Blade of avernus 5e stats

Blade of avernus 5e stats DEFAULT

D&D 5th Edition

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This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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Modifiers

Melee Attacks +2, Melee Damage +2

Properties

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Sours: https://roll20.net/compendium/dnd5e/Sun%20Blade

Baldur's Gate - Descent into Avernus

party can wrest Avernus from Asmodeus's control, this BREAKING T HE C H AINS
ultimately serves to unite the remaining archdevils,
aligning them toward the common goal of reclaiming Eight chains of infernal iron anchor Elturel to its bind-
Avernus-which works to Asmodeus's advantage. ing posts, and each of those chains must be broken to
free the city. If all the chains are broken, Elturel remains
WILL ELTUREL B E SAVED? floating above Avernus and is no longer drawn toward
the River Styx. However, the characters must still find a
Unless the characters intervene, Elturel is inevitably way to return the city to the Material Plane.
dragged into the River Styx. The memories of its inhab-
itants will be wiped clean, and their souls wiU be made Each chain link is 30 feet long and 20 feet wide, and
into devils-fodder for the front lines of the Blood War. is formed of a welded loop of infernal iron that is 5 feet
thick. A chain link is a Huge object with AC 19, 250 hit
The characters have several ways to save the city at points, a damage threshold of 30, and immunity to poi-
its most desperate hour (see "Endgame in Elturel," page son and psychic damage. See chapter 2 for information
154). To save Elturel without redeeming Zariel, the on moving along the chains and climbing the infernal
chains binding the city to the infernal iron posts sinking iron posts they connect to.
into Avernus must be severed, and the city must be re-
turned to the Material Plane. IRE OF TlAMAT
Tiamat's divine power is mighty enough to break the
FORCINC THE B LADE OF A V ERNUS chains that bind Elturel. Arkhan the Cruel is willing to
commune with his goddess to this end, but only if the
At some point after the destruction of the Sword ofZariel, characters offer him a suitably potent gift. In an inscru-
Zariel gives her servants (including the characters ifthey table twist, Tiamat decides to aid the characters, and
have ta ken on that role) the task of forging a new blade for tells Arkhan as such. Read or paraphrase the following:
her. This endeavor comes with the following objectives:
Ashroud ofconfusion passes over Arkhan's face, dissolv-
• If Bel is still in Zariel's service, she calls on him to forge ing his bravado. He mutters to Tiamat under his breath,
the blade. Otherwise, her servants must scour the cos·
mos for a worthy weaponsmith, such as an efreeti from "Is that wise, my queen?" Then his eyes darken as his
the City of Brass on the Elemental Plane of Fire. body hangs limp like a puppet cut from its strings. After
a moment, Arkhan stands up straight, his eyes glowing
• Zariel needs at least ten pounds of metal or material to with prismatic light. Ahungry smile crosses his face, and
ma ke t he blade ofthe sword. Adamantine would do, or a five voices echo from his mouth, each resonating with
talon from Tiamat.
the ire of an imprisoned goddess.
• To grant the blade its power, the freshly forged weapon "I will aid you," Tiamat growls. "Ifyour power is
must be quenched in the blood ofa celestial, a demon
lord, and an archdevil. Zariel can supply her own blood, enough to threaten Zariel's ambitions, then I have noth·
but her servants must collect the other two sacrifices. ing to fear. I can destroy the chains binding Elturel, but
you must be present to bear witness to my majesty. Now
Zariel names this new artifact the Blade ofAvernus. This go. I will know when you are there."
longsword is an artifact that requires attu nement, and
which has the following properties. When the characters next set foot in Elturel, Tiamat
(see the accompanying stat block) bursts forth from her
Magic Weapon. The Blade ofAvernus is a magic weapon distant lair and blazes like a meteor across the sky of
that functions as a vorpal sword. Avernus. Appearing above the city, she swoops down
and focuses her breath weapons on one chain at a time,
Random Properties. The sword has the following ran- dealing 67 acid damage, 88 lightning damage, 72 cold
domly determined properties, as described in chapter 7 of damage, and 91 fire damage-more than enough to
the Dungeon Mast.er's Guide: destroy the chain's links. Once all eight chains are de-
stroyed, Tiamat roars in triumph and departs.
2 minor beneficial properties
• 1 major beneficial property jAWS OF CROKEK'TOECK
• 1 major detrimental property, which is suppressed while If the demon Crokek'toeck is freed from the scab encas-
ing the Bleeding Citadel, it begins wandering Avernus
t he sword is attuned to an archdevil and devouring all in its path. Though the demon con-
sumes indiscriminately, it hungers most for divine
Ruler ofAvernus. As an action, you can point this sword blood. As such, the essence of a good-aligned god, the
at one devil you can see within 60 feet ofyou. That devil blood of a good celestial, or even the blood of a good pal-
must succeed on a DC 22 Charisma saving throw or be adin draws Crokek'toeck's attention from miles away. If
charmed by you for 1 hour. While charmed in this way, the the adventurers slather a chain link in blood from such
devil follows your orders to the best of its ability. If you a source, Crokek'toeck picks up the delicious scent and
command the devil to do something it perceives as sui- gallops across Avernus toward it.
cidal, the effect ends and you can no longer use this power
ofthe sword against that devil.

Infernal Recall. As an action, you can use the sword
to cast word ofrecall. Creatures transported by this spell
appear in an unoccupied space within 30 feet ofthe cur·
rent ruler ofAvernus, or a sanctuary you designate if you
rule Avernus.

Destroying the Sword. The sword can be destroyed by
casting it into the River Styx or melting it down in the forge
that created it.

CHAPTER 5 I ESCAPE FROM Av.£.RNUS

llAMAT Tail. Melee Weapon Attack: +19 to hit, reach 25 ft ., one target.
Hit: 28 (4d8 + 10) blud geoning damage.
Gargantuan fiend. chaotic evil
Frightful Presence. Each creature ofTiamat's choice that is
Armor Class 25 (natural armor) within 240 feet ofTiamat and aware ofher must succeed on
Hit Points 615 (30d20 + 300) a DC 26 Wisdom saving throw or become frightened for l
Speed 60 ft., fly 120 ft. minute. Acreature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
STR DEX CON INT WIS CHA creature's saving throw is successful or t he effect ends for it,
30 (+10) 10 (+O) 30 (+10) 26 (+8) 26 (+8) 28 (+9) the creature is immune to Tiamat's Frightful Presence for the
next 24 hours.
Saving Throws Str +l9, Dex+9, Wis +17
Skills Arcana +17, Perception +26, Religion +17 LEGENDARY A CTION S
Damage Immunities acid, cold, fire, lightning, poison;
Tiamat can take 5 legendary actions, choosing from the op·
bludgeoning, piercing, and slashing damage from tions below. Only one legendary action option can be used at
nonmagical attacks a time and only at the end of another creature's turn. Tiamat
Condition Immunities blinded, charmed, deafened, frightened, regains spent legendary actions at the start of her turn.
poisoned, stunned
Senses darkvision 240 ft., truesight 120 ft., passive Tiamat's legendary action options are associated with her
Perception 36 five dragon heads (a bite and a breath weapon for each). Once
Languages Common, Draconic, Infernal Tiamat chooses a legendary action option for one of her heads,
Challenge 30 (155,000 XP) she can't choose another one associated with that head until
the start of her next turn.
Discorporation. When Tiamat drops to 0 hit points or dies, her
body is destroyed but her essence travels back to her domain Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
in the Ni ne Hells, and she is una ble to take physical form Hit: 32 (4dl0 + 10) slashing damage plus 14 (4d6) acid
for a time. damage (black d ragon head), lightning damage (blue dragon
head), poison damage (green dragon head), fire damage (red
Innate Spellcasting (3/Da y). Tiamat can innately cast divine dragon head) , or cold damage (white dragon head).
word (spell save DC 26). Her spellcasting ability is Charisma.
Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat
Legendary Resistance (S/Day). lfTiamat fails a saving th row, exhales acid in a 120-foot line that is 10 feet wide. Each
she can choose to succeed instead. creature in that line must make a DC 27 Dexterity saving
throw, taking 67 (15d8) acid damage on a fai led save, or half
Limited Magic Immunity. Unless she wishes to be affected, as much damage on a successful one.
Tiamat is immune to spells of 6th level or lower. She has
advantage on saving throws against all other spells and Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat
magical effects. exhales lightning in a 120-foot line that is 10 feet wide. Each
creature in that line must make a DC 27 Dexterity savi ng
Magic Weapons. Tiamat's weapon attacks are magical. th row, ta king 88 (l6dl 0) lightning damage on a fai led save,
or half as much damage on a successful one.
Multiple Heads. Tiamat can ta ke one reaction per turn, rather
than only one per round. She also has advantage on saving Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat
throws against being knocked unconscious. Ifshe fa ils a saving exhales poisonous gas in a 90-foot cone. Each creature in
throw against an effect that wo uld stun a creature, one of her that area must ma ke a DC 27 Constitution saving throw,
unspent legendary actions is spent. taking 77 (22d6) poison damage on a fai led save, or half as
much damage on a successful one.
Regeneration. lfTiamat has at least l hit point, she regains 30
hit points at t he start of her tu rn. Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat
exhales fire in a 90-foot cone. Each creature in that area must
ACTIONS make a DC 27 Dexterity saving throw, taki ng 91 (26d6) fire
damage on a fa iled save, or half as much damage on a suc-
Multiattack. Tiamat can use her Frightful Prese nce. She then cessful one.
makes th ree attacks: two with her claws and one with her tail.
White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. exhales an icy blast in a 90-foot cone. Each creature in that
Hit: 24 (4d6 + 10) slashing damage. area must make a DC 27 Dexterity saving t hrow, taking 72
(l6d8) cold damage on a fai led save, or half as much damage
on a successful o ne.

CHAPTER 5 I ESCAPE FROM AVERNUS 151

The creature must bleed willingly upon a chain link. Mercy for the Fallen. If the characters threaten him,
Either it or an ally can use an action to wound the Thavius snivels and begs for his life. He also claims to
creature for 5 (ldlO) piercing or slashing damage. This know where the original contract that sealed Elturel's
damage can't be negated or reduced, and the infernal doom is hidden. This is a lie, the claim a desperate ploy
energy within the chains causes the creature's hit point to buy time and, hopefully, a chance to escape.
maximum to be reduced by an amount equal to the dam-
age taken until the creature finishes a long rest. Lulu is THE ULTIMATE SACRIFICE
willing to make at least part of this sacrifice of blood if
the characters ask her. If the characters have no other options for dealing with
Zariel, one or more of them might be willing to give
Crokek'toeck appears near Elturel within 1 hour of up everything in order to save the innocent people of
the first drop of blood being shed. All nearby devils im- Elturel. When a good-aligned paladin or cleric of 10th
mediately try to slay the demon, while nearby demons level or higher performs such a selfless act, the power
leap to its defense. As the two opposing forces clash, of that deed is eternally written upon their soul. To crea-
Crokek'toeck slips past the devils. The demon can gnaw tures that covet souls, this deed blazes like a bonfire in
through a bloodied chain link in 1 minute. the darkness-and Zariel desires it. Such a character is
likely destined to pass into the Upper Planes after death,
BREAKING THE CONTRACT and as such, they make a handsome prize for an arch-
devil to shape into a loyal servant of the Nine Hells.
Voiding the infernal contract between Zariel and
Thavius Kreeg causes the hellish chains binding Elturel If any of the characters fit that description, Zariel
to crumble to ash. This can be accomplished by either senses their power when the characters are in her pres-
killing Zariel or by destroying the original contract. ence. "Your soul shines bright," she says. "Brighter even
Zariel can use an action to summon the contract, which than the beacon above Elturel. I would have it."
appears in her one hand. The contract is otherwise
hidden in a secret place known only to her. Getting If the character willingly offers their soul in exchange
Zariel to call forth the contract takes guile, as the arch- for the souls of the people of Elturel, Zariel is taken
devil can't be charmed. Destroying the original copy aback by their selflessness. She furrows her brow and
of Thavius Kreeg's contract frees Elturel while leaving asks, "You would lay down your soul for these people?
Zariel's other contracts intact. People whose cowardice and weakness have caused you
nothing but grief?"
The original contract resembles the copy stored in
Thavius's infernal puzzle box: nine square plates of in- A character offering to sacrifice their soul can take
fernal iron linked together by short chains, each plate in- advantage of this moment of uncertainty, making a
separable from the others and inscribed with the terms Charisma (Persuasion) check with advantage to sway
of the contract written in Infernal. Casting the contract Zariel from the path of evil. Resolve a successful check
into the River Styx or immersing it in molten magma of as noted in "Redeeming Zariel," earlier in this chapter.
one ofAvernus's active volcanoes destroys it instantly. Even if the check fails, though, Zariel accepts the of-
fered soul in exchange for all the souls of Elturel. Unless
Destroying Zariel voids aJI the active contracts she you want to add additional challenges for the characters,
has made with beings across the multiverse. This the archdevil can free the city from its chains and return
causes no small amount of cosmic chaos. it to the Material Plane.

THE FATE OF TliAVIUS KREEG RELINQUISHING THE SWORD
If the characters killed Thavius Kreeg in Baldur's Gate,
he crawled out of the River Styx as a lemure. In accor- If the characters try to bargain for Elturel's release with-
dance with the terms of their contract, Zariel promoted out the Sword ofZariel, Zariel considers their offer and
him to an amnizu (see page 228), then confined him produces a contract stating that she will release the city
in her fortress (see "Poor Devil: Thavius Kreeg," page in exchange for the sword, delivered without any compli-
132). IfThavius dies in the Nine Hells as a devil, he cations or deceit. Lulu rankles at the idea of the charac-
is permanently dead-but this does not break the full ters forging any sort of pact with the archdevil, but holds
terms of Zariel's contract. Even with the primary signa- out hope that Zariel can be redeemed if the sword is
tory dead, the people ofElturel remain bound to Zariel brought before her.
by the Creed Resolute.
If the characters present the sword to Zariel and ei-
Killing Thavius. Characters hoping for a climactic ther fail to redeem her or choose not to try, read:
battle against a worthy adversary won't find one by
fighting Thavius Kreeg. Despite the power he now pos- Zariel grabs the sword by the blade and lets her fiend ish
sesses, the devil Thavius is a coward who would rather
grovel than fight. Killing him marks a wretched end to a blood cascade down its edge, snarling in pain. "With
wretched life.
this final rite, I discharge my divine duty. Let my name be
If the characters left Thavius alive in chapter 1, they
must find a way back to the Material Plane to kill him. forever struck from the ledger of Mount Celestia." She
His location in Baldur's Gate (or the chance that he
might have fled the city) is left to your determination, as tightens her grip, and the sword shatters. The angelic
is the process by which the characters can track down
his devilish incarnation on Avernus after they return. spark lodged within it dwindles, then dies.

CHAPTER 5 I £SCAPE FROM AVERNUS Once destroyed, the Sword ofZariel can't be restored,
ending any hope of redemption for the archdevil.

MAKING A DEAL WITH ZARIEL If the characters give her the shield, Zariel casts dis-
pel evil and good on it. Her spell causes Gargauth to
Characters out of other options might simply bow to manifest as a miserable, malformed pit fiend at half its
Zariel's power. If the characters make a deal with Zariel hit point maximum and with 4 levels of exhaustion. She
to save Elturel, they must specify that the city is to be commands the characters to destroy the wretch. If they
freed from its chains and returned to the Material Plane. succeed, she casually dismisses them and ignores any
Otherwise, Zariel will release the chains but leave attempt by the characters to hold her to promises made
Elturel in Avernus with no hope of salvation. without a contract.

To DESTROY A DEMON LORD If the characters press Zariel for a formal agreement
before giving her the shield. she presents a fair contract.
Baphomet and Yeenoghu are both clear and present However, she refuses to both free Elturel and return it
dangers to Avernus. Although Zariel would relish slay- to the Material Plane, promising only one or the other in
ing either of them personally, she gladly draws up a exchange for the shield alone.
contract agreeing to trade Elturel and the souls within
the city for either demon lord's destruction. Delivering DEALING WITH THE COMPANION
the glaive of Baphomet or the flail ofYeenoghu to her is
sufficient to prove the characters' success. The Companion that once warded Elturel against un-
dead is powered by a planetar trapped inside it. Long
If the characters agree to Zariel's terms, they learn thought of as Elturel's savior, the Companion was also
that both demon lords have recently converged around its undoing, for it was the beacon that allowed the power
Elturel. You can add either demon lord to the battle in of Avernus to drag the city into the Nine Hells.
"Endgame in Elturel," later in this chapter. If the char-
acters freed the demon lord Kostchtchie in chapter 3, he The Companion is a nearly indestructible metal orb
can also make an appearance. 50 feet in diameter. When it protected Elturel, it hung
in the sky like a second sun and emitted sunlight so
SHIELD OF THE HIDDEN LORD bright that the orb itself couldn't be seen. Now, lightning
If the characters still possess the Shield ofthe Hidden plays across the surface of the dull sphere, which is
Lord, Zariel blithely declares that she would consider surrounded by a 400-foot-diameter, IO-foot-thick shell of
trading Elturel for it. From within the shield, the pit impenetrable, magical darkness. A creature with dark-
fiend Gargauth begs and sobs and promises the world vision can't see through this darkness, and nonmagical
to the characters if they spare its life and find a way to light can't illuminate it. If this darkness overlaps with an
restore the devil to its former glory. These are empty area of light created by a spell of 8th level or lower, the
promises, though Gargauth's fear is real. spell that created the light is dispelled.

CHAPTER 5 I ESCAPE FROM AVERNUS 153

UNLOCKING THE COMPANION THE PLANETAR'S POWER

The Companion is sealed by nine locks evenly spaced If the Companion is shattered or unlocked, the planetar
around its equator. These locks can only be opened by inside it is released. The planetar's name is Nascius, and
inserting nine adamantine rods into them. The rods are its power can help save Elturel, but only if the infernal
hidden in Zariel's wrecked flying fortress (page 118). chains that bind the city have been severed. If asked to
save the city, the planetar takes a brief moment to re-
Inserting the nine adamantine rods into the nine locks cover its strength. lt then swoops down below the fallen
of the Companion causes its upper hemisphere to open, city, rises to set the earthmote on its broad shoulders,
freeing the planetar within. and raises Elturel out of Avernus and back to its rightful
place in the Material Plane.
SHATTERING THE COMPANION
ENDGAME IN ELTUREL
The Sword ofZariel has the power to shatter the Com-
panion and dispel the darkness around it. Striking the The material presented earlier in this chapter describes
orb with the sword causes the Companion to ring like some of the ways the characters might accomplish the
a bell and then s hatter, sounding out an angelic tone goals of redeeming Zariel and saving Elturel. Within the
that can be heard with perfect clarity across the infinite range of available options, you are free to determine the
breadth of Avernus. Unless the sword is wielded by an conditions under which those goals are met.
angel of challenge rating 15 or higher, or a good-aligned
cleric or paladin of at least 10th level, the unchecked This section describes an epic event that can serve
power reverberates through the sword and shatters it. as the adventure's climax: Elturel being pulled down
into the River Styx while Zariel and her forces battle
Lulu knows that the sword possesses this power. an army of demons beneath the city. A demon lord-ei-
However, s he wants the characters to use the sword to ther Baphomet or Yeenoghu- has launched an all-out
redeem Zariel, not simply to save Elturel. As such, she attack on Elturel before it's dragged into the River Styx.
conceals this fact unless it's clear that redeeming Zariel This section includes encounters that you can run to
is an impossible task. challenge the characters as they maneuver to confront
Zariel. These encounters are suitable for a party of four
Alternatively, if the characters strike a bargain with 13th-level characters. If the party is weaker or stronger,
a powerful entity such as Tiamat or a demon lord, that adjust the encounters accordingly.
being can attack and shatter the Companion. For more
information on allying with a s upernatural power, see
"Breaking the Chains," earlier in this chapter.

