Baldur's Gate Settlement in D&D Forgotten Realms | World Anvil

Baldur's Gate

Baldur's Gate, also called simply "the Gate", was the largest metropolis and city-state on the Sword Coast, within the greater Western Heartlands. It was a crowded city of commerce and opportunity, perhaps the most prosperous and influential merchant city on the western coast of Faerûn. Despite its long-standing presence as a neutral power, the leaders of Baldur's Gate were members of the The Lord's Alliance of powers in the west.

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

Baldur's Gate is a viper's nest of schemes and schemers.
- Coran

Demographics

Society
Baldurians took great pride in the inclusiveness of their city. It was a place anyone could call home, or start a new life within, regardless of race, creed or personal history. Despite its dense population and crowded streets it was remarkably clean and safe for citizens and visitors alike.

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

Customs
Unlike other cosmopolitan cities, Baldur's Gate was home to few formal festivals and gatherings. In addition to celebrating Highharvestide in autumn, Baldurians celebrated The Breaking every spring, marking the day when the last hunks of ice broke away from the Gray Harbor, freeing it for safe trade. They also held public celebrations for Returning Day, which commemorated Balduran's return to his home city following his famous expedition across the Trackless Sea.

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

Religion
Like most great cities, Baldur's Gate had many places of worship scattered across its districts. For instance, Twin Songs accepted all faiths and hosted a great diversity of temples and shrines dedicated to nearly every deity. Even shrines devoted to the worship of evil powers, such as Bane and Bhaall, were tolerated by The Flaming Fists soldiers of the City.

Despite the city's inclusiveness, three deities predominated the worship of Baldurian citizens. For favor and safety at sea, the veneration of Umberlee has been a mainstay throughout their history. The favor of Tymora was often sought for greater wealth and prosperity with regard to trade, gambling and mercantile endeavors. Lastly, as continual expression of gratitude for the technological blessings bestowed upon the city, the worship of Gond was widespread, even beyond his temple and museum.

In addition to the myriad of religious groups that flocked to the city's temples, a number of small cults and esoteric societies kept their home within the Gate.

Government

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

After an attempted coup by former Grand Duke Valarken, Baldur's Gate's government underwent a major restructure and the newly-created Baldurian parliament elected the Dukes. For a time the city was ruled by Grand Duke Portyr at the behest of parliament.

This changed again however, sometime before 1479 DR, as the Council of Four was reinstated. They were still aided by the Parliament of Peers, who continued to serve as their electors as well as a legislative body. These 50 or so influential Baldurians met to discuss city matters and made recommendations to the council.

City Officers
The Council of Four were served by five deputies, city officials that oversaw their subordinate bureaucrats and maintained the daily needs of Baldur's Gate. Their titles and responsibilities were as follows:

  • Harbormaster: Managed operations of the Gray Harbor, assigned tariffs and taxes on imported goods,[32] and maintained the records of all goods shipped in or out of the city
  • High Constable and Master of Walls: Castellan of the Watch Citadel
  • Master of Drains and Underways: Maintained operations of the city's drains, sewers, waterways and aqueducts
  • Master of Cobbles: Oversaw construction and maintenance of all city roads, bridges and non-water-related, stone infrastructure
  • Purse Master: Collected taxes, invested city funds, directed payment to city officials,[34] and oversaw the Bailiff of the Wide


Taxes
Historically, the Baldurian people had a complicated relationship with taxation at the hands of city officials. Excessive gate tolls incited a transformative revolution in the city in its formative years, leading to the formation of its preeminent form of governance. Ironically, that same governing body enacted nearly identical taxers that remained for hundreds of years. By the 15th century, city officials collected tolls from passersby at nearly every cite gate, through a vast, far-reaching bureaucracy that was constantly under threat of corruption.

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

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

The city of Baldur's Gate issued hostelry licenses to proprietors of inns and taverns within the city walls. Lodging business could not legally operate without said license.

