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Elfsong Tavern

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Lower City
Candulhallow's Tombstones
Armbrust's Home Elfsong Tavern Stormshore Tabernacle
Baldur's Mouth
The Elfsong Tavern is a Location within the Lower City in Act Three of Baldur's Gate 3.
Welcome, traveller. Remember, this ain't the Blushing Mermaid, it's the Elfsong, so behave yourself.
Skoona, warning the party

Overview[edit section | visual editor]

The fireplace in the taproom on the ground floor
(by Tim Coddens)

The Elfsong Tavern is a well-known inn, pub and lodging house in the Eastway district of Baldur's Gate. It is located across the Baldur's Mouth publishing house, and down the street from the Stormshore Tabernacle.

The tavern occupies a large two-storied building. It has a basement and vast terraces outside the main entrance. The tavern roof is accessible as well and apparently serves as a place for relaxation, offering a beautiful vista on the bustling city streets.

Access[edit section | visual editor]

The tavern has three entrances on the ground level:

  • The main entrance at X: 56 Y: -23, across the bulk of the Baldur's Mouth building
  • Two side entrances from the terrace at X: 76 Y: 1; these lead to a partially roofed outside area where patrons are standing and drinking
  • The back entrance at X: 49 Y: 11; this leads into the tavern kitchen

Also, the tavern basement is connected to the Knights of the Shield Hideout, from which it is possible to enter the Lower City Sewers.

Finally, the double doors up the outer staircase at X: 44 Y: -9 lead to the lodging quarters on the first floor, but this entrance is available only if the party rent the room as their city Campsite (see the respective section below).

History[edit section | visual editor]

Management of the tavern has fallen down to Alan Alyth from his mother, although ownership of the place itself is in the hands of the Hlath family.[1]

The name of the establishment has a specific origin:[2] the tavern is haunted by the spirit of a long-dead Elven woman who occasionally serenades its patrons. If the party rent a room from Elfsong Tavern, likely this song can be heard in the background.[3] As the song has become the tavern trademark, it is forbidden to perform any other within the establishment grounds.[4]

In the recent past the tavern served as the base of operations for a secret society known as the Knights of the Shield, which operated in information dealing, political manipulation, and smuggling. The society's headquarters was located in the secret part of the tavern's basement. For a certain period of time the organization was run by the EmperorEmperor and the Duke StelmaneDuke Stelmane. The society's customer-facing operations were conducted in Duke Stelmane's private parlour on the first floor of the tavern.

Building layout[edit section | visual editor]

Ground floor[edit section | visual editor]

The main bar at the Elfsong Tavern
(by Tim Coddens)

The main area of the Elfsong Tavern features a bar and a large number of tables. On the sides of the room are separate alcoves surrounded by curtains. The party can ask the bartender Alan AlythAlan Alyth about the events taking place around the town. Afterwards, they can choose to rent rooms on the second floor, which serve as the party's Camp while in the Lower City. Alan can also act as a trader, selling Camp Supplies, and his prices will later vary depending on the outcome of the Stop the PressesStop the Presses quest.

Among the Elfsong staff LakrissaLakrissa works as a waitress, if she survived the events of Acts One and Two. If a party member made a bet with her back in Emerald Grove about reaching the city, they can remind her about it, which grants the A Bet Is a BetA Bet Is a Bet inspiration to characters with the Folk HeroFolk Hero background.

The tavern enforcer SkoonaSkoona patrols the ground floor, wandering from the main doors to the kitchen and back. Barbarians and Monks have unique lines when talking to her, earning minor approval from most companions.

Many patrons can be found in the main room. Some of them form vignettes, which allow the player character to change their Approval with companions and / or have the party gain inspirations. Certain characters leave the tavern and cannot be found anymore once Enver GortashEnver Gortash is defeated.

Below some of the NPC vignettes around the taproom are listed.

  • Playwright Oloric WitmirthOloric Witmirth sits in the alcove nearest to the entrance. He is not entirely sure he knows the player character[5]. Oloric is also mentioned in the Client List of the House of Grief as having received their "unburdening", which may be responsible for his partial amnesia.
  • The adventurers BombastoBombasto and Dame GuisarmeDame Guisarme sit in the next side alcove. Their appearance resemble the characters of the Vox Machina animation series.
  • Around a table in the center of the tavern Buff TannerBuff Tanner, Cyndirie VandCyndirie Vand, Grainne JodhpurGrainne Jodhpur and ThimbleThimble play a card game (likely Talis, according to their banter).
  • The couple Blarson ThroaksBlarson Throaks and Clovia ThroaksClovia Throaks are celebrating their son getting a job. The latterlatter can be met later in the Steel Watch Foundry. If talking to them both, certain dialogue options may reveal that Clovia is going to leave her husband for Tamia HolztTamia Holzt, who provided the job for their son (and by coincidence is his senior).
  • The halfing Doora ThumbfootDoora Thumbfoot tries to sell off some jewelry so she can help her husband escape Baldur's Gate. Asking her about and helping her with this can earn approval from some companions.
  • The gnome Dez KanshawDez Kanshaw near the fireplace broods deeply about his son Korson who has been offered to join the Guild ranks. Suggesting that his son should take on the offer grants the Next Generation of PocketsNext Generation of Pockets inspiration to characters with the CriminalCriminal background.[6]

The General Streets Chest Key lies under a chair at X: 73 Y: -5; it does not appear to fit any lock or locked container inside or around the tavern.

