Saturday, 18 November 2017

Baldur's Gate: Tales of the Sword Coast - Companion Index Overview

Baldur's Gate: Tales of the Sword Coast Companion Index Overview

Overview of Companions

Prematurely posted for personal reference purposes, this write-up - which is a WiP [1] - intends to eventually cover the entire companion pool offered by the original Baldur's Gate (25 deep) along with the companions added by the Dark Side of the Sword Coast unofficial expansion (9 deep). Companions are listed in alphabetical order and pictured at their minimum level for consistency's sake. 
[1] At this point, I have completed the Ajantis entry and all entries of the Dark Side of the Sword Coast companions (posted at the end).

UpdateDark Side of the Sword Coast companion overview is now found here.

By no means a hard and fast rule, basic party composition seems to consist of two warriors up front and one each of thief, cleric and wizard behind them; perhaps with a bard or druid thrown in for good measure. I personally prefer to think in terms of descriptive role rather than class when composing a party so as to cover the crucial bases of adventuring; for example: healer, scout, tank, archer, haggler, rogue, loremaster, disabler and bombardier. Single classes are quite capable of covering more than one base; Ajantis, for example, can double as haggler by virtue of the paladin's Charisma pre-requisite, and what's stopping him firing a bow? Kivan is mean with a bow and handy with a spear, but can also scout like a wolf, and so on.

The vast majority of companions are recruited as individuals, but there are also four pairs (Jaheira & Khalid, Dynaheir & Minsc, Xzar & Montaron and Eldoth & Skie) who won't adventure without their other half, unless that other half falls in combat or is intentionally killed off by the player and has their corpse kicked out of the party. Moreover, companions may be mutually exclusive or loathe each other and eventually break out of the party and duke it out to the death (e.g, Kivan & Viconia, the Harper & Zhentarim pairs). Depending on how you look at it, this can be massively inconvenient or just part of the fun and laughter. Companions may also genuinely enjoy each others' company, resulting in pleasant adventuring and lil' banters here and there which I never found intrusive or tiresome as in the sequel. Despite their one-dimensionality and not being fleshed out in detail, adventuring with a motley crew can be quite amusing with their various compliments, quips, insinuations, insult-hurling and death threats. To my dismay, banters became such a fan favorite that they evolved into full-blown relationships in subsequent RPGs by BioWare, culminating in the putrid "romance sims" of the current gen.

Some companions will gladly join your ranks with no strings attached (e.g, Imoen joins because she's a childhood friend and Kivan and Ajantis want to fight the evil plaguing the region), others join because they feel indebted to you for randomly saving their asses (e.g, Branwen joins when you cast Stone to Flesh on her and Viconia joins if you save her from execution by the Flaming Fist), and yet others request you undertake a timed quest before they permanently sign up, which might clash with the agenda of another companion (Minsc & Edwin, who want Dynaheir saved or killed, respectively). Seven of the 25 companions offer quests. Companions regularly remind you of their quest, slowly losing patience as time wears on. Ignoring their not-so-subtle hints to the point of failing to meet the deadline may result in them leaving the party in a huff, never to be seen or heard from again.

Right: Minsc & Dynaheir engage in bare knuckle boxing with Edwin.

Xzar leaves the party in a huff.
Your reputation score is an important consideration in forming a reliable party, the score ranging from 1-20 ("Despised" to "Heroic"). Good-aligned companions may leave if your reputation plummets, Evil-aligned ones if it soars, though the ever-faithful Imoen will protest evil actions but won't leave based on reputation score. Mixed-alignment parties may therefore be a hassle to hold together, though the score can be increased or decreased at-will through temple donation and the calculated murder of peasants. Reputation dropping a lil' low for Ajantis' liking? Donate to a temple! Reputation climbing a lil' high for Xzar's? Murder a peasant! Anyway, the point at which companions "break" is the extreme end of the reputation scales, so if you're a do-gooder who can suffer the incessant complaints of the likes of Xzar & Edwin, then a score of 18 is fine; just don't go higher if you want them to stick around. And beware of temporarily removing them if your reputation is remotely positive, as they won't be waiting at the dumpspot when you return to re-enlist their services (the same goes for the good guys if they're dumped by a PC of ill-repute).

Companions scale to certain party levels; for example, a first level party can recruit a first level Edwin with almost nothing to his name (a lil' Exp, a few spells scribed to his spellbook); or a sixth level party can recruit a sixth level Edwin who has already earned over 40,000 Exp and scribed eight scrolls to his spellbook, including Haste. The intent of companion scaling is obviously to ensure they remain somewhat useful in the advent their services are required later in the campaign. However, I think it is important to recruit warriors early in order to get control of their pips and HD rolls; magic-users and rogues don't matter so much. Note that companions will not scale after they have been dumped from the party. DSotSC companions do not scale at all, as far as I can tell.


