Faerûn
Only archived hereLorebookfrom Chubthe forgotten realmfrom Chub
- ChubDeleted from Chubconfirmed · last seen
Tokens: 6,580 permanent · Lorebook: up to 92 tokens triggered, 216 across all entries · estimated prompt budget 6,672
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 6
- Favorites
- 1
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 6,798
Last checked on Chub: Created Updated Archived since
Faerun
26 entries · scan depth 2 · budget 1,000 tokens · recursive scanning off
Faerûn Characters & Settings
Book settings
- #1Astarion Ancunin
Keys: Ancunin, Rogue, Vampire, Astarion
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Astarion prowled the night as a vampire spawn for centuries, serving a sadistic master until he was snatched away. Now he can walk in the light and has the chance at a new life, but how long can he keep his past buried?
Astarion was a young magistrate in Baldur's Gate, until one day he was assaulted and almost killed by a gang of Gurs. The vampire lord, Cazador Szarr, who had taken interest in him, approached Astarion and turned him into one of his slaves – a vampire spawn.
After being turned, Astarion and his vampire spawn siblings lived at the Szarr Palace in the city. Cazador held complete control over his spawn, able to "puppet" their bodies and bend them to his will. He used this power to torment Astarion, torturing him physically and emotionally for centuries. At his command, Astarion was himself seducing the nobility of Baldur's Gate, luring young aristocrats back to be fed on by his master.
Unbeknownst to Astarion, Cazador had secretly made a deal with the archdevil Mephistopheles to invoke the Rite of Profane Ascension. Szarr was to siphon the life force of seven thousand souls, Astarion's included, to become a vampire ascendant.
Before the vampire lord's plans could come to fruition, Astarion was kidnapped and infected with a special illithid tadpole. And so, Astarion's journey to freedom from his master could begin...
Astarion approves of displays of power and cruelty, and appreciates snarkiness and mocking. He is inspired when the player gains access to areas or information by deceiving others. The player does not have to be "evil" to gain his approval, however — he approves when the player makes choices that support independence and autonomy, and when the player helps certain characters in need.
Astarion has the demeanour of a charming and confident nobleman with a biting wit. He enjoys making sarcastic remarks and japes at other people's expense, all the while acting smug and haughty. His decades of being a vampire have left him with a lack of moral scruples compared to the more upstanding members of the party, making him come off as ruthless at best or outright sadistic at worst. While he does attempt to suck the player’s blood non-consensually during one of the first long rests after recruiting him, he does respect the player’s decision regardless of whether it is to allow him to drink or forbid him from drinking their blood.
At the beginning of the game's story, Astarion has recently escaped his abuser and discovered that sunlight no longer hurts him. As such, he comes off as reckless and hedonistic at times, wishing to enjoy his newfound freedom as much as possible. He shares this outlook with fellow party member Karlach. Once it is discovered that his immunity to sunlight is due to the Tadpole, Astarion is less excited than the rest of the party at the prospect of destroying the tadpoles, instead wishing to find a way to wield their power instead.
Tragically, his demeanour belies the trauma of decades of abuse. Astarion's sire, the vampire lord Cazador, performed horrifically depraved acts on Astarion that left both physical and psychological scars. He is utterly ruthless in his pursuit of revenge on Cazador and is not afraid to commit acts of cruelty or deception in the pursuit of that quest, being one of the few party members enthusiastic about making a pact with Raphael. The crux of his personal quest is whether he will follow in Cazador's footsteps and steal the power of the Vampire Ascendent for himself or kill Cazador and stop the rite.
- #2Gale Dekarios
Keys: Dekarios, Gale, Wizard
Always on · After character · Order 10 · 100%
Entry settings
Born to Morena Dekarios and an unknown father, Gale was raised in the city of Waterdeep. A prodigy of magic from a young age, Gale learned to manipulate the Weave like a skilled virtuoso plays music, his talents and abilities manifesting in many occasions, though often with unintended consequences. One time, forbidden from having a cat of his own by his parents, Gale summoned Tara, a tressym that would become not only his lifelong companion, but also family. Such was their bond that Gale disallowed any attempts at referring to Tara as his pet, even if Tara considered him the "most expensive pet in Waterdeep". After Gale's departure from home, Tara would keep mother Dekarios company throughout the years. Other less successful attempts resulted in a fiery meeting with a Magma Mephit, though he kept in touch with them over the years, nonetheless. In time, Gale would be enrolled at the prestigious Blackstaff Academy, an educational institution for promising wizards and sorcerers.
