to deal with the deceased. The city also harbors a notable half-orc population, a legacy stemming from captured orcs forced into Amn's service centuries prior.

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.

Retreat of the Fallen
Druaga’s realm, a baatezu-summoning deity’s domain, is consumed by his sprawling, vile palace. This infernal structure, a testament to Druaga's power, dominates the landscape, leaving no room for anything else. Shadowy courtyards echo with the whispers of summoned devils, and labyrinthine halls conceal dark rituals. The palace's architecture, a grotesque fusion of obsidian and tormented metal, reflects the deity's corrupt nature. Its towering spires pierce the gloom, casting long, menacing shadows across the desolate terrain. The air itself crackles with infernal energy, a tangible manifestation of Druaga's control. Within its walls, legions of baatezu await his command, their presence a constant, oppressive reminder of the deity’s influence. The palace is not merely a dwelling, but a living entity, pulsating with dark power, a symbol of Druaga's absolute dominion over his infernal domain.

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.

River Shining Tavern
A cornerstone of Daggerford's social life, the River Shining Tavern caters to both locals and wandering adventurers. Owned by the gregarious and sharp-witted Kira Dalton, this spacious, timber-beamed inn boasts warm hearths, private booths, and a well-worn stage where traveling minstrels and Harper agents often perform. Rumored to be a quiet meeting place for the Harpers, the tavern is famed for its river trout stew and “Shining Brew,” a golden ale named for the nearby river. Locals say the cellar connects to forgotten tunnels once used during sieges, though none admit to having ventured below. The atmosphere is one of wary camaraderie—stories flow as freely as ale, and ears are always listening.

River of Scorched Memories
The River of Scorched Memories: A tributary of the Lethe, its waters blackened and steaming, carrying the scorched memories of souls deemed too dangerous to forget entirely. This river winds through the deepest chasms, its banks lined with the charred remnants of past lives, each a testament to the sins that condemned them. Amnizu patrol the river, ensuring no memory escapes its infernal flow. The waters themselves shimmer with an oily sheen, reflecting distorted images of the past, each a fragment of a life consumed by sin. The scorched memories drift along the river's current, whispering tales of betrayal, violence, and despair. The air around the river crackles with the residual energy of forgotten horrors, a constant reminder of the price of transgression. The river's flow is slow and deliberate, a relentless journey into the depths of eternal damnation.

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.

Roaringhorn Estate
The grandest estate in Amphail belongs to the Waterdhavian noble house of Roaringhorn. Surrounded by a high stone wall and patrolled by stern-faced guards, the estate sprawls with manicured pastures and purebred warhorses worth more than most villagers will earn in a lifetime. The estate’s current master, Lord Ercann Roaringhorn, holds court with the quiet arrogance of the privileged, while his steward, a calculating half-elf named Elvaran, manages the day-to-day with a keen eye for influence. The estate’s chapel to Helm, rarely open to commoners, hints at the Roaringhorns' militaristic ancestry. Whispers among the village claim that the family keeps arcane protectors in the vaults beneath their stables—and that a certain bloodline curse still haunts their foaling grounds.

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.

Royal Palace of Cormyr
A grand sprawl of spired towers and marble courts, the Royal Palace is the administrative and symbolic heart of Suzail. Home to the Obarskyr line, its high halls are filled with tapestries depicting Cormyr’s storied history, guarded by elite Purple Dragons and fortified with magical wards laid by generations of War Wizards. Beyond its diplomatic and political roles, the palace grounds include the Royal Gardens—lush, artfully arranged spaces open during festivals or at the monarch’s whim. Statecraft, secrets, and ceremony converge here, and it is said that even the stones whisper of old alliances and ancient betrayals.

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.

Ruldo Stables
Ruldo Stables is a large, wattle-and-daub structure run by the sharp-tongued Durnan Ruldo and his sons. They offer care and rental of horses, ponies, and even the occasional donkey or riding lizard, catering to eccentric adventurers. Known for their fair prices and meticulous care, the Ruldos are also a source of local lore, often sharing tales gleaned from gossiping traders and travelers. The stables feature a small corral and training ring, and they sell horse gear, feed, and travel supplies. Rumors of a secret tunnel beneath one of the haylofts hint at the stables' connection to Eveningstar’s turbulent past.

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.

Scarlet Ossuary of Akhmelereh
The Scarlet Ossuary of Akhmelereh is an ancient, half-buried necropolis repurposed by the Red Wizards into a reliquary of undeath and arcane dominion. Situated deep within a salt-crusted basin once ruled by a forgotten Netherese archlich, it now serves as a sanctuary and ritual testing ground for necromancers loyal to Szass Tam. Here, elder Red Wizards conduct horrifying experiments to perfect “soul-sieving”—the extraction of spiritual essence from Phaerimm, Bedine, and even Shadovar captives to fuel necrotic constructs and undead hybrids. Loyalists believe Akhmelereh is one of the keys to transforming all of Thay into a nation sustained by soulcraft and magical servitude. But beneath the reliquary, something ancient stirs: a primordial shadow, neither living nor dead, sealed in fractured bone tablets that even the Zulkirs fear to read aloud. Yet the rituals continue, ever deeper, ever darker.

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.

Sea of Fallen Stars
The Sea of Fallen Stars, or Inner Sea, stretches vast and blue, a central artery of Faerûn, its waters teeming with life and trade. Coastal cities like Cormyr and Sembia bustle with ships, their sails catching the sea breezes, while beneath the waves, the realm of Serôs hides a world of aquatic elves, merfolk, and the ever-present threat of sahuagin. Dragon turtles, ancient and powerful, patrol its depths, guarding secrets and treasure. The sea's islands, scattered like emeralds, offer both refuge and peril, harboring forgotten ruins and hidden coves. This vital waterway, a nexus of commerce and conflict, holds both the promise of prosperity and the lurking dangers of the deep.

Seatower
Seatower is one of the most fortified and formidable districts in Baldur’s Gate, standing watch over the Chionthar’s northern shore. Dominated by the hulking Seatower of Balduran, this coastal quarter is the military heart of the city, serving as the main stronghold of the Flaming Fist mercenary company. Linked to the mainland by a narrow, easily-defended causeway, the Seatower functions as barracks, dungeon, naval dock, and fortress. Warships patrol Gray Harbor under its shadow, and its armory is said to rival those of minor kingdoms. Despite its martial core, Seatower hums with life: blacksmiths and weaponsmiths, many from Parliament’s Distinguished Union of Metalworkers, ply their trade under heavy contracts. Soldiers unwind in riotous taverns and smoky festhalls, while merchants hawk goods to adventurers and officers alike. The Candlekeep Chandlery and Hissing Stones Bathhouse add a touch of elegance to this otherwise rugged bastion.

Seatower of Balduran
A symbol of Baldurian might and the iron will of the Flaming Fist, the Seatower of Balduran rises defiantly from a rocky islet in the harbor’s heart. Originally commissioned to honor Balduran himself, it now serves as the headquarters of the city's infamous mercenary-guard. The fortress's five stout towers command a sweeping view of the Chionthar estuary, with advanced Gondan trebuchets capable of bombarding enemy ships or distant shores alike. A massive harbor chain, winched from deep within the tower, can block all but the smallest vessels, turning the bay into a lethal trap. Defended by elite soldiers, it is both a bulwark and a vault—housing war trophies, arcane-locked archives, and whispers of a hidden treasury deep beneath the Officers’ Tower. It is the Fist’s clenched stronghold, warding Baldur’s Gate from sea-bound threats and treachery alike.

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.

Seskergates Manor
Nestled in the upscale neighborhood of Bloomridge, Seskergates is a notorious manor whose lavish origins mask a dark and convoluted history. Once belonging to the affluent Sesker merchant family, the estate gained infamy after the family’s final scion perished within under unexplained—and unresolved—circumstances. Following years of neglect, the estate was purchased by Imbralym Skoond, a cunning mage from Athkatla, whose fascination with its rumored smuggler-built architecture led him to claim it as both residence and arcane laboratory. A schemer of no small ambition, Skoond parlayed his talents into a position of quiet influence as a mage-for-hire to the Council of Four, leveraging his role to accumulate secrets and power alike. Whispers persist of hidden vaults, eldritch experiments, and long-forgotten passageways winding through the manor's bones.

Set's Ankhwugaht
Set's Ankhwugaht, a searing desert within icy Stygia, defies its frigid surroundings. Blazing sands stretch endlessly, punctuated by imposing monuments and labyrinthine catacombs, all dedicated to the god of darkness. The realm pulses with oppressive heat, a stark contrast to the frozen wasteland beyond. At its heart, Set's monolithic black pyramid pierces the sky, casting long, distorted shadows across the desolate landscape. The air shimmers with heat, and the ground radiates an unbearable warmth, making it a realm of relentless, burning torment. Every structure, every grain of sand, whispers of Set's power, creating an oppressive atmosphere of divine malevolence. The realm is a testament to Set's dominion over darkness and desert, a place of eternal, suffocating heat.

Set's Realm
Set's Realm is a desolate expanse within Avernus, marked by shifting sands and jagged obsidian formations. The air is thick with the scent of sulfur, and the sky is perpetually overcast with dark clouds, occasionally illuminated by flashes of crimson lightning.

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.

Sewer Keep
Hidden among the shadowed alleys of the Seatower neighborhood, Sewer Keep was once envisioned as a triumph of civic duty and arcane innovation. Constructed by a rare alliance of druids and Baldurian patriars, its purpose was noble: cleanse the city’s growing flood of sewage before it fouled the Chionthar River. Anchored into the city’s western walls, the Keep’s trio of stone towers house immense vats and vine-choked cisterns where enchanted flora break down waste. Yet despite its promise, public apathy and political neglect quickly starved the facility of gold and oversight. Today, it operates on bare minimums, with a skeleton crew of grim-faced workers, aging spells, and a constant struggle to keep foulness from overrunning its bounds. Rumors of strange life in the depths abound—mutated rats, mold-born elementals, or worse.

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.

Sheyruushk
Sheyruushk, Sekolah's realm, lies deep beneath Stygia's icy crust. This submerged domain, miles below the frozen surface, is the aquatic bastion of the shark god and his fiendish sahuagin. Its chilling waters conceal a realm of predatory might, a stark contrast to Stygia's frigid expanse. Access is gained through a hidden valley, nestled between two colossal icebergs near Tantlin, a gateway to the god's dark dominion. The realm pulsates with the primal energy of the deep, a realm of teeth and terror, where the sahuagin serve their shark deity with unwavering ferocity. The depths of Sheyruushk echo with the silent, deadly movements of its inhabitants, a chilling testament to Sekolah's power. It is a realm of endless, dark water, a place where the predator reigns supreme, a hidden, submerged terror beneath the frozen wastes.

Shilmista Forest
Shilmista Forest, the shadowed expanse nestled near the Snowflake Mountains, shifts between Amn and Tethyr's borders, concealing the wild elf kingdom of Elbereth. Within its depths, Lady Xuné, a High Priestess of Eilistraee of mixed wood elf and drow lineage, governs the Elves of the Night. This realm, once ruled by King Galladel until his demise at the hands of the ogrillon king Ragnor in 1361 DR, is a place of ancient, magical trees and stringent laws. Hunting, fire, and woodcutting are forbidden, with transgressors facing bestial transformations. The forest's dim light and vigilant inhabitants create an atmosphere of both beauty and peril, making it a place where nature's magic and elven law intertwine.

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.

Shop of Silence
Tucked within the twisting lanes of the Lower City near the harbor’s edge, the Shop of Silence is a general store in name only. While it does stock rope, lanterns, and salted rations, its real value lies in discretion. Run by a mute tiefling named Vexil, the shop caters to smugglers, bounty hunters, spies, and other folk who appreciate goods with no questions asked. The Flaming Fist looks the other way, likely due to discreet bribes and the store’s usefulness in tracking less cautious criminals. Despite its quiet reputation, many locals whisper that the shop serves as a front for exchanging coded messages or illicit magical trinkets. Known among Baldur’s underbelly, the Shop of Silence is the place to go when your business isn’t meant to be heard.