Now, onto the individual companions! Note that commentary is sparse at the moment. My stat-blocks cover companions at their min and max levels, which is usually first and sixth level. Companions do not scale above sixth.

Ajantis Ilvastarr

I am Ajantis, squire paladin of the Order of the Most Radiant Heart, servant to Helm, son of the noble family of Ilvastarr.  I am here to hunt down the vile brigands who assault those traveling these roads. What of you?

For the glory of Helm!

When asked about his past, AJANTIS announces that he is a squire-paladin of the Order of the Most Radiant Heart, and that he enforces the power and discipline of Helm. He belongs to the noble family of Ilvastarr in Waterdeep, and has studied swordplay under such luminaries as Myrmith Splendon. His skill and devotion apparently brought him to the attention of the paladin Keldorn, one of the most respected of the order, who decided to take Ajantis under his wing as a squire. Recently Ajantis has asked for the honor of becoming a full-fledged member of the order. To accomplish this he has traveled to the Sword Coast, in order to help curtail the increased humanoid activity in the region. If he succeeds in his quest the order will vote on his eligibility for membership. He seems utterly devoted to his mission.

Ajantis stat-block

• Lawful Good Male Human Paladin (2/6).
• Combat & Utility roles: Combat role is melee or ranged physical-based damage dealer, and conventional tank. Utility role is haggler/recruitment officer (e.g, can convince Kivan to join if Charname lacks Charisma).
• Time & Place of recruitment ◦ Available at the beginning of Chapter One and any time afterwards. Found in the southern portion of the ankheg area just north of the Friendly Arm Inn (AR 1400: x=1570, y=3140). Ajantis will leave the game-world forever if you are rude to him. He will also turn hostile and attack the party if you go overboard with insults.
• Stats ◦ Strength  17 ◦ Dexterity 13 ◦ Constitution 16 ◦ Intelligence 12 ◦ Wisdom 13 ◦ Charisma 17.
Hit points20/45.
• Default Weapon Pips ◦ First Level: Large Sword (**), Bow (*), Blunt (*). ◦ Sixth Level: Large Sword (**), Short Sword (**), Bow (*), Blunt (*).
• Default Skills ◦ Lore (2/6) ◦ Turn Undead (0/4) ◦ Lay on Hands (6/12).
• Default Equipment : Chainmail/Plate Mail.
• Special Abilities ◦  Detect Evil (useless), Protection From Evil (+2 AC vs. Evil)Lay on Hands (heals up to 16 HPs 1/day).
• Optimization: The only problem with Ajantis is his average Dexterity score (13). You will want to give him the Gauntlets of Dexterity: The Brawling Hands (set Dexterity 18) at your earliest opportunity in order to make him a better tank and archer (results in +4 AC and +2 ranged THAC0). The problem then is, he can't wear the Gauntlets of Ogre Power: Hands of Takkok (set Strength 18/00) for the +2 THAC0 and +5 dmg increase (thus, you are relying on arcane, divine and potion-based strength buffs if you want to turn him into a true juggernaut). However, AC is much more important in low level campaigns because you can't just Rest Until Healed in BG: you need to rely on proper healers (Clerics & Druids) and healing potions. Ajantis should always wear the heaviest armor and wield the heaviest shield available in the off-hand, culminating in AC1 Full Plate Mail and Large Shield +2 (AC +3, AC +1 vs. missile). Along with a Ring of Protection +2 (AC +2, Saving Throws +2) give him the Golden Girdle of Urnst, too (AC +3 vs. slashing).

Ajantis is Specialized in Large Swords and proficient in Bows and Blunts. Thus, he can wield Greywolf's Longsword +2: Varscona (THAC0 +2, dmg +2, cold +1) with +½ ApR straight out of the blocks. For those who don't role-play Paladins, he can also later wield Drizzt's Scimitar +5, Defender: Twinkle (THAC0 +3, dmg +3, AC +2). Assuming you recruit him early, I would spend his remaining two proficiency points on Blunts and Bows; that way, he gets +½ ApR wielding the Mace +2: Krotan's Skullcrusher (THAC0 +2, dmg +3)Warhammer +2: Ashideena (THAC0 +2, dmg +3, electrical dmg +1)Composite Longbow +1 (THAC0 +2, dmg +3) and Longbow of Marksmanship +3: The Dead Shot (THAC0 +3, dmg +2). Of course, you could also have him Specialize in one other weapon altogether if you want to; f.e, the Short Sword for the Dagger of Venom (Poison: THAC0 +2, dmg +2, 6 per round up to 15 dmg). Finally, for those who frequently employ Ajantis as an archer (always tempting), it is more convenient to pair bows with two-handed weapons from the Large Sword and Blunt groupings, culminating in the Spider's Bane (THAC0 +2, dmg +2, grants Free Action)Two-handed Sword +3: The World's Edge (THAC0 +3, dmg +3) or Quarterstaff +3: Aule's Staff (THAC0 +3, dmg +3). However, that is clearly more dangerous because he is taking up to a 5-point AC hit, which is huge in BG1. So yeah, you will have to be skilled at flanking and at positioning him behind a dedicated tank (units wielding "reach weapons" can hit an enemy "over" another combat unit).

