Baldurs Tor
Baldurs Tor oder einfach nur 'Das Tor' ist die zweitgrößte Metropole an der Schwertküste Fearuns und gleichzeitig auch die wohl zweitreichste und zweiteinflussreichste Stadt an der gesamten Westküste des Kontinents. (Nur Tiefwasser, ist der Stadt eine Nase weit vor raus) Auch wenn, oder gerade Weil Baldur's Tor stets versucht eine gewisse Neutralität aufrecht zu erhalten, ist die Stadt, somit auch die gesamte Adelsrepublik, Teil der Allianz der Lords, die die großen Städte der Westküste eint. Dank den 'Wächtern von Baldurs Tor' sowie den zahlreichen Söldnern die von den Lords der Stadt angeheuert wurden, blieb die Stadt lange vom Krieg und anderen Gefahren verschont.
Demografie
1% - Baldurischer Adel
20% Fernhändler (Nochmals aufgeteilt in Patrizier und 'gewöhnliche' Fernhändler)
70% Niedere Klassen (Vom Handwerker bis zum Dockarbeiter)
9% Rest (Alles was von der Stadt nicht wirklich als Klasse gezählt wird. - Vom Abenteurer bis zum Bettler)
Die Population ist größtenteils Menschlich, andere Rassen sind hier und da allerdings zu sehen. Zwerge gehören wohl mit zu den verbreitesten Nichtmenschen.
20% Fernhändler (Nochmals aufgeteilt in Patrizier und 'gewöhnliche' Fernhändler)
70% Niedere Klassen (Vom Handwerker bis zum Dockarbeiter)
9% Rest (Alles was von der Stadt nicht wirklich als Klasse gezählt wird. - Vom Abenteurer bis zum Bettler)
Die Population ist größtenteils Menschlich, andere Rassen sind hier und da allerdings zu sehen. Zwerge gehören wohl mit zu den verbreitesten Nichtmenschen.
Regierung
Baldurs Tor wurde bis ins Jahr 1479 vom Rat der vier Großherzöge regiert. Nach den Vorfällen um 1479 wurde allerdings ein Parlament eingerichtet, das den Rat kontrollieren und die Ratsmitglieder ernennen soll. Parlamentsmitglieder werden von der Adels und Patrizierklasse gewählt.
Industrie
The Upper City
The Upper City of Baldur's Gate radiated wealth and beauty, serving as home to the city's Patriar class. It had wide, well-lit streets and attractive buildings decorated with hanging plants. The amenity of the Upper City was only matched by its well-kept safety, largely thanks to the regular patrols maintained by the Watch.
The region consisted of four districts: Citadel Streets, Manorborn, the Temples District and the Wide.
Landmarks
High Hall: Palace of the Grand Dukes in which city business was conducted.
Watch Citadel: The barracks and training facility for the protectors of the Upper City.
Places of Worship
High House of Wonders: A temple of Gond that doubled as a workshop for its priests.
Hall of Wonders: This museum displayed a the relics of the Gondar faith, for all Baldurians to behold.
Residences
Silvershield Estate: The ancestral manse of the Silvershield nobles overshadowed the estates of the city's other wealthy families.
Taverns & Inns
Helm and Cloak: An expensive but well-rated feasting hall popular with both locals and travelers alike. Its upper floor was also rented out to the vast majority of the Knights of the Unicorn.
Purple Wyrm Inn and Tavern: A tavern much compared to the Elfsong, but it was more commonly used by merchants and those seeking adventure.
Three Old Kegs: Highly comfortable but only slightly expensive, the Three Old Kegs was perhaps the most highly rated establishment in Baldur's Gate.
Gates
Black Dragon Gate • Citadel Gate
Shops
Candlekeep Chandlery: High-end shop that sold cosmetics and soaps.
Lower City
The Lower City was the large, crescent-shaped portion of Baldur's Gate fully contained within the walls. It featured tightly-packed streets, lined with tall and slender buildings. even narrower alleyways that were always busy with the comings and goings of city life. Trade, commerce and work of all sorts dominated the sprawling Lower City.
It had six districts: Seatower, Bloomridge, the Steeps, Heapside, Eastway and Brampton.
Landmarks
Baldur's Mouth: This establishment disseminated official business, public declarations and other daily news through published broadsheets and town criers.
Gray Harbor: Baldur's Gate had a large and busy harbor that opened up into the River Chionthar. The harbor was closed after sunset, after which no ships could tie up. Latecomers had to wait out in the river until sunrise.
Seatower of Balduran: Defensive structure on an island in the harbor, which held the Hissing Stones Bathhouse.
Mercantile
Counting House: A moneylender on the docks along the waterfront specializing in the trade of coins, gems, and valuables.
