Baator, the Nine Hells world illustration - Fantasy theme
Fantasy

Baator, the Nine Hells

P
Pollution

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


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

Abriymoch

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

Aeaea, Hecate's Infernal Domain

Aeaea, Hecate's Infernal Domain

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.

Aeaea, Hecate's secondary realm

Aeaea, Hecate's secondary realm

Aeaea, Hecate's secondary realm, is a frigid, forlorn expanse veiled in perpetual mist. Its bleak landscape, devoid of warmth, harbors arcane contraptions. These devices, chilling in their purpose, manipulate the essence of souls, transmuting them into raw, potent magical energy. The air itself feels heavy with this stolen power, a testament to Hecate's dominion over necromantic arts. The realm's desolate beauty masks a sinister process, where the ephemeral nature of life is systematically harnessed for magical gain. The fog, thick and clinging, obscures the true horrors of the soul-converting mechanisms, adding to the unsettling atmosphere. Aeaea stands as a grim testament to Hecate's power, a place where the line between life and magic blurs into a chilling, soul-fueled energy.

Alaghon

Alaghon

Alaghon, the capital of Turmish, is a city of sturdy stone and practical design, reflecting the pragmatic nature of its people. It is a center of agriculture and trade, with a strong emphasis on self-sufficiency and communal governance. The city’s inhabitants, primarily humans, are known for their resilience and their dedication to the land. Alaghon’s harbor, while less grand than those of other major cities, is vital for the region's economy, facilitating the export of crops and the import of essential goods. The city's defenses are robust, reflecting the need to protect against threats from the surrounding wilderness and the Sea of Fallen Stars. Alaghon is a place of honest labor and quiet strength.

Amn

Amn

Amn, known as the Merchant's Domain, is a wealthy nation ruled by the Council of Five noble families. This land thrives on trade, with its rich history of colonies in Maztica and control over vital trade routes, making it a hub of intrigue and competition among its leaders.

Anauroch

Anauroch

Anauroch, once the fertile land of the Netheril empire, is now a vast desert filled with ancient ruins, nomadic tribes, and political intrigue. Home to the Bedine tribes and the powerful Princes of Shade, this region is marked by its harsh conditions and the remnants of a once-great civilization, now buried beneath the sands.

Ankhwugaht

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.

Athkatla

Athkatla

Athkatla, Amn's capital, is a city built on trade and controlled by the powerful Council of Six. Its opulent merchant houses dominate the city's landscape and political scene, creating a society where wealth and influence dictate power. The city's harbor is a bustling center of commerce, attracting ships from across the Sea of Swords and beyond. While outwardly refined, Athkatla hides a darker side of political intrigue, cutthroat competition, and a rigid social hierarchy. The shadow of the Cowled Wizards hangs over the city and magic is strictly controlled. The city is known for its beautiful architecture and its wealth, but also for its ruthless pursuit of profit.

Avernus

Avernus

Avernus, Baator's first layer, is a volcanic hellscape, Blood War's main battleground. Lava rivers, jagged peaks, and a fire-bombed red sky define it. Blood coats the land, bones litter it, and ash fills the air. Styx flows through, a grim sign. Entry to Baator, it's always at war, devils ready for demonic invasions. Zariel rules a militaristic realm, focused on defense. Once cities thrived, now only war forts remain. Bronze Citadel, Zariel's base, and Pillar of Skulls, a death monument, are key. Avernus is vital, defending the Nine Hells. Abishai, lemures, imps, always fight. It yields unique green steel, mined for superior weapons. The Styx (Avernus - Dis) is the primary way to get to Dis from Avernus.

Baator, the Nine Hells

Baator, the Nine Hells

Baator, also known as the Nine Hells, is a realm of strict hierarchy and unyielding law, where devils rule with an iron fist. Each layer is a distinct hellscape, filled with torment, temptation, and the eternal struggle for power among the fiendish denizens.