• Grandmastery in a weapon (*****) is the privilege of ninth level Fighters or Fighter (9) dual-classes, but the experience point cap for TotSC is 161,000, allowing for only eighth level Fighters. Thus, only DSotSC Fighters (see tail-end of post) may Grandmaster in a weapon; namely, Khalid, Kagain, Shar-Teel, Bub, Ferthgil and Thorfinn. Why is Grandmastery notable? Mainly because it's True Grandmastery that bestows ApR +½ over High Mastery. And that means 3 ApR with melee weapons and 4 ApR with bows (or 4 ApR/5 ApR hasted).

• The somewhat slower level progression of Paladins (and Rangers) as opposed to Fighters is not a huge deal; moreover, within the 161,000 XP cap they reach 8th warrior level, too. As well, the inability to exceed weapon specialization is not of great concern since High Mastery - not Grandmastery - is all that is available to Fighters within the cap.


Holy Kitty Cacophony, you scared the bejeebbers outta me!  Sure it's yer job to catch us thievers, but ye need not give me a heart attack too!  Hey. . .you're not the guard!  Yeesh!  Getting me all in a tizzy when you're here for the same thing as me.  Well, since you're here, howz about we work together?  Just for this one heist, I mean. You keep watch while I show the stash. I know a secret here and there, but we get equal shares OK?

Hey, I think everyone would be happier if we were a little nicer!

When asked about her past, ALORA reveals that she was originally from Iriaebor. As a child she was cute, outgoing, and dangerously curious, causing no end of trouble for her parents. They tried to curb her lunatic behavior, and encouraged her to be content with home and hearth like other halflings. Alora found this unbearably stifling, and left to explore the world. She quickly found herself falling into all sorts of trouble, going to the wrong places and angering the wrong sorts of people. Eventually she found herself in the city of Baldur's Gate, and it was there that she discovered her future profession: thievery. Wealth was never her chief concern; it's just that too many interesting things are behind locked doors. Her unassuming temperament makes it easy for her to hoodwink the authorities, and her sweet nature has saved her from a jail cell numerous times.


I am Branwen, a War-priest from the Norheim isles. I have been trapped in stone for what seems like an eternity. You have saved me, and for that I owe you my life. I am indebted to you and by Tempus I leave no debt unpaid!  Let me join whichever cause you're fighting for, I should make a valuable ally and bring the favor of the Lord of Battles upon us.

Tempus! Give us victory!

When asked about her past, BRANWEN reveals that she left her home of Seawolf in the Norheim isles at an early age. She was apparently reviled by her own people for wanting to become a priest, a station reserved exclusively for the men of the village. She harbors no resentment, realizing that her faith must face such tests or be worthless. She traveled the coast, offering her services to local militias, and eventually came into the employ of an adventuring troup in the Nashkel area. Branwen had no idea that the group was participating in banditry however, and on their first raid she balked at attacking a caravan of unarmed merchants. She rebelled, and a mage named Tranzig turned her to stone in the ensuing fight. Despite the unfavorable outcome, Branwen feels that Tempus views her actions approvingly. To attack those that are unarmed is the basest of villainy.


Sorry if I startled you but I always approach strangers cautiously.  I'm Coran, hunter and archer.  Are any of you interested in making some money?  If you are, I'm the person who could help you do it.

Great peril yields great beauty.

When asked about his past, CORAN reveals that he hails from the Forest of Tethir, and while he has great memories of his time there, the serene lifestyle he felt it offered was ultimately not for him. Instead he traveled to the city of Baldur's Gate, dreaming of wealth, power, and respect. With nary a coin to his name he resorted to thievery, stealing only from those that he felt could spare it, and swearing that he would quit once he had enough gold to start his own business. Unfortunately he soon grew to love his new lifestyle, looking forward to each hair-raising escape, dangerous break-in, or beautiful woman. Occasionally he would need to leave town for a while, disappearing into the wilderness until things had cooled down and his name was less known. His most recent retreat is apparently the result of a relationship with the female sorceress Brielbara. He sheepishly admits to being caught in the act of seducing a female member of the Knights of the Unicorn, and being forced to flee from the violently jealous mage.
Illegal Dexterity, illegal High Mastery in bows (Thieves should only be able to Specialize). Best Archer in the game.


