Adventuring Company of the Twin Foxes
Table of Contents
Factions of Baldur’s Gate
The Council of Four
NPC’s of Baldur’s Gate
Twin Foxes Adventuring Company
Azuth’s Chariot, a Halruuan Skyship
Skyships of the Realms
1479 Dale Reckoning, The Year of the Ageless One
Near the end of the 15th century of the Dale Reckoning, the city of Baldur’s Gate became the focus of an adventuring company that changed the fate of the Realms…
The History of the City
Baldur’s Gate is a rich metropolis and city-state on the Sword Coast and Western Heartlands, on the north bank of the river Chionthar about twenty miles (32 km) east from its mouth on the Sea of Swords. It is located to the south of the great city-state of Waterdeep and to the north of the country of Amn, and is located along the well-traveled Coast Way road. Baldur’s Gate is the closest coastal trade city connecting the Inner-Sea kingdoms of Cormyr and Sembia to the Sword Coast. A person from Baldur’s Gate is known as a Baldurian.
This wealthy port metropolis, whose population, according to many accounts, has nearly tripled, and rivals the merchant base of Waterdeep, is an important merchant city on the Sword Coast. To the kingdoms of Cormyr and Sembia, Baldur’s Gate is the link to the western Realms, and its harbor is a link to the rest of Faerun. Its strong watch and the presence of the powerful Flaming Fists Mercenary Company keeps the city generally peaceful and safe.
The Politics of the City
Baldur’s Gate is a city of merchant princes, mercenaries and adventuring companies—a simmering stewpot of social and political tensions where even the smallest spark of unrest threatens to turn the city against itself. Walls cut Baldur’s Gate into three cities: The rich live atop the bluffs protected from the bourgeoisie clinging to the slopes by barriers that literally prevent the middle class from rising above their stations, and beyond the protection of the city’s walls its many outcasts live with no law but the daggers of thieves.
In this powder keg, factions vie for control and power, double-crossing each other. In the midst of this an old threat flickers to new life. The plots of the Cult of the Dragon, now allied and financed by the monopoly of the Iron Throne, have finally come to fruition…
Over a century of time has passed, and the adventuring company has been transported by the ancient time-magics of Netheril to the present age, an age that heralds the return of old gods, one destroyed during the Godswar, another, the goddess of all evil dragons, now a prisoner in Hell seeking to escape into the Realms…
As of 1479, (Year of the Ageless One in the Dale Reckoning) Baldur’s Gate has become the economic rival to Waterdeep, and one of Faerûn’s most powerful and important merchant city states. It maintains a strong alliance with the Lords Alliance, and is one of the major cities opposing the new Cult of the Dragon in their quest to bring their goddess Tiamat into the Realms. Recently, Baldur’s Gate saw the return of Bhaal, ancient god of Assassins.
The Council of Four
The current Grand Dukes are uninterested in involving Baldur’s Gate in the affairs of others. For the most part, the city is respected as a neutral power in relation to the other states of the Sword Coast and the Western Heartlands, a reputation it earned in part through its open door policy towards refugees during the fallout of the Godswar (aka the Time of Troubles) almost 200 years ago. However, some political factions, such as the Iron Throne, desire a return to a militaristic expansionist agenda (and some Patriar families would benefit from the military industrial complex). Perhaps more importantly, Baldur’s Gate, while undoubtedly a rich prize, is so well-defended by its massive walls, military innovations through the Church of Gond, and well-trained Flaming Fists mercenaries, that few would ever seriously consider invading, and much less successfully occupying the city.
Over the past decade the only major threats to Baldur’s Gate are the machinations of the reformed Cult of the Dragon, led by a charismatic Red Wizard renegade, and the stifling grip of the Iron Throne, which continues to monopolize the iron and weapons trade. Another, more internal threat to Baldur’s Gate is the recent return of the god of Murder, Bhaal, who made his Bhaalspawn his instruments of reincarnation. Murders are at an all time high in the city of Balduran, and some whisper that the return of Bhaal heralds a new age among the gods of Faerun.