Murder in Baulder's Gate Campaign Guide
Murder in Baulder's Gate Campaign Guide
Murder in Baulder's Gate Campaign Guide
:Baldurs Gar(
...
,.
.,.,
/
.-f
'\
"'
".'
...I
-1"
_,,
7_
------
CREDITS
Design
Ed Greenwood, Matt Sernett,
Alexander Winter, Steve
Winter
Managing Editor
Kim Mohan
Cover Illustrati on
Tyler Jacobson
Additional Design
Bruce Cordell, Chris Dupuis,
Tom La Pille , Peter l ee,
Rodney Thompson, Chris
Tulach, James Wyatt
D&D Producer
Greg Bilsland
Cartography
Mike Sch ley
Editing
Dawn J. Geluso
Art Director
Marl Kolkowsky
Publishing Production
Manager
Angie lokotz
Prepress Manager
Jefferson Dunlap
Imaging Technician
Carmen Cheung
Production Manager
Cynda Callaway
Organized Play
Chris Tulach
Playtesters
Teo!. Abadia, Gary Affeldt, Robert Altomare, Todd Ammerman, Tim Bailey,Jeff Barnes, Andre Begin, Richard Brown, Jordan Conrad,
Melanie Cote, Manon Crevier, Bret Davenport, laura Ely, Rich Engler, Robert Ford, Jason Fuller, Jeffrey Fuller, Greg Hartman, Eric
Hughey, David Krolnik, Steve Kuhaneck, Yan Lacharite, Kevin l awson, Eric Leroux, Vanessa Markland, Greg Marks, Shawn Merwin,
David Milman, Sean Mitte lstaedt, linda Pajaujis, Karl Resch, Jeremiah Shepersky, Ben Siekert,Justin Turner, Gary West
DuNGEONS & DRACO~s. Wizards of the Coast. FoconEN REALMS. DaD. Murder in Baldur's Gate. all other Wizards of the Coast product names. and their respective
logos are trademarks of Wizards of the Coast LLC In the USA and other countries. All Wizards characters and their distinctive likenesses are property of Wizards
of the CoastllC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein Is prohibited without the express written permission of Wizards of the CoastllC. Any similarity to actual people, organizations. places,
or events included herein Is purely coincidental.
Published by Wizards of the Coast LLC. Manufactured by: Hasbro SA. Rue Emile Bocchat 31, 2800 Delemont, CH.
Represented by Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Mlddle~ex, UB11 1AZ, UK.
Printed in the USA. <:'2013 Wizards of the CoastlLC.
620A4537000002 EN
CoNTENTS
BALDUR'S GAT ................................................................ 4
C ITY ON A I-ll LL................................................................. 4
UPPER C ITY ......................................................................... 8
II IGH HALL........................................................................ 10
T i lE \VIDE .......................................................................... 12
II IGH HOUSE OF WONDERS AND
HALL OF WONOER$................................................ 14
SILVERSHIELD ESTATE............................................... l6
LO\VER CITY ..................................................................... 18
SEATOWER OF
BALDURA~
.....................................20
'"
CITY ON A HILL
Baldur's Gate began its life as a hidden harbor where
traders would meet with pirates and "ghost lighters.~
folk along the Sword Coast '' ho used lights to lure
fogbound ships toward shore. where they would run
aground and have their goods scavenged. After hitting their targets, plunderers would journey leagues
upriver to the future ~ite of Baldur's Gate, at a turn of
the Chionthar that gme good harbor and relathely
easy access to the Trade \\a). and then sell their
boot) to traders'' ithout fear of meeting the goods'
original O\\ ners.
In time. industrious traders and herders decided
that the excellent, albc.'it illicit. commerce outweighed
the blufls' poor soil, and they put down roots. Due
COAT OF ARMS
The ship in the Baldur's Gate coat of arms represents both the city's role as a hub for
river and ocean trade and its namesake, Balduran, an explorer who sailed west into the
unknown and returned with great wealth. The calm sea symbolizes the Gate's intent
to be a peaceful power, and the clear, blue sky denotes optimism about its future.
The frequent fogs and drizzling rains put the city's coat of arms at the center of
various jokes and sayings, such as "When the arms show true," meaning never or
rarely, and "Don't forget your coat," indicating clear and sunny weather. Meanwhile,
sayings such as "The seas do roil" and "The ship is tipping" reference present danger
or trouble on the way.
useful in intercity
negotiations. Following Amn's founding,
trade boomed in the Gate's
relaxed climate. and the city grew.
It burst its original bounds, consuming Gray Harbor as it grew up and down the
bluffs. The Upper and Lower cities' fates were so
entwined the dukes ruled the Lower City couldn't be
left exposed to raiders. Thus. Baldur's Gate erected
two ne\\ wall segments along the bluffs that attached
to the Old Wall. which was improved, and also kissed
the River Chionthar twice. on the city's western and
eastern sides.
Today, Baldur's Gate still refuses to be constrained.
People and businesses blocked from residing within
the walls huddle against them or sprawl along outlying roads. What once was two communities now feels
like three: the privileged Upper City. the hardworking
Lower City. and the lawless Outer City.
UPPERCITY
The strictly policed, orderfy Upper City is home to the privileged patriar class. The patriars are the oldest families in
Baldur's Gate and make up the city's nobility. Uving alongside
them in more humble, but nevertheless beautiful and well
maintained, houses is an upper class of families that boast
proud histories as stewards of the patriars {tailors, jewelers,
head butlers, master chefs, lead gardeners, and the like) and
as members of the Watch, a civil police force independent of
the Raming Fist that protects the Upper City.
TRADE WAY
An ancient path oftravel, the Trade
t
Way runs north from Baldur's Gate
to Waterdeep. Nearest Baldur's Gate,
the road is mostly gravel, but some
crumbling, granite-paved segments
remain from ancient attempts at
empire building. Farther afield, the
Trade Way becomes a dirt track
that the area's frequent, light rains
often reduce to sludge. The old road
vanishes in the Fields of the Dead,
separating into various trails taken
by traders and travelers depending
on the season and reports of bandits.
When travelers come within sight
of Dragonspear Castle, it resumes a
more regula r course.
~~Q::=!'
\\
.;
... /
.. /
..l .
,@
LOWER CITY
---
..----
,---
RIVER CHIONTHAR
.- .
-~
_./.
/
/
~-
;j/
,
. /
~/:. .
I /,
"'
,.>.:'}/,-' :
'
, /
, ;
_:j'
"
,j~"~
.,/
_ ~
_ .. ;;.....-o,. :..
_:
' ..
:\f
,.-"'
~--vv U ~
'-... .
'?.fr-:..:
~_~..,~~_-,,.,. ' ...~ ....~~- . . ~~s?-'0~!~~
_-.."::
. '\.. ::/~ ..-/ i(,
...::.....
.. ~;- ,,,
.
~~,.. . .-'
.. .
.
~\!"'.: ,; t ..~
! ' '
... . , .!Jl
: . .?'
_. .-__.,
. . ~ --...~ .. >
':::, ':'",:
_, J
/"
,r-
~ - ..- .
-....__
...
1, 1
'
I
:1
,,.
,,
t I
1(
'N .. ....:::='
' '-
, . "'::~I ,.
....---- _
,. .-: :. ..
- "
_. ,. ~
_.
, . /
. '
~~ ' ~.\.':-
,, . .
a
,..
OUTER CITY
I'
'
A sprawl of paddocks, dirt streets, shanties, and semipermanent buildings outside the walls,
the Outer City accommodates everything the Upper and Lower cities don't.lt houses the dirtiest and smelliest trades. Horses, oxen, mules, and other beasts of burden and livestock aren' t
allowed inside the city's walls, so they are stabled, loaded and unloaded, or butchered here.
Long ago, the Council of Four decided not to pay the Flaming Fist to police the Outer City,
so the only law here is what common custom and the Guild- the city's syndicate of thieves,
thugs, racketeers, loan sharks, and assassins- impose.
''\.
"';
.,
.. ~ ..
, ...
'
'....' . ,.._
....,\.<llli!.~
,
__,.
..
, .
2_!, ,~
'
.,
----"-
~:
-~
.. .
__., .
..:.,_-
, ...
~-
...
_.r-'/' . ..
..,.,
.. .
..
. .. ,.,---./'
,. .
.?-...--
.- - ,_..-.' ..
. - ..
,,
UPPER CITY
The Upper City exudes wealth. Its buildings' shutters
and doors bear vibrant colors and arc smartly mrun
taincd. Its streets are wide. and its terrain is nearly flat.
At night. the magic lamps that hang from ornate arms
extending strcetward from most buildings keep its
aYcnucs well lit. Rrun runs ofT raised roads into drains,
rather than pooling or flowing down streets, and sewers
carry away waste. Flowering plants that hang from
windows and climbing walls- and a ban on smelly busi
ncsscs- hclp to sweeten the Upper City's air.
Every Upper City citizen is either a patriar; a ser
vant of a patriar, often coming from a proud line of
retainers to the nobility; a Watch member, often also
a hereditary post; or an affiuent business owner.
Upper City establishments serve the patriars and
other wealthy customers almost exclusively. This part
of the city has few inns and no public taverns. Patri
ars do their drinking at home, in private clubs. or on
overnight soirees into the Lower City. Few doors in
the Upper City are open at night, and the streets are
devoid of activity except for
Watch patrols.
The Gates: The Old Wall,
the original wall built at Balduran's behest, contains the
Upper City. Six gates pierce it.
The Black Dragon Gate pro
tects the northern entrance
into the city and is named for
the black dragon head a victo
rious knight displayed there.
The head is long gone now, but
a stone replacement projects from the wall above the
inner gate's arch in honor of the old trophy.
Originally. the only gate leading to the harbor was
Baldur's Gate, the passage that gave the city its name.
It is still the only gate in the wall segment separating
the Upper and Lower cities through which normal
traffic and trade is permitted. This segment is typi
cally referred to as "the Old Wall," even though the
original wall enclosed the entire Upper City. Ironi
cally. despite the gate's history as the flashpoint of
the tax revolt that established the dukes' control. non
patriar merchants and travelers passing through the
gate arc subject to tolls and taxes. The \\'atch always
guards Baldur's Gate, and the Watch and the Flam
ing Fist use the site to transfer prisoners destined
either for trial in the High J lall or confinement in
the Seato..,er ofBalduran.
its status as a fortress. The l ligh Hall is used for professional guild meetings. civic events, court trials, tax
counting, real-estate and law record-keeping, and anything to do with governance, including meetings of the
Parliament of Peers and the Council of Four.
The long-held tradition of the whole citizenry voting
to elect dukes to the four lifetime posts ended after an
attempted coup. Today. a parliament of representatives
chosen from among the patriars and the most wealthy
and innuential Lower City residents elects new dukes.
One of the four dukes holds the tide ofgrand duke and
is empowered to break ties when the council's vote is
evenly split. By tradition, and in the interest ofgood
politics, one duke is always a high-ranking member of
the Flaming Fist, the mercenary company that is the
city's de facto army.
Watch Citad e l: The Upper City's police force uses
the Watch Citadel as a barracks and for training, stor
age, and organizational needs. The citadel has only
a few jail cells, which the Watch uses to temporarily
hold those awaiting a trial in the High HaJJ or a transfer to the prison in the Scatower ofBalduran.
The Watch staffs the Upper City's walls and runs
interior patrols day and night. The Upper City is the
exclusive domain of the Watch; the Flaming Fist has
no jurisdiction here. And, conversely. the patriars do
not call upon \Vatch members to work outside the
area's bounds. Watch members all live in the Upper
City, and most belong to families that have a proud tradition ofloyalty to the patriars.
At night, the Watch evicts everyone from the Upper
City except for residents and their guests. All Watch
members know every patriar by sight. Anyone else
is detained and politely (at first) questioned. Watch
patrols release anyone who has a good reason to be
out and is dressed in a patriar's house livery, bears a
patriar-signed invitation, or carries a Watch-issued
stamped and numbered wooden or silver badge.
Passes that the Watch supplies arc collected and
changed often to foil counterfeiters.
UPPER CITY
1. High Hall
2. The Wide
3. High House of Wonders
4. Hall of Wonders
S. Silvershield Estate
6. Watch Citadel
7. Black Dragon Gate
8. Sea Gate
9. Manor Gate
1 0. Gond Gate
11. Baldur's Gate
12. Heap Gate
HIGH HALL
The High Hall once stood as the central bastion in
the defense ofBaldur's Gate. In its heyday, it was an
ugly, powerful, and functional fortification. Its years
as a defensive structure ended long ago, though. Since
then, so many modifications have been made to the
building in the interest of comfort and beauty that
the lines of the original fort are hard to see. The basic
structure remains, however. The building encloses a
central courtyard, which was once a bailey. Graceful
windows now pierce the heavy walls, and soaring
spires and leering gargoyles stand in place of the
original battlements.