I thank thee for saving me.  'Twas courageous to follow the likes of Minsc into battle, if a touch foolish.  I have naught to offer thee in return, save my services in battle.  Mayhaps I could travel with thee awhile, and an opportunity may arise for repayment of mine debt.  Minsc is...well...Minsc, but he hast a strong sword arm, whilst I am practiced in the arts magica.  Shall we join?

This group shows promise exceptionale.

When asked about her past DYNAHEIR has very little to say. She is apparently from the far-eastern nation of Rasheman, and has come to the west with a bodyguard known as Minsc. Minsc is on his 'dejemma,' a right of passage, and it appears that she may be involved in something similar. Of this, she will only state that great things are foretold for the Sword Coast. She seems very sure of herself, is possessed with an old-world sensibility, and is very demanding of her companions. She has expressed concerns about the sanity of her bodyguard, though she has an obvious respect for him and will not go far from his side. 

Edwin Odesseiron

(Hmmm, not the best specimens, but perhaps a more "bestial touch" is what my plan requires.)  I would hire you to kill a treacherous enemy.  Understand?  She Dynaheir.  She bad.  You Kill.  Stomp your foot once for yes, twice for no.

Elminster this, Elminster that.  Give ME 2000 years and a pointy hat and I'll kick his arse!

When asked about his past, EDWIN sneers that he has no intention of revealing such information and that it is none of your business. He further states that you are lucky enough to simply share his company, and then mutters something about leaving whenever he wishes. He obviously cares little for the camaraderie of others, and seems to take more pleasure in speaking to himself than in interacting with the party. His attire brazenly displays the colors of the Red Wizards of Thay, though why a member of that organization would come so far west is puzzling. Edwin does not seem forthcoming with any information.

Eldoth Kron

I hope you are enjoying your liquor, it is some of the best you can find.  All of you are probably wondering why I'm being so generous, 'obviously not from the kindness of his heart' you think. Well in a way I am.  You look like the type to be on the outlook for ways to improve the quality of  your life.  Well, I have a proposal that could help you in that endeavor.  You see, there's a girl, my lover in fact, who desires to escape her father and live on her own.  Her father is Entar Silvershield, one of the Dukes of Baldur's Gate.  This, of course, makes her desires more difficult than that of the average city girl.  However, with your assistance we could help her escape the tyrannical clutches of Entar.  Here's the punch line: since Entar's going to be hunting us anyway we can blackmail him for hordes of cash and not worry about our captive escaping.  After all, we're doing it all for the sake of Skie.  Now we needn't go about this right away, in fact I'll help you with whatever you're doing until you decide to head up to Baldur's Gate.  Just think of it as one favor deserving another.

Be silent Skie, it's not like your opinion is worth anything.

When asked about his past, ELDOTH speaks as though his every word should impress and dazzle. He really seems to enjoy talking about himself. He is apparently from the island kingdom of Ruathym, though he left as a teenager for the city of Waterdeep. His natural affinity for song and poetry was honed to perfection while he trained at the musical college of New Olamn, supporting himself with gold borrowed from any one of his given lovers. It would seem that his skill in music is mirrored with his talent in the manipulation of others' emotions. He skims over explaining how he came to leave Waterdeep, but it was apparently the result of an attempted tryst with Aleena Palidinstar. Piergeiron, lord of the city, discovered that his daughter was being used by a manipulative dilettante and likely became quite furious. Eldoth probably had to flee the city, deciding it was time to use his bardic skills elsewhere.

Garrick, Eldoth and Skie engage in some amusing three-way banter.


Evil men have been defiling the woodlands with smoke and waste, all in a futile quest for the metal, iron.  Would you join me in my task.  I would destroy these men of the 'Iron Throne'.  Come with me, they dwell to the east within a fort.

Man is the least grateful of nature's children.

When asked about her past, FALDORN states that she was the child of a Black Raven Uthgardt woman. As an infant she was given over to an enclave of Shadow Druids as an offering, and was thereafter raised according to their beliefs. A splinter group of the main druidic order, Shadow Druids engage in very aggressive protection of nature, often relying on violence to achieve their aims. Faldorn showed great promise as she approached adulthood, and the order decided to send her to the Sword Coast to test her devotion to their ideals. Her ongoing mission is to use any means available to stop the despoiling of nature, no matter the risk or the cost to her life or any other. 