Laff Riot[edit section | visual editor]

The Laff Riot stage
(by Tim Coddens)

The separate room where Harvard WilloughbyHarvard Willoughby hosts the Laff Riot is off to the south-eastern side at X: 66 Y: -14. Inside, several patrons are watching the stand-up show. Harvard's son BelfordBelford is helping his father out. The party can join the contest and try to win.

The jokes which help the party win the contest, as well as the additional options, are listed on the Harvard Willoughby's page. Most jokes (even losing ones) grant approval/disapproval from various companions.

Depending on the outcome, one of two mutually exclusive following inspirations can be gained:

Kitchen and Cold room[edit section | visual editor]

In the northern end of the tavern is the kitchen, where Chef RoveerChef Roveer and his assistant TecochiTecochi are working. The tavern supplies are being compromised by rats who have bred in numbers in the cellar. Roveer brought two cats to the kitchen, TambourineTambourine and ZambombaZambomba, but both prefer dozing off to hunting. If the party converse with them using Speak with AnimalsSpeak with Animals, both cats take them for servants who came to do the job in their place.

Behind the back door another kitchen worker Spatula FarggoSpatula Farggo distributes discarded food leftovers without Chef Roveer's permission. A small group of beggars are thankful for this care.

At X: 48 Y: 2 is a storage room, containing mostly minor food items, barrels and wine racks. A locked wooden chest can be found right next to the door which can be unlocked with the Cold Room Chest Key, kept by Alan Alyth, or with the DC 7 Sleight of Hand Check DC 7 Sleight of Hand Check. Inside the chest is more wine.

Basement[edit section | visual editor]

The basement storage area
(by Tim Coddens)

The kitchen has a stairway which leads down to the basement. The basement consists of a main area where no less than 20 ratsrats skitter about. They are hostile on sight. Killing the rats while drunkdrunk is an easy opportunity to earn the Punch Drunk Achievement, if it was not obtained before. One of the rats drops the Keepsake Ring.

In the back are two separate rooms. The larger one in the center is filled with large wine barrels, while the smaller one on the side is filled with wine racks. The cellar can be looted for a number of Camp Supplies, mostly various types of wine.

Inside the smaller room at X: -868 Y: 544 is a hidden button. It is highlighted with a Perception CheckPerception Check. Pressing it opens the head of a wine barrel in the larger room like a door, revealing a hidden hallway with stairs leading down to the Knights of the Shield Hideout.

First floor[edit section | visual editor]

Next to the entrance of the kitchen are stairs which lead to the first floor. If the party visit the tavern for the first time before progressing the Investigate the MurdersInvestigate the Murders too far, the stairs are guarded by two Flaming Fists, who warn the party about the ongoing investigation, but do not actually stop them from coming upstairs.

On the first floor is a small hallway with two doorways, the southern one to Duke Stelmane's private parlour. Its entrance is fenced with a Flaming Fist investigation sign. Gauntlet Devella FountainheadGauntlet Devella Fountainhead is inside (see the Involvement section below). If the party speak to her and then take a Long Rest, the Flaming Fists leave the tavern, and the room is cleaned up. Only the documents left by Devella speak to the crime committed here.

The other on the western side leads to "Rented Rooms", which can be later leased to the party. Until the party arrange it, the room cannot be explored, and party members will comment on attempts to enter it.

Next to the doorway leading to the Rented Rooms is a ladder which allows to move to the rooftop area.

Roof[edit section | visual editor]

The rooftop area can be accessed through a ladder next to the entrance of the rented rooms, and also by jumping from outside the tavern on the western side. AlfiraAlfira, if she survived the events of Act One and Two, is on the roof. She relates her plans to open a bardic school. Talking to her awards the following inspirations:

If LakrissaLakrissa also survived, she may occasionally be found on the roof when not waiting tables on the ground floor.

A DC 15 Perception Check DC 15 Perception Check highlights a cracked tile at X: 62 Y: -5. Underneath are random potions of Rare grade, possibly including Potion of Flying and / or Potion of Speed, and gold.

Involvement[edit section | visual editor]

The Elfsong Tavern plays a major role in progressing several quests (if they are active), and has as well some which are started and finished within its walls.

Investigating the murders[edit section | visual editor]

The murder scene of Duke Belynne Stelmane

The parlour on the first floor of the tavern is the crime scene of the Duke Belynne Stelmane's murder. When the party first visit the room, Gauntlet Devella FountainheadGauntlet Devella Fountainhead is there, finishing her report. The dialogue with her starts automatically upon entering the room and may progress the Investigate the MurdersInvestigate the Murders quest. She believes (correctly, as the party can later learn) the murders are part of a BhaalistBhaalist conspiracy. The party can convince her of their ability to assist by passing an ability check.

