Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Enver Gortash

From bg3.wiki
Revision as of 14:13, 2 March 2024 by Emeff (talk | contribs) (Fixed links)

Template:Up to date

Lord Enver Gortash, often referred to as just Gortash, is one of the Chosen of the Absolute, the enigmatic cult taking over the Sword Coast, and serves as one of the main antagonists in Baldur's Gate 3.

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.

A mad dog understands the yank of the leash and the hand of its master, but it cannot be an equal. You can be my equal.
Enver Gortash


Overview

Background

Enver Gortash is the Chosen of Bane, and one of the Dead Three leading the cult of the Absolute. As a counsellor, he has significant political and industrial weight in Baldur's Gate, with plans to advance his station to Archduke.

Gortash's influence extends further, to the city's Flaming Fists, who are bolstered by his Steel Watch. The Watchers are an imposing creation; gondian automatons infused with hellfire and designed in part by Gortash. With his reach and the power provided by his "steel juggernauts", Gortash holds a tight leash on the operation of the city.

Gameplay

  • Gortash is a level 9 Human boss
  • First mentioned in Act 1, he is introduced in Act 2, and properly encountered and fought in Act 3
  • In combat, he relies on his allies to protect him, while supporting them from afar through grenades and the hazards found in the combat arena
  • He can forge an alliance with the party on the condition they kill Orin
  • The party's relationship with him influences how friendly or hostile the city is with them

Quests

Description

Appearance

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.

Personality

Enver Gortash is cunning and self-assured, and was noticed as intelligent from an early age. Above all else, Gortash seeks power and progress, though he often disregards or fails to consider the negative impacts his actions have on others. Young Gortash is described as needy and troublesome by his parents, though they mistreated him in turn.[1]

Similarly to his patron Bane, Gortash is inclined to work with others when it serves his interests, and will work toward what he believes to be the benefit of his allies. [2]

History

Parents and early life

Enver Gortash was born to Dravo and Sally Flymm, the proprietors of Flymm's Cobblers in Baldur's Gate. The Flymms were in debt, and sold their son into slavery to pay them off.[1][3][4] His parents describe him as a clever child, often found tinkering. They also described him as hateful and needy, too clever for his own good.

Mistaken by the Flymms as a warlock, Gortash was in reality sold to Raphael.[4] Gortash became a pageboy in Raphael's and Nubaldin's service,[5][6] He was physically abused[4] and left on poor terms.[text 1]

Early career

Before he became 'Lord' Gortash, Enver started out operating as a black market weapons dealer,[text 2] before expanding his operation into other businesses. At some point Enver Gortash had hired a young Karlach as his bodyguard. He betrayed her later, striking a deal with Zariel to sell Karlach as a test subject for an implanted Infernal Engine.[7] It is unknown what Gortash received in return. Rumours say that he had Helsik open a transplanar portal to Hell during this period.[text 3]

Enver Gortash was able to supplant the Knights of the Shield as the leading black market dealer in Baldur's Gate,[text 2] but not without trouble.[text 4] His initial attempts to sway their client base by offering a more generous cut saw little success. Through generous bribes, Gortash began uncovering the nature of this resistance.[text 5] He was also able to supplant the Zhentarim's position in the Chionthar Valley.[text 2]

In time he became known as a "Military Advisor" to Baldur's Gate Elite.[8] He had an affair with Lady Jannath.[text 6]

Rise to power

At some point, Gortash became a 'Chosen' of the god Bane, and after this he began taking more ambitious endeavors that led to him accruing more power and influence within the political structures of Baldur's Gate.

Around this time, Gortash formed an alliance with two other powerful individuals: Ketheric Thorm, the Chosen of Myrkul, and The Dark Urge, the then Chosen of Bhaal. The third member of this alliance was eventually deposed by Orin the Red and Gortash allowed her to join the alliance in place of her predecessor.

Pursuing both power and the aims of their patron deities, Gortash and his allies formulated a plot to enslave an Elder Brain underneath Baldur's Gate by using an ancient Netherese artifact, the Crown of Karsus, an item so powerful, it had granted its namesake a brief moment of Godhood. Gortash reveals the details of this plot during Act Two, and further explains it in Act Three.

At some point, Enver Gortash returned to his parents for revenge. What resulted, was Gortash eventually implanting Mind Flayer tadpoles into their minds, turning them into puppets that could do little more than praise their exalted son.