I'm Garrick and I work for Silke Rosena.  She's the most skilled musician and actor along the Sword Coast; in fact, she's to play at the Duchal palace before the month's done.  But.....she's been having some problems of late.  Some thugs have been hired by Feldepost to hurt her bad, because she didn't perform at his inn when she was supposed to.  You can't blame her for not showing up, what with a villain like Feldepost running the place.  She needs mercenaries to protect her until she's ready to go to Baldur's Gate.  She's willing to pay about 300 gold.  What do you say?

Brave, brave sir Garrick, sir Garick led the way.  Brave, brave sir Garrick, sir Garrick ran away!

When asked about his past, GARRICK explains that he was part of a celebrated acting troupe called the Dale Wind Troubadours. They traveled the length of the coast from Neverwinter to Amn and often played to Dukes and other nobility. Indeed, few others could afford the cost of a performance when the group was at its peak. Garrick does not speak fondly of this time however, as the direction the group was taking left him dissatisfied with their conduct. He apparently discovered that performances were being used as distractions for thievery and declared he would have nothing to do with it. Rebuffed by his comrades, now he wishes simply to travel and play his music for those that will listen. He seems a bit young and naive, and a touch too ready to take the word of a stranger. 

Garrick, Eldoth and Skie engage in some amusing three-way banter.


Sorry I followed ya, but I never get out of Candlekeep and those monks are such a bore.  Never any decent coin in their pockets neither.  I...I saw Gorion, and I am SO sorry!  Kinda figured something bad might happen to you out here.  

Yer a queer fellow.

When asked about her past, IMOEN slaps your shoulder playfully. She says that you of all people should know, seeing as how you grew up together. Indeed, some of your fondest memories are of meeting this sprightly young lass. She apparently came to Candlekeep much as you did, though 10 years later in life, and she spent much more time with the gruff Winthrop than Gorion. "Puffguts" she would call him, much to the old innkeep's dismay. She seems the eternal child, and is quite content to play the part of little sister, though you are both of comparative ages. You can tell by her hearty smile that she will always be willing to travel with you, no matter what path you take.

Imoen can be dual-classed to Conjurer (Opposition School: Divination) after maxing out Open Lock and Find Traps. She will also have 4x backstab.


Gorion often said that he worried for your safety, even at the expense of his own.  He also wished that Khalid and I would become your guardians, if he should ever meet an untimely end.  However, you are much older now, and the choice of your companions should be your own. 

It would be a fitting last service to Gorion, though we should first go to Nashkel.  Khalid and I.....look into local concerns, and there are rumors of strange things happening at the mine.  No doubt you have heard of the iron shortage?  You would do well to help us.  It affects everyone, including you.  We are to meet the mayor of the town, Berrun Ghastkill.

For the fallen!

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. They fled into the forest of Tethyr and stumbled across an enclave of Druids willing to take the child. Jaheira grew up a very headstrong girl, believing that the only way to protect nature was to have an active role in the world. She seems to have little in common with Khalid, but even though her manner is often confrontational she apparently cares deeply for him. Her admiration of Gorion is obvious, and she plainly states that whomever was responsible for his death will suffer an equal fate. 


I run an escort business.  I hire mercenaries to escort caravans on route from Amn to Baldur's Gate.  Right now I'm lookin' for some strong sword arms, and I'm willing to pay high.  It seems that one of the caravans under my protection never arrived at Baldur's Gate, and I need ta know what happened.  You look like a strong group of warriors; interested in a job?

I like it here, where the gold grows.

When asked about his past, KAGAIN stresses that the questioner should just mind their own business if they want to keep their teeth. It is apparent that he runs a rather shady mercenary company and that he is quite obsessed with wealth, but any information beyond this he is content to keep to himself.

Illegal 20 Con. Kagain is the only companion who has innate regeneration. Give him the Gauntlets of Dexterity.


Something about you is f-familiar, child.  Your manner reminds me of a sage I know, b-by the name of Gorion. If......if he has passed, we share your loss. We could t-travel with you until you get settled; help you find your l-lot in life.

Better part of valor!  Better part of valor!

When asked about his past, KHALID nervously reveals that he was born and raised in the nation of Calimshan. He does not say much of his parents, but you get the feeling that his merchant father thought little of him, devoting much more attention to Khalid's half brothers. Khalid thus threw himself into the martial pursuits, studying under members of the city militia. He doesn't go into detail on how he met Jaheira, but his adoration of her is obvious. When asked about how he knew Gorion he will only say that they had long been friends, and that many shared acquaintances will mourn his loss with harpsong.

Level 1 Khalid has just 42 XP (it seems he killed two diseased gibberlings and gravely wounded another before the better part of valor took hold.)


A strange coincidence; I have a quest similar to your own.  I have been hunting the bandits in the region for the past few months.  Their leader, an ogre named Tazok, took the life of someone very dear to me. Perhaps if we worked together we would fare better.  What say you to that?

