Home

 Hardware

 Audio
 Controllers
 General
 Mainboards
 Modems
 Monitors
 Portables
 Printers
 Processors
 Scanners
 Storage
 Video

 Games

 Reviews
 Previews
 Cheats & Hints

 News

 Current News
 Archives

 General Info

 About Us
 Advertising
 Awards
 Contact Us
 Hot Links
 

 Downloads
 

 Message Board

 

Please visit our Sponsors

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.

  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. 
 
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.

 
 

Please visit our Sponsors

 
COPYRIGHT © 1998-1999 - REVIEW ZONE - ALL RIGHTS RESERVED