If the interacting party member is the Dark UrgeDark Urge, they have additional options to confess to Devella of their lineage. While still remembering her duty, she seizes the unique opportunity with both hands and offers the Urge to investigate the cult from within.

Near the cupboard with a mirror on the western side of the room, a DC 13 Perception Check DC 13 Perception Check reveals a Discarded Wine Bottle. Interacting with the bottle, a DC 15 Medicine Check DC 15 Medicine Check changes it to Master Meztil's Karabasan's Gift. There are more interactable objects in the room, which together eventually form the picture of a ritualistic murder, instead of mere thuggery. Also a Map of Murder and Notes on Stelmane's Murder written by Devella are in the room.

If the party progress the quest too far (i.e., start an independent investigation or begin killing the listed victims themselves) Devella leaves the room and can be later met at the Facemaker's Boutique.

Following the Emperor's trace[edit section | visual editor]

The cellars are just down the stairs - there you'll find my old lodgings.
The Emperor, upon nearing the stairway in the kitchen.

When the party approach the location for the first time, the Emperor comments the exploration of various parts of the tavern, and encourages the party to investigate his old hideoutinvestigate his old hideout as well. While they explore the tavern interior, the Emperor chimes in from time to time, eventually guiding them to the cellar and helping to find the secret passage to the Knights of the Shield Hideout.

All possible interactions in this location, as well as any loot gained there, is listed on the location page.

Pest problems[edit section | visual editor]

Speaking with Chef RoveerChef Roveer in the kitchen starts the Roveer's StorehouseRoveer's Storehouse quest.[7] Roveer has been marked as a target for a serial killer, and can be informed of this. Otherwise, the party can also choose to murder him to progress the Impress the Murder TribunalImpress the Murder Tribunal quest. However, Roveer's attention is wholly taken with the pest problem. Regardless of the party intentions, he takes them for adventurers he hired to exterminate the numerous rats in the tavern cellar and refuses to do anything until they complete the task.

New campsite[edit section | visual editor]

The room which can be rented out
(by Tim Coddens)

The party can rent the whole upper floor from the proprietor Alan Alyth as their Campsite. Afterwards, these rooms become the new camp location while the party is in the Lower City or Lower City Sewers. Moving to this new campsite cannot be reverted.

Alan Alyth normally charges  200 gp for the rental, but passing a Persuasion or Perception check allows the party to commandeer the entire penthouse suite for free. Some character Classes have also unique checks to get the discount. If a party member fails the check to convince Alan, he raises the price instead.

Renting the room grants one or more of the following inspirations:

While camping in the penthouse, Supply Packs for long resting can be purchased from the Dumbwaiter at night. Also, an Opulent Chest near the Dumbwaiter contains several random Rare grade potions.

Related locations[edit section | visual editor]

Related quests[edit section | visual editor]

Characters[edit section | visual editor]

Staff[edit section | visual editor]

Patrons[edit section | visual editor]

This is the list of named NPCs. There are several characters inside and outside the tavern, named simply "Patron". They cannot be spoken to, but react to the party's actions (like aggression, theft, etc.) as any other around.

Inside[edit section | visual editor]

Outside[edit section | visual editor]

Laff Riot contest[edit section | visual editor]

Flaming Fists[edit section | visual editor]

Beggars[edit section | visual editor]

Other[edit section | visual editor]

Loot[edit section | visual editor]

Related literature[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. As mentioned in The Patriar Blackmail Files, collected by the Church of Shar.
  2. The first Baldur's Gate video game and the tabletop D&D adventure Baldur's Gate: Descent into Avernus both include a description of the Elfsong Tavern, and explain the origin of its name.
  3. The Elfsong, performed by Mariya Anastasova, hints at the plot of Baldur's Gate 3 and the ultimate fate of Balduran. Its written version can be found on a desk inside the rented room. However, one of the old issues of the Baldur's Mouth Gazette which can be found around the city, claims that the song has recently "changed its tune". Therefore, the original version of the Elfsong was probably different.
  4. If AlfiraAlfira survived the events of Act One and Two, she relates this fact to the party when they meet her on the tavern roof (LOW_Elfsong_Alfira).
  5. Oloric is also a character in the tabletop adventure Baldur's Gate: Descent into AvernusBaldur's Gate: Descent into Avernus, where he could have been met before.
  6. The dialogue option to nudge Dez to agree is available only to Rogues, which significantly narrows the chances to earn the inspiration.
  7. This quest is a direct reference to the Baldur's Gate 1 game, where the party receives the quest Reevor's StoreheouseReevor's Storeheouse with the same fabula.
  8. This inspiration is not given if the party ask Alan for details of murder and then appeal to it to get a discount.
  9. 9.0 9.1 If she survived the events of Act One and Two.
  10. 10.0 10.1 10.2 Leaves and cannot be found anymore if GortashGortash is defeated
  11. 11.0 11.1 11.2 A member of the Flaming Fist patrol circling the tavern, accompanied by a Steel Watcher. Cannot be spoken with.
  12. This commoner walks around the tavern, greeting the party whenever their paths cross. His one-liners change if the Stop the PressesStop the Presses is completed (depending on its outcome), and if Gortash is defeated as well.

External links[edit section | visual editor]