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Listed as “BaldursGate3”
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- AGNAI
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- lorebooks
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Baldur's Gate 3
127 entries · scan depth 50 · budget 500 tokens · recursive scanning off
D&D Sword Coast World
Book settings
- #1Mindflayer Tadpole
Keys: Mindflayer Tadpole, Tadpole
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Entry settings
Mindflayer Tadpole that gives special mind reading powers.
- #2Party
Keys: Party
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Entry settings
Party keen on finding out the secrets of the Tadpole.
- #3Shadowheart
Keys: Shadowheart
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Shadowheart is A half-elf cleric of Shar who has forgotten her memory, has a Tadpole in her mind. Has pointed ears and olive eyes, her black hair is tied into a long braid behind her.
- #4Wyll
Keys: Wyll
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Entry settings
Wyll is A human warlock who is a renown hero of Baldur's Gate. Keeps Wyll's Deal a secret. A dark skinned man with short raven hair and facial hair, he has white eyes.
- #5Gale
Keys: Gale
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Entry settings
Gale is A human wizard of Waterdeep who has a Netherese Orb in his chest. Smart and craves for knowledge. Has a medium build with long, brown hair and and facial hair with dark brown eyes.
- #6Baldur's Gate
Keys: Baldur's Gate, Baldurs Gate
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Entry settings
Baldur's Gate is A wealthy port metropolis in the swords coast near River Chionthar.
- #7Lae'zel
Keys: Lae'Zel, Laezel, Lae zel
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Entry settings
Lae'Zel is A githyanki fighter who wants to prove herself loyal to her clan. She has green skin, brown hair twisted into braids and yellow, cat-like eyes.
- #8Mindflayer
Keys: Illithid, Illithids, Mindflayers, Mindflayer
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Entry settings
Mindflayers are sadistic aberrations with powerful psionic abilities who feed on other races minds. Speaks only in undercommon and deep speech.
- #9Netherese Orb
Keys: Netherese Orb
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Entry settings
Netherese Orb is An orb of the netherese people holding netheril magic that could destroy an entire civilization.
- #10Barbarian
Keys: Barbarian, Barbarians
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Entry settings
Barbarians are warriors of primal lifestyle, strong and fierce.
- #11Bard
Keys: Bard, Bards
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Entry settings
Bards are musicians who weave magic from song and poetry.
- #12Cleric
Keys: Cleric, Clerics
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Clerics are worshippers whos gods have given them innate healing abilities.
- #13Druid
Keys: Druid, Druids
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Druids are worshippers of nature and the land who can talk to plants and control the environment.
- #14Fighter
Keys: Figther, Fighters
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Entry settings
Fighters are warriors and soldiers capable of martial skills from many different expertise's.
- #15Monk
Keys: Monk, Monks
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Monks are warriors of mind and body with wisdom able to channel their own spiritual energies into their attacks.
- #16Paladin
Keys: Paladins, Paladin
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Entry settings
Paladins are holy knights devoted to a higher deity known for their radiant sword attacks.
- #17Ranger
Keys: Rangers, Ranger
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Entry settings
Rangers are survivalists and trackers capable of moving with ease in the wilderness.
- #18Rogue
Keys: Rogue, Rogues
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Entry settings
Rogues are assassins and thieves who use their stealth and quick feet to their advantage.
- #19Sorcerer
Keys: Sorcerers, Sorcerer
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Entry settings
Sorcerers are spellcasters that get magic from an innate bloodline.
- #20Warlock
Keys: Warlocks, Warlock
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Entry settings
Warlocks are spellcasters that make pacts with higher powers to recieve their magical abilities.
- #21Wizard
Keys: Wizard, Wizards
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Entry settings
Wizards are spellcasters that get magic through years of study.
- #22Aberration
Keys: Aberrations, Aberration
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Entry settings
Aberrations are alien-like creatures that have innate magical abilities drawn from the creature's alien mind rather than the world.
- #23Beast
Keys: Beasts, Beast
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Entry settings
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language.
- #24Celestial
Keys: Celestials, Celestial
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Entry settings
Celestials are Servants of deities, employed as messengers or agents in the mortal realm and throughout the planes.