CHAPH.R 5 J ESCAPE ~ROM AVERNUS

EVENT l: RIVER'S EDGE Two hezrous break off from this melee to attack the
characters. The other fiends continue fighting Lucille.
Lulu guides the characters toward Zariel, finding her
on the ground of Avernus beneath Elturel. Read or para- By the time the characters deal with the hezrous
phrase the following to set the scene: attacking them. Lucille has destroyed the remaining
hezrous or sent them scrambling away in search of
Elturel hangs above you and the River Styx. The iron easier prey. Lucille turns towa rd the characters, gives
spikes that anchor the city have dragged it nearly to them a curt nod, and takes to the air. Characters can
the river's banks. Within a few hours, Elturel will sink attack the pit fiend, which has 175 hit points remaining.
into the Styx. If they let it go, the pit fiend returns the favo r by using its
helm ofdevil command to issue orders to its troops that
Hordes of distant demons fly around the city like the characters are not to be harmed. As the characters
gnats, and a battle rages fiercely beneath it. Thousands make their way toward Zariel, demons that might other-
of fiends clash in Elturel's shadow. And at their center wise cross their path are intercepted by devils, creating
stands a being wreathed in flame , striking down demons an avenue of safe passage for the characters.
with tireless fury.
Treasure. Lucille's helm ofdevil command and battle
Lulu points at the figure with her trunk and whispers, standard ofinfernal power are described in appendix C.
"That's her. Zariel stands exactlywhere she always
does- where the fighting is fiercest." EVENT 3: SHOWDOWN WITH ZARIEL

This encounter takes place on an open field bordered At some point, the characters get close to Arch-
by the River Styx. with Zariel visible a mile away. Allow duke Zariel ofAvernus (see page 243 for her stat
the characters a few moments to plan their next move. block). When they do, Zariel is locked in combat with
When they decide to act, two horned devils break to- a hyena-faced baJor-one of Yeenoghu's demons. A
ward them after a fleeing glabrezu, which is cut down 100-foot-diameter circle has formed around Zariel and
and dissolves to ichor that flows into the Styx. The dev- the balor, as other devils and demons stay clear of the
ils attack at range with Hurl Flame attacks. Each devil destruction the two unleash. Unless the characters draw
has 125 hit points remaining and fights to the death. attention to themselves, the fiends pay them no mind.

Between this event and the next, the characters might If you don't want to roll dice to determine the outcome
delve deeper into the melee, or could make their way up of this battle, Zariel reduces the balor to 0 hit points
to Elturel by flying or climbing. after 4 rounds of combat, causing it to explode in a
great firebal l. When the battle is over, Zariel has 450 hit
EVENT 2: FIELD OF FLAMES points remaining and takes a round to collect herself as
the eye of the storm that surrounded her dissolves once
The front of Zariel's army has crashed into the flank of more into chaos.
the demonic horde, whether on the streets of Elturel or
on the battlefield below. Taking on both armies headfirst If the characters released Kostchtchie from his prison
is impossible, but savvy characters might be able to use in chapter 3 but lost track of him, the demon lord wades
the battlefield's geography to avoid combat. into battle and tries to get close enough to Zariel to
wrest Matalotok, his hammer, from her clutches. Devils
The characters must make three group Dexterity loyal to Zariel confound Kostchtchie at every turn. deny-
(Stealth) or Wisdom (Survival) checks to navigate the ing him his prize, and Zariel herself refuses to engage
battlefield, with each round of checks increasing in dif- him. Still, the characters can count on Kostchtchie to
ficulty- DC 15, DC 17, and DC 19. Every time the group create a distraction big enough to draw attention away
fails a check, each character must succeed on a DC 15 from their activities, whatever those might be.
Constitution saving throw or take 22 (4dl0) poison dam-
age plus 22 {4d10) fire damage from the noxious gas and It is hard for insignificant mortals to gain the archdev-
flames roiling across the battlefield. il's attention, but if they anger Zariel, aid her in combat,
or display Lulu or the Sword ofZariel, she stops what
After making these ability checks, the characters s he's doing and gives the characters a chance to speak
stumble into a battle between s ix h ezrous and Lucille, to her- or to challenge her.
the pit fiend general they s potted as they were leaving
Elturel at the end of chapter 2: If the characters attempt to break the infernal chains
binding Elturel to the posts that are s lowly sinking into
A pit field wearing an eyeless helm clutches an infernal Avernus (see "Breaking the Chains," page 150), Zariel
battle standard in one clawed hand while swinging a takes notice when the first chain is sundered or the
huge flaming mace in the other. The pit fiend is beset on planetar is released from the Companion. If the char-
all sides by six hulking, froglike demons that croak vile acters are making use of a demon to break the chains,
epithets as they tear the pit fiend's flesh with their claws. Zariel attacks it and defeats it after 2d4 rounds if the
characters don't come to the demon's aid. If Tiamat is
the one destroying the chains, Zariel attacks the charac- 155
ters in the hopes that Tiamat will cease her attack once
her accomplices are s lain.

If Zariel is reduced to 100 hit points or fewer, she
withdraws to the edge of the battle, taking refuge in her
flying fortress if it's nearby and hasn't been destroyed
(see "Zariel's Flying Fortress," page 130).

CHAPTER 5 I ESCAPE FROM AVERNUS





VEN THE MOST HARDENED ADVENTURERS HISTORY OF BALDUR's GATE

watch their steps in Baldur's Gate, where lives Since its beginning as a quiet backwater community,
hold prices in copper and greed proves dead- Baldur's Gate has undergone a dramatic transformation,
lier than dragon fire. Baldur's Gate has a rep- becoming the hub of danger and adventure it is today.
utation for being a rough place, where crime
and opportunity walk hand in hand, and FOUNDING BALDUR1S GATE
where anything can be bought, sold, or seized
at swordpoint. Ifsomething can be given Centuries ago, the hero Balduran spent years questing
a price, it's for sale somewhere in Baldur's in lands across the Sea of Swords and beyond. When
Gate. Drugs and poisons sit on shelves along- finally he returned to his village of Gray Harbor, he
side tinctures and remedies. Trade goods from Chult, brought fantastic wealth with him, much of which he
mechanical wonders from Neverwinter, tomes of magic gifted to friends and family. These boons greatly im-
from Calimshan, and the most believable counterfeits of proved Gray Harbor's fortunes, launching businesses,
each can all be found in the city's stalls. expanding its docks, and seeing the creation of a de-
The Flaming Fist, a mercenary company paid for fensive wall around the town. In honor of their heroic
by the city, protects residents without the barest hint patron, the citizens came to call one of their new wall's
of civil delicacy. The Watch, the guardian force of the passages Baldur's Gate. Within a generation. though.
wealthy Upper City, exists only to serve the patriars- the gate became synonymous with the community, and
the city's detached upper class. Meanwhile, crime flour- the settlement known as Baldur's Gate began appearing
ishes under the control of the Guild, which oversees on maps of the Sword Coast.
almost every organized criminal act, from dockside
gambling rings to blackmail at patriar garden parties. The city's surprising growth attracted all manner of
Either under the Guild's auspices or in defiance of them, people. Peasants affected by raiding and war, farmers
those who cut purses or throats make a decent living in rendered penniless by famine and drought, pirates seek-
the city, their talents traded as briskly- and often just as ing a neutral port- all types saw a chance to put their
openly-as those of any other professional. mark on the rapidly growing community.
For all its shadows and dark dealings, Baldur's Gate is
not without its lights. Some residents earnestly seek to O RDER I N B ALDUR's GATE
make the city a safer place by banding together to make
their own sort of imperfect but effective justice. As the city swelled, questions of law and taxation arose.
The community's eldest families- largely those wealthy
enough to afford homes within the city walls-came

BAL.DUR'S GATE CAZETfEER

to be known as patria rs a nd grew wary of the influx BALDUR'S GATE AND ITS COAT OF ARMS
of strangers settling beyond their walls . The creation
of various additiona l taxes on trade and travel led to Population: 125,000 (predominantly humans)
violence breaking out between the Upper City- behind Government: Plutocracy, helmed by the Council of Four
the original walls of Gray Harbor- and the Lower City,
buiJt on the s lopes leading down to the Chionthar River. and Parliament of Peers
Patriar houses were ra nsacked, family heirlooms were Defense: Flaming Fist mercenaries, the Watch
Jost forever, a nd heirs were kidnapped, never to be seen Commerce: Dyes, ~sh, imports from Chult, mercenaries,
again. Gold flowed like blood as families and guilds
hired mercenaries to protect them. Only the election nautical supplies
of a new group of rulers- known as the dukes and, col- Organizations: The Guild, neighborhood crews,
lectively, as the Council of Four- put the matter to rest.
These elected rulers have been a part of the city's gover- trade guilds
nance ever s ince. Religions: Gond, Tymora, Umberlee, any other law-abiding

Another pillar of order in Baldur's Gate formed when faith, cults of the Dead Three
the adventurer Eltan, a noted warrior raised in the area,
returned home from exploits abroad. S eeing the chaos The Baidur's Gate coat of arms represents the city's role as
that had s plintered his beloved city, Eltan united the a hub for river and ocean trade as well as nodding toward
city's independent me rcenary companies under a single its namesake, the explorer Balduran. The symbol origi·
banner, that of the Flaming Fist. Eltan used the mer- nated as a pirate emblem, though, and its components
cenaries to quash what pockets of disorder he found, hold a double meaning today.
punishing lawbreakers for the ir crimes . Though plenty
of theft, blackmail, and assassination continued behind Originally, the alternating bands ofwater beneath the
closed doors , the founding of the Flaming Fist marked a ship indicated the turbulent dangers of the sea, but also
new chapter in the city's s tory. the rich rewards it can bring. The crimson flags of the ship
referenced the brutal life ofa pirate, blood spilled on the
B HAALSPAWN deck or in the water. The crisscrossing ropes and canted
sail symbolized the web ofsecrets and intrigue that mark a
Over the years, Baidur's Gate has harbored countless pirate captain's life.
evil schemes and cons piracies . Perhaps the most das-
tardly, though, was that perpetrated by Bhaal, god of Today, some optimistic souls try to recast the seal,
murder. who foresaw his own death during the Time of claiming its calm waters represent the city's desire to
Troubles. While in mortal form, Bhaal conceived multi- remain a peaceful power and the clear skies symbolize a
tudes of offspring, plotting to have them resurrect him. prosperous future. But those who know the city's history
They actively hunted and slew each other, with the survi· see the cunning and violence underpinning the emblem.
vors collecting ever more of Bhaal's godly essence. For many, the contradictory interpretations make the city's
coat ofarms all the more fitting.
Sarevok, a Bhaals pawn and member of the Iron
Throne me rchants' guild, sought to spark war with the
nation of Arnn and become the new Lord of Murder.
Another Bhaalspawn, a ided by powerful allies , thwarted
Sarevok's plan a nd brought stability, if not peace, to
Baldur's Gate once more. Yet, Bhaal and his faithful
have menaced the city ever s ince.

This chapte r describes the independent city of Baldurs
Gate as things are in 1492 DR.

The original wall ringing the Upper City s till stands ,
and a second defens ive wall now rings the Lowe r City.
The Outer City. a collection of hastily made structures
and s hantytowns, runs along the River Chionthar.

While the Outer City might seem the most lawless,
every district of Ba ldur's Gate has its own threats. In the
Upper City, patriar fami lies a nd government officials jos-
tle to secure their positions . Ma ny are not above using
private agents to acquire blackma il material, sabotage
public appearances, or even frame innocents to secure
power. The victims of these plots, and officials who want
a fair and honest legal system, must resort to hiring
their own agents to unearth conspiracies, break out
unfairly impris oned citizens , and obtain evidence the
Flaming Fist cannot.

BALOUR'S GATE GAZETTEER 159

The Upper City's political intrigues and the Outer patron, join a secret guild, stalk killers for a bounty,
City's violence spills over into the Lower City, the city's or come to the aid of desperate citizens. Good-hearted
middle ground. Rampant crime, class grudges, foreign champions fight against corruption and bring murderers
threats, and economic pressures leave many Baldurians to justice, while less moral mercenaries find a good
feeling trapped within their own homes. Flaming Fist price for their services. The city offers opportunities
patrols react to threats with indiscriminate violence, as well as the roost reliable and ruthless market on the
doing little to make citizens feel safer. As a result, in re- Sword Coast. Information, treasures, secrets, and souls
cent years many citizens have started banding together can be bought or sold for the right price.
in crews. These counter-gangs align along professional
or neighborhood affiliations, doing their best to protect As a great hero of Baldur's Gate once said, "Watch
their territories. While this has given some of the city's your step in the shadows. Watch your back in the light.
people a way of feeling more in control of their lives, Win a prize beyond your wildest dreams or disappear
it's also increased the number of armed citizens on the into forgotten history. Every day your life is on the line.
streets. Whether the Lower City is actually safer after Every day you could become a legend. Welcome to
the formation of crews remains an open question. Baldur's Gate."

In the Outer City, all the world washes against the N EIGH BO RS, RIVALS, AN D A LLI ES
city's gates. Here crime and poverty are contrasted by
wonders from afar and the riches of cultures across Other cities and nations keep a watchful eye on Baldur's
FaerOn. The mix of wanderers and refugees remains in Gate, which is growing in wealth, power, and influence.
constant flux, with communities forming and disband-
ing on a monthly basis. None can possibly keep track of Baldur's Gate trades with the coastal cities of Water-
all the foreign traditions or the dangerous- sometimes deep and Neverwinter to the north while contending
outright evil-religious practices observed in the Outer with the aggressive mercantile nation of Arnn to the
City. As a result, Baldur's Gate has widely adopted a south. Arnn seeks to dominate trade on the Sea of
"do no harm" policy when it comes to faiths and orga- Swords and views Baldur's Gate as a growing threat.
nizations operating in the city. Any group is welcome to Baldur's Gate joined the Lords' Alliance, a coalition of
operate openly so long as the city's important citizens independent cities that includes Neverwinter and Wa-
terdeep, largely because of disputes with Arnn. Should
aren't harmed. Amn decide to attack Baldur's Gate, the city can count
Beyond all its dangers, Baidur's Gate is an adventur- on the other members of the Lords' Alliance to come to
its defense. This arrangement infuriates Arnn, which is
er's city, a place where a sword-for-hire can find a rich not prepared to test the alliance's resolve.

BALOUR' S CATE GAZETIEER
160

To the east, the nations of Elturgard and Cormyr view GOVERNMENT
Baldur's Gate as a lawless cesspool that might have to
be dealt with someday. These nations especially frown The Parliament of Peers, a group mainly composed of
on the city's broad religious tolerance. nearly fifty patriar members, makes recommendations
on issues of law and governance. Once the parliament
CANDLEKEEP comes to a majority decision on a matter, usuaJly af-
ter much heated debate, it presents its position to the
To enter the great library of Candlekeep, one must Council of Four. Three dukes and one grand duke
furnish the library's monks with a book not already con- make up this ruling council (see "Council of Four,"
tained in the library's archives. Travelers on the way to below, for more information). The council also votes on
Candlekeep often stop in Baldur's Gate, anticipating that matters, and in the case of a tie, the grand duke's vote
they can find such a book in the city's markets. As such, counts as two.
Baldur's Gate does a small but bustling trade in rare
books. Several merchants have a known policy of buy- Common belief holds that many parliament members,
ing valuable books without question, selling them at a and possibly one or more of the dukes, can be bribed
high markup. Travelers seeking a specific book also hire for their votes. Corrupt parliament members don't wish
mercenaries or adventurers to venture into dungeons or to be caught taking payments, usually not out of fea r
ruins and bring back the prize. of legal reprisal, but of being perceived as incompetent
among their peers. The perception is that one who can't
If information can't be found in the whisper-markets be trusted to receive something as simple as a bribe
ofBaldur's Gate, then Candlekeep becomes a logical likely can't be trusted to manipulate the city's intricate
next stop. Adventurers are sometimes hired to guard social web. Such leads to the common farce of officials
a desperate traveler on the road south, or to guard the buying cheap jewelry or fake art objects with their bribe
outrageously rare tomes scholars might carry to gain ad- money (usually in the form of platinum coins or jewels)
mission. The Guild knows the signs of a traveler headed hidden inside.
for Candlekeep, and often dispatches robbers to steal
books and resell them to the merchants of the city. COUNCIL OF FOUR

ELTUREL Comprised of four dukes, the Council of Four presides
over the government ofBaldur's Gate. Though the
Prior to the events described in this adventure, the holy Parliament of Peers and the patriars hold a great deal
city of Elturel- the capital of Elturgard-sat upriver on of power, the Council of Four is the ultimate author-
the Chionthar. Whereas Baldur's Gate is a cutthroat ity. It convenes in High Hall, a fortress in the middle
city policed by mercenaries, Elturel was a lawful city of of the Upper City, and controls the Flaming Fist. the
pious folk watched over by knights of Helm, Torm, Tyr, navy, the tax collectors, and all public utilities, among
and Lathander. The two cities couldn't be less alike. other things.

Whenever Baldur's Gate has tried to seize too much GRAND DUKE ULDER RAVENGARD
territory in Elturgard's eyes, Elturel has responded by Ulder Ravengard is a fearless soldier who rose up
imposing a heavy tax on shipments headed downriver. through the ranks of the Flaming Fist to become its
This sort of economic brinkmanship coupled with supreme marshal. Ravengard used his military posi-
radically different religious viewpoints has created bad tion and influence to secure for himself a seat on the
blood between the two cities, though neither city has Council of Four. FolJowing the deaths of two council
been eager to test the military might of the other. members amid a cloud of corruption and scandal, he
persuaded the Parliament of Peers to back his election
PORT NYANZARU to grand duke.
Baidur's Gate serves as one of the main ports from
which ships depart for Chult, a peninsula far to the Upon ascending to the highest position in the city gov-
south. Port Nyanzaru, located on the northern coast of ernment, Ravengard refused to relinquish command of
Chult, enjoys a respectful and mutually beneficial trade the Flaming Fist, making him the most powerful figure
relationship with Baldur's Gate, and both cities are in the city by far. This decision has not endeared him to
united in their dislike for the nation of Arnn. anyone, but Ravengard could care less about his popu-
larity. His only concerns are the stability and prosperity
Outside of Port Nyanzaru, Baidur's Gate maintains of Baldur's Gate, and he doesn't trust any of the other
its own holdings in Chult. Fort Beluarian serves as a dukes or anyone in the Parliament of Peers to put the
beachhead for the interests of the city, the Flaming Fist. city's interests before their own.
and numerous patriar families in ChuIt. This small mili-
tary hub oversees much of the exploration (and exploita- Ravengard rose to grand duke on a platform largely
tion) in regions of Chult claimed by Baldur's Gate. It also backed by idealistic commoners and enemies of the
serves as a departure point for smuggling the region's other established dukes. While he won election hand-
treasures back the Sword Coast, as well as other ven- ily, Ravengard has struggled in performing his duties,
tures the Baldurians would prefer the native Chultans finding his hands tied at every turn by both overt and
don't learn about. As a result, rarities from the depths of invisible bureaucracy. Despite this, he's been a voice of
Chult, seen nowhere else on the Sword Coast, regularly reason and common sense on the Council of Four-if
trickle into the port and market stalls of Baldur's Gate. not the egalitarianism some hoped. He's also proven
largely resistant to scandal and corruption, though
The sea routes between Baldur's Gate and Chult are
far from safe. Pirates, Amnian privateers, and sea mon-
sters are common in these waters.

