Baldur's Gate 2 - Schatten von Amn

Baldur's Gate 2 - Schatten von Amn

01.10.2013 13:00:18
NPC List
Baldur's Gate 2: Shadows of Amn
NPC List
Version Final
By Joe Boland (jboland@gmail.com)

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:Shadows of Amn

Contents:
I. Introduction
II. Non-Playable Character List
Good Aligned Characters
Aerie
Imoen
Keldorn Firecam
Mazzy Fentan
Minsc (and Boo)
Nalia de' Arnise
Valygar Corthala
Neutral Aligned Characters
Anomen Delryn
Cernd
Haer Dalis'
Jaheira
Jan Jensen
Yoshimo
Evil Aligned Characters
Edwin Odesseiron
Korgan Bloodaxe
Viconia deVir
III. Last Words

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I. Introduction

Welcome all! This is the first FAQ that I have written, so bear
with me. As you should already know, this is a NPC List for Baldur's Gate 2:
Shadows of Amn. Hopefully you find it organized and easy to follow because
that is what I focused on. I absolutely hate reading through a chaotically
formatted FAQ or walk through. I can see the reasons behind some of them,
though, as I had a heck of a time with margins in this one. Well, since
this is my first FAQ I would appreciate the sending of comments, errors,
or suggestions. My e-mail address is JoeBoland@hotmail.com. Just be
sure you write GameFAQS in the subject. Anyways, in this FAQ you will
find MANY MAJOR SPOILERS! It lists the statistics for each character,
along with their location, their biography, their ending, and if possible,
their romantic ending.
Thanks for reading!


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II. Non-Playable Character List


Good Aligned Characters


*Aerie*
-Race: Elf
-Sex: Female
-Class: Cleric/Mage
-Alignment: Lawful Good
-Str:10 Dex:17 Con:9 Int:16 Wis:16 Cha:14
-Location: Aerie is found inside the Circus Tent in
Waukeen's Promenade.
If you make Aerie leave the party she can be
found again in the Circus Tent.
-Biography: When asked about her past, Aerie becomes
silent for a time, obviously saddened by the memory.
She lived amongst the Avariel, the winged elves, and
was captured by slavers when she was still very
young. She shudders when she speaks of her first
years in the circus, on display in a cage that
restricted her movements to the point that her
wings atrophied. They became infected... and Aerie
can barely speak of the night she was taken out of
her cage and her wings were sawn off brutally to keep
her alive. She was no longer of use to that circus,
and were it not for the kindness of Quayle she
surely would have died. He restored her to health
and gave her a reason to continue living, and out
of respect for his generosity she learned the
devotion of the gnomish god Baervan Wildwanderer.
She speaks of Baervan with affection, yet still
pays tribute to Aerdrie Faenya, and approaches life
outside of the circus with a combination of
wide-eyed innocence and wonder mixed with an inborn
determination to fight against injustice.
-Ending: Aerie continued adventuring after leaving
(Hero's) company, driven in her travels to oppose
slavery in any form. Her compassion grew tainted
by revenge, however, revenge for what had been taken
when she was in chains.She might have lost herself
entirely had she not stumbled across a group of
Avariel winged elves enslaved in Cormyr. They
compelled her to come to Faenya-Dail, the home
she was originally stolen from, and she learned much
while there. Most importantly, she learned she was
no longer of them, and stopping pining for wings she
wouldn't use anyway. Aerie eventually became a high
priestess in Understone, a gnomish village her mentor
Quayle had sometimes spoken of. He had been her true
family, and it was among his people that she finally
found peace.
-Romantic Aerie and (Hero) would prove inseparable,
Ending: their adventuring careers becoming secondary to the
raising of their son, and eventually a daughter as
well. Their later years would hold one last great
trek, however, as Aerie still suffered a sadness from
herntime enslaved and the loss of her wings. Together
she and (Hero) sought out the Avariel of Faenya-Dail,
the winged elves she was stolen from so long ago.
They discovered not only her people, but loving
parents that had spent years searching for their lost
child. With no more mystery of confusion to cloud
their lives, it was there, among the clouds, that
Aerie and (Hero) would finally be married. Their
union, it is said, was blessed by visions of
Aerdrie Faenya and Baervan Wildwanderer both.


