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Zevlor
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“ | We'd need an army of our own to escort us safely to Baldur's Gate, and while I don't doubt your abilities... you're no army. |
„ |
— Zevlor in the Emerald Grove |
Background[edit | edit source]
Zevlor was a Commander of the Hellriders of Elturel. After the Fall of Elturel, many people started viewing tieflings with distrust thinking their race were to blame for it. Due to this, Zevlor was forced to leave his position and abandon the city, taking a group of tieflings with him in the hopes for a better life at Baldur's Gate.
Involvement[edit | edit source]
Act One[edit | edit source]
The party meets Zevlor during the first Goblin assault at the Grove. Alongside Aradin, Wyll, and some of his followers, they defend the Grove against the attack.
After the skirmish, Zevlor requests the party's aid against Kagha and the Goblin leaders. He offers as a reward his enchanted gloves, the Hellrider's Pride.
Regardless of how the party deal with the Druid situation, if they side with the tieflings and Zevlor is still alive, he'll be extremely grateful towards the party. He prepares a surprise party at the Campsite with the rest of the refugees, before leading them to the city. After this, he bids them farewell and wishes to encounter the party again.
Should the party side with Minthara and the rest of the goblins instead, he'll furiously call the player character a traitor, and take up arms to defend his people.
Even if the party sides with the refugees, Zevlor can still die. In this case, Asharak replaces him as the refugees' leader. If Asharak is also dead or otherwise unavailable, Cerys will replace Zevlor. In this scenario, Cerys will only appear after the Goblin Leaders are defeated.
If the party travels to the Mountain Pass or the Shadow-Cursed Lands before resolving Kagha's Rite of Thorns, the tieflings will be expelled from the Emerald Grove and Zevlor's corpse can be found among the bodies of all the other refugees near the bridge to the Blighted Village.
Act Two[edit | edit source]
If Zevlor survives Act 1, he and the other refugees will make their way through the Shadow-Cursed Lands.
By speaking with the surviving tieflings at the Last Light Inn, the party can find out that the refugees were attacked and Zevlor had tried to surrender. He was then captured along with several other tieflings. This initiates .
Zevlor can later be found in a transformation pod within the Mind Flayer Colony. He can be released by opening all pods, which initiates combat with several Mind Flayers. If Zevlor survives, he tells the party that the Absolute infiltrated his mind, causing him to call out the surrender during the attack on the refugees. He thinks that the other tieflings won't welcome him back and leaves on his own. He can otherwise be purged along with all the mind flayers, killing him.Act Three[edit | edit source]
If Zevlor was not killed or released at the Mind Flayer Colony, Orin the Red will kill him instead and leave his corpse along with a Grand Infernal Painting at the campsite. Speaking to his corpse will reveal he was used as an offering and that Orin is located below the city.
Otherwise, if saved from the pod in the Mind Flayer Colony, his can be summoned as allies using the Class Action while ascending towards the Netherbrain at The High Hall. However, he is one of two major characters who can permanently die during this fight and be removed from the Epilogue, the other being the Armored Owlbear.
Epilogue[edit | edit source]
If Zevlor survived the Netherbrain fight, a thank-you note from him can be found in the Chest of Grateful Words; he reveals that the Hellriders now have no oath but that they have taken up residence in Baldur's Gate to protect the city from suffering as Elturel did.
Combat[edit | edit source]
Act One[edit | edit source]
Companion approval[edit | edit source]
Upon entering the Emerald Grove, Aradin and Zevlor will argue about the missing Druid Halsin and the pack of Goblins that Aradin brought.
If a party member intervenes in their argument, companion approval is only gained or lost on successful checks.
- [PERSUASION] More violence won't bring back those you lost. Stop and think. (DC 15)
- [TIEFLING] He's human - malice comes as naturally as breathing. Just show him you're the better man. (DC N/A)
- [INTIMIDATION] If you want me to take both of you down, I will. Otherwise, knock it off. (DC 10)
- [BARBARIAN] [INTIMIDATION] STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF. (DC 5 )
- [HALF-ORC] [INTIMIDATION] Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down? (DC 5)
- Stand back and watch. +1
- [STRENGTH] Take a swing at the tiefling. (DC 17) +1 -1 -1
- [STRENGTH] Aim a blow at the human, trying to knock him flat on his back. (DC 15) +1 +1 +1
After the argument between Aradin and Zevlor, the party may offer to speak with Kagha.
If the party resolve the conflict with Kagha but the Goblin leaders remain, they may offer to infiltrate the Goblin Camp.
Speak with Dead[edit | edit source]
Zevlor can be spoken to with
.(If killed during raid on grove)
Party member: Who are you?
- Zevlor: Zevlor... Hellrider... but cast out...
Party member: Where are you from?
- Zevlor: Elturel... city on the river... terrible times...
- Party member: What happened in Elturel?
- Zevlor: Dragged... to the Hells. They blamed... us. Fools.
- Party member: What happened in Elturel?
Party member: What should the tieflings do now that you're dead?
- Zevlor: Finish... the plan. Go... where... they belong...
Party member: Did you have any secrets?
- Zevlor: Plenty... to have... none... to tell...
Related quests[edit | edit source]
Related literature[edit | edit source]
Gallery[edit | edit source]
Notes[edit | edit source]
- Although Zevlor is a Tiefling, he does not have .
- Zevlor grants 75 XP when killed.
External links[edit | edit source]
Zevlor on the Forgotten Realms Wiki
- Resistant to all Fire
- Damage Rider As Source
- Pages with hp but no explorer hp
- Infoboxes with no images
- Transcripts
- Tieflings
- Tiefling Refugees
- Humanoids
- Characters
- Characters in the Emerald Grove
- Characters in the Mind Flayer Colony
- Characters in Act One
- Characters in Act Two
- Available to Speak with Dead
- Paladins