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Yurgir
Overview | Combat |
“ | Bargaining are you? A Kara-Tur warlord once tried the same - I made him watch as I ate his concubines and young, then fashioned a codpiece from his skull. |
„ |
— Yurgir |
Overview
Background
Yurgir is an orthon who has been trapped in the Gauntlet of Shar for many years, unable to fulfil the requirements of his contract with Raphael. Under the devil's orders, he and his merregons devastated Ketheric Thorm's Dark Justiciars, killing all they found from the Grymforge to the Gauntlet.
Description
Yurgir is a towering and foreboding figure, a veteran of the blood war who is confident in his command. He speaks in a low rumble, his skin hard and red with three large sets of horns curling from the crown of his head.
Yurgir loves a good fight, and has respect for capable warriors.
Related quests
- Break Yurgir's Contract
- Kill Raphael's Old Enemy
- The Pale Elf
- Deal with the Devil
- Gather Your Allies
History
Before signing a contract with Raphael, Yurgir fought on the front-lines of the Blood War. [1]
Sometime around the late 14th century DR, Ketheric Thorm began amassing an army of Dark Justiciars. A Selûnite mason who had worked for Ketheric, including creating Moonrise Towers,[2] had tried to build a resistance against him to no avail. He eventually contacted Raphael, asking him to destroy Ketheric's army.[text 1]
Yurgir signed a contract with Raphael to "Wander Shar's halls" and "leave no Justiciar alive to obey". [3] His contract stated that he must fulfill its terms, die trying, or forfeit his freedom and become Raphael's slave. Yurgir carried out his attack with his legion of merregons, breaking through the walls of the Grymforge and killing the Justiciar presence there. [4] He and his legion then moved to the Gauntlet of Shar to defeat the remaining Justiciars.
With no more Justiciars to be found, Yurgir and his band seemed to have succeeded. However, Yurgir remained bound to the Gauntlet. Unbeknownst to Yurgir, Raphael had given to the final Dark Justiciar, Lyrthindor, a book which planted in him the idea of splitting his body into parts to escape. [text 2]
Unwilling to break his contract and enter into servitude, Yurgir remained in the Gauntlet, hunting shadows for a hundred years.
Involvement
Act Two
Yurgir stands ready to ambush the party in the Gauntlet of Shar. Proceeding through his encounter can ultimately go two ways: helping Yurgir, or killing him.
Killing Yurgir
While exploring the Gauntlet, the party is lured by a Displacer Beast into a ambush with Yurgir and his Merregons. Yurgir catches the scent of Raphael on them immediately and voices his hatred of the devil, explaining the details of their contract. As a result of the contract he intends to kill anyone that dare venture into his wing of the temple. The party can continue speaking to Yurgir to learn more about his circumstances and about the fate of the Dark Justiciars, and even agree to try and help free him.
Bards and Warlocks are given a unique opportunity to defeat Yurgir and his group through dialogue checks. It is also possible for other classes if they pass an DC 14 Insight check after Yurgir recites his contract. [note 1] Listening to Yurgir recite his contract earns the Inspirational Event Catchy Tune (Entertainer background). Tricking Yurgir to kill himself earns the Inspirational Event Killer Poetry (Haunted One background). Obtaining Yurgir's Hellfire Hand Crossbow awards the Inspirational Event Tools of the Trade (Outlander background).
It is also possible to sneak up on Yurgir and his group, avoiding conversation entirely. Stealing from Yurgir's chests (such as using stealth) will lock the party out of all friendly negotiations with him, even if the characters doing the stealing were not detected.
Freeing Yurgir
“ | Spill all the blood sworn to the night. |
„ |
Yurgir's contract with Raphael stated that he must defeat all of Ketheric Thorm's Dark Justiciars, which he and his merregons thought to have completed after leaving naught but rats in the Gauntlet. However, after exploring the area, the party will discover a book at the foot of the large statue of Shar. One Becomes Many reveals that the rats in the area are actually parts of the final Dark Justiciar, baited into splitting by Raphael.
