Baldur's Gate

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Maecius
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Baldur's Gate

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BALDUR'S GATE

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This port city is both shelter and lifeline for the folk of the Coast. It is the only place to buy many luxury goods and offers the discerning shopper the widest selection of goods anywhere in the Sword Coast region -- though usually at prices higher than those in Waterdeep or coastal Amn.

Baldur's Gate is a tolerant but well-policed city of merchants, and quiet business as usual is the general order of each day. Baldur's Gate, Berdusk, Neverwinter, and Silverymoon are probably the safest settlements in all western Faerûn. In Baldur's Gate, the watch wears distinctive black helms with a vertical red stripe on either side, if you have problems. Not only are the members of the watch vigilant, enthusiastic, wise, and observant, but the Flaming Fist Mercenary Company, over a thousand strong, is based in the city. Every tenth person or so is a member or a watch agent (well, spy) of the Fist, skilled in battle and within a breath or two of numerous armed allies.

The visitor can freely stroll and shop. If you can't carry all you buy, or need help to find your way, guides and porters can be hired at most street corners. These husky youths are known as lamp boys or lamp lasses because they carry lanterns at night to light the way for their patrons.

LANDMARKS
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Baldur's Gate curves like a great hand or crescent moon around its harbor. Crescent moon is the term used by its resident minstrels, who tend to be brassy-voiced tenors and delightfully smoky altos, depending on their gender, but hand describes it better. The fingers of the hand are the many docks and wharves that jut out into the harbor. A bridge from the western shore links the mainland with a rocky islet on which perches the old, massive Seatower of Balduran, which is used as a barracks, naval base, dungeon, and fortress. It has a full armory and catapults to battle hostile ships, and a massive chain can be stretched from it to the outermost wharf on the east side to bar the harbor to invaders.

The harbor boasts no less than four dry-dock slips for boat building and repair, complete with ox-driven pumps. The shipping facilities, I'm told, are among the best in all Faerûn. They feature modern warehouses, movable lamps and cranes, and tight security.

Around the harbor rises a crowded, but clean and prosperous, city. Everything is of stone and is usually wet with either rain, sleet, or fog, depending on the time of day and season. This makes the streets slippery, makes the musk and mushrooms Baldurians grow in their cellars flourish, keeps the flowers and plants that are grown in hanging baskets everywhere green -- and makes mildew and mold a constant problem. If it afflicts you, see Halbazzer Drin on Stormshore Street. He's a gruff old wizard who has made his fortune with a spell that banishes mildew (12 gp per casting), and another that drives all moisture from things without harming them (10 gp per glamer). Despite fantastic offers of gold, gems, and magic from Calishite, Amnian, and other interests, he does not sell scrolls of these spells or reveal the incantations to others.

Buildings in Baldur's Gate tend to be tall and narrow, with slit windows located high up and covered with shutters to block winter winds and nesting seabirds alike. Tall among them rises the grandly spired ducal palace of the four ruling Grand Dukes, known as the High Hall. A place for feasts, court hearings, and administrative business, it boasts a dozen meeting rooms that all citizens can wander in and use to conduct business -- unless someone else is already using them. To discourage the miserly from using these as permanent places of business, there's a rule forbidding anyone who entered one of the rooms today from using it tomorrow.

Not far from the palace stands the High House of Wonders, consecrated to Gond. It is the largest of the Gate's three temples. It is a perilous place for the curious; it has been the site of many an explosion and violent self-disassembly of sacred artifacts (which the faithful call apparati). Its spreading eastern wings face the Hall of Wonders, also on Windspell Street, where the more successful of Gond's inventions are displayed to the public.

The wrist of the gigantic hand that is Baldur's Gate is marked by the Black Dragon Gate, or Landward Gate, and its surrounding sprawl of slums, paddocks, cut-rate inns, and stockyards, all of which lie outside the city walls. Not far from the Hall of Wonders, near the Black Dragon Gate, and so near the wrist of Baldur's Gate, is the Wide. This huge open space is the Gate's market. It bustles by day and night, and is usually open space only in the sense that there are no buildings. Temporary stalls, bins, sale tables, and the shoppers thronging to them usually crowd shoulder to shoulder. Deliveries here are often made by tall, strong folk striding through the crowds with tall poles strapped to their chests or backs at the top of which, over an adult human's height aloft, are cribs and crates full of goods.

