The Forgotten Realms brought to life! Designed for narrative-rich experiences in the Forgotten Realms setting of Faerun's Sword Coast. While the main focus of the world is Waterdeep, locations throughout the Sword Coast and outer planes are available as well! Including Baldur's Gate, Neverwinter, The Moonsea, The Outerplanes, and more! What was once a single city has now expanded to most of Faerun in this High Fantasy adventure of magic, technology, and secrets to uncover!
Played | 88 times |
Cloned | 23 times |
Created | 101 days ago |
Last Updated | 6 days ago |
Visibility | Public |
Astral Sea
The Astral Plane, also known as the Astral Sea, is a boundless silvery void that connects all other planes of existence, serving as a vast expanse for travel, thought, and transcendence. Here, time has no meaning; aging halts, and movement is dictated by will alone. Souls of the dead drift across its infinite expanse toward their final destinations, while travelers and seekers of forbidden truths navigate its shifting currents in search of lost gods, shattered worlds, and divine relics. Though it touches every plane, it belongs to none. Travelers may encounter floating debris—remnants of dead gods, petrified realms, or shattered thoughts solidified into strange terrain. Though mostly still and silent, the Astral Plane teems with danger, from mind flayers and githyanki to psychic storms and planar rifts. Despite its emptiness, it is anything but vacant, holding echoes of every world, every dream, and every forgotten path taken by those who dared step beyond the boundaries of reality.
Blackgate
Blackgate serves as one of the Outer City’s busiest and most functional districts, built around the constant flow of goods entering Baldur’s Gate through the Black Dragon Gate. It is a place of carts, crates, and contracts—home to warehouse workers, teamsters, and traders who keep the city supplied. Life here is transactional and fast-paced, shaped by schedules, ledgers, and hard labor. Order comes not from law, but from necessity.
Bloomridge
Bloomridge is a quiet, residential quarter in the Lower City known for its tree-lined lanes, cultivated gardens, and well-kept townhomes. It houses established families, minor nobles, and upper-tier professionals who value privacy, stability, and appearances. The district offers calm removed from the bustle of trade or governance, where routine and decorum define daily life. Streets are clean, disputes are private, and reputation is carefully maintained.
Bluelake District
The Bluelake District serves as Neverwinter’s most affluent quarter, home to noble estates, influential merchants, and the city’s old money. Access is limited, patrolled by guards and watched from behind curtained windows. It is a place of legacy and appearance, where reputation holds as much weight as coin. Political maneuvering and quiet rivalries unfold behind garden walls. While removed from the city’s bustle, the district remains a hub of influence, its residents shaping decisions far beyond their gates.
Brampton
Brampton lies at the southeastern edge of Baldur’s Gate’s Outer City, where travelers, merchants, and laborers pass through on their way to or from Wyrm’s Crossing. The district pulses with movement—wagons rumble in, goods change hands, and caravans form or dissolve by the hour. Though unofficial in governance, Brampton thrives as a critical artery of trade and transport. Its people work hard, speak bluntly, and expect little help from the city walls behind them.
Castle Ward
The Castle Ward is the vibrant heart of Waterdeep, encompassing the city's military, government, and the bustling Market Square, the largest in the North. Dominated by the majestic Castle Waterdeep, which towers above the city on a bluff, the area features lavish palaces, government halls, and the imposing Blackstaff Tower. The ward is alive with activity, housing the City Navy's docks and the barracks of the City Guard. Its colors of blue and purple, along with the golden griffon mascot, symbolize the ward's pride and strength. The six walking statues stand as guardians, watching over the citizens as they go about their daily lives, while the courts of magisters echo with the sounds of justice being served. The Castle Ward is not just a place of power; it is the soul of Waterdeep, where history and commerce intertwine.
Castle Waterdeep
Castle Waterdeep stands as a formidable fortress in the heart of the city, its 60-ft-thick walls towering high, adorned with vibrant banners that flutter in the breeze, visible from the southern districts. The castle is illuminated by continual light spells, casting a warm glow on its stone passageways. With provisions to sustain 50,000 for ten days and 90 cells for 540 prisoners, it serves both as a government seat and a stronghold. Garrisoned by 1,400 City Guards and trained City Watch members, the castle's courtyard echoes with the sounds of drills. Seventy warhorses reside in the stables, ready for swift action. The battlements, grimly, are used for the execution of non-nobles, a stark reminder of the law's reach. Construction began in 963 DR, marking the castle as a symbol of strength and authority just outside the city walls.
Citadel Streets
The Citadel Streets form the administrative and martial core of Baldur’s Gate’s Upper City, where law, governance, and civic order converge. This district houses the High Hall, the seat of the Council of Four, and the strongholds of the Watch. Uniforms, codes, and protocol define the space—decisions made here ripple outward across the city. Movement is purposeful; every corridor and courtyard serves a function. Power here is visible, quiet, and reinforced by presence rather than display.