Shrine of the Forgotten Weave
Hidden in the shattered remains of an old temple once dedicated to Mystra, this forsaken site has become a place of quiet reverence—and peril. Devotees, prisoners, and secretive mages gather here in hushed tones, seeking to reconnect with remnants of the Weave or to honor the fallen goddess. Faint motes of unstable magic drift through the air, and at its heart lies a cracked, pulsing crystal believed to have absorbed Spellplague energy. Some claim to hear voices in its glow; others speak of sudden visions or strange mutations granted to those who dare touch it.

Shrine of the Morninglow
This small but radiant shrine to Lathander stands near the eastern gate, its pale stone washed gold at sunrise. Tended by the devout priestess Lady Morwen Daggerford, the shrine is a beacon for the hopeful and weary alike. Farmers visit at dawn for blessings on their crops, while adventurers kneel before heading east into the High Moor or the Misty Forest. The interior glows with enchanted stained glass that casts ever-changing hues across the altar. Rumors persist that the shrine houses a hidden relic of Lathander—an ancient sunburst medallion said to repel undead. Whether truth or myth, many credit the shrine with keeping the worst of the wilds at bay.

Shrine of the Suffering
Tucked within a hushed corner of Baldur’s Gate’s Lower City, the Shrine of the Suffering honors Ilmater, the Crying God of endurance, compassion, and martyrdom. The shrine serves as a spiritual and physical refuge for the city’s destitute, offering food, shelter, and healing without judgment. Brother Hodges, a devoted strongheart halfling priest, oversees the shrine alongside his adult children Hansen and Sissa. Their constant presence—dispensing coppers for ferry tolls, bandaging wounds, or simply listening—has earned them deep reverence from the city's struggling masses. Though humble in construction, the shrine is quietly sustained by anonymous donations from nobles, merchants, and common folk alike, all united by a shared belief in Ilmater’s mercy. Amid Baldur’s Gate’s greed and violence, the shrine remains a rare sanctuary of selfless grace.

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.

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.

Skullspire Bastion
A massive obsidian tower built atop the ruins of Murann’s old Council Hall, Skullspire serves as the seat of power for the Great Mur and his consort Cyrvisnea. Laced with necrotic wards and bound spirits, the tower pulsates with arcane menace. Here, dark rituals are enacted, ogre chiefs are summoned (and sometimes executed), and war strategy is endlessly debated. Rumors whisper of a deep chamber beneath the spire where Cyrvisnea communes with ancient evils from beyond the planes, seeking ever darker means to maintain control.

Slag, the Final Fortress
Slag, the Final Fortress, stands as a grotesque monument to ruin within the sixth layer of the Nine Hells, Malbolge. Once a proud bastion of bronze and infernal might, it was broken and partially liquefied in Glasya’s brutal rise to power. Now, its warped towers lean at impossible angles, their surfaces blistered and runneled like cooled lava, gleaming faintly with infernal heat. The fortress’s innards are a labyrinth of molten corridors and jagged metal, where the air burns and screams echo endlessly. Within, the gilded husks of devils, fiends, and traitors remain preserved—encased in searing alchemical gold, their forms frozen in agony. These statues line the twisted halls like trophies or warnings. Slag is not abandoned, however; infernal scribes and torturers still dwell here, chronicling Glasya’s triumph and rooting out dissent. It is a place of suffering and silence, where loyalty is enforced not by command, but by the memory of annihilation.

Smilin' Boar
Nestled amid the cultured charm of Bloomridge, the Smilin’ Boar once delighted patrons with cheeky humor and a notoriously irreverent breakfast menu—its dishes brazenly named for romantic innuendo and local scandal. Owned by the spirited halfling Jentha Allinamuch, the café was a favorite among gossip-mongers and hungover playwrights alike. But the laughter has curdled. For six months now, corpses have turned up in the alley just beyond the rear door—over a dozen so far—each with identical, horrific wounds: wrists neatly sliced and a single puncture through the heart. The victims span every walk of life in Baldur’s Gate, and yet none have been seen entering or leaving the alley. The Flaming Fist is stymied, and Bloomridge trembles beneath whispers of the “Sickle Man.” Jentha, desperate to salvage her livelihood and conscience, quietly seeks investigators not afraid to chase shadows.

Snakewood Forest
Nestled in eastern Amn, the Snakewood Forest, a remnant of the once vast Shantel Othreier, is a perilous woodland teeming with life and danger. Its name derives from the abundance of venomous black and green snakes that slither beneath its dense canopy, but these are not the sole threat. Giant spiders weave their webs among the gnarled trees, beholders float, their eyes ever watchful, and packs of lycanthropes stalk the shadows. Adding to the forest's dread, the ambitious green dragon Rin claims the northeastern reaches as her domain. The forest's eastern fringe marks the locations of both the Stone of Clans' Parting and Magar's Hill, sites of unknown significance. Bounded by the Troll Mountains to the west, the Green Fields to the south, and the Amstel and River of Running Sand to the north, Snakewood is a compact, yet formidable region, where survival demands vigilance and strength.

Snowflake Mountains
The Snowflake Mountains, a jagged spine of the Iltkazar Range in West Faerûn, rise to dizzying heights exceeding 20,000 feet, their peaks forever capped in snow. This harsh realm, bordering Tethyr, Amn, and the remnants of Impresk, hosts a diverse population of hardy elves, humans, and goblinoids. Once, the Edificant Library, a beacon of knowledge dedicated to all wisdom-loving deities, stood nestled within its peaks, until its calamitous destruction in 1362 DR, replaced by the soaring cathedral of Deneir, the Spirit Soaring. To the north, the ominous Castle Trinity looms, a fell fortress where bitter conflicts once raged between the library's scholars and the venomous cult of Talona. The mountains themselves are a treacherous maze of icy ravines, sheer cliffs, and hidden valleys, making them a formidable barrier and a perilous journey for any traveler.

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.

Sow's Foot
Sow’s Foot is a grimy, hard-bitten subdistrict clinging to the eastern edge of Baldur’s Gate’s Outer City, wedged between Twin Songs and Whitkeep. It is notorious for its pervasive stench, emanating from its many pig pens, tanneries, and butcher sheds. This neighborhood forms the backbone of the city’s meat supply, especially pork, though its presence is more tolerated than welcomed by the rest of the city. Zoned intentionally downwind from Dusthawk Hill to spare more respectable quarters from the odor, Sow’s Foot is regarded as a miserable slum, its streets often awash in mud and bloodied runoff. Despite its squalor, it hosts a stubbornly resilient community of herders, swine breeders, and foreign-born laborers—many of them expatriates from distant lands—who find tenuous solidarity amid the squeals and stench. While not home to many celebrated landmarks, the district occasionally draws attention for its role in the city’s food chain and for dealings around its slaughter yards.

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.

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.

Spiderhaunt Woods
Spiderhaunt Woods, a dense, shadowed forest bordering Shadowdale, looms with an eerie stillness, its ancient trees draped in thick, silken webs that shimmer with an unnatural dew. The air hums with the skittering of countless arachnids, from harmless spinners to monstrous phase spiders, their eyes gleaming in the dim light filtering through the canopy. The Arachnid Pathway, a barely discernible trail, snakes from the Tethyamar Trail into the woods' heart, promising both rare spell components and perilous encounters. Ettercaps, their twisted forms camouflaged among the gnarled roots, stalk unwary travelers, while larger, more sinister creatures lurk deeper within the web-choked depths. The North Ride skirts the forest's southern edge, a thin line of civilization against the encroaching wild, where the scent of damp earth and venom hangs heavy, a constant reminder of the forest's deadly inhabitants.

Spire of the Shifting Accord
The Spire of the Shifting Accord is a hidden Arcane Brotherhood enclave built into a hollowed peak deep within the Storm Horns, accessible only through a series of illusion-shrouded teleport gates and treacherous high-altitude passes. Officially disavowed by Luskan, this splinter cell of the Brotherhood seeks to unearth and control the latent Netherese magic saturating the mountains—especially the unstable extradimensional gates that flicker in and out of Grodd’s influence. Led by the Overwizard Druette of the North, the enclave serves as both observatory and arcane forge, where Brotherhood agents experiment with planar magic, manipulate ley lines, and occasionally broker high-risk trades with the hidden Netherese enclaves. Though few know of the Spire’s existence, its magical disturbances ripple across Cormyr’s borders like tremors before a storm—and many wonder how long the Brotherhood will remain a passive observer.

Ss'thar'tiss'ssun
Ss'thar'tiss'ssun, the City of Fountains, lies shattered and buried beneath Serpent’s Cowl, its grandeur eroded by time and conquest but never truly forgotten. Founded by the ancient sarrukh during the Days of Thunder, it was once a jewel of Najara’s serpent empire, a place of arcane artistry and divine reverence. Now, its streets lie entombed in silence, patrolled by undead sentinels, arcane constructs, and monstrous sword spiders twisted by time and sorcery. Intricate causeways and tunnels stretch from its crumbling plazas to distant Ss’zuraass’nee and Mount Hlim’s caverns, forming a vast, interconnected serpentwarren. At its heart, the Shrine of Cowled Serpents holds the Naja Fountain, a relic of potent magic said to bless and curse in equal measure. Conquered in ages past by the Shadowking of Ebenfar, the city now draws scholars, treasure hunters, and cultists alike. The Coiled Cabal’s expeditions reopened its secrets—secrets that still breathe, whisper, and wait.

Stag-Horned Flagon
The village’s oldest inn and tavern, the Stag-Horned Flagon is a rough-hewn, timbered establishment with a low roof and a roaring hearth. It serves as Amphail’s communal heart, where horse traders, farmers, visiting nobles, and aspiring adventurers gather to swap tales and share drink. Run by the no-nonsense innkeeper Maela Horth, the Flagon is famous for its thick stews and “Foamhoof Cider,” a potent brew made from local apples. Maps and old relics hang from its rafters—gifts from adventurers who passed through on their way to greatness or ruin. Some say Maela once rode with the Knights of the Silver Horn, but she laughs it off with a glint in her eye. Locals believe ghosts sometimes drink here too, invisible presences drawn to the fire and story.

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.

Stonyeyes
Nestled just beyond the Basilisk Gate, Stonyeyes is a hard-bitten subdistrict of the Outer City where grit, labor, and quiet resilience define daily life. This neighborhood, home to a sizable population of half-orcs, serves as a vital artery for commerce flowing in and out of Baldur’s Gate. Many residents work as porters or stablehands, hauling wares from caravans denied entry to the Lower City. The clang of hooves and the creak of overburdened wagons are constant companions here, as are the pungent smells of livestock and manure from the area's sprawling stockyards and stables. Though lawless by inner-city standards, Stonyeyes operates on its own rugged code—one enforced, for better or worse, by the Bloody Hands, a brutal gang whose red palm insignias are feared and respected in equal measure. Despite the gang’s grip, the locals endure, forging tight bonds in the face of prejudice, poverty, and danger.

Storm Horns
The Storm Horns, a jagged, untamed mountain range marking Cormyr's eastern and northern borders, rise as an imposing barrier of cliffs and crags teeming with monstrous inhabitants. Only High Horn Pass and Gnoll Pass offer accessible routes, both heavily defended by Cormyr. Within these treacherous peaks, ancient dragons like the formidable red Charillion and the chilling white Nexxylplyx claim dominion, their lairs hidden amidst the craggy slopes. Adding to the peril, the reclusive Netherese, descendants of powerful and hostile spellcasters, guard their hidden enclaves, unwelcoming to any intrusion. Further complicating matters, the erratic arrival and departure of extradimensional gates, linked to the city of Grodd, create unpredictable and dangerous anomalies throughout the range, solidifying the Storm Horns' reputation as a perilous and mysterious wilderness.