Prices are lower here than elsewhere in the Gate, but business is apt to be sharper. Among the more common vendors of silks, scarves, tobacco, and spices from the farthest reaches of the Shining South are masters of tattooing and disguise, and several minor wizards who specialize in spells that temporarily arrange a client's hair into intricate patterns, cause areas of the body to glow or to adhere to certain scraps of garment or pieces of jewelry, alter skin and hair hue, and even cause scents to wax, wane, or move around the body -- sometimes accompanied by radiances. These artisans come and go with the seasons -- and, I'm told, the approach of creditors or bounty hunters acting for far-off authorities. Among the more permanent of these artisans are Lonthalin Mintar and Talessyr Tranth.

Outside the Wide, Baldur's Gate lacks colorful landmarks. The ever-present damp discourages the use of banners, open shops, and the like. Windowboxes support trailing flowers of all sorts. Strolling minstrels, consisting usually of a singer playing a lute or hand harp accompanied by a flutist who also carries a hand drum and occasionally joins in on a chorus, provide another source of color. The Gate has few formal festivals. The largest is the Breaking, commemorating the last passage of ice from the harbor every spring. The Gate does, however, have a custom of holding quiet street chatter sessions known as cobble parties in particular spots. They are named after the cobblestones that surface most of the streets. These parties are always marked by the use of rose-red torches -- which can be bought in several city shops, notably Felogyr's Fireworks (run by Felogyr Sonshal) on Bindle Street -- set in wall brackets along the street where the party is held. Baldurians frown on the drunken and debauched. These open-air fests tend to be tale-telling sessions, marked by a clutter of barrels, crates, and stools dragged into the street for folk to sit on while they talk.

Those wishing to overindulge in drink and in the company of the opposite sex are directed to the Undercellar, a little-known, damp, dark warren of linked cellars entered just off the Wide, with exits to 10 alleyways or more, and to the Low Lantern, a ship that cruises the harbor at night while festivities are going on both above and below decks. Daring citizens like to celebrate their marriage nights in the rigging of this vessel while perched precariously aloft or hanging over the night-dark waves from various ropes and sail booms. I haven't rated the Undercellar or the Lantern because I haven't tried them. The Undercellar is said to be reasonably priced but rather squalid and shady. Many folk like to go masked when enjoying themselves there. The Lantern is said to be noisy, fun, and expensive, with drinks dearer than in some of Waterdeep's haughtiest establishments.

Baldur's Gate is otherwise a pleasant but unremarkable city to stroll about in. Cats are everywhere -- raised to keep down the shipborne vermin -- but there's nary a dog to be seen. Livestock and mounts are kept outside the city in order to ensure maximum cleanliness. [Source: Volo's Guide to the Sword Coast, 8-13]
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Maecius
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Re: Baldur's Gate

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BALDUR'S GATE
Independent City
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The Baldur's Gate coat of arms

Who Rules: The Council of Four (elected for life or until resignation by the populace). All council members take the title of grand duke or duchess.

The present grand dukes are Entar Silvershield (LN human male), Liia Jannath (CG human female), the adventurer known only as Belt (CN human male), and Eltan (LN human male: cf. the Flaming Fist mercenary company, which he commands).

Who Really Rules: The Council, backed by the Flaming Fist (who serve as unofficial secret police/enforcers).

The current Dukes are part of the Lords' Alliance (with Waterdeep, Silverymoon, and other cities).

Population: Varies from 86,000 in the slow season to 115,000 at the height of summer (including a large transient merchant and seafaring population of all races except full orcs, illithids, and drow).

Major Products: Fish, trade-coinage (25-gp-value merchant trade bars, used throughout the Sword Coast and the Shining Sea), lamp oil (rendered from fish and whales), dyes (from mollusks).