Baldur's Gate

Baldur's Gate

Baldur's Gate is a major, prosperous, and tolerant city-state on Faerûn's Sword Coast, ruled by four Grand Dukes. It's a key trade hub, protected by the Watch and the Flaming Fists mercenary company. The city, located on the River Chionthar, has a rainy climate and is known for its inclusiveness, minimal festivals, and diverse religious tolerance. Its economy thrives on trade, supported by numerous guilds, though some, like the Merchant's League, operate secretly. Baldur's Gate maintains strong defenses and a powerful military, the Flaming Fists, and a small navy. With the city of Elturel's disappearance, there has been an influx of refugees and rumors that Elturel was dragged into the hells. There are rumors that Baldur's Gate is next.

Blackgate

Blackgate

Blackgate is a sprawling district north of Baldur's Gate’s Upper City, existing beyond the formidable Black Dragon Gate. It serves as a vital staging ground for caravaneers and merchants on the Trade Way towards Waterdeep, known for its vast stables catering to the multitude of mounts necessary for such journeys.

Bryn Shander

Bryn Shander

Bryn Shander, the largest town in Icewind Dale, is a beacon of civilization in a frozen wilderness. Its sturdy stone walls and timber buildings are designed to withstand the harsh conditions of the far north. The town is a hub for hunters, trappers, and adventurers seeking their fortunes in the frozen wastes. Bryn Shander is known for its resilience and its close-knit community, where survival depends on cooperation and mutual support. The town's market is a vital trading post, where furs, ice-carved goods, and other resources are exchanged. The town is surrounded by a harsh and unforgiving landscape.

Caer Callidyrr

Caer Callidyrr

Caer Callidyrr stands as the primary seat of power within the Moonshae Isles, a testament to the enduring strength of the High King. This fortified city, nestled amidst the rugged terrain of Alaron, serves as a vital center for trade and governance. It's a place where the ancient traditions of the Ffolk intertwine with the complexities of regional politics. The city is known for its strong naval presence, and its defenses against the northlanders. The city is the center point for the High Kings rule.

Cania

Cania

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 Styx (Cania - Nessus) is the primary way to get from Cania to Nessus.

Cormyr

Cormyr

Cormyr, known as the Forest Country and the Land of the Purple Dragon, is a prosperous nation facing internal strife and external threats. It is bordered by the desert kingdom of Anauroch to the north, the Lake of Dragons to the south, and the Thunder Peaks and Stormhorns to the east and west, respectively.

Dis

Dis

Dis, the second Hell, is the Iron City, also Dis. Ruled by Dispater, it's a red-hot, iron fortress. Its shifting streets and buildings reflect his whims, making navigation lethal. Extreme heat and magic resistance make it deadly. Dis is a weapons hub for the Blood War. Outside, barren plains and iron mountains warp space, making travel tricky. A skull-paved road leads to iron gates, then the city's chaos. A smoky sky and fierce winds prevail. Portals from Avernus exist, one guarded by Tiamat, and Minauros lies below. Inside, Dispater's shifting Iron Tower, the Fetters for outsiders, and the deceptive Garden of Delights await. The Styx (Dis - Minauros) is the primary way to get from Dis to Minauros.

Dis

Dis

Dis, The Iron City, is the dominant feature of the plane. It's an immense, labyrinthine, and ever-changing metropolis constructed entirely of blackened, red-hot iron. The city is characterized by its extreme heat, treacherous streets, and constant state of flux due to the whims of Dispater. It's a place of paranoia, industry (primarily weapons manufacturing), and constant construction and destruction. The city is so vast that it's often debated whether it's synonymous with the entire plane of Dis.

Draukari

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.

