Baldurs Gate 3 world illustration - Fantasy theme
Fantasy

Baldurs Gate 3

T
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.

Played8 times
Cloned4 times
Created
19 days ago
Last Updated
18 days ago
VisibilityPublic
Abeloth's tent

Abeloth's tent

Arcane Tower

Arcane Tower

The tower was once the residence of a wizard named Lenore De Hurst, who delved into arcane research, possibly of planar and time-altering magic. Lenore's legacy is preserved through projected journals, arcane writings, and mechanical guardians.

Archive

Archive

The Archive is Raphael’s personal repository of knowledge—especially his infernal contracts and soul-binding agreements. It holds records of every deal Raphael has ever made, including crucial lore about Hope, his rebellious prisoner, and even the Crown of Karsus. It's also tied to The Emperor, Orpheus, and the Netherbrain—hinting at how Raphael plans to usurp godhood for himself.

Astarion's Tent

Astarion's Tent

Astarion’s tent stands out in camp, not just for its subtle opulence, but for its intentional presentation. It's not just a place to rest — it’s a stage, a retreat, and sometimes, a trap. Every detail is chosen with care, meant to impress or disarm.

Blighted Village

Blighted Village

This location's former name was Moonhaven. A goblin guard refers to it as Bogrot, claiming that the former villagers have been dead for a hundred years. Moonhaven was founded by Selûnite settlers from the nearby temple,raided by Sharran forces and razed by Dark Justiciars led by Ketheric Thorm. The village was visited at some point by Hellriders from Elturgard whom the locals feared would threaten their independence. Once a peaceful settlement, the village now stands as a haunting testament to war and occupation — both a tactical battleground and a story-rich environment.

Boat Landing / Arrival Dock

Boat Landing / Arrival Dock

Your entry point to Grymforge (from the Underdark Myconid Colony). Duergar guards immediately confront you here. Contains a fast travel waypoint.

Cazador’s Castle

Cazador’s Castle

Nestled high on the cliffs of the Lower City in Baldur’s Gate, Cazador’s Castle is darkly majestic, looming over the skyline with Gothic grandeur. It’s steeped in necromantic energy, lined with arcane wards, and haunted by centuries of cruelty. The castle reflects the twisted elegance of its master: beautiful, commanding, and utterly merciless. Key Areas Within the Castle: The Grand Hall Vaulted ceilings, chandeliers, ancient portraits of Szarr lineages. A place for gathering vampire spawn and performing ceremonies. Cazador’s Study & Chambers Books, scrolls, and cursed relics tied to necromancy and domination. Richly furnished but steeped in dark magic. The Ritual Chamber (Catacombs Below) A massive underground space where Cazador prepares his Ascension Ritual. Features the prison-tomb sarcophagi of his vampire spawn. Dungeons / Torture Chambers Cells and cages filled with failed thralls or disobedient spawn. Evidence of long-term torture and vampiric “discipline.”

Danthelon’s Dancing Axe

Danthelon’s Dancing Axe

Sells a selection of martial weapons and basic magical gear. Includes greataxes, longswords, and bows, some with minor enchantments. Occasionally offers unique weapons or gear depending on your progress and choices.

Duergar Boat Dock

Duergar Boat Dock

The Duergar Boat Dock is a gritty, high-stakes location in the Underdark, tied closely to the Duergar (gray dwarves) and their secretive operations. Duergar Slavers: Operating covertly, these Duergar are capturing deep gnomes and attacking Myconids. Myconids: Their colony has been harassed by the Duergar, setting up a quest conflict. Gnomes: Enslaved deep gnomes are central to this area’s quests.

Elfsong Tavern

Elfsong Tavern

Iconic inn known for the ghostly elven song echoing through its halls. Central hub for quests, merchants, and rest. Frequented by spies, mercenaries, and mysterious travelers.