BALDUR'S GATE GAZETTEER lQl

many of his fellow dukes and those in the Parliament of was named Master of Drains and Underways. By then,
Peers still regularly outmaneuver him politically. One of she had been married three times and given birth to
his only obvious pleasures remains the surprise inspec- three sons. Her lifelong goal has been to lift herself and
tions he regularly visits upon the troops at Wyrm's Rock her family out of the sewers and into high society.
(see page 200).
Years of political dealing, blame shuffling, and bribery
Ravengard was recently tricked into attending a dip- paid off when Thalamra was elected to the Council of
lomatic summit in Elturel, unaware that his political Four. Although she has served on the council for the
enemies in Baldur's Gate orchestrated this meeting in a shortest amount of time, Duke Vanthampur is easily the
fiendish plot to remove him from power. In his absence, most politically savvy council member. She speaks little
the Flaming Fist is leaderless, the council rudderless. during meetings of the council, preferring to further her
political agenda through meetings in her private offices
DUKE BELYNNE STELMANE and at her family estate. When she does choose to de-
bate, she speaks with a strength beyond what it seems
Once a vigorous and formidable politician, Duke Be- like her age should allow, and is known for leveling
lynne Stelmane recently suffered a seizure that left her insults that land unsettlingly close to (supposedly) hid-
with a partially paralyzed face and slowed speech. In den truths.
truth, a mind Hayer provoked the duke's "seizure" when
it took mental possession of her. Now Stelmane wages a MILI TARY
silent war against the mind flayer's influence, biding her
time until she can find a way to signal for aid or regain Baldur's Gate boasts two military forces: the Flaming
her will. Not even Stelmane's aides are aware of her se- Fist a nd the Watch. Use the Guard Arrival Times table
cret struggle, though they cover for her as best they can. to determine how long it takes for the Flaming Fist or
the Watch to arrive at a location after a crime or similar
Given her current situation, Duke Stelmane is in no incident is reported.
position to oppose attempts by her fellow dukes to seize
the reins of power in Baldur's Gate. THE FLAMING FIST

DUKE DILLARD PORTYR The red and gold symbol of the Flaming Fist mercenary
company (depicted on page 12) has become emblematic
Duke Dillard Portyr was once a respected businessman, of Baidur's Gate. The Council of Four funds the Flaming
but after a string of sour deals, he pulled back from his Fist, s upporting it as the city's army. Grand Duke Ulder
investments. Now he uses his time to enjoy the comforts Ravengard is now its undisputed leader.
that his wealth and title provide him. He lives alone in
his manor, having outlived his two wives and three sons, The Flaming Fist largely patrols the Lower City,
and trades correspondence with his niece, Liara Portyr, though it holds nominal authority over the Outer City as
who commands a Flaming Fist outpost on Chult known well. The company has enough to do maintaining order
as Fort Beluarian. within the city walls without straying too far from its
gates, though the Fist has been known to hire indepen-
Duke Portyr is conflict-averse and goes out of his way dent agents when its ranks are spread thin.
to avoid stress. He shows well in social situations, but is
easily manipulated in the political arena. He is known Thousands of soldiers currently serve in the Flaming
for listening with concern, showing an earnest desire Fist: in Baldur's Gate proper, at the fortress ofWyrm's
to help, making promises to look into things, and then Rock on the Chionthar River, and at remote outposts
doing nothing. As a result, a great deal of the citizenry's such as Fort Beluarian in ChuIt. The Flaming Fist offers
scorn lies heaped upon Duke Portyr's shoulders. employment and a sense of belonging to any who can
lift a sword and follow orders. Native Baldurians, immi-
Duke Portyr expressed concern about Ravengard's grants, former criminals, and retired adventurers can all
diplomatic mission to Elturel, fearing what the Flaming be found within the company's ranks.
Fist might do while Ravengard is away. If his worst
fears come true and the Flaming Fist can't control itself, THE WATCH
Duke Portyr plans to write a letter to his niece, urging
her to return to Baldur's Gate and take command of the Watch officers can spend their entire careers within the
Flaming Fist in Ravengard's absence. It's literally the Upper City. Bankrolled by the patriars, the Watch has a
least he can do. reputation as glorified bodyguards for the city's elite.

DUKETHALAMRAVANTHAMPUR Orderly and regimented, the Watch maintains precise,
predictable patrols. At dusk, the Watch clears the Upper
Acid-tongued, shrewd, and aggressive, Duke Thalamra City of everyone but residents, their household staffs,
Vanthampur is the matriarch of the Vanthampur family. and guests bearing written invitations. Many Watch
Born with nothing, she spent years wallowing in obscu- officers, born and raised in the city, pride themselves on
rity, repairing and renovating the city's ancient sewer recognizing every Upper City resident on sight.
system. One promotion after another followed until she
The Watch operates out of the Citadel, a massive
G UARD ARRIVAL TIMES keep built into the Upper City's walls. In times of cri-
sis, bells at the High Hall and the Citadel are rung
District Arrival Time Force simultaneously. If the pealing continues for more than a
2d4 Watch guards few minutes, every Watch member is required to rally at
Upper City 2d4 minutes 2d4 Flaming Fist veterans the Citadel or appointed guard posts. The function of the
Lower City 4d6 minutes 2d6 Flaming Fist guards bells is common knowledge.
Outer City 6d8 minutes

BAI.DUR'S GATE GAZETTEER

G UARD R EACTIONS WATCH REACTIONS

Use the following tables each time the party has a run-in d8 Reaction
with the Flaming Fist or the Watch and you're not sure
how the encounter should play out. Such interactions oc- The guards immediately arrest the poorest looking
cur often at the city's gates. Roll on the Gate Interactions person involved and lock them in jail fo r 24 hours
table ifyou want to randomly determine the experience before letting them go.
characters have as they attempt to pass through a gate. 2 The guards break up the situation, dis persing every·
one without making any arrests.
If someone calls the Flaming Fist or the Watch, refer- 3 The guards confiscate all weapons but make no
ence the Guard Arrival Times table (page 162) to see arres ts.
how long it takes for the authorities to show up. Then, 4 The guards watch circumstances unfold but take no
roll on the Flaming Fist Reactions or Watch Reactions action that might endanger themselves.
table as appropriate to determine how the guards be- 5 The guards have clearly been bought off by the rich-
have when they arrive. est person involved and do whatever it takes to help
that person.
GATE INTERACTION S 6 Believing themselves to be ill-equipped to handle the
situation, the guards race away to get the Flaming
d8 Interaction Fist. (Roll on the Guard Arrival Times table to deter-
The guards thoroughly search packs and vehicles,
questioning everything and everyone. mine how long it takes for the Flaming Fist to arrive,
and roll on the Flaming Fist Reactions table to deter-
2 The guards force a line oftravelers to wait for 6dl0 mine how they behave.)
minutes for no clear reason.
7 The guards try to bludgeon anyone not wearing
3 The guards refuse to admit anyone with animals, jewelry, but make no arrests.
unusual weapons, or obvious magic items.
8 The guards arrest anyone who can't pay a 5 gp bribe.
4 The guards don't let anyone through the gate. Those
wishing to enter or leave must wait until the gate re- L AW AND O RDER
opens or try another gate.
Everyone in Baldur's Gate is expected to hew to com-
S The guards focus their attention on a suspicious mon law. Murder, theft, assault, blackmail, and fraud
traveler and wave a bunch ofother people through all carry severe penalties. Patriars, the wealthy, and
witho ut searching them or their belongings. the we!J-connected are given much more leniency than
commoners. A noble heir who steals from a shop might
6 The guards clear the gate swiftly to let a patriar's get away with a fine paid by a parent, whereas a com-
litter pass through. moner committing the same crime may be jailed or
publicly flogged.
7 The guards skip the search if a traveler pays l gp for
"express gate" service. Both the Watch and the Flaming Fist have the right
to dispense immediate justice, should they witness a
8 The guards wave travelers through without a second crime in progress. In unclear situations, or when a per-
look. son of influence is involved, the accused is jailed until a
trial can be set. Patriars and other powerful individuals
FLAMING FIST REACTIONS are usually placed under house arrest, except in dire
circumstances. Commoners await their trial in jail. On
d8 Reaction occasion, a vigilante or hired mercenary will break an
The guards demand that everyone drop to the accused commoner out of prison in order to ensure the
ground, bludgeoning those who don't comply accused's safety until the trial date.
immediately. After searching everyone for money,
contraband, or other valuable items, they confiscate Minor crimes, such as creating a public disturbance,
whatever they find before letting everyone go. petty theft, or vandalism carry commensurate punish-
ments. Time in the stocks, public humiliation, or a fine
2 Exasperated, the guards just want everyone to are the usual judgments. Some patriar families consider
disperse immediately. petty crimes to be worse than major ones-they are a
sign that one can't manage one's baser instincts. Pa-
3 The guards already have l d6 th ugs with them from triars have been known to pay huge bribes or promise
a prior arrest and don't want to deal with another outsized favors to protect a rebellious heir from being
proble m. charged with a minor crime.

4 The guards make arrests, but are called away mid Lawyers must belong to the Barrister's Guild to
process and let everyone go. practice, and the associated fees means they prefer to
represent wealthy clients. Poorer citizens often must
S The guards merely walk by, as they're already escort- throw themselves on the mercy of the courts, or scrape
ing a patriar (noble). together what coin they can to hire an adventurer or
mercenary to find evidence to support their plea.
6 The guards start a bribe bidding war to decide who
gets arrested and who goes free.

7 An officer arrives with the group, insuring that any
arrests are conducted by the book.

8 The guards are spoiling for a fight and attack anyone
who looks like they might be guilty.

BALDUR'S GATE GAZETTEER

CIT IZENRY Crews were the first to institute the common practice
of burl. Under this system, anyone seeking shelter and
The citizens ofBaldur's Gate include many races and safety-usually those fleeing from the Flaming Fist or
ethnicities. Though prejudices can exist among certain some other danger- can approach a house or shop and
residents, Baldur's Gate as a whole is a diverse and un- give three sharp knocks followed by a heavier one. The
prejudiced- if not welcoming- city. residents are then obligated to take that person in and
bide them. This applies even to members of opposing
Many of the patriar families of Baldur's Gate can crews, though anyone requesting sanctuary from a crew
trace their lineage back for generations, but a significant other than their own incurs a debt, both personally and
portion of Ba1durians were not born in the city. Most on behalf of their crew. Abusing someone who's granted
citizens began their lives in Tethyr, the North, the West- burl is grounds for immediate expulsion from one's
ern Heartlands, or other communities along the Sword crew, and such "drowners" are universally shunned.
Coast. Baldurians born in Arnn, the High Forest, and
nations bordering the Inner Sea are less common, but The dozens of crews calling Baldur's Gate home are
still present. Rarely, travelers from as far away as Chult, as different in attitude and approach as the city's resi-
Mulhorand, or Luiren decide to follow the flow of trade dents. For instance, everyone in the Lower City knows
and settle in the city. that if you need cheap muscle, you hire members of
the burly Porters' Union or Stonemasons' Guild, and
COMMONERS AND CREWS not even the Flaming Fist would wiJlingly pick a fight
with the blood-spattered Butchers' Block or the mer-
Baldur's Gate can be a rough place for ordinary folk. cenaries and "security consultants" of the Bannerless
Among the twisting streets of the Lower City, common- Legion. Other crews, such as the Scribes and Sages
ers have significantly fewer rights than patriars, with or the Honorable Order of Moneylenders, would never
only the brusque mercenaries of the Flaming Fist to dream of getting their hands dirty, while the Apothecary
keep them safe. Even worse off are the poor residents of Alliance and Brethren of Barbers don't need to throw
the Outer City, many of whom aren't recognized as cit- a punch to strike fear into rivals. From carpenters to
izens. With the Flaming Fist too eager to punish crim- grocers, the Forgeworkers' Lodge to the Wisewoman
inal behavior by drubbing both accuser and accused, Weavers, nearly every profession offers some access to
it's important that common folk have someone to watch a crew. And not just legal professions, either; the Rev-
their backs. That's why the people of BaJdur's Gate cre- elers' Union, made up of night-workers who sell drugs,
ated crews-collections oflikeminded folk who band companionship, and other recreations, is one of the
together for mutual protection. Depending on the crew, most powerfu l in the city, thanks to the information it
this protection can range from taking someone's side in gathers from its clients.
a tavern brawl or guarding each other's shops to price
fixing or inter-crew loans. Some crews are simply neighborhood-based, their
association based on territory rather than trade, such
NOTEWORTHY LAWS as the Right Pashas of Little Calimshan, the Crossed of
Wyrm's Crossing, the Gravemakers of Tumbledown, or
Ofthe city's nuanced and unreliably enforced laws, the the Bloomridge Dandies.
fo llowing tend to be the most surprising to newcomers.
By far the most important crew to travelers, however,
Foreign Agents. While traders and visitors to Baldur's is the Gateguides. Made up primarily of teenage lantern
Gate are always welcome, spies and saboteurs are not. bearers, the Gateguides earn a Jiving hiring themselves
Legitimate foreign agents, such as ambassadors, are re- out to newcomers to show them the ropes of the city,
quired to report to the High Hall for an elaborate series help make connections with other crews, and offer some
of interviews and licenses. Visitors technically should do degree of collective protection.
the same, but the law is rarely mentioned at the city's
gates and even more rarely enforced. What distinguishes PATRIARS
a visitor and a foreign agent can be unclear, and if an
individual doesn't have a license marking them as one Patriars are the elite upper class of the city, a rank de-
or the other, any duke or peer can unilaterally change a fined largely by money and lines of vague, increasingly
non-citizen's status, effectively sentencing them to impris- inconsequential heritage. Many nobles claim genera-
onment or worse. tions of lineage, dating to the earliest days of Baldur's
Gate. Their money funds industries and lines political
Livestock Restriction. By tradition, Baidur's Gate bans pockets, but their names allow them to wield influence
animals larger than a peacock within the city walls. Visitors throughout the city.
determined not to surrender their beloved pets (or valu-
able animals they intend to sell) sometimes arrive at the Some patriars are economically-minded individuals
city with large peacocks in tow, to prove their furred com- who rise early and spend their days in meetings and ne-
panion meets the legal requirement. This has led to a bur- gotiations. They fund expeditions into dangerous locales
geoning, noisy, and particularly cutthroat peacock-breeding and hire explorers to map uncharted territories. Other
industry in the Outer City. patriars manipulate the city's power players through
diplomacy and intrigue. They spend their days flitting
Most travelers pay to stable oversize animals, either in from theater performances to private balls, while quietly
Outer City liveries or at ranches outside the city. Some making and breaking the alliances that underwrite the
animals are simply surrendered at the gate, though, city's structures.
becoming property of the Watch (in the Upper City)
or the Flaming Fist (in the Lower City), or sold during
monthly auctions.

BALDUR'S GATE GAZETTEER

Patriars live and work in the Upper City. Their itself. The city boasts multiple large and well-connected
manor homes employ dozens of s ervants, along with trade guilds and a marketplace where wholesalers
contingents of personal guards. The wall surrounding can exchange goods before moving up or down the
the Upper City as well as the constant presence of the Sword Coast.
Watch- which exclusively patrols that district- goes far
toward assuring their security. As a side effect, it also The number of ships in port and traders making their
means many patriars go months without engaging with way north or south mean that Baldur's Gate boasts
the city's common folk, their insulation leading to the one of the most expansive markets in the west. Coin
spread of divisive rumors . trumps morals in Baldur's Gate, with profit being the

Patriars know the danger of the other districts, where PROMINENT PATRIAR FAMILIES
their wealth is a lure and their names carry no weight.
Patriars who have to travel the Lower City always do so Below are the names ofand a few details about many of
with guards, and still risk robbery or worse violence. the other patriar famil ies in the city.

Many patriar families hire proxies to carry out their Belt owns horses for sale and exchange.
business in the Lower City or Outer City. lf circum- Bormul is related to the Bormul nobility in Amn and has
stances force patriars to visit the Outer City personally, inte rests in southern silver mines and vineya rds.
they typically travel in disguise, paying adventurers or Caldwell owns most of the city's art museums.
mercenaries to protect them without drawing the atten- Dlusker is nearly broke but maintains a textile mill in the
tion of a uniformed personal guard. Lower City and a few slaughterhouses in the Outer City.
Durinbold is related to Waterdeep nobility and owns
Among the common folk and criminal element of the large sheep herds.
city, patriars have a reputation for callousness. Com- Eltan has an ancestral link to the grand duke who
mon wisdom holds that patriars are out of touch with formed the Flaming Fist, but sold its interests in the mer-
everyday life and value citizens' lives cheaply. For some cenary company to pay debts.
nobles , this assessment holds true . These patriars are Eomane owns the most elite perfumery in Baldur's
class-conscious dilettantes who s pend their money Gate as well as fish- and whale-oil processors that
on frivolous bets, debauched entertainment, and risky make lamp oil.
business ventures. For this callous lot, the common Gist controls much ofthe city's dye production.
people are nothing more than fools to be bilked, clods Guthmere owns butchery and tannery facil ities.
undeserving of comfort and wealth due to their lack of Hhune has ties to Tethyr nobility and the Knights of the
comfort and breeding. Shield, as well as holdings in other major cities.
Hlath owns several cafes in the city and is awash in
For a few patriar s, though, the inequality of Baldur 's gambling debts.
Gate is a serious concern. Blocked by a corrupt govern- Hullhollyn owns a merchant fleet and has a trade truce
ment and uncaring peers, these civic-minded nobles with the lrlentree fami ly.
use unorthodox channels to distribute aid. They quietly lrlentree owns a merchant fleet, has a trade truce with
fund vigilante action that protects the vulnerable groups. the Hullhollyn family, and has membership in the Mer-
They stage robberies on their own property and secretly chants' League.
send the "stolen goods" to sick houses and charities. Jannath owns tin and copper mines.
These patriars know that to act openly is to invite scorn Jhasso is part owner of the struggling Seven Suns Trad-
from their peers, which may edge them out of alliances ing Coster, a long-standing trade organization.
and deals that could s trengthen their s tanding. Worse, Linnacker collects income from gem mines in Tethyr.
it makes them targets for corrupt elite who prefer the Miyar supplies and repairs wagons and caravans, and
city's divisions as they are. has membership in the Merchants' League.
Nurthammas invests in businesses involved in supply-
Some good-hearted but naive patriars have been ing ships for long voyages.
known to venture into the Lower City and even the Oathoon imports wine and spirits.
Outer City to volunteer with the disadvantaged or s hare Oberon owns most ofthe port's dry docks.
their wealth. Even in disguise, though, these nobles Provoss is nearly destitute after losses to its cattle herds.
are usually quickly identified and become targets of the Ravenshade trades in inks, dyes, gems, and jewelry.
Guild or other crimina ls. More than one patriar on a Redlocks has secretlyfinanced piracy and smuggling for
miss ion of mercy has disappeared into the Lower City, a longtime.
never to be seen again. Rillyn runs a sword-wielkding school, creating new gen-
erations of soldiers, mercenaries, and legbreakers.
E CONOMY AND TRADE Sashenstar owns shipping, mining, and textile opera-
tions, and has membership in the Merchants' League.
With trade ways run n ing north and south along the Shattershield, a family ofshield dwarves, is the only non-
Sword Coast, a por t on the S ea of Swords, and the human family among the patriars and was instrumental in
Chionthar River leading inland, Baldur's Gate is building the city's original walls.
perfectly situated for its role as a commercial hub. Tillerturn owns and leases out many buildings in the city.
Craftspeople, merchants, traders, and smugglers all Vammas controls the majority of trade from ChuIt.
make a brisk living in the city, and many immigrants are Vannath fled the city of Neverwinter after the eruption of
drawn by the dream that anyone willing to work hard Mount Hotenow and married into the patriars to elevate
can be successful in Baldur's Gate. their status.
Vanthampur specializes in civic engineering under the
Baldur's Gate has plenty of exports, notably fish, fish purview of fami ly matriarch Duke Thalamra Vanthampur.
glue, and sea salt, but its main economic force is trade Whitburn owns the slate quarry east of the city.