Armed Forces: The patrol, 60 warriors strong (52 Watchmen; 7 Captains; 1 Warden: Bellarpar Windspur, LG human male), and a navy of seven ships (crews 40+ each, all classes).

The standing army of Baldur's Gate is the Flaming Fist Mercenary Company, one of the largest and most effective mercenary organizations of the heartlands. It numbers 1,700 soldiers under the generalship of Eltan. While units of the Flaming Fist will be found in scattered wars throughout the Realms, at least half the manpower of the Fist will be at home (at Baldur'’s Gate).

Notable Mages:
- Brielbara (CG human female), daughter of Briel: Devises many new spells.
- Gondal (LN human male), a studious individual, slain and replaced by an Ogre Mage.
- Lanthalim (NG human male), holds grudges.

Notable Churches:
- The High House of Wonders, temple complex to Gond (High Artificer Thalamond Albaier, N human male; 21 priests, 397 followers).
- The Lady's Hall, temple of Tymora; High Priest of the Lady'’s Favor Chanthalas Ulbright (CG human male); 24 priests, 69 followers.
- The Water-Queen's House, temple of Umberlee; Storm-Priestess Jalantha Mistmyr (NE human female); 8 priestesses, 16 followers.
- Shrines to Helm, Ilmater, Lathander, Oghma, and Waukeen.

Notable Rogues'’ and Thieves'’ Guilds:
- The Guild of thieves, assassins, smugglers, and fences (Guildmaster: Alatos Ravenscar Thuibuld, NE human male; current active membership: 560+). The Guild ruthlessly crushes rivals seeking to do business in the city, and possesses a large collection of magical items, such as a wand of displacement.

Equipment Shops: Full.

Adventurers' Quarters: In rough order of preference:
- The Splurging Sturgeon inn (rowdy and threadbare, but good/cheap);
- Three Old Kegs inn (excellent/moderate);
- The Blade and Stars inn (good/moderate);
- and the Blushing Mermaid inn and tavern (very rough and noisy, the scene of much shady dealing: fair/moderate).
- The Gate has better inns and rooming houses, but adventurers (except single sailors not given to rowdiness) are not welcomed in such establishments.

Important Characters:
- Dabron Sashenstar, the famous explorer and discoverer of Sossal (CG human male). [NOTE: Sossal is not discovered until 1357 -- Dabron Sashentar is an explorer, but no one in Baldur's Gate knows anything about Sossal]
- Haspur (CN human male); a somewhat deranged seer or trance-prophet.
- Jhasso (CN human male); former owner of the fast-haul firm "Jhasso's Wagons," and a founding partner of the Seven Suns Trading Coster, whose regional base he runs here.
- Krammoch Arkhstaff (NE human male), Sage: monsters -- local expert on basilisks.
- Ragefast (NG human male), Sage: magic, history, genealogy.
- Ramazith Flamesinger (CG human male), Sage: marine botany and zoology, in particular ixitxachitl and other intelligent sea life.
- The Merchants' League, a brotherhood of merchants dedicated to exploration, mutual aid, and honest dealing, is based in the city. Prominent members include Irlentree (LN human male, a very rich merchant and fleet owner); Zorl Miyar (LN human male, caravan owner and wagon-maker); and Aldeth Sashenstar (LN human male, uncle of the famous Dabron and head of the wealthy Sashenstar merchant family, known for its fleet, mining concerns, and textile wealth).
- The Knights of the Shield, a secretive group of nobility and merchants, aims unknown, are active in this important free port. Baldurian Knights include the silk-and-spice merchant Kestor (NE human male) and the adventurer Tuth (NE human male).
- The Knights of the Unicorn, a romantic, whimsical group of high-born adventurers who worship Lurue, the Unicorn, can also be found in Baldur's Gate, although they are more common across the Sword Coast North. Lurue is a beast cult deity, the CG queen of talking beasts and intelligent creatures, also known as Silverymoon after the city she is most connected with. Her followers are dedicated to helping the needy, underdogs, and dreamers, and rescuing all who need aid. Seven known knights reside in the city, including Javalar Roaringhorn (CG human male), Balanta Whiteshield (CG human female), and Jolboss "Stoutguts" Twylar (CG human male, of impressive girth and pompous manner).