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.

Stormwatch Bastion
Built into the sea-facing cliffs of the Dock Quarter, this fortified garrison houses the Royal Navy and the Storm Knights, a sea-bound order sworn to protect the Moonshaes from pirate incursions and sahuagin raiders. Cannons of dwarven make guard the harbor, and luminous glyphs flare to life during storms to protect the fleet. The bastion also serves as a lighthouse, its beam lit by a druidic flame that never dies. Its inner hall holds the Tide Tablets, enchanted stones inscribed with storm prophecies and lunar cycles, watched constantly by sea-priests and tide-oracles of Valkur and Chauntea.

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.

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.

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.

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.

Sunset Mountains
The Sunset Mountains, a formidable twin range bisected by the Far Hills, rise as a near-impenetrable barrier between the Eastern and Western Heartlands, marking Sunset Vale's eastern edge. Within these rugged peaks, dwarven clans, notably the Bruenghor, carve out mines accessed via the windswept Wind Walk, trading in Easting. Humanoid tribes, including yeti, gnoll, ogre, and drow, vie for territory, while the white dragon Ciraxis claims the treacherous Ice Caves as its lair, ruling over displacer beasts and frost giants. Mount Burning Eye, haunted by will-o'-wisps and wolves, features a signal tower atop its peak. The region yields black-veined marble, prized for Selgaunt's sculptures. An abandoned Temple to Shar, looted by the Band of the Broken Bow, hides a crystal globe sought by Cyricists. The perilous Yellow Snake Pass cuts through the mountains, part of the Long Road to Riches.

Suzail
Suzail, the resplendent capital of Cormyr, sits proudly on the northern shore of Lake Dragonmere, its whitewashed towers gleaming above sapphire waters. Long the seat of the Obarskyr dynasty, the city embodies the heart of the Forest Kingdom’s might and civility. Ringed by an 80-foot wall and guarded by elite Purple Dragons and the formidable War Wizards, Suzail remains secure despite a tumultuous history of wars, monster incursions, and royal intrigue. The city is neatly divided between the regal Royal Court—home to the palace, verdant gardens, and noble estates—and the thriving city proper, where guilds, markets, and taverns buzz with commerce. Temples of Tymora and Oghma draw pilgrims and sages, while shrines to Tempus, Lliira, and Milil echo with songs, steel, and joy. Though ruled by monarchs, the city’s fate often sways with the power of wealthy merchant families, whose coin flows shape both courtly affairs and civic prosperity.

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.

Tabjari Citadel
Tabjari is a citadel constructed from copper, positioned along the walls of Reaper's Canyon. It holds one of the three existing copies of the Pact Primeval, a document of immense importance and power. The other two copies are located in Mechanus and Mount Celestia, highlighting the significance of Tabjari as a repository of crucial cosmic information.

Tantlin
Tantlin, the shimmering city carved from frozen water, serves as the largest trade hub in Stygia, second only to Dis. Its concentric design mirrors the devilish hierarchy, with powerful fiends in the inner rings and lesser beings on the outskirts, all surrounded by translucent walls that gleam in the frigid light, attracting traders and the damned alike.

Targos
Targos, a fortified lakeside town on the western edge of Maer Dualdon, is one of the most industrious of Icewind Dale’s Ten-Towns. Enclosed by sturdy palisades and high wooden walls, it thrives as a major supplier of timber, drawing lifeblood from the dense, snow-covered forest that stretches just east of its borders. Loggers and haulers move in disciplined caravans between the trees and the town’s sawmills, their work essential to maintaining fires, repairs, and trade in the frigid north. Targos’s docks bustle with fishermen and traders alike, its fleet one of the largest on the lake, launching boats year-round to catch knucklehead trout. Known for its disciplined guard and pragmatic leadership, the town holds a reputation for efficiency and resolve. Its people, weathered by frost and labor, are known more for grit than warmth. Targos stands as a stronghold of productivity and survival, its economy a keystone for life across Icewind Dale.

Tejarn Hills
The Tejarn Hills, a rugged expanse in southeastern Amn, present a formidable barrier, their craggy slopes and treacherous terrain a natural fortress. Historically a contested border with Tethyr, these hills are a labyrinth of steep inclines and hidden valleys, making travel arduous and favoring ambush tactics. Sparse vegetation clings to the rocky outcrops, offering little respite from the elements. The hills are infamous for the invasion of 1370 DR, when ogre-magi and Cyricist forces exploited their natural defenses to seize Esmeltaran and Murann, leaving a stain of conflict upon the land. Now, only the seasoned traveler or desperate fugitive dares to navigate the Tejarn’s unforgiving paths, where the wind whispers tales of past battles and the stones hold secrets of forgotten strife.

Temple District of Baldur's Gate
The Temple District of Baldur's Gate is the spiritual and ceremonial heart of Athkatla, filled with towering sanctuaries and divine intrigue. Revered temples to Helm, Lathander, and Talos dominate the skyline, their doctrines competing in both prayer and politics. This district serves not only as a place of worship but as a crucible for adventurers, with quests such as the Unseeing Eye and the Ring of Lathander pulling pilgrims and mercenaries alike into divine affairs. The High Hall of the Radiant Heart, home to a righteous knightly order, stands as a bulwark of justice amid the district’s sacred spires, while the mysterious Guarded Compound hides darker secrets behind fortified walls. Beneath the cobbled streets, ancient sewers fester with forgotten paths and dangerous cults, making the Temple District both hallowed and hazardous. It remains one of the city's oldest and most historically significant quarters.

Temple of Tymora
A graceful, domed structure of polished stone and stained glass, the Temple of Tymora is a haven for adventurers, gamblers, and hopeful souls. Silver bells chime with every donation to the Lady of Luck, and clerics offer blessings before voyages, duels, or risky business ventures. The temple hosts weekly games of chance and celebratory rites, and its underground reliquary contains several relics recovered from Suzail's darkest days, including tokens said to turn fate itself. Whether seeking good fortune or penance for reckless luck, many find themselves drawn here.

Temple of Waukeen’s Bounty
Glittering with golden trim and filigreed spires, this temple honors Waukeen, Lady of Trade, serving as both a holy site and a mercantile hub. Worshippers offer spice bundles and coin to gain her blessing, while priests often act as finance arbiters or trade negotiators. Inside, murals depict gilded caravans and sea voyages, and the air is filled with the scent of burning cloves and sandalwood incense. The temple is said to house ancient ledgers of debts too old for the Crown to collect, and the high priestess, Lady Mirasene, is known for her ability to settle disputes with just a phrase or a glare.

Ten Towers
Malagard's severed fingers, now Ten Towers, pierce Avernus' sky. Crooked ivory spires, they serve as grim roosts and vigilant guard posts. The first, the Tower of Pain, embodies Glasya’s wrath. Its levels escalate in cruelty, imprisoning her foes. Each floor inflicts greater torment, a vertical descent into agony. Devils patrol, their forms stark against the bone-white towers, ensuring none escape Glasya's judgment. The towers, a grotesque monument to her power, stand as a chilling reminder of her dominion. They are a testament to the brutal order she maintains, a place where punishment is both art and terror. The towers are a constant reminder of the price of defiance, a symbol of fear, and a fortress of cruelty.

Termalaine
Termalaine, resting along the northern edge of Maer Dualdon, is a steadfast fishing village within Icewind Dale’s Ten-Towns, its wooden piers and cabins lashed by snow-laden winds and the cries of gulls. Though once devastated by the fierce Tribe of the Bear, the town has since risen from ruin with fresh timber, sturdy construction, and an unyielding spirit. Its rebuilt homes and communal hall stand as monuments to resilience, with the scent of smoke and fish ever-present in the air. Fishing and scrimshaw carving remain its lifeblood, with villagers hauling knucklehead trout from the icy waters and shaping the bones into goods for trade. Termalaine is also known for its gem mine, nestled in the nearby hills, though tales of strange happenings beneath the earth persist. While not the largest of Ten-Towns, its sense of community is strong, its people bound by shared hardship and a pride born from survival in the face of hardship and history.

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.

Thar's Ruins
Thar, the Great Grey Land, sprawls north of the Moonsea, a desolate expanse of broken, rocky moor nestled at the Galena Mountains' feet. A harsh, chilling climate pervades the region, home to warring orc and ogre tribes, their constant skirmishes echoing across the foggy hills and cold swamps. The sole passage, the Glister Road, winds precariously through this treacherous terrain. Scattered across the landscape are the remnants of nomadic settlements, relics of a once-unified kingdom under the legendary Vorbyx, the First King of Thar, whose lineage both orcs and ogres claim. Ancient, crumbling ogre strongholds, testaments to their bygone organized society, stand as silent sentinels, attracting opportunistic predators and treasure seekers alike to this bleak, battle-scarred land.

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 & Otherwise
The Astral & Otherwise is no ordinary tavern—it is a convergence, a crossway where planar oddities, lost souls, idle gods, and dimension-hopping adventurers find momentary stillness. It is simultaneously an upscale lounge, a bohemian theatre, and a halfway house for the cosmically displaced. Run by a displacer beast in a vest named Shimm, the tavern offers rare drinks brewed from dreams, stories as currency, and performances that rewrite forgotten futures. Here, you can trade a secret for a spell, a memory for a room key, or a dance with destiny for a second chance. Despite its bizarre location, the tavern is a place of sanctuary—protected by arcane contracts and ancient oaths. While the clientele ranges from tiefling poets to eldritch scholars, no violence is tolerated. Guests do not arrive by walking—they arrive because they need to, or perhaps because they were meant to. The Astral & Otherwise is where stories begin, and perhaps… where the multiverse begins listening.

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 Bellowsong Court
The Bellowsong Court began as a drunken experiment by a retired magistrate and a disgraced college-trained bard—but it has grown into a Suzail institution, officially sanctioned by the Crown (with several comically specific stipulations). Here, matters of property, insult, challenge, and inheritance are argued before a magically enforced crowd. But unlike any staid courtroom, the proceedings are lively: each case unfolds as a staged performance, with bard-lawyers using rhythmic argument, rhyme, and song to plead their cases. Judges, known as Pitchkeepers, act more as conductors than overseers, slamming tuning forks instead of gavels and deciding verdicts based on clarity, cleverness, and magical corroboration. Magic pervades every syllable within these walls—truth spells ensure honesty, performance enchantments boost volume, and losing litigants find themselves bound to the verdict, whether it’s delivering a rare lute across the continent or confessing their misdeeds in a city square.

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 Birthing Pits
The Birthing Pits are fetid pools located within bulging mounds, serving as the primary location where damned souls are transformed into lemures. Pain devils oversee the process, forcing souls into the maggot-infested liquid. The pits are largely hidden within forests, with the most prominent one situated in the center of Malbolge. After the lemures emerge, they are driven off to wander the layer.

The Black Cauldron Docks
Once the heart of Amnian trade, the docks have been transformed into a brutal staging ground for Muranndin's maritime raids. Hulking warships, patched together from captured vessels and monstrous designs, creak ominously in their berths. Goblin slavedrivers bark orders as chained prisoners load crates of weapons and stolen goods. Overseen by ogre mage war captains, this grim port supplies Sothillis' expansionist campaigns and serves as the arrival point for mercenaries, undead reinforcements from Cyrvisnea’s crypt-clans, and mysterious emissaries from darker realms.

The Blackgate Market
Once the economic heart of Wheloon, the Blackgate Market has become a haunting parody of its former self. Now an underground exchange operated by inmate factions, the market traffics in stolen goods, contraband spell components, enchanted relics, and food rations pilfered from Crown shipments. Here, barter and betrayal go hand-in-hand, and the cost of a whispered name might be higher than gold. Cloaked figures with sunken eyes make deals beneath collapsed stalls, while former traders now serve as black-market kingpins or desperate peddlers of alchemical junk.