*Imoen*
-Race: Human
-Sex: Female
-Class: Thief/Mage
-Alignment: Neutral Good
-Str:9 Dex:18 Con:16 Int:17 Wis:11 Cha:16
-Location: Imoen is found at the beginning of the game
in Irenicus' Dungeon. She helps you to get
free of your cage.
-Biography: Imoen chuckles when you ask her about her
past, assuming that you are just trying to
keep her mind on happier times and places.
She indulges you, and certainly does cheer up
when speaking of how you spent your youths
together in Candlekeep. She arrived there that
same as you, in the company of your foster
father Gorion, but despite this similarity
she grew up much more carefree than you did.
Indeed, her lighthearted outlook has long
kept her immune to the hardships of the
world, though the dark confines and horrors
of your current location have definitely taken
their toll.
-Ending: And what of Imoen, the eternal child? She
had long stood in the shadow of (Hero), but she
was her own person, and would find fate where she
pleased. She returned to Candlekeep for a time, her
formidable skill in magic granting a greater
appreciation for its tomes. It was smaller than she
remembered, however, and she did not stay long. Later
she was seen in such vaunted company as Khalben
"Blackstaff" and Elminster, by all accounts
encouraging them to not be such stick-in-the-muds.
Her influence grew over time, and she may have
founded a thieves' guild that now operates all
the way to Neverwinter. When asked of this she always
answered with a smile of purest innocence. "Heya,"
she would say, "it's just me, Imoen."


*Keldorn Firecam*
-Race: Human
-Sex: Male
-Class: Inquisitor
-Alignment: Lawful Good
-Str:17 Dex:9 Con:17 Int:12 Wis:16 Cha:18
-Location: Keldorn is found in the Cult of the Unseeing
Eye in the Temple District.
-Biography: When asked about his past, Keldorn sighs and
is forced to think for a moment before counting the
number of years he has been a paladin of Torm in
the service of the Most Noble Order of the Radiant
Heart. He has battled to protect the defenseless
and punish the evil on more occasion than he can
recall. A seasoned veteran with the scars to prove
it, Keldorn speaks wistfully of retirement in the
future and the opportunity to spend more time with
his family. Upon their mention, however, Keldorns
attention wanders and grows grim. Duty is more
important than personal considerations, he whispers
harshly, so long as the Order has needs for him.
-Ending: Keldorn Firecam thought his travels with
(Hero) marked the end of his active career, both as
an adventurer and in service to the Order. He retired
to Athkatla, hoping to live in as much peace as an
old warrior can expect, but the call to serve came
one last time. It was years later, and Amn was
besieged by giants. In his 60th winter, Keldorn and
five knights held a strategic pass until the main
Amnish force could arrive. He won the day, but his
wounds were severe and the old paladin fell on
battlefield. As his knights watched, the hand of
Torm descended upon the scene, and when it departed,
Keldorn was gone. From that day, visions of the
True God were accompanied by the stalwart ghostly
form of Keldorn at his right hand.


*Mazzy Fentan*
-Race: Halfling
-Sex: Female
-Class: Fighter
-Alignment: Lawful Good
-Str:15 Dex:18 Con:16 Int:10 Wis:13 Cha:14
-Location: Mazzy is found in Shade Lord's Dungeon in the
Temple Ruins.
If you make Mazzy leave the party she can be
found again in Trademeet.
-Biography: When asked about her past, Mazzy proudly
states that she has spent numerous years adventuring
around Amn with her other halfling comrades, basing
out of her home of Trademeet. The thought of Patrick
and her other companions and their fates brings a
shadow across her face, however. Mazzy is a dedicated
servant of Arvoreen, the halfling goddess of war, and
she resents the common perception by the bigger races
that the stout folk cannot defend themselves or act
with valor. If she could, Mazzy would be a paladin
and battle against evil in Faerun with the full power
of her goddess to aid her.
-Ending: The perils that Mazzy Fentan faced at the
side of (Hero) did nothing but dissuade her thirst
for adventure. In fact, it was not long after the
events in Tethyr that she formed the Fentan Knights,
a stalwart band of heroes that spawned tales across
the Realms. They battled trolls to save endangered
towns, turned back tides of orcs to preserve ancient
forests, and faced a rogue dragon in its own lair
just to make the world a better place. Their legend
was larger than life, especially so for Mazzy, and
it was said on occasion that if valor were inches,
she'd be twenty feet tall. For all her risks, Mazzy
eventually passed peacefully at a ripe old age,
knowing she could take pride in everything she had
done.


