Baldur's Gate

Baldur's Gate, also called simply the Gate, was the largest metropolis and city-state on the Sword Coast, located on the north-eastern border of the Western Heartlands. With a population that exceeded that of Waterdeep, it was perhaps the most important and influential merchant city on the Sword Coast. Despite its presence as a neutral power, the leaders of Baldur's Gate were members of the Lords' Alliance of powers in the west.

The strong peace-keeping force known as the Watch, along with the presence of the powerful Flaming Fists mercenary company, kept the city generally peaceful and safe. This inherent sense of security allowed the Gate to keep a tolerant and welcoming attitude towards outsiders, whether they were wealthy merchants, poor refugees or, as it historically attracted, less-scrupulous individuals such as pirates and smugglers.

Geography
Baldur's Gate was located It was located to the south of the great city-state of Waterdeep, north of Amn along the well-traveled Coast Way road, that passed over the Wyrm's Crossing, through the Outer City and into the Gate proper. It was nestled into a bay on the north bank of the River Chionthar about 40 miles (64.4 km) east from its mouth on the Sea of Swords.

As the minstrel's of the 14 century described it, the city was a crescent moon that wrapped around the great harbor, though in the century that followed it grew well beyond that form. While the terrain of the Upper City was flat and level, the Lower City was built over steep bluffs that overlooked the Gray Harbor.

Weather
The region surrounding Baldur's Gate received an abundance of drizzling rain and sleet with frequent-occurring fog rolling through the city's streets. This excessive precipitation was well-mitigated with an advanced water system where underground basins collected the run off rainwater, maneuvering it through subterranean aqueducts that emptied it into massive cistern beneath the Temples District.

Despite the city's engineering and cleanliness, this continual rain led to regular growth of mildew accompanied by a musky smell that permeated the city's cellars. To abate the slippery stone streets, it was sometimes necessary to spread straw or gravel along the wet cobblestones.

Society
As a whole, citizens of Baldur's Gate did not tolerate drunk and debaucherous behavior.

Customs
Unlike other cosmopolitan cities, Baldur's Gate was home to few formal festivals and gatherings, save for universal celebrations such as Highharvestide. Every spring, Baldurians celebrated The Breaking, marking the day when the last hunks of ice broke away from the Gray Harbor, freeing it for safe trade.

Every so often, Baldurians would gather together on a street around a grouping of crates, barrels and other impromptu seating to share stories and tales with one another. These cobble parties, so named for the cobblestone roads on which they were hosted, were marked by special "rose-red" torches that could be purchased from the local fireworks shop.

Religion
Like most great cities, Baldur's Gate had many places of worship. An impact was the formation of Twin Songs. Here temples and shrines to a great diversity of gods existed. All temples and shrines were accepted. Even shrines devoted to the worship of evil were ignored by the Flaming Fists.

Demonym
People and things from Baldur's Gate were known as "Baldurian". The term "Balduran" was never used—misusing the founder's name even like this was a grave insult to his memory and the city alike.

Government
Since its famous tax revolt, Baldur's Gate was ruled by four Grand Dukes, whose membership composed the Council of Four. They were elected by the citizens to serve for life or until they wished to retire. The Council served as a member of the Lords' Alliance, which included Waterdeep and Silverymoon, among others nation-states.

After an attempted coup by former Grand Duke Velarken, Baldur's Gate's government underwent a major restructure and the new Baldurian Parliament elected the Dukes. In the 1480s DR, it was ruled by Grand Duke Portyr at the behest of the Baldurian Parliament. This changed again however, sometime before 1489 DR, as the Council of Four was reinstated, served by the legislative body known as the Parliament of Peers.

Laws
The government of Baldur's Gate maintained a strict and complex legal code that consisted of a series of regulations, official decrees and treatises that was nigh incomprehensible for anyone but the city's barristers and some patriars. By and large laws favored these individuals along with foreign diplomats, the Flaming Fist and members of the Watch. Citizens of the city proper and those living in the Outer City were afforded far fewer considerations, and.

