#Karlach is actually a good example of how surnames work in the Realms: she was born/raised in Cliffgate so it's her “surname”
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y-rhywbeth2 · 9 months ago
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Lore: Baldur's Gate #1
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
The City | Demographics | Law & Legal System | Administration & Government | ??? - WIP
Might as well start compiling lore on the namesake of the game...
Featuring the city aesthetic (the depiction of it in-game wasn't nearly grey, damp or claustrophobic enough) and a mostly complete overview of the city and its major areas: the Lower City, Upper City, Outer City, Undercellar and Undercity.
Cultural titbits: like why you can't have animals bigger than peacocks; that you shouldn't live here if you have claustrophobia; how the Patriars clearly have it out for people with hay fever; the constant mould problem; where to go to get a glowing tattoo, a fake tan and the magical equivalent of a plastic surgeon; and why, in fairness to the Banites, the city requires very little effort to turn into a nightmarish police state under the control of an evil deity.
And if your Dark Urge is a sewer gremlin then that's a life choice they're making, not a Bhaalist thing: the Undercity isn't in the sewers.
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The city state of Baldur's Gate is one of Faerûn's more important ports, situated geographically between the massive trade centres of Athkatla and Waterdeep. It began its life as a fusion of the early fishing hamlet of Loklee (formed around 0 DR) and the pirate and smuggler hub that formed nearby. It was a popular port with a shipyard and visitor's wharves by 204 DR. The natural harbour the man-made harbour is built on is one of the only places in hundreds of miles that's safe for ships to dock at.
Due to the lack of nearby settlements to form competition, the trade hub attained city status and import early in its existence. It briefly fell under the early kingdom of Shavinar, though this was mostly a technicality and the settlement continued to govern itself and continued to do so when the kingdom fell in 277 DR.
The area was first officially recognised in the history books as the city of of Baldur's Gate in 446 DR.
The primary spoken language of the Gate is Chondathan, however during the Spellplague the city attracted enough refugees to become one of Faerûn's most populated cities, and it's a diverse enough location that many people are at least bilingual (not counting Common): many speak Chondathan, their native/ancestral language and a third.
As a major port the city has always been something of a melting pot and encouraged a policy of tolerance - you don't want to drive away merchants and trade, after all. Likewise, in the interests of encouraging trade, the city has enforced a stance of political neutrality and refuses to be drawn into international problems.
Officially, the city prides itself on being welcoming to all ways of life, to the point where anyone and anything goes as long as they obey the laws and don't rock the boat; even the open worship of the majority evil gods is completely unremarkable - what if you want to trade with a place where those gods are a major religion, after all? While Umberlee is worshipped everywhere near the sea (under threat of tidal waves and drowning in retribution for not worshipping her), Baldur's Gate is one of the few places she has an actual temple.
A shrine to any god - regardless of what their faith does or preaches - can be established in any of the temple districts for public worship, and the law will pay it no mind.
This reputation for tolerance and neutrality means it tends to be one of the first choices for refugees and immigrants looking for a new start. The city is extremely crowded, with many people packed into tight spaces and narrow streets, and its population numbers surpassed the metropolis of Waterdeep decades ago; standing at 42,103 people in the 14th century, it has likely more than doubled since. Visitors often find it incredibly - possibly intolerably - loud and busy, while locals consider them to be backwater farmers who don't know what civilisation looks like.
While the city doesn't discriminate legally against any groups, its reputation for tolerance is somewhat overexaggerated. Peoples who are viewed as monstrous by the Realms at large, such as orcs and other goblinoids, or drow, can expect to feel unwelcome as with everywhere else. The recent wave of unwanted human refugees from Calimshan have a strained relationship with the established Baldurians, who view them as foreign and wish they'd just assimilate and start speaking Chondathan already. The city is a human settlement by culture and demographics, retaining its historical human majority, and while the demihuman minorities are part of mundane everyday life, there have been incidents such as in the early 14th century, which saw the rise of The Sure Helm: a human supremacy group who had an issue with the non-humans in their society and were known to carry out hate crimes on the likes of half-elves and half-orcs if they thought they could get away with it.