*Minsc (and Boo)*
-Race: Human
-Sex: Male
-Class: Ranger
-Alignment: Neutral Good
-Str:18/93 Dex:16 Con:16 Int:8 Wis:6 Cha:9
-Location: Minsc is found at the beginning of the game
in a cage in Irenicus' Dungeon. Once you anger him
enough to break free he will join you.
If you make Minsc leave the party he can be
found again in the Copper Coronet.
-Biography: When asked about his past, Minsc proclaims
that he is a berserker warrior from the nation of
Rasheman in the utter east, though his affinity
for animals speaks to his skill as a ranger as well.
He originally came to the Sword Coast on a dejemma, a
ritual journey to manhood, as the bodyguard of a
young Wychalarn of Rasheman named Dynaheir. To his
shame, Dynaheir is now dead, and he fears that the
doors of the honored Ice Dragon Berserker Lodge are
forever closed to him. This personal tragedy has
obviously not strengthened Minsc's hold on reality,
as evidenced by his continued dependence on his
animal companion "Boo", a creature that he claims a
miniature giant space hamster. Apparently such
things do exist somewhere in the Realms, but Minsc
has surely taken too many blows to the head.
-Ending: With the saga of Bhaalspawn closed Minsc
fulfilled a long promised oath. He returned to
Rashemen, hoping to regale the Icedragon Berserker
Lodge with tales of his deed, and earn a place
within its hallowed halls. His words were not
needed. Every tavern in Faerun had a bard singing of
the valiant ranger, and he was a welcome hero.
Eventually he formed his own adventuring company,
the Justice Fist, striking fear in the hearts and
faces of evil until, in his advancing age, he again
set out across the Realms... and disappeared. And
what of Boo? Well, what is Minsc without Boo? The
two would never be separated, and some say they are
together still, up amongst the stars where hamster
are giants and men become legends.


*Nalia de'Arnise*
-Race: Human
-Sex: Female
-Class: Mage/Thief
-Alignment: Neutral Good
-Str:14 Dex:18 Con:16 Int:17 Wis:9 Cha:13
-Location: Nalia is found in the Copper Coronet.
If you make Nalia leave the party she can
be found again in near the de'Arnise Hold.
-Biography: When asked about her past, Nalia is a bit
hesitant. She comes from a wealthy land-owning
family headed by Lord de'Arnise, and while she
speaks of her relatives with affection, the fact of
her upbringing seems to embarrass her at the same
time. Nalia clearly identifies more with the
"poorer classes"... but also looks upon them with
the eyes of the privileged. She has been educated
and taught the magical arts, as per her dead
mother's wishes, but Nalia states that her years of
sneaking out of the castle have taught her the
other side of life as well. She still has much to
learn about life beyond her castle, however, and
she knows it... and she is sure adventuring is the
answer.
-Ending: Nalia grew quite powerful after her
association with (Hero). Initially she traveled,
learning magical lore and making influential
friends, but after years she returned to Amn and her
family home of d'Arnise Hold. She found it in control
of none other than Isaea Roenall, but she was no
longer the wayward child that he had expected,
and single-handedly brought him to justice for his
indiscretions. She declared herself the inheritor of
her father's ducal title, becoming a beloved ruler,
respected archmage, and eventually earning a seat on
the Amnish Council of Six itself. She would become a
prominent figure in Amn for many years, constantly
fighting for the good of common folk and made many
frustrated enemies among the nobility and Cowled
Wizards both.


