Elerrathin's Home
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Overview edit

Elerrathin's Home[1] is a large private building located to the south-west of the Upper City Gate Checkpoint. Together with The Lodge and The Glitter Gala it lines up a small square with the statue of Balduran in the middle.
Elerrathin's Home has two stories and a large garden room built around a giant weeping willow in its northern part. It also features a large hidden basement accessible through a secret passage in the garden room.
There are several points to get inside:
- The main door at X: -209 Y: -57
- The locked back door at X: -230 Y: -53 - requires DC 15 Sleight of Hand Check or the key which lies inside, in the cupboard near the door
- It is also possible to jump down into the house from the roof through the vault of the garden room, using spells or potions like Fly or Feather Fall.
Building layout edit

The main door is on the roofed porch, where a training dummy stands. It opens into large ground floor, which combines a kitchen, a dining room and a salon separated with curtains. At the far end is a desk and stairway to the first floor, consisting of two large bedrooms.
Across the entrance is locked wooden chest, which can be lockpicked with DC 10 Sleight of Hand Check or opened with the key carried by Rion. Inside is gold, a Trap Disarm Toolkit and a letter addressed to Rion.
In the salon approximately at X: -215 Y: -51 a DC 15 Perception Check reveals a loose plank with an Unsent Sending hidden under it. As it goes, the missive was written by Rion to Jaheira, but never sent out.
Near the kitchen along the northern wall is some kind of an alembic. Closer to the entrance is the doorway to the garden room, which also functions as a library and a study.
The desk in the garden room contains a pin-shaped hole, detected with a DC 12 Perception Check. The passage can be unlocked using a Harp-Shaped Pin, several of which can be found at throughout the journey:
- Act One: an Engraved Pin - on Jhaam's corpse in Grymforge at X: -632 Y: 388
- Act Two: in a pile of viscera in the Oubliette of Moonrise Towers Prison at X: 623 Y: -99
- Act Three: in a mahogany casket in the graveyard Mortuary at X: 40 Y: 29
Also, two such items can be obtained inside the house proper:
- In the Old Pouch X: -217 Y: -53 on the rooftop
- Another pin is given by Tate - a boy who hides in one of the bedrooms upstairs
Inserting a pin into the hole activates a hidden mechanism in the desk and opens a secret passage to the basement.
Basement edit

The basement opens into a deep cavern. From the entrance there is a path winding down, protected by four orbs. Each one is initially armed with a Glyph of Warding spell which deals 5d8 of Cold, Fire, Lightning, or Poison damage. Unlike the regular glyph spell, the orbs recharge their glyphs on the next turn after being activated, until disabled.[2]
On the first interaction with any of orbs the character makes a DC 15 Arcana Check to discern the correct way to disarm the traps (i.e. hitting the orbs with damage of their respective elements). The traps do not go off if Jaheira is present in the party, or can be disarmed by removing a crate from a pressure plate before the path.[3]
The path ends with a round stone ground near the pond, where the Postmaster Badger is training four Messenger Rats to collect information on certain happenings in Baldur's Gate and around. The rats share their findings if the party use Speak with Animals.[4]