BALDUR'S GATE GAZIITI'EER

ultimate good. As a result, nearly anything can be DEAD THREE
bought and sold in the city's shops, whether it be rare
jewels, magic weapons, secrets, alliances, or even Bane (the Lord ofTyranny), Bhaal (the Lord of Murder),
murder. People visit the city seeking imports from Port and Myrkul (the Lord of Bones) make up the Dead
Nyanzaru, verdigr-is-covered treasures dredged from Three. While these deities have lost much of their
the sea, blackmail information on political rivals, or power, their faiths still command respect and fear
custom-brewed poisons. throughout Baldur's Gate. While open worship of the
Dead Three is frowned upon in Baldur's Gate, their wor-
Though the city has laws regarding the sale of stolen ship is not illegal-so long as worship remains within
property, smuggling, and contract killing, such crimes the laws. Every now and then, rumors surface that a
are rarely reported and even more rarely enforced. powerful political figure is a Bhaalspawn (see page
Unless the complainant is a patriar or other powerful 159). These claims almost always prove to be smear
individual, law enforcement lacks the time and interest campaigns with no basis in truth- though, in some
to pursue those engaging in mutually beneficial trans- cases, such claims have actually raised a figure's stand-
actions. The unwritten law is do nothing that interferes ing in the public eye.
with the city's economy and make your bargains in
peace. Individuals who suffer due to morally question- For more details on the Dead Three, see "Dangers in
able contracts must seek out private means of obtain- Baldur's Gate" (page 170).
ing justice.
GOND
PROFESSIONAL GUILDS
The High House of Wonders, located in the Upper City,
Craftspeople and merchants organize in professional serves as the city's temple of Good, a god of innovation
guilds and follow official charters. Unofficial guilds are and invention. Within the walls of the temple, clergy
technically illegal, but in the Outer City, such informal members are permitted to brew experimental potions
guilds are common. and elixirs, build and test mechanical constructs, and
hire locals to participate in controlled experiments-all
Most professional guilds operate in the Lower City, in the spirit of invention and innovation.
but prefer to provide their goods to the wealthy patriar
families of the Upper City. Commoners grumble that High-ranking members of Gond·s clergy oversee a
they can't even buy from their own neighbors, with the number of secret projects sponsored by wealthy patriars
choicest items and freshest food traveling up the hill. A or the Flaming Fist.
laborer might toil all day at a fishmonger's shop, then be
forced to take their pay to the Outer City and buy yester· HELM
day's catch from an unlicensed seller.
In a city as dangerous as Baldur's Gate, prayers to the
In many cases, guilds intersect with crews. Such Vigilant One are many. Members of the Watch and the
groups take an interest in their members beyond a pro- Flaming Fist, mercenaries, bodyguards, and the fearful
fessional level, working to assure that they're safe on the pray for Helm's protection at his shrine, the Watchful
streets and at home so they can return to work the next Shield, located in the Upper City. Patriars who see
morning. Those who mistreat a guild member might themselves as protectors of the common folk pray to
find themselves ostraciz.ed by all members of that pro- Helm for guidance as well.
fession, or even find themselves cornered by members
of the guild's associated crew, their most menacing tools The Order of the Gauntlet, a good-aligned faction de-
of the trade in hand. voted to Helm, quietly sponsors vigilantes throughout
Baldur's Gate. These self-styled "protectors of the inno-
RELIGION cent" leave Helm's holy symbol on the bodies of dead
criminals, or carved into the flesh of live ones left at the
Baldurians are permitted to worship whatever deities Flaming Fist's doorstep.
they wish, so long as they refrain from violent acts and
practices that disrupt trade. While multiple temples rise lLMATER
within the city walls, hundreds of tiny shrines sit along
the twisted streets of the Outer City. II mater's humble shrine stands in a quiet square in
Heapside. The Shrine of Suffering provides free meals
In the city proper, worship centers around a handful and a few coppers to the poor and destitute.
of well-known and generally respectable deities. Most
established temples, with clergy and daily rituals, are in Even in the Upper City, some citizens feel their exis-
the Upper City, which precludes commoners from wor- tence is one of secret torment and suffering. The idea
shiping after dark, when only residents are allowed to that pain has nobility to it- that there can be a divine
remain in the Upper City. Since most commoners work reason behind the trials that face Baldurians-com-
during the day, their faith usually becomes secondary in forts many.
their lives. Ostentatious adherence to religious rituals
is seen as a privilege of the wealthy. Some Baldurians Some patriars spread word of IImater's faith not out
even think outwardly displaying one's faith is a sign of of devotion, but to control their lessers. If people believe
pretentiousness and insincerity. their suffering is worthy, they are less likely to demand
safer conditions, higher pay, or more rights. Io recent
Among the many deities worshiped in Baldur's Gate, a memory, cryptic notes have appeared on the gates of pa-
handful hold particular prominence. triar estates, warning that '·those who falsely champion
the Crying God will find their own suffering multiplied."