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 Border Forest
The Border Forest, a sprawling expanse of mixed pines and oaks, marks the convergence of the Dalelands, Anauroch, the Tortured Land, and the Moonsea. Once the sylvan elven Rystall Wood, its ancient history is now largely obscured, replaced by a wild, untamed terrain. Thick undergrowth hampers travel, while the forest's heart teems with hostile fey, their aggression fueled by past logging. Within its depths, the ruins of the Flaming Tower, a fire giant construct now claimed by a beholder and its goblin horde, stand as a grim reminder of past conflicts. Eldreth Veluuthra cells, supported by the fey, raid the Daggerdale border and ambush Zhentarim agents. To the north, the perilous ravines and knife-edged ridges conceal the ruins of Myth Ondath. The Grandfather Tree, a sentient entity, warps the forest, its purpose to contain ancient evils. Mount Ghaethluntar, a flind domain, looms as a threat.

The Brine Dagger
Tucked away in the Hookward—a district notorious for its law-skirting residents—the Brine Dagger is a tavern with no sign, marked only by a dagger carved into the doorframe. Its regulars include Zhentarim agents, former pirates, off-duty Purple Dragons, and information brokers who never drink the same thing twice. The ale’s strong, the air thick with pipe smoke, and every table has a hidden escape route. Run by a broad-shouldered woman known only as Hessel, the Dagger is neutral ground for deals best left off record, and betrayal here rarely leaves the building.

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 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 Chained Shores
The Chained Shores, a grim, obsidian coast, traps faithless souls. Frozen Styx waves batter the cliffs, chaining the damned with unbreakable ice to the rocks. Icy surf relentlessly assaults their forms, their cries swallowed by the wind. The air reeks of sulfur and Styx salt, the ground littered with frozen remains. The waves' rhythmic crash forms a sorrowful dirge, a testament to faith's frailty before infernal might. Sickly green, luminous ice patches reveal where the Styx poisons the land, seeping into the rock. This desolate realm serves as a stark reminder of the price of forsaking belief, a frozen testament to despair and eternal punishment, where the cold binds more than just bodies, it freezes the very essence of hope.

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 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 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 Cloud Peaks
The Cloud Peaks, a jagged barrier marking Amn's northern edge, rise abruptly, their snow-capped summits piercing the sky. Though modest in breadth, their altitude is formidable, with Mount Speartop a towering sentinel. Brutal blizzards and treacherous terrain define these mountains, home to fearsome remorhazes and territorial dragons. The Fangs, twin crags of treacherous ice and near-vertical slopes, stand as grim gatekeepers along the Trade Way, demanding respect from any traveler. Ancient ruins whisper of lost civilizations, echoes of the fallen Shoon Empire and the lair of a long-vanished red dragon. This harsh, untamed realm challenges even the most seasoned adventurers, a perilous passage between Amn and the Sword Coast.

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 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 Crystal Labyrinth
Beneath the city of Mephistar lies a complex network of tunnels and chambers, known as the Crystal Labyrinth. Constructed from magically grown crystals, this labyrinth amplifies and focuses arcane energies, serving as the secretive workshop of Mephistopheles. Each chamber is dedicated to a different dark experiment, ranging from the creation of ice devils to the manipulation of planar energies, making it a place of both wonder and dread.

The Dalelands
Nestled between Cormyr and the Moonsea, the Dalelands sprawl as a patchwork of independent dales, each a vibrant tapestry of lush forests and fertile fields. Bordered by the ancient Cormanthor forest and shadowed by the Desertsmouth Mountains, this region pulses with life and adventure. Dales like Archendale, Battledale, and Daggerdale offer unique landscapes and challenges, welcoming adventurers with promises of gold and glory. The looming threat of Zhentil Keep and savage raiders fuels the region's dynamic nature, making it a crucible for heroes. This land, detailed in ancient scrolls, stands as a beacon against encroaching darkness, a place where the brave find both reward and peril in equal measure, amidst a realm of untamed beauty and ancient secrets.

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 Far Hills
The Far Hills, a rugged expanse in the Western Heartlands, rise as a formidable barrier, their rocky crests and hidden valleys dividing the Sunset Mountains and forming the eastern edge of Sunset Vale. Thick, gnarled trees cling to the slopes, concealing shadowed paths and treacherous terrain. This natural fortification, however, is not untamed; the imposing fortress of Darkhold exerts near absolute control over the region, its dark influence felt throughout the hills' winding passes and isolated glens. The hills' strategic position renders them nearly impenetrable, a wild buffer under the iron grip of a sinister power, where both natural dangers and the threat of Darkhold's forces loom large.

The Farmer’s Green
Each Godsday, the central green of Eveningstar transforms into a bustling open market. Farmers, cheesemakers, vintners, and craftsmen pitch colorful awnings and stalls, offering everything from wheelbarrows of turnips to spools of parchment made from local sheepgut. The air fills with the scent of roasted nuts, honey cakes, and cured meats. Children play tag among barrels of cider, while traveling minstrels or monks from the King's Forest outposts share news and songs. The Green is also the place where bards recite heroic tales and recruiters for distant campaigns pitch their cause.

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 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 Floating Market
A sprawling bazaar atop barges and anchored rafts, the Floating Market is the lifeblood of Marsember’s trade. Here, vendors from the Shining South peddle spice-bundles wrapped in lotus leaves, while riverfolk hawk smoked eel and oddities fished from the depths. Goods change hands at a fevered pace, often under the eye of smugglers, informants, or disguised War Wizards. The market floats in a shifting mosaic, and finding a specific trader might mean hiring a gondolier—or bribing a dock urchin. Deals struck here often bypass official tariffs, making it a favorite haunt of both merchants and spies.

The Flooded Forest
The Flooded Forest is a treacherous swamp that lies between Cormanthor, the Dragon Reach, and the Earthspur Mountains. Once a vibrant part of the great forest, it is now a sunken, eerie landscape filled with dead trees, dangerous creatures, and hidden lairs, making it a perilous place for adventurers.

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 Forgotten Lake
The Forgotten Lake is a shallow, eerie pool where the dark waters of the River Styx drain into the infernal landscape of Nessus. Surrounded by jagged rocks and twisted trees, the lake serves as a gateway to the crevasses of Nessus, with the river's waters percolating through the earth, eventually flowing into the desolate realm of Gehenna.

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 Frost Signal
The Frost Signal is a buried Arcane Brotherhood research station hidden beneath a dead glacier shelf at the edge of the Smokeholes in the High Ice. Originally established by Overwizard Druette of the North, it began as an arcane listening post to monitor magical echoes left by Netherese wards and elemental rifts. Over time, it grew into a full-fledged laboratory studying planar bleed-through from the Caverns of Burning Ice and anomalies in time-stalled terrain. Here, Brotherhood mages conduct reckless experiments with chronomancy, icebound necromancy, and elemental inversion, using enslaved yeti and duped snow elf guides. Despite the station's secrecy, its arcane pulses—known as “Frost Signals”—have begun disrupting ley lines as far south as Ten Towns. These magical pulses may be accidental—or intentional calls to something sealed deep beneath the High Ice that even the Brotherhood cannot fully understand.

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 Forest
The Frozen Forest, a chilling expanse of tightly packed conifers, clings to the western flank of the formidable Great Glacier, deep within the Moonsea North. Glittering ice encrusts every needle and branch, creating a crystalline maze that stretches from the Abbey Mountains to the south, northward toward Ghaethluntar, and between the desolate Anauroch to the west and the towering glacier to the east. The air here is perpetually frigid, and the forest's depths conceal untold dangers and forgotten secrets. Though its presence is noted in many tales of the Forgotten Realms, precise details of its happenings are often shrouded in mystery, making it a place where adventurers tread with caution, facing both the harsh environment and the unknown entities that dwell within its icy embrace.

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 Frozen Mire of Asmodean Grudges
The Frozen Mire of Asmodean Grudges is a vast, frozen swamp where Asmodeus imprisons contract breakers. Black, icy muck and brittle, frosted reeds define its treacherous landscape. A thin, deceptive ice crust conceals bubbling, noxious mire. Sulfur and decay permeate the air, while frozen skeletons litter the ground. Phantom figures, remnants of broken pacts, drift through the fog, their eyes glowing with malice. Ice devils on skeletal nightmares patrol, their lances tipped with frozen flames. The mire heaves, revealing grotesque, half-frozen souls trapped within, their eyes pleading for release. Breaking ice and muffled cries echo, a constant reminder of the price of betraying Asmodeus's infernal contracts. The frigid air muffles the screams of the damned as they slowly sink into the icy sludge. This frozen purgatory is a testament to Asmodeus's wrath, a place where betrayal is punished with eternal, icy torment.

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 Gargling Coin
The Gargling Coin is equal parts tavern, gambling den, and mild maritime hazard. Its lower level is partially sunken, perpetually flooded ankle-deep with seawater that sometimes moves against the tide. Built into the rotting hull of a decommissioned galleon known as The Fiend's Promise, the tavern is said to be cursed—or blessed—depending on which old drunk you ask. Local legend holds that the tavern’s namesake “coin” was minted by a sea god and that each drop into the Wager Bowl echoes across planes. Patrons come for the thrill: the unpredictable magic, the impossible luck, and the high-stakes games that sometimes rewrite reality. Most bets here are made with more than coin. Souls, secrets, memories, and years of one’s life are common ante. House rules shift depending on who’s watching and what kind of planar bleed is affecting the bar that night. The barkeep, known only as Floods, insists the tavern remains “strictly neutral territory.”

The Gilded Gallows
The Gilded Gallows is a covert Zhentarim stronghold masquerading as an upscale auction house in Caer Callidyrr’s artisan quarter. Officially, it deals in rare curiosities, antique instruments, and exotic magical items—attracting nobles, merchants, and wandering minstrels alike. In truth, it is a nerve center for Black Network operations across the Moonshae Isles. Beneath the golden facade lies a labyrinth of hidden vaults, teleport circles, and interrogation cells. Here, the Zhentarim broker illicit deals, smuggle cursed relics, and bribe or blackmail Ffolk officials to weaken the High King's grip. Meritocracy rules within; promising operatives rise fast, regardless of blood or birthplace. Though the Gallows maintains a polished public image, its name is no jest—traitors are displayed in veiled "art exhibits," and disappearances among rivals or investigators are whispered about but rarely solved.

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 Gildhook Parlour
The Gildhook Parlour is more than a tea room—it's the whispered pulse of the Upper City’s true economy. Run by the elusive Gildhook Syndicate, a network of whisper-dealers, contract-holders, and “retired” assassins, it’s a place where power changes hands in quiet, porcelain ritual. Nobles with ink-stained fingers and merchants with gold-laced smiles come here not for the scones, but for influence. A name dropped in the right ear over jasmine tea might spark a war—or end one. Its reputation? Impeccable. Its clients? Discreet. Its staff? Utterly lethal. While outwardly polite, everything here is transactional. A certain table with lavender napkins is reserved for poison brokers. A specific bell chime in the backroom signals a payout for a completed job. The servers—draped in velvet and lace—move like dancers, offering infusions of rare mint or bloodroot as easily as they offer silent death. Newcomers often arrive thinking this den of velvet-draped predators is a place of elegance.

The Glacial Tombs of Frozen Betrayal
The Glacial Tombs of Frozen Betrayal: A vast, frozen necropolis, where the bodies of those who betrayed their infernal masters are entombed in massive blocks of glacial ice. These tombs are scattered across a desolate, windswept plain, their surfaces etched with the names and crimes of the damned. The air is thick with the chill of death and the whispers of forgotten sins, and the ground is littered with shards of broken ice, remnants of past attempts to break the tombs. The tombs are guarded by spectral ice devils, their forms flickering in the frigid air, their eyes glowing with icy malevolence. Frozen runes, etched into the ice, pulse with a dark energy, preventing the souls of the entombed from escaping their icy prisons. The constant howling of the wind through the frozen tombs creates a mournful symphony of despair, a testament to the price of treachery in the infernal realm.

