Faerûn — A Gazetteer of the Continent

A traveler’s guide to the most storied land of Toril


Overview

Faerûn is the western continent of the world of Toril, and it is the most densely populated, politically complex, and magically saturated landmass in the known world. Stretching from the frozen wastes of the Great Glacier in the north to the jungles of Chult in the south, and from the Sword Coast on the western shore to the vast steppes of the Hordelands in the east, Faerûn is a land of staggering diversity.

Dozens of nations, city-states, and empires jostle for power across its breadth. Hundreds of races and cultures call it home. The gods themselves walk its soil with alarming regularity. Ancient ruins dot the landscape — remnants of fallen empires whose magic still echoes through the land — and the Underdark, a vast network of subterranean caverns, stretches beneath the entire continent like a dark mirror of the surface world.

Faerûn is, above all, a land where adventure is not a career choice but an inevitability. Monsters roam the wilderness between cities, ancient evils stir in forgotten tombs, and the affairs of gods and mortals intertwine in ways that regularly reshape the map.


Cosmology and the Gods

The Weave

Magic in Faerûn is channeled through the Weave, an invisible lattice of magical energy that permeates all of existence. The Weave was long governed by Mystra, goddess of magic, and its health is directly tied to the stability of the world. When the Weave has been damaged — as during the catastrophic Spellplague of 1385 DR — the consequences have been devastating and far-reaching.

Arcane spellcasters draw on the Weave to shape their spells; divine casters channel power granted by their deities, which itself flows through the Weave. Understanding this is fundamental to understanding Faerûn: magic is not rare or theoretical here. It is woven into the fabric of daily life, commerce, warfare, and politics.

The Gods

Faerûn’s pantheon is vast, active, and distressingly interventionist. The gods of Faerûn are real, demonstrably so — they grant spells to their clerics, answer prayers (sometimes), send avatars to walk the earth (occasionally), and have on multiple occasions reshaped the world through their conflicts.

The pantheon is organized loosely into portfolios — domains of influence such as war, death, knowledge, nature, trickery, and so on. Major deities include:

Greater Deities: Mystra (magic), Selûne (moon), Shar (darkness and loss), Tempus (war), Chauntea (agriculture), Silvanus (wild nature), Lathander/Amaunator (dawn/sun).

Intermediate and Lesser Deities: Tyr (justice), Helm (protection), Tymora (luck), Beshaba (misfortune), Kelemvor (death), Oghma (knowledge), Sune (beauty), Mask (thieves), Cyric (lies and murder), Bane (tyranny), Bhaal (murder), Myrkul (death/decay), Lolth (drow and spiders), Gruumsh (orcs), Moradin (dwarves), Corellon Larethian (elves).

The gods are not distant abstractions. Temples are centers of civic life. Clerics wield visible divine power. And every few centuries, the gods do something dramatic enough to permanently alter the course of history.

The Sundering and Recent Divine History

The history of Faerûn is punctuated by cataclysmic events tied to the gods. The most impactful in living memory include:

  • The Time of Troubles (1358 DR) — The gods were cast down to walk the earth as mortals. Several deities died. Others rose to take their place. The event reshaped the entire pantheon.
  • The Spellplague (1385 DR) — The death of Mystra caused the Weave to collapse, unleashing a century of magical chaos. Landscapes were reshaped, creatures were warped into plaguechanged monstrosities, and entire nations fell.
  • The Second Sundering (1482–1487 DR) — The Weave was restored, the worlds separated, and the gods reorganized. This is the event that brought Faerûn into its current era.

Major Regions

The Sword Coast

The Sword Coast is the long stretch of western coastline running from Luskan in the north to Baldur’s Gate in the south, facing the Sea of Swords. It is arguably the most famous and most adventured region of Faerûn — a land of independent city-states, contested wilderness, and ancient ruins.

