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Disambiguation icon This page is about the prologue to the first game of the Baldur's Gate series. For the prologue to Baldur's Gate: Siege of Dragonspear, see Chapter Seven. For the "prologue" to Baldur's Gate II, see Chapter 1.

The Prologue is the first part of Baldur's Gate's storyline.

Nestled atop the cliffs that rise from the Sword Coast, the citadel of Candlekeep houses the finest and most comprehensive collection of writings on the face of Faerûn. It is an imposing fortress, kept in strict isolation from the intrigues that occasionally plague the rest of the Forgotten Realms. It is secluded, highly regimented, and it is home.

Within these hallowed halls of knowledge, your story begins. You have spent most of your twenty years of life within this keep's austere walls, under the tutelage of the sage Gorion. Acting as your father, he has raised you on a thousand tales of heroes and monsters, lovers and infidels, battles and tragedies. However, one story was always left untold: that of your true heritage. You have been told that you are an orphan, but your past is largely unknown.

Lately, Gorion has been growing distant from you, as if some grave matter weighs heavily on his heart. You have asked about his concerns as gently as possible, but your queries have been in vain. Your sole comfort is the knowledge that he is a wise man, and you know he will tell you when the time is right. Nonetheless, his silence is troubling, and you cannot help but feel that something is terribly wrong...

Today, Gorion has appeared more agitated than ever, and now he has uncharacteristically interrupted your chores in the middle of the day. Imparting hurried instructions for you to equip yourself for travel, he has handed you what gold he can spare but given no clue as to why. Nevertheless, you now stand before the Candlekeep Inn, ready to purchase what you need for an unplanned and unexpected journey.


Synopsis[]

You will begin the game outside the Candlekeep Inn and have nothing but some gold and a Quarter Staff. There are many green robed tutors around the grounds who if talked to will each give you advice. Each tutor offers different advice.

You can talk to the people of Candlekeep and some of them will give you sub-quests from which you can gain gold and experience. Before you agree to leave with Gorion, you should have at least 295 experience and about 200 gold pieces. Thieves get considerably more experience and treasure from the many locked chests in the area.

Both Shank in the Priests' Quarters and Carbos in the Bunkhouse will attack you. They are easy to defeat as they both carry just a dagger and wear no armor.

When you are finished in Candlekeep, talk to Gorion on the steps of the library and the two of you will leave Candlekeep.

On the journey, you and Gorion will be ambushed by an armored figure and his lackeys. You will be hit by a Flame Arrow and Gorion will die to save you. After the ambush you will wake up the following morning in the Candlekeep Coastway area, and Chapter One will begin.

I do not know where we shall end up […]

— Gorion[1]

Areas[]

Almost the whole Prologue happens in Candlekeep and its various buildings, except for the library itself which can't be entered now. Only in the end, when leaving with Gorion, the Lion's Way will be visited, but as soon as Gorion's Ward has recovered from the happenings there, Chapter One begins.


Quests[]

There's only a small number of quests available during Prologue, with the "Important Event" obtained automatically at start. It will also automatically update once Chapter One has begun – all other quests have to be done before speaking of "ready to go right now,"[2] when talking with Gorion, or they remain unfinished.

All quests except one are automatically obtained by speaking with the respective quest giver the first time, in one case a second time after having done what he tells initially. Thus, other than not speaking with them, there's no chance to not obtain these quests or refuse them. Only the errand for Fuller has to be actively chosen from several dialogue options.


Notable loot[]

As this chapter marks the start of the adventures of Gorion's Ward and companions, and sufficient equipment is rare at the moment, this section lists what can be obtained "freely" by taking from chests and barrels or by solving the above-mentioned quests. It includes gold and items, only obtainable with a certain reaction or the skills Pick Pockets (50 needed) and Open Locks (up to 65 needed). It, however, does not include loot from killing neutrally alleged characters.

Note: Picking the lock of chests etc. has no further consequences, except that it yields experience in the Enhanced Edition. Opening them afterwards, however, may in some cases potentially alarm the authorities – in Candlekeep, these are the Watchers –, though not always. The comments in the section below mean:
  • safe: safe to open, regardless it's guarded;
  • attention: positioning and line of sight should be considered;
  • dangerous: it's only a question of time until noticed;
  • unsafe: almost impossible to not be confronted by guards.
  • Weapons (only melee)
    Potions
    Spell scrolls
    Jewelry

    Notes[]


    Familiar's advice[]

    Asked about any advice, a wizard's familiar wouldn't happen to have, results in these comments:

    It is good we leave this place, my Lady/Lord. Beyond these walls a new world awaits.

    — Fairy Dragon, Pseudo Dragon[3]

    It's safe and warm and there's food and it's safe here. Why would you ever leave?

    — Cat, Ferret, Rabbit[4]

    A century in the fugue plane would be more exciting than this place, but at least you're safe in here, boss.

    — Dust Mephit, Imp, Quasit[5]

    References[]

    1. GORION.dlg; State 9 – "Alas, I cannot, for I have not truly decided yet. All that is certain is that we will be far safer on the move. Perhaps the woods might offer some secluded security, or perhaps the city of Baldur's Gate would offer cover amidst its teeming throngs of people. I do not know where we shall end up, but I have a few friends here and there. Hmm, I will think on this."
    2. GORION.dlg; Responses 0/11/15/19: "I'm ready to go right now."
    3. FAMIL1.dlg; State 13 – You can feel the excitement growing in the small dragon. "It is good we leave this place, my <PRO_LADYLORD>," it says. "Beyond these walls a new world awaits."
    4. FAMIL3.dlg; State 19 – Your diminutive companion is clearly uneasy with the idea of leaving Candlekeep. "It's safe and warm and there's food and it's safe here. Why would you ever leave?"
    5. FAMIL2.dlg; State 19 – Your familiar is ambivalent about your leaving Candlekeep. "A century in the fugue plane would be more exciting than this place, but at least you're safe in here, boss."


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