Baldur's Gate Settlement in Korrisia | World Anvil
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Baldur's Gate

Credit to Forgotton Realms WIki for most of the major background, history, and design. Edited by world author to suit the homebrew world.
Baldur's Gate, also called simply the Gate is one of the largest cities in Korrisia, rivaling that of Calemdar City. It is a crowded city of commerce and opportunity, and perhaps the most prosperous and influential merchant city on the eastern side of Korrisia. Despite its consistent neutrality in most matters of world politics, Baldur's Gate is a firm member of Lord's Alliance between Waterdeep and Neverwinter.   The strong peace-keeping force known as the Watch, along with the presence of the powerful Flaming Fists mercenary company, kept the city generally peaceful and safe. This inherent sense of security allowed the Gate to keep a tolerant and welcoming attitude towards outsiders, whether they were wealthy merchants, poor refugees or, as it historically attracted, less-scrupulous individuals such as pirates and smugglers.  

Weather

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.  

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 Espal 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  
Baldur's Gate.jpg
 

Notable Locations

Upper City

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

Landmarks

High Hall: Palace of the Grand Dukes in which city business was conducted.   Watch Citadel: The barracks and training facility for the protectors of the Upper City.  

Places of Worship

High House of Wonders: A temple of Gond that doubled as a workshop for its priests.   Hall of Wonders: This museum displayed a the relics of the Gondar faith, for all Baldurians to behold.  

Residences

Silvershield Estate: The ancestral manse of the Silvershield patriars overshadowed the estates of the city's other wealthy families.  

Taverns

Helm and Cloak: An expensive but well-rated feasting hall popular with both locals and travelers alike. Its upper floor was also rented out to the vast majority of the Knights of the Unicorn.   Purple Wyrm Inn and Tavern: A tavern much compared to the Elfsong, but it was more commonly used by merchants and those seeking adventure.   Three Old Kegs: Highly comfortable but only slightly expensive, the Three Old Kegs was perhaps the most highly rated establishment in Baldur's Gate.  

Gates

The Black Dragon Gate   Citadel Gate  

Shops

Candlekeep Chandlery: High-end shop that sold cosmetics and soaps.  

Lower City

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

Landmarks

Baldur's Mouth: This establishment disseminated official business, public declarations and other daily news through published broadsheets and town criers.   Gray Harbor: Baldur's Gate had a large and busy harbor that opened up into the King's Crossing. The harbor was closed after sunset, after which no ships could tie up. Latecomers had to wait out in the river until sunrise.   Seatower of Balduran: Defensive structure on an island in the harbor, which held the Hissing Stones Bathhouse.  

Mercantile

Counting House: A moneylender on the docks along the waterfront specializing in the trade of coins, gems, and valuables.  

Shops

Sorcerous Sundries: A shop near the eastern gate that stocked all sorts of arcane supplies, from spell components to magical items  

Places of Worship

Shrine of the Suffering: This plain and unadorned shrine of Ilmater catered to the city's poorest citizens.   Water Queen's House: The temple of Umberlee, found near the city docks, was the oldest house of worship in Baldur's Gate.  

Taverns & Inns

Blade and Stars: A quiet inn known for its high-quality foodstuffs.   Blushing Mermaid: Located in the north-eastern section of Baldur's Gate, the Blushing Mermaid was an establishment known for its status as a hub of illicit business.   Elfsong Tavern: A tavern in the southeast near the eastern gate known best for its strange haunting, a ghostly elven voice of unidentified origin that could be heard singing quietly at night. The trademark song faded in 1023 EOT, only to return in 5 AOH with regular administration.   Splurging Sturgeon: Located a bit south from the Blushing Mermaid, the Splurging Sturgeon was a small but well-known establishment.  

Gates

Sea Gate | Manor Gate | Gond Gate | Baldur's Gate | Heap Gate  

Underground

Beneath the streets of the city was a sprawling, underground festhall known as the Undercellar. Dank cellars, twisting corridors and cramped tunnels composed its extensive network that stretched beneath nearly every corner of the Upper City region. Entrances into this secretive domain were numerous, but well-controlled, either by private, mercantile or criminal enterprises.   Even deeper underground, beyond the Undercellar, was a series of subterranean tunnels and caves. Within one of the vast caverns were the ruins of an old settlement that came to be known as the Undercity. By the Age of Heroes only one structure remained amongst the decrepit foundations and undead-invested streets. This was an old temple of Bhaal that was once reclaimed by the Bhaalspawn Sarevok.   These tunnels extended further down, under the surface of Korrisia, going so far as to connect to the Underdark. One of these natural formations opened up into the Wizard Cave, an expanse that housed the tower of a wizard that went missing during the mid-Era of Troubles.  

Outer City

The Outer City of Baldur's Gate was a sprawling, chaotic shantytown that grew outside of the city's walls. Day and night blended together throughout the lean-to's, stockyards and other shacks and lined the Outer City's muddy streets. While the animal-handlers, merchant-hawkers and other "outsiders" were taxed and technically "ruled" over by the Grand Dukes, city officials did little to truly govern the unregulated Outer City.   It had nine districts, most of which which encircled Dusthawk Hill: Blackgate, located north from the Black Dragon Gate, Stonyeyes, Norchapel, Little Agna'khan, Whitkeep, Sow's Foot, Twin Songs, Tumbledown, which extended south from the Cliffgate, and Rivington, south of Wyrm's Crossing.