*Valygar Corthala*
-Race: Human
-Sex: Male
-Class: Stalker
-Alignment: Neutral Good
-Str:17 Dex:18 Con:16 Int:10 Wis:11 Cha:10
-Location: Valygar is found in a cabin in Umar Hills.
If you kick out Valygar he can be found again in
his cabin.
-Biography: When asked about his past, Valygar is silent
for a long time and his face becomes grim. He
explains briefly that he is the last of the Corthala
noble line, a family that was once one of the
wealthiest in Amn. The Corthalas have always been
cursed with magical ability, however, and Valygar
spits the words with great derision. Every Corthala
who has used their magical talents has become obsessed
with them and ultimately come to a grievous end. His
mother was the most recent victim, although the
ranger does not elaborate on the point. Valygar
intends to fulfill his family's oath to find and
destroy their ancestor, Lavok, and then he intends
to let his cursed bloodline die out once and for
all.
-Ending: Valygar continued adventuring for several
years after the Bhallspawn saga, travelling among the
wilds and becoming a common sight near Waterdeep. In
time he would retire to Athkatla, content to assume a
contemplative life on his family estate, but admirers
among nobility would not let him rest. He was
pressured into assuming the title of Chief Inspector,
a responsibility he didn't want, but corruption
within the city soon gained his ire. Surprising even
himself, Valygar became an effective leader, and it
was this term in office that truly restored the
Corthala family name. Valygar eventually married, and
his only son, the pride of his life, took the lessons
of the father to heart. He would go on to lead the
Cowled Wizards, becoming its greatest agent of reform.


Neutral Aligned Characters


*Anomen Delryn*
-Race: Human
-Sex: Male
-Class: Fighter/Cleric
-Alignment: Lawful Neutral
-Str:18/52 Dex:10 Con:16 Int:10 Wis:12 Cha:13
-Location: Anomen is found standing around in the Copper
Coronet.
If you make Anomen leave your party he can be
found in the Copper Coronet.
-Biography: When asked about his past, Anomen is quick to
state that he has been serving the Most Noble Order
of the Radiant Heart for years, and after his Test
he will become a true knight. Anomen is reluctant,
however, to speak of his noble upbringing, saying
only that he entered the Order without the support
of his father, Lord Cor Delryn. Since he could not
be sponsored as a squire, Anomen chose the route of
the warrior and priest of Helm, the god of guardians,
and has fought many battles over the years against
forces of evil. Anomen often says that he is
confident that he will prove worthy of his knighthood,
but sometimes seems to be trying to convince himself
of that fact more than anyone.
-Ending: Anomen was troubled after his time with
(Hero's) company. He had closely witnessed the dark
power inherent in the Bhaal child, and no matter
(Hero's) intent, it caused a crisis of faith. His
confidence in Helm shaken, Anomen traveled without
aim until arriving in the frontiers of Maztica.
This was during the revolt of Yamash, an evil cleric
that raised a demonic conquering horde. Anomen was
drawn into the conflict, helping to organize the
besieged Maztican soldiers, but then found he could
not effectively train them with speaking of his duty
and the role of a guardian he must play; he was
teaching the doctrine of Helm, and understanding
it more as he did. In the end, his words rang true,
and Yamash fell to the disciples of Anomen, a new
Order for a new land.
-Romantic Anomen and (Hero) continued adventuring until
Ending: they were known as heroes almost everywhere they went.
So prolific were their careers that the proposed date
of the wedding kept getting moved back, either due
to impending crisis or some lucrative adventure that
one or the other would insist on investigating.
Finally a date approached that both (Hero) and her
beloved were determined to keep, and the much
heralded event drew heroes and dignitaries from across
Faerun. The couple had touched the lives of many, and
those people arrived in droves to watch Elminster
himself unite the two in one of the grandest
ceremonies the city of Baldur's Gate had ever
seen. Anomen and (Hero) retired from public life
shortly thereafter, although, if tales be true, their
adventures never truly ended.


*Cernd*
-Race: Human
-Sex: Male
-Class: Shapeshifter
-Alignment: True Neutral
-Str:13 Dex:9 Con:13 Int:12 Wis:18 Cha:15
-Location: Cernd is found in the cellar dungeon in the
Mayor's house in Trademeet.
If you kick out Cernd he can be found in the
Druid Grove.
-Biography: When asked about his past, Cernd declares in
a steady and modest tone that it has been his honor
to serve nature in whatever capacity she did call
upon him. It is clear that he is a dedicated
servant, and though his demeanor is contemplative
and well measured, you are certain that he would
not hesitate to risk himself if it would best serve
the greater balance.
-Ending: With his guidance no longer needed, Cernd left
(Hero's) company and reunited with his son, Ahsdale.
His duty to nature constantly called him away, however,
and the boy grew bitter. Years later Cernd acquired
the title of Grand Druid, but stopped the ascension
when he learned that his long-estranged child now
wielded twisted magics, and commanded an army now
threatening the Sword Coast. Cernd abdicated, citing
that he could not hold such a responsibility when
grossly deficient in his personal obligations. Neither
Cernd nor Ahsdale would survive when they finally
met in battle. They were strangers to each other,
and the only common ground they found was where they
fell, a spot that gave rise to a wondrous oak that
turns the gravest of reds at season's change.


