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The Friendly Arm Inn

A walled hamlet located on the Coast Way several days north of Beregost. The grounds consist of a stone keep (the inn) with stables, gardens, a horse pond, and caravan wagon sheds. It also shelters a few houses, a large meeting hall with a many-pillared entrance, a small store, a magic shop, and a temple to Garl Glittergold, chief god of the gnomes.

History

The Friendly Arm was once the hold of an evil priest of Bhaal who was destroyed in undead form by a band of adventurers led by the gnome thief and illusionist Bentley Mirrorshade. Bentley set his comrades-at-arms to work renovating the keep, and it soon opened as a fortified waystop on the Coast Way in territory often endangered by brigands and raiding bands of orcs, kobolds, bugbears, and trolls. Though these perils have lessened somewhat since the Arm was founded, the safe, clean inn is still a favourite spot.

"Bentley once confided in me that the greatest instrument to his success was a powerful magic ring, which he has since lost. Although methinks he misses it dearly, some precious things are better left unfound. If ye find Bentley's ring, t'would be a kindness to him not to mention it." — Elminster

The Temple of Wisdom

A low building whose interior walls are studded with gems and gold nuggets. Guarded by many illusions, it is a temple to Garl Glittergold, primary deity of the gnomes. Human worshippers — some of whom have dubbed the place the "Shrine of the Short" — are welcomed here.

The temple is run by Gellana Mirrorshade, Bentley's wife.

Inside the walls

Peace is maintained by a common agreement among guests that this is one of the rare neutral havens in the Realms. There is always the magic and adventuring help Bentley can call on, and the rumour that some of the fetching barmaids are really iron golems concealed by powerful illusions.

The energetic and affable hosts of the Arm are Bentley and his wife Gellana, who also presides over the temple. The pair are kind, perceptive, and could probably deal an Amnian merchant out of his last copper piece. The house they keep has large, airy rooms and good, simple food. Everything is clean, cheerful, and uncrowded — unless there's a meeting going on — and the Arm has become a favourite spot for business gatherings and negotiations alike.


Source: bgee/original_manuals/baldurs_gate_1_ee_sword_coast_survival_guide.pdf — "The Friendly Arm Inn".