Descent into Avernus

(Nancy Kaufman) #1

SAILOR


Baldur's Gate was founded by sailors, and its harbor


is still the city's beating heart. Several patriars are


descended from captains of yore, the commerce of the
Lower City is built on the port, and even the Outer City's


rhythms are dominated by the ebb and flow of river


trade. Because sailors are as fundamental and ubiqui-


tous to Baidu r's Gate as the cobbles on its streets, char-


acters with this background are common.


BALDUR'S GATE FEATURE: SMUGGLER'S SENSE
You're familiar with the docks of Baidu r's Gate, the
movement of inspectors and tax collectors, the way
cargo and coin flows. As a result, it's easy for you to hus-

tle a load of cargo ashore or see such a cargo onto a co-


operative ship without attracting suspicion or taxation.


You also know the movements of the Gray Wavers-the

Flaming Fist harbor guards- and have a sense of how to


operate the city's mechanized cranes.

SOLDIER


Mercenaries, private guards, Watch soldiers, and mem-


bers of the Flaming Fist number among just a few of the


many soldiers on the streets of Baidu r's Gate.


BALDUR'S GATE FEATURE: CITY GUARD


You may choose to currently serve in either the Flaming
Fist or the Watch. If you do, you have responsibilities

related to your post. For as long as you perform these


responsibilities, you gain benefits. If you stop perform-
ing your responsibilities, though, you lose access to the
benefits and might suffer further fallout. Should you

lose these benefits, you may regain them by having an


unpleasant conversation with your commanding officer
and fulfilling your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once
ever y ten days, you must report to the Seatower of
Balduran for training, and you're required to take a reg-

ular shift patrolling either the Lower City or the Outer


City. In return, you have access to the F laming Fist's


fortresses and a direct line of communication with

Flaming Fist officers and other soldiers. You can also


pass through the city's gates without question-although


you can't bring guests into the Upper City as a member


of the Watch might. Additionally, you're always welcome

at the Three Old Kegs, where the Three Old Toads are


glad to greet you with a smile and a mug of ale.
Th e Watch. If you serve in the Watch, you're required

to conduct a regular patrol in the Upper City or take a


regular shift at its gates, and must report for training


in the Watch Citadel once every te n days. In return, you

have access to the Citadel and a direct line of commu-


nication with Watch officers and officials. Your word

carries considerable weight in the High Hall, and most


establishments in the Citadel Streets neighborhood are


happy to give you and your friends free meals. Addition-


ally, you can escort people into the Upper City without


question, regardless of whether they a re patriars or have
Watch tokens. Outside the Upper City, however, most
people regard you with suspicion, and you generally get
a chilly reception while in uniform.

BALDUR'S GATE FEATURE: LOYALTY 'TEST
You've had enough dealings with crooked soldiers that

you can spot the behaviors common to corrupt guards


and military officers a mile away. While awareness of


such corruption doesn't equate to evidence of it, and


your sense certainly isn't foolproof, your instinct proves


a useful starting point when determining who might


take a bribe, who might turn a blind eye to a crime, or

who might have criminal connections. You can also use


this sense to get a feeling about who might fulfill their


duties strictly by the book.

URCHIN


Bands of orphans and runaways band together in the


Outer City, running after passersby in ragged throngs to

plead for scraps. In the Lower City, urchins are often re-


cruited into the lowest echelons of the Guild or pressed


into dirty and dangerous work by unscrupulous masters.

BALDUR's GATE FEATURE:
GATEGUIDE CONNECTION
Even though you might not be a member of the Gate-
guides crew. you've associated with enough of them

that you know their torch-based code. From the light-


ing, placement. and type of torch arranged on or near


a structure, you can gather a great deal of information


about those who live or do business there, particularly


if they deal fairly with strangers, have Guild or govern-


ment connections, or have either helped or denied the


Gateguides in the past.

BAL.DUR'S CATE GAZETTEER
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