Elturel

Elturel

Elturel, a once-grand city, now descends into Avernus. This fortified city, known for its Hellriders and the Order of the Companion, has been torn from its place. Founded for its strategic location, Elturel prospered, controlling vast territories. Its history changed with the arrival of the Companion, a radiant orb that lit the city, concealing a hidden agreement. Its rivalry with Baldur's Gate led to conflicts. Its defenses, the Hellriders, were reinforced by the zealous Order of the Companion. The city, divided into districts, featured the High Hall and the Garden, with temples to Helm, Chauntea, and Torm. The Hellriders' journey into Avernus shaped its identity. Years later, a vampire's threat led to the Companion’s arrival, attributed to Kreeg. In 1492 DR, Elturel's fate was sealed. The Companion darkened, pulling the city into Avernus. Elturel and its people now serve an infernal force, a consequence of an old pact. The once-bright city now falls.

Faerûn

Faerûn

Faerûn, a continent of diverse lands, is the heart of Toril. From the Sword Coast's bustling cities to the vast, arid wastes of Anauroch, empires rise and fall. Magic permeates the land, shaping its history and present. Gods walk among mortals, their influence felt in every aspect of life. Political intrigue, ancient ruins, and monstrous threats define this realm. Trade routes crisscross the continent, connecting disparate cultures and fueling conflict. A land of endless possibilities, Faerûn is a tapestry of adventure and peril.

Fierna's Palace

Fierna's Palace

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.

Frozen Mire of Asmodean Grudges

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

Garden

Garden

Garden is a rare sanctuary in the desolate landscape of Avernus, filled with vibrant flora and fauna. This hidden gem offers a stark contrast to the surrounding hellscape, featuring lush greenery, sparkling waters, and the soothing sounds of nature.

Glasya's Citadel

Glasya's Citadel

Glasya's Citadel is the palace of Archduchess Glasya, erected after Malbolge reverted to its mountainous state. It is characterized by seemingly unstable pillars and buttresses. Below the citadel lies a labyrinth of cells and torture chambers where Glasya's enemies are confined and tormented.

God Street

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.

Grenpoli, the City of Diplomacy

Grenpoli, the City of Diplomacy

Grenpoli, the City of Diplomacy, is a domed city where weapons and aggression are strictly prohibited. It is home to the Political School of the Nine Hells, an institution that provides education in deceit and treachery to ambitious devils. This city serves as a center for infernal political training and diplomacy.

Hag Countess's Stronghold

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

Hair Forest

The Hair Forest, Forest of Sighs, is a dense woodland composed of Malagard's enlarged, twisted hairs, rooted in white soil. Glasya uses it to hide treasures and oubliettes, where prisoners are left to rot.

Hair Forest (Forest of Sighs)

Hair Forest (Forest of Sighs)

The Hair Forest, Forest of Sighs, is a dense woodland composed of Malagard's enlarged, twisted hairs, rooted in white soil. Glasya uses it to hide treasures and oubliettes, where prisoners are left to rot.

Icewind Dale

Icewind Dale

Icewind Dale is a harsh, isolated arctic region in the northernmost part of Faerûn, characterized by freezing temperatures and little sunlight. It is home to various barbarian tribes and notable settlements known as the Ten Towns, with Bryn Shander as the largest trading hub, surrounded by three major lakes and rich in natural resources like knucklehead trout and chardalyn.

Iron Citadel of Dispater

Iron Citadel of Dispater

The Iron Citadel of Dispater: Rising from the depths of Maladomini like a monument to tyranny, the Iron Citadel of Dispater is a fortress of immense power and grim purpose. This domain belongs to Dispater, the demon lord of tyranny and order, and it is here that he commands his legions of infernal warriors. The air within the citadel is thick with the stench of iron and the sounds of marching boots, while the walls are adorned with the skulls of fallen enemies. Within, Dispater plots his next invasion of the Material Plane, drilling his forces into an unstoppable war machine, and preparing to unleash his wrath upon the unsuspecting realms.