City of Blood: Baldur's Gate
Baldur’s Gate, known as the City of Blood, rises from the northern coast of the Chionthar River, its high walls stained by sea air and the soot of countless hearths. The city spreads in layers—Upper City of stone manors and guarded privilege, Lower City of narrow alleys and clamor, and Outer City of shanties, smoke, and restless movement. Trade flows through its veins like blood, drawn in by river barges and merchant caravans, then bled out again toward distant coasts and inland strongholds. Fog drifts in from the harbor, mingling with the scent of fish, sweat, and tallow. Wealth and rot sit side by side; coin changes hands faster than trust. Baldur’s Gate thrives not on peace, but momentum—a city always moving, never clean, never still.
City of Skilled Hands: Neverwinter
Neverwinter, the City of Skilled Hands, thrives as a center of artistry, commerce, and quiet resilience. Built along the banks of the warm Neverwinter River, the city avoids the harsh northern climate and supports gardens, workshops, and flowing trade year-round. Governance leans toward order, but tensions remain beneath the surface—between tradition and ambition, nobles and guilds, citizens and those still rebuilding. Known for its craftsmen, bardic culture, and structured layout, Neverwinter projects harmony, though not without cracks. With Lord Dagult Neverember, the city has entered new prosperity.,
City of Splendors: Waterdeep
Waterdeep, known as the City of Splendors, is a bustling metropolis with a rich history that spans millennia. Nestled along the shores of Deepwater Bay, it has been a hub of human civilization for over two thousand years, with settlements like Safgauth and Skullport laying the groundwork for its vibrant culture. As the Gateway to the North, Waterdeep is accessible by various means, including roads, ships, and magical portals. Its thriving markets offer a plethora of goods, while its ancient dungeons promise adventure and danger. Adventurers flock to this grand city, seeking excitement and fortune, but must navigate its complexities to survive and thrive. Around the city, outside it's gates, are various refugee tent camps, pending processing and entry or others drifting in and out. Further out are smaller farming communities, magically enhanced to help feed the cities needs.
City of the Dead
The City of the Dead is no drab cemetery. It is a great park of grassy hills, tended flower beds, artfully placed clusters of trees and bushes, beautiful sculptures, astounding architecture, and gravel paths that wend intriguingly through it all. Long ago, Waterdavians largely abandoned the practice of burying their dead, instead entombing them in mausoleums. For centuries, the major mausoleums here have each been connected to an extradimensional space where the dead are taken, mourned, and interred. Those who can afford it memorialize the departed with sculptures, making the City of the Dead an open-air museum that features some of the most stunning, haunting, mournful, and downright eerie statues ever crafted in marble or bronze. Nobles and wealthy merchants have competed to erect the grandest markers for their dead, leading to a wide variety of styles and concepts created by artists at the height of their skills.
Deepwater Harbor
Deepwater Harbor, also known as Waterdeep Harbor, is a natural basin of the Sea of Swords, providing a vital trade route for the city of Waterdeep. Enclosed by Deepwater Isle and Stormhaven Island, it features a rocky bottom covered in mud, sloping into the depths of Umberlee's Cache. The harbor is divided into the Great Harbor for trade and the Naval Harbor for the City Navy, with defenses managed by the City Guard and merfolk patrols. Notable locations include the underwater lighthouse Deepwater Beacon, the merfolk village Tharqualnaar, and the temple to Umberlee, the Queenspire. The harbor is a hub for merfolk and aquatic elves, who maintain its cleanliness and safety, while also engaging in trade with surface dwellers.
Dock Ward
Once the most dangerous district, the Dock Ward is now overshadowed by the Field Ward. Dominated by warehouses, poorhouses, and tenements, its steep streets leave little room for pedestrians. Streetlamps are a rarity, often stolen or broken, forcing locals to carry their own light at night. The colors of the district are burgundy and orange, with a green swordfish as its mascot, a symbol of its competitive spirit. The Dock Ward's residents, often rough-and-tumble sailors, take pride in their champions, who are frequently drawn from their ranks. This area is a blend of grit and resilience, where survival is a daily contest.
Eastway
Eastway serves as a busy stretch of the Outer City, where trade from Wyrm’s Crossing funnels directly toward Baldur’s Gate’s eastern wall. Caravans arrive in constant waves, bringing goods, travelers, and tension. Inns, shops, and warehouses dominate the roadside, catering to merchants, teamsters, and those looking to strike deals before entering the city proper. The Flaming Fist maintains a presence, but most disputes resolve through coin or reputation. Everything moves fast—cargo, coin, and the people trying to manage both.
Elysium
Elysium is the plane of perfect peace and unshakable joy, where compassion flows like water and evil cannot take root. It exists as a place not of reward, but of release—where the soul no longer strives, judges, or yearns. Rivers wind through golden fields and silver groves, carrying a divine stillness that calms even the most tormented spirit. The light here has no source yet never fades. Time drifts softly, marked only by the bloom of a flower or the return of migrating birds. Mortals who enter may feel their burdens dissolve, their memories soften, and their desire to leave slowly vanish. The plane is composed of four layers, each more radiant and introspective than the last, culminating in the deepest serenity. Though no ruling power commands Elysium, its very presence reshapes those who dwell within. To walk this plane is not to forget pain, but to remember the self that exists beneath it.