166 BALDUR'S GATE GAZETTEER

ol)( fiig-1) fiOUS(

of Wondtrs

OGHMA turn to Tymora for luck, hoping the goddess recognizes
their boldness and daring. Evildoers who work out-
An eye-catching, white marble pavilion in the Upper side the Guild tip their hats to Lady Luck before going
City known as the Unrolling Scroll serves as Oghma's out on a job.
shrine. Pilgrims on the road to Candlekeep often stop
at the shrine to purchase or trade rare tomes. Ad- Citizens who must walk the Lower City at night, or
venturers looking for work sometimes linger nearby, who venture into the depths of the Outer City, usually
waiting to hire on to missions intent on recovering lost whisper joint prayers to Tymora and Helm. They know
books of magic. that luck is almost as valuable as vigilance when it
comes to staying alive in the city.
SrAMORPHE
Tymora's temple unofficially serves as a gathering
~~~~~~~~~- place for adventurers seeking dangerous quests. Citi-
zens with bizarre problems or in overwhelmingly peril-
Siamorphe, goddess of nobility and divine right, is not ous situations come to the temple in hopes of finding the
widely worshiped in Baldur's Gate, but her image looks perfect aid to help them.
out from the alcoves of weathered noble estates and
from behind vines within patriar gardens. UMBERLEE

Long ago, many nobles of Baldur's Gate worshiped No city as reliant on the sea as Baldur's Gate could do
Siamorphe. Legend tells that her temple was a wonder without a temple to Umberlee. Fisherfolk pray to the
to behold, its nave decorated with crests of the most Queen of the Depths for good waters to ply their trade,
powerful ruling families of the time. A secret vault con- and sailors beg Umberlee's mercy before embarking on
tained signet rings, family trees, and copies of important their voyages.
decrees, holding them in case of some calamity.
Smugglers, too, pay homage to Umberlee. A great
During one of the city's early uprisings, the temple be- deal of illegal trade passes through the harbor in small
came a target for rioters and was burned to the ground. crafts on moonless nights, and smugglers- particularly
Where the temple stood has since been forgotten. of dangerous beasts and kidnapped souls- know to drop
However, rumors persist that the temple's vault is likely a few coins into the water as they pass into the harbor to
hidden beneath a patriar home or even a different tem- appease Umberlee.
ple. Urban treasure hunters, desperate politicians, and
disenfranchised nobles still sift through the unreliable Umberlee's adherents work out of the Water Queen's
records of ages past to find it. House, a magnificent structure on the city docks. They
provide blessings to sailors and identify relics dredged
TYMORA up from the deep. When Umberlee is offended by the
removal of an item from the sea, she expresses her dis-
Adherents of the goddess of good fortune maintain her pleasure to the clergy by sending them omens, urging
temple in the Upper City. Given the number of people in the priests to advise the finder to return the plundered
Baldur's Gate who rely on luck to make it through each item to the depths at once- or else.
day, her following thrives. Even cruel-hearted criminals

BALDUR' S GATE GAZETTEER





N I NE-FINGERS KEENE D A NGERS IN BALDU R'S GATE

Medium humanoid (human), neutral Crime is a powerful force in the city. Fearsome crea-
tures hunt along cobbled streets, and the worship of evil
Armor Class 15 (leather armor) deities continues to rise.
Hit Points 84 (13d8 + 26)
Speed 30 ft. THE G UILD

STR DEX CON INT WIS CHA The organization known simply as the Guild unites
12 (+1) 18 (+4) 14 (+2) 13 (+l) 17 (+3) 14 (+2) cutpurses, loan sharks, killers, thugs, con artists, grave
robbers, cat burglars, and every other type of criminal
Saving Throws Dex +7, Int +4 in the city. The Guild operates under the noses of the
Skills Acrobatics+10, Deception +5, Insight +6, Intimidation Watch and the Flaming Fist by adroitly keeping its illicit
activities quiet.
+S, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16 Each city neighborhood falls under control of one or
Languages Common, thieves' cant more kingpins, crime bosses who report to the head of
Challenge 5 (1,800 XP) the Guild. These kingpins style themselves as elite crim-
inals, often adopting memorable nicknames and dis-
Cunning Action. On each of her turns in combat, Nine-Fingers tinctively decadent dress. Scores of common criminals
can use a bonus action to take the Dash, Disengage, or work beneath each kingpin, with the most competent
Hide action. and cutthroat members rising to favored status.

Dagger Thrower. Nine-Fingers adds double her proficiency Some kingpins keep strictly to the shadows, but oth-
bonus to the damage she deals on ranged attacks made with ers operate more openly. Particularly in the Outer City,
daggers (already factored into her attacks). citizens often know their local kingpin. A kingpin might
receive requests for help from citizens, asking for loans
ACTIONS or dealing with unauthorized crime, such as a thieving
Multiattack. Nine-Fingers attacks three times with neighbor. A kingpin tracks these favors and debts, call-
her daggers. ing them in when it suits them- often with interest.

Dagger. Me/ee or Ranged Weapon Attack: +7 to hit, reach S ft. Rivalries exist between kingpins, and their territorial
or range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage, borders shift constantly. As long as these internal feuds
plus 6 piercing damage if it's a ranged attack. don't disrupt Guild business or draw the attention of the
authorities, no one interferes. Recent rumors claim that
REACTIONS an Outer City kingpin known as Straightstick is calling
Uncanny Dodge. Ni ne- Fingers halves the damage that she in all his favors to make a move on a Lower City turf.
takes from an at tack that hits her. She must be able to see Crossing the wall is riskier than the average power play,
the attacker. and those in the know predict the coming conflict to be
a bloody one.

Guild operations in the Outer City center on smug-
gling and gambling. Some violent crime and theft occur,
but for the most part, Outer City residents are too poor
to draw the attention of the Guild. Travelers and visitors
do fall victim to pickpocketing, muggings, and assault,
though. As the Flaming Fist rarely comes to the district,
the Guild has long operated with impunity. In recent
years, though, the interference of vigilantes and hired
adventurers has been on the rise.

The Lower City serves as the heart of the Guild's op-
erations. The locals here have enough money to make
burglary and protection schemes worthwhile, and the
Flaming Fist is spread too thin to address every in-
stance of petty crime. The Guild's operations widen to
numerous commercial ventures, such as gambling dens,
animal fights, races, and brawling tournaments. Their
traffickers also maintain routes into other districts, and
guide individuals and illicit trade through them for a
fee. Those who oppose the Guild- typically by going to
the Flaming Fist- invite retaliation upon themselves
and their neighbors. This makes most folk afraid to
report crimes and pressures their neighbors to keep
quiet as well.

In the Upper City, the Guild engages in burglary,
extortion, blackmail, and confidence games. Patriars
might even hire Guild members to gain (or plant)

BALDUR'S GATE GAZE1TEER

information about their rivals, involving the Guild in is the smallest. Residents of Baidur's Gate rarely fear
Upper City politics. death by old age- a grim fact of living in such a dan-
gerous city. As a result, few desperate elders seek the
Only the most talented criminals dare to burgle blessing of the Lord of Bones. Those who do, though,
patriar estates, but the lower ranks of a kingpin's oper- tend to be both cagey and wealthy. which means that
ation often work as pickpockets or try to con residents although Myrkul's worshipers are smaJI in number, their
of the district. Here, the Watch zealously monitors for resources have hidden depths.
Guild activities and targets anyone threatening the
peace. Kingpins can often come to an agreement with Since the time when the Bhaalspawn Sarevok plotted
the Watch, though, offering bribes so that Watch officers to start a war between Baldur's Gate and Arnn as a path
look the other way. Every month, the kingpin makes to claiming Bhaal's power, awareness of the Lord of
their payment to the Watch and selects a new safe word. Murder's children has grown. Baldur's Gate maintains a
Guild members caught by the Watch utter the safe word grim draw for Bhaalspawn, whether due to some foul in-
to avoid arrest. Rival kingpins and unaffiliated crimi- fluence in the city itself, or merely because of Sarevok's
nals looking to work in the Upper City pay well for the lingering reputation.
month's safe word, though any member of the Guild
found selling the information faces harsh punishment. At the same time, worship of Bhaal proves darkly
popular in Baldur's Gate. Few openly admit to wor-
NINE-FINGERS KEENE shiping the Lord of Murder, but there is an unspoken
The current leader of the Guild, Nine-Fingers Keene assumption that anyone who benefits from violent death
(see the accompanying stat block), disdains flashy garb has some respect for Bhaal. Assassination and murder
and illusion magic. She appears to the world as she is: underpin many of the plots in the city, from the business
an unassuming woman of middling age and build. Her of highly-paid killers on patriar payrolls to slayings of
forgettable looks have proven her greatest asset as a opportunity committed by Outer City fanatics. Such
thief. as her victims have trouble recognizing her even bloodthirsty faithful rarely gather in numbers, but they
when they meet her again face-to-face. Keene's leader- typically mark themselves by carving a fresh gouge
ship over the years earned her a reputation of thoughtful on their thumbs-spilling their blood in Bhaal's name
pragmatism. When necessary, she seeks revenge for while creating a subtle mark identifying that identifies
offenses against the Guild- provided doing so is profit- them among allies. Despite the Lord of Murder's decen-
able. Her methods are vicious when necessary, and she tralized worship, some believe a temple to Bhaal exists
is as feared as she is respected.
PROMINENT GUILD KIN G PI NS
Keene has become increasingly intolerant of the pop-
ulous tide turning against her organization. While the All Guild operations are overseen by kingpins, a handful of
occasional rabble-rouser has always impeded criminal which are described below.
business, the rise of organized crews and vigilantes is
interfering with Guild operations. After a carefully co- Goblin Behnie. Most are surprised to find Goblin Behnie
ordinated attack on a patriar's estate fell to pieces when looks nothing like his name or monstrous reputation sug-
a vigilante clumsily alerted the estate guards. Keene gest, the Bloomridge kingpin being a tall, polished-looking
declared open season on do-gooders of all stripes. gentleman in his early thirties. The name comes from his
ferocious ego, wild rages, and a propensity for biting off
THE DEAD TuREE the fingers ofthose who disappoint him. Behind his vi-
ciousness, though, Goblin Behnie has a keen eye, making
The plots of patriars and the schemes of Guild oper- him and his forgers the city's best source of illicit Watch
atives fill the gossip and whispers of Baldur's Gate. tokens (for passage into the Upper City), visitor licenses,
Yet, throughout the city, no names are as synonymous and docking permits.
with dastardly acts as those of Dead Three. The demi-
gods Bane, Bhaal, and Myrkul walk among mortals, St raightstick. The kingpin of the Twin Songs Faithless
personally seeking followers to their cause. More than runs one ofthe city's best smuggling operations, slipping
once. it's rumored, the trio has even trod the streets of goods into the city along the Chionthar River and over
Baldur's Gate. Dusthawk Hill. The seventy-year-old claims to have been
attacked by the infamous (and doubtfully real) 01' Cholms,
Nefarious patriars whisper prayers to Bane when they a giant snapping turtle rumored to sleep at the bottom
seek to gain power through coercion, intimidation, and ofGray Harbor. To prove his story, Straightstick uses a
forceful exaction of the law. Gang leaders, evil merce- splinted old ferry pole as a crutch. Recently, the kingpin
naries, and others who rely on fear and control, also pay has grown bitter about his position, believing he deserves
homage to Bane. Those who want to evoke dominance a territory within Baldur's Gate proper. He's planning an
and ruthlessness favor wearing black gloves-a nod lo attack on Brampton, the destination of much of his smug-
Bane's holy symbol. gling and the territory of his ex-wife, Diamond Urchin.

Myrkul claims a following among those who wish to The Whiskey Lady. Few know that the last true heir of
learn from or command the dead. Those who plunder the Raddle patriar family died several years ago. Despite
tombs for lost knowledge, grim entrepreneurs who see this, "Dowager Raddle" continues to throw lavish social
business sense in undead servants, even pragmatic events at her estate, though she never personally attends.
necromancers seeking to conjure secrets from the Instead, her supposed relative welcomes guests, engaging
wealthy dead of Cliffside Cemetery all whisper prayers them with sharp wit, hard liquor, political gossip, and polit-
to Myrkul. Of the Dead Three, Myrkul's base of power ical opportunities of "gray" legality. No one seem to know
their host's name, though- a faux pas none would ever ad·
mit. As a result, the Manorborn neighborhood's politically 171
active Guild kingpin is known only as the Whiskey Lady.

BALOUR'S GATE GAZETrF:ER

-.



-

/

/



f ',

l mile

I

,, ..\\· .
"""'.. ..'"; ·,."":':.

' -- ·Chionthar River

......

. - .. --

,...

. /I'

.. .,_r ,,

,---

near or under the city, possibly in an ancient chamber harbors still influence the city. Another is that the spirit
beneath the sewers or carved into Dusthawk Hill. Ru- of the long-executed serial murderer Alhasval Drenz.
mor holds that eleven red crystals on the wall of the the Whitkeep Whistler, still stalks the city, possessing
temple grow brighter with every murder committed, innocents to continue her unmatched killing spree. This
gathering power for either Bhaal or one of his future adventure posits a third possibility: that the presence of
chosen. Some claim that Bhaal himself regularly visits the Shield ofthe Hidden Lord fuels the avarice and am-
the temple, his presence contributing to the city's high bitions of evil-minded folk in Baldur's Gate. This magic
murder rate. item lies in a vault under Vanthampur Villa (see chapter
1) and has a pit fiend trapped inside it (see the item's
While the Dead Three occupy a prominent place in description on page 225). Were the shield to be taken
Baldurians' fears, their faiths currently have only the from the city, the murder rate might drop suddenly.
shallowest roots in the city. Followers of the Dead Three
have done more to incite dread than faith. As a result. It's unclear whether the rise of Bhaal's faith in
their numbers remain relatively small. Their sinister Baidur's Gate stems from the frequency of murders, or
reputations outstrip their actual influence, though. with if the murders spring from the worship of Bhaal. The
gossip spreading quickly whenever the deities· ominous Flaming Fist suspects a group of Bhaal worshipers
symbols appear in graffiti or the Flaming Fist cracks behind a spate of recent similar murders, the victims
down on overzealous fanatics. Despite public fears and stabbed to death and their own blood dribbled like a
resistance from law enforcement, the cults of the Dead crown around their heads. The Fist's investigations have
Three persist, causing many to darkly wonder why the not yet resulted in an arrest, but officers suspect the
servants of Bane, Bhaal, and Myrkul hold such interest murderers to be commoners with seemingly unremark-
in Baldur's Gate. able lives covering their true, bloodthirsty natures.

MURDER In the Upper City. murder brings results. Muggings
and crimes of opportunity are rare here. The Watch
Blackmail and theft pay well, but murder is the pre- keeps Upper City residents safe from criminals and riff-
ferred tool of the ambitious. Murder silences witnesses, raff. The biggest threat to patriars are other patriars.
disposes of enemies, and clears the path to power. As-
sassins never lack for work in Baidur's Gate. Bribery and blackmail can secure votes or sway an al-
legiance temporarily, but murder permanently changes
In the Outer City, murder is practically a way of life. the makeup of the Parliament of Peers. Several elite as-
With neither the Watch nor the Flaming Fist to look sassins exclusively take on political targets. The Watch
after residents, criminals run free in the sprawling puts little effort into tracking down expert assassins,
district. Criminals use murder to keep order among knowing that arresting one means possibly exposing a
their ranks and remove threats to their organization. whole cadre of powerful patriars. The wrath that would
So-called "snuff streets" hold the bodies of the dead, fall on the Watch isn't worth putting one assassin in
dumped by their murderers in piles along the lane. The the cells.
most desperate of Outer City residents prowl the snuff
streets, hoping to find a missed copper piece or a sal- CITY LANDMARKS
vageable boot to pawn. They strip the teeth from bodies,
cut off hair that might fetch a coin, and sometimes-it is Today, Baldur's Gate is split into three districts: the
rumored-slice flesh from the corpses to stave off star- wealthy Upper City on the hills above the docks, the
vation. Recent reports of ghoul activity in the Outer City bustling Lower City around the harbor, and the lawless
likely have their origins in these snuff streets. Outer City (which includes all neighborhoods outside
the city walls). Regardless of what district one might be
Tn the Lower City, murder is less common but remains visiting, certain features are impossible to ignore, like
a threat. Long-time residents know to travel in groups the wash of Gray Harbor, the shadows of Dusthawk Hill,
after dark. Those looking to earn a few coins some- or the gates that contribute to the city's name.
times linger outside of taverns, hiring out as escorts for
drunken patrons. Revelers can stay as late as they wish Important landmarks are marked on the large map
and still get home safely, provided they hire someone of the city (pages 172- 173), which shows the entirety of
trustworthy to guard their trip home. Baldur's Gate and its immediate surroundings.

Most murders in the Lower City have reasons behind THE GATES
them. The merchant found with his throat cut and
pockets emptied, the husband murdered so bis wife can Nine gates separate the districts of Baidur's Gate, pro-
marry her young mistress. the tyrannical shop owner viding the only points of entry to pass from the Upper
stabbed by a desperate underling- residents understand City to the Lower City, or from the walled city proper
these crimes. What frightens people are the senseless to the Outer City and the wider world beyond. Balduri-
murders. The man found ripped to pieces with his pock- ans, particularly if they do not wish to reveal a crew
ets still full of gold, the woman slaughtered so viciously or family affiliation to a potentially hostile audience,
that her grieving husband is sent to the asylum, the shop often describe themselves by the nearest gate to their
owner who suddenly strikes down his faithful clerk- homes. Terms like ·'Gondgater" and "Dragongater" are
these are the crimes that lead to panic and wild rumors. widely understood as neighborhood identities, and are
also understood as a way of eliding more troublesome
Some commoners claim that something about the city connections.
itself sparks violence in its citizens. A popular theory is
that the spirits of the vicious pirates that once sailed the

BAl.DUR'S CATE GAZETTEER

The Watch guards gates leading to the Upper City. thanks to the dockworkers' ability to shut off the city's
while the Flaming Fist oversees the rest. Guards as- economic lifeblood with a strike. Managing the whole
signed to BaJdur's Gate and Black Dragon Gate stay at affair is Harbormaster Darus Kelinoth, a lawful neutral
sharp attention and seldom accept bribes. Those as- male human noble who runs the port's operations and
signed to the smaUer and more secluded gates, however, taxation from a small, heavily fortified brick building set
can be less attentive, particularly when distracted by well apart from other structures.

jingling coins. The port itself is a tangle of piers, floating docks, and
Anyone entering the city must pay a nominal entry toll anchorages, from the massive Freighter's Finger pier
catering to the heaviest barges to the more ordinary
of 5 cp. While this is a s mall s um, it ensures that the slips at Northtree or Commonsdock. Not actually at-
truly destitute remain outside, consigned to the slums tached to shore, the chaotic Flotilla is the city's cheapest
of the Outer City. Beggars and refugees crowd at the long-term moorage option, where boats are welcome to
fringes of these slums, typically around Black Dragon raft together around common anchor buoys, and where
Gate and Basilisk Gate, pleading for money to pay the some houseboats haven't moved in generations. A spe-
toll and hoping that the guards won't drive them off for cial division of the Flaming Fist called the Gray Wavers
annoying more prosperous travelers. patrols the harbor, yet it's no secret that the more ex-
pensive docks are safer than the budget options. Sailors
When the city is not under lockdown, merchants pour and even whole ships have been known to go missing in
through the external gates from morning till night, while Gray Harbor, and while some assume such disappear-
peddlers, delivery carriers, and servants move in equally ances are the result of local shore-based pirates, others
swift streams through the inner gates. Toll collectors speak of Ol' Cholms, a mysterious sea beast capable of
work quickly but methodically to inspect incoming and dragging ships down to the river's lightless bottom.
outgoing trade goods, ensuring that commerce flows
smoothly and the city gets its s hare at every turn. DusTHAWK HILL

The city gates are closed at night. At dusk, the Watch East of the city, high above the scattered slums and
evicts anyone from the Upper City who is not a patriar. cut-rate inns that stretch along the trade road, rises the
bearing a patriar's livery or permission letter. or carry- s teep yellow granite of Dusthawk Hill. This cliff-skirted
ing a Watch-issued token. The enforcement of this rule hill is one of the last known refuges of the Chionthar
is one of the means by which the Upper City reinforces dusthawk (use the hawk statistics). a once-common
its snobbery over the other districts. More than one raptor whose numbers precipitously declined over the
Lower City merchant visiting an Upper City restaurant last century as regional turmoil and the ever-spreading
or theater near sundown has been embarrassed by a slums outside Baldur's Gate consumed its habitat.
Watch member's loud, public caution that the gates are
about to close. While being seen hurrying toward the Local legend holds that the dusthawk was Balduran's
gates is an obvious embarrassment, being caught and favorite hunting bird, and that the Chionthar population
escorted out would be far more bruising- both to one's is descended from his own personal hunting hawks.
ego and body. When the dukes of Baldur's Gate realized that the dust-
hawk was on the verge of extinction, they declared the
The nightly closing of the gates ostensibly keeps the hill, which included both the hawks' cliffside nests and
patriars safe. Closing off the Upper City pushes street their hunting grounds, to be off limits to unlicensed
crime into poorer neighborhoods, or out of the city alto- hunters. Despite the fences and cliffs that cordon off
gether. In the Upper City, patriars can walk down alleys most of the hill, trespassers remain common, the
with relatively little fear, but beyond its well-lit streets demand for dusthawk hunting birds having exploded
and tightly watched gates, the other districts become among the wealthy.
much more dangerous after dark.
Many in the Outer City resent the hill being turned
GRAY HARBOR into private land. Several camps and slums were cleared
as a result, their dwellers losing everything. The home-
One of the largest and deepest harbors on Faerun's less resent the patriars for being willing to spend money
western coast, Gray Harbor is also one of the busiest. giving hawks a home, but not them. Others resent the
The city's independence and general laissez-faire at- Flaming Fist guards who keep them from trapping on
titude toward the types of goods and people flowing the hill. Stringy rabbits and scrawny quail made poor
through its port- so long as the government gets its meals, but they were meals, and now many hunters
cut-means that the harbor throngs with both honest have none.
captains conducting forthright trade and pirate crews
looking to fence their wares. Plenty of sailors also make Rumors hold that werewolves lair in the sea caves
their homes nearby in the Lowe r City. under Dusthawk Hill, pretending to be ordinary smug-
glers-or ordinary animals- while plotting against
The harbor's most immediately striking feature is the city. Whenever a grisly murder captures Balduri-
its machinery, with dozens of enormous cranes and ans' imaginations, someone is always quick to claim
countless powered scoops and cargo carts dramatically chat it must be one of the Dusthawk werewolves who
accelerating the loading and unloading process. Though
designed by the Church of Gond, these marvels are run did the deed.
by the Harborhands, the most powerful crew in the city

BALDUR'S GATE GAZETTEER 175

UPPER CITY The patriars' unabashed snobbery fosters deep resent-
ment among denizens of the Lower City and Outer City,
The Upper City, home to the patriar aristocracy of who can see the good life enjoyed before their eyes but
Baldur's Gate, is a place of beauty and splendor, where are excluded from all but the smallest tastes. The Watch
magnificent public sculptures stand alongside historic is merciless about turning beggars and malcontents
manors, upscale theaters and boutiques, and tiny stone- away from the gates, where an erratically enforced entry
walled gardens tucked among the streets like hidden toll for non-residents and those without Watch tokens
jewels. Flowers bloom along the tree-lined streets, ush- or escorts effectively bars the poor from setting foot
ering away any stray miasma that escapes from the less within this district. A patriar caught outside the Upper
fortunate quarters below. Silks and velvets, gold braid City after dark, therefore, is at high risk of robbery, beat-
and mink, water-clear diamonds and luminous pearls: ing, or worse.
these are common sights in the Upper City, and hardly
glimpsed elsewhere except as cheap imitations. GATES

Everything in the Upper City speaks of privilege The Old Wall, built at Balduran's behest centuries ago,
and wealth. Magical lights illuminate the clean-swept surrounds the Upper City. Six gates pierce it, channel-
streets, some bearing enchantments that hold back the ing the district's visitors and commerce. Entering the
river fog. Most of the city's major temples are located Upper City requires either being a patriar, having a
in this district, flagrant evidence of how the faiths value patriar's letter or livery, showing a Watch token issued
the city's wealthy elite over congregants with shallower to the Upper City's residents or licensed to its few inns
pockets. The finest wine shops, ateliers, and jewelers for guest use, or paying an entry toll. Tokens and tolls
are all in the Upper City, where the Watch's nightly rit- are only accepted at Citadel Gate, Baldur's Gate, and the
ual of expelling all non-residents reinforces their air of Black Dragon Gate, since the other gates are reserved