The Sword Coast is defined by its cities, which operate largely independently while cooperating through loose alliances (particularly the Lords’ Alliance). The wilderness between these cities is genuinely dangerous — bandits, monsters, and worse make overland travel a risky proposition.

Major Cities:

  • Waterdeep — The City of Splendors and the largest city on the Sword Coast (population ~130,000). A cosmopolitan metropolis governed by masked Lords, Waterdeep is a center of trade, culture, politics, and intrigue. It sits atop Undermountain, the deepest and most famous dungeon in Faerûn — a mega-dungeon created by the mad wizard Halaster Blackcloak that extends dozens of levels into the earth.
  • Baldur’s Gate — A sprawling, gritty port city at the southern end of the Sword Coast (population ~125,000). Governed by the Council of Four (the Grand Dukes), Baldur’s Gate is a commercial powerhouse with a rough edge — less polished than Waterdeep, more mercantile, and deeply entangled with the activities of various factions including the Zhentarim and the Flaming Fist mercenary company.
  • Neverwinter — The Jewel of the North, currently rebuilding after the eruption of Mount Hotenow. A city defined by resilience and renewal.
  • Luskan — The City of Sails, a rough northern port long dominated by pirate captains (the five High Captains) and the Arcane Brotherhood, a cabal of ambitious wizards. Luskan has a well-earned reputation for lawlessness and danger.
  • Daggerford — A small but strategically important town on the Trade Way south of Waterdeep.

Other Notable Locations:

  • The Mere of Dead Men — A vast haunted swamp along the High Road between Waterdeep and Neverwinter.
  • The Sword Mountains — A rugged range east of the coast, dotted with dwarven ruins, orc lairs, and ancient fortifications.
  • Icewind Dale — The frozen lands far to the north, beyond the Spine of the World mountains. Home to Ten-Towns, a cluster of rough frontier settlements on the shores of three lakes. Bitterly cold, starkly beautiful, and extremely dangerous.

The North (The Silver Marches and Beyond)

The North is a vast, sparsely settled region of forests, mountains, and tundra stretching from the Sword Coast inland to the Anauroch desert. It is a land of frontier settlements, ancient elven and dwarven strongholds, and vast stretches of monster-haunted wilderness.

Key Locations:

  • Silverymoon — Often called the Gem of the North, Silverymoon is a center of learning, magic, and culture. It was the heart of the League of the Silver Marches (Luruar), a confederation of northern settlements that has since dissolved under pressure from orc hordes.
  • Mithral Hall — The legendary dwarven stronghold, ancestral home of Clan Battlehammer and the famous ranger Drizzt Do’Urden’s adopted home. Reclaimed from the shadow dragon Shimmergloom, it remains a symbol of dwarven tenacity.
  • Citadel Felbarr and Citadel Adbar — Major dwarven fortresses in the northern mountains.
  • Sundabar — A fortified city that has suffered greatly from orc wars in recent decades.
  • Everlund — A walled city and trade hub in the Silver Marches.
  • The Spine of the World — A massive mountain range forming a natural barrier between the settled North and the frozen wastes of Icewind Dale.
  • The High Forest — One of the last great forests of the North, ancient and magical, home to treants, elves, and fey creatures.
  • The Evermoors — A desolate, fog-shrouded moor east of the Dessarin Valley, home to trolls and other dangers.

The Dessarin Valley

The broad valley of the Dessarin River, running south from the hills below the Silver Marches to the vicinity of Waterdeep. This is a region of small towns, farms, and scattered settlements — and a surprising amount of trouble.

Key Locations:

  • Red Larch — A small quarry town on the Long Road, a frequent starting point for adventures in the region.
  • Triboar — A frontier town at the intersection of the Long Road and the Evermoor Way.
  • Yartar — A walled town on the Dessarin River, known for its merchant activity and political intrigue.
  • The Sumber Hills — A region of rocky hills in the heart of the valley, riddled with ancient ruins and elemental cults.