On a slightly saner note: you have the freedom of religion to worship a god who demands slaves and blood sacrifice, but it's a bad idea to advertise that... Or get caught slaving and murdering, unless you're a very high ranking priest.
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Local bards tend to refer to the city as the Cresent moon in their lyrics and poems, after the shape of the city layout. The musical traditions of the Gate focus on "brassy-voiced tenors" and "delightfully smoky altos".
Baldurians frown on drunk, debauched and disorderly behaviour in public: there's no space for this nonsense and you're keeping everybody on the street awake.
The gate has an array of cosmetic services available in the markets of the Wide, where - as well as mundane tattooists and piercers - one can hire wizards in the market to perform cosmetic alterations with transmutation magic: glowing tattoos and other strange illusions, tans, magically affixing gems and jewellery like pieces to your body, changing hair colour, texture and style, changing your eye colour, altering your height or your weight or your sexual dimorphism, etc etc.
It's considered bad luck to harm a cat. Many of the animals moved into the area by hitching a ride on sea traffic, and as they're extremely useful for keeping vermin down both on land and at sea, Baldurians are fond of them.
If you need help carrying your shopping or finding somewhere in the city, most street corners have youths known as "lamp boys" and "lamp lasses" you can hire - so called because of the lanterns they carry at night. With the founding of the newspaper you can also find them hawking the daily papers.
The trade the city brings is the lifeline of the Sword Coast (South), and the only place one can buy foreign and luxury goods in the entire region. That said, these goods come at a significant mark up compared to the prices you'd find in Waterdeep or anywhere in Amn.
The majority of silver trade bars (bars of metal used in place of coins, for ease of transport) are made in the Gate, and the city sets the standards for this form of currency.
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The city has always been heavily policed, and is known for being quiet and one of the safest cities in Western Faerûn; Baldurians don't expect much if any major disruption to the city's day-to-day life.
The city has its own City Watch - member of the watch being readily identified by their black helms, bearing a red stripe down one side - however the Flaming Fist Mercenary Company is the first thing that comes to mind when you mention law enforcement; you can barely go more than an hour without seeing at least one uniformed officer.
The City Watch used to be the city's police force, however by the end of the 15th century the Fist has taken on much of their role, and the Watch now functions purely as the private law keepers of the Upper City. They are permitted to live within the Upper City, and positions in the watch are now mostly hereditary.
Even when the Watch was the official city police the Fist boasted an army a thousand strong. By the start of the 15th century the Fist had taken over city patrols in a semi-official capacity. The two groups also overlap, and many of the Watch are also secretly members of the Fist. One in ten people in the gate - Watch or otherwise - are spies and informants for the mercenary company.
They may not be fully reliable as a police force however, as they are known to chose not to deal with some problems, declaring it a problem for the watch to deal with. Notably they do not police the Outer City and refuse to touch anything involving the Undercellar.
The Flaming Fist also has outposts in other realms, where it guards the foreign trade interests of the city, such as Fort Beluarian (a hamlet of 313 people) in the jungles of Chult on the Southern end of Faerûn. Being mercenaries, they are available for hire for any purpose that isn't considered flat out evil.
Of course the heavy policing and massive police presence, to anybody who cares to look closer at the city's outward appearance of security, is a giant tip-off that the city has a thriving underworld. The Thieves Guild is an ever-present force, and the religious tolerance means that there are a lot of other organised crime syndicates (ie the priests), murderers and extortion rackets running around. Such organisations keep close diplomatic ties to the Grand Dukes and the commander of the Flaming Fist.
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The weather conditions are typically rain, sleet or fog depending on season and time of day, and the streets and buildings are almost constantly wet either from the weather or the sea. The architecture is almost entirely stone, as it's less likely to rot. The streets are often slippery, and straw or gravel from the river is sometimes thrown over the cobbles for grip. The citizens take advantage of the moisture and damp to use their cellars to cultivate edible fungi. Damp, mould and mildew are a common menace, but it did lead a wizard named Halbazzer Drin to make his fortune by inventing spells that banishes mildew (12gp per casting) and dry out an area without damaging anything (10gp), so services exist if you need to hire them. The spell is not known outside of the city; Drin refused to sell knowledge of the spell to anyone for any price or offer. Due to the damp, the streets have no banners or other hanging fabrics around.
