CLOAK WOOD
This wood, north of Candlekeep and south of Baldur's Gate, is ancient and thickly overgrown with elms, beeches, felsul, and hiexel trees.The Cloak Wood is an old, thickly grown forest marking the southern end of the Sword Coast. Just south of Baldur's Gate, the Cloak wood is a perilous place, and home to quicklings, satyrs, stirges, kampfult, and other less common monsters. This high number of creatures has turned the wood into a battleground between rival races. The sages of Candlekeep have sufficient evidence to indicate at least one gate exits in the wood, but the exact numbers and/or destination of these gates is unknown. They may lead to other parts of the Realms, to an Alternate Material Plane where such creatures are common, or to the Beastlands (Happy Hunting Grounds) (1). Few who have investigated the matter have returned to report on it. (Cyclopedia of the Realms, 31)
(1) The Beastlands are an artifact of the Second Edition Forgotten Realms Campaign Setting, which used the default D&D "Great Wheel" cosmology. Since our game is set in the Third Edition Forgotten Realms Campaign Setting, which replaced the "Great Wheel" cosmology with the "World Tree" cosmology; the equivalent plane in our setting would be "The House of Nature."South of Baldur's Gate and north of Candlekeep, the Cloak Wood is a thickly overgrown ancient forest that looms along the shore south of the Sword Coast. Unlike the cliffs to the north, the Cloak Wood's shoreline theoretically allows a ship to moor and send a small boat to shore for water and supplies. In practice, only desperate mariners dare the wood's nasty population of beasts, monsters, and vicious fey.
The sages of Candlekeep assert that Cloak Wood contains portals to several other parts of Faerûn. (Forgotten Realms Campaign Setting, Third Edition, 222)