Jangling Hiter

Jangling Hiter

Jangling Hiter, a Kyton city, dangles precariously from Dis, chained against Avernus' mire. Its architecture, a web of chains, sways ceaselessly. Life here, harsher than the blasted plains, breeds the Kyton's grim resilience. The city's constant motion and the clanking of its chain-built structures create a cacophony that echoes through the layer. The inhabitants, accustomed to the precarious existence, navigate the swaying city with a practiced ease. The air is thick with the metallic tang of the chains and the acrid stench of the surrounding wastes. The city, a testament to the Kyton's adaptability, stands as a stark contrast to the desolate landscape below, a suspended prison of chains and shadows.

Jealous Heart

Jealous Heart

Inanna's realm, Jealous Heart, within Phlegethos, is a paradox of beauty and brutality. Crimson dust plains, a morbidly fertile ground, stretch endlessly, nourished by rivers of blood. Sweet fruit trees, laden with tempting produce, offer a deceptive tranquility. Though lacking the searing heat of other Phlegethos regions, Jealous Heart ignites a different kind of fire: an intense, all-consuming passion. The air crackles with the fervor of both battle and intimacy, a potent blend that stirs the soul. Serene orchards meet the macabre flow of sanguine rivers. This realm, once adjacent to Hecate's domain, pulses with a raw, visceral energy, a testament to Inanna's complex nature. The dust itself seems to whisper tales of love and war, a constant reminder of the intertwined passions that define this divine space. It is a place of stark contrasts, where the sweetness of fruit masks the underlying savagery, and the beauty of the landscape conceals the burning intensity within.

Kintyre

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.

Labyrinth of Twisted Law

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.

Lower City of Baldur's Gate

Lower City of Baldur's Gate

The Lower City, Baldur's Gate, a crescent sprawl south of the Upper City’s wall, pulses with mercantile vigor. Gray Harbor anchors it, a vital trade nexus. The Steeps, rising towards the Upper City, funnel wealthy patrons. Docks teem, businesses thrive; inns and temples bustle. The Watch and Flaming Fist strive for order, yet petty crime festers. Despite city sanitation, livestock roam, barred from the Upper City. This zone, north of the Chionthar, is the city's economic heart, a chaotic blend of commerce and grit.

Maladomini

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. The Styx (Maladomini - Cania) is the primary way to get to Cania from Maladomini.

Malagard

Malagard

Malagard, also known as Malagarde, this is the largest city in Maladomini and the residence of Baalzebul. However, it is a city in decay, reflecting Baalzebul's inability to achieve perfection. Its once grand structures are now crumbling, and the city is filled with rivers of trash. Baalzebul rules from the Palace of Filth, his former castle that has collapsed into fecal sludge. Despite its decay, Malagard is still considered Baalzebul's greatest city.

Malbolge

Malbolge

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

Malsheem

Malsheem

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

Mephistar

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.

Minauros

Minauros

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

Minauros, the Sinking City

Minauros, the Sinking City

Minauros, the Sinking City, dominates its layer as Mammon's seat. It's a vast, perpetually sinking metropolis, requiring endless repairs to combat the swampy terrain. This ceaseless struggle defines its existence. As the economic hub of the Nine Hells, Minauros is a hive of activity, processing and minting new souls. Its streets teem with devils engaged in trade and bureaucratic tasks, reflecting Mammon's obsession with wealth. The architecture is a mix of decaying grandeur and hasty reinforcement, a testament to the city's constant battle against the encroaching mire. The air is thick with the stench of sulfur, decay, and the metallic tang of freshly minted soul coins. Despite its precarious position, Minauros thrives, a testament to the archdevil's relentless pursuit of profit. It's a place of relentless industry, where the value of a soul is measured in coin, and the city's sinking fate is a constant, grim reminder of Mammon's avarice.

Najara

Najara

Najara, known as the Kingdom of Snakes, is a mysterious realm inhabited by nagas, yuan-ti, and lizardfolk. It features ancient ruins from the Netherese empire and the kingdom of Boareskyr, with a complex political landscape dominated by ritual combat and the worship of Sseth.