Buildings tend to be tall and narrow, with shuttered slit windows placed high up, which will be firmly shut at night and all day in winter, to keep out the gales and invading gulls looking for places to nest. The extremely narrow streets of the Lower City are full of window planters and hanging baskets of flowers, providing the sole spot of colour amongst the grey. As the city streets are so steep and narrow, the city has a ban on allowing animals larger than a dog into the city (it's too difficult for them to navigate and likely to cause traffic issues).
Boxed in by its thick, heavily fortified city walls and with no space to expand the city has largely built upwards, and the streets are filled with stone buttresses and arches supporting the upper floors.
Due to its stony architecture and frequent overcast, the entire city is often referred to as the Grey Harbour by residents. (This is also the name of the actual city harbour)
The city is built into the chalk white cliffs around the harbour, growing in elevation until the settlement stops at the outermost walls.
By the 15th century, the city was firmly divided into the Lower and Upper Cities, the latter of which is built into the highest elevation, cut off by a wall. In the population boom that followed the mass immigration of Spellplague refugees, many people were forced to make space for themselves outside of the walls, building the Outer City. Beneath the city lies the Undercellar
Descending from the Undercellar is a labyrinth of tunnels leading down into caverns buried beneath Baldur's Gate; housing the ruins of a forgotten era, where the Temple of Bhaal stands over the ruins, surrounded by the restless spirits and walking corpses of undead residents ancient and brand new.
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The Lower City houses most of the city, crafts and trade.
With the narrow spaces, cliffs, tall buildings and arches, the city can get rather dark at night. What public lighting is available is maintained by the citizens themselves. The wealthier parts of the Lower City, like Bloomridge, use oil and wick copper bowls, while poorer areas make do with candles in tin lanterns, usually such things are mounted on the walls and ceilings of the darkest corners; but when you want to navigate at night you'll usually be hiring lamp lads.
The Grey Harbour is one of Toril's most famous and best ports, frequented by legitimate merchant captains and pirates alike; many of the families living on the docks are the families of sailors. The area is very industrialised, sporting the shipyard, multiple cranes and railway tracks used to facilitate the moving of goods. The most notable structures are the Harbourmaster's Office, a tiny building with barred windows that deals with all trades and taxes - and the Water Queen's House at the end of the pier, which everybody with a brain makes offerings to and nobody looks too closely at whatever the Umberlant priests get up to in there, because the vast majority of people like breathing.
The Gate has little in the way of large fanciful festivals, but specific streets in the Lower City are prone to a centuries old tradition of "cobble parties", where the people living on a street pull up some chairs, benches and barrels and gather outside to share a mild drink, tell stories and chat. An ongoing cobble party can be recognised by the bright rose-red torches that are hung up along the street walls - these torches are made at Felogyr's Fireworks and can be bought almost anywhere in the city.
Bloomridge is as close the Upper City as you can get without actually gaining access, and houses the Gate's middle class. It was initially built in elevated platforms cimbing up the Upper City's walls using magic and Gondian engineering. It's various attractions - including fanciful architecture, florists, artisanal boutiques, fancy open-air kaeth houses (cafes) and dining houses (restaurants; also known as "skaethars" or "feasthalls"), and elaborate hanging gardens and floral arcades - made it attractive to those with wealth but no pedigree.
The district expanded as those who could afford to do so began purchasing and razing the original, less fancy buildings in the vicinity and building estates on the ground where they used to stand. Those who can't quite afford that instead opt to live in high class apartment buildings and flats over the local businesses. Buildings here often have rooftop gardens and balconies with pleasant vistas.