Field Ward
Once a caravan yard between Waterdeep's northern walls, the Field Ward has transformed into a lawless town for refugees denied entry into wealthier neighborhoods. Lacking official status, it remains unpatrolled by the Watch, leading to rampant crime and desperation. The City Guard oversees it from the walls, intervening only when city access is threatened. The muddy streets are filled with the poorest citizens, while the absence of a sewer system exacerbates the squalor. The Guild of Butchers thrives here, operating slaughterhouses and smokehouses, profiting from the area’s misfortune. This grim district serves as a stark reminder of the city's inequalities, where survival often means succumbing to the darker aspects of humanity.
Hades
Hades is the great gray weight of the multiverse—a plane of entropy, apathy, and the slow erosion of will. Neither cruel nor kind, it drains meaning itself, leaching color from thought and purpose from memory. Those who dwell too long forget why they struggled, why they loved, why they lived. Unlike the torment of the Abyss or the tyranny of the Nine Hells, Hades offers no drama, no opposition—only quiet dissolution. Petitioners who perish here do not rise again; their essence seeps into the soil, their names unremembered. Even the gods walk softly, their influence dulled. Yugoloths, mercenaries of planar conflict, keep their fortress-city of Khin-Oin in this realm, a tower built of bones and bitter contracts. But their warlike nature feels hollow here, twisted into function without fire. In Hades, ambition dims. Dreams fall still. And in the silence, the soul begins to forget it ever mattered at all.
Heapside
Heapside is a dense, working-class quarter of the Outer City, known for its warehouses, secondhand markets, and constant noise. Positioned near key trade routes, it absorbs the overflow of commerce from the city's gates—offering storage, cheap labor, and quick deals. Locals are blunt, resourceful, and used to being overlooked. It’s a place where goods are moved fast, questions are few, and coin speaks louder than law.
Limbo
Limbo is raw existence without shape—a realm of pure chaos where reality churns in endless flux. Stone, fire, wind, and water collide in formless storms, collapsing and reforming with no pattern, no law. Thought bends the world; willpower alone can carve stillness from the storm. Here, githzerai monastics etch sanctuaries from madness by sheer discipline, their minds the only anchor against dissolution. Slaadi, monstrous and unbound, spawn in the tides like frogs in a nightmare, spreading unpredictability and hunger. Magic mutates, logic stutters, and cause yields to whim. Mortals who wander too far from stable islands risk forgetting the shape of their own bodies. Limbo is not malevolent. It simply is. A canvas with no painter. A song with no melody. It offers freedom unfiltered—terrifying, liberating, and absolute. Those who can master its chaos may become gods in their own pocket of stillness. Those who cannot, dissolve.
Little Calimshan
Little Calimshan is a vibrant, self-contained enclave in the Outer City of Baldur’s Gate, housing refugees, merchants, and families who trace their roots to Calimshan. Surrounded by high wooden walls and watched over by its own guards, the district often feels like a city within a city—independent in spirit and cautious of outside influence. Narrow, crowded streets wind between clay-roofed buildings and colorful market stalls. The air is rich with the aroma of spices, grilled meats, and incense, while musicians and dancers fill public courtyards with the sound of Calishite traditions. Though often treated with suspicion by the Flaming Fist, the residents fiercely protect their community and culture. Governance falls informally to the mysterious leader known only as the “Sheikh,” whose influence rivals that of Baldur’s Gate’s own authorities within these walls. For those willing to look, Little Calimshan offers both intrigue and refuge in equal measure.
Lower City
The Lower City forms the heart of Baldur’s Gate’s commerce and daily life, a dense warren of trade, labor, and noise. Cut by steep hills and twisting alleys, it links the harbor to the city’s gates, channeling traffic, coin, and conflict. Shopkeepers, sailors, craftsmen, and guilds operate in tight quarters beneath a tangle of rooftops. Crime exists in the seams, managed more than eradicated, with the Flaming Fist enforcing order with inconsistent zeal. Life here is fast, crowded, and survival-minded.
Magister District
The Magister District rises from what once were the Arcanist Quarter and Beggar’s Nest, reshaped by necessity and reform into a hybrid of arcane reconstruction and provisional housing. It stands as a symbol of Neverwinter’s uneven recovery—half district of mages, scholars, and magical research, half sprawling encampment of displaced citizens, tradesfolk, and the overlooked. Order and chaos run side by side, with magic stabilizing infrastructure even as daily life remains improvised. Power flows through the streets, not always equally.
Manorborn
Manorborn is the quiet, affluent edge of Baldur’s Gate’s Upper City, where old wealth and lineage shape both the land and those who live on it. The district houses some of the city’s most powerful families, their estates buffered by gardens, walls, and reputation. Politics here move behind closed doors, carried by lineage more than volume. Life in Manorborn is deliberate—measured, inherited, and designed to be seen but not touched.
