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Adventures in the rolling plains of Elturgard, the bustling port of Baldur's Gate, and beyond.
I've added some info about Elturgard (and its capital, Elturel) here, focusing on both the theocracy and its surrounding environs as well as the two military orders in the country - one secular, one religious - and the one thing that makes Elturgard really unique, which is the Companion - a shining golden sun that hangs over the High Hall of Elturel, visible from anywhere in Elturgard's borders at any time of day, even alongside the regular sun. (Blackout curtains are very popular in Elturel.)
The reasons for this is that I'd like most characters to have some kind of tie to Elturgard. Not all, necessarily - the outsider's perspective is also very important - but at least a few, and ideally at least one Companion or Hellrider. (Both of these are available as homebrew backgrounds, as well!)
I'd ask you not to google or wiki-search much outside of what's available there; since the bones of this campaign are a D&D published product, you may accidentally spoil yourself on important story beats (or draw incorrect conclusions, since some things will have majorly changed).
You can start with an Elturel primer. After that, check out the different sections of the story to see the people, places, and things of relevance that came up there.
Mechanically, here are the house rules in effect. (You'll need to be logged into D&D Beyond to see homebrew stuff hosted there.)
Hellrider and Order of the Companion are both available as custom backgrounds for people that want them. There are other backgrounds appropriate to these organizations, of course. If your character is a member of one of these and you want to include a copy of the Creed Resolute that you can actually read (as opposed to just a custom item), add Copy of the Creed Resolute to your inventory.