Almost all the governmental business of Baldur's
Gate is conducted here. The four dukes have sumptuous offices and private meeting rooms in their own
wing. The Parliament of Peers has a dozen small meeting rooms and one large chamber for whole-body
deliberations. The chamber's gallery seats an audience of three hundred. Those seats are almost always
filled when parliament is in session; on rare occasion,
though, parliament clears the house for closed-door
debate over matters considered too sensitive or inflammatory for spectators.
The High Hall also contains court chambers where
the dukes sit in judgment (individually, seldom as a
group) over accused criminals. The dukes often assign
this duty to proxy judges on a rotating basis. Proxy
judges are not paid a salary, yet a temporary assignment to the High Hall's bench is a plum duty for any
patriar, because hefty gifts and bribes flow to judges
from the Guild, from those grateful to be exonerated,
and from those hoping to be exonerated.
Serving as a judge is not light duty. The only cases
that require the decision-making of a judge are those
that involve real doubt about a defendant's guilt, or
unclear points oflaw. When someone is caught in
the act of committing a crime, or close enough to the
performance of the act that the presiding officer is
reasonably certain that the suspect is guilty, the individual's "trial" boils down to a simple administrative
and sentencing process that the Flaming Fist or the
Watch directly handles. It's not uncommon for someone arrested for picking pockets in the morning to be
already serving a sentence in jail by evening.
Aside from the aforementioned governmental
offices, the High Hall is a place that Baldurians can
enjoy. It includes a feasting hall that is used for both
public and private banquets and a wing of meeting
rooms that are available to everyone on a first-come.
first-served basis. The courtyard contains a small
public garden that features walkways and benches.
ThE WIDE
The Wide, a sprawling marketplace, is the eponymous
landmark of this Upper City district. Its reputation as
a thriving crossroads of trade spans the Sword Coast
and stretches as far east as Thay.
During the day, the steamy aroma of roasted, spiced
meats mixes with the wet, earthy smell characteristic of Baldur's Gate. Bright, multicolored awnings
cover stalls in which tools, textiles, foods, luxuries,
oddments. silks. scarves,
tobacco, Shining South
spices, and all manner
of creature comforts
from every corner of
Facrun are bought and
sold. Prices are lower
in the Wide than elsewhere in the Gate, which
means negotiations are
usually sharper. Not all
merchants here are in
the commodities trade. Tattoo artists, fortune tellers,
sages, hedge wizards, astrologers, and poets also work
in the Wide. At tables throughout the market area,
Baldurians mingle to debate city affairs. philosophize,
gossip, and conduct business and trade.
Meanwhile, strong, young delivery-makers bull
through the shoulder-to-shoulder crowds heading to and
from stalls. If not for the tall poles they wear strapped
to their backs and shoulders, the goods carried by these
young males and females would be easy targets. Atop the
poles, out ofa human-sized person's reach, swivel and
sway baskets and crates full of goods. Seldom do these
top-heavy poles collide and become entangled. But when
they do, a row inevitably ensues. As soon as pole-carters
leave the open air of the Wide and enter less crowded
city streets, they lower their merchandise to street level
lest enterprising bandits lean out second-story windows
to strip them of their wares.
The Beloved Ranger statue is the only permanent
structure in the marketplace. All others are collapsible,
movable, pitchable, or temporary. Competition for the
best stall locations is fierce. Upper City merchants have
the upper hand, of course, as do those with plenty of
cash to grease the palms of the bailiff of the Wide, his
officers, Watch soldiers who provide security, and the
dozens of other outstretched hands bearing permits,
charters, and signet rings ofoffice. A prime location
in the Wide can turn so much profit that almost any
amount ofgraft is justified in obtaining it.
The Wide's market area constitutes nearly half
of the district that bears the same name. High-class
Beloved Ranger
A statue of a powerful warrior in plate armor stands in
the Wide. Far from being the typical grim guardian,
this warrior wears an enthusiastic grin and cradles a
hamster in his hands. The late Orburt Lewel, an eccentric textiles merchant, erected the statue about seventy
years ago. According to legend, the featured figure is
Minsc, a dull-witted but brave warrior ofRashemen
who saved Lewel's life from some forgotten danger.
The hamster is Boo. a pet that Minsc referred to as a
"giant pygmy space hamster."
The quirky statue is a favorite landmark and meet
ing spot in the ever-changing sea of market stalls, both
because it's easy to spot and because Baldur's Gate
loves its peculiar characters.
HIGH HousE oF
WoNDERS AND
HALL OF WONDERS
Built from the profits of a lucrative technology deal
with the city, the High House ofWonders and the
Hall ofWonders stand apart in the Upper City,
their piiJared marble buildings gleaming white in
a cityscape of yellow and gray. Gond's first priests
in the Gate took great pains to make the temple as
ostentatious as possible, hiring expert masons from
as far away as Chessenta and importing Lantanese
sculptures and exterior cornices.
HIGH CONFUSION
The simila r names of t he High Hall, the High House of Wonders, and t he Hall of Wonders cause end less confusion among
newcomers to Baldur's Gate. Baldurians often furthe r befuddle visito rs by shorte ning the last two of these important build
lngs' names to "the House" and "the Hall." Additionally, the High House of Wonders Is sometimes refe rred to as "the Temple,"
and the High Hall is sometimes called "t he Ducal Palace" or "the Palace."
Hall of Wonders
and building sites citywide. Among other tasks, they
replace broken spars in the port's worker-powered,
wheeled cranes; erect scaffolding around construction sites; and venture into patriars' homes to fix the
plwnbing.
The High House ofWonders hosts about one hundred priests and acolytes in its residential wing. By
day, up to five times that many faithful fill the temple
as people who live in other parts of the city arrive to
work and learn.
Most of those who enter the temple every day are
long-standing members of the city's various crafting guilds who come to study, experiment, and teach.
Some are would-be apprentices hoping to make connections and show off their talents to prospective
masters. A few are individuals ofgreat talent but small
means. Too poor to afford the entrance and class fees,
such people can sometimes find a patron to pay for
their tutelage in return for future indentureship.
All these folk are counted among the faithful, and
they are literally counted as they enter and exit the
House. The many fascinating items in the High House
ofWonders are theoretical experiments, early-stage
prototypes, or specially commissioned works-not
for the eyes of the public. Thus, Gondar door guards
politely turn away the curious and those who do not
have explicit business in the temple, d irecting them
across the square to the Hall ofWonders.
liall
ofWond(rs
'G~(
SILVERSHIELD ESTATE
lligh Artificer ofGond Tori in Silvershield stands as
the latest in a nearly unbroken line ofSilvershields
who have been elected to the Council ofFour. Power
has afforded luxury to the Silvershield family. Its
estate, roughly the size of a city block, attests to that.
It was built up over several generations on land the
Silvershields purchased or were gifted as a show of
gratitude or to solicit the discreet Silvershield touch.
The estate is located in Manorborn's western corner.
A thick, 12-foot-high wall surrounds the compound
before joining the Upper City's walls. Even though the
neighborhood is a safe one, Si lvershie ld always assigns
a handful of retainers to patrol the estate's periphery
for burglars and beggars who manage to sneak past
the Watch.
The Silvershicld estate dwarfs most other patriars' manors but has little of their coziness. \Vhen
Silvershield hosts a revel, sounds of music and laughter can seldom be heard beyond the walls of the
behemoth estate. Deserved or not, the place has a reputation for unfriendliness.
Armed guards a re stationed at the gate of the complex. A white-graveled courtyard extends from the gate
to the house's portico, where a beautiful Gondar invention is suspended. This self-refueling oil candelabra is
designed to appear as eight miniature geysers spewing
gold and silver flames.
A long outbuilding on the manor's northern side
houses palanquins and sedan chairs. Silvershield
seldom rides in such conveyances, but he strives to
provide every courtesy and comfort to his guests.
The grounds' extensive gardens might be the
estate's most distinctive and envied feature. The duke
is fond of strolling as he meditates, and he often fusses
over his garden as though it were a fourth child . The
lush gardens have been designed with the cool climate and damp weather in mind so that they display
splashes of color regardless of the season. Over the
years, the Silvershields have imported flowering pla nts
and colorful shrubs from as far north as the High
Forest and sent master gardeners as far out as the
Moonshae Isles to collect specimens. Newly arrived
plants and those that need special ca re grow in a
glass-walled greenhouse with mirrors set around its
exterior to catch and concentrate the meager sunlight.
Although few in the city know it, Sihershield uses the
greenhouse to grow his own supply of sable moonflower. It's not for his own use, of course-Silvershield
doesn't allow himself to become intoxicated-but for
the entertainment of certain dissolute guests at revels
whose secrets might not otherwise be prized away.
LOWER CITY
The Lower City, a great crescent ofsteep slopes
descending to the docks, is packed tight with conjoined,
slate-roofed buildings that are made ofstone and feature window boxes and stout shutters in vibrant hues.
The Lower City's narrow aUeys access interior court
yards and other streets. Stone buttresses often span
its roadways, litera lly holding apart the upper floors
of structures that face each other. Even though some
of these narrow supports act as pedestrian bridges,
they are most often used by pigeons, gulls. rats, and
cats. Lower City citizens are accustomed to their noisy.
cramped existence. As the long-ago sage Asturgel of the
Gate wrote, "In the Lower City, we live and work atop
each other untidily."
Trade is king in this section of Baldur's Gate. Craftwork, repairs, and buying and selling consume the
lives of the tradesfolk, shopkeepers, and day servants
who dwell here. Commerce in shops and crowded
streets begins before sunrise and continues until after
dark. By day, each shop's shutters are flung open.
At night, they're rlrmly fastened shut, regardless of
whether their windows have iron gratings. Aside from
inns and taverns- which are open, well lit, and employ
"trusties" to guard against vandals, drunkards, arsonists, thieves, and brawlers-the Lower City is largely
dark and shuttered after sundown.
Dark and Foggy Streets: Since the damp clings
to the entire city. the Gate's cobbled streets are typi
cally slick underfoot. \Vhen traction becomes a real
problem, the locals spread straw or river gravel on the
cobbles to help folk rind their footing.
Communa lly maintained streetlights dot various
crossroads and light the darkest spots beneath the
Lower City's many stone support arches. Oil-andwick copper bowls, whose copper wing reflectors
direct radiance, partially illuminate the Lower City's
nicer districts. Glassless, tin cand le lanterns throw
light into its rougher neighborhoods. Both types of
lighting arc solidly constructed and mounted. Citi
zens who live near the lanterns light them at dusk
and. if wind or rain have not yet extinguished them,
blow them out at sunrise.
The open doors of inns, taverns, and late-to-close
cafes spill some light into the streets, but most folk
ca rry lamps or hire lamp lads and lamp lasses. These
youths carry many-candled lanterns on long poles and ,
for a few coppers, guide customers through the streets
at night.
Gray Harbor: Baldur's Gate has one of the largest,
busiest harbors on Faerun's western coast. The city's
independent status and tolerant nature appeal to many
LOWER CITY
1. Seatower of Balduran
2. Water Queen's House
3. Harbormaster's Office
4. Mandorcai's Mansion
still missing, but the odd little black invitations occasionally appear on people's doorsteps when no one is
looking.
Flaming Fist: The Flaming Fist mercenary com
pany functions as the city's de facto police force and
army. At any given time, about three thousand of its
six thousand members are out on campaign. Baldur's
Gate has long maintained its neutrality in conflicts
in the region, but the city profits from them all the
same. Even though Baldur's Gate has become more
prejudiced since refugees flooded the Outer City, the
Flaming Fist continues to draw its members from all
walks oflife.
The Fist polices the Lower City and Wyrm's Rock,
and its soldiers stand sentry on the Lower City's eastern and western walls. Their presence, both on and off
duty, deters bold crimes. Although some Flaming Fist
soldiers live in barracks in the Seatower ofBalduran or
Wyrm's Rock, most have Lower City homes.
The Council ofFour renews its contract with the
Flaming Fist annually, so the mercenary company is
nominally under the dukes' control. The Fist earns
income, aside from the contract, from its share of the
taxes collected at the harbor, Basilisk Gate, and the
Wyrm's Rock drawbridges.
SEATOWER OF BALDURAN
The Flaming Fist maintains two bastions in Baldur's Gate,
Wyrm's Rock and the Seatower ofBalduran. IfWyrm's
Rock is a symbol of the Fist's unbreakable strength, then
the Seatower is a symbol ofits stature and success.