*Haer Dalis'*
-Race: Tiefling
-Sex: Male
-Class: Blade
-Alignment: Chaotic Neutral
-Str:17 Dex:17 Con:9 Int:15 Wis:13 Cha:16
-Location: Haer Dalis' is found in Mekrath's Tower.
If you make Haer Dalis' leave the party he
can be found again in the Five Flagons.
-Biography: When asked about his past, Haer Dalis' states that
he is from the city of Sigil, a nexus of planes and
the ever changing domain of the Lady Pain. He
claims he cannot explain it better than that, as
the planars defy description by their very nature.
Haer Dalis' traveled with a troupe of players,
tieflings of plane-touched heritage like he, and
they put on masterful productions to amuse both
cambion and common berk alike. An indiscretion led
to the troupe fleeing to the Prime Material
Plane... here... which didn't bother Haer Dalis'
much. He says that he is a Doomguard, believing in
the inevitable decay of all things to make way for
the new. The troupe has divided, but the tiefling
bard is confident that new experience can only come
from it.
-Ending: Haer Dalis' found traveling with (Hero) a fine
introduction to the Realms, and once they parted
company he was eager to see more. He visited such
varied locales as Waterdeep, Neverwinter, and Thay,
eventually fleeing each one after innocently immersing
himself in local troubles. Later he would befriend
a female Cambion and return with her to the Abyss,
only to unintentionally end up leading a revolt on
several layers of the hells. For a time, Haer Dalis'
was the most-hunted man among the planes, but the
ire of his enemies could not match his wanderlust,
and he eventually found his way back to the City of
Sigil unharmed in any permanent fashion. There he
rejoined Raelis' acting troupe and was pleased to
finally settle down - until the next misunderstanding,
of course.


*Jaheira*
-Race: Half-Elf
-Sex: Female
-Class: Fighter/Druid
-Alignment: True Neutral
-Str:15 Dex:17 Con:17 Int:10 Wis:14 Cha:15
-Location: Jaheira is found at the beginning of the game
in Irenicus' Dungeon.
If you make her leave the party she can be
found again near the Harper's base.
-Biography: When asked about her past, Jaheira glares as
she speaks. She says that she was born in the Tethyr
region to a loyalist of the King Alemander regime,
unfortunately during the Tethyrian civil war. Her
family was among the nobles targeted by the angry
mobs of peasants, and she was only spared because a
servant girl took her from their castle before it
fell. An enclave of Druids in the forest of Tethyr
was willing to grant shelter, and Jaheira grew up
headstrong in their care. She believes the only way
to protect nature is to have an active role in the
world, but the cost of this dedication seems to
weigh heavily on her mind these days. She grows
quiet when you ask about recent events, and while
she gives the appearance of her normal,
strong-willed self, there is a look of doubt in her
eyes. It would seem that she has seen too many
friends fall to remain unaffected. She does not
like the subject, and lets it drop.
-Ending: The events of the Bhaalspawn saga affected
Jaheira deeply. It was her duty to protect the
greater balance of things, but in the years to
come she found an increased portions of that
fight occurring within her own mind. Witness to
great change while in (Hero's) company, she had
become acutely aware of how fleeting life was,
and how the loss of those she held dear ate away
at her thoughts. In time she would be known as a
tireless champion of balance, one that sometimes
acted in concert with the Harpers and sometimes
did not. Always, however, she remained distant
and guarded, never staying long in any place,
Jaheira would cross the realms thrice over, but
she never did return to Tethyr or the Sword
Coast.
-Romantic The years following the Bhaalspawn saga
Ending: kind to Jaheira. They couldn't be called
peaceful, by any means, but her relationship
with (Hero) weathered it all. Theirs was an
unshakable union, and while duty or adventure
might separate them for even years at a time,
they always returned to one another. Her friends
would marvel at how secure in this Jaheira
seemed to be, especially considering her initial
reluctance, but she would chuckle when looking
back on those first cautious days. After all,
she and (Hero) had literally been to hell and
back, and when the gods themselves couldn't
separate the two, what were simple months and
miles going to do? She lived long and well.
Not always with (Hero), but never truly apart
from him.