The Western Heartlands

South and east of the Sword Coast lies the broad interior of western Faerûn — a region of rolling farmland, trade roads, and scattered city-states collectively known as the Western Heartlands.

Key Locations:

  • Elturel — A city once famous for its divine protection (a second sun called the Companion that hung above the city, warding off undead). Elturel’s recent history has been dramatic and traumatic.
  • Berdusk and Iriaebor — Trade cities in the interior.
  • Darkhold — A fortress in the Far Hills, long a stronghold of the Zhentarim.
  • The Fields of the Dead — A vast, haunted plain between Baldur’s Gate and the interior, site of countless ancient battles.

The Heartlands and the Dalelands

The central region of Faerûn is dominated by the vast Cormanthor Forest (formerly home to the great elven empire of Myth Drannor) and the surrounding human settlements.

The Dalelands are a collection of small, fiercely independent communities scattered around and within the Cormanthor Forest. The Dales have a strong tradition of self-governance, individual liberty, and resistance to outside domination. They are some of the oldest continuously inhabited human lands in Faerûn.

Notable Dales include Shadowdale (famous as the home of the legendary archmage Elminster), Mistledale, Battledale, and Deepingdale.

Myth Drannor — The ruins of the greatest elven city in Faerûn, located in the heart of the Cormanthor Forest. Once a shining example of cooperation between elves, humans, dwarves, and other races, Myth Drannor fell to a demonic invasion centuries ago. Its ruins are among the most dangerous — and most rewarding — dungeon sites in the world. In recent history, the elves have worked to reclaim and restore parts of the city.


Cormyr — The Forest Kingdom

Cormyr is one of the most stable and well-governed kingdoms in Faerûn — a feudal monarchy with a strong military tradition, a powerful cadre of royal war wizards, and a long dynasty of capable (mostly) rulers. The kingdom is centered on the city of Suzail, its capital, and stretches across fertile farmland, forests, and marshes.

Cormyr is a land of chivalry, law, and order — at least in theory. In practice, it faces constant threats from the surrounding wilderness, political intrigue among its noble houses, and the machinations of enemies both foreign and domestic.

Key Locations:

  • Suzail — The royal capital, a walled city on the shores of the Dragonmere (Lake of Dragons). Home to the royal court, the Purple Dragons (Cormyr’s standing army), and the War Wizards.
  • Marsember — A port city built on stilts and islands in the marshy coast, sometimes called the City of Spices. Has a reputation for smuggling and intrigue.
  • Arabel — A major trade city in northern Cormyr.
  • The Storm Horns — A mountain range on Cormyr’s western border.
  • The Hullack Forest and The King’s Forest — Ancient woodlands within Cormyr’s borders, home to monsters and mysteries.

Sembia

East of Cormyr lies Sembia, a wealthy merchant nation driven entirely by commerce. Where Cormyr has kings and knights, Sembia has merchant princes and trade contracts. It is a land of cities, counting houses, and ruthless economic competition. Sembia’s influence extends far beyond its borders through trade networks, investments, and financial leverage.


The Moonsea

The Moonsea is a large inland body of water in north-central Faerûn, surrounded by some of the most dangerous and politically volatile cities on the continent. The region has a well-earned reputation for tyranny, dark magic, and constant conflict.

Key Locations:

  • Zhentil Keep — The infamous stronghold of the Zhentarim (the Black Network), a powerful organization of merchants, mercenaries, and spies that seeks to dominate trade and politics across Faerûn. Though Zhentil Keep itself has been destroyed and rebuilt multiple times, the Zhentarim’s influence persists everywhere.
  • Mulmaster — A brutal, authoritarian city on the southern Moonsea coast.
  • Phlan — A city repeatedly destroyed and rebuilt, sitting on the northern Moonsea shore. Adventurers are frequently recruited to help reclaim it from whatever has overrun it this time.
  • Hillsfar — A city with a notorious history of discrimination against non-humans.
  • The Zhentarim — While technically a faction rather than a place, the Black Network’s influence is so pervasive in the Moonsea region (and beyond) that it deserves mention. They are merchants, spies, mercenaries, and power brokers who operate throughout Faerûn.