Mistshore
Mistshore is a dilapidated area along the northern shore of Waterdeep's harbor, notorious for its dangerous reputation. Once a thriving dock, it fell into disrepair after the Spellplague, leading to a community of outcasts living among the wrecked ship hulls. The harbor water is polluted and foul-smelling, and the City Watch refuses to patrol the area, though they will come if things get bad enough. Notable locations include Crib, a hideout for the crime lord Arowell, and Dusk to Dawn, a nomadic tavern. Hearthfire serves as a communal firepit for cooking, while the Waltzing Ferryman is haunted by sea wraiths, guarding an old wreck inhabited by a spellscarred mage. Treasure hunter Grinda Garloth resides here, often using her apparatus to search for lost treasures in the depths.
Mount Celestia
Mount Celestia, the Seven Heavens, is a plane of law and benevolence—a single, massive mountain rising from a silver sea, its slopes ascending through seven sacred layers. Each layer embodies virtues like justice, compassion, and humility, drawing the souls of the righteous toward enlightenment. The lowest level, Lunia, gleams with pearl shores and star-filled skies, while the summit, Chronias, remains unreachable to all but the most perfect souls. Petitioners arrive in luminous forms, gradually ascending as they shed flaws and embrace divine order. The plane is governed by archons—beings of radiant law—who guide pilgrims, enforce justice, and guard sacred truths. Temples, cities, and citadels dot the slopes, built by gods of good and law. Here, belief does not reshape reality; instead, reality reshapes belief, polishing every soul until it mirrors the divine. Mount Celestia is not paradise granted, but paradise earned through clarity, trial, and moral ascent.
Mount Waterdeep
Mount Waterdeep rises 700 feet above sea level, a rugged bastion that protects the city of Waterdeep from fierce coastal storms. Its rocky slopes conceal the infamous Undermountain, a labyrinthine dungeon that draws adventurers and treasure seekers alike. At the mountain's heart lies a freshwater spring, once cascading down its cliffs into the sea, now redirected into vast cisterns that feed the city's sewer system. Legends whisper of an ancient city submerged beneath the waves, with Mount Waterdeep serving as its gravestone, a reminder of lost glory. The mountain also cradles the underhalls of Melairbode, a once-mighty dwarven hold, echoing with the history of its shield dwarf inhabitants. Mount Waterdeep stands as a natural fortress against the crashing storms of the Sword Coast, rising 700 feet above the harbor. It is more than a geographical landmark—it is a threshold to ancient power. Hidden beneath its stone face lies Undermountain, the mega dungeon ruled by Halaster Blackcloak.
Nirvana
Nirvana is a plane of absolute balance and serene order, where all contradictions dissolve into harmony. Neither good nor evil, law nor chaos dominate here—instead, Nirvana embodies equilibrium itself, where everything has its place and no action is without proportion. Vast expanses of silver plains, mirror-like seas, and crystalline forests unfold in perfect stillness, broken only by the gentle ticking of time. Souls of contemplatives and ascetics walk alongside philosophers of law and spirit, seeking truth in simplicity. In the distance, the mechanical enclave of Mechanus spins in disciplined silence, a subdued fragment of a more rigid order. Here, inevitables maintain quiet records of contracts and celestial laws, but their presence is tempered by Nirvana’s broader essence—a realm not of enforcement, but of clarity. To meditate in Nirvana is to glimpse the shape of things unclouded by desire. It is not a place of reward or punishment, but reflection and release.
Norchapel
Norchapel sits in the northern reaches of Baldur’s Gate’s Outer City, where the noise of the harbor dims but the weight of the city’s weariness deepens. It’s a modest, aging district, once home to devout followers and working-class families. Today, it's a patchwork of rundown shrines, weathered tenements, and faded murals depicting saints no one prays to anymore. The area bears signs of slow decay—flaking paint, shuttered shops, stone steps worn thin by time. Still, a few faithful remain. Quiet priests tend to forgotten altars, candlelight flickers behind stained glass windows, and incense drifts through the streets like a memory. Norchapel doesn’t draw attention, and most who live there prefer it that way. It’s a place for solitude, silence, and faded purpose. The Watch rarely interferes here. Whatever peace Norchapel holds, it clings to it quietly.
North Ward
North Ward is Waterdeep's wealthiest yet quietest district, home to middle-class and lesser noble families. The area features steep cliffs that interrupt the city wall, with lavish residences and luxurious taverns boasting stunning views of the eastern countryside. A public walkway along the cliff's edge allows all to enjoy the scenery without the high costs of nearby establishments. The ward is adorned in green and orange, with the gentle white dove as its mascot, often seen in flight. Many homes have dovecotes, and flocks of doves grace the skies at dawn and dusk, adding to the area's charm. As night falls, the ward quiets down, creating a serene atmosphere.
Outer City
The Outer City surrounds Baldur’s Gate beyond its walls, a chaotic sprawl of tents, shanties, and ramshackle homes pressed between trade roads and muddy paths. Formed from generations of unregulated growth, it operates outside the city’s official jurisdiction yet remains vital to its commerce. Merchants, laborers, and refugees live here, many relying on the harbor's edge or thoroughfares like Wyrm’s Crossing for income. Guilds extend influence but rarely enforce order; local watch is minimal and bribery commonplace. Despite the squalor, the Outer City hums with trade, survival, and quiet defiance.