Important Features in Town: The temple of Gond buys the rights to many inventions. Enterprising merchants have settled in the city to better exploit such innovations (upon payment of licensing fees to the temple).

Worshipers of Gond and the curious (who pay a small admission fee) can see many wonders of artifice in the temple's Hall of Wonders. Currently on display are a mechanical scribe (handset-type printing press), a steam dragon (crude steam engine), a pump of gond (bicycle-like man-powered pump for farm irrigation and filling bilges and reservoirs), a system of self-filling oil lamps (fed from a central oil tank), and other wonders. The temple sells specimens of all displayed devices, at very stiff prices.

Baldur's Gate is one of the largest, busiest harbors on the western coasts of Faerûn. Its independent status and tolerant nature make it home to more independent sea-captains than any other port, and result in its handling a wider variety of cargoes than anywhere else but Calimport and Waterdeep.

Many pirates regularly tie up in The Gate to fence their latest prizes (and sometimes find former owners waiting, with ready swords or coins, to regain the lost property).

Visitors often remark on the harbors sheer size and crowding, and the massive cranes, scoops, and cargo carts (which run along the docks on rails of steel!) that can make loading or unloading here a swift, if expensive, process. The dock equipment is run by the Harborhands' Guild, but was devised and built by the priests of Gond, who receive a 1-copper fee for every usage of a cart or crane. (Elminster mutters darkly that "divine inspiration" in this case came from merely looking at a harbor or two on a certain other world. This may well be true.)

Local Lore: Like Waterdeep and far-off Suzail, the Gate is tolerant and quietly well-policed. As a result, it is one of the most popular ports-of-call in the seafaring Realms, and home to many eccentrics, adventurers, and freewheeling entrepreneurs.

The city is named for the legendary seafaring explorer Balduran, who long ago sailed past Evermeet in search of the rich, fabled isles of Anchorome (pronounced "Ang-kor-OH-may"). Balduran returned with tales of strange, vast lands across the seas. He also brought back much wealth, and scattered it about his sparsely-settled home harbor, commanding that some of it be spent on a wall to protect the harbor from orc and barbarian raids (still an annual problem in the area, in those long-ago days). Then he set sail again for the wondrous lands he had found.

Balduran never returned. Some say he sails still, finding new lands in the endless reaches of the far sea, or even that he sailed off the world and fares now among the stars! Others whisper that he met with misfortune and perished in the deeps, while still others believe he lived to a ripe old age in his new-found home.

Whatever Balduran's true fate, his money was spent on a splendid city wall. Within its protection, building went on at a great pace, soon growing out past the wall. The wall was built by several farmers, who put it around their own holdings, excluding the actual harbor from its protection. This allowed them to tax all carts coming up from the docks to the protection of the walled city. The colleagues of Balduran, sea-captains to whom the harbor was home (an ideal place for beaching and repairing ships, without local fees or crowding), angrily insisted that the gate by which southern trade and the harbor traffic entered the city was "Baldur'’s Gate," and refused to pay for entering by it.

The strife ended in the overthrow of the enriched farmers and the seizure of the city (which came to be called Baldur's Gate) by the sea-captains. The four oldest captains, their days at sea drawing to a close, turned over their ships to younger sailors, who in turn supported their installation as rulers of the fledgling city.

The four called themselves Dukes as a joke, but the titles proved useful when dealing with other rulers, and were later glorified by the appellation "grand."

Retired grand dukes live in honor, supported by the city and welcome at all feasts and temple functions (unless dismissed in disgrace and banished). [Source: Forgotten Realms Adventures, 76-77]
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Re: Baldur's Gate

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THE FLAMING FIST
A Mercenary Company

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A member of the Flaming Fist engages a member of the Golden Legion

One of the most powerful mercenary companies currently active, the Flaming Fist is usually based in Baldur'’s Gate, where its commander Eltan, is a Duke. The Fists have a good record of achievements, particularly when operating against other mercenary companies.

