Baldur's Gate

Description:

Baldurs_Overview.jpg

Baldur’s Gate is a metropolis and city-state on the Sword Coast and Western Heartlands border, on the north bank of the river Chionthar about twenty miles east from its mouth on the Sea of Swords. It is located to the south of the great city-state of Waterdeep and is located along the well-traveled Coast Way road. It is situated on a prominent bluff next to the River Chionthar, overlooking an excellent natural harbor.

Baldurs_Entry.jpgBaldur’s Gate’s population, according to many accounts, exceeds that of Waterdeep. It is divided into three distinct segments: the Upper City where the richest and most influential citizens live and where the Wilde, the city’s marketplace is located; the Lower City which surrounds the harbor and where most of the city’s merchants live and conduct business; and the Outer City which lies outside the walls and where most of the city’s laborer’s reside in conditions that vary from crowded but clean to squalid.

Baldur’s Gate is a bustling center of trade, with goods coming from the north and south by wagon along the Trade Way, by ship on the Sea of Swords, and from the east along the River Chionthar. Its strong watch and the presence of the powerful Flaming Fists mercenary company keeps the city generally peaceful and safe.

Baldurs_Streets.jpgBaldur’s Gate doesn’t allow wagons, pack animals, horses, or even dogs into the city. The streets are so narrow, steep, and slick from frequent rain that heavy wagons would be a menace. This is actually one of the reasons why Baldur’s Gate is such a bustling commer­cial hub: for goods to pass through the city from south to north they must be unloaded in the Outer City east of the wall, carried through the city by porters on foot, and reloaded onto different wagons north of the city for the rest of their journey. No road conveniently bypasses the city—a situation that the gate’s profiteering intermediaries work hard to maintain. Most merchants find it easier to sell their loads to those intermediaries and consignment dealers when they reach Baldur’s Gate, buy a new load of exotic goods from somewhere far away, and turn around and head back home, where they can again sell the new goods at a profit.

Along with wagons, guards seldom make a continuous journey through Baldur’s Gate. Guards for northbound caravans are typically hired in Blackgate where north­ bound wagons begin their journey.

The northbound journey from Baldur’s Gate is arduous, so merchants travel together for safety. Each merchant hires guards independently, but the common belief is that if everyone hires two or three and enough wagons travel together, the caravan is well protected.

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Places of Worship

Like most cities, Baldur’s Gate has many places of worship. Untouched by the Spellplague, Baldur’s Gate swelled in size and diversity. An impact was the formation of Twin Songs. Here temples and shrines to a great diversity of gods exist. All temples and shrines are accepted. Even shrines devoted to the worship of evil are tolerated by the authorities.

Although home to many temples, the city’s most renowned and well known are:

  • High House of Wonders: Temple of Gond
  • Water Queen’s House: Temple of Umberlee, located somewhere along the waterfront.
  • Lady’s Hall: Temple of Tymora

The city is also home to several shrines. The most renowned and famed are:

  • The Watchful Shield: Shrine of Helm
  • Shrine of the Suffering: Shine of Ilmater
  • The Rose Portal: Shrine of Lathander
  • The Unrolling Scroll: Shrine of Oghma
Bio:

Baldur's Gate

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