The Sea of Fallen Stars (The Inner Sea)

The Sea of Fallen Stars is Faerûn’s great interior sea — an enormous body of water that connects the western and eastern halves of the continent. Its shores are lined with major port cities and trading nations, and its waters are plied by merchant fleets, naval forces, and pirates.

Key coastal nations include Cormyr, Sembia, the Vilhon Reach, Aglarond, Thay, and Chessenta, among others. The sea itself contains islands, underwater kingdoms (including the sea elf realm of Serôs), and no shortage of maritime dangers.


Amn — The Merchant’s Domain

South of the Sword Coast and Baldur’s Gate lies Amn, a wealthy and powerful merchant nation. Amn is governed by the Council of Six — a group of anonymous merchant lords whose identities are a closely guarded state secret. The nation’s culture revolves entirely around commerce, and its people have a reputation for being shrewd, ambitious, and utterly fixated on profit.

Key Locations:

  • Athkatla — Amn’s capital, known as the City of Coin. A large, wealthy city where everything is for sale and magic use is tightly regulated (unlicensed spellcasting is a serious crime).
  • The Cloud Peaks — Mountains along Amn’s northern border.
  • The Small Teeth — A mountain range to the south, home to ogre kingdoms.

Calimshan

Far to the south of the Sword Coast lies Calimshan, one of the oldest and most powerful civilizations in Faerûn. Calimshan is a land of deserts, opulent cities, vast wealth, and ancient magic. Its culture is deeply influenced by the legacy of the genies — djinn and efreeti who once ruled the region and whose bloodlines still run through many Calishite families.

Key Locations:

  • Calimport — The capital and one of the largest cities in Faerûn, a sprawling metropolis of palatial estates, bazaars, and labyrinthine underground warrens. Calimport is both dazzling and dangerous — a city of incredible wealth and grinding poverty, elaborate politeness and casual cruelty.
  • Memnon — A major port city.
  • The Calim Desert — A vast desert in the heart of the nation, said to be the battleground of ancient elemental powers.

Thay — The Land of the Red Wizards

Thay is a magocracy — a nation ruled by wizards, specifically the Red Wizards of Thay under the command of the lich Szass Tam. Located in the eastern reaches of Faerûn, Thay is a land of magical industry, undead labor, and relentless ambition.

The Red Wizards were once Faerûn’s most prolific merchants of magical goods, operating enclaves in cities across the continent where they sold potions, scrolls, and enchanted items. Under Szass Tam’s rule, Thay has become increasingly insular and necromantic, with vast armies of undead serving as its workforce and military.

Thay is universally feared and distrusted, but its magical exports ensure that it is never entirely isolated. Red Wizard agents operate across Faerûn, pursuing their master’s inscrutable goals.


Chult

Chult is a vast tropical peninsula in the far south of Faerûn — a land of dense jungles, active volcanoes, ancient ruins, and dinosaurs. Yes, dinosaurs. Chult is home to some of the most dangerous wilderness on the continent, as well as the remnants of ancient civilizations whose treasures lie buried beneath the jungle canopy.

Key Locations:

  • Port Nyanzaru — The only major city, a vibrant trading port on the northern coast governed by merchant princes. It is the gateway to the interior and the main hub for explorers and adventurers.
  • Omu — A ruined city deep in the jungle, once the seat of a powerful civilization, now overgrown and extremely dangerous.
  • The Peaks of Flame — Active volcanoes in the interior.

Chult’s jungles are home to Chultan humans, goblins, yuan-ti, grung (frog folk), undead, and an extraordinary array of wildlife. It is a land where the map still has blank spaces, and those blank spaces are filled with things that want to eat you.