luxurious exclusivity. Those without either Watch-issued for the exclusive use of patriars, their servants, and
tokens or a patriars' vouchsafe must leave at nightfall, their guests.
without exception.
Black Dragon Gate. Named for the dragon's head that
Residents of the Upper City feel great pressure to a victorious knight once hung upon its arch, the Black
maintain outward appearances, and will keep their Dragon Gate faces the road heading north toward
estate's facade finely maintained even at the cost of distant Waterdeep. The original dragon's head is long
pawning everything within. Admitting to poverty in this gone, but a stone replacement snarls above the gate's
district is admitting to shameful failure. arch. Local legend claims that the stone head will

UPPER CITY RANDOM ENCOUNTERS TABLE B: UPPER CITY DENIZENS

d20 Encounter dlO Denizens
1-6 No encounter 2d4 Watch guards who demand to see strangers'
7-10 Harmless interaction (roll on table A) passage tokens
11-16 Denizens (roll on table B)
17-20 Threat (roll on table C) 2 ld4 acolytes of Gond or Tymora
3 2d6 patriar servants (commoners) on errands
TABLE A: UPPER CITY HARMLESS INTERACTION S 4 1 patriar (human noble) and 6 personal bodyguards

dl 2 Interaction (veterans)
A pallid maid wearing the livery of House Bormul S ld4 + l entitled young patriars (human nobles), each
stumbles into a party, whispers "not ... shellfish,"
and passes out. with one personal bodyguard (thug)
6 ld6 visiting dignitaries (nobles) and 2d4 guards
2 A smirking valet eyes the party, slips over, and hands 7 ld4 High Hall messengers (scouts)
them an elegant crimson envelope: an invitation to a 8 2d4 entertainers (commoners)
gathering at Eomane House. 9 l Flaming Fist officer (knight) and 2d4 Flaming Fist

3 A wide-eyed, fast-talking priest ofGond laments that soldiers (veterans)
a thief stole her designs for a "pocket clock." She 10 ld4 commoners who shouldn't be in the Upper City
describes the thief as a tall, perfume-scented man in
black wearing a red scarf. TABLE C: UPPER CITY THR EATS

4 A chatty stranger, Ellyn Harbreeze, invites the party dlO Threat
to tea at Harbreeze Bakery, eager to gossip with ld4 imps disguised as ravens
them.
2 l gargoyle in the service ofthe Guild
S A merchant giving away samples ofher wares offers 3 ld6 giant centipedes from the sewers
each party member a free cigar. 4 1d4 suits of animated armor that escaped from the

6 A street artist offers to sketch one of the characters High House ofWonders
for the modest fee of 3 copper pieces. The sketch S l ochre jelly in a sewer grate
isn't particularly good. 6 Dead Three abduction squad (see the "More Dead

7 A priest ofTymora approaches the party, offering Three Encounters" sidebar on page 28)
them a small sum to help do a good deed for a poor 7 Dead Three murder squad (see the "More Dead
family at the Lady's Hall.
Three Encounters" sidebar on page 28)
8 Ominous, disembodied whispers reach the party's 8 ld4 doppelgangers
ears. The whispers lead to Hhune House. 9 l serial killer (assassin) wanted by the Watch
10 2d4 kenku muggers in league with the Guild
9 The wizard lorroakan approaches the party, offering
them pay and free waterproofing for their clothing if Patriar Gates. The four gates known collectively as the
they help him clean out the cluttered upper Aoors of patriar gates-Gond Gate, Heap Gate, Manor Gate,
Ramazith's Tower. and Sea Gate-are smaller and are generally not ac-
cessible by the general public. They were built after
10 Yvandre Rillyn asks if a party member really knows the construction of the Lower City walls and were
how to use a distinctive weapon they carry. If so, she intended to offer patriars convenient access from their
asks them to be a guest teacher at the Rillyn School. homes to their business concerns and back. Privately
funded by the patriars, and thus serving as a display
11 One random character is struck by a kite. The kite is of their personal success, these gates are more ornate
being Aown by a young boy belonging to a wealthy and tightly guarded than the public gates. Officially,
patriar family. One of the boy's nine bodyguards none may use them without bearing a patriar's livery
checks to make sure the character is okay. or letter of permission, although rumors persist that
Guild kingpins and veteran servants among several
12 Ashady broker claims to know exactly what the party patriar staffs know exactly which guards to bend. Re-
needs, leading characters to the Undercellar to show gardless, the visible double standard imposed at these
them a selection of interesting but shady goods. gates is a constant gall to Lower City residents forced
to take longer routes through the public gates because
magically spew acid at attackers if the city should ever they cannot use the ones in their own neighborhoods.
fall under siege.
Citadel Gate. The only entrance to the Watch's fortress, N EIGHBORHOODS
Citadel Gate nestles into the Upper City's landward
wall. The Watch maintains a small cavalry, nominally While most outsiders see only rampant luxury among
for defense and crowd control, but primarily for pa- the Upper City's streets, the district's residents perceive
rades, honor escorts. and other ceremonial functions. a wide spectrum of style and status. Wealth and taste as
Because of this, the Citadel maintains the only stable much as location serve to divide the Upper City into a
within the city walls. variety of distinct neighborhoods.

BALDUR'S GATE GAZETTEER

Citadel Streets. The northern part of the Upper City is altered blueprints, and otherwise put their fingers in the
dominated by the Watch Citadel, where the Watch con- plans at every turn to steer reinforcement efforts away
ducts training, maintains its barracks and stable, and from their own secret passageways or induce builders to
keeps a few jail cells. Beyond the Citadel, this neigh- make new ones.
borhood includes many shops and the comparatively
modest, though still grand, houses that belong to the After centuries of such unreliable maintenance, the
few non-patriar residents of the Upper City. Old Wall stands proud and strong, but only outwardly
so. In truth, the barrier is riddled with numerous se-
Manorborn. The most palatial residences lie on the Up- cret holes through-or, more often, underneath- its
per City's west side. Most of the Parliament of Peers stones. Knowledge of such secret passages' locations is
live here, as do the old, proud families who trace their jealously guarded, and the hidden ways are used only
lineages back to Balduran's day. Climbing gardens, sparingly, for the risk of discovery is too great to use
fountained courtyards, and private orchards adorn them routinely. Nevertheless, if the Old Wall were ever
many of these elegant homes. to be seriously tested, its defenders might find it far less
impenetrable than it seems.
Temples. Grand cathedrals and shrines shape the sky-
line in this central neighborhood, with Gond's High PATRIAR MANORS
House of Wonders foremost among them. P riests in
ceremonial finery and congregants dressed for the The great houses of the patriars are the wellspring
public eye are a common sight in this part of the city. of their pride and the center of high society. A manor
Humbler petitioners are rare, though some come dog- stands as proof that the family held anchor in Baidur's
gedly day after day, paying the tolls for hope each time. Gate when the Old Wall was raised, and that its line has
remained prosperous and unbroken since. Even on the
The Wide. The primary market and largest civic space rare occasion that a patriar manor changes hands en-
in Baldur's Gate is the Wide, where sellers set up their tirely. the new owner generally goes to great lengths tb
stalls and put out their wares each day at dawn. Street prove-or fabr icate- some connection, however tenuous,
music and noisy performances are forbidden, and ev- to the previous holder's line.
ery night the sellers who are not Upper City residents
must pack up and leave. Bustling by day, the Wide is Most patriar manors are town homes rather than
desolate at night, except on holidays and when hosting free-standing mansions, for the Upper City has always
grand celebrations. been constrained by its walls, and even the wealthiest
families are limited to narrow footprints. In general,
THE OLD WALL patriar manors have only small courtyard gardens, and
rely on vertical arrangements such as espaliered fruit
The original wall built during Balduran's day, which trees, trellised roses and wisteria, and vines trained
encloses the Upper City and separates it from the Lower along the house's walls.
City, occupies an outsize place in the city's history and
imagination. As the original relic of the city's first bor- Because of the manors' storied pasts and small
ders- and, more importantly for daily life, the physical spaces, most manors are crowded with heirlooms and
embodiment of the division between patriars and ordi- treasures accumulated across generations. Occasion-
nary citizens-the Old Wall is a symbol for much that ally, however, a manor's grand facade hides destitution.
Baldurians both admire and resent about their city. Estates are expensive to maintain, and dynasties are
prone to decline. Although no patriar would ever openly
Most of the Old Wall was rebuilt following revolts admit to lacking money, quite a few are hunting mar-
early in the city's history, then reinforced during every riages with wealthy outsiders who might bring an influx
major period of tumult that troubled Baldur's Gate af- of capital and ambition to their moribund lines.
terward. Each push for renewal saw a conflict between
Gondan engineers advocating for new building tech- UPPER CITY GAZETTEER
niques and materials, and patriars and preservationists
striving to protect the original architecture. Meanwhile, Despite its well-pol iced streets and decorous homes, the
smugglers and Guild agents bribed building crews, Upper City harbors secrets both marvelous and scan-
dalous. Some of its most notable locales are described
GREEN LICHTS IN THE Foe below in alphabetical order. These locations are also
marked on the map of Baldur's Gate (pages 172-173).
Baldur's Gate has a couple interesting features not men-
tioned elsewhere in this gazetteer. BORMUL HOUSE

Fog. One of the reasons why pirates find Gray Harbor Situated in the Manorborn neighborhood, Bormul
attractive is the th ick fog that shrouds the river, the docks, House is an elegant three-story townhouse ofyellow
and most of the Lower City. The persistent fog makes it granite and slate with cream-colored roses climbing its
easy to conduct illicit business or commit a murder with- garden walls. Last spring, a distant uncle came for a hol-
out anyone catching sight of the "interaction'' through a iday visit, bringing a large load of baggage. The house
spyglass. The fog sometimes creeps into the Upper City as servants acted strangely during his visit, though the Bor-
well, but here it's much too thin to veil crimes. muls attributed this to a bout of shellfish poisoning that
afflicted many households that spring. Days later, the
Green Lights. In Baldur's Gate, lit lanterns fitted with uncle departed, leaving some of his curios behind. The
panes of green glass are hung outside of permanent estab- Bormuls, lacking space to store these unwanted things
lishments to indicate that they're open for business. On
foggy nights, these lanterns cast the city's lively taverns,
brothels, dance halls, and festhal ls in eerie green light.

BALDUR"S GATE GAZETTEER

in the manor, moved them to the family crypt beneath engine for moving immense weights, and elaborate orre-
the house. There they lie now, largely forgotten. ries and nautical tools. Small cards posted beneath each
display indicate the purpose of these curious tools and
Not long after, shantytown residents in the Outer credit the inventors and lands of origjn, where known.
City began suffering brutal attacks by a silent murderer
wearing an archaic, threadbare patriar's cloak. Many Persistent rumors hold that a hidden treasure vault,
have glimpsed this pale killer, but no one has ever been guarded by clockwork monsters, lies beneath the Hall of
able to confront or follow the murderer to his lair, for he Wonders. These tales are true: beneath the grand altar
seems to melt into the city's fog after each slaying. in the Hall of Wonders is a complex pressure-plate sys-
tem that opens a secret passageway leading beneath the
DISTANT SHORES temple. One can follow this path to a series of saferooms
Tendai and Khennen Shore (chaotic good human com- secured by mechanical devices. Some saferooms hold
mone rs) are a married couple that runs a successful treasures of the faith, while others are rented to wealthy
business importing dried meats, spices. authentic individuals who wish to keep their prizes under the
cookware, and traditional recipes from Port Nyanzaru, highest possible security.
where the rest ofTendai's family lives. Their pre-mixed
assortments of ajwain, coriander, ginger, various cur- HARBREEZE BAKERY
ries, and colored salts have done much to bring Chultan Famous for its whimsically painted cinnamon cook-
delicacies to patriar tables. ies and sugarbread loaves, the Harbreeze Bakery is a
cherished neighborhood institution. The shop makes
Despite their success, the Shores' business is straight good use of the vibrant commerce that runs through
forward and unpretentious. attracting attention from Baldur's Gate, showcasing rare spices in its wares and
business prospectors interested in buying the couple out keeping a wide selection of exotic teas for its sophisti-
and expanding the business. The Shores have no inter- cated clientele. It is a favorite place for patriars to gossip
est in selling, despite numerous offers from patriar fami- through the afternoon, and Ellyn Harbreeze, the plump
lies and anonymous buyers. As a result, in recent weeks redheaded proprietor (a lawful neutral female human
Distant Shores has suffered vandalism and the owners spy), knows about every significant development in her
have received threatening letters. clients' social circles. Anyone seeking society gossip is
well advised to begin at the Harbreeze Bakery.
EOMANE HOUSE
The four Eomane siblings are notorious throughout the HELM AND CLOAK
Upper City for the scandalous masked revels hosted at The Helm and Cloak draws an unusual mixture of well-
their manor. Nysene Eomane, a lawful evil female hu- heeled but unpretentious patriars, traveling nobles,
man noble, likes to extend invitations to hopeful social famed bards, and socially ambitious Lower City resi-
climbers from other districts, intending to trap them at dents hoping to rub shoulders with the elite. The inn is
her parties. Lacking Watch tokens, Nysene's guests face unfussy, but conducts its service with flawless technique
a night in the Citadel's cells or worse if they're caught and the finest ingredients: it serves roast chicken rather
in the Upper City after dark. They therefore have little than peacocks or partridges, and the fish never have
choice but to let her and her friends make cruel sport that distinctive Gray Harbor film.
of them until they can escape at daybreak. As yet, none
of Nysene's playthings have suffered any real harm, but The establishment consists of two buildings joined as
her games grow ever bolder and more vicious, and it's a single enterprise. The Helm is a rooming house with
only a matter of time until someone is seriously hurt. an entryway shadowed by an immense iron helm that
supposedly belonged to a fire giant. The Cloak, slightly
While Nysene's siblings- Dolandre, Rusorra, and smaller, is signaled by the bright flutter of a Sunite cloak
Trenteller- view this behavior as embarrassing and draped over its porch. Both buildings are decorated with
unworthy of her station, they also don't care enough to adventuring trophies both exotic and mundane, includ-
stop her, since the victims are social inferiors whose ing a bronze-horned marble unicorn bust in the Helm's
welfare isn't worth interrupting their own revels. It's common room. Its horn, which patrons often rub for
also likely that her siblings are in denial about the true good luck, is as shiny as the day it was made.
extent of their sister's sadism. Some of the city's evil
faiths have begun to take notice of Nysene's games, how- The Helm and Cloak has long attracted idealistic sons
ever, with Bane's faith seeing a talent worth cultivating and daughters from patriar families. For generations,
in Eomane House. these young romantics, taking the god Lurue as their
inspiration, have called themselves the Knights of the
HALL OF WONDERS Unicorn. Over time, what began as a light-hearted lark
This large, stately building serves as a quasi-religious became a real force for good in the world, and several
museum for the magnificent inventions wrought in of the early knights achieved renown for their heroics.
Gond's name. Unlike the similarly named High House Today, the Knights of the Unicorn continue to call the
of Wonders, which serves as both temple and workshop Helm and Cloak their informal headquarters. The estab-
housing working prototypes not yet ready for public lishment is even run by two retired members, Vedren
view, the HaU of Wonders is meant to showcase Gond's and Halesta (neutral good human knights). The couple's
perfected inspirations. It bolds marvels ranging from presence shapes the inn's clientele significantly, and the
lockboxes cleverly disguised as ordinary furniture to unicorn bust in the Helm's common room honors their
unparalleled wonders such as a steam-operated me- origins in this place.
chanical orchestra, a steam "dragon" powering a heavy
BALDUR'S GATE GAZE1T£ER
179

HIGH HALL Ostensibly, Good's priests offer healing and other
magical services to anyone willing to pay. However,
The High Hall is the center of almost all governmental priests often prove so caught up with their projects that
activity in Baidur's Gate. The Parliament of Peers and they're reticent to attend to any but those with the most
the Council of Four meet here, and each of the four novel wounds and provocative ailments.
dukes has a sumptuous office and discreetly appointed
meeting rooms. Criminal trials, tax counts, and profes- HHUNE HOUSE
sional guild meetings also take place in the High Hall.
The power of the Hhunes waxes and wanes like the
Most criminal trials are presided over by a proxy judge moon, but other patriar families maintain a healthy fear
appointed by one of the four dukes, and most are re- of them because the Hhunes have powerful connections
solved as a simple administrative matter that proceeds up and down the Sword Coast that could make life diffi-
from arraignment to sentencing within minutes. Unless cult for would-be rivals.
an impartial witness or evidence of questionable circum-
stances is brought to the court's attencion. the word of a The elderly widow Lutecia Hhune, a lawful evil female
Flaming Fist or Watch officer suffices to convict, and the human noble. presides over this smallish manor. Lute-
judge has only to stamp a seal on the paperwork that the cia has estranged siblings but no children, and faces the
guards have already prepared. This results in a certain prospect of leaving her family home to a detested branch
degree of corruption, naturally, which is compounded of the family when she dies. To prevent this, she has
by the proxy judge's near-absolute discretion in deciding asked the librarians of the High Hall to search patriar
whether to accept a conviction or exonerate a suspect. genealogies for a more acceptable heir.
Bribery and influence-peddling run rife through the
courts, where honest judges are rare and widely feared. Lutecia's request was assigned to a Guild-connected li-
brarian named Virmele, a lawful evil female human s py
In addition to hosting trials, the High Hall holds who is entertaining bribes from Lower City merchants
libraries containing all local laws and ordinances, sum- and underworld figures to fabricate a link to the Hhune
maries of judicial decisions and trial outcomes. deed re- family. More than the patriar estate itself is at stake, for
cords, guild charters, census tallies, and family geneal- Lutecia"s late husband was an avid map collector and
ogies for all the noble houses and sufficiently important antiquarian whose personal library holds many rarities
commoners. The records go back to the city's founding. from far-off lands. Should Lutecia be cheated out of find-
encompassing centuries of meticulously maintained ing a proper heir, it is likely that both her family's legacy
documents. The libraries don't share a common index, and the secrets hidden in her late husband's collection
and sortfag through their overlapping and idiosyncrat- will fall into unscrupulous hands. On the other hand, if
ically organized holdings can be con fusing, so most Virmele's corruption were exposed, the Guild might be
people opt to pay one of the resident librarians to locate irritated at the loss of a profitable scheme.
what they need.
Lutecia's valet is Kaddrus, a cambion that takes the
Finally, the ground floor of the High Hall's eastern- form of a strikingly handsome man half her age. Kad-
most wing contains a museum to the history of Baldur's drus was sent by powerful nobles in Tethyr to protect
Gate and a mausoleum for i's many dukes and heroes. the Hhune family's secrets, which include a connection
Statues of ancient notables, including Balduran himself, to the Knights of the Shield, a secret society tied to the
loom over caskets containing their dusty bones-or, in Shield ofche Hidden lord (see page 225). This shield
Balduran's case, a glass casket containing all that lin- recently disappeared from the crypts under the Hhune
gers from the city's vanished founder: the age-cracked estate, and Kaddrus is assisting efforts to get the shield
remnants of his cloak, longsword, shield, and favor- back and punish those responsible for its theft. Lutecia
ite spyglass. is content to leave this task in his capable hands.

HIGH HOUSE OF WONDERS LADY'S HALL

This vast workshop is the center of Good's religion in Tymora's temple in Baidur's Gate is made of local yellow
Baidur's Gate. Every day, the anvils and worktables that granite, roofed with slate shingles, and inconspicuously
fill the High House of Wonders ring with the clamor of blended into the surrounding architecture. Recently
hammer and saw. Under the scrutiny of the meticulous added to the structure are beautiful mosaics depicting
High Artificer Andar Beech, a neutral male human souls prevailing against ill fortune at sea.
priest, inventors work alongside priests and acolytes
beside masters of all disciplines. Because the creations Other than holding formal religious observaoces-
in these workshops are largely experimental prototypes, which most ofTymora's faithful only attend on major
they are not deemed fit for public view. holidays- the primary purpose of the temple is to accept
requests, and large donations, from petitioners seek-
Good's temple doesn't flourish in Baldur's Gate by ing the temple's intercession. For countless reasons,
simple happenstance. While there are certainly more Baldurians are reluctant to trust the Watch, the Flaming
industrious and academic cities along the Sword Coast, Fist, or the Guild. When they find it necessary to seek
in few other places could Good's faithful have access aid from an influential organization, such people often
to more and rarer resources with less oversight. The turn to Lady Luck for help. The Lady's Hall is there
city cares more about the clerics' innovations than the to hear their pleas, and to accept their offerings in ex-
morality of those creations or how they came into being. change. While such intercession often takes the form
Rumors claim that the High House of Wonders main- of blessings. magical or otherwise, clergy moved by a
tains a secret testing facility in or just outside the city. tale of exceptional injustice might be swayed to petition

BALOUR'S GATE GAZE1TEER
180

BALDUR'S GATE GAZETTEER 181

the church elders to intercede. Such happens rarely, Realizing that her family needed a long term source
the church being unwilling to jeopardize its standing of financial support, Yvandre opened a sword-wielding
by pitting itself against every specific injustice laid at school in a guest house adjoining her family's estate.
its doorstep. Yet, members of the clergy often anony· The Rillyn School is about to graduate its first class of
mously reach out to the adventurers that congregate students, all of whom have trained with Yvandre for at
near their temple, sponsoring small acts of justice when· least five years and have won her approval with their
ever they can. skill. As Yvandre is a hard teacher, this is an impressive
feat, and her students are justly proud. She hopes that
RAMAZITH 'S TOWER they'll spread her name throughout the region and win
acclaim for the school. In the meantime, she continues
Six stories high and built of weathered red brick in a to enroll young students, keeping those with promise
cylindrical, pagoda-style structure, Ramazith's Tower is and weeding out the rest. Some of those who failed to
considered a unique landmark by some and a regretta- make the cut, embittered by their perceived humiliation,
ble eyesore by others. It was built nearly a century ago nurse grudges against Yvandre and her house.
by the eccentric wizard Ramazith, a sailor from faraway
Durpar who acquired a vast knowledge of the deeps- THREE OLD KEGS
and equally vast wealth. Ramazith had not been known Named for its sign, three lashed-together barrels hang-
as either an exceptional mariner or an exceptional ar· ing from a pole, the Three Old Kegs is popular with cur·
canist before he came into enough money to build his rent and retired members of the Flaming Fist. It serves
tower, and the source of his success remains a mystery. simple and hearty meals, keeps a variety of good-quality
but inexpensive wines and beers, and tolerates no row-
Not long after the tower was completed, Ramazith diness among its clientele. Rooms are available for both
died under suspicious circumstances. Some say he met short- and long-term stays, and the Three Old Kegs of-
his end after an ill-fated dalliance with a nymph, but fers laundry, mending, repair, and sharpening services
rumors have always persisted that his death was linked to its guests. Its reasonable prices and welcoming at-
to his unlikely ascent. One version holds that the nymph mosphere have led several retired Flaming Fist merce-
exacted revenge for some terrible crime Ramazith naries to adopt the place as a full -time residence. These
committed against her people to gain his power, while long-term regulars act as additional security, making
another rumor suggests his soul was itself the price the Three Old Kegs one of the safest places for visitors
of his bargain. Whatever the truth, Ramazith's tower to stay in Baldur's Gate.
stood empty for decades before it was acquired a few
years ago by Lorroakan, a young and short-tempered The proprietors, three wart-covered brothers in
mage known for having expensive tastes and a perpet· their late fifties known collectively as the "Three Old
ual shortage of funds. Lorroakan hails from the city of Toads," are named Alstan, Brunkhum, and Klalbrot
Atbkatla to the south, and local gossip holds that he's a Wintersides-all neutral good male human commoners.
disgraced Cowled Wizard who may even be a fugitive The Three Old Toads are known to be soft touches for
from the powerful House Selemchant in Arnn. a sob story. All the cooks and servers at the Three Old
Kegs are Flaming Fist widows and orphans, and the tav-
Lorroakan, a neutral male human mage, makes his ern regularly hosts fundraisers for the families of those
living by enchanting clothes to repel moisture and mil- crippled or killed in service. However, the brothers'
dew, a practical but humble pursuit that suggests his kindness is not matched by their discernment, and the
mastery of magic is not extensive. This, in turn, might Three Old Toads frequently fall victim to grifters. Sev-
explain why he has not reopened the tower's upper eral times, these con artists have stolen enough money
floors, confining his own activities to the first and a to threaten the Three Old Kegs with bankruptcy, and the