Crime
Throughout its history, various thieves guilds had risen and fallen in Baldur's Gate, including the one led by Alatos Thuibuld, Xantam's Guild and the Hands of Glory. Since the fall of these groups in the late 14th century, the Guild, led by Nine-Fingers emerged as the predominant thieves' organization in Baldur's Gate. Nearly all of the smaller gangs of the Outer and Lower City regions owed at least some obedience to this influential organization.

Foreign Relations
Throughout its history, Baldur's Gate had little stake in the affairs of others. For the most part, the city was respected as a neutral power, that never involved itself with the politics and conflicts that arose between the other states of the Sword Coast and the Western Heartlands. Perhaps more importantly, Baldur's Gate, while undoubtedly a rich prize, was so well-defended by its massive walls and well-trained Flaming Fists soldiers that few ever seriously considered invading and occupying the city.

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

Defences

Historically speaking, Baldur's Gate was naturally well-defended by its location in a natural inlet, and the great wall that was financed by the city's founder, Balduran. However, its security was often attributed to its political neutrality and the world-view of its leadership. While the city remained dedicated to the termination of threats which jeopardized trade and commerce in the Sword Coast, it refused to involve itself with the region's political conflicts.

Defense of the Upper City fell under the responsibility of the Watch, the constables who enforced the laws of the city's patriar noble class. As it has been for over a century before the Second Sundering, the rest of the city was policed by members of the Flaming Fist. Many officers within the Fist were "retired" adventurers and its highest rank of Marshal, was by tradition, one of the Grand Dukes.

Military
While the Fist always kept a strong contingent within the city's walls, they doubled as the city's standing army and were free to hire themselves out in external conflicts as long as they were never aligned against the city. At the behest of their leaders, they even embarked upon journeys to the then-newly-discovered continent of Maztica. After a century of serving as defenders of the city, they had become so entwined with the fate of its well-being, they operated as the de facto police force for domestic concerns and its bulwark for threats from abroad.

In addition to the 1,700-plus soldiers of The Flaming Fists, the Grand Dukes commanded a navy of a half dozen ships with crews of at least 40 men each.

Industry & Trade

The Gray Harbor of Baldur's Gate was one of the largest, busiest and most popular ports-of-call found on the western coast of Faerûn, handling a wide variety of cargoes that rivaled even the sprawling ports of Calimshan. Due to the fact trade was not tied to any individual's moral alignment, anyone conducting business in a non-harmful manner was welcome to trade in the city. By virtue of this tolerant outlook, Baldur's Gate had become the greatest center of trade along the entire Sword Coast in the 15th century, out-competing both Waterdeep and Amn.

For years, Baldur's Gate minted its own silver trade bars, the most common variety of which was a 1 lb (0.5 kg) bar worth 5 gp. More importantly, the city also set the value for this form of currency and regulated its use in trade.

Baldur's Gate sponsored nearly 90 professional guilds, from seafarers and financiers from the Upper City, to loremasters, brewmasters, metalworkers and nearly every skilled tradesperson in between.

While the honest and once-powerful mercantile guild known as the Merchant's League, previously dominated trade in the city, it was banned by the Council of Four and forced to operate in secret. Similarly, the secretive collective of noble-merchants known as the Knights of the Shield operated in an unofficial capacity. While the Iron Throne's influence grew and diminished throughout the 14th and 15th centuries, they continued to control trade of the weapons and armor that were used by the Watch and the Fist.

The cloth market was a trades event that was held annually in late summer, or early fall. The market attracted the best textile weavers, seamsters, and gown makers, including Xanda Pennywell‎ of Liam's Hold.

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

History

Founding Long before the land was settled, the lee of the plateau where Baldur's Gate would one day stand was known as Lok's Fist. It was ruled by a hill giant named Lok. Only after his death, sometime before 0 DR, the first fisher settlement sprung into existence – the village of Loklee.

With time, the harbor-settlement that came to be known as Baldur's Gate became a well-hidden meeting place for pirates, scavengers and "ghost lighters". These naer-do-wells used lights to trick ships sailing through the foggy coast, running them aground before pilfering their goods. After looting what they could, they sailed up the River Chionthar to the small bay, to their secluded haven called Gray Harbor. By the Year of the Avarice, 204 DR, Gray Harbor and the village of Loklee that supported it were well known as a port of call for ships from across the Sword Coast. The settlement had a shipyard and visitors wharves.