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 Golden Goblin Tavern
One of Suzail’s most famous and frequented taverns, The Golden Goblin offers warm food, clever entertainment, and well-paid discretion. Located in a bustling district not far from the main harbor, it draws adventurers, merchants, off-duty soldiers, and the occasional noble slumming it among the common folk. Gold-leafed goblin statuettes line the bar, each allegedly modeled after a real goblin once tricked or bested by the owner. Performers from Milil’s temple often debut songs here, and the barkeep is rumored to trade in secrets as easily as spirits.

The Goremarch Arena
In the shadow of the southern wall lies this brutal pit, where disputes among ogres are settled through bloodsport. Captives, rival monsters, and even rebellious goblin tribes are thrown into the ring to amuse the monstrous crowd. Gladiatorial battles are not merely sport—they are public demonstrations of dominance and loyalty. Occasionally, a non-monster gladiator rises in fame, only to mysteriously vanish after winning too many hearts among the common creatures. Some say Cyrvisnea does not tolerate idols.

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 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 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 Green Fields
The Green Fields manifest as both a serene celestial plane and a vibrant region on Faerûn. In the afterlife, it's a boundless expanse of verdant hills dotted with cozy halfling settlements, a peaceful haven for virtuous souls and the divine abode of halfling gods. Here, petitioners find solace in meditative labor and tranquil existence. Conversely, the terrestrial Green Fields, nestled within the Western Heartlands, are a rolling grassland, a geographical tapestry bordered by Amn to the south, Durlag's Tower to the west, the Chionthar river to the north, and the Giant's Plain to the east. This region, often depicted in adventurer's maps, presents a landscape of gentle slopes and fertile plains, a common stage for mortal journeys and encounters, distinct from its celestial namesake yet sharing a name and general aesthetic.

The Greypeak Mountains
The Greypeak Mountains, known for their rugged terrain and desolation, are a treacherous expanse in the Savage Frontier. Home to gray-skinned stone giants, fearsome beasts, and the remnants of the fallen Dwarven realm of Ammarindar, these mountains are a perilous domain where monstrous humanoids and aberrant beings roam.

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 High Ice
The High Ice, a vast, magically-expanded glacier north of the Anauroch desert, presents a desolate expanse of treacherous terrain. Once halted by Netherese magic, its uncontrolled growth now blankets the region, harboring a chilling array of monstrous inhabitants. Snow elves, dragonborn clans, savage orcs, and creatures like remorhaz, ice trolls, yeti, and winter wolves roam its icy wastes. Amidst the frozen landscape, the Smokeholes, large vents spewing steam from the subterranean Caverns of Burning Ice, offer perilous access to rare ores sought by gnomes and dwarves. Scattered throughout the glacier are other hidden locations like Bhaulaea, Choshein, Llashloch, Taglorlar, Untrivvin, and Lathery, each a potential site of adventure or doom. The High Ice, with its brutal environment and formidable denizens, is a formidable challenge for even the most seasoned adventurers.

The High Moor
The High Moor sprawls, a desolate plateau of windswept grasses and jagged stones, bordered by the Serpent Hills and Misty Forest. A place of stark beauty and savage peril, it's a realm where ancient ruins crumble under the relentless sky, whispering tales of forgotten empires. Bogs swallow the unwary, and crags hide the lairs of monstrous denizens: gnolls, trolls, and worse. Scattered remnants of forgotten civilizations—weathered menhirs, half-buried statues, and the skeletal remains of fortresses—dot the landscape, hinting at a past both glorious and tragic. The air crackles with an untamed energy, a testament to the wild magic that permeates the moor. It's a place where survival demands vigilance, and every shadow could conceal a deadly threat, or a long-lost treasure.

The High Moors
The High Moors, a desolate expanse bordering Cormyr's northern reaches, present a treacherous landscape of mist-shrouded, elevated moorland. Relentless precipitation fosters a damp, chilling atmosphere, veiling the ruins of ancient Miyeritar, shattered millennia ago by the Vyshaantar Empire's cataclysmic magic during the Crown Wars. Crumbling stone structures rise from the sodden earth, silent testaments to a lost kingdom, now claimed by monstrous denizens. Bordered by the Serpent Hills and the Misty Forest, this open moorland is a perilous domain, rife with remnants of powerful monster communities, making it a formidable obstacle for even seasoned adventurers.

The High Ramparts
Built along the wind-whipped cliff’s edge, these massive stone walls serve as both defensive bulwark and symbol of the Olafsson dynasty’s enduring reign. The High Ramparts house barracks, training grounds, and lookouts that command a sweeping view of Salmon Bay and the inland plains. Cavalry mustering yards stretch behind them, where warhorses are drilled for battle on rocky turf. Visitors seeking an audience with the king or seeking to petition the crown must pass beneath the Iron Archway, a gate flanked by statues of Sigurd Helmudson and his shield-bearers.

The Hollow Crown
Deep within the Forest of Tethir, a vast, fallen treant known as the Hollow Crown lies half-buried beneath moss and rot. Once revered by local druids, its corpse has become a hidden shrine for the Church of Cyric. Here, lies are whispered into the bark, and secrets are traded like prayers. The cult uses the site to convert broken minds—luring disillusioned travelers with half-truths and planting false visions via hallucinogenic spores. What appears to be a sacred site of rebirth is actually a theater for Cyricist indoctrination. The rot of this place spreads slowly into nearby groves, confusing animals, warping dreams, and spawning hysteria in the minds of the devout. The Hollow Crown is both the cult’s confessional and recruitment site, a wound disguised as wisdom.

The Hollow Thicket
Deep within the shadow-drenched boughs of the King's Forest lies the Hollow Thicket, a cursed copse where no birds sing and even orcs tread lightly. Once a druidic grove, it now serves as a Murder Hall for the Church of Bhaal—twisted into sacred ground through a century of blood rites. Veiled in thick mists and illusion magic, the Thicket’s paths subtly shift, guiding the unworthy in circles while allowing Deathbringers to slip through untouched. Here, Bhaal's clergy conduct sacrificial hunts, pursuing captives through the underbrush before spilling their blood at the Grove of the Last Gasp, a blackened clearing where the veil between life and death is thinnest. The Thicket acts as a recruitment site for new Strifeleaders, often drawing disillusioned soldiers and wandering killers into its web. Purple Dragon patrols speak of entire squads vanishing near its edges, their fate whispered only in blood and dreams.

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 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 Just’s Cairn
Northwest of the village lies a moss-covered barrow known as the Just’s Cairn, said to hold the remains—or perhaps the soul—of Amphail the Just himself. A ring of ancient standing stones surrounds a central mound, often adorned with offerings of horseshoes, polished stones, or sprigs of wildflowers left by superstitious locals. Children dare each other to touch the stones at night, claiming they hear a spectral voice reciting old battle prayers or see a rider atop a pale horse vanishing into the mist. Though no official recognition marks it, some sages believe the cairn predates the current village, marking the burial of a fallen king or guardian spirit. On Midsummer nights, the wind howls strangely through the stones—sometimes bearing words none remember teaching.

The King's Forest
The King's Forest, located in western Cormyr within the Forgotten Realms, was once part of the vast Cormanthor forest. After the elves departed, the Cormyr crown claimed it, renaming it the King's Forest. Known for its dense canopy and abundant wildlife, it was a favored hunting ground for nobles. However, the landscape shifted dramatically after the Goblin War concluded in 1371 DR. Orcs infested the forest, transforming it into a perilous area for travelers. To ensure the safety of merchants and other wayfarers, the Purple Dragons, Cormyr's military force, now actively patrol the King's Forest roads, working to mitigate the dangers posed by the orcish presence.

The 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.

The Library of Broken 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 Lonesome Tankard
The heart of Eveningstar’s social life, the Lonesome Tankard is a cozy, well-maintained inn and tavern run by the hearty widow Shalendra Morn. Its common room hosts nightly gatherings of farmers, adventurers, and caravan guards, sharing gossip over warm stews, roasted lamb, and the village’s locally made plum wine. Upstairs, simple rooms offer rest for travelers, and the attached stable is clean and affordable. Despite its rustic appearance, the Tankard has seen more than a few midnight meetings between Purple Dragons and road-weary adventurers plotting their next foray into the King’s Forest.

The 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.

The Maw of Hospitality
The Maw of Hospitality was erected—if infernal whispers are to be believed—as a PR stunt by a disgraced pit fiend turned marketing consultant. It serves as a "comfort station" for lost souls, adventurers, and would-be warlords making their first descent into Avernus. Inside its smiling walls, one finds a blend of helpful amenities and subtle torment: complimentary rooms that scream lullabies, a spa that exfoliates the soul (violently), and punch that promises to "refresh or possess." The staff, mainly lesser demons in bowties, greet newcomers with unblinking courtesy and suggestively offer to “hold onto your memories… just while you check in.” Beneath the farcical veneer, the Maw functions as a subtle test: every guest is judged, bartered for, or gently nudged toward damnation by demonic hosts with quotas. The building itself is alive—literally. It reshapes its halls when no one’s looking, swaps room numbers at midnight, and chews on anyone who tries to leave without paying.

The Mazarine Quill
Tucked into the ramshackle sprawl of the Outer City near the Blackgate District, The Mazarine Quill is a quiet refuge for booklovers and arcane dabblers alike. Sharing a storefront with a leather-stinking cobbler, it might be overlooked were it not for the unmistakable dagger-shaped sign of a blue quill that juts over the threshold like a challenge. Known among smugglers, hedge wizards, and rebellious scholars, the Quill specializes in rare and outlawed texts—particularly on planar theory, dream magics, and the occult. Its proprietor, the enigmatic half-orc sage named Grolvyn Maz, is rumored to have once served in Candlekeep but was dismissed for "delving too deep." Locals say his beard holds secrets, and some claim his books whisper at night. The City Watch rarely ventures near, and regulars prefer it that way.

The Mirror Rot
In a sunken marsh at the edge of the Forest of Tethir, the Mirror Rot festers—a still pool that appears glass-like but reflects nothing truthfully. The Church of Cyric guard it jealously, using its cursed waters in rituals to rewrite perception and erase inconvenient truths. The surface mimics the sky perfectly, yet shows warped reflections of anyone who gazes into it. These reflections whisper, beg, or lie. The pool is a conduit to Cyric’s divine madness, and many have willingly drowned in its depths seeking answers that were never there. Those who survive its baptism return haunted, identities fragmented but wholly loyal to the cause. The Mirror Rot is used to anoint assassins and prophets alike.

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 Mistmarket
Gnarhelm’s central market square earns its name from the ocean mist that clings to the cobblestones, even in midday. Here, traders hawk ingots of gleaming ore, cured seal meat, Ffolk ivory carvings, and captive slaves brought from warring clans. Stalls are shaded by thick canvas and braced against sudden gales, while food vendors roast skewers of fish and game over open flames. Fistfights and price duels are not uncommon, and rumors swirl like smoke—of smuggled artifacts, cursed weapons, and spies from the Moonshae resistance. War Wizards and Olafsson agents watch the crowd in silence.

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 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 Obsidian Mirror of Betrayal's Echo
The Obsidian Mirror of Betrayal's Echo: A vast, warped obsidian surface reflecting fractured, ever-shifting scenes of betrayals, real and imagined. Here, tormented souls are forced to witness the echoes of their own treachery, or the treachery done to them. The reflections whisper false promises of redemption, only to shatter into agonizing shards of guilt. Orcus's influence is palpable, as the mirror amplifies the despair of broken oaths, mirroring his own betrayal by the Queen of Chaos. The air is thick with the stench of broken pacts, and the ground is littered with the petrified tears of those who have seen too much. The ever-present, warped images shift and contort, showing moments of past betrayals, and potential future ones, creating a dizzying, maddening effect. The surface actively warps to show the most painful betrayal a soul has suffered, or committed, making it a place of constant, personalized torment. The obsidian is impossibly smooth, yet reflects distorted images.

