The vast central continent of the planet Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are.

The continent included terrain that was as varied as any other. Besides the exterior coastline to the west and south, the most dominant feature on the continent was the Sea of Falling Stars. This was an irregular inland sea that kept the interior lands fertile, connected the west and east regions of Faerûn and served as a major trade route for many of the bordering nations.

The northwest region of Faerûn is one of vast wilderness, difficult winter weather, orc hordes, and barbarian tribes, this region is generally referred to as "The North", which also contains most of the "Sword Coast North". It's a mostly untamed region that lay between the large Anauroch desert in the east and the expansive Sea of Swords in the west, north of the High Moor. The northern region of Faerûn stretches from the wide Anauroch desert in the west to the eastern edge of the inland Moonsea, in the northern region of the continent. The remote area in the Northeast begins in the cold, forbidding lands along the great ice sheets and continues south toward the northeastern shores of the Sea of Fallen Stars, collectively known as the Cold Lands. It is bordered on the west by the mountain-hemmed land of Vaasa and stretches east to the vast steppes of the Hordelands. West Faerun includes the nations south of Waterdeep and north of the Shining Sea that bordered along the Sea of Swords. It encompassed both the majority of the Sword Coast and the Lands of Intrigue, including Amn.

The important area to remember is the The Sword Coast and the North, these are where the majority of adventures take place.


Technology. A period between medieval and enlightenment, closer to medieval

Divine Involvement. Accepted; divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances.

Magic. Common; magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people. Magic portals and gates can whisk travelers “in the know” halfway across the world or to the other side of the multiverse.