Events of Baldur's Gate 3

Act Two

Enver Gortash first appears alongside his allies Ketheric Thorm and Orin the Red in the Mind Flayer Colony underneath Moonrise Towers. Using his Netherese Stone, the Edict of Bane, he issues the order to the Netherbrain to march the Absolute's armies on Baldur's Gate. Part of the group's plan is described during this moment, with Ketheric Thorm raising an army to assault Baldur's Gate, wherein Enver Gortash would repel the invasion, and be lauded as a hero.

Act Three

As the party enters Wyrm's Rock Fortress, Gortash will speak through a Steel Watcher to invite them to his coronation in the fortress' audience hall. After arriving, Gortash will offer the player a pact; he will not attack so long as they do no harm to him or his Steel Watch. Further, he will promise that when they return with Orin's Netherstone, they will rule Faerûn together. So long as the Steel Watch and Iron Throne remain, Gortash is sincere. Should the player perform an Insight ability check, it is revealed that Gortash fully intends on sharing his rule with the player should they form an alliance. Whether this would be a temporary truth or not is unknown.

Gortash can explain the Chosen of the Dead Three's plot to the player, detailing everyone's role. Each individual had their own part to play in their plan, which would occur sequentially. The Chosen of Bhaal, Orin the Red, would carry out a series of murders within Baldur's Gate, thinning out any forces not already under Gortash's control. The Chosen of Myrkul, Ketheric Thorm, would raise an army consisting of cultists of the Absolute, monstrous humanoids such as goblins, ogres, bugbears, and undead, marching from Moonrise Towers. Finally, the Chosen of Bane, Enver Gortash, would use his Steel Watch, and command it in a rigged battle against the Absolute, winning in a way that indebts the city of Baldur's Gate to him, without damaging it beyond repair in a way in which he can not rule in prosperity.

As parting words, Gortash will warn the party not to return without Orin's Netherstone.

Once the player has been to Gortash's coronation and visited the Lower City, Gortash will move upstairs to his office on top of Wyrm's Rock Fortress.

Background HauntedOne Icon.png Spoiler warning! This section reveals interactions with The Dark Urge.

If playing as the Dark Urge, Gortash will give a much warmer welcome, greeting his "favourite assassin". He will reveal that the original Chosen of Bhaal was not Orin, but in fact the Dark Urge themself. Gortash will go on to say that he and the Urge initiated the plot to steal the Crown of Karsus and use it to manipulate the Elder Brain, a plot that was going well until the Urge vanished and Orin claimed that she would henceforth be speaking for the temple of Bhaal.

After returning with Orin's stone, Gortash will demand that the player gives both their Netherstones to him. If the player relents and hands over the stones, Gortash will see them as weak-willed and turn on them. Otherwise, after refusing twice, Gortash will reveal that he was testing them. The player's refusal will prove to him that they too are shrewd and headstrong, and a well placed ally. Gortash's intentions can also be found through successfully reading his mind.

If Gortash is allied with until the end, he will meet the party at the Morphic Pool when it is time to confront the Netherbrain. As the player fails to dominate the brain, Gortash, already scared by the situation, will push the player aside and try himself to wield all three Netherstones. Too powerful to be controlled, the Netherbrain will inevitably kill Gortash.

Alternatively, Gortash can be fought at any point after meeting him in order to obtain his Netherstone. If he is killed before reaching Orin, the player will gain Gortash's Hand.

List of interactions

  • Gortash is introduced at the end of Act Two, but cannot be interacted with till Act Three.
  • During Act Three, the player has multiple opportunities to directly interact with Enver Gortash. While Enver Gortash is a neutral or allied entity, the player can start conversations with him at many opportunities. It is also possible for Gortash to become hostile, if provoked in certain conversations or deliberately attacked by players.
  • Enver Gortash is encountered in-person by the party at Wyrm's Crossing, during his inauguration as Grand Duke of Baldur's Gate. Despite previous hostilities, Gortash will act very open to cooperating with the party, even offering them a place in his tyrannical rule.
  • Gortash can be killed at Wyrm's Crossing, which allows for the player to collect Gortash's Netherstone to progress further.
    • However, if the player decides to ally with Gortash, killing him is not necessary to continue. He will accompany the party to the Elder Brain to attempt to command it once more. This, however, fails. The stones will be unable to command The Netherbrain, and it will use its psionic might to kill Gortash instantaneously with a simple command to "Die."

Speak with Dead

If Speak with Dead is used on Gortash, he will not respond. Instead, the deity Bane will answer in his stead. Currently this interaction has no audio.

