Storyline
The region collectively called the Sword Coast
is bordered by the Wood of Sharp Teeth on one hand, the Sea of Swords on
the other. And while a place called the Wood of Sharp Teeth is likelier
to raise laughter rather than a shudder of fear, both borders sound suitably
dangerous. To the south lie the Cloud Peaks, and to the north, of course,
is the great city of Baldur’s Gate itself.
The shortage of iron is nothing short
of crippling. The iron mines of Nashkel are producing inferior
ore, which produces tools and weapons so brittle
they are virtually useless. While, under ordinary circumstances, it should
have been possible to import iron, that is unfortunately no longer the
case. Bandits, quite quick off the mark, have
realized that iron is valuable. They attack trading caravans and loot iron
as readily as they loot gold. The people of Baldur’s Gate cannot defend
themselves without weapons -worse still, they cannot farm or carry on any
craft without tools. |
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With all agriculture and industry grinding
to a halt, people fear they will starve the following winter. As would
be expected, they look around for someone to blame. Some blame the traders,
(habitual with discontented mobs throughout the multiverse), others take
the next best course and blame the state of Amn to the south. The Duke
of Baldur's Gate does not escape blame, either. You, being well versed
in the way the world works, will immediately realize that passing out the
blame is going to be rather more complicated, and that there is no doubt
some dark, evil force at work here. Being an adventurer,
it will be your vocation in life to seek out
this evil and vanquish it...but I anticipate myself.
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Adventurers are not born;
they are made. Before you get to the adventuring part, you were an orphan,
diligent (or otherwise) student of the mage Gorion, who is –in keeping
with hallowed fantasy tradition- an elderly, wise wizard of considerable
power. You have spent your early life within the walls of Candlekeep, once
a fortress but now a library and a place of learning. Without warning,
Gorion tells you that you must accompany him on his travels and leave Candlekeep
–and the safety
of childhood- behind. Thus begins the great adventure
–how the adventure ends will be
entirely up to you. |
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