"B l o o d v a l e"

You say we are blessed and lucky to live in our times.

You say as long as the fisherman’s bucket is full of fish, the halfling’s garden is full of green and the merchant’s walk is full of clinging sounds we have nothing to fear.

You say that with an axe or a sickle by our side, to scare the goblins of our yards, we have all the peace and freedom we could ever want.

Well I say don’t get too comfortable in your blissful ignorance, for I have traveled through the lands and I have seen the omens of despair.

The winds carry words of malice through the hills, the rain smells of blood and iron, the bears don’t slumber and the wolfs don’t haul, the bog witches speak of nightmares with dead crows and the barbarians of the north sing warsongs of the End.

I say that pain and peril is at our doorstep.

I say that actions must be made to fend this darkness off.

What will you do?

Will you sit by your hearth ignoring your impending doom, or will you take sword, staff and wit and face your destiny?

What will you DO?

Team Up and join NOW


From the bitter, windswept steppes of the Endless Waste to the storm-lashed cliffs of the Sword Coast stretches a wide, wild land of shining kingdoms and primal wilderness, Faerûn is only one continent of the world known as Toril. Other lands lie in distant corners of the world, but Faerun is the center of it all, the crossroads and crux upon which all else turns. Dozens of nations, hundreds of citystates, and countless tribes, villages, and settlements dot its expanse.


The continent of Faerûn is a landmass of approximately nine and a half million square miles, located mainly in the northern hemisphere of the world of Toril. Sub-arctic extremes chill its northern reaches, where ice sheets like the Great Glacier dominate the landscape in blinding white. To the south are the equatorial jungles of Chult and the tropical coasts of Halruaa. It’s bordered on the west by the Trackless Sea and on the east by the Endless Wastes and the Hordelands that separate it from Kara-Tur.

Faerûn is an open land full of kingdoms and empires, large and small, and scattered city-states and villages struggling to make their way in a landscape that can be unforgiving wilderness one mile and cosmopolitan city the next.


Countless millions of humans, elves, dwarves, halflings, and other sentient beings call Faerûn home. It is a land of magic and intrigue, cruel violence and divine compassion, where gods have ascended and died, and millennia of warfare and conquests have shaped dozens of unique cultures.


North -West Faerûn

It’s a savage land. There are no great kingdoms of humankind in this region. Instead, settlements are city-states or organised into loose confederations. Much of the land is wilderness, inhabited by monsters: orcs, goblinoids, trolls and worse. Settlements that exist need to fight off raiding parties, although the bigger settlements boast too good defenses (walls, men and magic) to be bothered that often.



Luskan, also known as the City of Sails, is a port city at the mouth of the River Mirar on the Sword Coast North. Luskan, despite the presence of the Ten Towns is considered by many to be civilization's farthest reach.

Although once a bustling city, it would suffer greatly at the hands of an evil Necromancer. The resulting disaster would nearly decimate the city, with it having only a fraction of its former populace.



Once famous as the Jewel of the North, Neverwinter rivaled Waterdeep in splendor. Then Mount Hotenow erupted, rocking the city’s foundations and scouring its streets with flame. Nearly five decades later, Neverwinter is within sight of reclaiming its former glory. People have returned, great buildings have been restored to beauty, and a strong ruler reigns—Lord Neverember, a kingly man from Waterdeep.

Despite these advances, Neverwinter faces many challenges. Rivalry between power groups threatens its recovery. Sections of the city lie in ruins, serving as the lair for bandits and monsters. And dangers abound in neighboring lands: Mount Hotenow still rumbles, undead and dark fey stalk Neverwinter Wood, and giants have been seen descending the slopes of the Sword Mountains to the south.

Neverwinter is a city that needs heroes.



The City of Splendors is certainly the greatest of the Sword Coast cities and perhaps the greatest cities on the face of the world. It’s home to as many as two million people, though an accurate census is all but impossible since so many come and go, visiting the open city to trade and otherwise seek fame and fortune. Waterdeep is a stable and generally peaceful city, where the rule of law is enforced by a huge and well-equipped watch further backed up by some of the most powerful personalities in the Realms.

Still, there are parts of Waterdeep that can be dangerous for the unwary, and the rough-and-tumble


Daggerford is a town that lays along the Shining River on the Sword Coast in the Western Heartlands. It is a hard place that defines just how life goes on in a harsh frontier town. Daggerford itself is a little sparse, almost to the point of being bleak, but that reflects the very real nature of these lawless lands. The true nature of the North is forged from the fact that everyone in Daggerford appears to be an adventurer - either retired, learning or on sabbatical.


Baldurs Gate

Cradled in a crook of the Chionthar and often swaddled in mist, Baldur’s Gate clings tight to the granite bluffs that channel the river. Trade nursed, the city grew from pirates’ port to farmers’ fort to the bustling urban center it is today.

Generations have worn smooth the cobbles of its narrow streets, and tens of thousands have lived their entire lives in the long shadows of its walls. The city’s stone has soaked in the blood of acclaimed heroes and terrible villains.

Alongside and atop such stains, nobles and commoners, rich and poor, have lazed and sweat, ruled and bled, as they’ve played out the stories of their lives—making Baldur’s Gate a place of history and a home to legends.