*Jan Jansen*
-Race: Gnome
-Sex: Male
-Class: Illusionist/Thief
-Alignment: Chaotic Neutral
-Str:9 Dex:17 Con:15 Int:16 Wis:14 Cha:10
-Location: Jan is found in the Government District.
-Biography: When asked about his past, Jan stops
tinkering with his gadgets and states that, despite
all claims to the contrary, turnip beer has wondrous
medical properties in addition to its fine taste.
-Ending: Jan Jansen's life following his
association with (Hero) was typically convoluted,
the barest of details hidden amidst his half-truths
and whole lies. According to his published memoirs,
"A Jansen in Every Port", after a short prison term
for monkey smuggling, he returned to his first
love... monkey smuggling. This led to the now infamous
Gibbon Riot of '72, a tumultuous and altogether
unclean event that seemed to center on the estate
of the Shadow Thief Vaelag. Jan would deny that he had
planned the downfall of the rogue, but he was unable
to explain what practical application he had intended
for a horde of knife-wielding simians. Nevertheless,
the death of the admittedly disliked Vaelag could not
be attributed to the young gnome. Strangely enough,
Jan had alibis for each and every second of the day
in question, and what a day it must have been!
Relative from across the Realms came forward to say
that he had stopped for tea and turnips. At his later
wedding to Lissa, Jan was asked how he managed to
be in so many places at once, and yet still so far
from the scene of the crime. "Well," Jan would say.
"When you have that many monkeys, anything is
possible."


*Yoshimo*
-Race: Human
-Sex: Male
-Class: Bounty Hunter
-Alignment: True Neutral
-Str:17 Dex:18 Con:9 Int:13 Wis:10 Cha:14
-Location: Yoshimo is found at the beginning of the game in
Irenicus' Dungeon. You will encounter him on the
second floor and he will propose co-operating to get
free of the place.
If you make Yoshimo leave the party he can be
found again in the Copper Coronet.
-Biography: When asked about his past, Yoshimo seems
disheartened that you are not already acquainted
with his reputation. By his own account, he is
apparently well known among people in the know,
both as a daring rogue and as a dashing man about
town. While the story sounds impressive, he seems
ungainly for such exploits, possibly a bit more
hapless than debonair. He wears it well, however,
and perhaps even capitalizes on it. He seems to
know that his kind of good-natured humor is well
appreciated by most everyone he meets.
-Ending: Yoshimo doesn't have an ending as he dies
during the game.


Evil Aligned Characters


*Edwin Odesseiron*
-Race: Human
-Sex: Male
-Class: Conjurer
-Alignment: Lawful Evil
-Str:10 Dex:10 Con:16 Int:18 Wis:10 Cha:10
-Location: Edwin is found in Mae' Var's Guildhall in
the Docks District.
-Biography: When asked about how he came to be in the
employ of the Shadow Thieves, Edwin sneers that it is
none of your business. In his opinion you are lucky
enough to have encountered him at all, and further
inquiries beyond this initial one will only serve
to tempt fates. Despite his obstinate nature, there
is a hint that his present circumstance is not all
that favorable, and his willingness to join with
you contradicts his supposed distaste for the
company of others. Edwin ignores speculation about
his recent past, but he does appear to place less
emphasis on the Red Wizard colors that he has so
brazenly displayed in the past. It is an
understandable act for a wizard traveler in the
mage-fearing Amn.
-Ending: Edwin gained great renown in his travels with
(Hero), and in the years following their association
he would exploit that infamy. In time he achieved
enough influence to subjugate even the Red Wizards
themselves, becoming the greatest leader they had
known in recent memory. Very recent memory, it turns
out, as he was deposed scant days later. Such is the
brief nature of Conquerors in Thay, practically
lining up for their turn of power. His only notable
appearance following this embarrassment was in a
battle with Elminster of Shadowdale himself, a short
affair that saw the end of Edwin's existence in the
Realms. Edwina, however, tends a bar in a Waterdeep
tavern. She is a bitter, bitter woman.