The Seatower serves the Flaming Fist as headquarters, barracks, naval base, prison, and fortress. The
marshal and most of the officers responsible for day-today Fist operations typicaJly work from the Seatower.
Its well-stocked armory houses longswords, short
swords, cudgels, chainmail, bows, thousands of arrows,
pots ofalchemist's fire, other assorted tools for waging
war and policing the streets, and plenty of stone ammunition for the Fist's three parapet-mounted trebuchets.
A stone fltmg from atop the Seatower, with the added
impetus ofgravity behind it, is almost guaranteed to
crash clean through any wooden-hulled ship it strikes.
A capstan at ground level in the tower can raise a massive chain from the riverbed and stretch it taut across the
harbor mouth from the Seatower to deep pilings under
the easternmost wharf in Brampton. When the chain is
raised, nothing bigger than a rowboat can sail into or out
of the harbor. Except for drills and maintenance checks,
the chain has not been raised for decades.
The last time the chain was raised for defense
was to protect against a veritable fleet of Calishite
ships. Fishermen and merchants arrived in the evening warning of a flotilla heading upriver, many of
the ships flying Calishite flags. The dukes, having
heard reports of war in the south but not having been
informed by any dignitary of Calimshan's need to use
the river, feared invasion. When the ships arrived just
after sunset, the chain had been pulled up across the
harbor, and ships full ofFlaming Fist soldiers floated
just beyond it with catapults and flaming arrows at the
ready. They needn't have bothered. The ships held no
Calishite warriors, just refugees from the war. When
the dukes determined the truth of the matter, the
chain was lowered and the refugees were allowed into
Baldur's Gate. Citizens didn't repel them as invaders,
but neither did they make the Calishites welcome. The
incident set the tone for relations between the refugees
and the people of Baldur's Gate, and led to the founding of the separate settlement of Little Calimshan.
The Seatower is an impressive architectural work
looming over the bay. It erupts from a rocky islet in
the harbor in such a way that attackers approaching
by boat will find few footholds at the tower's base. Five
stout towers provide firing lines along all the Seatower's
walls and away from the islet in all directions. Specially
OUTER CITY
Even though the dukes tax the Outer City and nominally
rule the area, they rarely exert control over it. Neither
the Watch nor the Flaming Fist patrols these povertystricken districts. In times ofsiege, Outer City residents
can flee inside the Gate's walls-if they're fast enough. In
normal circumstances, Outer City residents must rely on
neighbors and friends for justice or pay for the Guild's
protection. Despite this state of affairs, the leaderless
Outer City is not ripe for conquest, since the Flaming
Fist would brutally quash any such attempt Thus, even
though crime and open violence are commonplace in the
Outer City. people are still able to do business.
The Outer City sprawls without rhyme or reason.
its muddy streets a tangle ofshanties, forges, tanneries,
dye works, slaughterhouses, stables, stockyards, paddocks, and dung heaps. Its layout and architecture are
a mess of unregulated construction and styles. Many
buildings are made of wood or wattle. A significant
amount of daily trade takes place in this unpoliced,
dangerous area, where live "outsiders" (foreigners too
poor to lodge in the Lower City, farmers, dabblers in
unwanted or illegal trades, and the lawless).
The Outer City threatens to overwhehn visitors to Baldur's Gate. On any given day, a passerby could encounter
packs ofstray dogs, people hawking wares, stable hands
fighting over potential customers, braying animals
penned near the road, flocks of chickens and geese, beggars raising their hands and mumbling in unknown
tongues, and a riot of pungent scents. Patriars who need
to run this gauntlet do so inside closed and curtained carriages filled with fresh-cut flowers or perfumed cushions.
Other visitors carry a handkerchief dipped in rosewater
or a cut citrus fruit shipped in from Calimshan. Folk who
live in the Outer City just get used to it.
Unlike in the Upper and Lower cities, the Outer
City's days and nights are much the same. People live
in shifts and sleep when they can, so their filthy surroundings are always bustling. For instance, although
Hulthar the swordmaker might be unavailable at a
particular time of day or night. several of her competitors will be open for business then.
Noisy and Noisome: Businesses considered to be
public nuisances because of the sounds or smells they
produce are prohibited within the walls of the city, so
the Outer City houses the Gate's loudest and smelliest
trades. Butchers, blacksmiths, tanners, dyers, masons,
animal breeders, and fullers all ply their trades outside
the walls and sell their merchandise inside the city's
fortifications. The most successful tradespeople have
Lower City shops to which they bring their goods; the
rest end up selling their wares in the Wide. Of course,
OUTER CI1Y
1. Little Calimshan
2. Wyrm's Rock
3. Wyrm's Crossing
LITTLE CALIMSHAN
Little Calimshan is often the loudest, liveliest, and
most chaotic place in Baldur's Gate, aside from the
Wide. The scent of cinnamon and the sounds of exotic,
reeded instruments often slip over its encircling wa!Js
and draw the curious toward adventure and mystery.
- : :?
Less ignorant people remember the ships that
arrived by night. They recall the children's frightened
faces and the adults' exhausted resolution. They can
still hear themselves saying the inn was full, or claiming not to understand what was being asked for, even
though the Calishite's expressions and desperate gestures spoke clearly in every language.
Hustled through the city and taxed for the privilege ofbeing kicked out in the middle of the night, the
refugees found their way to the only place that welcomed them: a long-standing
Calishite caravanserai on
the outskirts of the city. The
owner was overwhelmed,
but once he heard his compatriots' description of the
wars that had consumed
the south, his home became
theirs. With every last copper
of the wealth the travelers
had brought, they paid the
inflated prices of the guilds
to construct their homes, building up from the caravanserai as has been Calishite custom for generations.
Until they could return to Calimshan, they would live
behind the walls, being as hospitable to the Baldurians
as the Baldurians are to them. They reside behind the
walls still, and few non-Calishites are welcome.
W'IP.,_~ OI.DS!> ~
...rtcttt.S f.lle.~
WYRM'S CROSSING
AND WYRM's RocK
The first sign of civi lization that a traveler boating on
the Chionthar or coming overland from the south or
east is likely to sec is Wyrm's Rock, an impressive fort
rising high above the surface of the water. Wyrm's
Crossing. the bridge that arches over the river's slowly
flowing water, con nects the fort's islet to the Outer
City districts ofTwin Songs to the north and Rivington
to the south.
Buildings and merchant
stalls. ranging from ramshackle to elaborate, pile
atop each other along the
entire length ofWyrm's
Crossing, making it impossible to see the water from
the narrow, congested
roadway that cuts between
the structures. Precariously
Wyrm's Crossing
perched establishments
that hang over the bridge's
sides occasionally become unbalanced and tumble into
the river. Such a structure sometimes pulls its neighbors down with it. Anyone trapped inside a falling
building cannot expect any aid.
The Fist requires that all buildings on the bridge
be constructed from light timber or wattle and
daub, lest one of the spans collapses under the
weight of the structu res it holds. However, the
trade-ofT is that fire is a constant concern.
The bridge's two spans extend from
shore directly to \Vyrm's Rock. The river's depth and the bridge's high arches
allow most sh ips to pass unhindered.
However, the largest sailing vessels
must pass on the northern side of
Wyrm's Rock, where the water is at
its deepest. The best time to make
this passage is at night, when both
drawbridges are raised, but ship
captains in a hurry can request
daytime passage. Th is special service requires paying a fee to the
Flaming Fist, which the mercenary
company splits with the city. For
captains seeking to meet a deadline
for a high-capacity trade mission,
the inconvenience is often worth it.
Wyrm's Rock is a formidable fortress. Arrowslits dot its foot-thick granite walls, prom ising a stiff
challenge to anyone foolhardy enough to assault the
structure from the water. The fortress occupies most
of the islet, leaving only the narrowest shelf between
its sheer walls and a plunge into the river below. The
area's near-constant rain and river currents have worn
smooth the islet's sides, which are almost always slick
with algae. Attempting to scale the small island while
under attack from the fort's archers would be a suicida l endeavor.
When the drawbridges are raised, the only way
to enter Wyrm's Rock is by climbing up a steep set of
exposed stai rs to a staunchly barred sally port. And
A typica l day in Baldur's Gate dawns chill and damp, its wan gray light filtering through the night fog. The
lingers until the sun rises high, keeping the Lower City shrouded long after the Upper City has c
darkness descends and "the wrong sort" emerges, larders are hastily inventoried. and runners are sent to
make last-minute purchases or place orders for goods
to be delivered on the morrow.
Bakers who first threw open their shutters to sell
steaming pork buns or dusky rolls (the latter are filled
with chicken, turkey, or game bird, such as pigeon) to
fellow Lower City folk in the foredawn are preparing
to close up shop. Their runners bring the last deliveries
of rolls and loaves to cafes, inns, and taverns as bakers
wrap up leftover merchandise to sell at discounted
rates the next day.
Patriars dine again near dusk. Then they either go
out to feasts or revels or engage in leisure pursuits,
such as reading, acting, listening to music, gaming,
and wooing. Quiet evenings are enjoyed at home or
another's manor. If the latter, Watch soldiers later
escort sober visitors home while drunken ones typically sleep over. Meanwhile, patriar revelers dance,
drink, nosh, chatter, and engage in "sport," such as putting on plays and solving in-house, arranged mysteries.
Drunkenness and debauchery, considered scandalous
at other times and occasions, are perfectly acceptable
at such fetes. In contrast, strict etiquette prevails at
patriar feasts, which involve political conversations,
business proposals, metaphysical discussions, and
entertainments featuring bards, musicians, or actors.
Sunset sees the closing of most shops. But trading
appointments that often involve complicated patterns
ofknocks or pass-phrases ensue, and Lower City and
Outer City folk who have the desire, energy, and coin
head to taverns, such as Elfsong Tavern and Jopalin's,
and other entertainment locales. During "the winding
down," as most locals call this time of day, hired musicians give brief street performances to hook the ears
of passing folk and entice them inside the taverns. inn
lounges, and clubs. Stiff drinks, large bowls of hearty
stew, bread and apples, and fried flsh are staples in
such establishments.
Afterward, the Gate's workers return home to fall
asleep-sometimes on the floors of their own shopsand do it all again the next day.
Though it's hard to see past the end of a quarterstaff-or even a bargepole, of which there are hundreds
in use down on the docks-the city is alive by night.
Except for the Upper City, which "sleeps" largely by
moving all activities inside its tall, grand structures
from which only feasting smells and the rare blasts
of fireworks escape into the quiet streets. Otherwise,
Baldur's Gate is a city that doesn't shut down. It gets
quieter than by day and a trifle more private, in part
because the bustle of shipping and shopping in the
streets dies down, but primarily due to the fog.
Unless a storm is raging or "new weather is blowing
in" (local parlance for a front of warmer or colder air
moving through), the winds around the city tend to die
down at night, which causes the river mists to coalesce
into a soup of fog. In the Lower City, visibility drops
sharply to about 60 feet in lantern light or the length of
a sa ilor's arm in full darkness. Unless accompanied by
intense heat that is warm enough to evaporate the fog,
such as that generated by a burning ship or building,
all smoke is trapped, thickening the fog and making
it smell strongly of whatever's burning. In damp, chill
Baldur's Gate, a lot of hearths, stoves, and ovens are in
usc, sending smoke out into the roiling atmosphere.
Through this damp world ofmuffied smells and
hampered vision, Baldurians move cautiously, often
resorting to lanterns and traveling in groups. The
Watch and the Flaming Fist patrol heavily, and many
folk are out on the streets, some engaging in legitimate
business and others in illicit pursuits.
Any Lower City citizen who hears three sharp, swift
raps on his or her door or shutter, followed by a fourth
and heavier blow, knows that someone outside is willing to pay 2 cp or more for "burl," or swift, temporary
shelter from either the Flaming Fist or someone they
fear. Some residents of strategically located buildings,
such as those on sharp bends along the steepest Lower
City streets, along narrow alleys, or near city gates,
make a living from such fees.
Anyone who requests burl and then attacks or steals
from the citizen giving shelter is marked citywide as
a "drowner," someone no better than a rat that should
be drowned. The betrayer instantly becomes ineligible for guild or coster membership, unacceptable as
a signatory to any contract, and unworthy of receiving burl in the future. So, those who violate this code
must leave no survivors and be seen by no one who
can identify them. And in the crowded city, sounds
of fighting always cause someone's shutters to creak
open. Anyone seen wearing a mask who is not patronizing a festhall or attending an Upper City revel
arouses instant suspicion.