My soul aches for my lost Deheriana.

When asked about his past KIVAN reveals that he hails from the forest of Shilmista, though he has not visited his homeland for quite some time. He has instead been traveling the world driven by the darkest of obsessions: revenge. Kivan and his mate Deheriana were apparently on a romantic sojourn years ago when they were waylaid by a group of Brigands. They were captured and tortured for the amusement of Tazok, the half-ogre that led the attack. Kivan eventually escaped, but Deheriana did not survive the encounter. Kivan is a man of few words, and obviously does not make friends easily. Likely he will not take much pleasure from life until he has revenged the death of his love.

I tend to overrate Kivan based on nostalgia. He was the first companion that made me go "Wow! I love this game!" It was his cool portrait and his early-game killspeed in relation to the other companions that impressed me (and Kivan is not even the best archer, let alone the best companion).


Take heart fellow adventurers, for you have curried the favor of Boo, the only miniature giant space hamster in the Realm!  My friend and companion ever since my h-h-head wound, he will lead us to victory!  Onward to the Gnoll Stronghold in the west! Tarry not! We must go soon!

Go for the eyes Boo, GO FOR THE EYES!!  RrraaaAAGHGHH!!!

When asked about his past, MINSC proudly announces that he is a berserker warrior from the nation of Rasheman in the utter east. He is currently undertaking his dejemma, a ritual journey to manhood, and is seeking adventure and glory in battle. It is also his honor to be the bodyguard of a young Wychalarn of Rasheman named Dynaheir, and if anyone tries to harm her he will beat sense into their heads until they reconsider. He is unsure as to why she has led them to the Sword Coast, but his loyalty is unquestioning. If he serves her well and distinguishes himself in battle he hopes to be accepted into the Ice Dragon berserker lodge upon return to their homeland. So far Minsc considers his most notable experience in the world abroad to be the acquisition of his animal companion 'Boo,' a creature that he claims is a miniature giant space hamster. Apparently such things do exist in the Realms, but Minsc has surely taken too many blows to the head. He seems a good-natured fellow, but is all too willing to indulge his berserker nature. 


If'n I'm not allowed to sleep, our next assailants may just live.

When asked about his past, MONTARON openly threatens you with bodily harm. He seems quite dangerous, and more than willing to engage in gratuitous violence. It would appear that he cares little for life, including his own. He works grudgingly with Xzar, even though he obviously despises the man. Whoever their employers are, they must be powerful indeed. These two would likely kill each other without a presence over their heads preventing it. Montaron might be willing to discuss the whole matter with you, but you get the feeling that you probably would not wake up the next morning.


Ah my loutish friends, that is my direction too.  Fate has crossed our paths and we could all benefit by traveling together.  It will be the classic pairing of you, the stalwart adventurers, and I, the intelligent one.  How could you refuse?  

I am so smart!  S-M-R-T!  I mean  S-M-A-R-T!

When asked about his past, QUAYLE talks for a good hour about his worship of Baravar Cloakshadow, how he is well on his way to mastering sorcery, and just generally how incredibly smart he is compared to everyone else in the party.  He was apparently encouraged to strike out on his own as soon as he came of age because, as he claims, he was simply too gifted to remain in that stifling environment. You get the feeling, however, that no one was terribly broken up over his leaving. He says that he apprenticed in the arts of magic and the worship of Baravar under a gnome named Gifos, though it was not long before this teacher also sent him on his way. Since then, Quayle has wandered the Sword Coast looking for people who were willing to accept his "his wisdom and instruction." It has likely been a long walk.


Well, good sirs, you may call me Safana.  You'll have to excuse me if I sound startled, but in the south were I come from they don't grow their men as big as any of you.  Anyhow, if you want, I have a way to make you all fabulously wealthy.   In my possession I have a map that gives the location of an old pirate treasure trove.  According to the writings on the map, it's where the legendary Black Alaric dumped his treasure before being captured by the Amnish fleets!  You interested in hearing more?

I feel so sensual.

When asked about her past, SAFANA spins tale upon tale involving fantastic liaisons with pirate captains, nobles, and royalty of all shapes and sizes. The consistent details seem to be that she grew up in the city of Calimport, surrounded by luxury. Her father was a very influential noble, and though she could have had anything, she apparently found herself too confined by her father's protective arm. She ran away in her early teens with the help of the first mate of the pirate ship 'Exzesus,' and remained with the crew for several years as they raided up and down the Sword Coast. Eventually she tried to manipulate the captain and found her self in a lot of trouble, escaping when the ship was at port in Baldur's Gate. She has many stories of her escapades after that, but if there is a grain of truth in them you certainly cannot find it.