Menzoberranzan and the Underdark

The Underdark is not a region on any surface map, but it is arguably the most important “hidden” geography of Faerûn. A vast, interconnected network of caverns, tunnels, and underground seas stretching beneath the entire continent, the Underdark is home to civilizations, ecosystems, and horrors that rival anything on the surface.

Key Locations:

  • Menzoberranzan — The great drow city, a vast cavern metropolis ruled by the priestesses of Lolth, the Spider Queen. Menzoberranzan is a place of breathtaking beauty and absolute ruthlessness — a society built on slavery, backstabbing, and religious fanaticism. It is the birthplace of Drizzt Do’Urden, the famous renegade drow ranger.
  • Gracklstugh — The City of Blades, a duergar (gray dwarf) stronghold built around forges of legendary quality.
  • Blingdenstone — A deep gnome (svirfneblin) settlement, repeatedly destroyed and rebuilt.
  • The Darklake — A vast underground body of water connecting many Underdark settlements.
  • Gauntlgrym — An ancient dwarven city of legendary proportions, built around the imprisoned fire primordial Maegera. Its forges are said to rival anything ever built by mortal hands.

Other Notable Regions

  • Rashemen — A land of fierce warriors, wise witches (the Hathran), and primal spirits, located northeast of the Sea of Fallen Stars. Famous for its berserker lodges and its mysterious Old Ones (nature spirits).
  • Aglarond — A coastal nation long ruled by the Simbul, one of the most powerful archmages in Faerûn, serving as a bulwark against Thayan expansion.
  • Impiltur and the Bloodstone Lands — Kingdoms in the northeast, bordering the demon-haunted wastelands of Vaasa and the Galena Mountains.
  • The Hordelands — Vast eastern steppes beyond the settled nations, home to nomadic horsemen and the gateway to the distant continent of Kara-Tur.
  • Halruaa — A reclusive, magically advanced nation in the far south, founded by Netherese refugees. Known for its skyships and magical innovation.
  • Anauroch — The Great Desert, a vast wasteland in the heart of the continent. Once a fertile land, it was transformed into desert by the fall of Netheril, the greatest magical empire in Faerûn’s history. The ruins of Netherese floating cities — and their magical secrets — still lie buried beneath the sands.
  • Unther and Chessenta — Ancient nations along the southern coast of the Sea of Fallen Stars, with cultures influenced by their own pantheons of god-kings.
  • Turmish and the Vilhon Reach — Coastal trading nations along the southern Inner Sea.

Major Factions

Several organizations operate across Faerûn, transcending national borders and exerting influence far beyond any single city or kingdom.

The Harpers

A semi-secret network of spellcasters and spies dedicated to promoting good, preserving history, and maintaining the balance of power across Faerûn. The Harpers work behind the scenes — gathering intelligence, opposing tyrants, and nudging events in what they believe is the right direction. Their symbol is a silver harp, often combined with a crescent moon.

The Lords’ Alliance

A coalition of political leaders from cities and towns across the Sword Coast and the North. The Alliance is a pragmatic organization focused on mutual defense, trade, and the rule of law. Member cities include Waterdeep, Neverwinter, Baldur’s Gate, Silverymoon, and others. The Alliance is powerful but often hamstrung by the competing interests of its members.

The Emerald Enclave

A far-flung network of druids, rangers, and nature-minded folk dedicated to preserving the natural order. The Enclave opposes the destruction of wilderness, monitors the balance between civilization and nature, and combats unnatural threats such as undead, aberrations, and elemental imbalances.

The Order of the Gauntlet

A relatively young organization of faithful and devoted knights united in their crusade against evil. Paladins, clerics, and monks make up its ranks, and the Order takes a more direct, militant approach to fighting darkness than the Harpers. They believe in confronting evil head-on rather than working in the shadows.

The Zhentarim (The Black Network)

An ambitious organization of merchants, mercenaries, and spies seeking to expand their wealth and influence. The Zhentarim’s methods range from legitimate business to extortion, smuggling, and assassination. They are not purely evil — many of their operatives are simply pragmatic people pursuing profit — but the organization as a whole has few scruples about how it achieves its goals.