On a typical night, when the Lower City is shrouded
in fog, the mists are lighter in the Outer City and
lighter still in the Upper City, where moonlight makes
the thin fog glow milky white, outlining the figures of
moving or standing people within 140 feet or more.
Watch-escorted apprentice wizards make rounds to
recast any failed or dispelled light spells, ensuring that
the Upper City is always well lit and Watch patrols can
see anyone they encounter out of doors.
The one place where hand lanterns aren't needed
in the Lower City is down on the docks and amid
the surrounding warehouses, where large, perma
nent oil lamps burn to aid in the ongoing loading and
unloading of ship cargo. These lamps are affixed to log
"booms," or cranes and mounted on an axle between
two upright posts, either at dockside amid building
fronts or actually rising up among wharf-edge pilings.
Usually, locked cha ins control the angle of the boom,
so the lamp can be lowered for refilling and raised to
various heights to light specific spots. Most of the oil
used in such lamps comes from fish or whales and is
both smoky and reeking.
The waters of the harbor and the river are apt to
be as busy as the docks by night. Large shipping ves
sels rarely arrive to moor in the hours after sunset, but
rowboats take sailors to and from ships anchored in
open water, and fishing vessels set out downriver in
hopes of reaching the sea before dawn to make a good
catch and return by dawn the following day. The poorest city youths use the night hours to gaff fish and the
occasional seal attracted to lamp light, to net gulls as
they sleep atop pilings, and to go "bobbing" for eels,
usually using as bait a cluster of dead rats tied together
by their tails or the severed head of a beast too rotten
for a stewpot.
Tax Revolt
As the influx ofoutsiders grew, Old Town began taxing
all the goods and people that passed between the
harbor and the town. The sea captains who had sailed
alongside Balduran protested the tax and organized
the Heapside residents' opposition. Leaders among the
commoners asserted that the wall was a gift from Balduran to all area residents, so the use ofBaldur's Gate to
pass into Old Town should be free to all.
Bhaalspawn and
the Iron Throne
beloved citizen.
Few know ofBhaal's plan in these events. Among
those who do, many believe that the plot collapsed forever when Adrian slew Bhaal's last high priestess and
Failed Coup
l
I
'
,,..
GovERNMENT
Prior to Valarkcn's coup, Baldur's Gate ran surprisingly well on the strength of gold-greased consensus.
When a grand duke died, anyone- citizen or notcould stand for election, adopting a color or a set of
colors as his or her campaign's identifier. After no
more than a tcnday, during which candidates would
make speeches on city streets and at various guildhalls
and manors, votes were taJlied in polling stations. To
vote, each citizen would place 1 cp in the preferred
candidate's colored box.
Of course, patriars used their influence to sway
voters and elect dukes, but so did anyone else who
wanted to capture the citizens' attention. The four
dukes. holding lifetime posts, would then debate
proposed new laws. vote on them, and issue, or not,
decrees based on majority opinion.
Today. the government looks much different. Those
in the Parliament of Peers would say it is more effective and efficient. Composed of the heirs of the flrst
peers, Parliament meets most afternoons in the High
Hall to oversee the business ofgovernance and justice.
Even though the peers' discussions are often contentious, loud affairs, majority opinion eventually rules on
any matter. The peers' decisions are then put before
the Council of Four, now composed of three dukes and
one grand duke.
Each member of the Council ofFour has one vote.
In the case of a tic, the grand duke's vote counts as two.
In theory. the council's vote then determines a decree's
final outcome. In practice, though, most of the dukes'
votes have already been purchased. The Parliament
of Peers has chosen three of the four sitting dukesand Grand Duke Portyr, who has been in power
since before the Parliament of Peers was formed, has
remained a malleable tool in the peers' and city guilds'
hands. He is content to wield little real influence as
long as he retains his luxuries and the people's admiration. Duke Abdel Adrian, on the other hand, is a
frequent dissenter. Even so, the peers don't go out of
their way to cross him on serious issues, fearful of his
influence over the Flaming Fist and the citizenry.
THE CouNCIL
OF
FouR
Harbormaster
Erl Namorran
The Harbormaster of Baldur's Gate is Erl Namorran, a
stern, no-nonsense, by-the-book guy who served with
distinction in the Flaming Fist before retiring. As the
befitting jest about him states, "Only once did he ever
make a joke, and that unknowingly." At that time, it
is said, Namorran unwittingly whispered an inappropriate comment about Evelyn Silvershield's corset to
Duke Adrian during Duke Torlin Silvershield's speech
at a state event. Adrian's ensu ing uproarious laughter brought the patriar's speech to a halt, but Adrian
never disclosed what triggered the outburst. Shortly
thereafter, at the next Council ofFour meeting, Adrian
recommended Namorran to fill the open position of
harbormaster.
Namorran is h ighly intelligent and a capable
accountant, which makes him well suited for the post.
At the same time, he lacks social polish and willingly
sacrifices common sense when it contradicts the rules.
Master of Drains
and Underways
Thalamra Vanthampur
Master Thalamra Vanthampur is an acid-tongued,
shrewd, aggressive old woman, the matriarch of the
Vanthampur family. Her office oversees all sewer,
water pump, pipe, and cellar maintenance in the city.
Vanthampur's post is at the same time one of the least
and most desirable positions in Baldur's Gate. The technical nature of the office's responsibilities place them
beyond the understanding or inclination of most aris
tocrats. The master of drains and underways, however,
typically does very little work other than appointing
knowledgeable underlings from the ranks of her family
to keep things running. Ofcourse, if those subordinates
fail in their duties, the repercussions could be disastrous.
Master of Cobbles
Esgurl Nurthammas
The master of cobbles attends to road and bridge construction and the maintenance of all public stonework
that is not a city wall, a drain, or an underways The
post can be a lucrative one, since crafters sniffing after
city building contracts are always willing to spend gold
to catch the master's attention.
Esgurl Nurthammas is young, nervous, and eager to
please. He belongs to one of the poorest patriar families and hopes to parlay a good record as master of
cobbles into a Parliament of Peers seat.
Purse Master
Haxilion Trood
Haxilion Trood is a world-weary, jaded, cynical,
sarcastic-to-the-point-of-cruelty, sour-faced, and sourthinking man. He never forgets a face or a detail, and
his reputation for rudeness is born from his blunt, honest-to-the-core observations.
The dukes unanimously appointed Trood as purse
master. It is the hardest position to earn in Baldur's
Gate, because everyone in this merchant city has to
trust the purse master with all the gold. The office's
record-keeping and bureaucracy are the most extensive in the city. Purse Master Trood manages tax and
toll collection and records; investment of city funds;
and distribution of pay to all city offices and officials,
including the Watch. The purse master is also responsible for ensuring that the Flaming Fist takes no more
than its proper share of the taxes it collects.
Unsurprisingly, the purse master wields incredible power, is hated by many, and is under constant
scrutiny for signs of graft and Guild influence. Trood's
nonpartisan politics and integrity were the biggest factors leading to his appointment.
PARLIAMENT OF PEERS
The Parliament of Peers consists of about fifty
Baldurians, most of whom are patriars. A dozen or
so powerful Lower City representatives, including
guild leaders and other wealthy individuals, are also
peers. Only the least successful patriar families do
not have at least one member among the peers. So far,
parliamentary seats have been mostly hereditary. By
unanimous decree, the peers have created and filled a
few additional seats. City law does not address how to
fill these seats, so the peers do as they like.
Parliament officially meets every day. Attendance
is not mandatory, though, so only about twenty or
thirty peers show up unless a session is scheduled on
important political or monetary concerns. Although
the Council of Four officially controls the city, the Parliament of Peers first discusses and then recommends
a course of action for virtually every city decision. In
other words, every topic from toll rates to Flaming
Fist contracts is argued on the floor of the parliament
chamber in the High Hall.
Two important members of parliament who are not
from patriar families are described here.
Coran
The elf-adventurer-turned-upstanding-citizen known
as Coran, formerly a bold fighter and thief. currently
occupies himself as a merchant and an information
broker, and is well known as an infamous celebrity at
patriar revels. Coran relishes being in the know and
playing the sardonic, world-wise observer.
The many debts the
patriars owed Coran
bought !urn a seat on the
Parliament ofPeers long
ago, and such "deferred
favors" continue to
earn him invitations
to many patriar feasts
and revels. He appears
at all the choicest fetes
with wineglass in hand
and a dazzling young
companion on his arm.
Even though elves do not
become obese, Coran's sumptuous lifestyle has produced what some would call pudginess, especially
around his face. He typically wears bright and gaudy
garments, elegant jewelry, and exotic costumes.
Coran is now too old-or, more to the point, too
closely monitored by the Watch and Fist-to take part
in daring robberies, but he still craves excitement. So
the lively socialite sponsors, manipulates, and goads
others into attempting incredible feats of burglary and
Imbralym Skoond
This greedy, amoral, young wizard is graceful , charm
ing, and darkly handsome. He was a dancing master
in Athkatla until he
discovered his aptitude
for the magical arts and
began dreaming about
the immense wealth
that a successful wizard
could amass. He left his
home to seek out a well
heeled sponsor among
the upper crust ofBaldur's Gate. Thanks to
his charm, a talent for
magic, and no apparent
scruples, Skoond quickly attracted Duke Silvershield's
attention as a threat and then, when Skoond proved
amenable, as a subordinate. Silvershield used his influence to have Skoond made a peer (parliament's most
recent appointment), and the wizard has been the
duke's lapdog ever since.
With the first earnings he received from Silver
shield, lmbralym bought the leaky, drafty Seskergates
mansion in the Bloomridge district. The place was
on sale for a song, since it's adjacent to Mandorcai's
Mansion. Since he moved in, Skoond has heard a few
strange sounds from Mandorcai's but nothing to indi
cate any danger to him. As an added bonus, fear of
Mandorcai's Mansion has helped keep snoops away
from his own residence.
PATRIARS
Although heroics or wealth could once propel someone into the nobility's ranks, nowadays ancestry and
tradition define who is or is not a patriar. Today's lords
and ladies of Baldur's Gate are the descendants of the
city's earliest inhabitants.
Most reside in grand Upper City manors that
their families have lived in for generations. All such
homes have beautifully maintained facades , even if
a floundering family must strip its insides bare. No
one among the gossipy patriars is fooled, but they all
believe that keeping up appearances is a civic duty.
The upper crust's social activities include gossiping;
smaJJ contests of skill, such as board games or darts;
an endless cycle ofdances and revels; "enthusiasms,"
such as creating collections or attending learned talks
on various subjects; and gambling. Virtually all patri
ars are compulsive bettors. They wager on races, such
as those featuring snakes or weasels; fighting, including arm wrestling, full-body wrestling, and matches
between animals; and duels.
Two types of duels are legal, buff-pole and blunt
sword contests. In the former, youths joust without
saddles or reins, using blunted and padded buff-poles.
In the latter, adults use blunted swords to score hits
against their opponents while dueling in a small,
bare room or enclosure. The victor is the opponent
who scores the most hits. The duel begins when an
unlit lantern fLlled with fireflies is opened and ends
when the last firefly exits the lantern, whether that is
seconds or hours later. Because of the duel's random
length, contestants have occasionally been beaten to
death when their strength flagged and they collapsed
during a long match against a ruthless opponent.
Below are descriptions of two patriar families from
opposite ends of the Upper City social spectrum.
Dlusker Family
Lord Norold Dlusker is caught in the middle of the
growing tension in Baldur's Gate. He has ties to
the peers, the Flaming Fist, and the Guild, but has
the respect of none of them. Most patriars snub the
Dlusker family because they were prominent support
ers ofDuke Valarken before the attempted coup.
That history only primed the pump for Norold
Dlusker's real troubles, however. After his older sister
died mysteriously from mummy rot and her hus
band, along with the family's fortune, disappeared
in Waterdeep, Dlusker suddenly found himself the
patriarch of an impoverished, disgraced family. He is
deeply in debt; his meager income derives from sheep
folds beyond the city, a Lower City textile mill, and a
handful of Outer City slaughterhouses.
Caldwell Family
Lord Wyllyck Caldwell is the patria rch of one of the
city's oldest a nd richest families: of course, their great
wealth still cannot rival the Silvershields'.
Vast apple and pear orchards south of the city were
the Caldwells' source of income. But about fi fty years
ago. a rotting disease struck the trees. Wyllyck, then
a young, talented alchemist, searched for a cure. He
never found it, but the disease ran its course, and the
orchards recovered. Fortuitously, during his research,
Wyllyck discovered a wood-treatment method that
safeguards timber from water better than any paint
or polish.