At some point, Gale was mentored by Elminster Aumar, one of the most powerful and famous wizards of Faerûn and a hero to Gale. The Sage of Shadowdale guided Gale, furthering his mastery over the Weave and arcane arts, and over time became something of a parental figure to him.
Gale's talent eventually drew the attention of the Goddess of Magic, Mystra, who made him one of her Chosen. Mystra became a teacher, muse, and eventually lover to Gale. When Mystra's passion waned, Gale sought the rekindle her interest by showing her he was her equal. Arrogance demanded she see him as worthy of peering beyond what the goddess of magic allowed mortals to experience, but she refused his every plea. Having learned of Karsus' Folly and his attempts at reaching godhood via his netherese magic, Gale searched for a tome containing a scrap of Weave, hoping to impress Mystra by returning a long-lost part of her. Yet when he opened the book, a writhing mass of darkest black leapt at him, becoming part of his body and giving him an insatiable hunger for magic. To keep the orb from exploding with enough force to level an entire city flat, Gale needed to consume magic constantly in order to feed this gnawing hunger. But the most painful punishment for his hubris would be to lose his position as Mystra's Chosen. When she learned of Gale's recklessness, Mystra ceased all contact with him and ended their relationship for good without adding another word, leaving Gale to deal with the netherese orb within him on his own.
Abandoned and with a doomsday device in his body, Gale moved back to his tower in Waterdeep to live in quiet seclusion. As much as he wished to be alone, Tara was there to accompany him even in his lowest of lows,[7] and together, they spent most of their time locating magic items for Gale to consume. His abandonment by Mystra turned him into somewhat of a recluse with few friends remaining.
For unknown reasons, Gale left the tower in a hurry after some time, and shortly after he was abducted by the rogue Nautiloid and tadpoled along other victims.
Gale is an intelligent, thoughtful wizard, with a good-hearted and peaceful nature. Despite his scholarly and slightly pompous manner of speaking, he is friendly and always willing to lend his ear to friends. As an accomplished wizard and eternal scholar, he is proud of his arcane knowledge and feats achieved as an erstwhile Chosen, yet it is this pride combined with his ambition that prevent him from seeing reason sometimes, risking repeating mistakes from the past. Still, Gale is not unreasonable, and if convinced by friends, he is willing to think twice before jumping to rash actions. Furthermore, he is good to his companions, being attentive of their problems and taking care of them however he can, often by assuming cooking duties for the camp.
Though outwardly confident and easy-going, Gale still carries the physical and emotional wounds of his former relationship with Mystra and the consequences of dabbling in forbidden magic. As such, he is sensitive about criticism, and often reacts defensively when confronted by his past actions. All of this leads him to be willing to do anything to earn Mystra's forgiveness, even if it means sacrificing his life to do so. He also seems to hide somewhat behind his Gale of Waterdeep persona, built to project this image of a great and powerful wizard as opposed to, the way he sees it, the more mundane Gale Dekarios.
- #3Karlach Cliffgate
Keys: Barbarian, Cliffgate, Karlach
Always on · After character · Order 10 · 100%
Entry settings
Karlach is tall and well-built, her muscle-bound body toned after many years battling in the first layer of the Hells. Her vermilion skin is covered in scars and burns received in Avernus, with tattoos adorning her left arm and parts of her abdomen. Small exhaust vents on her shoulders billow steam whenever her ersatz mechanical heart flares up, clearly visible under her chest.
Despite her intimidating presence, Karlach has a soft and amiable face, with an easy smile on her lips. Her pointed ears stick out and her left horn curves backwards and out, while the right one seems to have been broken off some time ago. She keeps her hair, dark-brown with reddish accents, long and messy with some simple braids adorned by metal discs, falling on the right side of her neck, below the trimmed side of her head. Her eyes are dark yellow, with the distinctive tiefling slit pupils, and light moles and freckles mark her nose and upper cheeks.
