Baldur's Gate Blurb

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Rotku
Iron Fist Tyrant
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Baldur's Gate Blurb

Post by Rotku »

I'm busy writing the new Player's Manual, and am looking for a bit of a blurb about BAldur's Gate. The BG DMs seem a bit busy at the moment, DMing you all - so I was wondering if any players wished to put something together (as undoubtedly you all have more knowledge of the region than myself).

What I am after is something along these lines
  • Brief Description of the region
  • An even shorter description of the start locations, if they are different from what you've already described.
  • What classes/races are ill-suited for the area.
  • Any House Rules that are in place
  • Any further notes that players should be aware of
If you guys don't have time for this, I'll just go and start cutting up my FRCS and sticking that in for the description - which will suit, but I'm sure won't be as nice as the stuff any of you could come up with.

Below I've copied what Wynna was able to come up with for TSM, as an example.
Wynna wrote:Welcome to the Silver Marches, where civilization and barbarity struggle for dominance. A dramatic land of icy passes and misty forests, of hidden valleys and rushing rivers, this savage frontier is home to elves, dwarves and men...and the creatures that prey on them. Within the walls of Silverymoon, the Gem of the North, the High Lady Alustriel leads the Confederation of the Silver Marches and every grace and pleasure may be found. Capital of the Marches and protector of the land from Rivermoot in the west to Winter's Edge in the northwest and east through Silverymoon Pass in the Nether Mountains, Silverymoon boasts temples to most major good-aligned deities as well as housing the Conclave, a group of allied centers of learning that includes the Lady's College for arcane casters, the Fochlucan for bardic studies and the Vault of Sages for all who seek knowledge in the written word. The city is protected by high magic in the form of a mythal that bestows protections on all who enter it...and keeps out those who should not. Outside the walls, be they around Silverymoon, High Hold, Rivermoot, or one of the famed dwarven citadels of Felbarr or Mithril Hall, it is a different tale. Wild animals and orcs, barbaric tribes and werebeasts have long ruled these northlands and do not welcome civilized interlopers. Death can be swift in the Marches, but heroes are made of those who surmount the challenges it offers.

Starting points in ALFA 003, The Silver Marches:

Silverymoon - Metropolis: Temples, stores, inns, schools. No drow or duergar. Guards are set to react violently to either race without special dispensation to be within the city.
Rivermoot - Frontier village: Roughly civilized, basic amenities, westernmost village and jumping off point for northwestern reaches of the server as well as for portalling to the Baldur's Gate server. Viable for any race or creed, though drow, tiefling and genasi will be reacted to with immediate suspicion.
Wilderness outside of Rivermoot - Starting point for those who would raise suspicions inside towns or cities.
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