Baldurs Gate 3 world illustration - Fantasy theme
Fantasy

Baldurs Gate 3

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Toffee098

You begin as a character infected with a mind flayer parasite, a ticking time bomb that could turn you into a monster. Stranded in the Forgotten Realms, your journey involves uncovering the mystery of the parasite, navigating political intrigue, divine wars, and personal bonds, all while fighting for your survival and soul.

Played7 times
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Created
18 days ago
Last Updated
17 days ago
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Astral Plane

Astral Plane

The Astral Plane is a transitive plane — a cosmic highway that connects all other planes of existence. It's often used by gods, souls, and mind flayers to travel between realms, including the Material Plane, Outer Planes, and even the Far Realm. It is a timeless place. Creatures here do not age or hunger, and time seems to stand still unless influenced by magic or other forces.

Baldurs Gate

Baldurs Gate

Baldur’s Gate is a massive, fortified city divided into several distinct districts, each with its own culture, factions, and threats. It’s ruled by a loose council of nobles known as the Council of Four, but true power often lies in the hands of mercenaries, spies, and the gods whispering behind closed doors.

Beach

Beach

Blighted Village

Blighted Village

Camp

Camp

Your group lives here

Goblins

Goblins

Grymforge

Grymforge

The Adamantine Forge: A massive, functional forge capable of crafting powerful adamantine gear Requires rare moulds and Mithral ore to operate Activated by solving environmental puzzles and battling Grym, a lava-infused construct guardian Duergar Occupation: The Duergar, led by Gekh Coal, are allied with the cult of the Absolute They're exploiting the forge and have enslaved Deep Gnomes Tensions can be manipulated or resolved by siding with, deceiving, or fighting the Duergar

Huse of Hope

Huse of Hope

Location: Hidden in Avernus, the first layer of the Nine Hells Access: Can only be reached via a secret ritual involving a contract and a special portal located in Raphael’s hidden study in Baldur’s Gate Purpose: Serves as Raphael’s personal fortress, vault, and trophy hall, containing powerful artifacts, infernal prisoners, and his most guarded secrets

Nautiloid Wreck

Nautiloid Wreck

Ownbear Cave

Ownbear Cave

Road

Road

Shadow-Cursed Lands

Shadow-Cursed Lands

The Shadow-Cursed Lands are a bleak, haunting, and corrupted realm cloaked in magical darkness and despair. This land was once part of a thriving area near Moonrise Towers but has been twisted by an ancient curse tied to the goddess Shar, the Absolute, and events from long before. Deadly darkness that drains life and kills anyone unprotected Stronger at night or deeper within the land Requires light sources or blessings (like Selûne’s protection or special torches) to survive Tied to Shar's magic and the Ritual of Loss Major Locations: Last Light Inn: A safe zone blessed by Selûne, Operated by the Harpers and Isobel (a Selûnite cleric), Home to allies like Jaheira and refugee Tieflings Moonrise Towers: Fortress of Ketheric Thorm, leader of the local Absolute forces, Contains cultists, mutated creatures, and undead soldiers, Key to unraveling the curse and the Absolute’s plans

Undercity Ruins

Undercity Ruins

The Undercity Ruins are a vast, ancient network of subterranean halls and crypts located beneath the Lower City.

Underdark

Underdark

The Underdark is a vast, cavernous network of tunnels and chambers that stretches beneath the entire continent of Faerûn. It is a world unto itself — alien, ancient, and perilous — populated by strange races, fungal forests, and ancient secrets. How to Access: Via the Whispering Depths under the Blighted Village, Through the Defiled Temple inside the Goblin Camp, By using Feather Fall in the Zhentarim hideout elevator, Through the Phase Spider Matriarch’s lair (a dangerous path).

Wilderness

Wilderness

Major Locations: Emerald Grove (Druid Grove): Sanctuary of druids and Tiefling refugees. Political tensions between the druids and Tieflings drive early plot choices. Road to Baldur’s Gate: Heavily damaged road crawling with goblins, gnolls, and other enemies. Blighted Village: A ruined town overrun by goblins and trapped with dangers. Connects to the Underdark via a well-hidden entrance. Goblin Camp / Shattered Sanctum: A large fortress-like area housing three goblin leaders. Riverside Areas & Risen Road: Host ambushes, treasure, and optional encounters like ogres or gnolls. Connects to the Zhentarim Hideout and offers interesting faction interactions. Owlbear Cave & Sacred Pool: Contains powerful loot and one of the first major choices involving a magical baby owlbear. Whispering Depths: A dark, spider-infested cave beneath the Blighted Village. Contains a secret Underdark entrance.

Wyrm’s Crossing

Wyrm’s Crossing

Wyrm’s Crossing is a unique and atmospheric bridge-district that connects the refugee camp of Rivington with the imposing fortress known as Wyrm’s Rock. South Span Checkpoint: Heavily guarded towers where entry to Wyrm’s Rock is controlled—often the first challenge upon arrival Bridge-side District: Includes notable venues such as: Danthelon’s Dancing Axe (weapon shop) Sharess’ Caress (tavern) Fraygo’s Flophouse, Sweetjen’s Spices (halfling drug store), Carm’s Garm and others

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