The Flaming Fist is the most powerful, most magical, and most expensive fighting force in the Realms, and is the result of decades of work and effort, both in training and in accumulating magical items for use on the battlefield. The Fist normally hires out at a base rate of 10,000 g.p. Per Day plus its share of the plunder, but will pay its own transportation costs and agree not to begin charging their rates until directly entering the employer's service.

The Fist consists of:
- 1,000 soldiers in chain mail, with shields
- 500 soldiers in banded armor, with shields
- 200 soldiers in plate armor, with shields; 46 of whom have rings of spell turning
- 25 rogues
- 10 assassins
- 10 monks (who worship Helm)
- 200 clerics of Tempus, Tymora, and Helm
- 5 wizards
- 20 rangers (who serve as scouts)
- 10 leaders and aides (see below)

All men in the Company are mounted on heavy horses, and each has a spare horse, tethered behind the first when on the trail (total: 4,000 horses). In addition, there are 3,150 pack mules for the carrying of equipment and plunder, and 14 of the soldiers ride as drovers to keep them together, armed with whips (the mules are bridled in long lines, or files). The Company also has nine wagons, drawn by teams of eight draft horses each (four spare horses are bridled to the rear of each of the wagons). The wagons carry food, and even more importantly, drink, medical supplies (including many curative spell scrolls) and siege equipment. All wagons have roofs that are platforms with sidewalls for use by archers, and the wagon walls are armored and trimmed with dragonhide to resist fire. One of the wagons is a council wagon, furnished with a table (which can double as an operating table), a hole in the floor for a fire (which is built in a sand bucket), rugs, etc. It serves as a temple for the clerics of the Company when not otherwise in use. The device of the Company, flown on its banners and depicted on its tents and wagons, is the Flaming Fist. In battle, warriors of the Company wear white tabards blazoned with this device.

ELTAN (EL-TAN)
Baldur's Gate/Flaming Fist
LN, Tempus
Human Male

The leader and founder of the Flaming Fist, Eltan is a tactical genius who loves to fight. He is respected among the rulers of the Forgotten Realms because he is a man of principles and of his word, and because as a ruler himself, Eltan is seen as knowing and sympathizing with a ruler's concerns and troubles. Eltan sees a continual balance of power amongst many small kingdoms to be a Good and Proper Thing, and so hires out his company so as to prevent any large empire-forming. He is friendly with the other mercenary generals based nearby, but often battles them (never let emotions interfere with business, he believes).

Eltan is a tall, handsome man with gray eyes and jet-black hair, who disdains to use a shield. His breastplate is polished mirror-bright so that his men can distinguish him easily on the field, as well as for the splendid effect. Among his many weapons and magical items, one of the most important is a neutral, telepathic short sword named Roan, his longtime friend. Roan can detect magic, detect invisible, detect illusion, and detect traps, once each per day, and will automatically return” to Eltan if it leaves him and he is conscious to so will it (maximum range 9 feet), if necessary dragging anyone holding it along with it (a combined strength total of 30 will stop it). A bracelet on Eltan's left wrist allows Eltan to communicate telepathically with Scar and Moruene.

Eltan is a careful and very rich man who has tried to prepare for every eventuality. Eltan is often the target of assassination attempts, because his Company's targets believe that the Flaming Fist would fall apart without him.

SCAR
Baldur's Gate, Flaming Fist
LN, Helm
Human Male

Eltan's right-hand man and faithful friend, Scar is a bald giant with a scarred cheek (hence his name) who swings a scimitar and has a belt of six throwing axes. He wears bracers of defense and a throat gorget, with leather breeches, but otherwise disdains armor. Scar has a telepathic bracelet on his left wrist, allowing communication with Eltan and Moruene, which is clamped to a bronze wristlet that also supports a sheathed dagger. He, too, is a military genius, and at his belt carries two stainless steel vials; a potion of flying and a potion of speed. Scar often makes manic leaps or charges in battle to break masses of men defending in a strong position. He talks little, and is impossible to intimidate or frighten. Scar's real name is Hurbold Duethkatha (HER-bold Dooth-KATH-ah); a secret to all save his surviving youthful acquaintances in Waterdeep, Eltan, and Moruene.