Will your champion step forward? I only fight men, so your women will have to be satisfied with just watching.  Don't entertain any thoughts about cheating.  If any of the rest of you try to interfere in this fight I'll kill them outright.

This is the kind of stupidity we get with male leadership.

When asked about her past, SHAR-TEEL has very little to say.  From the little she speaks of it can be gleaned that she is an orphan. She also seems to harbor an intense dislike for Flaming Fist mercenaries, as well as an obvious disrespect for men in general. She seems to have something to prove, and likely her childhood was not of storybook quality.

Shar-Teel is sort of difficult to recruit because you need to inflict damage on her without killing her, and without being killed by her.

Skie Silvershield

Eldoth! I thought I'd never see you again. Who are you? What are you doing here? Thank you for your help! I am so happy to be away from that horrid place. Eldoth told me that you were adventurers.  Perhaps you would let me join your party?

I love you Eldoth.

When asked about her past, SKIE bubbles that she is the daughter of Entar Silvershield, one of the Grand Dukes of Baldur's Gate. Her admittedly sheltered life has consisted mostly of learning ballet, history, and languages. Being exceptionally agile she has become a very proficient dancer, though this natural dexterity has mainly allowed her to better sneak off on sojourns away from the estate. She says she finds the nastier areas of Baldur's Gate exciting, though she seems naive about the dangers. On one of her escapades she met up with the debonair Eldoth, and thinks that he can help her live the life of adventure that she craves. She trusts him implicitly, perhaps too much so.


Glorious Cyric has foretold of our meeting when thou wouldst join with me.  'Tis thy duty...nay, DESTINY  to stand by Tiax as the world kneels before him!  To this end I would travel with thee and do thy bidding.  Later, however, your power shall add to mine and great Tiax will ascend to the highest office in the land.  What say you?  Yea or nay to the grand scheme?

You are unworthy to sit at the feet of great Tiax! I shall find another for that exalted spot!

When asked about his past TIAX ignores you entirely, preferring instead to loudly proclaim what is in store for his future. He obviously worships Cyric, but also seems to share a touch of his madness. Tiax unquestioningly believes that he is destined to rule the world, and his fervor makes him blind to the ridiculous nature of the goal. He seems harmless enough for now.

Viconia DeVir

I thank you.  I know you may not be willing to give me a chance because of my dark skin.  I am a drow, but if you give me a chance you won't regret it.  Can I join with you?  I need friends, now more than ever.

Lil alurl! For Shar!

When asked about her past, VICONIA reveals (quite proudly) that she is a dark elf from the Underdark city of Menzoberranzan. She says very little about her reasons for leaving that sunless realm, though separations of such a nature are never gentle. She does claim to no longer worship the spider goddess Lolth; a change that even you know is often fatal. Her new faith is in the night goddess Shar, an appropriate choice for a drow, though this is not a firm indication that she has given up the brutal ways of her people. She finds the laws of the surface world quaint and more than a little strange, but this is simply because of her lack of experience. Likewise she seems a bit naive about how her race is viewed by surface dwellers. Many will not give her the chance she seems to expect, and even being seen with her may affect how people think of you. You know that as a drow, she has resistance to magic, both benificial and harmful.

Give her the Gauntlets of Ogre Power so that she can wear full plate armor.


At last I am free of my dreary prison; five and eighty days are far too long for one of the fair folk to live as a dwarf.  You look no better off than I, but my appreciation for my liberty bids me add my spells to your cause.  I am Xan; shall we face the impossible together?

We're all doomed.

When asked about his past, XAN wistfully speaks of his home in the elven stronghold of Evereska, and his role as a Greycloak. It was apparently decreed that he was to investigate the events of the iron shortage, determine who or what were the causes, and ascertain whether there was a greater threat to the region as a whole. This was definitely not a small task, and he accepted the responsibility with a great deal of dread. You get the feeling, however, that he approaches everything with a great deal of dread. He has devoted his life to improving his mastery of magic and has become a skilled wizard, though this dedication has left him little time to make friends or acquire any other pastimes. He strikes you as very capable, though probably not the best influence on morale.

If you refuse him, he will leave forever.

Moonblade (+50%) + Ring of Fire Resistance x2 (+80%) + Mage Robe of Fire Resistance (+20%) = 150% fire resistance.

Thus, Xan is not only immune to fire but Fireball (for example) will actually heal him by up to 8 HPs. Of course, Xan can't cast Fireball but he can wave Wands of Fire, and other casters can nuke him (after he draws the aggro into the AoE).