Wyllyck's wife, Lady Abelea, recognized and
exploited Wyllyck's discovery, and the Caldwell family
now owes the bulk of its financial success to her.
Abelea has since managed the expansion of the family's operations. Now, in addition to business from their
orchards, the Caldwells import raw timber and supply
cut lumber to most of the area's carpenters, coopers,
wheelwrights, shipbuilders, and builders, as well as
the priests of Gond. Additiona lly. the Caldwells are
expanding into general river shipping and have purchased two caravels, Sweetseed and Abelea. the latter
named after Wyllyck's w ife.
The Ca ldwells are well regarded citywide. Wyllyck
and Abelea are proud of their charitable works and
Lower City business investments. They donate generously to the lligh House ofWonders, the Watchful
Shield, the Shrine of the Suffering, and the Church of
Last Hope.
Caldwell is a modest man who recognizes that his
alchemical research would not have been possible
without his family's legacy, a nd that his business success is due to Abe lea's ma nagement sense. He ignores
invitations to patriars' galas, because he believes his
peers arc too concerned with their own pleasure
and too removed from the troubles of the Lower and
Outer cities. In leisure times, he prefers to read in his
study or discuss a lchemy with colleagues at tables in
the Wide.
THE WATCH
The Watch is the official constabulary of Baldur's
Gate. Although the Watch is technically the Gate's
only civil authority, its soldiers rarely leave the Upper
City. Most of the police work in the Lower City is conducted by the Flaming Fist, and the Outer City is left
to fend for itsel The Watch is limited to civil police
work, which means it has no jurisdiction outside the
city. In wartime, its soldiers are prohibited from fighting outside the city and its immediate environs. Such
"foreign duty" is in the purview of the Flaming Fist.
The Watch continuallypatrols the Upper City's
walls. It's said in Bloom ridge that you can tell the
passing of a quarter hour, day or night, by timing
the interval between Watch patrols marching past a
certain point.
At dusk, the Watch evicts everyone from the Upper
City except its residents and their invitation-carrying
guests and liveried servants. Watch soldiers. many of
whom are lifelong Upper City residents, pride themselves on recognizing every Upper City citizen on
sight. They also know every detail of how true patriars
talk and behave, so they can often identify nighttime
interlopers by watching suspects for a few minutes,
getting a good look at their faces and garb, and asking
a few questions.
The Watch is the only organization allowed to keep
warhorses within the city's walls. The Watch's stables
are in the Citadel. Its small, elite corps ofknights
responds quickly in times of crisis.
The Watch has nine military ranks. In ascending
authority, they are shield (private), sarmar (sergeant),
vigilar (lieutenant), sword (captain), havilar (major),
commandal (colonel), highsword (major general), and
oversar (general). Six officers hold the rank of highsword, and two hold the rank of oversar. An oversar is
always on duty and reports directly to the grand duke
or the rest of the Council of Four if the grand duke is
unavailable.
The Watch employs around a thousand members,
and a duty shift lasts for eight hours, so one-third of
the force's total strength, roughly three hundred soldiers and officers. is on active duty at any moment.
Most patrol the Upper City's streets while their
remaining comrades-in-arms stand sentry on the
walls, train in the Citadel, or perform the hundreds
of mundane tasks involved in keeping a police force
functioning. A street patrol is composed of four to eight
soldiers. Every Watch member carries a brass whistle
with which to call for help if needed ... and the nearest guard detachment is never very far away.
In times of crisis, bells at the H igh Hall and the
Citadel are rung simultaneously. If the pealing continues for more than fifteen minutes- the time it should
take a force to assemble at the Citadel and march to
FLAMING FIST
The Flaming Fist was founded in Baldur's Gate and
has ever since been headquartered in the city. Since
its inception under Grand Duke Eltan, the mercenary company has been tightly entwined with the
city's rulers, a connection that has become stronger in
recent years.
The Flaming Fist has prospered as the guardians
of the city. The Council ofFour pays the group, and
the Fist also receives a share of the taxes collected
on goods and ships that enter the harbor and from
people who use the Basilisk Gate or travel along
Wyrm's Crossing.
While the Watch polices the Upper City, the Flaming Fist watches over the Lower City. The Fist has
nominal authority over the Outer City, too, but its
patrols are already hard-pressed to fulfill their duties
in the Lower City and on Wyrm's Rock, much less
regulate the sprawl beyond the walls. Even though
the organization hasn't grown as swiftly as the city's
population, the number of Fist mercenaries has tripled
to six thousand since the company's founding. Of that
number, fewer than half are in the city at any time.
The rest are stationed in fortifications elsewhere or are
out on active campaign.
Even though the Flaming Fist acts as the city's army
and Lower City police force, Baldur 's Gate remains
stolidly neutral in external conflicts in which the Fist
participates as one side's hired muscle. Many people
believe this stance is a ridiculous fiction, pointing
out that the highest-ranking Flaming Fist officer is
usually also a duke on the Council ofFour, and that
patriars earn profits from their mercenary-contract
investments. But most Baldurian commoners view the
separation of army and government with pride, and
much ceremony is made when the city renews its contract with the Flaming Fist.
Fortifications
The Flaming Fist builds or acquires fortifications in
the theaters of war in which its soldiers operate. After
a conflict, unless long-term economic or political reasons exist to maintain such outposts, the Flaming Fist
abandons them to local control once its mercenaries
have fulfiJled their contracts.
Currently, Fort Beluarian is the only location the
Flaming Fist permanently occupies outside Baldur's
Gate. This trading outpost in Chult has fallen twice to
Chultan attacks, claiming numerous lives and loss of
capital each time. Regardless, money-hungry patriars
are unwilling to abandon the settlement, thereby relinquishing the area's trade opportunities.
In Baldur's Gate, the Flaming Fist occupies the
Lower City's eastern and western walls as well as the
Members
Most Flaming Fist soldiers were raised in the Lower
and Outer cities and were invited by a ranking officer to join the mercenary company. Others were once
prisoners of war. The Flaming Fist holds no grudges,
and defeated soldiers whose vanquished masters are
unlikely to pay ransom for them often see the benefit ofjoining the mercenaries. Some Fist recruits are
adventurers who were passing through Baldur's Gate
but hungered for a stretch of stable pay and steady
work. Typically, adventurers' varied experiences and
skill with arms lead to quick promotions. Such heroes
form the nexus of the Fist's officer corps, but only
those who have extensive battlefield experience reach
its highest stations.
Beyond basic qualities ofcompetence and physical hardiness, prospective Flaming Fist members must
show a capacity for strong loyalty and stronger morals.
Discipline is important in a field soldier, but training can
instill that. Otherwise, race, gender, and age matter little.
The Flaming Fist's hierarchy is relatively simple.
Only six ranks are recognized, includ ing fist (private),
gauntlet (corporal), manip (sergeant), flame (lieutenant), blaze (major), and marshal (general). Ranks often
have an attached title that describes a duty, such as fist
sapper, a private who has expertise in siege demolition;
blaze captain, a major who is also a ship's captain; and
flame jailer, a lieutenant who serves as captain of the
guard in the Seatower's dungeons.
THE GUILD
Cutpurses, loan sharks, killers, thugs, con artists, grave
robbers, cat burglars-the Guild unites virtually every
crime and criminal under one organization's rule. For
more than a century, the greedy, violent, and desper
ate in Baldur's Gate have come together to form a fluid
hierarchy ofloose associations overseen by the Guild's
mysterious leaders.
"The Guild keeps the gutters clean" is a phrase
underworld denizens use to refer to the contract killings
of wayward Guild members. The metaphor is true in a
larger sense as well. The Guild monitors and controls
crime in Baldur's Gate and its environs. Thus, it serves
the densely popuJated city by keeping illicit activities
quiet. Much credit is given to the Watch and Flaming
Fist for keeping the city's cobbled streets free of open
crime. But bold, daylight robberies and slaughter in the
streets would invite too much attention from the author
ities, so the Guild has "outlawed" such action unless
Guildmaster Nine-Fingers sanctions it.
Day-to-Day Operations
The Guild's daily operations revolve around running
its rackets in protection, gambling, and smuggling.
Protection: Groups of two or three armed enforcers make once-a-tenday calls on all Outer City shops
to collect a share of the establishments' profits.
Shopkeepers who fork over this fee also purchase
Guild-guaranteed protection. The amount each merchant pays is modest, but when multiplied by the
number ofshops, merchants, and bookmakers being
skimmed, the total amount of cash flowing into the
Guild's coffers quickly becomes impressive.
When someone claims to have had a bad tenday of
profit, enforcers check in with their informants to confirm how many customers entered the place ofbusiness
since their last visit. Enforcers rarely make allowances for
anyone. A proprietor who falls behind on payments can
seek a Joan, legally or from a neighborhood Joan shark;
accept the Guild as a fulJ business partner; or visit his or
her district's kingpin to ask for more time. Holding out on
the Guild might not cost in the short term, but it almost
always turns out badly in the long run.
When enforcers finish their day's collections at
five to ten businesses, they return to whatever shop,
office, or home is their current front; pool their coin
with other enforcers' takes; pocket their cuts; and then
spend the evening gambling, drinking, and making
small talk. Most Guild "offices" are in client-owned
businesses. Restaurants, taverns, barbershops, bathhouses, pawnshops, moneychangers' establishments,
and funeral parlors are favorite locations.
Groups of three to six operators move the enforcers'
hauls from neighborhood headquarters to safe houses
each night. One day's haul from one collection point
might bring in as much as 100 gp. The Outer City
"Nine-Fingers" Keene
The current master of the Guild disdains flashy garb
and appearance-improving magic, so the world sees
her as she truly is-an unassuming, brunette woman of
middling height and build. Neither plain nor beautiful,
Nine-Fingers is completely indistinctive. Her forgettable
looks, far from being a drawback, were a great asset
during her years as a thief. ine-Fingers has a knack
for avoiding attention. She drifts into and out of rooms,
unregarded until she speaks. The guildmaster never
forgets a face or a name, and she is a shrewd judge of
people. Within minutes of meeting someone, she can
correctly assess the person's motives, ambitions, and
fears and how far that individual can be trusted.
Few people know her given name. To the Gate, she
is simply the notorious "Nine-Fingers." The story ofher
nickname and her rise would be a popular tavern tale if
it were widely known. When Astcle Keene was five years
old, a oneeyed elfkidnapped her, sliced off the little
finger ofher left hand, and sent tile digit to her parents
along with an exorbitant ransom demand. Little Astele's
parents borrowed the money
from family and friends and
bought back their daughter, but Nine-Fingers never
forgave tl1e elf-and never
forgot his coppery hair and
single eye.
Years later, when she
was a rising Guild operator,
she found her kidnapper in a pipe den, where
he was feeding his sable
moonflower addiction.
Nine-Fingers blinded his
remaining eye and cut off all but the little fingers on
both of his hands. She then bought the pipe den and
instructed its proprietor to make sure the elf always
has enough food, drink, and smoke to stay alive and
maintain his addiction. The addict's sable moonflower
is laced with the dried yolk of cockatrice eggs, which
Nine-Fingers procures at great expense, to transform
his smoke dreams into nightmares. Because he's an elf,
Nine-Fingers expects her kidnapper to outlive her, so
she has made advance payments to ensure that his torture endures throughout his natUiallife.
Nine-Fingers is now patient and calculating; the
passion ofher youth has faded. She seeks revenge for
offenses against the Guild only when doing so will
increase the cabal's profits. A meticulous planner,
Nine-Fingers anticipates treachery. She pits troublesome Guild members against each other to blunt any
internal threats while simultaneously d iscouraging
open bloodshed.
The guild master never goes anywhere without her
personal bodyguards, whom the kingpins call the
Lady's Court. The six women-two wizards and four
accomplished warrior-rogues-are utterly devoted to
Nine-Fingers, and she lavishly rewards their loyalty.
She prefers anonymity, so her bodyguards accompany
her invisibly, sometimes in disguise and sometimes at
a distance. When Nine-Fingers speaks with a kingpin,
a patriar, or an underworld figure, she often appears to
be alone, but she almost never is.
Under her guidance, the Guild has become an integral part of the city's businesses and politics. It pol ices
its own activities to minimize interference from the
Flaming Fist and the Watch, and Guild enforcers keep
unsanctioned crime to a minimum. Nine-Fingers has
invested her substantial wealth (or the portion of it left
over every month after she pays off politicians, patriars,
judges, and officers) in numerous legitimate businesses.
