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Ramazith's Tower


“I knew Lorroakan amassed knowledge like a dragon with its hoard, but never could I have imagined such wealth.<...> Study and catalogue it... Then share it with the Realms. After all, it does little good collecting dust in an old tower.„
Overview[edit section | visual editor]
Ramazith's tower is a major landmark of the city of Baldur's Gate, located in its Temples district. Its silhouette is clearly seen on the initial loading screen of the game. The tower is round and resembles a pagoda with its several concentrical levels decreasing in diameter from foundation to the top. Within the playthrough only three inner levels of the tower are accessible, as well as a balcony which encircles one of them and offer a marvellous vista on the whole city.
The tower is connected to the magical shop of Sorcerous Sundries and to its vault, where the most precious items are stored. It is the location where the quest Find the Nightsong which spans all three Acts of the game can be finally completed. The plot lines of several notable characters can also be brought to their conclusion here, updating the Gather Your Allies quest.
History and access[edit section | visual editor]
As the tower name suggests, it was built by a famous wizard more than a hundred years prior to the game events. After Ramazith disappeared,[1] the ownership of the tower (and of the magical shop as well) passed to an wizard Lorroakan. The latter, however, apparently saw both the tower and the shop only as a means to pursue his personal goals (as the party soon find out, the first and foremost of these is gaining immortality).
The tower can be accessed only through a portal from the first floor of the Sorcerous Sundries. When they reach this part of the shop for the first time in a playthrough, they encounter Lorroakan's Projection at X: 14 Y: -72. It opens four portals, each accompanied by a plaque. To reach the tower, the party must use the pale blue portal at X: 13 Y: -83. The three others down and eject from the building whomever attempts to enter.
The portal transports the party to the top floor of the Ramazith's Tower.
Building layout[edit section | visual editor]
Top floor[edit section | visual editor]

(by Stimona Milanova)
The party arrive at the top floor of Ramazith's Tower via a portal in Sorcerous Sundries. Afterwards, they can return to the shop via the same portal.
The top floor is a large, lavishly decorated round area, with walls lined up with seemingly endless bookshelves. Unfortunately, neither the shelves nor stacks of books around can be interacted with. On the tables and counters are various alchemical, astronomical, and magical devices.
The top floor has several points of interest (listed here moving clockwise from the portal):
- At X: 4988 Y: 705 is an exit to the balcony, which can be used to move to the outer area of the middle floor of the tower via spells like Misty Step or Fly. Other such exits are at X: 4962 Y: 719 and at X: 4961 Y: 690.
- At X: 4980 Y: 705 several pieces of furniture are magically suspended in the thin air. They also can be used as a bridge to jump down to the middle lever. However, if Lorroakan is alive, the furniture is red-outlined; jumping down is considered a crime.
- At X: 4977 Y: 693 is a runic circle prepared for the Nightsong, harmless for any other character to step over.
- The top floor features two small grounds above the main level, which can be reached via ladders at X: 4977 Y: 693 and X: 4975 Y: 719. On the former is a Gilded Chest with gold and random Valuables, while the other has no remarkable items.
- Around the top floor are five small display cases and two large ones, which may contain random precious gems or rare potions. One of the large cases in the centre ground always keeps a Potion of Supreme Healing.
Middle floor[edit section | visual editor]

(by Stimona Milanova)
The middle floor consists of an indoor inner area and an outdoor outer ring. It can be reached by jumping down an aforementioned series of floating furniture, or using spatial movement spells from the top floor balconies. The inner area also consists of two concentrical rings connected with gilded metal stairs.
When exploring this area, using the See Invisibility spell or potion is recommended. If no party member has an option to obtain the effect, they can take an Elixir of See Invisibility from a backpack on the outer ring (at X: 4979 Y: 704).
The floor is densely trapped with Cloudkill vents and four Arcane Cannons. Detecting any of them here requires DC 15 Arcana Check, unlike most other locations.
Around the area are several unlocked showcases, Opulent Chests and smaller Gilded Chests, which may contain gold, valuables, random alchemical ingredients and potions, as well as random arrows and very rare spell scrolls.
The outer ring is available either via jumping through the windows on this floor or after demolishing the barricade at X: 4962 Y: 691. Two Mage Hands roam constantly around the ring, casting Create Water on green patches lining the edges. The area has nothing of remark, except a patch of alchemical herbs at X: 4981 Y: 686, and a Snakeskin Hat on the ground near the barricade.
Weave Buttons[edit section | visual editor]

(by Stimona Milanova)
Five pillars are scattered around this floor, each with a 'Weave Button' on the top and a plaque in front of them, which can be revealed with See Invisibility:
- At X: 4962 Y: 718 the Below button teleports the party to the bottom floor.
- At X: 4954 Y: 704 the Cleanup button activates gas vents around the room.
- At X: 4977 Y: 719 the Security button activates Arcane Cannons.
- At X: 4979 Y: 693 the Vault button teleports the party member who pressed it to the Sorcerous Vault. There is no way to teleport back to the Ramazith's Tower from there.
- The only pillar on the outer ring at X: 4995 Y: 706 is labelled as Artillery and fires a fireball from the top of the tower.
Bottom floor[edit section | visual editor]

