550+ POIs, 300+ Areas, 100+ Subclasses, 30+ Races, 100+ NPCs, and more to come! Come and Adventure! This is a fan version of The Forgotten Realms, a land of myth and magic, sprawls across the continent of Faerûn, a world of vibrant cultures, ancient mysteries, and ever-present danger. Enjoy exploring the Sword's Coast, iconic cities like Baldur's Gate, Waterdeep, Neverwinter, Silverymoon, & more!
Played | 2857 times |
Cloned | 304 times |
Created | 86 days ago |
Last Updated | Yesterday |
Visibility | Public |

Coordinates | (-2095, 3959) |
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.”
From the water, Shattercove appears a crag of jagged basalt rising from a sea choked with mist and sharp rocks, waves gnashing against its sides like teeth. Above, sheer cliffs loom with no clear landing, save for a narrow shelf only visible at low tide. Yet those who bear the Zhentarim sigil—or whisper the right phrase—see the illusions part: a sea gate yawns open, revealing a tunnel of phosphorescent moss and iron-banded stone. Inside, torchlight flickers off wet cavern walls carved into chambers and docks by patient hands and elemental magic. Black-painted skiffs sway in subterranean slips. Merchants conduct hushed deals beside glyph-locked crates filled with voidglass, stolen scrolls, and alchemical poisons. Deeper within, warlocks convene in a vault-ringed sanctum—lit by green witchlight and echoing with tide-chants to Bane and Cyric. Above, a lookout tower juts from the rock face, masked by seagull nests and weathered stone, where sharp-eyed watchers track incoming ships.