With the HBO Baldur’s Gate adaptation positioning itself as a sequel to Baldur’s Gate 3, both newcomers and fans of the acclaimed RPG may be itching to give the title a shot — maybe to recall the story, or to immerse themselves in the Forgotten Realms for the first time. However, for BG3 fans who know the Dungeons & Dragons source material, they also know there are probably thousands of pages’ worth of lore to look into to fully understand the many intricacies going on with Baldur’s Gate 3 story, and that’s not counting the thousands of lines of dialogue that tie it to its prequel works.
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Interestingly enough, there are also some lore tidbits tucked into the quests, dialog, and even the backdrops of Baldur’s Gate 3 that players may not notice have ties to the larger Forgotten Realms continuity. However, exactly what are these details that players should learn, and what do they imply about the core experience?
The Annals Of Karsus Reveal The Existence Of All-Powerful Regalia
The Failed Usurpation Of Mystra Opens Its Own Share Of Mysteries
Karsus becomes a relevant plot point in Baldur’s Gate 3 for his contested Crown. This artifact allowed the Dead Three’s Chosen to completely dominate a powerful Netherbrain in their attempted conquest of Faerun. While the Crown was a Baldur’s Gate 3 original, Karsus is the perfect person to name as its creator, as he’s the same all-powerful wizard who caused the destruction of Netheril after trying to usurp divinity from an earlier incarnation of Mystra. Adding to Karsus’s reputation was “The Annals of Karsus,” a book from Act 3 that gave players the Scroll of Dethrone — the only source of the powerful 5th-Level Spell “Dethrone.”
However, fans shouldn’t dismiss “The Annals” too easily. Reading it reveals the three-piece Regalia of Karsus: aside from the Crown, there’s an Orb of Karsus and a Sceptre of Karsus. Not much is known about the Sceptre except that it's a projection device to control a massive force. The Orb is more mysterious, as it’s supposedly an endlessly gathering storage device for magic that had to be “released” at regular intervals. Knowing that Mystra had stopped Karsus’s attempt at dethroning her, it's very likely that the other Regalia are in her possession. This does beg the question: is Gale’s Netherese Orb secretly the Orb of Karsus?
Maanzecorian Is Both Mindflayer God And Illithid Philosophy
Insights On An Illithid's Ever-Incomprehensible View Of The Planes
When players meet Omeluum in the Underdark, they’re introduced to one of his more interesting writings: “On Illithids, Volume 26.” Here, the Scholar of Brilliance criticizes the Mindflayers’ reverence for psionics and hatred of magic, especially when arcane magic can bind an Elder Brain. Perhaps more interesting is the Illithid’s take on divine magic, as many Mindflayers indeed follow the philosophies of Ilsensine and Maanzecorian, but others should not treat the notion as though Mindflayers “worship" them.
Beyond this text are two distinct dimensions of thought. First, older Forgotten Realms lore states that Maanzecorian, as a god, was killed by Orcus as the latter searched for his all-powerful Wand. Maanzecorian represented the complete understanding of knowledge, specifically secrets, and his death scattered an unprecedented amount of lore across the multiverse. Ilsensine, on the other hand, is the creator-deity of all Mindflayers, a representative of full mental control and domination. As Illithids can traverse the Realms, Ilsensine and Maanzecorian can never truly be “gods” to them — just philosophies to follow, and perhaps lifeforms to overcome.
The Faldorn Callback, And Repeated Cycles
The Shadow Druids Go Way Back
Investigating Kagha’s obsession with keeping the Tieflings out of the Emerald Grove will reach its apex when it’s discovered that she is in league with the Shadow Druids — druids who are not averse to violence if it means preserving the balance of nature. It’s eventually revealed that Kagha wanted to overtake the Druid Grove as a mission for the Shadow Druids, something players may stop if they choose.
Kagha’s extremist philosophy, it's revealed, is influenced by “Faldorn’s Canticle: The Shadow Druids’ Doctrine,” a book with a spine said to be “limber from overuse.” Fans will instantly recognize Faldorn as a Shadow Druid companion from Baldur’s Gate who players can recruit to repel foreign forces from a separate grove in Cloakwood. This establishes a philosophical connection across centuries, deepening the Emerald Grove’s relevance beyond just a stop for Elturel’s refugees.