In a city full of spies and informants, her intelligence
network is unequaled. Nine-Fingers can guarantee
a majority of votes in the Parliament of Peers on any
Rilsa Rael
When Rilsa Rael joined the Guild. she had nowhere
else to turn. The Flaming Fist had hanged her father
for harboring her uncle when the mercenaries were
after him. So her beautiful mother had become a
patriar's courtesan to support Rae!. When the man's
wife discovered the trysts, she demanded that Rael's
mother be imprisoned in the Seatower ofBalduran,
\Vhere the woman wasted away and died while her
lover went unpunished. Left on her own, Rae! joined
the gang in Norchapel, where her mixed Tethyrian
and CalishHe parentage and language skills gave her
a natural advantage in bringing Little Calimshan fully
under the Guild's influence.
Rael's talent at going unnoticed and her skill with a
knife earned her a position on the Lady's Court as one of
Nine-Fingers' bodyguards-the guildmaster's favorite, in
fact. Her loyalty, ruthlessness, and inventiveness in discreetly solving problems
fueled her rise. Acknowledging Rael's potential,
Nine-Fingers removed
her bodyguard from the
court and installed her as
Little Calimshan's kingpin.
Rael's status as NineFinger's favorite hasn't
changed, making her heir
presumptive to the Guild
leadership.
Rae! learned how
to exploit others from
Nine-Fingers, but she does not use intermediaries and
scapegoats to insulate herself from her affairs as NineFingers does. Instead, she takes a personal hand in most
matters. She moves openly through the Outer City, alternating between helping tl1e poor, slinging insults at any
Fist patrols moving between Wyrm's Rock and the Lower
City, and occasionally breaking the nose ofa reluctant
shopkeeper. She even holds a public audience at her
headquarters in the Calimjewel Emporium to hear the
complaints ofOuter City residents.
Rael's opinions of the Gate's leaders and institutions
were formed during her rough childhood. She thinks
the Flaming Fist is cruel and uncaring, and the patriars are hypocritical and self-serving. She sympathizes
and identifies wholly with the poor in the Outer City
and blames the Fist and the patriars for the terrible
conditions there-and the fact that, in her words, "The
people need the Guild to protect them from the city
and from themselves."
Gond
Duke Torlin Silvershield is high artificer of the High
House of Wonders and leader of the Gondar. Even
though Silvershield has his hand in everything, the
temple verger, Andar Beech, manages its day-to-day
affairs. Beech has misgivings about Silvershield's
involvement in politics, but the greatest sacrament to
Gond is industrious labor, and Silvershield could never
be accused oflaziness. When civil unrest disrupts
work, Beech, Silvershield, and the rest of the Gondar
step up.
Beech is a devout servant of Gond who thinks that
many Outer City residents reject the joyful yoke of
labor in favor of sinful sloth. He is an outspoken critic
of the Guild, who he says "steals the labors of others."
He isn't sympathetic to the Upper City's citizens,
either. The slender verger believes that many patriars
are every bit as parasitic as the Guild, since they contribute nothing while resting on the laurels of their
assiduous ancestors. In Beech's opinion, the chief difference between the patriars and the Guild is that the
patriars worsen the city's problems while the Guild's
members cause them.
Umberlee
Umberlee's following in Baldur's Gate was established
among the pirates and smugglers who first used the
bay as a harbor. While many think ofUmberlee as
an evil goddess who delights in drowning sailors, the
Tymora
Since it was seafaring traders who founded Baldur's
Gate, clergy of the goddess ofgood fortune and risktaking found fertile ground for establishing a temple to
Tymora in the city's early days. The Lady's Hall, made
oflocal granite, roofed with slate shingles, and featuring a modest spire, rises only slightly above the Upper
City's already tall buildings. Unlike the High House
ofWonders and the Water Queen's House, this unassuming building blends nicely with the city's other
architecture.
Within the Lady's Hall, statuary and artwork depict
scenes that tell tales of pluck and luck winning the day
at sea. The temple's art has been accused of catering to
the passions of seafaring Baldurians. In actuality, the
Tymorans inherited both the artwork and the building, which had served as Valkur's temple in the city's
earliest years. After Valkur's priests, or wavetamers,
established the temple, a series ofinfamous sailing
disasters sparked a riot in which residents demanded
that the wavetamers protect ships from Umberlee's
wrath. When another ship sank, killing all aboard
it, rioters captured Valkur's priests and threw thembound and weighted-down the steps of the Water
Queen's House. The site ofValkur's temple was considered cursed after that episode, but the Tymorans
recognized a great opportunity to challenge the
rumors of haunting spirits in the place, and Tymora
rewarded their gamble.
Tymora's temple might seem underwhelming, but
the building is used only for religious ceremonies,
which her devoted care little about. To do Tymora's
bidding, her priests, or luckbringers, preside over
much of the city's gambling. Rather than participate,
they impartially judge races, wrestling matches, cockfights, and other contests of chance and skill.
The priests work in various gambling halls and
gaming establishments and run contests at city festivals. Tymora's luckbringers also act as talent agents for
people who have exotic or exceptional abilities, and
they help supplicants who need anonymous problem
solvers. For various reasons, many Baldurians won't
confide in or work with the Guild, the Watch, or the
Flaming Fist. So the temple fills that niche for them,
accepting requests, and large donations, to broker solutions. Its clergy recognize the danger of stepping on
the Guild's toes, but the priests are firm believers in
the mantra "Nothing ventured, nothing gained."
Gunnar Thrune, a transplant from Gundarlun
Island in the cold northern sea, is the loud-voiced and
ever-smiling temple patriarch. Boisterous to a fault,
Thrune can be found wherever betting is fast and
furious, egging on gamblers with shouts and hearty
backslapping. In times of crisis in the Gate, Thrune
immediately encourages and presides over bets
regarding the involved parties, his actions effectively
proclaiming the temple's neutrality.
Major Shrines
The Upper and Lower cities both contain shrines to
particular deities. Unlike the temples, the shrines
are single-room buildings or open structures without doors. When a deity's worship is popular, a priest
at the favored shrine typically gains the service of
numerous acolytes and caretakers, all of whom live
near the holy site. But when enthusiasm fades or a
priest dies or travels elsewhere, the shrine's upkeep
falls to faithful from elsewhere in the city.
Ilmater: The shrine to Ilmater, the god of martyrs and patient endurance, stands in a small, quiet
square in Heapside. The Shrine of the Suffering is
an unremarkable stone structure. Here, the poorest
Ba ldurians can receive free meals and enough coppers
to pay their way through the city's gates.
The structure stands on the entrance to a series
of crypts. For a small donation, anyone can have a
dead friend or loved one interred in the vaults, where
corpses fester in the dark and feed the hundreds of
sewer rats that enter through wall chinks. When a
person's bones are clean, a worshiper ofllmater takes
them into the attached ossuary chambers, where they
are stored by type. It might seem an ignoble end, but
for many impoverished residents, the shrine offers the
only kind of holy-ground burial they can afford.
Kindhearted citizens from all ranks of society
donate small amounts to pay for the shrine's upkeep,
supplies for its ministries, and the livelihood of its
priest and his two acolytes, who are also his children.
Even after ten years, Brother Hodges acutely feels the
loss ofhis beloved wife, but he bears it well with the
aid of his younglings, Hansen and Sissa, who are not
yet old enough to marry. The community treasures all
three. The Gate's poorest residents especially enjoy
chatting with Brother Hodges or his offspring, even
when the priest has no food or coppers left to give.
Whenever discord takes over the streets, Brother
Hodges does his best to help anyone in need. If circumstances in the Outer City worsen, the priest
Minor Shrines
A well on Windcobble Street has Eldath's face carved
upon it, and folk touch it before drawing water in
the morning to bring peace throughout the day. In a
graffiti-scrawled dead end that never sees full sun, the
destitute take solace in the shadow of a wall on which
the black disc ofShar is inscribed. A small oak, one
of only a handful of trees in the Lower City, struggles
skyward from a crack in a low wall; on Greengrass and
Highharvestide, folk string it with bread and fruit for
birds in honor of Silvanus. The gauntlets ofTorm and
Helm are carved above each door in the towers of the
city walls. These images flank the city's heraldry and
serve as an ever-present reminder of a soldier's duty to
protect the city.
Hundreds of these modest, makeshift shrines exist
in streets, on buildings, and within homes th roughout
the Upper, Lower, and Outer cities-as they do in many
other Faen1n locales-but a few objects of reverence
warrant special mention.
Siamorphe: The title and incarnation ofSiamorphe, the exarch of nobility and the hereditary right
to rule, has passed from one worthy noble to another
throughout the history of the entity's worship. Long
ago, the patriars of the Gate worshiped Siamorphe's
last male incarnation. But the patriars' shift in attitude,
wherein they began to believe that their right to rule
gave them the right to profit from others rather than
the responsibility to lead well, caused a decline in the
worship ofSiamorphe, whose dogma has as much to
do with responsibility as it does with entitlement. Hundreds of years ago. at a time when little real worship of
Siamorphe occurred in Baldur's Gate, the exarch reincarnated, becoming a female Waterdeep noble.
Yet even today shrines ofSiamorphe remain in
many patriar estates. Statues ofSiamorphe as a regal,
richly dressed man who has a sharp beard and balding pate reside in neglected corners, dusty attics, and
statuary rooms crowded with capering satyrs, nobly
fallen warriors, and ships in the grips ofkrakens. At
the Silvershield estate, a statue ofSiamorphe gazes
out of a cloak of clinging clematis flowers, decorous
but forgotten.
Lurue: The Knights of the Unicorn began as a lark
of romantically minded sons and daughters ofpatriar
families. They took the goddess Lurue as their mascot
and went on various adventures for fun. The reality of
the dangers they faced eventually sank in, as did Lurue's
tenets, including that life is to be relished and lived with
laughter; quests should be taken on a dare; impossible
dreams should be pursued for the sheer wonder of their
completion; and everyone should be praised for their
strengths and comforted in their weaknesses.
Since the days of its format ion, before the membership of the Knights of the Unicorn spread far beyond
1\vin Songs
This Outer City neighborhood holds shrines to more
gods than most people know of-at least until they
pass through the place. Refugees from foreign wars or
disasters who come to Baldur's Gate by way ofWyrm's
Crossing often leave tokens of thanks to their gods
upon their safe arrival. Tokens became displays, which
then gained signposts, and awnings over the signposts
to shelter the contents. In time, it became a Baldur's
Gate custom to make certain that one's favored gods
are represented among the riot of shrines, booths,
idols, altars, and temples that sprawls over the Chionthar's northern bank.
Church of Last Hope: This modest Twin Songs
chapel professes allegiance to no deity, but it offers the
suicidal a reverent end to life through a ritual of reverie. Those who suffer from depression as well as the
horribly ill or maimed receive invitations from temple
staff, who ascribe their knowledge of those in pain
to divine inspiration. The fate of the souls that pass
through their hands remains unknown.
Professional Guilds
Baldur's Gate is home to almost ninety professional
guilds. Most guildhalls are located in the Lower City,
even when their members keep shop and live elsewhere.
Since the troubles involving the Iron Throne, the Council
of Four has required all guilds to acquire and maintain
official charters, and it has outlawed unofficial associations. Such ch arters must be ren ewed every year.
The three classification s of charters and the division s
within them create a structure among the profession al
guilds based on th eir wealth, tradition s, and members'
social status. Those that provide goods and services to
the Upper City have th e "Council's Eminent Fellowship" honorific, those belonging to the Lower City use
the "Parliamen t's Distinguish ed Union" honorific, and
those belonging to the Outer City have the "Balduran's
Honorable Company" designation. For example, the
bakers, millers, and salters were gran ted their charter in the Outer City, so they are known collectively
as Balduran's Honorable Company of Provenderers.
Membership in a professional guild is mandatory in the
Lower City, strong in the Upper City, and con sidered
entirely optional in the Outer City.
The city's official profession al guilds are organized
in the structure outlined below. Each g uild is grouped
according to the classification of its honorific, and the
guilds within a united group are arranged in hierar chical order from the top down within each category.
Council's Eminent
Fellowship of ...
Seafarers (in cludes ship captains, pilots, navigators, and cartographers)
Trad e rs (caravan eers and guides)
Financiers (bankers, moneychangers, an d minters)
Healers (alchemists, surgeons, apothecaries, botan ists, and herbalists)
Furriers (fu rriers and skinners)
Sages (sages and wizards)
Parliament's Distinguished
Union of ...