Nessus

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.

Obsidian Cinderfalls

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.

Ordulin

Ordulin

Ordulin, the capital of Sembia, is a vibrant hub of commerce where merchants and adventurers converge to seek their fortunes. The city is characterized by its elaborate markets, powerful merchant guilds, and a constant atmosphere of negotiation, all while concealing a web of rivalries and hidden agendas among competing factions.

Ossiea

Ossiea

Ossiea, Glasya's fortress-palace, built from Malagard's enlarged skull and the bones of victims. It features erotic statues, poisonous plants, and haunting music. Beneath the palace is a corridor resembling an enormous throat.

Phlegethos

Phlegethos

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

Pisaethces' Bog

Pisaethces' Bog

Pisaethces, the Blood Queen, reigns over a grotesque bog where her viscous, crimson mucus fills every stagnant pool. Twisted trees rise from the muck, adorned with the remains of her victims, while the air is thick with decay and a blood-red haze obscures the horizon.

Pit of Flame

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

Retreat of the Fallen

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.

River of Scorched Memories

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

River of Scorched Tears

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.

Rivington

Rivington

Rivington, Baldur's Gate's southern fringe, rests on the Chionthar's bank, south of Wyrm's Crossing. Its river access fosters rampant smuggling, bypassing city tolls via routes to Brampton. The Rivington Rats, a local gang, once held sway, exploiting the district. Notable locales include the Rivington General, a source for arms, and the grim Rivington Well, a site of refugee deaths. A requisitioned barn west of the southern entry serves as a refugee donation storehouse. The location's strategic river position makes it a hub for illicit trade, a stark contrast to the city's wealthier districts.

Sembian

Sembian

Sembia is a wealthy and powerful nation known for its aggressive mercantile spirit and extensive trade networks. It serves as a crucial broker between the northern and southern regions of Faerûn, characterized by a mix of lawful contracts and shady dealings.

Set's Realm

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.

Shade Enclave

Shade Enclave

Shade Enclave is a floating city above the harsh sands of Anauroch, a remnant of the ancient Netheril empire. Inhabited by the enigmatic shadovar, its architecture features dark magic and intricate engineering, with floating towers and shadowy spires dominating the skyline. The city is rife with secrets and hidden agendas, where the shadovar plot their return to power, guarded by powerful mages and shadowy constructs, making it a place of danger and intrigue for outsiders.

Sheyruushk

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.

Slag, the Final Fortress

Slag, the Final Fortress

Slag, the Final Fortress, the last of Malbolge's bronze fortresses, partially melted and containing preserved remains of creatures dipped in gold. It stands as a reminder of Glasya's victory.

Ss'khanaja

Ss'khanaja

Ss'khanaja, the heart of Najara, is a city of serpentine architecture, built by the yuan-ti and their serpentfolk allies. Its structures are often carved from living rock, adorned with intricate scales and serpentine motifs. The city is a place of dark rituals and hidden power, where the yuan-ti plot their dominance over the surrounding lands. Ss'khanaja is shrouded in mystery, its true depths and secrets known only to its inhabitants. The city's defenses are formidable, guarded by powerful yuan-ti and their serpentine guardians. It is a place of danger and intrigue, where outsiders are viewed with suspicion and hostility. The city is a testament to the yuan-ti’s dedication to their dark gods.

Stygia

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. The Styx (Stygia - Malbolge) is the primary way to get to Malgolge from Stygia.

Suzail

Suzail

Suzail, the capital of Cormyr, is a city of regal splendor, reflecting the kingdom's long and proud history. Its streets are lined with well-maintained buildings, and the city's architecture is a blend of practical design and elegant decoration. The city is home to the royal court, and its atmosphere is one of formality and tradition. Suzail is known for its strong military presence, its dedication to law and order, and its support of the arts and sciences. The city's harbor, while not as bustling as those of major trade hubs, is vital for Cormyr's economy, facilitating the import of goods and the export of timber and other resources. Suzail is a symbol of Cormyr's strength and stability.