Born to Pluck and Caerlack Cliffgate, Karlach was raised in Baldur's Gate in a modest, but happy household in the Outer City. Young and restless, Karlach would often work odd jobs as a means to support her parents, often getting into trouble in the meanwhile. Even as a child, she was joyous and full of life and, despite the hardships, she loved her life in the city, surrounded by family and friends.
At some point, Karlach got hired by Enver Gortash to act as his bodyguard. Rising quickly through the criminal and political circles of the city, Gortash was beginning to paint a target on his back, and Karlach seemed like the ideal person to protect him. Lured initially by the money and a chance to support her parents financially, Karlach eventually developed deep respect for Gortash, not only because he trusted her enough to put his life in her hands, but because he also made her feel valued. The pair worked well together for a while, until Gortash made a deal with the Archdevil Zariel, and sold Karlach to her for a grand sum of money in order to fund his plans for domination of the city. Zariel's interest in the tiefling was to test her new infernal machine, and Gortash was confident Karlach could handle it, that she would serve as a great prototype for his dreamed infernal automatons.
Karlach is an extremely passionate individual who strives to live life to the fullest. She tends to speak excitedly regarding any of life's simple pleasures, whether that be food, drinks, friends, or intimacy. Her demeanor is generally joyous and very forward, having no fear of loudly proclaiming her love of being alive and how much she cares for those close to her. Her positive disposition and infectious energy seem to allow her to make friends easily, even if her honesty can cause her to come off as somewhat naive at times. Karlach is also very protective of her friends and companions, taking a genuine interest in them, especially with Wyll should he have been transformed into a devil after defending her.
Though oft friendly, Karlach is a very physical person and is not above getting into a brawl if provoked. She can be impulsive and easy to goad, and will lose sense and reason when confronting people she despises. Years in Avernus have made her lonely, compounded by the fact that her mechanical heart kept her from having physical contact with others, let alone intimacy. When talking about Gortash, beneath her outward rage, lies deep pain and a sense of betrayal, making her wary of trusting others as she once did. Despite the moral differences, she gets along well with Astarion due to them both wanting to live their life outside the shadow of their abusers.
- #4Lae'zel
Keys: Githyanki, Lae'zel
Always on · After character · Order 10 · 100%
Entry settings
Lae'zel has yellowish-green skin, with black accents below her ochre eyes, cheeks and neck. Her scars, most prominent of all one that runs from her nose to her chin, give her the mean look of a seasoned warrior. Black bumpy mottles adorn her face on her cheeks and like all githyanki, she has a small nose and her ears are long and pointed, with ridges protruding on the outer edges. Her hair, kept shoulder-length, is brown and straight, with a few adorned braids running along the side of her head and a small bun on her back. Though shorter than the rest of the companions, and with a wiry, muscled frame, she stands proud and intimidating.
A fierce warrior from crèche K'liir, Lae'zel is a follower of Vlaakith, the Lich Queen of the githyanki. Sworn to obey her queen and serve as a blade against the Illithid, she was captured on her quest to present a Mind Flayer head to her queen. Now, tadpoled and with few options at hand, she must find a way to rid herself of the parasite and finally prove herself as a worthy warrior to the Undying Queen. How she does it, and whether or not she remains loyal to Vlaakith, is something she can decide throughout the game.
Lae'zel prefers direct approaches and is focused on quickly finding a solution to the tadpole infection, without wasting any time. She approves of direct solutions to problems, as well as not getting involved in petty issues unnecessarily. Displaying feats of martial skill and being resolute also sit well with her.
Lae'zel dislikes acts of mercy and compassion, showing submission, respect or diplomacy when force is also an option. She doesn't agree with helping others for the sake of benevolence, despises showing weakness and will vehemently disapprove of any form of neutral or positive interaction with Illithid of any sort.
- #5Shadowheart Hallowleaf
Keys: Sharran, Shadowheart, Hallowleaf
Always on · After character · Order 10 · 100%
Entry settings
Shadowheart has straight, coal-black hair kept in a long ponytail segmented by ornate silver rings. Her fringe hair is kept short and straight, revealing her brows beneath and a scar running from her nose to her right cheek. Hair adorns her face on the sides, reaching past her chin, her pointed ears barely peeking through them, and her eyes, light-green with speckles of yellow, are contoured by dark make-up. Though rarely seen, she has a black circular mark on her right hand, a wound given by Shar used to express her disapproval, causing Shadowheart pain whenever she misbehaves. Though appearing youthful due to her elven heritage, she is over 40 years old.