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

After Balduran vanished, local farmers took control of the wall's construction and used it to protect their own holds and farmsteads, rather than the harbor. Nearby townsfolk and other outsiders flocked to the fledgling town for protection and the hamlet swelled in size. The walled region of Gray Harbor came to be known as "Old Town", while newly-constructed buildings, between the southern wall and the harbor, were built in the portion thereafter known as "Heapside". And by the Year of the Unblinking Eye, 446 DR, the settlement was a city widely known as Baldur's Gate. Some scholars said that the name "Baldur's Gate" was already in existence sometime before the Year of the Late Sun, 300 DR.

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

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

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

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

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

Later that year, the city was nearly overwhelmed by the scores of refugees that were displaced from their homes by the conflict surrounding the Shining Lady and her crusade. The Flaming Fist joined with nearby armies to form a Coalition that met the rising threat at Dragonspear Castle.

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

In the following decade, Faerûn suffered the Spellplague, a cataclysmic event that reshaped both civilizations and the land itself. Fortunately, Baldur's Gate was unharmed from the effects of the blue fire that rained from the sky. As it was known throughout Faerûn as an "open city", the Gate became a haven for a great number of refugees that fled the destruction that wracked the lands around the Sea of Fallen Stars. Within a matter of years, the population of the city tripled. Mercifully, the city was able to support itself following these years of intense growth and expansion.

Mid 15th Century
During the mid-1400s, the Grand Duke Valarken, General Ikhal and the Band of the Red Moon attempted to usurp the leadership of Baldur's Gate. The failure of his attack led to the reformation of the Baldurian government, with the newly-formed Parliament of Peers offerring assistance to, and electing the members of, the Council of Four. Abdel Adrian replaced Valarken as both Grand Duke and Marshal of the Flaming Fist.

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

Murder in Baldur's Gate
While making a public speech on Returning Day, in the Year of the Narthex Murders, 1482 DR, Grand Duke Abdel Adrian was attacked by a man named Viekang, the only other remaining Bhaalspawn. Although it was unknown who emerged as the victor, it was known that both men died—one at the hands of his mortal sibling, the other after having transformed into the Slayer, an avatar of the long-dead Bhaal.

The remaining Council of Four blamed the Grand Duke's death on agents of the Guild, the city's most prevalent thieves' group, and enlisted a group of adventurers help investigate the tragedy. Shortly after, the city experienced a sudden spike of criminal activity including robberies and vandalism, which caused the Flaming Fist to cracked down on some shadier establishments in the Lower City and Outer City regions. As the Baldurian Parliament responded by passing bewildering sumptuary laws, stating that citizens had to wear attire befitting their station, vandals removed the hands of five beloved statues that decorated the city.

Despite the best efforts by the adventurers, the Watch and the Flaming Fist, whose leadership was assumed by Ulder Ravengard, the city erupted into chaos. As city workers went on strike and the Upper City was placed on a lockdown-curfew at mid-afternoon,[57] the merchant-class of the Lower City became incensed and unruly. As Outer City residents protested against the city officials, petty vandalism escalated to arson and even kidnappings. In response, the free press of the city, known as Baldur's Mouth was shut down and the new leader of the Fist instituted a series of illegal tribunals.

After a group of Outer City residents clashed with a contingent of Flaming Fist soldiers in the district of Norchapel, riots erupted throughout the Lower and Outer City regions. After an explosion erupted in Bloomridge, the city was placed under martial law. The adventurers hired by the Council discovered the chaos in the city was a result of the Grand Duke Torlin Silvershield's plot to destroy the corrupted Baldurian Parliament, in a dramatic immolation of stockpiled smokepowder, and sever the Guild's subversive influence over Baldurian officials. He revealed himself as the Chosen of the re-ascended god of murder, Bhaal, before he was slain by the adventurers of Baldur's Gate.

Geography

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

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

Climate

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

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

Maps

  • Baldur's Gate
Type
Large city
Inhabitant Demonym
Baldurian
Location under
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