Anyone caught in the act of breaking the law were immediately apprehended and punished, either by the Watch or the Flaming Fist. Typically, the punishment fit the crime. Lesser crimes, such as violence or thievery, warranted a public whipping or removal of a finger. Those who broke agreed upon contracts were sentenced to forced labor while distributing the peace or public lasciviousness led to public shaming by a night in the stocks.

Foreign Relations
Throughout its history, Baldur's Gate had little stake in the affairs of others. For the most part, the city was respected as a neutral power in relation to the other states of the Sword Coast and the Western Heartlands. Perhaps more importantly, Baldur's Gate, while undoubtedly a rich prize, was so well-defended by its massive walls and well-trained Flaming Fists soldiers that few ever seriously considered invading and occupying the city.

Historically, Baldur's Gate has had a long enmity with its southern neighbor, Amn, which nearly resulted in war during the iron crisis of the 1360s. Over the next century however, the only major threats to Baldur's Gate were the pirates operating out of the ruins of Luskan or the merchants of Waterdeep, who resented the city's continually-growing wealth and power.

Trade
The Great Harbor of Baldur's Gate was one of the largest, busiest and most popular ports-of-call found on the western coast of Faerûn, handling a wide variety of cargoes that rivaled even the sprawling ports of Calimshan. By 1470 DR, the city had become the greatest center of trade along the entire Sword Coast, out-competing both Waterdeep and Amn.

The city was home to a powerful and honest mercantile guild, the Merchant's League, along with the more-secretive collective of noble-merchants known as the Knights of the Shield.

As of the mid-1300s DR, stone was usually imported from Mirabar via Luskan for use in construction, having been magically transported from up north. This feat of arcane conveyance was quite expensive.

Defenses
Historically speaking, Baldur's Gate was naturally well-defended by its location in a natural inlet, and the great wall that was financed by the city's founder, Balduran.

The city was long-served by the mercenary-soldiers of the Flaming Fist.

Founding
Originally, the harbor-settlement that came to be known as Baldur's Gate was a well-hidden meeting place for pirates, scavengers and "ghost lighters". These naer-do-wells used lights to trick ships sailing through the foggy coast, running them aground before pilfering their goods. After looting what they could, they sailed up the River Chionthar to the small bay, to their secluded haven called Gray Harbor.

In olden times, the seafaring hero Balduran returned home to Gray Harbor, from a voyage to the far-off continent of Anchorome, far beyond the elven isle of Evermeet. He had accumulated great wealth on this journey. After hiding some of his riches away in hidden caches, her ordered a great granite wall to be built for the protection of his home. Soon after, Balduran set sail on a second voyage to the continent and subsequently vanished, never to return.

After Balduran vanished, local farmers took control of the wall's construction and used it to protect their own holds and farmsteads, rather than the harbor. Nearby townsfolk and other outsiders flocked to the fledgling town for protection and the hamlet swelled in size. The walled region of Gray Harbor came to be known as "Old Town", while newly-constructed buildings, between the southern wall and the harbor, were built in the portion thereafter known as "Heapside".

Tax Revolt
The division of the town by its great wall created a schism between the landowners of Old Town and Balduran's former associates, the captains and other seafarers of Gray Harbor. The Old Towners taxed the carts coming north from the harbor, through Baldur's Gate, which led to the ire of the seamen and their eventual refusal to pay.

As their anger turned to action, the smugglers, pirates and merchants of Heapside breached Baldur's gate and stormed Old Town by force. Just before they laid siege to the keep of High Hall, the four most-senior sea captains argued for the farmer-lords' surrender. After a quick vote, a truce was struck between the two parties and the retired captains were installed as leaders, jokingly known as "Dukes", of the rapidly-growing city that was earnestly renamed Baldur's Gate.

Expansion
Following the founding of the nation of Amn, trade skyrocketed in Baldur's Gate and the city expanded. This propensity secured the renewed connection between Old Town, which came to be known as the Upper City, and Heapside, now called the Lower City. The fate of all Baldurian citizens were entwined as one, a significance that was reflected in the expanded construction of the city wall. The bluffs of the Lower City were protected by two extensions of the Old Wall that continued south to the northern shores of the River Chionthar.