MORUENE (More-yoo-EEN)
Baldur's Gate, Flaming Fist
LN, Azuth
Human Female

Moruene is Eltan's lifelong friend, continual comrade, and occasional lover. She wears black robes (cut so that she can ride and fight unhampered), a greenstone amulet, bracers of defense, a helm, a ring of flight (which allows the wearer to fly as in the spell, as though cast by 10th-level magic user, thrice in any 24 hour period of time), two ivory scroll tubes at her belt containing one limited wish scroll and one teleport scroll, a dagger +2 at the back of her neck, on a throatband sheath, a rod of cancellation (only four charges left) at her belt, and a captured wand of viscid globs of 14 charges. Moruene also wears a bracelet which allows her to communicate telepathically with Eltan and Scar. One of her earrings is a 9d6 Fireball from a necklace of missiles, and the other is a polymorphed black pudding, which she will toss and follow with a dispel magic if in peril.

Moruene wears a belt of iron plates, into which is locked a portable hole, which contains her working set of spell books. The other set will be found in her friendly mimic (7 HD, 41 hp) storage chest, along with her Pegasus steed. Moruene is currently looking for an apprentice. Also in her portable hole is a spare teleport scroll; she will use this to escape (with Eltan and Scar, if possible) if necessary, to a cave retreat, walled in, inside the Nether Mountains, a retreat which includes her treasures: 40,212 gp; a spiritwrack scroll with Demogorgon's true name, should he ever appear; Eltan's money (160,000 gp, in various currencies); a jug of alchemy and 2 week's dry rations (for 2 people), a prismatic sphere scroll, a protection from devils scroll, and a ring of spell storing containing one cure blindness, one cure disease, one dispel magic, and two cure critical wounds clerical spells.

The senior officers of the Flaming Fist serve as section commanders in battle, bodyguards in negotiating situations, and if Eltan and Moruene stand together in battle, often form a protective hedgehog or wedge around them (Scar prefers not to be guarded; it gets in his way). All are devoted to Eltan and Moruene, and will fight to the death for them. They habitually wear their visors down so as to better intimidate. These seven are:

- Beluarion (LN)
- Kulurauk (CN)
- Bellan (LN)
- Nenon (NG)
- Koruelve (CN)
- Desedrak (LN)
- Yulimtul (LN)
- Sir Justin Crownsilver (LN)

Again, it must be stressed that this mercenary company is far more powerful than most; everyone else save a Horde raised by combining several mercenary companies is going to be less powerful than this, and carry a lot less magical loot; all of the Fist's senior officers listed above are the equivalent of most of the other mercenary company leaders.

[Source: DM's Sourcebook of the Realms, 34-35]
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Re: Baldur's Gate

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NPCs of Baldur's Gate


Grand Duke Eltan


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Art by Nyssis

Eltan is a tall, handsome man with gray eyes and sandy blonde hair, who disdains to use a shield. He is known to frequently lead his men in the field and his armour is polished mirror-bright so that he can be easily distinguished by those under his command, as well as for the splendid effect. He wears a bracelet on this left hand and a sword at his side at nearly all times. Eltan is tough, disciplined, a tactical genius, and loves to fight. Even his councils of state are more like war councils. His recent victories in during the war against Dragonspear have cemented his reputation as a commander.

Eltan is a careful and very rich man who has tried to prepare for every eventuality, both in his private life and as Duke. He is known to be a man of principles and of his word who knows and sympathizes with a ruler's concerns and troubles. Eltan sees a continual balance of power amongst many small kingdoms to be a Good and Proper Thing, and so hires out his company so as to prevent any large empire-forming. He believes that one should never let emotions interfere with business.

This pragmatism extends to his time as a Duke, and in the history of Baldur's Gate he has made peace with more than one of the city's enemies, whatever his personal distaste. He is a strong believer in Baldur's Gate's sovereignty and in his duty to see to the safety of the city.