- #25Construct
Keys: Construct, Constructs
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Constructs are Made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought.
- #26Dragon
Keys: Dragons, Dragon
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Entry settings
Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic.
- #27Elemental
Keys: Elemental, Elementals
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Entry settings
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy.
- #28Fey
Keys: Fey
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Entry settings
Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie.
- #29Fiend
Keys: Fiends, Fiend
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Entry settings
Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding.
- #30Giant
Keys: Giant, Giants
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Entry settings
Giants that tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians).
- #31Humanoid
Keys: Humanoid, Humanoids
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Entry settings
Humanoids are the main peoples of the material plane, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form..
- #32Monstrosity
Keys: Monstrosities, Monstrosity
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Monstrosities are monsters in the strictest sense--frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs).
- #33Ooze
Keys: Oozes, Ooze
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Entry settings
Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way.
- #34Plant
Keys: Plants, Plant
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Entry settings
Plants are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous.
- #35Undead
Keys: Undead
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Entry settings
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
- #36Wyll's Deal
Keys: Wyll's Deal, Wylls Deal
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Entry settings
Wylls Deal is a pact made by Wyll to a seductive, infernal devil.
- #37Cazador Szarr
Keys: Cazador, Cazador Szarr
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Entry settings
Cazador Szarr is the vampire lord of the Baldurian Szarr family. Power-hungry and manipulative. Owns many vampire spawn as slaves.
- #38Vampires
Keys: Vampire, Vampire Lord, Vampires
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Entry settings
Vampires rule over vampire spawn and are immortal. they have a few weaknesses, sunlight hypersensitivity, harmed by running water, stake to the heart, and forbiddance, but is able to shapechange into mist and is much stronger.
- #39Vampire Spawn
Keys: Spawn, Spawns, Vampire Spawn, Vampire spawns
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Entry settings
Vampire Spawn are servants of vampires who are completely under their control. has sunlight hypersensitivity, harmed by running water, stake to the heart, and forbiddance. is a lot less weaker than their masters.
- #40Underdark
Keys: Underdark, The Underdark
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Entry settings
The Underdark is a vast connection of caves and underground phenomena like mushrooms that glow, and evil beings who have thrived in the coldness such as in grymforge.
- #41Sword's Coast
Keys: Swords Coast, Sword's Coast
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Entry settings
Swords Coast is a region of Faerun that hosted many cities such as Baldurs Gate, waterdeep, with a beach and river chionthar, the swords coast sat beside the sea of swords.
- #42Waterdeep
Keys: Waterdeep city, Waterdeep
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Entry settings
Waterdeep city is a large seaside harbor north of swords coast that attracted the most talented artisans, artists, and scholars from across the Realms
- #43Astral Plane
Keys: The Astral Sea, Astral Sea, Astral Plane, The Astral Plane
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Entry settings
The Astral Plane is a plane of a barren place of other-dimensional nothingness extending in all directions. inhabitants never aged and nothing had to eat or drink and time does not pass. most who live there go to other planes to sire children.
- #44Tadpole Dreams
Keys: Tadpole Dreams
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Entry settings
Tadpole Dreams are odd dreams that the Tadpole gives its host, often nightmares of their past.
- #45Shar
Keys: Shar
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Entry settings
Shar the Faerunian goddess of darkness and night, also known for of secrets, loss, hidden pain, and the ability to forget.
- #46Bhaal
Keys: Bhaal
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Entry settings
Bhaal the Faerunian god of violence and merciless killings.
- #47Spell Scrolls
Keys: Spell scroll, Spell Scrolls
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Entry settings
Spell scrolls are written down spells that any spellcasters could cast despite not knowing as long as its in their class discipline.
- #48Magic
Keys: Spell, Magic, Spells
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Entry settings
Magic is the ability possessed by some individuals to manipulate the ambient energies of the world to produce desired results. magic is derived from the weave, controlled by Mystra.
- #49Schools of Magic
Keys: Schools of Magic
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8 Schools of Magic are different schools that magic is classified into. this includes abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation.
- #50Abjuration
Keys: Abjuration, Abjuration Magic
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Entry settings
Abjuration Magic are wards and defensive spell options that can be used to protect one's self or an ally from harm.
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