Tag: locations

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  • Abeir-Toril

    *Toril* is the world that hosts the storied continent of Faerûn. Bitter winds sweep the steppes of the Endless Wastes, storm waves crash against the cliffs of the Sword Coast, and in between stretches a vast land of shining kingdoms and primal wilderness. …

  • Locations

    The most interesting lands of [[Faerûn]] from the perspective of adventurers, focusing on the areas from which such characters are likely to hail. Each section contains general facts about the place that every resident of the region knows. *[[Aglarond …

  • Cosmology

    Most theoreticians place the [[Astral Sea]], domain of the gods and resting place of their dominions, above the world. A mixture of energy and elements exists below in the [[Elemental Chaos]]; at its bottom, the [[Abyss]] roils with demonic malice. …

  • City-Bastion in Djerad Thymar

    The citadel-city of *Djerad Thymar* is a colossus that towers over the surrounding terrain. The lower third of the citadel is a massive block of granite over 200 feet tall, which houses the Catacombs. The middle third of the citadel is an open area that …

  • Aglarond

    The Simbul, a mighty sorceress, once ruled *Aglarond*, serving as a bulwark against [[Thay | Thay’s]] expansion. However, in the Simbul’s absence, the renewed ambitions of that menacing nation constantly test Aglarond’s defenses. [[Elves]], [[Half- …

  • Amn

    Five wealthy and powerful merchant houses control *Amn*. These so-called High Houses form the governing Council of Five, which has complete authority over the nation and keeps a close check on all mercantile and military activity. Through the efforts of …

  • Athkatla

    This capital city is the golden heart of Amn, though only insofar as the country’s wealth goes. *Athkatla* might be home to some of Faerûn’s richest citizens, but the city’s core is rotten. In a place with enough coin, morality dies.

  • Veltalar

    Formerly Velprintalar, the capital city of Aglarond is now a divided place, where anarchy and civilization seem at war. *Veltalar* is the seat of Aglarond’s politics, but it is also a breeding ground for thieves and cutthroats. Although the Simbarch …

  • Baldur's Gate

    *Baldur’s Gate* has seen a recent restructuring of its government. After the city nearly fell to Grand Duke Valarken and an external force of lycanthropes called the Band of the Red Moon, surviving Grand Duke Portyr instituted a parliament to better …

  • Calimshan

    Home to [[Genasi | genasi]] and their [[Humans | human]] slaves, *Calimshan* is engaged in a civil war for control of the harsh desert of the Skyfire Wastes. When the Calimemnon Crystal shattered during the [[Spellplague]], it released the djinn Calim and …

  • Cormyr

    The Forest Kingdom, *Cormyr*, emerged from the [[Spellplague]] largely unscathed but threatened from the north by the resurrected Empire of Netheril, whose agents (called the Shadovar) are suspected to lurk in every shadow, and from the east by their …

  • Suzail

    Cormyr’s capital, *Suzail*, is a wealthy city, home to the Forest Kingdom’s noble families and merchant houses. The Purple Dragons and the War Wizards are ruthless in rooting out shadowy Netherese spies, but the machinations of disgruntled nobles provide …

  • Dragon Coast

    Westgate, one of the cities of the *Dragon Coast*, is among the freest and the most disreputable locations in Faerûn, a place where coin can purchase anything. However, other areas have seen change in the past few decades. With the receding of the [[Sea …

  • Luskan

    A mire of despair, *Luskan* is a city of rotting buildings and filth-choked streets. Corpses lie where they fall, and packs of starving dogs prey on the living and the dead. For too long, aggressive villains have exploited the chaos of the city, enforcing …

  • Myth Drannor

    Several [[Elves | elven]] realms have stood in the forest of Cormanthor for thousands of years. The current incarnation of *Myth Drannor* is merely the latest. It is built atop the ruins of the famous realm of Cormanthyr, whose capital was Myth Drannor, …

  • Nelanther Isles

    Born from the swelling trade routes between the [[Sword Coast]] and southern mercantile centers, the *Nelanther Isles* served as the perfect launching point for piracy. From these tiny islands, fleets of pirates worried the shipping lanes, striking …

  • Netheril

    The Empire of *Netheril*, long covered by the Great Desert of Anauroch, has been partially restored to the green steppes and verdant forests of its ancient past. Local Bedine tribes have been largely integrated into Netherese society, though a group of …