Garmult's House of Mastery
Shops
Sorcerous Sundries: A shop near the eastern gate that stocked all sorts of arcane supplies, from spell components to magical items.
Places of Worship
Shrine of the Suffering: This plain and unadorned shrine of Ilmater catered to the city's poorest citizens.
Water Queen's House: The temple of Umberlee, found near the city docks, was the oldest house of worship in Baldur's Gate.
Taverns & Inns
Blade and Stars: A quiet inn known for its high-quality foodstuffs.
Blushing Mermaid: Located in the north-eastern section of Baldur's Gate, the Blushing Mermaid was an establishment known for its status as a hub of illicit business.
Elfsong Tavern: A tavern in the southeast near the eastern gate known best for its strange haunting, a ghostly elven voice of unidentified origin that could be heard singing quietly at night. The trademark song faded in 1374 DR, only to return in 1437 DR with regular administration.
Splurging Sturgeon: Located a bit south from the Blushing Mermaid, the Splurging Sturgeon was a small but well-known establishment.
Gates Sea Gate • Manor Gate • Gond Gate • Baldur's Gate • Heap Gate
Underground
Beneath the streets of the city was a sprawling, underground festhall known as the Undercellar. Dank cellars, twisting corridors and cramped tunnels composed its extensive network that stretched beneath nearly every corner of the Upper City region. Entrances into this secretive domain were numerous, but well-controlled, either by private, mercantile or criminal enterprises.
Even deeper underground, beyond the Undercellar, was a series of subterranean tunnels and caves. Within one of the vast caverns were the ruins of an old settlement that came to be known as the Undercity. By the 14th century only one structure remained amongst the decrepit foundations and undead-invested streets. This was an old temple of Bhaal that was once reclaimed by the Bhaalspawn Sarevok.
These tunnels extended further down, under the surface of Toril, going so far as to connect to the Underdark. One of these natural formations opened up into the Wizard Cave, an expanse that housed the tower of a wizard that went missing during the mid-15th century.
Outer City
The Outer City of Baldur's Gate was a sprawling, chaotic shantytown that grew outside of the city's walls. Day and night blended together throughout the lean-to's, stockyards and other shacks and lined the Outer City's muddy streets. While the animal-handlers, merchant-hawkers and other "outsiders" were taxed and technically "ruled" over by the Grand Dukes, city officials did little to truly govern the unregulated Outer City.
It had nine districts: Blackgate, located north from the Black Dragon Gate, Stonyeyes, Norchapel, Little Calimshan, Whitkeep, Sow's Foot, Twin Songs, Tumbledown, which extended south from the Cliffgate, and Rivington, south of Wyrm's Crossing.
Mercantile
The Calim Jewel Emporium
Shops
Garmult's House of Mastery
Hamhocks Slaughterhouse
Wyrm's Crossing
Wyrm's Crossing was the great double-bridge that spanned the River Chionthar, which extended north and south from the island-fortress of Wyrm's Rock. A myriad of different buildings were constructed on top of the crossing: from elaborate, several-story mercantile shops to small vendor stalls and even precariously-built businesses that hung off the side of the stone bridge, overlooking the waters of the Chionthar.
The bridge stood atop massive arches that allowed ample room for sea traffic to pass unhindered. It was wide enough to allow overland travelers to pass through its many buildings, along the road that led into Baldur's Gate proper.
Shops
Danthelon's Dancing Axe: a generic shop that sold used weapons, armor and other items
The region consisted of four districts: Citadel Streets, Manorborn, the Temples District and the Wide.
Landmarks
High Hall: Palace of the Grand Dukes in which city business was conducted.
Watch Citadel: The barracks and training facility for the protectors of the Upper City.
Places of Worship
High House of Wonders: A temple of Gond that doubled as a workshop for its priests.
Hall of Wonders: This museum displayed a the relics of the Gondar faith, for all Baldurians to behold.
Residences
Silvershield Estate: The ancestral manse of the Silvershield nobles overshadowed the estates of the city's other wealthy families.
Taverns & Inns
Helm and Cloak: An expensive but well-rated feasting hall popular with both locals and travelers alike. Its upper floor was also rented out to the vast majority of the Knights of the Unicorn.
Purple Wyrm Inn and Tavern: A tavern much compared to the Elfsong, but it was more commonly used by merchants and those seeking adventure.
Three Old Kegs: Highly comfortable but only slightly expensive, the Three Old Kegs was perhaps the most highly rated establishment in Baldur's Gate.
Gates
Black Dragon Gate • Citadel Gate
Shops
Candlekeep Chandlery: High-end shop that sold cosmetics and soaps.