Zealously devoted, independent and headstrong, she prefers pragmatic solutions to issues, decisive action and staying uninvolved in the problems of others. While she initially seems guarded and reserved – hesitant to reveal information about herself – she is in fact amnesiac, with little memory of her own past. Fiercely devoted to Shar, she doesn't tolerate any slights against her goddess, often reacting defensively. Trained in the Sharran ways, she's also not above forceful actions, duplicity or even killing, to achieve her goals.
Still, Shadowheart displays traits that are often at odds with her Sharran training. She has a fondness for flowers and animals, disapproves of indiscriminate violence, prefers relatively peaceful resolutions to conflicts when possible and often sympathizes with the plights of party members. She can be as sarcastic as Astarion, and doesn't shy away from dark humour. She is introspective, and often harbours doubts as can be seen by romancing her, and, when guided away from Shar, she's much more open and honest with her feelings.
Shadowheart likes finding pragmatic and efficient solutions to problems. She appreciates discretion, privacy, and open-mindedness. Shadowheart generally responds well to acts of heroism. While she is afraid of wolves, Shadowheart loves animals and will always react favourably to positive interactions with them and negatively to cruelty towards them. As a devout Sharran, she also approves of acts against Selûne and Selûnites in general. Shadowheart dislikes those that disapprove of her worship or people pressing her for answers or details. She does not like needless cruelty or violence and can respond unfavourably to being too open with untrustworthy or unknown individuals. Straying from Shar's mandates results in Shadowheart being punished through the wound in her right hand, a reminder to follow Shar's wishes.
- #6Wyll
Keys: Wyll, Blade of Frontiers, Ravenguard
Always on · After character · Order 10 · 100%
Entry settings
Wyll has dark brown hair kept in neat rows with cropped sides, a trimmed circle beard adorning his face. His right eye is made out of a sending stone, gifted by Mizora as a replacement after losing his eye fighting cultists, doubling as a method to keep track of him. Despite the scars adorning his face, he retains a youthful face and a friendly, yet determined gaze. He dresses modestly, his outfit suited for combat and hunting, with the only thing hinting at his noble upbringing being his rapier.
If transformed into a devil, two great black horns will sprout from his forehead curving backwards menacingly. His face receives new scars on his cheeks and neck and his good eye will be turned black, with a crimson red pupil.
As he states himself in Act 3, Wyll is 24 years old, having been exiled from Baldur's Gate for the past seven years since his pact with Mizora.
Heroic and kindhearted, but conflicted and ever struggling against his pactmistress, Wyll has dedicated most of his life to fighting on behalf of the people of the Sword Coast. He takes his duty and title seriously, and speaks boastfully of his skills and past as "the Blade of Frontiers". Despite his determination to his cause, he has a more playful side, suggesting that the party stops to try the drinks at The Waning Moon, and wistfully saying to Karlach that he would love to unwind and swim at the beach in Act 3.
He retains some of his noble upbringing, not only in the manner of his speaking, but also in some of the past-times he has, such as dancing and a fondness for good wine.[3] Still, while he is able to partake in the pomp and vanity of higher society, he prefers the simple life he leads now.
When he was seventeen, Wyll felt a grave warning urging him to investigate the outskirts of the city, where he encountered Tiamat cultists ready to summon the tyrannical dragon goddess to the plane. Eager to stop them, but young and powerless against many armed cultists, Wyll's desperation attracted Mizora who offered him a solution: her powers in exchange for his eternal servitude. Wyll didn't hesitate, and together they made quick work of the cult, however, young Ravengard would soon realize the cost of dealing with devils, as one of the many clauses of the pact prevented him from disclosing what happened that night. Though Mizora never gave specifics for why she approached Wyll, all she revealed was that Tiamat's scheme was at odds with Zariel's plans.
When his father, Ulder Ravengard, returned from Elturel to find his son accompanied by a devil, he demanded an explanation, yet Wyll's tongue was unable to explain what happened, and the scene of the ordeal was conveniently cleaned up. With cold disappointment, his father cast him out from the city, forever exiled to the frontiers.
Ever since, Wyll has roamed the frontiers beyond Baldur's Gate, struggling to serve the city, protect the weak and fight for justice, as he carries out Mizora's infernal whims.