Drizzt’s Eyes Are Apparently Debated Even In The Forgotten Realms
Eyes That Already Set Drizzt Apart From The Drow
The Forgotten Realms franchise has almost become synonymous with the name Drizzt Do’Urden — especially when the Drow Ranger became one of the Realms’s most famed heroes. Such was Drizzt’s fame that scholars and fans in Faerun treat him with reverence, to the point where “The Hunter’s Piercing Gaze” is a book — a pamphlet with a transcript — of how two fans argued about Drizzt’s eye colors: aquamarine, cerulean, vermilion, or amber.
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Eagle-eyed Realms fans know these suggestions are wrong, and it’s actually a meta gag towards other creators and marketing teams getting this detail incorrect as well. In R.A. Salvatore’s works, Drizzt has lavender eyes, an anomaly in itself among Drow culture (where red eyes are the norm). His eyes are the reason why baby Drizzt was nearly sacrificed had it not been for his elder brother, Dinin, killing their eldest Nalfein and taking over as the House’s eldest born.
The Sarevok Inconsistency
Sarevok Turning Evil Again Is A Head-Scratcher
When players venture into the inner workings of the Dead Three beneath Baldur’s Gate, they’re introduced to Sarevok Anchev, a Bhaalspawn now serving as judge for Bhaal’s Murder Tribunal. For Jaheira and Minsc, this will be a “re”-introduction. They are Baldur’s Gate alums, and the two actually fought Sarevok as “the” Big Bad from the first Baldur’s Gate game. In the previous entries, Gorion’s Ward (the protagonist) fights and kills Sarevok in the Temple of Bhaal. Sarevok returns as a spirit in Baldur’s Gate 2: Throne of Bhaal, where he canonically allies himself with the players to earn his salvation. For lore savants, the latter detail makes a Sarevok reappearance in Baldur’s Gate 3 particularly odd.
Some believe that Wizards of the Coast may have made “Minsc and Boo’s Journal of Villainy” official, where Sarevok just couldn’t keep up with being good. A more sinister explanation is hinted at in the BG3 book “Disorders of the Nerves and Mind: A Treatise,” where a man known as “B” read a book that convinced him he was, in fact, Sarevok. While BG3 treats Sarevok as the same Bhaalspawn sibling of Gorion’s Ward, the journal iplies another possibility: perhaps Bhaalists have created artifacts of dark power that can “convert” commoners into clones of Sarevok, the strongest of which (and the most damned) can then take his place and preserve order within the dark cult.
Find all 10 pairs
Find all 10 pairs
Markoheshkir Resurfaces A Dragon Goddess From 2nd Edition
A Dragon's Breath Is Apparently Divinely Magical
Upon acquiring the Legendary Quarterstaff Markoheshkir from Ramazith’s Tower, its flavor text immediately provides a shocker of a reveal: it’s a staff dedicated to Kereska, the draconic goddess of arcane knowledge. This is the first instance since the 2nd Edition material that actually recognizes her and her portfolio of magic and spellcasting creativity.
However, the bigger revelation in Markoheshkir’s flavor text is that Kereska was responsible for the magic inside chromatic dragons, including their breath. It’s already implied in multiple sourcebooks that a dragon’s breath weapon has both a biological and magical component. In most accounts, breath weapons need a dragon’s heart, their gizzard, a special blood vessel called the fundamentum, and an energy-storing organ to work. However, until the Kereska revelation, the mystical side of breath weapons hasn’t been explored as much.
Melf’s First Staff Hides A Meta Anecdote
A Running Gag About One Of The Most Iconic D&D Characters
When players get Melf’s First Staff from Blurg in the Ebonlake Grotto, their Spellcaster will be glad to know that they’re holding a piece of history. This was indeed the first staff of Melf, an elven archmage whose arcane talent led to the creation of iconic spells such as Melf’s Acid Arrow and Melf’s Minute Meteors. Melf’s First Staff also references the Knights of Luna, a noble order of elves in Oerth (from 1e Greyhawk).