The Red Wizards of Thay

Thay’s organized wizardly class, operating both within their homeland and through agents across the continent. Under Szass Tam, their goals have shifted from magical commerce toward necromantic domination.

The Arcane Brotherhood

A cabal of wizards based in Luskan, the Arcane Brotherhood seeks magical power and political influence. They are rivals to the Red Wizards and have a long history of scheming, internal conflict, and grand ambition.


Races and Peoples

Faerûn is extraordinarily diverse. The following is a broad overview — not exhaustive, but covering the peoples a traveler is most likely to encounter.

Humans

The most numerous race in Faerûn, humans are found in every region and climate. Major ethnic groups include the Chondathans (dominant in the Western Heartlands), Illuskan (the North and Sword Coast), Calishites (Calimshan and the south), Mulan (Thay, Unther, Chessenta), Rashemi (Rashemen), Tethyrians (Amn and the Sword Coast), and Chultan (Chult), among many others.

Elves

Several distinct elven subraces inhabit Faerûn. Moon elves and sun elves (gold elves) are the most common surface elves, while wood elves are reclusive forest dwellers. Drow (dark elves) dwell in the Underdark, and sea elves inhabit the depths of the Sea of Fallen Stars and other waters. The eladrin maintain connections to the Feywild. Elves have a long and often melancholy history in Faerûn — their great empires have largely faded, and many elven peoples have withdrawn from the world.

Dwarves

Shield dwarves are the most common dwarven subrace in the North and western Faerûn, known for their great strongholds (Mithral Hall, Citadel Felbarr, Citadel Adbar, Gauntlgrym). Gold dwarves are predominant in the south and east. Duergar (gray dwarves) are their Underdark-dwelling kin, generally hostile to surface folk.

Halflings

Lightfoot halflings are the most common, found in human settlements throughout western Faerûn. Strongheart halflings are more common in the south, particularly in the Luiren region (though Luiren has had a troubled recent history). Halflings are well-integrated into human societies across the continent.

Gnomes

Rock gnomes are found throughout the settled lands, known for their inventiveness and good humor. Deep gnomes (svirfneblin) inhabit the Underdark and are a far more somber folk. Forest gnomes are reclusive woodland dwellers.

Half-Elves and Half-Orcs

Both are common in regions where their parent races coexist. Half-elves are particularly common in the Dalelands and along the Sword Coast. Half-orcs are found throughout the North and wherever human and orc territories overlap.

Dragonborn

Relative newcomers to Faerûn in large numbers, dragonborn are most associated with the nation of Tymanther, which appeared on Faerûn during the upheavals of the Spellplague. Dragonborn are increasingly found throughout the continent as individuals and small communities.

Tieflings

Humans with fiendish bloodlines, tieflings are found across Faerûn but face prejudice in many societies. They have no homeland of their own and tend to be urban, living in cosmopolitan cities where diversity is tolerated.

Other Races

Faerûn is also home to goliaths (in the mountains of the North), tabaxi (cat-folk from Chult and Maztica), aarakocra (bird-folk of the mountains), genasi (touched by elemental power, common near Calimshan), kenku, firbolgs, yuan-ti, lizardfolk, goblinoids, orcs, and many more.


Calendar and Timekeeping

Faerûn uses the Calendar of Harptos, a system of twelve months of thirty days each, plus five intercalary holidays that fall between months. The current reckoning is Dalereckoning (DR), counted from the year that humans were first permitted to settle in the Dalelands (the Standing Stone was erected).