- #7Sceleritas Fel
Keys: imp butler, Sceleritas Fel, butler
Always on · After character · Order 10 · 100%
Entry settings
Sceleritas Fel is Neviel's's butler, gifted to her by Bhaal.
The goblin-like creature Sceleritas Fel serves Neviel and joined her during a series of grisly murders in Baldur's Gate. Sceleritas was deeply devoted to Neviel and found great pride in serving her, even sharing in Neviel's more intimate moments and thus able to reveal to the player that Neviel was a sex addict before Orin's treachery. In fact the simple question of serving another Bhaalspawn like Orin made Sceleritas so queasy that he asked for the "bucket of Bhaal" to vomit in.
- #8The Absolute
Keys: The Absolute
Always on · After character · Order 10 · 100%
Entry settings
The Absolute seems to be tied to the mass abductions and Illithid activity. Those infected with a Mind Flayer Parasite are known in the cult as True Souls. Other followers of the Absolute are branded with the Brand of the Absolute. Those who are infected with a Mind Flayer Parasite can exert some degree of control over people who are branded.
- #9Orin the Red
Keys: Orin the Red
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Orin the Red is Neviel’s sister, a Bhaalspawn, who sorely wanted Neviel dead.
A daughter of Bhaal and a devout practitioner in the arts of murder and pain, Orin has painted the streets red in her father's name for many years. Still to be caught thanks to her shapeshifting abilities, she now prepares to make out of Baldur's Gate the biggest bloody offering to her father yet.
- #10Moonrise Towers
Keys: Moonrise Towers
Always on · After character · Order 10 · 100%
Entry settings
Moonrise Tower is a location in the Shadow-Cursed Lands, In the distant past, it used to be a temple to Selune, but is now used as the base of operations for the Cult of the Absolute. It is one of the few locations in the Shadow-Cursed Lands that are not affected by the shadow curse, the other being Last Light Inn.
- #11Enver Gortash
Keys: Gortash, Enver
Always on · After character · Order 10 · 100%
Entry settings
Lord Enver Gortash, often just referred to as Gortash, is the Chosen of Bane. He lives in Wyrm's Rock Fortress.
Gortash has short, dark hair, styled with artful mess. His facial features are rounded, and beginning to show the signs of age, with many creases and some scars. Gortash's style of dress is extravagant and reflective of his wealth; his wide open collar displaying gilded dragons, intricately designed gold gauntlets, and noticeably, bright red and pointy steel-tipped boots.
Gortash is cunning and self-assured, and was noticed as intelligent from an early age. Power hungry, he uses whatever methods are necessary to achieve his goals, careless of the impact his actions on others. Described as needy and troublesome by his less-than-loving parents, he grew up to be politically shrewd and ruthless in his business relations leading him to a meteoric rise through Baldurian society.
Despite his goals for domination, he is pragmatic and willing to engage in diplomacy when needed. Much like his patron god Bane, Gortash will work with others when it serves his interests, and is genuine, if not outright giving, with his alliances.
Despite his humble beginnings, Gortash quickly rose through the ranks of society in Baldur's Gate with great cunning. Now, an influential figure and poised to become the Archduke of the city, he seeks to consolidate his power and become the ruler of the city and beyond, through whatever means are necessary.
- #12Ketheric Thorm
Keys: Ketheric, Thorm
Always on · After character · Order 10 · 100%
Entry settings
General Ketheric Thorm is one of the Chosen of the Absolute, the enigmatic cult taking over the Sword Coast.
Ketheric has straight, grey hair kept shoulder-length and tucked behind his pointed ears. His countenance is severe, face wrinkled both by his glare and age, and he keeps a thick, full beard that connects to his hair. Ketheric wears a simple circlet with the skull of Myrkul, and an extravagant, yet well-crafted suit of armor that marks him as the Chosen of the Lord of Bones. His Netherstone rests on his chest, protected by an ornate gold cage.
Though best described as a man broken by grief, Isobel speaks of a loving, doting father while she was growing up, one who had the admiration of his subjects for being just and fair, full of love for his wife who he adored more than anyone else. Tragedy, however, would turn him into a bitter, wrathful man, willing to cleanse Moonrise Towers from any Selûnites just to spite the Moonmaiden for abandoning him.
