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Behind the Game:
Unforgettable Realms
By Danny Chihdo
The Dungeons & Dragons Forgotten Realms
campaign setting has long been the game world of choice for
discriminating paper Dungeons & Dragons players
looking for more diverse fields of magical study, even stranger
creatures, a wider array of playable races, and a deep,
well-developed world alive with history and more than a little
arcane mystery. Faerûn (the main landmass in the Realms) has also
provided the backdrop for some of computer roleplaying’s most
memorable titles, such as Icewind Dale, Neverwinter
Nights, and the innovative franchise that marked Dungeons
& Dragons’s triumphant return to PC gaming after a lengthy
absence—Baldur’s Gate. That series has so far spawned
numerous sequels and expansions for the PC and made a triumphant
Xbox debut with Baldur’s Gate: Dark
Alliance, an unapologetic hack-and-slash that blended the
combat intensity of games like Gauntlet and
Hunter with a healthy dose of roleplaying and a wicked
multiplayer mode.

Mass carnage.
If you managed to battle your way to the end of Baldur’s
Gate: Dark Alliance, you were treated to an unpleasant
surprise: the “Dark Alliance” you’d been fighting all along was
merely a tool of something even more evil. With a sequel setup like
that, Baldur’s Gate:
Dark Alliance II was inevitable. This time around, game
development has moved to Black Isle, the designers responsible for
the original Baldur’s Gate game on the PC, and they
haven’t bothered to fix anything that didn’t need fixing. Instead,
story, character, party interaction, and roleplaying elements have
been expanded, and the main plotline has been extended to almost 40
hours of gameplay (60 or more if you’re over 16).
With that much Faerûn to explore, a little background might help
you find your way. Let’s face it, not everyone plays paper
Dungeons & Dragons or even knows someone who does.
And, even then, man, that’s a lot of reading—it sure would be nice
if a guy like me could boil down the world of Baldur’s
Gate into about 750 easy-to-digest words.
Hey, wait! I’m a guy like me!

“I’ve always hated
spiders.”
Volo Knows
If you want to learn about the Realms, there’s one author you want
to read—Volothamp Geddarm, more popularly known as “Volo.” His
guides to the cities of Faerûn are considered definitive,
especially his treatment on Baldur’s Gate, which most scholars
believe contained the fewest factual errors of anything he ever
wrote. So, incidentally, if anything you read here turns out to be
wrong, it’s Volo’s fault. But, it’s sometimes more important to be
readable than to be right, as Volo might say.
The continent of Faerûn is in the northern hemisphere of the planet
Abeir-toril (or just plain “Toril”), one of many such worlds
scattered across the planar multiverse. Baldur’s Gate lies on the
western side of Faerûn, at the southern end of a shoreline area
known as the Sword Coast. (Travelers are advised to take the name
literally and always go armed; roadside attacks by bandits, bears,
goblins, kobolds, or worse have been a fact of life in the area for
centuries.) The bustling port city is a junction point for several
roads and a heavily trafficked river Chionthar, which empties into
the Sea of Swords in the west. Baldur’s Gate was founded by the
legendary hero Balduran, who left his wealth to what was then a
small, defenseless coastal town before setting out on a journey
from which he never returned. But, his gold was put to good use by
the people of Baldur’s Gate, and the small village soon became a
thriving commerce center in the region.

Evil doesn’t stand a
chance.
Gate Crashing
Adventurers visiting Baldur’s Gate will never lack for a quest. The
town is filled with taverns, inns, and other public meeting places
where one can find work as a sword for hire in the surrounding
areas. After the events of the first Dark Alliance, new
threats bring other dangers into the city as well.
Choose your character carefully; the races of Faerûn are a bit more
diverse than your standard human, dwarf, elf, and halfling. Humans
that dwell in the wild lands of the Realms are represented by the
Barbarian, who is a fierce fighter and has a way with animals. A
more educated (and female) type of human turns up in the Cleric
class, a holy warrior who also makes a perfect medic for the
party.
The fighter class is represented by one of Faerûn’s many different
races of dwarf, hardy folk with a high Constitution and a love of
stoneworking. Dark Alliance II gives gamers two flavors of
elf: a moon elf wizard with an almost exclusive focus on the arcane
arts and a Drow (dark elf) monk who’s a master of martial arts and
blunt weapons (think David Carradine, except female with shocking
white hair and shiny blue-black skin).
The true Dark Alliance has yet to reveal itself, but it’s only a
matter of time—attacks on the road are on the rise, and other
strange reports are the talk of the town (not the least of which is
the fact that the Onyx Tower has completely disappeared, along with
the heroes from the first game). Baldur’s Gate: Dark Alliance
II takes you on a journey that you won’t soon forget.
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