The twelve months, with their common names:

MonthNameCommon Name
1HammerDeepwinter
2AlturiakThe Claw of Winter
3ChesThe Claw of the Sunsets
4TarsakhThe Claw of the Storms
5MirtulThe Melting
6KythornThe Time of Flowers
7FlameruleSummertide
8EleasisHighsun
9ElientThe Fading
10MarpenothLeaffall
11UktarThe Rotting
12NightalThe Drawing Down

Intercalary Holidays:

  • Midwinter — Between Hammer and Alturiak
  • Greengrass — Between Tarsakh and Mirtul
  • Midsummer — Between Flamerule and Eleasis
  • Highharvestide — Between Elient and Marpenoth
  • The Feast of the Moon — Between Uktar and Nightal

Every four years, Shieldmeet is added after Midsummer — a day of tournaments, festivals, and the signing of agreements.

The current year (in most 5th Edition campaigns) is approximately 1489–1496 DR.


Languages

Faerûn is a land of many tongues. Common (also called Chondathan) serves as the trade language across most of the continent, but it is far from the only language a traveler will encounter.

Major languages include Elvish (with Drow as a dialect), Dwarvish, Halfling, Gnomish, Orcish, Goblin, Giant, Draconic (the language of dragons and dragonborn, and the basis of many magical texts), Infernal (spoken in the Nine Hells and by many tieflings), Abyssal (the language of demons), Primordial (and its elemental dialects: Aquan, Auran, Ignan, Terran), Sylvan (the language of the fey), Undercommon (the trade language of the Underdark), and Deep Speech (the alien tongue of aberrations).

Regional human languages include Illuskan, Chondathan, Alzhedo (Calishite), Chessentan, Damaran, Halruaan, Midani, Mulhorandi, Rashemi, Shou, Tuigan, and Turami, among others.


Currency

The standard currency across most of Faerûn is based on metal coins:

CoinMetalAbbreviationValue
Copper pieceCoppercp1 cp
Silver pieceSilversp10 cp
Electrum pieceElectrumep50 cp
Gold pieceGoldgp100 cp
Platinum piecePlatinumpp1,000 cp

Individual nations mint their own coins with local names — Waterdeep’s gold coins are dragons, Cormyr’s are golden lions, and so on — but the metal content is standardized enough that coins from one nation are generally accepted in others, sometimes at a slight discount.

Trade bars (standardized ingots of precious metal) are used for large transactions, and gems serve as a portable store of wealth across the continent.


Travel and Trade Routes

Major overland routes include:

  • The High Road — Running along the Sword Coast from Waterdeep north to Neverwinter and Luskan.
  • The Trade Way — Running south from Waterdeep through Daggerford and Baldur’s Gate to Amn and beyond.
  • The Long Road — Running north-south through the interior, connecting Waterdeep to Triboar, Yartar, and points north.
  • The Evermoor Way — Connecting the Long Road to the Silver Marches.
  • The Dawn Way / East Way — Routes connecting the Sword Coast interior to the Dalelands, Cormyr, and the Moonsea.

Maritime trade connects all the coastal cities via the Sea of Swords (western coast) and the Sea of Fallen Stars (interior). Major shipping lanes are patrolled (loosely) by the navies of Waterdeep, Baldur’s Gate, Cormyr, and others, but piracy remains a persistent problem.

Travel overland is dangerous. Bandits, goblin raiders, orc warbands, and wandering monsters make armed escorts a necessity for merchant caravans. This is, incidentally, one of the primary sources of employment for adventurers.


A Note on Scale

Faerûn is enormous. The Sword Coast alone — from Luskan to Baldur’s Gate — spans roughly 1,500 miles, comparable to the distance from Boston to Miami. The full continent, from the Spine of the World to the jungles of Chult, covers thousands of miles in every direction.

Most people in Faerûn never travel more than a few days’ journey from where they were born. The world beyond their home town is a place of rumor, legend, and danger. Adventurers are exceptional precisely because they cross these distances, encounter these cultures, and survive.


Based on material from the Forgotten Realms Campaign Setting, Sword Coast Adventurer’s Guide (5e), Forgotten Realms Player’s Guide, Ed Greenwood’s published works, and various D&D sourcebooks across multiple editions.