Also, I like how everyone's favorite pessimist has the Luck spell scribed to his spellbook by default. :P


Perhaps as payment you would go with us to Nashkel.  It is a troubled area and we mean to investigate some disturbing rumors surrounding the local mine.  Some acquaintances are very concerned about the iron shortage.  Specifically, where to lay blame in the matter.  You would be useful, though I'll not hold you to it.  We are to meet the mayor of the town, a man named Berrun Ghastkill, I believe.

I ate his liver with a nice Chianti and some fava beans.

When asked about his past, XZAR has very few coherent things to say. His desire to determine the cause of the iron shortage seems benevolent enough, but his motives remain unclear. His ramblings seem disjointed, but his faculties are obviously in good enough order for him to be adept at magic. He mutters something about how he and his associate Montaron are in the employ of a powerful group, but when pressed for details he gets extremely agitated and does not speak for some time. He is obviously at least partially insane, and the network that would hire him must be dark indeed. 

By virtue of meeting the Necromancer Wisdom pre-requisite (16) Xzar can be dual-classed to Cleric at Necromancer second level if you first get the Tome of Understanding (found in Durlag's Tower) and let him read it. Now you have a dedicated healer who can cast Identify, Sleep and Blindness, thereby doubling as both back-up disabler and loremaster. Xzar is now scarier than ever!


These are my mines that the blasted Iron Throne has stolen.  Well, they were my clan's home 125 years ago.  Curse me for a fool, I trusted them!  Years ago that blasted Rieltar gave me a good trade smithing for the Throne, and then I go and tell him about my old home!  About how my clan had the richest iron mine on any coast, and how almost all were killed when we breached a riverbank.  Lost most my kin in that flood.  Those of us that survived couldn't bear to go back down.  It was a giant watery tomb, and we left it the way she stood.  So I go and tell this to my "friend" Rieltar, and he has me chained up!  He tortures the location outta me, and now this graveyard feeds the Iron Throne as they bleed the coast dry.   If you want to cripple their plans, help me flood these accursed mines once more!  They plugged the breach, but knowing hands can loose the flow!  We can drown these black-hearted rats in the very mine they've stolen!  Here be the way!

Aye, who's there now?  More smithing, or did ye burrow into another river?

When asked about his past, YESLICK quietly states that he was once a member of the dwarven clan Orothiar. For generations they used the iron mine in the center of Cloakwood as their home, but almost a century ago catastrophe struck. As skilled as they are underground, dwarves occasionally make mistakes.  One such incident cost them dearly. They apparently breached an underground river and the resulting flood claimed nearly all of the clan. Yeslick was one of the few survivors, and made his way to Sembia to start a new life. There he made the acquaintance of Rieltar, a member of the Iron Throne, and was hired as a personal smith. They became friends, and eventually Yeslick told of his past. This proved to be his undoing, as Rieltar used this information to formulate a plan to expand the Iron Throne power base in the Sword Coast.  Rieltar betrayed his supposed friend and forced him to reveal the location of the mines. Yeslick has been imprisoned ever since so as not to reveal the site to others. Now he wishes for nothing but the chance to right the wrongs that have been committed using his ancestral home.



  1. I always wish I could see the weapon pips on these companion break downs.

    1. I'll be adding in stat-blocks with weapon pips for each scaled level.

  2. Hey there! I am eagerly awaiting for your update on this post. There are still NPCs I never ever use in my parties (Quayle, Xan, Tiax and Faldorn). However, yours is first in-depth review of DSotSC I encountered (except for ones made by their developers, with whom I had access to their hidden sub-forum of developers on the old Chosen of Mystra boards).

    Just one note of Jet'laya. She also shows up in an older Auril's Bane mod made by Grog for IWD1. I am currently attempting to convert that mod in EE, but is a hard endeavor.

    And btw, for Shar-teel you don't really need to get a tank male along to fight her like Kagain or Minsc. You can wear Girdle of Masculinity/Feminity on a female tank if you use a female PC. Shar-teel is one of my favorite tanks and one I think got ruined in both TuTu and EE, due to abnormal dual-wielding added to her.

    1. Hi Redrake! I recently replayed DSotSC and quite enjoyed it. I played it when it first came out, but I think that was the original non-WeiDu version (which I can't find online, anymore). Aside from this companion guide I may end up posting an item and spell guide for DSotSC in the future, too.

      In regards to your mod, good luck! The upcoming 2.5 update will apparently enhance the UI and add in the Shaman class, too. I hope they fix the bugs I encountered, too.

      Imo, Tutu, BGT and the EEs change too much of the original games. It would be cool if someone started modding the originals again, but I'm not holding my breath. Anyway, DSotSC shows what can be done in the BG1 engine. It also shows that you don't need SCS to make combat encounters more difficult (f.e, the Dark One).


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