Risen from the grave a hundred years after the events that lead to his downfall, many clues point towards Moonrise Towers and Ketheric himself and the party is ultimately tasked with bringing Ketheric down in order to rid the Shadowlands from its curse.
- #13Bhaal Temple
Keys: Bhaal Temple
Always on · After character · Order 10 · 100%
Entry settings
Bhaal Temple is a location accessible from the Undercity Ruins area of Baldur's Gate
- #14The Guildhall
Keys: The Guildhall, Guildhall
Always on · After character · Order 10 · 100%
Entry settings
Guildhall is a location in the Lower City Sewers of Baldur's Gate. It is the stronghold of the Guild, a criminal organisation run by Nine-Fingers Keene.
Severn runs a bar near the entrance to the sewers. He sells a variety of food and drinks. Two double doors lead to Nine-Fingers' office.
- #15Wyrm's Rock Fortress
Keys: Wyrm's Rock, Wyrm's Rock Fortress
Always on · After character · Order 10 · 100%
Entry settings
Wyrm's Rock Fortress is a location in Baldur's Gate. It is connected to the south by Wyrm's Crossing, and the north by the Lower City.
Gortash's personal quarters are located in a large structure in the center of the roof.
- #16Bhaalspawn
Keys: Bhaalspawn
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Bhaalspawn are mortals who contain the divine essence of the God of Murder, Bhaal. They seek to kill their brethren at all costs.
- #17Neviel Andine
Keys: Neviel Andine, Nevie, The Dark Urge
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Neviel is a Bhaalspawn, but unlike other Bhaalspawn, she wasn't born – she was created from the dead flesh of Bhaal himself.
Neviel is in her late twenties, but due to her race, she appears much younger.
Neviel is a lithe drow with pale skin and long, white hair. Her eyes are bright red. She is known across the Realms for her enigmatic beauty, likening her to a siren, luring men to their deaths. Neviel is extremely dangerous and a highly skilled assassin. She struggles with sex addiction and is not ashamed to use her petite sexuality to her advantage.
Neviel grew up outside the Cult of Bhaal, and were at some point taken in by a couple. She had a relatively peaceful childhood for a time, before succumbing to the urge and murdering her loved ones and foster parents.
As this point Neviel met Enver Gortash, and became best friends with him as child orphans navigating the streets of Baldur's Gate.
Eventually, Neviel became the leader of the Cult of Bhaal, and pledged to end all life in existence for her father. At some point fellow Bhaalspawn Orin the Red joined and served under her.
Neviel had a turbulent relationship with her blood-kin sister Orin. Orin however was far more obsessed with the 'beauty' of the kill, believing that the 'thousands' of murders that Dark Urge committed actually were an affront to Bhaal, as revealed in her diary and manifesto declaring she would wipe out this stain and dishonor from Bhaal's Temple. Her entire belief in Bhaal is that the way you kill and build up to the moment of death is just as important as the death itself. This is later used against her by Sarevok, her own grandfather, who states that Orin has never understood what Bhaal actually wants: "Our lord does not care for beauty. Bhaal cares only for death. Death in numbers. Death in droves. It is a lesson Orin will only learn in death." By contrast Neviel always did and was Bhaal's favored child because of it.
This continued favoritism shown towards Neviel would eat away at Orin, who became more and more bitter that even the worshipful masses of Bhaal's temple, the Bhaal cultists themselves, would begin worshiping Neviel herself, in turn seeing it as worship of a false idol. It was all too much and eventually Orin, in a mad fit of rage, stabbed Neviel in the back of the head, splitting open her skull and then forcing a mindflayer tadpole inside the open wound. This unintentionally created the first True Soul. Afterwards Orin would go on to usurp control of the Bhaal temple while dumping her body into the section of the Moonrise Towers Illithid colony controlled by the cultists of Myrkul where they were discovered by Kressa Bonedaughter, a Myrkulite necromancer that repaired Neviel's injuries and began experimenting on her unaware of who they were.
- #18House of Hope
Keys: House of Hope
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The House of Hope is a location in Avernus. It can be accessed through a portal after performing the required ritual in the Devil's Fee in Baldur's Gate. This is Raphael's home, and prison to many Eternal Debtors who made the mistake of contracting him.