small portion of the second floor. brothers have been forced to find outside help to recover
their lost funds and keep the tavern solvent.
Lorroakan's ever-pressing need for money bas led
the mage to begin looking for hired hands who might THE UNDERCELLAR
be willing to venture into the long-shuttered heights
of Ramazith's tower and uncover the secret of the late Beneath the Wide is a maze of storage chambers, ale
wizard's wealth. That Ramazith's secret may have cellars, and cobwebbed tunnels known collectively as
brought him to an untimely end, and that Lorroakan is the Undercellar. Archways, many with iron-barred gates
himself no more skilled- and perhaps significantly less and rusty but functional locks, connect one cobbled
so-than the tower's previous master does not seem to chamber to the next. Some tunnels ascend to street-level
concern him. buildings, while others open through grates and sewer
covers to the streets themselves. At least two dozen
RILLYN HOUSE ways into and out of the Undercellar exist, although
Though one of the most honorable patriar families in only a few are widely known, and some are deliberately
Baldur's Gate, the Rillyns fell into poverty a few genera- kept secret.
tions ago. Only recently have they revived their fortunes,
the credit for their newfound prosperity going squarely Most Baldurians know of the Undercellar as a seedy
to Yvandre Rillyn, a neutral female human veteran who speakeasy and brothel. The Watch and the Flaming
returned to Baldur's Gate after many years serving with Fist never police the Undercellar, leaving it to a gang
the Flamfog Fist and other mercenary companies- a ca- of masked toughs who call themselves the Cellarers
reer that began in rebellion against her stodgy family. to enforce order. This near-total absence of the law

BALDUll'S GAT£ CAZETTE£R

makes the Undercellar a popular place of business for can host ordinary prisoners awaiting transport to trials
unsavory characters who would never risk being caught in the High Hall or prison in the Seatower of Balduran.
in the Upper City otherwise. Their "indulgence rooms"
offer gambling, prostitution, exotic intoxicants, and pit High Constable and Master of Walls Osmurl
fights between animals- such as giant sewer rats pitted Havanack, a lawful neutral male shield dwarf veteran
against dog-sized spiders. Most ordinary citizens who with a deep loyalty to his constables and no taste for city
venture into the Undercellar for a taste of danger keep to politics, functions as the Watch Citadel's castellan. Ha-
these areas. vanack ensures that the Citadel is provisioned, that pay
is correctly disbursed by the purse master, and that the
However, those in search of more serious danger can Citadel and Old Wall are properly maintained. He also
generally find it. Several gray and black marketeers disciplines Watch soldiers accused of misdeeds-accu-
bold heavily reinforced, Guild-approved secure rooms sations that he takes very seriously and does his best to
in the Undercellar, from which they deal in weapons, investigate. High Constable Havanack is known to have
illicit disguises, counterfeit Watch tokens, rare poisons, no tolerance for misconduct in his ranks, but be is only
and other contraband. Access to these dealers requires one person, and much escapes his notice.
Guild approval or significant bribes to the Cellarers.
From the Citadel, the Watch runs regular patrols
In addition to harboring illicit businesses, the Under- through the Upper City and staffs the Old Wall, day and
cellar is rumored to run throughout much of the Upper night. Many Watch officers are patriars themselves,
City. Its secret tunnels wind beneath numerous patriar hailing from families with a long and proud tradition
manors, banks, businesses, and even the High Hall of service to Baldur's Gate. As most live in the Upper
itself, connecting through false walls in wine cellars City, members of the Watch are familiar with the city's
and basements throughout the district. Some of the patriars and possess a well-developed ability to spot
walls are supposedly thin enough for an eavesdropper pretenders. Many Watch members interact with citizens
to overbear all manner of sensitive plans and scandal- from the other districts only at the gates, and then usu-
ous liaisons. ally under tense and stressful circumstances that foster
jaundiced views.
A gaunt, bearded man named Heltur "Ribbons"
Ribbond, a neutral evil male human assassin, rules the Because few of its members have ever lived outside
Undercellar with an oily, too-affable manner and a wide their privileged walls, the Watch tends to be blind to
grin that only makes his scar-seamed face more men- the day-to-day hardships oflife outside the Upper City.
acing. Ribbons has never been seen to lose his temper, Watch soldiers can be suspicious if not outright con-
even when hurling knives and bottles with deadly accu- temptuous of those whose lower-class mannerisms
racy at unruly guests. It's taken as an article of faith that mark them as "of poor breeding." While most officers
he must be a kingpin or otherwise high-placed within attempt to enforce a code of civility toward all Balduri-
the Guild. ans, a current of antipathy toward the poor runs deep
through the Watch, though it more often manifests as
UNROLLING SCROLL condescension than outright hostility. Absent unusual
Built of white marble, with an arched roof of vibrant circumstances, the Watch always gives the benefit of
red edged in gold leaf, the temple of Oghma stands out the doubt to a patriar or Upper City resident, and never
among the surrounding buildings. A wide reflecting pool takes an Outer City denizen's word over anyone else's.
rests in a deep basin under its roof, which is built with
exceptional acoustics so that a speaker's words project WATCHFUL S HIELD
clearly and effortlessly across the assembled audience.
This has made the shrine a popular place for weddings, Helm's shrine in Baldur's Gate consists of a small
dedication ceremonies, and other oaths. chapel flanked by wings at its door and a vigilant eye
inscribed in silver above the lintel. The chapel's services
Legend holds that bards and artists who study their are regularly attended by Watch members, Flaming Fist
own reflections in the basin for half a day, opening their soldiers, bodyguards, and anyone else who feels the
minds to Oghma's will as they do, behold a vision to weight of responsibility to protect others.
inspire their next creation. The reflective period can be
dawn to dusk, midnight to midday, or any other period. When called upon by the Watch or the Flaming Fist,
As the Unrolling Scroll stands in the Upper City, though, Helm's clergy aids in maintaining the city's walls and
non-residents of the district are evicted after sundown. turning back those who would storm its gates. Although
the God of Guardians and his faithfu l carry out their
VANTHAMPUR VILLA duties impartially and without concern for the city's
politics, this role has nevertheless earned them consid-
Duke Vanthampur can't stand the rank gossip that erable resentment in the Outer City.
hangs in the air of the Manorborn neighborhood. Thus,
her estate lies in the Temples neighborhood of the Up- Helm's clerics provide healing to any willing to make
per City, as far away from the other patriars as one can a donation in gold or arms. They uphold a long-standing
get while still being visible to them. For more informa- tradition of waving this donation for those who suffer
tion on this estate, see chapter 1. grievous wounds in the course of defending other. This
leads to all manner of unlikely stories being told at the
WATCH CITADEL Watchful Shield's gates, explaining bow roughed-up
The Upper City's guard force uses the Watch Citadel as brawlers or Guild cutthroats actually suffered their
training grounds, barracks, and organizational offices. A wounds performing heroic acts.
stable holds the Watch's warhorses, while a few jail cells
'BALOUR'S CATE GAZETIEER
183

THE WIDE Nearly everyone in the Lower City is engaged in some
sort of trade. Crime of all sorts is rampant, from petty
By law, all commercial buying and selling not done in smuggling to outright robbery and murder. Though the
a licensed and taxed establishment must be conducted city government tries to curtail this by paying the Flam-
in the Wide, the city's most prominent civic space and ing Fist to patrol the streets, the mercenaries sometimes
public market. Every morning sees an influx of vendors seem more like an occupying army than a true police
setting up their stalls and taking deliveries from a small force, better suited to indiscriminate head-cracking than
army of porters. Every sunset, vendors cart their unsold delicate investigation. As such, while most residents are
wares back out, or pay exorbitantly expensive ware- happy to shout for the Fist when beset by obvious crim-
inals, they also band together into local crews to better
house storage fees. watch each other's backs and settle more subtle scores.
In the hours between, the Wide hosts a vibrant. £n such an environment, laws are often treated as sug-
gestions, and while most residents arejust ordinary
crowded market where fortune-tellers and con artists folks trying to get by, there's truth to the old adage that
sit beside dealers hawking spices, fish, furs, perfumes, everyone in Baldur's Gate has a secret to keep.
and every other luxury good to be found across the
continent and beyond. Despite its crowds, the Wide is GATES
well regulated, the Watch keeping a sharp eye out for
pickpockets. Street musicians are forbidden on pain of The three gates of the Lower City are ripe with logisti-
heavy fines and expulsion from the market, so the Wide cal, historical, and metaphorical significance. Though
proves more subdued than the chaotic markets of the tokens are not required to pass through the gates con-
Outer City. Quiet performers, such as puppeteers and necting with the Outer City, using any gate comes with
sleight-of-hand tricksters, are common. a 5 cp entry toll and erratic investigation of cargo and
suspicious individuals.
Jedren Hiller, the Bailiff of the Wide, is a lawful evil
male human bandit who assigns stall placements Baldur's Gate. The oldest and least impressive of the
to merchants each morning. Longtime regulars and city's gates, Baldur's Gate nevertheless remains the
merchants who reside in the Upper City get most of city's heart. As the only gate allowing ordinary people
the prime placements, while those who are less estab- through the Old Wall, Baldur's Gate embodies the
lished-or stingy with Hiller's expected bribes-get power imbalance between rich Upper City patriars
undesirable places in the less trafficked corners. The and Lower City commoners. Once the sole gate lead-
bailiff's corruption is legendary in Baldur's Gate, but few ing to the harbor, it's still the primary route by which
merchants see any alternative to greasing bis palms, the city's wealth flows from port to patriar.
particularly as the profits from a good day's trade vastly
outweigh the losses. Basilisk Gate. Piercing the city's eastern wall, this
statue-lined gate connects the Lower City to the great
Statue ofMinsc and Boo. For years the Wide hosted Coast Way, stretching through the majority of the
one of the city's most cherished landmarks: the Beloved Outer City and then southeast toward Amo, Tethyr.
Ranger, a statue of a powerful warrior in plate mail and Calimshan.
wearing a cheerful grin and cradling a hamster in his
hands. Recently, though, the statue was revealed to Cliffgate. This foggy minor gate grants access to the
be the Rashemi hero, Minsc, and his "miniature giant Tumbledown neighborhood and its graveyards. Many
space hamster" companion, Boo, trapped under the stories claim that Cliffgate is haunted by the spirits
effects of petrifying magic. When the magic was dis- of former citizens seeking reentry to the city and pas-
pelled, it freed the heroes to walk the world once more sage back to their homes, but locals know that any
but robbed the Wide of a bit of its charm. The merchants mysterious disappearances are more likely the result
complained loudly, and a replacement statue of Minsc of a quick mugging and a long fall to the river below.
and Boo was promptly commissioned and set atop the
pedestal where the actual heroes stood for years. NEIGHBORHOODS

LOWER CITY General wealth, predominant profession, and traditions
divide the Lower City into several neighborhoods. These
A crescent of steeply sloping neighborhoods plays home divisions foster stereotypes and rivalries between city
to the common folk of Baidur's Gate. The Lower City is residents, some comical, some age-old insults that can
a chaotic tangle of conjoined, slate-roofed buildings, its quickly turn violent.
narrow cobblestone thoroughfares spanned by bridges
and buttresses designed to keep overflowing tenements Bloomridge. The wealthiest and most fashionable
from tumbling into the streets. As cramped and noisy Lower City residents gravitate toward the command-
as the Lower City can be during the day, bustling with ing views of Bloomridge, where townhouses squeeze
business from a thousand shops, the district turns eerily in among upscale boutiques and cafes, their rooftop
quiet at night. Though lit by street lamps and traversed gardens and tiled terraces creating explosions of
by hired lantern bearers, the darkened streets are far cheerful color.
from safe, and those citizens not running taverns or
other late-night establishments tend to lock their doors Brampton. The easternmost Lower City neighborhood,
and bar their colorful window shutters as the river's Brampton is notoriously poor, its location making it
dense fog rolls in. the worst for residents seeking to serve Upper City
denizens- but the best for smuggling in untaxed
goods from Rivington.

18.1 BALDUR'S CATE CAZ'ETI'EER

Eastway. Home to the Basilisk Gate, Eastway is the dramatically steep thoroughfares. This a lso makes it
city's primary gateway to the Outer City and the world the Lower City neighborhood most likely to be visited
beyond, catering to travelers with its profusion of inns, by patriars, and thus the Steeps sees more than its
porters, and caravan supplies, as well as to Outer City fair share of patrols by the Flaming Fist.

residents looking for reasonably priced Lower City CREW TERRITORIES
luxuries. The flow of travelers and strangers through
this neighborhood makes it one of the most dangerous The fact that city's numerous crews can be based on
parts of the city, as criminals prey on those unfamiliar both geographical and professional communities means
with the city and without local ties to avenge them. that their territories often overlap or stretch beyond the
Heaps ide. A solidly middle-class neighborhood, Heap- borders of any particular neighborhood. The Harbor-
side has its share of shops but tends to be more resi- hands, for instance, can be found across the Lower City
dential, catering to the city's workforce with ancient wherever a neighborhood touches the water. but would
but reasonably priced homes and only a moderate rarely try to Rex its claim outside of the actual docks a nd
likelihood of being stabbed in the street. piers. More common is the situation of groups like the
Seatower. Everything in this neighborhood revolves Greengrocers' Guild or the Brethren of Barbers, who
around the Seatower of Balduran (see page 190). operate out of all corners of the city and therefore claim
The best armorers and weaponsmiths io the city can no physical territory at all, banding together only in the
be found here, along with residences for Fist merce- interests of their trade. For many such crews, there's
naries and their families. Dance haJls, fighting dens, often no need for a formal meeting place- they meet
taverns, and other delights jockey for position near the whenever and wherever necessary, in shop stockrooms
fortress's causeway, hoping to be the first place a ca- or around kitchen tables, and have little interest in ban-
rousing mercenary stumbles into, and each Flaming ners and sigils.
Fist payday sees the neighborhood swell into the most
boisterous corner of the city as soldiers celebrate with Still, there's no denying that certain crews dominate
riotous good cheer and Ragrant street brawls. certain corners of the city. Sometimes this is the result
The Steeps. As the most direct route from the harbor of a community forming its own crew in a direct attempt
to the Upper City via Baldur's Gate, the Steeps has a to control and protect its neighborhood. Such is the case
natural advantage in securing business from wealthy with the Bloomridge Dandies, wealthy merchant scions
travele rs, and many of the city's most successful who loudly proclaim that the Flaming Fist isn't doing
merchants maintain lucrative storefronts along its enough to protect their neighborhood, and who relish
the opportunity to display their bravery by patrolling

BALDUR'S GATE GAZEITE.ER

LOWER CITY RANDOM ENCOUNTERS TABLE E: LOWER CITY DENIZENS

d20 Encounter dlO Denizens
1-6 No encounter 2d6 gang members or pirates (both thugs)
7-10 Harmless interaction (roll on table D)
11-16 Denizens (roll on table E) 2 ld4 + 1 crass merchants (commoners)
17-20 Threat (roll on table F) 3 1d6 kenku minding their own business
4 3d6 angry crew members (commoners) protesting
TABLE 0: LOWER C ITY HARMLESS INTERACTIONS
the Flaming Fist's brutality
d12 Interaction 5 2d4 Flaming Fist soldiers (veterans) on patrol
A band of crew members with purple armbands and 6 ld4 Guild pickpockets (spies)
fabulous eye makeup-the Bloomridge Dandies- 7 ld8 beggars (commoners)
stop the party to tell the characters they're watching 8 1 Baldur's Mouth reporter (commoner)
them and to keep their noses clean. 9 ld4 patriars (nobles) and 3d6 bodyguards (thugs)
10 1 Guild kingpin (bandit captain) and 2d6 operatives
2 A reporter from Baldur's Mouth waves the party
over, hoping they'll help her get information for a (bandits)
story about some outrageous conspiracy.
TABLE F: LOWER CITY THREATS
3 A man offers to sell the party a glass eye. later, a
drunk stumbles away from the Blushing Mermaid dlO Threat
tavern, searching every gutter for his missing eye. ld4 swarms ofrats

4 An undertaker from Candulhallow's Arrangements 2 ld4 invisible imps
approaches and asks ifthe party has considered un- 3 Dead Three abduction squad (see the "More Dead
death insurance, ominously warning about liabilities
should their corpses commit post-death damages. Three Encounters" sidebar on page 28)
4 Dead Three murder squad (see the "More Dead
5 Scalm Shilvin of Eastway Expeditions mocks a party
member's armor. She offers to apply "raptor repel- Three Encounters" sidebar on page 28)
lent" at the discounted price of 10 gp. 5 Press gang of 1d4 + 1 half-ogres
6 ld6 Guild operatives (spies)
6 A man with a dreadful fear of rats races down the 7 2d4 street brawlers (thugs)
street and slams into the party, having witnessed a 8 ld6 Flaming Fist mercenaries (veterans) who don't
bunch of rats feeding on a corpse in an alley.
like the look of adventurers
7 The druid Torimesh offers one party member a 9 1 ghost from Harborside Hospital
strange symbol stained on a piece of bark. He tells 10 ld4 mimics posing as cargo
the party that the Drawing Tree in Insight Park sent it
as a message. Unless there's active conflict between two crews,
most members are content to work with members of
8 The city's sketchiest tea enthusiast invites the party other crews, and see little point in staking out physical
into Jopalin's for a free cup of the cafe's special turf. After all, a neighborhood needs many different pro-
blend. fessions to thrive- carpenters and cooks, grocers and
apothecaries- and the fact that siblings and spouses
9 A rough-and-tumble woman gets chummy with the often belong to different crews helps keep inter-crew
party and tells characters that laraelra Thundreth is conflict to a minimum.
hiring bouncers at the low lantern.
LOWER CITY GAZETTEER
10 Awinding crack in the street shrieks when a specific
party member steps on it. The crack runs for blocks, Presented below in alphabetical order are some of the
tracing back to Mandorcai's Mansion. most noteworthy Lower City locations. These locations
are also marked on the city map (pages 172-173).
11 Two drunk sailors invite the characters to join them
in singing a well-known shanty called Really Big Oys- BALDUR'S MOUTH
ters, but quickly forget the words and stumble away.
Patronized by all levels of society, Baldur·s Mouth is the
12 A reeking, damp "druid" flees from the direction of city's primary news service and gossip rag. Utilizing a
the Sewer Keep. Ifstopped, the panicked man claims small army of lantern bearers, the Mouth spreads news
"Something hatched in the yuck!" both by selling broadsheets on street corners and by
shouting summaries of top stories at passersby. From
neighborhood taverns wearing expensive swords and the s lums of the Outer City to the finest manor house sit-
purple a rmbands. More often, physical territory is the ting rooms, the Mouth is where Baldurians go to be in-
result of a citywide crew having a natural local nexus, formed, incited, and pleasantly scandalized. While some
such as the Porters' Union and the Butchers' Block tend- of the news- such as word of new laws passed by the
ing to dominate Eastway, as their members congregate Council of Four or official election results-is handed
near the Basilisk Gate for easy access to the stockyards down directly by the government, most comes from
and incoming caravans. freela nce journalists, and official pronouncements often

186 BALDUR'S CATE CAZC:1TE£R

sit side by side with scathing editorials or unflattering good female human commoner, has been running the
political cartoons of those same officials. inn and loudly expressing her belief that the disappear-
ance is the result of foul play. What kind of foul play, she
Ettvard Needle, a chaotic good male human com- has no idea.
moner, runs the operation from a surprisingly modest
converted warehouse in Heapside. The son of an es- While Aurayaun was quiet about her past, she had
tablished Lower City tailor, he bad always rankled at no enemies that Lupin knew about. Lupin furiously re-
the way Lower City residents were treated by haughty jects the Flaming Fist's conclusion that her wife simply
patriars, and started Baldur's Mouth as a way to em- abandoned her. A local vagrant claims to have seen Au-
power the city's poor via what he saw as the greatest rayaun climb up and remove the sign-shield late on the
weapon of social change: information. In the beginning, night she went missing, then vanish into an alley with a
he simply paid local lantern bearers to shout his stories cloaked figure. Since then, though, Lupin has received
of upper-crust injustices, but as enthusiasm for the prac- parcels containing pieces of the shattered shield, each
tice built and more people began bringing him informa- bearing a tiny constellation upon it. Lupin is convinced
tion, he began writing the stories down for his distribu- it's a map, but to where, and whether that destination is
tors-teaching many of them to read in the process-and terrestrial or the heavens she doesn't know. She's will-
then selling the notes directly. Today, Needle prints ing to pay to find out, though.
his broadsheets by tbe cartload, aided by mechanical
scribes purchased from the Hall of Wonders and funded BLUSHING MERMAID
by advertisements from merchants across the city.
Infamous up and down the Sword Coast, the Blush-
Though beholden to advertisers and tacitly sanctioned ing Mermaid is known as the best tavern and inn in
by the city government, the Mouth has never lost its Baidur's Gate for those looking to get their teeth kicked
populist bent. Needle carefully ensures that the paper in, or to kick in someone else's. Always one spilled drink
is useful enough to the government that it's never in away from a brawl, the bar is the sort of place most don't
their interest to shut it down, yet devotes the rest of the visit unless they're well-armed or with a lot of friends-
paper to news the government might prefer hushed up, preferably both. The place takes its name from the life-
from aristocratic scandal and evidence of corruption sized wooden mermaid hanging above the incongruous
to straight talk about various threats to the city, always reception desk, a dozen blackened and withered hands
with a healthy dose of anti-elite rhetoric. His editorials nailed to its body-souvenirs left by those who refused
have a particular soft spot for his friend Rilsa Rael, the to pay their bill.
Guild kingpin of Little Calimshan. While Needle loathes
the Guild, he sees in Rilsa's egalitarian tendencies the Beyond the combination lobby and common room, the
potential for a hero of the people, and naively hopes Blushing Mermaid is a confusing maze of wings and
she'll transform the Guild from a predatory criminal oddly interconnected floors, hiding dozens of small and
organization into a community police force serving the shabby rooms and at least four levels of cellars. Few
city's downtrodden. people bother to sleep at the Mermaid, due in part to
its operators' loud pronouncement that they aren't re·
Baldur's Mouth is a prime source of opportunity for sponsible for any losses, including those of life and limb.
adventurers in the city, as Needle is always looking to Instead, its plethora of back rooms and antechambers
hire daring "investigative reporters" willing to inves- act as de facto offices for the menagerie of shady char-
tigate rumors of strange happenings or procure proof acters who spend their days drinking here. Ostensibly
of corruption by the city's elite. Even just reading the retired sailors, the bar's regulars are in fact contacts for
broadsheet can present adventure opportunities via ad- a variety of unsavory organizations, from smugglers and
vertisements recruiting mercenaries, half-substantiated bandits to fences, drug dealers, and panderers. Some
reports of monster attacks ignored by the Flaming Fist, work for the Guild, others for operations all along the
and more. And of course, should adventurers succeed Sword Coast. Those looking to do business with the
or fail in some high-profile venture, they might just find Gate's underworld find that a handful of silver in the
caricatures of themselves and stories of their exploits in Mermaid can open doors, but the wrong word can find
the Mouth's latest edition. you dumped unconscious in the alley out back. WhiJe
the Mermaid's criminal aspects are an open secret, the
BLADE AND STARS place is well connected enough that the Flaming Fist
This comfortable inn was named for its original sign, traditionally leaves it alone.
an enchanted wooden shield. Painted black, the circu-
lar shield displayed an image of a curved silver saber CANDULHALLOW'S FUNERAL ARRANGEMENTS
gripped by a pale, slender arm. An enchantment on the
shield caused glimmering, starlike motes of light to For as long as anyone can remember, the moon elves of
sparkle along the saber's blade. The former innkeeper the Candulhallow family have managed the city's small
of the Blade and Stars, a chaotic neutral half-ore bandit fleet of corpse carts. Though family members rarely
named Aurayaun, used to insist that the illusory effect push carts themselves anymore, their terse agents are
was the shield's only magic, and that it did exactly what a constant sight around the city, picking up the dead
she intended it to do: draw in business. and using hand-drawn wagons to haul their shrouded
loads to the Shrine of the Suffering or outlying ceme-
Still, it appears that there's more to the shield's story, teries, funded by city stipends and tips from grieving
for recently both Aurayaun and the shield disappeared. loved ones.
Since then, Aurayaun's worried wife Lupin, a chaotic

BALOUR'S GAT.E GAZETTE.ER

In secret, the Candulhallows have grown quietly rich Shilvin quickly capitalized on the growing interest
off a variety of death-related scams. Chief among these in Chult, outfitting droves of green adventurers and
is a secret smuggling arrangement with Nine-Fingers directing them aboard ships headed south. Most never
Keene to conceal contraband in corpses' funeral wrap- returned-leaving her uncertain of whether any of