Lower City
The Lower City was the large, crescent-shaped portion of Baldur's Gate fully contained within the walls. It featured tightly-packed streets, lined with tall and slender buildings. even narrower alleyways that were always busy with the comings and goings of city life. Trade, commerce and work of all sorts dominated the sprawling Lower City.
It had six districts: Seatower, Bloomridge, the Steeps, Heapside, Eastway and Brampton.
Landmarks
Baldur's Mouth: This establishment disseminated official business, public declarations and other daily news through published broadsheets and town criers.
Gray Harbor: Baldur's Gate had a large and busy harbor that opened up into the River Chionthar. The harbor was closed after sunset, after which no ships could tie up. Latecomers had to wait out in the river until sunrise.
Seatower of Balduran: Defensive structure on an island in the harbor, which held the Hissing Stones Bathhouse.
Mercantile
Counting House: A moneylender on the docks along the waterfront specializing in the trade of coins, gems, and valuables.
Garmult's House of Mastery
Shops
Sorcerous Sundries: A shop near the eastern gate that stocked all sorts of arcane supplies, from spell components to magical items.
Places of Worship
Shrine of the Suffering: This plain and unadorned shrine of Ilmater catered to the city's poorest citizens.
Water Queen's House: The temple of Umberlee, found near the city docks, was the oldest house of worship in Baldur's Gate.
Taverns & Inns
Blade and Stars: A quiet inn known for its high-quality foodstuffs.
Blushing Mermaid: Located in the north-eastern section of Baldur's Gate, the Blushing Mermaid was an establishment known for its status as a hub of illicit business.
Elfsong Tavern: A tavern in the southeast near the eastern gate known best for its strange haunting, a ghostly elven voice of unidentified origin that could be heard singing quietly at night. The trademark song faded in 1374 DR, only to return in 1437 DR with regular administration.
Splurging Sturgeon: Located a bit south from the Blushing Mermaid, the Splurging Sturgeon was a small but well-known establishment.
Gates Sea Gate • Manor Gate • Gond Gate • Baldur's Gate • Heap Gate
Underground
Beneath the streets of the city was a sprawling, underground festhall known as the Undercellar. Dank cellars, twisting corridors and cramped tunnels composed its extensive network that stretched beneath nearly every corner of the Upper City region. Entrances into this secretive domain were numerous, but well-controlled, either by private, mercantile or criminal enterprises.
Even deeper underground, beyond the Undercellar, was a series of subterranean tunnels and caves. Within one of the vast caverns were the ruins of an old settlement that came to be known as the Undercity. By the 14th century only one structure remained amongst the decrepit foundations and undead-invested streets. This was an old temple of Bhaal that was once reclaimed by the Bhaalspawn Sarevok.
These tunnels extended further down, under the surface of Toril, going so far as to connect to the Underdark. One of these natural formations opened up into the Wizard Cave, an expanse that housed the tower of a wizard that went missing during the mid-15th century.
Outer City
The Outer City of Baldur's Gate was a sprawling, chaotic shantytown that grew outside of the city's walls. Day and night blended together throughout the lean-to's, stockyards and other shacks and lined the Outer City's muddy streets. While the animal-handlers, merchant-hawkers and other "outsiders" were taxed and technically "ruled" over by the Grand Dukes, city officials did little to truly govern the unregulated Outer City.
It had nine districts: Blackgate, located north from the Black Dragon Gate, Stonyeyes, Norchapel, Little Calimshan, Whitkeep, Sow's Foot, Twin Songs, Tumbledown, which extended south from the Cliffgate, and Rivington, south of Wyrm's Crossing.
Mercantile
The Calim Jewel Emporium
Shops
Garmult's House of Mastery
Hamhocks Slaughterhouse
Wyrm's Crossing
Wyrm's Crossing was the great double-bridge that spanned the River Chionthar, which extended north and south from the island-fortress of Wyrm's Rock. A myriad of different buildings were constructed on top of the crossing: from elaborate, several-story mercantile shops to small vendor stalls and even precariously-built businesses that hung off the side of the stone bridge, overlooking the waters of the Chionthar.
The bridge stood atop massive arches that allowed ample room for sea traffic to pass unhindered. It was wide enough to allow overland travelers to pass through its many buildings, along the road that led into Baldur's Gate proper.
Shops
Danthelon's Dancing Axe: a generic shop that sold used weapons, armor and other items
Alternative Namen
Das Tor
Art
Large city
Einwohner
400000
Einwohnerbezeichnung
Baldurier - Nennt sie bloß nicht 'Balder', diese Bezeichnung ist beleidigend.
Besitzende Organisation
Zugehörige Berichte (primär)
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