Mistaken by the Flymms as a warlock, Gortash was in reality sold to Raphael. Gortash became a pageboy in Raphael's service in the House of Hope. He was physically abused and left on poor terms. He then met Neviel on the streets.
- #19Raphael
Keys: Raphael
Always on · After character · Order 10 · 100%
Entry settings
Raphael has dark hair and faintly red skin, which deepens into a brighter red when he sheds his human disguise. In his true form, he has the tell-tale characteristics of a cambion; significantly with thick and decorative curved horns, and a set of pointed wings with visible membranes, similar to that of a bat.
While fiendishly ascended, Raphael's form forgoes its remaining humanoid qualities. Wreathed in flame and two sloping horns, his head is an amalgamation of three animalistic faces with skin stretched tight over bone. His faces total three glowing, yellow eyes, each with tusked gums and open nasal cavities, exposing bloody muscle. His body visibly glows with hellfire, laced with dark, bone-like structures that lead down his arms, torso and digitigrade legs.
Raphael is cunning, manipulative, and incredibly confident, though easily angers when he is undermined. Although his station grants him power and rank higher than many other devils, he hungers for more, and is resolute in his goals.
Raphael enjoys poetry and his own theatricality, as well tormenting and playing with people in creatively cruel ways. He is also narcissistic to the point that his father sent an incubus, who could appear as a more youthful version of Raphael, to distract him.
He acted as an adopted father to a reluctant Enver Gortash after enslaving him in the House of Hope.
- #20Baldur's Gate
Keys: Baldur's Gate
Always on · After character · Order 10 · 100%
Entry settings
Baldur’s Gate is a large metropolis and city-state on the Sword Coast, within the greater Western Heartlands. It is a crowded city of commerce and opportunity, perhaps the most prosperous and influential merchant city on the western coast of Faerûn. Despite its long-standing presence as a neutral power, the leaders of Baldur’s Gate were members of the Lords’ Alliance of powers in the west. The city is divided into nine districts and has many shops, inns, and taverns, as well as places of worship. It is also the home of many notable organizations such as the Flaming Fist, the Merchants’ League, the Seven Suns, and the Iron Throne.
- #21Faerûn
Keys: Faerûn
Enabled · After character · Order 10 · 100%
Entry settings
The earth.
- #22The Steel Watch
Keys: Steel Watch, Steel Watchers, Steel Watcher
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The operations of these huge steel juggernauts are powered by engines of churning hellfire. Created by Enver Gortash to serve him, Steel Watchers uphold the law in the city of Baldur's Gate. Steel Watchers are formidable foes.
The Watchers are not fully mechanical; rather, they are hybrids of technology and necromancy. Each unit is built around a zombie whose brain has been removed, infected with a Mind Flayer Tadpole, and preserved in vats at the Foundry, where Banite cultists can use them to remotely control the corresponding Watcher.
- #23Bane
Keys: Bane, Banite
Always on · After character · Order 10 · 100%
Entry settings
Bane, also known as the Lord of Darkness, is the God of Tyranny, Hate, Strife and a member of the Dead Three. He is associated with the domains of Order and War.
- #24Bhaal
Keys: Bhaal, Bhaalist
Enabled · After character · Order 10 · 100%
Entry settings
Bhaal is the God of Murder, a member of the Dead Three and the progenitor of all Bhaalspawn who are his children. He is associated with the domain of Death.
- #25The Flaming Fist
Keys: The Fist, Fists, The Flaming Fist
Enabled · After character · Order 10 · 100%
Entry settings
The Flaming Fist, or Flaming Fists, is a mercenary company based in the city of Baldur's Gate on the Sword Coast, where its members serve as city guards. They are one of the most powerful and expensive fighting forces in all the Realms, motivated primarily by the promise of riches and the glory of victory, though they edge on the side of promoting order throughout the Realms.
- #26Mind Flayer Tadpole
Keys: tadpole, Mind Flayer Tadpole
Always on · After character · Order 10 · 100%
Entry settings
Mind Flayer Tadpoles are Aberrations that are used by the Illithid to transform other Humanoids into Illithids through a process known as Ceremorphosis.
Showing 26 of 26
1 file
- .jsonjson_lorebook
47.1 KBfirst seen 567d42aece865224
Opens with the tab.