  • Thay

    Hardship and deprivation define existence in *Thay*. Undead roam the land, twitching legions of rotten flesh that wait for the day when the lich-lord sends them forth in the name of conquest. Slavers prowl ruined cities, searching for fresh meat to sell …

  • Tymanther

    The devastation unleashed by the [[Spellplague]] ripped a portion of the [[Dragonborn | dragonborn]]-ruled nation of Tymanchebar from [[Abeir-Toril | Abeir]] and deposited it on the dying remnants of Unther, wiping out the region’s human population and …

  • Vilhon Wilds

    The lands of the *Vilhon Reach* were affected greatly by the merging of [[Abeir-Toril | Abeir]] with [[Abeir-Toril | Toril]]. The waters of the Reach were partially drained, revealing several ruined Cities of the Sword from the ancient Jhaamdath psiocracy …

  • Chondalwood

    The vast and expanding forest is a riot of verdant plant life given unnatural vigor by the transforming [[Spellplague]]. Bands of spellscarred satyrs and elves roam the *Chondalwood*, as do all manner of horrific plant creatures spawned by the nearby …

  • Waterdeep

    The Jewel of the North is a crossroads city hungry for coin and tolerant of outsiders. Long ago, the Lords of *Waterdeep* turned away from thoughts of empire and built a commercial powerhouse that dominates trade in western Faerûn. The city is famed for …

  • Waterdeep Wards

    *Castle Ward:* This ward lies in the heart of the city, wrapping around the eastern slopes of Mount Waterdeep. This ward is home to the city’s administrative buildings and buildings of state. Deliberately putting on a show of force, City Watch and Guard …

  • Waterdeep Neighborhoods

    *City of the Dead:* This graveyard sits along the eastern edge of Trades Ward is the general cemetery for the City of Splendors, and its size nearly makes it a ward in and of itself. Many citizens visit the City of the Dead’s parklike green lawns and …

  • Faerûn

    When the eladrin first stepped upon its verdant soil, they called the world *Faerûn*, an old Elven term meaning “One Land.” Today, Faerûn describes only the westernmost portion of an [[Regions | immense landmass]]; Kara-Tur lies to the east. Faerûn is the …

  • The North

    The extent of *The North* is debated, but most agree it includes the entire wilderness south from the Spine of the World through the High Forest, and east from the Evermoors through to the Icerim Mountains. An endless, unbreakable wall of frigid, …

  • Sword Coast

    Commerce along the Trade Way and other caravan routes binds the city-states of the *Sword Coast*. The coast itself is treacherous, featuring undersea reefs, rocky outcroppings, and a soft, mucky bottom that extends for miles in many areas. True ports are …

  • Trackless Sea

    Many small kingdoms dot the restless sea off the western shores of the [[Sword Coast]]. The northern islands—among them Icepeak, Tuern, and Gundarlun— are little more than rugged peaks buffeted by swirling winds and cold currents brought south and west …

  • Western Heartlands

    South of Luruar, the land and the people grow less wild. *The Western Heartlands* thrive on a gently rolling agricultural area centering on the Chionthar River, fortified by the gleaming bulwark of Elturgard and its righteous paladin defenders. The nearby …

  • Eastern Heartlands

    The human nations of the *Eastern Heartlands* share a common language, and their cultural heritage and social order are similar. Over the last century [[Cormyr]] has reluctantly grown into an imperial power annexing cities along the [[Dragon Coast]], as …

  • Moonsea

    *The Moonsea*, in reality a deep freshwater lake, is the centerpiece of a land of harsh climate and hardened folk. The region includes many city-states ruled by tyrants. Its northern steppes are dominated by roving tribes. The western reaches are dotted …

  • Demonlands

    *The Demonlands* consists of isolated territories of tough folk, hardened by decades of conflict with demonic beasts and fell magic. It includes Impiltur, Damara, Vaasa, Narfell, and the Great Dale. The region saw a glimmer of hope when King Gareth …

  • Auril's Teeth

    The inhospitable wintry land of *Auril’s Teeth* features mile after mile of windswept tundra incapable of supporting agriculture. At its center lies indomitable Pelvuria, the Great Glacier. Only nomadic tribes of humans and dwarves, who hunt reindeer and …

  • Unapproachable East

    Beyond the Easting Reach lie the exotic lands folk in the Heartlands call the *Unapproachable East*. Today, this region is dominated by the dark and forbidding land of [[Thay]] and its endless undead armies. A pall of smoke and ash smothers the land, …