Emerald Grove

Emerald Grove

Inhabitants: Druids of the Emerald Grove, Tiefling Refugees, Halsin (Druid Leader). Major Themes & Conflict: Druids vs. Tieflings: The main political and moral conflict in the Grove. Kagha’s ritual will seal the Grove and force the Tieflings out to likely die. Nature, Power & Control, The Grove represents order and balance, but it is fracturing. Tension between preservation of nature and compassion for others Important Areas in the Grove: Sacred Pool – Ritual site and druid gathering point. Inner Sanctum – Where Kagha and the ritual take place. Tiefling Camp – Filled with refugees, children, merchants, and quests. Training Area – Where Wyll trains Tieflings in combat. Secret Grotto – Hidden area used by Tiefling kids, including Mol and Doni. Halsin’s Chambers

Fraygo’s Flophouse

Fraygo’s Flophouse

Fraygo’s Flophouse is a gritty three-story bunkhouse/hostel They Sell: potions and alchemy ingredients, including rare consumables like Potion of Speed and hyena's ears food, basic camping tools, possibly low-level healing supplies

Gale's Tent

Gale's Tent

Gale’s tent is a reflection of his refined intellect, magical prowess, and flair for the dramatic. Unlike the austere or rugged tents of some companions, Gale’s space is elegant, cozy, and distinctly personal — more a wizard’s study than a traveler's camp.

Goblin Camp / Shattered Sanctum

Goblin Camp / Shattered Sanctum

Layout & Zones: Outer Camp A chaotic courtyard filled with goblin warriors, worgs, and wandering NPCs. Hosts crude tents, training areas, slave pens, and a makeshift war camp. The Shattered Sanctum (Inner Temple) A crumbling ruin of an old Selûnite temple now used as the goblin leadership base. Divided into sections: barracks, dungeon cells, altar room, and the priestess’s sanctum.

Group Camp

Group Camp

Karlach's Tent

Karlach's Tent

It’s less a carefully arranged living area and more a campfire crash zone where a war-torn soul tries to rediscover what it means to live.

Lae’zel's Tent

Lae’zel's Tent

It’s only as her arc progresses — and as trust deepens — that small signs of vulnerability may begin to appear: an item left unguarded, a less rigid layout, or even an offer to speak instead of spar. But make no mistake: her tent remains a soldier’s post, not a lover’s den or philosopher’s retreat.

Last Light Inn

Last Light Inn

The Last Light Inn is a vital sanctuary, located in the heart of the Shadow-Cursed Lands. It's one of the few safe havens in the region, shielded from the deadly Shadow Curse by powerful divine magic — a literal beacon of hope in an otherwise cursed and deadly realm. Inhabitants & Factions: Isobel – Young Selûnite cleric maintaining the magical barrier; central to many quests. Jaheira – Legendary Harper Harpers – Agents opposing the Absolute

Moonrise Towers

Moonrise Towers

The Moonrise Towers are an ancient fortress looming over the Shadow-Cursed Lands, surrounded by swamps, undead, and perpetual gloom. Their towering structure is made of dark, weathered stone, partially overgrown with dead ivy and glowing with eerie, unnatural light. What was once a place of Selûnite worship and healing has become the headquarters of the Absolute cult, commanded by Ketheric Thorm. Location: Deep in the Shadow-Cursed Lands Function: Fortress, temple, prison, and military base Occupants: Cultists of the Absolute, undead, Justiciars, prisoners Leader: General Ketheric Thorm Courtyard Patrolled by Absolute guards. Entry point to the main tower and dungeons. Main Hall War room, cultist quarters, and shrine to the Absolute. Filled with high-ranking lieutenants and Ketheric’s subordinates. Ketheric’s Throne Room / Chapel A desecrated sanctuary containing dark relics and the seat of power. Prison/Dungeons Holds prisoners of war

Myconid Colony

Myconid Colony

Peaceful and reclusive, Myconids are not inherently hostile unless provoked or threatened. They communicate telepathically using spore clouds, which create a temporary mental connection. Myconids value harmony and balance, and live in circles (communities), each led by a Myconid Sovereign. They don't speak verbally. Instead, they use rapport spores to create a communal consciousness—almost like a temporary hive mind.