Eltan has often been the target of assassination attempts, because his Company's targets believe that the Flaming Fist would fall apart without him.


Grand Duke Belt


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Art by LazyTrain

Bombastic and likeable from the first, Belt is a man who must sometimes be reminded that he is a retired adventurer, not an actual adventurer. An unsubtle counterpoint to the slim elegance of Entar, to the magical grace of Liia, and the poised self-control of Eltan, Duke Belt cuts an impressive figure in his own right. A formidable warrior, Belt sometimes chafes at the strictures of court life, and enjoys upsetting the fawning courtiers from time to time with his outbursts and his calculating potential imbibing from an ever ready hipflask.

Grand Duke belt brings a sense of whimsy and impulse that prevents the Dukes from becoming staid and stagnant. A former adventurer himself, Belt holds a soft space in his heart for adventurers, and openly states he considers them potential problem solvers. He was elected on the platform of being a man of the people, standing up for their rights, and is more open to approach than most. He has a tendency to show up, unannounced, to talk with those who might be an aid to the city. Belt is also infamously known for keeping eccentric company, counting the odd gnome Lord Dippledop as a close friend and adviser and the mysterious Mag of Soubar as an old rumoured romantic fling.

For some reason sewer maintenance comes under Belt's broad purview, something that he delegates with aplomb.

Belt is a handsome, if ageing man in his early fifties, although he is fit as a fiddle nonetheless.



Grand Duke Liia Jannath

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Art by wangxiuming


Grand Duke Liia Jannath mparts a sense of the regal to any setting. A woman of refined and proper beauty even in her mid-forties, she is traditionally seen as remote and mysterious, an unknown quantity to most at court. This is changing somewhat in recent years, and her gentle, yet resolute, opposition to treaties with Amn, Thay and the Zhentarim is becoming increasingly apparent.

Duke Liia is known to be a powerful wizard. This is reflected in her intelligence, and she is often the first to see an angle in negotiation, though more rarely the first to speak, rather waiting for the right moment to ask a perceptive or pertinent question. While having the least imposing presence of the four Dukes, Liia's straight posture and reserved elegance help her balance the boisterous Belt, although it can give the aspect of arrogance until she decides to show warmth. She is, however, an impeccable hostess. She often serves as a gentle touch of restraint on his excesses.

Grand Duke Liia's social circle includes a number of courtiers and nobles, and she is a patron of the arts. Her social gatherings are the height of Baldurian Society. Despite this flare for the high life, Duke Liia is known to have a positive relationship with the Ilmatari in the city, and is much liked for he decision to walk the streets alongside the adorned during the height of the 1351 plague to deliver healing supplies to those who needed it most.



Grand Duke Entar Silvershield

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Art by AsuraKing


Known widely as 'the richest man in Baldur's Gate', Duke Entar Silvershield has a financial genius to match his compatriot Eltan's battlefield prowess. Entar generally commands the respect (albeit often begrudging) of the local merchants and nobility, and his ability to keep the trade guilds in line is the stuff of legends. As the Richest Man in Baldur's Gate, Duke Entar works tirelessly to keep wealth flowing throughout the city, and has a surprisingly compassionate streak - though that is seen less and less some days, as the weight of his office bears down on him. His wife Brilla, a Lathanderite and a love match, keep him from becoming too strict.

Entar Silvershield keeps himself trim and fit, always in the newest court fashions... so long as they are sensible. Though far from a clothes-horse, he understands that a ruler and a noble must project an appearance of success. Many of the young-blood and would-be noble duelists enjoy aping the Duke's latest garb, and continue to keep alive the stories and rumours that place Entar as a swordsman second only to Duke Eltan... if that.

Of late, Grand Duke Entar's willingness to forge trade deals with the Red Wizards of Thay and the Zhentarim has him occasionally referred to as "Duke Zhentar" behind his back, and it is rumoured to have strained his relationship with his wife. For his part, the duke asserts that he is doing what he needs to to ensure peace and prosperity for the city.
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