The city became the most powerful force in the Western Heartlands and despite its neutrality, joined the Lords' Alliance. The city was only recorded to have been called upon by the Alliance once, in the Year if the Black Horde, 1235 DR, when the eponymous legion of orcs attempted to invade. They sent their top military general, Eldrith, to drive them off. While she achieved victory at first, she eventually betrayed Baldur's Gate and was killed in the Marsh of Chelimber by Baldurian forces.

14 Century
The Flaming Fists began operating in Baldur's Gate in the early 14 century DR. In the Year of the Banner, 1368 DR, the Bhaalspawn Sarevok Anchev orchestrated a major conspiracy to send the city to war with Amn. The plan failed and within two years all Bhaalspawn were killed due to the actions of Baldurian Abdel Adrian.

A group known Xantam's Guild moved into Baldur's Gate early in the Year of Lightning Storms, 1374 DR. Three adventurers, Vahn, Kromlech, and Adrianna arrived and thwarted the guild's plans in the city. Joined by the Harpers, they discovered the thieves guild to be only part of a larger plot involving Eldrith the Betrayer and her dark alliance. Eldrith's disciple, a vampire known as Mordoc SeLanmere sought to destroy the city in the years that followed. In the end however, Mordoc too was defeated and the city saved in the Year of the Bent Blade, 1376 DR.

In the following year Faerûn suffered the Spellplague, a cataclysmic event that reshaped both civilizations and the land itself. Fortunately, Baldur's Gate was unharmed from the effects of the blue fire and took in a great number of refugees from the south. The population of the city tripled in a matter of years.

15 Century
Baldur's Gate was able to adapt to the change and experienced relative peace until the Year of the Silent Flute, 1437 DR when the elfsong returned to the Elfsong Tavern with an undead crisis, as well as worsening relations with Elturgard and the stealing of a Tome of Cyric. All of these crises were considered minor when General Ikhal returned with a lycanthrope army far greater than the army of Baldur's Gate. The Flaming Fists resolved the conflict.

During the mid-1400s, the Grand Duke Valarken, along with General Ikhal, attempted to usurp the leadership of Baldur's Gate. The failure of his attack led to the dissolution of the Baldurian police and the Council of Four. In its place, the Flaming Fists and the Baldurian Parliament came to rule.

Following Valarken murdered the previous Marshal of the Flaming Fist, who also held the title of Grand Duke, Abdel Adrian replaced him in both positions.

By 1479 DR, Baldur's Gate was Faerûn's most powerful and important city, and it was once again stable. At this time, it was no longer bothered by Valarken and Amn. It maintained a positive relationship with the nation of Elturgard and the other regions in the Western Heartlands. However, the expansion proved to turn the city on its heels, threatening to send it into civil war.

Upper City
The Upper City of Baldur's Gate radiated wealth and beauty, serving as home to the city's Patriar class. It had wide, well-lit streets and attractive buildings decorated with hanging plants. The amenity of the Upper City was only matched by its well-kept safety, largely thanks to the regular patrols maintained by the Watch.

The region consisted of four districts: Citadel Streets, Manorborn, the Temples District and the Wide.


 * Landmarks:
 * High Hall: Palace of the Grand Dukes in the northern section of the city.
 * Watch Citadel:
 * Places of Worship:
 * High House of Wonders: Temple of Gond located in the northern part of the city not far from the High Hall.
 * Hall of Wonders:
 * Residences:
 * Silvershield Estate
 * Taverns & Inns:
 * Helm and Cloak: An expensive but well-rated feasting hall popular with both locals and travelers alike. Its upper floor was also rented out to the vast majority of the Knights of the Unicorn.
 * Purple Wyrm Inn and Tavern: A tavern much compared to the Elfsong, but it was more commonly used by merchants and those seeking adventure.
 * Three Old Kegs: Highly comfortable but only slightly expensive, the Three Old Kegs was perhaps the most highly rated establishment in Baldur's Gate.
 * Gates:
 * Black Dragon Gate &bull; Citadel Gate

Lower City
The Lower City was the large, crescent-shaped portion of Baldur's Gate fully contained within the walls. It featured tightly-packed streets, lined with tall and slender buildings. even narrower alleyways that were always busy with the comings and goings of city life. Trade, commerce and work of all sorts dominated the sprawling Lower City.