At the far end of the cavern is a small wooden hamlet. Inside a heavy chest on the top of shelves and an opulent chest a bit farther contain gold and minor loot, while some other containers may keep Camp Supplies.
A DC 20 Perception Check near the bookcase allows party members to detect trapped loose planks, armed with Glyph of Warding: Acid. Another DC 15 Perception Check highlights the bookcase. Despite being highlighted as a trap as well, it is simply locked. After disarming the planks with a DC 15 Sleight of Hand Check under them lies a key which opens the bookcase (otherwise it needs a DC 18 Sleight of Hand Check to lockpick).
Behind the bookcase is the hidden part of the cavern, where Jaheira keeps some of her most private items: Belm and Staff of the Ram in the opulent chest, Khalid's Gift in the display case, and the Rite of the Timeless Body on the table. Interacting with the necklace and the scroll adds options in the dialogue with Jaheira to ask her about her past.
Roof edit
Apart from aforementioned Old Pouch with the Harper pin, a DC 15 Perception Check near this item highlights a plank with a secret stash underneath. It may contain Thieves' Tools (1 to 3 sets), Trap Disarm Toolkit (1 to 3), and random useful potions and / or grenades. Bird nests nearby may contain minor Valuables.
Companion interactions edit
Jaheira (and Minsc) edit
Elerrathin's Home serves as the dwelling to Jaheira and her wards, who she considers to be her family.[5] If Jaheira was recruited into the party, they can all be met in the house:
- Fig - youngest foster daughter, acts as the home's 'sentinel', stopping and questioning any new visitors. She spends her day on the porch, practicing swordsmanship against a dummy.
- Jhessem - middle foster daughter, a small child who speaks with the decorum of nobility. She has found a family tree of Jaheira's and dreams of becoming a queen of Tethyr.
- Jord - oldest foster son, a druid apprentice who was tasked with watching over plants in the house. He can share a story of Jaheira defending him from a meddlesome merchant when he was nine years old.
- Rion - oldest foster daughter, an unspoken leader over other wards in Jaheira's absence. A former member of the Flaming Fist, she occasionally makes moves to keep order in the neighbourhood.[6]
- Tate - youngest foster son, described by Jaheira as a "little sneak-thief". He seems to be the latest one adopted, apparently having lost his parents to the Cult of the Absolute.[7] Tate is afraid of losing his new family as well, and prefers to remain upstairs, eavesdropping on conversations.
Interactions with the members of Jaheira's family differ depending on whether she is in the party, and also on the party's progress with the The High Harper quest - specifically, on whether Minsc was saved from the cult. If Minsc has already been saved and is present in the party, the dialogues' layout change as well.
If Jaheira is recruited, but is currently not in the party, Rion asks them to bring her to the house. If Jaheira is present, entering the house triggers a cutscene where she scolds Rion for not securing the safety of the younger ones. Rion, however, prefers acting to hiding and insists on staying in Baldur's Gate. After the initial common dialogue with all of Jaheira's wards each of them can be spoken to individually, revealing the peculiar relationships within the family and prompting snide remarks from Jaheira. If the quest Aid the Underduke is not complete yet, Jaheira, depending on its progress, also warns Rion of the doppelgangers hunting the party.
Reuniting Jaheira with her family grants one or both of the following inspirations:
- Cherishing Family ( Urchin background)
- Children of an Outlander ( Outlander background)
Shadowheart edit
When the party approaches the building for the first time, approximately at X: -214 Y: -32 Shadowheart attracts their attention to a graffiti on its outer wall resembling a "Jolly Roger". Shadowheart recalls that it might be her deed from the period of training. Her demeanor depends on whether her personal quest is completed or not, and on its outcome as well.
Outside the building edit
There are several NPC vignettes around Elerrathin's Home.
- Near the house porch a rich-garbed citizen Bastian d'Zinn berates a commoner boy Rhaneld for throwing a pebble at him. A small group of bypassers defend the boy, pointing out that Bastian is clearly making a tempest in a teapot. Unlocked, red-outlined Traveller's Chests on a cart behind Bastian, as well as backpack near the cart, contain gold, Camp Supplies (wine) and / or pieces of rich-grade Camp Clothing.
- In a triangular garden in front of the building Healer Sylbert tries to bring some comfort to Twitch Broven, an old veteran, who is overwhelmed with the news of the war coming close to the city.
Related Quests edit
Characters edit
Jaheira's Wards edit
Outside, near the building edit
Animals edit
Loot edit
Related literature edit
External links edit
- Jaheira on the Forgotten Realms Wiki
Footnotes and references edit
- ↑ Though the pop-up location and the map marks call the building "Elerrathin's Home", the patter at the entrance and some items like backdoor key provide a bit different name: "Elarrathin Residence".
- ↑ An apparently unimplemented puzzle involving these orbs is mentioned in Jhessem's one-liner dialogue file (
LOW_JaheirasHouse_MiddleDaughter). It could be solved by disabling the orbs, which should produce small pedestals to cross the pond below. Jhessem then would give the clue to the puzzle. - ↑ If Jaheira is present, she comments on it, revealing both these aspects. Her comment highlights the pressure plate without any ability check.
- ↑ Due to a glitch the fourth Messenger Rat can occasionally be found outside of the house, near the water edge behing it.
- ↑ If Jaheira dies before joining the party at the end of Act Two, the house is empty, with neither her wards nor the animals in the basement present. The Harp-Shaped Pin can then be found in the large wardrobe on the upper floor of the house.
- ↑ As stated in Final Warning letter, found in the garden room.
- ↑ As stated in Harper Report: No Leads letter in the mailbox.








































