Piergeiron's Palace
The Palace of Waterdeep, a magnificent structure of gleaming white marble, stands proudly at the foot of Mount Waterdeep, where the bustling Street of Silks meets the grand Waterdeep Way. Known as the Lords' Palace, it serves as the residence and administrative hub for the Open Lord of Waterdeep, housing the City Watch, City Guard, and various city clerks. The palace is adorned with a remarkable Lantanese 'golemwork clock' named 'Timehands,' featuring intricate dials on three faces of its tallest tower, marking the passage of time for all who enter. The second floor hosts the Lords' Court, a grand chamber where the city's leaders convene, while embassies from distant lands and guest quarters for foreign dignitaries add to the palace's significance as a center of diplomacy and governance. All residenital houses within the area are owned by the estate as servant quarters among other things. (Storage, businesses, family or friends houses, etc.)
Protector's Enclave
Protector’s Enclave serves as the administrative and symbolic center of Neverwinter, where governance, diplomacy, and civic pride converge. Guarded streets and public plazas link official halls, military headquarters, and merchant guild offices. Crowds flow steadily through the area—petitioners, envoys, tradesfolk—all under the watch of soldiers and appointed officials. It is a space of order and presence, where the city presents its strength and stability to citizens and outsiders alike.
Rivington
Rivington lies just south of Wyrm’s Crossing on the southern bank of the River Chionthar, marking the outermost edge of Baldur’s Gate. Once a humble riverside settlement, it now buzzes with chaotic life—a junction of refugee camps, waystations, Circus of the Last Days, and ramshackle buildings. Traders, pilgrims, and displaced souls crowd together under the looming presence of Wyrm’s Rock fortress, awaiting access into the city proper. Layers of desperation, hope, and clashing cultures shape its narrow streets, while the Flaming Fist and watchful tents keep a wary eye on any movement toward the gates.
Savage Frontier
The outer reaches of the Savage Frontier stretch beyond Waterdeep in a harsh sprawl of broken hills, pine-thick valleys, and narrow trails worn by weather and use. Logging paths twist through dense underbrush, crossing old streambeds fed by runoff from the High Forest. The terrain is uneven and rugged, marked by scattered farmsteads and the remnants of failed settlements. Warm spells—called elf summers—occasionally temper the air before winter settles in, but the land remains cold, watchful, and unforgiving. Life endures in isolation here, shaped by axe, frost, and the slow erosion of time.
Sea Ward
The Sea Ward is a prestigious area perched atop the high ground of Mount Waterdeep, where the affluent and influential reside. Once fields swayed by sea breezes, it now boasts palatial homes that incorporate remnants of ancient fortresses built by early warlords and pirates. The vibrant colors of blue and gold represent the ward in competitions, with the sea lion as its whimsical mascot. At the intersection of Diamond and Delzorin Streets, visitors can enjoy breathtaking views of the opulent residences surrounded by lush gardens. The House of the Moon, the tallest temple in the city, towers seventy-five feet above the streets, a beacon of beauty and reverence. This area is a blend of history, wealth, and splendor, making it a must-visit for those seeking to experience the grandeur of Waterdeep.
Sea of Swords
The Sea of Swords is a vast expanse of water separating the Sword Coast of Faerûn from the Nelanther and Moonshae Isles. This region is marked by its rich maritime culture, with the Tethyr Peninsula and the Purple Cliffs forming its rough boundaries. The northern reaches include the islands of Ruathym and Gundarlun, with the waters often extending to Luskan. The sea is home to the kingdom of sea elves, Nindrol, who protect the waters around Toaridge-at-the-Sun's-Setting, a mystical island known for its breathtaking sunsets and vibrant marine life. Adventurers often seek the treasures hidden beneath its waves, while sailors tell tales of storms and sea monsters lurking in its depths.
Seatower District
The Seatower District occupies the southwestern edge of Baldur’s Gate, shaped by military presence, dockside commerce, and constant movement between land and sea. It centers around the Seatower of Balduran, the city’s fortified naval stronghold and the command hub of the Flaming Fist. This area supports the tower’s needs—barracks, armories, supply depots, and shipwrights crowd the waterfront. The district runs on discipline and logistics, where merchants, marines, and dockhands work under the watch of uniformed authority.
Southern Ward
The Southern Ward is a vibrant area of Waterdeep, known for its rich cultural tapestry woven by the descendants of southern settlers. This district is a haven for traveling merchants, offering the finest halfling cuisine, captivating Calishite music, and exquisite dwarven craftsmanship. However, navigating its maze-like streets can be a challenge, as the treasures are often hidden behind unassuming facades. The residents take immense pride in their heritage as diligent travelers, and the mule stands as the ward's beloved mascot, symbolizing their hardworking spirit and connection to the land. Visitors are often corrected if they mistakenly refer to it as the South Ward, a testament to the locals' pride in their identity.