  • Alamber Sea

    On the Alamber’s eastern shore rises the Empire of High Imaskar, ruling over the region once known as Mulhorand, which was wiped clean during the Spellplague. High Imaskar enjoys a trade alliance with [[Tymanther]], a realm of [[Dragonborn | dragonborn]] …

  • Sea of Fallen Stars

    The Inner Sea was once four separate bodies of water until the batrachi realm of Kolophoon was devastated nearly 33,000 years ago. Scholars generally hold that a chunk of [[Abeir-Toril | Toril’s]] second moon struck [[Faerûn]] at that time. Today the Sea …

  • Erlkazar

    South of the [[Vilhon Wilds]] and north of the Lake of Steam, a temperate climate and good cropland engender stability and burgeoning populations. The Baronies of *Erlkazar* are seemingly peaceful and idyllic. When night falls, however, the vampire …

  • Lands of Intrigue

    South of the [[Western Heartlands]] and west of [[Erlkazar]] are the so-called *Lands of Intrigue*: [[Amn]], Muranndin, Tethyr, and the duchy of Velen. The entire region is suited to agriculture, though the ruling merchant houses of Amn have chosen to …

  • Savage Coast

    Chult is a craggy jungle plateau rimmed by large volcanic mountains and filled with savage beasts, hulking behemoths, and disease-ridden swamps. To the east, the lands previously known as Samarach, Thindol, Tashalar, and Lapaliiya are now wholly or …

  • Scarred South

    Once called the Shining South, the lands east of the [[Savage Coast]] have suffered cataclysmic changes since the days of the [[Spellplague]]. Formerly an immense savannah, the Shaar became a vast dustbowl when the formation of the [[Underchasm]] cut off …

  • Beastlands

    *The Beastlands* derive their name primarily from the monster-infested remains of the lost kingdom of Veldorn. Still, most northerners lump Durpar, Estagund, and Ulgarth under the same appellation. Even the more civilized lands of the region are filled …

  • Murghôm

    Boxed in between the necrotic nation of [[Thay]] and the sandy badlands of Raurin, the ancient nations of *Murghôm* and Semphâr are under the dominion of the dragon princes. For the most part benevolent, the dragons receive monthly tribute from their …

  • Hordelands

    The steppes north of [[Murghôm]] are blasted in winter by storms from the Great Ice Sea, and baked in summer by searing winds from the Quoya Desert. This inhospitable mixture of extremes discourages all but the hardiest peoples from settling in a land …

  • Returned Abeir

    A realm once forgotten is forgotten no more. When the Weave unraveled and the [[Spellplague]] collapsed the walls of reality, the antediluvian world of [[Abeir-Toril | Abeir]] crashed through to [[Abeir-Toril | Toril]]. The two long-separated siblings …

  • Underdark

    The *Underdark* is a network of tunnels, caverns, seas, and rivers that spans the entire world. Lightless, but far from lifeless, the Underdark is home to a dizzying array of creatures, from the civilized but unforgiving [[Drow | drow]] to carnivorous …

  • Menzoberranzan

    Contained in a huge natural cavern deep in the [[Underdark]], *Menzoberranzan*, the City of Spiders, is home to some 25,000 [[Drow | drow]] and almost that many slaves. It is the center of the worship of [[Lolth]], the Queen of the [[The Demonweb Pits | …

  • Regions

    *[[The North]]:* The extent of the North is debated, but most agree it includes the entire wilderness south from the Spine of the World through the High Forest, and east from the Evermoors through to the Icerim Mountains. *The [[Sword Coast]]:* …

  • Luruar

    The past century saw several smaller forests merge into the Glimmerwood. Although the cities of Everlund, [[Silverymoon]], and Sundabar remain strong and united, [[Dwarves | dwarven]] allies of old have withdrawn. The boundaries around *Luruar* have …

  • Silverymoon

    High Lady Alustriel’s line carries on in the form of her son, Methrammar Aerasumé, who is High Lord of [[Luruar]] and dwells in *Silverymoon*. The Gem of the North, as the city is known, attracts travelers, adventurers, and scholars with its university, …

  • Neverwinter

    A once-bustling metropolis, the northern city of *Neverwinter* lies mostly in ruins after a century of turmoil that culminated in a great cataclysm nearly thirty years ago. Fires, earthquakes, and evil portents destroyed or chased away most of the …

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