Clerk s (barristers, accountants, scribes, bookbinders, and printers)
Handlers (butch ers, woolers, ch andlers, fish mongers, and beekeep ers)
Meta lworkers (blacksmiths, goldsmiths, silversm iths, armorers, and weaponsmiths)
Shoemakers (cobblers a nd cordwainers)
Master Builders (architects, engineers, stonem asons, glaziers, and plumbers)
C lothier s (tailors, milliners, weavers, dyers, and
perfumers)
SECRET GUILDS
The establishment of laws for professional guilds officially
ended the public presence of t he Iron Throne in Baldur's
Gate, but it didn't spell the end for t he organization. Similarly, the Merchant's League was originally based in Baldur's
Gate, and even though prominent patriar families such as
the lrlentrees, Miyars, and Sashenstars disavowed the group,
its influence remains.
Iron Throne: The Iron Throne has always focused on cont rol of weapons, armor, and trade in iron. After the trouble
in Baldur's Gate many decades ago, a crisis in its leadership
led to its decline for a time. But it now secretly maintains a
cont rolling interest in arms and armor made for t he Watch
and the Flaming Fist.
Merchant's League: The Merchant's League was once
fully backed by t he Council of Four, but its growing control
over trade in the city and its failure to effectively counteract
the Iron Throne caused t he dukes to ban t he organization.
Although offi cia lly dissolved, the Merchant's League continues to do business through its member families, which
control the Seafarers, Traders, and Woodworkers guilds.
Knights of the Shield: The Knights of the Shield is a vast
secret society to which nobles, traders, and shopkeepers
belong. Members pass information that seems like it might
be economically useful to other members and up the chain
of command so all can profit. Its members have kept a low
profi le throughout the group's existence, and they intend to
keep things t hat way.
SHOPS AND
OTHER BusiNESSES
The Upper City boasts decorous storefronts, chic artisan studios, and the Wide marketplace. Meanwhile,
the Lower City is chock-full of shops and workshops,
and the area's rapid growth has pushed many other
businesses into the Outer City. The fust floors of most
Lower City buildings contain businesses of some kind
or at least maintain street-frontage shops.
Describing the vast variety of Gate establishments
could fill its own book, so we encourage you to consult
the Murder in Baldur's Gate Dungeon Master's Screen
when you need to generate a shop name and describe
its services or wares. The entries below describe a
handful of notable businesses in Baldur's Gate.
Baldur's Mouth
Baldur's Mouth, the city's news carrier, provides a
great service to people at every level of society. Town
criers and printed broadsheets are its two methods of
spreading news.
The city has used Baldur's Mouth many times to
spread word of new laws that the Council of Four
passes, to broadcast holidays, and to communicate
election results. Criers announce news of the affairs
ofkingdoms and nations throughout Faerun, opening
every declaration by shouting, "Harken, people of Baldur's Gate, to Baldur's Mouth! The land changes, and
Baldur would have his people know!"
Ettvard Needle, the son of a wealthy Lower City
tailor, founded the Mouth. After growing up watching Upper City citizens compel his father to bend and
grovel, Needle decided to give power to the people
in the form of information. So he began paying lamp
lads and lamp lasses to shout his stories of various
injustices during the day. Since many of his employees
were illiterate and had to memorize his news articles,
Needle decided to teach them to read so he could give
them written copies. As h is expenses mounted, Needle
sought out sponsors, which led to his attracting advertising and diversifying his criers' stories.
Baldur's Mouth now earns its keep through advertising and is a funct ioning business. Formerly, to
publicize his sponsors, criers would hand out wooden
chits that afforded the recipient a discount when
redeemed at a particular shop or merchant stall. Now,
Needle uses several mechanical scribes that he purchased from the Hall ofWonders to rapidly produce
pamphlets and broadsheets that have advertisements
in them.
Candlekeep Chandlery
On the signboard hanging above its door, the Candlekeep Chandlery proudly advertises the "Longest
Lasting Lamps and Magically Made Missives in the
Lower City." Marcela Idhra, the proprietor of the place
and a wizard of some talent, came to Baldur's Gate
from Candlekeep when her magical research and
experiments became too disruptive for the other scholars there.
Her shop sells candles, soaps, and cosmetics to wellheeled customers in the Upper City. Her claim to fame
is her whispering candle. Each such item has a fire
mephit magically trapped in its tallow. As the candle
burns, tl1e mephit continually voices back whatever
sounds it heard wh ile the tallow was being prepared,
in the voice of the speaker. Different voices can be
recorded in different candles, so that when they are all
burned they can make the sound of a conversation or
musicians playing together.
Many people find this feature both charming and
useful. Whispering candles are popular at patriars'
galas; one candle burning at the entrance can welcome
guests as they arrive, and many can be placed around
the wings of a ballroom to whisper pleasant reassurances or create an air of mystery. The Watch uses
whispering candles with imbedded commands to time
its shift changes. It has long been a fashion among
patriars to record their wills in whispering candles.
The candles are also appreciated by those who need
to communicate d iscreetly. The Guild, the Flaming
Fist, and the patriars use whispering candles to communicate with agents, spies, and secret lovers. The
chandlery has a secure room where messages can
be whispered through a speaking tube into the boiling tallow. Once a candle is formed, the only way to
release the message (and return the mephit to its home
plane) is by burning the candle normally. If the candle
is destroyed-smashed underfoot. for example, or
tossed into a fire-the message can't be recovered, even
if the tallow is re-formed into a new candle.
Candles that contain vocaJ performances by noted
bards or readings of epic poems are popular items
in the shop. Idhra also carries a smaJJ line of novelty
candles that unexpectedly utter the roar of an owl bear,
for example, or some embarrassing sound. The price of
a whispering candle depends on its size, the circumstances of its recording, and the beauty of the candle
itself. The smallest and plainest whispering candles,
which burn for only a minute, cost 25 gp. Grand and
complex arrangements of candles, such as the operatic
chandelier employed at the cotillion ball of Duke Silvershield's daughter, cost severaJ thousand gold pieces.
Counting House
The Counting House has stood as a center of trade and
business in the city for centuries. A thick-walled and
heavily guarded edifice on the waterfront, it serves
as the primary location for exchange of currency and
valuation ofgems and jewelry.
Its owner. a stern and aloof dwarf named Rakath
Glitterbeard, holds the key positions of treasurer for
the Council's Eminent Fellowship ofFinanciers and
is also the kingpin in the Steeps for the lawless Guild.
Loans and other debt markers, both legal and otherwise, that he holds make certain no one in the city
dares to challenge Rakath's positions or attempts to
rob the Cow1ting House.
Felogyr's Fireworks
Avery SonshaJ sells pyrotechnics out of the four-story
workshop in the Steeps known as Felogyr's Fireworks.
The business has been in his family since Felogyr
SonshaJ founded it and gave it an alliterative name
more than a century ago. Customers often call Sonshal by his ancestor's name, and he never bothers to
correct them, believing there's no sense in changing
a recipe that works-especially when dealing with
smokepowder.
Sonshal has a plump, young-looking countenance
and shaves his head. If not for his thick, muttonchop sideburns, he might be considered baby-faced.
A wizard and an alchemist who is a member of the
Council's Eminent Fellowship of Healers, Sonshal
detests the presence of non magical hangers-on in the
guild, such as botanists and surgeons.
Felogyr's Fireworks has retained a monopoly on
smokepowder production in the city since the busi ness's inception. Even the priests of Gond come to
Felogyr's to fill their needs. In exchange, Sonshal has
never sold smokepowder to anyone not of the temple
ofGond or the Council ofFour, except in the form of
fireworks. The shop does sell other items to a broad clientele, specializing in torches and candle wicks whose
names burn in various hues; smoke and nash effects
for stage productions; and various nashfire rubs,
which are spread on meats before they're set alight to
add distinctive smoky flavors.
Torches that burn a rosy red are SonshaJ's topsell ing item. Baldurians use them to illuminate a
traditional cobble party, or outdoor storytelling session. When passersby see a rose torch lighting a street
corner, an alley, or a courtyard, they recognize that
the symbol signifies an opportunity to hear and tell
tales of all kinds. The stories can be true or fiction. By
custom, cobble parties are quiet and polite affairs that
do not involve drinking or music.
Sorcerous Sundries
The tall, round building currently known as Sorcerous Sundries has the most magnificent roof in the city,
a vast dome seemingly made entirely of stained glass.
Inside, arched stonework that supports the roof above
the uppermost floor compromises the iJlusion, but its
effect is impressive nonetheless.
Over the years, the structure has been employed
as a residence, a clothier's shop, a restaurant, a greenhouse, and a flower shop. Its current owner has
returned the building to its original purpose, doing
business as a magic shop.
The ground floor, the
only area into which
patrons are permitted,
is awash in silk curtains,
thick rugs, and luxurious
furniture. Magical symbols
liberally adorn the Sorcerous Sundries' decor, and
a sign inside the entrance
assures customers that
Sorcerous Sundries
the symbols are protective
in nature. The ceiling is
made of multicolored glass, as are the outer rims of the
structure's upper floors. When light filters through the
stories of the building, moving rays and splotches of
multicolored light dance in the shop. Minor enchantments enhance the effect, making for captivating
skygazing as patrons wait for the proprietor to fetch
ritual components or consult otherworldly entities.
The wizard in residence, an aged human who calls
himselfllivalen Blackhand, claims to have come
from HaJruaa. Blackband says he was once capable of
mighty magic before a battle with a demon blackened
and withered his right hand, forcing him to end his
adventuring ways.
Now Black hand earns a large, steady income
from the import and sale of components for rituals
and spellcasting, dubious fortune-telling, and evenmore-dubious spells of good luck or greater skill.
Blackband flatly refuses to sell spells, and he denies
having magic items for sale. However, to keeps the
rumors alive and his prices high, the wizard sends
his apprentice, a gnome named Gilligunn, to contact
seekers of such items and make transactions "away
from the master's eye."
has at least four levels of cellars. Its rooms are lowceilinged, dingy. and furnished with mismatched,
secondhand items. Its windows have iron bars on the
outside and heavy wooden shutters with wooden bars
on the inside. Patrons are told, "The boards are there
to use. Management is not responsible for losses of any
kind, including life and limb." Not many people actually sleep in the Blushing Mermaid, since raucous bar
fights are liable to erupt at any hour.
The lobby is the only high-ceilinged room in the
place. A life-sized, crudely carved, wooden mermaid
hangs above the reception desk. A score or more shriveled, blackened hands are nailed to the mermaid's
body. According to the staff, "Folk who forgot their
coin purses donated 'em."
Most of the Mermaid 's patrons are old, scarred
sea dogs who whittle away the day and night nursing drinks and swapping tales. Each one is a contact
for this or that cabal, thieving brotherhood, smuggler,
bandit group, fence, panderer, or some other shady
dealer. Some work for the Guild. Negotiations with
such contacts begin with a palmful ofsilver to loosen
one's memory. Ifsuch a contact pushes a tankard
toward a visitor during an interview, the sea dog is
looking for a refill, but not of ale.
The fare prepared at the Mermaid is simple and
filling. It's all decent except for a vile stew based on
pickled fish. Many sailors order crusty nutbread rolls
with thick gravy ladled over them or handwheels of
cheese. The Mermaid also serves raw fish on wooden
platters, a tradition its chef (born in Kara-Tur) brought
to the tavern. Its house beer is a thick sea ale that's
more bitter than most tongues find enjoyable. The
establishment also serves stout, a Mintarn Jager, and
whiskey strong enough to strip paint from wood.
Elfsong Tavern
One of the most well-known establishments in Baldur's Gate is located a few blocks from the Basilisk
Gate in Eastway. The name
of this tavern comes from
its unearthly tenant- a
disembodied elven voice
whose song occasionally
fills the tavern. The singing
isn't loud enough to disrupt
conversation, but it is clear,
beautiful, and lamenting.
The ballad's lyrics make
Elfsong Tavern
clear that the ghostly lady is
lamenting a lover lost at sea,
but no one is sure how she came to haunt the tavern.
The song often moves folk to tears, even when they
can't understand the archaic dialect. Many customers
frequent the tavern just to hear the melancholy ballad.
Jopalin's
Once a seedy dockside tavern catering to sailors with
thin purses,Jopalin's transitioned into a cafe when
coffee and tea drinking became fashionable-and as
membership fees increased for the tavernkeepers
guild. The low-ceilinged eatery and its dockside seating is now an establishment that sailors largely spurn.
Merchants and traders frequent Jopalin's when they
want to appear fashionable and sophisticated but are
too busy to leave the port to take meals elsewhere.
Jopalin, the cafe's owner, is the half-elf son of the tavern's fow1der, after whom he was named.