The party can defeat the rats, and then Lyrthindor, and return to Yurgir so that he and Raphael can renegotiate the terms of his employment, or simply kill him anyway. Either choice will lead to Yurgir returning to Raphael's House of Hope.
While in peaceful negotiations with Yurgir, the party can speak with his displacer beast, Nessa,[note 2] and one of the merregons; Hoarding Merregon who can be traded with, found at X: -660 Y: -760. [note 3]
Act Three
During Act Three, the party can find Raphael at Sharess' Caress, where he will offer them a deal; the Crown of Karsus in exchange for the means to free Prince Orpheus.
Visiting camp
If the party freed Yurgir from his contract, the orthon will appear one night during a Long Rest. He will compliment the campsite and tell the party to seek out the diabolist Helsik in order to access Raphael's abode, the House of Hope. When questioned on his motives, Yurgir appears genuinely thankful for helping him with his contract and considers it a favour repaid.
House of Hope
Yurgir is encountered again while leaving the House of Hope after stealing from Raphael. In the ensuing fight, if the party helped free him from his contract, he will switch allegiances and help the party kill Raphael. If the party killed Yurgir in Act 2, he can still be persuaded to aid the party with a DC 30 Persuasion check.
If Yurgir aids the party, he will become an ally for Gather Your Allies. When summoned, he becomes a playable temporary companion through the action .
Companion approval
- There must be something you missed. Let me search this place for you. -3 -1 -1 -1
- Do not immediately attack Yurgir -1
- Attack Yurgir +1 +1 +1 +1 +5
Notable loot
- Hellfire Hand Crossbow - if Yurgir is defeated in both Act 2 and 3, the Hellfire Hand Crossbow can still only be looted once.
- Infernal Metal - Can be pickpocketed or looted off his ashes.
- Orthonic Handbomb - During the fight against him in Gauntlet of Shar, once he gets to low enough hp, he throws multiple Orthonic Handbombs all around him, all of which can be picked up and used as regular grenades.
- Dark Justiciar Gauntlets (Uncommon) - Can be found lying on a pile of boxes near the door to Yurgir's place: Gauntlet of SharX: -660 Y: -760.
- Umbral Gem - Next to Yurgir's bed of corpses, where the Displacer Beast starts combat.
Gallery
Notes
- ↑ There's an Insight check during dialogue to figure out that the lyrics hide a trick, then a persuasion roll of 16 to convince Yurgir to kill his minions, then a Persuasion roll of 21 to convince him to kill his Displacer Beast, then yet another 21 Persuasion roll to convince him to kill himself. Even succeeding on just the first roll will make the fight significantly easier.
- ↑ If you want to fight Yurgir, you can get Nessa, the displacer beast, to fight against him with a Persuasion roll of 30, after investigating the spider meat.
- ↑ If you trade with it but then kill Yurgir and his minions, it does not drop any gold you used to purchase wares, nor most of the ordinary items traded.
- If Yurgir is disarmed of both his melee and ranged weapons during his a fight, his weapons will not replenish during any subsequent fight where he appears, locking him out of any abilities associated with those weapons.
References
- ↑ "Now I'm free of Raphael's blasted contract, I can return to the frontlines." - Yurgir in the House of Hope
- ↑ Dialogue with the Infernal Mason
- ↑ Yurgir reciting his contract.
- ↑ Investigation with Stonemason Kith
External links
- Yurgir on the Forgotten Realms Wiki
- Resistant to Non-Magical Slashing
- Resistant to Non-Magical Piercing
- Resistant to Non-Magical Bludgeoning
- Immune to all Fire
- Resistant to all Cold
- Immune to all Poison
- Pages setting creature infobox initiative directly
- Fiends
- Orthons
- Characters
- Characters in the Gauntlet of Shar
- Characters in the House of Hope
- Characters in Act Two
- Characters in Act Three
- Bosses
- Temporary Companions