Tabjari

Tabjari

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, Stygia's Icy Heart

Tantlin, Stygia's Icy Heart

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.

Ten Towers

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.

The Birthing Pits

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 Bronze Citadel

The Bronze Citadel

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

The Carnival Eternal

The 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.

The Chained Shores of Fallen Faith

The Chained Shores of Fallen Faith

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 Forgotten Lake

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 Glacial Tombs of Frozen Betrayal

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 Grotesque Garden

The Grotesque 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 Iron Labyrinth of Betrayal

The Iron Labyrinth of Betrayal

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.

The Moonshae Isles

The Moonshae Isles

The Moonshae Isles, a scattered archipelago in the Trackless Sea, are a land of primal magic and fierce conflict. Verdant forests and rugged peaks conceal ancient druidic circles and fey crossings. Here, the Earthmother, goddess of nature, holds sway, challenged by the monstrous influence of Cyric and his dark minions. The isles are divided between the civilized Northlander kingdoms, the wild Ffolk, and the monstrous inhabitants of the southern islands. Conflict is constant, with sea kings, druid sects, and lycanthropic tribes vying for dominance, making it a volatile, often perilous region.

The Obsidian Mirror of Betrayal's Echo

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 Outer City

The Outer City

The Outer City, a sprawling adjunct to Baldur's Gate, exists beyond the protective walls, a chaotic confluence of necessity and desperation. 1 It's a realm of rough-hewn stalls, livestock pens, and makeshift dwellings, home to those barred from the inner wards. Here, merchants dealing in goods deemed unsuitable for the Lower City mingle with refugees, transient laborers, and those skirting the city's rigid laws. The lack of formal governance breeds a volatile environment, where trade and survival are intertwined with the constant threat of violence. The Outer City serves as a stark contrast to the relative order within the walls, a testament to the city's growth and the social strata it enforces.

The Peaceable Lands

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

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 Prime Material Plane

The Prime Material Plane

The Prime Material Plane, the heart of countless worlds and the stage for most mortal adventures, is a realm of infinite variety and potential. It is a tapestry woven from countless spheres, each a unique world with its own geography, history, and inhabitants. Unlike the ordered planes of the Outer and Inner Planes, the Prime Material is a place of flux and change, where the laws of magic and nature are often subject to local variations and the whims of powerful entities. It is here that the interplay of good and evil, law and chaos, manifests in the lives of mortals, and where the echoes of cosmic events resonate across the vast expanse of its myriad worlds. Travel from The Prime Material Plane to anywhere in Baator requires a powerful magic that allows one to traverse the planes.

The Rusting Chains of Tiamat's Forsaken Spawn

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 Shifting Sands of Zariel's Fallen Legions

The Shifting Sands of Zariel's Fallen Legions

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 Styx

The Styx

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.

The Styx (Avernus - Dis)

The Styx (Avernus - 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.

The Styx (Cania - Nessus)

The Styx (Cania - 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.

The Styx (Dis - Minauros)

The Styx (Dis - Minauros)

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.

The Styx (Maladomini - Cania)

The Styx (Maladomini - 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.

The Styx (Malbolge - Maladomini

The Styx (Malbolge - 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.

The Styx (Minauros - Phlegethos)

The Styx (Minauros - 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.

The Styx (Phlegethos - Stygia)

The Styx (Phlegethos - Stygia)

The Styx, or River of Blood, is a dark and foul river that links the lower planes, known for its amnesiac and debilitating effects on those who touch its waters. Controlled by Charon, the skeletal ferryman, the river serves as a vital artery in the Blood War, with its banks often becoming battlegrounds for fiends and lost souls.

The Styx (Stygia - Malbolge)

The Styx (Stygia - 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.