Sow’s Foot
Sow’s Foot sits at the far eastern edge of Baldur’s Gate’s Outer City, wedged loosely between Twin Songs and Whitkeep. The neighborhood lacks defined boundaries, with residents often disagreeing over where one district ends and the next begins. Sow’s Foot is largely residential and unremarkable, serving as a buffer zone between its more distinctive neighbors. Its people are quiet, working-class folk who tend to their affairs with minimal interference, drawing little attention from city officials or tourists. The area has no famous landmarks, functioning instead as a lived-in, transitional space where the hum of daily life moves on unnoticed.
Stonyeyes
Stonyeyes is a grim and largely forsaken district of Baldur’s Gate, located just beyond the outer walls in the Upper City’s shadow. Named for its chilling past, when the area’s original settlers were supposedly petrified by a vengeful medusa or basilisk, the neighborhood has never fully shaken the superstition or decay that clings to its narrow alleys and crumbling buildings. It was once meant to be a modest residential quarter, but repeated attempts at revitalization failed as trade routes shifted and crime took root. Now, it is a place of quiet desperation, where squatters, smugglers, and fugitives keep to themselves and strangers are met with wary eyes. The Watch rarely patrols here, and many citizens believe the area is cursed—either by the city's past sins or the land itself. Some claim the stone stares of old statues scattered throughout are watching still. Few stay long enough to find out.
Sword Coast
The Sword Coast stretches along the western edge of Faerûn, where jagged cliffs, deep forests, and turbulent seas shape a region of shifting power and constant motion. Trade routes thread between city-states like Waterdeep, Baldur’s Gate, and Neverwinter, connecting ports, ruins, and strongholds carved from ancient wilderness. The coast is defined by independence—no single power controls it, and no single people define it. Elves in reclusive groves, dwarves in mountain halls, humans in walled cities, and all manner of folk in between carve out a living here. Conflict is constant but rarely final. Banditry, diplomacy, merchant wealth, and arcane discovery all coexist in fragile balance. From the high moors to storm-wracked shores, from secret ruins to sprawling markets, the Sword Coast is a land of opportunity and consequence, shaped by risk, resilience, and the will to endure.
Temples District
The Temples District serves as Baldur’s Gate’s spiritual heart, where shrines and grand temples dedicated to a range of deities line orderly streets. Devotees, pilgrims, and clergy pass through in steady rhythms, offering prayers, seeking guidance, or tending to the poor. The district balances ritual, reverence, and quiet politics, with religious orders maintaining influence through healing, counsel, and ceremony. Worship is visible but restrained, woven into daily civic life.
The Abyss
The Abyss is an infinite, ever-shifting plane of chaos and malevolence, the birthplace and dominion of demons. Unlike the ordered cruelty of the Nine Hells, the Abyss embodies raw entropy, where madness reigns and structure is violently rejected. It spirals downward through uncountable layers, each a twisted world unto itself, shaped by the will and hunger of the demon lord who rules it. From the scorched battlefields of the Plain of Infinite Portals to the grotesque spires of the Gaping Maw, the Abyss thrives on destruction and despair. Mortals who arrive—whether summoned, cursed, or foolish—face landscapes that mock natural law: rivers of blood, skies of screaming flame, forests of flesh. There is no unity, only appetite. Demons war endlessly with each other, with invaders, and with reality itself. The Abyss does not tempt—it devours. To walk its layers is to be unmade, stripped of purpose, reshaped by hatred. What survives may no longer be mortal, or sane.
The Feywild
The Feywild is a realm of heightened sensations and unrestrained emotions, echoing the Prime Material Plane. Bathed in perpetual daylight, its landscapes are breathtaking, with towering mountains and rivers flowing with supernatural clarity. Time flows erratically, and magic is amplified but wild, affecting both inhabitants and landmarks. The geography mirrors Faerûn somewhat, but things are twisted and shaped by desires, leading to dire consequences for mortal visitors who do not tread carefully and disrespect the wilds. Home to various fey creatures, including eladrin, fairies, and strange dream like beasts, it is ruled by powerful archfey like Titania, whose Seelie court shapes the plane's politics. Notable locations include Astrazalian, Cendriane, and the Feydark, the Feywild's Underdark equivalent. The connection to Faerûn has varied over time, with periods of separation and reconnection, making the Feywild a place of wonder and danger.
The Great Wheel Cosmology
The Great Wheel cosmology is the foundational structure of existence, a metaphysical map that organizes the planes around core philosophical truths. At its center lies the Material Plane, cradled by the Ethereal and Shadow Planes, while the Inner Planes spiral inward—Air, Earth, Fire, and Water, sources of elemental substance. Beyond them extends the Astral Plane, a silver void bridging to the Outer Planes—realms shaped by belief and moral alignment. These include the celestial peaks of Mount Celestia, the infernal layers of the Nine Hells, and the chaos-strewn depths of Limbo, among others. The Outer Planes form a vast wheel, each a divine domain inhabited by gods, celestials, fiends, and dead souls judged by their moral weight. The Great Wheel is not merely a structure, but a reflection of cosmic law, spiritual destiny, and the endless tension between order, chaos, good, and evil. All mortal paths eventually touch its spokes, in life or in death.