However, the more interesting detail from the flavor text of Melf’s First Staff is the first line: “his suspiciously amusing name.” This is actually a meta reference connected to Luke Gygax, the son of Gary Gygax and Melf’s creator. According to meta commentary, Luke’s character didn’t have an actual name and only had “M Elf” in the character sheet. This supposedly stood for “Male Elf,” hence “Melf.”
The Blood Of Lathander Is Quite Literal
A God's Tears Are Locked Inside An Enchanted Mace
Among the weapons in Baldur’s Gate 3, the Blood of Lathander is perhaps the most complicated to find. However, if a hilarious interaction with Astarion is any indication, then it’s just as worthwhile to acquire. Interestingly enough, the lore behind the Blood of Lathander is also deep. It has ties dating back to 2nd Edition DnD.
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For starters, the weapon itself is merely an enchanted mace. The actual “blood” is in the amber centerpiece, which is the crystallized container of blood from Lathander’s avatar, gathered after its battle with Sammaster, a corrupted Chosen of Mystra. The amber itself is potent enough for Clerics who worship him to cast a variety of healing and combative spells. In fact, recent damage to the amber was enough to release a devastatingly fatal blast of light, which explains why the Rosymorn Monastery was home to a death ray.
Lorroakan’s Staff Is A Clue To His Ambition
A Callback To Baldur's Gate 2 And Its Infamous Setting
Rumors about a powerful wizard named Lorroakan make their way to the player’s journals as early as Act 1, especially when it’s revealed that he actually contracted adventurers to obtain the Nightsong for him in exchange for gold. This is a shocker to lore experts, because Lorroakan is known in the books to have an ever-present need for magic, luxury, and most importantly, money, despite living in the tower of a suspiciously missing wealthy wizard.
When players acquire his Despair of Athkatla, the staff’s flavor text reveals that its namesake is also Lorroakan’s homeland. However, the more important lore reveal is that Athkatla is the capital city of Amn, the same “City of Gold” from Baldur’s Gate 2: Shadows of Amn. This city has an obsession with status and wealth, where almost anything is legal except unsanctioned magic. With this in mind, it’s probably no longer a surprise that Lorroakan will want to revel in luxury and magic after being held back at home for so long.
Four Instruments Reveal Why Baldur’s Gate Is So Important
Music From Beyond The Gate, And Even Beyond The Realms
Anyone who’s ever come across a D&D video game for the first time likely asked: “Why did they choose to set this in Baldur’s Gate, of all places, in this D&D world?” Lore savants will then explain Baldur’s Gate's reputation as a neutral, powerful, and influential city in Faerun’s Western Heartlands, often known as “the halfway to everywhere.” If there’s an event to shock the whole of the Realms, it’s going to start or end in Baldur’s Gate.
However, players who want more of “physical” proof of this statement need to go no further than Thomas C. Quirkilious’s Chromatic Scale. This shop is home to five instruments, four of which imply serious ramifications:
- Glimmergad’s Selgaunt Fiddle is a violin from Selgaunt, the capital city of Sembia, within the Sea of Fallen Stars to the far east.
- Kiam Goda’s Kilat Drum is a drum of the legendary Iulutiun Kiam Goda from the Great Glacier in the far north.
- Falataeric Cli Lyre is a lyre belonging to Falataer, creator of the powerful Instruments of the Bards, and hailing from the Moonshae Isles in the far west.
- Dostrealt’s Piccolo is a flute that used to belong to Captain Dostrealt of the derelict Erevan’s Clutch, a spelljammer (realm-traversing ship) from 2nd Edition’s “Realmspace.”
The combined lore of these instruments reinforces Baldur’s Gate as “the place to be” for traders, as even goods (or in this case, artifacts) from the farthest reaches of Toril and the other planes can end up in the same place.
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OpenCritic Reviews
- Top Critic Avg: 96/100 Critics Rec: 97%
- Released
- August 3, 2023
- ESRB
- Mature 17+ / Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence
- Developer(s)
- Larian Studios
- Publisher(s)
- Larian Studios
- Genre(s)
- RPG