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 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 Painted Cloak
A decaying tavern that still bears its pre-Spellplague name, The Painted Cloak now serves as a neutral meeting ground for faction leaders, escaped spellcasters, and the few artists and bards still clinging to memory. Murals on the interior walls—many defaced, some restored—depict Wheloon’s former splendor, haunting reminders of what was lost. Its cellars are riddled with escape tunnels, hideouts, and whispered passageways used by smugglers and rebels. Here, plans are laid, truths are traded, and songs of rebellion rise like smoke above the rot.

The Peaceable Lands
Deep within the fiery plains of Avernus lies Bargrivyek's Lair, a chaotic yet organized sanctuary for goblins. The lair is filled with makeshift structures crafted from scrap metal and bones, illuminated by the flickering flames of nearby lava flows, creating an eerie yet vibrant atmosphere.

The Petrified Garden of Lolth's Abandoned Webs
The Petrified Garden of Lolth's Abandoned Webs: A garden of petrified webs, once crafted by Lolth, now abandoned and twisted by Malbolge's chaotic energies. These webs are not merely petrified, but also contain the trapped, tormented souls of those Lolth deemed unworthy. The garden is a silent, eerie place, where the only sound is the faint, agonizing whispers of the trapped souls. The petrified webs shimmer with a faint, malevolent purple glow, and the ground is littered with the calcified remains of Lolth's failed experiments. The feeling of being watched by unseen, spider-like eyes is constant. The garden is impossibly large, and the petrified webs stretch to the horizon. The air is thick with the stench of decay and the taste of bitter tears.

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 is a vast, dark shaft that spirals downwards, its walls slick with ice and echoing with the howling winds of Cania. Guarded by fierce ice devils, it descends to a treacherous lake of frozen slush, where adventurers must tread carefully to avoid slipping into the depths. At a staggering depth of 1,001 fathoms, a portal glows ominously, serving as the primary gateway to Nessus, the ninth layer of the Nine Hells. This location is not only a strategic point for the forces of evil but also a perilous challenge for those brave enough to seek its secrets.

The Quiet Quill
The Quiet Quill is a discreet scriptorium and rare bookshop nestled in a shadowed corner of the Lower City near the edge of the Outer City wall. Officially, it caters to scholars, sages, and eccentric nobles seeking obscure texts and pre-Spellplague relics. Secretly, it serves as a Harper operations hub, coordinated by a rotating circle of embedded agents. Beneath the storefront lies a coded archive of forbidden tomes, intercepted missives, and living memories sealed in glyph-bound scrolls. Agents meet here to exchange intelligence, forge documents, and shape local politics through whisper rather than war. The Quill also maintains a magical registry of rising tyrants, cult leaders, and suspicious disappearances across the Western Heartlands. Its presence is unknown even to many Harpers—entry requires a ciphered phrase hidden in bardic verse. While the Flaming Fist suspects the shop of subversion, no search has ever yielded evidence.

The Reaching Woods
The Reaching Woods, a sprawling deciduous expanse of elms, maples, beeches, and oaks, blankets the Western Heartlands, stretching east of the River Chionthar and Elturgard, south of the Trielta Hills, and west of Triel. Once a haven of serenity, the woods are now marred by goblinoid incursions, their iron grip enslaving the native centaur and satyr populations. Amidst the ancient trees, pockets of resistance persist, guarded by powerful druids and sacred shrines dedicated to Eldath, the goddess of peace. Whispers also speak of the Walking Tower, a relic of fallen Netheril, its arcane presence a constant, unsettling reminder of a bygone era. While the woods offer a veneer of tranquil beauty, the lurking shadows of enslavement and ancient magic create a dangerous, unpredictable landscape for any traveler.

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 Ride
The Ride, a frigid, wind-swept steppe nestled between the Dragonspine Mountains, Border Forest, and Thar, presents a harsh landscape dominated by nomadic Eraka tribes. These mounted barbarians, speaking Erakic, are fiercely independent, often warring amongst themselves, yet they unite against external forces like the Zhentarim or the encroaching Warlock Knights of Vaasa, who seek the region's mineral wealth. 14th century mines, controlled by Melvaunt and Zhentil Keep, scar the northern mountains. The Vaegould, aggressive primordial worshippers, and the Varm, peaceful totem magic practitioners who venerate primal spirits, represent the diverse tribal cultures that carve out survival in this unforgiving terrain. The Ride’s unforgiving environment breeds hardy warriors, and its hidden resources make it a constant point of conflict.

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 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 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.

The River of Scorched Tears
The River of Scorched Tears: A narrow, winding river of molten tears, flowing from the weeping eyes of a colossal, petrified demon. The tears are said to be the essence of all the suffering endured in Phlegethos, and they burn with an unholy heat. The river is a treacherous obstacle, its banks lined with the charred remains of those who dared to cross it. The tears themselves are said to have powerful magical properties, capable of healing infernal wounds and strengthening diabolical pacts. The river is also a major source of power for the infernal engines of war, the molten tears being used to fuel their destructive capabilities. The river is constantly patrolled by Pit Fiends, who are tasked with ensuring that no mortal dares to drink from its waters.

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 Rusting Chains of Tiamat's Forsaken Spawn
The Rusting Chains of Tiamat's Forsaken Spawn: A desolate expanse of corroded, colossal chains stretching into the crimson sky, each link a testament to Tiamat's discarded offspring. These deformed, failed draconic experiments are forever bound here, their agonized cries echoing through the plane. The chains, infused with the chaotic energies of Malbolge, constantly shift and tighten, inflicting unending pain. The ground is a mire of rust and blood, and the air crackles with the residual power of Tiamat's failed creations. The chains themselves pulse with a faint, malevolent red glow, and the sounds of scraping metal and pained draconic roars fill the air. The feeling of being watched by unseen, suffering eyes is constant. The chains are impossibly long, and the ends are lost in the red, swirling sky.

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 Serpent Hills
The Serpent Hills, a rugged expanse of red-clay peaks east of the High Moor in Faerûn's Western Heartlands, rise abruptly before merging into the marshy expanse. Bounded by the Serpent's Tail stream, these hills conceal a labyrinth of dangers. Ancient Netherese tombs riddle the upper Serpent Tunnels, while far below, the grimlock city of Reeshov festers in the Underdark. The hills teem with reptilian life: yuan-ti, cunning nagas, and savage lizardfolk, all sworn, or so it's said, to the mysterious King of Snakes. Treacherous paths wind through the rocky terrain, leading to hidden lairs and forgotten ruins, making this region a perilous, yet tempting, locale for adventurers seeking lost treasures or facing reptilian foes.

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 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 Shifting Sands of Zariel's Fallen Legions
An endless desert of crimson sand, where the remnants of Zariel's former legions are trapped in perpetual, chaotic warfare. Here, the fallen angels and devils fight an endless, meaningless battle, their forms constantly morphing and shifting due to Malbolge's chaotic energy. The sands themselves are alive, shifting and swirling, burying and unburying the combatants in an endless cycle of violence. The air is thick with the stench of brimstone and the sound of clashing weapons. The sands are hot to the touch, and the shifting landscape creates a sense of disorienting instability. The sounds of battle are a constant, maddening roar. The desert stretches to the infinite, and the sky is a swirling mass of red and black.

The Shining Plains
The Shining Plains, a sun-drenched expanse of dry grassland within the Vilhon Reach, presents a diverse and volatile landscape. Bordered by the monster-haunted Assam Lheshayl Ormath Deepwing Mountains to the north, and fringed by the druid-held Gulthmere Forest, the plains are a patchwork of independent city-states like Assam, Lheshayl, and Ormath, alongside nomadic wemic and centaur tribes. The influential Emerald Enclave holds sway here, while the insectoid thri-kreen of the Krakk't and the frog-like grippli also claim portions of the land. In 1355 DR, mysterious fires ravaged the plains, claimed by the destructive Church of Talos, who erected a shrine amidst the charred remnants. Post-Spellplague, the northwestern reaches transformed into the treacherous Xian badlands. Home to roughly 423,000 inhabitants, the Shining Plains are a realm of stark beauty and hidden dangers, where diverse cultures clash and nature's power reigns supreme.

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 Small Teeth
The Small Teeth, a modest mountain range forming Amn's southern border with Muranndin, rises to an average of 8,000 feet, their peaks sparsely forested. Twisting trails snake through the range, confounding travelers and providing ample cover for lurking humanoid monsters. The southern foothills, warmed by the sun, cultivate rich vineyards, while snowmelt from the peaks feeds the Imnestream and River Specie, vital waterways for the surrounding lands. Beware confusion and peril within these rugged heights.

The Steeps
Clinging to the sloped rise between Gray Harbor and the Old Wall, the Steeps is the Lower City's bustling artery of trade and ambition. Its steep, cobbled streets climb directly toward the gates of the Upper City, funnelling gold, goods, and gossip between Baldur’s merchant elite and its working-class heart. Though technically part of the chaotic Lower City, the Steeps boasts an elevated status—both literally and figuratively—thanks to its wealth of shops, guild offices, and moneylenders. The renowned Counting House looms along the harborfront, a granite behemoth of coin and contract where fortunes are weighed and exchanged under the watchful eye of the Patriars and their proxies. Felogyr’s Fireworks brings sparkle and danger alike to the district, while a constant presence of Flaming Fist patrols ensures order—at least where coin flows. For merchants hoping to climb the city's rigid social tiers, success in the Steeps is often the first step.

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 Sylvan Grove
Nestled in the Forest Quarter, this druidic sanctuary is protected by a ring of living oaks and guarded by awakened beasts. Maintained by the Emerald Enclave, the grove is both temple and embassy—rituals are performed in its moonlit circle, and foreign druids often seek audience here. The grove centers around a standing stone circle, one of the oldest in the Isles, said to resonate with the ley lines beneath Alaron. Pilgrims bring offerings of fruit, song, and tears, hoping for visions or blessings. The archdruid of the Moonshae Isles, though rarely seen, is said to sleep beneath its roots.

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 Tongue Garden
Imagine a digital canvas depicting a horrifying garden: a sickly green light illuminates a spongy, dark soil from which severed human tongues protrude, like grotesque plants. These tongues writhe and twitch, emitting faint, ghostly whispers. Thorny, poisonous plants with black, viscous fluid dripping from their leaves surround the tongues. The air is thick with a green, hazy atmosphere, suggesting rot and blood. The overall scene should evoke a sense of dread and unease, emphasizing the grotesque nature of the tongues and the infernal setting.

The Tortured Land
A desolate expanse north of the Moonsea and south of the Great Glacier, The Tortured Land is a grim tableau of barren wastes and unforgiving climate. It conceals ancient mysteries and perilous threats, making it a realm shunned by most. Elemental horrors surged forth in 1480 DR, scattering settlements near Ilinvur and Barze, a testament to the land's volatile nature. Within its bounds lie the Oubliette of Madness and the Cenotaph of Lost Gods, whispering tales of forgotten powers. The ruins of Moch-Fanan, a stone giant citadel, stand as a silent sentinel of a bygone era, while the tale of an exiled shield dwarf clan echoes through its windswept canyons.

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 Troll Mountains
The Troll Mountains, a rugged, low-lying range forming Amn's northern border, are a perilous domain of intelligent mountain trolls, renowned for their brutish strength and uncanny camouflage amidst the rocky terrain. Rich veins of gems, nickel, and iron lace the peaks, tempting fortune-seekers, though the risks are high. Unlike the humid Cloud Peaks to the west, these mountains experience only winter snows, revealing a harsh landscape dotted with goblin and orc warbands. The imposing Mount Thalangar looms over the Gulf of Storms, a site sacred to Talos's followers, while the Wailing Dwarf, a 4,000-foot rock monolith carved in dwarven likeness, guards the ruins of a lost dwarven city, now a troll-infested labyrinth. Adding to the dangers, the infamous red dragon Balagos claims these mountains as his lair, making travel through this region a gamble against both monstrous denizens and draconic wrath.