The Sword Coast

The Sword Coast

The Sword Coast, a region of Faerûn steeped in history, adventure, and danger, stretches along the western shores of the continent, encompassing a diverse tapestry of cultures, kingdoms, and landscapes. From the bustling port cities of Baldur's Gate and Waterdeep to the untamed wilds of the High Forest and the desolate tundra of the Spine of the World, the Sword Coast offers a myriad of opportunities for exploration and conflict. Its rich history is intertwined with the rise and fall of empires, the machinations of deities, and the exploits of legendary heroes, making it a region of enduring fascination for adventurers and scholars alike.

Tiamat's Temple

Tiamat's Temple

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.

Turmish

Turmish

Turmish is a vibrant democratic republic known for its peaceful nature and thriving commerce. Nestled in the northwestern part of the Vilhon Reach, it serves as a bustling hub for trade, attracting a diverse population of humans, dwarves, halflings, elves, gnomes, half-elves, and half-orcs, with Alaghôn as its lively capital and port.

Twin Songs

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

Tymphalos

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.

Upper City of Baldur's Gate

Upper City of Baldur's Gate

The Upper City, Baldur's Gate's Old Town, denotes the affluent district north of the ancient wall and gate. Residences here are grand estates, home to patriarchal nobles. Its well-kept, often tranquil streets contrast sharply with the Lower City's bustle. Originally Gray Harbor, it predates Heapside, divided by Balduran's wall. A past conflict arose from tax disputes; Heapside captains, though initially rebellious, ultimately opted for withdrawal, averting greater bloodshed. The Upper City maintains an air of aloof superiority, reflecting its historical and economic dominance.

Warslaw

Warslaw

Warslaw is a desolate expanse in Avernus, marred by the taint of demonic corruption. The ground is soaked with ichor, giving rise to twisted flora and spawning malevolent creatures that roam the land, preying on the unwary.

Waterdeep

Waterdeep

Waterdeep, the City of Splendors, is a sprawling metropolis, a hub of trade, politics, and culture. Its towering walls enclose a diverse population, from wealthy nobles to humble artisans. The city's architecture is a blend of ancient and modern styles, with grand temples, bustling markets, and labyrinthine alleyways. The Watch patrols diligently, ensuring relative safety, while powerful guilds and noble houses vie for influence. The harbor teems with ships from across Faerûn, bringing goods and travelers. Waterdeep is a city of opportunity and intrigue, where fortunes are made and lost, and secrets lurk in every shadow.

Whispering Ash Fields

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 Caverns of Levistus

Whispering Caverns of Levistus

The Whispering Caverns of Levistus: Hidden beneath a veil of perpetual twilight, the Whispering Caverns of Levistus are a labyrinth of twisting tunnels and echoing chambers. This domain belongs to Levistus, the demon lord of lies and deceit, and it is here that he weaves his insidious plots. The air within the caverns is thick with the whispers of countless lies and betrayals, echoing through the stone and driving the unwary to madness. Within, Levistus and his legions of demon spies gather intelligence, forge alliances with treacherous mortals, and manipulate events on the Material Plane, sowing discord and chaos wherever they go

Whispering Glaciers of Lost Souls

Whispering Glaciers of Lost Souls

The Whispering Glaciers of Lost Souls: A treacherous expanse of shifting glaciers, where the souls of those who perished in Cania's blizzards are trapped within the ice. The glaciers are riddled with hidden crevasses and icy caverns, and the wind carries the mournful whispers of the damned. The souls are not truly free, but rather exist as frozen echoes, their despair permeating the icy landscape. These frozen souls sometimes coalesce into spectral forms, appearing as translucent figures trapped in eternal torment. The area is avoided by most Gelugons, who consider it a place of ill omen. The shifting nature of the glaciers makes navigation difficult, and many explorers have become lost within its icy labyrinth. The location is a haunting reminder of the cruel and unforgiving nature of Cania

Wyrm's Crossing

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.

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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