Demographics

The population of Baldur's Gate was always dominated by humans, though other races such as elves, dwarves, and to a lesser extent some drow, settled within the city and were not looked upon differently. The older districts of the Upper City and Lower City were quite diverse, while newer neighborhoods and those of the Outer City saw some homogenization along ethnic and racial lines. While no race was outright banned, more-monstrous humanoids such as trolls, ogres and orcs were a rare sight indeed.   As anyone was welcome to visit or conduct business in The Gate, its population continually swelled as the city's geographical size grew well beyond its walls. How the city did not collapse upon itself, was unfathomable to many.  

Demographics Extended

  Adventurers were a welcome presence in the Gate, many of whom came from the far corners of Korrisia to seek opportunities for fame, fortune or whatever alluring endeavour presented itself. Even those from unlikely walks of life found themselves enticed by the stories that filled the city's taverns and inns, giving in to the temptation of thrill and excitement.   Many lower and working-class individuals lived in the streets of the Lower and Outer City regions. While low-skilled laborers and dock-workers ensured goods arrived to their destinations in the Gray Harbor, tradesfolk such as tanners, smiths, garment-makers and the like produced their goods throughout the city. The industry of these laborious individuals drove the economy of the greatest mercantile power of the Mortal Kingdoms.   The merchants of Baldur's Gate were famous across the Realms for their heroic work ethic, keen sense of business and outright gumption.   The wealthy patriar families were the nobility of the Upper City. While their lives were viewed as the epitome of luxury and opulence, many were civic-minded benefactors that genuinely strived to improve their home city. This Baldurian elite-class was limited to a few select human families, along with the dwarven Clan Shattershield; no matter how rich any businessmen or merchants became, they could not buy their way into the Baldurian patriar.  

Animals

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

Government

Oligarchy

  Since its famous tax revolt, Baldur's Gate was ruled by four Grand Dukes, whose membership composed the Council of Four. They were elected by the citizens to serve for life or until they wished to retire. The Council served as a member of the Lords' Alliance, which included Waterdeep and Neverwtiner, among others.   After an attempted coup by former Grand Duke Velarken, Baldur's Gate's government underwent a major restructure and the new Baldurian Parliament elected the Dukes. In the 100s AOH, it was ruled by Grand Duke Portyr at the behest of the Baldurian Parliament.   This changed again however, sometime before 243 AOH, as the Council of Four was reinstated, aided by the legislative body known as the Parliament of Peers, who in turn served as their electors. This legislative body of 50 or so influential Baldurians met to discuss city matters and make 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 responsibilties were as follows:   Harbormaster: Managed operations of the Gray Harbor, assigned tariffs and taxes on imported goods,[27] 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, and oversaw the Bailiff of the Wide  

Laws

  The government of Baldur's Gate maintained a strict and complex legal code that consisted of a series of regulations, official decrees and treatises that was nigh incomprehensible for anyone but the city's barristers and some patriars. By and large laws favored these individuals along with foreign diplomats, the Flaming Fist and members of the Watch. Citizens of the city proper and those living in the Outer City were afforded far fewer considerations. 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 Flaming Fist. Typically, the punishment fit the crime. Lesser crimes, such as violence or thievery, warranted a public whipping or removal of a finger. Those who broke agreed upon contracts were sentenced to forced labor while disturbing the peace or public lasciviousness led to public shaming by a night in the stocks.

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 continents to the far East. 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 Fist, the Grand Dukes commanded a navy of a half dozen ships with crews of at least 40 men each.

Infrastructure

The Gray Harbor of Baldur's Gate was one of the largest, busiest and most popular ports-of-call found on the eastern half of Korrisia, handling a wide variety of cargoes that rivaled even the sprawling ports of Alithanar. 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 within all of the Mortal Kingdoms, rivaling those of Waterdeep and Calemdar City.   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 Age of Troubles, they continued to control trade of the weapons and armor that were used by the Watch and the Fist.   As of the mid-200s AOH, stone was usually imported from Dhenbadir or Quisalan for use in construction, having been magically transported from up north. This feat of arcane conveyance was quite expensive.

History

Originally, the harbor-settlement that came to be known as Baldur's Gate was a well-hidden meeting place for pirates, scavengers and "ghost lighters". These naer-do-wells used lights to trick ships sailing through the foggy coast, running them aground before pilfering their goods. After looting what they could, they sailed up the King's Crossing to the small bay, to their secluded haven called Gray Harbor.   In olden times, the seafaring hero Balduran returned home to Gray Harbor, from a voyage to the far-off lands of the Banished Realms, far beyond the elven empire of Alithanar. He had accumulated great wealth on this journey. After hiding some of his riches away in hidden caches, her ordered a great granite wall to be built for the protection of his home. Soon after, Balduran set sail on a second voyage to the continent and subsequently vanished, never to return.   After Balduran vanished, local farmers took control of the wall's construction and used it to protect their own holds and farmsteads, rather than the harbor. Nearby townsfolk and other outsiders flocked to the fledgling town for protection and the hamlet swelled in size. The walled region of Gray Harbor came to be known as "Old Town", while newly-constructed buildings, between the southern wall and the harbor, were built in the portion thereafter known as "Heapside".   During the rise of the Empire of Calemdar, Baldur's Gate held its own against the newly-crowned emperor's incursions. Upon the fall of the empire and the creation of the Republic, Baldur's Gate aligned itself with Calemdar, working to lead the fledgling republic into its first of many golden ages. Baldur's Gate operates almost entirely independent of the Republic, and mostly out of reach of the Senate, but holds immense political sway with all other factions in the Republic.
Baldur's Gate Coat of Arms.png
Alternative Name(s)
The Gate
Type
Large city
Population
120,000 - 140,000
Inhabitant Demonym
Baldurian

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