pings, which the guards and toll collectors never check. her "jungle-proof' or "dinosaur-deterring~ equipment
Even less savory is the harvesting and sale of corpses worked as she'd marketed. Eventually the local govern-
or their parts for the city's cultists and necromancers. ment got involved after several overly ambitious patriar
Chief among these latter customers is the fam ily ma- scions vanished on ventures hastily outfitted by Eastway
triarch, Leylenna Candulhallow, a neutral evil female Expeditions. Now Shilvin can sell her modest selection
moon elf mage who takes the choicest and rarest of the of goods and any jungle-related gear only after a ten-day
deceased for ber experiments, replacing them with pau- waiting period, helping to ensure that fewer citizens
per's corpses and weighted coffins. Should any of the rush off to Chult unprepared. To make up for the result-
family's misdealing come to light, it would doubtlessly ing loss of business, Shilvin has made connections with
shock the city to the core and potentially force Leylenna several trading (and piratical) ventures in regular need
to reveal the elaborate necromantic masterpiece-an of crew. Eastway Expeditions has since gained a lowkey
evolution of both art and life- that she's been slowly reputation for helping people get out of the city fast, so
patching together for months in her basement. long as they don't care overly much where they go.

COUNTING H OUSE ELFSONG TAVERN

This thick-walled fortress of commerce has been a cen- Despite its rough-and-tumble clientele, this tavern is
ter of trade in BaJdur's Gate for centuries, acting as the one of the most popular in Baldur's Gate. At infrequent
primary location for banking and currency exchange. and seemingly random intervals, a disembodied elven
voice cuts through the crowd, its song haunting enough
As much a bunker as a bank, the Counting House to magically dim the room's lanterns and make even the
squats on the waterfront, its two windowless upper bar's most hardened customers weep.
stories heavily guarded. Mos t ordinary patrons never
make it past the ground-level offices, yet the majority of For more information about this establishment, see
the Counting House stretches below, extending down chapter 1.
into the mud like a cylindrical stone taproot. Here are
the building's legendary vaults, where the city's patriars fELOGYR'S FIREWORKS
and merchants from across the world store items too
valuable to be trusted to lesser security. Only the most This four-story stone structure constantly streams
vetted of humanoid guards are allowed in the Counting smoke of unusual colors from various vents and chim-
House's depths. Instead, s tone gole ms patrol the twist- neys. From the elaborate showroom spanning the bot-
ing lower corridors, while wa ter eleme ntals circle the tom two floors, alchemist Avery Sonshal (neutral male
outside in flooded channels, keeping thieves from tun- human mage) maintains his family's longstanding mo-
neling into the magically warded vaults. nopoly on smokepowder production in Baldur's Gate.

A lawful evil gold dwarf named Rakath Glitterbeard While smokepowder is reserved for the Council of
(bandit captain) acts as the bank's proprietor and key Four and Good's High House of Wonders. the shop
treasurer of the city's banking crew, the Honorable sells a variety of lesser alchemical items to the public,
Order of Moneylenders. More importantly, he's also the from torches with colored flames to smoke grenades
Guild kingpin for the Steeps, controlling the lesser loan and fireworks, some of them enhanced with harmless
sharks and knee-cappers who cater to the city's more illusions. While the windowless workshop filling the
desperate credit risks, along with its outright thieves. building's upper two stories is strictly off-limits, its stair-
Stolen treasures from innumerable heists reside in the well blocked by a massive iron vault door and a thug
Counting House's vaults alongside legitimate deposits, hired from the Bannerless Legion, the mutton-chopped
protected by the bank's walls and Rakath's web of polit- Avery is usually happy to chat with customers and other
ical influence and predatory loans. Between the dwarfs alchemical enthusiasts on the lower floors.
sinister reputation and the bank's legendary security,
few thieves would even contemplate trying to crack the At the moment, howeve r, Avery is visibly troubled.
Counting House- but anyone who succeeded would Recently, someone managed to break into the upper
likely be set for life. workshop while he was sleeping and steal four kegs of
smokepowder. In their place, he found a drawing of a
EASTWAY EXPEDITIONS phoenix. Avery is terrified of what the thieves might do
with the powder- he's all too aware that someone with
Eastway Expeditions used to buy dubious exploration that much smokepowder could blow up a portion of the
and dungeon-delving gear on the cheap- often from High Hall, Wyrm's Rock, or any number of other fortifi-
hollow-eyed early retirees- before marking it up to cations. Yet as horrifying as he finds those possibilities,
sell to optimistic would-be heroes. Scalm Shilvin, a he seems more concerned about himself: smokepowder
neutral female tiefling spy, is the shop's slick, tail-coat- security is his responsibility, and he can't tell the city
wearing tiefling proprietor. She made a decent Jiving government about the theft without getting punished for
from her business, but all that changed when Baldur's negligence. Yet if he keeps quiet and the thieves use the
Gate forged a lucrative trade alliance with the merchant powder, he'll obviously be implicated. The only solution
princes of Port Nyanzaru in Chult. is to hire someone discreet and trustworthy to track

RALDUR'S GATE GAZETTEER
188

down and recover the missing kegs of smokepowder be- has constant security problems, from angry patients to
fore it's too late. spontaneously arising undead, unethical or experimen-
tal treatments by priests of non-good faiths, or excessive
If smokepowder is set on fire, dropped, or otherwise withdrawals from the stores of painkilling narcotics.
handled roughly, it explodes and deals fire damage to
each creature or object within 20 feet of it: ld6 for a Jt perhaps says something about Baldur's Gate that
handful, 9d6 for a keg. A successful DC 12 Dexterity city officials decided to build the hospital right next to
saving throw halves the damage. Casting dispel magic Cliffgate, convenient to the graveyard and as far as pos-
on smokepowder renders it permanently inert. sible from the wealthy neighborhoods.

GARMULT'S HOUSE OF MASTERY HISSING STONES

Part school and part alehouse, this wide three-story This low stone bathhouse in the Seatower neighborhood
building leans precariously over the street in Eastway. is one of the oldest buildings in the area. Built in the
Run by an old, agender martial artist named Garmult Chesseman style, it features heated pools, echoing halls,
(neutral good human gladiator), the House of Mastery and gorgeous tile mosaics.
offers both martial training of all sorts for the city's
would-be warriors and a central hangout for the Ban- The Hissing Stones hold a special niche in Baldurian
nerless Legion crew. Garmult assists crew leader Dezri politics due to its status as a neutral, safe, and private
"Guts" Lamouer in matching clients with mercenaries. meeting place. Its longtime proprietor, a neutral female
They also hire members to teach classes in the build- moon elf spy named Merilyn Allaryr, ensures that cli-
ing's open-air atrium while other members lounge on ents enter the baths bearing nothing but the thin robes
the overlooking balconies. At any given time, there's she provides, leaving all weapons and other possessions
usually multiple veteran mercenaries here swapping sto- with her. Merilyn's reputation, and that of her highly
ries and waiting for contracts. capable attendants, is formidable enough that even rival
crews or businesses engaged in the tensest of negotia-
While anyone can pay Garmult to study in the House tions never violate the house's rule against violence.
of Mastery, only those who·ve earned membership in the
Bannerless Legion are welcome to socialize and find This establishment's commitment to discretion also
work here. Those who come around looking for such makes the bathhouse the prime venue for paid compan-
things are challenged to a friendly sparring match in the ionship in the Lower City. Many of the most sought-after
atrium, usually with Garmult. If they impress Garmult. courtesans meet their patrons in the Hissing Stones'
they're welcomed with a laugh and a firm handshake, at steamy private rooms, trusting to Merilyn's silence and
which point Garmult is happy to hook the new members the house's reputation for business meetings to deflect
up with bodyguarding contracts and other work, taking the suspicion of jealous spouses or gossipy wags. Unlike
only a nominal finder's fee. Though not everyone in Merilyn. the Reveler's Union- the city-spanning crew
the Legion is as welcoming of new members. Garmult of night-workers-isn't averse to selling secrets teased
allows only consensual, nonlethal sparring within their from the bathhouse·s clients, and those looking to pur-
establishment. Few members challenge Garmult's au- chase such information need only whisper in the right
thority for risk of missing out on future contracts. ear here. Though this dichotomy keeps Merilyn herself
from officially joining the Union, the crew uses the loca-
HARBORSIDE HOSPITAL tion as its de facto headquarters. regularly renting out
and conducting meetings in its vast central pool.
Generations ago, an outbreak of extremely contagious
dancing croup-a deadly plague that caused those af- INSIGHT PARK
flicted to cough themselves to death even as their limbs
thrashed uncontrollably-caused many Baldurians to Forty years ago, an lawful neutral shield dwarf druid
rethink their approach to medicine. Requiring individual named Torimesh arrived home in the city after decades
victims to seek out healing from their respective clergies of adventuring abroad and purchased this small portion
accelerated the disease·s spread as the infected traveled of the hillside. Too steep to build on, the area had long
to different houses of worship throughout the city, over- been an illegal junkyard, with locals standing atop a
whelming the facilities at each. In the aftermath, the rocky promontory and dumping their refuse over the
Lower City decided to consolidate. While patriars might edge of the embankment. Instead of clearing the debris
still be able to afford house calls and personal priests away, Torimesh used magic to nurture the local plants,
and physicians, commoners funded the building of a causing a forest of green to grow up over the garbage,
single large facility where everyone could come for treat- rusting away debris and creating soft lawns and thickets
ment. Eager to no longer have every worship service shot through with small recesses and tunnels where the
interrupted by contagious congregants, several of the old refuse had piled high. This revamped space he dedi-
city's temples were only too happy to provide clerics to cated as a public park, arguing that the poor need to feel
work in the facility. Of course, coin still determines one's nature's touch just as much as rich patriars with their
quality of care, the clerics rarely work for free, and those manicured gardens. Torimesh himself lives in a tiny hut
without sufficient funds generally end up in the omi- backed against the jutting outcropping still known as
nously stained basement with the chirurgeons-in-train- Dumper's Rock.
ing- but at least those in need know where they can go
for help. Chronically understaffed, especially in those The main appeal of Insight Park is the Drawing Tree.
wards catering to poor Outer City residents, the hospital Planted by Torimesh and grown to full-size in a matter
of days, the tree is of a species no one can identify. and
Torimesh steadfastly refuses to say anything about its

BAI.OU R'S CATE GAZETTEER

origins, yet everyone knows its power. When properly arrived, Mandorcai shut the manor's doors and vanished
entreated by Torimesh, the tree's red bark cracks and from public life. Curious locals who peered through the
curls like parchment. Pulling it carefully away reveals windows reported a completely empty manor, its furni-
a prophetic scene rendered in bloody sap. These arbo- ture looking as though it hadn't been touched in years.
real visions of the future are often cryptic, yet inevitably Yet soon thereafter, individuals around the city began
come to pass. As much as the city's elite would love to to receive invitations to visit, written in silver on black
harness this power, anyone else attempting to peel the paper folded into pentagons.
tree's bark or force a prophecy reveals only bark and
sends Torimesh into a near-murderous rage. For his Those who entered the mansion for the requested
part, the druid refuses to work for money, peeling off appointments never emerged. After a handful of such
prophecies only according to the unspoken whims of the disappearances, a Flaming Fist squad smashed its way
tree, or in exchange for bizarre and dangerous favors. into the building. Only two of its members emerged, bab-
bling about shifting rooms and blood-soaked abattoirs
jOPALIN'S filled with writhing hooks and chains. With no laborers
willing to tear the place down, the Council of Four
After taking over from his father, a neutral evil male boarded up the doors but left the mansion standing. For
half-elf thug named j opalin transitioned this building decades now, no one has been observed going in or out.
from a seedy dockside tavern to a thriving, upscale Whether the little black invitations that still occasionally
teahouse. Many were shocked by the growth of such a appear on citizens' doorsteps are genuine or harmless
sophisticated establishment among the port's lowbrow pranks remains anyone's guess.
customers, but no one can deny the addictive nature of
the half-elf proprietor's special blend. jopalin includes In truth, Mandorcai gained occult knowledge and his
sable moonflower leaves in his tea, creating a subtle, magical manor in a bargain with the obese twin chain
slow-building addiction among those who drink it. Many devils Kyrix and Valisog. For years Mandorcai upheld
never realize what's happening, knowing only that they his side of the contract by bringing the fiends mortal
deeply crave his tea above all others. and for those who sacrifices, until an accidental breach of contract let the
do uncover the scam, it's often too late, leaving them devils haul him screaming into the Nine Hells. Since
with no choice but to keep coming back.Jopalin person- then, the mansion's hungry traps and shape-changing
ally watches over the customers and ensures that only powers have lain dormant. Recently, however, a group of
those who seem vulnerable get the "special'" tea, avoid- cultists have broken into the house, seeking to harness
ing suspicion from any who might decide to fight back if its fell powers. Though they haven't yet figured out how
the truth were to come out. to commune with the chain devils yet, when they do, it'll
likely be without the safeguards Mandorcai managed to
Jopalin also runs a more traditionally squalid moon- negotiate, potentially resulting in fiendjsh disaster for
flower den in the shop's damp basement, catering to the whole neighborhood.
ordinary addicts and those who've become so reliant on
the tea that they can no longer pass as normal custom- SEATOWER OF BALDURAN
ers. These sad cases are shuffled in through an entrance
in the building next door to avoid suspicion, where a The headquarters of the Flaming Fist stands on a rocky
group of thugs presides over several dozen filthy cots, islet in the harbor, its sheer walls erupting from the
collectingjopalin's fees and dispensing his moonfiower stone in such a way as to grant invaders from the sea
supply. The paranoidjopalin himselflives in a lavish few footholds. From the fortress's five stout towers,
and heavily booby-trapped loft above the cafe. specially made Gondan trebuchets stand ready to hurl
stones three times the distance of an ordinary siege
Low LANTERN weapon, giving the fortress command of not just the
entire harbor but the opposite bank of the river as well.
This old, three-masted ship rocks gently in the water Any invading ships not intimidated by such death from
alongside Stormshore Street Dock on the harbor's east- above would also have to contend with the massive
ern side. A notorious festhall and tavern, the ship is no chain running from the Seatower to pilings under the
longer seaworthy and is in desperate need of repair. easternmost wharf in Brampton. A capstan in the tower
can raise the chain, stretching it across the harbor
On warm days and evenings, respectable clients can mouth and keeping anything larger than a rowboat
sit at tables on the upper deck beneath hanging lanterns, from entering or leaving. As for land-based attacks, the
smoking and drinking between wagers. while a more 400-foot-long causeway connecting the Seatower's islet
raucous crowd congregates around bars and gambling to che shore needs no gates or drawbridges, as any at-
tables on the decks below. tackers foolish enough to charge along its length would
be easy marks for the wall's archers.
For more information about this establishment, see
chapter l. Roughly a hundred Flaming Fist soldiers occupy the
fortress at any given time, along with the residents of
MANDORCAI1S MANSION the Officers' Tower. Jn the central bailey, the organiza-
tion's vast armory holds every weapon a mercenary com-
The only blight in otherwise upscale Bloomridge, this pany cou ld need, along with trophies from campaigns
mansion appeared out of nowhere in the middle of the abroad, a priceless library of war-related texts, and
night, taking over a previously vacant lot. Fully staffed more. Rumors also speak of the Fist's treasury, kept in a
with close-lipped servants, the imposing manse hosted lead-lined vault somewhere beneath the Officers' Tower
a few lavish parties for the Lower City elite, presided
over by an eccentric and brooding human wizard
named Mandorcai. And then, just as suddenly as he had

BALOUR'S CATF. 0A7.ETIE£R
190

- ._., .
...-.-:

BALOUR'S GATE GAZETI.EE.R

and surrounded by yards of solid stone, the secret doors Unfortunately, Skoond's apprentices aren't the only
leading to its vaults hidden by clever mechanisms and ones searching. Drawn up through hidden tunnels by
cleverer magic. the magical auras of both the tome and neighboring
Mandorcai's Mansion, a nothic lurks in the house's pas-
In addition to defending the city, the Seatower aJso sages, using them to spy on the wizards and search for
serves as the local prison of Baidu r's Gate. Three levels the treasure. So far, none of the residents have detected
of dungeons extend beneath it, the lower two below sea it- the last person to do so was the previous owner,
level and integrating part of a naturally occurring cavern killed by the nothic's rotting gaze. Though evil and un-
system. This both keeps the prison secure and pacifies willing to cede claim to the tome- which it hasn't yet
prisoners, as any who act out know that they can always located-the nothic is full of secrets from both its spying
be moved from the dry cells to the dank lower levels. and its weird oracular abilities, and might be wilJing to
Particularly problematic inmates end up in the Swim- sell them for the right price.
ming Hole- a flooded and lightless shaft where prison-
ers must constantly tread water or risk drowning, while SEWER KEEP
also fending off the blind, biting shrimp that dwell there.
Though long-term incarceration is rare in the city, there Like many port cities, Baldur's Gate has traditionally
are aJways a few inmates rotting in these cells, ranging dumped its sewage downstream and let the river carry
from petty criminals to political prisoners locked away its problems elsewhere. As the city grew, however, this
began to dangerously pollute the river, leading a coali-
on trumped-up charges. tion of druids and patriars to construct the Sewer Keep.
Characters who run seriously afoul of the law in
A series of three towers built into the walls at the
Baldur's Gate might wind up in the Seatower. While the western end of the Seatower neighborhood, the facility
Fist treats the prison as something of an afterthought, was intended to treat the sewage just before it enters
any trying to break in or out of the dungeons still have the river, using vast enclosed holding tanks of magically
their work cut out for them. Only the upper cells have augmented plants to purify the effluent. Though the facil-
windows, and anyone trying to break through the walls ity was a marvel of magical ecological engineering, the
of the lower cells risks catastrophic flooding. Sentries public proved singularly unwilling to care about their
are constantly on alert for ships drawing suspiciously waste, and funding quickly collapsed. Since then, the
near the island, and no one is allowed through the Keep has been a shadow of its intended glory, struggling
fortress's gate without a reason and an escort. Cells to keep the worst of Baldur's Gate from the waterway.
themselves have heavy steel doors with high-quality
locks. with the keys held byJailer Albrecht Little, a law- Today, the facility still operates, but mostly as a head-
ful neutral male human gladiator, or his second, Jailer quarters and cover for the Sewerkeepers crew. Most of
Cogrus Stonehammer, a lawful neutral female shield the "druids" and technicians running the plant are any-
dwarf knight. Soldiers are often assigned to "cell duty" thing but- instead, they're a specialized thieving crew
as a temporary punishment- while this generally means that uses the keep's position to pass unseen through the
rougher treatment for prisoners, the regular turnover city's network of sewer pipes and cisterns. From this
might present a sliver of opportunity for anyone attempt- warren of tunnels, they can smuggle goods and conduct
daring burglaries, as well as occasionally acting as sub-
ing a rescue. terranean monster-hunters and paid guides through the

SESKERGATES city's guts.
The Sewerkeepers' leader, Genamine Kopali (neutral
Once home to the Sesker merchant family, this tall,
gaudy mansion was abandoned after the last member evil female human assassin), also acts as the Guild
of the family died in it under mysterious circumstances kingpin for the Seatower neighborhood. Along with
severaJ years ago. Shortly thereafter, a neutral evil a spectrum of ne'er-do-wells. her crew also contains
human mage from Athkatla named lmbralym Skoond several actual druids who keep the facility running and
bought the place to use as his home and magical work- control the crew's severaJ guardian beasts, including a
shop, drawn there by stories of the structure's original number of sweet-smelling shambling mounds that live
builder, a smuggler who turned the place into a warren in the tanks, churning them as part of the purification
of secret passages, hidden rooms, false walls, and process. Mortlock Vanthampur (see page 26) pays
concealed entrances, most of which have now been Genamine to keep him apprised of strange activities
in the sewers. Mortlock, in turn, reports whatever he
forgotten. learns to his mother, Duke Thalamra Vanthampur.
Ambitious and thoroughly amoral, Skoond rose to
SHRINE OF THE SUFFERING
prominence as the Council of Four's wizard, doing
reguJar favors for the council to further his own plots. This simple stone shrine to Ilmater, god of martyrs and
Though rarely home, he boards four alchemist lackeys patient endurance, stands in a small, quiet square, the
in the building, along with several guards, using these- edges of its plaza thick with the pallets and meager
cret passages to cover their comings and goings. Their belongings of the Lower City's homeless population.
only job is to uncover and map out as many of the build- Here, poor Baldurians can come to receive free meals
ing's secrets as possible-one of the histories Skoond and enough coppers to pay their way through the city's
read suggested that the building's original architect had gates, thanks to the ministrations of Brother Hodges, a
died whiJe smuggling a rare magical tome, leading him lawfuJ good male strongheart halfling priest. Supported
to suspect that it still lies hidden in the house's walls. by donations from all ranks of society and beloved by

BALDUR'S GATE GAZETTEER

their community, the halfling cleric and his adult chil- Blackhand almost always has potions ofhealing avail-
dren Hansen and Sissa (both lawful good strongheart able for sale. He also typically has up to 500 gp on hand
halfiing a colytes) can inevitably be found here chatting to buy items from those with interesting magical wa res,
with the city's downtrodden, offering what healing and though he's a savvy bargainer and rarely pays anything
alms they can. close to full price.

Sours: https://anyflip.com/uggd/evkp/basic/151-200
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Source: Baldur's Gate - Descent into Avernus

Weapon (longsword), artifact (requires attunement by a creature the sword deems worthy)

This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism.

Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:

  • Angelic Language. You can speak, read. and write Celestial.
  • Celestial Resistance. You have resistance to necrotic and radiant damage.
  • Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
  • Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
  • Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
  • New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
Personality Traits
d8Personality Trait
1I treat all beings, even enemies, with respect.
2I won't tell a lie.
3I enjoy sharing my philosophical worldview and experiences with others.
4I cut right to the chase in every conversation.
5I often quote (or misquote) religious texts.
6I anger quickly when I witness cruelty or injustice.
7My praise and trust are earned and never given freely.
8I like everything clean and organized.
Ideals
d6Ideal
1Charity. I always help those in need. (Good)
2Faith. I choose to follow the tenants of a particular lawful good deity to the letter. (Lawful)
3Responsibility. It is the duty of the strong to protect the weak. (Lawful)
4Respect. All people deserve to be treated with dignity. (Good)
5Honor. The way I conduct myself determines my reward in the afterlife. (Lawful)
6Redemption. All creatures are capable of change for the better. (Good)
Bonds
d6Bonds
1I have a favorite religious hymn that I constantly hum.
2I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.
3I have cherished memories of Idyllglen, though I've only seen this bucolic town in dreams.
4I would die for those who fight beside me, regardless of their faults.
5I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them.
6The Sword of Zariel has chosen me. I shall not fail to wield it justly.
Flaws
d6Flaws
1I am too quick to judge others.
2I offer forgiveness too readily.
3I will sacrifice innocent lives for the greater good.
4Flaw? What flaw? I am flawless. Utter perfection!
5I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse.
6I ignore those who do not support my plans, for my calling is higher than all others.

Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.

As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.

Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master's Guide.

Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.

Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.

The sword communicates by transmitting emotion to the creature carrying or wielding it.

Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.

Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion," BG:DA, page 154), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.

If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.

artifactattunedbg:daweapon

Sours: http://dnd5e.wikidot.com/wondrous-items:sword-of-zariel
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Now discussing:

.



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