The Undercellar
A cluster of chambers in a warren of storage cellars
beneath the city has been u cd as a seedy tavern and
festha ll for most of the Gate's history. Archways. some
with iron-barred. lockable gates, link the cobbled,
vau lted chambers of the Underccllar. At least two
dozen ways in and out of the popular establishment
exist. About half of them connect to other buildings.
1 ot all are widely known. and a few are purposely
kept secret.
The affable Heltur "Ribbons" Ribbond. a gaunt.
bearded man, runs the Undcrccllar. Ribbons is always
smiling. has never publicly lost his temper or shown
fear, and throws daggers and bottles with deadly
THE FETCHER
AND THE TUNNEL
The Fetcher is an unflappable, obese, middle-aged man
named Osgur Hallom. This walrus-mustached puppetmaster
runs gangs of street urchins as spies and couriers. The latter
fetch and deliver items for the Fetcher's high-paying clients.
The Fetcher is a man whose big head, hands, and shoulders make his bulging belly not seem so protuberant. He has
a large, beaky nose. Half his scalp is covered in messy, dark
curls; the other half is naked except for a gnarled, old burn
scar. He rarely shows fear or anger, preferring to be jovial;
he drawls calmly in the face of danger. The choreographer
of urchins spends most hours each day in the Undercellar,
where he has a back-corner office. Gangs of waifs and ras
cals drift about the city doing his bidding, which includes
spying on figures both prim and feral and delivering items
that range from flowers to rubies.
The Fetcher is always armed and protected. His walking
stick fires darts from one end when he triggers certain studs.
Shadowing their provider, the man who has kept them fed
and clothed when no one else would, are a score of acrobati
cally vicious street youths who carry knives fashioned from
glass shards. While the Fetcher is in his office, a dozen or so
devoted cats perch on an unlit lamp wheel above his head
and pounce on anyone who menaces him.
The Fetcher is genuinely kind unless he is forced to be
ruthless. Usually rumpled and sweating, he drinks a prodi
gious amount of wine daily without becoming inebriated.
Some folk believe that the Undercellar serves him rosewater
in wine bottles, so he's actually sober.
The Fetcher is a Guild kingpin in the Upper City. He main
tains his status by squatting on the Guild's best resource for
its actions in the swanky portion of Baldur's Gate-a secret
tunnel beneath the Old Wall, which spans the dividing
line between the Lower and Upper cities. The exact path
through the cellars and sewers of the passageway is known
only to the Fetcher, a handful of his most trusted operators,
Nine-Fingers, and (unknown to the Fetcher) Rilsa Rael. The
Fetcher or one of his operators brings other Guild members
through the tunnel blindfolded and deliberately takes false
turns to confuse them.
The Fetcher has no ambition to rise higher In the Guild.
He measures his wealth in terms of influence, not coin. He's
addicted to information and needs to be thought of as "in
the know," someone folk listen to and respect. He often
orders his gangs to aid a promising prospect on a short-term
or long-term basis as an investment In the person's future
and to gain the individual's good favor. He lives in the cel
Iars of more than a dozen city buildings he owns, rotating
between them as he sees fit, and none of his tenants have
any idea their landlord has secret rooms beneath their own.
CITY GATES
The commercial blood of Baldur's Gate is channeled
through its guarded gates. Eight gates allow traffic
through the city walls. Three face outward from the
city, five face inward toward the harbor, and one protects the Watch Citadel. Only the Citadel Gate houses
no tax or toll collectors, because its use is restricted to
the Watch. The gate toll is a trivial amount for anyone
of even modest means- a few coppers at most- but it
does curtail the comings and goings ofbeggars and
the very poor. Merchants who pass through a gate pay
taxes on the goods they bring to market. All these fees
are low individually, but so much commerce moves
through Baldur's Gate that transit fees fund much of
the city's needs.
Citadel Gate: Citadel Gate is the only entrance to
the Watch's fortress and barracks, which nestles in
a salient of the Upper City's landward wall. The gate
has Watch soldiers on duty day and night. The Citadel
is one of the few places inside the city walls that has
stables. The Watch maintains a small cavalry force,
nominally for defense and crowd control, but its chief
function is riding in parades and providing honor
escorts for aristocrats and visiting dignitaries.
Black Dragon Gate: Facing the Outer City neighborhood ofBiackgate, Black Dragon Gate is also called
the Landward Gate and the Wrist ofBaldur's Gate, the
latter being a poetic reference to the city's shape curving around the harbor like that of a hand grasping for
gold. The great Trade Way to Waterdeep and the north
passes through Black Dragon Gate. Outside the Upper
City, the road extends through miles of sprawling
slums, paddocks, cut-rate inns, and stockyards.
The gate takes its name from the story about a
Knights of the Unicorn adventurer who triumphantly
displayed a black dragon's head above the structure.
As the tale goes, a dragon had threatened the city to
gain food and gold. A knight hid among the offered
tribute, supposedly covering his scent with pig dung,
and ambushed the dragon as it slept. After birds
picked clean the creature's head and souvenir hunters snatched most ofits teeth, the Council of Four
elected to have a sculpted stone black dragon head
installed over the gate's inner entrance. Persistent
rumors claim that the head can magically spew acid
at attackers during a siege, but no one can prove to
have seen it do so.
Baldur's Gate: Despite being the city's namesake, Baldur's Gate is the oldest and least impressive
of its entryways. The gates that lead out of the city
arc necessary for its defense and thus have been well
maintained and bolstered through the years. The Old
Wall's other gates were built later, at the behest of
wealthy patriars who could afford to lavish them with
fine doors and carved stone. In contrast, Baldur's Gate
looks much as it did when the Old Wall was first built,
although the tread of millions over the centuries have
worn smooth the cobbles running under it.
Public vehemence against taxation at this gate
sparked the popular revolution that led to the installation of the first dukes centuries ago. Yet now the
gate is a collection point for taxes that help fund the
city government, because the original Council ofFour
instituted taxation at the gate soon after the rebellion.
The irony of this situation is not lost on the citizens,
but it provokes little bitterness; as the saying goes, "The
insult to history is history."
Old Wall Gates: Four smaJJer gates pierce the Old
Wall within the city. From west to east, they are the
Sea Gate, Manor Gate, Gond Gate, and Heap Gate.
During the daytime, small Watch detachments guard
these gates to ensure that only those under a patriar's
order use them, and to protect the ubiquitous tax a nd
toll collectors. These gates are guarded more closely at
night, because no one is allowed into the Upper City
after dark unless in a patriar's company or livery or in
possession of a patriar's invitation or Watch token.
Basilisk Gate: Piercing the city's eastern wall, this
gate connects the Lower City to the road that stretches
through the Outer City slums and southeast to Wyrm's
Crossing. The route eventually reaches the great Coast
Way tl1at leads south to Amn, Tethyr, and Calimshan.
The many statues inset in the walls and looming
from the battlements above earned the gateway its
moniker. After an effigy of the first Duke Silvershield
was installed near the gate following his death, it
became popular among the patriars to place statues
of family members at the gate or to fund carvings of
heroic historical figures. The display became cluttered, though, and fashion turned against the custom
decades ago.
Cliffgate: This minor gate gives access to the
Tumbledown district and the cliffs overlooking the
Chionthar River upstream from the harbor. Long ago,
the Szarr family, whose members were merchants and
farmers, owned an ex'Pansive holding that sprawled
over the area. But on a frosty, mist-shrouded night,
a rival family crept inside and slew them all, looting
and burning as they abandoned the scene. Now tales
abound about ghosts of the Szarr family wandering
Tumbledown's streets on murky nights to steal folk
away. Sheltered from landward winds by the hill,
Tumbledown is often fogbound, which would seem an
environment conducive to ghosts. But a more likely
explanation for those who mysteriously vanish are
rough handling, followed by tight bonds, a thick gag,
and a brieffall into the river.
DRAINPIPES, CISTERNS,
AND SEWERS
Baldur's Gate is blessed with plenty of rainfaJl-too
much, according to some. The disadvantages of aJJ
that rain are that wooden buildings deteriorate faster
than they wouJd in a drier climate, many buildings feel
perpetuaJly clammy inside, the Outer City's unpaved
streets are often rivers of mud, and the Lower City's
streets are always slick. Benefits of the abundant rain
include the city's beautiful window gardens and the fact
that the Upper City can collect plenty ofclean drinking
water in rain-catching reservoirs instead of carrying or
pumping aJl its water up the hill from the river.
Above Ground
The roofs of the High Hall, the High House of
Wonders, and the HalJ ofWonders arc all efficient
rain-catchers, thanks to the engineering skill of
the priests ofGond. Over many years, the system
expanded to include most of the Upper City's large
buildings. Clean water runs from hundreds of roofs
through intricate downspout systems into aqueducts
coursing beneath the streets to four separate, under
ground catch basins. Two are located beneath the
streets ofManorborn, one beneath the Temples dis
trict, and one beneath the Wide. Atop each cistern is
a monumental fountain from which residents draw
water. Several of the largest estates in Manorborn have
their own similar but separate catch systems built
around cisterns fed from slate roofs.
The plentiful rain also provides natural flushing
for the Upper City's sewage system. The sewage
tunnels are much older than those of the drinking
water system. The two systems are mostly, but not
completely, separate. A few underground sites exist
where a person can cross from one set of tunnels to
the other. Ideally, of course, water flowing through the
sewage lines doesn't cross into the aqueducts.
Even with plenty of rain and the expert engineering
ofParliament's Distinguished Union ofMaster
Builders, the Upper City's sewage system still depends
heavily on physical labor for most of its maintenance.
It functions remarkably well, provided that the
laborers-aJI of whom live in the Outer City-stay on
the job.
The Lower City's sewage system is comparatively
primitive. Most Lower City residents set their garbage
and sewage in the streets each night and morning.
They depend on, and pay fees to, collectors of nightsoil,
gold flow, and refuse. I lowever, rain washes anything
that isn't disposed of or collected appropriately down
the steep streets. Because the Lower City is built
around a crescent's inside arc, everything drains
Below Ground
The sewers and aqueducts beneath the Upper City are
much the same in design. Most pipes and channels
are small enough to be a tight squeeze for a cat, while
many others are just big enough for a human to crawl
through.
In one of the large tunnels, a water channel runs
down the center or along one side, and a narrow
walkway spans one or both sides. The tunnel's ceiling
is arched and about 6 feet high. Such tunnels are
never more than 10 feet wide and often are smaJler
than half of that.
Locked iron gates are meant to bar residents from
entering the sewers. But no one worries much about
people sneaking into the sewers, so the locks of these
barriers are mostly rusted into uselessness and the
gates are sometimes lashed open to prevent them from
rusting shut.
The aqueducts are a different story. To safeguard
the public, the master of drains and underways
ensures that the aqueducts' gates and locks are well
maintained. Every entrance to the aqueduct system is
locked, and iron gates close off the tunnels every 400
to 500 feet. Only the master of drains and underways
and the highest-ranking High House ofWonders
priests have keys to the system.
The Upper City's four water-storage cisterns are
cavernous, brick-lined rooms that house deep, circular,
artificial lakes at their hearts. As many as eight water
channels enter one of these chambers. Iron gates block
the tunnels, and pumps ofGond send cistern water up
to street-level fountains.
MYSTERIOUS LOCATIONS
Baldur's Gate is home to many strange locations, such
as Mandorcai's Mansion (page 18), Ramazith's Tower,
and Seskergates mansion. A few of its more notorious
sites. including the Undercellar (page 58) and Wizard
Cave, reside under the city's skin.
Seskergates
For more than a century, this tall structure adjacent
to Mandorcai's Mansion housed the Sesker merchant
family. The reclusive Osimund Sesker, the last of his
line, died alone in this mansion two winters ago.
Wizard Cave
Rumor has it that a tower of stone, whose origin is
unknown, stands on the brink of a vast crevasse somewhere deep beneath the Upper City. A wizard who
used it as his home reportedly spoke of it on his infrequent trips to the surface. No one has seen the wizard
in thirty years. Now his tower stands empty in the
dark, awaiting anyone brave enough to search for the
secret sewer-to-cavern path leading to the structure.
BaJdurians call the tower's location Wizard Cave, and
the term has become synonymous with "a fruitless and
foolhardy endeavor." For example, "So you're going
looking for Wizard Cave?" or "Steal from lhe Counting
House? That's a Wizard Cave!"
Few beHeve the rumors. But the tower and cavern
do exist, and the wizard did die ... after a fashion. The
magic of the tower's mysterious builders has trapped
the wizard's spirit in undeath within the structure-to
what purpose, no one !mows. Perhaps the tower was
originally a conqueror's vanguard outpost, or maybe
the structure stands in defense over such a location.