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One of the neighborhood's more outspoken critics of
the Gate's government. Pernilla "Prole" Cabrenock, a
chaotic neutral female rock gnome bandit captain, has
teamed up with an oddball inventor and arcanist named
Ardryn Deagle, a chaotic good male rock gnome mage.
Rumors spread by Prole herself s uggest that they've
almost completed a magical invention that will "finally
strip away the bonds of capital and free the people
to flourish," but security around the project has been
unusually tight, keeping even many members of the
commune in the dark. While most people assume this is
merely some strange new critique of the city's patriars,
both the Guild and the Flaming Fist would dearly love
to infiltrate the revolutionaries' project and make sure it
doesn't pose a threat to the status quo.
WYRM^1 S CROSSING
This neighborhood is actually two enormous bridges,
each spannfog half the Chionthar River and meeting at
Wyrm's Rock, a tall, rocky isle t in the center. While the
Flaming Fist maintains a fortress on the island to tax
travelers along the Coast Way and control city access in
times of trouble, the bridges themselves are fair game
for squatters. Ramshackle wooden tenements, taverns,
and shops crowd both sides of the arched stone spans,
leaning out over the narrow road between them. Even
more cling to the sides of the bridges, anchored to each
other or cantilevered over the water. The tendency of
these latter structures to occasionally drop into the
rushing river, pulling their neighbors down with them,
is not enough to deter residents who hope to be the first
to sell to travelers on their way into the city, or the last to
pick their pockets on the way out.
BA LOU R'S CATE GAZETTEER
Eve n among members of the Oute r City, residents of
Wyrm's Crossing have a reputation as rakes and riffraff,
and the neighborhood specializes in seedy dive bars and
gambling halls where belligerent drunks can be ejected
directly out over the river. At the same time. it also has
a l a rge and tight-knit strongheart halfling community.
whose low-ceilinged tenements and lighter weight are
pe rfect for the neighborhood's precarious architec-
tural s tyle.
While the Crossing is renowned for c heats and crim-
inals, the residents stick together, and a local crew
called the Crossers ensures that all predatory practices
are applied primarily to travelers, and never to fellow
bridge-dwellers. For those who cons is tently refuse
to play well with their neighbors, the ans wer is often
Sweetjen's Spices, a precarious bridge-s ide shop whose
halfling proprietor quietly sells some of the most potent
drugs and untraceable poisons in the city.
WYRM^1 S ROCK
This formidable fortress rises from the center of the
rive r on an algae-slick islet, its sheer walls nearly impos-
s ible to scale. Built by the Flaming Fist on a rock once
said to have housed a bronze dragon, the fortress is
the first checkpoint at which Baldur's Gate taxes north-
bound travelers. Anyone seeking to cross the river via
the fortress's two massive bridges must pay the 5 cp toll
and pass through the fortress via a long central tunnel
riddled with arrow slits and murder holes. Between
twenty-five and fifty Flaming Fist s oldie rs staff the
c heckpoint. which operates only during the day. After