While Danthelon may never have been a real adven-
turer, he loves associating with them, and constantly
keeps his ears open for rumors and opportunities,
which he happily passes along to paying customers. At
the moment, he's obsessed with reports of a group of
smugglers who recently went missing in the Riverveins
tunnels along with a chest full of valuable magic potions,
and eagerly encourages his shoppers to investigate- and
then return to tell him the story.
GARYNMOR STABLES AND MENAGERIE
As horses and other beasts of burden aren't allowed
inside the city walls, the Outer City overflows with sta-
bles and hostlers, ranging from muddy pens to barns
nicer than most inns. Of these, the largest is Garynmor
Stables, which offers the unique benefit of operating lo-
cations in both Stonyeyes and Blackgate; those travelers
passing through have the option of leaving their beasts
on one side of the city and picking them up on the other,
after grooms have ferried th em around the outside of
the walls. The stables are also unusual in their willing-
ness to rent mounts to city residents in need of transpor-
tation, cutting down on the need of city dwellers to own
their own horses. Yet the true gem setting Garynmor
Stables apart is its menagerie.
A former world traveler, Ubis Garynmor (chaotic good
male human common e r) has long had a fascination
with exotic beasts, and having already developed the
infrastructure to take care of large numbers of ordinary
animals, he found it easy enough to expand the scope of
his establishment. His menagerie in Stonyeyes contains
a variety of rare creatures both mundane and magical,
from an aged cockatrice and two wing-clipped hippog-
riffs to an owlbear. Always on the lookout for new attrac-
tions, he happily pays adventurers for healthy specimens
of rare creatures, sometimes reselling the smaller and
less dangerous species. While the menagerie is popular
with city folk who pay a few coppers to view the crea-
tures, many neighbors fear that Ubis doesn't take secu-
rity seriously enough, and that his desire to coddle such
dangerous beasts could lead to them breaking free and
rampaging through the district.
HAMHOCKS SLAUGHTERHOUSE
This huge complex of pens, barns, and abattoirs is
the largest slaughterhouse and knackery in Baldur's
Gate. Located in the Stonyeyes neighborhood so as
to be convenient to the city's butchers, the facility has
a generally adversarial relationship with neighboring
establishments, as other herders and hostlers claim
the omnipresent smell of blood makes their animals
nervous. Yet it's the citizens themselves who should be
nervous, for the slaughterhouse recently came under
new management.
Seeking to spread fear and chaos, cultists of the Dead
Three have infiltrated the slaughterhouse and begun
murdering people across the city, leaving the victims
in an alley behind the Smilin' Boar in Bloomridge. To
further fan the flames, the cult slices the corpses across
the wrists and inflicts a heart-piercing wound, giving
rise to rumors that the murders are the result of a super-
naturally deadly serial killer.
Pasque Enrial, a black gauntlet of Bane (see page
232 for his stat block), is the cult's mastermind. He
engineered the death of the slaughterhouse's former
owner so that be could take over, figuring that constant
blood, offal, and animal screams would provide a suit-
able cover for the cult's murderous activities. Since
then, he's been slowly laying off existing workers and
replacing them with cultists loyal to the group's mis-
sion. Assisting him are Corian Khee, a death's head of
Bhaal (see page 233 for her stat block) who spends
days crushing livestock skulls with a massive hammer
and nights leading the cult's murderous field operations,
and Jaemus Exheltarion, a half-elf master of souls (see
page 234 for his stat block). Of the three, Jaemus is the
least convincing in his role as the slaughterhouse's new
accountant, as he greets customers with an eerie stare,
openly reads strange-looking tomes. and spends entirely
too much time in the cult's trophy locker, a cold-storage
facility where he's using pieces harvested from victims
and livestock to construct a ram-headed flesh golem.
LITTLE CALIMSHAN
Generations ago, a fleet of Calishite refugees fleeing
war in the south came sailing into Gray Harbor. Rather
than opening their doors to the foreigners, the people of
Baldur's Gate quickly hustled them out of the city, forc-
ing them out the Basilisk Gate in the middle of the night
and taxing them for the privilege. Desperate and weary,
the refugees finally found succor in a caravanserai run
by a fellow Calishite in the Outer City. There they used
what little wealth they'd been able to bring with them
to construct a new home- a traditional Calishite settle-
ment that would be precisely as friendly to Baldur's Gate
as the Baldurians had been to them.
Though much time has passed since that ignominious
beginning, tensions remain high between Little Calim-
shan and the rest of the city, particularly with regard to
those Baldurians living in the city proper. Unlike most
of the Outer City, where neighborhoods blend into each
other and no one can quite say where one ends and
another begins, Little Calimshan is sharply defined by
brick-and-plaster walls, 15 feet tall, 5 feet thick, and
topped with minarets in the classic Calishite style.
These walls don't simply surround the neighborhood, ei-
ther. Little Calimshan is built like a traditional Calishite
city in miniature, with its interior divided into multiple
drudachs (neighborhoods). Each drudach is walled
off and inhabited by a particular family or tribe, with
its own religious site, inn or tavern, marketplace, and
places of industry such as smithies, armories, tanner-
ies, or mills. While such an abundance of walls might
make Little Calimshan seem fractious and standoffish,
in fact the opposite is true: the thick wall walks act as
elevated streets, with locals able to look out over the lay-
out from above and easily pick a path to their intended
destination.
Second only to the Wide in the chaos and liveliness
of its markets, Little Calimshan opens its gates to out-
siders for just a few hours each day. Inside its warren
of bazaars, local merchants have a near-monopoly on
many southern imports, from silks and fine blades of
Calishite steel to tomes of rare magical lore, thanks
BALDU'R.'S GATE GAZETTEER
197