The Nine Hells
The Nine Hells of Baator form a tiered realm of tyranny, temptation, and torment. Each of its nine descending layers manifests a brutal aspect of lawful evil, ruled by a powerful archdevil who enforces order through cruelty. From the volcanic wastes of Avernus, scarred by endless war, to Nessus, the silent abyss where Asmodeus reigns from his black throne, the Hells are a machine of damnation. Souls arrive as petitioners or are dragged in by infernal bargains, stripped of identity and reshaped into devils or tormented endlessly. The Nine Hells are not chaos; they are precise, contractual. Every cruelty serves a purpose, every torment is codified. Devils scheme with clockwork logic, offering power in exchange for eternal obedience. War with the Abyss rages across Avernus, while deeper layers teem with ambition, betrayal, and rigid hierarchy. Mortals who tread these paths rarely return unchanged. The Hells do not merely punish—they convert, seduce, and break the soul into obedience.
The Outlands
The Outlands lie at the center of the Great Wheel, a vast and paradoxical plane where all alignments blend and cancel each other out. Neither lawful nor chaotic, good nor evil, the Outlands offer a curious neutrality that resists judgment. Stretching in all directions from the Spire at the heart, the land gradually changes as it nears the planar gates that link to the Outer Planes, shifting subtly in terrain and mood. These gate-towns reflect the neighboring realms they border, yet the core remains unmoved—flat, infinite, and equalizing. At its center rises the impossibly tall Spire, crowned by Sigil, the City of Doors, which floats impossibly above its tip. Deities cannot tread near the Spire; its proximity strips even the divine of their powers. The Outlands are home to travelers, philosophers, outcasts, and the lost—those who seek meaning not in extremes, but in balance, contradiction, or freedom from cosmic fate.
The Shadowfell
The Shadowfell is a bleak echo of the Prime Material Plane, a realm of perpetual gloom and despair. Accessible through shadow crossings, it mirrors the Material Plane's geography but twists it into a desolate landscape of black and white. Light sources are diminished, and magic related to light and fire is impeded, while shadow magic is enhanced. The plane is ruled by the Queen of Air and Darkness and her Unseelie Court. The terrain is magically morphic, constantly shifting and diverging from its Prime counterpart. Inhabitants include shades, shadar-kai, shadow creatures, and undead drawn to areas of negative energy. Mirages of familiar places and faces haunt travelers. The Shadowfell is also home to the Domains of Dread, demiplanes imprisoning powerful evils. Notable deities like Shar and Mask maintain realms here.
The Steeps
The Steeps is a dense, sloped residential district pressed into the hillside between the Upper and Lower City. Built in layers and winding switchbacks, it houses Baldur’s Gate’s middle class—shopkeepers, artisans, and minor officials. Life here is structured but busy, where narrow homes double as workshops and neighbors live close by necessity. Trade filters up from the Lower City and trickles down from the Upper, giving the Steeps its reputation as both conduit and buffer.
The Sword Coast
The Sword Coast stretches along the western edge of Faerûn, a rugged strip of land bordered by the Sea of Swords and the towering peaks of the Sword Mountains. Trade roads thread through forest, foothill, and coast, linking independent city-states that jealously guard their autonomy. To the north lies Neverwinter, warmer than its name suggests, and to the south, Baldur’s Gate, brooding and fortified. Between them stands Waterdeep, the largest and most influential city in the region, its sprawl anchored by deep harbors and guarded by layered walls. The Coast thrives on commerce, politics, and the shifting ambitions of powers both mortal and arcane, its cities held together less by unity than by mutual need.
The Wide
The Wide is Baldur’s Gate’s grand open market, a vast paved plaza within the Upper City where licensed vendors sell everything from exotic imports to fine crafts. It operates under the watchful eye of city officials and enforces strict permits, keeping undesired trade and lower-class crowds at bay. Wealth flows here in plain view, guarded by regulation and tradition. Deals are public, prices steep, and reputations built or broken in the span of a sale.
The Yawning Portal
The Yawning Portal is Waterdeep’s most infamous inn and tavern, built atop the ruins of Halaster’s long-abandoned tower. Its most iconic feature is a massive 40-foot-wide well at its center—an open shaft descending directly into Undermountain, the legendary megadungeon. Adventurers lower themselves down on a rope-and-pulley system while patrons drink and place bets on their chances of return. The building itself is three stories of solid stone and dark timber, with reinforced beams and thick walls meant to withstand the occasional beast emerging from the depths. The main floor houses a well-stocked bar and communal dining area, while upper floors contain private rooms for rent. The staff is experienced and discreet, used to handling wounded explorers, strange coin, and deadly secrets. Owned and operated by Durnan, a gruff former adventurer who once braved Undermountain himself, the Yawning Portal serves as a neutral ground—where all are welcome, and the dungeon is always watching.
Tower District
The Tower District stands as Neverwinter’s industrial and martial core, where foundries, training grounds, and aging fortifications shape both labor and legacy. Once home to noble towers, the area now serves smiths, soldiers, and guild artisans. Its name lingers in the shadows of old spires repurposed for war or work. Activity here is constant—steel rings on anvils, orders echo across courtyards, and wagons roll heavy with goods and arms. Function defines the district, not form.