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The Upper City is located in the oldest quarter of the city, the Lower City being built outside of the walls and stretching down to the harbour and then having the lower city walls constructed around it. The only gate connecting the two halves is the eponymous Baldur's Gate, the first of the many city gates constructed. It's also heavily guarded and the only gate by which outsiders may access the Upper City; there are numerous smaller gates, but they are exclusively used by patriars and those bearing family livery or bearing a letter of employment signed by a patriar. This district houses the Gate's oldest and most powerful families: anyone who isn't a patriar is either a servant or a watchman, who will most likely be a member of a family that has served a patriar family/the Upper City for generations. The exceptions tend to be a handful of the most successful and affluent business owners whose businesses have become popular enough with the nobility to be welcomed in. Every business and city service in this district exists to serve the upper class exclusively.
It's the most open and colourful part of the city; the shutters and doors are painted in fresh, vibrant paints. The streets are broad and well lit with ornate enchanted lamps; the terrain is mostly flat, unlike the streets of the Lower City, which can often resemble giant staircases.
Businesses that would cause unpleasant smells are banned from the area, and the Upper City maintains many gardens, windowsill planters and trellises where flowers bloom and fill the air with pleasant scents (unless you have hay fever, anyway). Wandering minstrels provide ambient music as they wander the streets - usually a singer playing a lute or harp accompanied by a flutist and perhaps a drummer who may provide a chorus.
They've also got drains, so the streets are less inclined to flood or turn to mud the way the rest of the city is.
There are no inns or alehouses here: a noble who wishes to drink will either host a party, attend a private club, or go slumming in the Lower City.
The Upper City houses the High Hall, also known as the ducal palace; the administrative building that provides a place for feasts, court hearings and government meetings. The meeting rooms are and have always been open for public use, however there is a rule that states you cannot rent a meeting room there twice within 48 hours (to stop people from monopolising the rooms). The High Hall used to be a more grim, military building but has since been renovated to appear more bright and friendly as a PR stunt following a giant riot over taxes.
The other two of the city's temples are located in the Upper City, the Lady's Hall - a Temple of Tymora - and the High House of Wonders, the temple of Gond (who is near enough the city's patron god). The building serves various purposes: a temple, workshops, factories and laboratories. When something deemed ready for the eye is released it can usually be viewed in the Hall of Wonders: a science museum across the street to the temple.
It's also where the Gate's largest marker - the Wide - is situated. It's the only large open space in the city, and the only open air market. Outside of festivals, performances and music is banned in the area. The Wide is usually packed with people forced to stand shoulder-to-shoulder, and those who are hired to perform deliveries in the Wide are always tall and large, capable of seeing over the heads of the throngs and pushing their way through. Goods are carried atop tall poles that are strapped to the deliverymen's chests or backs. Prices are lowest in the Wide compared to anywhere else, and any transactions that cannot be performed within a licensed store must take place here by law.
Permits to rent space in the Wide for the day are limited, and they usually go to whoever has the money to bribe the bailiff, watchmen and other officials who have sway in over the market's administration - which is usually the merchants of the Upper City.
As well as the usual fare of goods, the Wide offers a large range of cosmetic services including the mundane body modifications and stylists that one would find on Earth, and more esoteric concepts that can only be accomplished with magic; such services and the artisans who provide them are seasonal and ever changing. The Wide is the most colourful spot in the city, and the only place that's the exception to the lack of banners and other hanging fabrics. Historically the Wide was open all day and night, but in recent times the watch has been closing the area at dusk - nobody except for the patriars may have use of the Upper City after dark.
The Wide is only closed if the area must be used for something else, such as public Highharvestide festivals... or because a patriar decided to close it off for private use, such as a ball or wedding.
Just outside of the market area is the rest of the Upper City's commercial area; stores, insurance offices, trade guildhalls, Ramazith's tower and the public entrance to the Undercellar - a flight of stone stairs leading down to a pair of heavy oak doors at the southern edge of the market. The doors are shut, but the Undercellar never closes and if you knock somebody will open them and usher you inside.
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The Undercellar is a maze of underground passages lying beneath the city - mostly vaulted stone chambers created from the interconnected and abandoned cellars of the old Upper City, with hidden exits all over the city. Those who know where these exits are tend to guard them jealously, but may be willing to allow the Thieves' Guild access for coin or service. The Guild itself controls a fair few of these exits, and has been working on expanding the network.
