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BALDUR'S G ATE
CHARACTER BACKGROUNDS
This section presents new backgrounds suitable for cre-
ating characters from Baldur's Gate, along with notes on
adapting characters who have backgrounds drawn from
the Player's Handbook.
This material is meant to be a tool for you, the DM.
Once players have decided on their characters' back-
grounds, review the material here. Some backgrounds
have at least one new variant feature that ties the
background to a group in Baldur's Gate, provided to
give characters an additional connection to the city.
Characters may choose to replace the standard feature
of their background with one of these variant features.
Each background also includes a bonus feature that
marks a character as a native of Baidu r's Gate who's fa-
miliar with the city-both its streets and its scars. These
additional features are referred to as "Baldur's Gate
features." While a character's background features are
broadly useful, the effects of a Baldur's Gate feature can
be used only while the character is in Baldur's Gate-
though, at the DM's discretion, they might have applica-
ble effects in situations similar to those in Baidu r's Gate.
These location-based features do not replace other fea-
tures; a character gains them merely for being familiar
with Baldur's Gate. If a background presents multiple
Baldur's Gate features, you gain all the features associ-
ated with that background, or as many of them as you
wish to take.
The "Dark Secrets" section (page 208) presents a
crime or sin that might force a party together or underlie
their deeds. Once players have sorted out tl1eir individ-
ual backgrounds, give them the opportunity to choose a
dark secret. This secret might have exciting or ominous
ramifications as the party's adventures unfold.
ACOLYTE
It's said that every faith in the world has a believer in
Baldur's Gate. Not only are most established faiths toler-
ated- even if some of them, including most of the openly
evil faiths, are relegated to the Outer City's Twin Songs
neighborhood- but new ones arrive constantly, carried
by travelers and proselytizers from far-flung lands. A
character with this background might aspire to greater
things, not for themselves, but for their faith.
BALDUR'S GATE FEATURE:
RELIGIOUS COMMUNITY
You're tightly connected with the religious community
ofBaldur's Gate. You know if a deity has a following in
the city and any places that faith openly congregates and
the neighbor hoods those faithful typically inhabit. While
this isn't remarkable for most of the city's larger faiths,
keeping track of the hundreds of religions newcomers
bring with them is no mean feat.
CHARLATAN
Everybody's always trying to get a leg up on somebody
in Baldur's Gate. One group's con artist might be anoth-
e r's revolutionary. Or maybe you're just in it for yourself.
BALDUR'S GATE GAZETTEER
In any case, characters with this background have a
plan to hit the big time; all they need is audacity and a
little time.
BALDUR'S GATE FEATURE: LONG-LOST HErR
You're well-versed in the mannerisms and idiosyncra-
sies of Baldurian patriars and other nobles, imitating
them smoothly enough to convince even the snootiest
family heads of your authenticity. You're skilled at
posing as the long-lost heir to some imaginary or extin-
guished patriar lineage.
Because of your skill in passing yourself off as a
patriar, you have a Watch token that allows you alone
into the Upper City ofBaldur's Gate. You might be
able to bluff others through with you, or even convince
members of the Watch that you're a patriar. However,
any true test of your authenticity is likely to reveal your
deception.
CRIMINAL
---
No career criminal in Baldur's Gate operates without
being aware of the Guild. Some studiously keep a low
profile, carrying just the occasional smuggled load in
with legitimate merchandise, or only breaking knees
when it can plausibly be claimed as an act of personal
revenge. Others join up with crews for protection, or
with the Guild itself. A few former Guild members have
been cast out of the organization due to incompetence or
after offending a more powerful member, and now shuf-
fle for scraps to survive.
BALDUR's GATE FEATURE:
CRIMINAL CONNECTIONS
In Baldur's Gate, crime is just another business. As a
result, you can arrange a meeting with a low-ranking
operative of nearly any business, patriar family, crew,
government institution, or-certainly-the Guild. This
operative will hear you out and, at their discretion, take
your information or request up their chain of command.
These meetings almost always occur in shady venues.
CRIMINAL ORIGINS
Criminals are pervasive in Baldur's Gate. If you wish,
you may roll on the Criminal Origins table for an event
that began your life of crime.
ENTERTAINER
From the Oasis Theater's spectacular singers and acro-
bats to the pantomimes and shadow puppeteers of the
Wide, Baidu r's Gate hosts a colorful array of perform-
ers. Good acts can always find ready audiences, and the
constant flow of travelers means that both new specta-
tors and new spectacles are always passing through.
BALDUR'S GATE FEATURE: BACKSTAGE PASS
You've learned that most of the real business of enter-
tainment (or any other venture) happens behind the
scenes. It's easy for you to case what sorts of audiences
attend what venue-like how toughs gather at the
Blushing Mermaid or how brash patriars congregate at
the Helm and Cloak. After a successful performance,
you may meet an enthusiastic member of the crowd-