*Korgan Bloodaxe*
-Race: Dwarf
-Sex: Male
-Class: Berserker
-Alignment: Chaotic Evil
-Str:18/77 Dex:15 Con:19 Int:12 Wis:9 Cha:7
-Location: Korgan is found in the Copper Coronet.
If you make Korgan leave the party he can be
found again in the Copper Coronet, but he will only
join if you bribe him.
-Biography: When asked about his past, Korgan growls that
unless you want to end up like the members of his
last scum-sucking, traitorous party, you'd best
keep your over-curious nose to yourself. Seeing as
the dwarf is only slightly short of a necklace of
ears in proving his enjoyment of slaughter you
decide to obey his request.
-Ending: After leaving (Hero's) company, Korgan
Bloodaxe lived in as bloody a fashion as he could
manage. He took control of an entire dwarven clan,
killing their leader in secret and guiding their
revenge at a target of his choosing. He could have
lived in luxury, but his thirst for carnage was
immeasurable, and he stunned the Realm by pushing
deep into the Underdark. The blind fury of the
clan took even the dark elves by surprise, but
holding territory in the home of the drow is a
hopeless proposition. Korgan was last seen burying
his axe in the gullet of a high priestess of Lloth,
laughing as he struck. Dwarven legend immortalized
the image, and his bloodlust is now called a
crusade. History, it seems, finds more heroes than
madmen.


*Viconia deVir*
-Race: Drow Elf
-Sex: Female
-Class: Cleric
-Alignment: Neutral Evil
-Str:10 Dex:19 Con:8 Int:16 Wis:18 Cha:14
-Location: Viconia is found in the Government District.
If you make Viconia leave the party she can be
found again in the Graveyard.
-Biography: When asked about her recent past, Viconia
snarls that it is not your place to know such things
of her. There is still pride in her voice when she
speaks about her Underdark home of Menzoberranzan,
but you get the feeling that there is nothing left
for her there, her family and House most likely
victims of typically vicious Drow "politics". She
has continued in her worship of the Night Goddess
Shar, but that appears to have been the only boon
to her exile. She seems sullen and bitter and has
certainly learned much of the intolerance she must
face while living amongst the surface peoples. Her
natural abilities as a Drow have faded over time,
also contributing to her lost sense of belonging.
-Ending: No longer with (Hero) Viconia went to found
a cult dedicated to Shar in the city of Waterdeep.
One of her followers betrayed her, however, prompting
the slaughter of the whole tainted lot. Shar
admonished Viconia strongly for this, but she was
unrepentant and again wandered the Realms. Viconia
was still formidable, and went on to prevent an
attempt by the Knights of the Shield to take
Calimport, and even worked with Drizzt Do'Urden to
save the elven city of Suldanessalar from a
Zhentarim plot. For this last act, the elves accepted
her, and Queen Ellesime bestowed the highest honors
of the Seldarine, an accolade never before given
to one of her dark kind. Viconia reportedly bowed
once without emotion, and then left. Her fate
remains unknown.
-Romantic (Hero) and Viconia continued adventuring long
Ending: after leaving Tethyr. He became an important
political figure, and she was his trusted
counsel. Eventually Viconia bore (Hero's)
child, which first served to strain their
relationship. The birth, however, changed
her, and she dedicated herself to raising the
boy, teaching him both the ways of the drow
and the ways of (Hero's) people. She marveled
at the understanding in his eyes, but,
unfortunately, didn't live to see him grow.
Viconia was poisoned by a servant of Lloth,
her last words whispered to her loving mate
in private. (Hero) raised his son in private,
and tales vary on the result. Some say they
waged a crusade against the drow, but all
agree the former child of Bhaal never forgot
the love of his dark maiden.


-------------------------------------------------------------------------------


III. Last Words

Well, if you've made it to here then I thank you for reading through
my entire FAQ. As I stated above in the introduction this is my first
FAQ and I would really appreciate any comments, suggestions, or criticism.
It can be sent to jboland@gmail.com and please include GameFAQS in
the subject. Also e-mail me if you find any mistakes or errors in the FAQ.
Another thing, the only sites that have permission to post this FAQ are
www.gamefaqs.com, www.sorcerers.net, and my personal site. If you are reading
this FAQ at any other site please e-mail me so I can take proper action.
Thanks Again,
Boland

This FAQ is Copyright by Joe Boland.


 
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