(by Stimona Milanova)
The bottom floor is accessible via the Weave button marked "Below" on the middle floor. It also can be reached by jumping down from the middle floor; Feather Fall is recommended.
This floor features two Globe of Invulnerability arcane barriers protecting the legendary staff Markoheshkir and the Robe of the Weave. In front of each is an invisible lever which can be revealed with See Invisibility and disabled by passing a DC 20 Arcana Check.
Two stone statues labelled as Aspects of Athkatla are actually traps connected to these levers. If an Arcana check on a lever is failed, the statue casts Disintegrate on the interacting party member. Also, the failed check locks the party member in question out of another try for that lever; further attempts of this party member always result in the Aspect attacking them. Thus, the party has a limited number of tries to obtain the guarded items.
A nearby display case is trapped ( DC 13 Perception Check to detect, DC 15 Sleight of Hand Check to disarm) and contains the High Security Vault nº1 Key for The Counting House storage. Next to it is a Gilded Chest with gold, a Gold Ingot, random potions and the Sorcerous Sundries Mystery Door Key can be found here, which opens the door leading to the Southern part of the Sorcerous Vault. On the opposite side of the floor is another unlocked display case keeping the Scroll of Circle of Death.
There is also a Weave button marked Above that teleports the party back to the middle floor.
Involvement[edit section | visual editor]
When the party teleport into the tower for the first time, a cutscene starts, showing Lorroakan and his retinue. The wizard is idling time while he awaits someone to bring him information on the Nightsong - or fetch the Nightsong herself. He is accompanied by an animated armour Krank, his servant Miklaur and his elemental myrmidons.
The cutscene spills into a dialogue with Lorroakan, where they can inform him of the Nightsong's fate or bargain with him about bringing her to the tower. They can also deceive the wizard to win some time to make the ultimate decision. The layout of the dialogue directly depends on the party's choices in the end of Act Two.
The party can also ask Lorroakan about the reasons he wants to lay hands on the "relic" and even make him to show the means he plans to use towards this end. If Gale is in the party, he chimes in and the two exchange mutually contemptuous phrases concerning true immortality.
If Dame Aylin survives the events of Act Two and resides in the party's camp, she can be later informed about Lorroakan and his true intentions. In this case, she storms out of camp and can later be found in Ramazith's Tower. There, the quest Find the Nightsong reaches its climactic conclusion.
The party has options to side either with Lorroakan or with Dame Aylin. Either way, the fight begins. If the party sides with Aylin, she and Isobel add their unique aiding options to the Gather Your Allies quest. Otherwise, the party receives 5000 gold from Lorroakan and his aid in the final battle.
If the party betrays Dame Aylin to Lorroakan and later tells Isobel about this in camp, Isobel runs away to save Aylin, and her corpse can be found in the Ramazith's Tower after a long rest.
The party's ultimate choice between siding with Lorroakan or with Dame Aylin may grant one or more of the following inspirations:
- Always Trust a Dishonest Person ( Charlatan backgrounds) - for betraying Aylin
- How High They Fall ( Haunted One backgrounds) - for killing Lorroakan
- Never To Be Chained Again ( Folk Hero backgrounds) - for saving Aylin from Lorroakan
- Stopping the Repetition of History ( Sage backgrounds) - for killing Lorroakan
- The Karsus of Our Times ( Sage backgrounds) - for betraying Aylin
Also, choosing surrender Dame Aylin to Lorroakan (regardless of bargaining about it with him prior) is considered an oathbreaking action for Paladins of the Crown and Paladins of Devotion.
Rolan's fate[edit section | visual editor]
If Rolan survives the events of Act One and Two, he is also present here. His choice of alleigance depends on whether the party saved his siblings from the Moonrise Towers Prison: if both are saved, he sides with the party. If either Cal or Lia died, he must be convinced via DC 20 Intimidation Check, DC 18 Persuasion Check, or DC 15 Arcana Check. Wizard characters have also an additional option via a DC 18 Strength Check check.[2] If both Rolan's siblings died, he inevitably sides with Lorroakan and cannot be convinced to reconsider.
Rolan takes over the tower if he survives and if the party sided with Dame Aylin to complete Find the Nightsong. He can be asked to help in the battle against the Absolute.[3] If he is asked about looting the tower, he allows the party to take whatever they like, save for books and scrolls. In this case, all containers on the three floors of the tower become available, and Rolan, despite his own words, does not object taking spell scrolls. After a long rest, Rolan becomes an ally for the Gather Your Allies quest.
If the party sides with Lorroakan, but he is defeated in the battle, Rolan decides to capture Aylin himself. However, the task is beyond his strength: after a long rest, the party can find Rolan's corpse in Ramazith's tower and a threatening note from Aylin.[verify]
If the party choose to attack Lorroakan themselves, Rolan instead confronts the party after Lorroakan is defeated, demanding to know what happened. To avoid another fight with Rolan, the party must succeed either a DC 18 Persuasion or Intimidation Check.
Related locations[edit section | visual editor]
Related quests[edit section | visual editor]
Characters[edit section | visual editor]
Creatures[edit section | visual editor]
Loot[edit section | visual editor]
Related literature[edit section | visual editor]
Gallery[edit section | visual editor]
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Ramazith's Tower can be seen from almost any corner of the city
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The view from the tower.
Both the Upper and Lower City can be seen from here -
Concept art by Châu Nguyễn Thị Hoài
Footnotes and references[edit section | visual editor]
- ↑ A book titled Ramazith can be found in the Sorcerous Sundries or bought from Tolna Tome-Monger, which vaguely explains the possible reasons for the wizard's disappearance. It hints on the quest from the Baldur's Gate 1 game.
- ↑ If Gale is played as an Origin, this roll DC is reduced to 15 for him.
- ↑ Rolan also relates about moving Cal and / or Lia to live in the tower, but none of them can be met afterwards inside.
- ↑ 4.0 4.1 4.2 If Isobel died in attempt to save Aylin
External Links[edit section | visual editor]
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