It had six districts: Seatower, Bloomridge, the Steeps, Heapside, Eastway and Brampton. Sea Gate &bull; Manor Gate &bull; Gond Gate &bull; Baldur's Gate &bull; Heap Gate
 * Landmarks:
 * Baldur's Mouth:
 * Gray Harbor: Baldur's Gate had a large and busy harbor that opened up into the River Chionthar. The harbor was closed after sunset, after which no ships could tie up. Latecomers had to wait out in the river until sunrise.
 * Seatower of Balduran: Defensive structure on an island in the harbor.
 * Mercantile:
 * Counting House: A moneylender on the docks along the waterfront specializing in the trade of coins, gems, and valuables.
 * Garmult's House of Mastery:
 * Shops:
 * Sorcerous Sundries: A shop near the eastern gate that stocked all sorts of arcane supplies, from spell components to magical items.
 * Places of Worship:
 * Shrine of the Suffering: Shrine of Ilmater.
 * Water Queen's House: Temple of Umberlee located in the northern docklands along the waterfront.
 * Taverns & Inns:
 * Blade and Stars: A quiet inn known for its high-quality foodstuffs.
 * Blushing Mermaid: Located in the north-eastern section of Baldur's Gate, the Blushing Mermaid was an establishment known for its status as a hub of illicit business.
 * Elfsong Tavern: A tavern in the southeast near the eastern gate known best for its strange haunting, a ghostly elven voice of unidentified origin that could be heard singing quietly at night. The trademark song faded in 1374 DR, only to return in 1437 DR with regular administration.
 * Splurging Sturgeon: Located a bit south from the Blushing Mermaid, the Splurging Sturgeon was a small but well-known establishment.
 * Gates:

Outer City
The Outer City of Baldur's Gate was a sprawling, chaotic shantytown that grew outside of the city's walls. Day and night blended together throughout the lean-to's, stockyards and other shacks and lined the Outer City's muddy streets. While the animal-handlers, merchant-hawkers and other "outsiders" were taxed and technically "ruled" over by the Grand Dukes, city officials did little to truly govern the unregulated Outer City.

It had nine districts: Blackgate, located north from the Black Dragon Gate, Stonyeyes, Norchapel, Little Calimshan, Whitkeep, Sow's Foot, Twin Songs, Tumbledown, which extended south from the Cliffgate, and Rivington, south of Wyrm's Crossing.
 * Mercantile:
 * The Calim Jewel Emporium:
 * Shops:
 * Garmult's House of Mastery:
 * Hamhocks Slaughterhouse:

Wyrm's Crossing
Wyrm's Crossing was the great double-bridge that spanned the River Chionthar, which extended north and south from the island-fortress of Wyrm's Rock. A myriad of different buildings were constructed on top of the crossing: from elaborate, several-story mercantile shops to small vendor stalls and even precariously-built businesses that hung off the side of the stone bridge, overlooking the waters of the Chionthar.

The bridge stood atop massive arches that allowed ample room for sea traffic to pass unhindered. It was wide enough to allow overland travelers to pass through its many buildings, along the road that led into Baldur's Gate proper.

Inhabitants
Various thieves guilds had risen and fallen in Baldur's Gate, including Xantam's Guild and the Hands of Glory. Since the fall of both in 1374 DR, new thieves' guilds arose.

Animals
While cats were abundantly found throughout the city, as they were used to eliminate vermin from cargo ships, dogs were not a common sight by any stretch. Livestock, such as horses, cows, goats and like, were prohibited from the city proper, relegated to the paddocks and pens of the Outer City.

Appearances

 * Novels:
 * The Halfling's Gem
 * The Stowaway
 * The Shadowmask
 * Under Fallen Stars
 * The Silent Blade
 * Baldur's Gate


 * Games:
 * Baldur's Gate: Dark Alliance
 * Baldur's Gate: Dark Alliance II
 * Baldur's Gate
 * Baldur's Gate: Siege of Dragonspear
 * Baldur's Gate II: Shadows of Amn


 * Adventures:
 * Murder in Baldur's Gate


 * Comics:
 * Legends of Baldur's Gate