Ownbear Cave

Ownbear Cave

Here lives an Owlbear mom and her cub, what are you going to do?

Reithwin Town

Reithwin Town

Reithwin Town is a tragic, cursed ruin. Once a bustling settlement in the Shadow-Cursed Lands, it’s now a desolate, haunted place consumed by darkness and corrupted history. The town is a key exploration zone packed with lore, powerful enemies, and narrative choices. Major Locations Within Reithwin: House of Healing A corrupted hospital where the mad Surgeon Malus Thorm experiments on patients. 🏫 Reithwin Mason’s Guild Contains hidden passages and lore tied to the town’s downfall. May offer secrets about the Moonrise Towers or Thorm family. 🏰 Tollhouse Guarded by Gerringothe Thorm, a soul-obsessed entity collecting tolls for the dead. A mini-boss zone tied to the Thorm legacy. ⛪ Ruined Temple or Gravesites Littered with Shar and Selûne iconography. May include ghost encounters, hidden memories, or secrets about the Ritual of Loss.

Road to Baldurs Gate

Road to Baldurs Gate

Branches off from the Risen Road and connects to the Mountain Pass and the Underdark. Represents a fragmented, broken stretch of the once-prosperous trade road leading to Baldur’s Gate.

Selûnite Outpost

Selûnite Outpost

Selûne is the goddess of the moon, associated with light, guidance, and protection from darkness. The outpost was once a sanctuary for Selûnite followers, likely used during ancient times as a refuge against the growing darkness of the Underdark. It's implied that the temple fell to ruin after being overrun by darker forces, possibly due to incursions by the drow or other Underdark creatures.

Shadow Path

Shadow Path

Here begins the journey through the shadow cursed land, will you make it or not?

Shadowheart's Tent

Shadowheart's Tent

Shadowheart’s tent is often nestled slightly apart from the others in camp, suggesting her solitary nature and her role as a somewhat guarded companion. The space is clean and orderly, dimly lit with soft candlelight or a glowing orb — avoiding bright illumination, much like how she avoids exposing too much of herself emotionally.

Sharess’ Caress

Sharess’ Caress

Mamzell Amira: The poised and confident madam of the establishment. Charismatic and perceptive, she ensures peace and pleasure in equal measure. Various performers, lovers, and guests — some are tied to quests, others are informants or agents in disguise. Offers romantic or playful interactions for your character.

Temple of Bhaal

Temple of Bhaal

The Temple of Bhaal is a dark, ominous, and blood-soaked location hidden beneath the city. Dedicated to Bhaal, the Lord of Murder, this temple serves as a grim shrine to death, assassination, and blood rituals. Dedicated to Bhaal, the Faerûnian god of murder and ritual killing. The temple’s purpose is to glorify slaughter, and its architecture and rituals are built around the celebration of death as divine art. Contains references to Bhaalspawn

The Boudoir

The Boudoir

Raphael himself resides or appears here—often in more intimate or personal moments

Whispering Depths

Whispering Depths

A hidden, subterranean dungeon found beneath the Blighted Village. Infested with spiders, laced with arcane traps, and shrouded in unsettling silence Main Threat: The Phase Spider Matriarch: A powerful mini-boss spider that can: Teleport across the map using magic portals. Summon smaller Phase Spiders. Deal devastating poison and necrotic damage.

Wyll's Tent

Wyll's Tent

His tent has no infernal decorations — a conscious choice. Wyll fights hard to maintain a clear boundary between who he wants to be and the devil he serves. Everything is placed with purpose: not a romantic, messy genius like Gale, or a whimsical traveler like Astarion — but a man of control, intention, and burden.

Wyrm's Rock Fortress

Wyrm's Rock Fortress

Wyrm’s Rock Fortress, the mighty stronghold at the center of Wyrm’s Crossing, is a towering testament to Flaming Fist dominance and strategic architecture.

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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