(#1 First set)

Lord Enver Gortash: You seek Gortash? His soul is already suffering at my hands. That is the fate of all those who fail me.

  • If you're not Gortash, then who are you?
    • (Jump to #2 Who are you?)
  • Let him suffer, then. Isn't that the fate he deserves?
    • Lord Enver Gortash: A dead Archduke is of no use to me. A living explorer - [class/Wyll/githyanki/tadpole reference], for example - is a different matter.
    • (Jump to #3 Second set)
  • You're much more coherent than most corpses. Why's that?
    • Lord Enver Gortash: So naive for one with such cunning. Do you think it's Gortash speaking to you?
    • (Jump to #2 Who are you?)
  • Leave.
(#2 Who are you?)
  • Lord Enver Gortash: I am Bane, The Black Lord. I am the Ultimate Tyrant. I am Fear, I am Hate.
  • Lord Enver Gortash: And you - you are the dagger that bled Myrkul's favoured. You are the thorns that prick at my sides.
  • Lord Enver Gortash: Yet you are proof that I will still rise, and Bhaal and Myrkul will yield.
  • (Jump to #3 Second set)
(#3 Second set)

Lord Enver Gortash: One question asked. Four still remains.

  • You said I am proof you will rise. What did you mean?
    • Lord Enver Gortash: You live for power. You have proven it with every fallen foe, every chest opened, every skill claimed.
    • Lord Enver Gortash: As long as mortals and immortals vie for sharper blades and louder voices, I am strengthened.
    • Lord Enver Gortash: So it is for Bhaal and Myrkul - and so it is for you. You make me eternal.
  • I am no agent of yours. I seek power for proper ends, not for its own sake.
    • Lord Enver Gortash: *Chuckle.*
    • Narrator: The corpse says nothing more. You did not ask a question.
  • Why did you ally with Myrkul and Bhaal?
    • Lord Enver Gortash: Why do red dragons ally with the githyanki? Why did the Broken God befriend Tyr?
    • Lord Enver Gortash: And by turning mortals illithid, you deny their souls to their keepers.
    • Lord Enver Gortash: You do not stoke fear by reaping your own fields, but by burning your foe's.
  • What can I do to earn your blessing, Lord Bane?
    • Lord Enver Gortash: You gained my favour when you slayed Gortash. Your need for power exceeds even his.
    • Lord Enver Gortash: Use the Netherstones to commandeer the brain and unleash your infected army, and I will count you among my chosen.
    • Lord Enver Gortash: Or do not. Your lust for victory still brings you one step closer to me.
  • How can I reach the Iron Throne?
    • Lord Enver Gortash: Ah, Gortash's pet project. Iron Throne Headquarters once touched the sky, a monument to martial force.
    • Lord Enver Gortash: It's been a century since it was submerged in Grey Harbour. You can reach it by a submersible beneath the harbour docks.
    • Lord Enver Gortash: I look forward to your show of power.
  • Can you help me find the headquarters of Orin the Red?
    • Lord Enver Gortash: Of course you seek Orin, Bhaal's vengeful chosen. His temple is hidden even to my eyes. How fortuitous, then, that Orin seeks you.
    • Lord Enver Gortash: Orin is too proud of her own handiwork to linger in your shadow. The vain don't like to be upstaged.
    • Lord Enver Gortash: She'll make herself known to you - if she hasn't already, in her own special way.
  • Leave.


Combat

Main article: Enver Gortash/combat

Gortash serves as one of the main antagonists of Act 3 of the game alongside Orin. His defeat, or cooperation if so chosen, is required before facing the final threat of the game: the Netherbrain.

Loot

Achievements

A-Fancy Footwork.jpg

Fancy Footwork
Defeat Gortash in Wyrm's Rock without activating any traps.


Gallery

See also

Related literature

Notes

References

  1. 1.0 1.1 Casting Speak With Dead on Dravo Flymm
  2. "That thing in your chest made you more powerful than you could ever have dreamed of. I conspired to give you a gift, and you're furious about it." - Gortash to Karlach
  3. Connecting with Sally Flymm's tadpole
  4. 4.0 4.1 4.2 Dialogue with Nubaldin in the House of Hope
  5. Mentioned as a note in datamined dialogue.
  6. Nubaldin's dialogue synopsis: "[he] ordered Gortash around during his time of being enslaved"
  7. Dialogue with Karlach.
  8. Dialogue with Wyll.

External links