The Trollclaws
The Trollclaws, a treacherous expanse of misty, steep, grassy hills, borders the northern Fields of the Dead, a region notorious for its dense, overgrown foliage and pervasive dampness. This wild territory, a haven for countless trolls, renders it largely uninhabitable for larger creatures. The Winding Water snakes through the hills, its only safe wagon crossing, Trollclaw Ford, a ruined hamlet along the Coast Way, a vital trade route between Baldur's Gate and Waterdeep. The ford, repeatedly besieged by trolls, stands as a testament to the region's inherent danger. Travelers are strongly advised to circumvent the Trollclaws, as the relentless troll hordes, coupled with the rugged terrain, make passage exceptionally perilous. The area's constant mist conceals threats, while the river's unpredictable currents and the trolls' regenerative abilities make even simple crossings a deadly gamble.

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 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: 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 Violet Mantle
The Violet Mantle appears to be a modest bookshop tucked between a wine merchant and a perfumery on Rainrun Street, its carved sign barely catching the eye. In truth, it’s a discreet Harper outpost, serving as a safehouse, message relay point, and listening post for agents operating in Waterdeep and beyond. Run by a genteel “retired” historian named Saeril Vintree, the Mantle is a node in a wider network of coded correspondences and illusion-veiled meetings. From behind its lacquered shelves, Harpers monitor the quiet tides of noble corruption, cult resurgence, and Zhentarim activity threading through the North Ward’s elite. Within its cellar vault lies a rotating archive of forbidden lore and subversive texts too dangerous to keep in Candlekeep. More than just a base, the Violet Mantle embodies the Harpers’ mission: protect knowledge, resist tyranny, and act from the shadows.

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 Wailing Quarter
What remains of the old human residential districts, the Wailing Quarter houses the enslaved populace of Murann. Surrounded by palisades and patrolled by bugbear taskmasters, this district is a place of misery, hunger, and whispered rebellion. Beneath its ruined streets run hidden tunnels once used for merchant smuggling—now repurposed by freedom fighters and desperate slaves. Legends tell of a masked figure known only as “The Ashcloak,” said to aid prisoners in escape and feed intelligence to Amnian agents beyond the walls.

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 White Peaks
The White Peaks, a jagged spine of frost-laden mountains, cleave the Moonsea North, a stark barrier between the desolate Tortured Lands and the rolling Ride steppes. Whitehorn looms among its brethren, and the town of Whitehom clings to the southern slopes. Stone and frost giants stalk these heights, preying on hobgoblins, orcs, and the hardy mountain fauna. Hidden within the northern peaks, amidst the treacherous terrain, lies Forharn, a secluded Forest Gnome city. This city marks a crucial nexus on the Trail of Mists, a network of arcane portals that weave through the region, making the peaks a place of both peril and mystical passage.

The Wide
The Wide is the great open plaza of the Upper City, a sprawling, cobbled expanse renowned across Faerûn as one of the most prestigious open-air marketplaces in the western Realms. Nestled between noble estates and the High Hall, it serves as both a grand bazaar and a civic heart—where merchant stalls, exotic wares, and eloquent debates mingle beneath the open sky. Here, Baldurians and foreign traders from lands as far as Thay haggle over silks, spices, enchanted trinkets, and rare tomes. Politics spill freely from noble mouths as coin changes hands, watched closely by the Bailiff of the Wide, the appointed official who manages vendor permissions, records, and disputes. More than a market, it is a stage of influence and ambition, where rumors rise like incense and fortunes are made or broken in the space of a day. Beneath its stones lies rumor of an old passageway—sealed, secret, and the subject of many whispered tales.

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 Wood of Sharp Teeth
The Wood of Sharp Teeth, a labyrinthine expanse of ancient trees south of the River Chionthar, presents a perilous wilderness, teeming with dire beasts, dragons, hydras, satyrs, and werewolves. This foreboding wood, southeast of Baldur's Gate and southwest of Scornubel, conceals the ruins of Vehlarr, a testament to its long-forgotten past, and the remnants of the elven realm, Askavar. Durlag's Tower looms on its southern edge, a solitary sentinel amidst the untamed wilds, while Hornhollow, a small logging settlement, clings to its periphery, bearing scars from a dragon's fiery wrath. Uldoon Trail skirts the wood's eastern flank, offering a treacherous path through its shadowed depths. Hidden within, a Twisted Rune teleportation gate allows for swift, yet perilous, transit to distant locales, making this forest a nexus of both natural and arcane dangers.

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.

Tiamat's Temple of Avernus
Tiamat's temple, her Avernus fortress, venerates the Dragon Queen. A star-shaped layout hosts five chromatic dragon chapels encircling a central apse. Briefly, the temple ascended to Toril's Well of Dragons, late 15th century. This unholy fortress, normally within Avernus, is a testament to Tiamat's power, each chapel dedicated to a chromatic dragon color. Its design reflects her five-headed form, each point a shrine to a different aspect of her draconic might. The temple's brief materialization on Toril was a terrifying display of her influence, a stark reminder of her potential to bring her infernal power to the mortal realm.

Toralth Village
Toralth is a quiet village nestled in northeastern Tethyr, positioned along the River Lis. Known for its welcoming Blue Badger Inn, run by Jorid, a former soldier, the village is home to a modest community including Vosh the White, a half-orc miller, and young Tural, who later joined the military.

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.

Tower of Oblivion
The Tower of Oblivion is a towering structure of obsidian, looming ominously over the desolate landscape of Maladomini. It serves as a prison for the most wretched souls, their anguished cries reverberating through its hollow halls, while demonic guardians revel in their torment. Those cast into the tower's depths are lost to the void, forever forgotten by the world above.

Trademeet
Trademeet, also called the City of Merchant's Peace, is the smallest of Amn's established caravan stops, situated in the Small Teeth region between the Forest of Tethir/Wealdath and the Small Teeth mountains. This settlement operates under a unique legal code that mandates honest and fair commerce, a principle fiercely upheld amidst the constant threat of monstrous incursions from goblins, bugbears, orcs, and even giants, compelling merchants to seek armed escorts. The city's governance is primarily influenced by powerful, often feuding, merchant families like the Alibakkars and Lurraxols, with the Alibakkar family historically holding significant land along the trade route south towards Murann. Despite a past destruction, Trademeet has been rebuilt and continues to serve as a noteworthy, albeit precarious, trading post in the region.

Trailstone
Trailstone is a modest village situated on the border between Amn and Tethyr, a location that once belonged to Amn before its defection to Tethyr in the late 14th century. While not particularly notable for any grand features or significant events, Trailstone serves as a small settlement along this contested boundary, home to its own community of inhabitants.

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.

Trielta Hills
Nestled within the Western Heartlands, the Trielta Hills offer a serene expanse of rolling, pastoral terrain, punctuated by rocky outcrops and scattered farming hamlets. A lesser branch of the Dusk Road meanders through the hills, connecting these isolated communities. While primarily inhabited by rock gnomes and halflings, with a few orcish enclaves, the region maintains a peaceful, idyllic nature, largely untouched by major threats. However, small-time criminals and hungry beasts pose minor dangers. The hills also intersect with the mystical Trail of Mists, adding an element of arcane travel. Renkilk’s Cranny, a cavern near the southern edge, once held ogres but is now claimed by the Church of Shar, casting a shadow of dark influence upon the otherwise tranquil landscape.

Trollbark Forest
Trollbark Forest, a treacherous expanse along the Sword Coast, looms north of Baldur's Gate, a dense tangle of thorny, poisonous flora. Twisted oaks, black ashes, and carnivorous scrub pines choke the landscape, while fetid bogs and swamps fill the low vales, making travel perilous. This hostile environment is dominated by trolls, often led by hulking, two-headed giants, who frequently raid regions from the Lizard Marsh to the High Moor. Deepspawn lurk in the forest's subterranean caverns, their young occasionally preyed upon by the trolls during lean times. A hunting ground for monsters impervious to its toxins, Trollbark Forest remains a formidable barrier and a source of constant threat to surrounding settlements.

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.

Tumbledown
Tumbledown is a somber and oft-overlooked subdistrict nestled in the Outer City of Baldur’s Gate, lying just beyond the Cliffgate and the southeastern slope of the Lower City. Enshrouded by persistent fogs that creep up from the River Chionthar, it earns its name from the uneven, sagging shanties that dot its gently rolling hills. Tumbledown is best known for its graveyards and mausoleums, housing the remains of those too poor or too profane to rest within the city walls. The district is whispered to be haunted, and indeed, the chill air carries more than just river mist—folk speak of pale lights drifting among the tombs and muffled voices on windless nights. Despite its eerie air, the district sees a steady trickle of mourners, grave-diggers, and the odd necromancer drawn to its shadowed recesses. Protected from the harsher winds by the hills to the east, Tumbledown feels forgotten, its silence broken only by bells tolling in fog.

Turnback Mountains
The Turnback Mountains, a jagged, inhospitable range within the Moonsea North, rise like a petrified spine, their peaks eternally shrouded in mist and shadow. Known also as the Abbey Mountains, they are a realm of rugged cliffs and treacherous ravines, where only the hardiest creatures dare to tread. Turnback Mountain, a prominent southern peak, looms over the landscape, a stark reminder of the range's perilous nature. Here, amongst the wind-scoured rocks and hidden caves, dwell a multitude of monstrous denizens, from ravenous beasts to cunning fiends, making any journey through these peaks a perilous undertaking for even the most seasoned adventurer. The air crackles with an untamed energy, a testament to the wild, untamed essence of this forbidding terrain.

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.

Tymphalos, Mouth of Iron
Tymphalos, "Mouth of Iron," is a colossal, volcanic foundry. Within its fiery depths, lesser devils and duergar toil endlessly, crafting weapons and infernal constructs for the armies of Hell. Supervised by the archdevil Tymphal, the foundry's bellows roar, and molten metal flows, shaping diabolical armaments. The air crackles with heat and the clang of hammers, a symphony of infernal industry. Here, amidst the lava and smoke, the tools of destruction are forged, fueling the endless war. The volcano's maw belches forth smoke and sparks, a testament to the relentless labor within. The very rock trembles with the power of the forges, and the shadows dance with the shapes of hellish creations. The scent of sulfur and burning metal permeates the air, a constant reminder of the infernal work being done. Tymphalos stands as a testament to Hell's might, a source of endless armaments for the legions of the damned.

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.

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.

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.

Umbral Crucible
The Umbral Crucible is a clandestine Thayan outpost buried beneath the obsidian-crusted dunes of southern Anauroch. Officially, it does not exist. In truth, it is a necromantic forge built by Szass Tam’s loyalists to siphon shadowstuff and phaerimm essence into weapons of undeath. The Crucible is governed by Zulkir-disciples exiled from Thay proper, who see Anauroch as ripe for colonization and a proving ground for Szass Tam’s “New Order.” Here, they test soul-binding rituals on captured Bedine, bargain with renegade Shadovar for nether relics, and dig ever deeper into caverns sealed by Netherese warding magic. The Thayan Resurrection has marked the Crucible as a target—but dares not assault it directly, for rumors speak of a semi-sentient spell-storm bound to the outpost that devours intruders, body and soul.

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.

Unrolling Scroll
Standing proudly in Baldur’s Upper City, the Unrolling Scroll is a temple of Oghma, god of knowledge, inspiration, and song. Crafted from pristine white marble and crowned with an arched roof of red tiles edged in golden leaf, the temple serves both as a holy site and a civic venue. It draws scholars, bards, and nobles alike, thanks in part to its legendary reflecting pool—a still, broad basin beneath the central dome said to reveal divine muses to those who gaze long and earnestly into its depths. The structure’s superior acoustics make it a favored locale for vows, dedications, and recitations, with spoken words carrying clearly to all corners of the hall. While Upper City elites enjoy its privileges into the night, commoners are gently turned away at sundown, a reflection of the class divide that even the pursuit of inspiration cannot always transcend.