It's also the playground for the criminal underworld of the Gate. The Undercellar's public image is that of a rather unprincipled festhall (a specific form of adult entertainment venue in the Realms that serves as a fusion of casino, bar, lounge, spa, brothel, playground, BDSM scene, LARPing club and so forth), which in a way, it is. Due to its dangerous reputation, it's incredibly popular, especially with those who are trying to look edgy and dangerous (particularly teenagers).
If one is openly carrying weapons, you can expect the armed guards stationed in the room to start following you closely; otherwise they'll leave you be. The guards are unlikely to care much about any disturbances, so long as they don't start disrupting everybody's business. Customers are not to venture further into the Undercellar without permission and an escort.
And behind that edgy, but mostly harmless veneer visitors play at and never see past is the real Undercellar, which is every bit as dark as its rumoured to be.
The Guild has its offices down here, and other rooms are used for varying purposes by other criminals. Want to put a hit on somebody, watch somebody get murdered in a Bhaalist red room, smuggle people or whatever crimes against humanity you feel like seeking out, this'd be the place to do it.
The Undercellar is policed by nobody except the criminals who do their work down there; whatever might take place down there, neither the Watch nor the Fists have any desire to know about them if you try and bring them to light. Want to avoid bad things? Don't get involved with the Undercellar.
The sprawling, pitch-black maze - if one knows how to navigate it - is a good way to get around the Upper City without detection. Somewhere down there is a passage that goes deeper, leading further into the earth and into the Undercity.
The Undercity is, clue in the name, the dead remains of a city buried beneath the living Baldur's Gate (specifically the original city that became the Upper City). At its heart is the Temple of Bhaal, and the city is inhabited by Bhaalists, alive and dead; the original, now undead, inhabitants of the undercity and any victims of the temple that have joined them.
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The Outer City, Cliffgate and Blackgate are not technically parts of the city, being constructed outside of them.
The soil surrounding the city is little use for agriculture, but it is sufficient for grazing, so most farmers are the likes of shepherds and cattle farmers. As livestock and large animals are not permitted inside the city, cattle markets, stables and such businesses will be found there. Many of the less pleasant businesses, such as butchers and tanners, have relocated here to spare the rest of the city the smell and mess.
Much of the structures are semi-permanent in nature, and the areas are not subject to official oversight or in possession of any particular infrastructure. They aren't policed by the Fist or the watch, the area is near enough lawless, and crime is frequent. "Security" tends to be overseen by the Guild, and while the government doesn't tax outside the walls, residents still have to pay their dues to the local thieves and thugs.
The Outer City is as crowded as the Lower City, but less sanitary or orderly: these places are dirty, loud, smell a lot and tend to be quite dangerous. Many of the residents are farmers, criminals and foreigners and immigrants of varying generation who can't afford or find a place in the city proper.
The Blackgate is the historical slum area, and grew around the inland-facing Black Gate to the North West, growing around the Trade Way connecting The Gate to Waterdeep.
The Tumbledown district, located in Cliffgate outside the city gate of the same name, is the middle child of the expansions, leading down the cliffs. The land was owned by the Szarr family generations ago, before they were all (supposedly) slaughtered by a rival family in the night. Tumbledown is an extremely foggy area, full of graveyards and tombs, and rumours abound that the ghosts of the dead Szarrs haunt the streets there and steal people away. People do disappear there, but most people are sceptical that it's due to ghosts.
The Outer City is a newer, larger slum that grew around the Basilisk Gate and spread along the Coast Way - the road between the Gate and Athkatla - as the city population exploded at the end of the 14th century.
Immigrant communities have taken the opportunity to build their own settlements in the Outer City, styled in their own architectural styles, such as Little Calimshan; a tenement on Wyrm's Crossing is exclusively occupied by halflings; Whitkeep houses a gnomish community who does most of the city's tinsmithing; half-orcs lodge in Stoneyes; a shield dwarven community is located in Shieldgate.
These communities are considered outsiders by most Baldurians, and generally there's no love lost between those inside the walls and outside.
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