Trades Ward
The Trades Ward is a vibrant hub of commerce, filled with crafters and merchant guilds. Its streets and multi-layered balcony walkways are alive with the sounds of haggling and laughter, day and night. Buildings are adorned with colorful shop signs and advertisements, enticing passersby to explore glove shops, jewelry stores, taverns, and more. The air is fragrant with flowers and baked goods, while the City Watch maintains order amidst the bustling crowds. Guild halls stand proudly, representing the various trades that thrive here, from pottery to armor. Despite the constant activity, a sense of community is often overshadowed by the relentless pursuit of business.
Twin Songs
Twin Songs lies on the northern bank of the Chionthar in Baldur’s Gate’s Outer City, loosely bordered by other districts. It is known as a spiritual crossroads, with streets filled with shrines, temples, and roadside altars dedicated to a wide range of deities, both well-known and obscure. The district draws pilgrims, refugees, and the grieving—offering sacred space to all, regardless of faith. The Church of Last Hope is its most prominent location, a quiet stone chapel led by the somber priestess Mother Aramina, known for comforting those who have lost everything.
Upper City
The Upper City functions as Baldur’s Gate’s ruling and residential district for its elite. Only patriar families and their servants reside here, guarded by the Watch and sealed behind gates that restrict lower-class access. Its streets are clean, orderly, and patrolled with vigilance. Governance, banking, and major political dealings occur behind estate walls and marble halls. Every aspect reflects status—manners, clothing, carriages, even the silence. Outsiders are scrutinized, their presence tolerated only with purpose or invitation.
Waterdeep Market
The Waterdeep Marketplace is a vibrant market hub of activity, where the air is thick with the mingling scents of spices, herbs, and cured meats. Stalls burst with colorful wares, from exotic fruits to intricate trinkets, while the sounds of bargaining and the clatter of horse hooves create a lively symphony. The marketplace feels alive, with people bustling about, each in pursuit of the freshest produce and the best deals, creating a chaotic yet harmonious atmosphere.
Western Heartlands
The Western Heartlands span the sweep between the Sword Coast and Dragon Coast, Faerûn’s crossroads. Rolling plains, scattered woods, and winding rivers carry caravans, pilgrims, and armies along the Trade Way and Coast Way, linking ports, keeps, and farmsteads. No single crown rules; influence shifts among merchant leagues, militias, local lords, druids, and adventurers. Trade caravans share the road with raiders, and wandering paladins duel fiends near shattered forts. Free towns such as Berdusk, Iriaebor, Scornubel, and Daggerford guard their autonomy through coin and hired steel, welcoming strangers yet trusting few. Beyond their walls, the Greenfields ripple with grain, the Fields of the Dead lie silent, and sunset over the Chionthar stains the water copper and gold. Opportunity and peril ride together, promising fortune, glory, or an unmarked cairn in the vast, watchful grass.
Whitkeep
Whitkeep is a compact district in the Outer City of Baldur’s Gate, known for its dense gnomish population and their flourishing tinsmith trade. Though modest in size, the neighborhood buzzes with quiet industry—tools clatter from open workshops, and smoke curls from small forges behind narrow homes. Whitkeep’s identity is shaped by its working-class resilience and tightly knit community, though gang activity remains a persistent threat. Ganthall’s Gallants, a local crew, routinely rob residents but are known to spare women entirely, out of misguided principle. At the heart of Whitkeep stands the Whitkeep Hostel, a manor-sized residence that draws political dissidents, idealists, and troublemakers alike. The district's borders with Norchapel and Sow’s Foot are disputed and often fluid, reflecting the shifting dynamics of Outer City life.
Wyrm's Crossing
Wyrm’s Crossing is the iconic twin-bridge spanning the River Chionthar along the Trade Way, linking the Outer City to Baldur’s Gate. Built atop a central island fortress known as Wyrm’s Rock, it merges infrastructure and commerce—bridge towers, tollhouses, and drawbridges converge with vendors, tenements, and travelers' stalls. It functions as both checkpoint and marketplace, where goods are taxed, journeys halted, and city entry controlled under the Watch and the Flaming Fist
Ysgard
Ysgard is a realm of ceaseless struggle and exalted triumph, where the clash of steel and the roar of stormclouds define the rhythm of eternity. It is the plane of heroic glory, of conflict without cruelty, of war as a celebration of strength, conviction, and will. Floating continents drift above an infinite sky, each ringed by fire and storm, crashing into one another with thunderous impact—yet life endures, rebuilt daily by those who revel in its chaos. Here, bravery is not a means to survival but a form of worship. Gods, mortals, and spirits alike test their mettle in eternal duels, forging identity through hardship. Death is fleeting, wounds close with the dawn, and each sunrise offers a new chance to stand taller than the last. Ysgard does not reward virtue or vice—it rewards courage, passion, and the unrelenting refusal to fall. It is a paradise for those who live fiercely and love no less.