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.

Velen
Velen presents a dual nature within the Forgotten Realms: firstly, a historically significant yet exceptionally haunted port city situated on the Tethyrian peninsula along the Sea of Swords, once the capital of the Duchy of Cape Velen; and secondly, a more recent capital city of the independent Kingdom of Velen, ruled by Raja Nilus Oleander and notorious for its lavish festivities and legalized intoxicants. The Duchy of Cape Velen itself, also known as the Velen Peninsula, was a sparsely populated, heavily forested region that eventually seceded from Tethyr, now existing as a vulnerable, isolated land facing threats from ogres and pirates alike, while cautiously establishing ties with its former rulers.

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.

Vercy Wood
Vercy Wood, a dense thicket nestled in the Northeast, sprawls northwest of the rugged West Galena Mountains, a verdant barrier against the wild lands of Thar. The ancient Ilinver Trail, a vital artery connecting Ilinver to the eastern settlement of Avang, weaves through its shadowed depths, its worn path a testament to countless journeys. The crystalline Telstang Brook, born from the Galenas’ high peaks, carves a winding course westward, its gentle murmur a constant presence amidst the towering trees, before finally merging with the expansive waters of Lake Longreach. Patches of sunlight filter through the dense canopy, dappling the forest floor in shifting patterns, revealing moss-covered stones and the occasional glimpse of elusive woodland creatures. The air hangs heavy with the scent of damp earth and pine, a place of both tranquil beauty and hidden dangers, where ancient secrets whisper among the rustling leaves.

Vhal’zhar’s Reproving Eye
Vhal’zhar’s Reproving Eye is a buried observatory-stronghold of the Red Wizards, hidden within the sun-blasted crater of a collapsed Netherese spire in southern Anauroch. It was founded by loyalists of Szass Tam as both an arcane surveillance site and a penal sanctum—where dissenting Thayans are “reconditioned” through soul-branding and illusion-stripping. The Eye’s primary function is magical reconnaissance: monitoring phaerimm activity, Shadovar movements, and Thayan Resurrection cells across the desert. Manned by necrodiviners and fleshcrafters, its seers tear secrets from the dunes using soul-mirrors and memory-haunted sand. The Eye is not merely a place of knowledge—it is also a warning. The Red Wizards believe that only absolute obedience ensures survival in the chaos of Anauroch. Any who dissent are “revised” in body and will, their minds flayed and rebuilt as willing tools of Szass Tam’s will.

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.

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.

Watch Citadel
The Watch Citadel stands as the bastion of order and tradition in Baldur’s Gate’s Upper City. This formidable compound serves as the headquarters, barracks, and disciplinary center for the city’s Watch—its elite guard force drawn largely from the ranks of the patriars. Overseeing the Citadel is High Constable and Master of Walls Osmurl Havanack, a stoic shield dwarf whose loyalty to his troops and to the integrity of the Watch eclipses any appetite for the city’s political squabbles. Within the Citadel’s walls, warhorses are stabled, recruits are drilled, and accused Watch members face rigorous investigations. The Watch patrols from this stronghold day and night, guarding the Old Wall and ensuring the Upper City remains insulated from the perceived chaos of the Lower and Outer Cities. However, its detachment from the city’s broader struggles breeds quiet disdain, particularly toward those of low birth or rough manner.

Watchful Shield
The four Patriar Gates—Gond Gate, Heap Gate, Manor Gate, and Sea Gate—form a discreet network of private access points threading through the Lower City’s walls, designed solely for the elite class of Baldur’s Gate. Constructed after the Lower City’s fortifications, these gates were bankrolled by the city’s wealthy patriars as both a matter of convenience and status. They allow direct, swift passage from the opulent Upper City to favored business holdings below, bypassing the congestion and security of public thoroughfares. Their use is officially restricted to patriars and their envoys, bearing liveried symbols or written approval. Yet whispers abound of quiet bribes and silent nods, of guards who know which palms to grease and which faces to ignore. For many in the Lower City, these gates embody the unspoken divide—a gilded shortcut they’re forbidden to tread, even if it lies only steps from their doors.

Water Queen's House
The Water Queen’s House, Baldur’s Gate’s oldest and most foreboding temple, is dedicated to the Bitch Queen Umberlee. Anchored to a decrepit pier on the harbor’s edge, the structure appears less a place of worship and more a barnacle-crusted threat—its barnacled stone and weeping salt-stained walls descending into the brackish depths. Led by the cold and commanding Allandra Grey, the temple’s waveservants are reclusive and feared, composed mostly of women shaped by loss at sea. Offerings are made with caution; few dare cross its threshold. Worshippers ring a salt-rusted bell and present tribute at the door, where the waveservants enact brief rites before vanishing again into the damp shadows. No one outside the temple knows what becomes of the riches—some whisper of submerged hoards, others of divine consumption beneath the waves.

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.

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, once a modest riverside town known for its painted wagons and vibrant trade along the Wyvernflow, now festers behind high stone walls as one of Cormyr’s darkest legacies. After the chaos of Mystra’s death and the eruption of the Spellplague, the Crown seized upon the town’s location—isolated yet accessible—and transformed it into a prison city. Suspected devotees of Shar, Netherese spies, rogue mages, and seditious voices were herded into Wheloon, including its own innocent citizens, many of whom had no chance to flee. Now, a grim experiment in containment, the city is patrolled by Purple Dragons and War Wizards who rarely venture beyond the outer checkpoints. Inside, makeshift factions have formed among the trapped—some seeking survival, others revenge. Rumors speak of secret rituals, shadowy powers, and an underground resistance pushing back against both their captors and fellow inmates.

Whispering Ash Fields
The Whispering Ash Fields: A seemingly endless expanse of fine, grey ash, perpetually stirred by hot, invisible winds. Beneath the surface, the ash conceals the petrified remains of those who dared to challenge Bel. The whispers are the tormented souls of these challengers, their voices forever trapped in the ash, endlessly replaying their final moments of defiance and despair. The ash itself is surprisingly light, allowing for surprisingly fast movement, but also making it easy to sink into the hidden petrified corpses. The ash is also known to be a potent component in infernal rituals, the whispers themselves said to grant a small amount of precognition to the user, though the price is a constant, maddening babble in their mind. The area is constantly patrolled by Erinyes, who are tasked with retrieving the petrified remains of powerful souls for Bel's personal collection.

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.

Whisperrock Anchorage
Whisperrock Anchorage is a concealed Zhentarim outpost built into the cliffs of a wave-battered isle just north of Neverwinter’s harbor, obscured by illusion and storm magic. Officially uncharted, the isle is known only as “Shattercove” among local sailors—rumored cursed due to its vanishing lights and shipwrecked silence. In truth, it serves as a crucial staging ground for Black Network operations along the Sword Coast North. Beneath the surf-slick stone lies a smuggler’s haven, a network of sea tunnels and black-market vaults where mercenaries, mages, and spies gather to trade intelligence and forbidden goods. Whisperrock's enforcers specialize in arcane sabotage and political destabilization, selling both secrets and sea monsters to the highest bidder. Its presence keeps Neverwinter’s docks in quiet fear—pirates grow bolder, ships vanish, and officials find shadowy notes warning: “The Network watches. Obey, or drift.”

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.

Whitkeep
Tucked against the crumbling edges of the Outer City and nestled near the Basilisk Gate, Whitkeep is a haven for the inventive, the eccentric, and the fiercely idealistic. Once a modest neighborhood of gnome-run tinsmith workshops and narrow alleys, Whitkeep evolved over time into a hotbed of creative dissent. Its heart is the Whitkeep Hostel, a rambling old manor turned communal living space and salon for radical thinkers, artists, and tinkerers. Here, amid tin cuttings and revolutionary slogans, the ideas of social reform, art-for-the-people, and communal craftsmanship flourish. The neighborhood retains strong gnomish roots—many still ply their trade as smiths and artisans, crafting clever devices and protest broadsheets in equal measure. Figures like the firebrand Pernilla “Prole” Cabrenock and experimental bard Ardryn Deagle gave Whitkeep its voice and its bite, fostering an environment where invention and insurrection walk hand in hand.

Whitkeep Hostel
Once the grand manor of a fallen caravan magnate, Whitkeep Hostel now serves as the eccentric heart of Baldur’s Gate’s outer artistic underground. Following the ruin of its original owner—whose wealth vanished to wyvern raids and troll ambushes—the manor passed into disuse and was soon claimed by squatters. Over time, it transformed into an all-gnome artist commune, fiercely independent and self-governed. Though only gnomes may reside in its thirty-seven cluttered, charm-filled studios, all are welcome to attend the raucous salons, radical forums, and midnight puppet operas hosted on its grounds. Now a bastion for the city’s creative misfits, political dissenters, and bohemian spirits, Whitkeep balances somewhere between utopian vision and perpetual chaos—one of the few places in the Gate where art, anarchy, and alchemy mix freely.

Windyridge Stables
A sprawling complex of paddocks, low barns, and training tracks, Windyridge is the pride of Amphail’s independent breeders. Owned by the enterprising Wyla Farbrook, a shrewd woman with a whip and a warm smile, the stables are known for breeding hardy riding horses and sharp-eyed scout steeds preferred by adventurers and rangers. Unlike the noble-bred warhorses of the Roaringhorns, Windyridge horses are swift, loyal, and conditioned for the road. Wyla hires out runners, trainers, and even mounts for expeditions into the Sword Mountains. She is also rumored to shelter runaway apprentices and refugees—though no one has yet proved it. Those who cross her, however, often find their wagons mysteriously delayed or their best horse suddenly spooked without reason.

Winkspire Hollow
Winkspire Hollow is an ancient, spiraling treehouse grown—not built—into the heartwood of Neverwinter’s deepest glade. Enchanted long ago by a now-forgotten circle of fey druids, it pulses faintly with lifeforce, its branches shifting slightly even when there is no wind. Once an observatory, then a prison, then a sanctuary, its current purpose is unknown—but one thing is certain: the tower sees. Locals say it chooses who may enter and when, often revealing cryptic dreams or visions at the hour of the blink—when its massive “eye” opens at the topmost bough. The forest around Winkspire is unusually quiet. Birds give the clearing a wide berth. Fireflies flicker in synchronized loops, forming runes that shimmer just long enough to vanish before translation. Climbing the tower is not difficult—the bark forms natural stairs and handholds—but the experience is disorienting. Gravity twists, whispers echo from within the branches, and climbing past a certain point affects one's memory.

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.

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 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.

Wyrmgate Market
Located in the bustling Plains Quarter near the city’s core, the Wyrmgate Market is a riot of color, sound, and smell. Merchants from Waterdeep, Bryn Shander, and the southern isles sell everything from enchanted driftwood to Northlander axes. Bards duel with verses for silver, and illusionists perform under enchanted canopies. A large stone arch in the center—called the Wyrmgate—marks the old place where dragons were once parleyed with, now a market centerpiece and a minor artifact that hums with draconic power during celestial alignments. Hidden stalls sell rare herbs, relics, and sea-glass charms said to ward off selkies.

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.

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.

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 stands as a haunted monument to ambition, ruin, and ruthless resurgence. Perched on the western shore of the Moonsea, it was once the unyielding heart of the Zhentarim’s military and mercantile empire, its influence reaching across Faerûn. But the Shadowbane War shattered that dominance—walls were torn asunder, towers collapsed, and much of the city was left in ruin. Today, amid charred rubble and broken battlements, new structures rise in jagged defiance. The Zhentarim, fractured but unbroken, have returned, rebuilding their stronghold with brutal efficiency. Streets once echoing with the march of armies now host whispered dealings, hidden vaults, and secret musters. The scent of scorched stone lingers, mingling with the sweat of mercenaries and the smoke of forge-fires. Zhentil Keep is no longer the fortress it was—but in its bones, dark power stirs again. What is reborn here will not be gentle, nor just.